@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

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