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Metroid: Samus Returns eGuide
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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

Surface

Samus’ quest to destroy all Metroids begins in much the same way as all of her other quests: she stands on her iconic ship on the Surface of a largely uninhabited planet.

There’s not much to do on SR388’s Surface—not yet, anyway. Head to the right to come to what looks like an abrupt dead end.

The path ahead is barricaded by Blocks; shoot them with your Power Beam to destroy them and progress forward. Almost every destructible Block type reforms if left alone. If this happens, shoot them again.

the gunship

Samus’ ship, a highly maneuverable Gunship, is filled to bursting with machinery to help her on her missions across the galaxy. You’ll likely never be in this area, but if you find yourself back on the Surface and you’re hurting for health and resources, stand on top of the ship’s center to save, as well as refill all of your supplies.

SR388’s Terrain

Progressing through SR388 is tricky. You run into an overabundance of dead ends and paths that seem like they should continue when you’re looking at the map, but they don’t. The key is usually to locate destructible Blocks amidst the terrain. Finding your way may involve more than simply shooting a Block; often the Block only breaks when shot by a certain type of weapon. You get plenty of tools to help you identify which Blocks are destructible and which aren’t. Remember that if you’re stuck, look for a destructible Block.

Rock Icicle

These enemies are the lowest life-form on the planet and pose next to no threat to the observant bounty hunter. Often they act less as adversaries and more as sources for health-refilling orbs and ammunition. They spawn ceaselessly from their holes; sit nearby, gun aimed and ready, and fire away as they come out. It’s a slow method, but SR388 is a dangerous place, and being low on health is common. Refilling your supplies off these little critters works in a pinch.

Enemies drop purple and yellow orbs when they die. This is true for every enemy in the game, including bosses. The purple orbs refill your health, while the yellow orbs refill your Aeion Energy, which we explain in further detail later. In addition to dropping these orbs, enemies drop ammunition for weapons like your Missile Launcher.

The goal here is to defeat enemies without taking damage. This becomes more of a struggle the deeper you venture into the planet. Being cautious during this mission keeps you alive a lot longer than rushing in. This is a much harder mission than most others Samus has been on.

Hornoad

The first formidable enemies you encounter are these green, two-legged, armless, hoppy creatures. You can destroy them with regular shots from your Power Beam or missiles, but what really knocks them out is a Melee Counter. There’s not much to fear here, but don’t take them lightly. As with every creature on this planet, if you let them group up with other creatures, you’re in for a rough time.

Melee Counters

Almost every enemy on and in this planet (including bosses) has a counterable attack. Whenever you hear a clicking sound, followed by white rings surrounding the enemy or one of its body parts, hit the X button to perform a Melee Counter. Don’t touch any other button, except to fire your weapon (missiles are safe). This not only forces the enemy to drop purple and yellow orbs, but also leaves it temporarily vulnerable to attacks. The foe stands still in a daze and takes a ton of extra damage. For most encounters, performing Melee Counters is the quickest path to victory.

Shortly after destroying that first set of Blocks, you come to another dead end. This time the Power Beam doesn’t work, so try something with more firepower: missiles. A single missile is all it takes to destroy the Blocks ahead.

Missiles Aplenty

If you’ve played a Metroid title before, your first instinct might be to save missiles and other ammunition. That’s not necessary this time around—not for missiles, anyway. Your missile ammunition grows significantly over the course of your mission, so you always have plenty on hand to fire at will.

The only time you need to use them carefully is during boss fights. Most bosses in the game don’t take much—if any—damage from the Power Beam, so if you run out of missiles, you’re in for a much more grueling fight.

At this point, you’re prompted in-game to use Free Aim to shoot the Block above you. Destroy it, then jump at the platform it was blocking. Samus grabs on to it automatically. While hanging from the ledge, push Up to climb onto the platform.

Jump to the platform on the left, then to the upper platform on the right. There’s nothing farther down the left path except for a Rock Icicle, so don’t worry about exploring.

Moheek

These creatures pose little threat if you steer clear. They move slowly and like to stick to ceilings and walls. If you approach them, they lunge forward briefly (which is counterable), then go right back to their leisurely climb. Destroy them if you need resources, or if they’re in the way, but ignore them otherwise.

Two Missile Blocks barricade climbable ledges. Use Free Aim, fire a missile at the first Block, and then fire a second missile while Free Aiming from the first ledge. Or wall-jump your way up there.

Wall-Jumping

Wall-jumping is a staple of the Metroid series, though none of the games require you to use the technique. Wall-jumping allows you to climb certain spaces well before you would reach them when following normal game progression. It provides a faster means of traversing parts of SR388’s terrain.

Jump toward a wall from a good distance away to spin while jumping. If you don’t start spinning, press the Jump button a second time while in the air. As soon as you brush the wall, press the Circle Pad in the opposite direction while pushing the Jump button at the same time. This takes a bit of practice, but it’s worth taking the time to master.

If wall-jumping proves too difficult, use Free Aim and missiles to climb this path. Again, you’re never required to wall-jump. We offer a few tips here and there where wall-jumping is particularly useful, but never for the purposes of progressing through the game. For the most part, it’s up to you to find surfaces to wall-jump between.

T his next space was created to bolster your Melee Counter efficiency. Gullugs litter the entire area; the easiest and safest way to defeat them is with Melee Counters. Use this technique to make your way down to the bottom-right corner of the room.

Gullug

Enemies of the Gullug variety are plentiful in SR388. They’re aggressive, their flight patterns are erratic, and countering them requires precision. Trying to defeat them without a Melee Counter is a great way to lose a lot of health. When you see a Gullug, wait patiently for the click and white circle, counter, then press the Fire button. Once it’s countered, it goes down in a shot or two, but tread lightly before then.

Follow the hall until it dead-ends in a pit. Free Aim and shoot the Blocks at the bottom. Head to the bottom-right corner of this corridor to progress.

Unstable Footing

Adding to the numerous types of destructible Blocks is the Pit Block. True to its name, this type breaks the second you touch it, dumping you into whatever murkiness lies below. It’s difficult to tell when you’re about to walk onto a Pit Block. As a rule of thumb, if you see a long stretch of narrow platform, jump over as much of it as you can. Otherwise, there’s a good chance you’ll get spilled into unfriendly depths.

Ammo Recharge Stations

The Chozo who inhabited this planet long ago set up all sorts of devices that interact with your Power Suit. You can use these devices to refill ammo and health.

Ammo Recharge Stations like this one are few and far between, but vital to surviving this hostile environment. Stand on the lit platform for a second or two to activate it, which allows you to refill all of your missiles.

There are also purple Energy Recharge Stations that refill your health. These are even more vital, so don’t be afraid to venture off the beaten path to reach one if you’re low on health. It could mean the difference between success and defeat.

Continue following the path until you come to a door surrounded by a large red dome. You find a Missile Tank to the left, but it’s unreachable at the moment. Fire a missile at the red dome, which disappears and never reappears. Head on through the door.

Leaving Bread Crumbs

During your mission, you run into a slew of upgrades that you don’t have the tools to reach right away. Don’t fret. Something that’s unreachable now eventually becomes reachable at a later point in the game.

We let you know when an item is attainable. However, if you prefer to experience the joys and challenges of upgrade-hunting for yourself, consider using Map Pins on the in-game map to denote upgrade locations for future reference.

Pause the game, then click on the “i” icon on the bottom of the screen.

Drag any of the five colored pins onto the section of the map you want to mark and let it go. The pin stays fixed on that location until you remove it manually.

As soon as you enter the next room, a cutscene plays, revealing a Chozo Statue holding an Item Sphere. Remember this scenery, because it always marks a new item for your arsenal.

Shoot the Item Sphere to reveal the item inside, then run up and touch it to claim it as your own.

The upgrade in question is a Metroid staple: the Morph Ball. Use it to roll under the Chozo Statue’s platform and progress forward. Shoot through a few Blocks and a Gravitt to clear the way, then you’re free to roll.

Morph Ball

The Morph Ball allows Samus to compress her suit into a sphere, giving her access to pathways that would be otherwise inaccessible. While standing, hit Down on the Circle Pad twice to turn into the Morph Ball. To pop back out of Morph Ball form, hit Up.

You can also tap the center of the touchscreen to enter and exit the Morph Ball.

Gravitt

These creatures hide underground and don’t pop up unless disturbed. You can see the tips of their rocky shells, which can be shot from a distance to force them out from under the earth. They can’t be easily defeated with the Power Beam, but a few well-placed missiles make short work of them. If you allow them to get close, they lunge at you. The lunge isn’t particularly fast and is also counterable. All in all, these foes only cause a problem when other enemies are around.

Missile Tank M-1

With the Morph Ball in your possession, head back to the Missile Tank just outside this room. Use the Morph Ball to reach it.

Roll under the statue until you drop into the room below, right next to the Save Station, then proceed left.

Save Stations

To save your progress before you turn off the game, use one of the plentiful Save Stations scattered throughout SR388. In addition to Save Stations, the game provides a checkpoint every time you pick up a new suit upgrade, transition between areas, and before and after you encounter a boss, but nowhere else. This means that if you’ve collected a bunch of upgrades but haven’t saved or encountered a boss in a while and you perish, you’re sent back to your previous checkpoint and lose all upgrades and progress you’d gained afterward. Save Stations help bridge the gap between checkpoints, so make use of them whenever you notice you haven’t faced a boss in some time. You’ll be glad you did.

Upon entering the next room, you see a giant gold medallion with a Metroid carved into its center, and the figure of a Chozo priest jutting out below it. This looks important, but interacting with the ancient device yields nothing of worth at the moment.

Take care not to touch the purple liquid surrounding the Chozo artifact, lest you get burned. Jump over it carefully and head to the left side of the room.

On the far-left side of the room, you encounter a door that doesn’t open no matter how much you shoot it. Jump up to the ledge directly above and follow the path into the next room.

Run until you reach a fork, then continue along the upper path.

Once on the upper path, take a few steps forward to encounter a massive structure that looks like the gaping maw of a Chozo beast. At the dead center of the maw is an energy orb. Roll up into the Morph Ball and enter the Chozo monster’s mouth to collect the orb.

The orb unlocks your first Aeion Ability, Scan Pulse. Use Scan Pulse to reveal Blocks near you, which, in this case, are the Blocks in the upper-left corner of the room. Shoot them and jump through the passage.

Aeion Ability: Scan Pulse

This is one of the most useful upgrades in the game. It not only temporarily reveals destructible Blocks, but it fills out a large portion of your map whenever you use it and shows the locations of item upgrades. A circle inhabiting a square on the map indicates an item upgrade is in that section. Also, using Scan Pulse doesn’t cost a lot of Aeion Energy.

Look at the top of your bottom screen to see a newly established yellow bar. This is your Aeion Energy, which depletes every time you use an Aeion Ability. There are a few ways you can refill this bar, the most common of which is by defeating enemies and collecting the yellow orbs they leave behind. You can also return to these monstrous Chozo heads (called Aeion Ability Artifacts) or to Chozo Statues to find orbs of pure Aeion that refill your entire bar on contact. In addition, look for Aeion Orbs in fixed locations around the map, same as you would a Recharge Station. Keep your eyes open!

One caveat regarding the Scan Pulse: it doesn’t reveal the locations of Blocks that break on touch, so you’re still in the dark regarding those. Our advice still stands: if you see a long, narrow stretch of platform, jump as far across it as you can to avoid falling through hidden Pit Blocks.

Step onto the platform ahead to fall through to the area below. Head through the door on the right to progress.

Missile Tank M-2

Instead of going through the door on the right, you can destroy the Blocks at the bottom of the column on the left and roll under it.

Jump up to the platform above and roll under another column to a long, tall corridor. Time to put your wall-jumping abilities to the test and bounce your way up!

As a refresher, to wall-jump, jump toward the wall from a far enough distance to spin in the air. Once you touch the wall, immediately move the Circle Pad in the opposite direction and press Jump at the same time. Repeat until you’ve scaled whatever corridor you’re exploring.

Head to the right side of this upper area to find Missile Tank M-2.

As soon as you enter this next room, you’re immediately reminded of your mission. A Hornoad that’s hopping around becomes Metroid food. Your Power Suit begins beeping during this attack, and the Metroid symbol on the bottom center of the bottom screen flashes yellow. This feature of your suit is a Metroid Radar, so remember that beeping during your mission.

amiibo Support

At this point, you have the ability to use Metroid-themed amiibo, should you possess any, to unlock Reserve Tanks and extra options for the Gallery. Flip to the Extras chapter of this book to learn more about them.

Go right and drop down the shaft in Morph Ball form. If you’re angling for another Missile Tank, stop on the center of the platform where the path forks, then read the tip for M-3. Otherwise, drop to the bottom of the room next to the Energy Recharge Station and head left under the column.

Missile Tank M-3

Where the path forks, choose the left path, then crouch and face the right. Fire a missile at the wall to destroy the Block and reveal Missile Tank M-3.

As soon as you cross under the column, head to the left. You can go up, but there’s nothing there for you.

Gryncores?!

If you do venture to the upper part of the room, you find a door-gobbling organism known as a Gryncore. These and a small handful of other door-mounted creatures are scattered throughout SR388. Each of these door beasts has a weakness to a particular weapon and nothing else. To get through these doors, you need a lot more weaponry than you have currently.

Continue to the drop-off at the left side of the room. Drop to the bottom and destroy the Block on the right-hand corner with a missile. The Metroid Radar has been going crazy up to this point, so expect an encounter just beyond this passage.

Missile Tank M-4

In the center point of the drop-off on the left side of the room is a destructible Block. Shoot it with the Power Beam and head through. Drop down to the bottom of this Moheek-filled room, then destroy the Block in the bottom-right corner with another Power Beam shot. Roll through with the Morph Ball to grab Missile Tank M-4.

As soon as you enter the room, you’re faced with a Metroid. It isn’t long before the situation ramps up. The Metroid turns gray and a new form bursts out. Metroids of the variety you’re familiar with represent a larval state. Here on SR388, the Metroids are free to grow to maturity uninterrupted. At least, that was the case until Samus showed up.

1/40

Alpha Metroid

Even though its form and function are different, this Metroid is just as indestructible as its larval form. Power Beam shots don’t work, leaving missiles as your sole means of attack. Thankfully, this little grub is newly hatched, so it doesn’t have much in the way of health or attacks. It simply swoops down at you repeatedly, which is counterable.

Counter the Metroid while it performs this swooping tackle, then unload a volley of missiles on it. If you miss the counter, you take a fair bit of damage, so if you don’t feel confident, jump over the parasite instead of whiffing the counter. A single counter and missile volley should finish this fight, but don’t expect the next fights to be nearly so easy.

With the Metroid defeated, the Chozo artifact back near the planet’s Surface begins flashing on your map. Make your way back there (it’s marked as on the map in this book).

Exit the room to the right and continue until you reach a deactivated door. Head to the platform above it and shoot the red dome blocking the upper door with a missile, then enter.

Energy Tank E-1

Drop down to the deactivated door to find an Energy Tank. Turn into a Morph Ball and roll on over to increase your health by another 99 points.

Inside this next room is another new toy for you to play with: the Charge Beam. You don’t get much use out of it as a weapon, but its utility becomes increasingly handy the farther you venture in the game.

For starters, the Charge Beam opens those deactivated doors. Hold down the Fire button until an orb quickly forms and fades at the tip of your Power Beam, then release to charge the door. It functions like a standard door from here on out.

Exit the room and head up the corridor until you reach the top. You encounter another Charge Door. Shoot it with a Charge Beam shot and go on through. Keep heading to the right until you reach the Chozo artifact. You encounter another Charge Door on the way.

missile tank m-5

Halfway up the corridor, just outside where you found the Charge Beam, is another Block concealing a Missile Tank.

Shoot the Block with the Power Beam and roll through as the Morph Ball to find and claim the tank.

Once you’re back at the Chozo artifact, stand on its center. The DNA strand you picked up from the Metroid is deposited into the device, and the purple liquid lowers, granting you access to parts unknown.

Chozo Seals

The Chozo artifacts, called Chozo Seals, were created by the Chozo to lock Metroids into the deepest levels of the planet. The purple liquid keeps the Metroids at bay. Every individual area on SR388 contains at least one Chozo Seal, and as a security measure, they all require Metroid DNA to activate them. To keep Metroids from reproducing endlessly, one must destroy them in an area before being able to progress to another area, potentially freeing even more Metroids.

Whenever you use a Chozo Seal, your health, Aeion, and ammunition are all refilled. Each seal has its own set amount of required Metroid DNA, so don’t expect a linear path of increasing numbers.

Chozo Seals will be your guide throughout this mission. Every area begins and ends with one, so get used to seeing them and filling them with Metroid DNA.

If you use your Scan Pulse in the area below the purple liquid, three separate item locations appear on your minimap. None of these are obtainable now, so disregard them for the time being and head southwest until you reach a Charge Door.

Charge it, go through, and follow the path until you reach a mysterious Chozo device.

Drop under the Chozo Seal. Then, when the path forks, take a left.

Head left until you’re on the platform below the peculiar ice crystals, then jump and fire downward to destroy the floor below you. You’re now at the bottom of the first area of SR388, where another strange Chozo device sits lit and shrouded in mystery.

It’s an elevator that transfers you to a new area. Stand on its center to activate it and venture deeper into the planet.

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