Prima Games eGuides
primagames.com Browse Redeem a code Help
Metroid: Samus Returns eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • The History of SR388
    • The Chozo
    • Fast-Forward to the Year 20X5
    • Samus Returns
  • Walkthrough
    • Surface
    • Area 1
    • Area 2
      • Area 2 : part I
      • ARACHNUS
      • Area 2 : part II
    • Area 3
      • Area 3 : part I
      • Area 3 : part II
    • Area 4
      • Area 4 : part I
      • Area 4 : Diggernaut Escape
      • Area4 : part II
    • Area 5
    • Area 6
      • Area 6 : part I
      • Diggernaut
      • Area 6 : part II
    • Area 7
    • Area 8
    • Surface Revisited
      • Surface Revisited
      • Proteus Ridley
  • How to Play
    • Introduction
    • Basics
    • Advanced Techniques
  • The Armory
    • Introduction
    • The Gunship
    • Beams
    • Explosive Devices
    • Power Suit Upgrades
    • Morph Ball Upgrades
    • Aeion Abilities
  • Inhabitants & Eco System of SR388
    • Introduction
    • SR388 Native Life
    • Chozo Security Units
    • Metroids
    • Bosses
    • Hazards
    • Chozo Relics
    • Doors
    • Blocks
  • Extras
    • Introduction
    • amiibo Unlocks
    • The Gallery
    • Completion Times
    • Walkthrough Quick Reference
    • Item Checklist
  • Reading This Walkthrough
    • Introduction

Metroid: Samus Returns Guide › Walkthrough

Area 8

This is it, the final area. One last Metroid stands between you and mission completion. This isn’t a particularly large area, but stay on your guard. Who knows what might be lurking around these depths?

The path to the end of this long, winding room isn’t terribly complicated.

Head east, then climb up the corridor on the room’s east end. Space Jump your way up to avoid getting stopped by the Screw Attack Blocks obstructing your path.

In fact, avoiding the enemies and Screw Attacking your way up the corridor is likely the most practical way to climb this tower. There are plenty of strong enemies along the route, and fighting them is a good way to burn through health.

Once you’re at the top of the corridor, go left and pass through the door just ahead of the Save Station.

Black Autrack

Black Autracks are scattered about this corridor. Other than the reinforced plating, there’s not much difference between these Autracks and those you’ve seen up to this point. Use Power Bombs or Beam Burst to destroy them.

Continue to the door on the left side of this liquid-filled hall. There are a few enemies here, but the path is as straight as they come.

Energy Tank E-10

Smack-dab in the center of the hall is an Energy Tank housed in the ceiling. This is quite easy to get ahold of, but the area above is riddled with Pit Blocks, so a single mistake and you’re back to the bottom of the hall.

Start by Screw Attacking through the Blocks left of the Energy Tank. Climb into the hole to the right, but before you move farther right, jump and Spider Ball on the ceiling. Head to the right side of the room, then drop to the lower passage.

Roll left a bit, then Spider Ball on the ceiling of this lower passage. Continue left, drop down, and claim the Energy Tank as your own.

Head left slightly, then Screw Attack through the Blocks above the Teleport Station.

Missile Tank M-67

Before jumping through the Blocks above the Teleport Station, descend to the bottom of the corridor. Find a Missile Tank in the bottom-right corner behind a pair of Missile Blocks.

Turn on your Lightning Armor and drop into the red-plant pit. This is the tricky part: you must jump and perfectly land two missiles between the crystals into the Blocks keeping you from the Missile Tank. Be quick about it—these Blocks reappear given enough time. Once you destroy both Blocks, quickly jump into the narrow passage and claim the Missile Tank.

Continue climbing and take the door near the top-right corner of the corridor.

Head to the door on the right side of this room, then climb up the corridor and take the door near the top left.

Super Missile Tank S-24

You can find a Super Missile Tank before entering the left door at the top of the tall corridor. Jump onto the crystal formation on the right side.

Placing a Power Bomb makes reaching the Tank a lot easier, as it reveals the locations of Pit and Bomb Blocks scattered about the path to the tank. Despite how nasty those Blocks make it look, the path is quite simple. Spider Ball along the ceiling and destroy the Bomb Blocks as you approach them. So long as you don’t drop onto the lower platforms, you’ll be fine.

This next corridor is a straight shot, but the floor is strewn with Pit Blocks. If you Space Jump through, you’ll have no problems, but falling through any of the Pit Blocks guarantees a long trek back up to this room.

Once on the left side of the room, head up the corridor and through the door on the right side.

Missile Tank M-68

Before you progress to the left side of the room, stop in front of those two Blocks in the floor with nothing below them. You’re likely aware that these are Pit Blocks, and usually Pit Blocks drop you to disadvantageous locations, but this time they’re worth taking a trip through.

Jump into the first set of Pit Blocks and immediately begin using your Screw Attack. The Blocks on the middle-right side of the drop are Screw Attack Blocks guarding a Missile Tank. Screw Attack through them and head right to find Missile Tank M-68.

Missile Tank M-69

You can find another Missile Tank by moving to the left side of the corridor and Screw Attacking through the ground.

Spider Ball onto the small Block suspended near the yellow liquid directly below the Screw Attack Blocks you came through, then place a Power Bomb. The explosion launches you across the hall, directly into the Missile Tank.

Continue on to the right and jump up as soon as you see the Save Station. Note the Gunzoo upon entering a tall, wide-open room. This is where things get tricky.

Space Jump straight up the middle of the room. It’s divided into two parts: the lower area, which is nothing but open space; and the upper area, which is a twisting, turning maze of corridors and items. It’s a challenge to traverse, so be prepared.

Power Bomb Tank P-12

Head up to the room’s top right side if you’re interested in a Power Bomb Tank. Use a Power Bomb to destroy the Blocks in the top-left corner.

Enter the red-plant maze with your Lightning Armor activated and proceed upward. Jump into the opening above and make your way around. Before dropping down the left side of the passage, Spider Ball onto the ceiling and continue around. There’s a Pit Block hidden on the floor that drops you out of the passage. It’s a small nuisance, but a nuisance nonetheless.

Exit through the northern passage and claim the Power Bomb Tank for yourself.

Missile Tank M-70

If you Space Jump your way up the left side of this room, you find a Missile Tank waiting for a new home. Grab it to give it one.

Jumping up the center of the room leads you to one of the two openings into the maze. Enter and head left. Jump up to the top of the spike-laden corridor and grab on to the handhold to your left. Or, for a safer route, line yourself up in the middle of the room and boost yourself with a Power Bomb up to the top. The choice is yours.

Missile Tank M-71

Pull yourself up into the passage at the top of the spike-laden corridor and place a Power Bomb. The Bomb destroys a Block to the lower right, which was concealing Missile Tank M-71. Hop down and Space Jump into it to reach it.

Head right and bomb the Block at the end of the passage, and you fall into another corridor. Immediately plant a Power Bomb to deal with the Black Autrack at the bottom.

Climb up the corridor’s right wall and bomb the second Block from the top. Drop to the bottom of the next corridor to find a Pull Block. Destroying this creates a shortcut from the Recharge Stations below directly into this corridor.

Jump up into the opening near the top of the right wall and go right. It’s prudent to plant a Power Bomb a little way into this passage. Not only is there a GlowFly ahead, but the entire upper area is littered with them. Once the Power Bomb detonates, continue right to find an opening into the upper half of the room.

Super Missile Tank S-25

The Blocks below the opening into the upper half of the room are Screw Attack Blocks. Screw Attack through them.

Consider using a Power Bomb to uncover the locations of all the destructible Blocks down here. The greatest difficulty here lies in figuring out which Blocks to go through and which ones to avoid.

Jump up onto the platform at the top of this lower area and roll to the left to fall through a Pit Block.

Roll slightly left and place a Bomb on the second-to-last Block. This opens a path to the passage above you.

Bomb the second-to-last Block on the left. Spider Ball your way down the left side of the newly created hole so that you’re on the ceiling while traipsing through the lower passage.

Roll left and drop through the Pit Block near the spikes.

Continue left and bomb the third Block from the left. Jump into the opening and bomb the Block directly above it. Spider Ball into the upper passage to reach Super Missile Tank S-25.

With all the enemies gone, you can head to the left side of this room with little issue. Climb through the opening in the ceiling as soon as you see it.

Go left and jump into the opening above. You see another Pull Block on the way—destroying it opens another shortcut.

Proceed right after jumping into the opening until you reach a Gunzoo.

From here, head up, continue left, then up again when you hit the west wall. You find the door out of this labyrinthine room there.

Missile Tank M-72

You likely notice the opening on the left while jumping past the Gunzoo’s location. There’s a Missile Tank at the other end, but you can’t reach it yet.

Head up the corridor and make a left. Drop down the first opening you cross to find a Pull Block. Destroy the Block, then double back to the earlier opening. Follow the opening to inevitably reach the Missile Tank.

Screw Attack through the floor in front of the door to activate a Teleport Station below. Climb up to the top of the corridor and into the passage on the right.

What is that pod? Is it an egg? That does make sense. All these Metroids had to come from somewhere. Or something. A mother Metroid? There’s only one Metroid left, and that egg must be it. Continue to the right.

When you reach the deactivated door on the right side of the next room, Screw Attack through the Blocks on the floor. Continue right.

The Metroid Radar’s going off the charts. Wait… The reading says 11 more Metroids! There are more?! This is just a Metroid larva. It’s susceptible to your Ice Beam and missiles, so freeze it and blow it up. Whatever you do, don’t let it bite you! Metroid larvae are well-known for their energy-sapping abilities. If they grab you, immediately drop into the Morph Ball and plant Bombs to shake them loose.

Metroid Larva

This is the Metroid you’re familiar with. While not anywhere near as challenging as its later forms, a Metroid larva carries with it a hint of menace. Even without an armored carapace and element-spitting abilities, these immature Metroids are aggressive and can sap the life right out of any living creatures they sink their mandibles into.

If you’re grabbed, stop, drop, and roll—then bomb; the bombing is the important part. Bombs are the only things capable of shaking a Metroid larva off you, but you need to be quick to stop the Metroid from sapping all your health.

The only way to defeat a Metroid larva is to freeze it with the Ice Beam, then shoot it with missiles to shatter it. No other weapons have any kind of effect.

Metroid larvae plague these halls, and the corridor doors don’t open until they’re defeated. There’s only one path to follow here, so defeat the Metroid larva and press on ahead!

Be sure to use the Recharge Stations when you pass them. With this many Metroid larvae around, there’s sure to be a source. You’re nearing the end of this mission; be ready for anything.

When you reach the corridor on the far left, jump up to the top to find a pair of Metroid larvae.

Drop to the bottom of the corridor and head through the door on the right.

Missile Tank M-73

On you way down the corridor, you can find a Missile Tank hiding inside the left wall. It’s almost exactly in the wall’s middle, and the way it stands out from the other Blocks makes it easy to spot. If you have trouble locating it, use the Scan Pulse to highlight its location.

The drop at the end of the Save Station room is setting off the Metroid Radar like a fireworks show. Consider this the point of no return. Whatever created those Metroid larvae definitely wasn’t that egg, so expect the worst. If you have things to do, this is the time to get them done.

40/40

Queen Metroid

This is it, the source of the Metroids—the Queen Metroid. Defeating it means an end to the Metroids, mission accomplished. This fight is tough, so read up on each phase as soon as it begins to keep from getting blindsided by the Queen Metroid’s attacks.

Unlike its brood, the Queen Metroid’s core is not its weak point. You must hit its mouth while it’s open to damage it, but like its brood, only the Ice Beam and your missiles do damage. If possible, save your Super Missiles for Phases 2 and 3, and use normal missiles and your Ice Beam for Phase 1. The Queen Metroid hits hard, but once you understand its attacks, you’ll have a much easier time dealing with this behemoth.

Phase 1

The Queen’s nest is long and narrow; there isn’t much in the way of ceiling space here. The Queen’s attacks take up large portions of the room, and the Queen itself moves forward and backward, either pressing you against the wall or giving you a good bit of wiggle room.

Space is a constant issue, so always be mindful of potential safe spots and escape routes to avoid taking damage.

One of the most frequently occurring attacks in the Queen’s arsenal is the forward lunge. The Queen lifts its head and opens its mouth while ripples form around it. This is your sign to race to the right side of the room. The Queen lunges forward, dealing massive damage if you’re unlucky enough to get hit.

The Queen often follows up the forward lunge with a head-smash attack. It reels its head back, then brings it up and straight to the ground. Whenever the Queen performs a forward lunge, expect a head smash to follow.

The safest place to be for both of these attacks is the top-right corner of the room. As soon as you see the Queen’s forward lunge, race to the right and start Space Jumping in the corner. Chances are good that you’ll come out unscathed.

Most of the Queen’s attacks take advantage of the room’s limited space. Another such staple of its arsenal is its

fire-breath attack. It comes in a variety of patterns, but you only have to deal with one during this first phase.

The queen sprays the floor with a beam of flame, then sprays the ceiling and drags the flame down the east wall. The flames on the floor last until the Queen’s second beam reaches the east wall. Spider Ball on the east wall as soon as you see the first beam begin dragging along the floor. When the flames on the floor clear, drop off the wall and advance toward the Queen. This is a good time to get some shots in. Its mouth is open the entire time it fires the beam.

The Queen’s color turns from gray-blue to deep red when you do enough damage to change the phase. You know the phase has ended when the Queen drops a cluster of resources.

Phase 2

The Queen introduces its counterable attack at the start of Phase 2.

It stops moving while its head twitches and sways. This is the sign that you should get in closer to the Queen, and also an excellent time to sneak some Super Missiles into its mouth. Its counterable attack is incredibly fast, so use this tell to maximize your chances of hitting it in time. Almost immediately after the rings appear around its mouth, the Queen snaps its giant jaws low to the ground in a flash.

Note that once you counter the attack, you don’t move into your normal attack mode. Instead, a red light appears at the tip of the Queen’s tongue. You’ve seen similar red lights during your time on SR388, though not inside an enemy’s mouth. Free Aim at the red light, grapple it, and then pull!

Following a successful counter, quickly roll into the Queen’s stomach. Make sure your Lightning Armor is equipped when you do, since you take damage rolling in. Drop a Power Bomb here for big damage. Normal Bombs also work, but they’re much less effective.

The Queen’s head hits the ground, and its mouth gapes open for a Super Missile volley. Take care not to stand too close. Its mouth snaps, which is an easy way to take a little damage unexpectedly.

At times, the Queen breathes fire only on the east wall. This may look like a non-issue, but if you aren’t in the Morph Ball and underneath the Queen’s head before it finishes spraying fire, you’re sure to take damage. As soon as the Queen finishes breathing fire, it begins blowing air out of its mouth, pushing you toward the engulfed wall. If you stay under the Queen’s head and roll to the left during this time, you can get through the attack unscathed.

If the Queen turns green, quickly Spider Ball up the east wall, around the ceiling, and stop just in front of where its head is below you. It sprays a small smattering of acidic bubbles around the center of the room, then sprays the floor and east wall with fire. As soon as the fire on the floor disappears, find an opening between the acid bubbles, then fall to the floor. The Queen performs a head-smash attack almost immediately following the fire beam. If you’re still on the ceiling when this happens, you’re dropped to the ground, almost certainly hitting the acidic bubbles on the way. That’s why it’s best to drop between the bubbles before this happens, and the spot on the ceiling in front of the Queen’s head is often the easiest place to fall from.

Phase 3

The Queen starts Phase 3 with another counterable attack. Don’t miss this opportunity to score some easy Super Missile shots.

The Queen mixes up its acid bubble attack by shooting fire beams at the ceiling instead of the floor. During this phase, it’s best to wait in the bottom-right corner when the Queen unleashes its acid bubbles. Climbing to the ceiling not only risks the fire beams, but it’s harder to get to a place where you can avoid damage.

The best place to hide when the Queen starts spraying the ceiling after the acid bubble attack is under its head. It follows up spraying the ceiling by spraying the floor, which gives you scant space to hide. Don’t go under the Queen’s head until after it finishes spraying the ceiling, or you run the risk of getting hit by its neck while it’s still spraying.

As soon as the fire clears, roll to the right side of the room. The Queen can easily follow up this series of attacks with a forward lunge.

Bad news: you’re not done dealing with the Queen’s fire beams yet. Occasionally, the Queen spits out acid bubbles, then immediately sprays fire on the east wall. This is your cue to race under the Queen’s head—but not until it begins spraying the wall, or you might get hit by its neck. As soon as it finishes spraying the wall, it begins blowing air to push you not only against the wall, but through the acid bubbles as well.

This attack is the hardest of the Queen’s entire arsenal to dodge. Your best bet is to turn on your Lightning Armor, roll toward the Queen, and jump over the acid bubbles while its breath pushes you toward the wall.

Phase 4

This is the homestretch. The Queen has only one more trick up its sleeve, so hang in there! You’re almost done!

As in the other phases, the Queen starts by performing its counterable attack. Get into position and take advantage!

The Queen’s last attempt at damaging you is another acid bubble attack. It shoots out the bubbles, then begins spraying the ground with fire. As soon as the beam hits the ground, Spider Ball up to the ceiling and wait. The Queen follows up the first beam by spraying another onto the ceiling. When it starts the second beam, drop to the floor. The east wall stays engulfed, but the fire on the floor clears almost immediately after the Queen starts shooting its beam at the ceiling. Once it finishes breathing its second beam, the green bubbles clear, along with the fire.

At this point, the Queen recycles attacks from previous phases. Stay calm and careful, avoid its attacks, and wait for a clear shot into its mouth.

The single, unhatched egg remains at the left end of the room. Just as Samus is about to shoot it, a Metroid hatches. Since Samus is the first living thing the Metroid Hatchling sees, it instantly takes a shine to her.

With the Queen and her offspring defeated, it’s time to head home. There’s an elevator leading back to the Surface at the top of this area. The path there isn’t complicated, so get going!

Head to the left side of the room to find a cluster of crystals blocking your way out. Good news! The Metroid Hatchling seems to enjoy chomping away at and destroying these crystals. Whenever you see them, get close, and the Metroid Hatchling goes to town.

Press ahead and follow the path. There’s only one way to go, and it’s a straight shot getting there. You reach a point where the crystals block a passage above you. Spider Ball up to them, and the Metroid Hatchling starts chomping away.

Missile Tank M-74

While making your way through the upper half of the room, you find a narrow passage covered in red plants. If you roll right into it, you can find Missile Tank M-74 at the passage’s end.

Continue your climb to find what appears to be a dead end. A platform blocks the path, but you know by now that dead ends aren’t always as they appear. Screw Attack through the left side of the platform to blow right past it.

Super Missile Tank S-26

In the last stretch of the path to the elevator, you come across the platform covered in Pit Blocks. At the end of this platform is Super Missile Tank S-26. To reach it, activate your Phase Drift and run straight across.

Spot the Super Missile Tank in a Morph Ball passage at the end of the platform. Roll into the Morph Ball as soon as you see it, and it’s as good as yours.

You reach the elevator at the highest point of the area. Once you’re there, enter it to be transported to the back end of the Surface.

Keep reading with a free account

The first 3 sections of Metroid: Samus Returns are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousArea 7 NextSurface Revisited