Metroid 2: Return Of Samus

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Game Walkthrough


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*T A B L E   O F   C O N T E N T S*

1. Beginning of the Game
2. In Which Samus Receives the Ice Beam, the Spider Ball, and Some Bombs
3. In Which Samus Receives the Varia and the High Jump Boots
4. In Which Samus Obtains the Space Jump
5. A Short One-Metroid Interlude
6. Flashback
7. In Which Samus Obtains the Screw Attack
8. Omega-mania
9. Sudden Increase
10. Vs. the Queen


                                   Chapter 1
                             Beginning of the Game
                               METROIDS LEFT: 39

You start at your spaceship, and your only choice at this point is to head 
right. Early on in the game, your spaceship serves as a good landmark. If you 
jump in and explore it a little, you'll find it contains both an Energy 
Sphere and a Missile Battery. You won't often use this place to get pumped 
up, especially if you're trying to beat the game for record time. From here, 
go to the right.

There aren't many enemies along the path here - just Hornoads, Mumbos, and 
various wall-crawling species. Shoot through the cracked blocks, pointing up 
or down to do so. It's mostly a one-way path until you come to a fork. To the 
right is a save post, and this is a good place to get accustomed to that. If 
you have time, take a quick detour and back up your progress. If you want to 
get through this the speedy way, head left.

You'll find some Mumbos and Hornoads in a corridor with a few puddles after 
progressing down the long drop full of ledges from the previous room. The 
Mumbos ought to refill any energy you might have lost up to this point, and 
the Hornoads will provide missile replenishment (though you shouldn't have 
wasted any yet). After the final Hornoad, go left.

The Alpha Metroid will hatch from the egg at the bottom row. As soon as it's 
done casting off the egg shell or whatever, it will hurry at you. Fire a 
steady stream of missiles at it to throw it backward. After five missiles, it 
will die in a nifty pyrotechnic display. Go up to the invisible rock wall. 
Nestled inside are an Energy Sphere and a Missile Battery - touch them as 
needed for maximum refillage.

At this point you will experience an earthquake. This happens whenever you 
have killed all the Metroids in a given area. These tremors indicate that the 
lava has subsided in a certain place. Lava keeps you from progressing too far 
forward, beyond the average capability you should display in a certain area. 
When the earthquake is over, backtrack to the save post at the first fork in 
the path you saw and go right. It's time to do some Metroid killin'.

                                      ***

                                   Chapter 2
    In Which Samus Receives the Ice Beam, the Spider Ball, and Some Bombs
                               METROIDS LEFT: 38

From that save post, which records your progress the instant you tap the 
Start button, go to the right. The enemy you most want to watch out for on 
your journey through this tunnel is Moheek. They crawl all over the walls in 
a really annoying fashion, and those tentacles sting you at 13 energy points 
a pop. If you do get hurt, take it like a man (er, woman?) and try to find 
energy refills to get back up to max. When you reach the area with the Chute 
Leeches, the music stops and you only hear little ambient sounds that 
resemble music. This is how you will know that you have successfully reached 
this chapter.

Go up past the enemies to the high path that leads to a narrow, enemy-less 
corridor. When you reach the other side, you can take two paths: the high 
road and the low road. First, let's go high. You'll be better equipped to 
take on the low-road enemies once you get the stuff offered along the other 
path.

Shoot the Chute Leeches while they're up in the air and you might grab up 
some small refills. The Gullugg flying in circles will give you missiles if 
you're lucky as well. Proceed to the next room, a vertical area filled with 
roads to several other areas. Drop all the way down and go left. Your 
advancement is blocked by a door that is impervious to regular gunfire. Take 
the missiles you used to kill the first Metroid of the game and use five of 
them to disintegrate it. Switch back to regular gun and shoot the orb that 
the Chozo Statue carries. Touch the glass case that is revealed to receive 
bombs. You get a chance to use them in this very room; just bomb the brick 
above the Missile Pod to receive ten more missiles.

Go back to the vertical room and find the first path above you that goes to 
the right. In that room there is a Wallfire that appears to be the guardian 
of a dead end. However, shoot his face off and stand on him. Ball yourself up 
and roll through until you cannot proceed any farther. Bomb the brick and go 
through the gap. On the other side is an Energy Tank. You now have two sets 
of 99 energy points to go until you die. Keep moving forward.

After the Energy Tank room is a vertical area much like the one you just came 
out of, except there are multiple Wallfires in this one. Again, drop straight 
down and go left until the door, which you need to take down with five more 
missiles. Inside is the Ice Beam. Get it. You can now fire small pellets of 
ice that will encapsulate most foes in a sheet of the frozen stuff. Go back 
to the Wallfire lair and head up past the first open hallway on your right to 
the second one. Through here is the path leading to the Spider Ball.

Pass the Chute Leeches and take note of the hatched Metroid egg on the edge 
of the cliff above you. Go into the room to the right and fall down the long 
pit. Use bombs in ball form to boost yourself up to the tunnel. Roll along 
until you have the Spider Ball, then use it to get out of this area. Go back 
to that hatched Metroid egg and use the Spider Ball to go up along that wall. 
You will reach an entrance that you could not have reached in a single jump. 
Enter and kill the Alpha Metroid with five missiles.

                               METROIDS LEFT: 37

Leave and go all the way back to the Wallfire lair. There should be another 
room below that goes to the right. It contains three Missile Pods. Get them 
all with the aid of your newly obtained Spider Ball and go back to where you 
got the Energy Tank. Ball yourself up and go through the wall, bombing the 
Wallfire so as not to sustain injury. Return to the save point and go left. 
Freeze the Gullugg and shoot him dead, then Spider Ball up the wall to the 
right. Bomb the rock at the end of all the Chute Leeches and go inside to get 
two Missile Pods. Once you have them, go back the way you came, all the way 
to the rocky room with the Needlers crawling around on the ledges. Fall all 
the way to the bottom. You should be able to go to the right.

Two rocks along the bottom row block your progress, so bomb them and get on 
with it. If you attach yourself to the ceiling with Spider Ball and go along 
the ceiling in that corridor with the two bricks stacked on top of each 
other, you will be able to skip a lot of Gulluggs by going through a faux-
wall tunnel with an Energy Ball. Use it to go around, but watch out for the 
Seerook and the Gullugg upon your departure. Cut through the sand slowly but 
surely using Ice Beam and keep going right.

Fall through the long area with the Seerooks, using the side juttings to make 
sure you don't fall in the vinelike stuff at the bottom. There will be a 
hatched Metroid egg there along with the choice of going left or right. Go 
right and freeze-kill all the Chute Leeches. Through the door to the right is 
an Alpha Metroid. Five missiles will do it in as usual.

                               METROIDS LEFT: 36

Go left past the Metroid egg in the Seerook room to another long freefall 
with more Seerooks. Stay to the right, because there's a Gullugg hovering 
around the egg shell at the bottom. Stay well away from him and take the path 
to the right, once again killing the Alpha Metroid inside.

                               METROIDS LEFT: 35

Kill the Gullugg flying around the Metroid egg and head through the opening 
to the left. This room will be full of empty space, so there's no need to 
progress cautiously, but you will catch an Alpha Metroid at the beginning of 
the next one. Use the open space to your advantage to kill him.

At this time another earthquake will take place. Backtrack all the way to the 
area where you found the Moheeks crawling just above the lava. You will find 
that it is no longer at such a high level. Travel downward into the newly 
drained region, which leads to another area full of Metroids and power-uppy 
goodness. Watch out for the many Moheeks on the way down. When you see the 
Metroid egg halfway in the lava, you'll know that you're in the next area.

                                      ***

                                   Chapter 3
           In Which Samus Receives the Varia and the High Jump Boots
                               METROIDS LEFT: 34

Leap across the Septoggs hovering over the sand and go to the left into a 
room that looks like the one where the Gawrons flew endlessly at you. Proceed 
with caution, for there is an Alpha Metroid up ahead that you need to do away 
with.

                               METROIDS LEFT: 33

Go past the two enemies here with the spikes on the heads and through to the 
next room, which holds a save point right at the beginning. Save there and go 
forward until you see the Autrack firing plasma beams at you. Duck to avoid 
the gunfire, then get up when it's up and fire an ice shot at it. It will 
take several more shots to kill it, but it's worth it if you get a large 
energy ball out of it that heals you for 20 hit points. Save at the save 
point on the left end of the room and leave to the left.

Dip into the water ahead and go right. Kill the Chute Leech and the Needler 
and go in the room to the right. Spider Ball up along the right wall to find 
a Missile Pod, then revert back to normal form and equip your missiles as you 
walk through the water along the bottom row. When you come to the Alpha 
Metroid, kill it quickly and easily, then Spider Ball upward through the 
small tunnel above.

                               METROIDS LEFT: 32

Shoot the door open. You know that this type of door typically leads to a 
Chozo Statue carrying an item, and yes, the Chozo is there, but where's the 
item orb? Bomb the floor in front of it and go through, using the Spider Ball 
to reach a room filled with orbs. Most of them must be bombed to break 
through them, but you will notice that one out of the group is explosion-
proof. Shoot through it with your Ice Beam to reveal the Varia, a neat item 
that makes your suit bigger and reduces all damage done to you by half.

Leave the entire water area and find the wall to the right that leads back to 
the save point. If you need to, then save, and then go up that wall. There 
are a few Senjoos along the path, so wait them out if they get near your 
path. Once at the top, run to the right and bomb the block. Go in the room to 
an Alpha Metroid who is just hatching from the egg. When you kill him, don't 
leave just yet, because there's some very important stuff beyond this room.

                               METROIDS LEFT: 31

Bomb the floor in front of the hatched egg to make a hole. If you use Spider 
Ball, you'll eventually come to a tube that you can fall through and land on 
a T-shaped ledge. From here you can go either left or right, but left is the 
more important direction. Spider Ball will reveal that most of the wall to 
the left is fake but that there are two bombable spots in it. Bomb them and 
ice the Autoad. It will be the last enemy for a while that you use Ice Beam 
on. Shoot the door open and get the Wave Beam. When you have it, go right 
from the T-shaped ledge.

You will find yourself in a room with white blocks that shrink out of 
existence when you shoot through them. Jump over the columns up here and go 
to the right until you find an invisible wall that you can walk through. 
There are Wallfires all the way down to the bottom, and to the left is a door 
containing an item. Bust it down and get the High Jump Boots, which increase 
your jumping power exponentially. You're not done in here though: bomb the 
floor and Spider Ball through the barely noticeable fake wall to the left. In 
this room you will receive a Missile Pod and another Energy Tank. When you 
leave, kill the Wallfires with Wave Beam and jump on their shattered bodies 
to get back to the white block room.

There is a door to the lower left that will give you access to two more 
Missile Pods, and after you get them, there is nothing else to do here. 
Spider Ball up through the tube from whence you came.

When you bomb the rock that led you to the Alpha Metroid here, go a little 
bit to the left and come back. The rock will have regenerated, allowing you 
to go up the wall with the Spider Ball. Go up until you find the Blob Thrower 
plant, and then shoot it down with Wave Beam. To the right is a hole. Fall in 
it and go left, shooting down the door with five missiles as you always do. 
When you shoot the item sphere, however, it crackles and bounces at you. This 
is the Arachnus enemy, and normal shots won't kill him. Turn into a ball and 
lay bombs everywhere that you can. He usually lands right on top of a few if 
you are able to guess at his trajectory, so it won't take very long to kill 
him. When you do, you'll earn the prestigious Spring Ball, which allows you 
to jump while in ball form! And you never have to fight another Arachnus 
again! Woo!

Head back left and drop all the way down to the watery area, heading left 
from there as well. When you go into the next room, you can take either the 
up or down path. Go up first - there are less Metroids that way. When you 
come out to the right, you will be on a fair-sized overhang. Jump to the 
upper wall of that overhang and navigate the wall with Spider Ball until you 
come to another open corridor. Inside is an Alpha Metroid. Kill it and return 
outside.

                               METROIDS LEFT: 30

Now that that Metroid is dead, you can go ahead and take the lower path in 
that one room. Kill the Mumbos on the way down and keep your eye out for the 
Metroid egg. Go right through the first room, then equip your missiles for 
the second. You will see that the Alpha Metroid is evolving into a Gamma 
Metroid, the next evolution on the list. These take ten missiles to kill and 
can shoot lightning from your mouths. If you stay in the alcove below it and 
let it come to you, you should have no problem killing it.

                               METROIDS LEFT: 29

From the Metroid egg two rooms back, go left. Go one room left and kill the 
Alpha Metroid, then head further left.

                               METROIDS LEFT: 28

Fall through the next room leading down and go right. Wave Beam, as you can 
see, cuts very efficiently through the sand. Use it to get through and get to 
the next room. There is an Alpha Metroid in here that you need to kill; as 
usual, he makes himself an easy target. Although there is a room past him, 
there is nothing in it, so turn around and head left.

                               METROIDS LEFT: 27

Past this Metroid egg is another chamber filled with sand. Don't allow 
yourself to get caught off guard by the Gamma Metroid in here, however. It 
will attack mercilessly, and the sand behind will regenerate once it's out of 
your line of vision. You might get hurt a lot, but the best idea is to just 
tough it out no matter how badly it takes you down, because just past this 
room is an Energy Ball. While your energy is filling back up, you will 
experience an earthquake. Leave this area, saving along the way so that none 
of your data to this point goes down the toilet.

                                     ***

                                  Chapter 4
                    In Which Samus Obtains the Space Jump
                              METROIDS LEFT: 26

Once you're back to the main hub area where all the lava is, it's a pretty 
straightforward path to the next area. Go down until you meet lava, then head 
right. When you get to the new area, ball up and roll through the maze-like 
area. Jump over the lava that's in here (you'll be returning here later). You 
will enter an upwardly mobile room that has spikes along the bottom row of 
ground tiles. There is one entrance part of the way up that you don't need to 
go through yet - you will more than likely run out of missiles if you take 
this route first. Head to the one at the very top of the cavern and keep 
going right until you find yourself on an overhang.

Drop straight down and you'll land on some sand. Shoot through it until you 
find a hidden Missile Battery to refill all yours. When you have refilled 
them, go over the wall with the Spider Ball, avoiding or shooting at the 
Gravitts hidden cleverly in the ground. When you drop down again, you'll be 
in more sand. Watch out for ambushing Gravitts and go left to a room where 
you will retrieve the Space Jump. If you tap A at the right moments while in 
the air, you can jump literally forever, or until your thumb gets tired.

To the right is a wall with spikes that prevent you from using the Spider 
Ball to get up it. Use your new Space Jump to head up there, but beware the 
Halken at the top. Go across until you come to a hole. When you fall in, 
shoot through the sand. Reveal a pathway to a buried Missile Pod, then go 
left to a save point. Save there (duh) and go on through the pit to the left.

Avoid as many Autrack beams as you can as you proceed all the way down. When 
you get to the bottom, go to the left and blast your way through a procession 
of Autoads and one Autrack. In the item room is the Spazer, which fires three 
beams at once that are very powerful and efficient for cutting through sand. 
Go back to the Autrack vertical room two screens back and go upward, looking 
for the pathway to the right that you might have seen on the freefall down 
here. Equip your missiles before going in there, because a Metroid will 
strike as you make the fall.

You might be able to get in one missile on this Gamma before you fall all the 
way to the bottom. Whether you do or don't, go to the right and Space Jump up 
to the small ledge against the wall. Lure the Metroid toward you, then fire 
away until it's dead. When it's gone, head up the wall and bomb the block 
nearest the wall to get to a large empty space. To the left of that empty 
space is a Missile Pod you need to get. Grab it and fire through the sand at 
the very bottom of the screen.

                              METROIDS LEFT: 25

Go left at the fork in the path. You probably won't notice that there's a 
Metroid in here until you hear the music, so switch over to missiles as soon 
as you can and fire away. Try to keep it above you or to your right. You 
shouldn't get hit too terribly much.

                              METROIDS LEFT: 24

Continue to run left toward the item room to get the Plasma Beam. Well, the 
Spazer was fun while it lasted, but this is a stronger gun. You should get 
this.

Going to the right side of the fork in the path, kill the Autoad and obtain 
the Missile Pod it's guarding, then keep going right. In the next room is a 
wall full of spikes arranged in such a way that you will need to use your 
Space Jump to get to the top. If you have not finely honed your skills with 
that particular accessory, now is the time. Regardless of how much damage you 
sustain, you need to get to the top of the room and go left. The Automs blow 
fire downward randomly, so just run and hope for the best, killing the Shirk 
between them. Bomb the small brick while in Spider Ball form to go left. They 
go easy on you here by placing an Alpha Metroid in this roomy hallway. Kill 
it and grab the Energy Tank in the room to the left.

                              METROIDS LEFT: 23

Leave this entire area (where you got the Plasma Beam, that is) and save at 
the save post. Go up through the hole that led to the save point and go 
farther right; you should be at a long abyss, the right wall of which is 
lined with Proboscum enemies. Let yourself fall all the way to the sand at 
the bottom. Fire straight beams through it with the Plasma Beam and go right. 
Stay along the wall to the right and fall to the bottom, switching to 
missiles in anticipation of the lone Gamma Metroid in here. The space at the 
bottom offers plenty of room for ten easy shots. After you kill it, there's 
nothing beyond this room, so leave out the door you came through.

                              METROIDS LEFT: 22

See those Proboscum to the right? On the opposite wall is a bombable rock. 
Get at an angle where you can drop from the right wall to the left and bomb 
that boulder. Go in to the narrow hallway to find an Energy Tank and, on the 
other outside end, a Missile Pod. You are now well enough equipped to head to 
the lower level of this area. On your way out, be sure to refill your 
missiles using the Missile Battery hidden in the sand under the overhang. You 
should have approximately 180 missiles at this point in the game - either 
that many or a little more. If you don't, don't worry too much - you just 
won't have as much stock for the final battle.

Before going down the hole, be sure to save on the pole to the right. Fall in 
here, but don't let too many of the Yumbos get you. Go in the first room to 
the right to face a Gamma Metroid who's totally in your face. When you defeat 
it, shoot through the cracked bricks in the ground and take that lower 
corridor to the right.

                              METROIDS LEFT: 21

In the room to the right are enemies that move back and forth and look like 
dumbbells - TPOs. There are two different paths in here, one to the right and 
one at the very top. Take the upper one for now and clear out a space for 
fighting in the next room. Fortunately, it's just an Alpha Metroid. Try to 
waste as few missiles as possible cutting through the cobwebs. When you 
defeat this one, Spider Ball along the wall to the right until you find a 
narrow tunnel.

                              METROIDS LEFT: 20

In this upper room, you'll have to go through the Metroid egg through the 
invisible ground below to get to the Gamma Metroid. There're a lot of cobwebs 
in his domain as well, so only clear out a small space and make him come to 
you while trying to get him with your missiles. Don't waste too many in the 
effort. When he's dead, go back to the TPO room.

                              METROIDS LEFT: 19

Now you can go in the room to the right of the TPOs. Fall straight down, 
being careful not to touch the lumpy things on the wall. Go to the left and 
fall down along the wall to the right. A Gamma Metroid will pop up just 
moments before you hit a ledge. Mainly, you should stay there to fight it, 
but if you have to move some, do so only as necessary. At the bottom is an 
Energy Ball - you'll need to turn into a ball to get to it.

                              METROIDS LEFT: 18

Go to the left past the Amoebas in this room to face another Gamma Metroid. 
Let it follow you to the Metroid egg hatching and come down to you through 
it. It will be easier to take it on in that corridor. When it's dead, go 
through the invisible rock wall to the left and go up at the far left end. 
You'll come up through a Metroid egg hatching in a room full of Yumbos.

                              METROIDS LEFT: 17

Go to the left from the Yumbo room. To the left of this Metroid egg is 
another Alpha that mutates into a Gamma. This is the second hardest to fight 
in this area (first place goes to the Gamma in the cobwebs), but it is also 
the last. After you defeat it, head left through another invisible rock wall 
and wait for the earthquake to come. When you jump up through this hole, the 
screen will fade to black. Hold the A button and Left on the D-pad to get out 
of the spike pit. This exit provides a quick shortcut to the main hub area, 
where you will travel yet farther down into the ugly heart of SR388.

                                     ***

                                  Chapter 5
                        A Short One-Metroid Interlude
                              METROIDS LEFT: 16

It's a short trip to the next area once you're back in the central area where 
the Metroid II main theme plays on an endless loop. Go down, shooting the 
Skorps that pop out of the wall in hopes of missiles. When you see the 
Metroid egg, go left. If you're low on energy, worry not - the Octrolls here 
will provide in spades. Travel the one-way path to the lone Gamma Metroid 
here. Oddly enough, after defeating it, you'll hear an earthquake, but when 
you get back to the main area, the lava will not have lowered any. Where 
could there have been possible drainage? For the answer to that, you'll have 
to go back to the area you explored in Chapter 4 (In Which Samus Receives the 
Space Jump). Go back up there, and when you notice where the lava drained - 
which should be right below where the Halken is floating around - proceed to 
the next chapter.

                                     ***

                                  Chapter 6
                                  Flashback
                              METROIDS LEFT: 15

Follow the path that winds down until you find not one, but TWO Metroid eggs. 
You can go in either direction that is indicative of the presence of 
Metroids, but in this walkthrough, we're going to go left first.

The Flitts floating above the lava are of the moving variety, not the 
blinking. Use them if you're new to the Metroid experience, but if you have 
Space Jump skills, use that to get across - it's faster and far more 
efficient than waiting on moving platforms. The next room leads down and left 
to an Energy Ball. Replenish yourself and fight the Alpha Metroid to the 
right. When it's dead, return to the two Metroid eggs and go up.

                              METROIDS LEFT: 14

The path given here is similar to that of the left road, and you'll meet Moto 
for the first time here (they give great energy bonuses). The only difference 
between this Metroid's chamber and the other is that on the other side lies a 
Missile Battery. Refill after facing off with the Gamma Metroid and brace 
yourself for another earthquake. You can now progress toward the bottom of 
SR388 as normal. Return to the main hub area and go down.

                                     ***

                                  Chapter 7
                   In Which Samus Obtains the Screw Attack
                              METROIDS LEFT: 13

You will soon come to what appears to be the bottom of the planet but is in 
fact not, as you will see when you go a few screens to the left. Proceed 
slowly across the room with the lava, as the Skreeks will pop up at 
unexpected moments and shoot you. Their energy payoff, however, is great. One 
orb from them restores you for 20. Be sure also to shoot the flying Drivels 
so that they don't drool acid on your helmet.

In the next room, use missiles to shoot the rocks out of their tight space. 
Jump across the lava and head up through the next two areas. When you come to 
the seemingly empty corridor, EQUIP YOUR MISSILES. You do NOT want to get 
caught off guard here. With the missile cannon in place, run left and prepare 
to fight the Gamma Metroid in here. Keep it away from you at all costs and 
you should be just fine.

                              METROIDS LEFT: 12

Fall through the Metroid egg to the left into the water and locate the 
Missile Pod in the lower left corner. When you have it, back up and use the 
Spring Ball to hop up and attach yourself to the wall behind the Metroid egg 
nearest the hallway where you just fought the Gamma Metroid. Spider Ball up 
it as far as you can go, then use Space Jump the rest of the way, avoiding 
the Yumbos for now (you don't have Screw Attack just yet). When you come to 
an opening to a cavern on the right, go in.

Use the Space Jump to skillfully navigate Samus around the needle 
arrangements in here and get to the safe cliff all the way to the right. When 
you go in the room, it will be mostly filled with sand, and a flashing Gamma 
Metroid will be in the middle. (Not good...) Shoot away as much of the sand 
below you and to your right as possible, then equip your missiles and prepare 
to fight the most aggressive Metroid species in existence.

Zeta Metroids, as these little stumpy things that resemble an alien Joe Pesci 
are called, cannot be shot from below - only hits to the abdomen will 
register. Therefore, you'll have to jump and likely risk taking a hit each 
time you fire at it. That said, don't waste opportunities to fire off two or 
three salvos at once. They breathe fast fireballs from their mouths and have 
a tendency to swoop down at you when you're far away. When you have the Screw 
Attack, they'll be easier to handle, but for now, pump about twenty missiles 
into his system and do away with him. After defeating him, go back to the 
edge of the cliff outside.

                              METROIDS LEFT: 11

Continue Space Jumping upward until you get to the top of the screen. Spider 
Ball along the wall to the right and head up to the next screen. An Alpha 
Metroid there will instantly evolve into a Gamma. Use the evolving time to 
switch to missiles, then get in the small alcove above you as fast as you 
can. Stay in that general area while you kill it with ten missiles. When it's 
dead, you'll probably have a decent chunk of energy taken out of you. 
Fortunately, there's an Energy Ball to the left. Heal yourself with it and 
use the Spider Ball to move craftily around the ceiling.

                              METROIDS LEFT: 10

Around on the other side are two things: a Metroid egg casting and a Missile 
Battery. Max out your missiles and then go up along the left wall. Bomb the 
small boulder, then roll inside and go into the room. There is a Zeta Metroid 
in the large open area. Stay away from it as much as you can, only getting in 
at close range to sock him one in the gut. After he's dead, feel around the 
wall with the Spider Ball. You should find a narrow passage allowing you to 
go up.

                              METROIDS LEFT: 09

You'll have to go the long way around in order to get the Screw Attack. Bomb 
the ceiling to your left, then the boulder in the middle of the room, and 
finally, the ceiling on the right. Shoot the sphere open and grab the Screw 
Attack, a special accessory that can slice enemies and kill them with only 
your jump. This proves very handy for a number of things, not just killing 
monsters and such.

Use this new item in conjunction with the Space Jump to get out of and on top 
of this brick wall. Go to the left and fall in the room within the hole, 
which happens to be totally dark. Turn into a ball and use bombs in the 
fashion that Hansel and Gretel used bread crumbs to find your way through. 
Spider Ball will help go along walls easier. There is a Missile Pod in this 
dark room, and on the other light end, an Energy Tank - the last one you need 
to have maximum life. Leave out through the other hole when you have the 
Energy Tank, again using bombs to "feel" your way through. Novices, this 
might take a while - I can do it in about 20 seconds on a good day.

Go back to the right where the Moto was and Space Jump up to another entrance 
to a spiky cavern. Space Jump to the right. This will at first appear to look 
like the sandy room where you fought your first Zeta Metroid, but it is an 
entirely different room in actuality. Just go farther back until you see an 
Alpha Metroid. When it's in your sights, clear out the joint and switch to 
missiles, then kill it in ten hits and return to the top of the brick wall 
where you got your fifth Energy Tank.

                              METROIDS LEFT: 08

On the left side of that wall, fall all the way to the very bottom (it's a 
long drop). You will land in an empty pool. Jump out and go in the nearest 
room to the left. Two screens to the left is a Zeta Metroid in a moderately 
sand-filled room. Kill it and return to the previous area.

                              METROIDS LEFT: 07

Head up to the nearest room to the right and save, then leave out to the left 
and keep going up. There is a room in this area where you can choose to equip 
any gun you want. The only reason to go in there would be if you wanted the 
Wave Beam again, but the Plasma Beam is more powerful, and the entire place 
is an exercise in pointlessness anyway, so just head out looking for that 
last Metroid, if you will.

It's not far from that save point, in actuality - just head up the left wall 
until you find another cavern. Go across the suspended spikes and fight a 
Gamma Metroid, then get ready for the earthquake. Leave through the save 
point room and go right until you hear that familiar theme music again.

                                     ***

                                  Chapter 8
                                 Omega-mania
                              METROIDS LEFT: 06

Most of the enemies you will face on the way to the final sector will be 
Skorps. This is a good opportunity to load up on missiles while you're on 
your way down. At some point, going to the left, lava will block your 
progress deeper into the planet, so start going up. You will soon have to go 
the right into a large open room where you will find two Metroid eggs. One is 
hatched; one is not. An Alpha Metroid will pop out of the unhatched one, so 
this will be your last blowoff of the game. Pump five missiles into it, then 
leave out to the right.

                              METROIDS LEFT: 05

An earthquake will occur at this moment, but the lava will not drain. There 
were two Metroid eggs in that room for a reason.

Go right after killing the Alpha. You will have to make a full circle in 
order to face the first of the four Omega Metroids. If you do it right, there 
will be a Zeta Metroid lying in wait for you at the place where you fought 
the last of the Alpha Metroids. It will evolve into an Omega, which you might 
think is the most difficult to beat. It is not. Thirty missiles will kill it, 
and it rarely attacks. You can easily score about five hits on one of them 
before it even shoots a fireball or swoops in to attack. When you score the 
kill and the count lowers to four, yet another tremor will shake the ground. 
Leave to the left and start making your way down.

                              METROIDS LEFT: 04

When you get to the room full of Glow Flies, you'll know that you're at the 
room before the final area. Go up and shoot some for small bits of energy if 
you're running a little low. Save at the tall pole provided when you enter 
the final desolate area. It will be the last time you can for a while.

Go all the way to the top of the first room and go to the right. Head up to 
the left until you get to an entrance. You should have to hop across a bunch 
of tall bubble-like columns across to another entryway. In the next room is 
an Omega Metroid. Kill it and backtrack to the long vertical room. Remember 
that only hits to the chest will count, so none of that ambush-from-below 
stuff will fly.

                              METROIDS LEFT: 03

Head over to the room to the right, but do not fall down the hole to the 
middle yet; lava keeps you from exploring down there. You have two more Omega 
Metroids to handle. Go all the way to the right. This room is another 
vertically-oriented skyscraper-type place, and at the very top is an out-of-
the-way save point. Don't go for it unless you feel you have the time, 
otherwise, go in the room to the right and fall all the way to the bottom. 
There is an open corridor to the left. Fight the Omega Metroid two screens 
over.

By the way, don't sweat over your speedily dwindling missile supply at this 
moment. You'll be able to refill later.

                              METROIDS LEFT: 02

From the tall vertical room with the Moto and the Ramulken at the bottom, go 
two screens right to the final Omega Metroid. Again, don't worry about having 
low energy - VERY low energy, as a matter of fact - and low missile count. 
It'll all be better in a second, right after this earthquake ... ahh, there 
we go. Now then, remember that gaping hole in the middle of the room with the 
bubble columns? Go back there and fall in it.

                              METROIDS LEFT: 01

Go down where the lava was all the way to a room with puddles of water in 
small holes. This first part should be safe, but when you get up to the 
second floor and start finding long, thin puddles of water, jump over them. 
There is invisible ground below them that you can fall through - not a good 
thing. Space Jump over all narrow puddles until you find yourself at a save 
point. This is the final save point in the game, so come back as needed if 
you find you need to. Go through the upper invisible ground.

The water in here will most certainly bog you down, but keep Space Jumping 
and you'll be out of the pond. Use Space Jump and the aid of the Septoggs 
hanging in the air to get to the rooms above. The first one you need to go in 
is the one on the far right, where an Energy Ball and a Missile Battery lie. 
Fill up and head to the next room to the left. Go up through the first room 
to a room with a badly broken-up Chozo Statue. The Item Sphere behind it 
contains an Ice Beam.

FOR THE LOVE OF GOD, TRUST ME: YOU NEED THIS.

Leave and go in the next room to the left. Different high-pitched fast music 
will start playing. While the place appears barren, just keep on going until 
you have to get through using the Spring and/or Spider Ball. You will be in a 
very narrow passageway with an egg full of veins above you. As soon as you 
creep past it, something very strange begins to happen...

                                     ***

                                  Chapter 9
                               Sudden Increase
                              METROIDS LEFT: 09

There are now nine Metroids remaining, all of them the type from the original 
game (the ones most gamers recognize with the round heads and the heart in 
the middle). Go down to the first room - this is what your Ice Beam is for. 
Proceed along the floor with caution. When it comes at you, freeze it, then 
quickly switch to missiles and pump it full of five of them. It will 
disintegrate. You must do this with seven other Metroids.

When fighting them, there are a few things to remember:

1. When you come up to a new one, make sure you've switched back to Ice Beam.
   Straight missiles won't do the trick.
2. If one latches onto you, it will rapidly deplete your energy. The only way
   to get rid of one is to go to the next screen and make it disappear. You
   can keep it from sucking up your energy though - use the Screw Attack
   indefinitely to keep the energy you have. You may know this already if
   you used to deflect other Metroids while fighting them.
3. Make quick work of them or the ice will wear off and you'll get eaten.

The path to the Queen is one way - you should know when you're there. 
However, you're probably by now ill-equipped for this battle. Roll through 
the tiny gap to the left to go back to the chamber where you received the Ice 
Beam. Refill your missiles and energy one more time, then return to the room 
with the Queen. This is the final battle of the game, and you CANNOT PAUSE 
DURING THIS TIME, so make sure you lock your room up tightly and are without 
interruption for this last battle. If you need help and are totally ready, 
proceed to the final chapter.

                                     ***

                                 Chapter  10
                                Vs. the Queen
                              METROIDS LEFT: 01

The Queen is a mighty beast to be sure, but there are a few things you can do 
to keep yourself from getting too badly beaten. (However, if you find 
yourself out of missiles or dangerously low on energy, you can go through the 
bottom hole to get a refill on whatever you need.) There is a pattern you can 
use to beat her with ease. The Queen Metroid attacks predictably, first 
shooting three fireballs at you. These can be nullified with the Screw 
Attack, as can the two times she stretches out her neck and bites you. After 
she snaps at you, turn around quickly and fire a missile at her face. Repeat 
149 more times. Seriously. And you can't pause the game either. Ouch.

Yes, 150 hits will do in the big giant Queen Metroid. After you defeat her in 
what usually averages out to a 10 to 15-minute battle, she will fade out of 
existence and you can continue onward to the last Metroid. On the screen to 
the left, the egg you saw earlier hatches ... and out pops one last Metroid.

-----------------------------------------------------------------------------
-----------------------------------------------------------------------------

                        EPILOGUE **WARNING - SPOILERS**
                        ===============================

While technically there is nothing really relevant to do here except get back 
to your ship, this is still just a part of the walkthrough that you don't 
need to be reading unless you've gotten this far or you care to reminisce a 
little. What happens here at the end of the game is a lead-in (of sorts) to 
the events of Super Metroid.

After the Queen Metroid disintegrates under the power of the 150th missile 
you fired at her, go one screen left. The egg that you saw when the Metroid 
count suddenly skyrocketed back up to nine hatches, and a baby Metroid pops. 
Seeing Samus first, it tends to think of her as its mother. It now hovers 
around your head, following you wherever you go. Head left yet more.

Some diamond-like walls are blocking your path. Let the baby Metroid go over 
them. It eats them without so much as a touch of indigestion. Hop and run the 
one-way path until you get to a dead-end wall to your right. Space Jump or 
Spider Ball your way over it, then head to the right and drop straight off 
the edge. Run to the right to your ship and hop in. Touch the dot in the 
middle to end the game and onset the credits sequence.


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