Metroid II: Return of Samus drops you onto the alien planet SR388 as Samus Aran, tasked with hunting down and eradicating the Metroid threat. This Game Boy classic is a solitary exploration-heavy platformer where you'll navigate its labyrinthine depths, seeking out and destroying each Metroid species before venturing deeper into the planet's hostile caverns.
This guide is here to help you master Samus's mission, from navigating the alien depths to locating crucial upgrades like the Spring Ball and Ice Beam. We'll provide strategies for every deadly Metroid encounter, ensuring you can take down the evolving creatures and complete your objective on SR388.
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Navigate the alien world of SR388 in Metroid II: Return of Samus. Discover areas, items, and the Metroid life cycle in this comprehensive guide.
This guide covers the plot, gameplay, items, abilities, and the Metroid life cycle of Metroid II: Return of Samus. It also includes information on development, reception, and remakes.
- Plot
- Gameplay
- Miscellaneous Information
- Areas
- Items and Abilities
- Metroid Life Cycle
- Development
- Reception
- Color Version and Remakes
- Ports
- Official Data
- Trivia
- Gallery
- Box Scans
- Promotional
- See Also
- References
- External Links
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Comprehensive walkthrough for Metroid II: Return of Samus, covering item locations, weapon upgrades, enemy strategies, and Metroid hunts across all areas.
This guide covers the Metroid II: Return of Samus walkthrough, detailing item and weapon locations, strategies for defeating Metroids and other enemies, and how to find expansions.
- 1Intro (INTR): A general welcome and overview of the guide's content.
- 2About the Game (ABTG): Background on the Metroid series and the remake of Metroid 2 for the 3DS.
- 3Story (STRY): The narrative premise of Samus's mission to eliminate Metroids on planet SR388.
- 4Controls (CNTR): Detailed explanation of character movement and actions using the Circle Pad and buttons.
- 5Remake Changes (RECH): (Section not detailed in source text)
- 6Enemies (ENEM): (Section not detailed in source text)
- 7Metroids (METR): (Section not detailed in source text)
- 8Weapons (WEPO): (Section not detailed in source text)
- 9Aeion Abilities (AEAB): (Section not detailed in source text)
- 10Walkthrough Intro (WAIN): Introduction to the main walkthrough sections.
- 1110.1. Surface Area (SURA): Covers initial abilities and encounters.
- 10.1.a. Morph Ball (MOBA)
- 1210.1.b. Scan Pulse (SCPU)
- 1310.1.c. First Metroid Encounter (FIME)
- 1410.1.d. Charge Beam (CHBE)
- 1510.1.e. Going to Area 1 (GOA1)
- 1610.2. Area 1 (ARE1): Progression through the first major area.
- 10.2.a. Morph Ball Bomb (MBBO)
- 1710.2.b. Ice Beam (ICBE)
- 1810.2.c. Spider Ball (SPBA)
- 1910.2.d. Metroid Hunt 1 (MEH1)
- 2010.2.e. Item Collection 1 (ITC1)
- 2110.2.f. Going to Area 2 (GOA2)
- 2210.3. Area 2 (ARE2): Key upgrades and challenges in Area 2.
- 10.3.a. Lightning Armor (LIAR)
- 2310.3.b. Spring Ball (SPRB)
- 2410.3.c. Varia Suit (VASU)
- 2510.3.d. Wave Beam (WABE)
- 2610.3.e. High Jump Boots (HJBO)
- 2710.3.f. Metroid Hunt 2 (MEH2)
- 2810.3.g. Item Collection 2 (ITC2)
- 2910.3.h. Going to Area 3 (GOA3)
- 3010.4. Area 3 (ARE3): Further progression and abilities.
- 10.4.a. Beam Burst (BEBU)
- 3110.4.b. Grapple Beam (GRBE)
- 3210.4.c. Metroid Hunt 3 (MEH3)
- 3310.4.d. Item Collection 3 (ITC3)
- 3410.4.e. Going to Area 4 (GOA4)
- 3510.5. Area 4 (ARE4): Discoveries and challenges in Area 4.
- 10.5.a. Spazer Beam (SPBE)
- 3610.5.b. Metroid Hunt 4 (MEH4)
- 3710.5.c. Space Jump (SPJU)
- 3810.5.d. Super Missiles (SUMI)
- 3910.5.e. Metroid Hunt 5 (MEH5)
- 4010.5.f. Item Collection 4 (ITC4)
- 4110.5.g. Going to Area 5 (GOA5)
- 4210.6. Area 5 (ARE5): Advanced abilities and encounters.
- 10.6.a. Phase Drift (PHDR)
- 4310.6.b. Plasma Beam (PLBE)
- 4410.6.c. Gravity Suit (GRSU)
- 4510.6.d. Screw Attack (SCRA)
- 4610.6.e. Metroid Hunt 6 (MEH6)
- 4710.6.f. Item Collection 5 (ITC5)
- 4810.6.g. Going to Area 6 (GOA6)
- 4910.7. Area 6 (ARE6): Final preparations and Metroid hunts.
- 10.7.a. Metroid Hunt 7 (MEH7)
- 5010.7.b. Metroid Hunt 8 (MEH8)
- 5110.7.c. Power Bomb (POBO)
- 5210.7.d. Item Collection 6 (ITC6)
- 5310.7.e. Going to Area 7 (GOA7)
- 5410.8. Area 7 (ARE7): Specific Metroid encounters.
- 10.8.a. First Metroid (FIME)
- 5510.8.b. Second Metroid (SEME)
- 5610.8.c. Third Metroid (THME)
- 5710.8.d. Going to Area 8 (GOA8)
- 5810.9. Area 8 (ARE8): The climax of the mission.
- 10.9.a. Climbing the Nest (CLNE)
- 5910.9.b. The Baby Metroids (TBME)
- 6010.9.c. The Metroid Queen (MEQU)
- 6110.9.d. The Escape (THES)
- 6210.10. Endgame (ENGA): Final events and conclusion.
- 10.10.a. Final Item Collection (FIIC)
- 6310.10.b. Final Confrontation (FICO)
Area 1
Navigate Area 1 in Metroid II: Return of Samus, find missile expansion ME41, and use the Spider Ball to reach the Teleport Station.
- 1Jump up and run right. Jump up to the top of the shaft and go left at the top.
- 2Run left, shoot the Gigadora to open the door, and go through.
- 3Use the Spider Ball (a power-up allowing you to cling to ceilings and walls) to travel along the ceiling and to the other side of the wall.
- 4Head up and along the ceiling and drop down to grab the missile expansion (ME41).
- 5Drop down and roll right through the narrow passageway.
- 6Bomb the block and roll through to the Teleport Station (a device for fast travel).
- 7Warp to the second Teleport Station in Area 2.
- The Spider Ball is essential for navigating certain passages in Area 1.
- Look for the missile expansion ME41 on the ceiling after using the Spider Ball.
Area 2
Navigate Metroid II: Return of Samus Area 2, find Super Missile Expansion (SM3) and missile expansion (ME42), and reach the Teleport Station.
- 1Use the Space Jump to reach the door leading to the boss arena of the final Metroid in this area, then proceed through it.
- 2Drop down, run left, and jump to the platform.
- 3Fire a Super Missile at the left door to open it, then jump to the door and go through.
- 4Run left and use the Space Jump to reach a narrow passageway.
- 5Roll through the passageway, drop down, and bomb the next two floors to fall further down.
- 6Bomb the third floor on the right side and roll through the resulting gap.
- 7Jump up, roll through the next opening, and drop down to acquire the Super Missile Expansion (SM3).
- 8Drop down, run right, shoot the ceiling, and jump up.
- 9Run right and go through the door.
- 10Drop down, run right, jump up, and go through the door.
- 11Use the Space Jump to reach the right wall.
- 12Grab onto and roll into the narrow gap to acquire missile expansion (ME42).
- 13Drop down to the Save Station. Save your progress.
- 14Drop down to the bottom, run left, and go through the door.
- 15Run left, climb up the shaft, run left at the top, and go through the door.
- 16Continue left through the next door, keep running left, drop down, and run right to reach the Teleport Station.
- 17Warp to the first Teleport Station in Area 3.
- The Super Missile is required to open specific doors in this area.
- The Space Jump is crucial for navigating vertical shafts and reaching higher platforms.
- Remember to save your game at the Save Station before proceeding to the Teleport Station.
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