Metroid 2: Return of Samus (GB) Playthrough Part 14 - Metroid Queen's Lair

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Published on ● Video Link: https://www.youtube.com/watch?v=_DTfysfdLJ8



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Let's Play
Duration: 8:32
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[100% upgrades (only one Beam Upgrade: Ice)]

[Metroid Counter: 0 (Technically should be 1 since the Hatchling counts as one, being the last Metroid after all)]
*Metroid x 8
*Metroid Queen x 1

Dragoon:
WARNING, THE BATTLE WITH THE METROID QUEEN (ONLY THE QUEEN ITSELF ANYWAY) FLICKERS NON-STOP, THIS IS ALL IN PART DUE TO THE COLOR PATCH, I FEEL JUSTIFIED IN MENTIONING THIS IF YOU HAVE SENSITIVE EYESIGHT.

Samus:
The lair is reminiscent to Tourian, with the odd laboratory-esqe floors and walls. It makes sense in way since the Chozo were the ones that created the Metroid, so the laboratory was probably interpreted as their nesting grounds or primary hive.

Dragoon:
The Metroid Queen lays one more batch of Metroids which oddly are the standard kind, and is the only time you actually fight them despite the whole game is hunting Metroids. These Metroids are less annoying than NES Metroid's due to their slower speed. Like Tourian's, these Metroids require the typical Ice Beam + 5 Missile combo; however, is it just me or does it seem like when the Metroids evolve they lose an extremely vital defensive coating, whereas unless they are frozen, they can be damaged while Alpha, Gamma, Zeta, Omega, and even the Queen itself has no such protection. It could be argued that by evolving the Metroids are no longer easily susceptible to extreme low temperatures, but are stripped of their near-invincible coating that does actually make sense. Missile conservation is an absolute must here, worst case scenario is that the Metroid Queen requires 180 Missiles to defeat. It took me a couple of attempts to beat the Metroid Queen; unlike immobile Mother Brain, the Metroid Queen is certainly not an easy boss, she doesn't mess around, her attacks are fast and wide ranged, making it difficult to avoid damage. After sustaining a certain amount of damage, the Metroid Queen will start increasing its attack speed. It has a very standard attack pattern and repeats continually. Her glob projectiles can be easily dispatched safely with the Screw Attack; it is best that they be destroyed immediately, otherwise they will bounce around the room. Like Zeta and Omega Metroids, the Queen has a weakness as well which can only be done by shooting a Missile straight into her mouth the moment she lunges at Samus to bite. If shot at the correct time, the Metroid Queen will be briefly stunned, Samus should then roll up into the Morph Ball and LEAP into the Queen's mouth and release a Morph Ball Bomb. I don't know exactly hoe much damage this deals, but I'm guessing it is equal to shooting 10 Missiles at the Metroid Queen. An important thing to note is that when you stunned the Metroid Queen, DO NOT ROLL into her mouth even though her bottom-jaw arcs in a way that invites that approach, this only leads to getting damaged; oddly enough the upper-jaw is completely harmless (Samus can even stand on it briefly), leaping onto the upper-jaw will immediately vacuum Samus into her mouth to plant a Morph Ball Bomb (rolling into a Morph Ball while standing on the Queen does the same). Should you feel a losing battle, roll and drop down to re-traverse the entire Lair again; the Metroid Queen will be fully recovered upon returning to the her chamber. In a strange Castlevania fashion even before the so-called Metroidvania, Samus gets fully healed, almost as if she had grabbed the Red Glowing Orb the Belmonts typically find.

*After Finding the Hatching*

Dragoon:
Awwwwwww... Congratulations Samus, you're a mother!

Samus:
...
*Hand covers helmet's visor, in a daze*
See You Next Mission...

Hatchling:
Scree... Scree...




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Tags:
metroid
metroid2
return
of
samus
aran
playthrough
part
gameboy
color
gb
gbc
game
boy
nintendo
planet
sr388
lair
queen
hatchling
final
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