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Metroid Prime Walkthrough

Metroid Prime
Tallon Orbit - Distress
Sammy will pull into the space craft, hop out of her snazzy Gunship, and you'll immediately take control to find out why the heck there's so much distress in the world... For the record, in addition to your basic equipment of the Power Suit, Power Beam, Combat Visor, and Scan Visor, you'll also have the Varia Suit, the Morph Ball, Morph Ball Bombs, the Charge Beam, the Grappling Beam, and 15 Missiles. Exterior Docking Hangar: Use L to lock onto the four red lights. Shoot all to turn them green and drop the force field. After passing the field, you'll soon come upon another, but the lights are offline. Use the Scan Visor on the nearby console to activate them. There are six lights for this field, and you'll have to use R to aim up and shoot the higher two. Jump up the ledge and walk up the pathway to the door. Shoot it to open it. Scan some of the data points on the wall if you wish, and shoot the door on the far end to enter the next room. Air Lock: Scan the console to repressurize the air lock. Head through the far door. Deck Alpha Access Hall: Shoot far door to continue. Emergency Evacuation Area: In this room are a couple of Parasites that won't really bother you, but you can practice shooting them. Note all the dead things in the area. Freaky, eh? Watch out, the last Space Pirate in this room is only mostly dead. Finish him off and move on. Deck Alpha Umbilical Hall: Charge up your beam by holding A and bust down the rubble. Continue on. Map Facility: Watch the nearby Parasites run through a little tunnel. Press X to drop into your Morph Ball and follow them in the little pathway. Hop on the map pedestal to download the map of this place. Roll back out and take the other door to the next room. Connection Elevator to Deck Beta: Scan the console to activate the elevator. Step in the hologram and ride down. Leave by the other door. Deck Beta Conduit Hall: Hop into your Morph Ball. Watch out for the fire and electricity and roll through the small path and head to the next room. Biotech Research Area 1: There must have been some kegger last night, because the two Space Pirates in this area are not looking too well. Blast them and head through the next door. Deck Beta Security Hall: Around the left turn is an Auto Turret. Lock on and quickly fire a Missile using Y to blow it to pieces. Head to the next room. Biohazard Containment: Another Auto Turret to bust open here. See what you can scan in this area. Of particular note is one of the consoles that has a red square, which upload a Pirate Data in your Log. Activate the elevator at the other end of the room and ride up. Take out the Space Pirates up here. Use Missiles or Charge Beams on the standing ones, as they're not as bad off. Take the other door out of here. Deck Beta Transit Hall: Scan some of the data points on the wall if you wish, then head through the other door. Cargo Freight Lift to Deck Gamma: Blast the Auto Turret, scan the console and ride the elevator down to the next deck. Take out the Pirate at the bottom, scan the console, roll up into the Morph Ball, and drop into the hologram to open the door. Reactor Core Entrance: Once inside, quickly use Missiles on the Auto Turrets here. Head through the door on your left and use the Save Station. Head back out, scan the console, and roll into the switch to open the door to the Reactor Core. Reactor Core: Walk in and you'll find your first nasty boss person, the Parasite Queen. Check the Bosses section to find out how to defeat her. Once she's down, she'll fall into the core, making it very unstable. Bad. You have seven minutes to evacuate, so get moving. Head to the door you're now facing. Deck Gamma Monitor Hall: Don't mind the monitors flashing near you. Just hop up the ledges and head to the opposite door. Connection Elevator to Deck Beta: Scan the console and quick hop into the hologram to ride up. Scan the next console you see to shut down the Auto Turret in the hallway. Head through the door. Biotech Research Area 1: Back here now. You can't leave by any of the ways that were open before. You'll see some Pirates fighting another huge Parasite, then an explosion will kill them all. Hop up the broken platforms at the far end of the room, then kill the two Pirates up here. A hatch will bust open. Head into it. Subventilation Shaft Section A: Head down the pipes. You may find it quicker if you hop into your ball form and roll the whole way. The path is rather obvious. Watch out for the clusters of Parasites that pop out, but don't fret too much if you get gooped. Head through the door at the end of this shaft. Subventilation Shaft Section B: Roll down more pipes. Eventually, you'll reach the Cargo Freight Lift, but you won't be able to go down anywhere. Just cross into the next room. Main Ventilation Shaft Section A: Run (or roll) up the pipes. Main Ventilation Shaft Section B: Blast the two Auto Turrets here and move on. Main Ventilation Shaft Section C: Move on through the pipes, watching out for Parasites. Main Ventilation Shaft Section D: Keep moving. You're getting close. Main Ventilation Shaft Section E: There's a big piston here. Follow it as it retracts and slip into the exit on the right. Main Ventilation Shaft Section F: Nothing special here. Just move. Biotech Research Area 2: Hey, do we know that guy? After he leaves, face the icons hanging out across from you and hold L to start grappling. Let go and press again to latch onto the next one, then let go and exit the other side. Connection Elevator to Deck Alpha: Scan the console to shut off the Auto Turret, then head through the tunnel. Watch the electricity, then scan the console to activate the elevator. Oh, crap. That hit you took wasn't too good. In fact, it was so bad that you lost all your cool stuff (besides Power Suit, Power Beam, Combat Visor, and Scan Visor). Ride up the elevator. Deck Alpha Mech Shaft: Run through these little tunnels to get back to... Air Lock: Depressurization will happen automatically. Open the door and head out. Exterior Docking Hangar: Just run. You're at the end. As soon as you get outside, Samus will take over. You'll see your friend again, then jump onto your Gunship and give chase.
Tallon Overworld/Chozo Ruins - Basic Items
You'll make a speedy entry onto the surface of Tallon IV, then hop out and deploy your rugged independence. You lost your target that you were tracking, so you'll have to do the old-fashioned walk-around recon. NOTE: From here on out, if the way out of the room is quite obvious, I won't bother telling you to "leave" or "go into this door". I think you guys will live... ^_^ Landing Site: There five doors in this area, and you can go through three of them. Don't bother with the one up near the waterfall, as you won't get far. There's one tucked away to the back left of your ship, which you don't need to bother with either. So, for now, just head to the right of your ship, hop up the ledges, and through the door there. Canyon Cavern: As you approach the sand, two Beetles will pop out. Proceed to through the next door. Tallon Canyon: Lots of Zoomers, and one Geemer crawling around. Don't bother with any climbing right now. Just walk through the canyon to the other end, taking out more Beetles in the ground. Head through the far door. Transport Tunnel A: A couple of Zoomers. Transport to Chozo Ruins West: Scan the nearby console to get the lift going. Ride up to the Ruins. Ruins Entrance: More Beetles in the sand. Notice that wavy wall above the exit? Scan it, and you'll learn a piece of Chozo Lore... Main Plaza: Still more Beetles, and you'll find some War Wasp Hives if you start climbing up the far end. Don't do so, yet. Head to the far end of the plaza and bear left to the next room. Nursery Access: Scarabs line this corridor. Shoot carefully. Eyon Tunnel: Just like it says. There are several Eyons lining the walls. Shoot them to get them to let up the beams. Ruined Nursery: There's a weird wavy wall across from you. Scan it to get your first Chozo Lore. Take out the Beetles in this room. As you hop up the platforms, a couple of War Wasps will get snippy. Stop by the nearby Save Station if you wish, or move on. North Atrium: More Scarabs. Ruined Gallery: Some War Wasps above you, and Blastcaps and Tangle Weed below you. Head for the door on the far side of the room. Totem Access: Some Plazmites. Bask in their glow, then move on. Shoot the nearby crate for some energy. Totem Hive: Watch the water here. It's nasty. Head up to the pedestal and get ready to tango with a bunch of Ram War Wasps. The water will fill, trapping you on the pedestal. Take out the Wasps that come out, being sure to scan them first, then shoot up the Hive Mecha at the far end, making sure to scan it first (the actual scan point is below the part you shoot). Keep doing this until you shoot out three red lights on the Mecha, and you'll be able to get the Missile Launcher. Shoot the Blast Shield off the door at the far end. *** EARNED MISSILE LAUNCHER *** Transport Access North: All there is to do here is collect your first ENERGY TANK. Woohoo! Now, backtrack until you reach the... Ruined Gallery: There's a weak wall right near the floor in the poisoned water. Bust it open with a Missile to get a MISSILE EXPANSION. Also, blast open the Missile Door to get the map of the Ruins. Continue on back. Main Plaza: There's a Missile Door on ground level, here. Bust it open. Ruined Shrine Access: Mind the Scarabs. Ruined Shrine: Hop up and over the low wall. In this area, you'll have to take out about twenty Beetles and one Plated Beetle. Once they're dead, you can take the Morph Ball. Yay! Head back to the Main Plaza. *** EARNED MORPH BALL ***
Chozo Ruins - Capture the Flaagrah
Main Plaza: Now, it's time to climb up those rocks around the outside of the plaza, and cross the root to that door near the War Wasp Hives. Ruined Fountain Access: Curl up in your Morph Ball and just ride on through the whole mess of Scarabs, under the roots, and all the way to the door, unless you feel like taking them out, which is entirely up to you. Ruined Fountain: That doesn't look healthy... Note all the Plazmites floating around. Note that it's also pretty dark in here. If you blow a lot of them up, you won't be able to see, so be careful. Circle the stones around the right side, past the fountain and take the door on the left. Oh, and there's another Chozo Lore on the wall for you to read, behind the fountain. Arboretum Access: Watch out. Incoming Shriekbats. Arboretum: There are Reaper Vines to your left. Shoot their bulbs to make them retreat, then hop across the platforms to the center tree. Climb up the platforms around the tree, then hop onto the little bridge. Take a left at the wall and make your way down to the door, shooting the Reaper Vines in the way. Gathering Hall Access: Just some steam. No big... Gathering Hall: There's a Save Station here (you'll have it marked on the map, already). To the right of where you came in are some platforms leading higher up. Make sure you blow up the Blastcaps sitting on them before you jump. Also, you'll be dive-bombed by Shriekbats. Climb up and roll into a little red tunnel. You'll be across a door, with more Shriekbats on the other side. Take them out, then jump across. East Atrium: A few Shriekbats. Energy Core Access: There are three Eyons. Blast them and move on. Energy Core: You'll be playing more with this place later. For now, just turn left, head down the tunnel. Roll into the little shaft. Burn Dome Access: Just keep rolling. Burn Dome: This is the Incinerator Drone. Scan it to find its weak point, which is the red eye that pops up. Try to avoid the flames as it rotates. Shoot its eye once you get a clean shot. You'll stun it and it will burn the hive on the ceiling. Barbed War Wasps will pop out. Scan them now, because you won't get another chance. Keep shooting the red eye and fending off the Wasps and you'll bust the Drone open, and you'll receive the Morph Ball Bombs. Use them right away to bomb the wall in the little water canal. Roll through and get a MISSILE EXPANSION. To get out of the Burn Dome, just elevate yourself with Bomb blasts to get up to high pipes. Make your way back to... *** EARNED MORPH BALL BOMBS *** Energy Core: Head back through the pipe and have a chat with the Stone Toad. Roll up and have him swallow you and Bomb him from the inside. You'll bust down the wall behind him. Roll and Bomb Jump into the switch, then Bomb it to lower the water. Roll out the little socket into the main room, then into the second Bomb switch. That will raise some platforms. Climb back up to the beginning of this room and hop up the platforms to the passage indicated when you blew the second switch. Run all the way up and blow the third switch. The platforms will rise high enough so you can pass to the next room. West Furnace Access: Next room, please... Furnace: Roll into the little ball course. Bomb Jump into the next room, which has an ENERGY TANK. Yay! Now, you can go back to... Energy Core Access: Nothing huge, but you can blow the box before the ledge for a little shortcut past the Eyons. Gathering Hall: Your next destination is the only remaining door in the room. Watery Hall Access: You can take a scan at some of the orange thingies if you wish. There are a few Shriekbats here, as well. At the bottom, blast a Missile into the brick wall to find a MISSILE EXPANSION. Watery Hall: At the other end of this large room is a gate, and you need to find and scan four runes to open it. The first rune is to the right of the entry door, and you can see it if you hop to a platform near the water. The second is under a pile of Blastcaps at water level. The third and fourth are both near the gate itself, one near water level, and the other next to the gate. Once all four are scanned, scan the fifth rune that appears on the gate, and grab yourself the Charge Beam. Don't worry about the Eyons that pop up just yet. There's a small wall that you can Bomb nearby. Blow it and head through to the next room. *** EARNED CHARGE BEAM *** Dynamo Access: Head to the next room. Dynamo: Not much to be done here but bust open the gate across the way with a Missile. Grab the MISSILE EXPANSION and head back out. It's time to backtrack all the way to the Arboretum. Arboretum: There are four more runes to scan in this room. The first is at water level, underneath a bunch of Venom Weed. Shoot to get them to retreat and scan the rune. The second is about halfway up the tree, where you can take the path to the Gathering Hall. Get on the bridge, and look at the tree. The third rune is further along the path. Head higher along the outside of the room. Use Missiles to take out War Wasp Hives so they don't bug you. Roll into the small crevice and Bomb the boxes in your way. After you get out, scan the rune that's right on the near wall. There's another crevice after that has Venom Weed. Shoot it and roll through. The last rune is up at the top near the door, right on the tree in front of it. Once the door opens, Bomb the small wall behind it and roll through to the next room. Sunchamber Lobby: Shoot all the Reaper Vines and Venom Weed in your way and push forth. Sunchamber Access: More Reaper Vines and Venom Weed. Shoot the nearby boxes to refill supplies. Sunchamber: You'll face off against Flaagrah here. If you're going for all the Enemy scans, make sure to scan both him and his Tentacles near the floor. Although shooting him directly won't harm him, a lot of shots will daze him. To defeat him, you must shoot the red button on the sun panel that's warming him up. Flip it all the way up and he'll collapse to the ground, and his roots will retract from the canals near his bottom. Roll into one of those canals, attach yourself to the socket at the end, and set a Bomb. For the next round, you'll have to flip two sun panels. Be sure to shoot him to keep him dizzy, because he'll flip the panels back down given a few seconds to compose himself. Once both panels are flipped, you'll have to pick a different canal, since you blew up the last one. Then, you know how it goes, you have to do three sun panels, canal, boom. Lastly, all four, and Flaagrah will be but a memory. The water will be purified, and you'll be able to take the Varia Suit. Head out the other door. *** EARNED VARIA SUIT *** Sun Tower Access: Cross this room. Shoot the boxes if you're low on supplies. Watch out for the Pulse Bombu... Sun Tower: Hop down and face off against all the War Wasps. Read the Chozo Lore on the wall. You can't do anything else, so proceed to the next room. Transport to Magmoor Caverns North: We don't wanna leave just yet. Take the left door. Vault Access: There's a little lift in here that you can only fit on in ball form. Roll onto it and through the pipes to the next room. Vault: To open the Vault containing the sweet sweet MISSILE EXPANSION, you'll need to blow the lock. The first two locks have little gates in front of them. Blow the first one with a Bomb, then Bomb Jump up to the second one and drop a Bomb in front of it. Enter both these locks and lay Bombs to open them. The last lock is pretty high up, and you'll need to do a Double Bomb Jump to get in (check the Bombs section for my preferred method). Lay a Bomb in the lock and you'll open the vault. Read the Chozo Lore on the wall and head out the other door. Plaza Access: Kill the Beetles. Main Plaza: Hey. Sitting right on top of an ENERGY TANK ain't half bad, eh? Now, there are a couple more things to do in this area... Head to the following places: *Ruined Nursery (near the Missile Launcher area): There's a small ball maze on the wall here. The trick is to go to the bottom first to get the metal box out of your way. Roll, blast, and Bomb Jump your way through to a MISSILE EXPANSION. *Ruined Gallery (near the Missile Launcher area): Bomb Jump up to one of the holes in the wall (either one) and roll through to get a MISSILE EXPANSION. With those out of the way, go back to the Trasport to Magmoor Caverns North and head down to toasty land. To get back to the Transport, you must use the area past the Hive Totem (called Transport Access North) to get there, as the other ways are either sealed off or out of reach.
Magmoor Caverns/Phendrana Drifts - Fire and Ice
Burning Trail: Hop down the shaft in front of you and proceed along the path. There's a Save Station behind a Missile Door nearby. Watch out for the Shriekbats out here. There's also a Grizby near the end. Lake Tunnel: Watch out for more Grizbies, some flame jets, and a Burrower in this room. Lava Lake: Ah... Nice music, eh? Take out the Magmoor and all the Puffers in this room. Hop across the platforms (be careful, some of them sink). Near the crates is a bombable wall. Take it out and roll on through and Bomb out the other side. Kill the Puffers and hop across more platforms to the other side. Pit Tunnel: To get through here, you'll have to go down into the area with the Triclopses. Bomb them if they get close. Triclops Pit: Several Puffers in the room, as well as Triclopses under the grating. To get under the grating, drop onto it, then look for a passage to the right and behind you leading down to a small tunnel. Roll through, and look for another little tunnel in the back right section of the Triclops Pit. This will lead to another door. Storage Cavern: Grab the MISSILE EXPANSION in plain sight. Triclops Pit: Hop up the grating platforms up near the entrance of this room to get to the next door. Monitor Tunnel: Take out the Puffers, hop across the platforms. Monitor Station: Careful. There are three nasty Auto Turrets across the way here and one more on a higher up level. There are also plenty of Puffers. For now, just head to your left to the door at ground level. Shore Tunnel: Walk through. Enjoy the view. Fiery Shores: There are Magmoors and Triclopses in here. Cross over to the ball tunnel and Bomb Jump up to it. Once out the other side, blow up the nearby crates and ride up the little ball course here, where you'll have to Bomb Jump up to the top, then carefully roll across the catwalks and grab the MISSILE EXPANSION. That's all there is to do here. Fall off the catwalk onto the ledge and jump back to the platforms and make your way back to... Monitor Station: Take out the Auto Turrets and start climbing along the outside to the second floor of the station. Cross the bridge to the door. Transport Tunnel A: Roll up and head to the little ball course in here. There's an ENERGY TANK in here, but you'll have to do three Double Bomb Jumps to get it. Start at the first metal box and do your first one, then keep pulling to the left and continue with your second and third jumps to get to the Tank. The boxes break apart with two bombs, so be careful. To leave, just roll out the bottom of the course to the left. Transport to Phendrana Drifts North: Time to get out of the frying pan and into the freezer... Shoreline Entrance: Use Charge Beam shots on the ice walls to clear the way. Phendrana Shorelines: Pretty. Lots of Crystallites wandering around. To your left is a gate thing that you can blow with a Missile. Do so and you can scan the console behind it to unlock the door above you. Hop up to that door. Ice Ruins Access: Watch out for the Scatter Bombus. Roll past their currents. Ice Ruins East: Be very careful of the Baby Sheegoths in the area. Cross to the far side of the area and hop up on platforms. Make your way across them back near the entrance, then around some more to the other door. Plaza Walkway: Take out the bunch of Ice Burrowers in here and move on. Phendrana Shorelines: Walk around this top area to the nearby door to your left. Ruins Entryway: Can't quite remember if there are Pulse Bombus or Baby Sheegoths here. Either way, be careful and move on. Ice Ruins West: Baby Sheegoths here, too... Duck into ruins for cover when you can and make it to the door low and to the right from your starting point. Canyon Entryway: More Scatter Bombus... Phendrana Canyon: There are several Crystallites and a Baby Sheegoth here. Drop down to the bridge below you and scan the console to your right to raise some platforms. Climb up them and you'll collect the Boost Ball. Use it to get out of the halfpipe like canyon area and climb back up to the exit. *** EARNED BOOST BALL *** Now, it's time for some backtracking. Head all the way back to the Transport area and make your way to the Magmoor Caverns. Head to the... Fiery Shores: Bomb up to the little tunnel again, and this time go left instead of taking the ball course. Hop across the gaps, watching out for flame jets. Kill the Magmoor here and roll up the little ball course along the wall. Roll across the little suspended track and to the door. Transport Tunnel B: Proceed through the Tunnel to... Transport to Tallon Overworld West: Time to head back to base, so to speak...
Tallon Overworld/Phendrana Drifts - Rocky Research
Transport Tunnel B: Move through the cavern, taking out the Zoomers. Drop down below the bridge into the steam for a MISSILE EXPANSION. Root Cave: Watch out for Beetles and Zoomers, and start climbing the path until you reach a door. Root Tunnel: Take out the Bloodflower by blowing the nearby Sap Sacs. Tallon Canyon: Ah, memories... This place has a half-pipe for using your Boost Ball, so boost your way up the side that has a platform at the top, then move across the roots. Bomb the little barriers in your way and head to the next room. Gully: Pass through, shooting the minor enemies. Landing Site: Stay up here on the ledge and walk over to the door to your left that's up here. Alcove: Hop down into the center and grab the Space Jump Boots. Awesome, eh? *** EARNED SPACE JUMP BOOTS *** Landing Site: First, look behind your ship for a hole you can roll into and grab a MISSILE EXPANSION. Now, I think it's time to check out the door that's high up next to the waterfall... Temple Hall: Take out the Seedlings on the roof and head through the Tangle Weed to... Temple Security Station: Scan the console here to get some Pirate Data. Temple Lobby: Walk through... Artifact Temple: Read the two Chozo Lores on the walls here, then head down the ramp to the main room. Take the first Artifact and scan the other totems in the area for info on more Artifacts. Now that you have a direction here, it's time to head back to Phendrana Drifts. Go through the Transport back to Magmoor Caverns. On your way... Monitor Station: Use your Space Jump to climb to the top of the platform. Hop in the Spinner and Boost to extend the bridge. Hop over to the far wall and make your way around to the high door. Warrior Shrine: Claim your second Artifact, the Artifact of Strength. Now, it's on to Phendrana, where you'll head to... Phendrana Shorelines: With the Space Jump, you can hop across the floating platforms. Cross them over to that temple-y structure there and head inside. Temple Entryway: Pulse Bombus and Scatter Bombus... Chozo Ice Temple: Crystallites, Ice Parasites, and a Baby Sheegoth hang out here. Climb up the ledges on the right side of the room to eventually reach the top. There will be a iced-over fountain ahead of you and four statues lining the walls. The gate to the right says that you need the Shaman to open it. Scan all the statues and you'll find that the Shaman has Brinstone in it. Bust it with a Missile, then head through the gate. Chapel Tunnel: Roll up and head through this ball course, by bombing the breakable boxes below the pillars so you can move ahead. Chapel of the Elders: There's the Wave Beam, but you'll have to do some work to get it. Four Baby Sheegoths will attack, then a big Sheegoth. The mama Sheegoth is a larger version of the babies. The trick is to get close to it and try to circle around it so it doesn't run you over, then wait until it tries to breathe on you, which it will only do if you're close. After that, it'll be tired, so you can slam a Missile into it. Just keep doing that over and over again. It takes a lot of Missiles (around 25, I think). You'll find more later on, and they're easier to take out once you earn the Super Missile Beam Combo. Oh, several people tell me they have an easier time taking out a Sheegoth with Bombs. I usually get trampled, but use whichever you like. Once they're toast, take the Wave Beam. Now, you can open purple-lined doors. Yay! *** EARNED WAVE BEAM *** All right, now it's time to explore some pirate activity. Head to... Ice Ruins West: Near the entrance to your right is a structure. Start climbing up insdie it. As you reach the highest point, you should see a stalactite hanging relatively low. Slam a Missile into the base of it to make a stepping stone. Cross across the structures and make your way towards the purple door at the far end. Courtyard Entryway: Take out the enemies in your way... Ruined Courtyard: There are two "Spinner" machines in this room. You activate them by rolling into them and Boosting until the flap goes all the way down. Spin both and you'll activate a switch higher up. Jump up and Bomb it to raise the water level for a limited time. Cross the ice floes and roll into the little tunnel to find an ENERGY TANK. Go back out and do it again, only climb around the platforms in the middle to reach the top of the platform. You can reach all three doors up here. One has no power going to it, another is a blue door that has a Save Station, and the last is a purple door. Take that door for now. NOTE: This upcoming complex is chock full of stuff to scan, so whenever you get a moment to breathe, start scanning everything. You'll find a TON of Pirate Data here... Specimen Storage: Careful. The Space Pirates know you're here now, and you'll have to smack one down as soon as you enter. Pass through to... Research Entrance: Start by blowing the Auto Turret near the ceiling, then walk in, where you'll be attacked by several Space Pirates. Use your best combat skills to waste all of them to unlock the doors in the room. On the ground floor is a Map Station for this place. Go up the ramp to the next room. Hydra Lab Entryway: Take out the minor enemies here and be on your way. Research Lab Hydra: Plenty more Space Pirates and some Auto Turrets here. Make your way up the ramps. Observatory Access: Scan the console nearby to drop the force field into the Observatory. Observatory: A few more Space Pirates in here. Your next destination is two ball switches on some ledges. Bomb both of those, then drop down to the floor and activate all four Spinners to fire up the hologram of the planetary systems. Check out all the planets. Of particular note should be Zebes and Tallon IV. Start climbing up the metal ledges to the top of the room and you'll find the Super Missile Beam Combo. There's a Save Station up here, too. Head through the purple door. *** EARNED SUPER MISSILE BEAM COMBO *** West Tower Entrance: Some minor bad guys here. West Tower: Ride up the elevator. Control Tower: You'll face off against both Space Pirates and Flying Pirates (which are a real pain). Fight your best, and you can jump inside the towers above you for some cover if you need it. East Tower: Ride down the elevator. Aether Lab Entryway: There's an Ice Beetle in here. Neat, eh? Research Lab Aether: Whoa... Familiar looking critter in that jar, eh? It'll bust out soon, so plug some Missiles to kill your first Metroid of the game. More Turrets and Pirates in this lab, as well as cool stuff to scan. There's also a containment tank that holds an ENERGY TANK. Just bust it open with a Missile. Also near the top are some catwalks. Bomb Jump up to them and roll around to get a MISSILE EXPANSION. Research Core Access: Remove the bad guys in your way and move on. Research Core: More Pirates, some Flying Pirates. Scan three consoles all along this route and you'll open the Thermal Visor containment unit. Better get used to it quick, because the lights will dim, and Shadow Pirates will start attacking. *** EARNED THERMAL VISOR *** Basically, it's time to get out of this crazy place, and the only way out is the same way you got in. Keep the Thermal Visor on for as long as you can and retrace your steps through this place. When you reach the top of the Research Core, look at the door with your Thermal Visor and you'll see a power conduit. Shoot it with the Wave Beam and the door will unlock. Keep moving back through all the areas. You'll face off against more Shadow Pirates, as well as Flying Pirates, some Metroids, and some Auto Turrets. It's a long, hard ride, so keep your chin up and make your way all the way back to... Research Lab Hydra: Examine the nearby pillar, which has Cordite in it. Blast it open with a Super Missile to get a MISSILE EXPANSION. Keep moving back and you'll get to... Ruined Courtyard: Some Flying Pirates here, now. Remember that door that wasn't getting any power? Put on your Thermal Visor. See that Power Conduit? There's a Cordite wall hanging in the way. Use a Super Missile and you'll uncover the power conduit. Scan it and the door will get power. Head on through. Quarantine Access: Pass through to... North Quarantine Tunnel: Curl up in your ball form and roll through here. Watch out for the Pulse Bombus. Quarantine Cave: Here you will face off against Thardus, the big ol' rock monster. It can roll up in a ball to try to run you over, raise some rocks out of the ground to throw at you (which you can shoot for supplies), or shoot an ice beam along the floor, which can freeze you. To destroy Thardus, bring up your Thermal Visor. You'll see a bright spot on the rock monster. Shoot that spot with all you have. Soon, Thardus will overload your visor. That's okay, cause when you switch back to the Combat Visor, the weak spot on Thardus will be bright blue, and targetable. Blow it up to hurt him bad. Then, pull up your Thermal Visor and aim for the next spot. Thardus has six spots altogether, and some get tough to hit, especially when the battle drags out and a snowstorm makes normal visibiity lousy. Destroy all six weak spots and Thardus will crumble. Once he's rubble (and he gives Samus a parting pebble to the back of the head ^_^), take the Spider Ball and leave. *** EARNED SPIDER BALL *** There are a couple more places in Phendrana now, with stuff for your consumption... Ice Ruins East: There's a magnetic track in the back end here. Spider Ball up and get a MISSILE EXPANSION. Phendrana Shorelines: Go to the outside of the Chozo Temple and use a Super Missile on the structure. Scan it and you'll open a little hatch. Spider Ball up and take another MISSILE EXPANSION. Now, it's time to head back into the Chozo Ruins for a cool time...
Chozo Ruins - The Fate of the Chozo
There are a few old places to explore here before we do some new stuff: *Main Plaza: Use your Boost Ball in the halfpipe in this area to reach a MISSILE EXPANSION. Also, hop up to the upper level and on a ledge over the door to the Ruined Shrine. Fire a Super Missile at the hexagon on the petrified tree to find another MISSILE EXPANSION. *Ruined Shrine: First, head to the place that had Beetles and bust open the little barrier to get a MISSILE EXPANSION. Next, Boost Ball up the halfpipe. The right side has another MISSILE EXPANSION, and the left side has a Spider Ball track that leads to the purple door. Shoot it open. Tower of Light Access: Nothing in this tunnel. Tower of Light: Climb up the platforms and shoot the weakened cracks in the pillars at the top to drop the tower a level. Plated Puffers will pop out, so hop up a level to avoid them. Do the same at the next level, but watch out for the Oculi so that your Missiles don't bounce off. Do the same for the level after that, and you'll be able to jump and reach the Wavebuster Beam Combo. *** EARNED WAVEBUSTER BEAM COMBO *** *Sun Tower: There are four Runes to activate. Two are on the backsides of pillars, and the other are behind Cordite wall hangings that you need to Super Missile open. Once all four are activated, you'll be able to Spider Ball up the tower. To make the jump to the other tracks, you'll have to use Bombs to boost yourself. Make sure you avoid the Oculi. Sun Tower Access: Hmm? What was that? Follow it to the Sunchamber. Sunchamber: Holy choked-up Chozos, Batman! We've got spooks! Batter the three Chozo ghosts to nothing and you'll receive the Artifact of the Wild. *Ruined Fountain: Roll into a Morph Ball inside the fountain and let it boost you up to the ceiling. Attach to it and roll over to a MISSILE EXPANSION. *Gathering Hall: Hop up to the entrance to the Energy Core (highest one), then hop onto one of the side ledges, then to a ledge above the door. Bomb the grate and take the MISSILE EXPANSION *Dynamo: (If you don't remember, this is near the Charge Beam). Short story shorter, use the Spider Ball to climb up and get a MISSILE EXPANSION. Good collection run, but let's get down to business... Furnace: This time, take the high road, using the Spider Ball. When you enter the tunnels, roll quickly to the end and set a Bomb Jump before the boxes disappear. Roll through and take out the bad guys on the other side. At the wall on the left, scan the Chozo Lore and roll through the tunnel. Crossway Access West: Pretty boring in this place, actually. Just proceed... Crossway: Shoot up the halfpipe to the other side and scan the three Chozo Lore scripts up here. Also, blast the Cordite wall hanging with a Super Missile and scan the power conduit to activate a Spider Ball track above you. Boost up to the Spider track using the halfpipe, then Bomb up to the switch and bomb it. Another one will open up on the other side, so do the same. Then, fall onto the ball-a-vator that just dropped and you'll be able to get another MISSILE EXPANSION. Elder Hall Access: Ooo... Scarabs... Hall of the Elders: A Chozo Ghost! Creeepy. Don't fret. Just shoot him with the Power Beam and he'll croak sooner or later. Now, the Chozo Statue here just lit up. First thing is to read the Chozo Lore on the wall behind the statue. Next, roll up in a ball in the statue's hands and you'll be flung up to a Spider track, so hold R as you go up. Hit the Bomb Switch up here and you'll turn some colored stuff on. Climb up the side platforms up to the colors and shoot the purple one with the Wave Beam. Bomb Jump in and Bomb the switch and you'll flip a tube down below. Drop down and into the statue's hands once more to be flung up to a ledge. Roll to the end, and scan the console to shut off the force field window. Reflecting Pool Access: Head on through to the next room. Reflecting Pool: Plenty of Stone Toads in this area. If you'll check the pump mechanism, you'll see that it's maintaining the level. Roll up in your ball and drop down into the pool. Set a Bomb on the plug in the middle to drain it. Now, you'll have to use the Boost Ball to ride up in this halfpipe. More than likely, you'll get swallowed by Stone Toads a couple of times, so just blow them with Bombs. Head to the left first, and you'll find the Ice Beam. Head to the right, and you'll find a Save Station. Forward will take you to a Transport to the Tallon Overworld. There's also a small tunnel in the Save Station that will take you another Transport to the Overworld. For now, head back to... *** EARNED ICE BEAM *** Hall of the Elders: Hey, more Chozo Ghosts. Oh, by the way, a LOT of places are now infested with Chozo Ghosts here in the Ruins. The Ruined Shrine, the Arboretum, the Furnace. Anyway, instead of shooting the purple thing, now shoot the white one, jump into it and Bomb the switch, then hop into the statue's hands again to be boosted to an ENERGY TANK. Cha-ching. Transport to Tallon Overworld East: This is the Transport in the Save Station. Go back up to the Overworld. Transport Tunnel C: Pass through... Overgrown Cavern: Take the MISSILE EXPANSION here. Frigate Crash Site: Hop down the slope into the lake. Bear right and hop up to the door near the broken Phazon crate. Pass through to... Waterfall Cavern: Roll under the big rock and you'll be back at the Landing Site. Next stop on the list is Phendrana Drifts... Head down to the west Magmoor Caverns to get there quickest.
Phendrana Drifts - The Cold is Winter!
You're gonna want to make your way back to the Quarantine Cave. You could also go through the Pirate Base, if you wanna face a jillion bad guys... Quarantine Cave: Find a Spider Track to take you up and around to the door on the right. South Quarantine Tunnel: Roll through at top speed. Transport to Magmoor Caverns South: Care to take a little detour? Head down the lift. You'll thank me later. Transport to Phendrana Drifts South: One way takes you to a Save Station, the other... Transport Tunnel C: Mind the flame jets here. Magmoor Workstation: Take out the Flying Pirates here. Now, you need to restore power to this area. Each of the three hatches on the ground has a power conduit which you can use your Wave Beam on. Once all are activated, drop down the hole to the cage with the Triclopses. Blow them up, then head where the lava has cooled. Scan the console back here to open another of the hatches and cool more lava. Quickly, go there, then scan another console to open the last hatch. Quickly roll there to get an ENERGY TANK. Now, head back to the Transport to Phendrana Drifts and take the other door out of here (it's up the Spider Ball Track). Transport Access: A few Pulse Bombus up here. Frozen Pike: Lots of little guys flying around. They can make life a mess for you. If you're wondering, the door at the bottom takes you back to the Research Station. Where you want to go is the purple door below your starting point there. Frost Cave Access: There are a couple of Ice Beetles and some Scarabs here. Frost Cave: Watch out for the Hunter Metroid here. Don't worry about the Glider for now. Aim up and to the right and shoot the hanging stalactite with a Missile, then jump onto it and up to the purple door to find a Save Station, then shoot another stalactite to get to the other purple door. Upper Edge Tunnel: Roll through. Phendrana's Edge: Two Flying Pirates to shoot down up here. Drop down into the water and watch out for the Jelzaps. Head through the door down here. Lower Edge Tunnel: Shoot the Scatter Bombus in here. Hunter Cave: There's a Jelzap in the water and a bunch of Buzzers down there. Shoot all three stalactites at the ceiling. Cross the two in the water, and hop up on the third to get to the purple door. Lake Tunnel: Take out the Scatter Bombu and continue on. Gravity Chamber: There are Aqua Reapers and Jelzaps here. Carefully make your way to the other side and grab the all-important Gravity Suit. Hop out of the water with the greatest of ease and climb up to the purple door that's not in the water. *** EARNED GRAVITY SUIT *** Chamber Access: Bust up the Sentry Drone in here. Hunter Cave: Take out the Flying Pirates, or just run along this ledge to the other door. Hunter Cave Access: Three Jelzaps in the water here. Frozen Pike: And we're back here. From this point, your destination is going to be the Frigate Crash Site back on the Overworld. Make your way there.
Tallon Overworld - Memories
Frigate Crash Site: Oooo... Phazon... Take out the bad guys in this area, then hop over through the water to the Frigate. Look to your left in the water and you'll see a MISSILE EXPANSION. Hop up there from the roots. There's a small cave at the very end of the pool that you can use to get up there. In case you're wondering, this is the very same Frigate that you were in in the beginning of the game. Frigate Access Tunnel: Head through to... Main Ventilation Shaft Section C: Drop down to the bottom and roll through the collapsed tunnel. Main Ventilation Shaft Section B: Blow up the two Auto Turrets, then use the Thermal Scan to find the power conduit. Shoot it with the Wave Beam and the door will activate. Pass through it and the next door. Main Ventilation Shaft Section A: Run past the Tallon Crabs and to the next room. Reactor Core: There are a couple of Aqua Pirates in here. The only other door out of here is not getting power, so turn on your Thermal Visor and start scanning around. Shoot the four power conduits with the Wave Beam and you'll open the door. Reactor Core Access: To your right is a Save Station. There are two Power Conduits in here that need to be shot with the Wave Beam to open the door. Cargo Freight Lift to Deck Gamma: Use a Missile on the lift's door and get the ENERGY TANK. Put on your Thermal Visor and Wave Beam the conduit down here, then hop up a few platforms, look behind you and Wave Beam conduit #2. Start climbing up the shaft, using the platforms. Watch out for the Aqua Reapers, and don't worry about the Space Pirate that falls into the water above you. He's dead. Wave Beam the last conduit up here at the top to activate the door. Deck Beta Transit Hall: Nothing but lichen and harmless buggies... Biohazard Containment: Looks like things aren't all that well-contained anymore. Take out the two Auto Turrets up here and the Aqua Drone down below. Turn on your Thermal Visor. There are two conduits above the surface, and one below. Also down in the water is a MISSILE EXPANSION. Scan the doors down here and use a Super Missile on the one you can examine. Leave by the door down in the water. Deck Beta Security Hall: Looks like all that doing security now are the Aqua Reapers lining the hall. Biotech Research Area 1: Three Aqua Pirates in here. Once they're toast, there are three power conduits to activate: two down on the lower level, and one on the upper level. Wave Beam to activate the door across the room. Deck Beta Conduit Hall: More Aqua Reapers... Connection Elevator to Deck Beta: Whoa. Another Space Pirate just had his butt kicked off-screen. You won't be going up, so drop down and head through the next door (mind the Aqua Sacs on the way). Hydro Access Tunnel: Roll up into the ball course. In here, Bomb Jumps send you a lot higher, so use those to navigate. If you're feeling lucky, try for the ENERGY TANK at the top of a relatively long shaft. You'll need to do a multiple Bomb Jump. The time to drop the next Bomb after you've launched is just before you reach your apex. Do it three times and you should have enough flight to reach the Tank. Head out to the right by Bomb Jumping up. Great Tree Hall: Out of the frigate now. Take out the Jelzaps and climb up out of the water. You can go exploring, but it's not all that necessary. Up above are a wall you can't blow up and a Transport taking you to Chozo Ruins South. Head through the white door at water level here. Transport Tunnel E: Don't mind the radiation warning. Just don't step on this Phazon stuff. Transport to Phazon Mines East: Head down for some Phazon action...
Phazon Mines - The Canary's Dead!
Quarry Access: Head down this tunnel dealie... Main Quarry: Watch out for the Mega Turrets in this area, near the Force Field. The Spider Track on ground level leads to a Save Station. Climb up the catwalks to face off against some Space Pirates. Keep climbing and you'll reach the top. Use Thermal Scan to find a power conduit, which turns on the computer console nearby. Scan the console and you'll operate the crane. Ride up the nearby Spider Track and over to get a MISSILE EXPANSION. Drop back down to the bottom. Scan the two consoles down near the force field to open it up. Security Access A: Take out the two Mega Turrets here. Mine Security Station: First up is three Shadow Pirates. Move along this area and you'll face three new Wave Troopers. Only your Wave Beam works on them. Continue on and shoot a purple door in the ceiling. Security Access B: Shoot down the barriers in your way, then take out the two Shadow Troopers. Elite Research: Two Space Pirates are right in front of you. Scan the consoles down here for some Pirate Data. Note the Elite Pirate sitting in front of you in stasis. Creepy. Scan another console to start up some platforms. Climb up them, then face off against two Wave Troopers. After they're done, activate some more platforms, then climb up and you'll face your first Power Trooper. Take him out then start playing with the plasma cannon mounted to the ceiling. Scan the console and you'll fire it. Use the Spinner to aim it. Aim it at the farthest wall to knock down the way forward. Then, turn it all the way around so it's pointing to the left, and use it to open up the way to a MISSILE EXPANSION. Proceed through the white door. Research Access: Connect to the Spider track and roll down, avoiding the weird power thingies that pass by. Ore Processing: Take out the two Power Troopers on the floor quickly. The object here is to rotate the pillars you see here so that you can Spider Ball up the tracks. You do this by hopping into the little ball gap and Bomb it to rotate. Bomb the thingy so that the blue track above you and to the left connects, then ride up and go to the second control. Bomb it so that the red track connects above and to the left, then drop down and line up the red tracks on the first floor. Ride up and get back to normal to receive the Wave Trooper attack. You can't do anything else here, so Ice Beam the door on this level. Elevator Access A: Shoot up the Scatter Bombus and drop (or roll) down to the floor. Elevator A: Scan the console and ride down to Level Two. Elite Control Access: There are two Space Pirates here. While you're here, there's a box that explodes on a ledge, near a vent spewing green smoke. Shoot the box and the vent will bust open, revealing a MISSILE EXPANSION. Elite Control: Enter and engage. Your very first Elite Pirate. Use the Thermal scan to find the plasma cannon and Missile it off his back, then target and pound him with more Missiles until he goes down. Note the nasty music is still going. You've got three Ice Troopers coming down at you from the catwalks. Head up there and waste them. This room has a ton of Pirate Data, so start collecting. Leave by the white door at the top of the room. Ventilation Shaft: Uh oh. Plated Puffers AND toxic gas is spilling into the room. Time to move to the next room, quick. Omega Research: Two Wave Troopers and three Power Troopers are in here, as well as some more Pirate Data. Don't worry about the Elites for now. They're frozen in their tubes. Open the white door in the floor. Dyanmo Access: Head through and try not to stare at the Elite Pirate tank... Central Dynamo: This place has a pesky mini-boss. We're going to call him the Shadow Drone, but you can't scan him, so it'll be tough to get a reading on him. Charge up a beam, and when he gets ready to fire, let him have it with a Super Missile to drop him. Once he's out, a hatch will blow in the floor. Roll up and drop in. Navigate the shocking maze. If you find a patch of ice, bomb it to open new paths. Reach the center and earn the Power Bombs. One of the Ice Beam doors leads to a Save Station. The other one leads to a place you can't really pass yet. So, let's head back... *** EARNED POWER BOMBS *** Omega Research: Uh oh. Another Elite Pirate. Take him out. Use a Power Bomb on the rubble on the upper level to reveal a Map Station. Ventilation Shaft: Set a Power Bomb at the grate in the shaft. Drop in, roll and Bomb up to this small room. Scan the console and the Plated Puffers will be pulled into the grate, blowing it up. Take the ENERGY TANK. Elite Control: Five Shadow Pirates in this room. Ore Processing: Watch out for the four Metroids here. Use a Power Bomb on the rubble. Now, use the machine to line up the yellow track so that it's pointing to the far side of you. Head down a level and line it up on the second level, then on the ground level. Ride up the track to... Storage Depot B: The Grapple Beam!! *** EARNED GRAPPLE BEAM *** Ore Processing: Attach to the point across the way and swing across. WHEEEE! Waste Disposal: Roll up and head into the little water course. Make your way through out the bottom. Main Quarry: More Space Pirates. Swing across the crane. Head back down to... Security Access A: Use a Power Bomb on the nearby gate to blow it open and pick up a MISSILE EXPANSION. Main Quarry: Head back to the surface.
Tallon Overworld/Chozo Ruins - X-Ray-ted
Great Tree Hall: Climb up the platforms. Use the Spinner to open the gate and head up further, taking out Seelings and Bloodflowers. Take them out, and find a pole with a Spider Track on it. Roll up and head through the door. Life Grove Tunnel: Head through this ball course, using Bomb Jumps and Boost. If you have the nerve, try to get to the top of the Boosting pipe thingy. Bomb the top and you'll drop onto a MISSILE EXPANSION. Life Grove: First off, grab the X-Ray Visor. Next, use a Power Bomb to blow open the walls. In the water, bomb the drain to raise a little pillar, then roll into the hole underneath. Use the Spinner to rotate the platform, which will rise up and display and ta-da! An Artifact. Hop onto it from higher ground. You just got the Artifact of Chozo. Now, to get out of here. Hop up onto higher platforms, then roll through the little ball course. As you get to the top, you'll be attacked by three Chozo Ghosts. Use your X-Ray Visor to constantly track them. Once all three are gone, a hatch opens near a Chozo Statue. Hop up on top and fall down the hole and leave by the door. *** EARNED X-RAY VISOR *** Great Tree Hall: Hop over to a spot with two Bloodflowers. Hop into the little cave that has the higher one and flip on your X-Ray. You should see a platform that wasn't there a second ago. Hop onto it, then to the further blue door. Great Tree Chamber: Take your MISSILE EXPANSION. All right, your next destination is Magmoor Caverns, to investigate some seismic stuff going on. Before that, let's go get us some more items, eh? Take the lift near here down to the Chozo Ruins, and head to... *Furnace: Use a Power Bomb to bust open a halfpipe. Fly up to the Spider Tracks. Use Bomb Jumps and careful manuevering to make your way across the course and you'll reach a MISSILE EXPANSION. *Watery Hall: There's a small tunnel in the water here. Roll into it, and jump out the other side for a MISSILE EXPANSION. *Ruined Fountain: Take the "other" door out of here, the one that leads to... Meditation Fountain: Proceed through to the... Magma Pool: Use a double swing on the Grapple Beam to get across. Lay a Power Bomb to blow the wall and find a POWER BOMB EXPANSION and a Chozo Lore, what should be your last one. Training Chamber Access: Near the end of this passage, you'll find some leaves near the floor. Roll through them to find a hidden tunnel, and a MISSILE EXPANSION. Training Chamber: Exorcize the two Chozo Ghosts here. Use the halfpipe to boost up to the Bomb Switches. The one on the right will activate a Spider Track and a ball-a-vator. Roll into it quickly to get to an ENERGY TANK. The other switch opens the way out of here. Piston Tunnel: Avoid the pistons and ride to the end. Main Plaza: Don't hop down just yet. There's a Grapple Point above you. Jump and grab it to be carried over to the MISSILE EXPANSION. Now to head to Magmoor Caverns once more. Head to Tallon Overworld. While you're here, you can stop by the Artifact Chamber and drop off the ones you have. If you have the five I've pointed out so far, you should be able to get some more Artifact info. In fact, you should have all but one. So, head in the direction of the Transport to Magmoor Caverns East, but on the way... Root Cave: Start climbing higher than before. Use your Grapple Beam to cross to another ledge, and the X-Ray Visor to jump on invisible platforms. Near the top, you'll see a MISSILE EXPANSION. It's behind an illusionary wall, but with X-Ray on you can see it. Once you get it, drop to the bottom and head to Magmoor Caverns.
Everywhere - Plasma and Pickups
Transport to Tallon Overworld West: Head to the door you haven't gone through yet (or couldn't get very far in). Twin Fires Tunnel: Use the Grapple Beam to get across this fiery area. Twin Fires: More Grapple Beam action. There are also some stalactites to derail in case you want to cross that way. North Core Tunnel: Knock down the stalactite here to cross. Geothermal Core: This area starts out pretty cool. Hop to the other side, then start climbing platforms. Grapple over to the lowest platform, and operate the Spinner. Jump to the next platform and operate that Spinner. Jump back to the first platform, only the one above. Jump to the next platform, operate the Spinner, and Spider Ball up. Jump to the highest platform and bomb the switch to extend a pipe with a Spider Track. It's time for Death Spider Course, now. The course isn't hard to figure out, it can just be tough sometimes getting the timing and aiming correct. Remember to use the Bomb if you wanna jump up, and just let go of R if you want to fall to a track below. There's no way I can help other than to say keep practicing and reach the top. Plasma Processing: Take your prize for that mess, the Plasma Beam. *** EARNED PLASMA BEAM *** Geothermal Core: Head out the other door. South Core Tunnel: Watch out for the Puddle Spore. Magmoor Workstation: Back here again... Now, let's head to Phendrana Drifts for a bit of item-collecting... Okay, a LOT of item collecting... :-P Take the Transport that's close to this room up to Phendrana Drifts South. From there, we'll head to... *Quarantine Cave: From here you can Grapple across to a tunnel... Quarantine Monitor: Grab the MISSILE EXPANSION. *Ice Ruins West: One of the tall structures has an ice floor. Melt it to get a POWER BOMB EXPANSION. *Phendrana Shorelines: One of the small pillars has an ice wall on its back. Melt it to get a MISSILE EXPANSION. *Chozo Ice Temple: Go up to the fountain. Melt the statue's hands. Roll up in them and you'll open up a passage to the Artifact of the Sun. *Ice Ruins East: Walk around the ground to the side with the upper door, looking for an ice wall. Melt it with the Plasma Beam to find a MISSILE EXPANSION. *Control Tower: Climb up one of the bunkers and melt the frozen window. Use a Super Missile on the tower in the distance to collapse it and bust open a hole in the floor. Roll in to get the Artifact of Elder *Frost Cave: Grapple across the Glider to the section with sloped platforms and two crates. Look up and shoot down the Stalactite, which will crash through the pond. Swim down to collect a MISSILE EXPANSION. *Phendrana's Edge: Jump and grapple up the platforms. When you pass two floating platforms, pull up your X-Ray Visor to see a door. Set a Power Bomb to blow it open. Storage Cave: Take the Artifact of Spirit. Phendrana's Edge: Continue climbing. Grapple using the Glider creature and roll into the next room. Security Cave: Take the POWER BOMB EXPANSION. *Gravity Chamber: Melt the icicles with the Plasma Beam to uncover a Grapple Point. Swing over to collect the MISSILE EXPANSION. *Transport Access: Melt the nearby ice with the Plasma Beam to get an ENERGY TANK. That's all for here. Now it's time to make the rounds of the rest of the world... *Tallon Overworld - Root Cave: Climb up to the very top using the Grapple Beam and X-Ray Vision. Open the red door... Arbor Chamber - Take the MISSILE EXPANSION. *Magmoor Caverns - Lava Lake: Use a Super Missile on the pillar in the middle of the room and you'll snag the Artifact of Nature. *Magmoor Caverns - Triclops Pit: Near the crates at the entrance, use the X-Ray Visor to spot some platforms. Follow them and use a Super Missile on the nearby pillar to find a MISSILE EXPANSION. *Magmoor Caverns - Shore Tunnel: Use a Power Bomb to bust up the glass in the tunnel and get the Ice Spreader Beam Combo. *** EARNED ICE SPREADER BEAM COMBO *** *Magmoor Caverns - Warrior Shrine: Use a Power Bomb to bust open the plug near the statue for a POWER BOMB EXPANSION. *Chozo Ruins - Hall of the Elders: Hit the red light at the top of the room and bomb the switch to open a door to... Elder Chamber: Take the Artifact of World. FINALLY, it's time to head back down to the Phazon Mines...
Phazon Mines - The Pirate Purge
Start making your way down the Mines the same way you got down the first time. You'll face plenty of the same bad guys you faced last time. Mine Security Station. Use a Power Bomb near the end to blast the wall in front of the console. Scan it to deactivate the Force Field downstairs, which is in front of a red door. Storage Depot A: Take the Flamethrower Beam Combo. *** EARNED FLAMETHROWER BEAM COMBO *** Elite Research: There are several Mega Turrets here. Take them out first. Now you're going to do something really stupid. Set a Power Bomb next to that there tank, and destroy the Phazon Elite inside. You'll get the Artifact of the Warrior. Continue down back to the Central Dynamo. Watch out, because there's an Elite Pirate in the Dynamo Access, although he doesn't have a plasma cannon. Central Dynamo: Head through the far door. Quarantine Access: There are four Mega Turrets over there. Roll up and head into the hole to your right and roll under them. Jump up at the end and scan the console to shut them down. Painless, eh? Metroid Quarantine A: Scan all of these consoles. One of them, the red one, releases the Metroids on the unsuspecting Space Pirates below. It's the little things in life you treasure... Head down to the lower area and kill all the Metroids down here. In the next part of this room, you'll see a big pit of Phazon. Don't walk there. It hurts. Instead, climb on the nearby mushroom and bring up your X-Ray Visor. You'll see platforms. Cross them, then jump up to the ledge on the right, using the mushroom on the far side of the pit. Flip the X-Ray on again to see another platform. You'll reach a Spider Ball track. Before you go anywhere, use a Power Bomb, then roll through the busted wall and use another one. Roll across the Spider Track, ride up the invisible platform, and take the MISSILE EXPANSION. Go back to the first Spider track, and ride up it to the door out of here. Elevator Access B: Take out the Burrowers here. Elevator B: Head down to the third level of mines. Scared, yet? Fungal Hall Access: Take out the Space Pirate and hop down. Now, I know you don't wanna touch Phazon, but there's a MISSILE EXPANSION underneath that big mushroom at the bottom. If you want to come back after getting some better protection, I'll understand. Really... Fungal Hall A: Several Hunter Metroids in this area. Tread carefully. Hop across the shrooms and use the Grapple on the Glider to cross to the exit. Phazon Mining Tunnel: Power Bomb the wreckage and roll through to a little ball course. When you reach the bottom, Boost across the platforms before they disappear and dump you into the Phazon. Leave by the hole. Fungal Hall B: Several Metroids in this area. Once again, hop across the shrooms and Grapple the Glider. If you take the left exit, you can replenish your Missiles. The right exit moves you on. Below the right exit, however, is a circle of small shrooms. Power Bomb that area to find a MISSILE EXPANSION. Quarantine Access B: There are Void Bombus in this area. You can see them with your X-Ray Visor. Metroid Quarantine B: Two Plasma Troopers drop down to challenge you. Across the Phazon pit are two more. Use the Grapple Point to cross and deactivate the force field with the security panel next to you. Take out the Plasma Trooper and two Wave Troopers. Blow up the nearby canister for a MISSILE EXPANSION. The doorway on this floor has a Save Station. USE IT. Climb up the ramps and exit by the red door. Elite Quarters Access: Take out the Plasma Trooper. Melt the ice above the security barriers here to open them with the Plasma Beam. Elite Quarters: It's time to teach the Omega Pirate who's the real engine of death around here. Okay, to start with, this is what he can do to you. Get too close and he'll swipe at you with his big claws. At a generally medium distance, he'll employ his Wave Quake Generator, which you should use a double jump to get over. At long range, he'll use his Plasma Incendiary Launchers, which you should just dodge to get out of the way from. If you shoot at him when he's not attacking, he'll use his shield to absorb your attacks. Now, to take him out, you have to shoot him while he's trying to attack (preferably with the Wave Quake). Once you scan him, there are four spots you can target, which are the four Phazon plates on his arms and legs. Hit them with anything you want. Plasma or Super Missiles work the best for me. Once you destroy all four, he'll call for help before fading out of view, using the Chameleon Manta. The lousy thing about the Manta is that he cannot be seen by anything, period. While he's taking five, Troopers of random colors will drop from the catwalks above. You're encouraged to kill them before they kill you. After they're gone, pull up your X-Ray Visor. Well, the Omega Pirate is still largely invisible, except for the pure Phazon running through his veins as he recharges on the pit. You'll see his heart and veins. Open up with your best weapon, like a Super Missile or something. Hurry, because once all four plates are back on, he'll be back in the fight. Lather. Rinse. Repeat. Eventually, you'll wear his health down enough that he'll keel over. Onto YOU!!! Fortunately, we built our Sammy tougher than that. She absorbs the Phazon into her Power Suit! Boom! You now have the Phazon Suit and Phazon Beam. Okay, don't jump too quickly. We gotta go back somewhere first... *** EARNED PHAZON SUIT AND BEAM *** Phazon Mining Tunnel: Roll back into this and start Bombing the obstacles behind it. At the end you'll find the Artifact of Newborn (that's you). Elite Quarters: Ride the lift up and leave by the red door. Processing Center Access: ENERGY TANK. That was nice of them. Use the console to open the gate. Phazon Processing Center: Pirates of many colors here. Activate your X-Ray Visor about a third of the way up to see some platforms, and a MISSILE EXPANSION, which is behind a wall. Set a Power Bomb to get it. Make your way up to the top using platforms, the little ball course, and the Spider track. Transport Access: Either Grapple or just walk across the Phazon. Tranport to Magmoor Caverns South: Head up to the Caverns. Workstation Tunnel: Use a Power Bomb to clear the wreckage. You're now back in the Magmoor Workstation.
Tallon Overworld - Showdown
At this point, you should have all 12 Artifacts at least in your possession, if not returned to the Chamber. If you don't have them all, check the section on Artifacts later in my guide. Once you have them all, head to your Gunship to save, then to the Artifact Chamber. Artifact Chamber: You'll activate all your Artifacts, and the chamber will start powering up. Before it finishes, however, Meta Ridley swoops in from above and destroy the channelling pillar, halting the process. It's time to go another round with your old nemesis. For the first part of this battle, he'll fly around the Artifact Chamber. If he halts and folds his wings, he's going to use his Multi-Missile System, which you should dodge. Also up in the air, he'll use his Kinetic Breath Weapon. If he swoops far from the battlefield, he'll come in at bombing angle to release his Meson Bomb System, which you should dodge very quickly and run away from. Scan Ridley to find that his weakest plating is in his chest. When he stops and you have a clean shot, fire either a Charged Plasma shot or a Super Missile at him. Try to stay locked on the whole time, naturally. Sometimes, Ridley will land to spew fire or stuff at you, or slash you, so watch out. Once you wear him down to about a third of his energy, his wings will burn and he'll land on the chamber platform to go toe-to-toe. If you're far off, he'll perform a dashing slash, and afterwards, if he needs to turn to face you, he'll whip his tail, which hurts. If you're close, he'll just plain slash. He'll also use his Kinetic Breath Weapon at times. I've found that if I stand close, but not too close, he'll bend down and roar. When his mouth is open is when you should hit him. Give him one charged Power Beam shot in the open mouth and he'll recoil, leaving his chest open for you to launch a Super Missile at. Keep dodging, waiting for openings, and taking advantage of them, and you'll deplete his energy enough. After he's drained, the Chozo Temple will activate and laser him off the platform. Then, the Chozo Spirits will recreate the artifact energies and open the way to the Impact Crater.
Impact Crater - The Newborn Returns
Crater Entry Point: Save up and head through the red door. Crater Tunnel A: Lumigeks are in this area. Shoot them if you wish, and jump across the more nasty red stuff, worse than Phazon. Phazon Core: There is only one enemy in this room at a time. That's the good news. The bad news is that it's a Fission Metroid. I suggest not even fighting him. Just cross over and make your way up the platforms and the white ledges along the wall. If you think it's going to attack. Get into a ball and wait for him to start sucking on you, then set a Bomb to shake him off, and keep moving. There's a Missile Recharge halfway up if you're intersted. Keep hopping to the next highest platform and trying to shake off the Fission Metroids, and you can reach the red door. Crater Tunnel B: A rather complicated Spider track, isn't it? Bomb up to the left and keep Bombing up or dropping down to the next closest track. Phazon Infusion Chamber: Well, that doesn't look friendly... Follow it... Subchamber One: Time to face the Metroid Prime. Only its head is vulnerable, and only to the beam it's colored as. I'm not sure if this how it works everytime, but for me it started with yellow, so start launching Super Missiles. After that, it'll turn purple, so launch Charged Wave Beam shots. He'll run off after that. Subchamber Two: He's yellow again, so lay in with the Super Missiles. After that, it'll charge at you, so roll into the little trenches in the ground to avoid the charge. He'll be purple next, so more Wave Beam. After that, another charge, then he'll be white. Hit him with the Ice Spreader if you have it, otherwise just with charged Ice shots. After that, he'll drop another level. Subchamber Three: Now, he'll go through all four colors, in a random order. For red, just use quick, regular Plasma shots. Subchamber Four: Now it's all random, and he'll throw every dirty trick in the book at you. Keep shooting at him. Watch for his charging, which will happen whenever his eyes fade, and the colored lights on his body dim. Once his energy is depleted, he'll crash through the wall into... Metroid Prime Lair: The casing has cracked and shattered, and out pops the True Metroid Prime. You cannot hurt it with any normal attacks. As a main attack, it creates a red Wave Quake, which isn't too hard to jump over. It will also cloak itself at times. The first time, you can see him with the Thermal Visor, then he'll cloak again and you can see him with the X-Ray Visor, then he'll change again and you can only see him visibly. The time to strike is when it creates a pool of Phazon underneath it. Step in the pool and your arm cannon will enter Hyper Mode. First take out the Metroids the Prime spawned. If you can't see the Prime, flip your Thermal or X-Ray Visor and look around. It should be pretty close to you. Just hold down the button to release the pain on this overgrown jellyfish. After causing damage, the Prime will start releasing Hunter and then Fission Metroids. The Phazon Beam will still kill them outright in one hit. Keep an eye on the Prime with visors so you know where it is, and learn the sound of the Wave Quake so you know when to jump. Once the Prime is defeated, it'll suck the Phazon out of your suit, and you'll escape with the knowledge that you defeated one pretty hard last boss. And that's it. Depending on your percentage, you'll get a different ending. Congrats on saving the galaxy once again!