Metroid II: Return of Samus is a Game Boy action-platform adventure by Nintendo R&D1 and published by Nintendo. Samus explores SR388, hunts Metroids, finds artifacts, and pushes deeper as the planet changes around her.
This guide is for the original Game Boy game. It does not cover Metroid: Samus Returns, AM2R, colorization hacks, or modern wrapper conveniences as if they were original mechanics. This is a beginner guide, but the game itself can feel tougher than beginner-friendly because it has no modern map, similar-looking corridors, strict resource pressure, and Metroid fights that punish careless missile use.
Essential Tips
1. Treat Metroids as the Main Gates
Your job is not just to find a door key or reach the right side of a stage. Metroid II opens the planet by making you clear the Metroids in an area. When the remaining count drops to zero, the acid lowers and a deeper path becomes available. If you feel stuck, check whether you are missing a Metroid in the current zone before assuming you need a new movement trick.
2. Pause to Check the Local Count
The screen shows your energy, missiles, and overall Metroid detector, but pausing gives you the local L counter for Metroids left nearby. Use that number after every major branch. If it still shows a target remaining, slow down and sweep side rooms, vertical shafts, and loops around the last save point.
3. Save Before Pushing Into New Depths
Save stations matter because old routes can become longer than they look. Save when you find a station, then use it as a mental landmark. If you lose too much energy or missiles while scouting, return before pressing deeper into unknown terrain.
4. Keep Missiles for Metroids
Missiles are your core answer to Metroid forms and several major threats. Beams are useful for regular enemies and exploration, but do not spend missiles casually just because an enemy is annoying. If you are low, look for refills before forcing another Metroid fight.
5. Learn What Each Upgrade Actually Solves
Spider Ball, Spring Ball, Space Jump, Bombs, beams, Varia Suit, and Screw Attack all solve different problems. When a route seems impossible, ask whether the obstacle is a narrow tunnel, breakable block, wall/ceiling path, vertical climb, enemy gauntlet, or damage check. That question usually points you toward the upgrade you should be using.
Read the Metroid Counter
The counter is the closest thing the original game gives you to a mission tracker. Do not ignore it. The planet is arranged around Metroid hunts, and the acid drop after a cleared group is your clearest sign that progression has changed.
When you enter a new area, pause and note the local count. After each Metroid fight, pause again. If the number fell but no earthquake happened, you are not finished. If the number reaches zero and the planet rumbles, stop wandering old side rooms and look for the newly safe lower route.
This rhythm keeps you from making the most common early mistake: searching for an item when the game actually wants you to finish the hunt. Upgrades help, but progress is often locked behind remaining Metroids rather than behind a single new beam.
Navigate SR388 Without a Modern Map
Metroid II can feel disorienting because many corridors share the same Game Boy tile language. Build your own landmarks. Save stations, acid pools, Chozo ruins, long vertical shafts, refill pockets, and Metroid rooms are more useful than trying to memorize every identical hallway.
Move in loops instead of random zigzags. From a save station, explore one branch until it ends, then return and take the next. If you find a ruin with several item paths, treat it as a hub and clear it carefully before leaving. Many useful weapons and movement upgrades are tied to ruin areas, so rushing past them can make later routes feel harsher than intended.
Use the Morph Ball often. Samus starts with it, and the game expects you to check one-tile passages. Bombs expand that habit by revealing breakable blocks, opening paths, damaging enemies, and lifting Samus upward with bomb jumps. When a floor, wall, or ceiling seems suspicious, test it from a safe position instead of spending minutes searching elsewhere.
Use Saves, Health, and Missiles Deliberately
Think of each save station as a base camp. Save, scout, return if your resources are bad, then commit once you understand the nearby layout. This approach is slower than charging ahead, but it prevents a weak save from becoming a long recovery loop.
Energy management is just as important as missile management. The Varia Suit reduces incoming damage, so treat it as a major survival upgrade, not a cosmetic suit change. If a new region is draining your health quickly, check whether you missed a useful defensive or mobility upgrade in a previous ruin.
Missile refills deserve attention before Metroid fights. Alpha Metroids are early missile checks; later forms are more dangerous and demand more patience. If you enter a fight low on missiles, even good dodging can turn into a forced retreat.
Modern releases may offer save states, restore points, rewind, or display options depending on platform, but those are wrapper tools. The original game is built around its own save stations and resource flow, so learn that rhythm first.
Choose Upgrades With Their Limits in Mind
The beam system is easy to misunderstand. Metroid II does not let you stack every beam effect at once. If you take Ice Beam, Wave Beam, Spazer, or Plasma Beam, you are choosing a current beam behavior. Ice Beam can freeze many enemies, Wave Beam can pass through walls and armored enemies, Spazer fires a spread, and Plasma Beam pierces enemies. Pick for the area you are exploring, and remember where beam sources are when you want to switch.
Spider Ball is one of the most important exploration tools because it lets Morph Ball Samus crawl on walls and ceilings. Use it to inspect room edges, ceiling routes, and vertical spaces. It cancels when interrupted, so do not activate it in the middle of avoidable damage.
Spring Ball makes Morph Ball movement less clumsy by letting Samus jump while curled. Space Jump changes vertical traversal more dramatically by enabling repeated spin jumps, but it takes timing. Practice in a safe shaft before trusting it over hazards.
Screw Attack turns spin jumps into a strong enemy-clearing tool against many targets. It is not a reason to stop respecting Metroids, tight spaces, or dangerous projectiles, but it makes ordinary movement through hostile corridors much safer.
Fight Metroids Patiently
Metroid forms escalate as the hunt goes deeper. Alpha Metroids are the first real test: they move aggressively and reward clean missile aim. Gamma Metroids add projectile pressure. Zeta and Omega forms are larger, tougher, and more punishing. The Queen is a separate final fight that should not be approached like a normal hallway encounter.
Do not panic-fire missiles. Watch movement first, then shoot when the Metroid exposes a reliable angle. Back away when the room allows it, use jumps to avoid rams, and give yourself enough space to recover after a missed shot. If a fight feels impossible, leave, refill, and check whether a beam, suit, or mobility upgrade would make the approach safer.
Against later forms, survival matters more than speed. A slow fight with enough energy and missiles beats a fast opening that leaves Samus trapped at low health. If you are practicing, use the nearest save station as your reset point and learn one pattern at a time.
Common Mistakes to Avoid
-
Ignoring the pause-screen Metroid count - Check the local
Lcounter so you know whether the area still has a target. -
Using remake habits in the Game Boy original - Do not expect Samus Returns mechanics, AM2R routes, free aiming, melee counters, or modern map support.
-
Spending missiles on routine enemies - Save missiles for Metroids and major threats unless a missile shot clearly prevents bigger damage.
-
Forgetting that beams do not stack - Choose the beam effect you need now instead of assuming every collected beam stays active.
-
Leaving ruins too quickly - Search Chozo-style ruin areas carefully because they often hold weapons, movement upgrades, or survival tools.
-
Treating acid drops as background effects - When the planet rumbles and acid lowers, look for the new lower route.
-
Saving after a bad scouting run - Refill or recover before saving when possible, especially before deeper Metroid-heavy sections.
-
Trying to memorize every corridor visually - Use save stations, acid pools, shafts, ruins, and Metroid rooms as landmarks.
-
Rushing later Metroid forms - Zeta, Omega, and Queen encounters punish panic movement; refill first and fight with space.
Summary
| Category | Top Tip |
|---|---|
| Scope | Play the original Game Boy rules, not Samus Returns, AM2R, or wrapper features |
| Progression | Defeat all local Metroids to trigger acid drops and open deeper paths |
| Navigation | Build landmarks around saves, ruins, shafts, acid, and Metroid rooms |
| Resources | Save missiles for Metroids and refill before new hunts |
| Beams | Remember that beam upgrades replace each other instead of stacking |
| Movement | Use Morph Ball, Bombs, Spider Ball, Spring Ball, and Space Jump for different obstacles |
| Defense | Treat Varia Suit and save stations as survival tools |
| Combat | Watch Metroid patterns before committing missiles |
Did this answer your question?
Your feedback helps keep the useful answers visible.Sources
7 checked for this guideEvery factual claim in this guide was checked against at least two independent sources before publication. These are the references used for Metroid II: Return of Samus.
Next answers
Community notes0
No community notes yet.
Sign in to contribute