@OOOO% @%OOO @OOOOOOOO @OOO%%OOOO @OOOOOOOOO @OOOO%O @%O% @OOOOOO%% @OOOOOO@OOOO% @OOO% @OOOO @OOO @OOO @OOO @O% @OO% @O% @OOO @OOOO@OO%%%OO% @OOO%%%%%% @OOOO @OOO @O%OO @O%O @OO @OO% @OO @OO @%O%%O @% @%O% @OOO%@@@@@ @OOOO @OO% @OO% @O%% @O% @%OO @OO% @OOO @%%%% @%%% @%%%@ @%%OO @%%% @%%% @%%% @%% @OO @%O% @%%% @%%%% @%%%% @%%%%%%%%%% @%%%%O @%%% @%%% @%%%%%%% @%%% @%%%%%%%% @@@@@@ #@@@@ #@@@@@@@@@@ #@@@@@ @@@@@ O@@@@ @@@@@@ #@@@ @@@@@@@@ _____ _____ _______ _______ |_____] |_____] | | | | |______ | | \ | | | | |______ Metroid Prime (PAL) for the Nintendo GameCube FAQ / Walkthrough Version 1.2 Written by AstroBlue (tetsuwan_blue(at)yahoo.com.au) Last Updated: May 11th, 2004 ******************************************************************************* "Game over, man, game over!" - Pvt. Hudson Well... work on this FAQ/Walkthrough began as soon as Metroid Prime was released in Australia (April 3rd, 2003). So it has been _VERY_ slow work in progress; contributing factors include but are not limited to: university work, social life, the mastering of Ikaruga, Futurama marathons, Worms 3D and Final Fantasy Tactics Advance FAQ/Strategy Guides, and the replaying of the entire Resident Evil series. Regardless... it's finished... so enjoy! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Get Firefox! Web browsing redefined: http://www.mozilla.org/products/firefox/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ T a b l e o f C o n t e n t s -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1)PROLOGUE 2)CONTROLS 3)GAMEPLAY OVERVIEW 4)FAQs 5)WALKTHROUGH 6)EXPANSION LOCATION CHECKLIST i)Energy Tanks ii)Missile Expansion iii)Power Bomb Expansions 7)SCAN DATA CHECKLIST i)Pirate Data ii)Chozo Lore iii)Creatures iv)Research 8)UNLOCKABLES 9)THANKS TO =============================================================================== 1)PROLOGUE =============================================================================== (Taken from the Instruction Booklet) The Chozo.. Over millennia, this bird-like race of creatures made incredible technological and scientific leaps. Travelling at will through space, they built many marvel across the universe - technological wonders of unfathomable complexity and cities unmatched in beauty. They shared knowledge freely with more primitive cultures and learned to respect and care for life in all its forms. Even as their society reached its technological peak, however, the Chozo felt their spirituality wane. Their culture was sleeped in prophecy and lore, and they foresaw the decline of the Chozo coinciding with the rise of evil. Horrified by the increasing violence in the universe, they began to withdraw into themselves, forgoing technology in favour of simplicity. Tallon IV was one of several refuges and was they built - a colony bereft of technology, built of natural materials and wedded to the land and its creatures. The years passed, and in time a great meteor crashed into Tallon IV, sending massive a massive spume of matter into the atmosphere and impregnating the land with a cancerous element known as Phazon. This element immediately sank into the earth and water, poisoning life wherever it bloomed. Most plants and animals died, while others mutated into hideous forms. The Chozo called upon all of their knowledge and technology to control the power of Phazon, but their efforts were doomed to fail. All they could do was build a temple over the crater at the impact site, separate the Phazon core, and seal it away. Believing that someday a saviour would return to the planet, the Chozo left for an unknown destination, leaving behind nothing but engraved accounts of their time on Tallon IV. =============================================================================== 2)CONTROLS =============================================================================== Control Stick - * Control Samus's Movement * Aim the Arm Cannon (with the R Button). Control Pad - Select Visor C Stick - Select Beam type A Button - * Fire current Beam type * Detonate Bomb (Morph Ball mode) B Button - * Jump (press again for Space Jump) * Dash (tap when locked on) * Speed Boost (hold and release in Morph Ball mode) X Button - Toggle between standing and Morph Ball modes. Y Button - * Fire Missile Launcher * Detonate Power Bomb (Morph Ball mode) Z Button - Access Auto-Map L Button - * Lock-On to targets * Scan objects with Scan Visor * Activate Grapple Beam R Button - * Manual Aiming mode (hold) * Activate Spider Ball (Morph Ball mode) Start/Pause - Pause/Open Samus's Database =============================================================================== 3)GAMEPLAY OVERVIEW =============================================================================== Developed by Retro Studios, a Nintendo 2nd party comprised primarily of ex-Valve employees, Metroid Prime is the first 3D game in Nintendo's Metroid series. Borrowing from sci-fi movies such as Ridley Scott's Alien; the Metroid saga is the story of Samus Aran, a female bounty hunter, who on a routine bounty finds herself drawn into a timeless struggle against forces intent on harnessing the power of "Metroids" for their own malignant purposes. Metroid Prime has the same premise of every Metroid game before it; that is, Samus must navigate what is essentially a huge labyrinthine world. As Samus progresses through this "labyrinth", she will gain abilities that allow her to access sections of the "labyrinth" that were inaccessible before. Upon exploring these new sections, Samus will find more abilities, which will in turn allow her to access even more of the "labyrinth", et cetera, et cetera. The pedigree of Valve's Half-Life is ever present in Metroid Prime, as many first-person shooter (FPS) conventions were adopted for the smooth transition into three dimensions. The game takes place mainly through the eyes of Samus; shooting and jumping is all performed in the first person. Shooting however is not executed in the standard dual control "Solitaire" style. The Control Stick only controls movement, and aiming is executed through a lock-on system. Samus can only aim manually while she is completely stationary. Because of this the game is best categorised as a "First-Person Adventure". The first person perspective also allows for the innovative Visor system. This system allows Samus to switch her visor to view the world in thermal and gamma spectrums, to see in the dark and through walls respectively. She also has a Scan Visor, which she can use to gather information on objects, organisms, and translate alien writing. Metroid's famous Morph Ball is executed using a third person perspective, allowing for sections of the game which are functionally 2D. These are very reminiscent of former Metroid games, and usually consist of puzzle solving elements classically associated with this series. =============================================================================== 4)FAQs =============================================================================== Q: How come some doors don't open when I shoot them? They get stuck and then just suddenly open. A: Metroid Prime uses the doors to hide loading screens between areas. The game loads the next area(s) in the background while you are travelling in the present area. If you reach the door leading to the next area before the game has time to load it completely, the game will keep the door closed until it has everything ready for you. This is more noticeable in the PAL version because they slowed down the disc access speeds to minimize the amount of fatal crashes caused by loading in the US NTSC version. So if the door panels are not glowing, you've activated the door; so just wait. - - - - - - - - - - Q: Where does this game fit into the "Metroid Saga"? A: Metroid Prime takes place between the original "Metroid" and "Metroid II - Return of Samus". After Samus decimates Tourian (the Space Pirate installation on Zebes) the Space Pirates split into two camps. The first camp is to rebuild the facilities on Zebes, while the second camp seeks out a viable source of energy for their operations. They quickly find a huge unexplained source of energy on Tallon IV, a planet in the same solar system as Zebes, and begin setting up operations to harvest the energy. Metroid Prime is the story of Samus's assault on this second camp of Space Pirates. It is considered a "gaiden", a Japanese word meaning side-story, because it doesn't completely "fit-in" with the main storyline of the Metroid series. Anyway, the saga goes in this chronological order: Episode 1 : Metroid (Zero Mission) Gaiden : Metroid Prime Episode 2 : Metroid II - Return of Samus Episode 3 : Super Metroid Episode 4 : Metroid Fusion The chronology of Metroid is NOT ARGUABLE! You can find a diagram of it on the official Japanese Metroid website here: http://metroid.jp/chronicle/ - - - - - - - - - - Q: What changes were made between the European (PAL) and American (NTSC) versions? A: I guess patience is a virtue, as the European version is superior to the North American version that was released five or so months in advance. Anyway, here is a list of the changes: * Graphic overhaul, increased environmental ambience. * Loading slowed down to prevent fatal glitches such as the infamous Elevator Transport crash bug which dogged the North American release. * Narration over the Prologue and Epilogue cinemas. * Voice samples added for various events; such as locked doors, scanning, and travelling between the Impact Crater and Tallon Overworld. * Difficulty tweaked (generally made harder). * Sequence breaking made more difficult. For example, Bendezium rubble now blocks the way to the Plasma and Grapple Beams. * Hint System takes longer to activate. * Item Collection and Scan Percentages displayed in Pause Menu from start. * Log Book entries organised in logical order. * Ice Shriekbats will respawn. * No Hunter Metroid in the Hunter Cave. * Samus's reflection visible in reflective surfaces. * Complete storyline clean-up. The plothole of the Space Pirates battling and capturing Metroid Prime, despite the fact it was contained within the impenetrable Cipher was fixed. All direct references to Samus's Chozo origins were removed or made more ambiguous. Overall the plot is much more coherent. * Uses 3 Memory Card Blocks instead of 1 Memory Card Block. This has been done to speed up saving, as less compression is used. - - - - - - - - - - Q: What is Sequence Breaking? A: "Sequence Breaking" simply means to collect items before you're supposed to by using various advanced techniques; hence "breaking" the sequence Retro Studios developed the game to be played. I'm not really that interested in Sequence Breaking, but the following websites have a lot of information: Metroid Prime Discoveries: members.lycos.fr/zellmetroid Samus.co.uk: samus.co.uk/mprime/sequence_breaking.html - - - - - - - - - - Q: Doesn't the patching up of the plothole regarding the "Space Pirates capturing Metroid Prime despite the fact it was contained within an impenetrable force field", simply raise another plothole? How would Metroid Prime have all its weaponry if it never met the Space Pirates? A: Good point. However, we can surmise that since Metroid Prime is a Metroid, the Chozo created Metroids, and the Chozo created Samus's Powered Suit; that Samus's weapons (and hence the Space Pirate emulations) might simply contain the same Chozo technology used to create Metroid Prime. Regardless... - - - - - - - - - - Q: Are "The Turned" Chozo mentioned in the Chozo Lore called "Entrusted One" Torizo? You know, the evil Chozo that attack you in Super Metroid? A: No, "The Turned" is just the Chozo name for Chozo Ghosts. Their exposure to Phazon have made them deluded wandering spirits. Anyway, the whole Chozo and Torizo thing is one of the biggest misconceptions about the Metroid series. So now is a good enough time if ever to explain it: The beings we now know as "Chozo" were never originally referred to as Chozo by the developers of the Metroid series. The "Chozo" were only ever given the generic name of "choujin-zoku", meaning "race of bird-people". However, the developers did refer to the bird statues you get items from as Chozo and Torizo. But that was only because they are Japanese words... Chozo (chouzou) means sculpture and Torizo (torizou) means bird-statue. They are simply two Japanese words used to describe the same object. In the first Metroid the bird statues were referred to as "chouzou", but in Super Metroid they changed the name to "torizou" because the sculpture of Kraid, Phantoon, Draygon and Ridley that guarded the entrance to Tourian was called the "chouzou" (since it is a sculpture after all) so they wanted to avoid confusion by making it the more direct definition of "bird statue". So as you see, the Chozo and Torizo are the same thing, Torizo are not an evil race of Chozo, or even mechanical look-a-likes made by the Space Pirates. The statue guarding the Bomb tank was not the only one called a Torizo, all the dormant statues in Super Metroid were called Torizo as well. Anyway, Retro Studios calling the race of bird-people Chozo, would be like if aliens landed near the Statue of David, and they asked us what it is. And then we said it's a statue, and then they mistakenly took "statue" as our name for us. So then they went home and started talking about this race of semi-intelligent-apes called "statues". But since NCL (Nintendo of Japan) have adopted Chozo as the name of the bird people (written in katakana) so there's no reason to dispute it simply because it came from a mistake on the American side. If Nintendo say the bird people are Chozo, they are Chozo. - - - - - - - - - - =============================================================================== 5)WALKTHROUGH =============================================================================== Space Pirate Frigate ********************** After the prologue... Samus will land her Gunship on the Space Pirate Frigate Orpheon and then flip out of it like a 14 year old Russian gymnast. It's time for the fun to begin! The game will now guide you through the first area, which is essentially a training level. On either side of the force field up ahead are two pairs of red globes. Lock onto them one by one and shoot them all to deactivate it. Head on through. Switch to the Scan Visor and scan the console on the pillar up ahead to activate the next set of switches. Activate the four switches around the next force field like before, but you will then have to hold R to tilt up and hit another two. Make your way into the Frigate via the door up ahead, and then head through the corridor to the Air Lock. Scan the console on your left to depressurise the lock, then go through the door and follow the corridor to the next room. There are lots of cool things to scan in here, but the things you really want to scan are the Parasites which are eating the dead Space Pirates. Make your way around the huge beast in the middle of the room, and then head on through the door to the next area. But watch out for the Space Pirate near the door; he is still has some kick in him. As the game tells you, charge up your beam to blast through the rubble and enter the door ahead. Morph into a ball and roll through small tunnel on your right that the parasites ran down. It leads to a Map Station, make sure you scan it before downloading the auto map. Roll back and head through the door to the Deck Beta elevator. Scan the console and then step on the hologram to take it down. The corridor ahead is filled with rubble and electric currents, morph into a ball and carefully roll past the obstacles to reach the door. Space Pirates are guarding this walkway, but thankfully they are all injured. Just fire at them rapidly while strafing constantly. In the next room (Deck Beta Security Hall) there is a Auto-Turret around the corner, blast it away with a missile and then head on through to the Biohazard Containment Room. Make sure your scan the computer screen up ahead (its scan icon is red unlike the others) to download the "Fall of Zebes" Pirate Data; you will not be able to get this scan later in the game if you miss it. Also, scan the console on your left as you enter this room to disable the Auto-Turret in this room, it would be a good idea to scan the Auto-Turret once it is disabled to add it to your "Creatures" Log Book. Make your way around the central tank to the elevator, scan the console near it and then stand in the hologram to take it up. Watch out, there are some Space Pirates up on the gangway with only minimal injuries. As before, fire at them rapidly while constantly strafing from left to right to avoid their gun-fire. Head through the door and via the hall to the Cargo Freight Lift. Quickly dispatch the Auto-Turret with a missile and then scan the console to activate the lift and then step in to take it down. There are more parasites up ahead so scan them if you missed them before. No worry if you miss them again as you'll have one more chance later. Beware, a healthy Space Pirate will ambush you; get ready to blast it away. Scan the console, morph into a ball and then roll into the hologram to open the door. Two Auto-Turrets are guarding this room, so blast them away with Missiles and then head through the door on your left to find your first Save Station! Save and then head back to the last room. Scan the console, morph into a ball and roll onto the hologram to open the door to the Reactor Core. Upon reaching the Reactor Core, one of the Parasite Queens will appear and run behind the stasis field of the core. P a r a s i t e Q u e e n -------------------------- First things first, scan the Parasite Queen. In the unfortunate circumstance that you get killed, make sure you re-scan her, as once you've defeated her you will not be able to get the scan later. Now, lock-on to the Parasite Queen's mouth and dash around her (press left or right and hit A while you're locked on). As you can see it is surrounded by a blue barrier which protects it from your weapons, however there is a thin gap in the barrier. Find that gap and fire as many Missiles and charged shots through it to the Parasite Queen. If the barrier scrambles, fire your power beam rapidly and some shots will get through. It only attacks with energy breath, which is easily avoided by dashing. It shouldn't take you long to defeat it. -------------------------- The death of the Parasite Queen in the core causes the reactor to overheat. You've got 7 minutes to get the hell out of there. Go through the only available door and jump up the steps in the Monitor Hall to reach the door to the Connection Elevator. Scan the console ahead to disable another turret and make your way to the Biotech Research. The Pirates are trying to contain the other Parasite Queen but an explosion kills all of them. Deal with them and then head to the right and the ventilation shaft will blast open! Jump into it and follow its winding tunnels down, they are filled with Parasites. So if you haven't scanned them yet, do so. This is your last chance. Eventually you will make it to a room with some Auto-Turrets, take them out with Missiles or charged shots and then head up through the door. Keep heading down the tunnels and through the doors until you reach a room with molten metal on the floor. There is a deadly piston in this room, wait for its forward stroke and then follow it as it withdraws and quickly go through the door on the right. After one more ventilation shaft you will reach a wide-open room. Old foe Ridley will appear and cause some destruction. Press L to swing across the grapple points to the other side of the room. To swing between grapple points simply release L and then press it again when you get near the next point. Head on through the door. Scan the console to disable yet another Auto-Turret and then scan the console up ahead to activate the elevator. An explosion will throw Samus violently against the wall, damaging all of her Power Suit upgrades. Head into the shaft, it's very poorly lit and so it's hard to navigate through. Use your auto-map if you get stuck. Once you reach the Air Lock, scan the console to pressurise the room and then head on through the doors to the Exterior Docking Hangar, which Samus has docked her GunShip at. As the Orpheon crumbles up, Samus will pursue Ridley down to Tallon IV. Tallon Overworld ********************** After landing on Tallon IV, ignore the other doors for now and just head through the one on your right (west). Some Beetles will surface from the ground and attack, lock on and kill them with rapid power beam shots. Head down the dark tunnel on your left to reach the door to the next area. Don't worry about climbing any ledges here, just head to the door on the other side of this canyon, and make your way through the Zoomer infested tunnel to the elevator down to the Chozo Ruins. Scan the console nearby to activate it, then jump on. Chozo Ruins ************* Go through the door to the Ruins Entrance. Clear the area of Beetles, and then scan the water-like inscription above the door; it is your first Chozo Lore, "Beginnings". Go through the door, and you'll get to see a fly-through of the beautiful Main Plaza. Head forward and up the stairs, killing any Beetles you engage. Take a left and head through the door which is lower than you are to the Nursery Access. Swarms of scarabs will come at you, so blast them for power-ups and head on to the next area. The Eyon's in this tunnel are kind of annoying, they won't cause much damage so you can carefully dash past them. But if you want to be very careful, you can aim at them and fire to stun them for a short while. In the next room there is a Chozo Lore on the far wall, "Harmonization". Climb up the ruins (it's easier to go around the red foliage). Once you're up on the higher level, War Wasps will attack, kill them and then head through the door on your far left (west), it leads to Save Station 1. Head back to the last room and head through the door on your left (north). More Scarabs swarm in his area, avoid them and continue on to the Ruined Gallery. Dispose of the War Wasps and then make your way across the platforms running along the right wall to the next door. The Plazmites in this hall are not much of a threat, but kill them regardless. Shoot the crate in the middle of this access tunnel for a large energy, and head on through to the Hive Totem. Once you head for the Missiles, they will be locked down and the room will fill with poisonous water. It's a mini-boss battle, the Hive Mecha. Make sure you scan both a Ram War Wasp and the Hive Mecha, as this will be the only chance you get to add them to your "Creatures" log. Anyway, the Ram War Wasps will fly around you as a swarm. They are too fast to lock onto whilst they are like this. Wait for them to stop, Lock-on and shoot down as many as you can. You will hear an insect like screech when they stop, which also means they are going to attempt ram into Samus. Watching your radar might be helpful in this battle. Once you've killed them all the Hive Mecha will open up for a short time, exposing its brittle core; lock-on and rapidly fire away. After blasting away at the core three times it should release the Missile Launcher and stop releasing Ram War Wasps. So go over and collect the Missile Launcher. [ Missile Launcher acquired! ] The door ahead is guarded by a blast shield. I suggest you scan it now before you blast it with a missile since there are only a limited number in the game. Head through the door it was guarding to find your first Energy Tank. There's nothing else you can do in this room, so exit and backtrack all the way back to the Ruined Gallery. Then make your way past the poison lake and then look down at the left side of the back wall (north-west) to find cracked Brinstone; use a missile on it to uncover a missile expansion. Then use your missiles to destroy the lock on the bottom-right (south-west) door, to find the Chozo Ruins Map Station. If you didn't scan the Map Station of the Orpheon, I suggest you scan this one before downloading, since there are only a limited amount of them in the game. Now continue backtracking to the Main Plaza; saving in Save Station 1 on the way if you wish. Once in the Main Plaza head back towards the entrance and blow the Missile Door lock on the door to your right (south-west). Head on through it and down the scarab filled access tunnel to the Ruined Shrine. The Morph Ball is in sight, but shit loads of Beetles will attack. After killing what seems like the entire nest another mini-boss will emerge, a Plated Beetle. To kill it, lock-on and keep dashing until you are facing its glowing red abdomen, and then let loose with Missiles and rapid power beam shots. You'll have it spraying green ooze in no time. Collect the Morph Ball. [ Morph Ball acquired! ] Now roll through the hole in the east wall to get to the exit door and head back to the Main Plaza. Head up the stairs in the middle of the plaza and then climb the rocks in front of you (north) and make your way around the perimeter and across the wooden bridge. War Wasps will constantly attack you around here, but you can stop them by destroying their nests with Missiles. Anyway, head through the door on the other side of the organic bridge. Apart from scarabs, this tunnel has overgrown roots in the way. So morph into a ball and roll past until you reach the door to the Ruined Fountain. Don't shoot out the Plazmites in here, as they are practically your only source of light. Make your way to the fountain using the stones running along the right (east) side of the chamber. There is a Chozo Lore behind the fountain, it's called "Purification". Anyway, cross the platforms to reach the eastern door and head on through it. Shriekbats will fly at you really quickly here, it's very annoying to try and scan them like this. Blast the missile lock at the end of this access hall and head on through. The Reaper Vines in here are annoying, shoot to make them recede and then jump across the platforms over to the tree and until you reach a wooden bridge with fluoro-tipped planks. Cross it and follow the path along the side down to a door, keeping the Reaper Vines at bay with shots from your arm cannon. Blast the missile lock with a missile and then head on through and down a cramped corridor to the Gathering Hall. The door up the ramp to your right leads to Save Station 2; it has a missile lock on it. Climb up the platforms on the left side (west) of the hall, making sure you kill the Blast Caps (mushrooms) on the platforms in advance so they don't' explode and damage you. Then climb along the platforms along the top (north) wall to the top-right corner (north-east). Jump on the very small platform there and make your way across the Blast Cap infested platform to a tunnel highlighted by red lights. Morph into a ball and roll through the tunnel... Once you emerge, kill the Shriekbats that appear and then jump the gap to reach the next door. Follow the atrium to a tunnel filled with Eyons and follow that tunnel until you reach the Energy Core. Head down the passageway on your left until you reach an illuminated tunnel. Morph into a ball and roll through it to get to the door that leads to the Burn Dome. You will fight another mini-boss in here, the Incinerator Drone. Lock onto it and strafe in between its flamethrowers to avoid them. Eventually a red power cell will pop out of its top, lock-on and fire away. The Incinerator will fire a flame directly up at a War Wasp nest, aggravating them. Make sure you scan both the Incinerator Drone and the Barbed War Wasp, since it's only possible to scan them in this battle; it would also be a good time to scan the locked door, since they are hard to find later in the game. Anyway, kill the wasps and keep avoiding the flamethrowers. If they tilt, run under the high end and jump the low end. After four or so good hits, the Incinerator will short circuit and explode, torching the Barbed War Wasp nest in the process. Collect the Morph Ball Bomb after it is unlocked. [ Morph Ball Bomb acquired! ] Follow the ditch in the wall to a tunnel blocked by cracked bricks. Bomb them to open it up and then roll through to find a Missile Tank. Now back track all the way to the Energy Core. Use bombs to propel yourself up into the higher tunnels. After emerging, turn left to find a Stone Toad. Roll into a ball and roll near the toad to be swallowed by it, bomb it from the inside to destroy it. The passageway leads to a Morph Ball Slot connected to a device. Bomb to bounce up into it and then lay a bomb to activate it. Quickly roll through the hole behind the device to reach the newly drained area. Activate the Morph Ball Slot down there to adjust the platforms. Quickly climb up the ruins on the other side of the room and cross the platforms over to a tunnel, the tunnel leads to the last Morph Ball Slot which will raise more platforms. Cross those platforms to reach a door to a tunnel that leads to the Furnace. Roll into the hole to reach a Morph Ball area; simply roll over to the other side and bomb jump up to the exit hole that will take you to a small chamber' with an Energy Tank. You must now backtrack all the way to the Gallery Hall. Drop down and save in Save Station 2 if you wish. Head up to the door ahead, a cluster of Blastcaps are in your way so stand back and fire a missile to clear the way. In the next access tunnel, The path dips down into toxic water. To the left of the platform down there is a Brinstone wall; fire a missile at it to uncover another Missile Expansion. Continue on and blast the missile lock off to reach the Watery Hall. You must scan four runes in this area to open up a gate in your way. The first rune is straight behind you after you jump over to the first platforms in the toxic water. Keep jumping across the platforms in the water, watch out for the Reaper Vine. When you see a platform covered in Blastcaps, fire a missile at them to clear the way. Then look down at the floor where they were to find the second rune to scan. The third tune is one the wall these platforms lead to. Now make your way back to the start and this time make your way across the suspended platforms (again watching out for the Reaper Vine), they will take you to the gate you are intending to open. Thankfully, the last rune is to the right of it. Scan it and then scan the rune on the gate to open it up. You're now free to collect the Charge Beam straight ahead. [ Charge Beam acquired! ] The Eyons in this area will now awaken. Scan the Chozo Lore "Meteor Strike" on the wall behind where you collected the Charge Beam. You can actually destroy the Eyons by shooting them with charged shots. To your left, before the Eyons, you should see a hole blocked by sandstone or something. Bomb it to open it up and roll on through. Blast and head on through two Missile Door locks on the other side to reach the Dynamo. Blast the metal gate on your right with a missile to destroy it and collect the Missile Expansion. Now have fun backtracking all the way to the Arboretum, which is the place with the huge twisted tree and the reaper vines. It would probably also be a good idea to save in Save Station 2 on the way. In the Arboretum, you're looking for another four runes to scan and activate. Drop down to the bottom of the area and you will find some red "Venom Weeds". Shoot them to uncover the first rune to scan. Now climb up the platforms until you reach the fluoro-tipped bridge. and then look behind Samus at the trunk of the tree to find your second rune. Cross the fluoro-tipped bridge, but this time head right and climb around the perimeter. You will come to a section where you must morph into a ball to continue, so do so and bomb the sandstone blocks in your way. Once on the other side, shoot a missile at the Wasp's Nest nearby on the tree before you get attacked by War Wasps. More importantly, the 3rd rune is on the wall just up ahead, so scan it. There is one more strip where you must morph into a ball to pass, but there are venom weeds guard it. So fire at them from outside and then roll through it safely before they recover. Keep climbing up to the rune gate; the last rune is on the tree branch behind you at the very top. Once the gate is open, bomb the sandstone wall in your way and roll on through to the door with missile lock. Blast it open and enter. The next two chambers leading to the Sun Chamber are filled with Venom Weeds And Reaper vines, just carefully blast a safe passage through. Once in the Sun Chamber, you will meet up with the source of the toxic water... the Flaahgra. F l a a h g r a --------------- This battle may seem hard if you don't know what you're doing. But if you understand what you have to do it's pretty straight-forward. Anyway, make sure you scan both Flaahgra and one of Flaahgra's tentacles. To beat Flaahgra, you want to stop the sunlight rays concentrated on it by hitting the mirrors up out of the way. Then you want to roll through one of the tunnels usually guarded by a tentacle, and then lay a bomb in the Morph Ball slot at the base of the Flaahgra to damage it. First there will be only one mirror, but each time you bomb the mirrors will increase until there are four. The easiest way to do this is to lock-on to the Flaahgra and dash around it whist firing constantly to stun it. The mirrors should be in your line of fire if you get the mirror targets between you and the Flaahgra. So charge up your beam and shoot at the mirror targets to knock them up. The Flaahgra will burn up after the fourth bomb to its base. --------------- Once you toast it nicely, the waters of the Chozo Ruins will now become pristine, and the Varia (Barrier) Suit upgrade will appear; so collect it. [ Varia Suit acquired! ] Now go through the door ahead and follow the tunnel to the Sun Tower. You can't kill the Pulse Bombu in the tunnel so just head past it. After a long drop down to the base of the tower, you will be ambushed by a lot of War Wasps thanks to the four nests. Kill them all then wipe out the nests. There is a Chozo Lore in here too scan, "Spreading Evil". Head on through the door to an elevator, but don't go down it just yet, since you want to go on a little expansion hunt. Go through the door on your left. Morph into a ball and roll onto the moving platform to get taken up to a series of tunnels that lead to the vault. There is a Chozo Lore on the right (western) wall of the vault, "Fountain". As you would have noticed by now, there is an expansion mockingly just beyond your reach in the vault. On the southern wall of the vault you will find three Morph Ball slots; the first one is easy to get to, you only have to bomb the cover off the slot to access it; do the same for the second one, using a bomb jump to reach it; the last one has no cover but requires a double bomb jump to reach. To do a double jump, you must lay a bomb and then you must quickly lay another two bombs just as it explodes. After landing those bombs should propel Samus quite high as the ball. Once you have activated all three slots with bombs, the vault should open and the Missile Expansion will be yours. Head through the door ahead to the Plaza Access. Make your way through the tunnel, which is only filled with beetles, to reach a ledge over the Plaza with an Energy Tank. Make sure when collecting the Energy Tank the door behind you doesn't close, as you won't be able to re-open it to take a shortcut back to the elevator. It doesn't matter if it does though, as the "long" way back will net you two missile expansions. So if the door does close behind you, drop down and head through the Nursery Access. Simply follow the access tunnels to the Ruined Nursery. Along the eastern wall of this chamber is a morph ball maze. Firstly, bomb jump up to the lower path and bomb the breakable block at the end of it to drop the unbreakable block out of the way. Climb up to the north-east corner of the area and bomb your way through the upper path to reach the Missile Expansion. Continue on to the Ruined Gallery. Drop down and look at the right (eastern) wall to find two tunnels. Bomb jump into them and roll on through to find another Missile Expansion. Continue on your way, once you reach Transport Access North you will be able to roll through the small hole now you have the Morph Ball; it will lead you to the elevator. Scan the console and then take the elevator down to Norfair... er... Magmoor. Magmoor Caverns ***************** Drop down the shaft and continue on. Beware, some Shriekbats will attack. Just up ahead you will see a door on your left with a Missile Door Lock on it, blast it off to reach a Save Station [Magmoor A]. Exit the station and continue on. Watch out for yet more Shriekbats; and Grizbies, which can only be killed by missiles. There are flamethrowers guarding the platforms ahead, so jump carefully. A lone Burrower will ambush you as you reach the door to the next section. Ah... Magmoor Caverns, got to love that remix of "Norfair Ancient Ruins Area" theme from Super Metroid. As you can plainly see, Magmoors are quite nasty; I understand why they named the cavern after them. Jump across the platforms, and shoot away the Puffers from a distance. Be careful to not go near the poisonous cloud they leave in their wake. You will soon reach a seemingly dead end, but shoot the boxes and you will reveal a cracked sandstone deposit. Morph into a ball and blast your way through the walls. Clear the next area of Puffers and then make your way over to the door. Morph into a ball and enter the pit. Triclops will grab you in their pincers and throw you back if they spot you. However, if you lay a bomb as a decoy, the Triclops will grab the bomb and explode! Instead of climbing the platforms, drop down and roll into the actual Triclops Pit. Its entrance is in a cave filled with luminescent red vents. Manoeuvre over to the south-west corner of the pit to find the exit that will lead you to a door to the Storage Cavern. Inside this Storage Cavern is a Missile Expansion. Backtrack all the way to the high section of the Triclops Pit and make your way across the suspended platforms to the door leading to the Monitor Tunnel. Take note that the suspended platforms will slowly drop as you are standing on them. In the Monitor Tunnel, get past the moving platforms and Puffers to reach the Monitor Station. The station is guarded by many Auto-Turrets; so stand back and pick them off with charged shots and missiles. There are three located on the underside of the station. Head across the platforms to the door on your left, but ignore it. Instead head over to the underside of the station and follow the string of platforms on the other side of it to reach the actual monitor station; an Auto-Turret guards the entrance of the station. There are are lots of screens to scan up here; cross the bridge up here to the door that leads to Transport Tunnel A. Once in the tunnel, roll into the Morph Ball section. There is a Missile Expansion to acquire in here if you're proficient with the Double Bomb Jump. Simply roll on top of the first block over the lava, and do a double bomb jump to reach the ledge up above; if you miss you will fall down into the lava and loose a lot of energy. Regardless, once on that ledge roll over to the left and double bomb jump to reach another ledge. Then roll over to the left and double bomb jump one more time to propel yourself up to another Energy Tank. Anyway, head to the far left end of this tunnel and bomb jump your way up to the exit. The door leads to yet another huge elevator. Scan the console and take it up to icy shores of Phendrana Drifts. Phendrana Drifts ****************** Exit the transport room. Blast through the soft ice with either missiles or charged beam shots then head on through to the Shoreline. To your left (east) is a Radion grate; blast it open with a missile and then roll over the snow heap to find a control panel. Scan it to open up a door above. Now head to the snow tunnel in the southern end of the shoreline to find Save Station 8. Save and then head back to the Shoreline. As you exit, head to the left to find ledges that lead all the way over to the door that you unlocked. Take note that Crystallites can only be killed by missiles. Once in the Ice Ruins Access, blast the ice in your way then morph into a ball and carefully roll past the Scatter Bombu to the door to Ice Ruins East. In the ruins you will meet your welcoming party, two Baby Sheegoths. Lock-on to them, dash around so you are behind them and then pummel their vulnerable ice shells until they shatters. Once their soft backs are exposed, only a couple of shots are needed to kill them. If they freeze you, tap B rapidly to escape. Climb up onto the ruins and make your way around the perimeter of the area, heading across the rooftops to reach a door in the south-east. It's important you scan the Ice Burrowers ion the Plaza Walkway, as they will disappear later in the game. At the end of the cave you will emerge out on the high ledges which hang over the Phendrana Shoreline. Head through the door on your left up here. Ignore the Pulse Bombus and take the door ahead to the Ice Ruins West. Walk ahead and look to your right to find an opening in the ruins; there is a Crystallite inside and a Chozo Lore called "Cipher" to scan. Avoid the Baby Sheegoth and continue to the door leading to the next area, blast the missile lock off it and head on through. As before, morph into a ball and carefully roll past the Scatter Bombu; soon you will reach the massive Phendrana Canyon. Drop down and look at the wall directly behind you to find another Chozo Lore, the "Entrusted One". Continue on and you will find a console up on a edge; scan it and the floating platforms will realign to form a path. Cross them to reach a dome with the Boost Ball inside. [ Boost Ball acquired! ] Roll down into the icy half-pipe. To ride the half-pipe effectively, do not touch the control pad at all once you get started. Release the boost just as you are approaching the ramp, and begin charging the next boost as you reach the peak of your air time. Just get on either side of the ledge and make your way up to the exit this huge icy canyon. Now backtrack all the way to the elevator down to Magmoor Caverns. As you reach the shoreline you will treated with a lovely cinema of Ridley gliding ominously over the shoreline. Before heading to Magmoor I suggest you visit Save Station 8. Magmoor Caverns ***************** Head back to the Monitor Station and head down to the door on the eastern side of the area. Travel through the tunnel to the Fiery Shores. Watch the thermal jets coming from above as you cross the platforms in the tunnels to reach a huge sea of lava. Go over to where the Triclops is running around and quickly bomb jump up into the tunnel just above. This tunnel will take you over to the other side of the lava. Destroy the crates nearby and morph and roll into the nearby cage-like ledge and bomb jump up the platforms. Once up the top, carefully roll across the scaffolding and bomb jump when needed to reach a Missile Expansion. Kinda reminds you of Marble Madness, huh?... or for the younger gamers, Super Monkey Ball ^_^ Drop down to the platform below and make your way to the tunnel back to the other side of the lava. Carefully jump past more thermal vents to make it to another area. Morph into a ball and roll over to the ledge on your left and follow the track over to the other side of the lava, beware of the Magmoors that will attack while you are still on the rail. The door up ahead leads to an elevator up to the Tallon Overworld. So scan the console and take it up. Tallon Overworld ****************** In this tunnel is a rock bridge with steam coming up from either side of it, head under this bridge to find a Missile Expansion. Enter the Root Cave ahead. Beware of the Beetles that will swarm you down here, just climb up the rock and gnarled roots to reach a door that leads to fairly familiar territory. Nearby is another half-pipe, ride it to reach the ledge above and kill the Zoomer up there. Cross the Rock Bridge to a seemingly dead end, but bomb your way through to reach a door. Through the door is a gully; cross this gully to reach the higher section of the Landing Site. Follow the ledge along this northern edge to another door; this takes you to an alcove with the Space Jump Boots. [ Space Jump Boots acquired! ] Space Jump out of the area and down to your Gunship to save and recover. Roll into the weed filled tunnel behind the ship to find another Missile Expansion. It's now time to go back to Phendrana. Go via the Root Cave to Magmooor Caverns East Transport, then head via the Monitor Station to Phendrana Drifts North Transport. Phendrana Drifts ****************** Head to the Shoreline. With your Space Jump Boots you can now jump up to the icy ledge in the far SW corner. From that ledge jump up to the floating platform, then up to the western temple. Go through the door, shatter the ice' and then follow the Bombu infested entryway to the Chozo Ice Temple. Climb the almost spiralling platforms of ice and stone to the top of the temple. Beware of the Crystallites and Ice Parasites that will crawl all over the platforms; the later you should scan because they will disappear quite soon, after you collect the next upgrade to Samus's arsenal. At the top of the temple you will find a cathedral with four Chozo busts, and a huge Chozo statue swamped in sleet. If you scan the gate to the right of the statue it will mention the Shaman. So go back and scan the busts to find out which one is the Shaman, and then shoot at it with a missile to reveal aa Morph Ball slot. Bomb jump up into it and activate it with another bomb to open the gate. Head on through the door it was guarding. Morph into a ball and roll into the small ice hole. Pillars block the way through to the Chapel. So bomb the breakable blocks and bomb the base of the pillars to make them drop out of the way. Do this with both pillars and make your way through to the Chapel of Elders. Go to collect the Wave Beam;, it will lower into the floor, and two Baby Sheegoth will be released from the corners of the chapel. There are two more that will replace the ones you kill. Once all four baby Sheegoths are vanquished, the adult Sheegoth will tear through the stone wall. This mini-boss is fairly challenging. The crystals on its back will absorb any Power Beam shots you attempt to attack it with; it will use this energy to release a heavy attack on Samus. Expect to constantly get frozen by the Sheegoth's frigid breath, when this happens tap B repeatedly. After expelling Its ice breath, it will huff and puff worse then a fat kid after a cross country run. That is your chance to fire Missiles into its mouth to cause heavy damage. Bombs are also effective. Just morph into a ball, roll carefully near the Sheegoth and lay as many bombs as possible. Anyway, once it's dead the Wave Beam will rise back up for you to collect. [ Wave Beam acquired! ] The Wave Beam is weaker, but due to its deep wavelength it's capable of passing through solid objects. Open the Wave Beam door and backtrack all the way to the Shoreline. Note that the Bombu have replaced the Ice Parasites in the Temple. Once at Phendrana Shoreline, climb up the southern wall and use the floating platform nearby to jump up to the door to the Ruins Entryway. Go on through to Ice Ruins West. As you enter, look on your right to find an opening with a Crystallite inside. Enter it and climb up the ledges to the top, which will give you a good view of a fractured stalactite. Scan it and then fire a Missile at it's weak point. It will drop, creating a platform for you to climb up in the process. Make your way across the rooftops and overhead caves to the purple (Wave Beam) door in the south-east corner up here. Some Ice Shriekbats will attack you on the way. This is the only place they exist so make sure you scan them. Thank God they don't disappear like in the NTSC version. Anyway, after another Scarab infested entryway you will be at the Ruined Courtyard. On either side of this courtyard you will find two Spinner devices. To use these, roll into them as a ball and then charge and release your boost until the arm comes down and it is activated. The western Spinner opens up the aqueduct vents, and the eastern Spinner supplies power to the Morph Ball slot above. Climb the snow hills up to that slot and activate it with a bomb, water will pour from the aqueducts and the water will rise. Quickly jump across the floating ice platforms over to a chute on the other side. Morph into a ball and bomb jump into it; it will take you down to another Energy Tank. Drop into yet another chute and you will emerge from a one-way access hatch. Now, activate the Morph Ball slot again, but this time use the ice platforms to reach the nearby ledge of the central tower. Beware of the Flickerbats, as they will attempt to ram into you. Climb the ledges to the top of the tower. Firstly jump over the large gap to the Blast Shielded door in the west. Use a Missile to break the shield and then head on through to Save Station A. Exit, jump over to the purple (Wave Beam) door in the north, open it up, and set forth into the unknown. Well.. the unknown is the Pirates Artic Research Installation in this instance. Soon a Shadow Pirate will run at you at full force and attack; quickly waste it before it can slash at Samus. There is also an Auto-Turret up ahead, stay close to the left wall and then scan the terminal up ahead on the opposite wall. Scanning the terminal will disable the Auto-Turret without having to fire a single shot at it. Head through the purple door up ahead. Once the Space Pirate defence procedure is in full swing, it's time to battle the alien scum. The best strategy is to lock-on to one Space Pirate at a time, first fire a charged Wave Beam blast to stun it and then fire a Missile to finish it off. Strafe from side to side while you are locked on to the Pirates to dodge their red projectiles. They will also swipe at you with a scythe if you get too close... so don't. Four dead Space Pirates later and the doors will unlock. Up ahead on your right is a door to the Map Station. So scan it if you didn't scan the last to Map Stations, scan this one. Anyway, download the auto-map for Phendrana Drifts. Exit the station and head up the ramps of the Research Entrance. Beware, there is an Auto-Turret in the middle of the roof that will knock you off up here; so keep a lookout and get ready to blast it with missiles. Head through the purple door at the top, and travel the Bombu guarded entryway to Research Lab Hydra. Scan the nearby console to deactivate the force field. Two Space Pirates guard this lower floor. There are a lot of things to scan around here, but of most interest are the Pirates Data Logs. You can download "Phazon Analysis", "Mining Status" and "Security Breaches" from terminals in the western annex; and "Parasite Larva" from a console in the eastern annex. Scan the console near the elevator to activate it and then take it up. There are more Space Pirates up here on the ramps and platforms, and on the last ramp at the very top is guarded by an auto-turret. Battle your way to the top. But before you jump up through the purple door, scan the middle terminal on the back wall for the "Glacial Wastes" Pirate Data. Three Auto-Turrets guard the icy Observatory Access. Stay behind the relative safety of the crates and carefully destroy them one by one. Then head on through to the Observatory. A swarm of Space Pirates guard this area. Once you destroy all five, power will be supplied to the console at the back. Scan it to supply power to the Morph Ball slot and begin the hologram start-up sequence. You can download the "Contact" and "Phazon Program" Pirate Data Logs from the terminals on either side of the power console. Jump up and activate the Morph Ball Slot, and then climb up and activate the Morph Ball slot it activated on the other side of the Observatory. Once that's done, boost in the four activated Spinners at the base of node to lower the four holographic projectors. Scan the holograms of Zebes and Tallon IV to add them to the Research Logs. Climb the extended platforms around the perimeter of Observatory and up to the top of node to find the Super Missile upgrade! [ Super Missile acquired! ] Destroy the Blast Shield on the door behind you, it leads to Save Station D. Save, recover, and then exit. Enter the purple door on the other side of the Observatory. This Bombu and Crystallite filled entrance leads to a Blast Shield, so destroy it and enter the next area. Activate the West Tower elevator and then take it up to the purple door leading to the Control Tower roof. Three Space Pirates will ambush you on this rooftop, and after they have been dispatched three Flying Pirates will replace them, and then another three Flying Pirates after the first wave. Be careful attacking the Flying Pirates, once you damage their jet-pack enough they will come spiralling down at you. Head through the purple door to the East Tower; if you are disorientated, it's the tower that has a crane coming off of it. Activate the elevator and take down. You will have to travel through yet another Bombu filled entryway to reach Research Lab Aether. Wow, an actual Metroid! So pretty and squishy in three-dee! Scan it. It must not like being scanned because it will break through the glass container and attack. Metroids are much weaker than in the past games of the series, so firing at it with conventional weapons while it's not frozen will actually work. If it latches onto Samus's face, morph into a ball and lay a bomb to dislodge it. Eventually it will absorb so much energy from your attacks that it will explode. Once it is destroyed a Space Pirate will burst through the wall, opening up a passage to the lab below. Before continuing on, scan the terminal on the back (eastern) wall for the "Meta Ridley" Pirate Log, and the orange screen hanging above the viewing window for the "Metroid Studies" Pirate Log. Drop down to the platform below and scan the main terminal for the "Phazon Infusion" Pirate Log. Nearby the Space Pirate on the boardwalk is a small platform attached to a zigzagging bundle of pipes and wires leading to a Missile Expansion in the northern wall. Jump up onto the small platform, morph into a ball, and then carefully follow the zigzagging path over to a small nook with the Missile Expansion. Drop down to the floor and get ready to battle some Space Pirates. Blast the stasis tank in the north-east corner with a Missile to reach the Energy Tank inside. There are two terminals in the computer annex down here that have Pirate Data: the one on the left has "Metroid Morphology" and the one on the right has "Metroid Forces". Once that's done, open the wave beam door and drop down into the icy cave below. Just beyond the Ice Beetles, and another purple door is the Research Core. There are Space Pirates, Flying Pirates and Auto-Turrets guarding their prototype technology... not to mention a three part force-field. Head down one level at a time, making sure you scan the consoles on the top level, the 1st level, and on the ground floor to disable the security fields. Then collect the floating technology. [ Thermal Visor acquired! ] You can know see in the dark... good thing... because you will need to use that attribute prematurely, as the power is now cut. So press down on the Control Pad to change to thermal vision. Kill the Shadow Pirates now after you and make your way back up to the top floor. Metroids will break through the glass and attack, one per level, so be careful. Once at the top use your thermal vision to locate the interlock, it looks sort of like a target, and then fire through the wall at it with your Wave Beam to open the door. Enter it. Two Sentry Drones are waiting inside to ambush you. Just keep moving and firing charged Wave Beam shots at them to come off as unscathed as possible. Continue on to Research Lab Aether. More Space Pirates and a new Auto-Turret await you. If you haven't already done so, scan the console near the platform to activate it so you can use it. Follow the boardwalk up, killing Pirates on the way, and then jump through the hole to where you met your first Metroid (in this game). Keep backtracking all the way to the Observatory and recover/save in Save Station D. The Observatory is filled with more pirates, and the access to Lab Hydra has another two Sentry Drones. As soon as you re-enter Research Lab Hydra, disable the Auto-Turret ahead. Scan the huge seemingly solid column nearby to discover that it's made of Cordite, a substance weak against Super Missiles. So charge and blast it to uncover another Missile Expansion. Continue backtracking all the way out of the Space Pirates research facility to the relative safety of the Ruined Courtyard. Expect for the Space Pirate body count to increase in the process. Once in the natural light of the courtyard you can take off your thermal visor, and Save/recover in Save Station A if needed. Head over to the door on the eastern end of the courtyard. Use your thermal visor to search for the lock, blast the cap of the statue in the way with a Super Missile and then use your wave beam to activate it. Open and head on through the newly activated door. Continue past the Bombu in the Access to the Quarantine Tunnel. Morph into a ball and roll along the windy path to the purple door to the Quarantine Cave. A large pile of Phazon cover rocks will suddenly awaken... supernaturally. T h a r d u s ------------- First things first, scan Thardus so you don't forget to do it later. This giant radioactive stone giant will attack one of three ways: one, it will send out streams of ice that will instantly freeze Samus, do your best to avoid them but if you get frozen tap B rapidly (bomb if in morph ball mode) to escape; two, it will roll into a giant boulder and roll around attempting to crush Samus, this attack is very hard to avoid but try morphing into a ball and boosting out of the way; and finally, Thardus will telekinetically lift phazon rich boulders and hurl them at Samus, this is not all bad as they will leave energy and missiles behind after you destroy them with your shots. Now, to kill Thardus you must equip your thermal visor to see his "hot spots". Lock-on to the hotspots and fire a single Super Missile or numerous charged shots to blast the casing off them. The radiation from the exposed phazon will mean you will have to switch back to the Combat visor. Then simply destroy the exposed phazon segment with a single Super Missile or numerous charged shots. Every three segments Thardus will create a phazon storm, so stay back. After all seven segments have been destroyed: right ankle, right wrist, left wrist, left hip, right shoulder, left shoulder, and the head; Thardus will be well and truly dead, and the Spider Ball will be yours. ------------- [ Spider Ball acquired! ] Look around the Quarantine at the magnetic rail tracks, the track beginning in the due north leads to the door you want to get to. However, you can take a shorcut by bomb jumping up to the one in the south-west and then at the top of it bomb jumping once move to reach the track above. It doesn't really matter, what's important is that you reach the southern wave beam door that leads to the Southern Quarantine Tunnel, which in turn leads to Magmoor Caverns South Transport. Activate it and take it down. Magmoor Caverns ***************** Blast the Missile Door Lock behind you to reach Save Station Magmoor B. Save and recover, exit and continue though the wave beam door. Watch out for the many thermal jets in the tunnel leading to the workstation. Magmoor Workstation is guarded by three Flying Pirates, so quickly take them down with charged shots and Missiles. Drop down to the workstation floor and equip your thermal visor. Locate the three conduits next to each channel door, and activate them with your wave beam to supply energy to the machine; which will cool down the western channel. So roll into the Triclops Pit via the entry in the south, kill both of the Triclops with bombs, and then roll through the cooled west channel. It leads to a terminal, scan it to cool the east channel. Quickly roll back to the pit and head for the east channel (your second left) to reach another terminal. So scan it to cool the northern channel, roll back to the pit and then into the north channel (your right) to reach another Energy Tank. After exiting the channels, head through the door in the north-east corner of the workstation. The Puddle Spore in the lava pit ahead is your bridge to the other side. Shoot at its core with a charged shot to flip it, to use it as a platform. Head through the wave beam door to the Geothermal Core. Cross the platforms and another two Puddle Spores to reach the door leading to a tunnel. There is a huge rock stalactite hanging ominously over the Magmoor... scan it and then fire a missile at it's weak point to make it fall on the Magmoor and create a platform over to the other side. The first part of the Twin Fires has another two of these stalactites to help you get past all the Puffers it is infested with. Roll under the thermal jets to reach the other part, which has another Magmoor waiting to be crushed by the stalactite hanging precariously above it... not too bright they are. Roll beneath the top thermal jet when the bottom thermal jet stops to reach the door to the next area. Use the magnetic rail track to reach the transport to Tallon Overworld West. Tallon Overworld ****************** Head all the way over to the Landing Site. Use the GunShip to save, recover, and reload. I think it's probably time you visit the Artifact Site in the Impact Crater... we've been putting it off for too long. Climb the ledges along the eastern side of the landing site and head behind the waterfall to reach the door in the south-west leading to the Artifact site. Seedlings and Tangle Weeds guard the Temple Hall. Once in the Security Station, scan the hologram for the "Artifact Site" Pirate Log. Blast the Missile Door Lock and continue through the lobby to the actual Artifact Temple. To your right (west) is the "Prophecy of Light" Chozo Lore, and to your left (east) is the "Contain" Chozo Lore and a series of ramps leading down to the cipher. Translate the lores and then head down to the Artifact Site. Collect the hologram under the central totem; it is the first Chozo Artifact, Truth. Scan the seven awakened Chozo Totem for clues to the whereabouts of the artifacts. Exit the temple and head back to the GunShip. It's now time to head back and further explore the Chozo Ruins with all your new gadgets. So head to the Chozo Ruins West transport via Tallon Canyon. Chozo Ruins ************* Go to the Main Plaza. You will notice a Cordite cap on the large tree near the plaza entrance, blast it off with a Super Missile to reveal a Missile Expansion. You can collect it by jumping from ledge overhanging the door to the Ruined Shrine Access. You'll should also notice that in the very centre of the plaza is a half-pipe-like stone structure. Boost back and forth until you get enough air to reach the Missile Expansion on the eastern lip of it. More expansions await, head to the Ruined Shrine via the door in the south-western end of the plaza. Kill the Plated Beetle and then bomb the sandstone at the bottom of the northern wall to reach an annex with a Missile Expansion. Roll back, and then climb onto the half-pipe near the entrance of the shrine. Use your Speed Boost to ride it and get up to the southern ledge. Roll through the small tunnel to reach yet another Missile Expansion! Roll back to the half-pipe and this time boost over to the northern ledge. Roll through the tunnel up their, making sure you hold the R Button near the end to grapple onto the magnetic rail track which leads to the purple door leading to access corridor to the Tower of Light. I hope you have good aim and a lot of Missiles for this one. Climb the platforms up to the central suspended platform. Directly in your line of sight you should be able to see darkened cracked pillars supporting the 'levels' of the Tower of Light. It takes three missiles each to destroy them. Once all four supporting pillars have been taken care of, the level they where supporting will collapse down. Plated Puffers will emerge from the port holes, so quickly jump up to the next centrally suspended platform. The following two levels have Oculus guarding the cracked pillars, so you must fire carefully so the missiles don't ricochet of those one eyed bastards. Once all three levels have been collapsed, climb the platforms up to the Wavebuster. [ Wavebuster acquired! ] Essentially useless, it's a missile draining electricity beam that seeks out enemies. It reminds me of the Ghostbuster's Proton Pack beams. Now backtrack to the Main Plaza; Drop down and head through the western door to the access tunnel leading to the Ruined Fountain. Since you killed Flahgraa all that time ago... the fountain is now pristine. Roll into the actual fountain, and when it gushes water it will propel you up to the magnetic rail track above. So get ready to grapple and roll along the track to reach another Missile Expansion. Take the magnetic rail back and head back to the Arboretum. Continue on to the Gathering Hall. Once in the Gathering Hall, save and recover in Save Station 2 if you wish. Head to the Watery Hall via the northern door leading to its access tunnel. Roll through the small hole near where you collected the Charge Beam, the area is now infested with Eyons to reach the Dynamo. You can clear the Eyons with charged beam shots. Follow the magnetic rail track in the Dynamo to reach a small chamber with a Missile Expansion. Back track to the Gathering Hall again. Climb up the platforms and through the red tunnel to reach the door leading to the east atrium. But don't enter it just now. Jump on to one of the red lamps on either side of the door, and then space jump up to the ledge above the door. Bomb the grating to reach yet another Missile Expansion. Since you've collected that, head through the door to the East Atrium and consequently through to the Furnace via the Energy Core. You can now use your spider ball ability to climb the magnetic rail track up to the actual furnace. Just make sure you are quick at bomb jumping in the morph ball section, as the blocks will disappear shortly after you touch them. Beetles will attack once you reach the actual Furnace. There is a tunnel in the north, ake sure you translate the "Great Poison" Chozo Lore above it before you roll on through. Once in a chamber, bomb jump through the hole in the wreckage to reach a purple door leading to the Crossway. What an awesome chamber. Ride the half-pipe to reach the other side; there are three Chozo Lores to translate on your left (north): "Infestation", "Cradle", and "Worm" respectively from left to right. There is a cordite statue nearby, blast it with a Super Missile, and then activate the exposed conduit by scanning or firing at it with your wave beam. A contraption will spin around exposing it's magnetic rail track side. Boost in the half-pipe gain enough height to grapple onto it (use the vertical pillar of rusted metal as a guide), roll over and bomb jump up to the morph ball slot, and then activate it to expose another magnetic rail track. Do the same to that next magnetic rail track and morph ball slot to withdraw the piston nearby. Quickly roll onto the piston and it will take you up to a ledge with another Missile Expansion. Drop down, cross the half-pipe again, blast the Missile Lock off the door ahead, and then head on through to the access corridor that leads to the Elder Hall. The Hall of the Elders is haunted, guarded by a Chozo Ghost. It will fade in and out of existence, attacking with balls of energy. Just keep moving and when it appears fire at it with charged Power Beam shots, after five or so it should kick the bucket for the moment. Behind the giant Elder Chozo statue is a Chozo Lore awaiting to be translated, specifically "Shapeless". Jump into the Elder statue's glowing hands and morph into a ball. The Elder statue will fling Samus up at the magnetic rail track system, so make sure you grapple on. The magnetic track leads to a morph ball slot, activate it to blast the caps off the three glowing energy fields. Climb up the platforms along the eastern wall to reach them. Shoot the purple field with your Wave Beam to expose a morph ball slot, activate it to rotate the central bridge. Morph in the Elder's hands again, this time you will be flung into a tube leading to the higher section of the hall. Roll ahead, scan the node near the door to disable the safety shield window nearby. Head through the door and follow the access tunnel to the Reflecting Pool. At the very bottom of the pool is a Talloric Alloy drain cover. Bomb it to drain the pool, exposing a half-pipe. Ride the half-pipe with boosts to reach the platforms up ahead, if you get swallowed by a Stone Toad bomb straight away. Head over to the door on the eastern side up there, blast the Missile Door Lock off it and head on through to get the Ice Beam! [ Ice Beam acquired! ] Exit this small room and head over to the door on the other side. Blast the Missile Door lock and enter Save Station 3 to save and recover. Now you have the Ice Beam, head back to the Hall of the Elders. Kill the three Chozo Ghosts that haunt this area. Of the three energy fields, shoot the white one with your Ice Beam and then activate the morph ball slot you uncover. The central bridge will rotate again. Morph in the Elder Chozo's hands again and he will roll you underground to a chamber with an Energy Tank. Roll through the tunnel to resurface. Now, head back to Save Station 3. You might as well recover and save while you are here. Bomb jump into the tunnel behind the Save Station. It leads to the Tallon Overworld East transport. Activate the transport and take it up to the surface. Tallon Overworld ****************** Head through the white (Ice Beam) door. Avoid the Geemers and roll under the roots to reach the white door to the Overgrown Cavern. Carefully roll through the gap in the roots but do not go near the Venom Weed. Instead roll over to the nook on your right. Fire at the Venom Weeds to make retract into the ground, and then roll on through, collecting the Missile Expansion on the way. Head through the white door to the Frigate Crash Site. Blast the two Flying Pirates before they can bombard you with missiles. Take Samus down to the Frigate entrance; a couple of wounded Space Pirates are guarding it. Heading into the Frigate will only lead to a dead end, as you need the Gravity Suit to make large jumps underwater. This will strand you in the innermost depths of the Frigate, and the path back to the surface involves climbing a vast series of small platforms; which can be very frustrating in the restrictive watery environment. Your only rewards? An Energy Tank and the knowledge you played the game in the sequence it was supposed to be played. So go in the Space Pirate Frigate if you wish, but otherwise and very wisely, just drop into the water and head over to the other side of the lake. If you have never been hear before you will see two Flying Pirates examining a split box containing phazon, they will scatter once you approach. Destroy the Blast Shield with a Missile and head on through to the Waterfall Cavern. Roll under the rock face and through the gully to the door leading back to the Landing Site. Save and recover in Samus's GunShip. Samus must now head to Phendrana Drifts to collect the Gravity Suit. Go via the Root Cave to Magmooor Caverns East Transport, then head via the Geothermal Core to Phendrana Drifts South transport. Phendrana Drifts ****************** Use the magnetic rail track behind the elevator to reach a white door, which leads to an open access tunnel with a Pulse Bombu. Continue on through the purple door ahead to the Frozen Pike. Carefully descend the platforms down to the second door purple door you pass below, it's roughly just below the level of the Flickerbat swarm. There are Ice Parasite crawling all over the ice shelves; so if you missed scanning one before, here is one last chance. Anyway, head through the purple door to the Frost Cave Access. Roll through the tunnel like cleft in the ice shelves. Ice Beetles and Scarabs will attack on the other side. Head through the purple door ahead. Some stalactites hang from the roof of Frost Cave, two of which can blasted down from here with missiles. Do so to create platforms up to the purple doors ahead. The one on the right (west) leads to Save Station C, where you can save and recover; the one on the left (south) leads to the Upper Edge Tunnel, which continues the path to the Gravity Suit. Roll through the winding Upper Edge Tunnel to the purple door leading to Phendrana's Edge. To Flying Pirates are awaiting to ambush you here, freeze them with ice and then crack the Pirate-icle with a missile. Dive into the water below and head through the purple door down there to the Lower Edge Tunnel. Roll past the Scatter Bombu and collapsed roof to the purple door to the Hunter Cave. Blast down the three stalactites hanging from the roof. Use them to cross the water and reach the purple door to the Lake Tunnel. Roll past the Scatter Bombu and head through the submerged purple door to the Gravity Chamber. Once in the Gravity Chmaber, make your way through this underwater canyon to reach the Gravity Suit. Shoot the tips of the Aqua Reapers to make them recede so you can safely cross. The Gravity Suit is located in an ice shelf in the very northern end of the chamber. Collect it. [ Gravity Suit acquired! ] Yay, "movement in liquid environments is no longer hindered"! Which means you can now climb up out of the water in the Gravity Chamber, and head through the purple door to the Chamber Access. A Sentry Drone guards this cave, short circuit its electronics with charged Wave Beam blasts. Head through the purple door ahead, to the upper section of the Hunter Cave. Quickly take out the two Flying Pirates before they knock you down below. And make your way along these ledges to the purple door in the north east corner, it leads to the Hunter Cave Access. Jelzaps infest these water, make your way through the tunnel; the purple door at the end leads back to the Frozen Pike. It's now time to begin the long trek back to the Crashed Space Pirate Frigate. Two Flying Pirates have replaced the Ice Parasites and Flickerbats. So climb up the spiralling ice ledges around the perimeter of the pike. Roll and bomb jump through the ice structure near the top. Head through the access tunnel to Magmoor Caverns South transport. Go via the Geothermal Core to the Tallon Overworld West transport, then to the Frigate Crash Site via the Landing Site. Now that you have the Gravity Suit, you can Space Jump from the roots in the centre of the lake over to the Missile Expansion, that is located in a nook in the northern bank of the lake. To get up to the Frigate entrance, climb up the underwater ledges along the eastern edge of the lake to reach a small grotto. Roll through the small hole in the grotto to reach the white door to the Frigate Access Tunnel. Head past the Tangle Weeds and through the door to the C-Section of the Main Ventilation Shaft. Drop down into the water and then roll through the ventilation duct to the B-Section. Two Auto-Turrets guard this area, so quickly take them out. The door ahead has no power, so equip your Thermal Visor and activate the hidden power conduit above the door with your Wave Beam. Continue on to the A-Section, it's swarming with Tallon Crabs, follow the ventilation duct down into the Reactor Core. Drop down to the bottom of the core and destroy the two surveying Aqua Pirates. Funnily enough, they are essentially exactly like Flying Pirates only aquatic. If you haven't been down here before, the door to the Reactor Access has no power, so equip the Thermal Visor and search for power conduits. One, is on the western wall of the reactor bed; two, is on the southern wall of the reactor's observation deck (where you fought the Parasite Queen from); three, is on the wall of the observation deck, just to the right of the rubble leading to the door; and four, is on the wall to the left of the door. After all four conduits have been activated, the door will open. The door on your right leads to a Save Station, where you can save and recover. Activate the conduits on either side of the next door to access the Cargo Freight Lift to Deck Gamma. This is where you would of got stuck without the Gravity Suit to jump over the freight lift rubble. Blast the grate ahead so you can collect the Energy Tank inside the crashed cargo lift. Climb the debris to reach the top, firing at the Aqua Reapers to get them out of your way. Strangely... a wounded Space Pirate will fall into the water just before you reach dry land. The door at the very top of the lift shaft has no power. So equip your thermal visor to find the three conduits. One, is to the right of the entrance of the crashed lift; two, is on the back (eastern) wall near the bottom of the shaft, and three, is on the left (southern) wall once you resurface from the water. Head through the Transit Hall to Biohazard Containment. Blast the Auto-Turrets with missiles before they can give you grief, down in the water lurks two Aqua Drones. Make sure you scan them as they will disappear later on. One of the containment cells' cordite door is weakened, blast it off with a Super Missile to collect the Missile Expansion inside. The door to the Security Hall is also without power. So equip your thermal visor again and search for the power conduits. One, is on the northern side of the top half of the central containment tank; two, is in the north-west wall of the top floor; and three, is in one of the underwater containment tanks running along the southern wall. Head through the door once activated. Shot the Aqua Reapers to clear a safe path to Biotech Research Area 1. Three Aqua Pirates guard this area. Unsurprisingly, the door to Conduit Hall is also out of power. Equip your thermal visor once more to search for the power conduits. One, is just up from the door to the Security Hall on the northern wall; two, is below the last conduit on the northern wall of the ground floor; and three,is on the southern wall of the ground floor. Once all three have been activated, climb the debris up to the next door and head on through. Clear the Aqua Reapers and head through the door to the Connection Elevator to Deck Beta. Another mysteriously dead Space Pirate... drop down below and enter the Hydro Access Tunnel via the door. Roll into the hole on your left to a morph ball section. The lift from the bubbles allows you to bomb jump quite high. In the second bubble stream, bomb jump and then lay another bomb just before the apex of your jump, you should drop into it and bomb jump once again. Do this at least two times in a row to get enough height to reach the Energy Tank above. Bomb jump out of the morph ball section and head through the door to exit the Crashed Frigate. You will emerge in the underwater basin of the Great Tree Hall. Head under the giant root and up the steps made from rock and tree roots to reach a white door. Open it with your Ice Beam and enter it. Transport Tunnel E is filled with intense radiation coming from the purple glowing goo, it must be phazon. Clear the Seedlings and go through the white door ahead to the Phazon Mines East transport. Activate it and head on down. Phazon Mines ************** Head through the Quarry Access to the Main Quarry. Wow... what an ominously beautiful setting. Quickly drop down and run over to the magnetic rail track on your left (south), follow it up and enter the purple door to the Save Station Mines A. Scan the console on your left to access the Save Station. Save, recover and then head back to the Main Quarry. Two Mega Turrets and a Force Field guard the entrance to the mines. Destroy the Mega Turrets with Super Missiles, and then open the Force Field by scanning both the nearby consoles. Follow the walkway up to the control centre of the crane. On the way up Space Pirates will attack, one will even burst through a vent to ambush you. They're small fries (zako even)... The Crane Controls have no power, so put on your thermal visor to search for a power conduit. It's located on the base of the crane. Once power has been supplied to the crane, scan the console to swing it in the wall... uncovering a Missile Expansion in the process. Now, on the north-east edge of this platform is a magnetic rail track. Follow it to crawl along the boom of the crane up to the Missile Expansion. Drop down and head through the white door beyond where the force field once was. Don't bother destroying the Auto-Turrets in Security Access A, just deactivate them by scanning the up ahead the right wall. Head through the white door to the Main Security Station. Switch to your thermal visor to see the Shadow Pirates and take them out with charged shots. Continue down the winding hall, you can blast the pipes in your way if you wish. A narrow ramp will take you up to the second floor. Wave Troopers will appear, it seems the Space Pirates have engineered analogues of Samus's arsenal. Use charged Wave Beam shots to take them out, they'll put up quite a fight. Once you've killed all three and unlocked the doors, head up through the wave beam door ahead to Security Access B. Equip your thermal visor to battle the Shadow Pirates guarding this hall. Jump up through the white door to the Elite Research. There are only a couple of garden variety Space Pirates guarding this area, nothing you can't handle. Scan the console on your left behind the stasis tank to decode the "Elite Pirates" Pirate Data, and then scan the console on your right to activate the platforms leading to the second floor. Security barriers will enable and Wave Troopers will attack. Try taking them out with the Wave Buster if you have a lot of missiles, otherwise strafing charged Wave Beam blasts will do. Head around behind the security barriers to find two consoles, the one on the right will lower the barriers and activate the platforms leading to the top floor. A lone Power Trooper is up there, take it out with a Super Missile. There is a Pulse Beam in the centre of the room and its controls are where the Power Trooper came from. The spinner rotates the cannon and scanning the console will fire it. Blast the due east wall to uncover the Ice Beam door to the Research Access and the due north wall to uncover a Missile Expansion. Head through the Ice Beam door. Carefully crawl down the magnetic track past the gaps to reach the door below leading to Ore Processing. Landing on one of those moving platforms can equal instant death. Anyway, enter Ore Processing via the white Ice Beam door. Kill the two Power Troopers with Super Missiles. This room is probably the most interesting puzzle in Metroid Prime. Essentially, there is a central pillar. It has three magnetic rail tracks all leading to different floors: blue, first; red; mezzanine, and yellow; top. The pillar is also made of three segments which rotate independently through the use of morph ball slots attached to a hologram of the central pillar. You must match up the tracks properly to reach higher floors and other control units. Anyway, bomb the ground control unit once to match up the blue track, then crawl up the blue magnetic rail track to the first floor. Bomb the control unit on that floor twice to match the red track up on this segment. Drop down and bomb the ground control unit three times to completely match up the red track. Follow the red magnetic rail track up to the mezzanine floor. A Wave Trooper will ambush you up here, so be ready to fight back with charge Wave Beam blasts. The control unit up here is covered in debris, so head through the white door up here to Elevator Access A. From the lip of the magnetic rail track you can peer down the shaft and blast away the Scatter Bombu with your wave beam. This will allow you to safely crawl down to the white door below leading to Elevator A. Scan the console and take it down to Level 2 of the Phazon Mines. What an awesome view of the Impact Crater. The crates with the glowing Space Pirate writing are highly explosive, shooting once up close will damage Samus considerably. Anyway, continue through the Ice Beam door ahead. Up ahead you will see vents expelling yellow-green gas... Blast the explosive crate up on the ledge to reveal a Missile Expansion and kill a Space Pirate that was waiting in ambush. Go through the purple door to the Elite Control. The Elite Pirate will awaken and smash out of its stasis chamber, so get ready for a mini-boss battle. Keep moving and attacking with Super Missiles. If he begins to siphon energy (he will have his palm extended with a ball of energy) stop attacking as you will just give him energy to attack you with. Instead keeping running at him and then retreating until he unleashes his siphoned energy in the from of the Wave Quake attack. It's also possible to destroy his Artillery Cannon if you cause enough collateral damage to it. The bigger they are, the harder they fall. The force field will now deactivate. The consoles in the north-east corner have two Pirate Data Logs to decode, "Impact Crater" from the console on the left, and "Hunter" from the console on the right. Also, the console closest to the ramp leading to the higher floors contains the "Hunter Weapons" Pirate Data. Head up the ramps, counter attack the Ice Troopers with a charged Ice Beam shot follow by a shattering missile. The top of this area is filled with Pirate Data containing consoles. Along the hologram wall on your left (east) is "Chozo Studies", "The Key" and "Artifact"; and in the annex on your right (north-west) is "Chozo Ghosts" and "Gate System". Regardless, deactivate the force field by scanning the console in the south-east corner and then jump up through the Ice Beam door to the Ventilation Shaft. Drop down into the half-pipe, the vents will open releasing poisonus gas and Puffers. Quickly head down the corridor ahead on your right and through the white door to Omega Research. Blast away the Wave Troopers guarding this area. Rather then drop down by jumping over the railing. Head down the ramp on your right down to the faulty Elite Pirate stasis tank, then scan the console near the force field to activate it. Blast the Power Troopers in the control room ahead with Super Missiles. The middle console in the cluster ahead has the "Omega Pirate" Pirate Date to decode. Drop down through the Ice Beam door up ahead. Head through the access corridor to the Central Dynamo. A Sentry Drone with cloaking capabilities guards the Dynamo, it doesn't even up in the thermal spectrum, and you cannot lock on to it. You must instead manually aim approximately at the red glow of its eye and blast away with missiles. The resonance from the explosion will destroy one of the dynamo's supports. Drop down through the hole created by the absence of the support into a randomly generated maze of electricity. Carefully roll through the maze. The yellow currents will switch on and off, and bombing the puddles of water will put out all the currents surrounding them. After much trial and error, you should reach the Power Bomb. [ Power Bomb acquired! ] Head through the southern Ice Beam door to Save Station Mines B. Thank God... err... Old Bird, now you can save and recover your energy. Exit to the Central Dynamo; a posse of Ice Troopers will attack, you know the drill, charged Ice Beam blasts followed by a smashing missile. Cross the purple lit platforms up from the north-west corner of this area over to the Ice Beam door in the south-west leading to the Dynamo Access. Jump up through the white door at the end of this access corridor to Omega Research. Another Elite Pirate has smashed out of their stasis tanks, this one also smashes his way through a force field... same modus operandi... blast when open and tease to attack when charging. Once dispatched, climb up to the second floor via the ramps near where the Elite Pirate came from. Cross the floating platform to the Bendezium rubble in the southern section of the second floor. Power Bomb it and then head through the white door to the Map Station. If you haven't scanned a Map Station before, do so before you download it, as this is your very last chance. Exit and continue on to the Ventilation Shaft. The grate up ahead is made of Bendezium. So lay a Power Bomb to blow it open. Roll down into it and follow the tunnel to the other side of the exhaust fans. Scan the console nearby to activate the fans, blowing the Puffers into the fan grating, thus destroying it and revealing an Energy Tank. Now use the half-pipe to reach the door leading down into Elite Control. Shadow Pirates guard the Elite Control so equip your thermal visor. Keep backtracking all the way back to Ore Processing via Elevator A. You can now clear the Bendezium debris from the last control unit in Ore Processing. Bomb the control unit twice to connect the yellow track to the top floor. Drop down to the control unit on the floor below and bomb it three times to match up the yellow track on this level. Then drop down to the control unit on the floor level and bomb it once to completely match up the yellow mangnetic rail track. Climb the yellow track up to the very top floor. Power Bomb the Bendezium rubble up there to uncover a white door. Enter it to find the awesome Grapple Beam! [ Grapple Beam acquired! ] Exit Storage Depot B. Use your Grapple Beam to cross the gap over to the other side of this floor, and enter the Ice Beam door there. Enter the small hatch to a water pachinko-style morph ball section. Bomb in the bubble streams to float up high and through the three sections to the exit. Head through the white door, it leads back to the Main Quarry. If you supplied power to the crane before, scan the console on your left to swing the crane towards Samus. You can now use the Grapple Point under the crane's block to swing between the crane platform and the ledge leading to Waste Disposal. Head through the Ice Beam door in the south-west to Security Access A. Switch to the thermal spectrum to kill the Shadow Pirates easily. There is a weakened Bendezium grate on Samus's left (east), use a Power Bomb to destroy it and reveal a Missile Expansion. Backtrack to the Tallon Overworld South transport, you should probably save/recover in Save Station Mines A on the way. Tallon Overworld ****************** Head through the Transport Tunnel to the Great Tree Hall. Climb the Seedling infested branches and ledges up to a Spinner. Use the Spinner to retract the bars of the gate, and climb on up through it to yet another level of the Great Tree Hall. Kill the Bloodflowers by freezing them with your Ice Beam and then cracking them into pieces with a missile. Climb up to the twisting magnetic rail tracks. At the top of the first track let go and grapple onto the lower track. Follow it up to the Ice Door leading to the Life Grove tunnel. The wall ahead is cracked and contains traces of Bendezium... so blast it with a Power Bomb. Roll into the hole to Morph Ball section. Up ahead is a two dimensional half-pipe; do not touch the control pad when on it, simply keep using the boost at the right locus to gain enough momentum to get on top of the large rock slab. Bomb the near the middle to drop down into a Missile Expansion. Anyway, roll through the tunnel from the right lip of the half-pipe to the Life Grove. The X-Ray Visor is there, awaiting collection. [ X-Ray Visor acquired! ] Switch to the X-Ray Visor and you will notice the walls of this chamber are transparent, therefore false. So lay a Power Bomb to tear them down. If you have no Power Bombs, kill the Seedlings that crawl down from the tunnel above. They will always give you Power Bombs. The Life Grove is simply beautiful... probably the nicest scenery on Tallon IV. Climb up the ledges along the north-eastern edge to find an open Morph Ball tunnel leading up to the tree branches. Keep following the ledges and flouro-tipped bridges to reach the top of the citadel... but wait... as you approach the waterfall three Chozo Ghosts will materialise. With the X-Ray Visor there is no way the Chozo Ghosts can hide away from you, it makes battling them so much easier. Blast away at them with charged shots and Super Missiles. Once they have all been exorcised, the beak of the Chozo Totem on top of the citadel will break off, revealing a morph ball tunnel. Drop down through it to fall near the mouth of the tunnel leading to the Life Grove Tunnel. Go through it to the Great Tree Hall. Use the X-Ray Visor here to find the hidden platform that you can use to Space Jump up to the door up really high, it leads to the Great Tree Chamber which has a Missile Expansion inside. Head back to the Great Tree Hall and go through the white door to the tunnel that leads to Chozo Ruins South transport. Chozo Ruins ************* Head through the access tunnel to the Reflecting Pool, and then head to Tallon Overworld East transport via Save Station 3. Tallon Overworld ****************** Head through the tunnels to the Fridgate Crash Site. Use the Grapple Points to cross the lake and make your way to the Landing Site. Use Samus's Gunship to save and replenish your energy and ammunition. Now make your way to the Root Cave via Tallon Canyon. Use the Grapple Point to swing over to the ledge on the other side of the cave. Climb up the ledges until you reach a seemingly dead end. But equip your X-Ray Visor and you will see more invisible platforms spiraling up. To the left of the last invisible platform is a vine covered cave with a Missile Expansion inside. Drop down to the bottom of the cave and head through the tunnel to Magmoor Caverns East transport. Magmoor Caverns ***************** Make your way to the Geothermal Core via the Twin Fires. Cross to the other side of the lava lake. Climb the ledges in the south-east corner and then use the Grapple Point to swing over to the far lift platform. Use the Spinner to screw the platform up into place. Jump up to the next lift platform and do the same. Now jump over to the last lift platform, screw it up (literally, not figuratively...) and then use the magnetic rail track to climb on top of it. Jump over to the next platform and activate the morph ball slot up there to "raise the roof"! Fo' shizzle! Wow... the king of all magnetic rail courses. Bomb Jump to the beginning of the rail track. It's very long... but it's pretty basic stuff; lots of Bomb Jumps and drops, with a couple of free range sections where you must dodge Plated Parasites. At the very end of the magnetic rail course, above the rubble, place a Power Bomb from the magnetic rail to clear the rubble. If you just drop down you may bounce off the rubble and fall. Head through the white door to the chamber with the Plasma Beam, Plasma Processing. [ Plasma Beam acquired! ] Exit Plasma Processing and make your way to the Magmoor Workstation. The Plasma Beam is very powerful, you can disintegrate Flying Pirates with a single charged Plasma Beam blast. Climb up to the door in the southern end of the workstation. The Workstation Tunnel is blocked with Bendezium rubble, so clear it with a Power Bomb. The door ahead opens to the Phazon Mines West transport. Phazon Mines ************** Cross the Transport Access using the Grapple Points, and enter the Phazon Processing Center. This area is heavily guarded by Mega Turrets and all types of Troopers. Jump down to the main platform below and kill the Plasma and Wave Troopers on it. Drop of the edge of eastern walkway to the ledge below. Equip your X-Ray Visor to see a false section in the wall with a Missile Expansion behind it. Use the Power Bomb to destroy the wall and collect the expansion. There is an invisible platforms which leads back up to the main platform with the Ice Beam door. Enter the Maintenance Tunnel and roll into the small hole to enter a Morph Ball section. There is a rock slide in your way so detonate a Power Bomb to clear it. You will emerge in the Elite Control. Shadow Pirates lurk in here, so equip your Thermal Visor to track them. Climb the boardwalks up to the Ice Door to the Ventilation Shaft and continue on to the Central Dynamo via Omega Research. Beware, an Elite Pirate will awaken in the Dynamo Access; you should be used to battling them by now. Once you've dispatched the Ice Troopers, save and recover in Save Station Mines B. Clear the Bendezium rubble burying a white door in the northern end of the Central Dynamo. It will take you to Quarantine Access A, which is heavily guarded with Mega Turrets. Roll into the hole on your right, marked with orange lights, and then safely roll under the protective glass past the turrets. Bomb Jump your way out and scan the console on the other side of the corridor to disable the turrets. Enter Metroid Quarantine A via the Wave Beam door. After the short cut-scene scan the main console to disable the force field containing the Metroids. Wait for the Metroids to suck the life out of the Space Pirates, watch on in morbid glee, and then destroy any surviving Metroids with the age old, Ice Beam freeze - - Missile smash combo. There is a huge Phazon pit in the containment area that is impossible to cross using orthodox methods. But use your X-Ray Visor and you will see invisible moving platforms, so climb the nearby giant mushrooms and cross the platforms to the other side. More Metroids await. Climb up on the platform to your right (east) and cross another X-Ray platform over to the magnetic rail tracks. But do not use the magnetic tracks just yet. You will notice that the wall on your left is false by switching between your Combat and X-Ray Visors. So detonate a Power Bomb to destroy the Bendezium wall; yet another Bendezium wall is beyond it, so detonate another Power Bomb. Cross the magnetic bridge over to the other side. Use your X-Ray Visor again to spot the moving, invisible platform that will take you up to a Missile Expansion. Back track to the magnetic rail tracks. Bomb Jump up to the first one, then drop down to the second one and follow it to the white door leading to Elevator Access B. Run past the burrowers and enter the red Plasma door ahead. Activate the elevator and take it down to Level 3 of the Phazon Mines. Head through the Plasma Beam door. Kill the Space Pirate below and then drop down. Under the cap of the largest mushroom on the floor is a Missile Expansion. You must be quick in morph ball form to collect it, as the Phazon will sap your energy pretty fast. Head through yet another red door to Fungal Hall A. Samus's first encounter with Hunter Metroids... they are pretty nasty, but so is Samus's patented Ice-Missile combo. Climb across the tops of the huge mushrooms and then use the Glider as a Grapple Point to swing over to the other side of the canyon, to the white door leading to the Phazon Mining Tunnel. Blast the Bendezium boulder blocking your way with a Power Bomb, the hole it was covering leads to a morph ball section. Use a fully charged Speed Boost to roll over the rapidly disappearing platforms, and exit via the red door. Fungal Hall B is really quite dark and filled with Metroids. Equip your Thermal Visor to see everything that counts; the mushrooms and the Metroids. There is a Missile Expansion buried in the middle of a circle of mushrooms, in the very southern end of the fungal hall. Use a Bomb to unearth it. Anyway, jump along the mushroom tops to reach another Glider. Use the Glider to swing over to the Plasma Beam door on your left (east), it leads to a Missile Station where you can refill your Missile Launcher. Once you've replenished your missiles, swing from the Glider again, over to the mushrooms in the south-west. Head through the nearby red door to Quarantine Access B. Invisible Pulse Bombu haunt this tunnel; so equip your X-Ray Visor and blast way at them with your Wave Beam. Enter Metroid Quarantine B via the Plasma Beam door at the end of the tunnel. Shit... Plasma Troopers and lots of them; charged Plasma Beam shots will send them to a fiery death. Anyway, climb to the top of magnetic rail track on the twisted girder, and then drop down on its counter-girder and follow it. Jump up to the Grapple Point ahead to swing over to the other side of the Phazon pit. Scan the console on your left to disable the force field. One Plasma Trooper guards the bottom floor while two Wave Troopers guard the top floor of this next section. The tank shaft in the north-east corner of this room is made of Cordite, blast it with a Super Missile to reveal a Missile Expansion. The middle console ahead has the "Special Forces" Pirate Data to download, possibly your last Pirate Data Log. The Plasma Beam door on your left (south) thankfully will take you to Save Station Mines C. Save and recover, you'll need it. Exit the Save Station and head up the boardwalk to the red door above, it leads to the Elite Quarters Access. A single Plasma Trooper is waiting to ambush you in this hazy corridor; so have your Plasma Beam charged in preparation. Defrost the frozen part of the security gate to access the red door to the Elite Quarters. Approach the huge stasis capsule and the giant will awake, the Omega Pirate... O m e g a P i r a t e ------------------------- Essentially the Omega Pirate is just a giant Elite Pirate. It will siphon energy, attack with the Wave Quakes, and slash with glowing claws just like an Elite Pirate. Instead of a Artillery Cannon strapped to it's back, it has a Plasma Incendiary Launcher. The blasts from the incendiaries are quite huge and deadly, so get ready to dash out of the way. Generally, it will only swipe when you're very close and fire incendiaries when you are far away. So try to stay close but not too close so it will only attack with Wave Quakes, which are easy to jump and leave the Omega Pirate wide open for attack. Anyway, to defeat the Elite Pirate you must first destroy his Phazon armour. Do this with charged Plasma Beam blasts aimed at his armour pieces whenever he is not siphoning energy. Power Bombs will destroy all armour pieces within the blast radius. With all four armour pieces destroyed, the Omega Pirate will cloak itself and begin bathing itself in Phazon to regenerate armour. It will also summon a group of Troopers to attack you. Kill Wave and Plasma Troopers simply with charged blasts from their respective beams, Ice Troopers you can shatter with a charged Ice Beam shot followed by Missile, and Power Troopers can be killed with a single Super Missile. Once you've killed every Trooper summoned, switch to your X-Ray visor and look at the pools of Phazon to find the Omega Pirate. Blast its heart with a Super Missile. If you killed the Troopers fast, you may be able to get too hits in before it completely regenerates its armour. Rinse and repeat, four Super Missiles it all it takes. ------------------------- The Omega Pirate falls on Samus... liquefy into a pool of Phazon. Her Powered Suit is hence infused with Phazon. [ Phazon Suit acquired! ] Activate the elevator in the east and take it up to the upper floor. Follow the boardwalks to the Plasma Beam door, enter the Processing Center Access. An Energy Tank is waiting for you to collect it! Scan the nearby console to open the security gate. This corridor leads to the Phazon Processing Center, which is now infested with the horrible Fission Metroids. This new Phazon mutation of Metroid will not explode once you have brought it beyond its energy holding capacity, instead it will merely split into two coloured Metroids that can only be killed by attacking them with their respectively coloured beam. Welcome to the beginning of the end... ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ You have upgraded Samus's Powered Suit well beyond its capabilities before the malfunction on the Orpheon; thus allowing you to explore every corner of Tallon IV completely unhindered... except of course for the Impact Crater. You must now collect all twelve Chozo Artifacts; with them Samus can open the "Cipher" to the evil waiting below the surface, the "Worm". > Truth Collect from the Artifact Temple (Tallon Overworld: Impact Site). > Strength Climb on top of the Monitor Station (Magmoor Caverns) via the platforms near the door to Transport Tunnel A. You will find a Spinner up there; use it to lift the suspension bridge on your left (north). Use it to Space Jump over to the northern ridge and follow it over to the door leading to the Warrior Shrine. The Artifact of Strength is resting in the hands of a classic Chozo Statue. > Elder Jump up onto the eastern tower of the Control Tower (Phendrana Drifts). Destroy the crates there and then melt the ice formed over the window. Directly out of the window you will see a collection of fuel cells attached to the base of the southern tower. Fire a missile at the fuel cells to topple the tower over and onto the southern wall. Drop down through the break in the floor where the tower hit, and you will find the Artifact of Elder waiting on the other side. > Wild In the Sun Tower (Chozo Ruins). Locate four runes to open the gate in the way of the magnetic rail track. Two are hidden behind the Cordite wall decorations on both sides of the chamber; just blast them away with Super Missiles and then scan the runes behind them. The other two are hidden at the top of two pillars, you must stand near the wall in order to see them. Once the gate has been opened, roll up the magnetic rail track. Bomb jump past the gaps, from block to block, carefully between the Occulus. Once at the top, enter the Sun Tower Access. Scheiße, what was that? A ghost? Follow the access tunnel to the Sun Tower. From the bloom of the Flaahgra comes three twisted soul spheres, three of the turned, three Chozo Ghosts! These are much easier to fight with your X-Ray Visor. Lock-on and blast away at them with Super Missiles and charged Power Beam blasts. After all three Chozo Ghosts have been exorcised, the Artifact of Wild will appear in the middle of the Flaahgra bloom. > Lifegiver Go to the Tower of Light (Chozo Ruins), where you possibly acquired the Wavebuster before. Jump into the water and through the portal down there, then jump up out of the water to find an Wave Beam door. It leads to the Tower Chamber, which is where the Artifact of Lifegiver awaits. > Warrior At the bottom of Elite Research (Phazon Mines) is an mutated Elite Pirate in a stasis tank. Detonate a Power Bomb to free this giant. This is no normal Elite Pirate, this is a Phazon Elite pirate. He does not have a Plasma Artillery Cannon and will only attack with Wave Quakes. Jump the quakes and keep firing Super Missiles at him. Once he's down, the Artifact of Warrior will appear. > Chozo Go back to the Life Grove (Tallon Overworld), where you acquired the X-Ray Visor. Head into the water below the waterfall and you will see a structure. Morph Ball Bomb the structure to raise a pillar with a Spinner at its base. Use the Spinner to rotate the structure towards the waterfall, causing it to rise and reveal the Artifact of Chozo. > Nature In the middle of the Lava Lake (Magmoor Caverns) is a huge stone column. Use your X-Ray Visor to find the column's weak spot, and then fire missiles at it to reveal the Artifact of Nature. > Sun At the top of the Chozo Ice Temple (Phendrana Drifts) is a beautiful winged Chozo statue. Use your Plasma Beam to defrost the statues hands. Morph in the statue's hands to open the shaft below the statue. The shaft will take you to a chamber with the Artifact of Sun. > World Go to the Hall of the Elders (Chozo Ruins). Shoot the red energy field, of three, with your Plasma Beam to uncover another morph ball slot. Activate it and the Elder statue will slide forward, revealing an Ice Beam door. It is the entrance to the Elder Chamber, in which the Artifact of World resides. > Spirit Climb up Phendrana's Edge (Phendrana Drifts) using the platforms and grapple points. Once you've made it to the ledge with a Grapple Point below it, switch to your X-Ray Visor to find a hidden door. Detonate a Power Bomb to uncover the door, it is the entrance to the Storage Cave in which the Artifact of Spirit is contained. > Newborn Once you have the Phazon Suit, head to the Phazon Mining Tunnel (Phazon Mines). Bomb your way through the triangular blocks to reach the Artifact of Newborn. As you journey through Tallon IV to collect the Chozo Artifacts, you should also attempt to achieve an 100% Item Collection rate. Here are some tips on doing so: * Listen for audio clues. Whenever an expansion is nearby you will be able to hear a cycling low buzzing noise. You can hear it here: http://www.classicgaming.com/mdb/mp/tips.htm#itemaudio * Use your X-Ray Visor to look for secret alcoves and passages, and your Scan Visor to search for material types that you can shatter with your weapons. Remember the material weaknesses: Sandstone/Talloric Alloy = Bombs, Bendezium = Power Bombs, Radion/Brinstone = Missiles, and Cordite = Super Missiles. * Use the EXPANSION LOCATION CHECKLIST section in unison with the in-game map and Jason Haffner's recreation of the Production Map (found on GameFAQs.com) to hunt down the expansions. * Collect the three optional charge Beam Combos: WaveBuster Climb the Tower of Light (Chozo Ruins). Blast the cracked pillars supporting it to lower it floor by floor to reach the Wave Buster on the platform at the very top. Ice Spreader Detonate a Power Bomb to shatter the glass in the Shore Tunnel (Magmoor Caverns). Then drop down and collect the Ice Spreader suspended on a platform under the walkway. Flamethrower Head to the top level of the Mine Security Station (Phazon Mines). Detonate a Power Bomb near the bendezium blast gate located near the door up to Security Access A. Scan the console to deactivate the force field on the bottom floor guarding a red door. Beyond the red door is a storage depot housing the Flamethrower. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Once you have collect all twelve Artifacts, head to the Artifact Temple. The Chozo Totem will come to life and emit a beacon of light. Ridley must of seen it, as he will come swooping down, smashing the totem into pieces. M e t a R i d l e y ---------------------- Ridley me this, Ridley me that, you should be scared of this overgrown bat. In his first phase, Meta Ridley will hover near the Artifact Temple, launching Multi-Missiles and firing his Kinetic Breath weapon (the huge, red laser beam) at Samus. Simply jump or duck the Kinetic Breath and dash out of the way of the Missiles to avoid taking damage, whilst consistently launching Super Missiles at the weak spot in his chest. He will also occasionally glide out for a Meson Bomb run on the Artifact site, make sure you morph and roll out of the way. Soon Meta Ridley will change his tactics subtley. Ridley will now actually land on the platform, kicking into the ground to create a wave of fire, called the Ultrathermal Flamestrike. Simply jump it and retreat away from Ridley before he can slash at you. Also, when Ridley conducts bombing runs he will now sweep the platform with his Kinetic Breath before bombing it. Ridley's wings will burn up once you bring him down to about 15% energy, grounding him permanently. This is probably the hardest part of the battle, especially if you're not so hot at dodging. Ridley will attack Samus three ways: he will sweep his Kinetic Breath horizontally, jump it; perform Ultrathermal Flamestrikes, jump the impact; and execute a charge combo. The Combo involves Meta Ridley rearing up before ramming forward at Samus, shortly followed by a sweeping head butt and a tail whip. It's very important that the moment you see him rearing up you begin dashing out of his way. Once he charges forward it might be a good idea to morph and roll out of the way of his flailing tail. To actually cause damage in this last phase you must first stun Meta Ridley by blasting his opened mouth with charged Power Beam blasts and/or Missiles. He will open his mouth to scream at you and momentarily before each attack. You will now if you hit him or not as he will flash yellow. Once you have crammed enough rockets into his dragon sized cake hole, Ridley will rear up in agony revealing his weak spot. Blast it with a Super Missile. Repeat. ---------------------- After the final shot, the Chozo will awaken and blast Ridley off the platform with red rays of death. With the Cipher enabled and the field disable, Samus may now venture into the darkness below. Impact Crater *************** Thankfully there is a Save Point nearby, you'lll need to recover! Enter Crater Tunnel A via the Plasma Beam door ahead. It's filled with what seems to be orange Phazon. Lumigeks swarm in here, they aren't really a threat, but they are a Log Book entry! Head through the Plasma Beam door ahead to enter the Phazon Core. It is vast and infested with Fission Metroids. The Fission Metroids aren't that deadly, but they will tend to bump you mid-jump, causing you to fall down to the bottom of the core... which is incredibly annoying. Try detonating Power Bombs whenever they get close, they will instantly rupture into goo. Precede climbing up the platforms to the top of the core. Halfway up you will find a door leading to a Missile Recharge Station, it's good to be prepared. Enter the red door at the very top of the core to Crater Tunnel B. This tunnel is filled with magnetic rail tracks. Just use bomb jumps and drops to move from one track to the other to reach the end. Enter the door to reach the chamber in which the "Worm" sleeps... Metroid Prime! What an ugly son of a bitch, she looks like the spawn of Queen Alien (Alien 2) and No-Face (Spirited Away). She will awaken and flee further down into the impact crater. Follow her. M e t r o i d P r i m e -------------------------- Metroid Prime will consistently burrow down into the Subchambers of the Impact Crater as you weaken her. Prime is vulnerable only to the beam which corresponds with her current colour markings. When she is yellow, fire Super Missiles; when purple, fire charged Wave Beam blasts; when white, use your Ice Spreader; and when red, use charged Plasma Beam shots. Prime has a wide array of attacks. If you get too close she will swipe at you with her claws, and if you get too fire away she will launch Multi-Missiles. So stay at a reasonable length and Prime will only breathe Huge Satellite Beams at Samus, and produce heat seeking Particle Balls... joy. In the first Subchamber Metroid Prime will only switch between yellow and purple phases. In the purple phase all of Prime's attacks will cause interference to Samus's equipment. Use the stalagmites as shields against the huge beams. Each time you cause a significant amount of damage it will lunge forward. After two it will bury down into Subchamber Two. There are three trenches in this chamber. Each time you hit it hard, quickly roll into one of them so it charges over you and not through you. Prime will now begin to produce the homing Particle Balls. The yellow phase Particle Balls will disable Samus's weapons for a short time, so make sure you lock on them and dissipate them with charge beam blasts. Apart from new attacks, Metroid Prime will also now shift to white, in which most of her attacks freeze Samus and the Multi-Missiles contain poison. After three big hits she will burrow into Subchamber Three. This subchamber only has trenches on the lateral sides, so it's harder to seek cover when Prime charges. Prime will now use all colour phases; including the red phase in which all her attacks engulf Samus in flames. There is no real way of escaping Metroid Prime's new Snare Beam, just make sure you flee before she crushes you after bringing you in close. Four large hits she will burrow down into the next subchamber. Subchamber Four only has one trench in the centre. Metroid Prime will now change her colour phase rapidly, and charge to the other side of the room without being heavily attacked. Once you bring her energy down to nothing, Metroid Prime will fall wounded into the lair below. -------------------------- Follow. From the fallen carapace, a strange Metroid will emerge with a recognisable face. The true form of Metroid Prime, its core. M e t r o i d P r i m e - C o r e ------------------------------------- In this form, Metroid Prime will constantly attack with Wave Quakes. These are easily avoided with a simple jump, but you will tire easily and make mistakes. Prime will also occasionally lunge at Samus, so keep your distance. Metroid Prime is immune to all weaponry apart from your Phazon Beam. To use it against her, wait for her to generate a puddle of Phazon. Step in this puddle and you will be able to produce a constant stream of Phazon infused cannon fire, so lock onto Metroid Prime and fire away. Prime will also switch between spectrums, from visual to gamma to thermal to visual, et cetera. So keep switching to the corresponding Visor (Combat, X-Ray then Thermal) so you can keep a track of her. After you've caused a small amount of damage to her. She will begin to generate Metroids (normal, Hunter, and Fission) as she generates pools of Phazon. So lay a Power Bomb to kill them before you step in the Phazon to attack Prime. After a reasonably long battle you should send that bitch to whence she came. ------------------------------------- Enjoy the ending... it will differ depending on your Item Collection Rate. * Less than 75%: Generic ending, shows Samus's escape from the Impact Crater. * Between 75% and 99%: Samus will take her helmet off after fleeing the Impact Crater. * 100%: Extended ending with a possible transition to Metroid Prime 2. S E E Y O U N E X T M I S S I O N ! =============================================================================== 6)EXPANSION LOCATION CHECKLIST =============================================================================== ------------------------------------------------------------------------------- i)Energy Tanks ------------------------------------------------------------------------------- Tallon Overworld ****************** [ ] Cargo Freight Lift to Deck Gamma Blast the grate off the crashed Cargo Freight Lift to collect the Energy Tank inside. [ ] Hydro Access Tunnel At the very top of the second bubble stream (from the right). To reach it, bomb jump and then lay another bomb just before the apex of your jump. You should bomb jump once again if done properly. Chain three bomb jumps in this manner to gain enough height to reach the Energy Tank. Chozo Ruins ************* [ ] Transport Access North Head through the blast door from the Hive Totem after defeating it and collecting the Missile Launcher. [ ] Furnace Coming from West Furnace Access. Morph into a Ball and head into the hole to a Morph Ball area. Bomb jump up to the hole at the other end of this area to reach a small chamber with an Energy Tank inside. [ ] Main Plaza On a ledge hanging over the Plaza. You can only reach it coming from the Vault via the Plaza Access tunnel. [ ] Hall of the Elders Shoot the white energy field with your Ice Beam to uncover a morph ball slot. Activate the slot to rotate the central bridge in front of the Chozo Elder. Morph in the Elder statue's hand and it will roll you into an underground chamber with the Energy Tank. [ ] Training Chamber Access this area by swinging across the Magma Pool which comes off the Ruined Fountain. Defeat the Chozo Ghost to destroy the Chozo Totem beaks, revealing two Morph Ball Slots. Ride the half-pipe with Speed Boosts to reach and activate them. The left (west) one opens up the exit tunnel, and the right (east) one activates a magnetic rail track and withdraws the piston. Quickly head over to the piston and it will push you up to the magnetic rail track that leads to the chute down to the Energy Tank. Magmoor Caverns ***************** [ ] Transport Tunnel A From the breakable block over the lava, do a double bomb jump to propel Samus up to ledge above. Mistiming this will result in you falling down into the magma below. Regardless, once on that ledge roll over to the left and double bomb jump to reach the next ledge. Roll over to the left and double bomb jump once more to collect the Energy Tank up high. [ ] Magmoor Workstation Use your thermal visor to locate the three conduits located next to each channel door on the floor of the workstation. Activate them all with your wave beam and the west channel will cool. Roll into the triclops pit and both of the Triclops with bombs. Roll through the cooled west channel to each a terminal, scan it to cool the east channel. Quickly roll back to the pit and head for the east channel (your second left) to reach yet another terminal. Scan the terminal to cool the last channel then roll back to the pit and then into the channel on your right post haste t reach another Energy Tank. Phendrana Drifts ****************** [ ] Ruined Courtyard After activating both of the Spinners on either side of the courtyard. Climb up the snow hills to the Morph Ball slot in the eastern wall and activate it. Water flow from the mouths of the Chozo statues, causing the water level to rise. So quickly jump across the floating ice platforms over to a small elevated opening on the other side. Morph into a ball and bomb jump that opening and a chute will take you down to the Energy Tank. [ ] Research Lab Aether On the bottom floor, fire a Missile at the glass of the stasis tank in the north-east corner so you can reach the Energy Tank inside. [ ] Transport Access Melt the ice with your Plasma Beam to collect the Energy Tank under the snow drift. Phazon Mines ************** [ ] Ventilation Shaft Power Bomb the Bendezium grate in the western end of the shaft to blast it open. Roll into the passage it was guarding, and follow it to the other side of the exhaust fans. Scan the nearby console to activate the fans. They will blow the Puffers into the fan grating, destroying it and revealing the Energy Tank in the process. [ ] Phazon Processing Access You can't miss it. You'll collect it coming from the Elite Quarters after acquiring the Phazon Suit. ------------------------------------------------------------------------------- ii)Missile Expansions ------------------------------------------------------------------------------- Tallon Overworld ****************** [ ] Transport Tunnel B Look under the rock bridge with steam underneath it. [ ] Landing Site It's inside the grass filled tunnel behind Samus's Gunship. [ ] Overgrown Cavern Fire at the Venom Weeds to make them recede, then roll on through to collect the expansion. [ ] Frigate Crash Site Located in the northern bank of the lake. Once you have your Gravity Suit, Space Jump up to it from the underwater mess of roots. [ ] Biohazard Containment Underwater along the southern wall is a containment cell with a weakened cordite door. Blast the door with a Super Missile to reveal a missile expansion. [ ] Life Grove Tunnel While riding the 2D half-pipe, do not touch the Control Stick, just keep Speed Boosting at the right time to gain a lot of momentum. Use this momentum to roll on top of the rock slab, and then bomb the middle of it to drop down to an expansion. [ ] Great Tree Chamber In the Great Tree Hall, use your X-Ray Visor to locate a hidden platform. It's actually possible to see this platform in the visual spectrum, as you can see the rain ricocheting off it. Regardless, use this platform to space jump up to the door up high behind the great tree. It leads to the Great Tree Chamber. [ ] Root Cave Coming from Tallon Canyon, use the Grappling Point to cross over to the platform on the other side of the cave. Climb the platforms and branch bridges as far as you can. It seems like you can go no further, but if you equip the X-Ray Visor you will be able to seem more invisible platforms. To the left of the last one just before the Plasma Beam door, is a small vine covered vine with the Missile Expansion inside. [ ] Root Cave Climb to the top of the cave using your Grapple Beam to swing over to the ledges on the other side of the cave, and your X-Ray Visor to climb the invisible platforms. At the very top head through the Plasma Beam door to the Arbor Chamber, the Missile Expansion rests on a stump inside. Chozo Ruins ************* [ ] Hive Totem Impossible to not collect, it's the Missile Launcher itself. It is released after you defeat the Hive Totem. [ ] Ruined Gallery Fire a Missile at the cracked Brinstone section in the north-western end of the gallery, to uncover a secret annex with a Missile Expansion inside. [ ] Burn Dome Follow the ditch to a tunnel blocked by cracked bricks. Bomb them to enter a small chamber with a Missile Expansion. [ ] Watery Access Hall Fire a missile at the Brinstone wall at the base of the "dip" into the possibly toxic water. [ ] Dynamo Head through the various tunnels which stem from the small hole near where you collected the Charge Beam in the Watery Hall, to reach the Dynamo chamber. Blast the grate with a missile to access the expansion. [ ] Vault To open the vault with the expansion inside you must activate all three morph ball slots on the southern wall. Firstly blast the covers on the lower two slots with bombs. Then use bomb jumps to reach the slots and then activate them with bombs. The last one requires a double bomb; so plant a bomb and then rapidly lay another two bombs just as it explodes to do a double jump. [ ] Ruined Nursery There is a morph ball tunnel running along the eastern wall that leads to the expansion. Bomb jump up to the lower path (near the door) and bomb the block at the end of it. This will drop the steel block, unblocking the upper path in the process. Climb up to the north-east corner of the chamber to the start of the upper path, and bomb your way through it to reach the Missile Expansion. [ ] Ruined Gallery Bomb jump into one of the small holes near the grass along the eastern wall. They holes are connected together via a loop of tunnel that has a Missile Expansion hidden inside. [ ] Main Plaza Blast the cap off the large tree near the plaza entrance to uncover an expansion. [ ] Main Plaza Use your Speed Boost ability to ride the half-pipe in the centre of the plaza, gaining enough height to reach the Missile Expansion on the eastern lip. [ ] Ruined Shrine Bomb the sandstone block at the bottom of the northern wall to reach a small room with the expansion inside. [ ] Ruined Shrine Use the Speed Booster to ride the half-pipe near the entrance of the shrine; so you can get up on the southern lip of it. Roll through the small hole up their to reach the Missile Expansion. [ ] Ruined Fountain Once you've killed Flaahgra and purged the ruins of toxins, roll into the fountain. It will propel you up with a torrent of water up to a magnetic rail track. Grapple on to the track and follow it to find the expansion in a small grated chamber. [ ] Dynamo Follow the magnetic rail system track to the chamber with the expansion. [ ] Gathering Hall On the sides of the door leading to the East Atrium are two red lamps. Jump on one and then space jump up to the ledge above the door. Bomb the grating to find the Missile Expansion. [ ] Crossway On the northern wall of the Crossway is a cordite statue. Blast it with a Super Missile and then activate the exposed conduit to activate a nearby magnetic rail track. Boost in the half-pipe gain enough height to grapple onto it, roll over and bomb jump up to the morph ball slot, and then activate it to activate another magnetic rail track. Do the same to that next magnetic rail track and morph ball slot to withdraw the piston nearby. Quickly roll onto the piston and it will take you up to a ledge with the expansion. [ ] Furnace Place a Power Bomb in the southern end of the Furnace to reveal a half-pipe. Ride the half-pipe with Speed Boosters to reach the magnetic rail track above. Follow the track, while staying between the Plated Parasites, and bomb jump up to the next magnetic rail. Drop down to the thin platform below once you see Samus's shadow fall on it, and then carefully roll past the Plasted Parasites to reach yet another magnetic rail track. Drop down to the next magnetic rail track and then to another Parasite infested thin platform after that. Bomb Jump up to the last magnetic rail track and crawl up it to the Missile Expansion. [ ] Watery Hall Once you have the Gravity Suit, jump into the water in the northern end of the hall. Enter the grotto down there and space jump out of the water at the end to collect the Missile Expansion. [ ] Training Chamber Access Near the door leading to the actual Training Chamber is a large red plant. Hidden under the plant is a narrow tunnel leading to a chamber with a Missile Expansion. [ ] Main Plaza Coming from the Training Chamber via the Piston Tunnel. Use the Grapple Point to swing over to the Missile Expansion on the other side of the plaza. Magmoor Caverns ***************** [ ] Storage Cavern Enter the Triclops Pit from a small tunnel that is enclosed in a cavern filled with hot air vents at the base of the whole area. Once in the pit, avoid the Triclops and roll over to the south-west corner to locate the pit exit leading to the door to the Storage Cavern. [ ] Fiery Shores There are some crates near the southern edge of huge lava lake; destroy the crates to open up a cage like passageway. Morph into a ball and follow that passage to several small ledges that you scale by using the bomb jump. At the top is a maze of scaffolding you must carefully roll across to reach the expansion at the very end. [ ] Triclops Pit Use your X-Ray Visor to locate invisible platforms in the north-west end of this area. They lead to a brinstone pillar, blast it with a missile to reveal the Missile Expansion. Phendrana Drifts ****************** [ ] Research Lab Aether On the south-east corner of boardwalk is a small platform attached to a zig-zagging bundle of pipes and wires. Jump up onto it, morph into a ball, and then follow the zig-zagging path over to the expansion. [ ] Research Lab Hydra On the top floor, blast the solid cordite column with a Super Missile to uncover the expansion. [ ] Phendrana Shorelines In the very south-eastern corner of the shore encased in ice. Melt the ice with your Plasma Beam to collect it. [ ] Phendrana Shorelines To the left of the door leading to the Chozo Ice Temple is a Cordite Statue. Blast it with a Super Missile to reveal a conduit. Scan this conduit to activate it and open the hatch nearby. Climb the magnetic rail track beyond the hatch to collect the Missile Expansion at the top of the tower. [ ] Ice Ruins East Climb up on the ruins in north-west. You will find a magnetic rail track there that will take you directly to a Missile Expansion. [ ] Ice Ruins East Just below the door leading to Plaza Walkway is a sheet of ice in the rock. Melt it to find a Missile Expansion. [ ] Quarantine Monitor In the Quarantine Cave, swing from the Grapple Points over to the ledge in the east, from the ledge leading to the South Quarantine Tunnel. Enter the tunnel there to reach the Quarantine Monitor in which the expansion resides. [ ] Frost Cave Grapple from the Glider to swing over to the ledge in the east. From this ledge you can blast the last stalactite down with a missile. It will shatter through the ice below, allowing you to collect the Missile Expansion down there. [ ] Gravity Chamber Melt the collection of stalactites on the roof to uncover a Grapple Point. Use the Grapple Point to swing over to the Missile Expansion laying on a rock pillar in the roof. Phazon Mines ************** [ ] Main Quarry Climb the walkways to the platform with the crane. Equip your thermal visor and activate the conduit on the base of the crane to supply power to the crane controls. Scan the crane controls to swing the crane at the wall... uncovering the expansion. Now follow the rail track from the north-east edge of the platform to crawl along the boom of the crane up to the expansion. [ ] Elite Research Use the spinner on the top floor to aim the Pulse Beam at the northern wall, and then scan the nearby console to fire the beam and blast the rock to uncover the expansion. [ ] Elite Control Access Coming from the Elevator A. You will notice yellow-green gas coming from the vents up ahead. Blast the explosive crate nearby to blast the grate off to reveal a Missile Expansion. [ ] Security Access A Power Bomb the weakened Bendezium grate in the east end of the tunnel to reveal the expansion. [ ] Phazon Processing Center Just below the eastern walkway (of the main platform) is a ledge with crates stacked up on it. You can drop from the walkway or climb up the invisible X-Ray platforms to get to it. If you have the X-Ray Visor equipped you should see there is a false section in the eastern wall with an expansion behind it. Power Bomb the wall to collect it. [ ] Metroid Quarantine A On the southern end of the oblique magnetic rail tracks is a Bendezium rock wall. Place a Power Bomb to destroy it, and then place another Power Bomb to destroy another Bendezium wall beyond it. Cross the magnetic rail bridge to the other side of the canyon, and then switch to your X-Ray visor to ride an invisible platform up to the ledge with the Missile Expansion. [ ] Fungal Hall Access Under the cap of the largest mushroom. Sans your last suit upgrade, you must be fast rolling under the cap to collect it, as the Phazon will drain your energy. [ ] Fungal Hall B Buried in the southern end of the fungal hall, marked by a ring of mushrooms. Use a Bomb to unearth it. [ ] Metroid Quarantine B Blast the Cordite tank in the very north-eastern corner of the quarantine to uncover the expansion. ------------------------------------------------------------------------------- iii)Power Bomb Expansions ------------------------------------------------------------------------------- Chozo Ruins ************* [ ] Magma Pool Branching off the Ruined Fountain via the Meditation Fountain, head to the Magma Pool. Swing across the two Grapple Points to the southern bank of the magma. Detonate a Power Bomb there to destroy the Bendezium wall, revealing the Power Bomb Expansion, and the "Shining One" Chozo Lore. Magmoor Caverns ***************** [ ] Fiery Shores Climb on top of the Monitor Station and use the Spinner up there to raise the bridge which will take you to the path leading to the Warrior Shrine. Detonate a Power Bomb at the base of the Chozo Statue to uncover a chute leading down to a secret chamber in the Fiery Shores. A Power Bomb Expansion rests inside. Phendrana Drifts ****************** [ ] Ice Ruins West On top of the ruins in the north-east is a a block of ice. Melt it with your Plasma Beam and you will find a Power Bomb Expansion. [ ] Security Cave Climb the platforms and use the fixed Grapple Points to scale Phendrana's Edge. At the very top, use the glider to swing over to southern ledge. There is a tunnel up there that leads to the Security Cave, where there is a Power Bomb Bomb Expansion. =============================================================================== 7)SCAN DATA CHECKLIST =============================================================================== ------------------------------------------------------------------------------- i)Pirate Data ------------------------------------------------------------------------------- [-] Fall of Zebes From one of the consoles in the Biohazard Containment Room on the Space Pirate Frigate Orpheon. If you miss this scan you will not be able to get it later in the game. [ ] The Hunter From the console on closest to the wall in the north-east corner of Elite Control (Phazon Mines). [ ] Contact Scan the terminal to the left of the power console in the Observatory, in Phendrana Drifts. [ ] Artifact Site Download from the hologram in the Security Station (Tallon Overworld). [ ] Phazon Analysis From a terminal in the western annex on the bottom floor of Research Lab Hydra (Phendrana Drifts). [ ] Phazon Program Download from the terminal to the right of the power console in the Observatory (Phendrana Drifts). [ ] Metroid Studies Download from the orange screen hanging above the viewing window on the top floor of Research Lab Aether (Phendrana Drifts). [ ] Parasite Larva From a console in the eastern annex on the bottom floor of Research Lab Hydra (Phendrana Drifts). [ ] Mining Status From a terminal in the western annex on the bottom floor of Research Lab Hydra (Phendrana Drifts). [ ] Glacial Wastes Download from a terminal on the back wall of the bottom floor of Research Lab Hydra (Phendrana Drifts). [ ] Security Breaches From a terminal in the western annex on the bottom floor of Research Lab Hydra (Phendrana Drifts). [ ] Meta Ridley Scan the terminal on the back (eastern) wall on the top floor of Research Lab Aether (Phendrana Drifts). [ ] Phazon Infusion Download the data from the main terminal on the mezzanine floor of Research Lab Aether (Phendrana Drifts). [ ] Elite Pirates Scan the console behind the Phazon Elite Pirates stasis tank in the Elite Research (Phazon Mines). [ ] Impact Crater Scan the middle console in the north-east corner of the Elite Control ground floor (Phazon Mines). [ ] Hunter Weapons Scan the console closest to the ramp leading up to the other floors on the ground floor of Elite Control (Phazon Mines). [ ] Omega Pirate Scan the central console in the cluster on the bottom floor of Omega Research (Phazon Mines). [ ] Special Forces Download from the middle console in the north-west corner of Metroid Quarantine B (Phazon Mines). [ ] Gate System Scan the large screen in the annex on the top floor of the Elite Control (Phazon Mines). [ ] Artifact From the console closest to the force field (or Ice Beam door) on the top level of Elite Control (Phazon Mines). [ ] Metroid Morphology Scan the terminal on the left side of the computer annex, on the bottom floor of Research Lab Aether (Phendrana Drifts). [ ] Chozo Studies Decode from the console closest to the ramp on the top level of Elite Control (Phazon Mines). [ ] The Key Decode from the console two from the left on the eastern hologram wall of the top level of Elite Control (Phazon Mines). [ ] Metroid Forces From the screen on the right side of the computer annex, on the bottom floor of Research Lab Aether (Phendrana Drifts). [ ] Chozo Ghosts From the console on the edge of the annex on the top floor of Elite Control (Phazon Mines). ------------------------------------------------------------------------------- ii)Chozo Lore ------------------------------------------------------------------------------- [ ] Beginnings Above the door to the Main Plaza in the Ruins Entrance (Chozo Ruins). [ ] Harmonization On the far wall of the Ruined Nursery (Chozo Ruins) when you are coming from the Eyon Tunnel. [ ] Purification On the wall behind the fountain in the Ruined Fountain (Chozo Ruins). [ ] Worm One of three lores found on the northern wall in the eastern end of the Crossway (Chozo Ruins). It's the right one. [ ] Meteor Strike On the wall behind where you collected the Charge Beam in the Watery Fountain (Chozo Ruins). [ ] Spreading Evil On the southern wall, between two War Wasp nests, at the base of the Sun Tower (Chozo Ruins). [ ] Fountain On the western wall of the Vault (Chozo Ruins). [ ] Cipher Coming from the Ruins Entryway; as you enter the Ice Ruins West (Phendrana Drifts) look right to find an opening with a Crystallite and the Chozo Lore inside. [ ] Great Poison In the northern end of the actual furnace section of the Furnace (Chozo Ruins). It's the area with the maze of magnetic rail tracks. [ ] Entrusted One From the entrance of the Phendrana Canyon (Phendrana Drifts), drop down and look amongst the crates behind you. [ ] Contain On the very eastern wall of the Artifact Temple's entrance chamber (Tallon Overworld: Impact Crater) [ ] Prophecy of Light On the very western wall of the Artifact Temple's entrance chamber (Tallon Overworld: Impact Crater) [ ] Cradle One of three lores found on the northern wall in the eastern end of the Crossway (Chozo Ruins). It's the middle one. [ ] Infestation One of three lores found on the northern wall in the eastern end of the Crossway (Chozo Ruins). It's the left one. [ ] Shapeless Behind the Chozo Elder statue in the Hall of the Elders (Chozo Ruins). [ ] Shining One Detonate a Power Bomb in the southern end of the Magma Pool (Chozo Ruins) to reveal the wall with this lore. Note you must have the Grapple Beam to swing across the points to the other side of the Magma Pool. ------------------------------------------------------------------------------- iii)Creatures ------------------------------------------------------------------------------- [-] Parasite These vermin infest the Space Pirate Frigate Orpheon. You will find them swarming in the Subventilation Shafts during the evacuation. If you miss scanning them before leaving the Orpheon, you will not be able to scan them later in the game. [ ] Auto Turret Extremely common. You'll find them everywhere the Space Pirates have built installations, such as the Glacier One research facility in Phendrana. [ ] Zoomer Very common. These bugs infest the tunnels of Tallon Overworld, and many other locales of Tallon IV. [ ] Geemer Common, usually accompanying Zoomers. Most obvious example of this is Tallon Canyon. [ ] Sap Sac You'll find these hanging off branches in the Tallon Overworld. [ ] Bloodflower One guards the Root Tunnel (Tallon Overworld), but there are a couple found in the Great Tree Hall (Tallon Overworld). [ ] Seedling You can find these on the roof of the Temple Hall, and in the vicinity of the Great Tree Hall (Tallon Overworld). [ ] Scarab Swarm in many of the Chozo Ruins access corridors, and the Courtyard Entryway (Phendrana Drifts) [ ] Beetle Extremely common. There is a large nest of them living at the bottom of the Root Cave (Tallon Overworld). [ ] Plated Beetle Mini-Boss of the Chozo Ruins. Afterwards you will find them in the Main Plaza. [ ] War Wasp Found wherever there are Hives. Such as the Main Plaza, Ruined Nursery, and Sun Tower of the Chozo Ruins [-] Ram War Wasp Accompany the Hive Mecha mini-boss of Chozo Ruins. If you miss this scan you will not be able to get it later in the game. [-] Barbed War Wasp Accompany the Incinerator Drone mini-boss of the Chozo Ruins. If you miss this scan you will not be able to get it later in the game. [ ] Hive Found in the Main Plaza, Ruined Nursery, and Sun Tower of the Chozo Ruins. [ ] Eyon These guard the halls of the Eyon Tunnel and Energy Core Access; and will also appear in the Watery Hall after collecting the Charge Beam. [ ] Plazmite The only source of lght the Ruined Fountain (Chozo Ruins). [ ] Shriekbat Fairly common. These guys will swoop at you in various access tunnels and the Gathering Hall of the Chozo Ruins. They also nest in the Burning Trail of Magmoor Caverns. [ ] Tangle Weed Very common. This white weed can be found all over Tallon IV. [ ] Venom Weed Resonably common. A red weed that will sap Samus's energy. [ ] Blastcap Common throughout the Tallon Overworld and the Chozo Ruins. These fungi will explode in a cloud of poison when touched. [ ] Reaper Vine The Chozo Ruins are overgrown with these dangerous weeds, especially the Arboretum. They can also be found in parts of the Tallon Overworld. [ ] Stone Toad Found in the Energy Core and Reflecting Pool of the Chozo Ruins. [ ] Plated Parasite Guard the magnetic rail track courses of the Furnace (Chozo Ruins) and Geothermal Core (Magmoor Caverns). [ ] Oculus In the Tower of Light (Chozo Ruins) guarding the cracked pillars, and in Sun Tower (Chozo Ruins) on the magnetic rail track. [ ] Plated Puffer These will come out of port holes in the Tower of Light (Chozo Ruins) after collapsing at least one level. [-] Hive Mecha Mini-Boss of the Chozo Ruins. If you miss this scan you will not be able to get it later in the game. [-] Incinerator Drone Mini-Boss of the Chozo Ruins. If you miss this scan you will not be able to get it later in the game. [ ] Chozo Ghost Haunt many areas of the Chozo Ruins after you first encounter in the Hall of the Elders. [ ] Grizby Hard-shelled insects which crawl on platforms in the Burning Trail and Lake Tunnel of the Magmoor Caverns. [ ] Burrower Subterranean insects which inhabit the Lake Tunnel and South Core Tunnel of Magmoor Caverns, and Elevator Access B (Phazon Mines). [ ] Puffer These floating mine-like creatures infest most of the larger caves of Magmoor Cavern. The Twin Fires and Lava Lake being the best examples. [ ] Triclops Hard shell bugs that guard the various shallow pits of Magmoor. Such as the Pit Tunnel, Triclops Pit, and Magmoor Workstation. [ ] Magmoor These giant fire serpents inhibit practically every large lava pool in the Magmoor Caverns. [ ] Puddle Spore Float in the lava pools of southern Magmoor Caverns. [ ] Crystallite Common. Ice-shelled insects that crawl around ledges all throughout Phendrana Drifts [-] Ice Parasite This arctic parasite infests the Chozo Ice Ruins (Phendrana Drifts) but will disappear once collect the Wave Beam. You will get one last chance in the Frozen Pike (Phendrana Drifts); however that lone Ice Parasite will disappear after collecting the Gravity Suit. If you miss both opportunities you will not be able to get the scan later in the game. [ ] Ice Shriekbat Only found in Ice Ruins West (Phendrana Driftrs). A glitch in the North American version meant they would not respawn after killing them for the first time. Thankfully this was fixed in the PAL version. [ ] Pulse Bombu Beings of pure energy. Fairly common, especially in Phendrana Drifts. [ ] Scatter Bombu Guard most of the access tunnels in Phendrana Drifts. [-] Ice Burrower Arctic burrowers that inhabit the Plaza Walkway and Research Core Access of Phendrana Drifts. They will be replaced by Sentry Drones after acquiring the Thermal Visor. If you miss scanning one before you collect the Thermal Visor, you will not be able to acquire this scan later in the game. [ ] Ice Beetle Inhabit the Frost Cave Access (Phendrana Drifts). [ ] Flickerbat Manta Ray-like bats that fly around swiftly. Found in the skies above Phendrana Shorelines and the Frozen Pike before collecting the Gravity Suit from the Gravity Chamber. [ ] Jelzap Bipartite fish which inhabit the waters of Tallon IV. Very common in the frozen waters of southern Phendrana Drifts. [ ] Baby Sheegoth Originally inhabit the Ice Ruins, but after acquiring the Wave Beam they will migrate to the Phendrana Shorelines and Ruins Entryway. [ ] Sheegoth Mini-boss of Phendrana Drifts. Later they can be found in the Ice Ruins; and in the Quarantine Cave after defeating Thardus. [ ] Sentry Drone You'll mainly find these floating robots around the Space Pirate installations in Phendrana. [ ] Space Pirate Very common in all of the Space Pirate installations. [ ] Shadow Pirate Common. Many of them will hunt Samus after the lights are shutoff in the Glacier One facility in Phendrana Drifts. They also guard various areas of the Phazon Mines, such as Elite Control. [ ] Flying Pirate Extremely common. Found practically everywhere in Phendrana Drifts, at the Frigate Crash Site (Tallon Overworld), Magmoor Workstation, etc. [ ] Aqua Sac Fairly common in Crashed Frigate. The Connection Elevator to Deck Beta is filled with them. [ ] Tallon Crab Only swarm in the Main Ventilation Shaft of the Crashed Frigate. [ ] Aqua Reaper Samus will probably first encounter these in the Gravity Chamber of Phendrana Drifts. The Crashed Space Pirate Frigate Orpheon is literally overgrown with them. [-] Aqua Drone These Aquatic Sentry Drones will guard the Biohazard Containment room of the Crashed Frigate. They will only appear the first time you pass through this room. If you miss this scan you will not be able to get it later in the game. [ ] Aqua Pirate You'll find these guarding the Reactor Core of the Crashed Frigate after collecting the Gravity Suit. [ ] Mega Turret Very common. These guard multiple areas of the Phazon Mines. [ ] Glider Found in the caves of southern Phendrana Drifts and Level Three of the Phazon Mines. [ ] Power Trooper Guard various areas of the Phazon Mines; such as Omega Research. [ ] Wave Trooper Guard various areas of the Phazon Mines. Probably the most common trooper, found in the Mine Security Station, Elite Research, Omega Research, etc. [ ] Ice Trooper Guard various areas of the Phazon Mines. A large group guards the Central Dynamo after acquiring the Power Bombs. [ ] Plasma Trooper Guard various areas of the Phazon Mines after collecting the Plasma Beam. Before defeating the Omega Pirate, Metroid Quarantine B will be guarded by a small army of them. [-] Elite Pirate These giant pirates will escape from stasis tanks in the Phazon Mines. In Elite Control, Omega Research, and Dynamo Access. If you miss scanning at least one of the three you will not be able to get the scan later in the game. [-] Phazon Elite Mini-Boss of the Phazon Mines, found in a stasis tank in Elite Research. If you miss this scan you'll not be able to get it later in the game. [ ] Metroid Found in the various research areas of the Glacier One facility in Phendrana, and in the Quarantine Areas of the Phazon Mines. [ ] Hunter Metroid Infest Fungal Hall A (Phazon Mines) and are generated by Metroid Prime. [ ] Fission Metroid Found all throughout the third level of the Phazon Mines after defeating the Omega Pirate, and in the Phazon Core (Impact Crater). [ ] Lumigek Only found swarming in Crater Tunnel A (Impact Crater). [-] Parasite Queen The boss of the Space Pirate Frigate. If you miss this scan you will not be able to get it later in the game. [-] Flaahgra The boss of the Chozo Ruins. If you miss this scan you will not be able to get it later in the game. [-] Flaahgra Tentacle Part of the boss of the Chozo Ruins. If you miss this scan you will not be able to get it later in the game. [-] Thardus The boss of Phendrana Drifts. If you miss this scan you will not be able to get it later in the game. [-] Omega Pirate The boss of the Phazon Mines. If you miss this scan you will not be able to get it later in the game. [-] Meta Ridley The boss of Tallon Overworld. If you miss this scan you will not be able to get it later in the game. [ ] Metroid Prime The boss of the Impact Crater; the first phase of the last boss. [ ] Metroid Prime The boss of the Impact Crater; and second phase of the last boss. ------------------------------------------------------------------------------- iv)Research ------------------------------------------------------------------------------- [ ] Small Energy Pick-up dropped by enemies and found by blasting crates. [ ] Large Energy Pick-up dropped by enemies and found by blasting crates. [ ] Ultra Energy Pick-up dropped by enemies and found by blasting crates. [ ] Small Missile Ammo Pick-up dropped by enemies and found by blasting crates. [ ] Medium Missile Ammo Pick-up dropped by enemies and found by blasting crates. [ ] Large Missile Ammo Pick-up dropped by enemies and found by blasting crates. [ ] Power Bomb Ammo Pick-up dropped by enemies and found by blasting crates. [ ] Save Station Found all throughout Tallon IV. [-] Map Station Make sure to scan before downloading. There's at least one in each "world". You're last chance will probably be the Phazon Mines Map Station branching off Omega Research. [ ] Missile Station There are only three in the game. One is found beyond a small tunnel in the Hall of Elders (Chozo Ruines), another branches off Fungal Hall B in the Phazon Mines; the last is attached to the Phazon Core (Impact Crater). [ ] Morph Ball Slot Extremely common. Scan before activating. [ ] Spinner Fairly common. There is one by a gate in the Great Tree Hall (Tallon Overworld, one on top of the Monitor Station (Magmoor Caverns), etc. [ ] Spider Ball Track Very common. Note there are only a limited amount of magnetic rail tracks that you can actually scan. [ ] Grapple Point Common. Found all throughout the Third Level of the Phazon Mines, hanging from the trees in the Frigate Crash Site (Tallon Overworld), et cetera. [ ] Gun Ship Smack bang in the middle of the Landing Site (Tallon Overworld). Dah! [-] Missile Door Lock They are very common all throughout the game. But once you blast them they will not reappear. One of the last Missile Door Lock's you will encounter is on the door to the Ice Beam in the Reflecting Pool (Chozo Ruins). [ ] Locked Door Whenever you encounter bosses or Sentry Drones the doors will generally lock up, scan them in this state. If you still don't have this scan at the end of the game head to the Plaza Walkway, Observatory Access, Research Core Access, or Quarantine Access of Phendrana Drifts. Sentry Drones guard these corridors and will lock up the doors until you destroy them. [-] Stalactite Extremely common in the fire caves of Magmoor Caverns and the ice caves of Phendrana Drifts. However, once you shoot them down with a Missile they cannot be scanned. So you must remember to scan at least one before you shoot every single one down. [ ] Zebes Scan the hologram after activating the Observatory (Phendrana Drifts). [ ] Tallon IV Scan the hologram after activating the Observatory (Phendrana Drifts). =============================================================================== 8)UNLOCKABLES =============================================================================== Gallery 1 (Samus Concept Art) : Scan 50% of the Log Book Entries Gallery 2 (Enemy Concept Art) : Scan 100% of the Log Book Entries Gallery 3 (Production Design) : Complete the game on Hard Mode Gallery 4 (Fusion/Ending Art) : Acquire 100% of Item Collection Metroid Fusion Connection Bonuses: You will need a GameBoy Advance system, a GameCube GameBoy Advance Link Cable, and a Metroid Fusion GamePak to unlock these bonuses. Select "Metroid Fusion Connction Bonuses" from the Main Menu, and then select the bonus you wish to unlock. Follow the on-screen prompts; if all goes well a picture of Samus and "DATA LINK COMPLETE" should appear on your GameBoy Advance screen. Bonus requirements are as follows: Play NES Metroid : Complete Metroid Fusion (GBA) Metrouid Fusion Suit : Complete Metroid Prime (NGC) =============================================================================== 9)THANKS TO =============================================================================== Jim Henry, for submitting a correction to the EXPANSION LOCATION CHECKLIST. My Dad's old Toshiba 3000 Series Notebook, for allowing me to write most of this FAQ directly instead of my age old ritual of filling 140 page Lecture Pads with notes. Metroid Database (www.classicgaming.com/mdb), the best Metroid specific resource on the internet. Filled with scans and interesting information. The Next Level (www.the-nextlevel.com) for being a great place to waste time. All I can say is NUCLEAR MISSILES TIMES 100!!! XD CJayC for hosting this FAQ on his wonderful website GameFAQs! Kudos! ******************************************************************************* VERSION HISTORY -=-=-=-=-=-=-=-=- Version 1.0ß 10/04/04 Although all of this FAQs content is in place, I have not had time to go over it and make it less staccato and more coherent; hence the Beta status. Version 1.1 20/04/04 Beta status removed since I gave it a quick spit 'n polish. It could still do with more work... but that's unlikely to happen. Version 1.2 11/05/04 Fixed two errors in the EXPANSION LOCATION CHECKLIST thanks to Jim Henry. FAQ STATS -=-=-=-=-=- Version 1.2 Update No 2 Size 162KB Pages 52 Words 28124 Characters 159650 Paragraphs 2593 Lines 3130 GameFAQs CONTRIBUTOR PAGE- www.gamefaqs.com/features/recognition/4127.html EMAIL- tetsuwan_blue(at)yahoo.com.au If I don't reply, it's either: Idon't know the answer to the question, the answer to your question is in the FAQ, or you're sending me info I already know or someone else has sent before you. LEGAL SECTION -=-=-=-=-=-=-=- No material from this FAQ may be paraphrased, copied, changed or re-formatted without my permission. It may only be posted on GameFAQs (www.gamefaqs.com) and IGN FAQs (faqs.ign.com). Under no circumstances may this FAQ be posted on Cheat Code Central. This document was written exclusively for use on the internet. It is not intended to be used in any way that is profitable for anyone other than the author. It is not to be reproduced in any way without express written permission from the author. More information on copyright laws can be found at the copyright section of the official Library of Congress web site. (http://www.loc.gov/copyright). Metroid Fusion and related characters are trademarks of Nintendo Pty. Ltd ______________________________________________________________________________ © Copyright 2003-2004 AstroBlue