Game boy metroid return of samus


















This new Metroid type has more durability, and can now generate electricity as both an attack and to shield itself from Missiles. It uses the electricity periodically, so find out the open window and fire Missiles at it. It takes 10 Missiles to kill a Gamma Metroid. Kill it and continue left. Take a drop to another fork in the "road. You'll encounter an Alpha Metroid. Kill it, then head back left--there's nothing of interest further right.

Go left, shoot through the sand, and you'll encounter another Gamma Metroid. Kill this, and an earthquake should occur, signifying the lava has lowered once again. There's an energy refill behind where that Gamma Metroid was, if you need it. Now just backtrack ALL the way to the lava passage, so refer to the past few maps to get there, if you need the help.

It's a long way, I know. Eventually, you'll reach another path blocked with lava. Head right, and you'll find more lava after a small, twisty, maze-like corridor. There's a new enemy as well, the Halzyn. Normally, their wings block shots, but the Wave Beam can make it much easier to kill them. Continue on to enter the third ruins area. They're pretty much just the obtrusive flying enemies. Climb up this shaft, all the way to the top, ignoring the halfway passage.

Up at the top, you'll see new Gawron-like enemies. These are Yummes. They pretty much pop out of the ground constantly for a while just like Gawrons.

Just pass by them and enter the third ruins area. The main thing you want to do though is to climb up the sides of the ruins as the Spider Ball until you get between the two towers, as shown in the above map. You will encounter a new enemy, the Gravitt. It's a spiked enemy that hides in the ground until you approach. Wave Beam can make them easy. Shoot your way down further, and find the entrance to the left tower.

Careful of hidden Gravitts down here. Once inside, shoot away the sand, and either jump up or use the Spider Ball to climb up. You'll find yourself in a shrine. Collect what's in the Item Sphere to get the Space Jump! This brand new item allows Samus to practically fly in the air. To use it, do a somersault jump. You'll notice she spins a lot faster now.

What you have to do is time another jump in just the right way and you'll jump in mid-air. Keep doing it with the proper timing and you'll be able to fly to new heights!

Much faster than the Spider Ball. Don't worry, the timing is a bit off you have to jump again sometime after you start falling , but once you master it, it's a great ability. Exit this tower and Space Jump up to the right tower. For now, don't take it. Just get on the other side. Use the Proboscum robots as platforms as you descend, and watch for the left wall for a rock wedged in a Morph Ball tunnel. Head inside.

Head left and you'll see an Energy Tank. Bomb the block and you'll also destroy weak sections, both above and below. Grab the Tank and go down. At the bottom, go right, then Spring Ball. Go right and you'll get the Missile Pod you saw while you were outside! Now get back out the way you came in and drop to the bottom. Oh boy. Head right to a vertical shaft.

Drop to the bottom to find Kill it, then backtrack. Head all the way back to the top of the ruins where you saw that hole. Drop down it. Head left from here to find a Save Station, then drop down to the bottom of the vertical shaft while avoiding the shots from the Autracks. Go to the room to the left, destroy some Autoads and an Autrack, and shoot down the Missile Door. Inside, grab the Spazer Laser Beam! This is a basic beam, but it's pretty powerful and fires three shots perpendicular to each other, covering a wide radius.

This can go through walls just like the Wave Beam. Once you enter, you'll fall, and you'll immediately encounter a Gamma Metroid. This fight is tough, as the terrain is weird and you need to use the Space Jump to keep up with it, unless you lure it to the bottom. Either way, be careful, Missile it down to nothing. Once it is gone, Spider Ball up to the upper right corner to find a hidden part of the room where another Missile Pod is waiting.

You'll have to Bomb the corner in order to get in. I suggest going right, now, especially if you took heavy damage from that Gamma. Make sure to grab the Missile Pod. Carefully Space Jump up this spike-lined hall. It's a bit nervewracking if you have low health. After that little ordeal, head left now. Get through the Automs and and the Shirk, and you'll find a Metroid shell. Not a good sign When you seemingly reach the top, stay there, Bomb, and move to open the rest of the path.

Head through and drop down the other side. There's no Automs or Shirks here, but there is Just an Alpha? At least that's easy. Kill the Alpha and continue on just a little further. Inside this thankfully hazard-less room, get around all the obstructions to get yourself another Energy Tank!

Yay for energy refills! Now backtrack ALL the way back to below where you fought that last Gamma, and head left from there. So kill that Gamma and continue left. Destroy the Autoads, and blast open the Missile Door. Inside is A Beam change already? Well, whatever, it's a good change. At least I think so. It's the most powerful Beam in the game. It can go through walls, it can penetrate enemies The only thing is that the shots are narrow, so it requires a bit more aiming than the Wave Beam or Spazer Laser Beam.

Either way, we've cleaned out the ruins, it's time to explore the vast tunnels beneath it. Refer to the previous maps if you need help, especially the first map of this section, as it tells you the next passage we need to go through. Those are places where it's a one-way. More specifically, you can only go through those parts from below, so make yourself aware of that. Drop down, avoid the Pincher Flies it's more annoying to kill them if you don't have the Wave or Spazer beams , avoid the first hall to the left, and go to the second hall to the right.

Kill the Gamma Metroid and continue right via the passage below. In the next shaft, go up while avoiding TPOs, which are new versions of the Pincher Flies, as far as attack pattern is considered. Clear out some of the webbing? Now, use the Spider Ball and find a passage up in the ceiling.

Follow it, and you'll find a Gamma Metroid in the next room! But you're blocked off. So walk back, and jump into the Metroid shell to find a hidden passage below. Make your way back to the TPO shaft and take the right passage. Just drop down, there's no enemy threat. Enter the passage at the bottom. Drop a little and you'll find another Gamma Metroid. If you need energy, drop to the bottom, shoot away the damaging plants, and use the Morph Ball to get to it on the right. In this place is another Pincher Fly replacement, the Meboids.

Pay no attention to them and just climb up to the next passage. You'll see a Gamma Metroid! Emerge from the lower passage and fight it. Once it's dead, head left through the fake wall. Shoot away the plants and continue left. Jump up and you'll emerge through a Metroid shell. Note that you can't go back down. Climb up some more, and take the left passage. Kill the last Gamma Metroid down here, and an earthquake will occur.

Yay for less lava! You're just to the right of the two lava pits. Head left, and you'll find the lava here has not lowered yet. Okay, keep going left to the other pit. That one's lowered! Go down there. Go down until you see a lava pit. New wall enemy: Skorp! Judging by the map, there's only one Metroid here, so head left. This hall is covered with lava at the bottom, and some new enemies are here.

These are Octrolls. They shoot up from the lava, then float back down in a similar manner to the Chute Leeches. They're basically a larger and stronger upgrade to the Chute Leeches, except they usually drop large energy pickups. Just take them out and continue left. Climb up, then head right. More Octrolls. Kill them and continue on. Eventually, you'll reach a Gamma Metroid! Kill it, and an earthquake will appear. Alright, maybe we can finally continue downward. Once you get to where the lava pit was, we'll Oh, MAN.

Climb back up. Refer to the first map of this section, and head right. Oh, the other lava pit is empty, so let's go down that. Get past the Pincher Flies, head left, then up, past some Halzyns. You'll eventually get to a fork in the road. Head left, then up. Go past a couple of Pincher Flies, then head left through a lava-filled room with Flitts. These weird creatures don't harm Samus, they merely act as platforms. They can unreliably vanish though, so it's advisable to use Space Jump to cross this room.

Once past that, take a left once you drop a bit to use an energy refill, and go around to find an Alpha Metroid. Now backtrack to the fork and go up this time. You'll find a new enemy up here, the Moto. It's a front-shelled rhino-like enemy. In other words, shoot it at the back to kill it. At the top, head right through another lava-filled room with Flitts. These are stationary and can vanish. Mega Man fans can probably recognize what's going on here, but it can easily be passed with the Space Jump maneuver.

At the end, go right after the drop for a likely much-needed Missile refill, then find the Gamma Metroid and kill it. After that, another earthquake will occur, signifying that lava has again lowered. Do some backtracking all the way to the area featured in the map above this one, and you'll find that the lava is At the bottom, head left.

You'll come to a new enemy: Drivel. This bat-like enemy drops an acidic fluid whenever Samus passes underneath it, so it's best to take it out from a distance instead of taking the risk.

Skreeks also pop out of the lava here, and shoot fireballs. These creatures look basically like Anyway, pass by them, eventually you'll get to a barrier.

There's two very pixellated blocks in the barrier. Missiles can knock them out of the way. Time to climb and find more Metroids. Seven, to be exact. At the top with the horde of Pincher Flies , head left, and you'll come to a Gamma Metroid. Kill it, then head left to arrive at the last ruins area of the game. We're gonna work our way up and around, starting from the left side. Starting off, walk onto the bridge here and fall through the Metroid shell.

Drop to the bottom of the water, then head left to find a Morph Ball passage. At its end is a Missile Pod. Grab it and get back out. Enter the ruins after shooting away the obstruction. Exit via the left entry. Drop down a little bit from here and take the left passage you see. Space Jump through the spiky room here, and when you screen transition, you'll find a Gamma Metroid Zeta Metroids are probably the most annoying Metroid types in this game.

These become bipedal creatures with tails, but mostly still fly around rapidly. It can't be damaged from above or below, only on the sides, and it occasionally spits globs of damaging fluid. Point is, don't panic and move everywhere. They just follow your movements. Stay crouched and they never hit you. Find the timing between them not moving and when they dive down and attack with their globs, and after they hit, move from under them just enough so that you're beside them, jump up and shoot two Missiles, then crouch again to dodge the attack.

Lather, rinse, repeat. This leads to a hall with a bunch of item rooms, but they're all just Beam powerups you picked up before.

Jump through the ceiling at the end to reach the Beam hall. Ice, Plasma, Wave, Spazer. These are just here in case you liked a particular Beam before and wanted to stick with it. My personal favorite is the Spazer, but you can go with what you want, if you want to switch Beams. Just beware of the Gunzoos patrolling this room. If you ended up back outside from the top of the Beam room, go down a bit and enter the first left passage you see.

Space Jump through the spiky hall, and at the end, face a Gamma Metroid. Now exit this tunnel here and Space Jump up to the top of the ruins. You'll see Motos and Ramulkens here. Ramulkens are just top-shelled creatures that hop around, only vulnerable from the bottom. So I'd suggest avoiding the Ramulkens. Walk right, drop down the first hole you see. Really hard to see where you're going.

All I have to say is, Bomb your way down until the Morph Ball is about in the lower half of the screen. Bomb your way right and you'll get a Missile Pod. Roll back left, Bomb, move left again, Bomb, Spring Ball up and right, then go right. Keep planting Bombs in your wake so you know you're moving.

When you stop, Bomb again and move until the Ball is close to the right edge of the screen. Move left a bit, activate Spider Ball, and move right. You'll eventually climb out, where you'll see Grab it, then drop back down.

Bomb, move left until you can't, then Spider Ball out. Space Jump through the spiky passage, and at the end, battle a Gamma Metroid in the midst of sand. It'll be a bit difficult since the sand spawns off-screen, but once it's dead, head back out. Eventually you'll see a rock blocking a passage on the other side of it. Spring Ball over there, activate the Spider, then Bomb that rock.

After a bit of room, you'll encounter another Zeta Metroid. After that's killed, Spider Ball up through the hole in the ceiling here. In the room above, Bomb your way out, then go right to the rock. Bomb it, and follow the passage behind it to the actual shrine. Shoot the Item Sphere to get the ultimate weapon: the Screw Attack! This combines with your Space Jump to make for a deadly combination. Now you can fly, destroy enemies by ramming into them, and become invulnerable with this.

Now exit. Once there, find a way to Spider Ball along the cavern walls until you get to the roof. About where the roof meets, plant Bombs somewhere along there until a passage opens up. Bomb your way through until you see a passage at the top. Follow it to get an Energy Tank and another Missile Pod. Now drop down the right side of the ruins.

You will see a Missile refill, so use it. A Gamma Metroid is also around the corner of the cavern wall. Spider Ball along it to find it. Kill it in this little room without scene transitioning, then go to the left side of this little room to find an energy refill. Spider Ball up the left wall to find the entrance to it. Now drop down. Plant a Bomb beside the spikes next to the right wall to find a passage.

Drop down it to get the last Missile Pod in the game. Back up there, that was also the last Energy Tank in the game. So no more item finding! Enter, Space Jump through the spiky corridor, and at the end, face a Zeta Metroid, the last Metroid of this area.

After its death, an earthquake signifying the lowering of the lava will occur. It's time to exit these ruins, but perhaps a save at the Save Station should be due first. Refer back to the first map of this section and go down the now empty lava pit Head left at the bottom and deal with all sorts of enemies. Moheeks, Skorps, Glow Flies, Yummes. At the end, you'll get to a fork. Left is just a lava pit, so go up. You'll get to a fork after the circular part, so just go left.

Follow the cave it's fairly simple , past the Pincher Fly horde, and then right. Eventually you'll come up to an Alpha Metroid that just shed from its normal shell. Easy kill. Go back around to the bottom of this loop around and you'll find that the way down has been blocked by lava.

Damn, the game pulled a switch on us! So are we stuck? Well, head back to where you found the Alpha Metroid This is a much larger Zeta, but is also slower. It fires electric balls at Samus constantly, and occasionally tries to ram into her. Use the Screw Attack to counter that. Like Zetas, Omegas can only be hit from the front and back, but their back is actually their weakest point. Good luck hitting their back with Missiles, because otherwise, it takes 40 Missiles to kill one.

After it's killed, another earthquake will occur. Seems like we may have a way out, finally. Head out of this loop of a cave, and make your way to the lava pit marked on the map above. It is now empty. Head down. It's still accurate, just expect to take longer trips than you see. The "? Eventually, you'll reach the lair of the Omega Metroids, signified by a Save Station and the change of music. Space Jump up from here, enter the passage at the top, then here, take the left passage at the top.

Jump through this oddly Norfair-like room bubble pillars , and at the end, you'll face an Omega Metroid. Remember, these guys are painful, but not as annoying as Zetas. Follow the bubble pillars, you'll get to a hole in the floor. This is the way forward for later, just go right some more. At the end, you can head all the way to the top for a Save Station, or go down and right for another three-way fork. It's advisable to save after every Omega, so go do that.

After saving, go to that three-way fork and take the right passage. Remember, their back is their weakness. You can kill them with 15 Missiles or less if you utilize that. Just be patient about it. Also remember to Screw Attack into it for about a second every few seconds, to avoid its ram attack. After that one's killed, head back, then take the final left passage. Follow the very long passage, and you'll see one last Omega Metroid at the end. Lava must've lowered somewhere.

That lava is where the "? It's our mission. So backtrack, save if you want, and go down that pit you skipped You'll come across some sort of viscous liquid in pools that slow your movement. I'd advise staying out of them, as you can fall through holes in the floor. Eventually you'll find a Save Station. Space Jump up through the ceiling from here to arrive at a big cavern.

Start Space Jumping up towards the right. You'll see Septoggs flying around, but they don't harm you. Space Jump up through the right-most ceiling hole where a Septogg is and you'll find an energy refill and Missile refill. Use those, and drop down onto the Septogg.

Keep Space Jumping up, eventually you'll reach a broken-down shrine with a torn-apart statue. An Item Sphere is behind the statue here. Open it and grab the Ice Beam.

Trust me, this Beam "downgrade" is necessary. Drop back down to the large cavern, and Space Jump up the last leftmost ceiling hole. Change of music Final area At the top, Spider Ball up. You'll see an egg above. Must be a Metroid getting ready to hatch. Wonder what kind those are? Well, roll right and into the next room.

Move right a little to find a Yeah, just a regular Metroid in its normal, unevolved state. So if you've played Metroid or simply, other Metroid games , you'll know the way to kill these.

If not, then freeze them with the Ice Beam, and shoot five Missiles at them to kill them. If they latch on to you, your energy will deplete, so knock them off with Morph Ball Bombs.

The only enemies are the Metroids themselves, so be cautious and make sure they don't beat you at the pass. Your Metroid count will quickly deplete back to 1 as you near the Queen's resting place, where you can hear her roars and foot stomps. A short earthquake will happen once all the regular Metroids are killed. Make your way to the Queen now Dodge that attack. She'll then retreat while shooting globs of acid that somewhat home in on you.

Use Screw Attack to avoid damage. While this may sound really confusing, it's not particularly that difficult once you actually get into the game. In fact, the game itself is challenging, and barely ever dull. Like most games, it can be frustrating, especially with the sometimes-wonky controls of the Space Jump and Spider Ball, but all-in-all, Metroid II is a decent game.

Any fans of the series would be most likely to fall in love with it. New players, beware. Read full review. With new abilities, such as the spiderball, exploration is more important and you'll need every advantage to fully explore SR New this time around, you have to eradicate every Metroid you come across and by doing so,you open up new pathways into the planet.

Along the way, power ups will help build up your arsenal to get the job done. Another new feature is that you can 'swap out' beam upgrades as you find them, no longer locked into just one upgrade.

The bad of this game is that as you get further along, the possibility of getting turned around and lost is a threat, and can lead to some frustration, as there is no map, or way points to get you back on track. Overall, this game is an excellent addition to your game collection.

Skip to main content. About this product. Open box. Make an offer:. Auction: Pre-owned. Stock photo. Brand new: Lowest price The lowest-priced brand-new, unused, unopened, undamaged item in its original packaging where packaging is applicable. Buy It Now. Add to cart. Make Offer. Good: An item in used but good condition. May have minor damage to jewel case including scuffs or Read more about the condition Good: An item in used but good condition.

May have minor damage to jewel case including scuffs or cracks, or to the item cover including scuffs, scratches, or cracks. The cover art and liner notes are included for a CD. Video game instructions are included.

See all condition definitions opens in a new window or tab. Region Code:. Nintendo Game Boy. Release Year:. Custom Bundle:. Platformer, Shooter. Game Name:. Metroid II: Return of Samus. Back to home page Return to top.



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