_| _| _|_|_|_|_| _|_|_|_|_| _|_|_|_| _|_|_| _| _|_|_|_| _|_| _|_| _| _| _| _| _| _| _| _| _| _|_|_|_|_|_| _| _| _| _| _| _| _| _| _| _| _|_| _| _|_|_| _| _|_|_|_| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _|_|_|_|_| _| _| _| _|_|_| _| _|_|_|_| ## _ ## _ / ## \ Ż|Ż|Ż| Ż|Ż|Ż| Ż| Ż| Ż| Ż|Ż|Ż| / ## ## \ Ż| Ż| Ż| Ż| Ż| Ż|Ż| Ż|Ż| Ż| ( ## ## ## ) Ż|Ż|Ż| Ż|Ż| Ż| Ż| Ż| Ż| Ż|Ż| \ ## ## / Ż| Ż| Ż| Ż| Ż| Ż| Ż| \_ ## _/ Ż| Ż| Ż| Ż| Ż| Ż| Ż|Ż|Ż| ## ## /--------------------------------------------------------------------------\ Metroid Prime Complete FAQ/Walkthrough for Nintendo GameCube Version 1.00 (Last updated 11/12/03) Written by Falcon Zero (falconwingzero@hotmail.com) for the Metroid Database Copyright (c) 2003 Falcon Zero. \--------------------------------------------------------------------------/ -=> T a b l e o f C o n t e n t s <=- /==========================================================================\ | - - 1.0) Introduction - - - - - | | 1.1) Updates - - - - | | 1.2) The Story So Far... - - - | | 1.3) Take Control - - | | - - 2.0) Obstacles - - | | 2.1) Doors - - | | 2.2) Other Obstacles - - | | - - 3.0) Power-up Locations - - | | 3.1) Samus' Upgrades - - | | 3.2) Missile Locations - - | | 3.3) Energy Tank Locations - - | | 3.4) Power Bomb Locations - - | | 3.5) Artifact Locations - - | | - - 4.0) Logbook Guide - - | | 4.1) Pirate Data/Chozo Lore - - | | - - 5.0) Bosses Guide - - | | - - 6.0) Walkthrough - - | | 6.1) Pirate Science Vessel - - | | 6.2) Escape! - - | | 6.3) The World of Tallon IV - - | | 6.4) Restoring the Power Suit - - | | 6.5) Purification - - | | 6.6) Memories of Norfair - - | | 6.7) It's a cold, cold land - - | | 6.8) Chozo Temple - - | | 6.9) Back to the Drifts - - | | 6.10) Close Encunters with the Lethal Kind - - | | 6.11) Duel with the Rock Monster - - | | 6.12) Archaeology of the Chozo - - | | 6.13) The Gravity Suit - - | | 6.14) Underwater Wreckage - - | | 6.15) Mining Operations - - | | 6.16) Treasure Hunt - - | | 6.17) Phazon Mutants - - | | 6.18) Old Rivalries - - | | 6.19) The Source - - | | 6.20) Finale - - | | - - 7.0) Metroid Fusion Bonuses - - - | | - - 8.0) Secrets & Tips - - - - | | - - 9.0) Contacting the Author - - - - - | | - - 10.0) Credits - - - - - - | | - - 11.0) Legal Info - - - - - - - | \==========================================================================/ =====================================\ -(1.0 INTRODUCTION)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ Launching the Metroid series into the 3D realm (and doing a darn good job at that), Metroid Prime is the GameCube's first (and not last) Metroid game to chronicle Samus Aran's latest adventure. Viewed from the eyes of Samus, you'll explore the vast reaches of the planet Tallon IV in an attempt to stop the Space Pirate's latest mad scheme and to fulfill the legacy of a long-dead Chozo race. Get ready to rumble. With the glorious 3D worlds of Metroid Prime comes a price however, as this adventure's gonna be a lot tougher than Samus' past battles, and I'm not kidding. Don't be discouraged though, as I'll be taking you through all the tricks and trials Tallon IV's got ready for you. Of course this game is one experience you should try and get through yourself, but if there's one point where you're just really stuck and can't find the odd Wave Beam or Space Jump Boots, you'll find all the answers and more below. ============= .:---------------------(1.1 UPDATES)------------------------------------:. ============= Version 1.00 11/12/03 - Here's the first version of this guide, with everything you need to make it through the game in one piece. Any additional stuff I might add to the guide in the future will probably involve reader-submitted tips or any other strategies I may stumble across - but everything you need at this point is here in this guide. ========================= .:---------------------(1.2 THE STORY SO FAR...)------------------------:. ========================= Millions of years ago, an advanced race of the bird-like Chozo lived in harmony with nature on the planet Tallon IV. Designing their cities and culture around the natural landscapes of their paradise world, they could only live out their peaceful lives in wait of what the future would bring. Of course something terrible was about to happen, otherwise there wouldn't be any bad guys to fry here, now would there? The planet's darkest day came. From the depths of unknown space a massive meteorite blasted into the planet causing major destruction to anything near the impact zone. Faced with this devastating new crisis, the Chozo did all they could to try and rebuild after that day, but the meteor brought with it a deadly radioactive poison known as Phazon. This poison seeped into every living thing on the planet and began to suck life away from everything in sight. Unable to stop the mindless onslaught of Phazon, the Chozo decided to contain the core of the poison within the meteorite's impact zone. With their work complete, the Chozo put their fate into the hands of the future, where they hoped someone would come from the heavens to rid their planet of the abomination. Of course, we all know who that individual is, don't we? Fast-forward to the present day, and we find that bounty hunter Samus Aran has just defeated the Space Pirates and the Mother Brain on planet Zebes, crushing their plans to use Metroids to attack civilizations across space. Taking a well deserved rest and the esteemed gratification of the Galactic Federation, Samus intercepts a mysterious distress beacon while cruising the space lanes. Narrowing the call to Tallon IV, Samus decides to investigate, where she'll find remnants of the Space Pirates and their plans for using the foul Phazon to build an indestructible army. Samus' mission on Tallon IV is two-fold, to stop the Space Pirates once again, and to finish the Chozo's work to rid the planet of the poison that threatens to consume all... ================== .:---------------------(1.3 TAKE CONTROL)-------------------------------:. ================== Prepare for an adventure like no other. You'll be experiencing the game from Samus' point of view, while exploring the insanely detailed areas of Tallon IV, uncovering mysterious and beating bad guys. Although it uses a first person view, this game ain't no FPS. If you're used to the control structures of many FPS games like Goldeneye or even Halo, you'll probably be a little confused with this game's setup at first. Don't worry though, after a few minutes you'll master the controls and won't be able to picture playing the game without this setup. Mastering the controls is vital, as many boss battles especially are gonna be tough (just try fighting Ridley on Hard Mode!) so quick reflexes are a must. The Control Stick moves Samus around, remember to hold down the L button to strafe left or right and hold the R button to look around. Another new feature of this game is the Log Book, where you can keep records of various objects and enemies in the game scannable via the Scan Visor. Check the manual for more info on scanning stuff. /--------------------------------------------------------------------------\ |A Button | Press this to fire Samus' arm cannon. Press repeatedly to fire | | | off rapid shots, or hold down (once you have the Charge Beam) | | | to fire off a stronger shot. Also use A to lay a bomb while | | | in Morph Ball mode. | | | | |B Button | This'll make Samus jump straight up. Once you find the Space | | | Jump boots, pressing B after jumping up will cause Samus to | | | perform another jump, allowing her to reach higher areas. | | | | |X Button | Press this to activate Morph Ball mode. While active, Samus | | | can lay bombs and roll through narrow areas. | | | | |Y Button | Press this to fire a missile. Once you find each beam's | | | missile combo attack, pressing Y after holding down A to | | | charge up the beam will fire the combo attack. Also use Y to | | | lay a Power Bomb (once you find one) while Morph Ball mode's | | | active. | | | | |Z Button | Hit Z to bring up a 3D map of the area you're currently in. | | | All the controls for manipulating the map will be shown | | | on-screen. Press Z again to return to the game. | | | | |R Button | Hold R down to aim Samus' arm cannon around. If you need to | | | move while aiming, hold down L before releasing R so that | | | Samus remains aiming at the same spot. Also hold down R while | | | in Morph Ball mode to attach and move along special rail | | | tracks once you find the Spider Ball. | | | | |L Button | Hold down L and use the Control Stick to strafe left or right. | | | You can also lock onto enemies or other targets with L, but | | | you'll have to hold it down to remain locked on. | | | | |Start | Bring up the sub-screen where you can change game options, | | | view the Log Book or read up on Samus' abilities. | | | | |D-Pad U | Switch back to the Combat Visor whenever another visor's | | | active. | | | | |D-Pad D | Switch to the Thermal Visor. | | | | |D-Pad L | Switch to the Scan Visor, then use L to lock on and scan | | | objects/enemies when a red or orange target appears above them.| | | | |D-Pad R | Switch to the X-Ray Visor. | | | | |C-Stick U| Switch Samus' arm cannon back to the Power Beam when another | | | beam's active. | | | | |C-Stick D| Switch the arm cannon to the Ice Beam. | | | | |C-Stick L| Switch to the Plasma Beam. | | | | |C-Stick R| Switch to the Wave Beam. | \--------------------------------------------------------------------------/ =====================================\ -(2.0 OBSTACLES)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ All throughout Tallon IV you'll encounter several kinds of electronic doors, machinery and natural obstacles. Every obstacle has a weakness Samus can exploit to pass through, read on to find out how to break into all those restricted areas Samus isn't meant to see. =========== .:----------------------(2.1 DOORS)-------------------------------------:. =========== - Most doors you'll find on Tallon IV will give off a blue glow, indicating that discharging any weapon at them will give the door enough charge to open. - These doors can only be opened by charging them with a blast from the Wave Beam. - Doors with a metal blast shield attached can't be opened until you blow apart the shield with a single missile. - Doors with special locks on them can't be opened until you fry all the enemies in the nearby area. - White doors can be opened by a single shot from the Ice Beam. - Red doors can only be opened by - you guessed it - the Plasma Beam. ===================== .:---------------------(2.2 OTHER OBSTACLES)----------------------------:. ===================== - Anything that contains traces of sandstone, radion or brimstone when you scan it can be destroyed with a missile or bomb. - Objects with this material can be destroyed by planting bombs near them. - Objects filled with elements of Cordite can be destroyed with a single Super Missile (Power Beam Missile Combo). - Objects containing bendezium elements can be destroyed with a single Power Bomb. - Stalactites you can target with L can be dislodged with a single missile. - Use the Grapple Beam (L) to swing around on these hooks. =====================================\ -(3.0 POWER-UP LOCATIONS)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ Loads of weapons, items and powerups are riddled throughout the twisting mazes of Tallon IV, many of them left there by the Chozo for the Entrusted One to find. Below you'll find details on each item's location and any stuff you'll need to reach them. As well as listing which area the item's in, the room's name will also be listed to help you narrow it down easily. Some items you'll need to have special equipment to reach, others will be dropped by defeated bosses. When you find a new powerup (and the classic item theme plays), you'll be informed that extra info about the item is available to view in your Logbook, just press Start to bring it up. Of course you'll most likely have to find all the items in a specific order (unless you're a super pro and find a way to get around some), so the items listed below are in order you'll most likely find them in. If you're having trouble finding a particular item, prepare to be stuck no more. A neat trick in this game is that you'll hear a distinct humming sound whenever you're standing close to an item, so keep your ears open. ===================== .:---------------------(3.1 SAMUS' UPGRADES)----------------------------:. ===================== >>>Missile Launcher ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: The Missile Launcher gives Samus the ability to fire concussive projectile blasts. You'll need to find more missiles to increase your payload, check out section 3.2 below for all the missile's locations. Press Y to fire missiles. Missiles will also home-in on their targets, quite a handy feature. < Area: > Chozo Ruins (Hive Totem) < Location: > You'll have to conquer the Hive Mecha in the ruins before winning this prize, take a look at the bosses guide (5.0_HM) for tips on defeating this bug-summoning boss. Walk on forward once it shuts down to grab you first missile. >>>Morph Ball ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: By Pressing X once this classic item's in your possession allows Samus to enter Morph Ball mode, changing her suit's shape to that of a ball, you'll then be able to roll around through small openings Samus wouldn't normally fit through. You'll also eventually find a variety of other powerups for Morph Ball mode. < Area: > Chozo Ruins (Ruined Shrine) < Location: > In the Ruined Shrine, you'll spot the Morph Ball waiting in a small alcove on the far side, but once you move too close a barrier rises up blocking your path. You'll then have to fight off a multitude of Beetles jumping up out of the ground everywhere. Don't relax once they're all fried, as another surprise awaits. A Plated Beetle jumps out of the ground, appearing to challenge Samus to a good old fashioned duel. Show the bug who's boss by firing away at its red tail, once it's finished you'll have clear access to the Morph Ball. >>>Charge Beam ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: Another important addition to Samus' arsenal, the Charge Beam allows you to hold down A to charge up energy for any of the four beam weapons. Once you find the missile combo attacks for each beam, charge up the weapon and press Y to fire the combo attack. Release A once fully charged to release a stronger shot. < Area: > Chozo Ruins (Watery Hall) < Location: > In the Watery Hall, you'll need to scan four symbols on the walls to open up a gate concealing the Charge Beam. Look for one just to the left of the door as you enter the room, another hidden under a group of Blastcaps around the corner, and the remaining two near the gate itself. Once you've scanned all four scan the symbol on the gate to open it then jump through and head on forward to receive your prize. >>>Morph Ball Bomb ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: The first add-on for Morph Ball mode, hit A to lay a small bomb which detonates after a few seconds. You'll be able to lay up to three bombs at a time. This explosive beauty can be used to blow open certain walls and obstructions. The bombs can also damage nearby enemies and propel Samus up high while in Morph Ball mode, but you'll need to practice the technique a bit to get her soaring. There's no Spring Ball in this game, so the bomb jump trick is your best bet. < Area: > Chozo Ruins (Burn Dome) < Location: > You'll need to beat the Incinerator Drone and its Ram War Wasp cronies before receiving the Morph Ball Bomb. Refer to the bosses guide (5.0_ID) for tips on defeating this scorching drone. >>>Varia Suit ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: The legendary Varia Suit gives Samus more than just her suit an upgraded appearance. You'll be able to survive the deadly extreme temperatures in the Magmoor Caverns, so there's no need for sunscreen with this high tech suit on. < Area: > Chozo Ruins (Sunchamber) < Location: > Before claiming the awesome Varia Suit, you'll need to defeat the huge insect-plant Flaahgra. Refer to the bosses guide to learn all about its weaknesses. Once the bug's cooked you'll spot the rotating S logo straight ahead. >>>Boost Ball ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: Another handy add-on for Morph Ball mode, this item gives Samus the ability to charge up energy and release it to speed around like a hot rod. Hold B to charge up energy, then release to rocket off. Another benefit is that you'll be able to speed around large half-circle pipes to propel Samus up super-high. The trick to gaining height on the half-pipes is to charge up the ball and release B just as Samus is about to roll upward in the pipe. Keep this up and you'll reach massive new heights. < Area: > Phendrana Drifts (Phendrana Canyon) < Location: > In the Phendrana Canyon room you'll find a long curving canyon with floating platforms leading up to the entrance of a tall tower on the far side. Make your way up to the control panel at the head of the canyon and scan it to align all the platforms. Jump across them up to the tower to find the Boost Ball waiting snugly inside. >>>Space Jump Boots ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: As the name implies, this powerup gives Samus a double-jump move, allowing you to perform a second jump while in the air by pressing B a second time after jumping up. Higher areas and larger gaps can be bridged with this vital ability. < Area: > Tallon Overworld (Alcove) < Location: > You'll need the Boost Ball before finding this upgrade. In the Tallon Canyon room, you'll find a half-pipe area where two Beetles jump up out of the ground. Use the Boost Ball to reach the platform high up above. Go around to find a pathway eventually leading back to the Landing Site. Go straight ahead and over the gap in the ledge (it's a pain if you fall down) to find a door. Head through to find the boots. >>>Wave Beam ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: Finally adding to Samus' beam weapon arsenal, the electrified Wave Beam allows Samus to discharge powerful oscillating beams of electricity. Perfect for frying formidable Space Pirate troops, this weapon can also be used to open purple doors. Charged shots of the Wave Beam can also temporarily home-in on targets. < Area: > Phendrana Drifts (Chapel of the Elders) < Location: > You'll need the Space Jump Boots to reach this area. If you have any trouble going through the rooms leading here, check the walkthrough (Sorry, but I'm not gonna repeat stuff twice in this guide). Once in the large chapel, you'll have to fight four Baby Sheegoths and then a fully-grown Sheegoth before claiming the Wave Beam. The babies are pretty easy, but you might want to check the bosses guide for tips on defeating the Sheegoth. >>>Super Missile ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: The first missile combo attack, the Super Missile uses up 5 missiles when discharged. This highly destructive corridor-clearer can destroy objects containing Cordite elements and packs a hell of a punch against enemy targets. < Area: > Phendrana Drifts (Observatory) < Location: > You'll find the Super Missile atop the upper holographic projector node in the Observatory. First you'll need to activate the hologram by scanning a few control panels and using the four Spinner Balls, once the holographic galaxy appears jump up the platforms around the room to reach the missile combo upgrade. >>>Thermal Visor ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: With this heat-tracking visor, you'll be able to detect objects emitting heat including enemy targets and various machinery. Activated via the D-Pad down, this visor will also act as a night vision enhancer, allowing you to see properly in pitch-black areas. Press D-Pad Up while it's active to return to the trusty Combat Visor. < Area: > Phendrana Drifts (Research Core) < Location: > You'll find the first visor upgrade deep within the research facilities in Phendrana. Work your way through the complex and you'll eventually find the Research Core, a tall multi-leveled room. Fight off the Flying Pirates and gun turrets positioned around the room, then scan three critical panels to open up the force field below protecting the Thermal Visor. >>>Spider Ball ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: The next add-on for Morph Ball mode, the Spider Ball allows Samus to activate a magnetic system in the Morph Ball. By holding down R while near a magnetic rail track, Samus can attach to the track and roll along it to wherever it leads - usually to areas previously inaccessible. < Area: > Phendrana Drifts (Quarantine Cave) < Location: > You'll need to defeat the rock monster Thardus before receiving the Spider Ball. Check the bosses guide for tips to turn Thardus back into a bunch of rocks. >>>Wavebuster ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: The second missile combo attack is an electric attack for the Wave Buster. This devastator uses 10 missiles when activated, plus a following 5 every second after. Holding down A while firing this continues the attack which produces a massive electrical beam, very effective when bombarded by enemies. < Area: > Chozo Ruins (Tower of Light) < Location: > Naturally you'll need the Wave Beam (and the Super Missile and Spider Ball) to reach this upgrade. From the Main Plaza room, go through the missile-locked door to eventually reach the room where you found the Morph Ball. Use the Boost Ball to reach the Spider Ball track on the roof then go over to the purple door and head through. Eventually you'll reach the Tower of Light, the Wavebuster's right at the top. Jump up to the platform above, then use Super Missiles to break the cracked blocks on each wall, there's four blocks per level. With the support blocks destroyed, the tower's entire wall structure will lower down, ascend the tower before the Plated Puffers appear, then keep blasting the cracked blocks (be careful not to hit the Oculus crawling over the blocks) to eventually reach the top. >>>Ice Beam ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: Firing sub-zero blasts of ice, the Ice Beam can freeze certain enemies, especially when used with the Charge Beam. This weapon can also open up white doors. Various objects such as gun turrets and the flame projectors in Magmoor can be frozen solid with a single blast. < Area: > Chozo Ruins (Antechamber) < Location: > Once you've got the Wave Beam and Spider Ball, head over to the Furnace. Go up the Spider Ball track (it's next to the hole leading to an Energy Tank) to reach the main area of the room, from here you'll be able to explore a whole new area of the ruins. Eventually you'll reach a room with a large pool and several Stone Toads (refer to the walkthrough for more juicy details). Destroy the grate at the bottom of the pool to drain it, then use the Boost Ball to reach the upper part of the room. Go through the door on the left side of the room (the left side when you first entered the room) to find the Ice Beam waiting inside. >>>Gravity Suit ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: Adding a nifty purple color scheme to Samus' suit, the Gravity Suit comes with more than slick looks. Once you've tracked it down, Samus will be able to move around underwater as if she were out of liquid environments. You'll also be given a new visor enhancement, greatly enhancing vision underwater. < Area: > Phendrana Drifts (Gravity Chamber) < Location: > The trek to the Gravity Suit is a long one, so I'll be brief here (check the walkthrough for more detail). You'll need the Spider Ball and Ice Beam to find it. In Phendrana, go past the Quarantine Cave where you fought Thardus and head past the elevator leading down to Magmoor. You'll now enter a completely new area of Phendrana to explore, tucked away behind the Pirate's research labs. In this mini-maze make your way across to the Gravity Chamber (if you've got the hint system on it'll show you where it is). Once inside, work through the underwater areas filled with Aqua Reapers and Jetzaps, in the second underwater cavern you'll find the Gravity Suit in the form of the rotating S logo on the far side. >>>Power Bomb ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: Packing one hell of a punch against anything nearby, a well-placed Power Bomb will vaporize anything in close proximity with its enormous explosive capabilities. You'll also be able to destroy any objects containing Bendezium with a single bomb. Unlike Super Metroid and Metroid Fusion, you won't be able to carry many Power Bombs, so don't waste them. < Area: > Phazon Mines (Central Dynamo) < Location: > In the Central Dynamo room of the mines (it's on the middle level), you'll spot a large electrical structure in the center of the room above an electrified floor grating. Jump down to the structure to meet a nasty surprise, a cloaked Sentry Drone is hovering around. You'll need to destroy the drone before reaching the first Power Bomb, try to avoid its attacks while firing madly at it. You won't be able to lock-on so just keep firing with the Power Beam and you'll take it down in no time. Once it blows you'll be able to drop down a hole in the ground using the Morph Ball. Down below is an intricate maze with electricity acting as wall barriers so don't touch any of them. You'll need to maneuver throughout the maze to reach the center where the Power Bomb waits. Blow up the water balls to destroy some of the electric walls along the way, eventually you'll reach the center. >>>Ice Spreader ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: This baby's the missile combo attack for the Ice Beam. Using up 10 missiles, once fired Samus' arm cannon expels a freezing ice projectile, which upon striking something expands and spreads ice out all over the surrounding area. Nifty. < Area: > Magmoor Caverns (Shore Tunnel) < Location: > In the Shore Tunnel you'll find yourself in a somewhat nondescript metal tunnel within a lava-filled cavern. Look closely (or use the scan visor to reveal it) and you'll notice fractures throughout the center part of the tunnel. Use a Power Bomb to blow open the tunnel (just like old times in Maridia), drop down below to find the Ice Spreader underneath the tunnel. >>>Grapple Beam ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: Probably the most entertaining powerup, this gem allows you to hang from certain Grapple Points by an energy beam. While hanging you'll be able to swing back and forth before releasing the beam to swing off and bridge gaps easily. When you see an icon above a Grapple Point, look up at it and it'll grow a little. Press L to activate the beam and it's George of the Jungle time! < Area: > Phazon Mines (Storage Depot B) < Location: > Remember the Ore Processing room you went through earlier (the one with the rotating Spider Ball track pillar in the center)? Well, you'll probably have noticed a door at the top blocked off by a pile of rubble, simply go up there and blow the rubble away with a Power Bomb. Head inside to find the Grapple Beam waiting. Easy. >>>X-Ray Visor ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: The final visor-enhancing device to be found, the X-Ray Visor allows you to see through solid objects. It can also detect invisible objects (yep, they do exist) and you'll also be able to properly track certain enemies like the Chozo Ghosts and Flickerbats with L. Press D-Pad Right to activate the visor. < Area: > Tallon Overworld (Life Grove) < Location: > Once you've found your first Power Bomb in the mines, you'll be able to find this final visor upgrade. Beyond the wreck of the Space Pirate Frigate, you'll reach the large circular Great Tree Hall. From here, make your way up to the very top of the room, using the intricate Spider Ball tracks to reach the door at the top of the room. Head through to find a small cave with a large rock blocking a small hole. Use a Power Bomb to blow the rock apart, then head in. You'll need to use the Boost Ball to get through a narrow O-shaped tunnel (there's a missile hidden in here) to reach the Life Grove. Once inside jump down below to find the X-Ray Visor. >>>Plasma Beam ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: Appropriately found in the Magmoor Caverns, the Plasma Beam is the strongest beam weapon you'll find. Capable of disintegrating some targets, this red-hot fire spewing cannon will come in real handy against the larger boss targets. Also a great corridor-clearer, this one is. < Area: > Magmoor Caverns (Plasma Processing) < Location: > You'll need the Ice Beam, Power Bombs, Grapple Beam and Spider Ball to reach this. In the Geothermal Core room, Use the Grapple Beam to jump up to one of the three large pillars. Use the Spinner slots and Spider Ball tracks to reach the highest platform of the three pillars and activate the Morph Ball slot hidden there. The pillars will rise up and push the roof up higher, revealing an intricate series of Spider Ball tracks all around the walls. Make your way across the tracks (don't fall) and watch out for the Plated Parasites. Once you reach the door, lay a Power Bomb while still attached to the Spider Ball track to destroy the rubble in front of the door. Go inside to find the Plasma Beam. >>>Flamethrower ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: This one speaks for itself. Using 10 missiles to fire and then a following 5 every second, the Plasma Beam's missile combo unleashes a long beam of continuous fire. Sizzling and burning anything in its path, use this torcher for maximum firepower. < Area: > Phazon Mines (Storage Depot A) < Location: > Once again you'll need a Power bomb to find this one. In the Mine Security Station (the room filled with Space Pirates jumping down out of the roof), not far from the entrance you'll find a red door blocked off by a red force field. On the next level above this door (near the purple door in the roof) is a wall blocking a computer console. Blow open the wall with a Power Bomb and scan the console to open the force field. Head through the red door below to find the Flamethrower in the adjacent room. >>>Phazon Suit ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: Corrupting (???) Samus' Power Suit with pure Phazon, the Phazon Suit somehow protects Samus from damage when she comes in direct contact with the eerie blue substance. Her suit also gets a new black and red color scheme and the Phazon Beam, described below. Oh, and Samus' defense power will be greatly increased, just another of those handy side-effects. < Area: > Phazon Mines (Elite Quarters) < Location: > Defeat the hideous Omega Pirate in the mines to win the Phazon Suit, and of course the Phazon Beam. Refer to the bosses guide for really handy hints on defeating the Pirate's Phazon king. >>>Phazon Beam ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ >Description: You'll get this final beam weapon along with the Phazon Suit. Apparently corrupting Samus' arm cannon (even though there's absolutely no bad side effects) you'll be able to use the Phazon Beam while standing on pure Phazon pools. **SPOILERS AHEAD!!** You'll only be able to use it in the final battle against Metroid Prime when it creates large pools of phazon in the cavern. When active, the arm cannon will create a weird blue glow around itself. Fire to expel strange blasts of Phazon. < Area: > Phazon Mines (Elite Quarters) < Location: > You'll get this along with the Phazon Suit after frying the Omega Pirate. ======================= .:---------------------(3.2 MISSILE LOCATIONS)--------------------------:. ======================= Before gathering more Missile Tanks, you'll have to find the Missile Launcher listed above in section 3.1 (it looks exactly the same as any other Missile Tank). There's 50 missiles all up (including the first one), so it'll be just like an easter egg hunt to find them all. Each missile gives you five extra, giving you a maximum total of 250. >>>Tallon Overworld ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01. - (Landing Site) ------ You'll need the Morph Ball to reach this one. Check under a small alcove filled with Tangle Weeds just behind Samus' ship for this missile. 02. - (Transport Tunnel B) ------ This one's easy, just check under the rocky bridge and you'll find the missile hidden in the dust. 03. - (Overgrown Cavern) ------ You'll spot this one hidden among a swarm of Venom Weed. Reach this room by taking the elevator down from the Chozo Ruins near the Reflecting Pool room (being specific, the Tallon Overworld East elevator). 04. - (Frigate Crash Site) ------ This one's hidden in a small underwater cave near the large tangled tree roots. You'll need the Gravity Suit to reach it though. 05. - (Biohazard Containment) ------ Down below in the underwater part of this room, use the Scan Visor to find a Cordite door along the wall. Use a Super Missile to break the door open, revealing the missile inside. 06. - (Arbor Chamber) ------ In the giant Root Cave room, use the Grapple Beam to reach the upper part of the chamber. Once above, use the X-Ray Visor to reveal the invisible blocks, use them to climb up to the red door above. Head inside to find this missile. 07. - (Root Cave) ------ On the way up to the Arbor Chamber room (the Grapple Beam's required), use the X-Ray Visor to reveal a hidden alcove in the wall concealed by vines. Jump inside to find this missile. 08. - (Great Tree Chamber) ------ In the upper area of the Great Tree Hall, there's an invisible rock suspended in mid-air leading up to a door. Use the X-Ray Visor to see it, or watch for an area in the air where the rain drops are falling on the rock. Use the rock to reach the door on the far wall, then head inside to find this missile. 09. - (Life Grove Tunnel) ------ Accessed via the Great Tree Hall, once inside use the Morph Ball to reach an underground "O" shaped tunnel. Use the Boost Ball to reach the top of the "O", then bomb the middle of the ground to fall through and find this hidden missile. >>>Chozo Ruins ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01. - (Hive Totem) ------ This'll be your first missile, aka Missile Launcher. Check 3.1 for more details and while you're at it check the bosses guide for tips on defeating the Hive Mecha. 02. - (Main Plaza) ------ This missile's hidden in a small alcove above the large half-pipe. Use the Boost Ball to reach it easily. 03. - (Main Plaza) ------ Accessed from the Training Chamber room, use the Grapple Beam to reach this missile on the opposite side of the room. 04. - (Main Plaza) ------ On the large tree you'll spot a huge knot which can be scanned. Blast it open with a Super Missile to reveal the hidden missile inside. 05. - (Ruined Nursery) ------ This missile's waiting beyond narrow tunnels carved in the walls of this room. Use the Morph Ball and bombs to blow apart the metal blocks to open up a path leading to the missile. 06. - (Ruined Gallery) ------ On the right wall of this room you'll spot two small openings in the wall. Use the Morph Ball to enter the narrow tunnel to find this missile hiding inside. 07. - (Ruined Gallery) ------ Use a single missile to break through a weakened wall across the shallow Blastcap-infested pond (below the door) to reveal this missile. 08. - (Ruined Shrine) ------ Use the Boost Ball to reach a small opening high up on the left wall (facing the alcove where the Morph Ball was), head inside to find the missile in a small room. 09. - (Ruined Shrine) ------ On the right wall of this room (when facing the small alcove where the Morph Ball was), use a bomb to break through into a small tunnel leading to this missile. 10. - (Vault) ------ In this large room you'll need to lay a bomb in each of the three locks in the large metal gate to open up the walls surrounding this missile. Use a double bomb jump (check the hints section for more info) to reach the highest lock. 11. - (Ruined Fountain) ------ In this room you should spot a Spider Ball track running across the roof and walls. Use the fountain to raise Samus up to the track while in Morph Ball mode, then follow it to the missile hidden within the wall. 12. - (Gathering Hall) ------ At the very top of this room, you'll need the Space Jump Boots to reach the top of the roof where all the Shriekbats are hanging. Blow open the metal grate above with a bomb to reach the concealed missile. You'll also be able to use the double bomb jump trick to get up there, but it's tricky. 13. - (Watery Hall Access) ------ At the foot of the stairs in this room, use a missile to break through the crumbling wall you'll find there to find this missile. 14. - (Watery Hall) ------ Once you've defeated Flaahgra, use the Gravity Suit to find an underwater tunnel in this room. Go through to find a hidden room containing this missile. 15. - (Burn Dome) ------ Once you've whacked the Incinerator Drone, use a bomb to break through the small sandstone wall to find the missile hidden in a room beyond. 16. - (Furnace) ------ At one side of this room below the Spider Ball tracks, use a Power Bomb to reveal a half-pipe hidden below. Use the Boost Ball to reach the Spider track above, then carefully make your way up to the highest point of the room where the missile waits. Use regular bombs on the Plated Parasites to avoid getting knocked off. 17. - (Dynamo) ------ In this room, blast open the grating on the wall opposite the door to reach the missile beyond. 18. - (Dynamo) ------ Climb up the Spider Ball track (watch out for the Plazmite) to reach this missile hiding above in a small alcove. 19. - (Crossway) ------ Blow open the small Cordite casing covering a console beyond the half-pipe in this room. Scan the console, then use the Boost Ball to reach both Morph Ball Slots via the half-pipe and Spider Ball tracks. Once both slots are active, drop down and ride up the automatic elevator to reach this missile. 20. - (Training Chamber Access) ------ Near the door of this room you'll spot a large tree blocking most of the wall behind it. Activate Morph Ball mode and roll through the tree, revealing a concealed tunnel leading to this missile. >>>Magmoor Caverns ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01. - (Storage Cavern) ------ In the Triclops Pit, use the Morph Ball to reach the area under the floor grating where all the Triclops are wandering around. Maneuver around them to reach a small opening on the far side of the room (the opposite side from the lava), then head through the door you'll find to locate this missile. 02. - (Triclops Pit) ------ This time you'll need the Space Jump and X-Ray Visor. In the Triclops Pit, use the X-Ray Visor to locate several invisible platforms hanging in mid air. Jump across them to reach a large blank rocky pillar. Shoot open the pillar with a missile to reveal this missile hiding inside. 03. - (Fiery Shores) ------ All you'll need here is the Morph Ball and bomb to reach this one. In one corner of the lava lake you'll spot a series of raised catwalks, with the missile waiting at the end of one. Get up to the catwalk with bombs then slowly roll along them to reach the missile. >>>Phendrana Drifts ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01. - (Phendrana Shorelines) ------ Hidden in a corner of the Phendrana Shorelines, you'll find this missile encased in ice within a pillar. Use the Plasma Beam to break through the ice to reach it. 02. - (Phendrana Shorelines) ------ Up on the ledge where the temple structure resides, use the Scan Visor to reveal a weakened statue cover. Blow it open with a Super Missile and scan the console underneath to open up a Spider Ball track on the tower to the left. Use the Spider Ball to reach the missile at the top of the small tower. 03. - (Ice Ruins East) ------ Up in one of the corners of this area among the ruined buildings you should spot a hidden Spider Ball track. Follow the track to find this missile hiding in a small alcove above. 04. - (Ice Ruins East) ------ Just around the corner from the entrance of this room you should find a small cave with ice blocking the entrance (following the humming sound to find it). Blast open the ice with the Plasma Beam to find the missile waiting inside. 05. - (Research Lab Hydra) ------ Up on the top floor of this research lab you'll find a large cylindrical container which once scanned reveals fractures present in its casing. Break it open with a Super Missile to find this missile hiding inside. 06. - (Research Lab Aether) ------ Around halfway up this lab you should spot the missile hidden away beyond a series of narrow catwalks. Use the Morph Ball and carefully roll along the catwalks to reach this missile. 07. - (Frost Cave) ------ In this large cave you'll need the Grapple Beam to reach the highest point of the cavern (it's hidden within a stalactite). Once at the top shoot out the highest stalactite in the room, which once dislodged will drop down and break open the ice lake below. Jump down into the water to reach this submerged missile. 08. - (Gravity Chamber) ------ You'll need the Grapple Beam and Plasma Beam for this one. Up above the area where you find the Gravity Suit you'll spot a giant ice stalactite in the roof above. Blast it with the Plasma Beam to reveal a Grapple Point hidden within. Use the Grapple Beam to reach the missile up in the small alcove. 09. - (Quarantine Monitor) ------ You'll need the Grapple Beam for this one. In the Quarantine Cave where you fought Thardus, use the Spider Ball to reach the door leading off to the elevator beyond. From here, use the Grapple Points leading over to an entrance on the far side of the room. Head through to find this missile waiting inside. >>>Phazon Mines ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01. - (Main Quarry) ------ In the giant Main Quarry area, clear off all the Pirates in the area, then head up to the top of the large structure where the crane is. Use the Thermal Visor to find an electrical conduit and charge it with the Wave Beam. Scan the console inside the command room to activate the crane. The crane swings around and breaks open a wall, revealing the missile, so head up there via the Spider Ball tracks along the crane to reach it. 02. - (Security Access A) ------ You'll need to break open a weakened metal wall with a Power Bomb to find this missile. Use your Scan Visor to find the damaged wall. 03. - (Elite Research) ------ At the top of this room, use the Spinner to aim the industrial laser at the final wall it faces while rotating in a clockwise direction, then activate the beam to blast open the wall and reveal this missile. 04. - (Elite Control Access) ------ Not far from the door of this corridor you'll spot a crate up on a ledge above. Shoot the crate and it'll blow out a wall section behind, revealing this missile (and taking down two Pirates hidden in roof sections further along). 05. - (Phazon Processing Center) ------ In this massive room, you should spot a platform with a few crates resting up against the far wall (the wall opposite the one with the red door at the bottom). Head over there, then if you use the X-Ray Visor you'll spot this missile hidden behind a wall section. Blast it open with a Power Bomb to find this missile. 06. - (Metroid Quarantine A) ------ This missile's waiting high up at the top of the dark cavernous part of this room. Once you reach the Spider Ball tracks leading up to the door at the far side, scan around to find a weakened rock wall. Use a Power bomb on this wall and the next one to reach a Spider Ball track leading to the other side of the room over the Phazon pool below. Go across, then use the X-Ray Visor to see the invisible platform. Ride it up to reach this missile. 07. - (Fungal Hall Access) ------ At the very bottom of this room the missile's hiding below a large fungal mushroom. You'll need the Phazon Suit to avoid taking heavy damage from the Phazon, though. 08. - (Fungal Hall B) ------ Near the door leading out of this room, use a Power Bomb on the ground in front of the small cliff below the door to reveal this missile hiding beneath. 09. - (Metroid Quarantine B) ------ Just past the large force field in this room, blast open one of the cylinder containers on the right wall to reveal the final missile. =========================== .:---------------------(3.3 ENERGY TANK LOCATIONS)----------------------:. =========================== Energy Tanks permanently increase your maximum energy carrying capacity by 100 units - gathering these fellas is vital for survival against the monstrous bosses you'll be facing. There's only 14 to be found, but the more you find the better off you'll be. >>>Tallon Overworld ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01. - (Cargo Freight Lift To Deck Gamma) ------ Within the ruins of the Space Pirate Frigate, once you reach this now-underwater elevator shaft, you'll spot this Energy Tank concealed within the wrecked elevator. Blast open the metal door with a missile to reach the Energy Tank. 02. - (Hydro Access Tunnel) ------ Again within the ruined frigate, in this room you'll need to time your bombs so that each blast will propel Samus further up in the underwater environment. Practice the technique a few times, then use bombs to reach the Energy Tank hidden way up the shaft halfway through the room. >>>Chozo Ruins ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01. - (Main Plaza) ------ You'll be able to reach this Energy Tank when accessing this room via the Vault. 02. - (Transport Access North) ------ You'll get this straight after finding your first missile. Head through the door behind the remains of the Hive Mecha to find this Energy Tank waiting there. 03. - (Furnace) ------ Go through the small opening next to the Spider track to eventually reach an large enclosed canister in the Furnace. The Energy Tank's waiting inside in clear view. 04. - (Hall of the Elders) ------ You'll need the Ice Beam to activate the second of the three locks in this room. With the second lock active, the Chozo Statue will send you down to a small room containing the Energy Tank. 05. - (Training Chamber) ------ Once you've dealt with the Chozo Ghosts in this room, use the Boost Ball to boost up to the Morph Ball Slot high up on the wall (the other slot opens up an entrance leading out of this room). Once active the slot will call down an elevator near the exit of the room, quickly head over to it, then follow the Spider track above to find the Energy Tank hidden in a small room. >>>Magmoor Caverns ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01. - (Transport Tunnel A) ------ In this narrow tunnel-filled room leading to a Phendrana elevator, from the entrance you'll need to successfully perform three double bomb jumps to reach the Energy Tank high up in the room. It'll take some practice, refer to the hints section for more info on double bomb jumping. 02. - (Magmoor Workstation) ------ In this room you'll need to charge three electrical conduits to power up the large lava pump (use the Thermal Visor to see them - one's alongside each of the three sealed doors). Once active, go down below the grate to reach the lava-cooled rooms to activate further consoles. Once you reach the third room you'll find the Energy Tank. >>>Phendrana Drifts ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01. - (Ruined Courtyard) ------ Activate two Morph Ball Slots and a Spinner device to raise the water level in this area, then head over to the small opening in the far wall not normally reachable when the water's at its lowest level. Use the Morph Ball to reach a hidden room below containing the Energy Tank. 02. - (Research Lab Aether) ------ This Energy Tank's hidden within a glass container on the ground floor. Break it open with a single missile to reach the tank. 03. - (Transport Access) ------ You'll easily spot this Energy Tank concealed within a tunnel blocked with ice. Use the Plasma Beam to break through the ice to reach it. >>>Phazon Mines ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01. - (Ventilation Shaft) ------ Use a Power Bomb to break through a grate near one of the large fans (you'll have to be quick to avoid the poison gas) then activate the console behind the fan to turn it on. The Puffers and gas will be blown into the opposite fan, destroying it and revealing this Energy Tank hiding beyond. 02. - (Processing Center Access) ------ Once you've conquered the Omega Pirate, head through the red door above on the platforms to find this Energy Tank waiting in the next room. ========================== .:---------------------(3.4 POWER BOMB LOCATIONS)-----------------------:. ========================== Find Power Bombs to unleash devastating explosive power on certain objects and enemies around Samus' environment. There's only five to be found (the first one gives you four, each extra Power Bomb gives you one more) so use them sparingly. >>>Chozo Ruins ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01. - (Magma Pool) ------ You'll need the Grapple Beam and a Power Bomb to reach this one. In this lava-filled room, use the Grapple Beam to reach the far side, then use a Power Bomb to break down the wall, revealing this Power Bomb inside. >>>Magmoor Caverns ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01. - (Warrior Shrine) ------ Accessed from the Monitor Station, in the Warrior Shrine you'll find a metal grate covering a small opening right in front of a large Chozo Statue (the statue holds an Artifact). Use a Power Bomb to break open the cover then drop down to find this Power Bomb in a small rocky chamber. >>>Phendrana Drifts ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01. - (Ice Ruins West) ------ From the entrance of this room, to the left is a large block-shaped building with a pair of Crystallites wandering around on top. Make your way to the top of the building, then use the Plasma Beam to break open the ice block there, leading down to this Power Bomb. 02. - (Security Cave) ------ At the very top of Phendrana's Edge is a small opening leading to the room containing this Power Bomb. Use the Grapple Beam on the Glider flying around to reach the opening. >>>Phazon Mines ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01. - (Central Dynamo) ------ This is the first Power Bomb you'll find. After crushing the cloaked Sentry Drone, refer to 3.1 for more details on reaching your first Power Bomb. ======================== .:---------------------(3.5 ARTIFACT LOCATIONS)-------------------------:. ======================== You'll need to find all twelve artifacts before gaining access to the Impact Crater. All special upgrades are needed before finding every one, use the checklist below for any last-minute help. Remember that each totem statue in the Artifact Temple gives you clues on where to find each one. >>>Tallon Overworld ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Truth - (Artifact Temple) ------ The first artifact, you'll find this one in plain view resting at the center of all the totem statues. Chozo - (Life Grove) ------ This artifact can be found in the same room as the X-Ray Visor (see 3.1). Out in the main open area of the room, you'll have to face three Chozo Ghosts before leaving. Once they're finished, go over to the large pool and jump in. Bomb the small circular metal covering to raise up a pillar. At the base of the pillar's a Spinner, use it to wind a metal platform around to raise up a structure. Within the structure's a small alcove containing the artifact. >>>Chozo Ruins ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Lifegiver - (Tower Chamber) ------ You'll find this artifact beyond the Tower of Light (the room where you found the Wavebuster), but you need the Gravity Suit to move freely underwater. Hidden underwater at the base of the tower is a tunnel leading on, head through and up through the door in the roof to find this artifact hidden in a tiny room. Wild - (Sunchamber) ------ Back in the giant room where you faced Flaahgra (you'll need to access it via the Sun Tower room, as vines are blocking the other entrance), three Chozo Ghosts will be waiting to challenge you. Send all three to the afterlife (the X-Ray Visor really helps) and the artifact will appear above Flaahgra's remains. World - (Elder Chamber) ------ In the Hall of the Elders you'll need the Plasma Beam to access the third lock mechanism. Once it's active, the Chozo Statue will move forward, revealing a hidden door below it. Go down below to find this artifact waiting in a small room. >>>Magmoor Caverns ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Nature - (Lava Lake) ------ In this large lava-filled room, you should spot a large rocky pillar in the center of one of the two lakes. Blast it with missiles or a Super Missile to blow it open and reveal the artifact hidden inside. Use the Space Jump Boots to reach it. Strength - (Warrior Shrine) ------ Access this room via the Monitor Station. Here's how to reach the high-up door. Get up to the top of the large structure in the Monitor Station with help from the Space Jump Boots, then use the Spinner to raise up a metal bridge. Jump over to the rocky ledge on the far side then head around to the door. Once inside, the large Chozo Statue will be holding the artifact for you to pick up. >>>Phendrana Drifts ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Elder - (Control Tower) ------ At the highest point of Tallon IV you'll be exploring, this artifact's waiting for you there. Clear all the Flying Pirates in the area first, then go over to the tower above the door leading down to the East Tower. Inside you'll find a bunch of crates, blow them up to find an ice-covered window hidden behind. Use the Plasma Beam to melt the ice, then fire a missile through the window aimed at the base of the tall tower visible just beyond. The tower will collapse, taking out part of the wall section in the main area of the room. Go through the ruined wall to find the artifact hidden at the base of the tower. Sun - (Chozo Ice Temple) ------ On the way to the room containing the Wave Beam, you'll find a giant winged Chozo Statue in the Chozo Ice Temple. Melt the ice pouring out of the statue's mouth with the Plasma Beam, then jump onto the statue's hands and activate the Morph Ball to reveal an opening at the base of the bowl. Go through to find this artifact inside. Spirit - (Storage Cave) ------ All the way over in the isolated Phendrana's Edge area, the room containing this artifact's hidden. At the very top of this circular room near the entrance leading to a hidden Power Bomb, use the X-Ray Visor to reveal a door hidden behind a rock wall. Blow down the wall with a Power Bomb and head through to find the artifact. >>>Phazon Mines ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Warrior - (Elite Research) ------ Use a Power Bomb in this room to blow open the large capsule containing the huge Phazon Elite. I know it's a bad idea releasing the ugly beast, but you'll need to defeat it to find this artifact. Use maximum firepower against it and you shouldn't have much trouble, but if you need more help check the bosses guide. Newborn - (Phazon Mining Tunnel) ------ Deep down in the bowels of the Mines, you'll find yourself in a circular room filled with narrow tunnels. At the bottom is a tunnel leading on filled with deadly Phazon, so you'll need the Phazon Suit to get through alive. Hidden at the very bottom of the winding tunnels is this final artifact. =====================================\ -(4.0 LOGBOOK GUIDE)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ A new an innovative feature of MP is the logbook, where you can scan loads of objects, creatures, technology and more from the world of Tallon IV. Then you're able to read up on them to your heart's content. Use the Scan Visor (press D-Pad left) to enter scanning mode, then press and hold L to target objects with a red or orange square appearing over them. Once fully scanned you'll store the corresponding info into the Logbook, which you can access by hitting Start then R. Each scannable object will go into one of five categories listed below. Below you'll find all the scannable stuff listed under all the locations where they're found, and critical objects (stuff that you only get one chance to scan) will be pointed out with a (C) (for critical, heh). Objects found in more than one area will also have a *. Use each list as a checklist when moving through new areas. Once you've successfully scanned 50% of all logbook scans (this'll most likely happen when you're in the Space Pirate research labs in Phendrana), you'll unlock Image Gallery I which can be viewed from the main menu. Scan 100% of entries to open up Image Gallery II. :............Most Areas..............:......Research Frigate Orpheon.......: | -- | -- | | > *Small Energy | > (C)Fall of Zebes | | > *Large Energy | | | > *Ultra Energy | -- | | > *Small Missile Ammo | > (C)Parasite | | > *Medium Missile Ammo | > (C)Parasite Queen | | > *Large Missile Ammo | > *Auto Turret | | > *Power Bomb Ammo | | | > *(C)Map Station :............Chozo Ruins..............: | > *Save Station | -- | | > *Missile Station | > *Scarab | | > *Morph Ball Slot | > *Beetle | | > *Spinner | > Plated Beetle | | > *Spider Ball Track | > War Wasp | | > *Grapple Point | > (C)Ram War Wasp | | > *(C)Missile Door Lock | > (C)Barbed War Wasp | | > *Locked Door | > Hive | | | > Eyon | :.........Tallon Overworld...........: > Plazmite | | -- | > *Shriekbat | | > *Zoomer | > *Tangle Weed | | > Geemer | > *Venom Weed | | > Sap Sac | > *Blastcap | | > Bloodflower | > *Reaper Vine | | > Seedling | > Stone Toad | | > *Tangle Weed | > *Plated Parasite | | > *Venom Weed | > Oculus | | > *Blastcap | > (C)Plated Puffer | | > *Beetle | > (C)Hive Mecha | | > *Jetzap | > (C)Incinerator Drone | | > *Flying Pirate | > Chozo Ghost | | > Aqua Sac | > *Pulse Bombu | | > Tallon Crab | > (C)Flaahgra | | > *Aqua Reaper | > (C)Flaahgra Tentacle | | > Aqua Drone | | | > Aqua Pirate :..........Magmoor Caverns............: | > (C)Meta Ridley | -- | | | > *Zoomer | | -- | > *Auto Turret | | > Gunship | > *Shriekbat | | | > Grizby | | -- | > Burrower | | > Truth | > Puffer | | > Strength | > Triclops | | > Elder | > Magmoor | | > Wild | > Puddle Spore | | > Lifegiver | > *Flying Pirate | | > Warrior | > *Plated Parasite | | > Chozo | | | > Nature | -- | | > Sun | > *(C)Stalactite | | > World | | | > Spirit :............Phazon Mines.............: | > Newborn | -- | | | > *Burrower | | *Note* If you find an artifact | > *Pulse Bombu | | before scanning the corresponding | > *Sentry Drone | | statue, it'll be automatically | > *Space Pirate | | added to the logbook. | > *Shadow Pirate | | | > Mega Turret | :.........Phendrana Drifts...........: > *Glider | | -- | > Power Trooper | | > *Auto Turret | > Wave Trooper | | > *Scarab | > Ice Trooper | | > Crystallite | > Plasma Trooper | | > (C)Ice Parasite | > (C)Elite Pirate | | > Ice Shriekbat | > (C)Phazon Elite | | > *Pulse Bombu | > *Metroid | | > Scatter Bombu | > *Hunter Metroid | | > (C)Ice Burrower | > *Fission Metroid | | > Ice Beetle | > (C)Omega Pirate | | > Flickerbat | | | > *Jetzap :...........Impact Crater.............: | > Baby Sheegoth | -- | | > Sheegoth | > Lumigek | | > *Sentry Drone | > *Hunter Metroid | | > *Space Pirate | > *Fission Metroid | | > *Shadow Pirate | > (C)Metroid Prime (1) | | > *Flying Pirate | > (C)Metroid Prime (2) | | > *Aqua Reaper :.....................................: | > *Glider | | > *Metroid | | > (C)Thardus | | | | -- | | > Zebes | | > Tallon IV | | > *(C)Stalactite | :....................................: ============================ .:---------------------(4.1 PIRATE DATA/CHOZO LORE)---------------------:. ============================ Now, you might be wondering why I've separated the Pirate Data and Chozo Lore entries away from the rest, and there's a very simple answer. For some unknown reason Retro changed some of the Pirate Data and Chozo Lore names and entries for the PAL version of the game (a PAL version of the game was used for this guide). To make sure you don't get confused with the different versions, Pirate Data and Chozo Lore locations are listed below for both versions. :.................NTSC VERSION...................: | -- | | ..Research Frigate Orpheon.. | | > (C)Fall of Zebes - Biohazard Containment | | | | ..Tallon Overworld.. | | > Artifact Site - Temple Security Station | | | | ..Phendrana Drifts.. | | > Mining Status - Research Lab Hydra | | > Metroid Forces - Research Lab Aether | | > Security Breaches - Research Lab Hydra | | > Phazon Analysis - Research Lab Hydra | | > Contact - Observatory | | > Parasite Larva - Research Lab Hydra | | > Meta Ridley - Research Lab Aether | | > Phazon Program - Observatory | | > Metroid Morphology - Research Lab Aether | | > Phazon Infusion - Research Lab Aether | | > Metroid Studies - Research Lab Aether | | > Glacial Wastes - Research Lab Hydra | | | | ..Phazon Mines.. | | > Metroid Prime - Elite Control | | > Special Forces - Metroid Quarantine B | | > Chozo Studies - Elite Control | | > Prime Mutations - Elite Control | | > Omega Pirate - Omega Research | | > Chozo Ghosts - Elite Control | | > Prime Breach - Elite Control | | > Chozo Artifacts - Elite Control | | > The Hunter - Elite Control | | > Elite Pirates - Elite Research | | > Hunter Weapons - Elite Control | | | :.................PAL VERSION....................: | -- | | ..Research Frigate Orpheon.. | | > (C)Fall of Zebes - Biohazard Containment | | | | ..Tallon Overworld.. | | > Artifact Site - Temple Security Station | | | | ..Phendrana Drifts.. | | > Contact - Observatory | | > Phazon Analysis - Research Lab Hydra | | > Phazon Program - Observatory | | > Metroid Studies - Research Lab Aether | | > Parasite Larva - Research Lab Hydra | | > Mining Status - Research Lab Hydra | | > Glacial Wastes - Research Lab Hydra | | > Security Breaches - Research Lab Hydra | | > Meta Ridley - Research Lab Aether | | > Phazon Infusion - Research Lab Aether | | > Metroid Morphology - Research Lab Aether | | > Metroid Forces - Research Lab Aether | | | | ..Phazon Mines.. | | > The Hunter - Elite Control | | > Elite Pirates - Elite Research | | > Impact Crater - Elite Control | | > Hunter Weapons - Elite Control | | > Omega Pirate - Omega Research | | > Special Forces - Metroid Quarantine B | | > Gate System - Elite Control | | > Artifact - Elite Control | | > Chozo Studies - Elite Control | | > The Key - Elite Control | | > Chozo Ghosts - Elite Control | :................................................: :..........NTSC VERSION..............:............PAL VERSION..............: | -- | -- | | ..Tallon Overworld.. | ..Tallon Overworld.. | | > Binding - Artifact Temple | > Contain - Artifact Temple | | > Statuary - Artifact Temple | > Prophecy of Light - Arfct Temple| | | | | ..Chozo Ruins.. | ..Chozo Ruins.. | | > Infestation - Crossway | > Beginnings - Ruins Entrance | | > Cradle - Furnace | > Harmonization - Ruined Nursery | | > Beginnings - Vault | > Purification - Ruined Fountain | | > Worm - Crossway | > Worm - Crossway | | > Fountain - Ruins Entrance | > Meteor Strike - Watery Hall | | > Exodus - Ruined Nursery | > Spreading Evil - Sun Tower | | > Hatchling's Shell - Crossway | > Fountain - Vault | | > Hatchling - Ruined Fountain | > Great Poison - Furnace | | > Meteor Strike - Watery Hall | > Cradle - Crossway | | > Contain - Sun Tower | > Shapeless - Hall of the Elders | | > Hope - Hall of the Elders | > Infestation - Crossway | | > Newborn - Magma Pool | > Shining One - Magma Pool | | | | | ..Phendrana Drifts.. | ..Phendrana Drifts.. | | > Cipher - Ice Ruins West | > Cipher - Ice Ruins West | | > The Turned - Phendrana Canyon | > Entrusted One - Phendrana Canyon| :....................................:.....................................: =====================================\ -(5.0 BOSSES GUIDE)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ Huge bosses lie in wait for Samus, hoping the be the one to claim victory over her, this section will help you make sure that never happens. Mastering the controls and Samus' skills is vital for your survival against these behemoths, as many boss battles are far more challenging than the game's predecessors. Keep in mind that whenever entering a boss' lair, scan the creature with the Scan Visor before engaging it, as you'll only get one chance at adding it to your log book. Also keep in mind that bosses have twice as much health in Hard Mode as they do in Normal Mode, so don't expect an easy victory. For most major bosses an energy bar appears at the top of the screen, so you'll be able to tell how much health they have left. >>>Parasite Queen ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ - 5.0_PQ : Space Pirate Frigate Orpheon (Reactor Core) : Energy Beam Blast : Charge Beam, Missiles : The Queen will stay within the confines of the reactor core, shielded by a circular energy field. You'll need to find a gap in the shield to get a clear shot at the mouth - its weak point. Watch out for the laser attack, dash-jump to the side whenever it's about to fire. Pummel the mouth with missiles and use the Charge Beam often. When the energy fields begin spinning around rapidly wait for them to stop before finding a gap again. The room's circular shape makes it easy to strafe around the Queen, you'll never have any annoying objects in the way. Keep pounding it with missiles and it'll go down fairly quickly. >>>Hive Mecha ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ - 5.0_HM : Chozo Ruins (Hive Totem) : Ram War Wasps : Power Beam : The only form of attack the Hive Mecha has is its Ram War Wasps that pour out from the drone itself and the two large openings either side of the drone. The Ram War Wasps will constantly circle Samus on the dias, so you'll have to rotate around quickly to catch them. Don't forget to scan the drone and the War Wasps for your logbook, this is your only chance to scan them. Wait for the War Wasps to stop moving (they'll chirp when they stop circling), then quickly blast them before they try to ram into Samus. Once all the War Wasps are gone the Hive Mecha opens up its mouth to fire out more Wasps, lock onto and plow into the red section of the mouth to damage the drone. With enough damage inflicted the mouth will close and the drone's head will rotate. It'll open up another mouth and fire out even more Wasps than before, so do as before to whack them all (if multiple Wasps fly at Samus at once, strafe around to avoid them, but don't go swimming). Once all the Wasps are gone the drone will open its mouth again. Plow into it and the head will rotate one more time and spew out more Wasps. After this round is clear, finish off the final mouth and the mecha will shut down for good. >>>Incinerator Drone ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ - 5.0_ID : Chozo Ruins (Burn Dome) : Barbed War Wasps, Double Flamethrower : Missiles, Charge Beam : This drone's far more dangerous than the Hive Mecha as it has a twin-mounted flamethrower which rotates constantly, spreading fire throughout the circular room. Scan the drone then lock onto it and strafe around with the flames to avoid being caught. If the arms stop rotating, they might begin rotating in the opposite direction so watch out. Eventually a small head will pop up out of the drone's cylindrical body with two red objects on either side of the head. Lock onto one and blast away with anything you've got (missiles really help). With enough damage dealt, the head will retract into the body and the flamethrower arms will spin into a vertical position. Flames will erupt out of the arm, burning away the massive War Wasp hive in the roof, this'll summon several Barbed War Wasps into the room. Watch out for these bugs as they can launch their stingers at you as a projectile weapon, try to avoid them while concentrating on the drone. If you're hit by one of their stingers Samus' visor will become clogged with slime, clouding your vision for a second - you'll also lose your lock-on function for a second. The arms will move back to the horizontal position and resume their rotating flame attack, but they may tilt up a little leaving a gap under one of the flamethrowers, use this to sneak under the fire without taking damage. Wait for the head to show itself again and blast away at it. It'll send flames into the nest above again, so get ready for more irritated War Wasps to appear. Repeat the process a third time and you'll notice that the nest is almost completely on fire now. A fourth shot at the head will cause the flamethrower to completely destroy the nest, the drone will then explode, revealing the Morph Ball Bomb as your prize. >>>Flaahgra ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ - 5.0_FL : Chozo Ruins (Sunchamber) : Plasma Projectiles, Weed Traps, Claw Lunge : Morph Ball Bombs : This nasty-looking bug will take some strategy to take down. Before attacking it, scan Flaahgra and one of its four tentacles for your logbook. Watch out for its weed attack where it'll sprout up a range of weeds and spikes on part of the floor section surrounding its pond, but you shouldn't have trouble keeping away. Watch out also for when it lunges and spits plasma projectiles. You'll notice that one of the four sun reflectors must be active for Flaahgra to remain active, if all four are inactive the creature will collapse. If you lock-on and blast away at Flaahgra it'll eventually become stunned and won't move for a few seconds, giving you time to act fast. Quickly go over to the rear side of the active sun reflector and you'll spot a red button on the back. Lock onto and rip into the button (a single missile does the trick) and it'll shut down. Flaahgra will clumsily collapse and its tentacles will retract into the main body - exposing narrow tunnels leading to Morph Ball slots. Quickly activate the Morph Ball and roll into a tunnel, then plant a bomb in the slot to damage the creature. You'll need to do this three more times to finish Flaahgra off, but each time another sun reflector will activate, so by the time there's only one tunnel left to bomb, all four reflectors will activate. Try to stun Flaahgra as much as you can, as it'll often try to whack one of the inactive reflectors to turn it back on. Use the Morph Ball to move around the room quickly, and grab the powerups left at the entrance of each tunnel when you blow them up. Once all four tunnels are bombed the creature will slowly wither away into its giant flower and the poison in the pond slowly erodes away, replaced by clear running water - you've now cleared the source of the poison, so now all the poisoned areas in the ruins will be back to normal! You'll also be presented with the ultimate prize - a spinning 3D Samus logo! What's this you ask? None other than everyone's favorite Varia Suit. >>>Sheegoth ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ - 5.0_SH : Phendrana Drifts (various locations) : Ice Breath, Ice Projectile, Charge Attacks : Missiles, Charge Beam : You'll be encountering several of these supreme predators of the Phendrana Drifts. Try your best to stay right back from the behemoth, as it often tries to charge straight at you. Watch out for its ice breath, tap A and B if you become frozen. Also watch out for its projectiles, a quick dash to the side should be enough to avoid it. You'll only be able to injure the creature when it uses its ice breath or fires a projectile, once it does lock onto its face and fire a missile. After several strikes it'll reel back, once it does keep firing and your shots will keep damaging it. Stay back often and fire at the right times, you should take it down fairly quickly. Oh, and once you get the Super Missile combo, try to use it as much as possible to speed things up a bit. >>>Thardus ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ - 5.0_TH : Phendrana Drifts (Quarantine Cave) : Ice Blast, Rolling Thunder, Lightning Strikes, Ice/Rock Projectiles : Thermal Visor, Missiles, Charge Beam : For a giant bunch of rocks brought to life by Phazon, I'll never understand how Thardus manages to growl all the time. Anyway, this huge toughie boasts a range of attacks. Both his ice attacks in the form of ice projectiles and his ice barrage which shoots out ice spikes along the ground can be dodged with a quick strafe to the left or right. Thardus' main weakness is the Thermal Visor, and you'll see why when you switch it on. One of the many rocks on its body will show up as red, lock onto it and blast away with all you've got. Eventually with enough damage the rock will turn a blue Phazonish color and you'll be blasted with bright light. Switch back to the Combat Visor and continue plowing into the same rock. Once the rock explodes, Thardus will roar out its frustration at you before curling up into a massive ball. It'll then start rolling around the room trying to crush Samus, quickly activate the Morph Ball and boost around to avoid Thardus. Watch out if Thardus summons up two boulders, as they'll fly straight at you. If you get caught in his ice barrage and become frozen tap A or B to break free. If Thardus raises its arms and summons lighting, it'll create a massive blizzard that fills the room with bright light, you'll need to rely on the Thermal Visor to see. As you shoot out each rock from Thardus' body, its health will slowly drain. Keep dodging its relentless attacks and blasting away at the weak points, eventually the center rock in its chest will become the weak point, this is the last one to blow apart to finish off Thardus for good. >>>Elite Pirates ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ - 5.0_EP : Phazon Mines (various locations) : Shoulder-mounted Plasma Artillery Cannon, Wave-quake projector, Wrist Bayonets : Missiles, Super Missiles, Charge Beam : These monsters are the first successful Phazon-infused Space Pirate specimens. They'll be stomping around the room often, they'll also often fire out projectiles from the cannons mounted on their backs. If you switch on the Thermal Visor you'll be able to target the cannon, pummel it with missiles to blow it off. The Elite Pirates will also often charge up energy in their hands and stomp the ground, sending a massive shockwave in all directions, just double-jump at the right time to avoid taking damage. Try to stay away from them as they'll often try to swat you if you're too close. When you lock onto its face you'll be able to send it packing with missiles and shots from your Beam Weapons, but stop firing if the Pirate raises its hand and absorbs the shot. When you successfully score a hit the creature will flash red. If it catches your shots and charges energy in its left hand, wait for it to release the shockwave attack before firing again. Keep pummeling it and you should take it down without much trouble. >>>Phazon Elite ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ - 5.0_PE : Phazon Mines (Elite Research) : Wave-quake projector, Wrist Bayonets : Missiles, Super Missiles, Charge Beam, Plasma Beam : This advanced and very ugly Elite Pirate has Phazon infused directly into its body. This creature doesn't carry a shoulder-mounted cannon, so you won't have to worry about dodging bombs, but it will often use the quake projector to send shockwaves around the room, so keep jumping to avoid it. Stop shooting it if it absorbs your shots, wait for it to release the shockwave before firing again. The Plasma Beam is really handy here, and of course Super Missiles help as well. Stay well back from the creature or it'll slash out. Due to the deadly nature of Phazon, this creature has a short life-span, so save it the trouble and put it out of its misery. Defeat the Phazon Elite and you'll be rewarded with the Artifact of Warrior. >>>Omega Pirate ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ - 5.0_OE : Phazon Mines (Elite Quarters) : Double shoulder-mounted Plasma Artillery Cannon, Wave-quake projector, Wrist Bayonets, Pirate Troopers : Missiles, Super Missiles, Power Bombs, Plasma Beam, Flamethrower : This monster will be far tougher to beat than the regular Elite Pirates and the Phazon Elite. It'll be using a wide range of attacks, a lot of them will be tough to dodge. Always remember to stay away from the Phazon pools scattered around the room, you'll take damage if you walk onto them. Try to always stay right back from this monstrosity, it'll often try to run you down and slash away - use the Boost Ball to make some distance between you and the monster. Watch out for the bombs it fires out of the two massive cannons on its back. It'll also often use the shockwave attack, but you'll have had too much experience dodging this for it to be an effective attack. Often the Omega Pirate will hold up its left hand and begin absorbing energy, just like the other Elite Pirates wait until it releases the shockwave before firing again otherwise it'll absorb your shot. Now for some really handy hints on defeating this crazy creature. Whenever you try to lock onto the beast you'll lock onto one of its legs or arms, before actually damaging it you'll need to blow off the four Phazon shields on its limbs. The simple way is to just pummel each one with missiles until they blow, but there's a super trick I managed to figure out by pure luck. Activate the Morph Ball and roll through the creature's legs. Quickly plant a Power Bomb and stand well back to see the effect. The resulting explosion will shred all four shields instantly! This is why you'll need to make sure you've got a full payload of Power Bombs before fighting this boss. If some of the shields remain after the explosion just shoot them off with missiles. Once all four shields blow, the Omega Pirate will keel over and summon down several Pirate Troopers (often they'll be Plasma Troopers), these guys will be really annoying. Don't worry too much about them unless they fire too much, use a Power Bomb to knock them down if they gang up on you. The Omega Pirate will then cloak itself, all that'll be visible is an ugly looking Phazon skeleton. Use the X-Ray Visor to see the creature while it's cloaked. The Omega Pirate will then teleport away and completely disappear for a few seconds. Listen closely for the zapping sound that indicates the Omega Pirate reappearing, and quickly track it down standing on one of the three Phazon pools. From here the creature will use the Phazon to restore its shield plating, very quickly run up to the Omega Pirate and unleash the Flamethrower into its face (remember to keep the X-Ray Visor on to lock-on successfully). After a seconds of taking a pounding, the energy bar at the top will begin to drop, so you'll be finally inflicting real damage. The creature will teleport away again after taking a beating, once it reappears on another pool try to cause more damage, but eventually it'll restore all four shields and return to normal. Turn off the X-Ray Visor and use a Power Bomb again to shred its shields. If the Pirate Troopers are still bothering you, wait for the Omega Pirate to unleash its shockwave attack, if the Troopers don't jump out of the way they'll be killed by the blast! The Omega Pirate's not very effective if it can't hit you, let another if it wastes its own comrades. Remember to pick up anything the Troopers drop, often they'll drop an Ultra Energy - always handy. Keep repeating the attack cycle while tying to avoid the Pirate Troopers. Eventually with enough of a beating the monstrous "pinnacle" of the Space Pirate troopers will become just another statistic at the hands of Samus. If you're playing on Hard Mode though, this battle will be extremely tough, and energy preservation is the key to survival. >>>Meta Ridley ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ - 5.0_MR : Tallon Overworld (Artifact Temple) : Multi-Missile System, Kinetic Breath Weapon, Meson Bomb Launcher, Ultrathermal Flamestrike Projector, Charge Attack : Missiles, Super Missiles, Plasma Beam : You'll be facing Meta Ridley in the Artifact Temple, so there'll be a lot of room to move around. Ridley starts off by flying around above the crater below, so you'll have to wait until he swoops in close to attack. Strangely enough Ridley doesn't have any Phazon in him and yet he's far stronger than the Omega Pirate. When Ridley swoops in and hovers above the edge of the platform, he'll often fire out a continuous beam of energy, quickly lock onto him and strafe to the sides to avoid it. If he folds his wings over his body and opens up, missiles will come flying out at you, quickly dash to the side to avoid taking multiple damage. As Ridley's hovering about, lock onto his chest and fire a Super Missile to inflict heavy damage. If Ridley flies away he'll come back for a bombing run and drop several bombs all over the platform, use the Boost Ball and speed around the perimeter of the platform to avoid being hit. When he comes back keep attacking with Super Missiles. As Ridley drops bombs and missiles at you several of them will hit one of the pillars and blow them apart, energy and missile refills often appear where the pillars stood so don't forget to pick them up. If Ridley flies right over the top of the platform, stand well back and be ready to jump when he stomps down onto the ground. He'll slash out and take apart a few pillars, grab any items they reveal. Keep firing at Ridley's chest before he takes off again. He'll come and stomp the ground again a few more times before executing another bombing run. Also watch out for his beam weapon attack when he drops bombs. Keep pummeling away at his chest with Super Missiles, eventually when you take his health right down to about 1/5 he'll land on the platform and his wings will burn apart - rendering his flying ability useless. Now is the long and tough part of this battle, especially if you're playing on Hard Mode - don't expect this to be easy. Often Ridley will jump up into the air and stomp the ground, double-jump at the right time to avoid the shockwave. He'll always jump three times in succession before executing another attack. He'll also unleash his beam weapon and sweep it across the room, try to stay on his side and dash to face his back to stay out of range. His third attack is the most deadly, and you'll have to concentrate hard to avoid it. If Ridley faces you and fire appears to come out of his mouth, his head will slowly rise up. Watch closely, the second he opens his mouth dash to the side as Ridley will fly forward incredibly fast (faster on Hard Mode) to try and ram you against the wall. If you dash at the right time when he opens his mouth you'll just make it out of the way. Also watch out if Ridley spins around, his long tail will whip around and try to catch you, jump at the right time to avoid it. Using the Plasma Beam keep firing rapidly at his mouth, each scored hit will cause Ridley to flash yellow. After pummeling him enough he'll reel back and be stunned for a few seconds with his chest wide open. Pummel the chest as much as you can (don't use Combo Attacks, there's not enough time) to cause real damage to Ridley. He'll recover after about two or three seconds, so you'll have to keep hitting him in the mouth to get him to reel back again. Even though Ridley only has a small amount of health left this battle will take a long time - if you're playing on Hard Mode it could take somewhere between 20 minutes to half an hour to beat him, so be ready for a tough challenge. Eventually with enough damage inflicted Ridley will partially explode and stagger about for a bit. After this he'll keep performing the same attacks as before, but he'll be moving around much faster so your timing is critical to avoid taking damage, especially from his charge attack. Become a master at dodging his attacks, eventually with enough of a pounding Ridley will once again lose to Samus. >>>Metroid Prime (1) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ - 5.0_MP : Impact Crater (Phazon Infusion Chamber) : Ultrafrigid Breath, Multi-Missiles, Snare Beams, Particle Wave Projectors, Claw Attacks : Beam Weapons, Combo Attacks : The first thing this freak does when you wake it up is retreat through the wall behind it, so chase after the monster for the ultimate showdown. Samus will jump down into the room to face Metroid Prime, scan the monster before engaging it. Now this creature will always be a certain color, each one corresponds to the Beam Weapon you need to use to inflict damage. It also has a large range of attacks for each different color. If the creature turns yellow use the Power Beam and pummel it's face - the only weak point - with Super Missiles to cause heavy damage. Watch out for the massive energy beam it fires from its huge mouth, and always be on the lookout for its multiple missile attack, quickly dash to the side to avoid them as they strike the ground. With enough damage from the Power Beam, Metroid Prime will reel back and change to a black color. After a few seconds it'll jump forward and turn another color. If it turns purple, use the Wave Beam to cause damage. Watch out for its beam attack here as it can cause visor interference and you'll lose your lock-on function for a few seconds. You can use the Wavebuster to cause damage, but it takes too long to weaken the beast and it wastes too many missiles so just use the Charge Beam. After enough pounding the creature will reel back and its energy bar will lower, it'll then crash through the floor down into another chamber. Samus will automatically jump down to face it. This time there's three narrow trenches running along the ground, you'll need this in a bit. If Metroid Prime turns white use the Ice Beam - a well-aimed shot with the Ice Spreader will knock it back straight away (you need two shots on Hard Mode). Watch out for MP's frigid ice attack and ice beam, if you become frozen tap A or B to break out. As soon as Metroid Prime reels back, activate the Morph Ball and get down into a trench in the ground. Boost forward as soon as MP charges ahead, then turn around to keep attacking. Use whatever weapon corresponds to the color MP turns, but watch out for the two energy balls it fires out. These annoyances will slowly try to fly into you, don't let them. Use The Plasma Beam and lock onto each one before blasting away to destroy them. Each ball might drop a refill item, pick it up before it disappears. After a few more rounds MP will drop through the floor again into a deeper chamber. In this next one there's two trenches along the sides of the room, you'll be needing to use them again. If Metroid Prime unleashes two green energy beams they'll grab hold of you and try to reel you into MP's grasp. Break out by activating the Morph Ball and using the Boost Ball, once you're free quickly boost back to the opposite end of the room. If MP turns red use the Flamethrower to cause massive damage. A few more rounds and MP will drop into Subchamber Four. This room has a single trench in the center, use it to avoid MP's charge attacks. Here MP will constantly be changing color, keep up with the color changes as best you can. It'll also randomly charge forward, use the trench to avoid it. This is the final subchamber, watch out for MP's relentless attacks and don't worry about using loads of missiles. Finish off the monster to watch it clumsily roll through a side wall and down into a giant pit - this isn't over yet. >>>Metroid Prime (2) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\ - 5.0_MPb : Impact Crater (Metroid Prime Lair) : Shockwave, Metroids : Phazon Beam : This is your final battle on Tallon IV - destroying this monster will finally purge the planet of all Phazon corruption. Scan the giant brain before attacking, if you've scanned everything else in the game you'll now have a 100% logbook entry rate - well done! Now we'll deal with this weirdo. None of your weapons - Beam Weapons, Missiles or Combo Attacks will harm this beast, only a charged Phazon Beam will do the job. The creature will very often release a shockwave blast all around the room, but it's extremely easy to dodge with a double-jump. When all the pillars around the room explode from the shockwave they'll release items, pick them all up. This form of Metroid Prime won't be as tough to beat as its first form, but it'll still be a challenge. If MP points its tentacles down into the ground it'll create a small pool of Phazon in the ground. MP will also disappear, switch on the X-Ray Visor to see it. Quickly run over to stand on the Phazon pool and turn around to face MP. Your arm cannon will glow with blue energy seeping through it and the Phazon Beam will become active. Blast away at the monster to cause massive damage, it'll reel about wildly as you sap its energy away. Once the Phazon pool dries up it'll resume normal attack patterns again. Keep the X-Ray Visor on to see the creature. If MP creates another pool or disappears again, switch to the Thermal Visor to see it. Wait for it to create another Phazon pool then stand on it and use the Phazon Beam to inflict more damage. When MP disappears while you're using the Thermal Visor, switch back to the Combat Visor to see it. The visor cycle always rotates like this: Combat Visor, X-Ray Visor, Thermal Visor so memorize this cycle as you battle the creature. The third time MP creates a Phazon pool it'll also summon two Metroids, they could be either Fission Metroids or Hunter Metroids. Quickly rush over to the pool and waste the Metroids instantly with the Phazon Beam, if one grabs you drop a Power Bomb to incinerate them. Grab any powerups they drop and fire away at MP. Always stay back from the creature as it likes to growl and lunge forward, and dodging the shockwave attacks should be extremely easy. Repeat the tactics described above and you'll take this beast down in no time (but it's damn difficult on Hard Mode). Crush this monster to finally complete the game! =====================================\ -(6.0 WALKTHROUGH)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ Now for the real guts of this walkthrough, the walkthrough! (heh). I'll be going into a lot of detail in this part from the beginning of the game to the end, and I'll be keeping it in mind that you're playing through Normal Mode. But remember, in Hard Mode enemies have twice as much health as they did before, and you'll suffer more damage from inflicted wounds, so only take on Hard Mode if you've played through on Normal Mode and are ready for a real challenge. Oh, and you might want to take the time to just gawk at the gorgeous surroundings you'll be exploring, there's so much graphical detail packed into this game you'll often think you're just touring the planet. I'll also refer you to the upgrades section and bosses section when need be, there's no point in repeating myself again (it's a waste of time and disk space). Missiles, Energy Tanks and Power Bombs will be indicated by their number listed in the upgrades section and the area location like this: Missile CR.02 means the second missile listed in the Chozo Ruins area. Before I forget, here's the coding for each area: >TO - Tallon Overworld >CR - Chozo Ruins >MC - Magmoor Caverns >PD - Phendrana Drifts >PM - Phazon Mines There's a special hint system included in the game (turn in on or off via the options screen) which will give you hints on where to go after a while. Leave it on if you're completely clueless as to where to go next and it'll help you keep up a smooth transition through the game. Please also note that many of the sequences I'll direct you through can be done in different order, so the directions I give are not the absolute only way to go about exploring Tallon IV, they're just one way of many ways to go about it. One final note, each of the Chozo Lore/Pirate Data entry names listed in the walkthrough are in this format: NTSC/PAL, to avoid any confusion this means that the first name corresponds to the name in the NTSC version and the second the PAL version. *Spoilers abound in this walkthrough, so be warned, only read through it if you really need help* Now charge up that Power Beam and let's get down to business. =========================== .:------(6.1 PIRATE SCIENCE VESSEL)-------------------------------------:. =========================== Upon starting the game you'll be treated to a voiced intro narrative against a starry backdrop, then the weird looking Pirate Frigate comes into view. Samus' ships glides up to a landing platform, she then jumps out and we get a full 360 degree camera view before taking control. But what's this? Samus already has several of her upgrades, such as the Varia Suit and Charge Beam. Surely this must be too good to be true? (it is). Anyway, take some time to get used to directing Samus around, and take note of the on-screen hints along the way. When you're ready, go over to the blue force shield and blast all four of the large red buttons to disengage the field. In the next area, switch on the Scan Visor (D-Pad left) then scan the button on the pillar. Now there's power going to the force shield activation switches, fire at all six buttons to open the field. Jump up to the next platform and head over to the airlock door up the ramp ahead. Once inside, get out your Scan Visor to pick up various information of the Pirate's activities and dealings. Go through the first tunnel and head through the door at the far end. The atmosphere becomes far creepier in the next room, where you'll find debris and dead parasites floating around. Scan the button on the wall to repressurize the room and power up the door at the far end of the corridor. The next corridor's riddled with damage, while several parasites crawl around under the floor, something fishy's definitely going on here. Go into the next room to meet an incredible sight. This room, once an evacuation assembly area, is now filled with dead Space Pirates and the carcass of a massive Parasite Queen, this sight's not for the faint-hearted. Head through the room scanning everything to learn more about the events that befell the Pirates, and don't forget to scan one of the live Parasites for your log book. Head around to the other side of the room, where you'll find a weakened Space Pirate, fry it before taking any damage. If it drops health, scan it for your log book. In the following tunnel your passage is blocked by ruins from the roof. Blast it open with the Charge Beam and head through. In the next room, you'll see a pack of Parasites sneaking down a narrow tunnel. Follow them using the Morph Ball to fit, and you'll find a room with a Map Station. Scan it first for your log book before downloading the map. Go back out to the corridor and head right to find an elevator leading down. Scan the button and walk into the hologram that appears to ride down the shaft to reach Deck Beta. Use the Morph Ball in the next corridor to make it through all the rubble and watch out for the arcing electricity. The next room has more gruesome sights to behold, a second Parasite Queen appears to be hibernating inside a giant cryotube. You'll find two more injured Pirates in here, but they'll be no match for you of course. Scan around to find more information on the Pirate's research, then head through the door on the far side of the balcony. Watch out in the next corridor, as an Auto Defense Turret's just around the corner. Scan it then blow it apart with a single missile. Go through the door below the remains of the Turret to find an elevator, scan the button on the wall and walk into the hologram to ride the elevator down. The next huge room's full of information waiting to be scanned. Scan the console on the left to disable the turret ahead, then scan the consoles around the cryotube containing the mutated remains of a Parasite Queen, one of them contains the Fall of Zebes Pirate Data. Once you've finished scanning (and reading), go up the elevator beside the cryotube. Head around the upper balcony while taking out wounded Pirates along the way. Head through the next corridor to reach a long sloping elevator shaft. Take out the Turret there and ride down the elevator shaft to Deck Gamma. At the bottom on the shaft a Pirate drops down to confront you, fire a missile or two to knock it down. You'll now need to open up the large door ahead. Scan the console on the wall to power up the locking mechanism on the floor, then activate the Morph Ball and roll into the slot to open the door. The next room's filled with more dead Pirates, as well as two Turrets. Blow the Turrets away and use the Charge Beam to draw in any pickups they leave. There's a save room next door, head in and save the game now. An identical locking mechanism locks the door ahead, so do as before to open it. You'll now be in the huge main Reactor Core of the ship, surrounded by more dead remains of Space Pirates, and you're about to find out what's been attacking them. Walk forward into the main part of the room to meet your first boss encounter - a live and deadly Parasite Queen. Refer to the bosses guide (5.0_PQ) above to cook its hide. ============= .:------(6.2 ESCAPE!)---------------------------------------------------:. ============= With the Parasite Queen defeated, its remains will drop down into the reactor core below and obliterate the entire thing. With the core gone, the ship begins spiraling out of control and in 7 minutes will crash into the planet below - time to make a break for it. You'll hear a voice repeatedly saying "Evacuate Immediately" so do as it says. Fly through the door ahead and tear through the next corridor. Quickly activate the elevator in the next shaft and ride it back up to Deck Beta. Once at the top, disable the Turret around the corner by scanning the console ahead, then head through the door. You're now back in the large room with the hibernating Parasite Queen, but the reactor's explosion has woken it up and it's not in a good mood. Several Pirates will be firing madly at it, wait a few seconds and the cryotube will explode, taking out the Queen and the surrounding Pirates. Quickly jump up the broken ramp behind the cryotube and blast the two Pirates on the balcony. You won't be able to get back through the door you used when first entering this room, so head over to the other end of the balcony. Next to the blocked-up door is a heating coil, walk up to it and it'll explode, revealing a hidden tunnel. Jump in and head through the ventilation shafts you'll find. Use the Morph Ball for extra speed, but watch out for the multiple Parasite swarms. At the end of the winding shafts you'll reach the Cargo Freight Lift to Deck Gamma shaft, keep going through to reach another ventilation shaft. You'll eventually reach a tall circular room with two Turrets, quickly fire missiles at them and continue on. After proceeding through yet more shafts, you'll reach a room with a huge ramming pylon which fills the entire shaft. Wait for it to retract to the left, then quickly follow it and dash through an opening on the right when it appears. Go up the next shaft to find another large research lab. This one's different though, as the camera will pan up to reveal a menacing looking creature, which is none other than Samus' arch-enemy Ridley! He'll fly up and out of the room, causing a load of metal pipes and debris to fall down. Now it's time to give the Grapple Beam a go. Look up at the Grapple Point above. Press L to swing onto the object, then release and press L again to swing onto the second point. Once on the other side, you can scan the consoles on the left and right to find information on Ridley, but once you're done head through the door there and deactivate the Turret in the next corridor. Walk over the bridge up to the elevator shaft and scan the switch to activate the elevator. This is where Samus' luck goes bad, she'll turn around as a series of explosions behind on the bridge knock her rather violently into the elevator shaft's wall. As she stands back up the Varia Suit vanishes, returning Samus' Power Suit to its basic form while a voice begins to give you bad news, going through a list of all your items malfunctioning, leaving you with just the Power Beam. At the top of the shaft, go through the winding tunnels to reach the airlock room. You can't go right due to a fire in front of the door so head left and the room will begin depressurizing. Quickly dash through the next corridor to finally make it back outside. A cutscene will then roll, showing Ridley escaping from the wreck of the frigate and heading down to the planet. Samus follows in her gunship, but loses track of Ridley. Now it's time to really get into the game. =========================== .:------(6.3 THE LAND OF TALLON IV)-------------------------------------:. =========================== Take your time looking around at all the gorgeous scenery around you, believe me, there's lots to look at on this planet - and scan Samus' gunship while you're at it for the logbook. Go bushwhacking for a while around this area, but you'll find that the door to the right of Samus' gunship is the way to go for now (the door way up on the ledge ahead of the gunship leads to the Impact Crater). In the next enclosed cave you'll be greeted by two large Beetles, so show 'em what you've got (don't forget to scan new creatures wherever you go for the logbook). Go through the dusty cave and head out to the Tallon Canyon room. Scan the Sap Sac on your left and head through the canyon. The small lake ahead is teeming with activity, scan the Blastcaps in the water and the Zoomer above - there's also a Geemer crawling around a ledge up on the right. You should spot a door up beyond a few rocky ledges and a waterfall above the lake, but for now head over down to the end of the canyon. Two more Beetles will ambush you at the large half-pipe (these are used for the Boost Ball, but we'll keep on track for now). Blast them both and head through the door there. Watch out for the two Zoomers in the next corridor, at the end you'll find a large elevator. Scan the activation panel and it'll inform you that the elevator leads to Chozo Ruins West, so hop on and touch the hologram to ride it up. Welcome to the thousand-year old ruins where the Chozo once lived. This creepy area houses loads of powerups for Samus, so you won't be stuck with just the Power Beam for very long. If you've got the hint system on it'll show you where to go when you enter the first main room, indicating that there's unusual seismic activity in the Hive Totem room, so that's where we'll go. Watch out for the Beetles in this first room, then scan the shimmering wall above the door ahead to record the Fountain/Beginnings Chozo Lore entry. Go through the door to reach the huge Main Plaza room. This room's filled with several Missiles powerups, but you won't be able to reach any yet. Go forward through the room and watch out for ambushing Beetles (these guys are everywhere). Scan the Blast Shield on the door on the left for your logbook, then head up to the other end of the room beyond the half-pipe. You should spot an Energy Tank way up in a corner, but you won't be able to reach it from here. Turn left and go through the door under the walkway. In the next winding corridor you'll face a swarm of Scarabs, scan them and wait for them all to stop moving before mowing them all down (stand back when you fire though, they let of small explosions when hit). The next insanely detailed rocky tunnel is filled with what appear to be eyeballs on the walls firing constant green beams at the walls opposite themselves. Scan one, then shoot each one to close them up and quickly go through before they open up again. In the next large room, the Ruined Nursery, you'll find a giant tree climbing through the roof in a corner and a shimmering wall next to it. Scan the wall to record the Exodus/Harmonization Chozo Lore entry. Up next to the left of the tree is a small orange/gray nest on the wall, scan it to reveal it as a War Wasp Hive. Head up to the walkway on the right side of the room and watch out for two more Beetles jumping up to say good morning. Once up on the walkway, you can see Samus' reflection in the small mirror on the wall, but watch out as several War Wasps will plow out of their nest and attack. You should also see narrow tunnels running around the walls leading to a Missile powerup, but you'll need the Morph Ball and Morph Ball Bomb to reach it. Go around to the door hidden behind the large tree to find a Save Room. When you're ready go through the other door on the walkway in the Ruined Nursery to find yourself in a room with a dried-up pool. A swarm of Scarabs will come out of a wall, wait for them to stop moving before clearing the way. There's also a few objects to scan in this room that yield some handy info about the Chozo. The next room (Ruined Gallery) has a large pool of poison just ahead, so make sure you don't go swimming in acid - it's not very healthy, but the Blastcaps in the slime seem to quite enjoy it. Anyway, watch out for the War Wasps coming out of their nest in the roof, quickly head across to the door opposite and go through. The next sloping/winding tunnel has a few Plazmites hovering around, scan them and keep going through (if you fire at the Plazmites but miss they fly away from the shot - pretty neat). In the center of this room you'll find a platform surrounded by acid water, so don't go falling in. Scan the Tangle Weed on the platform and keep going down the next tunnel. Through the next door you'll find yourself in the Hive Totem - the place you need to be right now. Don't be put off by the eerie greenish glow of the room, just head up to the circular dias in the center of the room. Over the bridge leading to a Missile powerup in clear view you'll spot a large inactive robot, if you scan it'll say life signs are detected inside the robot. Walk over the bridge and you'll get a nasty surprise, the room will fill with acid water - isolating your movement to the dias - and the robot will lower down to cover up the missile. Some funky music will start playing and the Hive Mecha will come to life. Check the bosses section in 5.0_HM for tips on shutting this thing down for good. ============================== .:------(6.4 RESTORING THE POWER SUIT)----------------------------------:. ============================== Once the Hive Mecha shuts down the bridge will reappear and you'll have a clear path to the Missile Launcher. Grab your prize, then blow open the Blast Shield on the door ahead and go through to find your very first Energy Tank (CR.02) waiting inside. Blow open the crates on either side of the Energy Tank and scan the missile ammo you'll find inside. A small opening in this room leads off to the unknown, but you'll need the Morph Ball to get inside - that's the next powerup we'll be tracking down. Go back through the Hive Totem and the Plazmite-filled tunnel to reach the Ruined Gallery again. Fire a well-aimed missile at the War Wasp Hive in the roof to destroy it, then jump down to the safety of the ledge below the door on the opposite side of the room. Before you do though, listen closely and you'll hear a humming sound indicating that there's an item nearby. Jump over to the ledge suspended above the acid water and turn around. Shoot the Blastcaps, then blow open the wall behind them to reveal Missile CR.07. In a corner of this same room you'll spot a door with a Blast Shield on it. Blow it open and head inside to find the Map Station for the Chozo Ruins - after downloading the map you'll see just how big this entire area is. Go back to the Ruined Nursery and save your game in the small room behind the tree. Now it's time to go back to the Main Plaza room. Go over to the door with the Blast Shield you saw earlier and blow it open. Head inside and go through the next winding corridor, stopping at each Scarab swarm to clear the way. The next room - the Ruined Shrine - is where you want to be now. Jump up over the large elevated half-pipe and you'll easily spot the Morph Ball up on a ledge across the room. There's always a catch though - when you walk up to the ledge a wall will rise and block your path. An entire army of Beetles will jump up all around you and attack, use missiles as well as the Power Beam to knock down several at once. After several rounds of Beetles come through, there'll be a pause and a giant Plated Beetle jumps up to attack. Scan the monster before attacking it, but watch out when it rams, strafe to the side to avoid it. Frontal attacks just bounce off the creature's thick hide, so you'll need to get behind it and rip into its red tail. Strafe around it and when it lunges, quickly get behind and rip into the tail, a few well-aimed shots will knock it down for good. Once the Beetle's dead the wall lowers down, leading you to your next prize. Roll through the small opening under the half-pipe and journey back to the Main Plaza. Once back outside, go over to the left side of the room beyond the half-pipe and climb up the ledges there. Cross over the rocky platforms and walk over the giant vine-entwined bridge. Watch out for the War Wasps emerging from their nests, quickly go through the door you'll find across the bridge. Use the Morph Ball to navigate through the small openings in the next winding corridor. You'll then reach a large room filled with poison - the Ruined Fountain. It'll be quite dark in here so don't shoot the Plazmites flying around - they're the only source of light and one false step you'll go swimming in acid. Work your way around the right side of the room to reach the door on the left side, and scan the shimmering wall behind the fountain to record the Hatchling/Purification Chozo Lore entry. In the next corridor, slowing creep around the corner as there's a bunch of Shriekbats at the far end, quickly scan them and blast away before they fly straight at you. If you look up in this open-air corridor you'll witness a magnificent looking structure just ahead - you're looking at the outside of the Arboretum. Blow open the Blast Shield on the door around the corner and head inside. This room has a gargantuan sized tree in the center winding its way up the tower and into the walls. For now we need to get to the other side of the tree. Turn left and scan the Reaper Vine lashing out of the wall ahead. Shoot the eye and it'll retract into the wall, quickly jump across the platforms above the poison and watch out for a second Reaper Vine. Climb up the circular platforms to reach a wooden bridge, cross it to reach the other side of the room. Head down the walkway, watching out for two Reaper Vines and blow open the Blast Shield on the door to head through (there's a lot more to do in the Arboretum, we'll be coming back later). Trek through the next corridor (marvel at how the steam gushing out of the pipes fogs up Samus' visor) to reach a tall room - the Gathering Hall. Blow open the Blast Shield on the door up the ramp on the right to find a Save Room. Once your game's saved, go back to the Gathering Hall and head across to the door beyond the cluster of Blastcaps. Inside you'll find a tunnel leading to a room with Shriekbats, Blastcaps and a pair of staircases leading down into a pond of poison. You'll also hear the blaring humming sound nearby, so go down to the base of the stairs and blow open the wall on the left to find Missile CR.13. Go up the stairs and around the winding corridor to find a door ahead with Shriekbats above waiting to strike. Fry the Shriekbats and blow open the Blast Shield. You'll now be in the Watery Hall. Around the corner of this room is a large gate structure blocking access to an item you'll need, but you have to scan four special runic symbols in this room before opening it up. The first one is on the wall just to the left of the door you entered via, each symbol has a distinct shape so they won't be tough to find. Jump across the platforms in the poison (not the elevated ones) until you spot a bunch of Blastcaps on top of one. Fry them all to reveal the second symbol hiding beneath. Keep going to reach the base of the gate - where the third symbol awaits on the wall. Once it's scanned, go back to the entrance of the room and climb up onto the elevated platforms. Watch out for the Reaper Vines along the way, then once you reach the platform closest to the gate, look at the wall on the right to find the fourth symbol. Scan it and a new symbol will appear on the center of the gate. Scan that symbol and it'll open, clearing your path to the Charge Beam lying in wait in the alcove ahead. Don't forget to first scan the shimmering wall behind it for the Meteor Strike Chozo Lore entry. ================== .:------(6.5 PURIFICATION)----------------------------------------------:. ================== With the Charge Beam in hand, a bunch of Eyons on the walls ahead will open up and spray their green beams everywhere. Now that you've got the Charge Beam, charge it up and fire at each of the Eyons to blow them apart - no more simple stun shots. Take note of a small obstruction on one of the walls here, once you've got the Morph Ball Bomb you'll be able to break through it. Go back through the Watery Hall and head back to the Gathering Hall. This time we'll be climbing up the room to reach the door way up at the top. Use the raised ledges starting near the door leading back to the Arboretum to eventually reach a small tunnel, then use the Morph Ball to get through. Watch out for the Shriekbats near the door at the top, and keep in mind that there's a missile hiding above the door, but you'll need the Space Jump Boots to reach it (real pros can use Morph Ball Bomb jumps too). Go through the next ruined courtyard and a tunnel with three Eyons to reach the large Energy Core room. Way ahead over the poisoned pond is a door with a locking system placed over it, so you won't be able to go up there just yet. Instead, go through the passageway on the left. Watch out for the Shriekbats and the holes in the ground in the winding corridor, eventually you'll spot a small opening at the base of a wall. Walk over to the opening in the wall, as you do you'll probably hear a grumbling sound. Turn right at the small opening and.... ahhhh! It's Professor Umbridge from Harry Potter! Kill it, kill it! Not really, it's just an ugly Stone Toad (don't forget to scan it). It'll be blocking the path you'll need to access soon, but you won't be able to hurt it without the Morph Ball Bomb, so activate the Morph Ball and crawl through the small opening in the wall. Keep crawling through the tunnels and you'll reach a door. Inside is the Burn Dome, home of the Hive Mecha's twin variant - the Incinerator Drone. Refer to 5.0_ID for tips on burning it down. With the Morph Ball Bomb safely tucked away, blow open the small obstruction on the wall with a bomb and head through to find Missile CR.15. Now it's time to head back to the Energy Core. Once inside, blast the Shriekbats that'll try to attack, then turn left to find the Stone Toad waiting. Activate the Morph Ball and the toad will suck Samus inside its belly. Drop a bomb to blow the toad apart to clear the passage (amazing how one little bomb can blow it apart so effectively). Inside the small room you'll find one of three large machines scattered around the Energy Core. Scan the slot on the wall for your logbook to reveal it as a Morph Ball Slot. Activate the Morph Ball and bomb-jump up to the slot. You'll be magnetically attached to the slot, so drop another bomb to activate it. The machine behind Samus will come to life and all the poison will drain out of the room. You'll hear a ticking sound in the background so you've only got several seconds to activate the other two machines. Roll over to the small opening in the wall next to the machine and drop down into the empty pond. Jump over to the Morph Ball slot just ahead and activate the machine. Several platforms will rise up in the drained pool, quickly go back into the pool and climb up to the door leading back to the Gathering Hall. From here jump across the platforms to reach an opening in one of the walls (watch out for the Shriekbats). Quickly race up the passage to find the final machine and activate the Morph Ball slot to raise the final platforms and to unlock the lock-sealed door. Go through the next winding corridor to find yourself in a room with a Spider Ball track leading up to a narrow hole in the wall. You won't be able to go up there yet, instead go through the small opening at the base of the wall. Roll through the narrow room ahead to find yourself inside a large smelting cauldron in the Furnace room. Here you'll find Energy Tank CR.03. Now it's time to go for the ultimate prize - the Varia Suit! Journey back to the Arboretum (the room with the giant tree) and save your game on the way there. Once back in the Arboretum, you'll be in a similar situation as you were in the Watery Hall, there's a door you need to reach at the very top of the chamber but four symbols must be scanned to open it. Go back up to the wooden bridge attached to the tree, there you'll find the first symbol adorning the side of the tree's trunk. Below the bridge is a colony of Venom Weed, shoot them from above and they'll retract, revealing the second symbol below. Jump up to the ledge above the wooden bridge against the wall and look back at the tree. Ahead you should spot a War Wasp Hive on the tree, shoot it before any Wasps come out. Go over to the small tunnel running along the wall which contains two blocks blocking the way. >From here look way over to the other side of the room beyond the narrow tunnel, the third symbol is hidden next to a ledge in clear sight. Use the Morph Ball and plant bombs to destroy the blocks in the narrow tunnel, once on the other side jump up to the ledge above the third symbol. Watch out for War Wasps coming out of another nest on the tree, once they're gone scan the Venom Weed hiding in the next narrow tunnel for your logbook. While standing, shoot the Venom Weed so they retract, then quickly roll through the tunnel before they emerge, if you're caught use bombs to break free. Once on the other side, jump up the ledges to reach the door blocking the way, then turn around and scan the final symbol on the tree to open the door. Destroy the small obstruction on the wall beyond with a bomb and crawl through to find a door. Blow off the Blast Shield and head inside. Go through the next two tunnels while watching out for the various Venom Weed packs and Reaper Vines. At the top of the second tunnel you'll find a few crates, blow them open to refill energy and missiles. The next room - the Sunchamber - is where the source of all the icky poison riddled throughout the ruins is, and it's not a pretty sight. You'll be greeted by the monstrous Flaahgra, a huge insectoid creature residing in a huge flower-shaped object in the center of the room. Refer to 5.0_FL for tips on fertilizing this bug out of the ruins. ========================= .:------(6.6 MEMORIES OF NORFAIR)---------------------------------------:. ========================= Now that the poison's cleared away and you've finally recovered the Varia Suit, it's time to delve deeper into the planet, to Tallon IV's equivalent of Zebes' Norfair - the Magmoor Caverns. You'll now be able to gain access there without taking damage from the excessive heat thanks to the Varia Suit. Go through the door above to exit the Sunchamber and to find yourself in a long corridor filled with intricately detailed pillars. Go down to the end and head through the opening on the right. Cross through the narrow corridor and scan the unusual floating creature you'll find - a Pulse Bombu. Go through the door to find yourself at the top of a long shaft with a Spider Ball track running down a wall. Jump across and hug the opposite wall as you fall and you'll land on a small ledge further down. Turn around and scan one of the Oculus for your logbook, then drop down into the room below. Scan the shimmering wall to record the Contain/Spreading Evil Chozo Lore entry, then quickly exit the room before too many War Wasps appear. The next room houses an elevator leading down to the Magmoor Caverns, but before we go down there's a few items left to find in the ruins. Go through the door on the left and work your way through the next corridor to reach the Vault, where Missile CR.10 is hiding. You'll also find the Beginnings/Fountain Chozo Lore entry hidden in this room. Once you're ready, go through the next door in the Vault to reach a ruined room where Beetles await below the surface. The door beyond this room leads back to the Main Plaza room where you'll be able to reach Energy Tank CR.01. Drop down into the Main Plaza and go back to the Ruined Nursery. Once inside, use the Morph Ball and bombs to reach Missile CR.05. Keep going through this area to reach the Ruined Gallery, then use the Morph Ball to go through one of the narrow tunnels on the wall to reach Missile CR.06. Now it's time to head down to Magmoor, keep going beyond the Hive Totem room to make it back to the elevator. Once down in Magmoor, you'll think the area looks similar to the ruins above, but the atmosphere will change pretty quick. Go through the door and drop down the large shaft you'll find. The music takes a dramatic turn with deep booming tunes, you can already feel the heat. Go down the reddish corridor and watch out for Shriekbats flying down from above. Around the corner past the steam vents you'll find a door with a Blast Shield, blow it off and head inside to save your game. Back out in the Burning Trail, go further down the tunnel to find a small lava lake. Scan the Grizby on the rocky ledge in the center of the lake and blow it apart with a missile. Go through the next door to find another lava lake. You'll need to jump across the two platforms in the lake, just watch out for the Grizby on each one and the flamethrowers in the walls. Across the lake you'll encounter a Burrower, scan it before firing at it when it jumps out of the ground. Go through the door ahead to enter the main cavernous areas of Magmoor. In this Lava Lake, you'll immediately be reminded of Norfair, even the music playing is a remake of Ridley's theme. Walk forward over to the lake but watch out, as a Magmoor will launch itself out of the lava and begin spitting fire at you. Scan the creature before ripping into its head, but stand back to avoid the fire. Once the Magmoor goes down, scan one of the Puffers floating around the room and start firing at them, but stand well back as they'll drop a poisonous gas when hit. Once the Puffer's are cleared out, jump across the various platforms to reach the other side of the room. On the way another Magmoor emerges from the lava, deal with it then move on. Go around to the ledge cluttered with crates and blow them all open. Use a bomb to blow open the small wall section behind the crates to access the other section of this room. Just something to keep in mind, you should spot the large pillar in the center of the lava lake, if you blow it open with two missiles you'll reveal a Chozo Artifact, but you won't be able to reach it for now, just remember that it's here. Go through the small wall section and blow open the next wall section. Shoot all the Puffers in this second lake before crossing it to reach the door on the far side. The next room contains two small Triclops wandering around below a caged floor. In the center of the room is a giant pylon leading up into the ceiling. Two wall sections block the path, so you'll have to crawl around under the floor section through Triclops territory. Try to avoid being caught by one of them as they'll drag you all the way back to the entrance, try to drop bombs around the floor as if they grab them the bomb will blow the Tricops apart. If a Triclops grabs you, rapidly tap B and it should let go. The next giant room has a few surprises waiting. Walk past the vents gushing hot steam out to reach the large cavernous area. Grab some supplies from the crates on the right before dropping off the small cliff onto the caged floor below. Turn around to face the cliff and you'll spot an opening at the base. Go inside to find a small opening in the floor that leads into the floor section where all the Triclops are running around. Once inside roll over to the right end of the room while watching out for hungry Triclops. At the far end roll through the small opening there which leads to the path leading up to Missile MC.01. Once you've got the missile head back up to the cliff in the Triclops Pit room. Climb back up the cliff and jump over to the hovering platform on the left. From here make your way up to the door ahead while watching out for Puffers. Go through the next room by crossing over the rising platforms but be sure to clear out all the Puffers first. The next huge room is the Monitor Station. Here you'll see a giant structure in the center protected by several Turrets. Lock onto them and fire missiles from the door so you'll be well out of their firing range. Two missiles per Turret should finish them off. Cross the lava and head over to the metal ramp ahead. Don't worry about the door near the ramp, we'll be going through there later. Walk under the structure over to the other side. Once at the edge, look up to spot another Turret above - shoot it out from here. Cross the lava and climb up the cliff ahead. Walk over to the far end of the cliff and jump across to the suspended metal bridge attached to the building. Scan the consoles inside the large room to find some info on the Space Pirate's operations in this area, then go out the other opening to reach the next door across a bridge. In this next narrow tunnel you'll be able to reach Energy Tank MC.01, but you'll need to master the bomb jump trick to reach it. Go through the tunnel to reach an elevator leading up to the Phendrana Drifts. Jump on and ride it up. ============================ .:------(6.7 IT'S A COLD, COLD LAND)------------------------------------:. ============================ This place couldn't be more different to Magmoor below. Go through the door ahead to find your path blocked by frozen ice, so blow it open with a missile. Two more ice blockages block the tunnel ahead, blow them open to reach the exit. Go through the door to reach the Phendrana Shorelines - your first real glimpse of this frozen place. There's a lot to see in this area, so we'll concentrate on our objectives (feel free to look around though). Scan the various creatures in this area, then go over to the metal grating covering a small tunnel on the left. Blow it open with a missile and go inside. Shoot the Crystallite inside with a missile and crawl through the small gap with the Morph Ball. Scan the console on the wall to unlock the door on the cliff directly above. Climb back up to the edge of the lake and go over to the side where you'll find a Save Room hidden. After saving your game, climb up the cliff side back in the Phendrana Shorelines area. Once at the top you'll be able to jump across to reach the door that you unlocked earlier. The next tunnel has another ice blockage, blow it open then scan the purple floating creature to reveal it as a Scatter Bombu. You'll need to use the Morph Ball to avoid the electrical conduits flying out of its body. Roll past and head through the tunnel to find a door behind another Scatter Bombu. Go through to find yourself in an area full of ruined Chozo structures. Around the corner you'll confront two Baby Sheegoths, you'll need to pound them in the back to finish each one off, just try not to take too much damage from them. If you get caught by their ice breath and become frozen, tap A or B to break out. Go over to the wall ahead once they're gone and climb up. Climb around the tops of the ruined buildings to eventually reach the next door at the top of a small cliff. Go inside to find yourself in a long cave filled with Ice Burrowers. Scan one of them before proceeding, then finish them all off before leaving. Through the next door you'll find yourself back in the Phendrana Shorelines but high up on a cliff (don't fall off). Go up the snow ramp on the left to find another door and head through. Cross the next room while dodging the three Pulse Bombus floating around (if you stand near one of them as they drop electrical bombs, Samus' visor will light up and you'll catch glimpses of her face reflected in the visor - pretty neat!). The next area contains more ruined Chozo buildings, as well as two more Baby Sheegoths. Up to the right of the entrance you'll find an entrance leading into a ruined building, scan the shimmering wall above for the Cipher Chozo Lore entry. Go back outside and finish off the two Baby Sheegoths before proceeding. Go past the area where they first sat, then turn right to find a passage leading down to a door. Blow off the Blast Shield and head inside. Roll through the next corridor while dodging the two Scatter Bombus, through the next door you'll find yourself in the Phendrana Canyon. This giant area has a few tidbits waiting for you. Drop off the cliff ahead to land on the large bridge below. Turn around to find a shimmering wall hidden behind a stack of crates. Scan it to record The Turned/Entrusted One Chozo Lore entry. Jump off the end of the bridge and finish off the Baby Sheegoth below. Walk up the snowy ramp ahead and scan the console/statue there to realign all the floating platforms hovering over the ice half-pipe ahead. Now it's time to pay off all your travelling since finding the Varia Suit. Use the platforms as stepping stones to reach a large tower at the far end of the canyon. Inside you'll find none other than the Boost Ball! You'll have to utilize this new ability to leave this area. Drop down into the half-pipe and roll over to the cliff edge the camera will point out to you. Charge up the Boost Ball with B to start rolling around the edges. The trick to gaining maximum height and thrust with this is to hold B and release it just when Samus begins to roll up one of the sides of the half-pipe. While she's in the air begin charging it again to release it when she begins to rise up the other side of the pipe. This way you'll gain enough altitude to land on the cliff above. Climb up the cliff to eventually reach the door. We've now done all we can in Phendrana for now, so it's time to return back to the Tallon Overworld to find some more nifty items. ================== .:------(6.8 CHOZO TEMPLE)----------------------------------------------:. ================== Leave this area and make your way back to the Phendrana Shorelines (use the Boost Ball to sneak through the Scatter Bombu's electricity. Once back out in the Shorelines you'll witness an unusual event, Ridley will swoop down and glide over the area casting a massive shadow - he's obviously on the prowl searching for Samus, too bad he's got bad eyesight. Drop down the cliff and save your game before returning to Magmoor. Once back in the bowls of Magmoor, head over to the Monitor Station. Watch out for the defense Turrets on the structure ahead, once they're gone go over to the door on the opposite side of the building. Walk through the next tunnel to reach the Fiery Shores room. Watch out for the flamethrowers in the ceiling while crossing the lava, around the corner you'll find a large lava lake. Before jumping over to the platform where the Triclops wanders around, finish off the Magmoor that emerges from the lava. Once across activate the Morph Ball and bomb jump into the small opening. Roll through to reach the other side of the lava lake. Keep walking down the tunnel while watching out for the flamethrowers in the roof. Through the next door you'll face another Magmoor, finish it and crawl up the narrow tunnel in the left wall. Roll along the metal tracks to reach the other side of the room, the next room contains an elevator leading back up to the Tallon Overworld, so jump on. It's been a long journey but you've finally returned topside. Travel through the long dusty tunnel ahead while watching out for Zoomers crawling around. Drop down below the small bridge to find Missile TO.02. Go through the door ahead to reach the tall Root Cave room. Blast all the Beetles jumping out of the ground ahead then begin climbing up the tower. Climb up to the door covered with a Blast Shield and blow it off. Scan the Bloodflower in the next room, quickly shoot the green projectiles it fires; if it detonates within close proximity to the creature it'll burn itself out. Cross the room and head through the door to find yourself back in the familiar surroundings of the Tallon Canyon. Now that you've got the Boost Ball you'll be able to utilize the half-pipe over on the left. Drop down to it and blast the two Beetles there before activating the Morph Ball. Boost up to the ledge way above, then cross over the bridge joining the gap. Blow your way through a narrow tunnel there with bombs to reach a door. Go through to find a scenic open-air tunnel. Watch out for the sneaky Zoomers crawling around, then cross the tunnel to find yourself back out in the Landing Site. Don't jump down to your gunship just yet, instead cross the walkway ahead to find a door half-hidden on the left wall (jump the gaps carefully on the walkway, you don't want to fall down). Inside you'll find a cozy little room with sunlight streaming in. Waiting for you in the center of the room is the all-important Space Jump Boots! You'll now be able to double-jump, giving Samus added ability to reach higher and longer peaks. Go back outside and save your game in Samus' gunship. Go over to the wall behind the gunship, you'll find a small alcove filled with Tangle Weed concealing Missile TO.01. With the missile in hand, climb up the rocky cliffside ahead of the gunship, it's time to visit the Chozo Temple. Through the door you'll find a long corridor with three Seedlings on the roof - watch out for their needle projectiles. The next room yields an awesome sight - the camera will pan out and reveal you standing in a huge natural-looking structure hovering high above the massive impact crater of where the meteor struck thousands of years before. Inside the first small room you'll find a hologram spinning above a small projector, scan it to record the Artifact Site Pirate Data entry. Blow off the Blast Shield on the door ahead and cross the next corridor to reach the Chozo Artifact Temple. You'll be up inside an overlooking building, walk forward and peep through the window to see the outside area below. Two passages lead off to the left and right, down the right passage you'll find a shimmering wall which contains the Statuary/Prophecy of Light Chozo Lore entry, the left passage contains the Binding/Contain Chozo Lore entry as well as access to the outdoor area of the temple (the other passage is blocked by rubble). Once outside the music will change to a heavenly sounding tune, so you know you're somewhere special. Several detailed statues surround a small structure in the center of the circular floor. In the center you'll find the Artifact of Truth waiting, your first artifact (and easiest to find). As you find each artifact the Logbook will come up and one of the blue objects in the background will turn orange, indicating that you've found that particular artifact. All twelve need to be tracked down to access the Impact Crater, but it'll be a while yet before you find the remaining eleven. When you unpause the game the camera will pan out as several of the statues activate. Each active statue can be scanned, they'll give you clues as to where each artifact is located - quite handy material here. Not all statues will light up, you'll need to find a few more artifacts before the rest become scannable. ======================== .:------(6.9 BACK TO THE DRIFTS)----------------------------------------:. ======================== With your first artifact in hand and the Space Jump Boots, we can now return to Phendrana for more ice expeditions. For now head back to the Magmoor Caverns by way of the Tallon Canyon (the same way you came through earlier). Go back to the Monitor Station in Magmoor to reach the Phendrana elevator, but on the way in the Fiery Shores room you'll be able to find Missile MC.03. Once you reach the Monitor Station get ready for some fancy footwork to avoid the three Turrets firing away at you. Once all the Turrets are down, head up to the door leading off to the tunnel heading towards the elevator, but before going in use the Space Jump to jump up to the elevated platform on the left on the bridge. From here you can reach the top of the building where you'll find a Spinner device. Scan it and scan the console above it to discover that a collapsible suspension bridge is currently retracted into the wall on the left. Activate the Morph Ball and roll into the Spinner. Keep charging the Boost Ball and releasing it rapidly, as you release it each time the bridge will slowly rise. Once the bridge fully rises use it to double-jump across to the rocky ledge on the other side. Follow the ledges around to a door and head inside. In here you'll find a large Chozo Statue atop a large podium carrying the Artifact of Strength. Claim it then head back out to the Monitor Station. Now you can go back up to Phendrana. Once there save your game before proceeding. We'll now be exploring a new part of this ice land. Out in the Phendrana Shorelines, use the Space Jump to reach the floating platform high above near the door leading to the Ice Ruins West. From here, look over to the large Chozo structure ahead and you'll spot another floating platform further down. Use the space Jump to reach the platform, you'll then be able to reach the structure. Go over to the door you'll find there and head inside. Watch out for the Pulse Bombu in the next tunnel while firing a missile at the ice blockage ahead. Use the Boost Ball around the corner to avoid the Scatter Bombu and go through the door at the end of the tunnel. You'll now have reached the massive Chozo Ice Temple. You'll start out at the base of a tall shaft where a huge statue stands. Deal with the Baby Sheegoth before ascending the shaft. Watch out for the Crystallites crawling around the walls, and don't forget to scan one of the Ice Parasites crawling around. At the top you'll see a frozen waterfall cascading down out of a large room, jump over to it. At the end of this room is another huge winged statue, but the item it's concealing won't be accessible yet. There's a grating covering a door in the corner of the room, scanning it reveals that the grating has a statue depicting a Chozo shaman, you'll need to find the corresponding statue somewhere in this room. Further back near the edge of the frozen waterfall are four statue heads adorning the walls. Find the statue that represents a Chozo shaman and shoot it with a missile. The statue will explode revealing a Morph Ball Slot hidden behind. Activate the slot to open the grating, then head on through the door. In the next narrow tunnel you'll need to break a few rocks below a pillar blocking your path, use bombs to break your way through. After breaking through two pillars head through the door at the far end of the tunnel. You're now in the Chapel of the Elders, where another special item awaits. If you turn around and look at the door behind you you'll notice that it's purple and you won't be able to open it, but the answer to that lies on the opposite side of the room. Walk forward and you'll see the Wave Beam waiting for you, but as you walk closer the room begins to rumble. Walk up to the Wave Beam and sure enough, it'll lower down into the ground and cover itself up. Two of the large structures in the corners of the room open up revealing two Baby Sheegoths inside. As you defeat each one another corner structure opens up revealing another Baby Sheegoth. After defeating all four Baby Sheegoths, the wall behind the Wave Beam explodes revealing a massive full-grown Sheegoth. This is the first of many encounters you'll have with these creatures, refer to 5.0_SH for tips on defeating them, as they won't go down as easy as the baby versions. Keep in mind that there's crates in the corners of the room so if you need energy or missile reloads they've got you covered. Once the Sheegoth's down, the Wave Beam will return awaiting your arrival, so hop over to it to claim your second Beam Weapon. Play around with the Wave Beam for a while to see what it can do before heading back through the purple door. When you get back to the Chozo Ice Temple, three Pulse Bombus will have appeared. Now it's time to try out the Wave Beam properly. Lock onto a Bombu, charge it up then fire. The blast will completely destroy the Pulse Bombu, but watch out as they'll fly straight at you when you use the Charge Beam. You'll also be able to destroy Scatter Bombus this way too. Now that you've got the Wave Beam and can access purple doors it's about time we explored more of this area of Tallon IV. Head back out to the Shorelines room and save your game (watch out for the Baby Sheegoths that have magically appeared here) before going up to the Ice Ruins West room. Once there, deal with the two Baby Sheegoths, then go over to the opening on the right of the door (as you enter the room) and climb through the interior of the building. At the top of the building you'll find an opening with a large stalactite ahead. Scan the object for your logbook before shooting it with a missile. The stalactite will fall, creating a stepping stone to reach the top of the wall behind it. Drop down and climb up to the top of the ruined building. Turn left and jump through the hole in the rocky wall where two Crystallites are crawling around. While standing on the next building, scan the Ice Shriekbats hanging from the roof of a small alcove on the far side of the room. Jump across to the alcove after dealing with the Shriekbats, then turn right to see a purple door ahead. Jump across and head inside. Watch out for the two Scarab swarms and the Pulse Bombu in the next tunnel. Through this tunnel you'll reach the Ruined Courtyard, a massive room with a few surprises waiting. Firstly, jump over to the Spinner device on the right and activate it. Once the cover rotates down over the device two large pipes will open up way up at the top of the room. Jump across the snowy rocks in the lake to reach the other side of the room. Here you'll find another Spinner, activate it to open up two more pipes above, a Morph Ball Slot above you will also power up. Climb up to the slot but shoot the Flickerbats flying around the central structure before activating it. Once the slot's active, water will pour from the four pipes and cause the snowy rocks to rise up along with the water level. Use the rocks to reach the central structure, from here you can reach Energy Tank PD.01. After grabbing the Energy Tank, go and activate the slot again to climb up to the top of the structure. Three doors up here lead off in different directions, one is powered down so you won't be able to access it, for now blow off the Blast Shield on one of the doors and go inside to save your game. Once that's done, go back outside and head through the purple door to the south. ============================================ .:------(6.10 CLOSE ENCOUNTERS WITH THE LETHAL KIND)--------------------:. ============================================ You're now in a dangerous area - the Space Pirate's Phendrana research facility, so naturally you'll encounter Pirates here for the first time. As soon as you enter the first room the music becomes far more tense than the outdoor music. Watch out for the Turret at the far end of this first narrow room, shoot it down or quickly scan the console on the right wall to switch it off. Around the corner you'll face a nasty surprise, the first of many Space Pirates will come charging at you. Scan him to reveal him as a Shadow Pirate, these ones have temporary cloaking fields that make them partially invisible. Blast away with the Charge Beam or missiles to finish him off, then head through the door at the far end. The next room - the Research Entrance, has a load of nasty surprises. A security drone hovers down and spots Samus, sounding an alarm and summoning several normal Space Pirates. Scan one before engaging them, then show 'em why you're called The Hunter. These guys are far stronger than the weakened Pirates you faced on board the research frigate so strafe around often to avoid their fire and watch out for their bayonet weapons. Once they're gone the doors will unlock. Use the blue door on the ground level in the corner to reach the Map Station of Phendrana. Leave the room after downloading the map and go up the ramps to the second level of the Research Entrance. Quickly blow apart the Turret in the ceiling and head through the purple door. Proceed through the next tunnel while shooting down the Scatter Bombus, beyond here you'll find yourself in Research Lab Hydra. There's a load of consoles here to scan with information seeping out of them, so once all the enemies are gone take your time in reading everything. Scan the button on the right of the large force field to shut it off, then get ready to engage more Pirates. There'll be several of them hidden up on the upper levels, use the elevator on the far side of the room to reach them. Once all the enemies are toast (including the Turret up on the top level), go back down to the ground level and scan all the consoles for a load of information. You'll also find the Mining Status, Phazon Analysis, Security Breaches, Parasite Larva and Glacial Wastes Pirate Data entries scattered throughout the lab. After scanning two or three the game should tell you that you've scanned 50% of all the logbook entries, so we're on track. Once you're done reading all the info in this lab, climb up to the top level and head through the purple door in the ceiling (I don't know what the Pirates were thinking when they put standard doors in the floors and ceilings). Watch out above in the next tunnel as there's a few Turrets waiting, quickly shoot them before they hit you. With all the Turrets down head through the next door to find yourself in the massive Observatory. Jump down into the room and deal with all the Space Pirates hanging around (your radar comes in real handy when tracking each target down). In this room is a massive holoprojector, once you take down all the Pirates a console in the small command alcove will activate. Scan it to activate a Morph Ball slot up on one of the walls. Bombing this slot activates another on the other side of the room, use the platforms on the walls to reach it. With both slots charged, the lower holo node will rise and the four Spinners at its base become active. Use the Boost Ball to charge up each Spinner, as you charge each one a large mechanical arm will lower down from above, with all arms lowered the upper node will lower down and the holoprojector will activate. You'll witness a spectacular sight as a holographic representation of the galaxy fills the air between the two nodes. The camera will pan up revealing an item waiting atop the upper node, you'll definitely be wanting to pick this one up. Before climbing to the top, scan the floating planets to record both the Tallon IV and Zebes Research entries for your logbook. The other scannable planets reveal interesting facts too. You can also scan the Contact & Phazon Program Pirate Data entries near the button that switched on the first Morph Ball Slot. With all the scanning done, climb up to the top of the holoprojector, where you'll find the small interesting-looking item. Scan it to reveal it as the Super Missile! With this baby you'll be able to fire off a destructive missile while charging up the Power Beam - definitely a welcome addition to your arsenal. Up here, go through the door covered with a Blast Shield to save your game in the room beyond, then head past the purple door. Proceed through the next Scatter Bombu and Crystallite infested corridor and shoot off the Blast Shield on the door at the end. Go inside to find a large elevator, scan the panel to activate the hologram and jump on. Go through the door at the top of the shaft to emerge outside in the Control Tower. More Pirates will ambush you here, use the same tactics as before to finish them off - you'll have a fiery experience with all the exploding crates. After taking all three down you'll be attacked by Flying Pirates equipped with mounted jetpacks. Scan one before engaging them. Move around quickly to avoid their homing missiles, a single Super Missile should take each one down, but watch out when they fall as they'll try to slam into Samus before exploding. If you manage a direct hit with a Super Missile they'll explode in the air so you won't have to worry about any dive-bombers. Once you've conquered them all the door locks will release. Go through the next purple door (find out which one is the right way by looking at your minimap) and ride the elevator down (there's an artifact out here in the Control Tower but you can't reach it yet). Go through the next Scatter Bombu filled corridor to reach Research Lab Aether. This is a significant point in the game, and you'll see why when you walk forward into the lab. What's that object floating around in the stasis tank in the center of the room? It's none other than the very first 3D Metroid! You'll get a few camera angles of the Metroid before returning to Samus' view, once you're back in control scan all the consoles in the room, but don't scan the Metroid just yet. You'll find the Metroid Studies & Meta Ridley Pirate Data entries up here. Eventually you'll find out what the Pirates are doing with the Metroids here in their labs, but you can probably guess already from all the info you've gathered so far. When you scan the Metroid and add it to your logbook, the creature will spontaneously break out of the tank and attack. You don't have the Ice Beam yet so the usual trick to take Metroids down won't work, instead just hammer away at it and watch out when it lunges at you. If it catches you and begins sapping energy, activate the Morph Ball and drop a bomb to shake it off. A well aimed Super Missile will easily take it down. Once the Metroid's dead a Pirate will jump up through the wall on the right side, giving you access to the lower part of the lab. Go down there and finish off all the Pirates. With them all gone, scan all the consoles around the room to find more information, including the Metroid Forces, Phazon Infusion and Metroid Morphology Pirate Data entries. Here you'll also be able to pick up Missile PD.06 and Energy Tank PD.02. In the center of the lab you'll find a huge container concealing the remains of a dead Elite Pirate, these Space Pirates are a revolting unethical bunch, and that's why you're here to stop them. Also watch out for another Metroid contained within one of the stasis tanks on the ground floor. Once you're done here blow open the crates above the purple door in the floor and go down. Down in the next cave you'll encounter two Ice Beetles, scan one and blow them both apart, they're not much different from the Beetles in the ruins. The adjacent room is where you want to be - the Research Core. Shoot the Pirate across from you and watch out for the pair of Flying Pirates that emerge from the ground level below (try and dodge their missiles, if they strike near you you'll catch the reflection of Samus' face in the visor - always fun to catch a view of our gorgeous gal's face). With the Pirates down, take a look around the room you're in. This huge multi-level shaft has a large structure in the center with a force field protecting an object down at the base. The concealed object is what you're after. You'll need to scan three consoles to deactivate the three force fields, so proceed down each level while keeping a lookout for the consoles. Watch out for the Turrets stationed around the room as you descend. With all three fields down you'll be able to pick up the Thermal Visor, a good reward for travelling so deep into Pirate territory. Notice that there's a white door in this room, you won't be able to go through there so we'll have to backtrack way back to the entrance of the research area. When you've grabbed the visor the power in the entire research area goes down, plunging you into total darkness. It's time to give the Thermal Visor a try (enjoy the detailed HUD it features). Once active you'll be able to see in the dark and easily spot enemies. You'll be ambushed by more Pirates, finish them off and ascend the shaft. As you do watch out for the Metroids breaking out of their containment cells - remember to use Super Missiles. Once you reach the door at the top you'll find that it's powered down. Using the Thermal Visor you'll be able to see a circular power conduit to the right of the door. Blast it with a shot from the Wave Beam to restore power to the door. In the next cave you'll be confronted by two Sentry Drones, scan one and start blasting away at them. These drones are annoying as they'll cause Visor interference whenever they're nearby. Keep pounding each one to knock them down, then go back up to Research Lab Aether. Watch out for the Pirates that ambush you in the lab, and be careful of the Turret over in the far alcove. Two Metroids are hovering around in stasis tanks, if they break out they'll attack the Pirates, it's funny to watch as they devour them. Further up the lab you'll face a few Shadow Pirates, but with the Thermal Visor you'll easily be able to track them, and they don't have projectile weapons so it's easy to avoid taking damage. Watch out for the Turret at the top of the lab, then you're clear to exit this area. Head back up to the Control Tower and deal with the Flying Pirates before moving on (by the way, this room is the highest point of Tallon IV you'll be visiting, but all you see over the edge of the walls are endless clouds, so you must be pretty high up). Go back down to the Observatory and deal with the Pirates there before stopping to save your game. Once you're ready head back to Research Lab Hydra and deal with the enemies there. There's also Missile PD.05 to be found here. With all the enemies gone it's time to go back to the Research Entrance. Once there you'll be ambushed by the final Pirate team, take them all down but watch out for the Turret in the ceiling, go for it first before engaging the Pirates. Once you've cleared the area go back outside for a much-needed breath of fresh air, after going through all those filthy labs you'll need a bath. ================================= .:------(6.11 DUEL WITH THE ROCK MONSTER)-------------------------------:. ================================= Now that you've got the Thermal Visor and Super Missile you'll be able to access the inactive door opposite the door of the Save Room. If you scan the statue cover above the door it'll report that there's a power conduit behind the cover. Blow off the cover with a Super Missile and use the Thermal Visor to see the conduit. Shoot it with the Wave Beam and head through the powered-up door. Cross the next tunnel while watching out for the two Pulse Bombus. In the next room use the Morph Ball to access the small opening, then boost through the open-air tunnel to avoid the Pulse Bombu's electrical bombs. Enter the next room to reach the Quarantine Cave. You'll probably remember reading info about the creature stored here from the Space Pirate labs, it's now time to meet the beast. Drop down into the huge open space of the room and walk forward. The camera pans out as Samus walks towards the bunch of large rocks and boulders in the center of the room, but as she does the rocks come to life and arrange themselves to create a huge rock-monster creature. This thing, called Thardus, is just made up of large boulders infused with pure Phazon radiation, the source and reason for its non-inanimate activity. It'll be a tough battle, but with tips from 5.0_TH, you'll turn it back into a bunch of pepples in no time. Once you've crushed Thardus it'll fall apart and turn back into a lot of ordinary rocks. In the center of all the rubble the Spider Ball will appear, so it's time to claim your next Morph Ball ability - which also gives Samus' Power Suit a different look while in Morph Ball mode. You'll now have the ability to crawl around on the Spider Ball tracks like the ones riddled around the walls of the room. Scan one of the tracks to record it into the Research section of your logbook. Use the tracks to reach the door up on the cliff on one side of the room. Boost your way through the narrow open-air tunnel in the next room to reach an elevator leading back down to Magmoor. Ahead is another track leading to a white door, so ride down the elevator. Remember way back in the Chozo Ruins when you found your second Energy Tank in the Furnace room? There was a Spider Ball track there that you couldn't use before, but now we'll be heading back there. Once down in Magmoor, blow open the Blast Shield on the door behind you and head inside to save your game. Go through the tunnel adjacent to the elevator while watching out for the multiple flamethrowers in the roof. The next room is the large Magmoor Workstation, where you'll be greeted by three Flying Pirates. Deal with them, once they're down you'll be free to find Energy Tank MC.02. You now have two exits to choose from, the door way up on the cliff leads to a blocked-up tunnel, so take the other door. In the following room, you'll face a large Puddle Spore sitting in a lava lake. This huge creature bears a similar resemblance to the Spore Spawn from Super Metroid, but all you need to do is fire at its core when it opens to stun it. The creature will flip around and become a platform you can use to cross the lava. Go past the two Burrowers to reach a massive room called the Geothermal Core. Use the Puddle Spores to reach the door on the opposite side of the room and go inside. The next room contains another lava lake with a resident Magmoor. Look up above the Magmoor to spot a large stalactite in the ceiling, shoot it down to crush the Magmoor and create a stepping stone to cross the lava. The following room houses two more lava lakes, shoot down the stalactites to cross the lava, and watch out for the Puffers and Magmoor. Note the Grapple Points attached to the ceilings, you won't be able to use them until you've found the Grapple Beam. After crossing the lava lakes you'll reach a lava tunnel leading to a familiar elevator leading back up to the Tallon Overworld. Use the Spider Ball track to safely cross the lava. From this elevator we could go back up to the Overworld, but instead we'll keep going through Magmoor back to the elevator leading straight up to the Chozo Ruins, that way you can pick up an artifact along the way. Make your way back to the elevator, the Space Jump will make the trip easier than before. Once you reach the Lava Lake room, blow open the large pillar in the second lake to reveal the Artifact of Nature, then jump up to claim it. Carry on to the elevator and ride up to the Chozo Ruins. =============================== .:------(6.12 ARCHAEOLOGY OF THE CHOZO)---------------------------------:. =============================== We'll now be exploring new and familiar areas of the ruins to find more handy items. First we'll be tracking down another artifact. Go through the door leading into the Sun Tower, then destroy all the War Wasp Hives on the walls. Before you can climb up the Spider Ball track you'll need to scan four symbols to open the door blocking the track above. Two symbols hide behind the two Cordite statues on the walls, shoot the covers off with Super Missiles and scan the symbols. The remaining two symbols are hidden at the top of two of the four thin pillars around the room. Once the door opens begin climbing up the track. Watch out for the Oculus climbing around the tracks, don't hit one otherwise you'll fall. With some careful maneuvering you'll make it to the top. Inside the next corridor you'll see a white apparition flying through the wall ahead, you'll also hear a screeching sound. Go through to the Sunchamber and you'll discover what the apparition is. Once outside it'll become quite dark and three white spheres will float out from the giant flower where Flaahgra once sat. Each one will turn into a ghostly figure resembling a Chozo, scan one to reveal it as a Chozo Ghost. The Power Beam (and Super Missiles) is the only weapon that can harm these ghastly fiends, watch out for their electrical attacks, each hit will stun Samus for a few seconds. Concentrate your fire on one ghost at a time, but you'll find locking onto them will be trouble, as they'll be disappearing often. Try to keep up with them as they move around, and remember that Super Missiles really help. It'll be a tough battle, but once you take them all down the Artifact of Wild will appear above Flaahgra's flower, jump up there to claim it. The vines will also disappear from the door below, so head on through and make your way back to the Arboretum. Once there drop down and go over to the Gathering Hall room. Once there save your game over in Save Station 2. >From the Gathering Hall you can go across to the Watery Hall to find Missiles CR.17 and CR.18 in the Dynamo room, but you might want to wait until you find the Gravity Suit so you can also find Missile CR.14 in the Watery Hall, it saves having to come back here later. Climb up the Gathering Hall, and don't forget to pick up Missile CR.12 above the door at the top. Once you're ready go across to the Furnace. Once inside, use the Spider Ball track to reach the upper part of the narrow tunnel ahead. Watch out while traversing through the tunnel as the blocks will disappear as you roll over them, so you'll have to be quick. Roll through the next small tunnel to reach the main area of the Furnace. Above you around the ceiling are a range of Spider Ball tracks with Plated Parasites crawling around. Scan one, but you won't be able to use the tracks until you find a Power Bomb. Blast all the Beetles that jump out of the ground, then scan the shimmering wall over on the left for the Cradle/Great Poison Chozo Lore entry. You won't be able to access the white door just yet, instead go through the small opening beneath the shimmering wall. Travel through the following ruined corridor to reach the Crossway. This huge room has a few things waiting for you. Use the large half-pipe and boost yourself up to the ledge on the other side, there you'll find three shimmering walls with the Infestation, Worm & Hatchling's Shell/Cradle Chozo Lore entries. Missile CR.19 is also hidden in this room. Once you've claimed it, go over to the opening on the same ledge as the three shimmering walls, turn right at the end to find a Blast Shield covering a door. Shoot it off and go inside. Go through the next corridor with the Scarab swarm to find yourself in the huge Hall of the Elders room. Drop down into the main open area of the room, a Chozo Ghost will hover out of the giant statue's grip ahead and attack. There's only one this time so you should take it down pretty easily. Upon destroying the ghost the Chozo statue's hands will begin to glow. Behind the statue you'll find a shimmering wall with the Hope/Shapeless Chozo Lore entry. You'll also find a small opening near the entrance of this room that leads to a Missile Reload Station. Scan the device for your logbook and use it to top up your missile payload. Go back into the larger room, then jump up to the statue's hands. Activate the Morph Ball and the statue will throw Samus out onto a railing on the floor in front of it. You'll bounce up to a Spider Ball track above, so hold R to grab hold. At the end of the track is a Morph Ball slot, activate it to switch on three slots on the wall up behind the statue. Each slot is covered by an energy field, the left slot can be opened with the Wave Beam, the middle slot is opened with the Ice Beam, and the third the Plasma Beam. Jump up to the slots and open the left one with the Wave Beam. Activate the slot to rotate the large pylon in the floor in front of the statue. Jump onto the statue's hands again and activate the Morph Ball, this time you'll be taken up to a narrow catwalk up at the top of the room. Follow the tunnel to reach the other side of the large force field, scan the button to deactivate it - this way you can easily reach the door up here by climbing up the ledges. Through the next door and corridor you'll find the Reflecting Pool room. There's an important item hidden in a room up adjacent to this one, so we're in the right place. Scanning the console by the water reveals that the pool is holding its current water level steady. You'll need to drain the pool to be able to use the half-pipe to reach the upper walkway of the room. Jump into the water and bomb the grating at the bottom to drain the pool. With the water drained you'll be able to boost up to the upper walkway, just watch out for the Stone Toads positioned around the edges of the pool. Up on the walkway, two doors opposite each other are covered with Blast Shields. Blow off both covers, one door leads to a Save Room and the other to the room containing the Ice Beam! No traps await you in here, so just walk forward to claim your third Beam Weapon. You'll now be able to freeze stuff and open up white doors with this weapon. Go back outside and save your game in the room opposite. In the Reflecting Pool there's a white door eventually leading to an elevator leading back down to the Tallon Overworld, but it leads to an area where you won't be able to do much so we won't bother going up there yet. Inside the Save Room you'll notice a small opening up on the wall to the right of the Save Station. Going through you'll find another elevator leading down to the Overworld, but before you go head back to the Hall of the Elders to find Energy Tank CR.04 - watch out though as you'll have to face three Chozo Ghosts each time you enter the room from now on. ======================= .:------(6.13 THE GRAVITY SUIT)-----------------------------------------:. ======================= Now that you've found the Ice Beam, we'll be able to track down the Gravity Suit hidden in Phendrana. Go back to the Save Room off the Reflecting Pool and go through the small opening to find the elevator leading down to the Overworld. Ride it down. In the large winding tunnel beyond the elevator you'll encounter a few Geemers, if you hit them with a blast from the Ice Beam they'll stop moving, shoot them with a missile and they'll explode. Go through the tunnel past the giant tree growing through the ruins to find a small tunnel with Missile TO.03 hidden among a bunch of Venom Weed. Grab the missile and go through the next door. Go outside to reach the Frigate Crash Site - a massive open area where the Space Pirate frigate crash-landed when the core exploded at the beginning of the game. If you've been following all these directions so far this'll be your first visit to the area, but you can easily access this room via the Landing Site once you find the Morph Ball. Walk over to the edge of the cliff you're on and look down. Two Flying Pirates will come up after you, try to freeze them with the Ice Beam and fire a missile to blow them up instantly. Below is a large lake in front of the remains of the frigate, Missile TO.04's hidden underwater but you'll need the Gravity Suit to reach it. Three critically-injured Space Pirates are sitting just below at the base of the cliff, you shouldn't have any trouble taking them down. Way over on the other side of the lake you'll find a damaged crate with a blue substance seeping out of it. If you walk close enough to the substance the warning meter will go crazy - this stuff is pure Phazon, don't touch it. Now you've got a decision to make. Inside the crashed frigate you'll find many familiar rooms from when you were in the ship up in orbit, but the place will be a wreck, full of overgrow weeds and almost completely submerged in water. Due to the water you won't be able to move around much, you'll eventually reach the sloping elevator shaft but you won't be able to continue on (the game will tell you). To make things more convenient, we'll be going straight to Phendrana for the Gravity Suit, then we'll come back to the frigate. For now head over to the Magmoor Caverns East elevator. On the way save your game at Samus' gunship. Once down in Magmoor, head left and journey to the Phendrana Drifts South elevator - keep in mind that you can freeze the flamethrowers here with a blast from the Ice Beam. Up in Phendrana, turn around and climb up the Spider Ball track along the wall. Go through the white door there to reach a new uncharted region of the Drifts, you'll also hear a funky new tune playing in the background. In this first tunnel, you'll see Energy Tank PD.03 hidden within a tunnel blocked by ice, but you'll need the Plasma Beam to melt the ice. Go down the corridor and through the door at the end to reach the tall shaft-like Frozen Pike. Climb down the shaft, the first door you'll find leads to a tunnel connecting this area with the Research Core - the room where you found the Thermal Visor. There's no need to go there now, so keep going down the shaft. There's two more doors near the base of the shaft, the lower one's underwater so you won't be able to reach it yet, go through the higher-up door instead. Roll through the narrow tunnel you'll find, at the end watch out for the two Ice Beetles and the Scarab swarm ahead. Go through the door to find the Frost Cave. There's an interesting creature flying around in here, scan it to reveal it as a Glider - these creatures are the only harmless lifeforms on this planet, so it's nice to know that you've got at least one friendly here. You can use Gliders to swing across with the Grapple Beam, so you won't be able to do anything with it yet. Knock down the two stalactites across the room to gain access to the two purple doors. Missile PD.07 is hidden below the ice at the base of the room, but you'll need the Grapple Beam to gain access to it. The door up on the right leads to Save Station C, save your game before heading through the other door. Beyond the other purple door is a narrow winding tunnel, roll through it and go through the next door to reach Phendrana's Edge. Two Flying Pirates will greet you here, deal with them both first. There's not much to be done yet up higher in this shaft, so drop down into the water below and go through the underwater door, just watch out for the two Jetzaps underwater and don't forget to scan one. You'll need to hit them when they open up, a well-aimed shot with the Ice Beam will freeze it, fire again to blow it apart. Proceed through the next tunnel while watching out for the Scatter Bombus, through the next door you'll reach the Hunter Cave. In this large room three stalactites loom overhead, shoot them all down (two of them will land in the water while flatting Jetzaps). The two doors way up on the walkway ahead can't be reached, so we'll be going through the door over at the top of the cliff on the other side of the lake. Try to shoot the Flickerbats flying around below as they'll try to knock you into the water, then use the downed stalactites to reach the door. Go through the next tunnel and head through the underwater door to reach the Gravity Chamber - home of the Gravity Suit. Go over to the open area around the corner and scan one of the Aqua Reapers failing about below. You can't destroy them, but you can still freeze them with the Ice Beam. Shoot the tentacles with the Power Beam to send them down into the ground, then quickly jump across to the cliff opening on the other side (watch out for the Jetzap). Around the next corner is another open area with more tentacles. Go around them and head up to the cliff on the opposite side. Climb up to the small alcove at the end, then you'll find the mighty Gravity Suit waiting there for your arrival. ========================== .:------(6.14 UNDERWATER WRECKAGE)--------------------------------------:. ========================== Apart from the cool new purple color Samus' Power Suit will have, you'll now be able to move freely underwater, you can also now see more clearly underwater as well. Go back past the tentacles and jump up out of the water. You'll find a massive ice stalactite up here, but you need the Plasma Beam to melt it so you can reach Missile PD.08. Go through the purple door there and watch out for the Sentry Drone in the following tunnel. Go through the door at the end to reach the Hunter Cave again. Deal with the two Flying Pirates that appear, then go through the door at the other end of the walkway. Proceed through the next winding underwater tunnel while watching out for Jetzaps, through the door at the end you'll find yourself back in the Frozen Pike. Climb back up to the top and go through the next tunnel there to reach the elevator leading down to Magmoor Caverns South. From here go back to the Tallon Overworld by way of the Tallon Overworld West elevator. Now that we've got the Gravity Suit, we'll go and explore the crashed frigate. On the way over save your game at Samus' gunship. Once at the Frigate Crash Site, you can reach Missile TO.04 under the lake. Go inside the frigate remains and head through the next winding tunnel to access the inner part of the ship. Once inside, the music will change to a watery theme, hinting at the amount of underwater travelling you'll be doing in here. Drop down the first shaft you'll find and go through the tunnel you'll find at the base. Waste the two Turrets in the next room, then use the Thermal Visor to find the power conduit to reactivate the door. The next tunnel contains a swarm on Tallon Crabs, scan one and wait for them all to scurry into the roof before proceeding. Go through the next door to find a truly unusual sight, you're now at the top of the frigate's reactor core room where you faced the Parasite Queen, but the place couldn't look more different. Like the rest of the ship it's completely underwater and filled with debris and overgrowth. Down below are several Aqua Pirates waiting in ambush, these guys are like the Flying Pirates but with underwater jetpacks. If you can't see them properly, use the Thermal Visor, they'll glow like a Christmas Tree. Descend the room and deal with the Aqua Pirates. The next door is offline, so you'll have to find four power conduits scattered around the room to power it up (notice how from down here the Reactor Core room looks bigger than when you fought the Parasite Queen). Each time you charge a conduit, you'll be able to see a power line running through the walls up to the door with the Thermal Visor - these guys crammed in graphical detail everywhere. The fourth conduit is up by the door, climb up there and power it up. Go into the next room and charge the two conduits either side of the next door to open it (don't forget to save your game in the room to the right). Go into the next room to reach the sloping Cargo Freight Lift to Deck Gamma room. Here's where you would've been stuck without the Gravity Suit, as you wouldn't have been able to jump on top of the elevator itself. Shoot open the door on the lift to reach Energy Tank TO.01. Before going up the shaft, there's three conduits scattered around, the first one is on the front of the lift. As you ascend the shaft shoot the Aqua Reapers and quickly move on before they re-emerge. Near the top a dead Space Pirate will flop down into the water, keep going up to find the door that requires power. Two conduits were found on the way up the shaft, the third one is next to the door. Go inside and cross the overgrown corridor to the next door (you can see Samus' reflection in the glass on the walls here). The next room is the Biohazard Containment - the place where you found the hideous remains of a dead Parasite Queen, yep, somehow it's still there. Watch out for the two Turrets just ahead, also keep an eye out for more power conduits around the room, three are needed to power up the next door below. The first conduit is near the door you entered the room via, the second is over by the remains of the small lift connecting the two floors. Go around to the dead lift and drop down into the water. Quickly scan one of the two Aqua Drones here, then blast away before they cause too much damage. Use the Scan Visor to find a weakened door which conceals Missile TO.05. You'll find the third conduit hidden inside one of the small containment cells. Go through the next Aqua Reaper filled tunnel to reach Biotech Research Area 1. Deal with the group of Aqua Pirates before proceeding. Keep an eye out for three more conduits in this room to power up the door on the other side of the upper walkway. This room is completely wrecked and home to various kinds of fish now, with all three conduits powered climb up to the door and head through. Go through the Aqua Reaper tunnel to find yourself at the top of a dead elevator shaft. Another dead Pirate will float up through the shaft, you should also spot a blue colored Sap Sac on the wall. Scan it to reveal it as an Aqua Sac. Drop down the shaft and go through the door at the bottom. Inside you'll find a small room with a narrow opening in the wall, use the Morph Ball to get through. In the next narrow network of tunnels you'll be able to find Energy Tank TO.02. Roll through the remainder of the tunnel to exit the frigate and reach the Great Tree Hall. You might be wondering why there wasn't a boss on board the ship, but thankfully there's no Phantoon-like boss in this game - the Chozo Ghosts are bad enough. Now, this room you're in leads off to an elevator leading up to the Chozo Ruins, but coming down that way didn't yield much, now that we're at the base of the giant tree we'll be able to get somewhere. Blast the two Jetzaps underwater ahead and climb up the tree. Several doors lead off from this room, the one you'll be wanting to go through is the lowest white door. Before you do though, keep climbing up the shaft and use the Spinner device you'll find to open up the gate blocking your path - this is what would've stopped you from proceeding if you came the other way. At the very top of this room is a door leading to a tunnel blocked by a boulder, you won't be able to get through though. The blue door hidden behind the tree in this room leads to Missile TO.08, you'll need the X-Ray Visor to see the invisible rock you need to reach the door, but if you look very carefully to see where the rain seems to be falling on nothing, that's where the rock is. You can also shoot it to see where the blast stops. With the missile in hand go back down to the lowest white door in the room and go inside. This next room yields a strange sight, even the music changes to an eerie tune. Blast the Seedlings ahead and walk forward to find a rocky bridge over some really weird blue stuff in the ground below. The screen will display the words: Intense radiation detected - this stuff is pure Phazon, whatever you do don't touch it as it'll slowly damage Samus' Power Suit. Go past the eerie blue substance and around the corner to find a door leading to an elevator. Scan the button to activate the elevator and to reveal its destination - the Phazon Mines. ======================== .:------(6.15 MINING OPERATIONS)----------------------------------------:. ======================== This place is by far the dingiest part of Tallon IV, as this area is filled with the highest concentrations of pure Phazon on the entire planet. Naturally, the Pirates have set up mining operations everywhere here to harvest the deadly substance, so you'll be coming up against some pretty heavy opposition here. We've also got a long and tough journey through these mines, so get ready for a challenge. Go through the door ahead to find another tunnel filled with the deadly Phazon. Cross the corridor to reach the Main Quarry, a huge area filled with several Pirates wandering around. Over in the far corner of this area above a force field are two Mega Turrets, these guns are far stronger than their normal counterparts. Scan one and use Super Missiles to blow them apart. Two buttons near the force field must be scanned to deactivate the field. Before going through, climb up the metal ramps to reach the structure high up on the steel pillars. Deal with the Space Pirates that attack, then from here you can find Missile PM.01. Once you've grabbed the missile, go over to Save Station Mines A below to save your game before proceeding on. Go back out into the Main Quarry and head through the door beyond the force field. The next corridor houses two more Mega Turrets in the roof, quickly scan the console to the right of them to switch them off. Behind you is a missile hidden behind a wall but you'll need a Power Bomb to break through anything containing Bendezium. If you look down below the gratings on the floor you'll see small streams of Phazon running through the room below, but you'll be safe from it here. Go through the door ahead to reach the Mine Security Station. Go down the corridor but watch out for Shadow Pirates, use your Thermal Visor to easily see them. Don't worry about the force field blocking the red door you'll find, keep on going down the winding corridors. Walk up the ramp and proceed around the corner. Down this next corridor several Space Pirates wearing purple gear will drop down out of the ceiling. Scan one to reveal them as Wave Troopers, the only way to injure them is to use the Wave Beam. Clear them all out and go to the end of the winding corridors to find a door in the roof. Go up and head through the next corridor while watching out for two Shadow Pirates. At the end of the corridor go up through the door in the ceiling. You're now in the large room called the Elite Research. Deal with the two Pirates wandering around then look around the room. In the center is a huge stasis tank containing the Phazon Elite, a hideously ugly Space Pirate infused with pure Phazon - the Pirates are now trying to infuse themselves with Phazon and are getting pretty foul results. Scanning the tank reveals that it contains Bendezium alloy, but you won't be able to break it open yet without Power Bombs. One of the consoles around the tank has the Elite Pirates Pirate Data entry, another console will lower down the three platforms on the wall so you can climb up. Up the next level of this room you'll face more Wave Troopers, finish them off and lower the next trio of platforms via the console behind the retractable shields. There's also an interesting console to scan alongside the platform-activating one, the information there is a security alert which notifies all the Pirates of your presence on the planet - so their command now knows you're here. Climb up the platforms to reach the top level of the room. At the top behind a range of consoles you'll see a yellow Space Pirate, this one's a Power Trooper, so use the Power Beam to take it down. >From here you can now use the Pulse Beam in the ceiling to find Missile PM.03. Use the Spinner to rotate the beam (eject yourself out of the Spinner by planting a bomb), and scan the console to fire it. Once you've got the missile, use the beam to fire open the wall opposite to uncover the next door. Make sure you don't fire the beam while it's facing you at the console, the Pirates have no concept of Occupational Health & Safety, so you have to be careful. Descend the next shaft via the Spider Ball track, and be careful of the electrified pylons down below. The next room is the giant Ore Processing area. Two Power Troopers will greet you here, try to defeat them without taking too much damage, as they're energy weapons can fire quite rapidly. Now this room has a puzzle to solve. You'll need to use the Morph Ball slot behind the giant pillar in the center of the room to rotate each section of it. The hologram next to the slot shows the current positioning of each pillar section. There's three different colored Spider Ball tracks leading up the pillar, you'll need to align them to reach the upper parts of the room. First, bomb the slot once to rotate the pillar so the blue track lines up with the floor above you. Climb up there and walk around the walkway to the next Morph Ball slot. Bomb it twice to line up the red track with the floor above you, then drop down to the ground floor. Bomb the first slot three times to align the lower pillar section's red track with the middle section. Climb up the red track to reach the second floor. Go around to the door on this walkway, beyond a gap here is the third slot machine, but it's blocked by a pile of rubble and you won't be able to access it now. Instead go trough the door to reach another shaft leading down filled with Scatter Bombus. Destroy as many as you can then climb down the Spider Ball track. The following room contains an elevator leading down to Phazon Mine Level Two. Scan the button and jump on to ride it down (look out the window as you descend to have a great view of the massive Impact Crater). Once at the base of the shaft blow open the crates to find energy/missile refills then head through the door. In this next corridor, you'll spot a small crate resting atop a ledge around the corner (where the yellow gas is seeping out). Shoot the crate and it'll explode, knocking down two Pirates hidden in roof sections ahead. You'll also reveal Missile PM.04 just behind the crate, jump up there to claim it. Go through the door at the end of the corridor to reach the Elite Control - this room contains a heap of scannable consoles and Pirate Data so you'll be here a while. Walk around the corner ahead to spot a large stasis tank ahead. This time the Pirate inside the tank will break out to attack you! Scan the massive creature to reveal it as an Elite Pirate. You'll be encountering several of these monsters throughout the mines, check 5.0_EP for tips on taking them down. Once you down the Elite Pirate it'll explode, destroying the force fields blocking off passages around the room. You'll now be assaulted by white Space Pirates - Ice Troopers. Use the Ice Beam to finish them off, if you manage to freeze one use a missile to blow it apart. Ascend the room via the ramp in the corner to beat all the Ice Troopers. Once they're all gone, go back to the bottom floor and start scanning all the consoles for a wealth of info. The door behind the Elite Pirate's stasis tank leads to a blocked-up tunnel, so don't worry about it for now. The force field blocking the door at the top of the room can be disabled by scanning the right console along the wall near the field. Throughout this room you'll find the Metroid Prime/Impact Crater, Chozo Studies, Prime Mutations/Gate System, Chozo Ghosts, Prime Breach/The Key, Chozo Artifacts/Artifact, The Hunter & Hunter Weapons Pirate Data entries - lots of reading to do. Once you've cleared everything go up through the door in the roof on the top level. In this next room, drop down into the half-pipe ahead. Puffers will float down into the room and fill the air with their poisonous gases, quickly run over to the next door before you take damage from the poison. The next huge room is the Omega Research, where you'll face more Wave Troopers and Power Troopers. Deal with the two Wave Troopers that drop down into the shaft on the right. Scan the button there to deactivate the force field, then deal with the Power Troopers in the area beyond. Way up opposite the door you entered the room via is the Map Station room, but the door's blocked by rubble. Down below in the area where all the Elite Pirates are standing in their stasis tanks, you'll find the Omega Pirate Pirate Data entry. Scan the remaining consoles before exiting the room via the door in the floor. Go through the next corridor past the sleeping Elite Pirate to find the Central Dynamo. This room contains your first Power bomb, but you'll need to defeat a cloaked Sentry Drone before finding it. Jump down into the main open area of the room to face the drone. You won't be able to lock onto the drone, instead just fire away at it with the Power Beam and try to pull off a few missiles or charge shots. A well-aimed Super Missile will take it down, try to stay away from it to avoid visor interference. Once the drone explodes it'll blow open a small supporting beam of the central dynamo structure, giving you access to the lower part of the floor below the grating. Go down there and use the Morph Ball to wind your way through the electrified maze, blowing up the small objects along the way to open up new paths. When you reach the center you'll finally have found your first Power Bomb! Samus will then drop a Power Bomb which takes out the entire dynamo structure above you so that you can get back above the grating. At one end of this room you'll find a door leading to a Save Station, the other blocked-up door (destroy the rubble with a Power bomb) leads to a corridor where four Mega Turrets wait to fry you. Quickly activate the Morph Ball and drop through the small hole on the right, then roll along the lower section of the floor to the other end of the corridor (the Turrets will keep firing at you even though they can't breach the floor). Go up through the opening at the end and quickly scan the console just ahead to switch off the Turrets. The next room is the Metroid Quarantine A room. In here the Pirates keep Metroids in a cavern full of Phazon. You'll spot several Pirates below standing near the force field keeping the Metroids in the cavern, but if you scan the right console the field will go down and the Metroids will attack the Pirates! Once they've finished them off deal with the Metroids using Super Missiles, or remember to use the classic trick of freezing them with the Ice Beam before firing a missile. Scan the remaining consoles in the room and keep an eye out for a Power Bomb refill appearing, scan it for your logbook. Out in the cavern of the Metroid holding area, you'll find an uncrossable canyon filled with Phazon. Invisible platforms are hovering around over the Phazon, but you'll need the X-Ray Visor to proceed so we'll head back now. Go back to the Central Dynamo, but once there you'll have to deal with four Ice Troopers. Deal with them and save your game before heading back to the Omega Research room. Once back there one of the Elite Pirates in cryosleep will have broken out of its tank. Use the same tactics as with the first one to take it down. With the Elite Pirate down, go up to the top of the room and destroy the rubble blocking the door opposite the one leading back to the Ventilation Shaft to find the Map Station waiting inside. The map reveals that the mines has three levels, so there's a lot of exploring to be done. When you reach the Ventilation shaft, use a Power Bomb to blow open the small grate ahead so you can reach the controls for the fan system, once on it'll blow the poison gas and Puffers away so you can reach Energy Tank PM.01. Use the half-pipe to boost to return to the Elite Control room. You'll have a pack of Shadow Pirates waiting in here, deal with them all before leaving. Now you'll be able to destroy the blockage in the narrow tunnel through the door behind the Elite Pirate's cryotube, this way leads to an elevator leading down to the third level of the mines, but there's not much you can do there so don't bother going down just yet. Instead go back up the elevator to level one. Once there head back to the Ore Processing room. Inside you'll find a pack of Metroids flying around, if one grabs you drop a Power Bomb - they'll be incinerated by the blast. Go over to the highest slot machine and use a Power Bomb to clear the rubble. Bomb the slot twice to line the yellow track up with the top level, then go down and line up the other two pillar sections with the upper section's yellow track. Use the tracks to climb up to the very top of the room, here you'll find more rubble blocking a door. Blow it up with a Power bomb and go inside. Here you'll find another vital and classic item - the Grapple Beam! Once you claim it you'll then be able to use all the Grapple Points to swing around on, just like Tarzan. Go back outside and scan one of the Grapple Points on the roof for your logbook, then press and hold L to swing onto one. Swing over to the door opposite you and head inside. Use the Morph Ball in the next room to enter the Waste Disposal chute, work your way down the room to the door below and head through. You'll now be back in the Main Quarry, where a ton of Space Pirates are waiting. Try to stay up on the platform as you deal with them, because when you scan the console on the left the crane will swing around and you'll be able to swing around on the Grapple Point it carries. Have some fun swinging around before saving your game and returning to the Tallon Overworld. ==================== .:------(6.16 TREASURE HUNT)--------------------------------------------:. ==================== Now that you're packed full of new items for the Power Suit, we'll be going through the Overworld, Magmoor, the Chozo Ruins and Phendrana to pick up all the remaining items to be found there before returning back to the mines. First up is the X-Ray Visor. Once you're back in the Overworld, head over to the Great Tree Hall and climb all the way to the top, where a white door waits. Destroy the boulder blocking the tunnel in the next room and roll through the narrow opening that appears. Inside this next network of narrow tunnels you'll be able to find Missile TO.09 hidden. Keep going through the tunnel to find yourself in the Life Grove. Straight ahead at the base of the cliff is the X-Ray Visor, jump down to claim your final Visor upgrade. This visor's incredible, when active you'll be able to see through objects, including Samus' arms. Like I've said before, this game is packed with so much detail, you can even see the bones in Samus' arm and hand. Back to business, you'll notice that you can see through the walls surrounding you. Lay a Power bomb to blow open the walls and reveal a large open area of this room (if you need Power Bombs, Seedlings start crawling down the wall behind you, they usually drop one). Straight ahead you'll find a pond at the base of the waterfall with a small circular metal cover at the bottom in the center of the pond. Blow it open with a bomb and a pillar will rise up out of it. At the base of the pillar is a Spinner, use it to rotate the long plank attached to the base of the pillar. Once the plank's in line with the waterfall a large pillar rises up out of the ground, with the Artifact of Chozo inside. Jump up out of the water and claim the artifact. Now we need to get back out of this room. You won't be able to return the way you came, instead climb up the narrow tunnels in the walls over on the right wall. Once you reach the ledges up near the waterfall, three Chozo Ghosts will come up out of the structure that housed the X-Ray Visor. This time it'll be really easy to take them down, as when you use the X-Ray Visor you can keep a lock on them - they can't disappear on you anymore. This might sound weird, but to see a gorgeously detailed part of the game, let one of the ghosts hit you with its projectile and Samus will throw her arm up over her face to protect it, with the X-Ray Visor on you'll get a clear look at the bones in her arm - stunning stuff. Finish off the three ghosts and go over to the opening above the structure where they appeared. Drop through the hole in the ground to reach the exit. Go back to the Great Tree Hall, and from here head up to the ruins via the Chozo Ruins South elevator. We can now completely clear out the ruins of items except for an artifact hidden in the Hall of the Elders, you'll need the Plasma Beam for that. Firstly, make your way back to the Furnace. Once there deal with the two Chozo Ghosts, while using the X-Ray Visor you should notice that there's a half-pipe hidden under the floor. Blow open the floor with a Power Bomb, from here you'll be able to reach Missile CR.16, but watch out for the Plated Parasites (bombs take them down). Once you've got the missile head over to the Energy Core room. Keep going, back to the Gathering Hall, then you'll be able to find Missile CR.14 in the Watery Hall, and Missiles CR.17 & CR.18 in the Dynamo (accessed via the Watery Hall, near where you found the Charge Beam). With the missiles in hand go back to the Gathering Hall and save your game. From here, go across to the Ruined Fountain by way of the Arboretum (you'll encounter three Chozo Ghosts there, it's up to you whether you fight them or not). In the Ruined Fountain you can now reach Missile CR.11 using the fountain to propel yourself up to the Spider Ball track on the roof. Once you're ready go through the door behind the fountain. Cross the next hallway to find yourself in a large room full of lava. Use the Grapple Beam to swing across the points in the ceiling to reach the other side, then blow open the wall there with a Power bomb to find Power Bomb CR.01. You'll also find the Newborn/Shining One Chozo Lore entry - the last one to find for that part of your logbook. Go through the purple door you find and cross the winding corridor. At the end hidden behind the leaves you'll find Missile CR.20. The following room is the Training Chamber, a large room where two Chozo Ghosts will appear. Deal with them both, then the statue's mouths above the half-pipe will explode, revealing concealed Morph Ball slots. One slot will open up a small opening where the ghosts appeared that you can use to exit the room, the other slot will allow you to reach Energy Tank CR.05. With the Energy Tank in your possession, exit the room via the small opening and follow the tunnel to the Piston Tunnel. Be careful of the pistons as you go through this room, at the end you'll find yourself back in the Main Plaza. Before falling off the ledge you're on, use the Grapple Point ahead to reach Missile CR.03. In here you'll also be able to find Missiles CR.02 & CR.04. With those in hand, go over to the Ruined Shrine. Once there you'll be confronted by more Chozo Ghosts - these guys have really taken up residence in the ruins. Deal with them then you can find Missiles CR.08 & CR.09. Use the half-pipe to reach the narrow rocky tunnel leading to the Spider Ball track in the roof so you can reach the purple door. Through the next corridor you'll reach the Tower of Light, a huge tower leading up which has a surprise at the top. Climb up to the ledge positioned in the center of the tower, from here you'll need to fire Super Missiles at each of the four crumbling stones in the walls to lower the tower down. You'll need to destroy three levels of these blocks to reach the top, but each time you do Plated Puffers will come out of the holes in the walls. Scan one, then quickly jump up to the next level to avoid them when they explode. Make sure you don't hit the Oculus crawling over the blocks on the second and third levels. Upon reaching the top you'll find the Wavebuster, which is the Wave Beam/Missile Combo attack! This baby fires out a continuous beam of electrical energy while active, but it drains missiles so you'll need to be careful. Drop down to the very bottom of the tower into the water, underwater you'll find an opening in the wall. Jump up through the door you'll find to locate the Artifact of Lifegiver. This is it for the ruins, we'll now go down to Magmoor and start clearing it out. Go down to Magmoor via the Magmoor Caverns North elevator. Once there go across to the Triclops Pit (save the game along the way). Deal with the two Flying Pirates when you get there, you'll then be able to find Missile MC.02 here. From here go over to the Monitor Station. Defeat the two Flying Pirates there and go up to the Warrior Shrine. Once there, lay a Power Bomb in front of the statue to blow open the cover of a passage leading down to Power Bomb MC.01. Go back to the room connecting this one to the Monitor Station - the Shore Tunnel room. Walk over to the center of the metal tunnel and lay a Power Bomb. The blast will destroy the tunnel, jump into the lava-filled cavern below to find the Ice Spreader lying underneath the tunnel. This is the Ice Beam/Missile Combo attack, which fires a far more powerful ice blast than the Charge Beam. Now go across to the Geothermal Core, it's time to pick up the Plasma Beam. Getting up to the room is tricky, rather than repeat myself here, look at the Plasma Beam entry in the Item Locations above for tips on making it up there - just remember to have Power Bombs handy. Once you reach the top go inside to claim the most powerful Beam Weapon - the Plasma Beam! You'll now be able to burn and melt certain objects and open red doors with this weapon. Leave the room and go back to the Monitor Station. From there, head across to the Phendrana Drifts North elevator and ride it up - we'll take a detour to Phendrana now. Try out the Plasma Beam on the Flying Pirates in the Monitor Station - it's devastating. Once in Phendrana, you can first get both Missile PD.01 & PD.02 from the Phendrana Shorelines. Once you've got them, go over to the Chozo Ice Temple room. Go up to the giant winged statue at the top of the room and shoot the ice pouring out of its beak with the Plasma Beam. The ice will melt and the statue's hands will glow. Jump on and activate the Morph Ball, an opening will then appear at the base of the stone basin. Roll through the narrow tunnel to find the Artifact of Sun hidden inside. With this item in hand, go back to the Shorelines and head over to the Ice Ruins East room. There you'll be able to find Missiles PD.03 & PD.04, but watch out for the Sheegoth waiting for you here - the Plasma Beam really helps against it. With these two found, go over to the Ice Ruins West room. Deal with the Sheegoth there, then you'll be able to find Power Bomb PD.01. >From here go over to the Ruined Courtyard. Deal with the three Flying Pirates and use the Spider Ball track on the wall to reach the top of the structure. From here save your game before going over to the Quarantine Cave. Defeat the Sheegoth there and use the Grapple Point in the ceiling to reach the small opening on the opposite side of the cave. Inside you'll find Missile PD.09. We now need to go all the way up to the Control Tower to find an artifact there. Go back to the Ruined Courtyard and head into the research labs from there. Once up there defeat all the Flying Pirates, then go above the door leading down to the East Tower elevator. Inside the small open-air room you'll find a stack of crates by a window. Shoot the crates and then fire the Plasma Beam at the ice-covered window to unfreeze it. You'll then be able to see and scan the base of a tower visible through the window. Shoot the tower with a missile and it'll collapse into the wall, from here you'll be able to reach the Artifact of Elder. You've now only got four more artifacts to find, so we're on track. Keep going through the research labs to reach the Research Core, then go through the white door at the bottom to eventually reach the Frozen Pike. From here go across to the Frost Cave. Defeat the two Flying Pirates there, then use the Grapple Beam to swing over to the ledge on the opposite side of the room via the Glider flying about. From here you can shoot down the stalactite to break the ice covering the lake so you can reach Missile PD.07. From here go over to Phendrana's Edge. Shoot down the two noisy Flying Pirates and climb to the very top of the shaft using the Grapple Points and the Glider above. As you climb up the shaft, use the X-Ray Visor to spot a door hidden behind a rock wall. Destroy the wall with a Power Bomb, inside you'll find the Artifact of Spirit. Go back into the shaft and climb to the very top, where you'll find a small opening. Go inside to find Power Bomb PD.02 - the last one. Now we've only got two more items to find in Phendrana. The first is a missile down in the Gravity Chamber, so head over there via the Hunter Cave. Use the Grapple Beam in there to reach the Chamber Access room, it makes reaching the missile easier. Inside the Gravity Chamber, shoot the massive ice stalactite with the Plasma Beam to reveal a Grapple Point. Use this to reach Missile PD.08. We're done here now, now go back to the Frozen Pike. Climb to the top of the shaft, once there go into the Transport Access room. Here you can find Energy Tank PD.03 by blowing off the ice covering the small tunnel with the Plasma Beam. Now we'll go back down to Magmoor via the elevator next door. Then head back up to the Tallon Overworld via the Tallon Overworld West elevator. There is an elevator near the Magmoor Workstation that leads down to the Phazon Mines, but we need to go back there via the same elevator you used the first time to get there. Once back in the Overworld, you can find Missiles TO.06 and TO.07 via the Root Cave. Once you've got them head over to the Chozo Ruins West elevator and ride it up. Make your way across to the Hall of the Elders, once there activate the slot covered by the Plasma Beam shield to reveal a door below the statue. Go down there to locate the Artifact of World. Only two artifacts left, we're nearly there. Top up your missiles in the reload station before heading up to the Tallon Overworld South elevator. Ride the elevator down and make your way across to the Phazon Mines East elevator, it's time to return to the mines. ===================== .:------(6.17 PHAZON MUTANTS)-------------------------------------------:. ===================== We'll now be going deep down into the third level of the mines where the Phazon concentration is highest. On the way we'll pick up a few more items. Save your game off the Main Quarry then head over to the Security Access A room, inside you can find Missile PM.02 behind a damaged wall. Next go through to the Mine Security Station and clear out all the enemies. Blow open the wall up near the door in the ceiling with a Power Bomb. Scan the console concealed there to deactivate the force field down below. Go through the red door behind the force field to find the Flamethrower item in the room beyond. This devastator is the Plasma Beam/Missile combo attack, when active you'll unleash a barrage of continuous fire, the ultimate corridor-clearer. With this gem in hand, you'll now be heading down to the Metroid Quarantine A room on the second level of the mines. On the way you'll pass through the Elite Research room. Now that you've got a whole stash of Power Bombs, lay one near the cryotube to blow the tank open, releasing the Phzon Elite inside. Scan the creature, and for tips on defeating it refer to 5.0_PE. Defeat the creature to earn the Artifact of Warrior, now there's only one artifact left to find. Keep going on to the Metroid Quarantine A room on the second level. Watch out when you reach the Dynamo Access room, an Elite Pirate will break out and confront you. Defeat it and continue on. Once you reach Metroid Quarantine A the power will go out and you'll be plunged into darkness. Use the Thermal Visor to track the Metroids flying around to take them down easily. Use the X-Ray Visor to see the moving platforms out in the cavernous Phazon-filled area. Jump onto the giant fungi on the left to reach the platforms, then cross the canyon. Before going through the door way up in the corner you can find Missile PM.06. After grabbing the missile use the sloping Spider Ball tracks on the walls to reach the door. Watch out for the three Burrowers in the next room, then head through the red door at the end. Inside you'll find an elevator leading down to level three, so ride it down. This level of the mines is the weirdest part of the planet you'll be visiting (apart from the Impact Crater). Go through to the adjacent shaft and watch out for the Space Pirate below. Drop down to the door below, just don't fall into the Phazon below. There's a missile hiding under one of the giant mushrooms below, but you'll take heavy damage if you try to reach it now. The next cave contains Hunter Metroids - scan one and watch out as they'll often try to whip you with their tentacles. Treat them as you would an ordinary Metroid to take them down. Climb across the giant mushrooms scattered about, around the corner you'll spot a Glider - these guys must somehow be immune to the effects of Phazon. Use the Glider to swing across to the next group of mushrooms, you'll then be able to reach the next door. Blow open the boulder in the next tunnel and roll into the opening. Go through the winding tunnel while avoiding the Phazon along the ground (use the Boost Ball to get past the disappearing blocks). At the bottom of the tunnel is the final artifact's resting place, but you can't reach it yet due to the Phazon along the ground. The next fungal hall is almost pitch-black, so use the Thermal Visor to see. Defeat all the Metroids in the room, from here you can reach the Missile Reload Station up halfway through the tunnel (use the Glider to reach it). You'll also find Missile PM.08 near the end of the tunnel. The next small room houses invisible Pulse Bombus, use the X-Ray Visor to see them. In the following room - Metroid Quarantine B - you'll be attacked by red Space Pirates, scan one to reveal them as Plasma Troopers, so use the Plasma Beam to defeat them. Cross the large canyon filled with Phazon via the Spider Ball track and the Grapple Point on the roof. Once on the other side, shut down the force field by scanning the console on the left. Defeat the Plasma Trooper and the two Wave Troopers in the area beyond. In this area you'll find the final Pirate Data entry, Special Forces. You can also find Missile PM.09 in here. Go through the red door at the end of the room to save your game, and at this point make sure you have eight Power Bombs available. Once your game's saved, climb up the metal ramp and go around to the next red door. Inside you'll find a room with a Plasma Trooper guarding, defeat it then look up at the large pylons blocking the next door. Scanning the blockage reveals that the pylons may open if the overhead locking mechanism is thawed out - it's covered in ice. Shoot the ice with the Plasma Beam to melt it, then you'll be able to access the red door. You'll now be in the mammoth Elite Quarters room, and there's a very nasty sight in the center of the room. You may remember reading some Pirate info earlier that mentioned something about a highly advanced creature excelling in Phazon application - the creature in the cryotube ahead is the most advanced Pirate infused with Phazon - the Omega Pirate. This gargantuan creature will take a massive pummeling before going down, and there's a few tricky strategies you can use to defeat it. Walk forward to give it a rude awakening, once it smashes its way out of the tank it'll attack. Refer to 5.0_OP for some juicy tips on defeating this monstrous mutation. Upon defeating this hideous Pirate creation, the monster will leer at Samus before full-on falling over and flattening her. No, this isn't the end of our favorite heroine, once the Omega Pirate explodes after massive amounts of Phazon seep out of it, Samus will emerge with her Power Suit changed to a jet-black color. This part of the game is a little strange. You'll now have the Phazon Suit, in which pure Phazon has become infused into Samus' Power Suit. The way this suit works is a little weird. Firstly, the game tells you that the corruption caused by the Phazon renders you immune to the Phazon pools scattered around the mines, so you can walk around on them without taking damage. Secondly, you'll also have the Phazon Beam - a high-powered Beam Weapon that only works when you're standing on pure Phazon pools, but that only comes into play at the end of the game. Finally, somehow (thank God), Samus herself is protected from the Phazon in her suit so her actual body isn't affected by it. The info you'll find on the Pause Screen talks about her suit becoming corrupted by Phazon, but normally when something's corrupted by something else there's a load of bad things eventuating, but there's absolutely no "bad" side-effects of having the Phazon Suit/Beam, in fact you'll need them both to complete the game. ==================== .:------(6.18 OLD RIVALRIES)--------------------------------------------:. ==================== With the Phazon Suit in your possession, we'll now be able to track down the last few items to be found in the game. Firstly, go all the way back to the Phazon Mining Tunnel. On the way don't be afraid to walk on the Phazon pools, you won't get hurt by them anymore. When you reach the Quarantine Access B tunnel, scan the Metroid floating around to reveal it as a Fission Metroid. These Metroids are a pain, as after taking enough damage it'll split in two, cloning itself and creating another Metroid. You'll then have to use the correct Beam Weapon corresponding to the color of the two Metroids to defeat them. If they bug you too much, use a Power Bomb to incinerate it on the spot. Keep going to the Phazon Mining Tunnel, way down at the base of this narrow winding shaft you'll locate the final artifact, the Artifact of Newborn. Now we'll be able to access the Impact Crater - the resting place of the monstrous creature the Pirates were talking about in various Pirate Data entries. Also go back to the Fungal Hall Access room, just below the large mushrooms at the base of the shaft you'll find Missile PM.07 (deal with the invisible Pulse Bombus first). If you run into trouble on the way through the fungal halls with all the Metroids everywhere, drop a Power Bomb to send them packing. With these two items in hand, go back to the Elite Quarters (reload your missiles along the way) and ride up the elevator to the upper level of the room. Go over to the door on the right and head through. Inside you'll find Energy Tank PM.02 - the final one. Scan the button ahead to open up the gate. The next gigantic room has a few surprises. Don't worry about the Metroids floating around, as they'll come too close to the Phazon pools in the floor and explode! Watch out for the various Turrets in this room as you ascend. Also remember to track down Missile PM.05 in this room - the very last Missile to find and your very last item, grab this to score a 100% item pickup. Even with the destruction of the Omega Pirate there's still a few Pirates left in the area, deal with them as you climb up. Climb all the way up to the top of the room to find a door there leading to an elevator going up to Magmoor. Say a well-deserved goodbye to the mines and return to Magmoor from here. With all the items and artifacts tracked down it's time to return to the Tallon Overworld. Hopefully by now you should have roughly a 94-95% logbook entry rate, if you've missed any non-critical stuff to scan go and scan them now. We're now near the end of this long journey. Save your game back at Samus' gunship, with all twelve artifacts in hand we can go and unlock the seal at the Artifact Temple to gain access to the Impact Crater. Head on over to the Artifact Temple and look down through the window overlooking the open area when you get there. Everything looks normal below, but it won't be soon. Walk down the ramp and go over to the central pillar where you found the first artifact. All twelve pillars will activate and begin powering up the central pillar. A beam of light will shoot out of the central pillar into the air and the ground below it will glow. But just before the entrance can open, the last remaining soldier of the Pirates will turn up - Meta Ridley! This time he's found you and it'll be a showdown to the death. Ridley will swoop down and destroy the central pillar, shutting off the gate. He'll drop a few bombs towards the exit which is now blocked by a force field, so you're stuck out here. When you return to Samus' visor quickly scan Ridley for your logbook and refer to 5.0_MR for tips on sending this old fiend back to where it came from. With the defeat of Meta Ridley you'll witness an interesting event. The Chozo said in the Chozo Lore entries that they'd never leave this place until the poison was gone - they're not joking. After taking down all of Ridley's health, the numerous huge bird-like statues above the temple will come to life and begin glowing red. Each one will fire down an energy beam into Ridley's chest, eventually knocking the dragon down into the crater below where he finally meets his end in a spectacular explosion. Twelve Chozo Ghosts will then appear where the pillars once stood, but these are the real Chozo spirits. They'll use their power to open up the gate leading down to the Impact Crater for you, from now on the glowing energy field in the center of the platform will take you down to the crater. With the Pirates finally defeated, you now have to face off against the source of all the Phazon. Before going down you might want to save your game back at Samus' gunship, but there's also a Save Station and a Missile Reload Station down in the Impact Crater (dunno how they got there). ================= .:------(6.19 THE SOURCE)-----------------------------------------------:. ================= Down in the Impact Crater you'll find a Save Station in the same room as the teleporter, so save the game now before moving on. The next corridor yields a very strange sight, this place is teeming with Phazon concentration everywhere. This Phazon is extremely hazardous and even with the Phazon Suit you'll still take damage if you touch it so watch out. Scan one of the creatures swarming around the room on the opposite side of the pool to reveal it as a Lumigek - a strange salamander-like creature that seems to live off Phazon. Cross this weird corridor and go through the red door at the end. Inside you'll find yourself in the gigantic Phazon Core, where strangely enough a few Fission Metroids are flying around. You'll need to climb up the unusual terrain to reach the top of the room, first go over past the giant pillar in the center of the room to climb up. Use the floating platforms to reach the upper walkway, just don't fall into the Phazon pools below. Quickly outrun the Fission Metroids flying around as you climb up, they shouldn't bother you if you keep moving. Up on the walkway is a door leading to a Missile Reload Station, reload if you need to before continuing down the walkway. Go around the bend to find more floating platforms leading over to the door way over on the opposite side of the cavern. Wait here for a few Fission Metroids to come, then blow them all up with a Power Bomb. Be quick though as more will appear seemingly from nowhere. This cavern is filled with really weird terrain, the place is twisted due to exposure of Phazon. In the next corridor you'll find the ground lined with deadly Phazon, but there's a network of Spider Ball tracks above leading through the room. Use them to reach the other side of the corridor. Thankfully this area of Tallon IV isn't very big, go through the door and brace yourself for the supremely ugly sight that awaits in the next giant room. Walk into the room to face a massive black creature hanging from the ceiling. The monster will sense your presence and open itself up before dropping from the ceiling, revealing it to be some sort of giant black crab. This monster is the ultimate source of all the Phazon, it came within the meteor from who knows where and is responsible for spreading the Phazon all throughout the planet. This thing is the Metroid Prime (now you know where the name of the game comes from :P), and you're about to show it that it should never have messed with the Chozo and corrupted their planet for all these years. Refer to 5.0_MP for some handy hints on wiping this hideous beast out. Crushing this monster in Subchamber Four causes it to roll over stupidly into a side wall and go crashing down a huge pit. You'll regain control of Samus, there's no turning back now so walk over to the edge of the giant pit. The camera will pan down revealing an almost bottomless pit below. Samus jumps down to the very bottom to track down what's left of Metroid Prime, but it still has one surprise left. At the very bottom you'll find its foul remains gurgling in a corner of this deep room, a massive creature will then emerge out of the remains. This huge tentacled brain is the core of Metroid Prime, and its last hope of survival. This is the end of your journey, use tips found in 5.0_MPb to take this thing down for good and fulfill the Chozo's prophecy, once the monster's dead you'll be the true Entrusted One. I won't give away the ending finale of the game (or the bonus ending you'll get if you find all 100% items and scan all 100% of your logbook), but once you beat the aberration sit back and enjoy the finale - it's a good one. ============= .:------(6.20 FINALE)---------------------------------------------------:. ============= And that's a wrap for Samus' first 3D adventure, and what an experience it's been. With the huge walkthrough above you'll be able to track down all the items the game's got to offer, as well as finding all the scannable stuff for your logbook. If you've just finished the game on Normal Mode, give Hard Mode a try, all the enemies have double the health they had on Normal Mode, so you'll be up for a real challenge, especially against the last few bosses of the game. Now all we have to do is wait for Retro to finish off the next GameCube Metroid adventure, hopefully it'll be just as good as this epic adventure, if not greater. Check the Secrets & Tips below for more hints on the game including how to unlock the four Image Galleries. =====================================\ -(7.0 METROID FUSION BONUSES)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ There's a neat flyer packaged with the game that details how to connect up your GBA with Metroid Fusion to Metroid Prime (there's also info in the manual). Just as an extra reference I'll detail the steps and equipment you'll need for the connectivity, and of course the neat stuff you can unlock in the game. --Connecting the Game Boy Advance-- First you'll need one each of the following: - Game Boy Advance (or SP) - Metroid Fusion - Nintendo GameCube Game Boy Advance Cable Then go to the main menu of the game and select Metroid Fusion Connection Bonuses. Select one of the features in the menu you want to unlock. Now put the Metroid Fusion cart into your GBA and connect the GBA to the GameCube via controller socket 2,3 or 4. While holding down Start and Select on the GBA turn the power button on, MF will then send the required data to MP to unlock the bonus features. The two bonuses are as follows: Original Metroid: To play the original NES Metroid game, you'll need to fisrt have a saved game on Metroid Fusion where you've completed the game. Once connected to your GC the option to play Metroid will become available in the Metroid Fusion Connection Bonuses menu. Fusion Suit in MP: To enable the option to use the Fusion Suit in Metroid Prime, first you'll need to complete Metroid Prime and connect MF to your GC to unlock this option. Once active, enable or disble this option via the Metroid Fusion Connection Bonuses menu. It's handy as you only need to connect the GBA once, if you haven't beaten MP yet the Fusion suit will become available as soon as you do, you won't have to connect the GBA a second time. As a side note, if you need any help playing the original Metroid, check out my Metroid walkthrough also available at the MDb! =====================================\ -(8.0 SECRETS & TIPS)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ Here's a round of special secrets and additional tips you can find and use in the game. --Unlocking Hard Mode-- >This one's easy, just beat the game on Normal Mode to open up Hard Mode. --Aiming Jump-- >To make jumping around easier, you can use L to lock your view in place while jumping (aka l-lock). To look down while jumping so you can see where you'll land easier, aim with R and look down at the ground in front of Samus. Then while still holding down R, hold down L. Release R and you'll lock your view, you can then jump around while looking down. --Space Jump Recovery-- >Samus won't get injured from large falls, but she will become stunned for a second and you won't be able to move. Once you've found the Space Jump Boots, if you time it right and jump up a second time just before she lands, Samus will land softly and you wont be stunned. Always handy when ambushing enemies below. --Boost Ball Trick-- >This is covered in the walkthrough above, but I'll mention it here again. To use the Boost Ball effectively, when you're rolling around in a half-pipe charge up the ball and release it just as you begin to climb up on the edges, then as Samus rockets into the air charge it up again and release it when she rolls up the other side. Keep this up and you'll eventually gain massive altitude. --Double Bomb Jump-- >There's no Spring Ball upgrade in this game so you won't be able to freely jump around while in Morph Ball mode. Instead, you can use a simple trick to propel yourself high up with normal bombs. To do it, lay a bomb and just before it detonates lay another one. As Samus reaches the highest point of the first jump, plant a third bomb, and if timed right you'll drop down and be propelled up by the second bomb, you'll then be caught in the explosion of the third bomb and fly up even higher. Use this trick to reach certain high-up small openings. --The Image Galleries-- >There's no bonuses for beating the game with a quick finish time, instead you'll need to unlock the Image Gallery bonuses via different methods. Four image galleries full of exquisite artwork await your perusal, here's how to unlock them: Image Gallery I: Scan 50% of the Log Book entries in the game. Image Gallery II: Scan 100% of the Log Book entries in the game. Image Gallery III: Beat the game on Hard Mode. Image Gallery IV: Find all 100% of the items in the game. =====================================\ -(9.0 CONTACTING THE AUTHOR)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ If you want to send me a question, comment, etc. please take a moment to make sure that it isn't covered in the guides above, I don't have time to answer any gameplay questions that are covered in this walkthrough. If you have a comment or feedback, I'd love to hear from you, just please make sure that the message applies to this guide. E-mail question/comments to falconwingzero@hotmail.com =====================================\ -(10.0 CREDITS)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ /Game Companies: Nintendo, Retro Studios & Gunpei Yokoi: For creating the awesome Metroid series, with its never-ending entertainment and replay value, may the series continue to bring success with every new game. /Others: Thanks goes to Bobby Michael for the Image Gallery info from his MP faq. Thanks also goes to Rize of PlanetGamecube for their log book/item guide I used as a handy reference. Many thanks goes to the Metroid Database for hosting this guide. =====================================\ -(11.0 LEGAL INFO)- )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-:. =====================================/ This file and the contents of it can only appear on the following websites: http://www.classicgaming.com/mdb/ No guide authors are allowed to plagiarize directly from this guide's contents into their own, however the information in this guide can be used as a reference for authors creating a Metroid Prime guide. Webmasters of Metroid related sites cannot post this file on their sites or link directly to the file's location on the server of the site listed above. Instead, please link directly to the site's homepage instead. This file and the contents within cannot be reproduced/edited in any way, shape or form (electronically or otherwise). It cannot be printed in any magazine, book, guides, etc. or any other way printed by any commercial company. This file cannot be given away as a "prize" or "bonus" or given away in any other way. It also cannot be used in any profitable or promotional ways, no matter the situation. Breaking any of these rules will be in violation of U.S law. Do not question any of the legal messages that are above, they are final, period, and will not be changed under any circumstances. All Metroid related material including characters, names, locations or any other material are copyright to Nintendo. I am personally not affiliated with Nintendo or any other game company involved with the creation of this game. This document and all the guides within are Copyright (c) 2003 Falcon Zero. All rights reserved. See you next mission! \==========================================================================/