Samus Returns 3DS Walkthrough: What Most Players Miss in the Depths of SR388

Samus Returns 3DS Walkthrough: What Most Players Miss in the Depths of SR388

Honestly, playing Metroid: Samus Returns for the first time is a bit of a shock if you're coming from the floaty, pixel-perfect physics of Super Metroid. It’s crunchy. It’s aggressive. MercurySteam didn't just remake a Game Boy classic; they turned Samus into a CQC specialist who punches aliens in the face before blowing them to smithereens.

If you’re looking for a samus returns 3ds walkthrough, you’ve probably realized the game is a lot more "structured" than its predecessors. You aren't just wandering aimlessly. You are a professional exterminator. The core loop revolves around the Chozo Seals—those big, ominous statues that demand Metroid DNA before they'll let you pass.

Most people get frustrated because they hit a wall with the difficulty spikes. This isn't a game where you can just tank hits. If you don't use the Melee Counter, you’re basically playing on "Extra Hard" mode without meaning to.

The Area-by-Area Flow

Getting through SR388 is less about finding a single path and more about clearing "sectors." Each area has a specific number of Metroids you need to hunt down. The game actually tracks this for you on the bottom screen, which is a lifesaver.

Surface and Area 1: The Learning Curve

You start on the Surface. It's easy, vibes are high, and you get the Scan Pulse almost immediately. Use it. Seriously. It reveals the map grid and breakable blocks. In Area 1, you’ll pick up the Charge Beam and the Bombs.

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The real hurdle here is the first Alpha Metroid.
Tip: Don't just spam missiles. Wait for the lunge, hit the Melee Counter (X button) when the flash happens, and then unload.

Area 2 and 3: Where Things Get Real

Area 2 introduces Arachnus. He’s a jerk. He rolls, he fires shockwaves, and he’s generally annoying until you realize you can just lay bombs when he’s in his ball form to stun him. Defeating him gives you the Spring Ball, which makes movement significantly less clunky.

Area 3 is where the game starts to feel like a proper Metroidvania. You’ll find the Varia Suit here—essential because the heat will literally melt you otherwise. You also get the Grapple Beam.
Fun fact: You don't actually have to manually select the Grapple Beam most of the time. If you aim at a grapple point with Free Aim (L button), the game usually context-switches for you.

Bosses and the Metroid Evolutions

As you go deeper, the Metroids evolve. It’s not just "floaty jellyfish" anymore.

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  1. Alpha Metroids: These are your baseline. They swoop and fire electricity. Counter them and they’re toast.
  2. Gamma Metroids: The teenagers of the group. They grow legs and, annoyingly, they love to run away. If you find one fleeing to a different room, it’s not a glitch—it’s just the game making you work for it. Ice Beam is your best friend here to freeze their weak points.
  3. Zeta Metroids: These look like angry salamanders. They stay on the ground or the ceiling. When they're on the ceiling firing fireballs, look for the red glow on their back. That’s your cue to Grapple Beam them down to the floor for a massive opening.
  4. Omega Metroids: The heavy hitters. These fights are marathons. One huge trick most people miss: you can use a Power Bomb to instantly shatter their chest armor when it glows blue. It saves you about three minutes of tedious missile spamming.

The Diggernaut Problem

The Diggernaut is the giant mining robot that stalks you. It’s arguably the hardest boss in the game. During the final encounter, the second phase where you have to climb its arms is a nightmare.

Pro Tip: Use the Phase Drift Aeion ability. It slows down time. It makes those precision jumps onto the spinning gears actually manageable. Without it, you need the reflexes of a cat on caffeine.

Essential Gear You Might Overlook

A lot of players finish the game with like 40% items because they don't realize how the Spider Ball works. It’s not just for climbing walls. In Samus Returns 3DS, you can "Spider Spark."
Basically, while you’re attached to a wall in Spider Ball mode, if you lay a Power Bomb and hold still, it launches you across the room at Mach 1. It’s the only way to get several of the endgame Missile Expansions.

  • Lightning Armor: Don't just use this for defense. It actually protects you from those purple toxic plants and certain floor hazards.
  • Beam Burst: If you’re struggling with the tiny, annoying flying enemies, just pop Beam Burst. It turns your arm cannon into a machine gun. It eats Aeion fuel, but it clears a room in seconds.

Getting the 100% Completion

If you’re a completionist, the post-game is actually pretty friendly. Once you beat the Queen Metroid (who is a classic "dodge the fire, shoot the mouth" fight), you get the Baby Metroid.

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The Baby Metroid can eat the green crystals that blocked your path earlier. This is your cue to backtrack. Use the Teleport Stations. They were a new addition for this remake, and they make the item cleanup way faster than the original Game Boy version.

Actionable Tips for your Playthrough

To truly master the samus returns 3ds walkthrough, keep these tactical insights in mind for the tougher later sections:

  • Always refill at Stations: Before dropping into a new "Area" elevator, find the Teleport Station. Usually, there’s an Energy or Ammo station nearby. Entering a Metroid lair with half-missiles is a death sentence.
  • Watch the map icons: If a room on your map has a circle that’s still pulsing, there is an item you haven't found yet. Use the Scan Pulse. If the circle disappears, you’ve cleared the room.
  • The Ridley Factor: Yes, Ridley is in this game (even though he wasn't in the original Metroid II). He is the final-final boss. Stock up on Super Missiles. You’ll need every single one of them for his third phase when he starts flying and carpet-bombing the arena.
  • Melee everything: Even the tiny bats. If you counter a regular enemy, they drop way more health and Aeion orbs than if you just shoot them normally. It’s the game’s way of rewarding you for being stylish.

The game is tough, but once you get the rhythm of the counter and the movement, it’s one of the most satisfying entries in the series. Just don't forget to save often—those Omega Metroids don't play around.

For your next steps in your 100% run, focus on clearing all Chozo Memories by collecting every item in an area before moving the elevator to the next level. This unlocks the full lore of what actually happened to the Chozo on SR388. After that, try unlocking the Fusion Mode if you have the Metroid Amiibo; it quadruples the damage you take, turning the game into a true survival horror experience.