Metroid II: The Return of Samus Complete Walk-Through By Shawn Lewis (ObiShawn/Tyler Durden) =============================================================================== This FAQ can ONLY be posted at Samus.co.uk. If it appears on any other website or in any magazines, that is a direct violation of the copyright. This FAQ may be used for personal, private use. It may be distributed, but NOT for money. It is meant to be free to all. Any changes that Samus.co.uk makes to this FAQ are final and out of my hands as it is the property of the site. =============================================================================== ================= Table of Contents ================= I. - Introduction II. - The Story III. - The Controls IV. - The Upgrades A - The Arm Cannon B - Morph Ball Add-Ons C - Misc. D - Status Restoration Items V. - The Metroids VI. - Metroid 2: The Return of Samus Walk-Through VII. - Credits and Thanks VIII. - Legal Section IX. - Contact Information =============================================================================== ================= I. - Introduction ================= NOTE - I am in the process of making simple yet detailed maps of each section for this game. I will provide a link to my pic host site. This addition will come later though, as I have more time to work on it. This FAQ is a complete walk-through, revealing all Up-Grades, Energy Tanks and Missile Expansions. It will take you step by step through Metroid 2. It is not meant to be a speed guide, though I have beaten the game with a time of 2 hours and 31 minutes with 100% using the very path and method mentioned in this FAQ. Surely the game can be beaten faster, but this will at least get you the best ending, if that is your goal. I would think that this is probably the hardest Metroid game to make a FAQ for mostly because there are hardly any reference points, so I have divided the game into 10 areas, which I will explain in a second. The basis of this game is to eliminate all of the Metroids on SR388. In the bottom right hand of your screen, you have a Metroid counter, that counts from 39 to 0. The game itself is divided into areas, sectioned off by impassable acid. When you kill of a certain number of Metroids, there will be an earthquake which drains the acid level. So the FAQ is designed around the number of Metroids in-between each earthquake. I will inform you of the Save Stations as they are available, but I'm not going to tell you when to save all the time. You make that call. Also, I have no idea how you are doing on your energy and ammo. So it is up to you to see that you remain healthy. You can kill the enemies in a room, get the status restoring items they leave behind, then leave the room and come back in to find the enemies have returned. Use this method when there are no Energy or Missile Refills around or if you are just in need. =============================================================================== =============== II. - The Story =============== In the year 2000 of the history of the cosmos, representatives of many different planets in the galaxy established a congress called the Galactic Federation. A successful exchange of cultures and civilization resulted, and thousands of interstellar spaceships ferried back and forth between planets. When space pirates appeared to attack spaceships, the Federation Bureau created the Galactic Federation Police. There are many unknown planets throughout the galaxy. Many of these are causes of concern to the Galactic Federation. To take care of this, they employ Space Hunters, the greatest of which is Samus Aran. Samus' greatest achievement has been the destruction of the pirates' Metroid plans on the planet Zebes. IN the year 20X5 of the cosmos, an unknown life- form was discovered on planet SR388 by a Galactic Federation deep-space research ship. The research crew took a sample of the creature and placed it into a suspended animation stasis capsule and dubbed the life form "Metroid". On their way back to their home base, the research ship was attacked by pirates who stole the stasis capsule containing the life-form! The Metroid in suspended animation could easily be brought back to life, and exposure to beta rays was all that was needed to cause it to multiply. This highly dangerous creature will cling to any other creature and suck away its victim's energy. Samus, by order of the Galactic Federal Police, successfully and single-handedly penetrated the space pirates' natural fortress on the planet Zebes. After a series of intense battles, Samus destroyed all the Metroids she encountered. Her destruction of the reactivated Mother Brain at the center of the fortress crushed the pirates' evil plans. After serious consideration of how terrible and destructive the Metroid life form was, the Galactic Federation sent another research ship to SR388. This trip was to make sure their was no more Metroids left on the planet. After a short time the Federation received an emergency notice from the research base. They had lost contact, and the research ship was missing. The base had already sent a search and rescue party, but after their initial contact, the rescue ship was not heard from again. A special combat group was assembled consisting of armed soldiers from the Federation Police and was immediately dispatched to SR388. After transmitting their primary landing data, they also were never heard from! Rumors spread fast, and again, the whole galaxy was seized with the fear of Metroids. With this limited information, the Federation was positive that a Metroid must still be surviving, hiding deep in the planet underground. Even one living Metroid could easily wipe out an entire planetary civilization. So, the Galactic Federation called its members to an urgent conference to find a way to overcome this menace. They quickly came to one conclusion, which was unanimous and simple....Give Samus Aran the order to exterminate the Metroids! The underworld of the planet SR388 is a complicated structure of multi-layered domes and space. Some of these contain the ancient ruins of some unknown civilization. These are home to many life forms living on the planet. Samus, charged with her mission from the Galactic Federation, hurried to the planet SR388. Samus' confrontation with the Metroids has started again. You must help Samus save the Galaxy from the Metroids! ********************************************************* Thanks go to CtrlAltDestroy for finding the story for me. ********************************************************* =============================================================================== =================== III. - The Controls =================== D-pad Right and Left - Move Samus in the appropriate direction D-pad Up - Aim up D-pad Down - Kneel (From the kneeling position, press down again to Morph into a ball. Once you have the Spider Ball ability, while in the Morph Ball, press down again to activate the Spider Ball). B Button - Fire your arm cannon (Press Select to switch between the arm cannon and the missile launcher). A Button - Jump (Press down while in the air to aim down). =============================================================================== ================= IV. The Up-Grades ================= ------------------- A. - The Arm Cannon ------------------- 1 - Regular Beam - You begin the game with this. It is weak, yet has a rapid rate of fire. 2 - Ice Beam - Found in Areas 2, 7, and 10, it is a beam that can freeze enemies in their tracks. Once frozen, you can shoot them without fear of receiving damage yourself, they can be used as platforms, or just be ignored altogether. 3 - Wave Beam - This is a bit more powerful than the Ice Beam. It can penetrate walls, platforms, and other obstacles. 4 - Spazer - This cannon fires three beams simultaneously. It is more powerful than the Wave Beam, but has a slower rate of fire. 5 - Plasma Beam - This is the most powerful beam you can get. If fires one shot at a time in a straight line. Your aim must be good to be deadly. 6 - Missile Launcher - You begin the game with this and 30 missiles. You can obtain up to 22 Missile Expansions to have a total of 250 missiles by the end of the game. ---------------------- B - Morph Ball Add-Ons ---------------------- 1 - Morph Ball - You begin the game with this ability to tuck into a ball and fit in tight passages that you couldn't normally go into. To morph, while standing, press down twice. 2 - Bombs - Once you have this up grade, you can lay bombs while in the Morph Ball. To lay a bomb, press the B button while morphed into a ball. You have infinite Ball Bombs, but you can only lay three at a time. After those explode, you can lay three more. 3 - Spider Ball - This gives you the ability to climb walls and even ceilings while in the Morph Ball. To activate it, roll into a ball and then press down. To deactivate it, press the A Button. (If you are in the blast radius of a Ball Bomb, the Spider Ball will deactivate, as will contact with an enemy or spike). 4 - Spring Ball - This Up-Grade allows you to jump while as a Morph Ball. --------- C - Misc. --------- 1 - Varia Suit - This new suit offers more protection than your regular suit. 2 - High jump Boots - These boots allow you to jump twice as high as normal. 3 - Space jump - The Space Jump allows you to continually jump in mid-air, giving you access to areas previously unreachable. 4 - Screw Attack - The Screw Attack lets you attack enemies with a spin jump. 5 - Energy Tank - There are 6 found on SR388 and they add 100 energy units to your maximum health amount. 6 - Missile Expansion - There are 22 expansions in the game and one expansion adds 10 missiles to your maximum ammunition count. ---------------------------- D - Status Restoration Items ---------------------------- 1 - Small Energy Ball - Restores 5 energy units. 2 - Large Energy Ball - Restores 20 energy units. 3 - Small Missile Refill - Restores 5 missiles to your reserve. 4 - Energy Refill - These are found in various places on SR388. It is a sphere that restores 100% of your energy and can be used repeatedly. 5 - Missile Refill - Like the Energy Refills, these are found in various places on SR388. It is a cylinder canister that restores 100% of your missiles and can be used repeatedly. =============================================================================== ================= V. - The Metroids ================= ------- Metroid - 5 Missiles to kill it ------- Probably the most recognizable form of Metroid. It has a dome shape with energy sucking mandibles. You can only kill it by first freezing it with an Ice Beam, then hitting it with missiles. This is the only one you have to freeze. ------------- Alpha Metroid - 5 Missiles to kill it ------------- The second stage in Metroid development, this one looks a lot like a regular metroid, but has grown a small head. It is vulnerable to missiles on any part of its body. ------------- Gamma Metroid - 10 Missiles to kill it ------------- The Metroid's third stage is a bit more threatening. It is a bit larger than an Alpha, but the head has two large mandibles with a small shell developing on its back. The Metroid emits a short burst of electricity. Missile aimed from underneath or directly at its front side are the only ways to kill it. ------------ Zeta Metroid - 20 Missiles to kill it ------------ Probably the most threatening development in the Metroid's life cycle, the Zeta has lost its mandibles and has a more distinguished head with plenty of teeth. It can shoot fire balls at you and dives at you quite frequently. It is only vulnerable in the abdomen. ------------- Omega Metroid - 40 Missiles to kill it ------------- This is the largest of the fighter Metroids. Their size is quite deceptive as they don't really pose much of a threat. Though they take a lot of missile to kill, they are not near as mobile as their previous form. And like the Zetas, only missiles to the abdomen will be effective. ----------------- The Queen Metroid - 150 Missiles to kill it ----------------- She may not be one of the fighting Metroids, but she can take care of herself. Her only weak spot is in her mouth. =============================================================================== ================================================= VI. - Metroid 2: The Return of Samus Walk-Through ================================================= ====== Area 1 ====== ------------------------------------------------------------------------------- 1/39 Metroids, 0 Energy Tanks, 0 Missile Expansions ------------------------------------------------------------------------------- The game opens with you under your ship. You can return to the ship at any time to refill your energy and missiles, which can be done by jumping on top and entering the ship through the top hatch. It isn't always convenient to return to the ship though, being as it usually would be a long haul from there and back again. Take a moment to check out the landing zone, allowing you to get used to Samus' basic movements. Once you're done playing around, go right. Keep going, dispatching any enemies that may stand in your way until you see a big hole in the floor. After jumping down the hole, we come to our very first secret passage way. You can either jump up and aim down to shoot out the blocks below you, or you can jump up to the block on the right, tuck yourself into a ball and roll through a hidden passage that lets you by-pass the mild inconvenience below. Either way you choose, you still end up in the same place. You've now come to a vertical shaft, segmented by rows of destructible blocks. Just aim down and keep firing to quickly pass through, being careful not to bump into any of the creatures crawling along the surfaces. You've landed on a weird looking rock formation. You can either go left or right. For now, go right, you will come to a free standing pillar. This is a Save Station and your best friend. If you were to continue right, it would be pointless as further exploration is hindered by a large pool of acid. Instead, head left to take out the first Metroid. You can either roll into a ball to go under the rock formation or jump over it, either way, get to the other side and keep going until you come to another vertical shaft. Here we have our second hidden passage: you can either continue down the obvious way or jump up to the small ledge on the left, roll into a ball and drop to the bottom of this shaft. The hidden way is the faster and safest way. Roll out of the hidden path and drop down, there is a ledge below you. Keep going left. You will come across some small pools of water. This does not hurt you at all to stand in it. Keep going to the next screen. ---------- Metroid 39 ---------- Here we face the first Metroid. You first see it in its most common form, but as luck would have it, it sheds it's old shell to morph into an Alpha Metroid. Five missile will seal its fate. There will be an earthquake and though you cannot see it, the large pool of acid that was blocking the path has drained some, allowing us to explore deeper into SR388. You can continue past the Metroid shell and go up into the small alcove. On the right side, you will see a pulsating ball and cylinder canister. These are the same items that are found aboard your ship. Roll into a ball and position yourself underneath each item, then press up to refill whatever health and missiles you may have lost in the recent battle with the metroid. Now, back track to the Save Station we were at earlier. =============================================================================== ====== Area 2 ====== -------------------------------------------------------------------------------- 4/38 Metroids, 1 Energy Tank, 6 Missile Expansions Bombs, Ice Beam, Spider Ball -------------------------------------------------------------------------------- Once you get to the Save Station, use it, then keep going right. There is only one path you can take with no possible way to deviate from it. Soon, you will come to a large chamber and see the acid at its current level. Remember this chamber because before too long, we will return here to go deeper into SR388. You will come to yet another vertical shaft. Ascend it and continue right to another vertical passage. There are two ways to go from here: up and down, with each having a passage to different sections. The passage down is hindered by some blocks that you must have the bombs to destroy, so we must go up. Keep going right, you'll come to a screen that has enemies that pop out of the ground, then you'll come to a place with a huge open area over head. Keep going right and you will quickly come to another Save Station. ---------------------------- Bomb & Missile Expansion 2.1 ---------------------------- After the Save Station, you come to another vertical shaft. Fall to the very bottom and you'll see a path to the left, go there. Use your missiles to open the door and get your first up grade, the bombs. Experiment with them by blowing a hole in the bricks right above the Missile Expansion. ----------- Energy Tank ----------- Return to the vertical shaft and go to the first right. Shoot the mounted gun on the wall, then jump on top of its remains, tuck into a ball and roll right through the hidden passage in the wall. Use a bomb to open the passage at the other end then collect your first Energy Tank. -------- Ice Beam -------- Continue right and you'll see another vertical shaft (get used to it, there are a lot of these). Drop all the way to the bottom, take the left passage, blast the door with your missiles, and get your Ice Beam. --------------------------------- Missile Expansions 2.2, 2.3 & 2.4 --------------------------------- Go back to the vertical shaft, ascend and take the first right. There are 3 Missile Expansions here, but right now, you can only get two. Don't worry, we are about to be able to access the third one. You can access the third Missile Expansion right now by two different methods. One is to use a bomb jump trick. Lay a bomb, and let it explode, boosting you into the air. Once you reach the peak of the boost, press up and jump. This should be enough to get you into the small space where the Missile Expansion is. Or, if you are willing to lose two units of energy, stand under the block and shoot it out. Right before it regenerates, jump into the hole. When it does reappear, it will damage you a bit, but force you into the cramped area, allowing you access to the expansion. There is a hidden passage in this room, but it is a dead end. Go to the wall, morph into the ball, bomb and push right. When you reach the end of the tunnel, you will see a flashing ball. You have to find another way to get to it, so get your missiles and head back up the vertical shaft. You will see a path to the left, do not go here, that is where you came from. Keep going up until you come to a path that leads right. ======= NOTE 1: ======= ---------------------------- Missile Expansions 2.5 & 2.6 ---------------------------- -------------------------------------------------------------------------------- Instead of going to the right first, you can freeze one of the fire balls that the top most gun shoots at you, using it as a step to gain access to a path above, which leads to two Missile Expansions. The alternative method to obtain these two missiles would be to . . . -------------------------------------------------------------------------------- . . . keep going right and you will see a shell of a Metroid that has morphed. You cannot get to this Metroid yet, so keep going right. There is a hole in the cave floor that is hard to see. Most of the floor has a brick pattern with some patches of sand. When you see the larger, long bricks, that is where the hole is. Jump in. ----------- Spider Ball ---------- Fall down as far as you can go. When Samus is standing, there should be a path at her head that goes left. Morph into the ball and bomb yourself up to that path. Keep going and you will see the Spider Ball. To activate the Spider Ball, morph into a ball and press down. If you are within range of a Morph Ball Bomb as it explodes, it will de-activate the Spider Ball. Now make your way back to the room with the Metroid shell. ---------- Metroid 38 ---------- Jump up to the ledge with the shell and using your new found super powers, climb the wall upwards until you come to another ledge. Get to your feet and enter the room to your right and mark another Metroid off your list. ======= NOTE 2: ======= -------------------------------------------------------------------------------- By mounting the wall in the room with the metroid you just killed, you can Spider Ball your way to the top of the cavern to find a full life refill, but if you are doing well with your health, it's not worth it. -------------------------------------------------------------------------------- Remember those missiles we couldn't reach earlier? From the Metroid shell, go left until you come back to the vertical shaft. If you didn't use the freezing fire ball trick earlier to get to the two Missile Expansions at the top of the shaft, you can get those now. Fall straight down until you come to the path that leads to the right. Go in and use your Spider Ball to reach the missiles. Now, depending on which path you took, you need to get back to the SS. So if you took the high road where the two Missile Expansions were, head left and you will see a wall with a small boulder. Bomb it and keep going left. Drop over the edge and when you land, go right and save. If you are coming from the Missile Expansion we had to return to, head back up the shaft and take the left. You'll be back in the room where we got the first Energy Tank from. Go back through the hidden passage in the wall and use your bombs to take out the mounted gun at the other end. Keep going left and you'll come to a vertical shaft. Reach the top and you will be at the SS. We now have three more Metroids to kill. So, from the Save Station, go left through the open chamber, past the room where the enemies pop out of the ground, and to the vertical shaft. Go to the bottom and take the path to the right. You will see another Metroid shell that has been shed and in the path under it, you will see two boulders. Bomb the boulders out of your way and keep going. ======= NOTE 3: ======= -------------------------------------------------------------------------------- If you need a life refill, stand next to the Metroid shell and Spider Ball through the path under it. Keep going up the wall and you will find an energy refill. -------------------------------------------------------------------------------- ======= NOTE 4: ======= -------------------------------------------------------------------------------- You can also take a hidden path above the energy refill past the obvious path. -------------------------------------------------------------------------------- ---------- Metroid 37 ---------- Once you make it to the sand wall, shoot your way through (there's nothing hidden in the sand) until you come to another vertical passage. Drop to the bottom, staying close to the side so that you can quickly land on a ledge to avoid landing in the sting weed at the bottom. Take the right path to kill off another Metroid, then return to the vertical passage and head left. You will come to yet another vertical passage. ---------------- Metroids 36 & 35 ---------------- Use the same method of dropping to the bottom as you did in the previous passage being wary of the sting weed at the bottom. Again, you can head left or right. Each way holds one Metroid. Another earthquake means the acid level has dropped again. You are ready to move on. Head back up from the way you came. Once you are past the sand, back track a tad and the sand will have reappeared. Use this to Spider Ball back up to the secret passage, stopping by the energy refill, if you need it. Return to the vertical shaft and take the only left. Keep going the only way you can, when the music starts back up, you know you are heading in the right direction. Keep going down until you reach the acid. A Metroid shell marks the way to Area 3. =============================================================================== ====== Area 3 ====== -------------------------------------------------------------------------------- 8/34 Metroids, 1 Energy Tank, 8 Missile Expansions Wave Beam, High Jump Boots, Spring Ball, Varia Suit -------------------------------------------------------------------------------- ---------- Metroid 34 ---------- Roll through the small path to the left above the Metroid's shell. You will come to a vertical passage, which leads to a room with two sand pits (there's nothing hidden in the sand). Keep going left and you will encounter the first Alpha Metroid in this area. Take it out, then keep heading left, you'll go through another huge chamber-like room and find a Save Station on the other side. Continue left, the pool of water will not hurt you. Begin firing once you pass the pool though as there is a gun that fires at you and can cause great damage. If you can freeze it and get behind it, you can take it out with no worries at all. Past the gun, to the left, is another Save Station. Make trips back and forth to the gun and get the energy it leaves behind to refill what may be lacking. Once you are satisfied with your energy level, save and go left. You'll come to another huge chamber-like room. Jump up to the ledge above you (on the right side of the chamber) and Spider Ball your way up. When you reach the top, continue right and bomb the small boulder, then enter the next room. ---------- Metroid 33 ---------- Kill the Alpha Metroid and then bomb a hole in the brick above the empty space below the Metroid shell. In the far right corner of that small space, bomb jump up to a hidden passage and take it. --------- Wave Beam --------- After falling down the long pipe, you'll land in an area that appears to only allow you to go right. You can go left through a hidden passage, so go this way first. This path is really short and leads to the Wave Beam, grab it if you want it. If you prefer to stay with the Ice Beam, then do not get the Wave Beam. Now, head back to the room that the long pipe spat you into and take the path right. You'll come to a vertical room with a lot of blocks in it. There is a hidden path on the right side about half way down the vertical room, so make your way to the right side and head down, Spider Balling if you have to. --------------- High Jump Boots --------------- Go through the hidden path and drop to the bottom of the new vertical room. Using your missiles, knock on the door and make yourself at home. Take off your shoes at the door because you are about to get the High Jump Boots. (I know that was lame, but I couldn't resist). --------------------------------------- Energy Tank 3.1 & Missile Expansion 3.1 --------------------------------------- Below the Chozo statue is a hidden path. Bomb jump your way into the upper left corner of that small space and go left. Claim the Energy Tank and the Missile Expansion and head back to the room with the regenerating blocks. ---------------------------------- Missile Expansions 3.2, 3.3, & 3.4 ---------------------------------- Blast the blocks out of your way and fall to the bottom. You'll see a path to the left, so shoot the blocks out of your way and go left. Grab the two Missile Expansions and keep going left. Fall to the bottom and keep following the path. Grab the Missile Expansion and back track to the room that the long pipe lead to. Using the wall with the hidden passage to the Wave Beam, Spider Ball your way back up the pipe and to the small boulder. Now, continue going up the side of the wall. From the fist ledge you come to, you can jump up to the top or just keep on Spider Balling it. Once you reach the top, go right until you come to a hole in the floor. Go down the hole. ----------- Spring Ball ----------- You can only go left. Go through the door and shoot the ball in the Chozo statue's hands. A creature pops out and jumps around shooting at you. Morph into a ball and lay bombs where the creature is about to land. Keep this up until it is dead and surrenders the Spring Ball to you. --------------------- Missile Expansion 3.5 --------------------- Head back out of the hole and when you reach the top, go right once more. Fall straight down, just a little away from the wall. There are spikes that you will collide with if you are too close to the wall. Once on the bottom, climb back up the wall using the Spider Ball. You will see a tunnel that leads into the structure. Go in and collect the Missile Expansion. Now, go back out of the tunnel and keep going right until you can drop again. Do so, then head left and save. ---------------------------------- Metroid 32 & Missile Expansion 3.6 ---------------------------------- After passing the second SS, continue left. The floor will seem to have opened up and you'll see some stairs, which are basically descending suspended platforms. This liquid is water and will not hurt you. Drop in and head right. You will see that the path drops down. Before you go further, there is a Missile Expansion to be found above the water and all the way right. Now, head down, morph into the ball and take the passage to the tunnel below and continue right to encounter another Alpha Metroid. --------------------- Missile Expansion 3.7 --------------------- Once you come to the top of the water, stand on the small ledge, morph into a ball, and roll left through a hidden passage. Once you are hindered from going further, Spring Ball up and to the left. Keep going left, blasting the bricks out of the way to reveal another Missile Expansion. --------- Varia Suit ---------- Here we come to another long pipe, but this time we Spider Ball up it. At the top, we find a Chozo statue that is empty handed. Dead end? Of course not. Bomb the brick floor and Spring Ball up to the hidden path to the left. Bomb the weird spheres out of the way to get to the one that is different. Shoot it to reveal the Varia Suit. Now head back to the Save Station. After saving, head left, jumping over the opening in the floor you just came from and into the next vertical shaft. Dropping to the bottom and continuing right reveals another vertical chamber. This is like the ones we saw earlier, fall to the bottom but be ready to land to avoid the sting weed. ------------------------- Metroids 31, 30, 29, & 28 ------------------------- The path to the right leads to a Gamma Metroid. Then head left to access another vertical sting weed passage, after dealing some damage to an Alpha Metroid of course. When you get to the bottom, go right. Your new Wave Beam should make easy work of the sand. Keep going right to take out another Alpha, then head back to the left, pass the sand, and pass the Metroid shell in the vertical passage. Clear out the sand and keep going. You'll come to another Gamma Metroid. Show it the working end of your missile launcher and once it is defeated, help yourself to the energy refill in the next room. ------------------------------------ Metroid 27 and Missile Expansion 3.8 ------------------------------------ Head back to and up the two sting weed vertical shafts and back to the vertical cavern that is bricked. Ignore the first right you come to, unless you want to go back and save. Keep going up and you will come to another opening to the right. You will step out onto a ledge. Jump up to the smaller ledge above and Spider Ball up the wall. Keep going, you will eventually turn horizontal. In the first indention, lay a bomb. Once the bomb explodes, you will see a path begin to form. Keep laying bombs until you can go up into the rock to a path that leads to the right. Roll all the way to the end to find the last Missile Expansion in the area. Once you've gotten it, return to where you bombed the path open and continue to Spider Ball to the right. It will turn back vertical again. Just keep going until you see the ledge with the opening to the left. Inside is an Alpha Metroid. Take it out, but be careful of the spikes. The planet will shake and open up a new path. Step off the ledge and drop down. After you land, run right to save, then head back out to the main cavern. I'll meet you at the entrance by the Metroid molding. =============================================================================== ====== Area 4 ====== ------------------------------------------------------------------------------- 10/26 Metroids, 2 Energy Tanks (ET), 4 Missile Expansions (ME) Space Jump, Spazer, Plasma Beam ------------------------------------------------------------------------------- Drop down and keep going. After rolling through a short tunnel, you will find yourself at the acid level with only one path to take until it drops, so head right. Make your way through the Morph Ball maze and you will see more acid. Go up the vertical shaft and take the first right to save. Go back out into the vertical shaft and go up. There are no branches, so its pretty straight forth. Pass the sand pit, and the room where the creatures pop out of the ground. You will end up on a ledge with no clue as to what is above you or below you. Just drop straight down, its safe. Blast the sand away to reveal a Missile Refill, then head right. Spider Ball up the wall and keep going right. Drop down, don't worry about what is below you. You'll land in sand again. Shoot to the bottom to reveal a passage left. Take it. ---------- Space Jump ---------- Follow the path, clear the sand, jump up to find a Chozo statue holding the ever precious Space Jump. Head back the way you came and when you reach the top of the sand, Space Jump up the surface of the wall on the right, being careful not to hit the spikes. When you reach the top, head right and drop down the hole. ------ NOTE 5 ------ ------------------------------------------------------------------------------- Once you have the Space Jump (or you can use the Spider Ball) you can reach an Energy Refill that is attached to the cave root top, directly above the hole that leads to the Save Station. ------------------------------------------------------------------------------- --------------------- Missile Expansion 4.1 --------------------- Use your quick and easy Wave beam to find a Missile Expansion hidden in the sand. Then head left and save. Drop down the hole and go right while trying to dodge the guns and their shots. Take the path to the right and drop down. ------ NOTE 6 ------ ------------------------------------------------------------------------------- At the bottom of the shaft with the guns, you can get the Spazer. Its a pretty decent gun but you are about to have access to the Plasma Beam as well, so if you choose the Plasma Beam, you will not have the Spazer very long. Grabbing it is almost a waste of time. But that is up to you. ------------------------------------------------------------------------------- ---------- Metroid 26 ---------- Try to land on a platform if you can, but if you miss one, just Space Jump back up to fight the Gamma Metroid. --------------------- Missile Expansion 4.2 --------------------- At the top of this shaft, above where the Gamma Metroid first appeared, you can bomb a hole into the ceiling to find a Missile Expansion. --------------------- Missile Expansion 4.3 --------------------- Fall to the bottom of the shaft and blast the sand to reveal a hole, jump in. Head right just a bit to see another Missile Expansion. ---------- Metroid 25 ---------- Now go back to the Metroid shell with sand around it, go left to destroy a Gamma Metroid. ----------- Plasma Beam ----------- Continue left to get the coolest weapon in the game. Now, keep going right, past the metroid shell, and past the Missile Expansion we found a second ago. You will need to Space Jump up this small vertical passage, doing your best to not hit the spikes. When you reach the top, head left. Avoid the machines that shoot fire and keep going left. You will come to a dead end and a Metroid shell. ---------- Metroid 24 ---------- Spider Ball up the wall and you'll see a hidden path. When you reach the top plant a bomb to open the passage left. You will find an Alpha Metroid on the other side. ----------- Energy Tank ----------- After you kill the Metroid, continue left to find an Energy Tank. Now, head back to the room that had the Metroid shell with sands on both sides, then jump up from the platform above shell to return to the long vertical passage. Space jump up and to the left to return to the vertical shaft with the guns. You can go save at this point if you like. From the Save Station, head right, get to the top of sand and jump back up the hole. Head to the right and jump into the small indention in the wall. Spider Ball down the wall. You will see these small platforms that rise and fall. Keep Spider Balling down until you see s small boulder in the wall on the left. When the platform is extended, de-activate the Spider Ball and Spring Ball yourself to the other side. Activating the Spider Ball to grab the wall. Roll up to the small boulder, bomb it, and proceed inside. ----------- Energy Tank ----------- Bomb the bricks to grab the Energy Tank. --------------------- Missile Expansion 4.4 --------------------- Drop down the hole left behind from the brick you blew up and press right. Spring Ball up to reach the tunnel with the Missile Expansion. ---------- Metroid 23 ---------- Head back out the way you came in and then drop down the gap, being careful not to hit the spikes. you'll land on sand and after blasting through it, you'll dig up a spent Metroid Shell. You know what lies to the right, so let's go get it. This is a large vertical shaft with nothing in it but some platforms and a Gamma Metroid. After you eliminate the Metroid, return to the shaft with the spikes, go up and left. Keep going left to make it back to the vertical shaft with the Save Station that branched of to the right. ---------- Metroid 22 ---------- Drop down the hole in the ground and as you are falling press right. You will see a passage to the right, take it and kill the Gamma Metroid. Blast your way through the three bricks and drop to the lower level and head right. You will find yourself in another vertical shaft. Go up. ---------- Metroid 21 ---------- You come to a room with some weird looking webbing. Blast as much out of your way as you can while heading right. You are about to fight another Alpha Metroid and the webbing will be in the way of your missiles. ---------- Metroid 20 ---------- There is a small tunnel in the ceiling. Spider Ball yourself up there and follow the path. When you get to the Metroid shell, jump into it to find a hidden path. Roll to the next screen and quickly clear out the webbing enough to fight this Gamma Metroid. Now head back to the vertical shaft (the one below the webbing where you killed the Alpha Metroid). Fall and press right to find the path and keep going right until you come to another vertical shaft. Drop down all the way, being careful not to touch the weird creatures on the sides of the wall. Once you reach the bottom, go left. ---------- Metroid 19 ---------- You have come to another vertical shaft that houses a Gamma Metroid. At the bottom of this shaft, there is a Energy Refill in a small tunnel to the right. Head back up the shaft and to the left to find it connects to another shaft. (Don't worry, we're not lost). There is nothing in this new shaft but a passage that leads to the left, so take it. ---------- Metroid 18 ---------- You will immediately see your next target. Take out the Gamma Metroid. You might find it easier to fight if you lure it into the bottom tunnel with you. There is a hidden passage to the left. Ignore the morph Ball maze, it is a dead end. Just go up and you will appear in the shaft that is right below the Save Station. You cannot reach it yet, so take the path to the left. ---------- Metroid 17 ---------- Kill this Gamma Metroid and keep going left. You will come to another Morph Ball maze, which is also a dead end. Go up and you will find yourself in the vertical shaft that leads to the Save Station. So take the first right and save. =============================================================================== ====== Area 5 ====== ------------------------------------------------------------------------------- 1/16 Metroids, 0 Energy Tanks, 0 Missile Expansion ------------------------------------------------------------------------------- From the Save Station, head back to the main cavern and continue down. You'll come to the acid and see that you can only go left. The remains of a Metroid above the acid suggest you are about to fight, so keep going left. Avoid the liquid, its not water. keep going left, the path will turn upwards. ---------- Metroid 17 ---------- When you reach the top of this ascent, you'll be heading right. Continue right until you find the Gamma Metroid. Once you kill it, return to the main cavern. I'll pick up at the Metroid remains. =============================================================================== ====== Area 6 ====== ------------------------------------------------------------------------------- 2/15 Metroids, 0 Energy Tanks, 0 Missile Expansions ------------------------------------------------------------------------------- From the spent Metroid shell, go back up like you are going to go to Area 4. The acid dropped in a different location. Once you take out these two, the acid will drop here at this Metroid shell, so remember the way back here. Now, go up until you get to that part where you can go either up and to the right or down and to the right. Choose down and to the right. Continuing right, after you pass the Morph Ball maze again, you will see a path leading down, take this path. There are a lot of spikes along the way, so be careful. Following the path, it will go up and come to a split with two Metroid shells lying in each directions. For now, head to the path that goes up. You will come to a long horizontal room with these black blocks that disappear and are reappear over a shallow pool of acid. Simple Space Jump past this area and keep going right. ---------- Metroid 15 ---------- This room houses a Gamma Metroid. There is a rock formation with a path that goes all the way around it. Kill the Metroid and to the right in the bottom part of this room is a Missile Refill. Refill your missiles and head back to the split path where the Metroid shells were. The left path is very similar to the path that led up. you will come to another long, horizontal room with the black blocks again, but this time, they move back and forth over the shallow pool of acid. The Space Jump is still the simplest way through this. ---------- Metroid 14 ---------- The room to the left is just like the room we fought the Gamma Metroid in, only there is an Alpha Metroid waiting for you here. And just like there was a Missile Refill in the other location, there is an Energy Refill here. Another earthquake means more drained acid. So head back to the Metroid shell at the entrance to Area 5 in the main cavern. =============================================================================== ====== Area 7 ====== ------------------------------------------------------------------------------- 7/13 Metroids, 2 Energy Tanks, 4 Missile Expansions Ice beam, Wave Beam, Spazer, Plasma Beam, Screw Attack ------------------------------------------------------------------------------- From the Metroid shell, head deeper into SR388. The path drops down, then turns left, leveling off. You'll come to a room with platforms making a bridge over the acid. Once you pass this room, you be facing a wall with two small boulders in the middle of it. You must use missiles to remove the boulders. Once you pass this, you will see where the path continues downward, but its blocked by the acid, so keep moving to the left and up. ---------- Metroid 13 ---------- After ascending a vertical shaft, the path continues right, but is guarded by a Gamma Metroid. --------------------- Missile Expansion 7.1 --------------------- After marking the Metroid off you "To Kill" list, continue left. You'll come into another huge chamber with two Metroid shells. Go to the Metroid shell that is open on the bottom and jump in it. Once you are under the water, go left. You will see a small passage that leads to a Missile Expansion. Return to the top through the Metroid shell and head left. Clear the sting weed and enter the structure. Proceed to the top of this room to find a Save Station. After you save, head to the left and drop down the shaft. There will be a path to the left in the wall. If you miss it, don't worry. You'll land in some water and can easily Space Jump back up to the opening. ---------- Metroid 12 ---------- Once inside, you'll need to do some fancy Space Jumping to safely clear all of the spikes. Past the room with the spikes is our first Zeta Metroid. Return to the shaft that has the water at the bottom and Space Jump up. Stop by the Save Station if you like, then return to the shaft and go up a little further. You will see a path to the right, take it. You'll come into a room that appears to be a dead end with a "T" shaped platform. Jump on top of the platform and then jump up through a hidden path in the ceiling. You'll come into a long vertical shaft that has doors on the left side. To search these rooms could be a waste of ammo, so trust me on this and only open the doors that interest you. From bottom to the top: Door 1 - Ice Beam Door 2 - Wave Beam Door 3 - Spazer Door 4 - Plasma Beam You can return here at any time to re-equip any beam you want to. After the 4th door, you can jump up into another room with a "T" platform. If you go left, it leads back to the shaft with the pool of water at the bottom. ---------- Metroid 11 ---------- Now depending on if you re-entered the shaft by the lower door (the one closest to Door 1) or the higher entrance (the one closest to Door 4) you will need to get to a path in the left that sits in the middle of these two entrances. See the map below. | | | | | ----- | ----->Upper entrance from Door 4 | ----- | | ---- ------ <--- * | <--- Metroid shell ---- ------ | | | | | ----- | ----->Lower entrance from Door 1 | ----- | | | | You'll come to another room that is loaded with spikes, except there are even more this time. Luckily, there is only a Gamma Metroid on the other side. Return to the save room. ------------------------------------- Energy Tank and Missile Expansion 7.2 ------------------------------------- Now go back to the shaft and Space Jump all the way to the top. You'll end up on top of the main structure. Not far to the right is a hole to jump in. It sucks down in this hole. You can't see anything, but I'm gonna help you get through it to find an Energy Tank and Missile Expansion. Now, once you're down in the hole, morph into a ball. As you are attempting to move, lay bombs. The bombs act as markers to let you know that you are actually moving. Use the map below to help you get oriented. After falling into the hole, you will be at point "A". There is not much room here, just enough to take about two steps. I am telling you this because my map isn't exactly to scale. Now, at point "A," Spring Ball up and press right. Drop bombs as you go right and when you have stopped moving, you'll need to blast a block directly above you. (See Arrow 1) From there, Spider Ball up to claim your Energy Tank. Drop back down into the darkness, lay a bomb to get back to the tunnel that will lead you to point "A". Roll to "A", using bombs as markers. Once there, lay more bombs to open up the floor (See Arrow 2). Once you drop, press right while laying more bombs. You will destroy a block and keep going to find the Missile Expansion. Roll back to the corner under point "A" and lay a bomb to re-open the path. Spider Ball your way out now. ______________ _________( )_______________ | | |E | | | | | | | | | | |_________|__|<---- Arrow 1 | ____________| | | |__A| Arrow 2 ---->| | | | |_|____________ |__|_________M_| ---------- Metroid 10 ---------- After you re-surface, pass the Metroid shell and take out the dude with the face shield. Now, from where the creature was pacing, Space Jump up and to the right just a bit. You will see a ledge. Land here and go in. Make it past the spikes and in the next room, clear out enough sand to kill a Gamma Metroid. ----------------------------------- Energy Tank & Missile Expansion 7.3 ----------------------------------- Back out on the ledge, Spring Ball yourself up and grab the wall above you with the Spider Ball. Go up the wall and when it begins to head left, lay a bomb in the first indention. A block will be blown away. Continue to bomb in this hole to reveal a small passage that contains the Energy Tank and Missile Expansion. ---------- Metroid 09 ---------- Now, from the ledge, drop back down to where the face shield creature was pacing and Spider Ball down the left wall. You will come to a small boulder, bomb it and make your way inside and take out the Zeta Metroid. ------------ Screw Attack ------------ During the battle, you may have noticed a small path that led up. Spider Ball your way up there. Bomb the brick to get to the platform the Chozo usually sits on. Now, bomb the small boulder and follow the hidden path to the right. Bomb the bricks out of your way and claim the Screw Attack. Go back to where the small boulder was and continue to Spider Ball down the side wall. You will shortly come to a Missile Refill hiding next to a Metroid shell. ---------- Metroid 08 ---------- Jump to the ledge to the right of the Metroid shell and Spider Ball your way down and to the right. Avoid the small flying enemies and get ready to fight a Gamma Metroid as you go up to the next screen. In the area that you just fought that Metroid, use the small platforms to reach the top of the alcove. In the left wall is a hidden passage that drops you on to an Energy Refill. -------------------- Missile Expansion 7.4 -------------------- Go to the right side of the alcove and drop down to the next screen. On the right side of the spikes, you can blast a hole in the wall and drop down to get another Missile Expansion. ---------- Metroid 07 ---------- Drop off the ledge and try to keep right without hitting the spikes. You'll soon see another ledge that leads into the right wall. Once you clear the spike room, clear out some sand and get ready for a fight. This is a Zeta Metroid, but the sand will make this even more difficult. Once its dead, you can revisit the Energy and Missile Refills and return to the Save Station. We are now ready to move on to the next area. =============================================================================== ====== Area 8 ====== ------------------------------------------------------------------------------- 1/6 Metroids, 0 Energy Tanks, 0 Missile Expansions ------------------------------------------------------------------------------- From the Area 7 Save Station, return to the main cavern and proceed down the path. Towards the bottom, it seems the path splits between two ways. It actually does not. Right or left, it circles back around. When you do reach the bottom, you can only go left. After crossing some shallow acid, the path continues downward. It comes to another room with shallow acid, then the path really does split. You can either go up or left. ---------- Metroid 06 ---------- Now, take the upper path, once you reach the top, it splits again, one path to the right and the other to the left. Let's go right. Keep following the path and you will come to a large open room that houses an Alpha Metroid. ======== Area 8.5 ======== ------------------------------------------------------------------------------- 1/5 Metroids, 0 Energy Tanks, 0 Missile Expansions ------------------------------------------------------------------------------- ---------- Metroid 05 ---------- Keep going left after killing the Alpha Metroid. The path is pretty straight forward. You will see the acid as it blocks the path you need to take, just jump past it and continue right. It will seem like you are going in a circle when in fact, you are. When you come back to the large open room, you'll have to face an Omega Metroid. =============================================================================== ====== Area 9 ====== ------------------------------------------------------------------------------- 3/4 Metroids, 0 Energy Tanks, 0 Missile Expansions ------------------------------------------------------------------------------- Now, circle back around to where the acid was just previously and go down the path. When you reach the bottom, take the left passage. You'll come to a large room with shallow acid. Simply make your way past this to the next screen. You will begin to ascend a long vertical passage. You should see a lot of creatures that look like face-hugger aliens. When you reach the top, you'll find a Save Station. Below is a simple but accurate map of Area 9. There are a lot of vertical shafts and passages that look alike, so I made this crude map to serve as a help to my petty words. _____ | | |__SS_| ____ | | | | | OM ------| | |____| | | | Large Hole | | to Area 10 | |------------ ---------| | | | | | | | | | | Acid |--| |--| | ____ | | | | | ____ |------------ OM | | | | | |____| | | OM ----------| | |____| | | | | | | <----Enter Area 9 here SS From the Save Station, make the long haul up to the top of the vertical shaft to the only path which is to the right. You'll come into another vertical shaft just like the one you came out of. There will be two paths to take: the left path, found at the top of the shaft, or the right, found towards the middle of the shaft. Let's go left. ---------- Metroid 04 ---------- You'll come into a room with what appears to be pillars made of bubbles. Don't be picky about what they look like because they give you a place to stand other than the hurtful spikes under the very shallow water. Just proceed left until you enter the next room that houses an Omega Metroid. After killing it, return to the vertical shaft and take the right path. As you continue right, you'll see a pretty big hole in the floor. You can take a look if you want. You've gotta lower the acid before we can go that way though, so keep going right. This leads to another vertical shaft. As the map shows, there is a Save Station located in a room at the top of this shaft. If you do save, after you do, drop to the bottom, attempting to land on the platforms provided to avoid landing on spikes. At the bottom of this shaft is a path to the right. ---------------- Metroids 03 & 02 ---------------- This path leads to another vertical shaft with a left and right branch. Take each branch and eliminate the Omega Metroid found at the ends. Now, we're almost done. =============================================================================== ======= Area 10 ======= ------------------------------------------------------------------------------- 1/1 Metroids, 0 Energy Tanks, 0 Missile Expansions ------------------------------------------------------------------------------- Using the map I provided, make your way back to the hole where the acid was. Begin following the long and desolate path. You will come to a vertical shaft that has ledges on the right side that hold water. Once you make it to the top of this shaft and head right, you will come to a wide pool of water. Space Jump over this because there is an invisible hole that you will fall through if you walk in it. On the other side of this long horizontal path, you'll come to another vertical shaft with ledges holding water. The first pool also has an invisible hole. Make you way up and to the left path. Keep following the path, Space Jumping over the pools. There will be one more vertical shaft and a path that leads right and to a Save Station. (Don't worry about that small pool, you can't fall through it). Now, directly above that pool is a hidden path you can simply Space Jump through. This puts you in a very large room. First things first, we need to refill our energy and missiles. Using your Space Jump, jump up the right hand side of the room. You will soon see a platform. Land on it and then start a diagonal Space Jump to the left. You will see another platform just like the one you left. Above this platform is the refill room. After you refill, I recommend saving. Now Space Jump up the left side of the large room, landing on the platform and jumping to the right to the next platform and then into the hole above it. Keep following the path. When you reach the top of the vertical passage with the ledges, you'll see an egg in an area you cannot yet reach. About two seconds after you see the egg, your Metroid counter will jump up to 9. Looks like we're not quiet through yet. ------------------------------------------------------------------------------- 9/9 Metroids, 0 Energy Tanks, 0 Missile Expansions ------------------------------------------------------------------------------- -------------------- Metroid Evasion Tips -------------------- If you do not have the Ice Beam at this point, you will need to get it soon, but don't worry, it is not far ahead, you do not have to back track through the planet to get it. Meanwhile, you will have to make your way through the area past the new Metroids. Ice Beam - Shoot a Metroid with the Ice Beam. This will freeze it temporarily, allowing you to pump it full of missiles, which is the only way to kill them. Bomb - If a Metroid latches on to you, there are two ways to get it off. The first is with the bomb. Tuck into a ball and lay a bomb. You may have to use the Spring ball to lay a bomb in the air so that when it explodes, it will actually hit the Metroid. Door Ways - The second way to get a Metroid off your back is to simply go through a door way. Screw Attack - The Screw Attack will deflect an attacking Metroid. ---------- Metroid 09 ---------- Drop down the right hand side. You'll be in a room with some regenerating blocks. Not long after you land in this room, you'll meet up with one of the nine Metroids. Now, unless you kept the Ice Beam from Area 7, you are about to have a hard time. Don't worry too much though, there is an Ice Beam ahead. ---------- Metroid 08 ---------- After exiting stage right, you'll see another Metroid that looks really pissed off. If you do not have the Ice Beam, avoid it and go up. --------------- Metroids 07 & 06 --------------- You'll come to another vertical room just like the one you left, with Metroid 07 in the same position as 08 was. As you attempt to proceed upwards, you'll encounter Metroid 06. --------------- Metroids 05 & 04 --------------- This Metroid will greet you as soon as you step into the room from the shaft that housed 07 and 06. Metroid 04 is waiting for you in the middle of the path, be ready. ---------------- Metroids 03 & 02 ---------------- Another vertical passage, only this time you are going down. You should easily see the danger before it attacks you. After escaping/killing these Metroids, you'll enter a room with a lot of spikes. Carefully Space Jump through here and fall down the small hole at the end of the room. If you do not have the Ice Beam, fall through the small passage a the bottom of this room and you will find a wrecked Chozo statue. Behind it is the sphere containing the Ice beam. Once you have it, drop through the hole, Space Jump to the right to recharge any energy or missiles, then go save. Since you've now been through the paths that the Metroids occupy, you know where to go and what to do. For reference, see the Metroid sections above. ---------- Metroid 01 ---------- ----------------- The Queen Metroid ----------------- You have successfully killed all the metroids on SR388 and the Queen is really pissed off about it. She has two basic attacks, shooting fire balls at you, and striking at you with her head. When she shoots the fire balls at you, Screw Attack them to avoid damage. When she strikes at you, she will open her mouth to bite you. When her mouth is open, fill it full of missiles. This will make her freeze for about 3 seconds and you can unload your missile supply the whole time. Keep repeating this method and after 150 successful hits, you will be the victor. It has been mentioned that you can morph into the ball and when she strikes at you, she will eat you. Once inside her stomach, you can lay Morph Ball Bombs, which is supposed to do considerable damage, but at a cost: it hurts you being inside her stomach. ------------------------------------------------------------------------------- ------- Area 11 ------- After the Queen is defeated, a path will be accessible where she once stood. Go left and you will come across an egg. It will hatch to reveal a baby Metroid. It thinks that you are its mother, so it doesn't attack you. So just keep running left. Just follow the path, there are no turns. You will come across a rock substance that nothing in your arsenal can destroy, but the baby Metroid can get you past it. Keep following the path, allowing the Metroid to take care of the rocks, until you surface the planet. Run to the right and begin to Space Jump. Go up and to the top of the wall. Once on top, run right and when it drops off, just fall to the bottom, you will be safe. You will land near your Gunship. Jump to the top of it to end the game. Congratulations, you have completed Metroid 2: The Return of Samus. This game doesn't keep a percentage of the items collected. The endings are based off of the completion time. If you complete it with 3 hours or less you get the best ending. =============================================================================== ========================= VII. - Credits and Thanks ========================= Andrew Mills - For creating the best Metroid site on the web. CtrlAltDestroy - For helping me out with the story line. Horny Hornoad - For helping me to find that one elusive Missile Expansion, so that you people can have all 250 Missiles. =============================================================================== ===================== VIII. - Legal Section ===================== This FAQ can ONLY be posted at Samus.co.uk. If it appears on any other website or in any magazines, that is a direct violation of the copyright. This FAQ may be used for personal, private use. It may be distributed, but NOT for money. It is meant to be free to all. Any changes that Samus.co.uk makes to this FAQ are final and out of my hands as it is the property of the site. Copyright (c)2004, Shawn Lewis =============================================================================== ========================= IX. - Contact Information ========================= If you need to contact me for any reason, be it to add, improve, or correct information, or to ask a question about the contents of the FAQ, you can email me at: RedNeckExtremist@Aol.com Please put Metroid 2 for the subject so I will know you are not junk mail. If I do not recognize your email address or if you do not comply with my request for the subject, I'll probably deleat and block the email. DO NOT ask me if you can use this FAQ for your site, magazine or whatever other medium. This FAQ was created for Samus.co.uk ONLY.