================= ==METROID PRIME== ================= SPEED RUN GUIDE & COMPLETE LOG BOOK SUPPLEMENTAL ==VERSION 3.21== -by Tim (_tim_@ignmail.com) (c) 2003 Timothy Jones Percentage: 100% Timestamp: 3:46 TABLE OF CONTENTS ================= I. INTRODUCTION A. Version History II. HISTORY AND PLOT A. The Chozo B. The Space Pirates III. CONTROLLER SETUP IV. GAMING BASICS A. General Tips B. Areas of Tallon IV C. Transportation D. Power-Up Stations E. Obstructions F. Visual Aids G. Combat System H. Environmental Hazards V. SPEED GUIDE? VI. THE PRIME SPEED RUN A. Overview B. Log Book Notation C. Item Numbering D. Hard Mode E. The Speed Run 1. Experimentation Gone Awry (Boss: Parasite Queen) 2. Poison in the Ruins (Boss: Flaahgra) 3. Temperate Variances 4. The Ruins, Revisited 5. Infiltrating the Glacial Labs (Boss: Thardus) 6. The Chozo Ruins Scavenger Hunt 7. Unnatural Experiments (Boss: Omega Pirate) 8. The Last Artifacts (Boss: Meta Ridley) 9. The Final Showdown (Boss: Metroid Prime) VII. POWER SUIT UPGRADES A. Beam Upgrades B. Morph Ball Upgrades C. Suit Upgrades D. Visor Upgrades E. Secondary Upgrades VIII. SAMUS' ABILITIES IX. TIPS AND SECRETS X. THE LOG BOOK A. Pirate Data B. Chozo Lore C. Creature Morphology D. Research Entries E. One-Time Scans XI. ITEM CHECKLIST A. Percentage Glitch B. Energy Tanks C. Missile Expansions D. Power Bomb Expansions E. Log Book Data Locations 1. Pirate Data 2. Chozo Lore F. Artifacts of Chozo XII. ENDING GUIDE XIII. CONTRIBUTIONS XIV. LEGAL INFO ------------------------------------------------------------------------- ========================= =SECTION I: INTRODUCTION= ========================= Metroid Prime...the very name can elicit reactions ranging from utter hostility to undulated praise (For the record, I noted that most of the "utter hostility" ceased after the game was actually released). Developed in cooperation with Retro Studios and Nintendo, the classic 2D sidescrolling gameplay of Metroid has now become an astounding blend of the first person shooter, action/adventure, and platformer genres of gaming, and Prime does so almost flawlessly. The information contained in this speed run document is primarily meant for one to play the game and complete all objectives within a relatively low clock time. Of course, I'll continue to make updates as long as I continue to lower my time, and any contributions to save time through this adventure are more than welcome. With that out of the way...I spent approximately three weeks studying and analyzing the maps trying to identify the optimal route for heading through Tallon IV (and one week compiling all my resources and writing it out), and for the most part, I think I managed to eliminate a lot of the useless backtracking (something that endlessly aggravated me). One last note: while the primary redesign of this guide turned it into a speed file, I wrote it in such a manner that anyone that was playing Metroid Prime for the first time could read this and know exactly what to do, where and how to do it, and succeed at it. The only real difference I note is that I outline a time-specific route that saves quite a few items for item runs late in the game, rather than wasting time with inane amounts of backtrack work. Finally, I have to give thanks to everyone at the GameFAQs msg. boards, in particular banks17, kip, Amasawa, CUBEfreaK, Zell, and a handful of other people for working on the speed run tricks that you'll find in this guide. http://membres.lycos.fr/zell99/metroid/ Quick addition, IGN is also authorized to host this guide. I've gotten a few emails recently regarding this subject, and my reply has been the same for each - I submitted it to IGN, so please don't email me any more asking what I'm going to do since IGN "stole my faq". It can be found here, just in case someone's interested... http://faqs.ign.com//articles/384/384452p1.html A. VERSION HISTORY ================== 02/13/03 - Rewrote the whole last section starting from the Phazon Mines (v 3.21) after a more efficient method of beating the Omega Pirate was discovered. I also rearranged a few items and rewrote a bit of an erroneous portion of the walkthrough (the Void Bombus actually don't appear before Quarantine A...how I let that slip I don't know...). Also recognized the earth-shattering concept of the 24% Ultimate Challenge Run, but reorganized the way this guide lays it out into a 25% run (keeping the Charge Beam). That's it for now, but I have the strangest feeling more will come soon... 02/06/03 - Added a bit more stuff to the guide including some of the (v 3.11) bonus animations and info regarding the mystical "secret world" found in Tallon Overworld. Also restructured a few of the boss strategies to include some new tricks that had been brought to my attention. Rewrote much of the ITEM CHECKLIST to be more detailed, and other misc. stuff that I cannot remember at this point. 02/02/03 - Banks17 pointed out to me that the Ultimate Challenge was (v 3.1) actually 27%, not 29%. Made the appropriate corrections, as well as updating it to eliminate the Gravity Suit from the item listing. Added the incredibly useful alternate method for getting up the Furnace Spider Ball track, fixed a few errors present in the speed guide, and rearranged a few sections that somehow escaped my notice when I was doing the last edit and update. 01/29/03 - Restructured entire document. Made far too many changes to (v 3.0) list individually here, but some major highlights are the incorporation of the major speed tricks that save time in a 100% run, and the addition/expansion of the Metroid Prime Ultimate Challenge. 01/21/03 - Decided that, due to the music change, the Chozo Ghosts and (v 2.75) the Beta Drone counted as mini-bosses, so I restructured a bit of the guide to account for such. Edited parts of the Ice Beam trick to make it easier to understand, and edited some numerical errors and typos throughout the run. 01/20/03 - Added a real time-saver to the guide in the form of a way to (v 2.7) get the Ice Beam and Gravity Suit before battling Thardus. It's currently placed right after beating the Sheegoth mini- boss. During actual test run incorporating the trick, initial studies showed timestamp variance to be affected by about 35 minutes off the clock. Also revised just about every Hard Mode strategy, added some contributions and attempted to express more clearly that I know Power Bombs kill Fission Metroids. 01/17/02 - Added new information regarding the item percentage glitch (v 2.5) and what the problem was (courtesy of Marshmallow), and went back, reordering some of the Creature and Data scans so that the 50% mark was reached sooner (eliminating more ever-so- slight backtracking issues). Made some massive changes to wording and rewrote quite a few sections I didn't like. 01/15/03 - New (and as of current, best) timestamp clocked in at 4:19. (v 2.4) Went back and added short infobits about the Alpha Metroids and the Sidehopper to the speed run and the TIPS AND SECRETS section (and created Morphologies for them). 01/14/02 - More tweaking (including the addition of this Revisions part (v 2.2) left out in the first draft). Corrected many typos I'd found and added Metroid Prime and Prime to the Creature Morphology section (they had been overlooked previously). 01/13/03 - Finished Prime's Hard Mode and began incorporating various (v 2.0) Hard Mode tips and strategies to detail anything that should be handled differently on the hard run. Restructured massive areas of the guide, changing item acquisition orders across the board, and ended up with new Speed Guide. Finished final proofreading and submitted to GameFAQs. All other miscellaenous updates are pre-submission, and they mainly just detail the original putting-together of the guide, so I decided that I wouldn't just take up space with unimportant update history. ------------------------------------------------------------------------- ============================== =SECTION II: HISTORY AND PLOT= ============================== The Metroid series has taken place over five games. This one is, to be specific, the fourth one to be released, but takes place second in the actual timeline. Metroid Prime occurs, at best, a few years after the events described in the original Metroid. The evidence for this place- ment can be found in the game manual: "...But the Space Pirates were far from finished. They immediately split their survivors into two camps. One remained on Zebes to begin rebuilding their ravaged facility..." By the events described, it by definition can't take place after Super Metroid because Zebes was completely destroyed in that game, and it must take place prior to Metroid II: Return of Samus because Metroids still exist, and in rather large quantites. The games after this make it well known that the Metroids are an extinct species. (Well...that's sort of debatable, given the events that take place in Metroid Fusion.) Thus, the progression of the Metroid series looks like this: - Metroid (1987 - Nintendo Entertainment System) "Stop the Space Pirates and preserve galactic peace!" - Metroid Prime (2002 - Nintendo Gamecube) "Destroy the evil beneath the surface of Tallon IV!" - Metroid II: Return of Samus (1991 - Nintendo Game Boy) "Exterminate all remaining Metroids!" - Super Metroid (1994 - Super Nintendo Entertainment System) "Destroy the Space Pirates and save the last Metroid!" - Metroid Fusion (2002 - Game Boy Advance) "Exterminate the X parasites and save the universe!" Here's the introduction to the game's story as told in the manual: A. THE CHOZO ============ The Chozo... Over millennia, this bird-like race of creatures made incredible technological and scientific leaps. Traveling at will through space, they built many marvels across the universe-technological wonders of unfathomable complexity and cities unmatched in beauty. They shared their knowledge freely with more primitive cultures and learned to care for and respect life in all its forms. Even as their society reached its technological peak, however, the Chozo felt their spirituality wane. Their culture was steeped in prophecy and lore, and they foresaw the decline of the Chozo coinciding with the rise of evil. Horrified by the increasing violence in the universe, they began to withdraw into themselves, forgoing technology in favor of simplicity. Tallon IV was one of several refuges they built-a colony bereft of technology, built of natural materials and wedded to the land and its creatures. The years passed, and in time a great meteor crashed into Tallon IV, sending a massive spume of matter into the atmosphere and impregnating the land with a cancerous element known as Phazon. This element immed- iately sank into the earth and water, poisoning life wherever it bloomed. Most plants and animals died, while others mutated into hideous forms. The Chozo called upon all their knowledge and technology to control the power of the Phazon, but their efforts were doomed to fail. All they could do was build a temple over the crater at the impact site, separate the Phazon core, and seal it away. Believing that someday a savior would return to the planet, the Chozo left for an unknown destination, leaving nothing but engraved accounts of their time on Tallon IV. B. THE SPACE PIRATES ==================== The Space Pirates were interstellar nomads, technologically advanced in both space travel and weaponry. When they plundered the Metroid pop- ulation on SR388, they recognized in them massive military and energy resource potential. They immediately invaded the nearby planet of Zebes, wiping out all life (including most of the indigenous Chozo) and build- ing a massive network of research facilities below the planet's surface. Deep below the surface of Zebes, the Space Pirates researched Metroids for many years, even as a young girl orphaned by their raid on the neighboring planet of K-2L was growing up among the Chozo. Trained as a warrior and infused with Chozo blood, Samus Aran donned a Chozo-made Power Suit and cut a swath through the Space Pirates' operation, destroying everything in her path, including the gargantuan mainstays of the Space Pirate army, Ridley and Kraid. She eventually made it to the core of their base, destroyed all the Metroids she saw, and seemingly blew up the Mother Brain. But the Space Pirates were far from finished. They immediately split their survivors into two camps. One remained on Zebes to begin rebuilding their ravaged facility and resuscitating Mother Brain, Ridley, and Kraid. The second set out in search of a planet with powerful energy resources. They didn't search long before they discovered Tallon IV, which was still emanating huge pulses of energy from the Phazon con- tained beneath the Chozo temple. Entranced by the massive potential of the strange mutagen, they immediately moved in, retrofitting their lab- oratories, transporters, and life-support systems into the Chozo Ruins. As the Space Pirates mined the Phazon and experimented with it, they found that its capacity to mutate was unlike anything they'd ever seen, and they promptly started combining it with indigenous lifeforms. They refined their operation; powering their machinery with thermal-powered engines sunk deep in the molten depths of Tallon IV, they drove deep mineshafts and mined more and more Phazon, shipping it to their two main labs in the Phendrana Drifts, where sub-zero temperatures made specimen containment safer. Research leaped forward: by harnessing Phazon's power, they were able to create untold horrors that soon patrolled the dark caverns below Tallon IV's crust. The Space Pirates also transported many species to their orbiting ship for zero-G Phazon experiments, unaware that Samus Aran had finally tracked their ship to its low orbit. As they continued with their unnatural experiments, Samus sped toward Tallon IV, preparing to wipe them out once and for all... ------------------------------------------------------------------------- =============================== =SECTION III: CONTROLLER SETUP= =============================== The Gamecube's controller certainly makes good use of all the buttons, but it won't take long before you're rapidly switching between this and that on the fly. Here's the layout of the buttons (it's a shame that you can't experiment and switch buttons around; but you can alternate the functions of the Control Pad and C-Stick by switching which one controls the Visor and Beam functions...). - L Button: Lock on to enemies, Scan objects (with Scan Visor equipped), and use the Grappling Beam (only when the Grapple icon appears). - R Button: Pan Camera, Aim (with the Control Stick), Activate Spider Ball tracks (in Morph Ball mode). - Z Button: Call up the Map Screen. - Start/Pause: Pause game and bring up Samus' databanks. - Control Stick: Move Samus, Look around, and Aim (with the R Button). - Control Pad: Switch between available Visors. - C Stick: Switch between available Beam weapons. - Y Button: Fire Missiles, Beam Combos (when charged), lay Power Bombs (only in Morph Ball mode). - X Button: Switch in and out of Morph Ball mode. - A Button: Fire Beam weapon, lay Bombs (only in Morph Ball mode). - B Button: Jump, Activate Boost Ball (in Morph Ball mode), Dash side- to-side while locked on (strafe move). I'll admit, the design is a bit clunky, but getting used to it is only a matter of practice. Metroid Prime actually functions far better with this setup as opposed to others I have seen as alternate solutions. ------------------------------------------------------------------------- =========================== =SECTION IV: GAMING BASICS= =========================== Retro Studios did a masterful job preserving the classic exploration element of the Metroid games in this installment. You play from the first person perspective, but you'll still encounter plenty of the fierce action and platforming style that defines Metroid. You'll learn that over half the game is about learning your surroundings and exploiting them: searching high and low, bombing obstacles out of the way, and looking for more efficient routes is integral to the game. The 3D maps can get a tad confusing at times, but with patience, you'll make it through. Now here's a brief list of some things to consider that might make your journey through Tallon IV a bit less hair-raising. A. GENERAL TIPS =============== - Like in almost every Metroid game, you'll often deal with not just one enemy, but an entire horde of them. Make liberal use of the L Button during a swarm to constantly target and pick off the nearest threat to you. In later cases such as with Auto Defense Turrets, Flying Pirates, and Fission Metroids, you can sometimes use doors to your advantage to provide cover. Flying Pirates and Fission Metroids, due to their size, cannot fit through the doors, so it's really easy to stay on the opposite side and pick your targets off from there. - Your Combat HUD is your life-saver. While it's difficult to focus on the huge influx of information, it will definitely help you to check out the various readings from time to time. Your Radar (upper left) will tell you of impending enemies, your Map (upper right) will display a small cross-section of where you are, you have your Missile Count on the right hand side, your Threat Assessment (left hand side), and your Targeting Reticules that appear when enemies are in the vicinity. - Once you gain the Charge Beam, you can charge it up to draw refills to you, but the tractor range is limited. In cases where you can defeat smaller enemies or obstacles during boss battles, you can use the Charge Beam to nab those refills without going all the way to them (this also works for refills higher up than you can jump). - Because of the nature of a FPS perspective, there is no Screw Attack in Prime, and the Space Jump is not what you've come to know and love. As such, you won't be bouncing from wall to wall or somersaulting at high velocities through the air. There's no Spring Ball either, so if you want any of those items stuck in the Morph Ball passages, you'll have to master Bomb Jumping. - Make sure you master all of the stuff listed under the section titled "SAMUS' ABILITIES", since unlike the last couple titles, there are places where you must Bomb Jump or use some other trick to proceed. - Master the Boost Ball technique; it's not only fun to watch, but it helps in quickly avoiding enemies and collecting items. - Scan everything!! Often you'll discover new stuff or methods of beating bosses by scanning them. Keep in mind that there are several things in the game that are one-shot items: miss them once, and you forfeit them for the remainder of the game. For convenience, I have not only marked each of these one-timers in their appropriate Log Book subcategories, but you'll find a compiled list of them at the very end of the section, "THE LOG BOOK". - Every single room in the game has a name. So during the walkthrough, you'll often find references to these names to make navigation a lot easier. To view what room you're in, press Z to call up the map. You can then use the C Stick to scroll along the different rooms from there. - Unlike previous titles, Metroids will only attack if you get close (this goes for the normal variety only; Hunter Metroids will attack from farther away, and Fission Metroids don't seem to give a darn where you are). This fact coupled with the rate at which the Ice Beam fires can make approaching a group of Metroids somewhat risky. If you have Missiles to spare, you can always lock on and blast one with a concussion blast to lure it to you, where it'll be easier to defeat. B. AREAS OF TALLON IV ===================== You'll traverse six "worlds" on your journey through Tallon IV, all of which have their own unique environmental conditions and hazards. Just as in Super Metroid, all of the worlds here interconnect through the use of the Transports. However, unlike Super Metroid, there are often multiple transports within a particular area, giving you more than one route (heck, sometimes three) back to any other area. What follows is a short sample list of the areas of Tallon IV. - Tallon Overworld: Damp surface of the planet; somewhat of a jungle environment. For Super Metroid players, think of it as Crateria. - Chozo Ruins: Ancient ruined Chozo cities. You'll get a lot of stuff in this area, so keep on the lookout. Most of the Ruins is sandy and desert-like, but deeper in you reach watery areas. - Magmoor Caverns: Think Norfair, except larger and much more hazardous. Magmoor is a bit of a bore since its only real use in the game is to reach various Transports... - Phendrana Drifts: The icy mountain region of Tallon IV, this frozen wasteland is home to the Space Pirates' Research Labs. - Phazon Mines: The primary stronghold for the Space Pirates, this area is full of their Phazon experiments, plus lots of Phazon just lying about. You'll find many a twisted enemy here. - Impact Crater: A very small area consisting of but four rooms; this final area is very difficult to traverse. The source of all Phazon resides deep in this area (cue the spooky music). C. TRANSPORTATION ================= There are various means of transportation around Tallon IV. Traveling from world to world is accomplished through the use of Transports or elevators. Moving from area to area is accomplished through passages or doors. Elevators must be scanned before they can be used, and then remain active for the remainder of the game. There are four main types of doors, but certain conditions can affect the use of them. Other than elevators and doors, there are tunnels you can access with the Morph Ball and Magnetic Rails that you can travel along with the Spider Ball. Refer below to see a good list of the means you'll be using to move from place to place. - Blue - requires a Bomb or normal Beam to open up. - Purple - Only the Wave Beam will open these hatches. - White - Only the Ice Beam will open thes hatches. - Red - Only the Plasma Beam will open these hatches up. - Blast Shield - A red shield blocks these doors. Shatter the shielding with a Missile. - Locked - You must complete some objective or scan some type of console to unlock these doors. You'll receive a message when the objective has been achieved. - Transport: You'll use the Scan Visor to activate these giant platform lifts that take you from place to place around Tallon IV. Once a particular Transport is activated, it remains online for the duration of the game. - Morph Ball Tunnel: Once the Morph Ball has been acquired, you can and will use these small passages to travel new places. Some tunnels are blocked, and the obstructions must be removed. - Magnetic Rail: You'll still use these to navigate certain areas once you have the Spider Ball. Hold R when near a Rail to attach and use them. - Power Conduit: Found only after acquiring the Thermal Visor, these are used to power inactive doors (which you'll start finding a lot of). Power them up with the Wave Beam; once all Power Conduits in a given room have been activated, power will be restored to the door. D. POWER-UP STATIONS ==================== (Note: Scanning these stations do count as Research Data, so get the first two out of the way while on the Space Pirate Frigate). - Map Station: Scan or step into the hologram and Samus will download the Map for the area she's in. Explored regions show as orange, while unexplored areas remain blue. - Save Station: Step into the pad to replenish all your Energy and save your game progress. - Missile Station: Step into the pad to reload your Missile complement. E. OBSTRUCTIONS =============== As you upgrade your items and progress, you'll find more and more things that block your path. Here's a list of the rocks you'll find and how to get around them. - Sandstone: Use Morph Ball Bombs to destroy this type of rock. - Talloric Alloy: Morph Ball Bombs will get rid of this. - Radion Stone: Concussive Missile blast. - Brinstone: Concussive Missile blast. - Cordite: Weak to Super Missile blasts. - Bendezium: Only Power Bombs will destroy this type of rock. F. VISUAL AIDS ============== As should be obvious, you will spend the vast majority of the game in the Combat Visor. Your three other available Visors include the Scan Visor, Thermal Visor, and X-Ray Visor. Each is important to particular segments of the game. Check below for the major information you should know about the extra Visors. - Scan Visor: Press Left on the Control Pad to select this. When active, a small magnifer appears in the center of the Visor. Anything that can be scanned will appear as a recognizable symbol. Orange symbols account for miscellaneous data and a majority of Creature Data. Red symbols, on the other hand, are mission-critical: they either are boss data, Pirate Data, Chozo Lore, or in some other fashion necessary to the completion of your current objective. Once your reticule has locked on, hold the L Button to download information about it. - Thermal Visor: The Thermal Visor allows you to see in the infrared spectrum and track heat signatures. Anything that the Visor identifies as abnormal shows up as a bright spot, similar to heat signatures. You can see in the dark this way, track invisible enemies to a degree, and acquire alternate targets on some foes. You'll need this Visor to activate Power Conduits later in the game. - X-Ray Visor: Think the good ol' X-Ray Scope from Super Metroid, from a first-person perspective. You can see through walls, locate hidden passages, and track certain invisible enemies (the Shadow Pirates, for some reason, can only be seen with thermal imaging). The X-Ray Visor can also aid in alternate target acquisition. G. COMBAT SYSTEM ================ The Combat system in Metroid Prime is fairly straightforward. When you're fighting, you'll normally use the Combat Visor. Later on, you'll be forced to call on the Thermal and X-Ray Visors to track heat and cloaked signatures, but the basic idea remains the same. Hold L to lock on to your target so you can always be facing it. If you tap B while locked on, you'll "strafe" around the enemy, allowing you to circle and dodge most attacks. This is made a bit easier once you have the Space Jump Boots, so you double jump out of the way. Occasionally you'll face enemies that you can't lock on to (Eyons, cloaked enemies), so you'll have to use the R Button to manually aim at your target. It's *extremely* important to know your enemy's weaknesses. There are a lot of opponents that are weak to Ice, Fire, or Electricity. Know these weaknesses and then exploit them with your different Beam weapons. Knowing how to defeat an enemy quickly may often make the difference between life or death. As I mentioned earlier, you may sometimes have to track heat signatures (Shadow Pirates, Thardus, Prime) or spectral anomalies (Chozo Ghosts, Prime) to acquire target lock, so know what Visor you have to use in the right situations. H. ENVIRONMENTAL HAZARDS ======================== Tallon IV has hazardous evironmental sections aplenty. For starters, know where enemies are and how to eliminate them quickly so you can conserve energy and munitions. Lava and Phazon are two biggies in the game; try not to swim too much in the lava, and avoid all blue Phazon like the Plague until you get the Phazon Suit. There are certain enemies and hazards that will also adversely affect your progress in other ways besides simply harming you. Scatter Bombus will interfere with your Visor, turning it to static. In Magmoor, the steam vents will fog your Visor up, as will traveling through a water- fall. Until you have the Gravity Suit, movement through liquid is also hindered a great deal, as is your vision capability.. The last bit of advice for this section is to constantly be aware of your surroundings; often knowing what's around the bend will make a crucial difference in your ability to survive. ------------------------------------------------------------------------- ========================= =SECTION V: SPEED GUIDE?= ========================= Yeah, I know what you're thinking - a Metroid Prime Speed Run? "Is that even possible?" was my first question. And for a great deal of time, it was strongly suspected that the linearity of the gameplay would prevent just about any attempts to get items early, such as the famous trick in Super Metroid involving getting the Wave Beam prior to Crocomire. Recently, however, progress has been made in this area of study. While many possible methods have been suggested, most have met in failure later on in the game; but there is currently at least one way to signif- icantly reduce time by grabbing two items earlier than normal. This is detailed below in the actual speed run. Now, just so you know before hand, you probably won't find anything earth shattering in this guide that isn't in any others, save for some new methods of looking at the maps. Fairly basic methods for time-saving include using the Morph Ball through passages (it saves seconds wasted running and firing at enemies) and flat-out avoiding enemies unless absolutely necessary to survive (Drones, Turrets, bosses, etc). Here's a quick overview of the main points that this speed run will focus on, using the same exact setup as in the Table of Contents. 1. Experimentation Gone Awry - Explore derelict Pirate Frigate. - Defeat Parasite Queen and escape to Tallon IV. 2. Poison in the Ruins - Fight mini-bosses for your major upgrades. - Journey to Sunchamber and fight Flaahgra for the Varia Suit. 3. Temperate Variances - Explore the fiery depths of Magmoor. - Proceed to Phendrana Drifts. - Locate the Boost Ball. - Jaunt back to Tallon Overworld, collect Space Jump. - Return to Phendrana and fight Sheegoth for the Wave Beam. 4. The Ruins, Revisited - Return to the Chozo Ruins and work through to find the Ice Beam. - Exit back to Tallon Overworld, and return to Phendrana Drifts. 5. Infiltrating the Glacial Labs - Infiltrate the Research Labs, locate the Thermal Visor. - Use new path to find Frozen Pike, maneuever through and collect the Gravity Suit. - Return to Quarantine Cave and fight Thardus for the Spider Ball. - Return to Magmoor and grab the Plasma Beam. - Return to Phendrana Drifts via the Magmoor Workstation and head to get a few items, including a more-than-early Power Bomb upgrade. - Return to Tallon Overworld. 6. The Chozo Ruins Scavenger Hunt - Run through Chozo Ruins gathering tons of upgrades you couldn't on the first pass through. 7. Unnatural Experiments - Explore the depths of the crashed Frigate and locate the X-Ray Visor before entering the Phazon Mines. - Locate Central Dynamo and collect the Power Bombs. - Backtrack and fight the Elite Pirate for Artifact of Warrior. - Battle back through the Phazon Mines and head for Elite Quarters. - Defeat the Omega Pirate to get the Phazon Suit. 8. The Last Artifacts - Finish up item collection in Tallon Overworld and Chozo Ruins and return Artifacts to the Artifact Temple. - Defeat Meta Ridley to gain access to Impact Crater. 9. The Final Showdown - Conquer Phazon Core and defeat Metroid Prime. Of course, what is written below is the far more detailed, step-by-step guide to speeding through Metroid Prime in just under 3 and a half hours, with every item pickup and Log Book scan. ------------------------------------------------------------------------- ================================= =SECTION VI: THE PRIME SPEED RUN= ================================= A. OVERVIEW =========== This speed guide is broken down into various subsections encompassing major areas of the game. Any time you enter a new world, such as when you progress from Tallon Overworld into Chozo Ruins, you can check the Mission Outlooks that accompany each section of the guide to get a quick heads-up on anything and everything you should know about what you'll find there. The Outlooks include any major objectives you must complete, as well as an item tracking system (broken down into "Upgrades", "Energy Tanks/Missile Expansions/Power Bombs", "Chozo Lore", "Chozo Artifacts", "Pirate Data", and "Log Book Scans"). I felt that it might be beneficial to know just what you'd need to do without having to memorize exactly what to do, or waste time getting lost in a general walkthrough. From time to time, I'll also make references about data that you'll be alerted to throughout the game. Oftentimes it will appear just as I describe, but if the Hint system is turned on, a few of these will only appear if the computer decides you're spending too much time in an area. It is actually possible to get through the game without ever having your computer alert you of things like the odd gravity patterns, or the location of the Research Core, and whatnot. B. LOG BOOK DATA NOTATION ========================= Any time Log Book data can be downloaded, the category is designated in CAPITAL letters; i.e. PIRATE DATA. However, this is not the case with the inhabitants of the planet. In the case of Creature Morphologies, I designated each one in "quotations"; i.e. "Space Pirate" whenever it is first encountered and can be scanned. Items that count as Research Data are [bracketed]; i.e. [Gunship]. Any upgrades to your Power Suit or weapons that you acquire are also designated in CAPITAL letters; i.e MISSILE EXPANSION (---), or MORPH BALL. C. ITEM NUMBERING ================= You'll notice that I numbered just about every item in the game during the course of the walkthrough. While this was originally designed for my record-keeping purposes, I found it quite handy to keep in there so it would be easier to keep track of one's item progress through the game. The numbering system I used for most items follows a (-/-) format, so once you find the Artifact of Truth, you'll see a (01/12) after it, indicating that you've located 1 out of 12 Artifacts. I did this for Pirate Data and Chozo Lore as well; there are 25 total Pirate logs and 16 Chozo Lores. However, I did not do this for the minor upgrades such as Energy Tanks, and Missile/Power Bomb Expansions. These I just listed what your total amount after acquiring said upgrade should be. Just know that there are 14 Energy Tanks, 250 Missiles, and 8 Power Bombs. D. HARD MODE ============ While this is primarily designed for Normal Mode, I took the extra time to account for Hard Mode in here as well. The enemies in the areas you explore will remain the same, except they'll be twice as strong (so if you used one charged shot in Normal, you'll generally use two in Hard). Therefore, I didn't alter any of the main walkthrough sections, but I did include a separate Hard Mode Strategy for all the mini-bosses and major bosses that outlines anything new you'll need to take into the battle, along with any new type of strategy you'll want to try and utilize. Also, don't be surprised if you see random commentary from me about how some foes will behave in Hard Mode, since there's quite a few that get nastier in Hard. E. THE SPEED RUN ================ From start to finish, including every item along the way, my unofficial (or official, I don't really know) guide to speeding through the game of Metroid Prime. ======================================= SUBSECTION 1: EXPERIMENTATION GONE AWRY ======================================= SPACE PIRATE FRIGATE ==================== Objectives: ----------- - Determine source of specimen breach on Frigate. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: N/A. - Chozo Lore: N/A. - Pirate Data: Fall of Zebes. - Scans: Parasite, Auto Defense Turret, Map Station, Small Energy, Missile Ammunition, Save Station, Parasite Queen. Once you start a new game, you'll be informed of distress signals being intercepted from a derelict ship in orbit of the planet of Tallon IV. Watch (and listen to the cool music) as Samus Aran's ship approaches the badly-damaged Pirate Frigate and cycle through a rather nifty jumping animation. You'll assume control once the sequence is finished. This level serves only as a practice session for you to get familiar with the controls. You'll start out on Deck Alpha, which houses the Frigate's docking bays and storage facilities. From your starting point, you'll see a blue forcefield in front of you. Lock on to and shoot each of the four orbs to deactivate it so you can advance. Next, scan the console to the right of the second forcefield. This will activate the orbs so you can deactivate them. There are six this time, so use R to assist you in targeting the high ones, then continue on through up the ramp and through the blue door. Scan the consoles as you go; you'll need to repressurize the airlocks before you can move on. The next room is the Emergency Evac- uation Area. Head down the ramp and activate your Scan Visor to locate the "Parasite" near the floor. It'll be too busy feasting on its Space Pirate dinner to worry about you, so you can safely scan and destroy it. Scan it now; you won't get any more chances after this level, and you don't have the time to waste trying to scan the swarms during the escape sequence. Head to the opposite side of the room and through the blue door at the end. In the next hallway, you'll reach an impasse; use the Charge Beam to blast through the rubble and head deeper into the Frigate. The next hallway will show a short cinema of three Parasites escaping into a small tunnel. Follow them in using the Morph Ball to find the first [Map Station]. Scan and download the Map for the Frigate, then head back out and on into the elevator room. Scan the console to activate it and travel to Deck Beta. On Deck Beta, you'll have to use the Morph Ball to navigate some damaged tunnels. Once you reach Biotech Research Area 1, you'll find a couple of injured Space Pirates, but none pose too much of a threat. Take your opportunity here to practice strafing so you'll be better at it later. As you defeat them, they'll leave [Small Energy] and [Missile Ammunition] refills; be sure to scan them for the Log Book first. Through the next door and around the bend lies a deadly new enemy known as an "Auto Defense Turret". Hold L and sidestep so you can scan it, then fire two Missiles (three in Hard) to destroy it. Once you reach the Biohazard Containment (the room you reach that has a lot of computer terminals in it), scan one near the entrance to download a PIRATE DATA log entry, "Fall of Zebes" (01/25). This entry is another one-timer; miss it here and forfeit it for the rest of the game. Take out the Defense Turret lurking around the corner, and check out some of the "easter eggs" in the room. The giant creature in the central tube vaguely reminded me of Draygon from Super Metroid, and scanning the banging door definitely nets you a description of a Zebesian Sidehopper (though the game labels it only as a "dangerous xenotropic lifeform". Continue on through the next few areas until you reach the lift down to Deck Gamma. Scan the console to activate the lift, then ride down and have a charged shot ready for the Space Pirate that will attack. Scan the consoles on the wall, and you'll be prompted to "insert the metallic sphere". This means use the Morph Ball to unlock the door (which then raises the question of how the Space Pirates use these doors since you'll learn later on that the Morph Ball technology is a complete mystery to them...) Behind Door # 1 lies Door # 2, but you should head into the left-hand room first to scan the [Save Station]. Exit out and head through the next large door to the boss in Reactor Core. ========================================================================= BOSS: PARASITE QUEEN -------------------- Despite what you may think upon seeing this monster, the "Parasite Queen" is quite a pushover. This battle will get you comfortable with the strafing technique. First things first, aim up and scan the boss, not only to add it to your Log Book, but to identify her weak point, the mouth. During this battle, the only attack you'll have to dodge is a searing energy beam. Once you target the mouth, strafe around the room in a circle while constantly shooting your Power Beam. Your shots are quick enough to penetrate the breaks in the forcefield. Whenever you encounter the large gap in the forcefield, either send some Missiles or charged shots into the mouth to deal serious damage. This fight will be over after a few rounds. Then get ready for the next stage of the level. HARD MODE STRATEGY: Not much is different in this battle, other than the fact that the beam ray does a bit more damage. The Parasite Queen takes slightly less damage, but the pattern still remains the same. Constantly strafe to avoid the more-frequent ray attack, and launch Missiles at the open forcefield until you run out; then resort to charged Beams. ========================================================================= The "time bomb set, escape immediately" sequence is almost a dogmatic part of Metroid; every game has it. Of course, you'll get a feel for the size of the game when you see the 7 minute timer as opposed to the normal 2-3 minutes. The upper door is sealed, but the camera will automatically point you in the direction you need to go. Run through the cooridors and scan the console in front of you to deactivate a Defense Turret up ahead. As you reenter Biotech Research Area 1, some Space Pirates will be busy fighting off a giant monster. Let the explosion kill them, then climb the wreckage and run past the Space Pirates to the open hatch at the very back. Climb down to the subventilation shafts, and use the Morph Ball in the downhill segments to make your trip slightly faster. You'll deal with Parasite swarms in the subventilation areas that can stain your Visor - if you're running. This is another good reason to stay morphed. You'll pass through SubVentilation Shafts A-E and a few more access tunnels (one has Defense Turrets in it) before you reach the large Cargo Bay Access. Follow the giant crates and exit out the right-hand tunnel to work your way through to Biotech Research Area 2. Here, you'll find a more-than-vaguely-recognizable enemy hanging out on some top girders. Dispense with the fond memories, and as Meta Ridley flies off, use the Grappling Beam to latch onto the Grapple Points above you. Use L to latch onto the first one, and as the second one lights up during your swing, let go of L and immediately hit it again to swing to the next Point. At the end, you can deactivate another Turret and run down the hallway to the Deck Alpha Elevator. Just as you activate the elevator, a massive power surge slams you against the wall, causing your Varia Suit, Morph Ball, Missile Launcher, Charge Beam, and Grappling Beam to malfunction (and disappear, of course. You didn't think the game was going to give you all those items from the start, now did you?). Take the lift up and squeeze through narrow winding tunnels where you have to wait what seems like an eternity for the airlock to pressurize. As soon as the door glows blue, blast it and keep running to the door in the distance, which finally leads back out to the Hangar. As you exit, a cinema will take over as Samus sprints to her ship and tails Meta Ridley to the surface of Tallon IV. ================================= SUBSECTION 2: POISON IN THE RUINS ================================= TALLON OVERWORLD ================ Objectives: ----------- - N/A. Items to get: ------------ - Upgrades: N/A. - ET/ME/PB: N/A. - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: Gunship, Beetle, Blastcap, Zoomer, Sap Sac, Geemer. A short cinema will ensue as Samus speeds through the atmosphere and lands on the surface. Immediately upon exiting the ship, drop down, turn and scan your [Gunship] to add it to your Research logs. Head to the right and enter the blue door. In the cave, you'll face some "Beetles"; scan them, then pop off some Power Beam shots at them. Make your way into Tallon Canyon and scan the "Zoomers" (high on the cliffs) and "Blastcaps" (down near the water). Keep looking up to get the "Sap Sac" hanging from a tree, then keep panning to the right to scan the lone "Geemer" that's crawling on a far ledge. Head towards the door at the far end, dealing with more Beetles. Head through the access tunnel into the Transport Room beyond, and scan the switch to activate the Transport and take it to the Chozo Ruins. CHOZO RUINS =========== Objectives: ----------- - Investigate seismic disturbances in Ruins. - Assess threat of increased Hive presence and investigate. - Determine cause of energy spike. - Determine source of toxins and eliminate threat. Items to get: ------------- - Upgrades: Missile Launcher, Morph Ball, Charge Beam, Morph Ball Bomb, Varia Suit. - ET/ME/PB: Energy Tank (2), Missile Expansion (6). - Chozo Lore: Fountain, Exodus, Hatchling, Meteor Strike. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: Scarab, Eyon, War Wasp, Hive, Plazmite, Tangle Weed, Large Energy, Hive Mecha, Ram War Wasp, Missile Door Lock, Plated Beetle, Shriekbat, Reaper Vine, Locked Door, Incinerator Drone, Barbed War Wasp, Stone Toad, Morph Ball Slot, Venom Weed, Flaahgra, Flaahgra Tentacle, Ultra Energy, Pulse Bombu. Moving on up to the Chozo Ruins, you'll encounter some Beetles in the Ruins Entryway. Dispatch them, then scan for the first CHOZO LORE entry, "Fountain" (01/16). Head through the door into the Main Plaza, where you'll deal with more Beetle swarms, then move on to the back area. Enter the blue door on the left into the Nursery Access, scanning the "Scarabs" that get in your way, and follow it into the Ruined Nursery. Another piece of CHOZO LORE, "Exodus" (02/16), awaits you here. Climb up and scan both the "War Wasp" and the "War Wasp Hive", then head through the door up top (ignore the Save Station for now; you don't need it). You'll be able to scan the "Eyons" in the aptly named Eyon Hall, then keep heading through the next few rooms until you reach Totem Access. The room slants sharply to the right as you enter the door. Immediately add the "Plazmite" to the Log Book, then circle around the room and scan the group of "Tangle Weeds". The crate near the Tangle Weed sometimes yields [Large Energy] refills; if one appears, scan it and continue on down the hallway into Hive Totem. Your computer has pinpointed this room as the source of unusual seismic readings, so head on across the half- sunken platform to investigate. Before you can get much farther, the first of many mini-boss fights begins. ========================================================================= MINI-BOSS: HIVE MECHA --------------------- Start off by scanning below the water to add the "Hive Mecha" to your Log Book, then try and target one of the "Ram War Wasps" that are rapidly circling about. The first round has about three, and each subsequent round adds 2 more. Try to target as many Wasps as you can as they swarm out of the Mecha - this cuts down on the amount of circling and targeting you have to execute during their primary attack phase. Speaking of the Ram War Wasps, this is the ONLY time they'll ever appear in the game, so if you don't scan them or the Hive Mecha now, you're screwed if you want 100% of the Scans. Scan one during the first round to make it easier. The battle plan is fairly simple. The Hive Mecha is merely a giant mechanical Hive. As it registers a potential threat, it'll release War Wasps to defend the hive, but be forewarned: The Ram War Wasps are the only ones to have evolved a collective hive mind. In simpler terms, you're no longer dealing with Wasps that attack you as they see fit; members of the Ram variety will attack in tandem, making targeting and eliminating them quickly essential. A combined assault of three or more Wasps is almost guaranteed to knock you off the platform and into the toxic waters below (a fate that almost guarantees you certain death, as you can barely see and your energy is drained so quickly that if you do escape without dying, the next Wasp attack almost surely will). Circling is the best solution to this battle: position yourself in the center and constantly spin around on your own axis. The Wasps will emit a distinct chirp when they're about to attack, and you have a three second window to lock onto a few while some more move into position. Quickly pull locks an any Wasps that are hovering - these are the ones who are in position to attack. After you've destroyed a wave, quickly spin to the Mecha and pump the exposed weak spot full of Power Beam shots. Eventually, the Mecha will close up and spin, revealing a new port. As more War Wasps come out to attack, repeat the same exact battle plan as before for two more rounds until you destroy the mechanical Hive. Destroying it rewards you with the MISSILE LAUNCHER along with the first MISSILE EXPANSION (005). HARD MODE STRATEGY: More Ram War Wasps take part in this battle; the initial round has, I think, five, and you get two or three more per round after that. And as if that wasn't enough, the Wasps are far more vicious in their attacks, and don't give you as much set-up time as in Normal Mode. Don't throw a fit if you start getting nailed by some of them. Use the same circling strategy, then start targeting as you hear the chirping sounds. Pull locks on them as quickly as possible, then turn to the Mecha and blast away. Try your best to stand directly in the middle of the submerged platform; the Wasps are far more efficient at ramming you into the toxic water, where it is indeed certain death at the rate your energy is drained. The Mecha itself is as vulnerable as before, lasting about three rounds. Your primary concern in this battle is dealing with the Wasps. ========================================================================= Having just acquired the powerful munitions upgrade, cross to the door at the far end and scan it to download data regarding the red [Missile Door Lock]. Once it's logged, use a Missile on the door to fracture the shielding and head inside to collect the first ENERGY TANK (01) of the game. Leave Hive Totem the way you came in and make a pit stop in the Ruined Gallery. Deal with the War Wasps (and take out their Hive with a Missile), then drop to the door on the other side and use a Missile on it. Inside the small alcove you can download the Map Data for the Chozo Ruins, then return to the main chamber. Take out the Blastcaps on a small platform in the water, then aim a Missile at the damaged wall near the back. Break the wall and cross to a MISSILE EXPANSION (010), then back- track to the Main Plaza. Deal with the Beetles and cross to the Blast Shield-protected door on the right hand side near the entrance to the Ruins. Break the shield and head through the Scarab-laced tunnel to reach the Ruined Shrine. A horde of 20 or so Beetles will surface and attack (they'll generally attack in groups of 8 or 9) you - this part gets pretty tough in Hard Mode; the best possible strategy is to strafe while jumping so you can try to avoid any ramming attacks. Make very liberal use of the L Button to lock onto whatever's nearest you (if in Hard, be sure to grab the energy refills or else the Beetles will kill you long before the next mini-boss surfaces). When the last one has been destroyed, the large mutant "Plated Beetle" will join the fracas. ========================================================================= MINI BOSS: PLATED BEETLE ------------------------ This one is ridiculously easy, even more so than the Hive Mecha. Your newly-acquired Missiles will come in real handy here. Scan the boss to learn that it has armor plating on its front, making it invulnerable to conventional attacks. The only place this thing is vulnerable is its tail, and the Plated Beetle isn't about to let you reach it easily... well, actually it is. Stand your ground and let it charge you. As it stops, it'll strafe left, then right. As soon as you see the vestigial wings flutter, dash out of the way and fire off a Missile. It'll fly true to its new target and impact rather nicely square in the middle of that exposed red spot. Do it again to watch the Plated Beetle explode in a gooey mess. The wall blocking access to the MORPH BALL is now lowered, so you can go and collect the upgrade, then use it to escape through the tunnel at the bottom. HARD MODE STRATEGY: The only thing to watch out for here is that there will often be one or two normal Beetles left when the Plated version surfaces. You'll have to watch the Plated Beetle while picking off the remaining little Beetles in order to not get rammed to death. Once that's done, three Missiles to its abdomen will destroy it. ========================================================================= Backtrack to the Main Plaza again, this time ascending the stairs at the very back and making your way up to the bridge overhead. There's a lone War Wasp circling about; destroy it, then lock onto each of the two Hives and destroy them before proceeding. Continue on through the blue door into the Fountain Access. More Scarabs and blocked passages await you in this tunnel; make it easy and use the Morph Ball the entire time. The Ruined Fountain is darkened, making it tough to see where you're going. There are, however, a few Plazmites circling around. As long as you don't bother them, they'll generally leave you alone. Allow the Plazmites to light your path, then hop around the perimeter of the room to the Fountain at the back. Scan the upper wall for the CHOZO LORE, "Hatchling" (03/16), then continue on to the other side of the room and through the door, which leads to the Arboretum. In here, immediately turn left and scan the "Reaper Vine". Shoot the two that appear and make your way to a set of ledges winding around the center tree. Cross the wooden bridge and head left down the incline to reach the door leading into the Gathering Hall. You should be getting a message regarding a Save Station near you, but ignore it for now. Once in the Gathering Hall, cross along the lower right path (where the cluster of Blastcaps are) into the Watery Hall Access. As you round the corner, quickly scan the "Shriekbats", then duck for cover or shoot them. At the lowest point in the room, shoot a Missile at the left wall to break it and reveal a MISSILE EXPANSION (015). Once in the Watery Hall, you must locate and scan four runic symbols to activate a gate high above you. Jump to the ledge near the entry door and turn around. As you pan to the right, you should see the first rune. Hop back down and cross the platforms on the water until you reach a Blastcap cluster. Destroy them and find a second rune on the floor. Head to the back of the room where the third symbol lies on the wall. Finally, return to the entry point and navigate the ledges up and over to the large gate. Scan the wall near it to find the fourth rune, then turn and scan the gate itself to unlock it. From your vantage, scan the far wall for the next CHOZO LORE, "Meteor Strike" (04/16). Now cross to the CHARGE BEAM upgrade lying at the back of the unlocked room. As you grab it, eight Eyons will come to life and try to stop you from leaving. Use charged Beam shots to wipe them out, and backtrack to the Gathering Hall. Head up the ramp to the Save Station this time, then you'll start your climb up the ledges in the room to reach the Energy Core at the top. The ascent is full of Blastcaps and Shriekbats; destroy each of them as you climb. At the top lies a Morph Ball Tunnel leading to another side of the room. Once out of the tunnel, fire away at the multiple Shriekbats, then jump across the pit to the door on the other side. Inside the Energy Core, scan the [Locked Door] in the distance, then head to the left until you reach a Morph Ball Tunnel. Roll on through this and the next one to reach the door leading to the Burn Dome - the location your computer indicates is the site of a very strong Hive presence. ========================================================================= MINI-BOSS: INCINERATOR DRONE ---------------------------- Just like the Hive Mecha battle, you'll encounter a new variety of War Wasps that appear exclusively in this battle. You'll get your chance to scan the "Barbed War Wasps" after the first phase of the fight is over. The battle starts off with the mechanoid shooting two jets of flame. Strafe side to side and stay in between the two jets. When it stops, a red orb will appear. Get in front of it and fire until the mechanoid mal- functions and shoots its flame straight up. The Barbed War Wasps in the hive above get pretty teed off that their home is being set aflame, and naturally come after you. Scan one as it emerges, then start making a point of taking them apart as they come out of the hive. Keep an eye on the Drone though; the flame jets are now tilted at severe angles that can make it tougher to dodge. The trick is to avoid the high jet, and jump the low jet. Keep your attention focused more on the Wasps, but check the Drone every five seconds or so; as soon as that red orb pops back into view, drop the Wasps like a bad habit and focus all firepower on the Incinerator Drone. It'll malfunction again, and the process will start over. After 4 rounds, the Drone will really go on the fritz and vaporize the entire Hive. The Drone will then in turn explode into tiny fragments, leaving the MORPH BALL BOMB upgrade in its wake. HARD MODE STRATEGY: Not much difference, really (boss battles won't get tough until Thardus...). You'll of course, take more damage, the War Wasps are quicker and deadlier - but I didn't notice any particular change in their numbers (I can't really recall if they swarmed out one after another in Normal Mode). This battle is a piece of cake; just keep an eye on the Wasps and shoot them down to win here. ========================================================================= Collect the Morph Ball Bomb and use one on the weak wall near the back, then roll to a MISSILE EXPANSION (020). Exit the Burn Dome by Bomb Jump- ing to the high tunnels, then scan the "Stone Toad" hiding in a small passage to the left of the Morph Ball tunnel. Morph, let it eat you, then set a Bomb to destroy it, and head into the adjoining room. Stop and scan the [Morph Ball Slot], then Bomb Jump into it and set a Morph Ball Bomb to activate it. This will trigger the water to drain, so roll through the small tunnel into the large room. Quickly roll to the next slot and repeat to raise a set of platforms. Working against the clock, hop from platform to platform and head inside the alcove to reach the third Slot. Bomb Jump into it and activate it to raise a final series of ledges and unlock the door on the upper right side. Enter the door to make your way into the Furnace. Roll through the Morph Ball Tunnel and follow it to a second one, where you land in a room containing an ENERGY TANK (02). Collect it and head back to the Arboretum (saving along the way in the Gathering Hall is a good idea). Remember how you found four runes to get the Charge Beam? You'll have to find four more in the Arboretum to activate a gate far up top...but not just yet. For now, ignore this room and backtrack to the Main Plaza so you can collect a couple of upgrades that'll make the next boss a bit easier (especially if in Hard). Return to the Ruined Shrine where you found the Morph Ball. Bomb the weak part of the wall to reveal a MISSILE EXPANSION (025), then head back to the Ruined Nursery (a room you found on your way to the Hive Totem). There's a Morph Ball maze in the wall, so enter it at the low point to destroy a sandstone obstruction, then climb to the upper level and enter the maze again. From here, you can roll through the maze to reach the MISSILE EXPANSION (030) at the end. Exit and backtrack to the Ruined Gallery, where you found your first Missile Expansion. Hop to the first right-hand ledge, and Bomb Jump into the hole on the wall. Roll through the piping and you'll fall into a room with another MISSILE EXPANSION (035). Now return to the Arboretum and hop over to the right near the patch of red Venom Weed (you can't scan this patch, for some reason). Shoot it to make it retract, then scan the rune on the floor. Now ascend the ledges again to reach the wooden bridge. At the top on the tree bark is the second rune. As you work your way up through the Morph Ball passages in the rock, you'll find "Venom Weed" you can scan, along with a couple of War Wasp Hives. Keep on heading up and you'll find the third rune on the left-hand wall near a series of stairs. Climb all the way to the top and stand on the wooden bridge, then pan your Scan Visor up and around to locate the fourth rune; with all four active, the gate near you will unlock and you can use a Morph Ball Bomb to destroy the rubble and gain access into the Sunchamber Lobby. The following two rooms are filled to the brim with Reaper Vines and Venom Weeds. Take out the Weeds first, and then lay assault to the Vines as you progress. Right near the door to the Sunchamber are two crates - shoot them for refills (if you need any). Head inside with the Scan Visor active and gear up for the fight against the guardian of the Ruins. ========================================================================= BOSS: FLAAHGRA -------------- The gargantuan mutant plant known as "Flaahgra" is the sole creature responsible for the high levels of toxins present in the Chozo Ruins. Like all plants, Flaahgra derives his power from photosynthesis, and his location in the Sunchamber provides him ample amounts of sunlight. To defeat this boss, you must disable the solar panels to rob Flaahgra of his power source, then use Morph Ball Bombs to destroy his weakened root system. Data-wise, Flaahgra contributes two entries to the Log Book. First scan the giant creature himself, then look off and scan one of the tentacles to learn the real secret to beating the boss. Flaahgra may have very thick skin that is resistant to every attack you have, but his central nervous system in his roots is quite vulnerable. Any time Flaahgra's solar energy is cut off, he retracts his roots from the Tunnels, allowing you to roll inside to the Morph Ball Slot at the end and set Morph Ball Bombs. The resulting explosion to his vulnerable base deals hefty damage to Flaahgra (1/4 off his meter) and causes the beast to shrivel and collapse. However, it's not long before Flaahgra revives with the help of more solar panels. Pay attention to the reanimation cinema; look for which panels are activated, then look for the closest Morph Ball Tunnel in relation to the panels. You want to time this so that you're able to reach said tunnel within 6 seconds of disabling the panels. Ironically, the fourth phase is the easiest as you can pick and choose from any of the four available to you. The trick in the battle comes in the form of Flaahgra's increasing resistance to your attempts to knock him out. He doesn't get very happy when you try to cut him off, and will bombard you with some pretty nasty attacks. To disable each panel, lock on to the red light and shoot it until it's knocked out of position. Flaahgra will always attempt to knock the solar panels that you disable back into a position that will benefit him, so you must dually concentrate on keeping Flaahgra woozy. You may not be able to harm him with your weapons, but rapid-firing the Power Beam and launching Missiles does a good job of keeping Flaahgra from counterattacking. The strategy to use is to stun Flaahgra, strafe around while taking potshots until you reach a solar panel. Knock it out of commisssion and *immediately* lock back onto Flaahgra. Strafe around some more while keeping him dizzy until you reach another active panel. Knock it out, and repeat for as many panels have to be deactivated. As I said earlier, try to make the last one you disable near an available Morph Ball Tunnel so you can damage Flaahgra much easier. Flaahgra's other attacks involve a poison breath attack (which can be easily avoided by strafing), a ramming move (he bends down and slams his head into you), and his thorn vine - he lays this down in random places around the room hoping for an unwary adversary to get caught. If you do happen to get stuck in it, repeatedly move the Control Stick around to free yourself (and do it fast - you rapidly lose energy when stuck). Repeat the battle for a total of four rounds. When you've delivered a fourth Morph Ball Bomb blast to Flaahgra's roots, the mutant keels over and dies once and for all. With Flaahgra no longer polluting the waters of the Ruins, the waters clear and turn a crystal blue, restoring one aspect of the former beauty of the Chozo cities... The door you came in is still blocked by a vine covering, but the other door is revealed, and the VARIA SUIT upgrade sits on a ledge in front of the door. Jump up to claim the Suit enhancement that allows you to travel to extreme heat and cold zones, while reducing the level of damage you sustain from enemies. HARD MODE STRATEGY: Flaahgra may be the first real boss that you may have to approach a bit differently. For starters, there are a few things different in the Hard version; including Flaahgra's resistance has been upped (making him harder to stun - Missiles are about the only thing that do the trick reliably), his downtime has decreased, and he is much more prone to knocking panels back into position, sometimes without you even knowing. His thorn vine attack is a bit more prevalant. Constantly switching lock-ons between Flaahgra and the panels is crucial; you must always keep him off balance when attempting any sort of attack on his power sources. Make sure he is reeling prior to and immediately following disabling a panel, and launch a few Missiles to keep him that way while you scramble to the next panel. Except for these little bits, the battle pretty much proceeds the same way. The battle still goes for four rounds, but during the last round, Flaahgra goes into a sort of "desperation" mode in which he commonly launch flurries of attacks at you (multiple rammings, repeated breath attacks, or combination attacks (as a particularly mean example, ramming you into his thorn vine). Bear these in mind, but you shouldn't have any real problems with this battle. ========================================================================= Leave the Sunchamber and proceed through the Suntower Access until you reach a stack of crates. Shoot them for energy refills; you'll most likely find an [Ultra Energy] here. Scan it for the Log Book, then collect it to refill a whole Tank. As you round the corner, you'll run into a new enemy called a "Pulse Bombu"; you can't damage it yet, so just Morph and roll on past. As you enter the Suntower, you'll have to make the leap all the way to the bottom. Ignore the enemies in this room for now and dash out into the Transport room, and head on down to the fiery world of Magmoor Caverns. ================================= SUBSECTION 3: TEMPERATE VARIANCES ================================= MAGMOOR CAVERNS =============== Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: Energy Tank (1), Missile Expansion (2). - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: Grizby, Burrower, Magmoor, Puffer, Triclops. As soon as you arrive in Magmoor Caverns, drop down the platforms and head to the nearby Save Station. It would be a shame for you to die while attempting to get something here and lose your progress before Flaahgra... Moving out of the Save Station, you'll deal with some Shriekbats before finding your first new enemy, the "Grizby". This little twerp likes crawling along the floors and generally making life a pain. Shoot them from a good vantage point with Missiles. After getting across the two platforms with Grizbies, you'll encounter a "Burrower". Just ignore these and roll to the blue hatch beyond. You'll enter Lava Lake, and the extremely kick-ass music will start - it's a remix of the Lower Norfair theme from Super Metroid (which I still consider the best track in the game). In fact, you can put the game on Pause and just kick back and listen to it. But then you wouldn't get much accomplished, so... Continuing on into Lava Lake, you'll encounter your first "Magmoor" - a huge fire-breathing serpent. Target its head and let it eat two charged shots to literally blow its head off. Move on around the curve and start dealing with the floating "Puffers". Each Puffer releases toxic gas when destroyed, so it's best to let the gas dissipate before moving on. Make your way across the platforms and bomb the wall to reach the second room of Lava Lake. Beyond this lies a small area with a grated floor. Scan the small "Triclops" in the area below, then morph and roll along the far left side to avoid getting munched by one of them. It's slightly irritating when they pick you up and deposit you somewhere else in the room...Exit through the door on the other side to reach the large Triclops Pit. Move on through the steam vents and start targeting the Puffers in your path. Drop off the ledge and look behind you to find a secluded cave entrance. Go through and Bomb yourself into the Morph Ball tunnel to access the the area underneath the mesh flooring. Roll along the right side and into the small offshoot tunnel to reach a new cave. Find the Morph Ball tunnel near the back and roll in. Head into the Storage Cavern at the top to find another MISSILE EXPANSION (040) near the back, then backtrack to the start of the area. Now head across the suspended platforms to the door at the far end and on into Monitor Station. Approach with caution - there are three Defense Turrets just itching to blow you away. As soon as you get a lock on them, let each one have it with 2 Missiles (advance slowly to ensure that you lock on before they do). Take out all three and move to the door on the left to reach Shore Tunnel. Make your way through the hazardous lava sections and into Fiery Shores. Blast the crates on your right to give you some standing room, then jump over and assault the Magmoor that pops up. Jump to the ledge with the Triclops, and Bomb Jump into the Morph Ball tunnel. Follow it around to land in front of some more more crates. Destroy these and proceed to use the steps to bomb yourself up to a precarious catwalk perch. Roll along the catwalk network to reach the MISSILE EXPANSION (045) at the end, then drop down and return to Monitor Station. Arm yourself near the door as the Defense Turrets have returned, and take them out systematically. When all three have been destroyed, head up the bridge and jump to the rock formation on the other side. Aim up until you locate a fourth Defense Turret, and blast it out of the sky. Ascend the rock and metal ledges until you have a safe spot from which you can leap to make it to the suspended catwalk below. Jump to it and head across the long metal bridge to the door far beyond. Morph into the passage and into Transport Tunnel A where you can attempt to get one of the most difficult items in the game. There's an Energy Tank hidden far above you, but you must flawlessly Double Bomb Jump over three sections to reach it. There's a small area that you can use to practice it on the lower level, so if you're not an expert at Double Bomb Jumping, practice the technique there. Refer to the section titled "SAMUS' ABILITIES" if you need a reference. When you're ready, move to the metallic block just near the start of the tunnel, and perform the first Double Bomb Jump. Crank the Control Stick to the left so you land on the ledge above. Roll to the far end and perform the second Double Bomb Jump, again holding Left to roll onto another ledge. Roll to the end and finish off the combo by doing another Double Bomb Jump to grab the ENERGY TANK (03) at the peak of your jump. Drop back down and roll into the Transport area to travel to Phendrana Drifts. PHENDRANA DRIFTS ================ Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: Boost Ball. - ET/ME/PB: N/A. - Chozo Lore: Cipher, The Turned. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: Crystallite, Flickerbat, Scatter Bombu, Baby Sheegoth, Ice Burrower. As you enter the icy world of Phendrana Drifts, you'll have to use your Missiles to blast through some ice structures. Beyond lies the Phendrana Shorelines. Scan the "Crystallites" patrolling the ledges, and the "Flickerbats" high in the sky to add them to your Log Book, then you'll be able to locate a Save Station almost directly across from you - you can use it to save after nabbing that particularly nasty Energy Tank back in Magmoor. As you proceed to the Save Station, you'll come across a metal gate on a building. Blast the gate with a Missile and scan the panel at the very back to unlock a door above you. Go ahead and save; then from the Save Station, head left around the curve and look for a series of ledges leading up and over. Hop up and across them to reach a door. Take the door and proceed through the access tunnel into Ice Ruins East, scanning and avoiding the "Scatter Bombus" along the way. As you enter Ice Ruins East, two nasty "Baby Sheegoths" will come out to play. These little creatures are not to be taken lightly. Charge up a shot and strafe around them until you can blast the ice shield on their backs. Destroy the shield and blast their exposed backsides with more Power Beam shots to kill them. Once they're dead, go and head up the ledge to the right. Follow it to the left and you'll enter a door leading to the Plaza Walkway. Inside this long cave you'll find a bunch of "Ice Burr- owers", which are merely icy versions of the Magmoor Burrowers. Roll past them back out to Phendrana Shorelines, then head left to the door that leads to Ice Ruins West. Once there, you can climb the steps to your right to enter a building where you can scan the higher walls for another entry of CHOZO LORE, "Cipher" (05/16). Now run past the two Baby Sheegoths to the door in the far right corner. The next tunnel will drop you into Phendrana Canyon. Drop just below the entrance and enter the small cave behind you to find another CHOZO LORE entry, "The Turned" (06/16). After reading it, drop all the way down and run past the Baby Sheegoth up the ledge where a console sits. Scan it to align a set of platforms leading off into the distance. Hop over them quickly as they collapse under your weight, and you can reach the BOOST BALL upgrade at the end. This upgrade more or less replaces the Speed Booster, amd allows you to execute quick Boosts in Morph Ball mode. You'll test this out almost immediately by Boosting out of a half-pipe (U-shaped) structure back to high ground. Once you learn the inner workings of this item, you can return to the Phendrana Shorelines, where you'll have another brief, but ominous, encounter with Ridley as he passes by overhead. After he flies off, drop down and back- track to the Transport to return down to Magmoor Caverns. MAGMOOR CAVERNS =============== Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: N/A. - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: N/A. From the Transport, backtrack to Monitor Station. Dispatch the Defense Turrets once more, and head back through Shore Tunnel to Fiery Shores. Reenter the Morph Ball tunnel, but follow the path leading in the opposite direction through the dangerous lava area. Enter the door at the rear to find a Magmoor. Destroy it and roll through the tight Morph Ball passage, across the rail (don't worry - you can't fall off) to the door on the other side into another Transport Room. Take this one back up to Tallon Overworld. TALLON OVERWORLD ================ Objectives: ----------- - Locate "half-pipe" configuration. Items to get: ------------- - Upgrades: Space Jump Boots. - ET/ME/PB: Missile Expansion (2). - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: Bloodflower. You'll exit the Magmoor transport near Tallon Overworld's Root Cave. Proceed through Transport Tunnel B and you can pick up another MISSILE EXPANSION (050) under the bridge. As you enter the Root Cave, pick off all the Beetles that attack you, then ascend the roots on the other side. Hop from platform to platform (destroy the Zoomers prior to each jump to reach the door up top. Immediately upon entering, you'll come face- to-face with a giant "Bloodflower" that spits toxins at you. Just run past it for now; exit out the door to reach Tallon Canyon once more. Proceed across the waterful and jump down. Head back towards the door that led to the Chozo Ruins and destroy the couple of Beetles. You'll find yourself in the half-pipe structure that your map was directing you to, so start using the Boost Ball to ascend the walls and reach the ledge on the left hand side. Follow it, destroying the sandstone you come across with Morph Ball Bombs, then proceed through the series of doors that leads back out to the Landing Site. Head to the left, jumping across the small gaps to reach another door leading into the Alcove where the SPACE JUMP BOOTS await you at the bottom. With this upgrade, you can double jump and reach previously inaccessible areas. Use the Space Jump Boots to double jump back to the door, then drop off the ledge towards your ship. Near the back, you'll find a small tunnel; roll on through the Tangle Weeds to reach the MISSILE EXPANSION (055), then roll out and jump in your Ship your ship to save and reload. After you've restocked, head back to Magmoor Caverns via the Transport near the Root Cave. MAGMOOR CAVERNS =============== Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: N/A. - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: N/A. Retrace the steps you took to get here back into Monitor Station. Yes, you'll battle those Defense Turrets again, so take them out and return to Phendrana Drifts the same exact way you did last time through Trans- port Tunnel A. PHENDRANA DRIFTS ================ Objectives: ---------- - Investigate the increased predator activity. Items to get: ------------- - Upgrades: Wave Beam. - ET/ME/PB: N/A. - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: Ice Parasite, Sheegoth. Start heading towards the Save Station (don't bother saving unless you think you might die) and then get ready to enter the Chozo Ice Temple. Head back along the ledges that led to Ice Ruins East, but stop and look around you to see floating platforms leading to that giant building in the distance. Use the Space Jump to reach the ledges so you can cross to the Ice Temple. As you reach the others side and enter the door, morph and roll past all the Bombus in this short hallway. In the next room, you'll face off against a Baby Sheegoth, and the close quarters makes combat a bit tough. Strafe around the best you can to defeat it and move on. There are a few ledges at the end, so start climbing and pick off the enemies as you come across them. On your ascent, you'll start encounter- ing "Ice Parasites", frosty versions of normal Parasites that have adapted to frigid temperatures. Move past them and keep going. Once you reach the top, you'll find a gate blocking a door. Go back a little ways and start scanning the walls until you find the bust of a Chozo Shaman. (If you're facing the giant iced statue, it's the first one on your right.) Destroy the bust with a Missile so you can Bomb Jump into the Morph Ball slot behind it. Activate the slot with a Bomb to open the gate. Go inside and morph to get through the next section, which involves bombing stone columns out of your path. Once you've successfully cleared the path, head on into the Chapel of the Elders, where you'll have to fight another two-part mini-boss fight to claim the strange upgrade that just got pulled into the floor. Four Baby Sheegoths will attack from the corners of the room, but thankfully you'll only face two at a time. Lock on to one of them and start strafing around while pounding its shell with the Power Beam. When you destroy one, another one enters, so keep picking them off until you've killed the whole quartet, and get ready for the larger, meaner version... ========================================================================= MINI-BOSS: SHEEGOTH ------------------- A full grown "Sheegoth" bursts through the rear wall of the Chapel, and my bet is she's not too happy that you just killed her babies. You should prepare a little bit: the battle's a tad tough at this stage of the game. (Once you have the Plasma Beam - pbth...) First thing you should know is that the Sheegoth is invulnerable to your current Beam weapons. The ice crystals on her back will absorb energy, converting it into some other kind of energy, which the Sheegoth spits right back at you. It's not pretty... Start off by scanning the boss so you have that part out of the way, then morph into the Morph Ball and roll around to the Sheegoth's tail end. You'll want to stay near the back and set off Morph Ball Bombs one after another so as to damage the Sheegoth quickly. Make sure that you roll in a orderly fashion with the Sheegoth so that the mini-boss never has any chances to use any of her more devastating attacks (ramming, or the freezing attacks). Should you get frozen, Bomb yourself out of the ice trap as fast as you can, otherwise the resulting ramming attack will do some major damage. Somewhere between 10 and 15 (I lost count actually) Morph Ball Bomb det- onations will kill the Sheegoth, after which you'll be able to claim that upgrade from earlier, which turns out to be the powerful WAVE BEAM. HARD MODE STRATEGY: Double up the damage from the last fight, and expect the Sheegoth to be harder to avoid. Combination attacks seem to work better in Hard Mode, so if you find yourself having trouble setting Morph Ball Bombs, use a couple of Missiles and alternate between the two attacks. It takes about 25 Bombs or 34 Missiles to defeat the Hard Mode version of this mini-boss. ========================================================================= You'll now be able to open purple beam-coded doors now that you have the Wave Beam. With your handy new toy, backtrack out of the Chozo Ice Temple and start the trek back to the Chozo Ruins (via Magmoor Caverns). ================================== SUBSECTION 4: THE RUINS, REVISITED ================================== MAGMOOR CAVERNS =============== Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: N/A. - Chozo Lore: N/A. - Chozo Artifacts: Nature. - Pirate Data: N/A. - Scans: N/A. Return through Transport Tunnel A and backtrack all the way to to the Lava Lake area in the beginning. On the side nearest the Transport, fire two Missiles at the pillar near the entrance, then Space Jump to the revealed ARTIFACT OF NATURE (01/12). Then continue on up to the Transport and take it back to Chozo Ruins. CHOZO RUINS =========== Objectives: ----------- - Investigate abnormally cool temperatures emanating from Furnace. Items to get: ------------- - Upgrades: Ice Beam. - ET/ME/PB: Energy Tank (1), Missile Expansion (4). - Chozo Lore: Beginnings, Cradle, Infestation, Worm, Hatchling's Shell. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: Plated Parasite, Missile Station, Chozo Ghost. You'll reenter Chozo Ruins near the Sun Tower (which you can't get past yet), so head through the other door into the Vault Access. Once in the Vault, scan the wall for the CHOZO LORE, "Beginnings" (07/16), then Bomb Jump to reach the Morph Ball Slots on the wall - the last one requires a Double Bomb Jump though. Detonating Bombs in each of the three opens the gate and reveals access to a MISSILE EXPANSION (060). Collect it and move on to Plaza Access. After defeating the Beetles, you'll literally run right into the ENERGY TANK (04) in your path. As you drop down to the Main Plaza, immediately head to the left, Space Jumping up to the plat- form leading to the Ruined Fountain Access. Use the Boost Ball to roll under all the Scarabs, then proceed into the Fountain and on towards the large Arboretum. As you get inside, head over to the door leading to the Gathering Hall and save your game. Exit and start climbing the platforms up towards the Energy Core. Near the upper Blastcap-covered ledge, turn around and Space Jump up the series of platforms near you to skip the Morph Ball tunnel section. Once near the door, hop on top of the red light, then Space Jump to the upper ledge, where you can use a Morph Ball Bomb to destroy the grating block- ing the MISSILE EXPANSION (065). Roll off the ledge and immediately back towards the lower ledge (so you don't fall all the way to the bottom of the Hall), and proceed on into the Energy Core. Eliminate the Shriek- bats inside and head across the platforms to the door in the distance and return to the Furnace area. You'll find a room with a Morph Ball tunnel and a Magnetic Rail. You used the lower passage to get an Energy Tank last time; now you'll be using the Magnetic Rail - even though you don't have the Spider Ball upgrade yet! To make the ascent, you're going to exploit a quirky aspect of this particular Magnetic Rail track. Position yourself so you're facing the track, then move a little ways to the left until you see a bit of the stone wall. Now press the Control Stick forward into the Track - the track should look like it's vibrating rapidly. While still holding the Control Stick forward, Space Jump up - at the peak, hold forward again, and you should land on a completely nonexistent "platform" (occasionally, your "track jump" will even propel you up the rail without Space Jumping). Hold R as you rotate to move yourself into a good position, then Space Jump again. At the peak of your second jump, morph into a ball to catch the lip of the tunnel, then execute a quick Boost to pop yourself in (this may take a couple of attempts, but it's easier to do than the Triple Bomb Jump). Now carefully Boost across the disappearing blocks and quickly Bomb Jump over the obstruction back to solid ground, where you can then safely continue on into the Furnace. As you enter, scan the "Plated Parasites" crawling along the Magnetic Rail to your right, then hop down and to the left to the next Morph Ball tunnel, ignoring the Beetles that pop out. Scan the CHOZO LORE, "Cradle" (08/16) on the wall, then head through the tunnel into the Crossway. Once in here, use the Boost Ball at the far end to land on the ledge, where you can scan the three more CHOZO LORE entries - "Worm" (09/16), "Infestation" (10/16), and "Hatchling's Shell" (11/16). Once you have them, head on through the door at the end and follow the path through to the Hall of the Elders. Just inside, roll into the tiny tunnel and scan the [Missile Station], use it if you need to, then return to the large Hall. Drop down and get the Scan Visor ready so as to quickly add the next creature to your Log Book. ========================================================================= MINI-BOSS: CHOZO GHOST ---------------------- The ancient Chozo spirits have become restless, and as some Pirate Data will reveal later on, these "Chozo Ghosts" have begun attacking anything that dares venture near their religious sites. The catch is they are only weak to the Power Beam, and they aren't always visible. In fact, at this point in the game, it can be rather tough seeing as you don't have the X-Ray Visor to efficiently track them. To defeat them easily, think back to the Hive Mecha fight, where the Ram War Wasps made chirping sounds before attacking. The Ghosts too, will make sounds (kind of like a spooky whooshing sound) before they launch an attack. If you hear this, quickly look around and dodge any pulse attack that flies at you. Whenever you have the opportunity to lock onto a Ghost, blast a Super Missile at it to reduce the amount of damage you have to do. Just be wary of their pulse attacks - if one hits you, you'll be rendered immobile for about four seconds while your Power Suit resets, an eternity during which you're vulnerable to further attack. The best method is just to tuck yourself into a corner and fire away whenever the opportunity presents itself. Once you have the X-Ray Visor, these recurring mini- bosses become but a nuisance. HARD MODE STRATEGY: The Ghosts take between three and four Super Missiles before dying in this mode, and they are quite a bit faster on the draw - constantly scan around to see if one of them is loitering around you. If so, pepper it with some Power Beam shots to distract it, and fire a Super Missile only if you have the time and room to charge one up. The Chozo Ghosts don't do a lot more damage, but in Hard, they tend to attack in tandem, meaning all three will launch attacks at you at the same time, and that can really put a drain on your resources. Just keep listening for that characteristic sound effect and you shouldn't have too many problems. ========================================================================= After the Ghost is defeated, head behind the Elder Statue and scan the wall for another CHOZO LORE entry, "Hope" (12/16), then go back to the platforms leading up to the top. Here's where you need to do a bit of fancy Space Jumping. Start out facing towards the far wall (away from the Elder statue), and look for the giant reflector (you could scan it to identify it easier). Now look closer, and you'll see a small peg sticking out from part of it. Use the R button to settle your reticule over that peg, then release R and make a leap of faith. By Space Jumping with the correct timing, you will land on this little peg. Now be careful; you have to Space Jump again to the ledge above you, but there's a low ceiling that can impede progress. Pan around with your camera to see where the ceiling is, then Space Jump up to the ledge, and activate the Morph Ball slot. After the three colored ones turn on, go to the purple one and shoot it with the Wave Beam, then Bomb it. Now drop to the Chozo statue and morph into its open palm, and let it bowl you into a secret tunnel high above you. Scan the console to deactivate the forcefield, then continue on into the Reflecting Pool. Bomb the underwater drain slot, then use the Boost Ball in the half-pipe to launch yourself to the upper level (try to get eaten by a Stone Toad up top; it guarantees you'll land on the upper ledges). Now enter the western door to reach the Antechamber, where the powerful ICE BEAM is kept. Congratulations! You just acquired the Ice Beam upgrade far earlier than the game dictates you should. Leave the Antechamber and Space Jump across the room to the other side where you can reach a Save Station. Bypass it and Bomb Jump into the Morph Ball tunnel, which leads to a Transport to Tallon Overworld. TALLON OVERWORLD ================ Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: Missile Expansion (1). - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: Flying Pirate. As you head back into Tallon Overworld, you'll pass through the Overgrown Cavern, where there's a MISSILE EXPANSION (070) dead in your path amongst the Venom Weed. As you exit out, you'll see the wreckage of the Space Frigate (the Wrecked Ship? Tee hee...) you started this whole adventure on. Almost as quickly, a new breed of Space Pirates attack you - these "Flying Pirates" use aerial assaults to try and defeat you, but you can ground them first by freezing them with the Ice Beam. Follow up with a Missile to shatter them. Once the first two are taken care of, jump down into the water and make your way across to the other side. Two more Flying Pirates are sitting near the water, eating lunch or something...Ignore them and make a run for the door at the back. Follow the path through the following tunnel to return to the Landing Site. Ignore your Ship and return to Tallon Canyon, where you can then use the Transport by the Root Cave to return to Magmoor Caverns. MAGMOOR CAVERNS =============== Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: N/A. - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: N/A. From the transport, work your way back to Monitor Station, then climb the platforms to reach the entrance to Transport Tunnel A - yes, you're going back to the Phendrana Drifts. =========================================== SUBSECTION 5: INFILTRATING THE GLACIAL LABS =========================================== PHENDRANA DRIFTS ================ Objectives: ---------- - Locate and infiltrate the Pirate Labs. - Investigate odd gravity patterns from Phendrana caves. - Determine source of seismic disturbance in Quarantine area. Items to get: ------------- - Upgrades: Super Missile, Thermal Visor, Gravity Suit, Spider Ball. - ET/ME/PB: Energy Tank (2), Missile Expansion (1). - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: Mining Status, Phazon Analysis, Security Breaches, Glacial Wastes, Parasite Larva, Contact, Phazon Program, Metroid Studies, Meta Ridley, Metroid Forces, Metroid Morphology, Phazon Infusion. - Scans: Stalactite, Ice Shriekbat, Spinner, Shadow Pirate, Space Pirate, Zebes, Tallon IV, Metroid, Ice Beetle, Hunter Metroid, Glider, Jelzap, Aqua Reaper, Sentry Drone, Thardus, Spider Ball Track. As you reenter the icy Phendrana Drifts, you need to backtrack all the way to Ice Ruins West (using the same exact path you took earlier). Use the path taken to the Boost Ball if you have troubles. Once you reach Ice Ruins West, hop to the left and into the small structure (the same area you found the "Cipher" Lore in), then use the Space Jump to reach ledges you couldn't reach before. Once at the top, scan the [Stalactite] hanging from the ceiling and shoot it down with a Missile. Use it as a platform to reach another set of ledges, then carefully advance past the Crystallites. The game's only batch of "Ice Shriekbats" is hanging on the other side; scan them from a distance to ensure that you add them to the Log Book. You'll eventually reach the Wave Beam door that leads to the Ruined Courtyard. Once inside, try and target some of the wild Flickerbats with rapid-fire Power Beam shots. Hop along the ice platforms until you locate two sections with [Spinner] devices. Make your way to each and activate them using the Boost Ball. This move opens up the aqueducts high above you. Now hop up and over a group of snow ledges to find a Morph Ball Slot; hop in and activate it to raise the water level. Cross the ice platforms to a Morph Ball tunnel on the other side, Bomb Jump into it and roll to a room containing the ENERGY TANK (05), then head back out into the Ruined Courtyard. Re-activate the Slot to raise the water again, this time climbing the stairs and ice ledges to the top of the center structure. Ignore the Save Station in here and Space Jump across to the Wave Beam door leading into the Pirate Labs. As you enter, a Defense Turret immediately attacks you, so quickly destroy it before advancing any further. Switch to the Scan Visor and get a quick read-out on the "Shadow Pirate" that leaps at you afterwards. Later on in the Phazon Mines, these Pirates' cloaks will actually be working, but for now it seems to be offline. Use a charged Wave Beam to stun it, then follow up with another half-charged pulse to take it out, then move on into the Research Entrance. Just inside, you'll be able to see a lone Defense Turret high in the ceiling. Take aim and destroy it; this way you won't have the thing blasting at you during the upcoming Space Pirate engagement. Move on a little ways more and a short cinema will take over where a Sentry Drone (you can't scan them yet) alerts a group of "Space Pirates" to your intrusion. ********** 50% of Log Book Scans Acquired. If you have followed the scan order of this guide exactly, you'll get the pop-up notifying you that you have reached the 50% mark for the Log Book data. This also unlocks Image Gallery 1, which can be accessed via the Main Menu. ********** Stay near the door and engage the Space Pirates from a safe distance to make it easier for you to hit them (Pirates often just go all out and attack melee-style, so you almost never have to worry about them lurking about behind any corners). Use charged Wave Beam shots from afar, and Missiles if they start getting too close. After you defeat all five, move on through the area, and be sure to visit the blue door on the far right: it contains the Map data for Phendrana Drifts. Leave and head up the ramp walkways to reach the core areas of the Pirate Labs. Continue through the Hydra Lab Entryway (taking out the multiple Scatter Bombus along the way) into Research Lab Hydra. Scan the console nearby to deactivate the forcefield, then get ready for a brief Pirate attack. Remember that there's a lot of PIRATE DATA in the Labs, so start adding to you databanks by scanning the console bank near the ground level; here you can find "Mining Status" (02/25), "Phazon Analysis" (03/25), and "Security Breaches" (04/25). Activate the elevator and head up the ramps to the top console bank, where you can add "Glacial Wastes" (05/25) and "Parasite Larva" (06/25) to your Log Book. The entrance to the Observatory Access is in the ceiling, so jump up and right into a hail of fire from three Defense Turrets. Seek cover behind the crates for the first one, then use the walls to avoid the second and third ones. As you enter the Observatory, five more Space Pirates will attack you; take cover near the entrance and pick them off one by one. After they're eliminated, head across to the bank of consoles near the back. Scan the left and right sides to download more PIRATE DATA logs, "Contact" (07/25) and "Phazon Program" (08/25), then scan the central terminal to initialize the holo sequencer. Two Morph Ball Slots will appear; one is right on the platform to your left, and the other is to your right, a bit higher up on the next ledge. Activate each with a Morph Ball Bomb, then drop down to the floor and use each of the four Spinners to lock the panels into place. Once the last panel is online and active, the sequence will be complete, and you will see a massive three-dimensional rotating display above you of the surrounding solar system. Scan for the two red symbols to add [Zebes] and [Tallon IV] to your Log Book, then work on jumping up the platforms to reach the very top. In the middle lies the POWER CHARGE COMBO (SUPER MISSILE) for you to collect, as well as a Save Station behind you (the blue door). Use the Station (the next part is really long before the next save), then cross to the other purple door into the West Tower. Scan the elevator to activate it, and head up to the Control Tower. Ready your Wave Beam as you proceed on through the door so you'll be prepared for the Pirate onslaught. Take down the three normal ones, then prepare for five Flying Pirates" to lay an aerial assault on you. Same as before, use the Ice Beam to freeze them, then shatter them with Missiles. Once you've beaten the quintet, the doors unlock and you can proceed down into Research Lab Aether. As you enter, advance slowly so you can get the two PIRATE DATA logs, "Metroid Studies" (09/25) and "Meta Ridley" (10/25); "Meta Ridley" is on the left, and "Metroid Studies" is high up on the right. Then continue on in to confront your first "Metroid" of the game. Watch the cinema pans in on the floating freak, then go ahead and scan it. Quickly scan it and switch to the Power Beam; you only have about five seconds before it breaks loose and comes after you. As it breaks out of its tube, use the Ice Beam to quickly freeze it, then use a Missile to kill it. Almost immediately afterwards, a Space Pirate shatters a glass window opposite your location and tries to attack you. Freeze it with the Ice Beam, then use the follow-up Missile to shatter it. As you hop through the broken glass to the next level, quickly scan for the next log of PIRATE DATA, "Metroid Forces" (11/25), then proceed on down the ramps, destroying the Space Pirates as you go. Pick off all the Pirates in the room, then fire a Missile at the stasis tank on the lower floor that holds the ENERGY TANK (06), then scan for the next two logs of PIRATE DATA, "Met- roid Morphology" (12/25) and "Phazon Infusion" (13/25), then head back up the elevator to the second level. Immediately after the first ramp is a platform you can Space Jump to, followed by a very narrow catwalk section. Carefully roll along the track to reach the MISSILE EXPANSION (075) at the end. Leave Research Lab Aether through the door in the floor into Research Core Access. You'll immediately be attacked by an "Ice Beetle" in here; destroy the first one quickly with the Power Beam, then scan the second one as it pops up farther away. Once they're defeated, you can continue on into the Research Core area. Quickly take aim at the Space Pirate hiding out on the other side of the room, then use the Ice Beam + Missile combo on the following two Flying Pirates. After they're gone, scan the consoles on this level to deact- ivate the first circuit control for the stasis tank, then start heading down the ramps. Near the bottom are two Defense Turrets; try and take them out from one of the upper levels. You'll find two more circuit switches on the two lowest levels; scan them and claim the THERMAL VISOR upgrade that is revealed. This upgrade allows you to employ infrared imaging techniques, which would be handy if you were trekking back out of the Labs right now. As soon as the cinema is done, don't waste any time with the Shadow Pirates and exit through the Ice Beam door at the bottom to reach the other side of the Phendrana Drifts. This first open area is called Frozen Pike. Go to the edge and Space Jump all the way out. You will most likely land at the bottom; in this case, climb the gnarled roots and Space Jump through the hole in the wall to reach a platform leading to a Wave Beam door. Go through the door to reach Frost Cave Access, where you'll roll through a long tunnel. At the end, a few Ice Beetles and Ice Scarabs will attack in some very close quarters, so deal with them as quickly as you can. The door at the end leads into Frost Cave, where you'll encounter your first "Hunter Metroid" just around the corner (though what this thing is doing in an ice cave when the Metroids are supposed to be averse to cold temperatures is beyond me). Freeze it with the Ice Beam and shatter it with a Missile, then continue on and scan the "Glider" flying about. Analyze your current surroundings and check for some Stalactites hanging on the ceiling, then shoot them down with Missiles. The one on the far right leads to a Save Station; use it if you want to, then move on across the other stalactite into Phendrana's Edge. Once inside, ignore the two Flying Pirates and drop to the bottom of the area. Underwater, you'll battle it out with some "Jelzaps"; wait until they open up to blast them with a charged shot. Find the underwater door leading into Hunter Cave, where you must target three more stalactites to use as platforms. There are a few Flickerbats zooming around that make life difficult, so get to the bottom of the room, preferably on the ice near the back, and use the P ower Beam to rapid fire shots in a spread around the room. Eventually the three annoying bats will get caught and die. After they're gone, make your way across and up to reach the Wave Beam door leading into Lake Tunnel, which in turn leads directly into the Gravity Chamber. Due to your impaired vision down here, the path to the gravity emissions is rather complex. At the start, you'll drop off the ledge, then thread your way across a field of "Aqua Reapers" (underwater Reaper Vines) and Jelzaps to a staircase of ledges in the distance. Ascend the steps up and around the central pillar; once at the edge, stop and activate the Scan Visor to adequately get your bearings. Ignore the whipping orange symbols indicating the Aqua Reapers and focus on the lone symbol in the distance that doesn't move (it should show up as "Object out of scanning range"). Drop down and work across the field of Aqua Reapers to that symbol in the distance, which is ultimately revealed to be the GRAVITY SUIT. Jump up to the white alcove to claim the ever-so- helpful upgrade, another one you've gotten earlier than the game intend- ed you to. From your perch, head to the right and up the ramp that leads out of the underwater section. Climb up the ledges to the upper door, then take on the "Sentry Drone" in the next hallway. It's robotic, and thus susceptible to all electrical attacks (hint hint). As you reenter Hunter Cave, two Flying Pirates will lay it on you; answer back with the Ice Beam + Missile, then hug the right wall as you make your way to the door leading back to Frozen Pike. Climb up the walls to the very top Wave Beam door. Proceed past the Pulse Bombu and make note of the Energy Tank frozen in the ice, then roll out of the little hole into the room with the Transport*. Take the Wave Beam door and roll past all the Bombus through the North Quarantine Tunnel to reach Quarantine Cave - from the opposite side!! Once you drop down, you can go ahead and scan "Thardus", since the battle won't start until you work your way to the other side of the Cave (the place where the game would normally drop you down). * You can take the Transport down to Magmoor Caverns and actually get the Plasma Beam early, then use it to lay a vicious assault on Thardus; however the execution of the Space Jump series up the the Plasma Beam is rather complex. You can check the Metroid Prime Discoveries site for a detail guide to getting it before fighting Thardus. ========================================================================= BOSS: THARDUS ------------- Thardus can prove to be tough until you learn that he has a rather easy flaw you can exploit to make this fight far easier, provided that you're wearing the Gravity Suit and/or have all your Energy Tanks at full capacity. Defeating Thardus requires two separate phases: (1) you chip away at his stone exoskeleton, then (2) pound away at the Phazon chunks that give this biological rock life. Your scan indicates that the Phazon inhibits standard lock-on, but this is more or less an encouragement to use your Thermal Visor (it is possible to lock on to the rock without the thermal scan, which helps during the Ultimate Challenge where you don't pick up the Thermal Visor). Thardus has a few attacks you'll want to avoid. His first (and most oft- used) is an Ice Wave, which he'll telegraph by throwing his arms back- wards and slamming the ground. Just strafe to the left or right to dodge, and continue your assault. If you get frozen, tap the B Button rapidly to break out. His second (used a lot towards the end) is to summon giant boulders from the ground and hurl them at you. Disengage your lock on Thardus and destroy the boulders with the Power Beam, then use the Charge Beam to tractor in any refills. His third attack is to roll into a ball and bulldoze at you. This attack is extremely tough to dodge, but iron- ically, you'll be using this attack against him later on. Start off by switching to the Thermal Visor and lock on to the heat signature, and blast away with rapid-fire Power Beam shots. If you can squeeze in some charged ones, do so (if at really close range, try a Super Missile to blow it up early). Eventually, you'll destroy the outer rock, and your Thermal Visor will overload, forcing you to switch back to the Combat Visor. Move in close and fire a Super Missile at the exposed Phazon to destroy that chunk, forcing Thardus to howl in pain. Subsequent rounds of this will introduce his rolling bulldozer attack. If you just stand around doing nothing but dodging his attacks, Thardus will sooner or later use the rolling attack. Your scan data warns you to use the Boost Ball to get out of the way; instead, stay where you are and let Thardus head your way. As he nears your location, set all three of your available Morph Ball Bombs; one will detonate as Thardus slams into you and will damage him, blowing away the rock shielding in a single hit, and saving you the time of destroying it. Follow Thardus around while charging up the Power Beam, then release a Super Missile as soon as you get a clear shot in on the exposed Phazon chunk after he morphs back into his attack form. Make sure that it is a shot that will connect, as he has a habit of using his huge arms to block incoming Super Missiles. Repeat this for all seven of the boulders. After the third one has been obliterated, Thardus crouches for a while while summoning a blizzard. Using the Thermal Visor, you can still track him, but only if your Visor isn't irradiated from the Phazon. During this phase, just wait for him to start the rolling attack, then unleash a few Bombs on him. Once the chunk is destroyed, however, you'll have to switch to the Scan Visor to track his scan point if Thardus gets far away from you. After the sixth boulder is destroyed, the blizzard stops, and Thardus starts hurling boulders at you. You can shoot them to gain pick-ups, and for this last phase, just fire a couple Super Missiles at the boulder and Phazon chunk to end the fight quickly. Once Thardus collapses and dies, the SPIDER BALL is revealed where the mighty stone beast once stood. HARD MODE STRATEGY: Thardus is a lot tougher this time around, mostly due to his overrated use of the rolling attack (he uses it as a follow- up to nearly everything for the first five rounds...). The battle follows the same strategy as before (seven rounds of Phazon rock-chipping), but the attacks Thardus unleashes are more devastating and tougher to avoid. He still telegraphs a lot; you know he's using the ice wave when he throws his arms back. You'll have plenty of time to prepare a counterattack if he raises boulders out of the ground, but his rolling attack is deadlier than ever. Having the Gravity Suit should help in some damage reduction, though. There is a rather unorthodox method to avoiding the rolling attack, but it works. Since you enter the Cave from the rear, you have time to inspect the cave. Look for the arches (near the Magnetic Rail tracks) and identify the areas that have boulders piled up like stairs. You can use these areas to give yourself a save haven to morph into and avoid damage from the rolling attack (and the Ice Wave as well); the disadvantage lies in that should you choose to remain here for the battle, you will be limited in the times during which you can attack. Still, it's a handier method of avoiding that nasty attack than simply Boosting around. Now for the attack phase, I recommend just laying into Thardus with the Power Beam (it rapid-fires and in the long run, does more damage at a faster rate than the Wave Beam; the Ice Beam simply reflects off of him). Use the Thermal Visor like before and hammer away at the Phazon signat- ures. However, once you expose the Phazon, you will have to leave your perch to move in close and fire Super Missiles. Each exposed Phazon deposit takes two to destroy, and the best times to do so are when he's either wide open, or when he's raising his arms in preparation for a rock chucking attack. One of the deposits is located on his upper back, so you may have to Space Jump to get a direct hit. Continue this and repeat for the necessary six rounds. When the snowstorm attack ends after the sixth deposit is destroyed, Thardus will go hyper on you and start summoning rocks in groups of 5, 6, or sometimes 7 at a time. You'll need to be very quick on the L and Fire buttons to take them out. Tractor in the refills and then move in close for the final two Super Missiles to bring the stone beast down. ADVANCED METHOD (PLASMA BEAM): If you happen to grab the Plasma Beam before Thardus, lure Thardus into the rolling attack and use Morph Ball Bombs to crack his rock shielding, then waste away at the exposed Phazon with charged Plasma Beam shots. Thardus is all but defenseless against this superior weapon. ========================================================================= With the Spider Ball, you can now navigate those [Magnetic Rails] you first saw in Chozo Ruins. Scan one to add it to the Log Book, then roll to the one leading from the floor and hold R to attach to it. Now return to the Transport area and take it down to Magmoor Caverns. MAGMOOR CAVERNS =============== Objectives: ----------- - Investigate seismic readings near Magmoor's Geothermal Core. Items to get: ------------- Upgrades: Plasma Beam. ET/ME/PB: Energy Tank (1). Chozo Lore: N/A. Chozo Artifacts: N/A. Pirate Data: N/A. Scans: Puddle Spore. As you leave the transport area and into Magmoor Workstation, a trio of Flying Pirates will attack you. Stay inside the door and pick them off, then continue on down to the bottom. You'll have to complete the intric- ate puzzle here if you want the Energy Tank at the end, so start off by heading to each of the three colored channel areas at the bottom and inspect them with the Thermal Visor to locate Power Conduits. Use the Wave Beam to give them power, which will trigger one of the lava rivers to cool. Quickly morph and roll into the pit, then into the channel to reach a panel. Scan it and another channel of lava will cool. Race back through and enter the second channel, where another panel awaits. Scan it to cool the third lava channel. Now run back outside and into the third channel to claim the ENERGY TANK (07) that lies inside. From here, head to the rear of the area and ascend the ledges to reach the door leading to South Core Tunnel and scan the "Puddle Spore", then shoot its core to make it flip over, giving you a platform. Use it to reach the large Geothermal Core area, and cross the platforms and Puddle Spores to the other side. Just to the right of the door is a boulder. Climb on top of it and face the left-hand wall - you should see a metallic box a little ways up. You'll also see a very tiny outcropping that gives you just enough room to stand on, so make a delicately-placed Space Jump to the box, then face the disc platforms ahead of you (towards the lava). Right in your lower field of vision, you should see a tiny rock spire. Care- fully hop forward to land on it, then make a mighty Space Jump across the lava to land on the lowest of the disk platforms. Locate the Spinner device and activate it to start locking mechanisms into place. Space Jump to the next highest one and do the same thing, then Space Jump to the raised disk above the first platform and use it to reach the third disk. Activate the last Spinner and use the Magnetic Rail to roll up to the top and drop onto the raised portion. Up here, Space Jump to the final disk and find the Morph Ball Slot; detonate a Morph Ball Bomb inside it to trigger the whole ceiling to raise off a track, revealing a huge Magnetic Rail maze. However the huge maze can be a bit annoying, so use this method to bypass the vast majority of it: as you activate the slot, a pipe comes out of the wall. Space Jump to the top of it, then head to the wall (literally hug it) and look out towards the platform with the Ice Beam door. Use the view-locking technique to leap out into the air and land on a thin metal strip that runs the circumference of the room. Inch along it until you reach the three Magnetic Rail squares. Get as close as you can to the lower-right hand corner of the lowest block (the one with the small ledge sticking out of it*), and wedge your- self in between the wall there. Hold R and Space Jump up, morphing as you go to latch onto the rail track, then just roll around and Bomb Jump to the next two, then Space Jump to the platform with the Ice Beam door. Head on into Plasma Processing to claim the incredibly powerful PLASMA BEAM! Now, leave this area and backtrack to Magmoor Workstation and back to Phendrana Drifts from which you just came. * Using the aforementioned ledge, you can actually get the Plasma Beam prior to Thardus by executing a fairly tricky Space Jump off the wall to land atop a small foothold sticking out of the lowest Magnetic Rail cube, and just continue Space Jumping up to Plasma Processing from there. It's used for the Ultimate Challenge, and a detailed method can be found at the Prime Discoveries website (http: PHENDRANA DRIFTS ================ Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: Missile Expansion (4), Power Bomb Expansion (1). - Chozo Lore: N/A. - Chozo Artifacts:. - Pirate Data: N/A. - Scans: N/A. Return through the Quarantine Cave and ignore the large Sheegoth that wakes up. Run to the normal entrance into Quarantine Cave and roll up the Spider Ball track. Inside Quarantine Access, you'll deal with two Sentry Drones - eliminate them and head out to the Ruined Courtyard, where you can fry the waiting Flying Pirates. Once they're taken care of, drop to the bottom and head back into Ice Ruins West. From the door, hop along the rooftops in front of you to the last one. Melt the ice on the roof with your Plasma Beam and drop down to claim a handy POWER BOMB EXPANSION (1) that you'll be using shortly (yes, it actually is possible to collect Expansions without the primary upgrade!). At this point, [Power Bomb Ammunition] refills will start appearing; be sure to scan one for the Log Book before picking it up. Now backtrack to Phendrana Shorelines, making a pit stop in Ice Ruins East. Once inside, drop to the ledge beneath you, locate the iced-over wall and melt it to claim another MISSILE EXPANSION (080), then retrace your path along the upper edge until you reach a ledge with two crawling Crystallites. Don't jump to the ledge, rather, morph and use the nearby Magnetic Rail to roll up to the MISSILE EXPANSION (085) tucked high inside the alcove. Once you collect it, drop back down and head through the exit at the opposite end back into Phendrana Shorelines. Drop down to where the Save Station is and find the iced wall near that area; melt it to find yet another MISSILE EXPANSION (090), then backtrack up the ledges and across to the Chozo Ice Temple. Scan for the Cordite statue on the outer wall and destroy it with a Super Missile, then scan the revealed symbol to unlock a Magnetic Rail inside the tower to your left. Head over and use the track to reach a MISSILE EXPANSION (095) at the top. Drop down, enter the Temple, and avoid all the Pulse Bombus while retracing your steps back to the large Chozo statue near the Chapel of the Elders. Aim manually and use the Plasma Beam to melt the ice, then jump up and morph into its hands. The movement will pull its palm down like a lever, and a Morph Ball tunnel will be revealed at the bottom. Drop down and roll on through for the ARTIFACT OF SUN (02/12). Exit the Temple into Phendrana Shorelines, then use the Transport near the bottom to return to Transport Tunnel A and back into Magmoor Caverns. MAGMOOR CAVERNS =============== Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: Ice Spreader. - ET/ME/PB: Power Bomb Expansion (1). - Chozo Lore: N/A. - Chozo Artifacts: Strength. - Pirate Data: N/A. - Scans: N/A. As you reenter Magmoor into Monitor Station, you'll deal with a few Flying Pirates. Dispatch them, and use the platform on the catwalk to Space Jump up to the very top level. At the top, lock your view while jumping to make sure you land on top of the computer bank (you don't want to overshoot and fall to the bottom), then align yourself with the door in the distance. Make a mighty Space Jump over to the ledge and head inside to Warrior Shrine to collect the ARTIFACT OF STRENGTH (03/12) and use your Power Bomb on the Bendezium cap on the floor to drop into a subchamber containing a POWER BOMB EXPANSION (2). Bomb Jump into the nearby tunnel and fall into the area leading to Fiery Shores. Quickly turn around, head into Shore Tunnel and detonate another Power Bomb in the middle of the tunnel to blow it up (fond memories of Super Metroid) so you can drop down and get the ICE CHARGE COMBO (ICE SPREADER). Grab it, return to Fiery Shores, ignore the Magmoor spitting fire at you and run to the Transport leading to Tallon Overworld. TALLON OVERWORLD ================ Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: N/A. - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: N/A. Work your way back out of the Root Cave and to your Ship to save and reload, then work back towards the Chozo Ruins for a quick scavenger hunt. ============================================ SUBSECTION 6: THE CHOZO RUINS SCAVENGER HUNT ============================================ CHOZO RUINS =========== Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: Wavebuster. - ET/ME/PB: Energy Tank (1), Missile Expansion (8). - Chozo Lore: Contain. - Chozo Artifacts: Lifegiver, Wild, World. - Pirate Data: N/A. - Scans: Oculus, Plated Puffer. As you arrive back in Chozo Ruins, head back to the Main Plaza. Vaporize the Plated Beetle with the Plasma Beam, then use the Boost Ball to roll up the center half-pipe and collect a MISSILE EXPANSION (100) inside an alcove. After that, backtrack up to the vine bridge, waste any War Wasps, and drop down to a ledge slightly below the bridge and take aim at the tree with the knot in the center. Fire a Super Missile to break the knot, then Space Jump to the newly-revealed MISSILE EXPANSION (105), then drop down and return to the Ruined Shrine. As soon as you hop on up the half pipe, a battle with three Chozo Ghosts will trigger. Quickly Boost up the right-hand side of the structure and into the small Morph Ball tun- nel to claim a MISSILE EXPANSION (110), then wait about five seconds (every time I've done this, two Ghosts have been waiting immediately out- side the tunnel to pound me) before rolling out. Use your momentum to Boost up the opposite side of the tunnel, and waste no time riding the Magnetic Rail to the Wave Beam door in the distance. Provided you don't get shot down, you can easily cut off about two minutes by skipping this battle. This tunnel leads into the Tower of Light. As you enter, you'll have to start climbing the ledges lining the walls. When you get to the top, you'll then have to start firing Missiles at the weakened portions of the walls. Before firing any Missiles, scan around to catch an "Oculus" as it makes its rounds on the wall. Take aim at each of the cracked areas and fire three Missiles apiece to destroy each part (3 Missiles + the 4 Sections + 3 Levels = 36 Missiles needed). Once each of the four sections have been broken, the Tower will rumble and collapse one level. Space Jump up to the next set of platforms, doing the same as before while avoiding the new "Plated Puffers" that float out to attack. If one hits you, you'll almost always fall to the bottom, and it's tough making it back up. Try to collapse the Tower as quickly as possible so as to expedite your trip up. Collapse the three levels to reach the central structure, where you can Space Jump up to the WAVE CHARGE COMBO (WAVEBUSTER) upgrade. From the top, swan dive into the water below and head into the Meditation Chamber to pick up the ARTIFACT OF LIFEGIVER (04/12), then return to the Main Plaza, ignoring the Chozo Ghosts in the Shrine. Ignore the Plated Beetle this time and head back to the Hive Totem room, taking the passages near the back to reach the Sun Tower Access. Head into the Sun Tower, destroy the War Wasp Hives, and pick up the CHOZO LORE entry, "Contain" (12/16). Then start scanning for runes to unlock a gate blocking the Magnetic Rail track. Two are hidden behind Cordite structures on the wall; shatter them with Super Missiles. The last two are high on pillars in the room. Stand with your back to the Chozo Lore and scan up to get one, then head diagonally across the room and scan the pillar there for the fourth. With the obstruction removed, you can roll up the Magnetic Rail. Midway up, the track breaks and you'll have to Bomb Jump in between sections while avoiding Oculuses, but be careful of your Bombs - they can and will blow up portions of the rail track, and you'll have to wait for them to reform if this happens. Once up top, you'll just barely catch sight of a Chozo Ghost fly off, so follow it and you'll reenter the Sunchamber, where you battled Flaahgra earlier. Three Chozo Ghosts will attack as you enter; stay near the entrance and pick them off. Once they're defeated, you can climb up the flower petals to reach the ARTIFACT OF WILD (05/12), after which point the vines covering the lowest door vanish. Take this door and thread through the Reaper Vine/Venom Weed infested Sunchamber Lobby back to the Arboretum. Drop all the way down and return to the Gathering Hall. Return to the Watery Hall, where you got the Charge Beam earlier. Drop into the water and into the secret room at the back to reach a MISSILE EXPANSION (115), then head back out and up to the top where the Charge Beam once sat. Deal with the Eyons, then use a Morph Ball Bomb on the weakened part of the wall to access the Dynamo. Inside, fire a Missile at the metal grate to reveal the first MISSILE EXPANSION (120), then use the Magnetic Rail to reach a second MISSILE EXPANSION (125). Backtrack to the Gather- ing Hall, and start ascending the ledges on the wall back up towards the Energy Core. Take the rear door back to the Furnace, where you'll deal with more Chozo Ghosts in close quarters. Stick it out with them and use a Power Bomb on the far right-hand wall to destroy it and reveal a half- pipe. Boost around in it and hold R to cling to a Magnetic Rail, then roll along it while avoiding the Plated Parasites until you reach a narrow balancing beam. Carefully roll across it to the Magnetic Rail at the other side. Roll along this one and across another balancing beam to a third Magnetic Rail, which takes you up to a MISSILE EXPANSION (130). From the Furnace, head back into the Crossway. Head to the far wall and fire a Super Missile at the Cordite decoration, and scan the console that is revealed. This activates two Magnetic Rail tracks high up; use the Boost Ball to reach them. Once attached, roll to and Bomb Jump up to two Morph Ball slots. Once both have been activated, a lift will come online near the entrance. Quickly get to it and ride up to a small tunnel containing a MISSILE EXPANSION (135), then continue on into the Hall of the Elders. More Chozo Ghosts attack here (do they ever stop?) - deal with them and head to the colored Morph Ball slots. Use the Ice Beam to activate the white one and then let the Chozo statue roll you into a room containing an ENERGY TANK (08). Return to the Morph Ball slots and use the Plasma Beam to activate the red one. The Chozo statue will then bowl you into a room with the ARTIFACT OF WORLD (06/12). Once you've collected the Artifact, head up top to the door leading into the Reflecting Pool, where you originally got the Ice Beam upgrade. Make a quick stop at the Save Station across from the Antechamber, then Bomb Jump into the tunnel to return to Tallon Overworld. =================================== SUBSECTION 7: UNNATURAL EXPERIMENTS =================================== TALLON OVERWORLD ================ Objectives: ----------- - Intercept distress beacons. - Locate foreign transport technology. - Investigate spectral readings emanating near the Life Grove. Items to get: ------------- - Upgrades: X-Ray Visor. - ET/ME/PB: Energy Tank (2), Missile Expansion (4). - Chozo Lore: N/A. - Chozo Artifacts: Chozo. - Pirate Data: N/A. - Scans: Tallon Crab, Aqua Pirate, Aqua Drone, Aqua Sac, Seedling You'll exit the Chozo Ruins to wind up in the Frigate Crash Site, which just so happens to be exactly where you were headed anyway. Kill the Flying Pirates and hop into the water at the bottom. Head to the center of the root structure and look off to the right to spot the MISSILE EXPANSION (140) tucked inside the alcove. Space Jump to it, and head back up the ledges, destroying the Jelzaps along the way. Near the top, you'll find a small tunnel that you can use the Morph Ball in to get to the surface again. Once back on dry land, use the Ice Beam door to get inside the ruins of the Wrecked Frigate. As you enter the main site of the wreck, you'll have to roll into the Morph Ball to access the subventilation shafts. Heading through this area will look very familiar, and almost spooky since you're basically traversing an underwater version of the opening level. As you make your way through the subventilation shafts (the same ones you used to escape, no less) you'll encounter some "Tallon Crabs"; scan them and move on into a room where you'll discover two functioning Defense Turrets. Disregard the fact that they physically shouldn't be operational and concern your- self more with destroying them. The door at the bottom is powerless, so use the Thermal Visor to locate the Power Conduit over the door, then activate it with the Wave Beam (you'll be doing this a whole lot in this area). Beyond here lies the submerged Reactor Core (back where you fought the Parasite Queen), as well as a couple of new "Aqua Pirates". These nasties use stolen Gravity Suit technology and jetpacks to become a lethal aquatic menace. Target them and use Super Missiles to get them out of your way. The door at the bottom of the Reactor Core requires you to activate four Power Conduits in the room. Switch your Thermal Visor on, and look just to the left of the door to find the first one. The second one is a little ways off the main walkway, and the last two are on the far wall, so approach the railing and look out and around to find them. Once all four are activated, go back and enter the door. There's a Save Station in Reactor Access here (also the one you first scanned as research data...), so use it if you want, then look around with the Thermal Visor to locate two Power Conduits to give the next door power. As you enter the Cargo Freight Lift to Deck Gamma, blast the broken grate away near the entrance with a charged shot to reach an ENERGY TANK (09), then use the Thermal Visor to locate the Power Conduit just to the right of the shattered grate. You now have to work your way up the lift shaft, as the elevator long since ceased to function. Beware - the vertical ascent is laced with debris and Aqua Reapers. Look above you to shoot them out of the way before hopping up the platforms. About midway up, switch to the Thermal Visor again to locate the second Power Conduit, then continue the ascent all the way to the top, where a dead Space Pirate will crash into the water. At the top, look on the wall to find the third Power Conduit, then head on through the now-active door into the upper levels of Biohazard Containment. As you enter the room, there are two active Defense Turrets on the other side of the containment tube. Slowly strafe to the left to get a good lock on while giving yourself cover, then take them out. Before proceed- ing further, switch to Thermal and activate the two Power Conduits up here. One is near where you came in, and the other is just by the broken elevator leading to the lower level. Belowdecks, you'll find two "Aqua Drones" swimming around; these act very much like Sentry Drones, so take them out with the Wave Beam. Before moving on, check around you with the Scan Visor to locate the Cordite block on the lower deck and launch a Super Missile at it to reveal the next MISSILE EXPANSION (145), then start looking for the third Power Conduit - it's on the far wall across from your position. Continue on through the Aqua Reaper-infested sub- tunnels into Biotech Research Area 1; destroy the Aqua Pirates that attack, then locate three more Power Conduits in the walls to advance (anyone else grow tired of this part?) The first one is right near the door, a second is opposite the door, just down a little ways, and the third is on the deck below you. Activate them, then head into the Elevator to Deck Beta. This broken shaft leads to a new area of Deck Beta you hadn't explored during the opening level. Descend the tunnel, scanning and avoiding the new "Aqua Sacs" you encounter on the way. They cling to the rubble, so you'll have to do some fancy footwork to clear them. At the bottom of the shaft is the entrance to Hydro Access Tunnel, where you have to Bomb Jump over obstacles. Don't get in a hurry though; the buoyancy has a nice effect on your Bomb Jumps. As you reach the second tall obstruction, you'll get to perform a underwater Double Bomb Jump. Your timing must be quite precise to succesfully pull this off. Start off by setting a single Morph Ball Bomb. As it explodes and pops you far up, watch and wait for your upwards momentum to slow, then immediately set the second Bomb. As you stop and fall back down, the second Bomb will detonate, sending you much higher. Repeat the sequence for setting the third Bomb, and as you start your descent again, the third Bomb will blow you skywards again. Hold left as you ascend off the third Bomb to roll onto the ledge holding the ENERGY TANK (10). Now exit this tunnel and ascend the spiraling ramps to reach the Great Tree Hall. There's a few "Seedlings" on the tree that waste no time in firing their projectiles at you, so take them out, then start Space Jumping up the platforms lining the tree. Near the top, you'll find a Spinner device. Activate it to unlock a metal gate, then continue on up. Ride the twisted Magnetic Rail to reach a door above you. Take it and use a Power Bomb to destroy the Bendezium blocking access into the Life Grove Tunnel. In here, there's a bit of an uneven half-pipe that you can use to Boost to the top of the oval rock. Once up there, use a Morph Ball Bomb in the center to fall through a hole to the hidden MISSILE EXPANSION (150), then exit out and continue on into the Life Grove, where you can drop down to grab the X-RAY VISOR enhancement. Morph and use your last Power Bomb to blow away the walls, revealing a much larger Life Grove. Jump into the pond near the back and Bomb the drain slot to activate a pillar. Stay underwater and use the Spinner at the base to raise up a bridge that contains the ARTIFACT OF CHOZO (07/12). Space Jump up to the Artifact, then start ascending the platforms along the walls to the exit at the top. Midway up, some Chozo Ghosts get a bit teed off that you're trying to steal their Artifact. Teach them the lesson they so badly need with the X-Ray Visor and Super Missile, then continue on your way out of the Life Grove back into the Great Tree Hall. Destroy the few Seedlings and work to the ledge of the highest Bloodflower. Destroy it and hop on up, then look out with the X-Ray Visor to spot an invisible ledge. Space Jump to it, then Space Jump again to the obscured ledge that leads to a MISSILE EXPANSION (155) behind the door. Then backtrack to the Ice Beam door and head on down to the deadly Phazon Mines. PHAZON MINES ============ Objectives: ----------- - Determine cause of power surge near Central Dynamo. - Investigate the mining technology detected. - Locate source of mobile Phazon. Items to get: ------------- - Upgrades: Flamethrower, Power Bombs, Grappling Beam, Phazon Suit, Phazon Beam. - ET/ME/PB: Energy Tank (2), Missile Expansion (9). - Chozo Lore: N/A. - Chozo Artifacts: Warrior, Newborn. - Pirate Data: Elite Pirates, Metroid Prime, The Hunter, Hunter Weapons, Prime Breach, Prime Mutations, Chozo Artifacts, Chozo Studies, Omega Pirate, Special Forces. - Scans: Mega Turret, Wave Trooper, Power Trooper, Elite Pirate, Ice Trooper, Grapple Point, Phazon Elite, Plasma Trooper, Omega Pirate. As you enter the Main Quarry, you'll attract the attention of two "Mega Turrets" on the far left. Far more efficient than ordinary Auto Defense Turrets, these pack a more powerful punch and take more of a beating before being destroyed. Strafe back and forth behind the pillar so the Turrets can't hit you while you fire off Missiles at them. Afterwards, you can proceed across the Quarry to the ramps on the other side. On your way up, the Space Pirates will come out and attack; take each one out with the Ice Beam and fire Missiles to shatter them. At the top, use the Thermal Visor to find a Power Conduit, then use the Morph Ball to reach the control booth. Upon activating the crane, it'll swing and crash into a wall. Head out of the control booth and use the Magnetic Rail to roll to the crane; carefully drop off the track and Bomb Jump up to the MISSILE EXPANSION (160), then drop all the way down, back to the Magnetic Rail along the left-hand wall to reach a Save Station (one you will most definitely need). As you exit, the Mega Turrets have already respawned, so use the wall to your left as cover while taking them out, then scan the computers at the end to deactivate the force- field. Head into Security Access A, and peek around the corner to alert two Defense Turrets to your location, then take them out with Missiles. After they're gone, use a Power Bomb on the far wall and head into the newly opened passage to the MISSILE EXPANSION (160), then head on out into Mine Security Access. As you get inside, switch to the Thermal Visor and start shooting stuff to trigger the Shadow Pirates. Waste them with charged Plasma Beam shots, and make your way through the complex until the cinema introuduces the next enemy - the Beam Troopers. These Pirates have reverse-engineered your own Beam weapons, enabling them to turn your weapons against you; but a flaw in their design makes them extremely vulnerable to the Beam which they use. The first batch is a group of nasty "Wave Troopers" - fire charged shots to stun them, then fire steady pulses to keep them from attacking. Move on up, facing more and more Wave Troopers until you reach the door in the ceiling. Before heading through, set a Power Bomb off by the grating to reveal a console, then scan it to unlock a gate on the lower level. Backtrack to the lower level and head through the Plasma Beam door to pick up the PLASMA CHARGE COMBO (FLAME- THROWER), then return to the exit in the ceiling. Inside the Elite Research area, scan the computers to align several plat- forms, as well as locate another PIRATE DATA log entry, "Elite Pirates" (14/25). The game finally gets a bit buggy here: Even though you have two Power Bombs, you are unable to break the Phazon Elite out of his stasis tank - the game won't let you fight him until you have acquired the main Power Bomb upgrade. So ignore him for now and start making your way up the platforms. On the second level, defeat two Wave Troopers, then scan another console to align a second set of platforms. As you reach the top of this set, you'll see a new enemy lurking behind a console bank. Quickly hop up to scan it as a "Power Trooper", then get it out of the way just as quickly by feeding it a Super Missile. Climb up to the deck and morph into the Spinner, and use the Boost Ball to make the Pulse Cannon aim at the wall opposite you. Bomb yourself out of the Spinner and scan the firing controls to destroy the wall and reveal the exit. Morph back into the Spinner and rotate the Cannon around so that it faces the wall directly to your left. Fire it again to destroy the wall and reveal the MISSILE EXPANSION (170). Hop out and across to the exit, which leads into Ore Processing. Inside, you'll be attacked by a few Power Troopers. Eliminate them, and head to the back where you have to use the Morph Ball to align the central tower. Bomb Jump into the Slot, and set off a single Bomb. Head out and use the blue Magnetic Rail to reach a balcony and the next control panel. Set off two Bombs in the second one to align it the middle section, then drop back down and set off three Bombs in the bottom one to complete the alignment sequence. Roll up the red Magnetic Rail to reach the third floor. Take out the Wave Trooper lurking near the door, then Space Jump over to the ledge on the other side. Use a Power Bomb to destroy the Bendezium, then morph into the control panel and set two Morph Ball Bombs to start realigning the rail tracks. Roll out and drop to the second floor, where you have to detonate three Morph Ball Bombs in the slot, then finally drop to the bottom floor and set a single Morph Ball Bomb in the slot to align the yellow Rail. Roll up it to reach Storage Depot B and grab the GRAPPLING BEAM. Exit the room and head right, dropping off the edge of the walkway to land in front of the door leading to Elevator Access A. Roll through and drop down the long tunnel to the bottom, then take the elevator down to Phazon Mines, Level 2. Exit the transport and into Elite Control Access. At the top is a grate spewing toxic gas. Manually aim at the explosive crate on the ledge and launch a Missile at it to blow it up, kill two Power Troopers that would've otherwise ambushed you, as well as reveal the hidden MISSILE EXPANSION (175). Use the Space Jump to reach it, and collect any of the refills the Power Troopers left behind before continuing on into Elite Control. Scan the terminals around to pick up the PIRATE DATA, "The Hunter" (15/25) and "Metroid Prime" (16/25), and the stasis tube to add the "Elite Pirate" to the Log Book, then continue on into the room where said Pirate will break loose and challenge you. ========================================================================= MINI-BOSS: ELITE PIRATE ----------------------- As a warning, you'll face two more of these later on, so just use the same strategy to get past them. This huge hulking mutated Space Pirate is actually a lot easier than he looks. The only things that make him a potential menace are the Plasma Artillery Cannons and his ability to absorb Beam weapons and use them to fuel aforementioned Cannons. When the fight starts, lock on, but don't fire. Constantly back up while you charge the Power Beam so that your fire doesn't get absorbed. After the Elite gets upset that you refuse to fuel his Artillery Cannons, he'll slam the ground and create a powerful Wave Quake. Space Jump over it while letting a Super Missile hit him square in the head. Repeat once more to bring the hulking giant down. has its palm facing you, don't do anything. HARD MODE STRATEGY: In Hard Mode, the Elites are a bit tougher, but that is all. Just keep in mind that it will take 4 or 5 Super Missiles to bring the Hard Mode incarnations down. The Elites this time around will also spent a lot more time with their absorption weapon active, so you'll have to spend more time circling the room and keep your fingers at the ready to fire Super Missiles when they let their guard down. ========================================================================= Upon defeating the Elite Pirate, the forcefield into the next room will short-circuit, giving you access further into the Mines. As you access the second area of Elite Control, you can scan the console bank near the ramps for the PIRATE DATA "Hunter Weapons" (17/25). Move with caution up the ramps; a new Trooper breed will confront you here. Use charged Ice Beam shots against the "Ice Troopers", then shatter their frozen forms with a Missile. At the top, you can scan the computer banks in the area for more PIRATE DATA logs, "Prime Breach" (18/25), "Prime Mutations" (19/25), "Chozo Ghosts" (20/25), "Chozo Studies" (21/25), and "Chozo Artifacts" (22/25). Scan the last red symbol to deactivate the force- field, then exit via the Ice Beam door in the ceiling to reach the Ventilation Shaft. This area quickly fills with toxic gas, so quickly get out of there by taking the route near the back. Just as quickly, use a Power Bomb to destroy the vent at the back, then roll to and scan the ventilator controls to clear the gas. A short cinema ensues as all the Plated Puffers Puffers are sucked in to a rather grisly death. The grille on the front of one of the fans explodes after this, revealing an ENERGY TANK (11) just inside. Grab it to get a much-needed refill and head on into Omega Research, where you'll have to deal with two pesky Wave Troopers on the top level. Take them out, Space Jump across the hovering platform and use a Power Bomb to clear the Bendezium out of the way so you can download the map for Phazon Mines. Once you return to the main chamber, inch to the edge and scan downwards to get the PIRATE DATA "Omega Pirate" (23/25), then drop down and race past the three Power Troopers to the Ice Beam door in the floor to drop into the Dynamo Access. As you round the corner, an explosion blows away part of the ceiling, and the second Elite Pirate drops down to fight. Eliminate it the same as you did before, and move on into the Central Dynamo. Make sure to activate the X-Ray Visor before dropping down. ========================================================================= MINI-BOSS: BETA DRONE --------------------- Taking a cue from their experimental Shadow breed, the Space Pirates have outfitted a few Sentry Drones with cloaking grid generators. This new addition makes them far more formidible in combat. That is, to anyone not possessing x-ray scanning equipment...(that's right, you can actually "cheat" during this battle!) With the X-Ray Visor, lock on to the Drone and charge up the Wave Beam while waiting for it to lower its defense shield, then let loose with a nice Wavebuster attack. I doubt the Beta Drone even knows what hit it. Use this tactic for a quick kill. HARD MODE STRATEGY: Not much different; the only thing that changes is the amount of damage that the Drone can withstand. Same as before, let loose with the Wavebuster and you'll no problems. ========================================================================= At the center of this maze lies the Power Bomb, but you'll have to reach them first. Start off rolling through the open areas, and time your movements to go through the flickering sections. As you reach a pool of green liquid, roll into it and set a Morph Ball Bomb to create a splash that shorts out a few electric walls, effectively opening up new paths for you. Continue doing so until you finally reach the primary POWER BOMB (6) upgrade. The following animation will get you out of the maze, and the doors will be unlocked. One of them leads to a Save Station, and the other deeper into the Mines. For convenience's sake, use a Power Bomb to destroy the Bendezium, then Space Jump up the glowing platforms to get back to Omega Research. Just as you enter, the third Elite Pirate breaks through a forcefield; eliminate it and exit this area. Head back through to the Ventilation Shaft, and use the Boost Ball in the half-pipe to get to the ledge at the top. Now just backtrack all the way to the upper level of the Mines and stop in Omega Research. As you enter, a Mega Turret will lay into you; there are four of these scattered through the room, so take them out as you drop down. When you reach the bottom, set a Power Bomb off by the stasis tank to let the Pirate inside out to play. ========================================================================= MINI-BOSS: PHAZON ELITE ----------------------- This Elite is a bit stronger than the last ones; and as such has been classified as a different breed, the "Phazon Elite". His strength lies in his Wave Quake attack as he possesses no Plasma Artillery like the standard Elites. Try not to get hung up in the machinery around the room, and strafe around while launching Super Missiles at his head. your Book, then practice the same strategy on this one that you learned against the normal Elites. Don't fire anything while Phazon Elite is holding out his palm, since anything Beam-based will be absorbed. This battle is what the normal Elite Pirates will be like on Hard, so if you want to take the time to familiarize yourself with advanced tactics, go ahead. Approximately 4 Super Missiles will put him out of his misery, after which you can claim the ARTIFACT OF WARRIOR (08/12). HARD MODE STRATEGY: This time around, the Phazon Elite is a bit less sluggish and makes up for his pathetic-ness the last time with intens- ified attacks. About 8 or 9 Super Missiles will bring this version down, but you'll spend a lot of time dodging the Wave Quakes and waiting out the beam-absorption phases before getting your chance to attack. Try to escape this battle with as much health as possible, as it helps in the Troopers yet to come. ========================================================================= After you gain the Artifact, simply return through the path from earlier to Ore Processing. Defeat the Troopers that poke into your business, and simply climb the yellow rail (don't waste time attempting to realign the tracks). Once at the top, jump down from the fourth floor to the third, and head back into Elevator A and return to the second level of the Phazon Mines. Just backtrack all the way to the Central Dynamo, where a trio of Ice Troopers await. You should've already destroyed the Bendezium blocking the door the first time you were here, so now just make a mad dash for the door, ignoring the Ice Troopers, and immediately Morph and roll to the right once the door opens because there are four Mega Turrets just waiting to blow you to oblivion. As you head to the right, you can drop into a small tunnel that allows you to pass under the Turrets and pop up on the others side. As you exit, scan the console in front of you to silence the offending Turrets, and proceed into Metroid Quarantine A. In here, you'll find a rather nasty combination of captive Metroids and Space Pirates. The Pirates will deal far more damage to you if you try to engage them, so play nice and scan the console bank to deactivate the forcefield. Now sit back and watch as the Pirates wig out as the wicked Metroids attack them en-masse. Just hang out at the top while the Metroids snack on the Space Pirates because a few of them will eventually head up to your location. Let them have it with charged Plasma Beams as they float towards you, then continue on down into the Quarantine Area. Climb atop the Saturnines where you can use the X-Ray Visor to spy some invisible moving platforms, then nimbly hop to each one and have the Plasma Beam ready to eliminate the nearby Metroids. Now hop up the Satur- nines and ledges, then use the X-Ray Visor to spot another invisible platform that you can use to reach a ledge with some Magnetic Rails. Space Jump to the ledge, then use Power Bombs on the rear wall to reveal a passage to another side of the room. Roll along the Magnetic Rail to yet another rocky ledge where you can use the X-Ray Visor once more to find a vertically moving invisible platform that leads straight up to another MISSILE EXPANSION (180). From your position, Space Jump to the thin metal walkway in front of you, then lock your view down so you ensure your safe landing on the ledge with the first set of Magnetic Rails. Ride them to the Ice Beam door and scan the console to activate the transport leading down to the third level of the Phazon Mines. These next few sections get a bit tough, so try to stay up. The next room you come into is the Fungal Hall Access. There's a normal Space Pirate a little ways down; take it out and drop down to the bottom of the area, morphing along the way. You'll land and roll down a slight incline into a patch of searing Phazon, so quickly roll and grab the MISSILE EXPANSION (185) under the Saturnine, then get out of the damaging rad- iation and head back up to reach Fungal Hall A. You'll deal with a whole family of Hunter Metroids here, so keep your distance (so as to avoid that siphon tentacle) while using the Ice Beam + Missile attack, then use the flying Glider to Grapple across to the far ledge. Set off a Power Bomb to reveal the entry to the Phazon Mining Tunnel, then roll down the narrow passages to the bottom. Once at the lowest point, quickly use the Boost Ball to rocket across the collapsing floor, or else risk a painful encounter with the Phazon lake below. Exit through the left (you can't reach the area to the right just yet) end of the Tunnel to reach Fungal Hall B, which is quite a change in pace. The environment here is totally dark, and you can barely see the Metroids floating around - switch to your Thermal Visor to make seeing a lot easier. Eliminate the Metroids, then head across the bottom section while using the X-Ray Visor to spot a hidden section in the floor. Use a Power Bomb to reveal the MISSILE EXPANSION (190), then return to the top Saturnines and grapple off to the left (using the Glider) to reach a Missile Station. Restock and exit out to the large Saturnine once more, then grapple straight ahead to reach another Saturnine. A helpful trick to land on this Saturnine is to swing until you're literally flying over it, then swinging back a little ways and letting go. This one is a bit tricky to land on, so it might take a bit of practice. Once on there, Space Jump to the next one and head on into a short area containing some invisible Pulse Bombus. Use the X-Ray Visor to track them as you jump from Saturnine to Saturnine. Once on the other side, head on into Metroid Quarantine B. Once you make it into the next Quarantine, you'll finally come face-to- face with the final variant of Beam Troopers, the "Plasma Trooper". These are honestly weaker than the Ice Troopers if you really lay into them - blast them with a charged Plasma Beam and they'll catch on fire, which is really funny to watch (especially if you knock them off a perch and into the Phazon...). Deal with them from afar, using your own Plasma Beam to toast them while dodging their powerful shots. Once they've been eliminated, use the spiraling Magnetic Rail to reach a small platform, then Space Jump to another ledge off to your left (if you're facing the back of the room where you can see the forcefield). Aim up and locate the Grapple Point, then jump at it until it glows blue. Latch onto it and swing over the Phazon pit to solid ground. Scan the console to deactivate the Quarantine forcefield, and engage the Plasma Trooper that rushes out at you. Head inside and kill the Wave Trooper that tries to snipe you, then quickly scan the back row of computers for another PIRATE DATA, "Special Forces" (24/25). Be sure to also destroy the Cordite tank to get another MISSILE EXPANSION (195), then head to the very back to reach a Save Station (definitely use this one). Exit out, use charged Plasma Beams to destroy the Metroids who break out of the containment tubes (the same ones that moments before were empty...) and use the X-Ray Visor to help navigate the platforms and ledges in the now darkened Quarantine. Enter the Plasma Beam door up top into Elite Quarters Access, destroy the Plasma Trooper lurking around the corner, then use the Plasma Beam to melt the ice off the door controls. Head on into Elite Quarters and switch to the Scan Visor to get an early reading on the monstrous "Omega Pirate", then get ready for another overrated fight. ========================================================================= BOSS: OMEGA PIRATE ------------------ The Omega Pirate is a massive Elite Pirate that has eaten too much Phazon, it looks like. Despite its size, the Omega Pirate is quite a pushover once you actually get the hang of fighting him (even if you don't use the handy method outlined below, it's a simple matter of using Super Missiles). Offensively, the Omega Pirate has quite a few nasty attacks. The first is the Elite trademark Wave Quake. Space Jump over it to avoid it and make sure you stay far away enough so that he can't reach you, but close enough so that you're still looking up at him. The reason for this is that your position in relation to the Pirate triggers attacks 2 or 3. The second one is to punch the living hell out of you if you're fool enough to wander in his reach, and the third is to launch homing bombs from his Artillery Cannons if you get too far. These two attacks are positively devastating in Hard Mode, so it's imperative that you don't allow him to get either one off. The fourth attack is using Beam Troopers as combat aides, something you'll have the pleasure of dealing with soon enough. Start the battle by locking on to one of the four Phazon deposits on his armor and destroy each with a Super Missile. After all four have been eliminated, the Omega Pirate will go into his absorption phase. The first time around, only two Troopers (of the same variety) will attack; eliminate them and switch to the X-Ray Visor to search for the wounded Omega Pirate (it takes roughly five to seven seconds for him to material- ize over a Phazon patch). Once you locate him, quickly Boost over to his location, stop dead in front of the Phazon and set a Power Bomb. Time is imperative here; as quickly as you can, unmorph and press Left on the Control Pad to switch to the X-Ray Visor again. If you did this correctly, the Omega Pirate will have been drained of up to half of its health (!). Wait for the Omega Pirate to disappear and reappear over another Phazon patch and let him have it again with another Power Bomb combo to finish off the battle. If you unsuccessfully drain 50% of his life with each Power Bomb, you'll have to extend the battle by a round in order to kill the Omega Pirate with a final Super Missile, but otherwise this battle should be a cake- walk. If you do have to go into the second round, you'll most likely face off against a trio of varied Beam Troopers. Eliminate them like before and finish off the battle. After you're done, get ready for one hefty fall. HARD MODE STRATEGY: The Omega Pirate takes a real beating in this go- round; eight Super Missiles to the weakened form will be needed to bring the beast down, but it's far easier said than done. First, have all 12 of the Energy Tanks just to be safe from the Troopers and all 210 Missiles so far - you'll be using a lot of Super Missiles here. Each of the Phazon deposits takes two Super Missiles to destroy, so eliminate them and get ready to take on the Troopers. Just like you did in the last fight, eliminate them as quickly as possible, then use the X-Ray Visor to locate the Omega Pirate and Power Bomb a quarter of his health away. Repeat for the second round, then you'll deal with more Beam Troopers AND a fully recharged Omega Pirate. Unless the Troopers are flaying you alive, it's often best to ignore them and let the sniveling cretins get wasted by the Omega Pirate's Quake Wave attack. Concentrate on the Omega Pirate while constantly Space Jumping to avoid a good part of the Troopers' fire, then resort to two more Power Bombs and charged Plasma Beams/Super Missiles to clear up any remaining mess. This particular fight is tough, but with patience, you'll persevere and gain the Phazon Suit. ========================================================================= The last Super Missile proves too much for the Omega Pirate, and he stumbles forward a little bit before collapsing right on TOP OF YOU!! As you're struck by the massive Pirate, he dissolves into pure Phazon, which is somehow absorbed directly into your Suit, corrupting and changing its appearance. The end result of this high-level exposure is the PHAZON SUIT, a black and silver suit of coolness that further reduces the damage you receive, makes you immune to blue Phazon, and gives you a special weapon, the PHAZON BEAM, available only under certain environ- mental conditions (i.e. the final battle). You'll immediately put this Suit to use by heading back down through Metroid Quarantine B and Fungal Hall B back into the Phazon Mining Tunnel. As you enter, you'll see something glowing at the back, so drop into the Phazon-laced tunnel and start bombing the Radion blocks out of your way to reach the bottom, where you can locate the ARTIFACT OF NEWBORN (09/12). Now return to Metroid Quarantine B, save your game, and head back into Elite Quarters. Head to the right-hand side of the cave and scan the panel to activate the lift; ride it up to the top level, then go on through the door at the back into Processing Center Access, where you'll find an ENERGY TANK (12) as a reward for defeating the Omega Pirate, then continue on into the Phazon Processing Center. You're immediately set upon by a Mega Turret, a Power Trooper, and a Plasma Trooper. Eliminate the Plasma Trooper first, then the Power Trooper, and finally, the Mega Turret. Use the center platform to reach the ledge the Plasma Trooper was standing on, then circle around the wall platforms. As you can't go any higher, switch to the X-Ray Visor to spy hidden platforms. Hop to the second one leading up, then Space Jump off to the ledge in front of you. As you land, you'll see the MISSILE EXPANSION (200) behind the wall, so use a Power Bomb to destroy the wall and claim the upgrade. Continue jumping up to the second level. Deal with the Troopers up here, and roll up the spiraling Magnetic Rail on the left to reach a small walkway. Roll out of the Morph Ball and kill the Power Trooper, then hop across the ledges and start Space Jumping your way up the ledges that zig-zag back and forth a bit. At the top, jump off to the horizontally moving platform, and ride it to the ledge on the left. Exit through the Ice Beam door to escape to Magmoor Caverns. ================================ SUBSECTION 8: THE LAST ARTIFACTS ================================ MAGMOOR CAVERNS =============== Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: N/A. - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: N/A. Once you arrive in Magmoor Caverns from the Phazon Mines, you'll have to Power Bomb the wreckage out of the way in the tunnel. As you exit, you'll find yourself back in Magmoor Workstation. Deal with the Flying Pirates (toast them with the Plasma Beam), then head up to the Wave Beam door to reach the nearby Transport to Phendrana Drifts for the last time. PHENDRANA DRIFTS ================ Objectives: ---------- - N/A. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: Energy Tank (1), Missile Expansion (4), Power Bomb Expansion (1). - Chozo Lore: N/A. - Chozo Artifacts: Spirit, Elder. - Pirate Data: N/A. - Scans: N/A. Once in the Transport area, return through South Quarantine Access to the large Quarantine Cave. Use the Grappling Beam to grapple across the two Grapple Points in the ceiling to the ledge in the distance. Roll inside the tunnel to find a MISSILE EXPANSION (205), then exit out and re-grapple across back to the Transport. This time, take the Magnetic Rail up to reach Transport Access. Melt the ice with the Plasma Beam to collect another ENERGY TANK (13), and head into Frozen Pike. As you get into Frost Cave, move to the far left and use the nearby Glider to Grapple to the ledge on the other side (you'll see some crates sitting on this ledge). Once you land on it, climb to the top and shoot down a final Stalactite, then drop to the very bottom and claim yet another MISSILE EXPANSION (210). Climb back up the ledges and head into Phend- rana's Edge. Deal with the Flying Pirates in here and head left to start climbing the platforms. Grapple across the two Grapple Points and head to the ledge near the top that looks like it has an ice river on it. Power Bomb the wall to reveal a Plasma Beam door, behind which lies the hidden ARTIFACT OF SPIRIT (10/12), then continue the platform and Grap- ple Beam ascent to the small Morph Ball tunnel at the very top, leading to the POWER BOMB EXPANSION (7). Exit out and drop all the way to the bottom, and take the Wave Beam door along the same path you took the first time to reach the Gravity Chamber. Head above the water, destroy the Pulse Bombus, and use the Plasma Beam to melt the icicles from the ceiling, then use the exposed Grapple Point to swing over and around to a MISSILE EXPANSION (215) hidden farther up. Backtrack all the way out of this area and return to Frozen Pike, where you'll take the middle door to reach the Research Labs again. Bear in mind that the power is still out, so use the Thermal Visor to navigate the darkness. Just inside the Research Core, you'll deal with about four Defense Turrets and three Metroids (one on each floor) before you can exit back into Research Lab Aether. Tons of Shadow Pirates attack you as you make your way back through the Labs, so destroy them as they attack, and continue on out into the Control Tower. Eliminate the few Flying Pirates and go up above the East Tower (the one you just came out of). Destroy the large crate inside, melt the ice in the window with the Plasma Beam, and scan the tower there to find the fuel cell near the bottom. Target the fuel cells and blow them up with a Missile, and the whole tower will collapse onto the Control Tower yard. Head to it, morph inside to find the ARTIFACT OF ELDER (11/12), then use the passage at the top to escape the wreckage. Head down through Research Lab Hydra and use a Super Missile on the Cordite barrier near the top to reveal another MISSILE EXPANSION (220), then continue on your way out of the Research Labs back into the Ruined Courtyard. Now backtrack all the way through Ice Ruins West until you reach Phendrana Shorelines. Drop to the bottom and head back to Magmoor Caverns via the Transport near the entrance. MAGMOOR CAVERNS =============== Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: Missile Expansion (1). - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: N/A. Head back through Transport Access A into Monitor Station. Quickly leave Monitor Station and return to the massive Triclops Pit. As you cross the platforms, deal with the Flying Pirates and get to the beginning near the steam vents. Find a stack of crates and activate the X-Ray Visor to spot some invisible platforms. Follow them to a pillar where you can use a Super Missile to reveal yet another MISSILE EXPANSION (225). Return to Monitor Station and head into Shore Tunnel, which leads to Fiery Shores, where you can then access the nearby Transport back to the Root Cave of Tallon Overworld. TALLON OVERWORLD ================ Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: Missile Expansion (2). - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: N/A. As you reenter the Root Cave, start ascending up the platforms on the sides. Once at the top (or at least as high as you can go), you'll have grapple to the opposite side of the cave. Then use the X-Ray Visor to locate invisible platforms leading higher up. Stop at the fourth one up, and scan around to find another MISSILE EXPANSION (230) hidden in an alcove behind some vegetation. Space Jump up and grab it, then hop back to the invisible platforms. Ascend the platforms to the top to reach a door leading to Arbor Chamber, leading to yet another MISSILE EXPAN- SION (235) of the game. Return to the Landing Site and visit your Ship to save and restock all supplies, then head back to the Chozo Ruins using the nearby entrance for the last of your upgrades. CHOZO RUINS =========== Objectives: ----------- - N/A. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: Energy Tank (1), Missile Expansion (3), Power Bomb Expansion (1). - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: N/A. Once inside, take out the Plated Beetle again and head up towards the Ruined Fountain, and destroy the War Wasps on the way up. Once inside the Ruined Fountain, make your way to the fountain and morph into a ball while sitting inside the fountain. Hold R to attach to a Magnetic Rail as you're shot up to the ceiling, and follow it to a hidden MISSILE EXPANSION (240). Head out of the track and take the rear door to reach the Magma Pool. Use the Grappling Beam to swing across the lava pit, then use a Power Bomb on the wall to reveal a hidden room containing the last POWER BOMB EXPANSION (8), and another CHOZO LORE, "Newborn" (14/16). Exit out and take the nearby passageway into Training Chamber Access, where you can roll to a hidden MISSILE EXPANSION (245) through a tunnel near the back. Enter the Training Chamber, defeat a few Chozo Ghosts, then use the Morph Ball slots that appear to reach the final ENERGY TANK (14) of the game. Continue out of Piston Tunnel to return to the Main Plaza, where you can grapple across to the game's final MISSILE EXPANSION (250). Now return to Tallon Overworld. TALLON OVERWORLD ================ Objectives: ----------- - Return Chozo Artifacts to Artifact Temple. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: N/A - Chozo Lore: Binding, Statuary. - Chozo Artifacts: Truth. - Pirate Data: Artifact Site. - Scans: Meta Ridley. Return to your Ship and save your game. As you exit, you can see a door high on the other side of the canyon. Near the Ship is a waterfall, and if you keep looking around, you'll see some ledges on the left side leading up to where the door is. Head that way, using the Space Jump to get up to where you're going, and follow the path around to that blue door, which leads into the Temple Hallway. Quickly lock on to and destroy the three Seedlings on the ceiling, then proceed past the Tangle Weed to reach the Temple Security Station. Inside, you'll see a strange object resembling a Chozo Artifact in your path. Scan it to reveal it as the last PIRATE DATA log, "Artifact Site" (25/25), then continue on into the Artifact Temple and locate both of the CHOZO LORE scripts on the left and right walls, "Binding" (15/16) and "Statuary" (16/16). Head down and outside to locate the final Chozo Artifact of the game, the ARTIFACT OF TRUTH (12/12). ********** 100% of Item Pick-ups Acquired. At this point in the game, your statistics should be at 14 Energy Tanks, 250 Missiles, 8 Power Bombs, and 12 Chozo Artifacts. If they are, you'll receive the pop-up notification informing you that 100% of the Item pick- ups have been acquired, meaning Image Gallery 4 has been unlocked. You can view the Gallery from the Main Menu. ********** As soon as you collect it, the cinema for the unlocking of the crater will begin, but before you complete the sequence, an old friend stops by for a short chat. ========================================================================= BOSS: META RIDLEY ----------------- Meta Ridley is a heavily armored melee combatant. He has only one weak spot - his chest - and he generally prefers not to let you at it. Start off by scanning him (you'll have to get close) to see just what you'll be up against: multi-missiles, kinetic breath, meson bombs, and an ultrathermic flamestrike projector (whatever that is...)...it doesn't sound pretty. The first part of this battle is ridiculously easy, so much so that you may get him down to 1/4 of his bar left and still have all 14 of your Tanks. The main idea of the fight is to get Meta Ridley to expose his weak spot, then lay waste to him while it's open. You'll be using charged Plasma Beams for the first phase of the fight, during which Meta Ridley hovers directly in front of you with his chest wide open. Phase 1: Meta Ridley will hover directly in front of you, occasionally using his flamestrike projector. Charge the Plasma Beam and Space Jump the beam attack if it comes toward you, then pelt away at his exposed chest with the charged shots. You'll probably get in three per round, totalling up to around 1/4 off his life meter. Phase 2: This phase begins when Meta Ridley flies off into the distance. You can't harm him when he's far away, so don't bother trying. The basic method of attack involves Meta Ridley literally dive-bombing you; he flies by at high speeds, using his beam attack and launching three to four Meson Bombs at you. Morph and roll around to avoid the bombs, then switch to the Power Beam and fire off Super Missiles whenever Meta Ridley starts hovering again; this will quickly move him into Phase 3, where he'll alternate between attacks used in phases 2 and 3. Phase 3: Meta Ridley's primary attack in this phase is to land in the center of the temple and viciously claw you. Keep an eye on Meta Ridley's shadow and use the Boost Ball to rocket out of the way if you see it settle above you or the center. The Meson Bombs will have destroyed most of the Chozo statues by now, so you'll have plenty of maneuvering space. Switch to the Plasma Beam for this phase; whenever Meta Ridley actually lands, lock on to his chest and literally hammer down with rapid-fire shots to reduce his health down. This phase ends when you've successfully taken 3/4 off his life meter. A short cinema will ensue showing Meta Ridley's wings burning off. The battle will now move to the ground, and you'll see just how good Ridley's melee combat is. Phase 4: Switch back to the Power Beam and ALWAYS keep Meta Ridley in your sights. The worst thing you can do is run around to try and avoid him, or get cocky if you still have almost all of your health left. Meta Ridley's primary attack is so furious and swift that you can lose up to one or two Energy Tanks in a matter of seconds if you don't get out of the way. Aforementioned attack consists of a stunningly quick ramming move that can strike you up to three times; you can be hit from the initial charge, get struck by his claws, and then again by his thrashing tail. You can try to sidestep it by giving yourself room, then locking onto the head and performing a sideways double dash. Keep in mind that this sequence of attacks is always preceded by Meta Ridley rearing his head back; if you see him do this, get out of the way as fast as you can (without morphing of course; that takes far too long). You'll also notice that Meta Ridley is far more effective at protecting his weak spot; in fact, you can only get him to expose it by landing a direct concussive blast to his open jaws. The best times to do this are when Meta Ridley cranes his neck around or opens his mouth to do anything besides rear back. Quickly fire off a Missile; if it connects properly, Meta Ridley will be stunned and fall back on his haunches, revealing his weak spot. Move in close and let a Super Missile fly right at it (you have to hit it almost dead-on to do damage). The blast will severely damage Meta Ridley, and get him pretty angry, so get ready to dodge a quick flurry of ramming attacks. You may get extremely lucky and Meta Ridley will get stuck in a pattern of opening his mouth repeatedly; this happened on my third attempt and I was able to repeatedly fire at him, concluding this last phase of the battle in roughly a minute. Continue to avoid his pattern attacks while landing direct hits and you'll beat him. Once in the final phase, it takes about three direct Super Missile hits to defeat Meta Ridley. Good luck with the Hard Mode version (read below). HARD MODE STRATEGY: Super Missiles are about the only way to go in this beefed-up version. Prepare for Ridley to be a whole lot meaner than he was before, and his melee combat to be much more refined and deadly. The first three phases proceed like normal, except that Meta Ridley will use his weapons much more often than just Phase 2. In fact, you'll undoubtedly be dodging Meson Bombs and the laser attack a lot in the first phase. Keep the Power Beam charged for practically the duration of the battle, except when you're firing to stun or you're dodging. Launch Super Missiles anytime Meta Ridley exposes that weak point, except during Phase 3; resort to rapid-firing the Plasma Beam the same as in Normal Mode. After you destroy his wings, it will really heat up. First off, Meta Ridley doesn't telegraph his attacks nearly as much as before; you can literally get trampled before you even see the charge coming your way. ALWAYS be facing Ridley, unless you happen to be dashing away from a ramming. Anytime Meta Ridley opens that mouth and isn't rearing back, let a Missile fly, and start charging up for the Super Missile attack in case you stun him. Launch away with those ballistics and repeat until you beat him. Meta Ridley will charge a lot more in this version of the fight, so be prepared to lose a lot more of your health. ========================================================================= After you strike the final blow, Meta Ridley will screech and howl just in time for all of the Chozo statues to come to life and concentrate a single laser attack on Meta Ridley that pushes him backwards and off the edge, presumably plummeting him to his death. Afterwards, twelve Chozo Ghosts appear (you don't have to fight these, don't worry) and resume the unlocking sequence. Head inside to travel down to the core of the Impact Crater, where you'll meet the source of all that is evil on Tallon IV... (Oh yeah, get ready for a short, albeit extremely tough last level...) ================================ SUBSECTION 9: THE FINAL SHOWDOWN ================================ IMPACT CRATER ============= Objectives: ----------- - Defeat Metroid Prime. Items to get: ------------- - Upgrades: N/A. - ET/ME/PB: N/A. - Chozo Lore: N/A. - Chozo Artifacts: N/A. - Pirate Data: N/A. - Scans: Lumigek, Fission Metroid, Metroid Prime, Prime. As you leave the transport, head immediately to the Save Station at the bottom, then head through the adjacent Plasma Beam door. Inside Crater Tunnel A, scan and shoot the "Lumigeks" that cover the floors and walls, and Space Jump over the orange Phazon - your Phazon Suit isn't powerful enough to protect you from this stuff, and you will lose energy very rapidly if you make contact with it. Proceed into the Phazon Core and slowly walk forward. As you near the edge of the rock, a lone Metroid will emerge from the Phazon on the floor. Backpedal to the door and open it, then turn back and scan the "Fission Metroid" that's beelining towards you. As it gets close, go back through the door and let it close. Reopen it and the freakish Metroid will be there waiting for you. Blast it until it splits, then attack each twin with the appropriate Beam weapon. As soon as you kill the second Metroid, run across the center spire and jump to the white looking platforms in the back. Ascend them, ignoring the screech behind you; DO NOT STOP or else the Fission Metroid hot on your tail will attack. Space Jump from platform to platform in the clockwise path to the bridge near the middle. Escape into the Missile Station to escape the Fission Metroid giving chase. Take some time to reload your Missiles and catch your breath. Reopen the door and destroy any Fission Metroids hanging around outside, then head out and start running to the left, where you'll see another one of the genetic freaks bobbing in the distance. Fire upon this one to make it split, then let one of the twins grab you. Try your best to get the second one to hang around while you set a Power Bomb; with some luck you'll destroy both of the Metroids. You may even get real lucky and catch the Fission Metroid floating around the platform above you in the blast. At the end of this short road, jump out to the platform near where that last Fission Metroid was busy hovering, then spin to the right and start dashing up the next few platforms until you reach the second bridge leading into Crater Tunnel B. Take another breather, then stop at the edge of the rock and Space Jump across the Phazon Pit (rolling along the Magnetic Rail takes too long) to reach the other side. Head on inside to the Phazon Infusion Chamber to start the final battle... ========================================================================= BOSS: METROID PRIME ------------------- As you enter the Phazon Infusion Chamber, you'll confront a rather cool looking black head hanging from the ceiling. Watch as the black head unfolds into a giant spider-like creature. The resulting horror is the much-talked about "Metroid Prime" that the Space Pirates have been so utterly fascinated with. As Metroid Prime sees you, it screeches and burrows through the back wall into Subchamber One. Let's get started and hope you fare better then the Space Pirates... Metroid Prime's only weak point is his eyes. Any attack that hits else- where will simply reflect off (beware of your own shots coming back and harming you). He has also absorbed the abilities of everything that has engaged him thus far - including durable armor plating - basically making this battle sort of a giant 'Super Trooper', if you will. Fortunately for you, Metroid Prime hasn't managed to correct the flaw inherent in the defense screens he assimilated yet, meaning that, for a time, you'll still be able to injure Metroid Prime with Beam weapons. Just like the Beam Troopers and Fission Metroids, you'll be able to tell what weapon you should use based on his color, but the catch to the fight is that Metroid Prime can switch his weakness on the fly (and will do so a lot during the last phase). Speaking of attacks, Metroid Prime has around four of them, though they vary in strength and power depending on the armor he's using. The first one is a tractor beam of sorts (Prime will pull you in; stop the attack with a hard shot to the eyes), the second is a claw slash (used only if venture too close), and the third and fourth attacks are using powerful multi-missile attacks and shooting seeking bombs at you, respectively. The Bissile and Bomb attacks are quite deadly; avoid the Missiles by staying as close as you can to Metroid Prime without getting too close (just like with the Omega Pirate), and shoot the Plasma Beam at any bombs fired your way. Now like I said, Metroid Prime's attacks vary depending on the armor he's using: Check the following lists to see the attack variants. - Power Armor: Yellow means use Super Missiles, however you'll want to wait until just after Metroid Prime launches an attack and pauses. This guarantees you the best chance of hitting it in the eyes. The Bomb attack for this armor is similar to what the Chozo Ghosts use on you: it disrupts all functions of your Power Suit for about 5 or so seconds. - Wave Armor: The Wave armor is pretty tough to beat. Metroid Prime's attacks will often interfere with your ability to engage in the most basic of combat. The beam attack will confuse your targeting system by making you lose your lock-on ability, and being hit by the Bomb attack here scrambles your Visor really bad. During this phase, you'll definitely want to go off with the Wavebuster so as to force Prime out of this armor as quickly as possible. - Ice Armor: The Ice Spreader will save your hide when Metroid Prime equips this armor. Metroid Prime has a ice wave attack similar to Thardus', and every attack she launches encases you in ice. Whenever you see Prime turn white, charge up and let the Ice Spreader freeze Prime's face; then launch a Missile to disrupt the attack phase and move Metroid Prime into the next color phase (it'll take 2 Missiles in Hard Mode). - Plasma Armor: The deadliest armor Metroid Prime possesses; this one is somewhat difficult to defend against. The homing bombs, if struck by them, will set you on fire and rapidly deplete your energy. (Say good- bye to about 5 or 6 if playing on Hard). His beam attack does pretty much the same thing of burning you up. Move in relatively close and blast away with the normal Plasma Beam to inflict damage quickly, and use a charged shot anytime Metroid Prime pauses. Basic combat against Metroid Prime involves you targeting the eyes, then blasting away with whatever Beam weapon corresponds to his beam armor. Use your Charge Combos to rip into Metroid Prime; you'll rapidly eat through your Missiles, but you won't need them past this battle, so feel free to go wild. When he's yellow, wait until just after Metroid Prime roars to launch Super Missiles so you don't miss. The Wavebuster will auto-lock on to Metroid Prime's face, but don't even bother with the Flamethrower. Use charged Plasma Beams instead so as to conserve Missiles for the yellow and purple phases. Finally, the fight against Metroid Prime takes place in several phases. Once the battle begins, you must move Metroid Prime through a series of color changes and ram attacks before he'll dig through a wall into another chamber where the fight continues. The battle will move through a total of five rooms before the first battle is over. Pay attention to the requirements for each Subchamber, and try not to lose a lot of energy here (though as long as you make it out with two or three Energy Tanks left, you'll be able to hold your own in the final battle). - Subchamber One: Metroid Prime will change color once in this battle. Start off using the Power Beam (and Super Missiles) to damage him; once you've scored a bad enough hit on him, he'll scream and turn purple. Switch to the Wave Beam and use the Wavebuster in short bursts to whittle him down some more. After you wound Metroid Prime again, the giant Metroid digs through the floor into Subchamber Two. - Subchamber Two: There will be two color changes here, along with a new ramming attack. Metroid Prime uses this attack after being seriously injured, so use one of the three small grooves in the floor to morph and dodge the ram attack. This battle starts off again with the Power Beam, moves on to the Ice Beam, then the Wave Beam again. The second major difference in this round is the use of homing bombs. If you see them coming your way, disengage your lock on Metroid Prime, then target the small bombs and try to destroy them. At the ice phase, you can use the Ice Spreader and a Missile to trigger the next color change. After you've dealt with these three phases, the beast will dig through the floor again. - Subchamber Three: This round involves three color changes and three ramming attacks. Drop in here, and start with the Power Beam, then go to the Wave Beam, the Plasma Beam, and lastly, the Ice Beam. Prime's ramming and Bomb attacks still survive to this round, but Metroid Prime gains another one (surprise!) in the form of a tractor beam. If you get ensnared, launch a powerful attack at his face to make him let go (if that doesn't work, set a Power Bomb directly underneath Prime's mouth; this will almost always rock you loose. Otherwise for the rare times when Metroid Prime gets incredibly stubborn (read: Hard Mode), you'll just have to wait it out until he gets bored of you just hanging out in front of him. This round concludes with Metroid Prime burrowing into the floor yet again. - Subchamber Four: There are a whopping 11 color phases here, along with between 5 and 7 ramming attacks. Metroid Prime uses all the attacks he used in the previous round, but is far less predictable. Metroid Prime will no longer charge across the room only after being damaged; his ramming attacks come at random times. The color phases will also occur quite randomly. The most annoying part comes when you're busy charging up a combo and Prime switches armors on you. Just pay close attention and adjust your weapon to match. After you damage Metroid Prime for the final time, the screeching creature will be blown backwards (as opposed to fleeing on his own) through the back wall into Subchamber Five, where he escapes down a hole. HARD MODE STRATEGY: It's really not a whole lot different than the first fight; Metroid Prime merely attacks faster, will charge you more, and takes much more of a beating. His attacks also rape you if you're not careful. Study the strategy above and try to lose as little energy as possible in this one. Left-to-right strafing will be an essential part to a successful offensive here. All Metroid Prime's attacks and patterns remain the same, with the exception of some slight variations on his color patterns. For instance, I note how the third phase starts with the Power Beam - my first attempt it started with the Wave, and my second attempt started with the Ice - so you'll be relying much more on looking at his color than what a guide tells you. Aside from that, Metroid Prime's attacks are far more difficult to avoid, particularly his tractor beam one. The homing bombs (particularly the Plasma versions) MUST be shot down - two or three impacts will kill you, and his multi-missiles are a bit deadlier. They, however, can still be avoided by moving in close to Metroid Prime. In terms of the amount of Missiles you'll go through, it was just around the 240 mark for me, so getting all of the items in the game is a darn good idea. Grit your teeth and press on through to the final form. ========================================================================= Now chase the monstrosity down the tunnel, watch Metroid Prime shed its carapace, and get ready for the *real* battle...Watch yourself as you'll probably be a bit low on energy at this point. Switch to the Scan Visor to add "Prime" to your Log Book as soon as he starts moving. ********** 100% of Log Book Scans Acquired. At this point in the game, if you've successfully scanned everything you came across in the game and have completely filled your Log Book (that equates out to 25 Pirate Data logs, 16 Chozo Lores, and 74 Creature Morphologies), you'll receive the pop-up notice informing you that you have acquired 100% of the Log Book scans, thus opening up Image Gallery 2. Like the others, you access this via the Main Menu. ********** ========================================================================= BOSS: PRIME ----------- This final battle can be easy or tough, depending on your skills at strafing/dodging, and the amount of energy you have left from the last bout with Metroid Prime. Wait for Prime to launch a few Phazon Waves; these will destroy the pillars in the room (and they leave behind Ultra Energy units). Metroids that you destroy will often leave behing refills as well. Use the Charge Beam to tractor them in. All combat tips and strategy aside, this fight is very much the opposite of the first. In the last round, it was all about tactical advantage and strategic positioning; here it's just an no-holds-barred brutal assault from which only one will walk away victorious. Prime isn't in the best of spirits now that its shelled carapace is gone. The good news? This battle is really predictable. The bad news? You only possess one weapon that will work against Prime, and you can't always use it (how strategic...and ironic). Prime possesses only three simple attacks (as opposed to his last form). The most common of these is his Phazon Wave, which you can see coming a mile away. Space Jump as the Wave moves towards you, and try to keep Prime in your sights (even when invisible) to make sure he doesn't try to ram you into the wall. Eventually Prime will pause and create a small Phazon pool on the ground. The creation of this pool is the cue to begin your counter-offensive. Your Phazon Beam can only be triggered by standing in these pools, so watch for Prime to create one, then switch to the Power Beam and head for the pool. Watch for the words "Hyper Mode" to flash on your display, and watch as Prime disappears. He'll cycle through the various spectra, following a pattern of Combat, X-Ray, Thermal, then back to Combat. If you can't see Prime, keep cycling until you can locate him. Once he's visible to you, lock on and hold down the A button to fire a devastating stream of Phazon energy that puts a heavy drain on Prime. Once Prime's had enough of the onslaught, he'll break away and you'll have to repeat the battle all over again until Prime creates a second pool. As you drain Prime of half his energy, he'll begin spawning some Metroids to help out much like the Beam Troopers in the Omega Pirate fight. The first time, you'll face a pair of normal Metroids, the second time you'll face two Hunter Metroids, and the third time you'll face two Fission Metroids. After that, it's randomly determined which Metroids Prime spawns. Use the Ice Beam and a Missile to eliminate the pair if you get Normal or Hunter; Fissions need to be destroyed quickly with the Phazon Beam, then start looking for Prime. This time around, Prime will hover near the pool for a bit longer, so wait for him to move before attempting your attack again, otherwise Prime will lash out at you and knock you across the room. If this happens, Morph and use the Boost Ball to quickly get back to the pool, then reattempt your Phazon attack. As you continue to drain more of his energy, Prime intensifies his attacks; ironically enough, this serves to help you instead of hinder you. As Prime launches attack after attack, he'll start creating multiple pools of Phazon, giving you plenty of chances to acquire a good lock and take him out. As you drain one pool, simply Morph and roll to the next closest one, then locate Prime and redouble your attack. On the whole, this battle typically lasts three or four rounds (depending on how fast you got locked on and let loose with the Phazon Beam). The battle is finally over when you've completely wasted Prime and he collapses to the floor in a quivering puddle of Phazon. If you got 100%, you'll get to see a rather interesting ending cinema... HARD MODE STRATEGY: Prime is a lot meaner this time around. It's near impossible to get to a Phazon pool without some form of distraction, and if you do, you can almost count on Prime being nearby to smack you. Prime will also create Metroids sooner, and you'll invariably get combos of the three variants. If you get stuck with Normal or Hunter Metroids, use the Ice Beam along with a Missile to take them out, then spend time searching for Prime before attempting to reach the Phazon pool. If Prime spawns Fission Metroids, you'll just have to throw caution to the wind and use the Phazon Beam to eliminate them quickly (use Power Bombs if they attach to you first). While the same basic strategy applies the same here, Prime is much more difficult to track and lock on to this time around. He spends less time in each spectral phase, and launches constant attacks while in his invisible mode. You'll have to learn to multitask by watching for Prime, locating available Phazon pools, and dodging the ramming and Phazon Wave attacks. Once you've locked onto Prime, waste away with the Phazon Beam, and continue to dodge attacks in a careful manner until you claim victory over Hard Mode (it won't take much longer than Normal Mode...at most eight rounds). ========================================================================= Congratulations! You destroyed Metroid Prime, and the Chozo's prophecy of the Newborn defeating the unholy Worm has come true at last. Perhaps the Chozo will finally rest in peace? Judging from the 100% ending, I seriously doubt it... ********** Hard Mode Completed! As you defeat the monster in the Hard Mode, you'll finally get to unlock Image Gallery 3. You'll receive the standard pop-up notification, and then you can access it using the option on the Main Menu. Well done! ********** ------------------------------------------------------------------------- ================================== =SECTION VII: POWER SUIT UPGRADES= ================================== Samus' most powerful weapon is her Power Suit. You lost over half of it in the Elevator accident back in the Frigate, and naturally, you'll spend the remainder of the game earning the stuff back. A. BEAM UPGRADES ================ - Power Beam (Default): The Power Beam is the default Arm Cannon. It has the best rate of fire. The Power Beam can be used to open Blue Doors. If you see your shots ricochet, cease fire. The Power Beam is not working against that target. You can use the Power Beam to quickly clear an area of weak foes. - Ice Beam (Chozo Ruins): The Ice Beam can freeze enemies solid. Hits from the Ice Beam may also slow foes down. Use the Ice Beam to open White Doors. The Ice Beam is quite effective agains fire-based creatures. Chrage the Ice Beam to increase the time an enemy will stay frozen when hit. Some frozen enemies can be shattered by Missile hits. - Wave Beam (Phendrana Drifts): The Wave Beam fires powerful electric bolts. This weapon has a limited homing capacity as well. Fire the Wave Beam to open Purple Doors. The Wave Beam won't home in on targets without a lock-on. Charge the Wave Beam to fire a fierce electric blast. Enemies struck by this blast will be enveloped in electrical energy for a few moments. - Plasma Beam (Magmoor Caverns): The Plasma Beam fires streams of molten energy. This Beam can ignite flammable objects and enemies. Fire the Plasma Beam to open Red Doors. The Plasma Beam is very effective against cold-based creatures. Charge the Plasma Beam to fire a sphere of plasma. Enemies struck by this blast will be engulfed in flames for a few moments. - Phazon Beam (Phazon Mines): The viral corruption of the Power Suit has altered the Arm Cannon as well. It is now capable of firing the powerful Phazon Beam. The Phazon Beam appears to trigger in the presence of high concentrations of Phazon. Regular Arm Cannon functions return when Phazon is not present. The Charge Beam does not function when the Phazon Beam is active. B. MORPH BALL UPGRADES ====================== - Morph Ball (Chozo Ruins): The Morph Ball changes your Suit into a compact, mobile sphere. Like the Power Suit, the Morph Ball is modular. There are several upgrades that can be added to improve performance. - Morph Ball Bomb (Chozo Ruins): The Morph Ball Bomb is the default weapon for the Morph Ball. The Morph Ball Bomb can be used to break cracked walls and activate certain devices. If the Morph Ball is near a Bomb when it explodes, it will be popped a short distance into the air. This is called a Bomb Jump. The Morph Ball Bomb can easily break items made of Sandstone or Talloric Alloy. - Boost Ball (Phendrana Drifts): The Boost Ball can be used to increase the Morph Ball's speed for short periods. Press and hold B to charge, then release B to trigger a quick Speed Boost. When charging, the longer you hold B, the longer (and faster) the Boost Charge will be. Throughout the environment, you will encounter U-shaped channels known as half-pipes. Using the Boost Ball in these areas will let you reach higher places. Build a charge as you descend in the half-pipe, then trigger the Boost as you ascend the other side. This will give you the speed and momentum you need to reach new heights. - Spider Ball (Phendrana Drifts): The Spider Ball allows you to move the Morph Ball along magnetic rails. Press and hold R to activate the Spider Ball ability. Follow the mag- netic rails to explore new areas. The Morph Ball Bomb can be used to trigger a Bomb Jump while attached to a rail. - Power Bomb (Phazon Mines): The Power Bomb is the strongest Morph Ball weapon. Power Bombs do not have unlimited ammo. Use them wisely. The Power Bomb can destroy many materials, including Bendezium. Each Power Bomb Expansion you find will increase the number of Power Bombs you can carry by 1. C. SUIT UPGRADES ================ - Power Suit (Default): The Power Suit is an advanced Chozo exoskeleton modified for use by Samus Aran. The Power Suit provides life support functions and is well shielded from attack. The modular nature of the Power Suit allows for the addition of weapons, Visors, and other gear as needed. The Power Suit's shielding loses energy with each hit. Collect energy when possible to keep the shielding charged. - Varia Suit (Chozo Ruins): The Varia Suit adds increased heat resistance to the Power Suit. This modification increases your defensive shielding. While the Varia Suit can handle higher temperatures than normal, extreme heat sources and heat-based attacks still cause damage. - Gravity Suit (Phendrana Drifts): The Gravity Suit eliminates the effects of liquid on movement. This modification improves your defensive shielding. The Gravity Suit allows for improved movement in liquid environments, but does not reduce damage delivered when exposed to hazardous fluids. Visor modifications in the Gravity Suit make it easier to see underwater. - Phazon Suit (Phazon Mines): The Power Suit has been corrupted by viral exposure, turning it into the Phazon Suit. The viral corruption of the Power Suit has some beneficial side effects. The suit is now resistant to the effects of Blue Phazon. It is not invulnerable to the effects of all Phazon, however. In addition to Phazon resistance, the corruption has dramat- ically increased defensive shielding levels. - Energy Tank (Scattered): The Energy Tanks increase the Power level available to your Suit's defensive screens. Each Energy Tank increases your Suit's energy by 100 units. The more energy your Suit has, the longer you can stay alive. You can fully recharge your Energy Tanks at Save Stations. Your gunship has this capability as well. D. VISOR UPGRADES ================= - Combat Visor (Default): The Combat Visor is your default Visor. It provides you with a Heads- Up Display (HUD) containing radar, mini map, lock-on reticules, threat assessment, energy gauge, and Missile count. Icons for the Arm Cannons you possess are shown in the lower-right corner of the Combat Visor. Icons for the Visors you possess are showen in the lower-left corner of the Combat Visor. - Scan Visor (Default): The Scan Visor is used to collect data. Some devices will activate when scanned. Move the Visor magnifier over targets with the orange symbol, then press and hold L to scan. Press A to turn the Visor off. Mission-critical scan targets will be red in color. Scanning enemies with this Visor can reveal their vulnerabilities. You will be unable to fire any weapons while the Scan Visor is active. Scanned data vital to the success of the mission is downloaded and stored in the Log Book section of the Pause Screen. Press R on this screen to access the Log Book. - X-Ray Visor (Tallon Overworld): The X-Ray Visor can see through certain types of materials. The X-Ray Visor can reveal invisible items, areas, and enemies. Robotic enemies jam the X-Ray Visor's frequency. Eliminate them to restore function to the Visor. - Thermal Visor (Phendrana Drifts): The Thermal Visor allows you to see in the infrared spectrum. Hot objects are bright to the Visor, and cooler objects are dim. The Thermal Visor will show the weak points of certain foes. Use the Thermal Visor in total darkness and poor weather conditions. Brightly lit areas, explosions, and intense heat can impair the Thermal Visor. Enemies with temperatures close to their surroundings will be tough to spot with this Visor. E. SECONDARY UPGRADES ===================== - Space Jump Boots (Tallon Overworld): The Space Jump Boots increase the leaping capability of the Power Suit through the use of boot-mounted thrusters. Press B to jump, then press B again during the jump to use the Space Jump Boots. - Grappling Beam (Phazon Mines): The Grappling Beam allows you to swing back and forth from special points in the environment. Grappling Points appear in your Visor as the little Grapple Hook icon. Press and hold L to fire the Grappling Beam. Hold L to stay connected; let go to release. The Grappling Beam can be used to cross wide gaps. You can alter your path while swinging from the Grappling Point as well. - Missile Launcher (Chozo Ruins): The Missile Launcher adds ballistic weapon capability to the Arm Cannon. Missiles fired with a lock-on will seek their targets. Missiles can destroy objects made from Radion or Brinstone. There are Charge Combo enhancements scattered throughout the environment. They use the Missile Launcher and the Charge Beam in tandem to fire more effective blasts. Each Missile Expansion you find will increase the number of Missiles you can carry by 5. - Charge Beam (Chozo Ruins): The Charge Beam allows you to increase the damage and effectiveness of the Arm Cannon. The Charge Beam has a limited 'tractor beam' capacity. Use it to pull small objects to you. There are Charge Combo enhance- ments scattered throughout the environment. They use the Missile Launcher and the Charge Beam in tandem to fire more effective blasts. The Charge Beam increases the performance of each Arm Cannon mode. - Beam Combo (Scattered): The Charge Combos allow you to fire the Missile Launcher and Arm Cannon together. The combined attacks are stronger than normal blasts. The Arm Cannon must be charged to use a Charge Combo. When your Arm Cannon is charged, press Y to fire the Charge Combo. The Single Shot Charge Combos fire one blast at a time. Each shot uses a number of Missiles. Sustained Fire Charge Combos will fire as long as you have Missiles. Press A down after you fire. It takes 10 Missiles to trigger these Charge Combos, then five Missiles per second after- wards. - The Super Missile is the Power Charge Combo. Super Missile is a Single Shot Charge Combo. Each shot uses 5 Missiles. Super Missiles can destroy objects made of Cordite. - The Ice Spreader is the Ice Charge Combo. It can freeze targets in a wide area. Ice Spreader is a Single Shot Charge Combo. Each shot costs 10 Missiles. Ice Spreader is limited against aerial targets. - The Wavebuster is the Wave Charge Combo. This potent blast auto- seeks targets in the area. The Wavebuster is a Sustained Fire Charge Combo. It costs 10 Missiles to activate, then 5 Missiles per second afterward. The Wavebuster will seek enemies without a lock-on. - The Flamethrower is the Plasma Charge Combo. You can sweep its stream of flame across multiple targets. The Flamethrower is a Sustained Fire Charge Combo. It costs 10 Missiles to activate, then 5 Missiles per second afterward. The Flamethrower is most effective against multiple targets in an area. ------------------------------------------------------------------------- ================================ =SECTION VIII: SAMUS' ABILITIES= ================================ All of the miscellaneous moves that Samus can utilize are covered here, from standard Bomb Jumping to mid-air Morphing - it's all here. If you have problems with any particular trick, you can use this as a handy reference. Double Bomb Jump ---------------- Unlike previous titles, this is a required move in this game if you want to get all the items. To pull it off, set a Bomb and carefully watch the animation. Every time you set off a Morph Ball Bomb, the Bomb shimmers for a little bit prior to exploding. In the split second that the shimmering stops, set the second Bomb, and let the first pop you up. At the peak of your Bomb Jump, set a third Bomb. As you come back down, the second one will detonate, popping you up into the third Bomb's explosion, which will send you higher. Triple Bomb Jump ---------------- This is by far the toughest move to execute, so much so that I'm not sure it was even intended to be done. The only uses I've ever seen come out of it were fan-made to get some items early. This particular move requires absolute precise timing on the controls, so pay attention. You'll be setting a total of 6 Morph Ball Bombs for this. Set the first Bomb and let it pop you up. As soon as you land (I mean immediately) set the second Bomb. As the shimmering stops, set the third (just like a Double Bomb Jump). Please note that you must execute these first three Bombs before your Bomb Counter refills; you must be able to set 6 consecutive Bombs, and if your Counter refills before you set the third Bomb, you won't be able to pull this off. Anyway, as the second Bomb pops you up, set the fourth at the peak of your jump, then fall down and let the third Bomb send you up. Set the fifth Bomb right before you reach the fourth's location, and let the fourth Bomb pop you up; at the peak of this jump, set the sixth and final Bomb, then fall into the fifth Bomb's explosion just in time to get popped up into the sixth explosion, which sends you even higher. This is one of those moves that requires extensive practice; however, should you master it, you'll start finding numerous places where you can use it in place of the Spider Ball to reach places early. Track Jump ---------- This particular move, to my knowledge, can only be used effectively on the Furnace Magnetic Rail track - there are others, but they don't lead to anything of value. This trick basically exploits an apparent glitch in the way the Magnetic Rail is built, i.e. using nonexistent platforms to "walk" up the track. Check out how it's done. Walk up to the track and press forward into it, then turn so you can barely see a part of the wall. While still holding forward, you should start seeing the track vibrate wildly. You can now Space Jump up while holding forward on the Control Stick and you'll "land" on a platform that, for all intents and purposes, doesn't really exist. Major thanks go out to 12ag3 for this trick that eliminates the TBJ from this section. View Locking ------------ This one is really easy, and actually gains you a bit of height. The best places to use it are the times when you need to make extremely precise jumps (if you're going for low percentage and skipping the Grappling Beam, for example). To lock your view, simply hold the L Button and pan downwards until you are literally staring at your feet. As you get your desired angle, let go of the Control Stick and the R Button and you'll be able to make precision jumps while not losing sight of what you're trying to reach. This trick helps immensely when trying to get the Plasma Beam without the Spider Ball, or attempt the infamous "Space Jump before Flaahgra" maneuver dreamt up by Devilbit. Morph Jump ---------- This difficult move can get you a bit of extra height when performing a Double or Triple Bomb Jump in unenclosed areas (where the game doesn't force you to stay in Ball mode). To do it, execute whichever Bomb Jump you're attempting, then quickly jam down on the X button to morph out of the Ball, and start mashing the B button to Jump. If you're quick enough (I've only done it once, and gotten nowhere with it), you can gain some height from the Triple Bomb Jump, then follow up with a Space Jump afterwards! Half-Pipe Maneuver ------------------ I understand a few people have troubles with this move. Rolling around in a half-pipe like a skateboarder is certainly a new move to Samus' reportoire, but it's really easy. First off, find one of the sloped structures, and find whichever side it is you want to eventually get up (most have ledges you're attempting to reach; find the side that has your ultimate destination). Start rolling the opposite direction while charging the Boost Ball, and release it as you hit the vert ramp section (where it starts the steep incline) and then Boost. You'll ascend a ways up, charge another Boost on the way down and release it as you hit the vert ramp again to go sailing up the opposite side. Repeat this same strategy for however high you need to go. Lock-On Orbiting ---------------- Hold L to lock on to a target, then tap B while locked on to move from side to side around them in a circle. This comes in handy during... the entire game... and is upgraded once you find the Space Jump Boots. Tractor Beam ------------ Once you find the Charge Beam, you can tractor refills to your location by aiming at them and charging up. If they're within range, they'll be pulled to you, eliminating the need for you to go to them. ------------------------------------------------------------------------- ============================== =SECTION IX: TIPS AND SECRETS= ============================== - Use the Fusion Suit: To do this, you must have a Game Boy Advance, a Gamecube Link Cable, and Metroid Fusion. Beat Metroid Prime and then hook up your GBA to the Gamecube (with Fusion inside) and go to the menu titled "Metroid Fusion Connection Bonuses". Select the Fusion Suit option and activate the uplink. Once complete, you can use the Fusion suit in Prime, and it'll change colors upon getting the Varia/Gravity/Phazon suits as well. Note that the Fusion Suit must be manually selected each time you begin play, even if you are con- tinuing a saved game. - Play NES Metroid: Play the classic game that started it all on your Gamecube. To do it, repeat the same steps above, except you must finish Metroid Fusion first. Then select the "NES Metroid" option and select it to play the old game. The controls are a bit different here, so I'll go over them real quick. There's even a guide to the old game at the end of this document. NES Metroid Controls -------------------- - L Button - Quit Game. - Control Stick/Pad - Move Samus, Aim Up, Morph into Morph Ball. - Start - Pause game. - B Button (X also works) - Jump. - A Button (Y also works) - Fire Weapon, Lay Bombs as Morph Ball. - Z Button - Switch from Beam to Missiles, and vice-versa. The old Password system has been preserved, so you can use all the old cheats if you so desire, but you can also save your progress to the Gamecube Memory Card. When you want to continue a game, press Z to highlight "CONTINUE" and then press Start. Your game will automatically pick up from the last major starting point. - Hard Mode: Did you beat Metroid Prime thinking the game was just a bit too easy? Here is your answer: Upon beating it the first time around, you'll unlock the Hard Mode. Start a new game and you'll be given the option for Hard. In this new mode of play, enemies are twice as tough, you are twice as vulnerable, and everything is all-around more of a nightmare. Have fun.... Actually, here's a short list of some tips that should make the journey a bit less harrowing. - Get 100%. Really, it's darn near a gospel requirement. Given that all enemies take twice as much effort to kill, and you take twice as much damage makes for an incredibly tough time, and, to quote Marsh- mallow here, "you will lust after Energy Tanks." I cannot emphasize enough how true this statement is. - Once you acquire the Charge Beam, start using it to take out the minor enemies. A single charge shot is better than peppering with lots of little shots (particularly in Beetle swarms). - The Space Pirates are incredibly beefed up, particularly the Beam Troopers you find in the Mines. Here's a quick guide to the major differences in the Pirate forces. - Normal Pirates: Expect much more melee combat from these fellas. However, the charged Plasma Beam disintegrates them in one shot. Until you get the Plasma, use charged Wave Beam shots to stun them, then fire pulse shots to defeat them. - Shadow Pirates: Just like above, except you'll need to use the Thermal Visor to track them - they're almost completely invisible this time around, and a lot more efficient in melee attacks. For the initial batches, the charged Wave Beam is most effective. Once you get the Plasma Beam and start finding these variants in the Mines, you can own them badly with charged shots. - Wave Troopers: Oy...My only word of advice for the first couple of rounds is to try to get them to attack one at a time (this means slowly advancing through the areas they occupy), then resort to pulsing the Wave Beam at them. If you get a group of them during the Omega Pirate battle, the Wavebuster is the optimum weapon of choice. - Power Troopers: These Troopers will without a doubt beat the crap out of you. They always take two Super Missiles to kill, and some of them survive past that point as well! These are the most lethal of the Hard Mode bunch; handle them with extreme care. A gang of them could easily (and quickly) cost you your life if you don't watch it every step of the way. During the Omega Pirate fight, you should Space Jump around while hammering Super Missiles at them. - Ice Troopers: Still the easiest of the bunch, Ice Troopers' fire- power is more refined: three hits is easily one and a half Energy Tanks. Use the same strategy as before of freezing them, then using a Missile on them. During the Omega Pirate fight, use the Ice Spreader (if reserves are available), but only if there's more than two. - Plasma Troopers: These Troopers are much more refined in their attacks, and not nearly as sloppy as they were in Normal Mode. Their Plasma Beam does major damage, and the quick mobility of the Plasma Troopers isn't exactly to your benefit. You should still attempt to attack from afar while rapid-firing the Power Beam (charging up takes an eternity, during which you're vulnerable to attack). In the Omega Pirate fight, DO NOT use the Flamethrower; it barely works as an attack, and consumes needed Missile stocks far too rapidly. While I described brief methods for going about the Troopers in the Omega Pirate battle, it is not enough to simply describe how to kill them. In Normal Mode, it was perfectly acceptable to ignore the Troopers near the end since the Pirate only took four hits from the Super Missile to kill. This time around, evading the Troopers will almost surely mean your death since you face them in much larger groups, and more tend to swarm in any time the Omega Pirate gets damaged. Sometimes it is honestly better to deal a bit of damage to the Omega Pirate, then spend a whole round picking off the Troopers while you allow the Pirate to repair himself. Just keep at the fore- front of your mind that the Space Pirates are your most deadly enemy in the entire game during Hard Mode, and should be approached with extreme caution at all times. - Crates are your lifesaver: blast them for refills when you need them, though it's such sweet irony that you can be reduced to a single Energy Tank and get nothing but un-needed Missile refills.... - The Metroids are far more aggressive in Hard Mode - the normal ones respond to threats much quicker, the Hunter Metroids will attack you viciously and without abandon, and the Fission Metroids get nastier than ever. If you had problems going up against the Fission Metroids in Normal mode, then you'll have quite a fun time confronting them in Hard. Not only will they spawn faster, but they take almost exclusively to latching on to you mid-jump. Take a wild guess at what happens then. - Bonus Features: By completing certain requirements within Metroid Prime, you'll unlock four very cool image galleries that can be accessed via the Main Menu. Each gallery contains concept art, CG and wire-frame models used in the construction, drawing board sketches, and lots of other nifty stuff. To unlock each, you must complete each of the following requirements: - Image Gallery 1: Get 50% of the Log Book Scans. - Image Gallery 2: Get 100% of the Log Book Scans. - Image Gallery 3: Beat the game's Hard Mode. - Image Gallery 4: Get 100% of the Item Pick-ups. - Unscannable "Easter Eggs": There are a few creatures you'll encounter throughout the game that will be quite familiar to fans of the Metroid series. While a few (the Geemer) are only minor, there are a few rarer "easter eggs" of sorts. I'll detail the ones I know about. - Alpha Metroid: I'd heard rumors about these mutant Metroids being discovered in the powerless Phendrana Research Labs. It is true that one of the dead Metroids scans as an Alpha-class, but it is merely a morphological error as this Metroid is clearly not an Alpha. However, near the top of the central stasis tube in Research Lab Aether, there is a dead Alpha Metroid floating around; though you can't get any sort of readings on this one. - The Sidehopper: You can find this in Biohazard Containment on the Space Pirate Frigate (first time around). It's fairly easy to find; just look or listen for the thing beating up one of the containment doors. Scan it and you'll get an image of what is clearly a Zebesian Sidehopper (sweetness!). - Draygon (?): This could be my imagination, but the creature in the stasis tube in Biohazard Containment (the same room as the Side- hopper) resembles the Maridian crayfish boss Draygon far more than a Parasite experiment. Draygon originally appeared in Super Metroid for the SNES. - Metroid Prime Ultimate Challenge: Since the beginning of the Metroid saga, low percent runs have been the ultimate method of challenging the players. With a great deal of experimentation, a speed challenge has been designed in the form of a 25% run. Others have broken it down to 24%, but I prefer not to skip the Charge Beam. Items to Get: ------------- 01) Missile Launcher 02) Morph Ball 03) Charge Beam 04) Morph Ball Bomb 05) Varia Suit 06) Boost Ball 07) Space Jump Boots 08) Wave Beam 09) Artifact of Nature 10) Ice Beam 11) Plasma Beam 12) Spider Ball 13) Power Bombs 14) X-Ray Visor 15) Artifact of Chozo 16) Artifact of Warrior --) Phazon Suit/Phazon Beam 17) Artifact of Newborn 18) Artifact of Spirit 19) Artifact of Elder 20) Artifact of Sun 21) Artifact of Strength 22) Artifact of Wild 23) Artifact of World 24) Artifact of Lifegiver 25) Artifact of Truth * The Phazon Suit does not count in your percentage tally. Thanks to Banks17 for pointing this out. Optimal Path: ------------- - Run through the Chozo Ruins, gathering MISSILE LAUNCHER, MORPH BALL, CHARGE BEAM, MORPH BALL BOMBS, and fight Flaahgra for the VARIA SUIT. - Head to Magmoor and run through to Phendrana Drifts. Grab BOOST BALL and return to Tallon Overworld for SPACE JUMP. Backtrack to Phendrana and grab WAVE BEAM, then return to Chozo Ruins, getting the ARTIFACT OF NATURE along the way from Lava Lake. In Chozo Ruins, head back to the Furnace and Track Jump up the Magnetic Rail to get the ICE BEAM, then return to Phendrana and fight through the Labs to reach the other side of Phendrana Drifts. Enter Quarantine Cave the back way and travel down to Magmoor Caverns to get the PLASMA BEAM early. Return to Phendrana, waste Thardus with the Plasma Beam, and claim the SPIDER BALL upgrade. - Head back to Tallon Overworld and carefully navigate the Wrecked Frigate to reach the Phazon Mines (a Gravity Suit-less walkthrough of this area is coming soon). - Head into Phazon Mines and grab the POWER BOMBS from the Central Dynamo, return to Tallon Overworld and grab the X-RAY VISOR and the ARTIFACT OF CHOZO, then head back into the core of Phazon Mines, get the ARTIFACT OF WARRIOR from the Phazon Elite, then defeat the Omega Pirate for the PHAZON SUIT. Backtrack a little ways and pick up the ARTIFACT OF NEWBORN. Exit to Magmoor Caverns via Phazon Processing Center. - Backtrack to Phendrana Drifts to get the ARTIFACT OF SPIRIT, ELDER, and SUN, then return to Magmoor Caverns and grab the ARTIFACT OF STRENGTH from near Monitor Station. Return to Chozo Ruins to pick up the ARTIFACT OF WILD, LIFEGIVER, and WORLD from the Chozo Ruins, then head into Magmoor Caverns and go to Monitor Station to pick up the ARTIFACT OF STRENGTH. - Use the nearby Transport back to Tallon Overworld, go to the Artifact Temple, grab the ARTIFACT OF TRUTH, fight Meta Ridley and open the Impact Crater. - Fight Metroid Prime and win the game! As you can see, this gives you a percentage rating of 25%. With this run you will be picking up only the mandatory items needed to complete the game (and doing some fancy footwork to skip some items which would normally be required). As a result, you will be left severely incap- acitated on item count; in fact if it hasn't sunk it already, you'll only be using 1 Missile Expansion and the starting 99 units of energy throughout the entire quest! You will also be skipping these items: Super Missile, Thermal Visor, the Grappling Beam, and the Gravity Suit. In the areas where these would normally be required, you will use a variety of Bomb Jumps, Morph Jumps, and View-locking to get through. The Gravity Suit is normally required to get the Artifact of Lifegiver, howevever, thanks to Paratroopa1, you can now get it using a series of Space Jumps. See the Prime Discoveries* site for more info. Further- more, you'll be Space Jumping up to the Plasma Beam before Thardus to save time on the clock. Kudos to Kip for being the first person to successfully complete this challenge, all with a final time of 2:46. Impressive? Go see if you can do it! Also big congrats to such intrepid fanatics as Sessmouharu and Para- troopa1 for finding methods of cutting even more items out. * All of the tricks for the Ultimate Challenge are detailed at the site listed below. This site is the work of many who have worked to break Metroid Prime's linear progression. Check it out if you have troubles getting through certain areas. http://membres.lycos.fr/zell99/metroid/index.html - Miscellaneous Bonus Material: There's a bit of stuff that won't really help you per se, but it's fun to do sometimes when you're bored. This last section catalogues the miscellaneous stuff you can do to "spice" up the game if your journey gets too tedious (though I don't see why it should - if you're using this guide, you're already blasting through the game...) - Mega Metroids: This works best for Hunter Metroids, particularly the first one you find in Frost Cave. Fire Power Beam shots at it until it sizzles, then the Metroid will mutate into a huge version of its former self. Do note that as the Metroids get larger (from absorbing energy I suppose) they do get more powerful. - "Secret World": This one is really interesting. Anyone familiar with the "secret worlds" in the original Metroid will know that there were spaces of left-over programming that, under the right conditions could actually be accessed and explored. The downside of these lost areas was that exploring one often meant you got stuck in there for the remainder of your game. Metroid Prime, too, has one of these "secret worlds". Here's how to access this glitch place, and a few tips to keep in mind should you decide to mess around a bit. What you have to do is get to Transport Tunnel C (via the Chozo Ruins Reflecting Pool area) - it's the one near the Save Station. Once you get inside the tunnel (the one filled with Geemers and Zoomers), head to the tree in the center. Look for some gnarled roots that give you just enough room to stand on, jump up on the top root, and angle your view all the way up using the R Button. Lock your view when it's as high as it'll pan, and look for a crack in the tree. Get under this crack and start Space Jumping; one of your jumps should squeeze you into this crack and set you down inside the glitched-up area. Keep these two things in mind when exploring this new world. - Do NOT use the Morph Ball under any circumstances: if you do, you'll get stuck in an endless fall, and the game will lock up or freeze you if you try to get out of Ball mode. So don't Morph at any time. - Second, you have to lock your view and aim anytime you want to jump; the game gets extremely weird if you don't do this. - Misc. Animations: There are a couple of animations in the game that appear when you do certain things, like if you rapid fire the Power Beam a lot, smoke will eventually start coming out of it. It doesn't affect you in any way, but it's pretty cool to see a "smoking gun". A second one occurs if you sit in one place for a while. If you don't move, Samus will eventually get "bored" and start fiddling with controls on her Beam Cannon. ------------------------------------------------------------------------- ========================= =SECTION X: THE LOG BOOK= ========================= Your secondary objective in Metroid Prime is to fill up your Log Book. You can unlock two of the Image Galleries by completing this side quest. Here's a list of all the things you should be on the lookout for, whether it be Creature data, Research data, Pirate Data...it's all spelled out here. Refer to the ITEM CHECKLIST section for the complete listing of all the items you need to be on the lookout for. Here's a short description of the types of data Samus will spend time downloading throughout the game. - Pirate Data - You'll find one in the Frigate, another at the Temple, and the rest in Phendrana or Phazon Mines. These data entries give insight into the Space Pirates' insidious operations here on Tallon IV (25 total entries). - Chozo Lore - The Chozo have left behind much information about their society and what occurred near the end of their time on this planet. Every Chozo Lore is indicated by a rippling effect on the wall, so scan these to download them to the Log Book (16 total entries). - Creature Morphology - Every creature you'll encounter in the game can be scanned and added here. You'll learn much about the inhabitants of Tallon IV, as well as how to defeat them in most cases. Remember that a few of them only appear once (bosses and the like), so scan every- thing the first time you encounter it (74 total entries). - Research Data - You'll learn more about the environment and the power-ups of the game from these. These include everything from refills to Save Stations to even your ship! If you don't know what to scan to add Research data, check below for the entries (18 total entries). A. PIRATE DATA ============== The Pirate logs have been rearranged into their chronological order, as indicated by the Log number. They seem to tell more of a progressive story when read as such. 01) Log 09.992.3 - Fall of Zebes. Zebes has fallen. All ground personnel are presumed dead, either killed by the Hunter clad in metal or in the subsequent destruction of the underground facilities. Our research frigates Orpheon, Siriacus and Vol Paragom were in orbit at zero hour and managed to retreat. Frigate Orpheon is now docked at Vortex Outpost. Orpheon's cargo appears to have a 100% survival rate; Metroids are healthy but on restricted feeding schedules due to uncertain supply status. We are ready to begin research on the Metroids and other promising life-forms. Security status remains at Code Blue; no signs of pur- suit from the Hunter. 02) Log 10.299.2 - Contact. Scans of the Spiral Sector detected a massive energy spike emanating from a Wanderer-class planet identified as Tallon IV. Scout recon- naissance was immediately dispatched to the center of the spike, a land mass at heading mark 40.08.02, returning with planetary samples and atmospheric imaging. Analysis shows the energy source to be an unstable radioactive material of enormous potential. We are unable to form an accurate risk-assessment at this time, but we are unlikely to find an energy source this powerful again. Analysis will continue, but currently Tallon IV appears to be a viable secondary headquarters. 03) Log 10.308.0 - Artifact Site. Field team reports are in on an aged structure of alien design built on the surface of Tallon IV. Studies show this structure projects a containment field. This field bars access to a prime source of energy within a deep crater. Science Team believes the field is powered by a number of strange Chozo artifacts. We have found some of these relics and studies on them have begun. As this field could hinder future energy production operations on Tallon IV, we must dismantle it as soon as possible. If this means the destruction of the Chozo Artifacts, it will be done. 04) Log 10.344.8 - Phazon Analysis. We have codified the newfound energy source as Phazon, a V-index mutagen of which we have little reliable data. Indications point to a meteor of unknown origin impacting approximately 100 years ago, expelling Phazon into the environment. This material appears to possess lifelike characteristics, mutating organic life-forms strong enough to withstand its poison. These mutations appear promising, with abrupt evolutionary leaps appearing in single-generation re- production. Plans to establish a full Science Team on Tallon IV are being finalized. 05) Log 10.401.7 - Phazon Program. Phazon Mining is under way. Several garrisons have been established, and terraforming of the Chozo Ruins is underway. Security systems are operational, and Science Team continues to make progress in its biotech research. The Phendrana Drifts have proven to be an optimal location for Research Headquarters, and soon it will be joined by a fully operational Combat base and starport. If Command's predic- tions are half true, we shall rise to dominance in this sector with- in a deca-cycle. Truly, these are glorious times. 06) Log 10.444.4 - Metroid Studies. Initial transfer of Metroids to Tallon IV research facilites has been completed. Three were terminated in an incident at the landing site, but the others were pacified and transported safely. Initial Phazon infusion testing is underway. We are eager to observe the effects of Phazon on Metroids, especially their ability to absorb and process the energy given off by Phazon sources. Early research suggests a considerable growth in power and size. Whether these creatures remain stable thereafter remains to be seen. 07) Log 10.515.8 - Parasite Larva. Our initial tests exposing Tallon IV's indigenous parasites to Phazon appear to be successful. Increases in strength, size and aggressiveness are common in all test subjects, as well as unforseen evolutions like additional poison sacs within the abdomen and the appearance of a second ring of mandibles in several subjects. These creatures were chosen because of their resilience, and it appears possible that, given enough exposure to Phazon, they may one day be able to survive on any planet we transport them to. Our methods will have to be refined; we currently have a 100% extinction rate after the fourth infusion period, and most survivors of the third infusion stage are so violent and uncontrollable that they have to be euthanized. Even still, we remain hopeful that further experi- mentation will result in success. 08) Log 10.587.7 - Mining Status. Mining operations have begun near the crater where Phazon appears to be most concentrated. Daily Phazon yields have increased 44%, and our mining system becomes more streamlined as personnel and equip- ment flows increase. Several incidents of Phazon-induced madness have been reported, prompting augmented life-support regulations in the deeper chambers. Symptoms include loss of equilibrium, erratic respiration, muscle spasms, and in the most extreme cases, halluc- inations. A timeline reassesment for the refinery operation is recommended, as the material proves more unstable than initial analysis indicated. 09) Log 10.664.2 - Glacial Wastes. Research outpost Glacier One in the Phendrana Drifts region of Tallon IV's mountains is operating at 85% capacity. Sub-zero temp- eratures have made the Metroids sluggish and easy to control, even those well into Phazon-infusion cycles. Cold-containment stasis tanks are sufficient for the juveniles, but some of the larger Metroids have been moved to quarantined caves for safety purposes. Security doors remain an issue, as malfunctions due to ice occur every day. Large predators in the wastes are also a concern, as they continue to kill personnel and breach secure areas. Unfortunately, it's become clear that our containment teams cannot neutralize all of them without a vast increase in munitions and soldiers. 10) Log 10.712.1 - Security Breaches. Most terraforming and retrofitting of security checkpoints on Tallon IV is complete, but we continue to research the alarming epidemic of breaches by local creatures. Door records show no unauthorized entries, so we must presume the creatures are either slipping in undetected during daily personnel moves or else finding their way way in through subterranean tunnels. We have found many breaches of the latter sort and plug them wherever we can, but it is unlikely that we will ever achieve full extermination within our current timetable. 11) Log 10.891.0 - Meta Ridley. The reconstruction of geoform 187, code-named Ridley, was recently completed. After his defeat on Zebes, Command ordered a number of metagenetic improvements for him. Though aggressive, we were able to implement these changes in a cycle. The metamorphosis was painful, but quite successful in the end. Early tests indicate a drastic increase in strength, mobility, and offensive capability. Cyber- netic modules and armor plating have been added as well. We believe our creation, now called Meta Ridley, will become the mainstay of our security force, a job he will certainly relish. 12) Log 10.023.7 - The Hunter. Security Command issued an all-points alert after the fall of Zebes. The alert concerns bioform Samus Aran, also known as the Hunter. Subject is a female hominid, and is heavily armed and extremely dangerous. Subject uses a powered armorsuit of unknown design in battle, along with a number of potent Beam and concussive weapons. All combat units are instructed to terminate Aran on sight, prefer- ably in a fashion that will allow salvage of her powered armorsuit and weapons. A considerable bounty will go to the unit who delivers Aran to Command. Dead or alive, it matters not. 13) Log 10.957.2 - Phazon Infusion. Confidence is high regarding Phazon applications. We know enough about Phazon now to begin combining it with Space Pirate DNA. The code name for this venture will be 'Project Helix.' Preliminary studies indicate that Phazon infusion could produce radical new Pirate genomes. Benevolent mutation rates are high in current test subjects. Phazon madness is a concern, but refinements in the infusion process should reduce or neutralize the odds of mental degeneration. 14) Log 11.001.9 - Elite Pirates. Initial Project Helix experiments with Space Pirate embryos were disastrous. The Phazon-infusion process degenerated brain tissue even as it augmented muscle mass. NOne of what we have termed Elite Pirates lived to maturity; the few that survived their infanthood suffered severe psychotic breakdowns as juveniles, killing every- thing in their path. Research team Sclera made a recent breakthrough, in which parasite studies with a Phazon strain code-named Vertigo were highly successful. Since then, we have successfully fused Vertigo Phazon with Space Pirate DNA with great success. The latest batch of Elite Pirates have reached maturity, and are ready for field testing and training. 15) Log 11.156.9 - Metroid Prime. Test subject Z-d, hereafter referred to as Metroid Prime, was recently discovered in a cavern by mining crews. It quickly dispat- ched the miners, but was eventually contained by security units and drones. Once contained, we were able to begin studies upon Metroid Prime. The results have been astonishing. It is genetically similar to Metroids, albeit on a highly evolved level. It displays a limit- less capacity for Phazon infusion and shows no Phazon-based degen- eration whatsoever. It continues to grow in size, and while it has manifested some psychotic behavior, the cold fields we use to pacify remain effective. Authorization for advanced studies on Metroid Prime have been approved. 16) Log 11.377.1 - Prime Breach. Subject Metroid Prime's breach has been contained. Reports indicate that it sensed a large batch of raw Phazon in the lab from within its stasis tank and broke through the glass, using previously unsuspected strength. Besides consuming all the Phazon, Metroid Prime assimilated several weapons and defense systems from fallen security units. It has suffered no ill effects from the assimilation; indeed, it began to use its newly acquired weapons against us. Once we pacified it, we were unable to remove the assimilated gear with- out threat to Metroid Prime - the gear is now an integral part of its body. Command is intrigued by this newfound ability and has ordered further study to commence at once. 17) Log 11.402.5 - Prime Mutations. Metroid Prime continues to feed and grow ever larger in the impact crater caves. Its hunger knows no bounds, and it has begun to mani- fest unusual mutations since its breach. These include armor plating on the epidermis and mechanical outgrowths that generate defense screens. These screens render it invulnerable to most beam weapon systems, but a flaw in the mutation leads to increased vulnerability to certain weapons. It compensates for this by shifting the screens quickly. This latest development concerns Security units greatly; they feel it's only a matter of time before Prime corrects this defect and renders itself invulnerable to all weaponry. Containment would be nigh impossible if this were to occur. 18) Log 11.232.8 - Omega Pirate. Elite Pirate Upsilon's propensity for Phazon has enabled our research teams to infuse it far beyond our safety restrictions, and the results have been extremely encouraging. Its constant Phazon diet has increased its mass exponentially, but it has retained all mental faculties and shows dexterity with all Elite weaponry, including plasma incendiary launchers and the chameleon manta issued for cloaking purposes. Elite Pirate Upsilon exhibits miraculous healing abilities; when injured, it seeks out Phazon deposits and coats itself in the substance, which instantly mends the creature's wounds. The subject, which we are code-naming Omega Pirate based on these developments, shows potential to be a new standard for our armies. Our only concern at this point is its potential overdep- endence on Phazon. 19) Log 11.369.4 - Special Forces. As we continue to observe the development of Project Helix's Elite Pirates, it becomes increasingly obvious that these warriors will usher in a new era of Space Pirate dominance. They are incredibly resistant to damage, and their ability to transport and wield so many weapons at once makes them the ideal mainstays of our ground forces. Though they are not as quick as typical Pirates, it makes little difference. With a platoon of Elite Pirates in the vanguard of an army of normal and Flying Pirates, we will have a near-indes- tructible backbone that should turn the tide in any engagement. 20) Log 11.420.7 - Metroid Morphology. Metroid dissection continues to provide more questions than answers. Our research teams have isolated the energy conduits that run from the invasive twin mandibles to the energy core in the creature's quadripartite nucleus, but the manner in which a Metroid actually extracts the life force from its prey remains an utter mystery. The victim does not lose blood or any other vital fluids, and yet the Metroid extracts energy; indentifying this energy is our central problem. It takes no physical form, and yet without it, the victim dies. We will continue to research this matter, as the isolation of this life-giving essence could be the key to our ascendance. 21) Log 11.550.6 - Metroid Forces. Studies of Metroid biology continue, though with limited progress. It seems likely that we will be much more successful using the Metroids for our means rather than trying to reproduce their powers. If they could be adequately tamed, we would have no need of a proper understanding of their metabolism. A small force of disciplined Metroids could wipe out entire armies, and once we find a way to shield them from cold-containment weapons, they will be invincible. Furthermore, if we could then harvest the energy they'd consumed, we would have a near-limitless source of power at our disposal. 22) Log 11.222.8 - Hunter Weapons. Science Team is attempting to reverse-engineer Samus Aran's arsenal, based off data acquired from her previous assaults on our forces. Progress is slow, but steady. Command would dearly enjoy turning Aran's weapons against her. We believe we can implement Beam weapon prototypes in three cycles. Aran's Power Suit technology remains a mystery, especially the curious Morph Ball function. All attempts at duplicating it have ended in disaster; four test subjects were horribly broken and twisted when they engaged our Morph Ball proto- types. Science Team wisely decided to move on afterward. 23) Log 11.440.4 - Chozo Studies. Results are in from field studies on extinct bioform Chozo. We believe that Tallon IV was once a stronghold for a great Chozo empire, brought low by the meteor strike. Planetary devastation brought an end to the Chozo, yet remnants of their society still remain. We are studying these relics in an attempt to harness their power. What is of no use to us, we destroy. In time, we shall have all we need from this dead race, and shall wipe this planet clean of their ugly Ruins. The dead should serve the living, not hinder them. 24) Log 11.452.8 - Chozo Artifacts. We are particularly interested in a number of curious Chozo Artifacts we have been able to recover from a number of religious sites on Tallon IV. These relics resonate with power, and yet we are unable to harness them in any way. Science Team is attempting to fuse them together with Phazon, believing that a link might exist between them. We know these Artifacts are linked to the Chozo Temple that blocks full access to the Impact Crater. We have yet to crack this enigma, however. Command grows impatient regarding this matter; results must be produced soon. 25) Log 11.664.2 - Chozo Ghosts. There have been numerous incidents involving spectral entities at Chozo Ruins sites. Several personnel have been assaulted by these Chozo Ghosts; few have survived. Survivors speak of swift attacks from nowhere, brief sightings of the enemy, then nothing, only to be followed by another attack. Science Team believes these attacks are in response to our efforts to recover Chozo relics and Artifacts. Somehow, these entities are able to interact with the physical world, and it appears they wish to keep their Artifacts to themselves. We will make them pay for such arrogance, for even ghosts can be destroyed. B. CHOZO LORE ============= The Pirate Data definitely tells a story, but the Chozo Lores are so randomized, I couldn't come up with any definite pattern to them as to say when each was written, so I pretty much left the ordering alone. 01) Fountain. At the highest point of our city lies the fountain, a wellspring of pure water that flows throughout our civilization. It is the jewel of the Chozo, the life-giver, and yet its waters speak of a clouded future. As we come to understand the paths of time and space more clearly, we have begun to glimpse rough tatters of past and future, glittering behind reality like soft lights behind a curtain. We have seen the fountain in these glimpses, pouring darkness instead of water, and we cannot guess what the visions mean. 02) Exodus. We Chozo are departing now, after so many years in peaceful se- clusion here on Tallon IV. When we came, this place was a refuge for our spirits, a civilization built from native materials, bereft of the trappings of our technology. We were linked to the land here, kindred to the plants and animals, far away from the machines we had become so dependent on. And so we leave it now, pristine, a testament to the mortal forms we no longer need. We have drawn the veils of time and space aside, and are withdrawing beyond the illusion. But we will never forget this, the most sacred of our homes. And we will remain ever watchful. 03) Meteor Strike. We have returned to Tallon IV, borne here against our will by a great cataclysm from the reaches of space. A meteor came, casting a dark shadow of debris over the land with the violence of its impact. Though we perceived this from beyond space and time, it was but a curiosity; a brief flare in the infinite march of the universe. But the meteor brought with it corruption. A Great Poison burst forth into the land, clawing at life with such violence that we were ripped from our peaceful state and find ourselves wandering as shadows of the mortal forms we left behind, searching for why we are here... 04) Contain. The world of living things feels strange to us, we who have existed so long on the edges of time and space. It is clear that we Chozo can never return to our dimension, not while the Great Poison reaches ever further into the planet. It is so powerful, this creeping evil, that our wills are crumbling and our minds beginning to fail. And so, before it is too late, we now make our last stand. We have begun to build a temple to contain this darkness; at its heart we will place a cipher, a mystical lock powered by twelve Artifacts and filled with as much power as we can harness in our ethereal states. Even when we are done, it may be too late. 05) Cradle. The cries of this dying land pulled us from our dreaming state, and now we Chozo walk as ghosts while the Great Poison sinks into the trees and waters, devouring all life. Some creatures survive, but their forms grow as twisted and evil as the forces that fell from the sky. The heart of the planet will soon succumb, and so will we. Even in our ghostly states; already many Chozo have faded and passed into the unknown. The Great Poison is unlike anything we have glimpsed in this or any dimension. It eats relentlessly, worming out life wherever it blooms and corrupting what it cannot kill. It will be our undoing. Our last hope lies in the Cradle, the temple we hope might contain this abomination. It is almost complete, hovering over the impact site, the dark heart of the spreading evil. If we can finish it before the last of our kind drifts into madness or death, there is a chance for this world. If we fail, we are doomed with it. 06) Newborn. The power of our temple has been enough to halt the spread of the poison on Tallon IV, but that which remains thrives and grows more concentrated, gnawing on itself in the dark passages beneath the planet's surface. Whether it can ever truly be destroyed is not for our eyes to see. But there is something else. We Chozo are drifting, tumbling through space and time as the Great Poison eats away at our sanity. We wake in dreams. As the veil of lunacy descends, as past and future blend and shuffle, one image appears and flickers through the landscape, wraithlike. It is the Hatchling, the Newborn, walking in the path of corruption, a lone figure shining in the toxic shadows. She comes dressed for war, and her wrath is terrible. Do our eyes look backward, seeing the Hatchling as she once was? Or does she approach even now, arriving in our race's last hour, a savior clothed in machines crafted long ago by Chozo hands? Poison- ous clouds drift across our vision. 07) Cipher. None know if our temple, the Cradle, will prove powerful enough to contain this evil forever. How can we Chozo hope for it to remain intact when that which it guards writhes in the darkness, growing always stronger? The fate of this world rests with the gathering of the Artifacts we call the Cipher, but even it is not all-powerful. It is strong, yes, an enchanted whole made of twelve links. Still, it is finite in its reach, and we who guard it are slowly succumbing. When our vigilance crumbles away into madness, the Cipher will be exposed and the fate of Tallon IV will be beyond our influence. 08) The Turned. Many Chozo have gone beyond now, and this is a mercy. Those of us who remain suffer in dimensional flux, drifting helplessly across time and space, guided by unseen and inexorable currents. The Chozo who cling to sanity fight the tide, but our minds are weakening. Soon we will all be like the Turned, Chozo who have been utterly corrupted by the Great Poison. The Turned still hold to their Chozo forms, but their minds are black with fell intentions. Gone is their respect for life. They honor only destruction, and seek to disrupt the Artifacts holding the Great Poison at bay. All life taunts them, and they do not rest. Before long, they will be all that remain of the Chozo here. 09) Infestation. A second plague has come upon the land, dousing the last flickering hopes of our race. Drawn by the very force we Chozo hoped to contain, a host of marauding creatures descended from space and invaded our temple, the Cradle. They try in vain to destroy it, but its power remains beyond them for now. They possess some of the twelve arti- facts we call the Cipher, yet do not comprehend their function. Ignorant creatures, they are blinded by delusions of harnessing the Great Poison for their own designs. They walk about as masters of the planet, assimilating the ruins of our sanctuary into their experiments. We can but watch and wait for our doom. 10) Hatchling's Shell. The Hatchling walks among us. Are these dreams? Memories? Fore- tellings? Time and reality swirl together like estuary waters, and we Chozo know not what to believe. She appears as ghostlike as the Chozo, but at times the mists clear. We see her wounded eyes, and remember the child we found so long ago. What has she become, this Newborn? Clad in Chozo armor, wielding weapons our hands once held, does she dream of the Chozo as we once were? Does she long for her parents, lost to the same creatures that even now defile our sacred home? Does she still live? 11) Worm. The prophecies tell of the coming of the Worm. Born from parasites, nurtured in a poisoned womb, the Worm grows, devouring from within, until the world begins to rot. The words of the seers have come to pass, for there, in the depths of the world, the ravenous Worm lurks and feeds. From the stars it came, blighting Tallon with its Great Poison. For the prophecies speak of a great Defender, the one who delivers the world from evil. The final days draw near. Is the Newborn the Defender of which the seers spoke? We shall do all that we can to aid her, for she bears our legacy as she bears the ancient armor and weapons of our people. 12) Hope. More and more, our tormented minds turn to the Newborn. As the world continues to shift into brutal, disconnected images, she remains inarguably real; a fearless figure delving deeper into this blighted world, unmindful of the terrors that await her. Was she this way before? When we Chozo found her, a fledgling orphaned on a savaged planet, did a warrior's pulse already beat in her veins, filling her with righteous fury? Our hopes lie with her. We leave these messages for her, that she may find our Artifacts and deliver the world from its evils. Wraiths we may be, but our reach is still long indeed. We shall fight the invaders, and the Poison they would master, until the end. 13) Binding The congregation of Artifacts that hold the Great Poison at bay still hold strong. Fearful of the potential within the Artifact Temple, the invaders known as Space Pirates tried to destroy it, only to fail in every attempt. We scattered the Artifacts across the planet for their protection, and only a few have fallen into invader hands. Failing to understand them, they now seek to unmake them. Again, they fail. They are right to fear these things. Great power sleeps inside them. Prophecy calls for their union, come the day that the unholy Worm is met by the great Defender. We can only hope the Artifacts are not destroyed by the invader, for then all will be lost. So, we do what we can to preserve the Artifacts, and to guide the Newborn to them. Time wans with our souls, yet hope remains. 14) Beginnings. Our sanctuary grows by the day. We Chozo know much of technology, but we hav chosen to leave it behind on this journey. Our home here on Tallon IV will be a place of simplicity; a structure hewn from the stone, bridges woven with branches, hallways caressed by pure waters. We build around the ancient and noble trees, drawing from their strength and giving them to our own in return. All that is wild will flow around us here; our race will be just one more group of creatures in the knit of nature. It is our hope that such a state will bring with it great wisdom, a greater understanding of the nature of the universe. Once our city here is complete, we will peer inward and discover the truth. 15) Statuary. As we have done for millennia, we Chozo work constantly on our statuary. The statues are our sentinels; blind but ever watchful, they are, and have always been, repositories for our most precious secrets and strongest powers. The crafting of each is a long and sacred process, performed only by those Chozo who have lifetimes of experience in such things. We have left these relics on planets across the solar system. Some are merely reminders; silent emblems of the Chozo that serve as icons of peace in lands that know only war. Others wield subtle strength, exerting their influence in ways beyond the understanding of mortal creatures. Still others are guardians of our secret ways, and these can be as terrible as they are beautiful. Those who respect and honor these relics will know the friendship of the Chozo. Those who deface or destroy them will know our wrath, unfettered and raw. 16) Hatchling. As we struggle with the Great Poison, something stirs at the edge of our vision. It is the Hatchling Samus. We feel her, across the void, as she hunts the corrupted. Will our fates again be one? As our pride shatters, will prophecy become real? When all strength wanes from the Chozo, will it be the Hatchling who fulfills our legacy? True sight eludes us, for the Poison gnaws at all vision, leaving seers blind and filled with despair. Truth's blessing may come too late. C. CREATURE DATA ================ For the actual descriptions, they have been listed in alphabetical order; at the bottom is a short list detailing them by Log Book order. For reference purposes, any entry with an asterisk (*) after its name should be scanned immediately as it won't appear later on (or is rather diff- icult to find later on). Following each enemy description is also a quick method for dealing with them. 01) Mechanoid: Aqua Drone* - Security mecha adapted for use in underwater areas. The Space Pirates have adapted a number of Sentry Drones for use in liquid environments. These Aqua Drones utilize an arsenal and artificial intelligence suit similar to their 'cousins.' The Pirates have been unable to properly shield these Drones from electrical attack, making them vulnerable to the Wave Beam. (Use charged Wave Beam shots to disable them.) 02) Morphology: Aqua Pirate - Space Pirates with exoskeletons modified for underwater use. Using modified thruster packs and Gravity Suit technology, the Space Pirates have armorsuits for use in liquid environments. Thermal tracking is still very useful against these units as the Pirate engineers have yet to eliminate the thrusterpack's high heat sig- nature. (Use Super Missiles or charged Wave Beam shots.) 03) Morphology: Aqua Reaper - Powerful aquatic tentacle; part of a submerged organism. Similar in nature to the surface-based Reaper Vine, the Aqua Reaper has adapted to a liquid environment. It shares the poor vision of its rock-dwelling cousin, relying on a crude sonar sense to seek prey. Unhindered by water, the Aqua Reaper has considerable speed and strength. (Deal with them the same as Reaper Vines; shoot them a couple of times so they retract, then move on.) 04) Morphology: Aqua Sac* - Will burst when subjected to impact or trauma. Believed to be in the same family as the Sap Sac, this plant has similar features. It bursts when exposed to force. This protective response keeps most creatures from feeding on it. (Do your best to just ignore them; it's not worth any damage.) 05) Mechanoid: Auto Defense Turret - Automatic turret that opens fire on anything that comes within range. Use Missiles to break outer casing. (Fire 2 Missiles to destroy it.) 06) Morphology: Baby Sheegoth - Glacial predator. Ice shell protects vulnerable dorsal area. Young Sheegoths grow a resilient shell of ice on their backs to protect a layer of vulnerable flesh. With this being their only weak point, Baby Sheegoths will turn quickly in order to not allow predators the opportunity to strike at their backs. Powerful hunters, they fire bursts of ultracold gas at prey, then feast on their frozen victim. (Lock on and strafe around them while pounding the ice shell. Once you've destroyed the shell, launch a few more attacks at the new weak spot to kill it.) 07) Morphology: Barbed War Wasp* - Airborne insect with the ability to launch its stinger at prey. A highly aggressive member of the War Wasp family, this insect can propel the tip of its stinger up to 20 meters. The stinger tips regrow seconds after launch and contain an acidic compound designed to pre-digest prey. (Manually target and then blast them with regular Power Beam shots.) 08) Morphology: Beetle - Burrowing insect with a resilient carapace. Extremely aggressive. Beetle's massive mouth enables it to tunnel through solid rock at high speeds. Above ground, Beetles can cover short distances rapid- ly. They attack anything that moves near their lair. (Target them and use the Power Beam. If confronted with a swarm, tap L to take aim at whichever's nearest you. Once you get the Plasma Beam, you can blow right through these.) 09) Morphology: Blastcap - Volatile chemicals within this weed's toxic fungal cap may explode if agitated. The poisonous flesh of the Blastcap helps keep it from being eaten. It also detonates its fungal cap when it senses even slight contact. (Target them manually from a reasonable distance and use charged shots so you can take a group out faster.) 10) Morphology: Bloodflower - Able to eject toxic spores. Toxins are poisonous, even to the Bloodflower itself. Three mouth-nodules protrude from the stalk beneath the flower, each with a rudimentary brain cluster and the ability to spew toxic fumes at anything within a five-meter radius. The spores ejected from the stigma at the center of the flower are sufficient to kill this creature if they explode in its vicinity. (Play it safe and blast these from afar; any weapon works well.) 11) Morphology: Burrower - Tunneling insect predator. The Burrower is similar to the Beetle, though it prefers to spend more time underground. It seeks seismic disturbances, then surfaces to attack. It has enough cunning to realize when something is too large for it to handle; beyond that, it is fairly ignorant. What it lacks in brains, it makes up for with aggression. (It's best to just morph and roll past these, rather than spend time waiting for them to surface. Once you have the Boost Ball, getting around them is easier.) 12) Aberration: Chozo Ghost - Spectral entity. Bioelectric field in- vulnerable to natural energies. As these entities phase in and out of existence, the only way to track them accurately is with x-ray scanning. This partially-phased nature makes them invulnerable to natural energy types, such as fire, ice, and electricity. Their aggressive and erratic behavior is most likely due to the corrupting effects of Phazon on the Tallon IV environment. They appear to be drawn to Chozo religious sites, where they wreak havoc upon anything that dares enter the area. (The first couple times are pretty hard since the Ghosts are invisible and can appear to your sides and behind you to let loose with a blast the screws you up before you know it. They're only vulnerable to the Power Beam, which naturally means you should attack with Super Missiles to kill them faster. Once you have the benefit of the X-Ray Visor, tracking these spectral entities becomes far easier.) 13) Morphology: Crystallite - Territorial cold weather scavenger. The shell of a Crystallite reflects Beam weapons, and can only be cracked by a concussive blast. They hang upside down in an ice cave during their larval stage. Moisture runs off its body and forms the hard ice shell, whcih the Crystallite retains for the rest of its life. (Target and fire a Missile to get them out of your way.) 14) Morphology: Elite Pirate - Phazon-enhanced Space Pirate. Incredibly strong, armored, and well armed. Elite Pirates are potent foes. Their energy-siphon system absorbs Beam weapon shots, which they use to fuel a massive Plasma Artillery Cannon. The nature of this system makes them vulnerable to con- cussive-based weapons. Well armed, the Elite Pirate is effective in close combat and at a distance. Their massive size can be a weak- ness, and their sluggish speed allows for evasion and quick attacks. (Refer to the Boss Strategy for this.) 15) Morphology: Eyon - Immobile organisms composed entirely of ocular tissue. Capable of launching sustained energy beams when active, the Eyon is sensitive to light and will close shut if a bright flash ignites nearby. (At first, just free-target and blast them; later on you can use the Charge Beam to put them out of commission permanantly.) 16) Morphology: Fission Metroid - Metroid with the ability to split into two forms. The Fission Metroid is a mutant, capable of splitting in two. This split endows the new creatures with invulnerability to most weapon- ry. This effect is unstable, resulting in weakness to a type of weapon fire. The vulnerability appears to be random, due to the chaotic nature of Phazon mutation. (These Metroids are total pains; take them out with caution. If you can get near one of the two doors, it's to your advantage since the Metroid can't fit through the door. If one latches onto you, you can dislodge it with a Morph Ball Bomb, or destroy it completely with a Power Bomb. A good strategy is to lure a couple of Fission Metroids to you, then take out two or three with one Power Bomb, leaving you a good 15 seconds before the next one can catch up to you. They also act very unpredictably when alone or in swarms; there are times when a Fission Metroid will go nuts locating you, then simply bob along- side you for a while. Don't waste valuable time or firepower unless absolutely necessary.) 17) Morphology: Flaahgra* - This mutant plant is the source of toxic water in the Ruins. Flaahgra's growth cycle has been radically accelerated. As a result, it requires near constant exposure to solar energy to remain active. This exposure has made Flaahgra's outer shell thick and durable. Its lower root system is unprotected and vulnerable, however. Exploit this flaw when possible. Concentrated weapon fire can daze it for short periods. (Refer to the Boss Strategy for this.) 18) Flaahgra Tentacle* - One of Flaahgra's tentacles fills this narrow drainage channel. Analysis indicates that Flaahgra's central nervous system is located at the base of this structure. (Refer to the Boss Strategy for this.) 19) Morphology: Flickerbat - Scavenger with optical camouflaging that renders it invisible to the naked eye. Flickerbats are deceptive creatures. The only way to track them readily is with x-ray imaging. They fly ceaselessly, hunting insects and others small prey that float on the air currents. Flickerbats tend to fly in cyclical hunting patterns, using primitive sonar to navigate. (In the areas that it's recommended to defeat them, aim liberally and create a spread of fire with the Power Beam.) 20) Morphology: Flying Pirate - Pirates trained and equipped for air- borne assault. Flying Pirates are extremely agile in the air, but the heat sig- natures of their jet packs can be tracked with Thermal Imaging. While their Missiles are extremely potent, their jet packs can be even more so. If the pack fails, they attempt a suicide strike. (Target them while taking cover and launch Super Missiles. Once you acquire the Plasma Beam, you can simply fire charged shots at them.) 21) Morphology: Geemer - Wall-crawling mollusk with retractable spikes. The Geemer is an evolutionary offshoot of the Zoomer family. When threatened, it extends lethal spikes and retracts its head deep into its armored carapace. (Target and fire a Missile, or just ignore it.) 22) Morphology: Glider - Docile, airborne creatures with unusual magnetic properties. Gliders live a relatively peaceful existence. They have a magnetic signature attuned to common Grappling Beam technology; the sport of "glider-riding" involves using a Grapple to attach to a Glider, then staying on it as long as possible. (Don't destroy them, but use them as Grappling hooks.) 23) Morphology: Grizby - Subvolcanic carrion feeder. Carapace can be breached by Missiles. The Grizby's carapace has been fused together by superheated air. This barrier stands up to everything except concussive blasts. Its intelligence is limited to instinctual scavenging patterns. (Target and fire a Missile.) 24) Morphology: Hive - Primary War Wasp dwelling. Only vulnerable to heavy weaponry. War Wasps build their homes over existing crevices, using whatever materials are close at hand. They carry building fragments back to the construction site with their forelegs, and glue them into place with adhesives secreted from their abdomens. (Only a concussive blast from a Missile will destroy these; the Hive must be destroyed in order to avoid War Wasp swarms. Aim with the R Button and manually fire a Missile at them.) 25) Mechanoid: Hive Mecha* - Security unit programmed to work with predatory hive dwellers. A design flaw makes the shielding on Hive Mecha weak around their access ports. These units are second-generation combat drones, able to interface with organic units at a higher level. They train, shelter, and work with hive-dwelling predators. Unarmed, they rely on their hive beasts to handle any threats. (Refer to the Boss Strategy for this.) 26) Morphology: Hunter Metroid - Adolescent Metroid. Energy-siphon tentacle increases its threat level. As Metroids develop, they become more efficient predators. An energy-draining tentacle allows them to attack at a distance. Quick to anger, a Hunter Metroid will charge troublesome prey and attempt to ram them into submission. Cold-based attacks are still quite effective against these creatures. (Use the Ice Beam to freeze it, then shatter it with a Missile. If it uses the siphon-tentacle, you must shoot the Metroid to make it detach.) 27) Morphology: Ice Beetle - Burrowing insect with an ice-reinforced carapace. Averse to heat. This member of the Beetle family has adapted to life in the subzero temperatures in the Phendrana Drifts, growing a thick shell of ice over its entire body. The ice is extremely resilient, providing the Ice Beetle with extra protection and augmented digging abilities. (Use Missiles on them; if you encounter them again after you have the Plasma Beam, then use that.) 28) Morphology: Ice Burrower* - Burrower adapted to subfreezing climates. A hardy life-form, the Ice Burrower has adapted to the frigid clime of Phendrana. It spends most of its time tunneling through the frozen soil, but will occasionally surface to attack passersby. (Avoid them the same way you do the normal variety.) 29) Morphology: Ice Parasite - Scavenger with a crystalline outer shell. Parasites are hardy creatures, able to adapt to any environment within three generations. The Ice Parasite is a prime example. Having adjusted to a frigid climate, this vermin now thrives in it. Omni- vorous, it can exist in areas hostile to most life-forms. (At first, these are only vulnerable to Missiles; later on, you can take them out with the Plasma Beam.) 30) Morphology: Ice Shriekbat* - Ice-encased ceiling dweller. Like standard Shriekbats, these creatures are easily spotted with Thermal Imaging. They roost on cave ceilings, subsisting on insects, reptiles, and small mammals. Fiercely territorial, they will dive- bomb anything that wanders near. (Target from a distance and use normal Beam shots.) 31) Morphology: Ice Trooper - Space Pirate armed with Ice Beam tech- nology. Space Pirates have reverse-engineered several of your weapons, including the Ice Beam. A flaw in the design makes these Pirates vulnerable to their own Beam weapon system. These weapons are inferior to your Chozo-designed originals, but still quite potent. (Charge up the Ice Beam to freeze them, then shatter them with a Missile blast.) 32) Mechanoid: Incinerator Drone* Device schematics indicate a high risk of malfunction when internal power core is exposed. Unit has minimal combat programming, but can defend itself if necessary. The intense heat blasts it shoots compensate for its lack of battle prowess. (Refer to the Boss Strategy for this.) 33) Morphology: Jelzap - Aquatic predator made of electrically bound skeletal halves. The Jelzap's brain is located in the upper half of its body, while the heart and digestive tract occupy the lower half. Linked only by electrical impulses, the two halves somehow function effectively enough to launch the Jelzap to the top of Tallon IV's aquatic food chain. (Get close enough so it opens up, then fire a charged shot into the exposed core.) 34) Morphology: Lumigek* - Phazon-charged reptile. Natives to Tallon IV, the Lumigeks travel in swarms to increase their odds of survival. They absorb and radiate Phazon energy, making these swarms a threat. (Similar to Parasites and Tallon Crabs, mostly. Just make sure you scan them the first time, as once you go through the door to the Phazon Core, they won't return.) 35) Morphology: Magmoor - Fire-breathing serpent that dwells in lava. Magmoors prefer extreme heat zones, and are susceptible to frigid attack forms. Sightless, they navigate the lava currents using their sonar receptors. Magmoors have a keen sense of smell, enabling them to pinpoint targets with startling accuracy. (Target the head and let two charged shots hit it; one once you've acquired the Plasma Beam.) 36) Mechanism: Mega Turret - Perimeter defense turret reinforced with energy shielding. Frustrated with inferior armor plating on standard Defense Turrets, the Space Pirates added energy shielding to a modified Heavy Cannon. The new shielding and increased Beam strength makes the Mega Turret an efficient point defense weapon. (Take as much cover as you can and send about three or four Missiles its way to destroy it. These deal some major damage, so watch out.) 37) Morphology: Meta Ridley* - Genetically enhanced Ridley metaform. Reborn and evolved through Pirate technology, Meta Ridley is a fear- some enforcer. Its armored hide is extremely resilient, save for the chest, which has thinner plating. The Pirates have fused a number of potent weapons to the creature, including a Multi-Missile System, a Kinetic Breath Weapon, a Meson Bomb Launcher, and an Ultrathermal Flamestrike Projector. Meta Ridley is also a formidable melee combatant, making any sort of engagement a risky proposition. (Refer to the Boss Strategy for this.) 38) Morphology: Metroid - Energy-based parasitic predator. The dominant species of planet SR388, Metroids can suck the life force out of living things. A Metroid will latch onto its prey and drain energy, growing larger as it does. The only way to shake an attached Metroid is to enter Morph Ball mode and lay a Bomb. (Until you have the Ice Beam, the only reliable way of destroying a Metroid giving chase is to fire a Super Missile at it. This potent attack will kill the parasite in a single hit, rather than relying on constant pulse attacks. Once the Ice Beam is in your arsenal, fire a Missile to lure it to you, then use the Ice Beam to freeze it. Finally, follow up with a Missile to shatter the frozen creature.) 39) Morphology: Metroid Prime* - Highly evolved, Phazon-producing life- form. The aberration known as Metroid Prime is the source of Phazon, making it immensely powerful. A genetic flaw makes it susceptible to certain weapons for brief periods. Only its head is truly vulnerable; all other attacks are a nuisance. Offensively, Metroid Prime has a number of natural and mechanical weapons at its disposal. These include Ultrafrigid breath, Multi-Missiles, Snare Beams, and Particle Wave Projectors. Its massive strength and barbed carapace make it lethal in melee combat. Recommend maximum firepower when engaging this enemy. (Refer to the Boss Strategy for this.) 40) Morphology: Oculus - Wall crawler that generates electric pulses. The Oculus exposes its single eye when active. The electrical field that covers it is enough to deter most predators. If the Oculus detects anything capable of presenting a real threat, it retracts into its impermeable shell. (If you must, Missiles will work. However, it's much simpler to just ignore them.) 41) Morphology: Omega Pirate* - Most powerful of the Pirate forces. Omega Pirate can become invisible to normal sight. It is vulnerable while cloaked, as all energy is drawn from defense systems. By exposing itself to Phazon, it can regenerate damaged tissue and organs. Considered the pinnacle of the Elite Pirate program, this enemy should be handled with extreme caution and maximum firepower. (Refer to the Boss Strategy for this.) 42) Morphology: Parasite* - Interstellar vermin. Travel in swarms. Indigenous to Tallon IV, a single Parasite is harmless to larger life-forms. However, they tend to travel in large groups, swarming over potential prey. Such swarms can be dangerous. (Target and blast away, though it may be simpler to just bypass them to save time.) 43) Morphology: Parasite Queen* - Parasite female, genetically enhanced by unknown means. A weak spot has been detected in this creature's mouth. Use your auto-targeting to acquire this new target. (Refer to the Boss Strategy for this.) 44) Morphology: Phazon Elite* - Elite Pirate infused with energized Phazon. The Phazon-charged Elite Pirates rely more on their Wave Quake Generators, opting not to carry the vulnerable Plasma Artillery Cannons normally used by Elites. The direct fusing of Phazon into their bodies provides a tremendous level of energy. The drastically lower life span that comes with this process is of little concern to the Pirate Research team. (Refer to the Boss Strategy for this.) 45) Morphology: Plasma Trooper - A Space Pirate armed with Plasma Beam technology. Space Pirates have reverse-engineered several of your weapons, including the Plasma Beam. A flaw in the design makes these Pirates vulnerable to their own Beam weapon system. These weapons are inferior to your Chozo-designed originals, but still quite potent. (Attack with charged Plasma Beams to set them aflame, preventing them from returning fire.) 46) Morphology: Plated Beetle - Well-armored burrowing insect, vulnerable only in the rear abdomen. Creature's thick cranial plating can repel frontal attacks. This gives it an advantage in combat, allowing it to make ramming attacks. Only surfacing when it detects vibrations above, it then maneuvers itself so as to always face its rival, keeping its exposed abdomen protected. (Refer to the Boss Strategy for this.) 47) Morphology: Plated Parasite - Hardy member of the Parasite family, invulnerable to most weaponry. A cousin to the Parasite, these creatures are known for their amazing resilience. Field studies suggest a weakness to Morph Ball- delivered weapon systems. (It's actually more of a waste destroying these, so I just ignore them - they pretty much only appear when you're on a Magnetic Rail track anyway - but if you're persistent, you can lay a Morph Ball Bomb and let them run into the blast.) 48) Morphology: Plated Puffer - Mutated Puffer with reinforced epidermis. Phazon exposure has created a mutant strain of Puffers on Tallon IV. They have developed plated skin, making them tougher to burst. Concussive weapons can still do the job, however. The gas within the Plated Puffer is just as deadly as that within their 'cousins.' (Just ignore them; they really only appear in the Sun Tower, and are a pain to constantly fire at. Just make sure you're quick enough that you're ascending the platforms so as to not get knocked off by the multitudes of these creatures.) 49) Morphology: Plazmite - Small insect capable of storing and releasing thermal energy. Plazmites are attracted to sources of heat, thriving on the energy present there. They emit light when hunting, and will expel small bursts of thermal energy when threatened. (These won't make an all-out attack on you, but will occasionally float in your path. Target and destroy them with the Power Beam, but let them light your path in the Ruined Fountain.) 50) Morphology: Power Trooper - A Space Pirate armed with Power Beam technology. Space Pirates have reverse-engineered several of your weapons, including the Power Beam. A flaw in the design makes these Pirates vulnerable to their own Beam weapon system. These weapons are inferior to your Chozo-designed originals, but still quite potent. (Target and use Super Missiles; peppering them with the Power Beam takes far too long, and leaves you extremely open to their powerful melee attacks.) 51) Morphology: Prime* - The core essence of Metroid Prime. Scan indicates that the Phazon energy form of Metroid Prime is invulnerable to all conventional weapons. Only attacks from a Phazon-fuzed Arm Cannon will damage it. It generates pools of Phazon when it attacks; use these to fuel your Suit's Phazon weapon system. The entity can also spawn Metroids to assist in battle, rendering itself invisible when it does so. (Refer to the Boss Strategy for this.) 52) Morphology: Puddle Spore* - Sentient floating lava mollusk protected by an impenetrable shell. A Puddle Spore opens when approached, attempting to intimidate with its size. When opened, direct fire to its mantle causes it to flip into a defensive position. If it can slam shut, it ejects a spread of harmful energy globules. (It can't be destroyed; but serves as a handy platform for crossing lava pits when it's flipped.) 53) Morphology: Puffer - Unstable gas-filled organism. Will rupture on contact. Puffers fill their bodies with lethal meta-viprium gas and float about in search of food. If ruptured, the gas within the Puffer is violently released. Despite their fragile bodies, Puffers are aggressive hunters. The gas cloud they release upon death is often fatal to the creature that brings them down as well. (Target and fire a Power Beam shot; make sure not to walk into the resulting toxic cloud.) 54) Morphology: Pulse Bombu - Life form of raw energy. Periodically releases explosive segments from its body. Pulse Bombus are energy beings, invulnerable to most known weapons. Electrical energy can harm them, however. They lack any intelligence beyond an instinctive attraction to other charged energy sources. Pulse Bombus produce energy constantly. All excess energy is shed, regardless of who or what may be nearby. (You can only destroy them once you have the Wave Beam, so use charged shots. Keep in mind that Bombus are attracted to charged energy sources, so a Bombu will hurtle straight at you if you start charging up. If they get too close, you can use normal shots to take them out.) 55) Morphology: Ram War Wasp* - Airborne predator. Circles its prey, then strikes. The War Wasps are the only species on Tallon IV to evolve a true hive mind. Nesting in damp, dark places, Ram War Wasps emerge in small groups when threatened and circle their enemy at high speeds, disorienting it. Striking from all sides as a single intelligence, they can fell huge organisms. (These only appear during the Hive Mecha battle, so take a moment to lock onto one and scan it. After that, take them out like you would any other War Wasp.) 56) Morphology: Reaper Vine - Powerful rock-dwelling tentacle. A single eye upon the Reaper Vine keeps a constant vigil, but its vision is limited to 10 meters. A scythe-like appendage on its tip is honed to lethal sharpness. The Reaper Vine will swing this blade wildly at anything that enters its zone of perception. (Target the eye and fire shots from the Power Beam to make it retreat into its hole. Use the downtime to get past them, as they'll come back out after a short pause.) 57) Morphology: Sap Sac - Chemical reaction within sac produces violent explosion when agitated. Because of its irresistable odor and sweet nectar, the Sap Sac was nearly eaten out of existence. The evolution of an explosive chem- ical saved it, now only brave or ingenious creatures dare to devour it. (These are pretty worthless to destroy, so just move on past them.) 58) Morphology: Scarab - Exploding parasites that can embed their bodies in solid rock. Scarabs think nothing of sacrificing themselves for the safety of their swarm. When a hostile lifeform is sighted, they block its progress by embedding themselves in floors and walls. Embedded Scarabs violently self-destruct when threatened. (Target from a distance and shoot them all down.) 59) Morphology: Scatter Bombu - Pulsing tendrils of energy extend from creature's body. Like all Bombus, these creatures can only harmed by electrical energy. Proximity to these life-forms may result in electrical visor interference. It is possible to avoid engaging Scatter Bombus by rolling into the Morph Ball and slipping between the rotating energy streams. (If you choose to destroy them, use charged Wave Beam shots. Just remember that Bombus are attracted to large energy sources, so by charging your Beam, the Bombu will turn and hurtle at you.) 60) Morphology: Seedling - Plant-based ground feeder. Dorsal spores can be ejected in self-defense. (Target them and fire any kind of weapon at them before they start assaulting you.) 61) Mechanoid: Sentry Drone - Well-armed and armored security mecha. Sentry Drones have limited intelligence, but do their assigned tasks well. Being machines, they are susceptible to electrical attacks. When alerted, Drones initiate a security lockdown, then attempt to neutralize the intruder. Their electronic warfare suit can scramble Visor technology, as well. (Target them and use charged Wave Beam shots to destroy them.) 62) Morphology: Shadow Pirate - Pirate forces trained and equipped for stealth operations. A select group of Space Pirates have access to sophisticated cloaking technology. This gear drains high levels of power, however, forcing them to rely soley on melee weapons in battle. Use enhanced detection gear when fighting these units. (In the Research Labs, their cloaks apparently don't work, since the ones you face are plain as day. In the Phazon Mines however, you'll only see faint outlines of them, and usually when they're about an inch from you. Use the Thermal Visor to spot their heat signatures, and attack with charged Wave Beam shots.) 63) Morphology: Sheegoth - Supreme predator of the Phendrana Drifts. Sheegoths are invulnerable to most beam weapons. The crystals on their back absorb energy, which they can then fire at prey. Sheegoths have poor stamina. They hyperventilate after using their breath attack, making their mouth vulnerable. The soft underbelly of a Sheegoth is susceptible to concussive blasts. In battle, they expel blasts of frigid gas to ensnare their targets. They are also fond of ramming and trampling their hapless prey. (Refer to the Boss Strategy for this.) 64) Morphology: Shriekbat - Territorial ceiling dweller. Body temperature peaks at 121 centigrade. Shriekbats have high internal temperature, making them easy to spot with thermal imaging. They roost on cave ceilings while hunting for small prey. Fiercely territorial, they dive-bomb anything that wanders near. (Stay at a distance and pick them off as they fly towards you.) 65) Morphology: Space Pirate - Sentient aggressor species well-trained in weapon and melee combat. Space Pirates wield Galvanic Accelerator Cannons and forearm-mounted Scythes in combat. This species seeks to become the dominant force in the galaxy, and their technology may help them realize this goal. Ruthless and amoral, the Pirates care little for the cost of their ambition. Only the results matter, and they take these very seriously. (Normal Pirates are relatively easy to deal with, from a distance. Use the charged Wave Beam to stun them, then continue firing small pulses at them to prevent them from attacking. If they get close to you, they'll rip you apart with those scythes, so try and avoid up close and personal engagements.) 66) Morphology: Stone Toad - Preys on creatures smaller than itself. Vulnerable only from within. A Stone Toad is able to remain still for days. It preys upon creatures smaller than itself, inhaling them whole. Anything it finds undigestible, it regurgitates. Stone Toads use their tusks as a last resort in combat. (If it's in your way, let it swallow you, then blow it up with a Morph Ball Bomb.) 67) Morphology: Tallon Crab* - Crustacean native of Tallon IV. Hard-shelled swarm life-form. Once harvested for food, exposure to Phazon has seen this practice diminish. Creatures are timid and harmless alone, but can be a problem when traveling in swarms. (You'll only encounter these in one of the submerged Frigate Access Tunnels anyway, but deal with them the same way you dealt with the Parasite swarms - shoot them down as they come towards you.) 68) Morphology: Tangle Weed - Plant life with basic sentience. Retracts into ground if threatened. Tangle Weeds are only dangerous to small organisms. They are covered in tiny barbs designed to trap potential meals. Tangle Weeds lack the strength to do anything more than hinder larger lifeforms. (Shoot any shot into the cluster to make it retract into the ground.) 69) Morphology: Thardus* - An animated, sentient creature of stone charged with Phazon radiation. The Phazon radiation given off by Thardus negates auto-targeting systems, preventing lock-on. It may be possible to acquire alternate targets with a different Visor. The chaotic nature of Phazon irrad- iation leads to instability in its structural integrity. Thardus can encase targets in ice, and its colossal size and strength make it a formidable opponent. (Refer to the Boss Strategy for this.) 70) Morphology: Triclops - Hard-shelled creature with powerful jaws. The Triclops is a hunter-gatherer. It collects small creatures and bits of foodstuff, then deposits them elsewhere for later consump- tion. The hard tripartite mandibles it uses to move earth and rock are quite strong and difficult to escape once ensnared. (You can waste time bombing them to death, or you can take the easy route and just maneuver around them - it's up to you.) 71) Morphology: Venom Weed - Poisonous plant that retracts into the ground if threatened. Venom Weeds evolved to thrive in the habitats of large organisms. They lure prey with brightly colored leaves, then detain it with tiny barbs that deliver a powerful toxin. Venom Weeds rapidly decompose anything that succumbs in their midst. (Deal with these the same you do with Tangle Weeds; shoot the cluster to make it retract into the ground, then proceed while it's safe.) 72) Morphology: War Wasp - Airborne insect equipped with a venomous stinger capable of shearing steel. The War Wasp rarely strays far from its hive unless it is pursuing an immediate threat. It attacks with no regard for its own surviv- al, dive-bombing its enemy with stinger extended. Fast-working toxins from the stinger can incapacitate most small organisms. (Rapidly target and fire to destroy the swarm.) 73) Morphology: Wave Trooper - Space Pirate armed with Wave Beam technology. Space Pirates have reverse-engineered several of your weapons, including the Wave Beam. A flaw in the design makes these Pirates vulnerable to their own Beam weapon system. These weapons are inferior to your Chozo-designed originals, but still quite potent. (Use charged Wave Beam shots to stun, then keep firing small pulses to keep them from returning fire. They use the Wave Beam on you if they manage to strike back, and are much more aggressive than their Power, Ice, or Plasma counterparts.) 74) Morphology: Zoomer - Anchors itself to walls and other surfaces. Avoid contact with spikes. A basic nerve center located directly above the Zoomer's mandibles detects nutrients. Sharp spines protect it from casual predators, but the lack of a reinforced carapace makes the Zoomer vulnerable to any indirect attacks. (Fire Power Beam shots if you need them out of your way.) To make it a bit easier locating missing Morphology entries, the follow- ing is a list of all the Creature Entries as they appear in the Log Book. Mega Turret, Grizby, Zoomer, Plated Parasite, Pulse Bombu, Ice Shriekbat, Parasite Queen, Scarab, Aqua Reaper, Triclops, Puffer, Glider, Auto Turret, Jelzap, Beetle, Tangle Weed, Flying Pirate, Hive Mecha, War Wasp, Bloodflower, Ice Beetle, Reaper Vine, Aqua Drone, Ice Trooper, Sap Sac, Flickerbat, Wave Trooper, Sentry Drone, Burrower, Plazmite, Barbed War Wasp, Flaahgra, Scatter Bombu, Space Pirate, Parasite, Tallon Crab, Blastcap, Aqua Sac, Lumigek, Incinerator Drone, Eyon, Fission Metroid, Oculus, Meta Ridley, Plasma Trooper, Aqua Pirate, Baby Sheegoth, Seedling, Plated Beetle, Sheegoth, Stone Toad, Metroid, Venom Weed, Phazon Elite, Metroid Prime, Ice Burrower, Flaahgra Tentacle, Elite Pirate, Omega Pirate, Puddle Spore, Chozo Ghost, Thardus, Shriekbat, Hunter Metroid, Magmoor, Hive, Prime, Shadow Pirate, Ram War Wasp, Ice Parasite, Geemer, Crystallite, Plated Puffer, Power Trooper. There's also a few Creatures in the game that cannot be scanned for the Log Book, or simply scan as something else. Here's an accompanying list of the couple of these critters. Note that I made up the morphologies on my own based on how each creature acts or its capabilites. 75) Morphology: Alpha Metroid (Deceased) This is an Alpha-Class Metroid. Scan indicates death caused by ad- verse reaction during fourth cycle of Phazon infusion. (This description is from a normal Metroid that scans as an Alpha; the real Alpha specimen is at the top of the central tank inside the Aether Lab. It's dead though...) 76) Mechanoid: Beta Drone - Security mecha equipped with advanced phasic cloaking grid. An upgraded version of the Sentry Drone, Beta Drones can render themselves invisible to the naked eye. A powerful defensive shield makes it far less vulnerable to attack; this shield when used in conjunction with its cloaking grid makes the Beta Drone a far more formidable opponent. Like all cloaked enemies, Beta Drones can be tracked with x-ray imaging. (One will challenge you before getting the Power Bombs; activate the X-Ray Visor and nail it with charged Plasma or Wave Beam shots to defeat it quickly.) 77) Morphology: Frozen Scarab - Scarab evolved to survive in sub-zero temperatures. A glacial parasite that will self-destruct to protect the swarm. When a hostile life form draws near, they will embed themselves in the wall and explode to hinder the invader's progress. (Target these with the Power Beam, just like normal Scarabs. It even scans as a normal Scarab, except that these take more of a beating.) 78) Morphology: Glowing Spidervine - Bioluminescence attacts insects to be consumed by the Spidervine. (Yet another species that is "just there"; you can't fight it.) 79) Aberration: Ice Metroid - End result of a Fission Metroid's split. These mutant Metroids will divide using a process similar to nuclear fission when harmed. The resulting twins are each vulnerable only to a certain type of Beam, however the chaotic Phazon radiation makes the vulnerability quite random. Unlike all other species of Metroid, cold-based weaponry has no effect on a Fission Metroid, with the sole exception of an Ice variant. An Ice Metroid is identifiable by a white hue to its nucleus and mandibles. (Use charged Ice Beam shots to destroy this genetic mutant.) 80) Aberration: Plasma Metroid - End result of a Fission Metroid's split. These mutant Metroids will divide using a process similar to nuclear fission when harmed. The resulting twins are each vulnerable only to a certain type of Beam, however the chaotic Phazon radiation makes the vulnerability quite random. Unlike all other species of Metroid, cold-based weaponry has no effect on a Fission Metroid, with the sole exception of an Ice variant. A Plasma Metroid is identifiable by a red hue to its nucleus and mandibles. (Use charged Plasma Beam shots to destroy this genetic mutant.) 81) Aberration: Power Metroid - End result of a Fission Metroid's split. These mutant Metroids will divide using a process similar to nuclear fission when harmed. The resulting twins are each vulnerable only to a certain type of Beam, however the chaotic Phazon radiation makes the vulnerability quite random. Unlike all other species of Metroid, cold-based weaponry has no effect on a Fission Metroid, with the sole exception of an Ice variant. A Power Metroid is identifiable by a yellow hue to its nucleus and mandibles. (Use a Super Missile to destroy this genetic mutant.) 82) Morphology: Saturnine - Small iridescent mushroom. Typically grows in dank, dark regions. (I don't even think you can destroy these, let alone waste time trying.) 83) Morphology: Sidehopper - Xenotropic life-form unstable. Use caution. The Sidehopper is a fierce territorial creature. Attacking anything that draws near, the Sidehopper is capable of quickly felling its prey with its powerful leg muscles. Use caution. (You can't fight it, only scan it. Too bad, it would've been cool.) 84) Morphology: Tallon Fern - Nontoxic variety of Psilo Tallonensis. Commonly found near water sources. 85) Aberration: Wave Metroid - End result of a Fission Metroid's split. These mutant Metroids will divide using a process similar to nuclear fission when harmed. The resulting twins are each vulnerable only to a certain type of Beam, however the chaotic Phazon radiation makes the vulnerability quite random. Unlike all other species of Metroid, cold-based weaponry has no effect on a Fission Metroid, with the sole exception of an Ice variant. A Wave Metroid is identifiable by a purple hue to its nucleus and mandibles. (Use charged Wave Beam shots to destroy this genetic mutant.) 86) Morphology: Void Bombu - Bombu capable of rendering themseleves invisible to normal sight. Unlike their 'cousins', Void Bombus are not drawn to charged energy sources, rather they just float about releasing their energy pulses. Due to their invisible state, the only reliable method of tracking these entities is with x-ray imaging. (These will impede your progress into Metroid Quarantine B; use the X-Ray Visor to see where they are and dodge accordingly.) D. RESEARCH ENTRIES =================== Note: With the exception of "Tallon IV", "Zebes", and "Gunship", these can be scanned anywhere in the game. Remember that some items, like Save Stations and Missile Stations must be scanned prior to using them, and Stalactites must be scanned prior to shooting them down. 01) Save Station - Step into these stations to save your game and fully restore your energy. 02) Missile Door Lock - There is a Blast Shield on the door blocking access. Analysis indicates that the Blast Shield is invulnerable to Beam weapons. Explosive weapons may damage it. 03) Map Station - Walk into Map Station holograms to download a map of the area you're in. 04) Spinner - This is a standard Spinner device. The generator belts of the Spinner can be activated by rapid rotational force. 05) Missile Ammunition - Missile ammunition esupplies Missile Launcher with 5 rounds of ammo. 06) Large Energy - Large Energy replenishes 20 units of energy. 07) Small Energy - Small Energy replenishes 10 units of energy. 08) Stalactite - This hanging rock structure appears to have a weak spot near its base. Some stalactites can be dislodged from ceilings, allowing them to be used as platforms to cross otherwise unreach- able areas. 09) Missile Station - Step into these stations to fully reload the Missile Launcher. 10) Spider Ball Track - Electromagnetically charged surface. In Morph Ball mode, press and hold the R Button when close to this type of surface, Use the Control Stick to move the ball along the track. Release the R Button to disengage from the surface. CAUTION: A Morph Ball Bomb will briefly disengage the ball from the track. 11) Power Bomb Ammunition - Power Bomb ammunition. Resupplies Power Bomb with 1 round of ammunition. 12) Grapple Point - Specific energy nodes that you can latch onto with the Grappling Beam. The icon above a node brightens when it is in range. 13) Zebes - Planet Zebes. Mass: 4.8 trillion teratons. Profile: Planet's crust is primarily Urthic core, making it ideal for subterranean construction. A class XXX planet, Zebes is inhos- pitable to most bioforms. The world was considered unremarkable until it became a base for Space Pirate forces. 14) Ultra Energy - Ultra Energy replenishes 100 units of energy. 15) Morph Ball Slot - Standard Morph Ball Slot. Inserting the Morph Ball into the slot and detonating a Bomb will usually cause these slots to send electrical impulses that can activate different types of devices. 16) Tallon IV - Tallon IV. Mass: 5.1 trillion teratons. Profile: Ecosystem studies indicate that Tallon IV was a biological paradise prior to the impact of an extraterrestrial object. What remains of the biosphere is slowly fading due to exposure to Phazon radiation. At current rate of decay, Tallon IV will be a barren Class XIII wasteland in approximately 25 years. 17) Locked Door - Lock system engaged. Secure the area to unlock door. 18) Gunship - Hunter Class Gunship registered to Samus Aran. Return to the Gunship to recharge energy, reload weapons and save progress in the game. E. ONE-TIME SCANS ================= To quickly recap, there are 22 total entries to the Log Book that are commonly known as the "one-time deals". These are the entries that, if you miss them the first (or if you're lucky, second) runs, then you lose forever the chance to add them. Study the list and make sure you know where to find these at the appropriate times. 21 of them consist of Creature data, and the remaining one is Pirate Data. 01) Aqua Drone: Wrecked Frigate; Biohazard Containment (lower level). 02) Aqua Sac: Wrecked Frigate; directly in front of you in the shaft before the Hydro Access Tunnel. 03) Barbed War Wasp: Chozo Ruins; Incinerator Drone fight. 04) Flaahgra: Chozo Ruins; Sunchamber. 05) Flaahgra Tentacle: See above. 06) Hive Mecha: Chozo Ruins; Hive Totem. 07) Ice Burrower: Phendrana Drifts; Plaza Walkway. You first encounter them as you head from East Ruins through to the West Ruins. 08) Ice Shriekbat: Phendrana Drifts; Ice Ruins West. After you have the Wave Beam and start heading towards the Ruined Courtyard, you'll see a group of them on a ceiling a little to the left of the the Wave Beam door. Scan them while they hang; it's difficult to get them mid-dive. 09) Incinerator Drone: Chozo Ruins; Burn Dome. 10) Lumigek: Impact Crater; Crater Tunnel A. Only lifeform here, but they aren't scannable once they settle in the Phazon. Make it quick. 11) Meta Ridley: Tallon Overworld; Artifact Temple. 12) Metroid Prime: Impact Crater; Phazon Infusion Chamber. 13) Omega Pirate: Phazon Mines; Elite Quarters. 14) Parasite: Space Pirate Frigate; Subventilation Shafts. 15) Parasite Queen: Space Pirate Frigate; Reactor Core. 16) Phazon Elite: Phazon Mines; Elite Control. 17) Prime: Impact Crater; Metroid Prime Lair. 18) Puddle Spore: Magmoor Caverns, Core Access Tunnel. While these stick around for a while, they will disappear by the next time you come through. Scan them as you leave from Phendrana after Thardus. 19) Ram War Wasp: Chozo Ruins; Hive Mecha fight. 20) Tallon Crab: Sunken Frigate; Subventilation Tunnels C and D. They look like Parasite swarms. 21) Thardus: Phendrana Drifts; Quarantine Cave. 22) PD: Fall of Zebes - Space Pirate Frigate; Biohazard Containment. It's in one of the consoles near the entrance. ------------------------------------------------------------------------- ============================ =SECTION XI: ITEM CHECKLIST= ============================ Here is a quick list of all of the Energy Tanks, Missile Expansions, and Power Bomb Expansions in the game, and their room locations and hints on how to add them to your collection. A. PERCENTAGE GLITCH ==================== There are exactly 100 items in the game; each one counts as 1%. However, if you actually play the game, you'll discover that there are only 99 items that get counted in your totals. "What?" you ask? A Metroid game with only 99 items? Read below to find out the operation of this quirky glitch and how it's rectified. The breakdown of the items is as follows: - 50 Missile Expansions - 14 Energy Tanks - 12 Chozo Artifacts - 5 Morph Ball Enhancements - 8 Beam Enhancments (counting Charge Combos) - 4 Power Bomb Expansions - 3 Suit Upgrades - 2 Visor Upgrades - 2 Misc. (Grappling Beam & Space Jump Boots) --------- 100 Items. Now, anyone who's played the game and stopped before gathering the last couple items knows that for some reason, the game tallies you at 98% right before the last upgrade (whether it be a Missile Expansion or Artifact, or anything else). Then to your surprise, you collect the last item and receive the "100% of Item Pick-Ups" notification. Why? For some odd reason for which I'm at a loss to explain, the Phazon Suit does not get added to your totals until the very last item has been picked up. This was discovered during an item-by-item analysis and it was determined that your percentage does not increase when the Phazon Suit is acquired. The most logical explanation I can come up with for it is that in all technicality, the Phazon Suit is not an item pick-up, rather it is an accidental corruption of your Power Suit. So technically speaking, there are only 99 items in the game, since you lose the Phazon Suit upon beating Metroid Prime... B. ENERGY TANKS =============== You have a maximum total of 14 Energy Tanks. Each Tank you acquire adds 100 units of energy to your meter (and of course, another percentage point to your item totals). Tallon Overworld ---------------- 01) Cargo Freight Lift to Deck Gamma: You need the Gravity Suit and the Charge Beam to get this during your trek to the Phazon Mines. Blast the door of the broken lift inside this area to claim this Tank. 02) Hydro Access Tunnel: While heading through here, execute an under- water Double Bomb Jump to reach the Tank far in the ceiling. Chozo Ruins ----------- 03) Transport Access North: You need the Missile Launcher. Grab this Tank right after beating the Hive Mecha. 04) Plaza Access: Use the Morph Ball and access this Tank via the Plaza Access Tunnel (from the Vault). 05) Training Chamber: You need the Boost Ball, Spider Ball, and the Bombs. Use the half pipe to reach the Morph Ball slot on the right, then use the lift at the bottom near the door to reach the Tank. 06) Furnace: Use the Morph Ball Bombs to solve the puzzle in the Energy Core. 07) Hall of the Elders: You need the Ice Beam. Activate the White Slot and have the Chozo Elder bowl you into the room containing the Tank. Magmoor Caverns --------------- 08) Transport Tunnel A: You need the Morph Ball and Bombs to do three separate bomb climbs to reach the Tank. This is a tough one, so it may take you a few tries. 09) Magmoor Workstation: Use the Wave Beam to activate three power con- duits, then use the Morph Ball and Scan Visor to solve the puzzle leading to the Tank. Phendrana Drifts ---------------- 10) Ruined Courtyard: Use Morph Ball Bombs to activate a Morph Ball slot that raises a series of platforms, giving you access to a Morph Ball tunnel that leads to the Tank. 11) Research Lab Aether: You need Missiles to blast this free from a container. 12) Transport Access: You need the Plasma Beam; it'll be frozen in some ice as you make your way through. Phazon Mines ------------ 13) Ventilation Shaft: Use Power Bombs to reach the fan controls, then roll through exposed grate to the Tank. 14) Processing Center Access: Once you've beaten the Omega Pirate, you can use the elevator off to the side to reach the upper catwalks. Head into the red door at the end to find the Energy Tank right in your path. C. MISSILE EXPANSIONS ===================== Upon acquiring the Missile Launcher, you are given a starting Missile count of 5. Each of the subsequent 49 Expansions adds another 5 Missiles to the total stock, allowing for a maximum count of 250. The list is organized by the area they're found it. The walkthrough section details getting all of the Expansions in a timely manner, so if you're confused as to when you can get a particular Expansion, check the Speed Run for the much more detailed version. Tallon Overworld ---------------- 01) Landing Site: Behind your ship is a small Morph Ball tunnel; roll into it and through the Tangle Weed to find the Expansion. 02) Transport Tunnel B: As you cross the narrow bridge leading back to Tallon Canyon, it's under the bridge. Drop down and pick it up. 03) Overgrown Cavern: It's stuck amongst some Venom Weed. Charge up the Boost Ball and rocket through the poisonous plants to pick up the Expansion along the way. 04) Frigate Crash Site: Head underwater and trek to the center of the lake (where the roots are). Stand on the roots and Space Jump to the small alcove containing the Expansion. 05) Biohazard Containment: Use a Super Missile to break through one of the containment capsules to find the hidden Expansion. 06) Life Grove Tunnel: You need the Boost Ball to boost to the top of an oval rock structure, then break the rock in the middle with a Morph Ball Bomb. 07) Great Tree Chamber: Use the X-Ray Visor to spot hidden ledges inside the Great Tree Hall to find this Expansion. 08) Root Cave: Use the X-Ray Visor to see the hidden ledges leading up this vertical area. Scan around for the Expansion behind some plants. 09) Arbor Chamber: Ascend to the very top of the Root Cave, then enter the Plasma Beam door at the top to get this Expansion. Chozo Ruins ----------- 10) Ruined Gallery: Destroy the sandstone in the lower left wall with a Missile to reveal the Expansion. 11) Watery Hall Access: Use a Missile to crack the wall on the left by the water. 12) Burn Dome: Immediately after beating the Incinerator Drone, use a Morph Ball Bomb on the stone blocking entrance to a Morph Ball tunnel that leads to the Expansion. 13) Ruined Nursery: Morph Ball Bombs will clear the sandstone from the wall maze, allowing you access to the Expansion. 14) Ruined Gallery: Bomb Jump into a small Morph Ball tunnel on the lower floor, then roll through the tunnel to the Expansion. 15) Ruined Shrine: Break the sandstone near the bottom with a Morph Ball Bomb and roll to the Expansion. Be wary of Beetles following you into the tunnel. 16) Vault: Bomb Jump into each of three Morph Ball slots to deactivate the gates blocking the Expansion. 17) Main Plaza: Use the Boost Ball to roll up the half-pipe structure. 18) Main Plaza: Climb up to the bridge, then drop onto an ledge to the right. Use a Super Missile to destroy the knot on the tree, then Space Jump to the Expansion. 19) Gathering Hall: Use the Space Jump to get to the ledge above the door leading to the Energy Core, then use a Morph Ball Bomb to blow up the grating covering the Expansion. 20) Crossway: Use the half-pipe to activate a Morph Ball slot, then use a piston to reach a ledge with the Expansion. 21) Ruined Shrine: Use the half-pipe to roll up the right side and Bomb through to the tunnel where the Expansion is hidden. 22) Ruined Fountain: Hop into the center of the Fountain, in Morph Ball form, and hold R to stick to a Magnetic Rail that leads to the Expansion. 23) Training Chamber Access: Near the exit is a small Morph Ball tunnel obscured by foliage. Roll on through to collect the Expansion. 24) Main Plaza: Use the pathway through the Magma Pool, exit out through Piston Tunnel and use the Grappling Beam to swing across the Plaza to this Expansion. 25) Watery Hall: Use the Gravity Suit to go underwater, then Space Jump up the short cliff to reach the Expansion. 26) Dynamo: Use a Missile on the metallic decoration to uncover the path to this Expansion. 27) Dynamo: Use the nearby Magnetic Rail to roll up to the Expansion. 28) Furnace: Power Bomb the right hand floor, use the half-pipe to cling to a Magnetic Rail, then navigate a precarious walkway to reach the Expansion at the end. Magmoor Caverns --------------- 29) Storage Cavern: Roll under the Triclops Pit and into the Morph Ball slot to the right to find a new room. Enter the door at the top; the Expansion is at the back. 30) Fiery Shores: Jump to the ledge with the Triclops, then Bomb Jump into the tunnel. Take it, then bomb your way up the small maze to the right. Lastly, slowly roll along a narrow track to reach the Expansion at the end. 31) Triclops Pit: Use the X-Ray Visor to spot a series of ledges leading off to a central pillar. Blast the pillar with a Super Missile, then Space Jump to the Expansion. Phendrana Drifts ---------------- 32) Research Lab Hydra: Use a Super Missile to break the Cordite wall on a stasis tank, revealing the hidden Expansion. 33) Research Lab Aether: Space Jump up to a small ledge, then roll along a convuluted narrow track to reach the Expansion at the end. 34) Quarantine Monitor: Use the Grappling Beam in Quarantine Cave to swing across to the ledge leading to this room. The Expansion is just inside the Morph Ball tunnel. 35) Gravity Chamber: Climb to the top, then use the Plasma Beam to melt some icicles. Use the newly revealed Grapple Point to swing over to the Expansion. 36) Frost Cave: Grapple to the far ledge, shoot a stalactite to break the ice below, and head underwater to find the Expansion. 37) Ice Ruins East: Use the Magnetic Rail in the building directly across from the entrance to roll up to the Expansion. 38) Ice Ruins East: Beneath the door leading to Plaza Walkway, use the Plasma Beam to melt the ice. 39) Phendrana Shorelines: It's hidden in some ice in a pillar near the first Save Station. 40) Phendrana Shorelines: Climb to the Chozo Ice Temple, destroy the Cordite with a Super Missile, scan the wall, then take the Magnetic Rail up to the Expansion. Phazon Mines ------------ 41) Main Quarry: Activate the crane and let it crush a wall, then use the Magnetic Rail on the crane to roll over to the Expansion. 42) Elite Research: On the top level, use the Spinner to rotate the Pulse Cannon so that it faces the left wall. Fire the Cannon to reveal the Expansion. 43) Elite Control Access: Destroy the explosives on the ledge, then Space Jump up to the ledge and roll inside to find the Expansion. 44) Security Access A: Near the entryway, face the rear wall and set a Power Bomb to destroy the grating, giving access to the Expansion. 45) Metroid Quarantine A: Once you get to the ledge on the far side, use two Power Bombs to destroy walls leading to a new set of Magnetic Rails. Follow the rails to a platform on the others side, then use another invisible moving platform to find the tricky Expansion. 46) Fungal Hall Access: Drop to the very bottom and roll under the giant Saturnine. Make it quick to get out of the Phazon patch. 47) Fungal Hall B: At the very end, use the Thermal Visor to spy the Expansion hidden underneath the floor by the patch of Saturnines. Use a Power Bomb to clear the rock out of the way, drop and collect. 48) Metroid Quarantine B: Get through the Quarantine section, and fire a Super Missile at the Cordite pillar to reach this Expansion. 49) Phazon Processing Center: As you make your way up the first set of invisible platforms, you can see the Expansion hidden behind a wall on a ledge. Space Jump to the ledge from the second invisible plat- form and use a Power Bomb to open a path to it. D. POWER BOMB EXPANSIONS ======================== There are a total of 8 Power Bombs; the main upgrade gives you 4 of them, and the remaining 4 Expansions each add 1 Power Bomb. Chozo Ruins ----------- 01) Magma Pool: You'll need the Grappling Beam and Power Bombs. Use the Grappling Beam to swing over, then detonate a Power Bomb at the wall to reveal the Expansion. Magmoor Caverns --------------- 02) Warrior Shrine: You need the Power Bombs. Detonate one underneath the Chozo statue where you picked up the Artifact of Warrior to find the Expansion. Phendrana Drifts ---------------- 03) Security Cave: You need the Grappling Beam and Morph Ball. Climb to the top of Phendrana's Edge, then use the Morph Ball tunnel. 04) Ice Ruins West: Heading out of the Ruined Courtyard, you'll have to hop across the rooftops and use the Plasma Beam to melt the ice on the last roof. E. LOG BOOK DATA LOCATIONS ========================== The previous section spelled out each Pirate Data and Chozo Lore; here is the short guide to finding each one, if you don't want to read the speed run to find them. 1) PIRATE DATA -------------- Space Pirate Frigate -------------------- 01) Fall of Zebes: Biohazard Containment; first set of computer consoles you see upon entering room. Tallon Overworld ---------------- 02) Artifact Site: Temple Security Station; right in your path. Phendrana Drifts ---------------- 03) Contact: Observatory; on the rear deck. 04) Phazon Program: Observatory; rear deck. 05) Mining Status: Research Lab Hydra; lower computer bank. 06) Security Breaches: Research Lab Hydra; lower computer bank. 07) Phazon Analysis: Research Lab Hydra; lower computer bank. 08) Parasite Larva: Research Lab Hydra; upper level. 09) Glacial Wastes: Research Lab Hydra; upper level. 10) Metroid Studies: Research Lab Aether; on the upper right wall near the Metroid. 11) Meta Ridley: Research Lab Aether; on the left wall near the Metroid. 12) Metroid Morphology: Research Lab Aether; first bank of computers after the deactivated forcefield, Space Jump to it. 13) Phazon Infusion: Research Lab Aether; lower level computer bank. 14) Metroid Forces: Research Lab Aether; lower level computer bank. Phazon Mines ------------ 15) Elite Pirates: Elite Research; in computer bank near elevator. 16) Metroid Prime: Elite Control; near entrance before Elite Pirate. 17) Chozo Studies: Elite Control; huge computer bank. 18) Prime Mutations: Elite Control; huge computer bank. 19) Chozo Ghosts: Elite Control; huge computer bank. 20) Prime Breach: Elite Control; huge computer bank. 21) Chozo Artifacts: Elite Control; huge computer bank. 22) The Hunter: Elite Control; near entrance before Elite Pirate. 23) Hunter Weapons: Elite Control; near the ramps leading up, scan the group of consoles facing away from you. 24) Omega Pirate: Omega Research; on the ground floor. 25) Special Forces: Metroid Quarantine B; scan the terminals as you enter in the section containing the Save Room. 2) CHOZO LORE ------------- Tallon Overworld ---------------- 01) Binding: Artifact Temple; head east to find it near the far wall. 02) Statuary: Artifact Temple; same location on the west side of room. Chozo Ruins ----------- 03) Fountain: Ruins Entrance; a little above the door. 04) Exodus: Ruined Nursery; dead ahead of the entrance. 05) Hatchling: Ruined Fountain; it's right above the Fountain. 06) Meteor Strike: Watery Hall; above the Charge Beam. 07) Contain: Sun Tower; on the wall near a Wasp Hive. 08) Beginnings: Vault; on the eastern wall from the entrance. 09) Cradle: Furnace; above the Morph Ball tunnel. 10) Infestation: Crossway; on the western wall. 11) Hatchling's Shell: Crossway; on the western wall. 12) Worm: Crossway; on the western wall. 13) Hope: Hall of the Elders; behind the Chozo statue. 14) Newborn: Magma Pool; near the Power Bomb Expansion. Phendrana Drifts ---------------- 15) Cipher: Ice Ruins West; from the entrance, head to the right into the small building. The Lore is on an upper wall in here. 16) The Turned: Phendrana Canyon; it's right under the door where you come in. Carefully hop off the ledge onto the bridge so you don't fall all the way down. F. ARTIFACTS OF CHOZO ===================== You must recover all 12 of these to finish the game. Once you collect all of them, you'll receive new scan data directing you back to the Artifact Temple. Tallon Overworld ---------------- 01) Truth: Artifact Temple; head up to the temple and it'll be sitting in plain view near the center. 02) Chozo: Life Grove; you need to Power Bomb the walls away, then go in the lake and bomb the drain to reveal a bridge containing the Artifact. Chozo Ruins ----------- 03) Wild: Sunchamber; return to where you fought Flaahgra and battle three Chozo Ghosts for the Artifact. 04) Lifegiver: Tower Chamber; while it's recommended that you have the Gravity Suit to get this Artifact, you can use the Space Jump to get it. It's under the water in the Tower of Light. 05) World: Elder Chamber; activate the red Morph Ball slot to be thrown into a room containing this Artifact. Magmoor Caverns --------------- 06) Strength: Warrior Shrine; Space Jump up to the uppermost section of Monitor Station and jump atop the computers, then make a huge Space Jump across the gap to land on a ledge leading to the room where this Artifact is kept. 07) Nature: Lava Lake (section 1); use 2 Missiles to break a rock column near the beginning, then Space Jump to the Artifact. Phendrana Drifts ---------------- 08) Spirit: Storage Cave; return to Phendrana like you were going to the Gravity Suit. Once you reach Phendrana's Edge, you'll have to use the Grappling Beam to climb up a few ledges. Near the middle, use the X-Ray Visor to locate a hidden door off a ledge, then set a Power Bomb to reach the door leading to the Artifact. 09) Elder: Control Tower; once you have the Plasma Beam, return here via Frozen Pike. Look around to see a tower that's leaning to one side. Jump into the open area above East Tower, destroy the crate, then melt the ice in front of the window. Look to find a fuel cell near the tower, and fire a Missile at it to collapse the tower. Climb inside to find the Artifact. 10) Sun: Chozo Ice Temple; use the Plasma Beam to melt the ice off the Chozo statue near where the Chapel of the Elders. A Morph Ball slot leading to the Artifact is at the bottom. Phazon Mines ------------ 11) Warrior: Elite Research. On your second trip to the Mines, you'll have to Power Bomb the tube containing the Phazon Elite. Defeat it like the other Elite Pirates to earn the Artifact. 12) Newborn: Phazon Mining Tunnel; you have to backtrack here after you obtain the Phazon Suit. Enter the tunnel and follow the alternate path, bombing your way through a lot of Radion to reach the Artifact at the bottom. ------------------------------------------------------------------------- =========================== =SECTION XII: ENDING GUIDE= =========================== There are three endings for Metroid Prime, and unlike previous (smaller) titles, they don't depend on your ending time, but rather on your item percentage (this only counts for item pick-ups, not Log Book scans). Ending 1: 0-74% (bad ending) - Samus destroys Prime, and fights off a tugging attack from the remains of Prime. The beam literally rips the Phazon Suit off of Samus, leaving her in the Gravity Suit. Samus takes off running, and signals for her Ship to arrive as she leaves the Impact Crater. The Artifact Temple explodes behind her, and as she hops on to her Ship, she turns to gaze at the destruction, then the scene cuts as she starts to remove her helmet. Ending 2: 75-99% (good ending) - Samus destroys Prime, and fights off a tugging attack from the remains of Prime. The beam literally rips the Phazon Suit off of Samus, leaving her in the Gravity Suit. Samus takes off running, and signals for her Ship to arrive as she leaves the Impact Crater. The Artifact Temple explodes behind her, and as she hops on to her Ship, she turns to gaze at the destruction1, then descends inside and flies off. The credits roll, then a scene showing Samus without her helmet cues. The game's congratulations screen loads with Samus in a victory pose. Ending 3: 100% (best ending) - (by far the coolest one of all). Samus destroys Prime, and fights off a tugging attack from the remains of Prime. The beam literally rips the Phazon Suit off of Samus, leaving her in the Gravity Suit. Samus takes off running, and signals for her Ship to arrive as she leaves the Impact Crater. The Artifact Temple explodes behind her, and as she hops on to her Ship, she takes off her helmet to gaze at the destruction before heading inside and flying off. Cue the same credits and congratulatory screen with the victory pose, then you see a scene with a pulsating blob of Phazon. Suddenly, a black and red metal hand (eerily resembling that of the Phazon Suit) bursts out while a small eye twitches in the palm (right about where the circular globe is on Samus' hand). Spooky... ------------------------------------------------------------------------- ============================= =SECTION XIII: CONTRIBUTIONS= ============================= Here's the section where I thank the people that helped me through this guide (ongoing as it still is). Much thanks go out to... 01) Nintendo and Retro Studios for creating such an incredible game in the Metroid series (and for announcing a second GC title). 02) Family and friends who stuck it out while I holed myself up for three weeks writing and prepping the original version. 03) CJayC and GameFAQs for having such an easy to use site and message board system. 04) Banks17, Kip, CUBEfreaK, Amasawa, 12ag3, ShadowsRevenge, Zell99, and anyone else on the GameFAQs boards that contributed to the speed and low percentage topics. Great stuff guys! 05) Marshmallow for clearing up the Item Percentage Glitch. 06) JohnCT311 for showing me a fun, alternative alternate strategy for defeating the Sheegoth faster using Morph Ball Bombs. 07) Quadsoccer for the Sidehopper info and giving me some more info for the Pirate Frigate. 08) Dart Zaidyer for more info on using the Morph Ball Bombs to reduce the time spent on Thardus and for pointing out that the Wavebuster knocks the Beta Drone silly. ------------------------------------------------------------------------- ========================= =SECTION XIV: LEGAL INFO= ========================= This document is copyrighted material and the author's intellectual property. It cannot be altered or distributed in any way, shape, or form as someone else's work. I have no issues with places other than GameFAQs using this as a guide reference, but I ask that you request permission before doing so, so I'm informed of in advance. (c) 2002 Nintendo (TM) and the Nintendo GameCube logo are trademarks of Nintendo. (c) 2002 Nintendo. Samus Aran, Metroid, and all items hereto relating to the "Metroid" series are (c) Nintendo. All rights reserved. Copyright (c) 2003 Timothy Jones. CONTACT INFO ------------ My primary email is listed at the top, but once again, it is... <_tim_@ignmail.com> or, if you didn't read the updates, the old one: The hotmail one is going to be extremely secondary; I'd prefer that you use the new one since my hotmail account is so overloaded with spam that I'm not going to be checking it very often. Anyway, email me for any comments, questions, anything in particular having to deal with this guide. Have a better way to get through a section faster? Let me know, and I can certainly take it under advisement. Just make sure that you put "Metroid" or something similar in the subject line so I can easily recognize it ("Metroid Prime question" is a good one). Thanks! -Tim -------------------------------------------------------------------------