---------------------------------------------
Metroid Prime Strategy Guide by Alasdair Lo
System: Nintendo Gamecube
Date: 10 August, 2004
Version 1.1
----------------------------------------------
Contents:
1. Introduction
2. Updates
3. Mission Background
4. Basics
5. Samus' Mission Part 1: Frigate and Chozo Ruins
a. Space Pirates' Frigate
b. On to Chozo Ruins
c. Abnormal Seismic Activity Detected
d. Increasing War Wasp Activity Detected
e. Main Source of Toxins in the Ruins has been Detected
6. Samus' Mission Part 2: The Caverns and the Drifts
a. Exploring Magmoor Caverns
b. Entering Phendrana Drifts
c. Half-pipe Structure Detected
d. Predator Increase in Phendrana Region
e. Into the Lab
f. Abnormally Low Temperature in Ruins Site
g. Gravity Pulses Located within Phendrana Area
7. Samus' Mission Part 3: En Route to the Mines
a. Numerous Distress Beacons Detected
b. Down to Phazon Mines
c. Unique Mining Technology on Upper Part of Site
d. Unusual Activity in Magmoor Region
e. High Levels of Phazon Detected on Mobile Source
8. Samus' Mission Part 4: The Mystery of the Impact Crater
a. The Showdown at the Artifact Temple: Samus vs Meta Ridley
b. Down in the Crater
9. The Locations of Expansions
a. Energy Tanks
b. Missile Expansions
c. Power Bomb Expansions
10. Samus' Log Book
a. Pirate Data
b. Chozo Lore
c. Creatures
11. Some More Interesting Stuff
a. Image Gallery
b. Comparison of Resident Evil and Metroid
12. Conclusion
Appendix I. Feedback Information
----------------
1. Introduction
----------------
Since the first Metroid came out for the NES in the 1980s, it established
itself as one of Nintendo's most popular franchises. A sequel was released
for the Gameboy some time later and was called Metroid II: The Return of
Samus. This was the first Metroid game I played, but at that time, I was
too young to know what it's all about. All I saw was some woman in a spacesuit
jumping around killing something that gives out monkey cries.
I was also unaware of the Metroid game for the SNES, called Super Metroid.
It involved Samus going to planet Zebes to destroy the Space Pirates, who
stole the supposedly last Metroid. Now, on to the Nintendo 64. No Metroid
games were released, probably because the original creator of Metroid died
in 1997 in a car crash. But Samus still appeared in the Super Smash Bros.
games, and eventually, a Metroid game called Metroid Prime was released
for the Nintendo Gamecube, with the help of Retro Studios. This is really
the first Metroid game I have played in full detail, and I find it to be
a rather fun first person shooter, or I should say, first person blaster!
This really deserves the Game of the Year award, in spite of the fact that
Samus is rather dumb throughout the game!
---------------
2. Updates
---------------
Version 1.1:
Added Chapter 11: Some More Interesting Stuff
----------------------
3. Mission Background
----------------------
Well, most people like to say that Metroid Prime happens before Metroid
II. Let me first say that it is obvious that Metroid Prime occurs after
the first Metroid, however, I think that it occurs after Super Metroid.
You will see why later. Different data found in the world can give you
more details of the plot.
Once upon a time, there lived a bird like race of creatures called the
Chozo, they are very smart people who built up their technology very quickly,
and swiftly. They established colonies all around the galaxy, and made
peace with many other tribes.
However, some of the Chozos realized that the obsession with new technology
would mean their decline. They have already felt their spirituality fade.
Therefore, they seek other undeveloped planets, so that they can live their
lives as close to nature, and far away from technology as possible. One
of the planets they chose was Tallon IV. Peace reigned there.
But one day, a giant meteor crashed onto Tallon IV, contaminating the whole
planet with the Great Poison. This poison killed and mutated many animals
and plants. Regardless of how hard they try, the Chozos there cannot stop
the poison. They therefore, build an Artifact Temple, securing the impact
crater with 12 Artifacts. Then they left, leaving some Chozo Lore as a
proof of their existence.
This is not the end of the story. After the Space Pirates were defeated
by Samus, and their home planet Zebes was blown to bits twice, one team
set off to find a planet with lots of useful energy to help regroup
themselves again. They found Tallon IV, with its Phazon from the meteor,
and started to set up labs and mines there to harvest the Phazon. They
also found that Phazon has the ability to mutate various creatures into
powerful fighters. Therefore, they transported many native creatures of
Tallon IV to their frigate hovering above Tallon IV for their Phazon
Experiments. But Samus once intercepted a distress signal from the Frigate,
and went forward to investigate. This is the beginning of her mission.
---------------
4. Basics
---------------
Button Configuration:
Control Stick: Moves Samus
Directional Pad: Selects Visors
Start Button: Accesses Inventory Screen
A Button: Fires Beam, Uses Bombs
B Button: Jump, Charge up Blitz Ball Mode
C Stick: Selects Beams
X Button: Change into Morph Ball Mode
Y Button: Fires Missiles, Uses Power Bombs
Z Button: Accesses Map
L Button: Locks onto targets, Scans objects, Use Grapple Beam
R Button: Hold to manual aim
Percentage Completion:
When you load a game, you will be given a percentage that shows how many
of the items you have collected. Whether they are the beams, suits, missile
expansions or the artifacts, they ALL count. I will list out each item's
usefulness with a 4 star scale. This is due to the fact that some people
like to complete the game with the lowest percentage as possible. Items
with 4 stars MUST be collected to beat the game. Items with 3 stars are
not mandatory, but will help you a lot. Items with 2 stars are not mandatory,
but are quite helpful. As for the items with one stars, well, they can
be skipped if you want.
Health System:
Samus wears a Power Suit given to her by the Chozos when she was still
young. The Power Suit has a life support system that allows Samus to survive
in many harsh conditions. Of course, such a suit needs energy to run. Samus
starts with 99 energy, and collecting extra energy tanks can increase her
energy capacity by 100 each time. There are 14 Energy Tanks in the whole
game, and Samus can have a total of 1499 Energy. If Samus gets hit, she
will lose energy. To recover energy, collect Energy Balls. Purple Energy
Balls restore 10 Energy, Red Energy Balls restore 20 Energy, while Gold
Energy Balls restore a whole 100 Energy.
Visors:
There are a total of 4 visors for Samus to use. The first is her Combat
Visor. The second is her Scan Visor, which allows her to activate certain
switches, and scan computer terminals and Chozo Lore for clues. Weaknesses
in walls can also be detected. To scan an item, press and hold L when the
Visor is locked onto a target.
The thermal visor allows Samus to pick up heat signatures of certain
invisible enemies. You can also use to detect Power Conduits, which are
used to activate electric devices.
The X-Ray Visor allows Samus to see invisible enemies as well, certain
ledges can also be seen through the X-Ray Visor, you can also see if anything
is hidden behind a group of leaves, and if any pillars are hollow. Lots
of hidden stuff can be found this way.
Suits:
Samus starts with a normal power suit, she then gets the Varia Suit, which
allows her to travel through extremely hot areas like the Magmoor Caverns.
Then, she gets the Gravity Suit, which allows her to jump freely around
water. Finally, she gets the Phazon Suit, which allows her to be immune
to Blue Phazon.
Missiles and Missile Combos:
Samus will lose her missile launcher after the Space Pirate Frigate. She
has to find the Missile Launcher to use Missiles. There are 50 Missile
Expansions to be found, including the launcher, and Samus can carry 250
Missiles at once! Good hunting!
Missiles can be used in conjunction with beams. First, charge the beam
to full, and press Y to release the Combo! The combos have to be picked
up first. Objects made of Cordite and Radion can be broken through with
the Super Missile. Other combos include Waveblaster, Ice Spreader and
Flamethrower. Which are combos with Wave, Ice and Plasma Beams. To increase
the rate of fire of Missiles, alternate missiles with power beam shots.
Morph Ball and Bombs:
Once Samus picks up the Morph Ball, she can roll into a ball and enter
holes that are 1 metre in diameter. She can also use Bombs to blow up things
made of Sandstone, activate Morph Ball Slots and do the Bomb Jump. TO do
a bomb jump, lay a bomb, and let the explosion boost Samus. Boost Ball
can help Samus go up Halfpipes, press and hold B to charge up the boost,
and release to get the boost. As for the Power Bombs, they can be used
to blow up things made of Bendezium.
Dashing:
If you press and hold L while locked on an enemy, Samus can strafe. Tap
B while strafing to dash. This is important as some enemies cannot be hit
unless they have their back turned to you.
Grappling Targets:
Some objects can be latched on with Samus' Grapple Beam. Those objects
are marked with a yellow symbol. When the symbol is flashing with a white
colour, press and hold R to latch on. Then you can swing around like Tarzan.
--------------------------------------------------
5. Samus' Mission Part 1: Frigate and Chozo Ruins
--------------------------------------------------
Now, here's the meat of the guide. Pick an empty file and the game will
start. You will be told that an unidentified distress beacon has been
detected from a derelict space vessel in orbit above Tallon IV. Then, Samus
will fly her Gunship to the Frigate. She jumps out to investigate. Hence,
her mission begins.
------------------------
a. Space Pirate Frigate
------------------------
As soon as you have control of Samus, lock onto the 4 red switches that
operate the Force Field. Fire at each of them to shut down the Force field.
Then go through. You will find the next Force Field operator activators
offline. Scan the switch in front of you to activate them. Then, when they
are activated, go left and fire at the 6 switches to deactivate the Force
Field. Then, move forward and go left, and follow the walkway. Fire the
beam at the door to open it. Go through.
There is a makeshift map of the Frigate. Scan it and you will find that
the environment of Deck Alpha is unstable. With this information, go
forwards and through the door.
---------------
Air Lock
---------------
It seems that this room is pressurized. Scan the switch to repressurize
the room, allowing Samus to go through the other door. All the floating
objects will drop violently to the ground.
-----------------------
Deck Alpha Access Hall
-----------------------
There is nothing of interest here. Go through the other door.
--------------------------
Emergency Evacuation Area
--------------------------
Go down the steps. You will find a Parasite feeding on a dead Space Pirate.
Scan it and kill it.
New Creature! Parasite
Strength:
Power Beam: 1 shot
"Interstellar vermin. Travels 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."
Detailed Description:
Parasites are green salamander like creatures. They are a nuisance. They
are just so easy to kill, and as they travel in swarms, I would recommend
using a morph ball to roll right through them instead of fighting them.
Now, let's have a look at the Space Pirate. He has been killed as his spinal
cord has been severed. Ooh. Interesting. Now, let's move on to the other
catwalk, past this unknown creature. What the hell's happening on this
Frigate? There is an injured Space Pirate lying against the wall opposite
the catwalk with screens. Kill him with a couple of shots and he will be
put to rest. You will find that several escape pods have been launched
here. Now, go through the next door.
--------------------------
Deck Alpha Umbilical Hall
--------------------------
There is debris in the way. Use your charge beam to blow it up and go through
the door on the other side.
---------------
Map Facility
---------------
You will see 2 Parasites scurrying into a hole. Roll into a Morph Ball
and go through the hole. There is a map station here. Scan it for a Research
Entry and then step on it to download the map for the Frigate.
New Research Entry! Map Station
Walk into Map Station holograms to download a map of the area you're in.
---------------------------------
Connection Elevator to Deck Beta
---------------------------------
Scan the switch and the elevator hologram will be activated. Step into
the hologram and the elevator will go down. Go through the next door.
-----------------------
Deck Beta Conduit Hall
-----------------------
There is a hole under the debris. Turn into a Morph Ball and roll through
the hole, avoiding the electric leak. Go through the next door.
------------------------
Biotech Research Area 1
------------------------
There is this unknown creature in stasis hibernation. There are 2 wounded
Space Pirates here too. One is limping towards you. Although they are
injured, they still are able to defend themselves. Use Charge Beams to
destroy them from a range. Then go through the other door.
------------------------
Deck Beta Security Hall
------------------------
Walk along this hall, and you will find an Auto Defense Turret here. Scan
the Turret and then destroy it with a single missile.
New Creature! Auto Defense Turret
Attacks:
Beam Blast
Strength:
Missile Launcher: 1-2 Missiles
Power Beam: 1 Charge Beam
"Use Missiles to break outer casing."
Detailed Description:
Auto Defense Turrets are just some device that hang on ceilings, and blast
intruders with its beam. That's it. They do moderate damage to Samus. Auto
Defense Turrets change from Green to Red when an intruder is detected,
so it's best to destroy them before they turn red, or they will start to
fire at Samus. To destroy these turrets, just fire 1 or 2 missiles at them.
Auto Defense Turrets can sometimes be deactivated with switches, so be
on the lookout for scannable switches near turrets.
With the Turret gone, go through the door behind it.
----------------------
Biohazard Containment
----------------------
There is this large unknown creature in the stasis tank. But there are
no signs of life. However, there IS an Auto Defense Turret in this room.
Scan the switch to the left to disable it. Then, you can scan the Red Target
on the Computer Terminal for Pirate Data.
New Pirate Data! 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. (1) 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 (2): Metroids are healthy but on restricted feeding
schedules due to uncertain supply status. We are ready to begin researching
on the Metroids and other promising life-forms. Security status remains
at Code Blue: no signs of pursuit from the Hunter. (3)
Explanations:
(1) Samus has blown up Mother Brain on Planet Zebes, triggering a bomb
that destroyed their underground facilities twice already.
(2) Several groups of Space Pirates managed to evacuate from the planet
aboard their Frigates, taking their experimental subjects, including the
Metroids with them.
(3) What the Pirates do not know is, that Samus IS on their trail in this
adventure now! Now the plot thickens...
Then go past the stasis containers with certain experimental creatures.
It seems that those creatures have an increased mass when fused with Phazon.
Then, scan the switch at the far end to activate the elevator. Go up.
There is a wounded Space Pirate on the floor. He is probably feeling sorry
for himself. Put him out of his misery with the Charge Beam. There are
more wounded Space Pirates wandering around. Take them all out, and go
through the door on this level.
-----------------------
Deck Beta Transit Hall
-----------------------
There is nothing to be found here, except some notices on the wall. Go
through the other door.
---------------------------------
Cargo Freight Lift to Deck Gamma
---------------------------------
The lift is guarded by an Auto Defense Turret. Blow it up with a Missile,
then scan the switch to activate the lift. Walk aboard and go down. Get
out of the lift, and a Space Pirate will drop down to confront you. Blast
him to death. Then scan the switch to activate the door lock. Turn into
a Morph Ball and roll into the slot with the hologram to open the door.
Go through.
----------------------
Reactor Core Entrance
----------------------
Auto Defense Turrets! 2 of them! Blast them with missiles. Before you
activate the door lock, enter the room to the left. It is a Save Station.
Walk into the hologram to save, and replenish your health. You can also
scan it for a Research Entry. You can also scan the Missile Ammunition
the turrets left behind for another research entry.
New Research Entry! Save Station
Step into these stations to save your game and fully restore your energy.
New Research Entry! Missile Ammo
Missile Ammunition. Resupplies Missile Launcher with 5 rounds of ammo.
Save, and then activate the door lock outside, and open the door. Get ready
for the first big fight of the game... I know you are dying for action.
-------------
Reactor Core
-------------
Move forward, and you will find a cut-scene. There is this force field
in the center of the room, and suddenly, a gigantic Parasite Queen crawls
down to face Samus! It's time for the first boss battle of Metroid Prime!
Make sure you scan this creature, as you only have this chance!
Boss Battle! Parasite Queen
Attack:
Green Beam Attack
Recommended Weapon:
Power Beam
"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!"
Rule of Engagement:
This first boss battle is not very hard for our Intergalactic Bounty Hunter
Samus. All she does is fire green beams that can be easily avoided by dashing.
To hit the Parasite Queen, wait until the blue force field is out of the
way, and then lock and fire at her mouth. When the force field is rotating,
just keep firing normal Power Beams at her and you can still damage her
through lucky hits. This is an easy battle for sure.
After the Parasite Queen is defeated, she will fall into the Reactor Core,
causing it to melt down in 7 minutes! Let's get out of here! There is a
door that is revealed. Go through now! Just run through the hallways and
go up the elevators as you go.
-----------------------
Biotech Research Area 1
-----------------------
There are several Space Pirates here firing at the Parasite Queen in the
stasis container. The container explodes, killing those Pirates, leaving
behind some energy. Scan those balls for a Research entry.
New Research Entry! Small Energy
Small energy. Replenishes 10 units of energy.
Some steps comprised of debris will be revealed. Jump up and kill the Space
Pirates up there. Then go over to the other end. A lid will explode, allowing
Samus to jump in.
----------------------------
Subventilation Shaft Area A
----------------------------
Turn into a ball and roll through and go through the doors of the ventilation
shafts, avoiding the Parasites as you go. The Morph Ball Bombs can be used
to open doors and clear debris in the way.
---------------------------------
Main Ventilation Shaft Section B
---------------------------------
There are 2 Auto Defense Turrets here. Blow them to scrap. Then go through
the door. Roll through the ventilation shafts to reach Biotech Research
Area 2.
------------------------
Biotech Research Area 2
------------------------
Samus will meet some silvery metallic flying dragon in the room. Hey, who
the heck are you? This dragon makes a cry and then flies through the ceiling
and away. There are some attachment points for the Grapple Beam. Grapple
on them and swing over the pit below to the next door. If you scan the
terminal by the door, you will find that dragon is Meta Ridley, an enhanced
version of Ridley! Some how, the Space Pirates have managed to revive this
purple beast, and he is now silvery! Now, go through the door.
----------------------------------
Connection Elevator to Deck Alpha
----------------------------------
This is where you take the elevator out of here. There is a switch. Scan
it to disable the auto defense turret around the corner. Then activate
the elevator. Get on it. Suddenly, a random explosion knocks Samus into
the elevator, as a result, her Varia Suit, Missiles, Grapple Beam, Charge
Beam and Morph Ball have all malfunctioned and she has to find all of them
later! This is not looking good. Ride the elevator up.
----------------------
Deck Alpha Mech Shaft
----------------------
Run through this shaft and go through the door. Wait for the air lock to
depressurize, and then go through the doors to get out of here! While
outside, Samus finds Meta Ridley, he flies off in the direction of Tallon
IV. She gets on her gunship moments before the whole Frigate blows, and
flies towards Tallon IV and lands in the Tallon Overworld. The target Meta
Ridley is lost and cannot be tracked, ground recon is necessary in order
to find him, wherever he is. It's time to save the game.
---------------------
b. On to Chozo Ruins
---------------------
*****TALLON OVERWORLD*****
Well, this really is a rainy day for Tallon IV. There are so many doors
in the landing site. First, scan your Gunship for a Research Entry.
New Research Entry! Gunship
Hunter-class gunship registered to Samus Aran.
You can return to your ship to recharge energy, reload weapons and save
progress in the game.
Now, there is a door within easy reach of Samus. Jump up the ledges and
go through the door.
---------------
Canyon Cavern
---------------
Move forward, and some Beetles will jump out of the ground. They don't
like Samus. Scan them for their data, then take them out with some rapid
blasts from your Power Beam.
New Creature! Beetle
Attack:
Charging Tackle
Strength:
Power Beam: 5-6 shots
Ice Beam: 1 shot
Plasma Beam: 1 shot
"Burrowing insect with a resilient carapace. Extremely aggressive.
Insect's massive mouth enables it to tunnel through solid rock at high
speeds. Above ground, Beetles can cover short distances rapidly. They
attack anything that moves near their lair."
Detailed Description:
Beetles are just common enemies found in Tallon Overworld and Chozo Ruins.
You can tell they are coming by the sound of earth rumbling and their high
pitch cries. Beetles only attack by tackling you, and hence would not be
a big threat. Rapid shots of the Power Beam can knock them back easily.
Now, go through the other door.
--------------
Tallon Canyon
--------------
There is an orange bulb like thing on the tree in front of Samus. Scan
it for another Creature Entry in the Log Book.
New Creature! Sap Sac
"Chemical reaction within sac produces violent explosion when agitated.
Because of its irresistible odor and sweet nectar, the Sap Sac as nearly
eaten out of existence. The evolution of an explosive chemical sac saved
it: now only brave or ingenious creatures dare to devour it."
Detailed Description:
Well, these sacs are harmless, but you can always shoot it from a range
if you want to see the explosion! Don't stand too close or Samus will be
hurt! It's not funny then!
Move along the path, but do not jump up the ledges yet. But still, scan
the two creatures up there first. They are the Zoomers and Geemers.
New Creature! Zoomer
Strength:
Power Beam: 3 shots
"Anchors itself to walls and other surfaces. Avoid contact with pikes.
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."
Zoomers are harmless little blue porcupine creatures that move around in
the Tallon Overworld and Magmoor Caverns. They just walk around, waiting
for you to step on its spikes. Hence they are cannon fodder for Samus.
3 Power Beam shots are enough to kill one.
New Creature! Geemer
Strength:
Missile: 1 Missile
Plasma Beam: 1 Shot
"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."
Detailed Description:
Geemers are also harmless little porcupine creatures. However, they are
red in colour and are found in the Tallon Overworld only. They also walk
around, waiting for you to step on its spikes. Hence they are cannon fodder
for Samus. However, theses guys are even more armored than the Zoomer,
and hence heavier firepower in the form of missiles of Plasma Beams are
needed to kill these red creatures.
On the ground, there are these mushrooms which explode when step on. Scan
them, they are known as Blastcaps.
New Creature! Blastcap
Strength:
Power Beam: 1 Charged Shot
"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."
Detailed Description:
Blastcaps are the landmine plants of Metroid Prime. They stay every so
still, and if Samus comes in contact with them, boom! They explode,
releasing their toxic gas. Even if you destroy those from a range, the
gas will stay for a little while. In that case wait before going there.
Blastcaps often appear in groups. Oh by the way, Nintendo got it wrong
in the description. Mushrooms are fungi, not weeds.
Now, walk past that halfpipe and go through the door behind it. REMEMBER
TO COME BACK TO THE HALFPIPE WHEN YOU HAVE BOOST BALL! Kill the Beetles
if you wish. You will also be notified that an Active Transport is present.
-------------------
Transport Tunnel A
-------------------
Some Zoomers and Sap Sacs are present, minding their own business. Make
way! Blow them up for fun, then go through the other door.
------------------------------
Transport to Chozo Ruins West
------------------------------
Scan the switch to activate the transport, and then step onto the hologram.
The elevator transport will start to go up, taking Samus to the Chozo Ruins.
*****CHOZO RUINS*****
As soon as you leave the transport, you will be notified that an abnormal
seismic activity has been detected. This is your next objective in the
game. So, I will open a new section of the guide.
--------------------------------------
c. Abnormal Seismic Activity Detected
--------------------------------------
It seems that the Seismic Activity is located in an area of the ruins site
called the Hive Totem, which is exactly the place for you to go.
---------------
Ruins Entrance
---------------
Walk out to the open space, and 2 Beetles will pop out of the ground, let's
make a quick kill of them. Then jump over to the other door. There is a
Chozo Lore above the door. Scan it before you go through to the Main Plaza.
New Chozo Lore! 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.
Explanations:
It seems that a certain fountain in the Chozo Ruins has the ability to
foresee the future, and it has definitely forseen that a meteor with the
Great Poison will crash onto Tallon IV one day.
---------------
Main Plaza
---------------
Number of Missile Expansions: 3
You can see the overview of this main plaza. Then you are left to play
as Samus. Go forward over the half pipe, and 5 Beetles will pop out of
the ground. Kill them as usual.
Remember!
If you scan the tree to the right, you will notice that it has a structural
weakness. Remember this. There must be something hidden behind that piece
of wood up there. There is also a halfpipe, with a Missile Expansion up
there. Remember to come back when you have the Boost Ball.
Go past the halfpipe and jump up the steps. Then go through the door to
your left, into the Nursery Access.
---------------
Nursery Access
---------------
There is nothing in this hall, but a large swarm of Scarabs. Wait until
they hold still, then scan them, and blow them up, from a range.
New Creature! Scarab
Strength:
Power Beam: 1 Shot
"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 life form is sighted, they block its progress by
embedding themselves in floors and walls. Embedded Scarabs violently
self-destruct when threatened."
Detailed Description:
Scarabs are not those meateating cannibalistic insects you find in the
move "The Mummy". However, they look similar and are now moving landmines
of Metroid Prime. When Samus touches them, they will explode. The best
course of action in dealing with them is to wait for them to stand still,
and then shoot them to pieces one by one. If you have the Boost Ball, enter
Morph Ball Mode and roll right on through.
Go through the other door to the Eyon Tunnel.
-------------
Eyon Tunnel
-------------
Scan the Eyon for another entry, and then blind them temporarily with your
Power Beam. There are a couple more Eyons in this tunnel. Blind them and
then go through the other door. Expect to see little Chozo babies crying.
New Creature! Eyon
Attack:
Beam Attack
Strength:
Power Beam: 1 Charge Beam
"Immobile organisms entirely composed 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."
Detailed Description:
Oh dear, these eyes are alive themselves! Anytway, these Eyons are always
stuck onto walls like limpets, and they only attack by firing a consistent
green beam that sweeps around at will. To stop them, shoot them with your
Power Beam to blind them temporarily. To blind them permanently, shoot
them with your Charge Beam.
---------------
Ruined Nursery
---------------
Number of Missile Expansions: 1
At last, you are in the ruined nursery. Surprise, I fooled you! There are
no Chozo babies here! There is a Save Station nearby, as informed in your
map. Go forward and scan the Chozo Lore off the wall. There are a couple
of Beetles here, but what the heck!
New Chozo Lore! Exodus
We Chozo are departing now, after so many years in peaceful seclusion here
on Tallon IV. (1) When we came here, this place was a refuge for our spirits,
a civilization built from native materials, bereft of the trappings of
our technology. (2) 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 be remain ever watchful. (3)
Explanation:
(1) Tallon IV was once home to the Chozos, but they have all left now,
and no Chozos are in sight.
(2) The Chozos came to live in Tallon IV to escape from their high tech
world with so many machines, making them unnatural.
(3) There must be some reason for the Chozo's departure, and they may return
to this planet someday.
Jump up the steps, ignoring that maze on the wall. Come back later when
you have the morph ball. There are two new creatures for you to scan here.
They are the War Wasp and the War Wasp Hive.
New Creature! War Wasp
Attack:
Dive Bomb Sting
Strength:
Power Beam: 2 Shots
"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 survival,
dive-bombing its enemy with stinger extended. Fast-working toxins from
the incapacitate most small organisms."
Detailed Description:
War Wasps are just those yellow wasps that are so common in the Chozo Ruins.
You can tell they are around when you hear them buzz. They attack by ramming
into Samus and stinging her. They make a screeching sound before doing
so, and hence can be easily avoided. War Wasps can easily be killed with
2 shots of the Power Beam, or one spray of DDT! If they have it!
New Creature! War Wasp Hive
Strength:
Missile: 1 Missile
"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."
Detailed Description:
War Wasp Hives are where the War Wasps live. They dispense a limitless
number of War Wasps. Use a Missile to blow it up and the pest will be
eliminated or just spray it full of DDT!
Go through the door at the far end of the catwalk to the Save Station 1
to save, then go out again and go through the other door.
--------------
North Atrium
--------------
What the!? There is a snake on the wall! Wait, there is only a swarm of
Scarabs. Wait for them to stand still, and blow them to bits. Then go through
the door at the other end.
---------------
Ruined Gallery
---------------
Number of Missile Expansions: 2
I can't believe this used to be a ruined gallery, but watch out! There
is a large swarm of War Wasps coming out from the nest! Blow them to bits!
It seems that the Chozos need to call the Exterminator, and Samus is the
woman most perfect for the job. No, you will not find the picture of Mona
Lisa in here, or Mona Chozo even!
Remember!
There are 2 Missile Expansions in this room, one behind the weak wall to
the left in front of Samus just above the water, and one in that U tube
as seen in the map. The one in the U tube can be collected when Samus has
the Morph Ball Bomb, and the one behind the weak wall can be collected
once Samus has the Missile Launcher. Remember that!
There are some weeds down there by the water. Scan them, they are a new
creature. DO NOT ENTER THE WATER YET! It's poisonous.
New Creature! 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 life forms."
Detailed Description:
As said in the above description, Tangle Weeds are only there to slow Samus
down. Therefore, just blast them with your Power Beam and they will hide
shyly into the ground, allowing you to pass through smoothly. Go through
the door on the other side of the room.
-------------
Totem Access
-------------
There is a new creature in this hallway. It provides light for the room.
New Creature! Plazmite
Strength:
Power Beam: 2 shots
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."
Detailed Description:
Plazmites are the glowworms of Metroid Prime. They fly around the room,
emitting light. However, they can hurt Samus if she jumps into them, so
use your Power Beam to destroy those in the room.
You will find an island in the middle of the poisonous water in the room.
Kill the Plazmite, jump on, and jump to the other hallway and go through
the door to the Hive Totem!
-------------
Hive Totem
-------------
Number of Missile Expansions: 1
Jump onto the island in the middle of the room, look across the bridge.
There is a large mechanical device with lifeforms inside the hollows of
the machine. But what the heck! What is important is that your first missile
expansion is right across the bridge waiting for Samus to get it.
Go and get it, it's free. But what's this? The platform of the missile
expansion rises up, into the machine, and the room fills will poisonous
water, and the music changes to one of my most favorite themes in the game,
and a swarm of Ram War Wasps fly out! Let's scan these, as it's your only
chance! Then let's fight top the death! The thing which dispenses the War
Wasps can also be scanned. It's a Hive Mecha!
New Creature! Hive Mecha
Attack:
Release Ram War Wasps
"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."
New Creature! Ram War Wasp
Attack:
Ramming Sting
Strength:
Power Beam: 2 Shots
"Airborne predator. Circles its prey and 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."
Detailed Description:
Oh really, so that's what there oversized wasps with red abdomens are.
As said in the description, the Ram War Wasps will spin around Samus very
quickly, and then pause for a moment before ramming into her. To deal with
such annoyances, spin around with them, and whenever you see the Ram War
Wasp standing still, blast it with your Power Beam to kill it. I guess
they will be singing "Merry-go-round the Mulberry Bush" before attacking!
The first wave will have a single ring of Ram War Wasps coming after you.
Kill them, and start shooting at the mouth of the large Hive Mecha device
until it rotates. Then shoot as many Ram War Wasps as possible before they
can form the next ring.
The next wave of attacks has 2 rings of Ram War Wasps circling around Samus.
Kill them all and force the Hive Mecha to rotate, and then the next wave
will be released, with 3 rings of Ram War Wasps after Samus.
When they are gone, the large machine will just give up, and rise again,
with the poison water lowering again. You can take what is rightfully yours
now, Samus! Get the Missile Expansion, and the Missile Launcher. This makes
the first Missile Expansion you find in Metroid Prime, with only 49 to
go! Happy Hunting! Tee hee hee...
New Weapon! Missile Launcher
Ammunition: Missile Ammunition in units of 5
Usefulness: ****
This is the first concussive weapon Samus can get her hands on in Metroid
Prime. The Missiles in this game can open certain doors with a blast shield,
while locking on to most enemies. The Missile Launcher can be used in
conjunction with other beam weapons, but those must be picked up later.
You MUST pick this up in order to beat the game, but not the Missile
Expansions. There are 49 left for Samus to collect! Good luck!
Scan the door with the Blast Shield for another Research Entry.
New Research Entry! 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.
Backtracking Time!
Before you open that door in front of you, go back to the Ruined Gallery.
Blast the weak Brinstone wall with a missile, using the Scan Visor to
determine its location, and voila, the second Missile Expansion is yours,
now there are 48 left to collect. There is also a Map Station that can
be unlocked with a Missile. Download the map for the Chozo Ruins now! The
crate in the Totem Access should have a Large Energy inside now. Scan it
for another Research entry!
New Research Entry! Large Energy
Large Energy. Replenishes 20 units of energy.
Blast the door in the Hive Totem and go through now.
-----------------------
Transport Access North
-----------------------
There is an Energy Tank in here. Get it! This makes the first Energy Tank
you have collected in the game! That leaves 13 more to go! But however,
there is this hole in the wall that would require a Morph Ball to go through.
So, you will have to backtrack all the way to the Main Plaza again!
-------------
Main Plaza
-------------
Number of Missile Expansions: 3
You are now back at der Main Platz again, ha ha, that's German! Remember
that door that is protected by a Blast Shield? You can now blast it open.
Go through the door now. You will be in the Ruined Shrine Access.
---------------------
Ruined Shrine Access
---------------------
Gee, this whole place is Scarabs galore! Yes, these guys stand united.
Blast them out of their misery with some Power Beam shots, and go through
the door at the other end now.
--------------
Ruined Shrine
--------------
Number of Missile Expansions: 2
There is a morph ball hole on the ground, but ignore it now. Just jump
up, onto the half pipe and down to the pit again. There is a Morph Ball
there, take it! It's free! Or is it?
Surprise, the Morph Ball is suddenly blocked off, and a whole swarm of
Beetles comes out to ambush Samus! You know how to deal with them, do you?
But the fun's not over yet, suddenly, a giant Plated Beetle jumps out.
Perhaps he is the daddy of all of those little Beetles! Scan him now!
New Creature! Plated Beetle
Attack:
Charging Tackle
Strength:
Missile Launcher: 1-2 Missiles
"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."
Detailed Description:
The Plated Beetle is the tougher of the Beetles. It is so well armored
that any normal attacks won't damage him when you shoot him from the front.
However, he does have a weakness, and that is his big red bum! As the Plated
Beetle charges at you, dash to the side, and you will be behind him, then
fire a missile or 2 at his bum and it will explode, and then the Plated
Beetle will be dead for sure. (Don't try this trick on women with big bums!)
With the Plated Beetle dead, the Morph Ball will be yours for the taking.
New Gadget! Morph Ball
Usefulness: ****
The Morph ball allows Samus to roll into a ball and go through very tight
areas, like holes that are 1m in diameter. This must be collected to beat
the game. Other add ons to the Morph ball can be available later.
Roll through the hole to the door, and go back to the Main Plaza.
Remember! Remember the sandstone weakness in the wall as well as the half
pipe! Come back when you have the Boost Ball and Morph Ball Bomb!
---------------
Main Plaza
---------------
Number of Missile Expansions: 3
This time, jump up the ledges next to the door leading to the Nursery Access
and cross the bridge. Feel free to ignore those annoying War Wasps as you
go through the door to the right, someone ought to spray this place.
-----------------------
Ruined Fountain Access
-----------------------
This hallway is blocked by some debris with a hole at the bottom; use the
Morph ball to roll through the hole to the other side. This hallway also
has Scarabs galore, so just roll past and ignore them. Go through the door.
----------------
Ruined Fountain
----------------
Number of Missile Expansions: 1
There are several Plazmites providing light to the place. Shoot them down
if you wish. Then jump along the right wall to the fountain. It is now
full of poisonous water. Do not jump in just yet, it's not safe for bathing!
Scan the wall for a new Chozo Lore, this time about a Hatchling.
New Chozo Lore! Hatchling
As we struggle with the Great Poison, something stirs at the edges of our
vision. It is the Hatchling Samus. (1) We feel her, across the void, as
she hunts the corrupted. Will our fates again be one? As our pride shatters,
will prophecy become read? When all strength wanes from the Chozo, will
it be the hatchling who fulfills our legacy? (2) 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.
Explanation:
(1) Samus Aran used to be an orphan who was raised by the Chozo, this is
why the Chozos refer her to be the hatchling.
(2) The Fountain actually CAN predict the future, and predicts that Samus
will come and liberate this land from something called the Great Poison.
Yes, those Chozos are really really in luck now!
Remember!
Above the fountain is a Magnetic Rail Track that leads to a missile
expansion! Come back when you have the Spider Ball!
Go through the door to the right of the missile expansion for the Arboretum
Access.
-----------------
Arboretum Access
-----------------
There are a couple of Shriekbats here, ready to die for their territory!
Just intercept them in mid-air with the Power Beam. Scan them quickly,
as these guys will ram themselves at Samus or the walls if they miss, killing
themselves as they do it.
New Creature! Shriekbat
Attack:
Suicidal Dive Bomb
Strength:
Power Beam: 1-2 shots
"Territorial ceiling-dweller. Body temperature peaks at 121 centigrade.
Detailed Description:
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."
Detailed Description:
Shriekbats are bats which shriek, simple! They are not very smart indeed.
When Samus comes near, they give out a cry and dive at her. Not only that
they will kill themselves, they cannot stop diving even if they miss, and
they will kill themselves anyway as they hit the wall! Idiots.
The door at the other end of this room is protected by a blast shield.
Use a missile to break it open, and go through.
---------------
Arboretum
---------------
There is a tentacle to the left called a Reaper Vine. Scan it, then shoot
it in the eye to make it withdraw. Then jump onto the ledge it was guarding.
New Creature! Reaper Vine
Attack:
Tentacle Whip
Strength:
Power Beam: 1 shot to make it withdraw
Plasma Beam: 1 Charged Beam to destroy it
"Powerful rock-dwelling tentacle.
A single eye upon the Reaper Vine jeeps 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."
Detailed Description:
Reaper Vines are just stationary tentacles that guard certain walls. All
you have to do is to shoot it in the eye to force it to temporarily withdraw.
However, it will pop out again later, so move on quick. A single Plasma
Beam charged beam can destroy it permanently!
Shoot the Tangle Weed guarding the next platform, and make your way up.
You will find a set of ledges heading down, and you can find some Venom
Weeds on an island by the wall. Shoot the weeds to make them disappear,
and scan the runic symbol hidden here. There are 3 other runic symbols
to be activated. Then jump back up the tree until you reach the bridge.
Cross it, and turn around, there is a runic symbol there. Scan it.
Then jump up the steps to the right, and scan the wall to the left right
after the morph ball passage for another runic symbol. Look up and the
fourth runic symbol is up there. With the symbols activated, a door will
be available at the top of the Arboretum. However, as you do not have the
morph ball bombs yet, you cannot go through the passage up there. So, go
down, hit the Reaper Vines out of the way and go through the door.
-----------------------
Gathering Hall Access
-----------------------
There is nothing here but some steam blowing out of some pipes, go through
the other door to the Gathering Hall itself.
---------------
Gathering Hall
---------------
Number of Missile Expansions: 1
Enter the Save Station, and save. Then get out of there. Make your way
up the ledges, avoiding the Shriekbats and Blast Caps on the way, and then
move to the small hole there. Roll into a ball and go through. You will
be informed that there is an increasing War Wasp activity detected, and
it is in the Burn Dome. So, that's where you are going next.
Remember!
There is a weak Sandstone wall above the door. You will have to jump up
there when you have the Space Jump Boots.
-----------------------------------------
d. Increasing War Wasp Activity Detected
-----------------------------------------
So, go through the door in front of you, and you will be East Atrium.
--------------
East Atrium
--------------
There are just 4 more Shriekbats waiting for a chance to commit suicide
for their cause. Just shoot them in mid-aid and go through the other door.
-------------------
Energy Core Access
-------------------
There are some Eyons here. Blind them, and go right through to the other
door. You are now in the Energy Core.
-------------
Energy Core
-------------
There are even more Shriekbats here. Just move aside and laugh as they
commit suicide by crashing into the walls! There is a lock door up there.
Scan it for a research entry.
New Research Entry! Locked Door
Lock System Engaged. Secure area to unlock door.
Go down the passage to the left, and then go over to the hole. Scan the
Stone Toad to the right before you role through the tube.
New Creature! Stone Toad
Attack:
Devour and spit
Strength:
Morph Ball Bomb: 1 Bomb
"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 find indigestible,
it regurgitates. Stone toads use their tusks as a last resort in combat."
Detailed Description:
Stone Toads are not really a threat to Samus, they are just obstacles.
They just like to block important passageways, and no weapons can break
through its stone hide. However, if you have a Morph Ball Bomb, it's a
different story. Just roll into his mouth, and drop a bomb. Boom! The toad
will explode from within, and Samus can enjoy some tender Stone Toad Stew.
Go through the door at the other end.
---------------
Burn Dome
---------------
Number of Missile Expansions: 1
You are in the hive of War Wasps again. Suddenly, an Incinerator Drone
rises up. Flames start to come out of its nozzles. Scan this now!
New Creature! Incinerator Drone
Attack:
Fire Spin
"Programmed for high temperature waste disposal.
Device schematics indicate a high risk of malfunction when internal power
core is damaged. Unit has minimal combat programming, but an defend itself
if necessary. This drone's intense heat blasts compensate for its lack
of battle prowess."
Detailed Description:
This is just some machine to dispose of trash, but it looks as if it THINKS
Samus is the rubbish. As soon as you see its red Power Core, shoot it!
The Incinerator Drone will malfunction, and will burn the hive above,
causing some Barbed War Wasps to fly out!
New Creature! Barbed War Wasp
Attack:
Stinger Launch
Strength:
Power Beam: 1-2 shots
"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 second
after launch and contain an acidic compound designed to predigest prey."
Detailed Description:
The Barbed War Wasp is a War Wasp with a green abdomen instead of the usual
yellow. They launch their stingers at Samus instead of charging. They can
be dealt with just as easily with the power beam. A shot or 2 will do the
trick. This is the only chance you can find Barbed War Wasps in the game.
Kill the Barbed War Wasps, and then shoot the Power Core of the Incinerator
Drone when it comes up again. The nest will be burnt once more. Continue
to hold back the Barbed War Wasps while waiting for the Power Core to come
up again. When the Incinerator Drone has burnt the hive twice more, the
hive will be destroyed, and the drone itself will explode, leaving behind
the Morph Ball Bomb! What are you waiting for? Take it!
New Weapon! Morph Ball Bomb
Usefulness: ****
Aha! Samus can finally defend herself when she is rolled up in a Morph
Ball. Just press the A button while in Morph Ball mode to use the bomb.
The Bomb can be used to blow up things made of Sandstone. It can also allow
Samus to jump when it blows up under her while she is in a ball. The Morph
Ball Bomb can also be used to activate certain slots. This is another
mandatory item to be collected if you want to beat the game.
There is a sandstone wall in this room. Blow it up with a bomb to reveal
the hole, and roll through. You will find a Missile Expansion. Take it.
You have found the 3rd Missile Expansion in the game. There are 47 left
to collect now! Yay, I'm thrilled. Nah!
Get back out, and use the Bomb Jump to help you if necessary.
---------------
Energy Core
---------------
Roll over to the Stone Toad and let it eat you, and then drop a bomb. Boom!
The Stone Toad blows! I best that's some explosive popcorn! You will find
a Morph Ball Slot here. Scan it first.
New Research Entry! Morph Ball Slot
Standard Morph Ball slot. This slot is active.
Inserting the Morph ball and detonating a Bomb will usually cause these
slots to send electrical impulses that can activate different types of
devices.
Bomb jump into the slot and drop a Bomb. The water level will drop, revealing
another slot. Roll down there and activate the slot. Some platforms will
rise up. Jump up to those platforms, and go through the passage to find
a third slot. Activate it, and all platforms will rise up to the right
height, and the previously locked door will unlock. Go through that door.
--------------------
West Furnace Access
--------------------
This hallway leads to the Furnace, where an Energy Spike has been detected.
Go through this hallway and through the other door.
---------------
Furnace
---------------
You cannot go up the magnetic track yet, as you have no Spider Ball. Instead,
roll through the hole, and bomb jump to get to the next one. Roll through
and you will find an Energy Tank! That is the 2nd Energy Tank, which leaves
12 more to be collected. You now have 299 Energy! Get back to the Gathering
Hall, where no one is gathering now!
Meanwhile, you will be told that the main source of toxins in the ruins
has been detected, in somewhere called the Sunchamber. But before you go
there, go through the other door of the Gathering Hall.
-------------------
Watery Hall Access
-------------------
Number of Missile Expansions: 1
Go forward, and kill the Shriekbats before they kill themselves! Ha ha!
They are going to die anyway! Jump onto that small island in the poison
water, and turn left. Blast the cracked wall with the missile, and what
do you know? A Missile Expansion! That makes the 4th, now only 46 are left
to be collected. You now can carry 20 missiles! Gee, I really love progress!
With the expansion collected, go through the next door.
---------------
Watery Hall
---------------
Number of Missile Expansions: 1
This place looks so watery. What a Watery Hall! Destroy the Blastcaps in
the water in front of you, and jump on. Turn around, and see that runic
symbol on the wall? Scan it and activate it, there are 3 more in this room.
Force the Reaper Vine to withdraw, and then jump onto the ledge it was
guarding. Jump over to the next ledge, and blow up the Blastcaps. Jump
on the ledge, and what do we have here? Another runic symbol. Scan it.
Then continue to the other end of this room. There is another runic symbol
there. Only one left. Now, get back to the entrance of this room, and jump
up the ledges. Make you way past the obstacles, to the gate with 4 runic
symbols on it. The final symbol is to the right. Scan it, and a symbol
of a hammer will appear on the gate. Scan that symbol, and the gate will
disappear. You can now jump down and collect the Charge Beam.
New Weapon! Charge Beam
Usefulness: ***
The Charge Beam allows Samus to focus her beam and create a large one!
Just press and hold A to charge. When locked onto enemies, the progress
bar can be seen! The beam can be released as soon as it is 50% charged
or more. The Charge Beam can be used in conjunction with missiles. If you
are after a low percent run, you can skip the charge beam.
While you have collected the Charge Beam, the Eyons would be active. There
is a Chozo Lore on the wall about the Meteor Strike. Scan it.
New Chozo Lore! Meteor Strike
We have returned to Tallon IV, borne there 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.
Explanation:
Some time ago, a giant meteor crashed into Tallon IV, and bringing with
it the Great Poison, which poisoned the land and the people. Even the minds
of the Chozo were corrupted.
Remember!
The water may not be safe for swimming now, but when it is, and when you
have the Gravity Suit, remember to come back here!
There is a weakness in the Sandstone wall to the right of the stand where
you have found the Charge Beam. Blow it up and roll through. Go through
the door for the Dynamo Access. Go on and you will be in the Dynamo.
---------------
Dynamo
---------------
Number of Missile Expansions: 2
One of the Missile Expansions is in clear sight, behind a barrier, use
a Missile to break it open. The other is up a magnetic track, make sure
to come back after you have the Spider Ball. Now, you have the 5th Missile
Expansion of Metroid Prime, and you can carry 25 missiles! 45 left to go!
---------------------------------------------------------
e. Main Source of Toxins in the Ruins has been detected
--------------------------------------------------------
It is time to pursue our next objective, to destroy the source of the toxins
of the Chozo Ruins. On to the Arboretum.
---------------
Arboretum
---------------
You can now go through the passage blocked by the rocks. Use the Morph
Ball Bomb to blow them out of the way. The next passage has some Venom
Weeds blocking the way. Scan the weeds and then roll through, using a Bomb
to get them out of the way.
New Creature! 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."
Detailed Description:
Simply put, Venom Weeds are just some Tangle Weeds that are red and are
poisonous. Do not step on these, as your energy will be drained continuously.
Use a Power Beam or a Bomb to clear a large clump of these things.
Continue to the top, and you will find a wall with some Sandstone in the
way. Blow the sandstone with a bomb, and roll through to the door. Use
a missile to destroy the blast guard, and then open the door.
-----------------
Sunchamber Lobby
-----------------
So many Venom Weeds, so many Reaper Vines. Use weed killer, I mean your
Power Beam to blaze through all of them and go through the door to the
Sunchamber Access.
------------------
Sunchamber Access
------------------
Even more Venom Weeds and Reaper Vines. Get them out of the way, then go
through the door and enter the Sunchamber for sure!
---------------
Sunchamber
---------------
There is this weird flower in this room, move forward and suddenly it gives
out a lot of thorny bushes at Samus. She rolls away just in time. Then,
a reflector moves down and reflects sunlight on the creature in the flower,
and that creature comes up to fight Samus! It's the Flaahgra! Let's Fight!
New Creature! 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."
Boss Battle! Flaahgra
Attack:
Energy Ball Blast
Thorny Bush Deployment
Strength:
Morph Ball Bomb: 4 Bombs
"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."
Rule of Engagement:
The Flaahgra may seem to be a big bully, but his attacks are not that hard
to dodge. Firstly he will spit energy balls from his mouth, he can also
slam hard on the ground, and temporarily plant a thorny bush on the ground,
preventing Samus from passing. Just don't run into the bush and you will
be fine, and won't take too much damage. Get my point?
To damage Flaahgra, you will have to attack his central nervous system,
which is guarded by his tentacles. So, you should first take away what
keeps him active. The sunlight. See the reflector? Run over and shoot it
with the Charge Beam and raise it up. Then there will be no more sunlight
for our solar powered boss. The tentacles guarding the drainage ducts will
move away, allowing you to row into the Morph Ball Slot and plant a Bomb.
Boom! Flaahgra now has faced a painful stimulus, as painful as when someone
stabs you under the arm, and will withdraw into his flower for a while
to rest. Then he will come out and have 2 solar reflectors working. Raise
them up one by one as usual. Make sure that you stun Flaahgra regularly
so he cannot lower them again. Lay the bomb, and Flaahgra will rest again.
This time activating 3 reflectors. Take the sunlight away and bomb him
as usual. Repeat for the 4 reflectors that appear, and Flaahgra will make
one last dying cry, and will shrivel into the flower. Some green plants
bloom and wither, and the water in the pool becomes clean and fresh once
again. The water is safe!
Meanwhile, a door will be unlocked, and the Varia Suit will be available!
Grab it, and Samus jumps up, closes her eyes, and her suit becomes a little
bit deeper in colour. She now has the Varia Suit.
New Suit! Varia Suit
The Varia Suit allows Samus to enter areas that are usually too hot, like
the Magmoor Caverns, and that is where you are going next.
Remember!
This room will have a Chozo Artifact later in the game. But get out of
here through the door in front of the suit now. Remember to come back.
-----------------
Sun Tower Access
-----------------
There is no one here. Don't be afraid to jump into the water. It's safe
now. Move on along the hall and there are some crates. Blow them up for
some Ultra Energy. Make sure you scan them first.
New Research Entry! Ultra Energy
Ultra Energy. Replenishes 100 units of energy.
There is this weird electric orb hovering above the room. Scan it. IT is
a Pulse Bombu, but do not try to fight it yet.
New Creature! Pulse Bombu
Attack:
Energy Bomb Drop
Strength:
Wave Beam: 3 shots
"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.
Detailed Description:
Hoo hoo hoo... So, to be more creative, the designers of Metroid Prime have
added a u to the word Bomb to make the Bombu! That's creative, I am sure.
Pulse Bombus are electric life-forms which look like a blue ball with a
couple of yellow balls stuck to it. They make a special hovering sound
when they are around. Pulse Bombus drop bombs down on their enemies. That
is it. They can only be hurt by the Wave Beam. So if you do not have it,
just turn into a morph ball and roll under it. A cool way to kill these
beings is to use a charge beam to draw them near and then releasing the
beam just before it crashes into Samus!
Roll under the Pulse Bombu and go through the door to the Sun Tower.
---------------
Sun Tower
---------------
There is a magnetic track here. This is what Samus will use to return to
the Sunchamber later. Drop down to the bottom, ignore the War Wasps and
go through the door.
-----------------------------------
Transport to Magmoor Caverns North
-----------------------------------
I know there is a transport, but first let's backtrack and collect the
items you have left behind. Go through the door to the left.
---------------
Vault Access
---------------
Roll into a ball, and go over to the lift, and let it carry you up to the
hole. Then roll through. My cousin thinks that this is one of the stupidest
contraptions ever. Jump up the steps with the Bomb Jump and roll out through
the other hole to the door. You are in the Vault now.
---------------
Vault
---------------
Number of Missile Expansions: 1
There is something locked up in the Vault, and it is another Missile
Expansion. There are 3 Morph Ball holes to be activated. The first one
is on ground level, and can be opened by first bombing the grate. Then
roll in and plant a Bomb. The lock will be released. Bomb Jump up the second
one, and do the same. To reach the highest hole, plant 2 Bombs on the ground,
with a slight pause between each drop, and then when Samus is at the peak
of her Bomb Jump, plant the Bomb in the air. Then the bottom Bomb should
propel Samus up to the higher Bomb, which propels her up to the hole. Bomb
the hole, and the gates will open, allowing you to get the 6th Missile
Expansion of the game. You now can carry 30 missiles! 44 Missile Expansions
left to be collected!
There is a Chozo Lore on the wall. Scan it for another one in the Log Book.
New Chozo Lore! Beginnings
Our sanctuary grows by the day. We Chozo know much of technology, but we
have chosen to leave it behind on this journey. Our home here on Tallon
IV will be a place of simplicity: structures 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
our own in return. (1) All that is wild will flow around us here: our race
will be just one more group of reatures 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. (2)
Explanations:
(1) The reasons why some Chozos want to stay on Tallon IV is that they
think that their usage of technology has made them corrupt. Hence they
would rather live with nature.
(2) By living among nature, they believed that they could be wiser and
would discover their true selves.
Get out through the other door, and you will in the Plaza Access.
------------------------
Plaza Access/Main Plaza
------------------------
Even more Beetles. Kill them, and go through the door back to the Main
Plaza. There is an Energy Tank behind the door. Take it! This is the third
tank of 14. You now have 399 units of energy. Drop down to the Main Plaza
and return to the Ruined Shrine. (NOTE: A Plated Beetle will appear in
place of the normal Beetles.)
---------------
Ruined Shrine
---------------
Number of Missile Expansions: 2
Remember the weakness in the wall made by the sandstone? Blow it up with
a Morph Ball Bomb and roll in. The Missile Expansion is inside! This makes
the 7th Power Expansion. There are 43 left to go! Go to the Ruined Nursery.
---------------
Ruined Nursery
---------------
Number of Missile Expansions: 1
There is a mini maze on the wall. First, enter it from the entrance near
the door you went in through, and then jump up. There is a rock beneath
a metal box. Blow up the block with a bomb and the box will be lowered.
Then enter the mini maze from the other entrance, bombing rocks that get
in the way. Eventually, you will reach the Missile Expansion. This is the
8th Missile Expansion of Metroid Prime. They are now 42 remaining! Go to
the Ruined Gallery now.
---------------
Ruined Gallery
---------------
Still no fancy pictures in this gallery, but the water is now clean. Jump
down to the Tangle Weed, and roll into a Morph Ball. Bomb jump up the hole,
and roll along the tunnel for the missile! That's the 9th in the game!
9 down, 41 to go! Go to the Transport Access North now.
-----------------------
Transport Access North
-----------------------
Roll through the hole and you will reach the door that leads back to the
Transport to Magmoor Caverns North.
------------------------------------
Transport to Magmoor Caverns North
------------------------------------
Scan the switch to activate the transport, and ride it down to Magmoor
Caverns. Now, let's move on to the next chapter.
-----------------------------------------------------
6. Samus' Mission Part 2: The Caverns and the Drifts
-----------------------------------------------------
Get out of the transport, and take care of business!
---------------
Burning Trail
---------------
The name of this place looks scary, but don't worry, things are not hot,
yet. There are lifts here. But just jump down to the bottom. Samus will
not take fall damage.
Enter the hallway. There are some Shriekbats here too! As the hallway is
so narrow, don't let them suicide bomb Samus! Kill them in mid-air. There
is a Save Room here, guarded by a Blast Shield. Blow it up. Before you
save, scan that creature on the island over the lava. It's a Grizby.
New Creature! Grizby
Strength:
Missile Launcher: 1 Missile
"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 buy concussive blasts. Its intelligence
is limited to instinctive scavenging patterns."
Detailed Description:
A subvolcanic carrion feeder eh? Not bad, at least it gets cooked food
all the time. Anyway, Grizbies do not attack Samus, but they just walk
around like the Geemer, waiting for Samus to bump into it. That's all.
To remove this pest, just blast it with a Missile. Otherwise, ignore it.
When you have saved, jump past the island in the lava and go through the
door to the main area of Magmoor Caverns.
---------------
Lake Tunnel
---------------
Hmm, there are some ledges over the lava, and both of which are guarded
by Grizbies and some flame nozzles. Blow up the Grizbies and then jump
from ledge to ledge until you reach the other side. Go through the door.
On the way to the door, you will see something in the ground, that pops
up and fires blue slime at Samus. Scan these, and destroy them as well.
They are known as, obviously, Burrowers.
New Creature! Burrower
Attack:
Blue Slime Spit
Strength:
Power Beam: 1 shot
"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."
Detailed Description:
Burrowers are just insects the burrow underground in hot areas like the
Magmoor Caverns. They will jump out into the air for a while, making a
screeching sound before spitting some blue slime at Samus. This can be
easily avoided, and you can just return the favor by shooting a single
Power Beam shot at it to kill it. As simple as that.
---------------
Lava Lake
---------------
This has got to be the representative area of Magmoor Caverns, as you are
given a whole overview of the room. Walk out to the room, and a large dragon
pops out of the lava! Scan it! It's a Magmoor, which the cavern is named
after. Then kill it, when he dies his head will pop off!
New Creature! Magmoor
Attacks:
Fire Blast
Lunge Bite
Strength:
Power Beam: 2 Charge Beams
Ice Beam and Missile Launcher: 1 shot to freeze, 1 missile to kill
"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 starting accuracy."
Detailed Description:
Magmoors are creatures that are indigenous to the Magmoor Caverns, why
as there are so many of them, the caverns are named after them! Magmoors
may be big, but their attacks are not that threatening, really. All they
can do is to blast a stream of flame towards Samus, and that is not very
accurate. At close range, it can attempt to bite you, but that is unlikely.
I guess Magmoors can just wait until Samus has the Ice Beam, as one single
shot can freeze it, (head only), and when you reply with a missile, boom!
Before you cross this large lake, scan those green puffy enemies there.
They are known as Puffers. Then kill them from a range, and do not go over
there until the gas has disappeared completely.
New Creature! Puffer
Strength:
Power Beam: 1 shot
"Unstable gas-filled organism. Will rupture on contact.
Puffers fill their bodies with lethal meta-virpium has 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 thy release upon death is often fatal to the creature that
brings them down as well."
Detailed Description:
Yes, this has got to be sort of analogous to those poisonous puffer fish
that can only be prepared by skilled licensed chefs in Japan. Puffers are
large green spheres with so many crates sticking out of them. When Samus
bumps into one, it will explode, releasing its poison gas. Because of this
only skilled licensed fighters can fight these guys. Samus is one of them.
Just shoot them with the Power Beam. When they die, they will release their
gas, which will remain in the air for a while. Only go over there when
they are gone, or Samus will lose energy. Understood?
Jump over to the ledges to the right. Beware of the circular platforms,
they cannot hold Samus' weight indefinitely, and will sink into the lava.
There are a couple more Puffers and a Magmoor to be killed here. With them
out of the way, jump over to solid dry land on the other side. This is
just the beginning, Samus!
There is a cracked wall here behind some crates. Use the morph ball bomb
to blow it up, and roll through to the other side, blowing that wall up
as you go. You will be at another lake. Just kill the puffers and make
your way across the ledges and you will reach the other door.
---------------
Pit Tunnel
---------------
There is a new enemy down in the pit. They are known as Triclops.
New Creature! Triclops
Attack:
Grab and Spit Samus Ball
Strength:
Morph Ball Bomb: 1 Bomb
"Hard-shelled creature with powerful jaws.
The Triclops is a hunter-gatherer. It collects small creatures and bits
of foodstuff, then deposit them elsewhere for later consumption. The hard
tripartite mandibles it uses to move earth and rock are quite strong and
difficult to escape once ensnared."
Detailed Description:
As the name suggests, the Triclops is a creature with 3 horns. When Samus
is rolled into a Morph Ball. These enemies will mistake the Morph Ball
for food and will try to grab it. But finding the ball inedible, it will
just spit it out somewhere else. To kill these guys, just beat them at
their own game. Drop a bomb near a Triclops and it will mistake it for
food and swallow it. Then, like in those Tom and Jerry cartoons, it will
go out with a big boom from the inside!
Roll under the pit, avoiding or killing the Triclops are go over to the
other side, and through the door.
---------------
Triclops Pit
---------------
Number of Missile Expansions: 1
This has got to be a big room dedicated to all those Triclops down there.
The main attraction is definitely the pit itself. But how to get in? Jump
down to the bottom of the room, and you will find an alcove with a lot
of steam shooting out. There is a hole for Samus to roll in with the Morph
Ball. Inside, there are lots of Triclops. Blow them up if you wish, but
your target will be the other hole in this pit. Find it, and roll through.
You will come to a door. Go through.
Remember!
There is a set of invisible platforms and a hollow pillar high above the
pit you are in now! Remember to come back with the X-Ray Visor.
---------------
Storage Cavern
---------------
Number of Missile Expansions: 1
Make your way to the end of this cavern and you will see what the Space
Pirates have been storing. It's a Missile Expansion. Get it now! You now
can carry 50 Missiles! This is the 10th Expansion in the game, and that
leaves 40 to be found! Get back out to the Triclops Pit.
---------------
Triclops Pit
---------------
Number of Missile Expansions: 1
This time, make your way up to the top of the room, and jump across those
circular platforms quickly, and go through the other door high above.
Remember to come back when you have the X-Ray Visor.
---------------
Monitor Tunnel
---------------
There are no monitors here yet, but there are Puffers. Kill them all, and
as the gas clears, make your way past those rising platforms and then go
through the other door to the Monitor Station.
---------------
Monitor Station
---------------
The computer station is guarded by numerous Auto Defense Turrets. There
are no switches to deactivate them there, so you will have to take them
out from a range with missiles. Then go over to the bottom of the tower,
and jump on the circular platform on the other side, and over to the path
going up. You will find another Auto Defense Turret as you ascend. So,
blow it up quickly. Then you will come to a dead end, and there is a bridge
to the left, below Samus. Jump on the bridge and you will find yourself
at the computer terminals. There is nothing of interest in those computer
terminals, and no Pirate Data either. So, just cross the other bridge and
go through the door.
-------------------
Transport Tunnel A
-------------------
This is another morph ball tunnel. There is an Energy Tank hidden at the
top of the mini maze. At the first block, do a bomb jump combo to boost
Samus up. Remember that the blocks disintegrate after 2 bombs, so your
timing has to be precise. Then go left, and boost Samus up once more. GO
left again, and the Energy Tank should be right above the block Samus is
now on. Easy does it! Do a jump combo against the block and the tank should
be yours! This is the 4th Energy Tank of the game, and you now have 499
units of energy! This leaves 10 more Energy Tanks to be collected.
With your new energy tank, make your way down to the far bottom left of
the mini maze and then roll over to the door. You will come to another
of those Transport thingies, or I should say, elevators.
------------------------------------
Transport to Phendrana Drifts North
------------------------------------
There is another transport here. Scan the switch to activate it. Then take
it up. Samus will arrive at Phendrana Drifts.
------------------------------
b. Entering Phendrana Drifts
-----------------------------
Let's get out of the transport now. Let's prepare our parkas, as it's really
cold out there at subzero temperatures...
-------------------
Shoreline Entrance
-------------------
It's so cold here that a thick wall of ice has blocked off the tunnel.
There are in total 4 walls of ice which can be blown away by Charged Beams.
So, with them out of the way, you can go out to the Phendrana Shorelines.
---------------------
Phendrana Shorelines
---------------------
Number of Missile Expansions: 2
Walk forwards, and you can get to have an overview of this open area. This
must be the representative area of Phendrana Drifts, as the music changes
its mood here. Look up, and you will see some bats flying around. Scan
them from where you are standing. You may need a couple of scans as they
fly around the air so quickly. Don't worry, those are not enemies.
New Creature! Flickerbat
"Scavenger with optical camouflaging that renders it invisible to the naked
eye.
Flickerbats are deceptive creatures. The only way to track them reliably
is with x-ray imaging. They fly around ceaselessly, hunting insects and
other small prey that float on the air currents. Flickerbats tend to fly
in cyclical hunting patterns, using primitive sonar to navigate."
Detailed Description:
Flickerbats are just some bats that fly around very quickly in the air
in Phrendana Drifts. They pose very little threat to Samus, and you don't
need to fight these things. If you do, then you will need an X-Ray Visor
to keep an eye on them, as they move so fast.
See the drainage grating? It can be busted with a missile. Enter, and scan
and kill the Crystallite in the way, and roll through the hole in the snow.
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,
which the Crystallite retains for the rest of its life."
Detailed Description:
Crystallite are just another of those harmless little critters that crawl
around Phendrana Drifts, waiting for Samus to hurt herself by running into
them. They do have a very hard shell, but that can be penetrated by a Missile
or a single Plasma Beam shot, which melts the shell immediately!
Scan the control panel on the wall, and a door will be powered here. Now,
roll out, and enter the Save Station detected, and save.
Remember!
There is a pillar next to the opening that leads to the Save Station. Behind
it, is a wall of ice blocking off a Missile Expansion. You can melt the
ice when you have the Plasma Beam, so remember to come back later.
Go out, turn left, and jump up the ledges, avoiding the Crystallites. Then
jump your way to the door and go through.
-----------------
Ice Ruins Access
-----------------
There is a wall of ice blocking the tunnel, use a charge beam to blow it
up. There is a Scatter Bombu in the way, scan it and roll under it.
New Creature! Scatter Bombu
Attack:
Triple Electric Bolt
Strength:
Wave Beam: 3 shots
"Pulsing tendrils of energy extend from creature's body.
Like all Bombus, these creatures can only be 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."
Detailed Description:
Scatter Bombus are basically the brothers of the Pulse Bombus. They only
like to hand around in circular tubes, zapping 3 continuous beams of
electricity which they like to rotate around. Fortunately, they can also
be destroyed, but with the Wave Beam. Otherwise, just roll between the
electric bolts and off you go! OK? Getting too close to the Scatter Bombus
may cause your visor to become fuzzy.
Roll over to the other door and go through. You should be in the Ice Ruins
East by now.
---------------
Ice Ruins East
---------------
Number of Missile Expansions: 2
Everything seems peaceful, doesn't it? Including two blue lumps on the
ground. But as you go close, those lumps rise up, and 2 Baby Sheegoths
come out to attack Samus. Dash behind their backs and blast them to pieces.
But first, scan them for a Creature Entry.
Young Sheegoths grow a resilient shell of ice on their backs which serves
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 potential prey, then feast on their frozen
victim."
Detailed Description:
No, this is not a female Gothic warrior, but is some blue creature with
a big blue shell on its back. Even though they are babies, they don't need
to be fed with bottles, they just hunt on their own! They can shoot balls
of ice at Samus from a range, and they can freeze her with their ice breath.
Don't worry, they do not like Samus sashimi. Just tap B rapidly to break
free if you are frozen. Their final attack, the charge bite, can easily
be avoided. At this point, you can easily go behind it and blast its shell
off with a charge beam. Then a few more shots are enough to defeat these
overgrown "babies". If the babies are so tough, then the adults...!
Now, with the 2 babies dead, go over to the far end of the ruins and jump
up the ledges. Avoid the Crystallites as you go. As you prepare to jump
on to the building to the first set of Crystallites, look to your left.
There is a Spider Ball Track. Remember to come back later. REMEMBER! Follow
the rooftops and you will reach the other door. GO through.
Remember!
Remember to examine the wall beneath the door with the X-Ray Visor later.
---------------
Plaza Walkway
---------------
They call this the Plaza Walkway, and yet there are nothing but a lot of
Ice Burrowers moving around. Scan them quickly, as you won't be seeing
them later. Then kill them as usual.
New Creature! Ice Burrower
Attack:
Blue Slime Spit
Strength:
Power Beam: 1 shot
"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."
Detailed Description:
Ice Burrowers, are just like the normal Burrowers, only that they live
in the cold environment of Phendrana Drifts. When you meet them, they attack
the same way as the normal Burrower, spitting blue slime. One Power Beam
shot is all Samus needs to kill these things.
Go through the door on the other end of this walkway.
----------------------
Phendrana Shorelines
----------------------
You are on the top of the Phendrana Drifts now. Just go through the door
on the other end of this walkway.
---------------
Ruins Entryway
---------------
As you do not have the Wave Beam yet, just roll under these Pulse Bombus
and get through the other door.
---------------
Ice Ruins West
---------------
You are now in the Ice Ruins West. There are some Baby Sheegoths here and
there taking an afternoon nap. Just surprise them from the rear and kill
them both. You will see that there is a Wave Beam door here, so the only
door you can go through will be the one with the blast shield.
Before you go anywhere, you should notice that there is an alcove near
the door that you came in with a Chozo Lore. Scan it for another entry.
New Chozo Lore! 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 with 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.
Explanation:
The Chozos have built a temple in an attempt to contain the Great Poison.
To unlock the temple, 12 Artifacts are needed. They can be found by Samus
later on. Initially, Chozos have guarded the artifacts, but even they are
being corrupted, and hence some Artifacts will be in Space Pirate hands.
Go through the blast shield door now.
----------------
Canyon Entryway
----------------
As before, roll under and between the Pulse Bombus' electric bolts, and
go through the door on the other side, you will be in the canyon.
----------------
Phendrana Canyon
----------------
First, drop down to the broken bridge, and turn around. See the Chozo Lore
behind the crates? Scan it now.
New Chozo Lore! 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. Vone 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.
Explanation:
Talk about a similar situation like Resident Evil. This time, it takes
place in an entire planet, not a city. A meteor crashes into Tallon IV,
poisons the land, including the people, and the residents turn very evil,
and seek to destroy things, like the zombies of Raccoon City. Ahh... that's
cool. I think Resident Evil fans should like this game!
Then, jump off the bridge, and kill the Baby Sheegoth from the rear, and
go up the slope to the right. There is a switch. Scan it to activate it,
and a series of platforms will align, allowing Samus to hop over the canyon.
Hope on the ledges one by one. Hurry! The platforms will explode one by
one soon after Samus hops on them. Now, you can go and get the Boost Ball.
New Gadget! Boost Ball
With the Boost Ball, Samus can roll much faster on the ground. She may
also have the speed to boost up half-pipes and more! To charge up the Boost
Ball, press and hold B, then release. Perform the Boost ball repeatedly
to go very very fast and high up!
As the Ice Ruins West has a dead end, let's go all the way back to the
Monitor Station of Magmoor Caverns. Meanwhile, you will be informed that
a Half-Pipe structure has been detected in the Tallon Overworld. So make
your way there, via the Magmoor Caverns. On your way back, you will notice
Meta Ridley flying high above the Phendrana Shorelines. What's here doing
here? I wonder...
--------------------------------
c. Half-pipe Structure Detected
--------------------------------
*****MAGMOOR CAVERNS*****
----------------
Monitor Station
----------------
Jump down to the bottom of this room, and go through the door opposite
the one you came in through. You will be in the Shores Tunnel.
---------------
Shore Tunnel
---------------
Go through the tunnel to the other side, and leave through the other door.
You will notice that there is a weakness in the Bendezium frame of the
glass tunnel. So make sure you come back when you have the Power Bomb.
---------------
Fiery Shores
---------------
This area really is very well described. It's like a lava beach! Anyway,
wait for the flame nozzles to stop spewing flame, and hop over the ledge
to the other side. You will encounter a Magmoor, as well as a Triclops.
Jump onto the ledge with the Triclops and roll into a bomb. Blow the Triclops
up and enter the hole up there.
There is another path for the ball to roll through. Bomb away the crates.
Then make your way up to the catwalk. Roll over to the other end and collect
the 11th Missile Expansion in the game! You now can carry 55 missiles!
That's 39 left to go! Roll back to where you entered the path and turn
back into the non-ball Samus.
Move forward and jump across the ledges, avoiding the flame nozzles. Then
go through the tunnel to Transport Tunnel B.
-------------------
Transport Tunnel B
-------------------
There is a Magmoor here, but just ignore it. Roll to the left, up the slope,
through the rails to the other side of the lava pool. Then go through the
door, don't worry, you will not be derailed while on.
-----------------------------------
Transport to Tallon Overworld West
-----------------------------------
Ignore the other door, activate the transport and go up back to the Tallon
Overworld. You will be very near to the other transport when you go up.
*****TALLON OVERWORLD*****
So, get out of there to the Transport Tunnel B.
-------------------
Transport Tunnel B
-------------------
There are several Zoomers here, ignore them. See the bridge? There is steam
down there, but if Samus drops down to the bottom, you can find the 12th
Missile Expansion in the game! Then Samus can carry 60 Missiles, and 38
Expansions are left to be collected!
---------------
Root Cave
---------------
There is a Beetle nest directly in front of you. Go forward, kill the Beetles
that come out, and make your way to the first door you see. Blast the blast
shield and go through. It's the Root Tunnel.
---------------
Root Tunnel
---------------
There is a new creature here, called the Bloodflower. Scan it and kill
it before it can unleash its poison at Samus.
New Creature! Bloodflower
Attack:
Green Poison Ball Attack
Strength:
Power Beam: 1-2 Charge Beams
Plasma Beam: 1 shot
"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."
Detailed Description:
The Bloodflower is not a bloody flower, just a very poisonous one. It
attacks by spitting out green poison balls which are its spores. The spores
can be intercepted in mid air with any beam weapon. If you use the Charge
Beam, you will have to hit it with 2 shots. If you can hit the spore as
it is still near the Bloodflower, it will explode, taking the flower with
it! I don't care how you kill these guys, but Plasma Beam works best.
Go through the door at the other end, and you will arrive at the top of
the Tallon Canyon once again.
---------------
Tallon Canyon
---------------
Drop down to the ground, and go over to the half pipe as asked. Boost Ball
up to the left, and you will be on a high up ledge. Cross the tree trunk,
which is the bridge, and blow up the barrier with the morph ball bomb,
and roll through, destroying any more barriers in the way before you go
through the door on the other side.
---------------
Gully
---------------
Just blow up any Zoomers in the way with the Power Beam and go through
the door on the other side of this hallway.
---------------
Landing Site
---------------
You are on the top of the Landing Site now. Go to the left, and go through
the door there. Inside, there are a pair of Space Jump Boots for Samus
to collect. Great, now you can jump twice in mid air, and can jump further
and higher than you were a moment ago!
Then, jump back out, and get down to your ship. Behind the ship, is a small
tunnel with Tangle Weeds inside. Roll in for a Missile Expansion. That's
the 13th one in the game. You can now carry up to 65 missiles. There are
37 more to go. Now, just enter your ship and save.
Then, go over to the waterfall, and jump up the ledges there, over the
waterfall, to a door that you can now reach. Go through it now. (You will
be informed that of a Predator Increase in Phendrana Region, we will see
to that a bit later.
---------------
Temple Hall
---------------
In this hall, there is a new creature above, called the Seedling. Scan
it and kill it, along with 2 of its little friends. I know, the scanning
process IS going to be painful, as you will be hit by his spines!
New Creature! Seedling
Attack:
Sharp Spine Launch
Strength:
Power Beam: 1 Charge Beam
"Plant based ground feeder. Dorsal spines can be ejected in self-defense."
Detailed Description:
Well, seedlings in the real world are those of young plants that have just
sprouted. But the Seedlings here are some large blue bulb like plant
creature. When they see Samus, they eject their spines at all directions,
making it hard for Samus to avoid getting hit. The best course of action
is to quickly kill these pests before they can even see her!
Now, go through the door at the other end, making your way through all
those Tangle Weeds.
-------------------------
Temple Security Station
-------------------------
You are in one of those hexagonal glass hallways that you can see through.
When you step forward, you will be given an overview of this area. It
actually belongs to the Impact Crater of the meteor with the Great Poison!
Move along the hallway, and you will see a hologram of the 12 Chozo Artifacts.
Scan it for another interesting Pirate Data
New Pirate Data! Artifact Temple
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. (1) 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. (2) 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.
Explanations:
(1) This temple here has been built by the Chozos to contain the Great
Poison caused by the meteor.
(2) To gain access to the Impact Crater, Samus must find all the Chozo
Artifacts and return them to the Artifact Temple. Some are in the hands
of the Space Pirates, but they do not know what to do with them yet.
Now, with this tidbit of information, go through the other door through
the Temple Lobby to the Artifact Temple itself.
---------------
Artifact Temple
---------------
There are 2 passages of Chozo Lore on the walls. Scan them both before
going down to the Artifact Temple.
New Chozo Lore! 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. (1) 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. (2) Those who deface or destroy them will
know our wrath, unfettered and raw.
Explanations:
(1) The Chozo Statues found on Tallon IV can help Samus in a lot of ways,
as you see later in the game.
(2) Some Chozo Statues can only help Samus if she can give them an offering.
New Chozo Lore! 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 at every attempt.(1)
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.
(2) We can only hope the Artifacts ate not destroyed by the invader, for
them all will be lost. So, we do what we can to preserve the Artifacts,
and to guide the Newborn to them. (3) Time wanes with our souls, yet hope
remains.
Explanations:
(1) The Space Pirate invaders have tried numerous attempts to breach the
Artifact Temple, but they have never succeeded. They also cannot destroy
any of the Chozo artifacts either, and some are still in their hands.
(2) The Great Defender is Samus, and the unholy Worm is... you will see.
(3) All those totems in the Artifact Temple will provide hints for Samus
to the whereabouts of the Chozo Artifacts.
Now, move forward to the "Stonehenge" structure. There is an Artifact in
the middle. It is the Artifact of Truth. The 1st of 12, now, 11 remain!
Scan the totems that are active for more clues regarding the whereabouts
of other Chozo Artifacts.
New Artifact Entry! Strength
The heat of Magmoor was a test for many warriors. A Shrine in their honor
holds the Artifact of Strength.
Explanation:
There is a shrine located high above the Monitor Station of Magmoor Caverns.
Inside is the Artifact of Strength.
New Artifact Entry! Elder
Invaders have claimed Phendrana as their own. A Tower sits atop their
fortress. Collapse it to reveal the chamber where the Artifact of Elder
is held.
Explanation:
The Artifact of Elder is found at the Control Tower in the Phendrana Drifts.
You will need a Plasma Beam and Super Missiles for the job.
New Artifact Entry! Wild
A Sunchamber high atop our ruined home became the nest of a great beast,
and a source of corruption. Many Chozo spirits have been drawn to this
tainted place. Release their bond to the world to claim the Artifact of
Wild.
Explanation:
You have been to the Sunchamber before. You should get back up there from
the Sun Tower with the Spiderball to get this Artifact.
New Artifact Entry! Livegiver
There is a tower within the Ruins where Light always shines. Move through
the waters there to find the Artifact of Lifegiver.
Explanation:
You will need the Gravity Suit to penetrate the waters of the Tower of
Light in the Chozo Ruins to get this Artifact.
New Artifact Entry! Chozo
In one of Tallon's far corners, a Grove of Life lies. Reveal the pillar
beneath the waves to find the Artifact of Chozo.
Explanation:
The Artifact of Chozo is in the Life Grove of the Tallon Overworld.
New Artifact Entry! World
Within the ruins of our home, we honor our fallen Elders in a great Hall.
A chamber beneath the statue holds the Artifact of World.
Explanation:
The Artifact of World is located in the Elder Hall of the Chozo Ruins.
You will need the Plasma Beam to get at it.
New Artifact Entry! Spirit
A tall cave stands at Phendrana's Edge. Seek the unseen entrance at its
top to find the Artifact of Spirit.
Explanation:
There is a set of invisible platforms leading up to the top of Phendrana's
Edge. You will need a Power Bomb to reveal the door to the Artifact.
Now, get back to the ship and save again. We are going back to Phendrana
Drifts via the Chozo Ruins and Magmoor Caverns. So let's return to the
Main Plaza of the Chozo Ruins.
-----------------------------------------
d. Predator Increase in Phendrana Region
-----------------------------------------
*****CHOZO RUINS*****
---------------
Main Plaza
---------------
Number of Missile Expansions: 3
You are now going to collect one of the 3 missile expansions of the Main
Plaza. Now, enter the Ruined Shrine. Go over to the half-pipe and boost
Samus up using the Boost Ball! There's the Missile Expansion, in an alcove
on the wall. Get it now. You now have 14 Missile Expansions in total, and
can carry 70 missiles. Now, that leaves 36 left!
---------------
Ruined Shrine
---------------
Number of Missile Expansions: 1
Samus can now go up the half pipe. Boost Ball up to the right hand side
and roll into the hole. There's your Missile Expansion, get it now! You
now have 15 Missile Expansions, and 35 are left to go! You can now carry
75 Missiles. Now, before we head back to the transport, let's visit the
Gathering Hall.
---------------
Gathering Hall
---------------
Make your way to the top of the Gathering Hall and then jump up on to one
of those red lights by the door. Then double jump up to the grating, roll
into a ball and drop a bomb! The grate blows up, and what do we have here?
A Missile Expansion! Take it. This makes the 16th, you can now carry 80
Missiles! With this, let's make your way back to Magmoor Caverns, to the
Monitor Station we go!
*****MAGMOOR CAVERNS*****
----------------
Magmoor Caverns
----------------
You will notice a ledge to the left of the bridge leading to the door to
the Transport Tunnel. With the Space Jump Boots, you can send Samus up.
Jump up to the bridge above, and cross it. See that device there beneath
the terminal? Scan it for a Research entry. It's a Spinner.
New Research Entry! Spinner
This is a standard Spinner device.
The generator belts of the Spinner can be activated by rapid rotational
force. Use the boost ability of the Morph Ball when inside a Spinner to
activate the device.
Roll into the Morph Ball and into the Spinner. Perform Boost ball a couple
of times, and a bridge will be raised. Use to jump to the ledge beyond
its end, and make your way up. There is a door on the top. Go through it.
---------------
Warrior Shrine
---------------
Number of Power Bomb Expansions: 1
You will find the Artifact of Strength in the hands of the Chozo Statue,
Collect it. You now have 2 of 12 Artifacts. This leaves 10 more to go.
Now, go back to Phendrana Shorelines and save.
Remember!
There is a structural weakness at the base of the shrine. As it is made
of Bendezium, make sure you come back when you have the Power Bomb.
*****PHENDRNA DRIFTS*****
---------------------
Phendrana Shorelines
---------------------
Number of Missile Expansions: 2
There is this ledge kept afloat with a rocket boost with a sharp bottom,
that can be jumped on from the ground level. Jump up there and you will
find yourself outside a temple. As you can see, there is a Cordite ornament
on the wall that can be broken later if you have the Super Missile, so
be sure to come back later in the game. Now, enter the temple.
----------------
Temple Entryway
----------------
There is a Pulse Bombu here and there is also a wall of ice blocking the
path. As you do not have any Wave Beam yet, don't even think about trying
to fight the Pulse Bombu. Instead, just use a missile to blast away the
wall of ice in the way. Just get through the tunnel, avoiding all the Bombus
in the path, and go through the door at the other end to enter the Chozo
Ice Temple, that's the foyer.
-----------------
Chozo Ice Temple
-----------------
Well, everything seems peaceful, except that there is a blue lump in the
middle of the room. It's a Baby Sheegoth! Let's give it a surprise from
the rear. You know what to do now.
Make your way up to the top of the temple, on the way, there is a new creature
that you would like to scan. You only have a few chances left to scan this
creature, so do it now. It looks alike a lizard encased in ice, and it
is actually an Ice Parasite.
New Creature! Ice Parasite
Strength:
Power Beam: 4 shots
"Scavenger with a crystalline outer shell.
Parasites are hardy creatures, sable 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. Omnivorous, it can
exist in areas hostile to most life forms."
Detailed Description:
The Ice Parasite is a parasite that has adapted to the cold conditions
of Phendrana Drifts. It is now encased in ice. The Ice Parasite is no longer
the frail creatures you find on the Space Pirate Frigate. They are much
more armored, and can take 4 shots of the Power Beam. Other than that,
it is harmless, and will not attack in swarms.
Jump to the top, blasting the Crystallites that block your way. On the
top, there will be a door that is blocked, with the bust of a Chozo shaman,
and I think that it is randomized here. The inscription says, "To pass
my gaze, seek my twin in this room."
Well, this puzzle is rather simple. Go back to the corridor behind you,
and you will see the figures of 4 Chozo tradesmen on the wall. One of them
is a shaman. It is made of Brinstone, so you can blow it up with a missile,
to reveal a Morph Ball slot. Bomb Jump up into the slot and drop a bomb.
The door can now be gone through.
---------------
Chapel Tunnel
---------------
Roll through the hole, and you will come to another mini maze. The first
block can be broken with 2 bombs. Drop down there and roll to the right.
See the stone pillar? Blow it away to lower the metal pillar above to unblock
the path above. Go back up through the first block and roll through. There
is another metal pillar in the way. Drop down through the second block
and lower it by bombing its stone foundation as before. Then roll through
to the door at the other end. Go through the door into the Chapel itself.
---------------------
Chapel of the Elders
---------------------
This is where you can find the predator as said in your hint. Move forward,
there is a Wave Beam, here for free! But as Samus goes forward to take
it, it lowers beyond her reach and a group of Baby Sheegoths ambushes her
from behind! There are a total of 4 Baby Sheegoths, 2 will appear first,
and 2 more will come to the first 2's assistance when you have killed them.
Just do the rear attack trick and kill them all. But it is not over.
Suddenly, a wall crumbles, and a giant Sheegoth comes out to fight Samus.
I guess he must be the daddy of the other 4! Scan him now!
New Creature! Sheegoth
Attacks:
Ice Breath
Charging Bite
Energy Blast
Strength:
Morph Ball Bomb: About 6 bombs
Plasma Beam: About 5 shots
"Supreme predator of the Phendrana Drifts.
Sheegoths are invulnerable to most Beam weapons. The crystals on their
back absorb energy, which they can fire at prey. Sheegoths have poor stamina.
They hyperventilate after using their breath attack, making their mouth
area vulnerable. The soft underbelly of a Sheegoth is susceptible to
concussive blasts. In battle, they expel blasts of frigid gas to ensnare
their target. They are also fond of ramming and trampling their hapless
prey."
Detailed Description:
Ah, so these are what the adult Sheegoths are like. Sheegoths are now
extremely endothermic. Regardless of what weapon you use, they will be
absorbed by the crystals on the Sheegoth's back, and he can use it against
you. The Sheegoth can also attack by charging at Smaus or freezing her
with his ice breath. The best way to deal with this behemoth is to roll
into a Morph Ball and roll behind the Sheegoth. Then drop morph ball bombs
when you are under his soft underbelly. Note that this Sheegoth is much
stronger than the other adult Sheegoths. It takes 24 bombs to kill this
guy, while others take only up to 8 bombs. So, be aware of that.
Once the great Sheegoth is brought down, the Wave Beam will be yours for
the taking. Get it now! You finally have a new beam to use!
New Weapon! Wave Beam
Usefulness: ****
The Wave Beam is Samus' electric weapon. Up to 3 swirling beams will be
shot out which are 120 degrees to each other that home in on the target.
The Wave Beam is useful against the Bombus, and three shots will do the
trick against them. The Wave Beam is also capable of temporarily paralyzing
certain enemies if you shoot them with the charge shot. As it is electrical,
the Wave Beam can be used to activate Power Conduits which power up
different devices on Tallon IV. The Wave Beam can be used to open purple
doors.
Now, open the door with your Wave Beam, and go back to the Phendrana
Shorelines and save for now. There are some Baby Sheegoths in the Shorelines
now. Then go back to the Ice Ruins West.
---------------
Ice Ruins West
---------------
Number of Power Bomb Expansions: 1
Kill the Baby Sheegoths here, then make your way to the top of the house
that you found the Chozo Lore in. You will see a stalactite. Scan it, and
then blast it with a missile to make it drop down. It can be used by Samus
to reach that hard to reach ledge.
New Research Entry! 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 unreachable areas.
Now, before you jump up there, jump to the roof of a house to the left
of the stalactite. Turn on the Scan Visor and look to the right. There
will be a group of bats there. Scan them. They are Ice Shriekbats. This
is the only place you can find them.
New Creature! Ice Shriekbat
Attack:
Suicidal Dive Bomb
Strength:
Power Beam: 1 shot
"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."
Detailed Description:
This is just a rarer variant of the Shriekbat, found only the Phendrana
Drifts. They have the same properties of the normal Shriekbats, and they
also like to kamikaze Samus with their stupid dive bombs!
Now, jump over to the opposite rooftop, and jump to the right for the Wave
Beam door you could not go through earlier. Remember that there is a ledge
in the corner behind you with a layer of ice covering a Power Bomb Expansion.
Come back when you have the Plasma Beam.
-------------------
Courtyard Entrance
-------------------
Well, there is nothing here, but the usual hall monitors of Metroid Prime,
that are the Scarabs and the Pulse Bombus. Eliminate them with the Wave
Beam and go through the other door to the Frozen Courtyard.
-----------------
Frozen Courtyard
-----------------
There are 2 spinners around the large pool of water. Use Boost Ball to
power them up, and then you will find the pipes at the top of the courtyard
starting up, and a morph ball slot is activated. Jump up to the Morph Ball
Slot and activate it with a Bomb. The pipes will start adding water and
fill up the pool, causing the water levels to rise. You will find a hole
on the other side with yellow edges accessible now. Jump on the pieces
of ice over to the hole, and bomb jump into it. You will end up rolling
into a chamber with an Energy Tank. So, that is the 5th Energy Tank of
the game! There are 9 more to go! You now have 599 energy.
Now, go back to the Morph Ball Slot and activate it again. This time, hop
over to the tower and make your way to the top. Try not to let the Flickerbats
fly into you. You will come to a 3 way junction at the top. There is a
door that is unpowered, and its Power Conduit is behind a Cordite Statue,
and there is a Wave Beam door, and a door with a Missile Blast Shield.
Go through the one defended by the Blast Shield. It's a Save Station. Save,
and go through the Wave Beam door. You will find yourself in the lab of
the Space Pirates. This is not looking good.
----------------
e. Into the Lab
-----------------
This is where the Space Pirates store some of their specimens for their
zero-G Phazon Experiments.
----------------
Specimen Storage
----------------
I say, they do have some strange ways to welcome visitors to their labs.
After all, who would give us such a warm welcome in form of an Auto Defense
Turret? Blow it up now! There is also an invisible receptionist called
a Shadow Pirate coming after you! Blast him with 2 Charge Beams from the
Wave Beam to get rid of him. Scan him first!
New Creature! Shadow Pirate
Attack:
Fury Slash
Strength:
Wave Beam: 2 Charge Beams
Ice Beam with Missile Launcher: 1 shot to freeze, 1 missile to kill
Plasma Beam: 1 Charge Beam
Super Missile: 1 Blast
"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 solely on melee weapons in battle. Use enhanced detection gear
when fighting these units."
Detailed Description:
Well, well, well. It seems that the Space Pirates have equipped some of
their fighters with stealth gear, so now, they are invisible. Fortunately,
they are still visible for short periods of time while they are running
towards Samus, so you can still attack them. To take them by surprise,
have the Thermal Visor equipped and you should be able to see them from
far away before they can see you. At first, the Wave Beam is ideal to
paralyze them in their tracks, and then when you have the Ice Beam, you
can freeze them and kill them with a missile. Using a Plasma Beam or Super
Missile will guarantee a one hit kill.
Now, go through the door at the other end of the Specimen Storage.
------------------
Research Entrance
------------------
So, you are still in the entrance. You will be told about the main research
facility in a hint. Look up, and blow up that Auto Defense Turret from
a distance. Don't worry, you are out of range.
Then move forward, and you will see some drone detecting Samus, and then
its alarm sounds. The door behind Samus locks up and a barrier rises up
as well. A number Space Pirates are sent in to deal with you! Now, you
can hear the famous Space Pirate Disco Hit as the background theme! Before
you fight them, scan one of them for a new Creature Entry.
New Creature! Space Pirate
Attacks:
Red Beam Attack
Charge Slash
Strength:
Wave Beam: 2 Charge Beams
Ice Beam with Missile Launcher: 1 shot to freeze, 1 missile to kill
Plasma Beam: 1 Charge Beam
"Sentinent 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 species 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."
Detailed Description:
Yes, the main troopers of the evil organization Space Pirates are finally
present. These guys attack at a range by shooting Samus with their red
beams from those cannons, and if Samus is close, they will just try to
slash her. The Space Pirates are quite maneuverable, and can roll around
to avoid Samus' beams. The usual beam weapons apply. Take your pick. As
a rule of a thumb, whenever you hear "Yu-Chi-Goh!", you can be sure that
a Space Pirate or Shadow Pirate is present.
When the music ends, the party is over. The doors will be unlocked. Go
through the door on the same level first for the Map Station. Download
the map of the area. Then go up the slope, and go through the door up there.
-------------------
Hydra Lab Entryway
-------------------
Hmm, some Scatter Bombus are here. Blow them away using the Wave Beam.
Then go through the other door into the Research Lab Hydra.
------------------
Research Lab Hydra
------------------
Number of Missile Expansions: 1
There is a force field blocking your way. Scan the switch to the right
to deactivate it. Then you can enter. I say, the Space Pirates are really
having a party here! You can hear their Disco music again. There are 2
Space Pirates on the same level as you are. Kill them. Then go over to
some computer terminals and scan the red targets for Pirate Data.
New Pirate Data! Phazon Analysis
We have codified the newfound energy source as Phazon, a V-index mutagen
of which we have very little reliable data. (1) Indications point to a
meteor of unknown origin impacting approximately 20 years ago, expelling
Phazon into the environment. (2) 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 reproduction. Plans to establish a
full Science Team on Tallon IV are being finalized. (3)
Explanations:
(1) The Great Poison is actually some kind of substance known as Phazon,
and is a very powerful mutating agent that not even the Space Pirates have
much information about.
(2) So, this is just the Space Pirates' observation of the Meteor Strike.
It also shows that this meteor strike is quite a recent event, and that
the Chozos most likely have left less than 20 years ago.
(3) The Space Pirates are just like Umbrella in this game. They discover
some horrible mutagen, and realize its incredible potential, and they just
start to research it to create even more enhanced fighters!
New Pirate Data! 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 equipment flows increase.
(1) 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, hallucinations. (2) A timeline reassessment
for the refinery operation is recommended, as the material proves more
unstable than initial analysis indicated.
Explanations:
(1) The Space Pirates have set up a mining complex near the Impact Crater
to mine Phazon. It is called the Phazon Mines, they seem to be working
quite well when Samus came in, and she is going in to ruin their party
later in the game. Here's waiting...
(2) Some Space Pirates were a bit careless and were poisoned by the Phazon,
causing them to go mad. Hmm... the symptoms sound similar to those of people
who are high on LSD. Interesting.
New Pirate Data! 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 in through subterranean tunnels.
We have found many small breaches of this latter sort and plug them wherever
we can, but it is unlikely that we will ever achieve full extermination
within our current timetable.
Explanation:
Yes, these are the household problems of the Space Pirates. They build
their facilities, and yet other wild animals keep running in through the
vents and other things. Maybe they should call an exterminator. But never
mind, Samus is now on her way to exterminate them.
Now, there is a switch by an elevator. Scan it, and a hologram will appear.
Get into the hologram to get up to the next level. Make your way up to
the top of the lab along the catwalk, and a Space Pirate jumps down to
confront you. Give him the old electric shock therapy! Now, just continue
to the top, killing any Space Pirates that get in the way, as well as a
couple of Auto Defense Turrets. At the top, there is a capsule made of
Cordite, which can be busted with a Super Missile, so make sure you come
back later. There are 2 sets of Pirate Data to be scanned before you jump
through the Wave Beam door in the corner there. At this point, you should
have had 50% of the Log Book downloaded. Congratulations, you have unlocked
Image Gallery 1!
New Pirate Data! Parasite Larva
Our initial tests exposing Tallon IV's indigenous parasites to Phazon
appear to be successful. (1) Increases in strength, size and aggressiveness
are common in all test subjects, as well as unforeseen 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. (2) Our methods will have to be refined: we have currently 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. (3) Even still, we remain hopeful that further
experimentation will result in success.
Expansions:
(1) This explains the Parasite Queen and all the other Parasite Queen
specimens you have encountered on board the Space Pirate Frigate. They
are apparently the result of infusing Phazon into the Parasites.
(2) Again, the Space Pirates seem to enjoy experimenting on lower level
life forms because their simple minded biology makes them the perfect test
subjects to things that mutate other things (That is, mutagens).
(3) Sometimes, not even lower level life forms can survive a large dosage
of Phazon. They become so uncontrollable that they will have to be mercy
killed. That's what euthanasia is about.
New Pirate Data! Glacial Wastes
Research outpost Glacier One in the Phendrana Drifts region of Tallon IV's
mountains is operating at 85% capacity. Sub-zero temperatures have made
the Metroids sluggish and easy to control, even those well into
Phazon-infusion cycles.(1) 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.(2) Unfortunately, it has become clear that our containment teams
cannot neutralize all of them without a vast increase in munitions and
soldiers.
(1) Ah, the Space Pirates are up to no good again. They are still researching
Metroids, and even experimenting them with Phazon.
(2) Having problems with the Sheegoths, eh, Space Pirates?
-------------------
Observatory Access
-------------------
As soon as you jump through the door, you will be greeted by an Auto Defense
Turret. Using the crates for cover, blow it up quickly. There are 2 more
in this hallway. Blow them up, and go through the door into the Observatory.
---------------
Observatory
---------------
This is the Observatory, a good place for observing stars, and a good place
to kill Space Pirates. That's right, you hear the Disco Hit again! There
are Space Pirates everywhere here. Take them all down. Then, a switch in
a control panel in the bottom will be activated. Go and scan the switch.
A Morph Ball Slot will be activated. Before you go there, scan the terminals
to the right and left for 2 more Pirate Data entries.
New Pirate Data! Phazon Program
Phazon mining is under way. Several garrisons have been established, and
terraforming of the Chozo Ruins is under way. Security systems are
operational, and Science Team continues to make progress in their 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 predictions are half true, we shall
rise to dominance in this sector within a deca-cycle. Truly, these are
glorious times.
Explanation:
It seems that the Phendrana Drifts lab is to be the site of the Space
Pirates' headquarters on Tallon IV. They will soon add a training base
and a starport to dock their ships there. They think that they can dominate
this sector in 10 cycles. God knows how long are 10 cycles.
New Pirate Data! Contact
Scans of the Spiral Sector detected a massive energy spike emanating from
a Wanderer-class planet identified as Tallon IV. (1) Scout reconnaissance
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. (2)
Explanations:
(1) The Space Pirates discovered Tallon IV through an energy spike.
(2) As the Phazon is such a powerful energy resource, the Space Pirates
decides to set up a secondary base here.
Now, go and trigger the Morph Ball Slot with a bomb. The generators in
this room will start to move, and another Morph ball Slot above will be
activated. Trigger it with a bomb and the 4 spinners at the bottom of the
node will be online. Go down there and power them up with Boost Ball. The
hologram will be activated, revealing the map of the entire solar system
of this sector. Scan all the planets. The information of Planet Zebes and
Tallon IV will be downloaded into your log book as a Research Entry.
New Research Entry! Zebes
Planet Zebes
Mass: 4.8 trillion teratons
Profile: Planet's crust is primary Urthic ore, making it ideal for
subterranean construction. A class XIX planet, Zebes is inhospitable to
most bioforms. The world was considered unremarkable until it became a
base for Space Pirate forces.
New Research Entry! Tallon IV
Planet talon 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.
Now, go all the way to the top, and get the Super Missile that has appeared.
New Weapon! Super Missile
Usefulness: ***
The Super Missile is the Missile Combo of the Power Beam and the Missile
Launcher. To use it, press and hold A to charge up the Power Beam, then
while still holding A, press the Y button. A powerful combo will be released,
capable of knocking many enemies down in only one hit. The Super Missile
can be used to destroy things made of Cordite. But there is a way to beat
the game without using this weapon, so I only give it a 3 star usefulness.
A Save Station has been detected in this room, but before saving, go back
to Research Lab Hydra and bust the Cordite capsule for the 17th Missile
Expansion in the game! Now you can carry 85 missiles! That leaves 33 to
go! Now you can save. Then go through the Wave Beam door opposite.
---------------------
West Tower Entrance
---------------------
This tunnel is inhabited by some Scatter Bombus and some Crystallites.
Shock the Bombus with the Wave Beam and blast the Crystallites with Missiles.
Then go through the Blast Shield door to the West Tower.
--------------
West Tower
---------------
There is an elevator here. Activate it by scanning the switch. Ride the
elevator up and go through the door. You will be in the Control Tower.
---------------
Control Tower
---------------
Hear the music. Some Space Pirates are partying on the Control Tower. Let's
rain on their parade with your lovely little Wave Beam! There should be
about 3 Space Pirates down here. Use the crates for cover for this firefight.
When they are down, you will find a team of Flying Pirates swooping down
on Samus! Scan them, and then blast them to oblivion with your new Super
Missile! There are at least 5 of them coming down at you. Just make sure
that they do not hit any of the explosive crates, as they can deal a lot
of damage to Samus when she is close.
New Enemy! Flying Pirate
Attacks:
Green Beam Attack
Missile Barrage
Suicidal Dive Strike
Strength:
Super Missile: 1 Blast
Ice Beam: 2 Charge Beams
Plasma Beam: 1 Charge Beam
"Pirates trained and equipped for airborne assault.
Flying Pirates are extremely agile in the air, but the heat signatures
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 will make a suicide strike."
Detailed Description:
The Space Pirates even have their airborne divisions now. The Flying
Pirates are just Space Pirates with jet packs. They attack by firing their
green beams at Samus. They may also release a barrage of missiles, which
can be determined by their screeching sounds. Even when they are knocked
back the missiles will still fly out. If a Flying Pirate is shot down by
conventional means, they will attempt to dive down at Samus and crash into
her, hoping to blow her up. You can stop this from happening by using Super
Missiles and Charge Plasma Beams. The former will make them explode in
the air, and the latter will literally vaporize them! When they around,
they make a cry that sounds like "Cheegar!" so be aware of that.
With the threat neutralized, go through the other Wave Beam door to the
East Tower.
---------------
East Tower
---------------
As before, activate the elevator, and ride it down. Go through the door
down there.
--------------------
Aether Lab Entryway
--------------------
This entryway is guarded by Bombus on patrol. Fry them, and enter the lab.
--------------------
Research Lab Aether
--------------------
Number of Missile Expansions: 1
This is the lab. Have your Super Missile ready, you are in for a surprise.
What's in the tank? It's a Metroid! So, there are still Metroids in existent.
Scan it in the tank now.
New Creature! Metroid
Attack:
Energy Drain
Strength:
Ice Beam with Missile Launcher: 1 Shot to freeze, 1 Missile to kill
Super Missile: 1 Blast
"Energy-based parasitic predator.
The dominant species of planet SR388, Metroids can such the life-force
out of livening 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 Bomb mode and lay a Bomb."
Detailed Description:
So, these beings are what the Nintendo franchise is named after. After
all, it would sound silly if we call it Samus, Samus II: Return of Samus
and Super Samus, right? Anyway, the Metroids are always resorting to their
energy absorption tricks. They latch onto the top of Samus and sucks the
energy slowly. To shake it off, roll into a ball and lay a Bomb. To kill
a Metroid, you can blast it with a Super Missile, or just freeze it with
the Ice Beam and then blast the frozen body with a missile to finish it.
Metroids still make monkey like cries, so be aware of them when you hear
their characteristic cry. (How stupid!)
Still, more drama! The Metroid suddenly escapes from its stasis tank and
goes after Samus! Oh no! Quickly charge up a Charge Beam and respond with
a Super Missile! They should kill it. Just then, a Space Pirate jumps up
from below, wandering what is going on! Put him to sleep. There are still
threats in the room, as you can still hear the Disco Hit, but they have
no idea that you are here... yet. Scan the billboards and computer terminals
in the room. Two of them will provide Pirate Data.
New Pirate Data! Meta Ridley
The reconstruction of geoform 187, ode-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. Cybernetic 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.
Explanation:
Has your purple dragon let you down twice to a female intruder? Have no
fear! Introducing the new Meta Ridley. Stronger! More mobile! More powerful!
New bonus silver casing added! The perfect defensive dragon for the evil
organization! Coming to a black market near you! Call
0800-852-34233423-SPIRATE for ordering and purchasing information! The
call is tollfree! Call now and get a free Kraid doll with your purchase!
New Pirate Data! Metroid Studies
Initial transfer of Metroids to Tallon IV research facilities 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 under way. 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 the creatures stay stable thereafter remains to
be seen.
Explanation:
In spite of some technical hitches, a new batch of Metroids have been
transferred to the facilities for experiments with Phazon.
Now, jump down to the lab itself. There is a Space Pirate by a computer
terminal. Kill him, and scan the terminal for another Pirate Data.
New Pirate Data! 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 levels 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.
Explanation:
It seems that the Space Pirates are starting to get the hint that infusing
Phazon into their own genes can help reproduce a future generation of elite
fighters. However, there is still a risk of insane mutants.
Make your way down the catwalk. There are just so many Space Pirates here.
Take them all down. You will find a narrow path leading to a Missile
Expansion. Jump up, roll into a ball and roll carefully to the alcove and
get the 18th Missile Expansion in the game! Samus now can carry up to 90
missiles. Now, all she has to do is to collect another 32!
Roll back to the carwalk and go down to the bottom of the lab. There are
so many computer terminals here. Scan them one by one for Pirata Data.
Be sure to scan the switch by the elevator to activate it so you can go
back up later.
New Pirate Data! 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 a clear mystery. (1) The victim does not lose blood or
any other vital fluids, and yet the Metroid extracts energy: identifying
this energy is our central problem. (2) 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. (3)
Explanations:
(1) The Space Pirates still have no idea how the Metroids can absorb energy
from their victims.
(2) The Metroids absorb pure energy from the victim, without any form.
(3) It seems that the Space Pirates may want to collect energy using their
Metroids, in order to store them for further use against their enemies.
New Pirate Data! 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. (1) 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. (2) Furthermore, if we could then harvest the
energy they'd consumed, we would have a near-limitless source of power
at our disposal. (3)
Explanations:
(1) As it is so hard for the Space Pirates to understand the principles
of the Metroids, they could care less and train them to be fighters.
(2) Metroids are still vulnerable to cold weapons like the Ice Beam.
(3) Another use of the Metroids will be to provide endless power for the
cause of the Space Pirates. The Ceres Foundation has found that out before
the Space Pirates did.
Explore the room. You will find many things in the stasis tanks, including
Metroids and an Energy Tank! Use the Super Missile to blow up the tank,
and collect your prize! You have collected the 6th Energy Tank out of 14,
and there are 8 more to go. You now have 699 energy! As for the other Metroids,
I don't think you would want to bother with them just yet. Just go over
to the crates, blow them up to uncover the door and open it. Drop through.
---------------------
Research Core Access
---------------------
There are 2 Beetles in this hallway. But what is this? They have ice on
their backs. Scan them and kill them with Charge Beams. They are Ice
Beetles.
New Creature! Ice Beetle
Strength:
Power Beam: 1 Charge Beam
Plasma Beam: 1 Shot
"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 ice shell covering
its entire body. The ice is extremely resilient, providing the Ice Beetle
with extra protection and augmented digging abilities."
These are just a variant of the Volkswagen Beetle that can adapt to freezing
conditions of Phendrana Drifts. As it has ice on its back, the Ice Beetle
has heavier armor than the standard model, and hence a Charge Beam is needed
to kill it. A Plasma Beam will melt it in one shot.
Now, go through the other door to the Research Core.
---------------
Research Core
---------------
You are inside the heart of the research facility of Phendrana Drifts.
There is a Space Pirate busy working on the computer. Kill him. Go over
to the computer terminal. Meanwhile, 2 Flying Pirates will come over to
assist their fallen friend. Use 2 Super Missiles to shoot them down. Then
all will be clear. Scan the computer terminal to deactivate a circuit
controlling the tank below.
Now, make your way down to the bottom, along the catwalk. Ignore the
Metroids for now. But destroy all Auto Defense Turrets you can see from
above. Then they cannot tell that you are here. One of the catwalks below
holds another red target. Scan it to deactivate another auxiliary circuit
of the force field below. At the bottom, scan the red target on a computer
terminal to deactivate the main circuit, and the Visor will be yours for
the taking! It's the Thermal Visor!
New Visor! Thermal Visor
Usefulness: ***
This Thermal Visor allows you to see some enemies that are invisible through
their heat signature. The visor will automatically target the enemy close
by, so press and hold L to lock onto the target. You can detect Power
Conduits with the Thermal Visor too. However, it is not mandatory to collect
this visor, as you can sometimes guess the location of the Power Conduits
and enemies.
With the Thermal Visor, the room suddenly experiences a Power Cut, and
everything becomes so dark and creepy. Switch to your Thermal Visor quick!
Because, 2 Shadow Pirates are here to ambush you! Take them out with the
Super Missiles quickly! Then make your way up, blasting any Metroids that
bust out of their little fish tanks. Then go to the door. It's offline.
There is a Power Conduit to the right. Charge it up with a Wave Beam, and
go through.
---------------------
Research Core Access
---------------------
Just as you think the Ice Beetles are still there, two new enemies are
here! They are Sentry Drones! Scan one, and destroy them, or you cannot
get out of this room at all.
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."
Detailed Description:
Sentry Drones are some security robots who guard certain rooms. Whenever
he is alerted, a Sentry Drone will sound an alarm, and all doors to the
room will be locked up. They will then attack Samus with their lasers and
machine guns. To destroy a Sentry Drone. A charge beam from any beam will
do. The Wave Beam is the most effective, as the drone will not explode
with an Electromagnetic Pulse when destroyed.
With the drones gone, let's get out of here! Go all the way back to the
Ruined Courtyard. You have to be particularly careful in Research Lab
Aether, as your initial position is unfavorable to ambush the Shadow
Pirates. It's easier for THEM to ambush you instead! I suggest you stop
to save in the Observatory on the way. Then, in the Research Lab Hydra,
you will notice many Shadow Pirates hanging on the ceiling. Blast them
with Super Missiles, and they will be taken by surprise.
-----------------
Frozen Courtyard
-----------------
Well, that was a relief, there is light again. First, enter the Save Station
to save, and then jump back out to the central ledge. Jump over to the
offline door and scan for a weakness in the Cordite wall above the door.
Blast the weakness with a Super Missile, and then fire at the Power Conduit
hidden there with the Wave Beam. The door will be online. Go through.
------------------
Quarantine Access
------------------
There are a number of Pulse Bombus on patrol in this hallway. Blast these
bombus with the Wave Beam. Then go through the door to the next hallway.
------------------------
North Quarantine Tunnel
------------------------
There is a tunnel for the Morph Ball to roll through. Just use the Boost
Ball to speed past all the Pulse Bombus, and go through the door on the
other side.
----------------
Quarantine Cave
----------------
This is where you will fight the boss of Phendrana Drifts. Take a deep
breath, and then jump down to the pit below. There is this big lump of
rock in the middle of the room. Samus walks forward to examine it, and
surprise! A rock pops up from the ground behind Samus, along with a lot
of other rocks in the ground, to join the central lump. You are now facing
a giant stone being. It's the Thardus! Scan him, as this is your only chance!
Boss Battle! Thardus
Attacks:
Frozen Icicle Spread
Multi Rock Launch
Rollout
"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 irradiation leads to
instability in tits structural integrity. Thardus an encase targets in
ice, and its colossal size and strength make it a formidable opponent."
Rule of Engagement:
So, the Quarantine Cave is used to hide one of the Space Pirates' test
subjects for their Phazon experiments. The Thardus is quite a powerful
opponent, but he can be outsmarted. For one thing, his frozen icicle spread
can be avoided, if you choose to lean your back against the wall, while
standing on the rocks there. As you are higher than the ground, the icicles
cannot come up and hit you. His multirock launch can be intercepted in
mid-air with your Power Beams, and often the rocks leave missiles and energy
behind for you, and this is enough to negate any damage Thardus deals to
you with its rollout attack.
Now, it's the time to target Thardus himself. Firstly, you cannot auto
target anything with the Combat Visor, so let's switch to the Thermal Visor
to find his weakness. The Visor can effectively auto-target the area with
giving out heat, which is the Thardus' weak spot. Use a Super Missile to
expose it, and the Thermal Visor will overload, so switch to the Combat
Visor and you can lock onto his exposed weak spot, which is now blue in
colour. Use some Charge Beams and Super Missiles and it will eventually
shatter. Then use the Thermal Visor to find his next weak spot and repeat
the procedure again.
When Thardus ahs lost about 40% of his health, he will generate a thick
mist in the room, making it difficult to see him. But you can still detect
his weak spot with the Thermal Visor, as the mist gives no heat. Once the
weak spot is exposed, the Visor overloads, so use the Combat Visor's
auto-target to track his weak spot. But use normal Charge Beams to avoid
risking the wastage of missiles.
Once Thardus has about 20% of health left, he will clear the mist, and
you can fight him as usual. Once the Thardus has no more health left, he
will make one last cry and will crumble to a thousand pieces. That's what
I call a 1000-piece set! Now, some energy and missiles will be provided,
as well as the Spider Ball! Get it!
New Gadget! Spider Ball
Usefulness: ****
The Spider Ball allows Samus to latch onto those Magnetic Tracks found
everywhere around the world. Just press and hold R to hold on. You can
still use the Bomb Jump even while you are latched onto the tracks.
Scan the Magnetic Track for another Research Entry.
New Research Entry! Spider Ball Track
Magnetic rail system track.
In Morph Ball mode, press and hold R when close to this type of surface.
Use the Control Stick to move the Ball along the track. Release R to
disengage from the surface. CAUTION: A Morph Ball Bomb will briefly
disengage the Ball from the track.
Backtracking Time!
Before you go anywhere, go back to the Phendrana Shorelines. Jump over
to the entrance of the temple, and locate that Cordite decoration. Blow
it up with a Super Missile, and scan the purple switch behind it. A Spider
Ball Track will be revealed to the left. Go up to the top of the tower
there for the 19th Missile Expansion of the game! You now can carry 95
Missiles! That's 31 left to go!
Then, go back to the Ice Ruins East. Remember the Spider Ball Track? You
can go up it now. Kill the Sheegoth down there, and make your way up to
the Missile Expansion. That's the 20th Expansion! You can now carry 100
Missiles! Now, make your way back to the Quarantine Cave. Be aware that
you can now use the Spider Ball Track to make your way to the top of the
Frozen Courtyard.
----------------
Quarantine Cave
----------------
Now, follow the other set of Spider Ball Tracks and make your way to the
door high above the cave. Remember to come back when you have the Grapple
Beam. So, go through the door for now. Do not get too close to that big
lump in the middle and that Sheegoth will not come after you.
------------------------
South Quarantine Tunnel
------------------------
Enter Morph Ball mode and roll all the way through this narrow tunnel.
Just boost past the Pulse Bombus in the way and you will be fine. Go through
the door on the other side. You should arrive at a Transport.
-----------------------------------
Transport to Magmoor Caverns South
-----------------------------------
You will be informed of some abnormally low temperature in the Chozo Ruins.
It is from the Antechamber. Now, activate the elevator as usual and ride
it all the way down to the other end of Magmoor Caverns again.
-------------------------------------------------
f. Abnormally low temperature in the Chozo Ruins
-------------------------------------------------
Now that there is an abrupt climate change in the Ruins site, I wonder
what will be responsible for all of this? Now, let's get back down to the
Magmoor Caverns first. The route we will take this time will be as follows
(I am trying hard not to backtrack too often):
Phendrana Drifts --> Magmoor Caverns --> Tallon Overworld --> Chozo Ruins
*****MAGMOOR CAVERNS*****
The Transport here has a Save Station, go and save, before going to through
the other door to the Transport Tunnel C.
-------------------
Transport Tunnel C
-------------------
This tunnel has so many flame nozzles. Watch out for their timings and
run under when they are not spewing flames. Then go through the other door
to the Magmoor Workstation.
-------------------
Magmoor Workstation
-------------------
You hear the sound of jet packs. That's right. There are 2 Flying Pirates
guarding the area. Attract their attention, and blow them out of the sky!
Then drop down to the Workstation. You will notice a device in the lava
that requires Power. Switch to your Thermal Visor and locate the 3 Power
Conduits around this place. There are located in the 3 small alcoves in
this pit. Once the machine has been activated, some cold air will blow
into the lava of one of the small canals, cooling them down, and the camera
will focus on the small pit that you can access the canal with the Morph
Ball. It's time for another Morph Ball challenge!
Roll into that tunnel and you will eventually reach a pit with 2 Triclops.
Kill them with Morph Ball Bombs and then roll through the cooled canal
to reach a power switch. Scan it, and the lava in another canal will be
cooled. Roll through that canal before the timer runs out to reach another
switch. Scan it to cool the third and final canal and you can reach the
Energy Tank! Congrats, you have now collected 7 out of 14 Energy Tanks,
which is half of the total in the game! Only 7 left to go! You now have
799 Energy! Now, go through the lower of the 2 blues doors on the map.
------------------
South Core Tunnel
------------------
There is a new creature here. It's a Puddle Spore. Scan it and then shoot
it when its mouth is open. It will flip around into a float on the lava
for Samus to jump on. Make your way to the other side of the room and go
through the door over there.
New Creature! 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."
Detailed Description:
These creatures look like giant clams in the lava. When Samus comes forwards,
they will open up, as if to say, "Hello! You know something." Then shoot
it in the mouth to make it flip backwards, and Samus can use it as a makeshift
float to get over the lava.
----------------
Geothermal Core
----------------
As you do not have the Grappling Beam nor Ice Beam, there is nothing to
offer here at the moment, so just cross the lava pool with the help of
Puddle Spores and then go through the door on the other side.
-----------------
North Core Tunnel
-----------------
There is a single Magmoor here. Blow his head off, then look up. There
is a Stalactite that can be shot down. Blow it off with a Missile and it
will form a platform in the lava for Samus to cross this pool. Go through
the door on the other side.
---------------
Twin Fires
---------------
There are a number of stalactites over the lava pool that can be shot down.
Shoot them down to form platforms there so you can advance. Blow up all
the Puffers and Magmoors that get in the way. As you reach the other side,
you will find a pair of flame nozzles that will not stop spewing flames.
Maybe those are the Twin Fires. Use the Morph Ball to roll under them.
On the other side, you will encounter another Magmoor who wants to say
hello! Say hihi and blow his head clean off. Search for more stalactites
that you can shoot down and advance slowly over the lava pool. There are
2 pairs of Twin Fires, one vertical and one horizontal here. Roll between
them and go through the door.
------------------
Twin Fires Tunnel
------------------
There is a Spider Ball Track that Samus can use to cross this lava river.
So hang on to the other side and go through the door. You are back at the
Transport to the Tallon Overworld West.
-----------------------------------
Transport to Tallon Overworld West
-----------------------------------
Take the Transport back to the Tallon Overworld West, then go and take
the Transport to Chozo Ruins West. Notice that the music of the Tallon
Overworld has changed to a more cunning one. Save at the Gunship if you
want to. When you are at the Chozo Ruins, return to the Main Plaza for
the next part of the guide.
*****CHOZO RUINS*****
---------------
Main Plaza
---------------
Number of Missile Expansions: 2
Remember that tree with that weakness there? Aim at it and blast it with
a Super Missile. That part will be blown off, revealing a Missile Expansion!
Jump up and get it! (From the ledge above the door leading to the Ruined
Shrine) You now have collected the 21st Missile Expansion in the game,
and can carry up to 105 missiles. Now it's 29 to go!
Then, go to the Ruined Fountain.
----------------
Ruined Fountain
----------------
Number of Missile Expansions: 1
Now that the water is clean, enter Morph Ball mode and jump into the fountain.
The water jet will boost Samus up to the Spider Ball Track. Follow the
track and you will drop into the alcove with the Missile Expansion. That's
the 22nd Missile Expansion in the game. That leaves 28 left to go! Now,
go back to the Dynamo, in the Watery Hall.
---------------
Dynamo
---------------
Number of Missile Expansions: 1
Follow the Spider Track up to the top of the room, and the 23rd Missile
Expansion is yours. Now Samus can carry 115 Missiles. 23 down, 27 to go!
Head to the Furnace now.
---------------
Furnace
---------------
Number of Missile Expansions: 1
Now, you can roll up the Spider Ball Track. You will be at the top of the
mini maze. Be fast here when traveling over the blocks, as they will
disappear very quickly once the Morph Ball gets onto them. Get out on the
other side. You will be in the main part of the Furnace. Notice that there
is a Bendezium wall which is weak. So you can come back when you have the
Power Bomb. There are Beetles all over the place. Kill them as usual. Above
the weak Bendezium wall is a Spider Ball Track with a new creature on it.
Scan it. It's a Plated Parasite.
New Creature! Plated Parasite
Strength:
Morph Ball Bomb: 1 Bomb
"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-delievered
weapon systems."
Detailed Description:
This is another variant of the Parasites. This time, they are so heavily
armored that they can stand Missiles. But not Morph Ball Bombs. You now
know what to do. They only appear on Spider Ball Tracks, and other places.
There is a Chozo Lore above another hole. Scan it before rolling through.
New Chozo Lore! 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 force that fell from the sky. The heart of the
planet will succumb soon, and so will we, even in our ghostly states. (1)
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 before the last of our kind drifts into madness or death,
there is a chance for this world. (2) If we fail, we are doomed with it.
Explanations:
(1) After the meteor crashed into Tallon IV, many creatures mutated into
very evil beings, and some Chozo even turned into ghosts. Later, Samus
will find those Chozo Ghosts near places with Artifacts.
(2) The Chozos have succeeded in building the Artifact Temple to contain
the evils of the Phazon before it consumes the entire planet. Samus will
open it up and go down into the Impact Crater later.
---------------------
Crossway Access West
---------------------
The music has changed to a creepy one. Now, roll all the way to the Wave
Beam door and go through it.
---------------
Crossway
---------------
Number of Missile Expansions: 1
Get down to the half-pipe and boost ball your way up to the other side.
There is a Cordite decoration on the wall. Blow it up. There is a Power
Conduit behind the decoration. Scan it and something will be activated.
A Spider Ball Track will be revealed above the halfpipe. Boost ball up
and make your way to the Morph Ball Slot. Jump up there and activate it
with a Bomb. Another Spider Ball Track will be revealed. Boost ball up
there and activate the Morph Ball Slot. Then a pillar below to the left
will go down. Roll onto it before the time runs out, and the pillar will
go up to the top of the room, roll to the left for the 24th Missile Expansion
of the game. You now can carry 120 missiles. Only 26 left!
Roll back to the other side, and there are 3 Chozo Lore on the wall that
you can scan before going through the door.
New Chozo Lore! 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 descend 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 Artifacts 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.
Explanation:
This talks about the invasion of the Space Pirates and how their harvest
the Phazon for their own efforts. They think they are doomed, but are they?
Fear not, you Chozo, Samus is here to save this planet.
New Chozo Lore! Hatchling's Shell
The Hatchling walks among us. (1) Are these dreams? Memories? Foretellings?
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? (2) Clad in Chozo armor,
wielding weapons our hands once held, does she dream of the Chozo as we
were? Does she long for her parents, lost to the same creatures that even
now defile our sacred home? (3) Does she still live? (4)
Explanations:
(1) Has some Chozo witnessed Samus arriving on Tallon IV, and wrote this
lore on the wall a few hours ago?
(2) The Chozo have not seen Samus for a long time. Samus once lived on
Planet Zebes, and she was orphaned by the Chozo.
(3) Samus was given a Power Suit from the Chozos that raised her. When
the Space Pirates invaded Planet Zebes, Samus' parents were killed.
(4) Yes, she does, and is reading this Lore right now!
New Chozo Lore! Worm
The prophecies tell of the coming of the Worm. (1) 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. We can but watch
as the Worms grows, watch and wait. For the prophecies also speak of a
great Defender, the one who delivers the world from evil. (2) The final
days draw near. Is the Newborn 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. (3)
Explanations:
(1) The Chozos on Tallon IV have predicted that some Worm will come onto
Tallon IV one day, and it came with the meteor that crashed.
(2) Fortunately, the Chozos also predicted that a great Defender will come
to their aid in this time of need, and that is Samus Aran.
(3) No one can aid Samus in her quest, as they have all left!
------------------
Elder Hall Access
------------------
There is nothing of interest here. Just go through the door on the other
end for the Hall of the Elders.
-------------------
Hall of the Elders
-------------------
You are now in the Hall of the Elders. There really is a holy atmosphere
around this place. As you see on the map, there is a missile station to
the left. Roll into a Morph Ball through the hole in the wall for it. Scan
the Missile Station for a Research Entry before refilling your missiles.
New Research Entry! Missile Station
Step into these stations to fully reload your Missile Launcher.
Then get out and jump down to the hall itself. Suddenly, the room goes
dark, and some Chozo Ghost comes out! Scan him, and then kill him with
Charge Beams!
New Creature! Chozo Ghost
Attack:
Energy Ball Attack
Strength:
Power Beam: 5 Charge Beams
"Spectral entity. Bioelectric field invulnerable 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 in the Tallon IV environment. They appear
to be drawn to Chozo religious sites, where they wreak havoc upon anything
that enters the area."
Detailed Description:
From a previous Chozo Lore, you have found that some Chozos became ghosts
when the meteor struck. But the Phazon still has effects on ghosts, and
these Chozo Ghosts are not very hostile, and they like to hog areas with
Artifacts. So beware. Their Energy Ball Attack can stop Samus' Charge Shots.
As they appear and disappear out of nowhere, using the X-Ray Visor is the
most effective way of keeping them in your sight. They are very tough,
and are only vulnerable to the Power Beam, and even so, they take 5 Charge
Beams to kill the second time!
When the Chozo Ghost is dead, a statue will be activated. He is waiting
for an offering. Before giving out your offering, scan the Chozo Lore behind
the statue.
New Chozo Lore! 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 fledging 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 out
Artifacts and deliver the world from its evils. Wraiths we may be, but
our reach is still long needed. We shall fight the invaders, and the Poison
they would master, until the end.
Explanation:
The Chozo seems to be very confident with Samus to fight the Space Pirate
invaders. Now, Samus has finally arrived, after a 20 year wait!
Now, go over to the statue, and offer him your Morph Ball. The statue will
hug Samus and then hurl her into a Spider Ball Track. Latch on and follow
it to a ledge above. There is a Morph Ball Slot. Activate it, and then
3 other slots will be activated. They are purple, white and red in colour.
Now, drop down and make your way to the top of the room, to the three slots.
As you have the Wave Beam, you can shoot the Purple slot. Then you can
use it. Activate it with a bomb, and the ground in front of the statue
will be tilted to the left. Offer your ball to the statue, and it will
propel Samus into the hole, up the tube, to a ledge high above. Follow
this path and you will reach a door. But first, deactivate the safety window
by scanning the switch. Now, Samus can jump up directly later, instead
of bothering with the statue. Go through the door now.
-----------------------
Reflecting Pool Access
-----------------------
Nothing here, just walk along and enter the Reflecting Pool.
----------------
Reflecting Pool
----------------
This pool is full, but yet there is a half pipe beneath the pool. So, roll
into a Morph Ball, and enter the pool. There is a plug that you can blow
up. With it gone, the water will drain. So, Boost Ball yourself up to the
top. There is a door leading to an Antechamber. Enter it. Inside, there
is the Ice Beam. Take it, you now have a new weapon.
New Weapon! Ice Beam
Usefulness: ****
The Ice Beam fires slower than the Power Beam, but has the ability to freeze
certain enemies like Metroids and Space Pirates on impact. Once the enemy
is frozen, they cannot retaliate, and can be shattered by a single Missile!
Now, get out and save in the Save Station opposite the Antechamber. Get
back to the Hall of the Elders now that you have the Ice Beam.
-------------------
Hall of the Elders
-------------------
Kill those blasted Chozo Ghosts with your Charge Beam and then go back
to the 3 Morph Ball slots. This time, shoot the White Slot with the Ice
Beam to enable it. Trigger it with a bomb, and the ground in front of the
statue will tilt to the right. Offer the Morph Ball to the statue, and
it will propel Samus into the hole, and there is an Energy Tank inside.
This is the 8th. You now have 899 energy. That leaves 6! Make your way
back to Phendrana Drifts, via Magmoor Caverns. Let's roll! Go back to the
Save Station at the Reflecting Pool, and Bomb Jump up the hole. Roll through
the tunnel to the door, and go through. You will arrive at a Transport.
-----------------------------------
Transport to Tallon Overworld East
-----------------------------------
Activate the transport and ride it down to another part of the Tallon
Overworld.
*****TALLON OVERWORLD*****
Get out of the transport and you will find yourself in the Transport Tunnel.
-------------------
Transport Tunnel C
-------------------
There are some Geemers walking around this tunnel. Ignore them or blast
them with missiles, then go through the door at the other end.
-----------------
Overgrown Cavern
-----------------
Number of Missile Expansions: 1
See the Missile Expansion? But there are Venom Weeds. Shoot them to make
them withdraw, and then roll under the tree trunk and get the 25th Missile
Expansion of the game! You have just collected half of the total number
of Missile Expansions! Another 25 are to be found. Roll through this tight
spot and go out to the Frigate Crash Site.
-------------------
Frigate Crash Site
-------------------
You are on top of a waterfall. Jump down, but don't enter the water yet.
There are 2 Flying Pirates after you. Blow them out of the sky. Try using
the Ice Beam against them instead. One hit will freeze them, and a missile
will shatter them. There are still 2 Space Pirates to the right. Go over
there, walking on the bottom of the lake. As soon as the Flying Pirates
see you, they will try to fly away instead of fighting. Shoot them down
as quickly as possible. If you do manage to shoot one down, you will find
that they are carrying crates of Phazon! Hmm... The plot thickens. Now, blast
through the door on your side of the shore and go through to the Waterfall
Cavern. You are near your landing site.
-----------------
Waterfall Cavern
-----------------
Just roll under the rock to reach the door that leads back to the Landing
Site. Nothing more of interest here.
---------------
Landing Site
---------------
Save at the Gunship, and then head to the transport to Magmoor Caverns.
Meanwhile, you will be told that Gravity Pulses and located within
Phendrana Area. So, let's go! Return to the Phendrana Drifts through the
Transport to the Magmoor Workstation end of the Magmoor Caverns.
------------------------------------------------
g. Gravity Pulses Located within Phendrana Area
------------------------------------------------
*****PHENDRANA DRIFTS*****
This time, roll up the Spider Ball Track and go through the Ice Beam door
that you can now go through.
-----------------
Transport Access
-----------------
There are some Pulse Bombus as well as an Energy Tank that have been frozen
in. Make sure you come back after you have the Plasma Beam to melt the
ice. Short circuit the Pulse Bombus and go through the door to the Frozen
Pike. They really are starting to get techno with the music.
---------------
Frozen Pike
---------------
There are so many doors here. The door second most from the top leads back
to the Research Core, while the one below it leads to the Frost Cave Access.
That's where you will go next.
------------------
Frost Cave Access
------------------
There is a narrow tunnel, use the Morph Ball to squeeze in. Then on the
other side, blast the Ice Beetles and Scarabs and go through the door into
the Frost Cave.
---------------
Frost Cave
---------------
Number of Missile Expansions: 1
There is this weird flying creature in the air. Scan it, it is a Glider.
New Creature! Glider
"Docile, airborne creatures with unusual magnetic properties.
Gliders live a relatively peaceful existence. They have a magnetic
signature attuned to common Grapple Beam technology: the sport of "glider
riding" involves using a Grapple to attach to a Glider, then staying on
as long as possible."
Detailed Description:
Gliders are basically moving Grapple Beam attachment points. They move
around, so you can attach to them at different positions of their flight.
Look up, and you will see 2 stalactites that can be shot at from your
position. Blast them down to create ledges for Samus to reach the 2 doors
below. Remember that a third can only be reached by grappling on the Glider.
It is used to break the ice covering the Missile Expansion down there.
So come back when you have the Grapple Beam.
One of the doors leads to a Save Station. Save inside there. The other
leads to Upper Edge Tunnel.
------------------
Upper Edge Tunnel
------------------
Roll through the tunnel to the door on the other side. You will be at
Phendrana's Edge.
-----------------
Phendrana's Edge
-----------------
There are 2 Flying Pirates. As soon as you enter, they will scramble and
come after you. Freeze them in and shatter their hopes, literally. Then
drop down to the bottom of Phendrana's Edge. There is a new creature called
Jelzaps in the water. Scan them, then shoot them when they open their mouths
to kill these guys.
New Creature! Jelzap
Attack:
Open Mouth Suck
Strength:
Ice Beam: 2 Shots
"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 by electrical
impulses, the two halves somehow function effectively enough to launch
the Jelzap to the top of Tallon IV's aquatic food chain."
Detailed Description:
Yes, another funny creature of the waters of Tallon IV. Jelzaps will open
their mouths and attempt to suck Samus in. This is when they are vulnerable.
Fire a single Ice Beam shot into the centre, and the entire Jelzap will
be frozen solid, and the two halves are separated. Fire another shot and
the Jelzap will make a dying cry that seems disrupted and then split in
half, and the two halves will go their own way!
There is a door underwater. Go through it.
------------------
Lower Edge Tunnel
------------------
There are scatter Bombus patrolling the tunnel underwater. Short circuit
them and go through the other door, which is above water.
---------------
Hunter Cave
---------------
This is the cave for Hunters, but there aren't. But there is a stalactite
on the ceiling that can be loosened by a missile. Do it now. There are
2 more. Now, you will have 2 stepping stones in the water below, as well
as a ledge to help you get to the door to the Lake Tunnel. Jump down, onto
the stepping stones and go through that door.
---------------
Lake Tunnel
---------------
Even more Scatter Bombus. Eliminate them all. Then make your way through
to the other door. You should be in the Gravity Chamber now. This is where
the gravity pulses have been located.
----------------
Gravity Chamber
----------------
Number of Missile Expansions: 1
You start underwater in this chamber. There are some Aqua Reapers in the
bottom of this lake. Scan them, and make your way past them.
New Creature! Aqua Reaper
Attack:
Tentacle Whiplash
Strength:
Power Beam: 1 shot to make it withdraw
Plasma Beam: 1 Charge Beam to destroy
"Powerful aquatic tentacle, part of a submerged organism.
Similar in nature to the surface-based Repaper Vine, the Aqua Repaer 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."
Detailed Description:
Simply put, these are just the underwater versions of the Reaper Vine.
They attack by thrashing their tentacles about. The same methods of
engagement applies. A Power Beam can make them withdraw, while the Charge
Plasma Beam can vaporize them even in the water.
Make your way up the ledges underwater, and you will see a purple ball
thingy surrounded by Ice. It's the Gravity Suit! Samus takes it, jumps
up, stretches out her arms, closes her eyes, and her whole suit becomes
purple!
New Suit! Gravity Suit
Usefulness: ****
The Gravity Suit allows Samus to move and jump around normally in water.
Now, she can roam freely everywhere!
Make your way up to the surface, and get to the door. Notice the Grapple
Beam attachment point blocked by the ice? It leads to a Missile Expansion.
So come back when you have the Grapple Beam and Plasma Beam. Now, get out.
---------------
Chamber Access
---------------
There is a Sentry Drone guarding this hall. Short Circuit it with your
Wave Beam. Then go through. You are now on the top of the Hunter Cave.
---------------
Hunter Cave
---------------
Hear the sound of jet packs? That's right. 2 Flying Pirates are here! Freeze
them and shatter them. Then move along the path to the other door on this
level. You will end up in the Hunter Cave access.
--------------------
Hunter Cave Access
--------------------
Fight your way past all the Jelzaps and then go through the door underwater,
to get back to the Frozen Pike. From here, make your way back to Magmoor
Caverns, and go back to the Chozos Ruins from there.
*****CHOZO RUINS*****
Go to the Sun Tower now. This is the time.
---------------
Sun Tower
---------------
Use the Missile Launcher to destroy all War Wasp Hives. Then exterminate
the War Wasps. There is a Chozo Lore on the wall. Scan it.
New Chozo Lore! 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 now 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 are 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 Chozo
can harness in our ethereal states. Even when we are done, it may be too
late.
Explanation:
This is about the Chozo's plans to build an Artifact Temple near the Impact
Crater in an attempt to contain the Great Poison.
Now, there are 4 runic symbols in this room to be activated. So, better
start searching. 2 of them are hidden behind those Cordite decorations,
while 2 of them are on the pillars in this room. With them all activated,
the Spider Ball Track will be unblocked. There are some Oculuses guarding
the Track. Scan them. They are just obstacles.
New Creature! 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 impenetrable shell."
Make your way up the Spider Ball Track, doing bomb jumps to advance higher,
while avoiding the Oculuses. Go through the door and through the hallway
into the Sunchamber. (Numerous Distress Beacons will be detected at this
point. See to that later.)
---------------
Sunchamber
---------------
There are 3 Chozo Ghosts in this room. Kill them with your Power Beams
and Super Missile. When the Ghosts are killed, a Chozo Artifact will appear.
Jump up the petals of the flower and take it. It is the Artifact of Wild.
You now have 3 Artifacts out of 12. The thorns blocking the doors will
disappear too. You are lucky that the Watery Hall is nearby. Go there now.
--------------
Watery Hall
--------------
Enter the water, and go to a deeper region, and you should find a tunnel
that leads to a chamber. Inside, is the 26th Missile Expansion of the game!
Finally! I thought that would never be found! You now can carry 130 missiles!
There are now 24 out there to be found. Go back to the Main Plaza.
---------------
Main Plaza
---------------
Make your way to the Ruined Shrine now.
---------------
Ruined Shrine
---------------
There are Chozo Ghosts in here now. But ignore them. Boost ball up the
half pipe to the left, and roll into the tunnel, switching to the Spider
Ball Track on your way. Then roll over to the Wave Beam door and go through.
----------------------
Tower of Light Access
----------------------
This hallway leads to the Tower of Light. One of the places you can find
a Chozo Artifact. Just go through the door at the other end.
---------------
Tower of Light
---------------
This is where the Artifact of Lifegiver is found. But before you enter
the water, jump up to the platforms to the highest one you can reach. Look
around. There are some cracked pillars. Scan them for sure. Then, blast
each of the cracks with 3 Missiles. (Tap Y and A alternately while you
have the Power Beam equipped to speed up the process) The pillars will
crumble, and the platforms above will lower. Notice that there is something
you can get on the top. More cracks form around the platform above. Jump
up and blow up the cracked platforms. You will find some brown Puffers
coming out of the pipes. Scan them. They are Plated Puffers.
New Creature! Plated Puffer
Strength:
Missile Launcher: 1 Missile
"Mutated Puffer with reinforced epidermis.
Phazon exposure has created a mutant strain of Puffers on Tallon IV. They
have developed plated skin, making them harder 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'."
Detailed Description:
Phazon has done the Puffers bad. They have now mutated into some brown
Puffers with metal casings, making them more of a Chemical Bomb than ever.
To pop these metal balloons, fire a single Missile. Again, wait for the
gas to disappear before you collect the item they drop behind. They only
appear in this tower, so don't worry.
Continue to make your way up to the next ledge and smash the cracked pillars
as usual. The ledges will be lowered, again allowing you to reach the
highest platform to collect the Missile Combo above. It's the Wavebuster!
New Weapon! Wavebuster
Usefulness: *
This is the Missile Combo of the Wave Beam. To use it, first charge up
your Wave Beam. Then press and hold the Y button for a continuous electric
beam that can fry enemies in its path. But is it that worth it? No! For
one thing, to start the beam up, you will have to waste 10 missiles, then
a missile will be used up for every second the beam is active. So, if you
are on a low percent run, skip this!
Now, drop down to the water, and walk through the bottom until you find
a tunnel that leads up. Make your way up, and you will end up in a chamber
with the Artifact of Lifegiver. This is the 5th of twelve, and there are
8 left to go! (5th as in its order, not the number you collected.)
Now, let's answer the distress beacons. Go back to your Gunship first.
------------------------------------------------
7. Samus' Mission Part 3: En Route to the Mines
------------------------------------------------
OK, we have some distress beacon detected from the Frigate Crash Site,
which was the one Samus visited a little while ago. Go back to the Gunship.
--------------------------------------
a. Numerous Distress Beacons Detected
--------------------------------------
*****TALLON OVERWORLD*****
---------------
Gunship
---------------
Save at your Gunship, and then go back to the Artifact Temple first.
---------------
Artifact Temple
---------------
Return the 4 Artifacts that you have to their totems. A new Chozo Totem
will be powered, and can give you a new Artifact entry.
New Artifact Entry! Warrior
A room of research lies within the mines. A corrupted invader is trapped
there. Defeat this creature to claim the Artifact of Warrior.
Explanation:
The Artifact of Warrior is found on an Elite Pirate in a stasis tank inside
the Elite Research room of the Phazon Mines.
Now, head to the Frigate Crash Site.
-------------------
Frigate Crash Site
-------------------
Number of Missile Expansions: 1
Freeze and shoot down the Flying Pirates. Then enter the water, and lean
against the wall to the left. You will eventually notice an alcove above
with a Missile Expansion. Jump up to get it. This is your 27th Missile
Expansion of the game. You can now carry 135 missiles. 23 are left to be
found! Now, make your way across the bottom of the lake and up to the
entrance of the crashed Frigate. Entrez!
----------------------
Frigate Access Tunnel
----------------------
Nothing of interest here. Just make your way to the other door and go through.
The path to the door is marked by some Tangle Weeds.
---------------------------------
Main Ventilation Shaft Section C
---------------------------------
This place is waterlogged. Drop down into the water and follow the tunnel,
rolling under any debris you find and go through the door at the end of
the tunnel. It's still operational.
---------------------------------
Main Ventilation Shaft Section B
---------------------------------
Yikes! There are 2 Auto Defense Turrets in this room! Use the Ice Beam
to freeze them in quick! Then activate and go through the door before they
thaw. (The Power Conduit is located above the door.) You are still in this
section until you go through the door after this.
---------------------------------
Main Ventilation Shaft Section A
---------------------------------
There are some Tallon Crabs crawling around this tunnel. Scan them, then
roll past them. These are harmless. No need to eat seafood now. They are
only found here, so scan them now!
New Creature! 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."
Go through the door at the other end, under the water.
---------------
Reactor Core
---------------
So this is where Samus once fought the Parasite Queen. Drop down to the
bottom. There are a couple of Aqua Pirates here. As they can only be found
here, scan them before blowing them out of the water.
New Creature! Aqua Pirate
Attacks:
Green Beam Attack
Torpedo Barrage
Strength:
Ice Beam and Missile Launcher: 1 shot to freeze, 1 missile to shatter
"Space Pirates with exoskeletons modified for underwater use.
Using modified thruster-packs and Gravity Suit technology, the Space
Pirates have armor suits for use in liquid environments. Thermal tracking
is still very useful against these units, as the Pirate engineers have
yet to eliminate the thruster-pack's heat signature."
Detailed Description:
Now, the Space Pirates have gone underwater. There are only 5 in use, so
it must have been some sort of trial operation. Their torpedos travel much
slower than the Flying Pirates' missiles, so there should be no problem
in avoiding them. Freeze them in and then shatter them. Simple. They won't
do a suicide strike when they die. They make the same "Cheegar" sounds
in water, so you know when they will be present.
Now, switch to your Thermal Visor, and look around the walls of the pit
you are in and search for a Power Conduit. Activate it with a Wave Beam.
Then jump up to the catwalk above the pit, and walk around it to find 2
more Power Conduits that you can activate. Then, jump up the debris floating
in the water, and up to the other square door in this room. The final Power
Conduit is to the left of the door. Shoot it with the Wave Beam and the
square door can be opened now. Go through.
-----------------
Reactor Access
-----------------
There is another square door that needs to be powered up. Use the Thermal
Visor to locate the Power Conduits and energize them with the Wave Beam.
Before going through. Enter the room to the left and save.
---------------------------------
Cargo Freight Lift to Deck Gamma
---------------------------------
This is the elevator that Samus once rode down to the room she was in when
she first entered the Frigate. Now, the elevator is completely submerged
in water. Fire a missile at the elevator door and it will be broken open.
Then you can enter and collect your 9th Energy Tank of the game! Splendid!
You now have 999 energy! Better call the police! Then, get back out and
turn on your Thermal Visor. There is a Power Conduit on the wall of the
elevator. Shoot it with the Wave Beam to energize it. Then jump up onto
the top of the elevator itself. We are doing this the old fashioned way.
Jump up the debris. Making sure you first shoot the Aqua Reapers in the
way to make them withdraw. When you have jumped off the ledge with the
first Aqua Reaper onto the debris behind and above it, turn on your Thermal
Visor. There is a Power Conduit in front of you. Energize it. Then continue
to make your way to the top of this chamber. You will be notified that
an Active Transport to Phazon Mines East has been located. We will see
about that, later. The final Power Conduit is found on the wall by the
door. What was that? Or, it's just a Space Pirate corpse falling down from
above, hitting the water. With the 3 Power Conduits energized, the door
can be opened and gone through.
-----------------------
Deck Beta Transit Hall
-----------------------
Hmm, lots of moss and stuff have grown in this room, but there are no enemies
at all. So, just go through the door to the next room.
----------------------
Biohazard Containment
----------------------
Number of Missile Expansions: 1
There are a couple of Auto Defense Turrets around the corner, and they
are still functioning rather well as they are still dry, so strafe to the
left and shoot them both down with missiles. Using the Missile and A button
combo to speed things up. Then, switch on your Thermal Visor. There are
a couple of Power Conduits that require activation here. The first is found
on the big cylindrical device to the right of you as you enter. The second
is found at the other end of this catwalk, by the disused elevator. Drop
down, and you will find some Sentry Drones in the water. They are Aqua
Drones. Scan them now, as you only have this chance to do so.
New Creature! Aqua Drone
Attacks:
Red Laser Attack
Dual Machine Gun Blast
Strength:
Wave Beam: 1 Charge Beam
"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."
Detailed Description:
Simply put, Aqua Drones are Sentry Drones that have been put underwater.
They also will start an alarm before their attack Samus with their dual
machine guns and lasers. Like the Sentry Drones, Aqua Drones are very
delicate electrical instruments, hence they can be short circuited by the
Wave Beam as well. The liquid environment just makes it simpler! Hee hee.
With the Aqua Drones short circuited, continue to search for the Power
Conduits. You will notice that one of the Cordite Doors have a structural
weakness. Blow it open with a Super Missile. There is a Missile Expansion
inside! Take it. This is the 28th Missile Expansion in the game. You can
carry 140 missiles. You are still missing 22!
The final Power Conduit is embedded in one of those open containment cells.
The door to the left can then be opened. Go through.
------------------------
Deck Beta Security Hall
------------------------
This security hall has been guarded by a lot of Aqua Reapers now. Shoot
them to make them withdraw, and then make your way through the other door.
------------------------
Biotech Research Area 1
------------------------
You hear "Cheegar!" as soon as you enter. That's right, there are a couple
of Aqua Pirates in this room. 3 in fact! You know how to deal with these
guys. Freeze them and kill them. You will have to hunt for Power Conduits
again in this room. The first is on the wall to the left of your starting
position. Then, jump down to the main part of the room. The 2nd and 3rd
Power Conduits are on opposite ends of the room. With them energized, the
other door will be online. Jump up through the rubble and go through.
-----------------------
Deck Beta Conduit Hall
-----------------------
More Aqua Reapers. How annoying. Make them withdraw and make your way
through to the next room.
---------------------------------
Connection Elevator to Deck Beta
---------------------------------
You will hear an explosion, and a dead Space Pirate will float up to the
top of the room. There is a new creature, called the Aqua Sac. Scan them
and then move on.
New Creature! 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 will burst when exposed to force. This protective response
keeps most creatures from feeding on it."
Detailed Description:
This is just the aqueous version of the Sap Sac. It will explode when shot
at, but Samus will not be hurt. So have fun bursting these plants!
Drop down to the bottom of the room, and then go through the door you find
there.
--------------------
Hydro Access Tunnel
--------------------
There is a hole in the wall to the left. Enter Morph Ball mode and roll
in. You will be inside a mini maze again. See that tall shaft there? Perform
a double Bomb Jump combo, and boost Samus up to the top. You will find
that the Bomb Jumps in water go much higher than in the air due to the
buoyancy of the water. Before you reach the peak of your Bomb Jump, drop
a Bomb, and Samus will be boosted even higher, On the top of the Shaft
is an Energy Tank. Get it! This is the 10th in the game. You now have 1099
energy at your disposal!
Now, drop down to the bottom of the shaft and go to the right. Bomb Jump
up the ledges and make your way to the top. Then roll to the right. Through
the tunnel and go through the door.
----------------
Great Tree Hall
----------------
Number of Missile Expansions: 1
You are finally outside the wreckage of the Frigate. Move forward and kill
the Jelzaps in your way, and jump back up to dry land. The door that leads
to the transport to Phazon Mines is right behind you. But before you go
there, make your way to the top of this hall. There will be a spinner.
Roll into it and perform Boost Ball repeatedly to open up those bars. Then
you can go even higher up, until you reach the top. The next Ice Beam door
you see leads to the Transport to the Chozo Ruins, while the one on the
top leads to the Life Grove. But how about that blue door on the map? Look
up. You will notice that some of the raindrops seem to be stopping on midair.
This is because there is an invisible platform there. Jump onto the
raindrops, and you will find that Samus will not fall through. From this
invisible ledge, you can jump to the door.
Enter the Great Tree Chamber for the 29th Missile Expansion of the game!
You now can carry 145 missiles, and 21 are left to go! Now, go through
the Ice Beam door down below, just above the water.
-------------------
Transport Tunnel E
-------------------
There are a couple of Seedlings here. Kill them with the Ice Beam. Then,
you will notice that some intense radiation has been detected. It's coming
from the blue stuff to the sides of the path. Do not enter that blue stuff.
It's Phazon, very poisonous. Just go through the door at the other end.
-------------------------------
Transport to Phazon Mines East
-------------------------------
Activate the transport and ride it down to the newest area of the game.
The Phazon Mines.
------------------------
b. Down to Phazon Mines
------------------------
*****PHAZON MINES*****
Get out of there, and take care of business!
---------------
Quarry Access
---------------
Wow, there is Phazon beneath this passageway. Looks creepy. Then go through
the door at the other end for the Main Quarry.
--------------
Main Quarry
--------------
Number of Missile Expansions: 1
This is the most representative area of the Phazon Mine. With the cranes
and all. You hear the sound "Yu-Chi-Goh!", you know what that means, don't
you. There are a couple of Space Pirates operating the crane controls.
Get up through the catwalk, destroying the Mega Turrets over the force
field first. The Mega Turrets are the strongest turrets in the game. Scan
them for a new Creature Entry.
New Entry! Mega Turret
Attack:
White Beam Blast
Strength:
Power Beam: 2 Charge Shots
Missile Launcher: 3 Missiles
"Perimeter defense turret reinforced with energy shielding.
Frustrated with inferior armor plating on standard defense turrts, 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."
Detailed Description:
The Mega Turret is the strongest turret in the game. They also have the
toughest armor, as it takes up to 3 Missiles to destroy one. Their beam
weapon also packs a punch, and can take off 24 energy in one shot. Just
strafe and blast at these things as Samus, and you will be fine. If you
do not want to waste missiles, 2 Charged Power beams will do the trick.
The Mega Turrets will continue firing if they suspect that Samus is still
in the area. So they will still fire even when you are hidden behind, say,
a pillar or a crate.
When you get close enough, the Space Pirate operating the crane will see
you and will come out and fight you along with his friends. Give them the
old Freeze Treatment. You will be informed of Power Surges in the Central
Dynamo. We will see to that later. Get on the crane. One of the Space Pirates
will drop through a vent to surprise you, but he is still as easy as pie.
Get on to the top of the crane, and use your Thermal Visor to locate a
Power Conduit. Energize it, and the crane controls will be online. Enter
the crane and scan the control panel, and the crane controls will be active.
The crane will rotate its arm towards an alcove with a Missile Expansion.
Now, go back to the pole with the Spider Ball Track and roll up to the
crane arm. Then make your way to the platform beneath the cable. Then change
back to Samus and then jump into the alcove for the 30th Missile Expansion
of the game. You now can carry 150 missiles, and 20 are left to go.
Now, drop back down onto the ground, and roll up the Spider Ball track
to a door. Enter for a Save Station. Scan the switch to open up the bars.
Now, save! There are no Save Stations in the next long and difficult run
for a long time! Otherwise, you will be sad when all progress goes kaput
when you die in the labs later!
When you have saved, get out, and to the force field. There are 2 switches
that must be scanned to deactivate the force field. With them scanned.
Go through the Ice Beam door behind the field.
------------------
Security Access A
------------------
I warn you, there are 2 Mega Turrets on the ceiling to the right. So, use
your Charge Beam and strafe out, target, fire, retreat, and repeat.
Eventually the 2 Mega Turrets will be destroyed without any loss of energy.
Or else, it WILL be a painful matter, I'm afraid. If you have the guts,
you can try scanning the switch behind the turrets to malfunction them.
Then go through the Ice Beam door to the next room. (Remember to come back
to this room when you have the Power Bomb. There is a Bendezium gate that
can be blown up later.)
----------------------
Mine Security Station
----------------------
As a precaution, switch the Thermal Visor on, and charge up your Wave Beam
before going to the right. This is because 3 Shadow Pirates will be coming
after you. Then you can take the first one out with the Charge Beam while
you give the other 2 the shock of their lives. Move forward, with the Combat
Visor, and get past the Plasma Beam door blocked by the Force Field. The
switch to deactivate the Force Field is behind a Bendezium gate, so come
back when you have the Power Bomb. Make your way to the other Wave Beam
door on the upper level, and be prepared. Some purple Space Pirates will
drop down to ambush you. Scan him for a new Creature Entry first, and brace
yourself!
New Creature! Wave Trooper
Attack:
Rapid Yellow Beam Attack
Close up slash
Strength:
Wave Beam: 3 Charge Shots
"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."
Detailed Description:
Those Space Pirate copy cats have replicated your Wave Beam and have armed
their own troopers with them. However, these are not really Wave Beams.
They are just some yellow beam. I recommend you to be very careful with
these guys, as they can fire their beams in a very haphazard way and deal
heavy damage in a short time. The best mode of engagement is to fire Charge
Wave Beams at them and do not give them a chance to even move. The Wavebuster
is not effective as it uses to many missiles even for one of these enemies.
I suggest you retreat to the ramp that you came up to fight these enemies,
one at a time. Charge Beam works best. Now, when the 3 Wave Troopers are
killed, the doors will be unlocked, so get past the blocked off Force Field
deactivator and jump up through the Wave Beam door.
------------------
Security Access B
------------------
There are some gratings blocking your path that can be blown up by the
beams or missiles. Blow them up, and immediately move back with the Thermal
Visor on. This is because there will be Shadow Pirates behind them coming
after you. There are 2 in this room, in fact. Kill them, and make your
way up to the Ice Beam door and jump through.
---------------
Elite Research
---------------
Number of Missile Expansions: 1
You hear the familiar "Yu-Chi-Goh" echoing through this room. That's right.
There are Space Pirates operating the computers on the level you are on.
Give them the usual freeze treatment with the Ice Beam. Now, scan the
computer terminals. One of them talks about the recommended battle systems
of Elite Pirates. Remember it, even if it is not a Pirate Data entry, as
you will have to fight the Elite Pirates later. "Recommended battle systems
for Elite Pirates are as follows: shoulder-mounted Plasma Artillery Cannon,
Repulsion Shield, Wave Quake Projector, energy-siphon system, and
retractable wrist bayonets." There is also Pirate Data.
New Pirate Data! 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 anything within their zone of
perception. (1) 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 fused Vertigo Phazon with Space Pirate
DNA with great success. The latest batch of Elite Pirates have reached
maturity successfully, and are ready for field testing and training. (2)
Explanations:
(1) Phazon cannot be directly added to Space Pirate embryos, as their minds
will be so twisted that they will either die soon after birth, or they
will just go crazy and kill anything that they see, friend or foe.
(2) However, the Space Pirate embryos were not affected as much by Vertigo
Phazon, and now, Elite Pirates are made that way. Later, Samus will have
to fight Elite Pirates, so be warned.
One of the computers will lower the platforms, enabling Samus to jump up
to the next level. Remember that the stasis tank with the Elite Pirate
can be broken with a Power Bomb. So come back later. Once you have jumped
up to the next level, you will see a blockade being set up, and 2 Wave
Troopers coming at you from either side of the circular catwalk. Choose
either side, kill the Wave Trooper swiftly, and then turn around to attack
the one from behind. Do this quick or you will be surrounded. With them
killed, go over to the computer terminal. Scan the 2 red targets. One of
them will say that Samus Aran, that's you, has been sighted on Tallon IV,
and that all Space Pirates are to terminate her on sight. The other target
will activate the platform, lowering the blockade, and allowing you to
jump up to the next level above. As you jump up, notice a yellow Space
Pirate operating a computer. Scan him and be careful. It's easy to get
shot from your angle.
New Creature! Power Trooper
Attacks:
Rapid Yellow Beam Attack
Close up slash
Strength:
Super Missile: 1 Blast
"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."
Detailed Description:
Those Space Pirate copy cats have now replicated your Power Beam and have
armed their own troopers with them. However, these are not really power
Beams. They are just some yellow beam. I recommend you to be very careful
with these guys, as they can fire their beams in a very haphazard way and
deal heavy damage in a short time. The best mode of engagement is to fire
your Super Missile at them. One single blast will do the trick.
I suggest you jump up, and target the Power Trooper, then jump up, and
hit him with a Super Missile. Then hopefully you will not get hit. You
will see that the Power Trooper is operating a Pulse Cannon. Roll into
a Morph ball and use the Spinner to rotate the Pulse Cannon so that it
is facing the wall to the left. Then scan the terminal to fire. The Pulse
Cannon should destroy the wall, revealing a Missile Expansion. Take it.
It's the 31st expansion of the game. You now have 19 more to collect. Then,
rotate the Pulse Cannon so that it faces the wall the computer terminal
is facing. The wall will be blown away, revealing a door. Go through.
----------------
Research Access
----------------
There is a pit, with some electrical ledges around its walls. Jump down
through the middle and go through the Ice Beam door on the bottom. You
can come back up there with the Spider Ball Track.
---------------
Ore Processing
---------------
There are 2 power Troopers on your level. Blast them away with your Super
Missiles. Then go over to that rotating device. Use a Bomb Jump to get
into that tiny slot. Then drop a Bomb inside to rotate the tower to the
left. Then the blue Spider Ball Track can be used. Roll up.
On the ledge above, go over to the device, and use the Bombs to rotate
the next level of the tower so that the Red Track is connected to the ledge
above. Then go back down to the bottom device and rotate the tower so that
the bottom and top parts of the red Spider Ball Track connect. Then roll
up the Red Track. You will come to a catwalk even higher above. A Wave
Trooper will come down to engage Samus. Kill him, and go through the Ice
Beam door. (Don't worry about the yellow track until you have the Power
Bombs at your disposal. That device is blocked by some rocks)
------------------
Elevator Access A
------------------
Notice that there are a lot of Scatter Bombus in this shaft. Destroy them
all with the Wave Beam, and drop down to the bottom and go through the
door to the elevator.
---------------
Elevator A
---------------
Activate the elevator by scanning the switch. Then ride the elevator down
to Phazon Mines Level 2 and go through the door.
---------------------
Elite Control Access
---------------------
Number of Missile Expansions: 1
Make your way forward, with the Ice Beam, and be prepared for the 2 Space
Pirates that drop down from the vents. Kill them, and look you. See that
explosive crate up there? Fire at it with the Power Beam and boom! The
wall above explodes, revealing a Missile Expansion. Get it! This is the
32nd Expansion of the game, and 18 are left. Go through the bottom door
now. You will be in the Elite Control.
---------------
Elite Control
---------------
Move forward into the room. As you approach the stasis tank, the Elite
Pirate inside breaks out! Oh no! I guess Samus is going to be the test
subject of the Space Pirates! Scan the Elite Pirate before fighting him.
New Creature! Elite Pirate
Attacks:
Plasma Artillery Cannon Barrage
Wave Quake
Bayonet Slash
Strength:
Super Missile: 2 Blasts
"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 concussion-based weapons.
Well armed, the Elite Pirate is effective in close combat and at a distance.
Their massive size can be a weakness, and their sluggish speed allows for
evasion and quick attacks."
Detailed Description:
Elite Pirates are obtained by fusing Vertigo Phazon into the embryos of
the Space Pirates. These large and blue behemoths walk ever so slowly
towards Samus, so you should not have a problem with keeping your distance.
The Elite Pirate will sometimes generate a Wave Quake. You can tell when
he raises his arms into the air, ready to slam them onto the ground. Jump
quickly to avoid it. To deal with Elite Pirates. Charge up your Power Beam,
and wait for the Elite Pirate's energy siphon system to be off, and then
release a Super Missile. Do not shoot at him blindly, or he can just absorb
your beam at ease and use it against you in the form of his Plasma Artillery
Cannon. 2 Super Missiles are enough to put an end to these so called Elites.
With the Elite Pirate dead, he will explode, and the wave quake will
deactivate the Force Field. Meanwhile, you hear "Yu-Chi-Goh!" and the
beginnings of the Space Pirate Disco Hit! That's right, Space Pirates are
present above you. This time, you will be facing Ice Troopers. Scan them
and freeze them. Shatter their frozen bodies as usual.
New Creature! Ice Trooper
Rapid Yellow Beam Attack
Close up slash
Strength:
Ice Beam and Missile Launcher: 1 Charge Beam to freeze, 1 Missile to shatter
"Space Pirate armed with Ice 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."
Detailed Description:
Naughty, naughty Pirates! Those Space Pirate copy cats have now replicated
your Ice Beam and have armed their own troopers with them. However, these
are not really Ice Beams. They are just some yellow beam. I recommend you
to be very careful with these guys, as they can fire their beams in a very
haphazard way and deal heavy damage in a short time. The best mode of
engagement is to fire your Charge Ice Beam at them to freeze them, then
fire a single missile to shatter their hopes, literally!
Kill the 3 Ice Troopers as said above, then go back to the bottom of this
room to scan the computers. Ignore the Ice Beam door on the bottom level
for now. Lots of Pirate Data are ready for you.
New Pirate Data! Metroid Prime
Test subject Z-d, hereafter referred to as Metroid Prime, was recently
discovered in a cavern by mining crews. It quickly dispatched the miners,
but was eventually contained by security units and drones. (1) Once
contained, we were able to begin studies on Metroid Prime. The results
have been astonishing. It is genetically similar to Metroids, albeit on
a highly evolved level. It displays a limitless capacity for Phazon
infusion and shows no Phazon-based degeneration whatsoever. It continues
to grow in size, and while it has manifested some psychotic behavior,(2)
the cold fields we use to pacify remain effective. Authorization for
advanced studies on Metroid Prime have been approved.
Explanations:
(1) Metroid Prime is what the game is named after. Considering the proximity
of the Impact Crater and the Phazon Mines, some mining workers discovered
Metroid Prime and were killed. However, the Space Pirates were able to
capture and begin studies on it.
(2) Metroid Prime is a far more evolved version of the Metroids. It has
adapted to the Phazon so well that it can take up as much Phazon as it
wants to. Metroid Prime will not go that crazy after all that Phazon, and
will grow in size continuously as more Phazon is exposed to it.
New Pirate Data! 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 armor suit of unknown design in battle, along with a number
of potent Beam and concussive weapons. (1) All combat units are instructed
to terminate Aran on sight, preferably 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. (2)
Explanations:
(1) This is the introduction of Samus from the Space Pirates' point of
view. You know what they are talking about, don't you.
(2) It seems that the Space Pirate Command has put a price on Samus' head,
and all Pirates are to kill Samus whenever they can, but they are to make
a clean kill so that her weapons can be salvaged and researched upon.
New Pirate Data! Hunter Weapons
Science Team is attempting to reverse-engineer Samus Aran's arsenal, based
off of data acquired from her assaults on our forces. Progress is slow,
but steady. Command would dearly enjoy turning Aran's weapons against
her.(1) 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 prototypes. Science Team wisely decided to move on afterward.
(2)
Explanations:
(1) The Power Troopers, Wave Troopers and Ice Troopers are examples of
the Space Pirates' attempts in using Samus' weapons against herself. But
fortunately, they are still not the real thing. Later, Samus will encounter
Plasma Troopers. You know what they are.
(2) The Space Pirates still have no idea how Samus can squeeze herself
into a tiny Morph Ball. When the Science Team tried theirs out, you will
be pleased to know that a lot of the test subjects were squeezed a bit
too tightly. The Science Team doesn't know how many more twisted bodies
it takes so that they just decided to give up!
New Pirate Data! Chozo Studies
Results are in from field studies on extinct bioform group Chzo. We believe
that Tallon IV was once a stronghold in a great Chozo empire, brought low
by the meteor strike. Planetary devastation brought an end to the Chozo,
yet remnants of their society 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.
Explanation:
This illustrates the history of the Chozo on Tallon IV from the Space
Pirates' point of view. The Space Pirates plan to take whatever is useful
from the Chozo relics, and destroying those which are useless. They also
plan to wipe out the Chozo Ruins in the future to make way for their own
bases on this planet.
New Pirate Data! 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 that 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.
Explanation:
The Space Pirates still have no idea of how to unlock the Impact Crater
with the Chozo Artifacts. Just return them to their respective totems,
for heaven's sake!
New Pirate Data! 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 manifest unusual
mutations since its breach. These include armor plating on its epidermis
and mechanical outgrowths that generate defense screens. (1) These screens
render it invulnerable to most weapon systems, but a flaw in the mutation
leads to increased vulnerability to certain weapons. It compensates for
this by shifting the screens quickly. (2) This latest development concerns
Security units greatly: they feel it's 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. (3)
Explanations:
(1) As Metroid Prime takes in more Phazon, it starting to grow armor plating
over its entire body, and is starting to increase in size. Metroid Prime
is found in the Impact Crater in the end of the game.
(2) When Samus faces Metroid Prime, sometimes it will be invulnerable to
the Power Beam, sometimes the Wave Beam, sometimes the Ice Beam, and
sometimes the Plasma Beam. Keep your eyes peeled.
(3) Samus must destroy this Metroid Prime before it becomes fully
invulnerable. Otherwise, everyone loses.
New Pirate Data! 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.
(1) Besides consuming all of the Phazon, Metroid Prime assimilated several
weapons and defense systems from fallen security units. It has suffered
no ill effects from said assimilation: indeed, it began to use its newly
acquired weapons against us. Once we pacified it, we were unable to remove
the assimilated gear without threat to Metroid Prime-the gear is now an
integral part of its body. (2) Command is intrigued by this newfound ability,
and has ordered further study to commence at once.
Explanations:
(1) Metroid Prime seems to have a big appetite for Phazon, and can smell
it even from its stasis tank.
(2) Metroid Prime now has the ability to eat in weapons and make them become
a basic part of its body. So, Metroid Prime really is becoming, a cyborg!
Resistance is futile...
New Pirate Data! 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 their Artifacts
for themselves. We will make them pay for such arrogance, for even ghosts
can be destroyed.
Explanation:
One of the reasons for the Chozo Ghosts to attack Samus is because they
want to defend their Chozo Artifacts from potential thieves. Chozo Ghosts
can be tracked by X-Ray Visor, and can be destroyed by a couple of Super
Missiles, or just use the normal Power Beam.
Scan a red target on a computer by the Force Field to deactivate it, and
then go through. Jump up through the door there.
------------------
Ventilation Shaft
------------------
Get into a morph ball mode, and roll down to the half-pipe. As you do so,
a lot of Puffers will enter the room and saturate it with their poison
gas. Quickly roll over to the door by the pipe and go through. Notice a
Bendezium vent with fresh air inside. Come back when you have the Power
Bomb. Then you can eliminate the gas.
---------------
Omega Research
---------------
You hear the Space Pirate Disco Hit again. That's right. There are 2 Wave
Troopers and 3 Power Troopers in this room. The Wave Troopers are on the
same level as you are. Wait for them to come out, and use some police
firefighting techniques to kill the two. (One jumps down from the ceiling
to get at you later, the other one to the right may be killed without him
seeing you at all).
Then go over to the edge of the catwalk and look down. There are 3 Power
Troopers, with no idea that you are up there. Fire Super Missiles from
above to defeat them. Then drop down to where they were. Scan the switch
to deactivate the force field so that Samus can go back up later. One of
the computer terminals has a Pirate Datum, scan it before dropping through
the Ice Beam door.
New Pirate Data! Omega Pirate
Elite Pirate Upsilon's propensity for Phazon has enabled our research tema
to infuse it far beyond our safety restrictions, and the results have been
extremely encouraging. (1) It 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. (2) The subject, which we are code-naming Omega Pirate
(3) based on those developments, shows potential to be a new standard for
our armies. Our only concern at this point is its potential overdependence
on Phazon.
Explanations:
(1) One of the Elite Pirates can take up much more Phazon than the other
Elite Pirates without any threats to its life.
(2) This particular Elite Pirate is armed with an even stronger Plasma
Cannon, and also has stealth abilities. He also can heal his wounds in
Phazon.
(3) The Omega Pirate will appear as a boss later in the game.
---------------
Dynamo Access
---------------
There is an Elite Pirate in a stasis tank. Nothing more. Go through the
other Ice Beam door to the Central Dynamo.
---------------
Central Dynamo
---------------
This is where the power surges are located. As soon as you enter, you will
find an invisible Sentry Drone attacking you. This guy is harder to target,
so you will have to rely on your manual aiming with your Wave Beam. Good
luck trying to guess its position, and only fire when it is firing on you,
as that is when it will be a bit visible and still. With this Sentry Drone
destroyed, a hole will be revealed near the Central Dynamo, and a maze
with electric bolts as walls will form. Roll into the hole in Morph Ball
Mode, and make your way through the maze. Yellow bolts will appear and
disappear periodically, while ice on the ground can be blown up along with
some electric bolts with the bomb, clearing your path. Eventually, you
will reach that golden glowing ball in the center of the maze. It is the
Power Bomb, a new weapon! Samus will drop one of those, blowing up the
dynamo, and then bomb herself back up through the hole.
New Weapon! Power Bomb
Ammunition: Power Bomb Ammunition
Usefulness: ****
Power Bombs are the more powerful bombs in Morph Ball Mode, capable of
destroying things made from Bendezium. Samus cannot carry an infinite
number of these bombs, she can only carry 4 in the beginning, which can
be expanded up to 8. Have fun bombing things!
Now, go over to the Ice Beam door that is not blocked, and then you will
find a Save Station. Save and take a break! You'll need it! Then, get back
out, and get back to Ore Processing. This is because you will soon be
notified of the presence of Unique Mining Technology on the upper part
of the Phazon Mines.
--------------------------------------------------
c. Unique Mining Technology on Upper Part of Site
--------------------------------------------------
---------------
Omega Research
---------------
Oh no! An Elite Pirate has escaped! Wait for his energy siphon to turn
off and blast him with 2 Super Missiles. You may run into Power Bomb
ammunition on the way. Scan it for a Research Entry.
New Research Entry! Power Bomb Ammo
Power Bomb Ammunition.
Replenishes Power Bomb with one round of ammunition.
------------------
Ventilation Shaft
------------------
Remember that Bendezium grate in the shaft? Roll over and blow it up with
the Power Bomb. Then get into the hole there. Roll through to find a switch.
Scan it, and the ventilation fan will be activated. All Puffers will be
sucked into the fan, and the grating of the fan will blow! The room's air
will freshen up, and an Energy Tank will be revealed. Collect it, and you
should have collected the 11th Energy Tank in the game and have 1199 energy.
Then, use the half pipe to boost up to the door and go through.
---------------
Elite Control
---------------
Shadow Pirates now occupy the Elite Control, so ready your Thermal Visor.
You should be able to see some hanging on the ceiling, and you can make
the first strike instead of them. Now let's see who's tougher!
---------------
Ore Processing
---------------
Jump over to the blocked off device and use the Power Bomb to clear the
rubble. Then hop on with a Bomb Jump. Rotate the upper part of the tower
so that the top of the yellow Spider Ball Track is out of sight. Then drop
down to the 2 lower devices to make sure all 3 yellow tracks link up together.
Then roll up the yellow Spider Ball Track to the top of the room. Go through
the door in front of you into the Storage Depot B and get the Grapple Beam!
New Gadget! Grapple Beam
Usefulness: ****
The Grapple Beam is used by Samus to swing around like Tarzan. Whenever
you find the suitable attachment point, they will be shown by a yellow
symbol. If the symbol is white, then it means you can grab on by pressing
L. While you are on the object, use the Control Stick to change the direction
Samus is facing.
Get out of the depot, and scan one of those yellow attachment points for
a new Research Entry.
New Research Entry! Grapple Point
Analysis indicates a viable attach point for the Grapple Beam.
To use the Grapple Beam, use L when the C icon appears.
Grapple the attach point and swing over the door. Go through. You will
be in the Waste Disposal.
---------------
Waste Disposal
---------------
This is where useless waste is dumped out. Roll into a Morph Ball and go
through that door into the hole. You will be inside another mini maze.
Make your way to the other exit. Remember that if you Bomb Jump when you
are over some upward moving bubbles, you will jump higher due to the
increased buoyancy. Once you are out, go through the door back to the Main
Quarry. Finally out.
---------------
Main Quarry
---------------
Jump down and make your way up to the crane. Scan the crane controls so
that the crane's arm is rotated to face the ledge with the door you just
entered the area with. Go back to the Security Access A.
------------------
Security Access A
------------------
Kill the 2 Shadow Pirates in this room, and roll over to the broken gate.
Drop a Power Bomb and the gate will be destroyed. Inside the alcove is
the 33rd Missile Expansion in the game. You now can carry 165 missiles!
That's 33 down, 17 to go! Head back to the Elite Research via the Waste
Disposal. (I'm sure you don't want to fight all those Wave Troopers.)
---------------
Elite Research
---------------
There are now Mega Turrets in this room. Destroy them all with the Charge
Beam. Then drop to the bottom of the room, and go over to the stasis tank.
Set up a Power Bomb to blow up the stasis tank and the Elite Pirate will
come out and fight. This is not just an Elite Pirate, it's a Phazon Elite!
Scan this, as this may be your only chance!
New Creature! Phazon Elite
Attacks:
Wave Quake Attack
Close Bayonet Slash
"Elite Pirate infused with energized Phazon.
The Phazon-charged Elite Pirates rely more on their Wave Quake Generators,
opting not to carry their vulnerable Plasma Artillery cannons normally
used by Elites. The direct fusing of the Phazon into their bodies provides
a tremendous level of energy. The drastically lower life span with this
process is of little concern to the Pirate Research Team."
Detailed Description:
This looks like an Elite Pirate on a heavy dose of Phazon. In fact, it
is almost completely covered with the stuff! This monstrosity will only
attack with its Wave Quake generator, and does it much quicker than normal
Elite Pirates. In close range, the Phazon Elite can slash Samus as usual.
The usual Power Beams and Super Missiles should be used against this freak.
Wait for his energy siphon to turn off before hitting him, or just strike
the moment he raises his arms for the Wave Quake attack.
After a lot of hits, the Phazon Elite will finally die. A Chozo Artifact
will be yours for the taking. It's the Artifact of Warrior, the sixth of
twelve. You now have 5 Chozo Artifacts! Now, go back to the Transport to
the Chozo Ruins and head back to the Gunship for now. This is because some
thermal activity has been detected in the Magmoor region.
--------------------------------------
d. Unusual Activity in Magmoor Region
--------------------------------------
*****TALLON OVERWORLD*****
----------------
Great Tree Hall
----------------
Now that you must get through this area, why not stop by and pay the Life
Grove a visit? So, jump up to the highest Ice Beam door and go through.
-----------------
Life Grove Tunnel
-----------------
Number of Missile Expansions: 1
You will be blocked by a rock saturated with Bendezium. Use a Power Bomb
to blow the rock up to reveal a hole. Roll through to find another mini
maze. You will eventually reach a half pipe structure. Use a Boost Ball
to boost your way to the top of the pipe. You will find some cracks here.
Drop a Power Bomb in the middle of the cracks and a hole will be revealed.
Drop through to collect the 34th Missile Expansion! You now can carry 170
missiles. Now, roll through the opening to the right to reach the door
to the Life Grove itself.
-----------------
Life Grove
-----------------
What's that down there? Jump down, and take it, and Samus seems to have
found a new Visor! It's the X-Ray Visor!
New Visor! X-Ray Visor
Usefulness: ***
The X-Ray Visor is the visor that allows Samus to see things which are
normally invisible to the visible spectrum. You can also see through walls
to see certain weaknesses in structural designs, and see if there is
anything behind that bunch of leaves on the wall. It is not mandatory to
get this visor if you want to beat the game. If you are confident that
you can guess the locations of certain platforms.
Wait there's more, there is a wall here which is weak. Use the Power Bomb
to blow a hole in the wall. So, the Life Grove is way bigger than you think
it is. Enter this open area. Everything seems normal...
Roll into a Morph Ball and search the water for a metallic plate in the
bottom. Place some bombs there and a pillar will be revealed with a Spinner
on its base. Enter and Boost Ball a couple of times and a pillar will be
revealed with the Chozo Artifact. Jump on the pillar from the shore to
get it. It is, you guessed it, the Artifact of Chozo, the 7th of 12, but
you actually have only collected 6 out of 12. Now, there must be some way
to get out of here. Go back to the pavilion you got the X-Ray Visor from,
and move to the left of it. You will reach some stepping stones leading
up to a ledge with a morph ball path. Enter the path and start rolling.
On the other end, get on and follow the wooden planks until you reach a
ledge next to the waterfall.
Surprise! 3 Chozo Ghosts come in to surprise our heroine. But with the
X-Ray Visor, there is no escape from your Super Missiles. Eradicate them
and the hole beneath a large Chozo bust will open. Jump over to the ledge
on the other side of the waterfall. Then follow the ledges and you will
reach the giant bust. Drop down that small hole and you can reach the exit.
Get back out to the Great Tree Hall.
----------------
Great Tree Hall
----------------
There is this final Ice Beam door that you have not opened yet. Go through
it to another Transport Access.
-------------------
Transport Tunnel D
-------------------
Some more seedlings here and there. Go through the door to the Transport.
-------------------------------
Transport to Chozo Ruins South
-------------------------------
Activate the Transport and ride back up to Chozo Ruins South.
*****CHOZO RUINS*****
Get out of the Transport to the following tunnel.
-----------------------
Transport Access South
-----------------------
Nothing here, just go through the door to return to the Reflecting Pool.
---------------
Reflecting Pool
---------------
Enter the save station to save. Then roll through the hole and go through
the door to enter the other Transport. Take it back to the Tallon Overworld,
and get back to the Gunship.
*****TALLON OVERWORLD*****
---------------
Landing Site
---------------
Enter your Gunship to replenish your missiles and Power Bombs, and then
head to the Artifact Temple. We will have to return some Artifacts now.
----------------
Artifact Temple
----------------
Let's return the Artifacts we have and see if there are any other hints
we may get.
New Artifact Entry! Nature
A molten Lake lies within the tunnels of Magmoor. Shatter the column at
the lake's center to reveal the Artifact of Nature.
Explanation:
There is a pillar that can be collapsed in the Lava Lake of Magmoor Cavern
which has the Artifact of Nature.
New Artifact Entry! Sun
Near Phendrana's shores, a Temple stands. Thaw the frozen waters flowing
from the Elder to find the Artifact of Sun.
Explanation:
Remember the frozen statue in Phrendrana Drifts? Thaw the ice with a Plasma
Beam to reveal the Artifact of Sun.
Now, head back to the Main Plaza of Chozo Ruins.
*****CHOZO RUINS*****
---------------
Main Plaza
---------------
Number of Missile Expansions: 1
Enter the Ruined Fountain, there is a door there which you have not gone
through for the time being.
---------------
Ruined Fountain
---------------
Read the map, and look for a door that you have not gone through by the
fountain. Go through it now.
--------------------
Meditation Fountain
--------------------
Nothing but a couple of Blastcaps. Go through the other door.
---------------
Magma Pool
---------------
Number of Power Bomb Expansions: 1
Now that you have the Grappling Beam, you can Grapple over to the other
side of this large magma pool. On the other side, set off a Power Bomb
on the wall with the mosses, and it will crumble. There is a Power Bomb
Expansion right behind it! Take it! This is the first out of 4. You now
can carry 5 Power Bombs. Also scan the Chozo Lore on the wall.
New Chozo Lore! 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 passages surface.
Whether it can ever be truly be destroyed is not for our eyes to see. (1)
But there is something else. We Chozo are drifting, tumbling through space
and time as the Great Poison eat 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 lickers through the landscape, wraithlike. It is the
Hatchling, the Newborn, walking 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 hours,
a savoir clothed in machines crafted long ago by Chozo hands? (2) Poisonous
clouds drift across our vision.
Explanations:
(1) The Artifact Temple was successful in containing the Phazon on this
planet, but now the Phazon goes so concentrated that they will become orange
when Samus enters the Impact Crater. She will go down there and destroy
the source of all the Phazon of Tallon IV.
(2) Seems that Samus has yet to fulfill another Chozo legacy again.
With this scan completed, go through the door on this end.
------------------------
Training Chamber Access
------------------------
Number of Missile Expansions: 1
As you go across the access to the other door, check the bunch of leaves
to the left with your X-Ray visor. You will see a small hole. Roll through
it for the 35th Missile Expansion of the game! Now you can carry 175 missiles.
Then enter the Training Chamber.
-----------------
Training Chamber
-----------------
As soon as you enter, 2 Chozo Ghosts will appear. Use the X-Ray Visor to
track them so that you can have clear shots at them. When they are dead,
the 2 Morph Ball Slots in this room will be revealed above the half pipes.
Go up and activate them. One will reveal a hole for you to leave. The other
will activate a lift leading to a Spider Ball Track. Get on that track
and then hang on. Follow it into a tunnel which leads you to the 12th Energy
Tank in the game. You now have 1299 energy. Then get out through the hole.
---------------
Piston Tunnel
---------------
Follow the path created by the pistons, and take care not to be squished.
Then roll through the exit tunnel and you will find yourself on top of
the Main Plaza.
---------------
Main Plaza
---------------
Number of Missile Expansions: 1
You can now see a Grapple Point above. Use it to swing over to the 36th
Missile Expansion of the game. Now, 14 are left to be found! With this
new expansion, head to the Magmoor Caverns.
*****MAGMOOR CAVERNS*****
Head to the Lava Lake.
---------------
Lava Lake
---------------
See that pillar behind the Magmoor as you enter this room? Examine it
closely with the X-Ray Visor. It's hollow. Therefore, use a Super Missile
to break this pillar, and the Artifact of Nature will be revealed. Now,
you have 7 out of 12 Artifacts. Then, go to the Triclops Pit.
---------------
Triclops Pit
---------------
Number of Missile Expansions: 1
You hear the sound, "Cheegar!" You know what that means, don't you? Shoot
down the Flying Pirates, and use the X-Ray Visor to check the pillars one
by one. You will see that one of them is hollow, and there are a series
of invisible platforms leading to it. Jump on the invisible platforms,
and blow up that hollow pillar. There's your missile expansion. Now you
can carry 185 missiles, as it's your 37th, and 13 are left. Get to the
Warrior Shrine.
---------------
Warrior Shrine
---------------
Number of Power Bomb Expansions: 1
Power Bomb the shrine and a large hole will be revealed. Drop through for
the 2nd Power Bomb expansion out of the 4 in the game. To get out of here,
jump into the only hole in this room and drop down to the Fiery Shores.
Return to the Shore Tunnel.
---------------
Shore Tunnel
---------------
Go over to the middle of the tunnel, and Power Bomb it. The glass will
shatter, and you can drop down to a small island in the lava. Look around,
and there's the Ice Spreader.
New Weapon! Ice Spreader
Usefulness: ***
This is the Missile Combo of the Ice Beam. In this attack, Samus will fire
a thick wall of ice at her enemies, and this will deal a lot of damage,
even to the final boss. The only drawback is that this weapon uses 10
missiles per combo, so I would recommend you only use this against the
final boss of Metroid Prime.
Now, get back up to the tunnel, and go to the Geothermal Core.
----------------
Geothermal Core
----------------
Now that you have the Grapple Beam, you can reach those platforms on the
towers. Jump up the ledges by the door leading to the South Core Tunnel.
You should see a Grapple Point. Hang on. Swing to the platform in front
of you, and roll into that hole. Perform Boost Ball to screw that platform
upwards. Then turn to your right and jump on that platform there. Go and
screw that platform up to in the hole. Jump to the highest platform and
do the same thing. Roll up the Spider Ball Track to the top. On the top,
drop down to the platform, and jump to the platform that is almost level
with yours. You should find a Morph Ball Slot. Activate it, and the 3
platforms will be realigned to allow easier access in the future.
What follows is a long series of Spider Ball Tracks. Use all the jumping
and dropping and Bombs at your disposal to make your way through. After
this long and exhilarating ride, you will eventually come to the Ice Beam
door at the end of the path.
------------------
Plasma Processing
------------------
There is nothing but the Plasma Beam in this room. Get it. Then go to the
transport by the Magmoor Workstation, and save. Afterwards, it's time to
return to Phendrana Drifts.
New Weapon! Plasma Beam
Usefulness: ****
The Plasma Beam is the most powerful beam in Samus' arsenal. It can burn
the enemies really badly and cut through enemies that are beam resistant,
but has a shorter range than other beam weapons. However, its Charge Beam
goes all the way, and can take out most enemies in one hit. That's not
all, not only the enemy is killed, he is also vaporized! Besides, the eemy
will be set on fire, and take damage slowly from the flames.
*****PHENDRANA DRIFTS*****
Get out to the Transport Access.
-----------------
Transport Access
-----------------
Kill the Pulse Bombu, and then blast your Plasma Beam into the ice to break
through it. Then enter the space and collect the 13th Energy Tank in the
game! Only one is left. Now, go through the door to the Frozen Pike.
---------------
Frozen Pike
---------------
This place serves as a good place to test out your Plasma Beam. You will
be surprised to find that they almost never miss! Have fun vaporizing the
Flying Pirates, then head to the Frost Cave.
------------------
Frost Cave Access
------------------
Shoot the Ice Beetle once, just once. Watch as it burns, then it dies!
That's it! One hit kill! Really great! Enter the Frost Cave.
---------------
Frost Cave
---------------
Number of Missile Expansions: 1
Grapple the Glider to swing to the opposite edge that you previously cannot
reach. Then make your way up to the top. See the stalactite? Fire a single
missile at it, and it will crumble, and fall onto the ice below, breaking
a hole into it. Jump down into the hole and jump through the water, it's
a tricky jump but you should be able to make it in no time. There's your
38th Missile Expansion. You now can carry 190 missiles. Then head to
Phendrana's Edge.
-----------------
Phendrana's Edge
-----------------
Number of Power Bomb Expansions: 1
"Cheegar! There are a couple of Flying Pirates on standby here. Let's give
them a taste of Plasma. Hee hee. Then jump up the ledges and make your
way to the top of this edge room. Swing to the opposite edge with the help
of the two Grapple Points on the cliffs. Then jump up those hovering
platforms to the ledge above. This ledge should have a large rocky wall.
Examine it with the X-Ray Visor and you should find a door behind the rock.
Power Bomb the wall and the door will be revealed. Go through it for the
Storage Cave. There is a Chozo Artifact here. Take it. It's the Artifact
of Spirit. You now have 8 out of 12 Artifacts. Then get out, and continue
to the top of the Phendrana's Edge. There is a hole there. Roll through
and you can get into a small room with the 3rd Power Bomb expansion of
the game. Now, only one is left. Head to the Gravity Chamber now.
----------------
Gravity Chamber
----------------
Number of Missile Expansions: 1
Remember that frozen Grapple Point? Shoot the ice on the ceiling with the
Plasma Beam to reveal the grapple point, and then get to the ledge of the
other door and grapple on. Swing to the alcove with the Missile Expansion,
and collect the 39th in the game! Now, only 11 are left. With this, head
back to the Frozen Pike, and go for the Quarantine Cave.
---------------
Quarantine Cave
---------------
Number of Missile Expansions: 1
Try to wake up the Sheegoth here. Then grapple to the ledge to the right,
and roll through that small hole there into the Quarantine Monitor. Inside,
is the 40th missile expansion of the game. Now, only 10 are left. Get to
the Control Tower now. I don't care how you get there.
---------------
Control Tower
---------------
Firstly, shoot down all the Flying Pirates. Then jump up to the opposite
tower. There should be a frozen up window behind some crates. Melt to with
the Plasma Beam, and aim at the base of the tower outside the window. Fire
a missile to collapse the tower. There will be a hole in the base of the
tower, sticking into the main area of the Control Tower Roll in, and follow
the path and you will find the Artifact of Elder. Now, head back to the
Ice Ruins West.
---------------
Ice Ruins West
---------------
Number of Power Bomb Expansions: 1
Jump over to the ledge with the crates. Look down the ice. See the Power
Bomb Expansion? Melt the ice, and drop down to collect the last Power Bomb
Expansion in the game. Now, you can carry 8 Power Bombs. Get to the Ice
Ruins East now.
---------------
Ice Ruins East
---------------
Number of Missile Expansions: 1
Enter from the Shorelines, and kill the Sheegoth. You will find that the
Sheegoth is vulnerable to the Plasma Beam at ALL TIMES. Go over to the
area below the other door, and look to your right to find a wall of ice.
Melt it with the Plasma Beam to collect the 41st Missile Expansion of the
game! Now, 41 down, 9 to go! Return to the shorelines.
---------------------
Phendrana Shorelines
---------------------
Number of Missile Expansions: 1
Remember that pillar by the ledge with the door that leads to the Ice Ruins
East? Look behind it. There is another wall of ice. Melt it to get the
42nd Missile Expansion of the game! Now, you can hold 210 missiles in your
tiny little hand cannon. Reenter the Ice Temple.
-----------------
Chozo Ice Temple
-----------------
Make your way to the top and kill all the Pulse Bombus that are in the
way. Then, go over to the Chozo Statue, and fire a Plasma Beam at his hands.
The ice will melt, and the hand will glow. Get onto the hand with the Morph
Ball, and a hole will be revealed at the base of the statue. Roll into
the hole for the Artifact of Sun. Now, 2 Chozo Artifacts are left. Return
to the Chozo Ruins via the Magmoor Caverns. Return to the Furnace.
*****CHOZO RUINS*****
---------------
Furnace
---------------
Number of Missile Expansions: 1
Destroy all the Chozo Ghosts here. They are starting to get annoying. Then
go over to the weak wall I told you to remember and Power Bomb it. A half
pipe will be revealed. Use it to get up to the Spider Ball Track. Then
bomb or avoid the Plated Parasites and get up to the next one above. Follow
it and when the ball is above that narrow ledge below. Drop down, and head
to the left, avoiding the Plated Parasites. Then follow the Spider ball
Track, and drop to the next one below. Follow this track until you are
directly above another ledge. Drop down. Go left, and avoid the Plated
Parasites. Then get on the final Spider Ball Track and up to the 43rd Missile
Expansion of the game! You now can carry 215 missiles. Then, go to the
Hall of the Elders.
-------------------
Hall of the Elders
-------------------
Yes, the Chozo Ghosts are still hanging around here. Blow them to second
heaven with the Super Missiles. Then, go over to the 3 Morph Ball Slots,
the red one has not been shot yet. Shoot it with the Plasma Beam to activate
the slot. Trigger it with a bomb, and a secret door will be revealed behind
the Chozo Statue. Drop down there to collect a Chozo Artifact. Now, return
to the Phazon Mines via Tallon Overworld. There has been a high level of
Phazon detected on a Mobile Source.
---------------------------------------------------
e. High Levels of Phazon Detected on Mobile Source
---------------------------------------------------
*****PHAZON MINES*****
We are going to do another run through at the Phazon Mines facility. But
now that we have the Plasma Beam, things will be much easier! Let us start
at the Mine Security Station.
----------------------
Mine Security Station
----------------------
Make your way along this large room, and destroy all the Wave Troopers
and Ice Troopers that get in your way as usual. Go over to the Bendezium
gate by the other door leading up and drop a Power Bomb. The gate will
collapse, and you can see a computer terminal. Scan the terminal to
deactivate the force field, revealing a Plasma Beam door. Open it, to the
Storage Depot A. Inside is the Flamethrower. Collect it.
New Weapon! Flamethrower
Usefulness: *
The Flamethrower is the missile combo of the Plasma Beam. This attack fires
a constant stream of flames at the enemy. However, I think the advantages
of this weapon cannot outweigh its disadvantages. For one thing, this
weapon requires 10 missiles to start spraying, and uses 5 Missiles per
second it is on. Therefore, it is not worth it if you are playing a speed
game.
Now, get through the door and up to the Security Access B.
------------------
Security Access B
------------------
There is a great game you can play with the Power Bomb here. Roll over
to the barriers blocking your way, and drop a Power Bomb in front of the
barrier. The barrier will be blown away, and the Shadow Pirate behind will
run into the explosion, killing himself! This works for both of the barriers.
Now, go up to the Elite Research, and go all the way back to the Central
Dynamo, where you got the Power Bombs from.
---------------
Omega Research
---------------
Clear the room of all the Wave Troopers and Power Troopers, and then jump
over to the opposite ledge, where one of the Wave Troopers were once on.
Blow up the debris covering the Ice Beam door and enter the Map Station.
Download the map of the area. Then drop down to the main area of the room.
Continue your way to the Central Dynamo.
---------------
Dynamo Access
---------------
Oh no! An Elite Pirate has escaped from his stasis tank! Blast him with
Super Missiles when he is not using his energy siphon to kill him. Then
you can go on to the Central Dynamo.
---------------
Central Dynamo
---------------
There are 4 Ice Troopers standing on the platform high above the room.
Shoot them with a Charge Ice Beam. 2 of the Ice Troopers will be frozen
in, allowing Samus to easily kill them without her being noticed. Just
lure the other 2 out and freeze and shatter them. Then go through the door
that you have no gone through before. Save before doing so, if you wish.
--------------------
Quarantine Access A
--------------------
This hallway is guarded by 4 Mega Turrets. You must be swift here to avoid
taking any damage. Move out, target a turret, and then take cover. Jump
up, fire a Charge Plasma Beam at the turret, and get back into cover. Then
when a Mega Turret is destroyed, get out, target another turret, and take
cover again. Repeat until all 4 Mega Turrets are destroyed. You will be
shocked to find the deactivation switch of the turrets are behind them,
at the other end of the room. Go through the door there to Metroid Quarantine
A. I guess this is where the Metroids are kept and fed.
---------------------
Metroid Quarantine A
---------------------
Number of Missile Expansions: 1
Yup, this is where the Metroids are kept. You will have an overview of
this room. There are 2 Space Pirates, and there is a big force field with
lots of Metroids behind it. Go over to the computer terminal to the right
and scan the red target. The force field will be offline. Now, those Pirates
will be in for a surprise! The 2 Space Pirates will then be latched on
and drained by the Metroids, and you can see them die!
Then, kill the 2 Metroids and go over to the disengaged force field. Enter
the room where the Metroids are kept and jump on the mushroom to the highest
one. Kill any Metroids you see, and switch on the X-Ray Visor. See the
invisible platforms? Jump on them. No, I don't think you want to enter
the Phazon just yet. On the other side, you will find 2 Metroids. Freeze
and kill them. Then jump up the mushroom onto a ledge. Use the X-Ray Visor
to find another invisible platform and use it to reach the opposite ledge.
Before you get on the Spider Ball Track, Power Bomb the wall to the left
of it. Then roll through. Power Bomb the next wall you see and you will
find another Spider Ball Track. Follow it to the other side and then look
left. Look for an invisible platform moving up. Jump on it to the ledge
above, and there's the 44th Missile Expansion of the game. Now you can
carry 220 Missiles! Get back to the other Spider Ball Track and follow
it over to the door. Go through to the Elevator Access B.
------------------
Elevator Access B
------------------
There are no enemies here, aside from 3 Burrowers. Kill them, get their
goodies and go through the Plasma Beam door to the elevator.
---------------
Elevator B
---------------
Scan the switch to activate the elevator, and then ride it down to the
level below. Go through the door down there.
--------------------
Fungal Hall Access
--------------------
Number of Missile Expansions: 1
There is a Space Pirate waiting for Samus at the bottom. Kill him with
your Plasma Beam. Then drop down to the bottom of this shaft. IF you examine
the underside of the giant mushroom, you will find that there is a Missile
Expansion there. Jump down and get it! This is the 45th of the game. Only
5 are more to go! You can carry 225 missiles. Now, get through the door
behind the Space Pirate.
---------------
Fungal Hall A
---------------
You will find some enemies that look like jellyfish in this room. Scan
one. They are known as Hunter Metroids, which are more powerful than normal
Metroids.
New Creature! Hunter Metroid
Attack:
Tentacle Energy Drain
Charging Tackle
Strength:
Ice Beam and Missile Launcher: 1 Ice Beam to freeze, 1 Missile to kill
"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."
Detailed Description:
We finally get to meet the more powerful Metroids in this game, after a
long wait, unlike in Metroid II. Hunter Metroids look very much like red
jellyfish. They attack by shooting a tentacle into Samus to drain her energy.
Therefore, Hunter Metroids have increased range over the normal Metroids.
Sometimes, Hunter Metroids will ram Samus, which is not as damaging as
the energy drain. Hunter Metroids make the same monkey like sounds of
Metroids (stupid!) and can be taken out by first freezing it with the Ice
Beam, and then shattering its frozen body with a missile.
Now, jump on those Mushroom, and hop from one to another, getting higher
and higher up. Engage all the Hunter Metroids you find, and you will
eventually see a Glider. Grapple over to the other side, and then go through
the door over there.
---------------------
Phazon Mining Tunnel
---------------------
This tunnel has been blocked off by a rock. Use a Power Bomb to blow it
out of the way, and then roll through. You will arrive at another mini
maze. There is this series of rapidly disappearing ledges over blue Phazon.
It is very difficult to stay on, even with the Boost Ball, so I guess you
will be forced to roll through Phazon, and getting hurt. Jump up on the
other side. You will eventually reach a T-junction. One of the tunnels
is loaded with Phazon, and cannot be entered yet, so go left, and through
the hole to the door. Go through.
---------------
Fungal Hall B
---------------
Number of Missile Expansions: 1
It's so dark and scary here. So, turn on your Thermal Visor, and hop from
mushroom to mushroom, killing all those Metroids in the way. When you find
the Glider, swing to the left first for the Missile Station. Then get out,
and drop down to the bottom of the room beneath the other door. Turn on
the X-Ray Visor near the ring of small mushrooms, and you will find a Missile
Expansion below. Drop a Power Bomb at the middle of the ring, and the Missile
Expansion will be revealed. Take it. It's the 46th Missile Expansion of
the game. There are now only 4 left. Then get back up, and swing to the
other door and go through.
--------------------
Quarantine Access B
--------------------
There are a couple of invisible Pulse Bombus in this room. Use the X-Ray
Visor to detect and destroy them. Then hop from mushroom to mushroom to
reach the other door. It's leading to the Metroid Quarantine B.
---------------------
Metroid Quarantine B
---------------------
Number of Missile Expansions: 1
This room is quite heavily guarded. 2 red Plasma Troopers will jump down
to engage Samus, and there are 2 other on the other side of the Phazon
pit. Kill them all with the Plasma Beam, but not before you scan them.
New Creature! Plasma Trooper
Rapid Yellow Beam Attack
Close up slash
Strength:
Plasma Beam: 2 Charge Beams
"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."
Detailed Description:
Oh no, not again! Those Space Pirate copy cats have now replicated your
Plasma Beam and have armed their own troopers with them. However, these
are not really Plasma Beams. They are just some yellow beam. I recommend
you to be very careful with these guys, as they can fire their beams in
a very haphazard way and deal heavy damage in a short time. The best mode
of engagement is to fire your Charge Plasma Beam at them twice to roast
them alive!
With the 4 Plasma Troopers dead, you can roll up the Spider Ball Track.
Follow it to a ledge. Then jump across to the other ledge on the same level.
You should be able to jump up and reach the Grapple Point from there. Swing
over to the other side, and you will find a force field. Scan the computer
to the left to deactivate it, and then kill the Plasma Trooper on the other
side. Scan the computer terminal for another Pirate Entree, I mean, Pirate
Entry. This should be the last one in the game.
New Pirate Data! 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. (1) 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-indestructible backbone that should turn the tide in any
engagement. (2)
Explanations:
(1) The development of the new Elite Pirates seems to be part of the Space
Pirates' plan to create new and advanced soldiers for their conquest of
this galaxy.
(2) The deployment plan: Deploy a small group of Elite Pirates, supported
by armies of normal Space Pirates and Flying Pirates at the back.
Now, go through the door to the left to the Save Station. Save and get
back out again. There is a Cordite capsule around here. Blast it with a
Super Missile and inside, is the 47th Missile Expansion in the game. That's
right, 3 are left to collect! Now, jump up the ramp, and go up to the door
above. Then let's go through. You are close to the Phazon source.
----------------------
Elite Quarters Access
----------------------
There is a Plasma Trooper around the corner. Be ware. Kill him with a couple
of Charge Plasma Beams and then you will notice a frozen up security gate
bypass unit. Thaw it with a Plasma Beam, and the door can now be opened.
Go through.
---------------
Elite Quarters
---------------
There is this Omega Pirate inside the stasis tank. Walk closer and closer
slowly until you are within scanning range. Then, scan him before getting
close this is the only chance you have to scan him. Then, get close and
he will force his way out of the stasis tank. Get ready for another boss
battle in this game!
Boss Battle! Omega Pirate
Attacks:
Wave Quake Attack
Heavy Punch
Dual Plasma Artillery Cannon
"Most powerful of the Elite Pirate Forces.
Omega Pirate can become invisible to normal sight. It is vulnerable when
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."
Rule of Engagement:
Let me put it this way. The Elite Pirates are the elite and creme de la
creme of the Space Pirates. Omega Pirate is the elite and creme de la creme
of the Elite Pirates! Simply put, Omega Pirate will also use those Plasma
Artillery Cannons and all the other what not. He moves much quicker than
the Elite Pirates, so you had better master dashing. However, this one
is much more cautious than the other Elite Pirates. In fact, Omega Pirate
will almost always be using his energy siphon capability. Which means you
cannot hit him most of the time. The only time you get to hit him is when
he readies his Wave Quake Attack and a short moment after. Then you should
lock on to those large blue spheres on his body and hit them with the Plasma
Beam. You will have to blow up all of those spheres before you can actually
damage Omega Pirate.
If you do manage to smash all of those blue spheres. Then the Elite Pirate
will fall back in bay, and kneel down onto the ground, saying something
like "Curses!" And then he will go invisible, and will appear on one of
the 3 Phazon patches to recharge his spheres. While he is doing so, several
Troopers will come down to engage you. If they are anything but Wave
Troopers. You most certainly would have time to destroy them AND cause
heavy damage to Omega Pirate. If mainly Wave Troopers appear. Then I suggest
you try to ignore them while you hit Omega Pirate as many times as possible
with your Charge Plasma Beams. Killing the Troopers is not a bad thing,
as they can leave behind energy for you to collect. Just repeat this routine
and Omega Pirate will eventually be defeated. He stands still, his eyes
go yellow. And he falls down in front of Samus, and melts in a puddle of
his own Phazon slime. Meanwhile, Samus' Gravity Suit undergoes a drastic
change and turns brown. It is now the Phazon Suit, as it is infused with
pure Phazon, Samus will be immune to Blue Phazon! Now, get back to the
Phazon Mining Tunnel. There is something to get. Remember?
---------------------
Phazon Mining Tunnel
---------------------
This time, roll through that tunnel that is filled with Phazon, and use
the Power Bomb to blow up any rocks that get in your way. Eventually, you
will come up to the last Chozo Artifact, which is the Artifact of Newborn.
Then, you can head back to Elite Quarters.
---------------
Elite Quarters
---------------
As you can see, there is this switch to the right. Scan it, and the elevator
will be active. Take it up to the level above. You will see a big chunk
of Phazon. Maybe that's what powers Omega Pirate! Now, go to the right,
and work your way to the door there, and go through.
-------------------------
Processing Center Access
-------------------------
There it is! Right in front of you, the last Energy Tank of the game! Take
it! You now have 1499 energy, and the line above your HP meter is filled
with rectangles! There is a gate here. Scan the switch to open it. Then
you can go through the door to the other side.
-------------------------
Phazon Processing Center
-------------------------
Number of Missile Expansions: 1
I bet that the Troopers above will be surprised to see someone walk on
Phazon unharmed. There is a Plasma Trooper up the ledges to the right,
and a Power Trooper to the left. There is also a Mega Turret to the right.
Finish all 3 and then jump up the ledges, and work your way up. When you
are on the 2nd circular platform, switch on the X-Ray Visor, you will see
another series of invisible platforms. Jump up them. You will find a lone
ledge to the left with some crates on it. Jump over there and clear the
crates. Drop a Power Bomb there and a Missile Expansion will be revealed!
Get your prize. It's the 48th and 2 more are left!
Now, jump back onto the invisible platforms and work your way up to the
ledge where the troopers are. There is a Wave Trooper and a Plasma Trooper.
Kill them the way you know. Then follow the Spider Ball Track on the left
pillar. This may be hard as the Power Trooper above can hit Samus while
she is on the track, and that will cause her to lose her grip, and fall.
Anyway. Once you are on the ledge. Turn around and kill the Power Trooper
above. Then make your way up the ledges, until you reach the top.
On the top, destroy the Mega Turret and jump on the moving platform. Then
hop onto that ledge there and go through the door to the Transport Access.
------------------
Transport Access
------------------
No need to worry about the Phazon here. Just walk, walk along the Phazon
to the other side and go through the door.
-----------------------------------
Transport to Magmoor Caverns South
-----------------------------------
Activate the Transport by scanning the switch, and ride it up to the Magmoor
Caverns.
*****MAGMOOR CAVERNS*****
Get out of the transport. You are actually very close to the Magmoor
Workstation.
-------------------
Workstation Tunnel
-------------------
See? What did I tell you. Go over to the Bendezium rubble and blow it to
smithereens with the Power Bomb. Then go out to the Magmoor Workstation.
How, get back to the Chozo Ruins through the transport. On to the concluding
chapter of Metroid Prime!
--------------------------------------------------------
Samus' Mission Part 4: The Mystery of the Impact Crater
--------------------------------------------------------
Now that you are back in the Overworld, your task will be to return the
Artifacts to the Artifact Temple to access the Impact Crater. But there
are some things to be done in the Root Cave first.
-------------------------------------------------------------
a. The Showdown at the Artifact Temple: Samus vs Meta Ridley
-------------------------------------------------------------
---------------
Root Cave
---------------
Number of Missile Expansions: 1
Make your way to the top of this cave. Use the Grapple Point to swing over
to that ledge with the Geemer. You will be pleased to know that one Plasma
Beam shot can cut clean through their armor. Then jump up to the tree trunk,
and incinerate the Bloodflower! Then continue your way up. Notice that
there are some spots where the rain stops in midair. That's right, there
are invisible platforms there. Use the X-Ray Visor to see them for sure.
Jump up, step by step. On the last invisible platform before the Plasma
Beam door, you can see an alcove to the left. Jump in for the 49th Missile
Expansion of the game! You are getting warm! Then, jump up to the Plasma
Beam door and go through.
---------------
Arbor Chamber
---------------
Number of Missile Expansions: 1
There you have it, right in front of you. The last Missile Expansion in
the game! Take it, and you can carry 250 missiles! You will then be notified
that 100% of the pickups have been acquired! The Image Gallery 4 will be
unlocked! Get back to the Gunship now.
Note: You will be amused to find out that it took me exactly 9 hours and
59 minutes of playing time to achieve this 100%. So, that's 1 item collected
every 6 minutes on average.
---------------
Landing Site
---------------
Enter your Gunship to save and replenish your Missiles and Power Bombs.
You will need it. Then, proceed to the Artifact Temple. Brace yourself...
----------------
Artifact Temple
----------------
Get to the center of the Chozo Totems, and they all light up. The central
totem rotates a couple of times, and shines light into the sky. Now you
can enter the Impact Crater, or really? No! The light has drawn the
attention of Meta Ridley, and he swoops down, and breaks the central totem.
He flies around a couple of times, dropping bombs on Samus. Now, he comes
down personally in the hopes of taking you down. It's the cage match to
the death! Samus vs. Meta Ridley! Scan him before you fight him, as this
is your only chance of doing so.
Boss Battle! Meta Ridley
Attacks:
Red Beam Attack
Multiple Scatter Bombing
Carpet Bombing
Ground Stomp
Ground Bite
Charge Bite
Tail Whip
"Genetically enhanced Ridley metaform.
Reborn and volved through Pirate Technology, Meta Ridley is a fearsome
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."
Rule of Engagement:
It's time for Samus to face this genetically enhanced Ridley. Now, back
from the dead twice, Meta Ridley has attained a Silver Plating and yellow
wings, unlike his better looking purple predecessor. The battle can be
divided into two sections. The first is when he has more than 20% of his
energy remaining, the second is when he has less than 20%.
When he has 80% of health or more, Meta Ridley can fire his scatter bombs
at Samus, so quickly dash out of the way. He can also fly outside of the
arena, pump up for a bombing run, and carpet bomb the entire arena. He
will also fire his beam weapon on the ground for his ground strafing run.
So, quickly dash out of the way of the bombs, but sometimes, it's still
hard not to take any damage in this battle.
Meta Ridley can also suddenly stop in mid air, and then stomp the ground
hard, and attempt to bite Samus while is his on the floor. When you see
him gearing up for the stomp, you had better jump back. As you have read
in the description, Meta Ridley has a weakness in his chest armor, so that
is where you have to aim at with your Plasma Beam. Fire Charge Plasma Beams
for the maximum effect. If you hit the right spot, you should see Meta
Ridley's energy bar get a sudden drop, and then he will fall back in pain.
You sometimes may be able to get it twice before he starts flying around
again. Of course, the best time to aim at his chest is when he is relatively
still. Don't even try when he is on his bombing run!
Just repeat the cycle. Dodge attacks, wait for Ridley to hold still, and
then blast him in the chest! This will be the king of pain! Don't ever
try using Super Missiles, as they are not accurate and will waste missiles.
Eventually Meta Ridley's health will be drained and he will have less than
20% energy left. This is the main turning point of the level. Ridley will
take so much damage that his wings will catch fire, eventually, there will
be nothing left of his wings but the silvery flames, and he will have to
drop down to the ground to come after personally. The hardest part of this
fight is now underway. As you can see, Meta Ridley has bent down a bit,
and this makes targeting his chest armor a bit difficult. Not only that,
he will perform numerous charge tackles at Samus, and this is known to
take maybe over 70 energy in a single hit!
But still, Ridley is still a bit vulnerable at certain moments. Notice
that before he attacks in any way, he will open his mouth, so charge up
a Plasma Beam while waiting for him to open his mouth. Once he opens his
mouth, release the beam, and it may hit him there, causing him to have
a pain reflex. His pain reflex will cause him to bend his body upwards,
exposing his chest armor. At this point, you can get a few Charge Plasma
Beam hits on his chest. Note that it is quite hard to hit his mouth really,
so if you miss, immediately tilt your Control stick to the left or right
while tapping the B button to dash out of the way. Then hopefully, the
Charge Tackle may not hit you. Thankfully, the Charge Tackle is not the
only thing that Meta Ridley will use against you. He will also attempt
to use his Red Beam. Of course, he will be opening his mouth at that point,
so shoot it. Then his pain reflexes will show up again. Eventually, the
last 20% of his energy will be drained, and Meta Ridley will scream in
pain and perform more pain reflexes. This is not all, the Chozo Totems
high up behind Samus have decided to help too. They fire multiple lasers
at Ridley's chest, and then knock Meta Ridley clean off the ledge. Meta
Ridley then explodes in a big blast in his fall.
Then Samus will be surrounded by Chozo Ghosts. Don't worry, they will not
hurt you. The images of the totems will appear for a split second, and
a portal will be made for Samus to enter the Impact Crater. Do it now.
----------------------
b. Down in the Crater
----------------------
*****IMPACT CRATER*****
As soon as you get down to the crater, look around you and you will find
a Save Station. Save, and go through the door.
----------------
Crater Tunnel A
----------------
This tunnel is full of even more highly concentrated Phazon. Do not enter
the stuff, as they can poison Samus even in her Phazon Suit. There is a
new creature swarming over the ledge there. Scan them before you just
exterminate them. They are called Lumigeks.
New Creature! Lumigek
"Phazon-charged reptiles.
Natvies of Tallon IV, the Lumigeks travel in swarms to increase their odds
of survival. They absotb and radiate Phazon energy, making these wearms
a threat."
Then, jump over to their ledge and make your way to the door.
---------------
Phazon Core
---------------
So, this is the Phazon Core. It is loaded with yellow Phazon, the even
more poisonous stuff. Stand around, and a Metroid will come after you.
Except that it is actually a much more mutated version of the Metroid!
It's a Fission Metroid, capable of splitting into two! Scan it!
New Creature! Fission Metroid
Attack:
Energy Drain
Strength:
Power Bomb: 1 Bomb
"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 weaponry. 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."
Detailed Description:
Fission Metroids are Metroids that have mutated due to rapid exposure to
yellow Phazon radiation. They are not vulnerable to Ice Beam. If you shoot
one enough times, it will split into 2 Metroids. So, that is double trouble.
The 2 daughter Metroids will be in different color, corresponding to the
beam they are vulenrable against. As they are such nightmares to kill,
and they respawn indefinitely, I suggest that you avoid them at all costs.
If they do latch on to you, turn into a Morph Ball and drop a Power Bomb!
This will kill the Fission Metroid instantly and would not allow him to
split into two!
Make your way to some platforms that look like teeth and use it to reach
the floating ones. Make your way up quickly to avoid all the Fission
Metroids. There is a small Missile Station mid way up the core, and you
can enter to rest a bit from the Fission Metroids before you make your
way up to the top of the core. Then get through the door. Quick!
----------------
Crater Tunnel B
----------------
That's it, you are getting warm. Get onto the Spider Ball Tracks and make
your way across the yellow Phazon Pit to the door on the other side, go
through and meet your big surprise!
------------------------
Phazon Infusion Chamber
------------------------
Step forward please. There is this big black thing asleep in a web in the
chamber. It then wakes up and sees Samus. It growls, and drops down to
the ground in a spider form, and then scuttles into the pit below. It's
time for the fight to the death with Metroid Prime! Jump down the pit after
him. Scan him first.
Boss Battle! Metroid Prime
Attacks:
Beam Attack
Multi Scatter Bomb Attack
Dual Homing Bomb Barrage
Charging Trample
"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: 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."
Rule of Engagement:
So, this is what brought down the Great Poison known as Phazon into talon
IV. Metroid Prime. Metroid Prime is way much bigger than Samus, but his
oversized head is vulnerable to beam weapons. Metroid Prime will use his
beam to zap Samus hard. It can be a Power Beam, Wave Beam, Ice Beam or
Plasma Beam, depending on what color Metroid Prime is of at the moment.
The multi scatter bomb attack is also a pestilence.
When you meet him in the pit, Metroid Prime will be of yellow colour, which
means that it will be vulnerable towards Power Beam style weapons. So,
dodge his attacks, and fire your Super Missiles at him. They do a big dent
in his energy, and when he has had enough, Metroid Prime will be knocked
back in pain, and will attempt to stomp Samus. Then he will change to a
purple colour. This time, he will be vulnerable to the Wave Beam. He will
use his Wave Beam against you as well. When you see the beam charging in
his mouth, you had better move out of the way. Fire Charge Wave Beams at
him to damage him. Then he will knock back in recoil and jump down to the
pit below. Follow him.
In the second pit, Metroid Prime will turn into a yellow color, so he is
now vulnerable to the Power Beam. Fire some Super Missiles at him, and
he will be knocked back in recoil. He will attempt to charge across the
room to trample Samus, so quickly roll into a Morph Ball and take shelter
in one of those ditches in the rooms so he cannot stomp you when he charges.
Then turn around to face Metroid Prime. He will turn white. He is now
vulnerable to Ice. Before he can do anything, fire an Ice Spreader at him
to freeze him. He will then be knocked back in pain. So, hide in the ditch
when he charges across the pit. Then turn around to face him. This time,
he will be purple in colour, so this means that he is now vulnerable to
the Wave Beam. Avoid his beams as usual, and blast him with Charge Wave
Beam until he flinches in pain. Then roll into the ditch as usual to avoid
his crazed charge.
But what is this? Metroid Prime decides to wimp out! He jumps into another
pit, so follow him. He will now turn red, making him vulnerable to the
Plasma Beam. He will try to grapple you towards him, but this won't hurt
a bit. So, just hit him with Charge Plasma Beams while he is grabbing you.
A couple of hits will cause him to flinch, and you can hide in the ditch
to avoid his crazed charge again. Then, he will turn purple, so it's time
to hit him hard with Charge Wave Beams. When he flinches, he may send to
homing bombs after you. This may be touch to avoid him and the bombs at
the same time, so good luck. He will then turn yellow, so fire Super Missiles
at him this time. After this wave, he will turn white, so fire an Ice
Spreader into him before he can make any objections.
After he is thawed, he will recoil in pain, and then will jump down to
yet another pit. So, you know what to do, jump in after him. This time,
he will turn yellow, so it's the Super Missiles you will need against him.
After he recoils, he will charge randomly, so beware! Just shoot him with
the corresponding beams while you try to avoid all the attacks he pits
against you. This is definitely the hardest part of the fight. After you
have taken all but one drop of his energy, Metroid Prime will flinch and
drop into another pit. Come back! You coward, you better jump in after
him. Be prepared, as he may have turned into another form already.
In the crater, you will find Metroid Prime on a large blob of Phazon, and
then he will molt, revealing something that looks like a giant squid, so
this is the true essence of Metroid Prime! Scan him, and you should now
have 100% of your Log Book filled in, so Image Gallery 2 will be unlocked!
Congrats! Now let's fight.
Boss Battle! Metroid Prime (Essence)
Attack:
Fire Wave Attack
"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 pawn Metroids
to assist it in battle, rendering itself invisible when it does so."
Rule of Engagement:
This has got to be the final battle of the game. It's you against the source
of all the Great Poison of the game. Metroid Prime's core essence.
Fortunately, all Metroid Prime does is creating pulses of fire at Samus,
which can be avoided by jumping. The first pulse will destroy all the rocks
in the rocks in the room, revealing a lot of energy. So collect those if
you are injured. Then it's time to play a game of cat-and-mouse with Metroid
Prime. When you have avoided enough times, Metroid Prime will drop a Phazon
pool somewhere in the room, and go invisible. Get onto the Phazon, and
your beam will be in Hyper Mode. Then use either the X-Ray Visor or Thermal
Visor to detect Metroid Prime and start shooting like crazy and watch his
energy drop! Now, the Phazon pool will eventually disappear, and you can
continue to dodge his fire waves until another pool appears.
If Metroid Prime is a bit hurt, 2 Mtroids will spawn from the Phazon Pool
as well. If he has less than 50% of his energy, 2 Hunter Metroids will
spawn. These Metroids can be killed by the freeze treatment, and you can
continue shooting Metroid Prime. When Metroid Prime is almost dead, he
will spawn 2 Fission Metroids. Deal with them by allowing them to latch
on to you and dropping a Pwer Bomb. Then you can go and shoot Metroid Prime
himself. Eventually, all energy will be lost.
Metroid Prime turns into some big blob of transparent goop and tries to
siphon energy of Samus, only taking off her Phazon Suit. Then he will
explode. The Impact Crater goes unstable and will blow as well! Samus then
gets back to the surface, and signals her Gunship to come here to pick
her up. She gets on the Gunship, removes her helmet, and looks on as the
Impact Crater blows up in flames. She closes her eyes, enters her Gunship
and zooms away from the planet. Then the credits will roll. After that,
you will be shown Samus without her helmet on, and that you have achieved
a 100% game! Press A to continue. You will find something in the Impact
Crater bubbling in the Phazon, and an arm reaches out. There is an eye
in that body sticking out. I wonder... That's the end, folks!
------------------------------
9. The Location of Expansions
------------------------------
I have integrated the collection of all the Energy Tanks, Missile
Expansions, and Power Bomb Expansions in the game in the guide above,
however, if you know how to beat the game, then this section is for you
if you would want to collect all expansions and get a 100% game. All of
these are listed in the order I find them in the guide above.
----------------
a. Energy Tanks
----------------
There are a total of 14 Energy Tanks in the game, allowing Samus to store
1400 more units of energy.
Energy Tank 1: (Transport Access North, Chozo Ruins)
After you have defeated all of the Ram War Wasps given out by the Hive
Mecha, and then collect the Missile Launcher. Then blast the blast shield
off the door in front of you and go through the door. There is an Energy
Tank in here. Get it! This makes the first Energy Tank you have collected
in the game! That leaves 13 more to go!
Energy Tank 2: (Furnace, Chozo Ruins)
Sometime after you have collected the 1st Energy Tank, you will be notified
of an Energy Spike in the Furnace, so go over there. At that point, you
cannot go up the magnetic track yet, as you have no Spider Ball. Instead,
roll through the hole, and bomb jump to get to the next one. Roll through
and you will find an Energy Tank! That is the 2nd Energy Tank, which leaves
12 more to be collected. You now have 299 Energy!
Energy Tank 3: (Main Plaza, Chozo Ruins):
You may be wandering how to get up to the Energy Tank way above the Main
Plaza. From the Vault, go through the door towards the Plaza Access. You
will find even more Beetles. Kill them, and go through the door back to
the Main Plaza. There is an Energy Tank behind the door. Take it! This
is the third tank of 14. You now have 399 units of energy.
Energy Tank 4: (Transport Tunnel A, Magmoor Caverns)
Enter the Transport Tunnel A by jumping up the ledges in the Monitor Station
to a bridge that leads to the top of the station. Then cross the bridge
and go through the door. This is another morph ball tunnel. There is an
Energy Tank hidden at the top of the mini maze. At the first block, do
a bomb jump combo to boost Samus up. Remember that the blocks disintegrate
after 2 bombs, so your timing has to be precise. Then go left, and boost
Samus up once more. GO left again, and the Energy Tank should be right
above the block Samus is now on. Easy does it! Do a jump combo against
the block and the tank should be yours! This is the 4th Energy Tank of
the game, and you now have 499 units of energy! This leaves 10 more Energy
Tanks to be collected.
Energy Tank 5: (Frozen Courtyard, Phendrana Drifts)
There are 2 spinners around the large pool of water. Use Boost Ball to
power them up, and then you will find the pipes at the top of the courtyard
starting up, and a morph ball slot is activated. Jump up to the Morph Ball
Slot and activate it with a Bomb. The pipes will start adding water and
fill up the pool, causing the water levels to rise. You will find a hole
on the other side with yellow edges accessible now. Jump on the pieces
of ice over to the hole, and bomb jump into it. You will end up rolling
into a chamber with an Energy Tank. So, that is the 5th Energy Tank of
the game! There are 9 more to go! You now have 599 energy.
Energy Tank 6: (Research Lab Aether, Phendrana Drifts)
Kill all Metroids and Space Pirates that attack you and explore the room.
You will find many things in the stasis tanks, including Metroids and an
Energy Tank! Use the Super Missile to blow up the tank, and collect your
prize! You have collected the 6th Energy Tank out of 14, and there are
8 more to go. You now have 699 energy!
Energy Tank 7: (Magmoor Workstation, Magmoor Caverns)
When you enter the Workstation upon returning from Phendrana Drifts, you
hear the sound of jet packs. That's right. There are 2 Flying Pirates
guarding the area. Attract their attention, and blow them out of the sky!
Then drop down to the Workstation. You will notice a device in the lava
that requires Power. Switch to your Thermal Visor and locate the 3 Power
Conduits around this place. There are located in the 3 small alcoves in
this pit. Once the machine has been activated, some cold air will blow
into the lava of one of the small canals, cooling them down, and the camera
will focus on the small pit that you can access the canal with the Morph
Ball. It's time for another Morph Ball challenge!
Roll into that tunnel and you will eventually reach a pit with 2 Triclops.
Kill them with Morph Ball Bombs and then roll through the cooled canal
to reach a power switch. Scan it, and the lava in another canal will be
cooled. Roll through that canal before the timer runs out to reach another
switch. Scan it to cool the third and final canal and you can reach the
Energy Tank! Congrats, you have now collected 7 out of 14 Energy Tanks,
which is half of the total in the game! Only 7 left to go! You now have
799 Energy!
Energy Tank 8: (Hall of the Elders, Chozo Ruins)
You will need the Ice Beam for this one. Enter the hall and kill those
blasted Chozo Ghosts with your Charge Beam and then go back to the 3 Morph
Ball slots. This time, shoot the White Slot with the Ice Beam to enable
it. Trigger it with a bomb, and the ground in front of the statue will
tilt to the right. Offer the Morph Ball to the statue's hands, and it will
propel Samus into the hole, and there is an Energy Tank inside. This is
the 8th. You now have 899 energy. That leaves 6!
Energy Tank 9: (Cargo Freight Lift to Deck Gamma, Tallon Overworld):
Enter the Cargo Freight Lift from the Reactor Access. This is the elevator
that Samus once rode down to the room she was in when she first entered
the Frigate. Now, the elevator is completely submerged in water. Fire a
missile at the elevator door and it will be broken open. Then you can enter
and collect your 9th Energy Tank of the game! Splendid! You now have 999
energy! Better call the police!
Energy Tank 10: (Hydro Access Tunnel, Tallon Overworld):
Enter from the Connection Elevator to Deck Beta. There is a hole in the
wall to the left. Enter Morph Ball mode and roll in. You will be inside
a mini maze again. See that tall shaft there? Perform a double Bomb Jump
combo, and boost Samus up to the top. You will find that the Bomb Jumps
in water go much higher than in the air due to the buoyancy of the water.
Before you reach the peak of your Bomb Jump, drop a Bomb, and Samus will
be boosted even higher, On the top of the Shaft is an Energy Tank. Get
it! This is the 10th in the game. You now have 1099 energy at your disposal!
Energy Tank 11: (Ventilation Shaft, Phazon Mines)
You will need the Power Bomb for this one. Remember that Bendezium grate
in the shaft? Roll over and blow it up with the Power Bomb. Then get into
the hole there. Roll through to find a switch. Scan it, and the ventilation
fan will be activated. All Puffers will be sucked into the fan, and the
grating of the fan will blow! The room's air will freshen up, and an Energy
Tank will be revealed. Collect it, and you should have collected the 11th
Energy Tank in the game and have 1199 energy.
Energy Tank 12: (Training Chamber, Chozo Ruins)
As soon as you enter, 2 Chozo Ghosts will appear. Use the X-Ray Visor to
track them so that you can have clear shots at them. When they are dead,
the 2 Morph Ball Slots in this room will be revealed above the half pipes.
Go up and activate them. One will reveal a hole for you to leave. The other
will activate a lift leading to a Spider Ball Track. Get on that track
and then hang on. Follow it into a tunnel which leads you to the 12th Energy
Tank in the game. You now have 1299 energy.
Energy Tank 13: (Transport Access, Phendrana Drifts)
You will need the Plasma Beam to get this one encased in the ice wall.
Kill the Pulse Bombu, and then blast your Plasma Beam into the ice to break
through it. Then enter the space and collect the 13th Energy Tank in the
game! Only one is left.
Energy Tank 14: (Processing Center Access)
Having killed Omega Pirate in the Elite Quarters, take the elevator up
to the ledge above and go through the door to the Processing Center Access.
There it is! Right in front of you, the last Energy Tank of the game! Take
it! You now have 1499 energy, and the line above your HP meter is filled
with rectangles!
----------------------
b. Missile Expansions
----------------------
There are in total 50 Missile Expansions to be found in the game, and this
can allow Samus to carry 250 missiles.
Missile Expansion 1: (Hive Totem, Chozo Ruins)
In the Hive Totem, defeat all the Ram War Wasps from the Hive Mecha, and
the first Missile Expansion will be yours for the taking. Then, you can
start launching missiles.
Missile Expansion 2: (Ruined Gallery, Chozo Ruins)
You can get this one as soon as you have receive your first expansion above.
Return to the Ruined Gallery, and use the Scan Visor to locate a weakness
in the wall. Blast the weak Brinstone wall with a missile, using the Scan
Visor to determine its location, and voila, the second Missile Expansion
is yours, now there are 48 left to collect.
Missile Expansion 3: (Burn Dome, Chozo Ruins)
First, defeat the Incinerator Drone and the Barbed War Wasps in this room.
Then, you can have the Morph Ball Bomb. There is a sandstone wall in this
room. Blow it up with a bomb to reveal the hole, and roll through. You
will find a Missile Expansion. Take it. You have found the 3rd Missile
Expansion in the game. There are 47 left to collect now! Yay, I'm thrilled.
Nah! You still have 47 left to collect!
Missile Expansion 4: (Watery Hall Access, Chozo Ruins)
Go forward, and kill the Shriekbats before they kill themselves! Ha ha!
They are going to die anyway! Jump onto that small island in the poison
water, and turn left. Blast the cracked wall with the missile, and what
do you know? A Missile Expansion! That makes the 4th, now only 46 are left
to be collected. You now can carry 20 missiles! Gee, I really love progress!
Missile Expansion 5: (Dynamo, Chozo Ruins)
After you have collected the Charge Beam, you will find a weak Sandstone
wall to the right. Blow it up with a bomb and roll through. This passage
leads to the Dynamo. One of the Missile Expansions is in clear sight, behind
a barrier, use a Missile to break it open. The other is up a magnetic track,
make sure to come back after you have the Spider Ball. Now, you have the
5th Missile Expansion of Metroid Prime, and you can carry 25 missiles!
45 left to go!
Missile Expansion 6: (Vault, Chozo Ruins)
There is something locked up in the Vault, and it is another Missile
Expansion. There are 3 Morph Ball holes to be activated. The first one
is on ground level, and can be opened by first bombing the grate. Then
roll in and plant a Bomb. The lock will be released. Bomb Jump up the second
one, and do the same. To reach the highest hole, plant 2 Bombs on the ground,
with a slight pause between each drop, and then when Samus is at the peak
of her Bomb Jump, plant the Bomb in the air. Then the bottom Bomb should
propel Samus up to the higher Bomb, which propels her up to the hole. Bomb
the hole, and the gates will open, allowing you to get the 6th Missile
Expansion of the game. You now can carry 30 missiles! 44 Missile Expansions
left to be collected!
Missile Expansion 7: (Ruined Shrine, Chozo Ruins)
You will need the Morph Ball Bomb for this one. Remember the weakness in
the wall made by the sandstone? Blow it up with a Morph Ball Bomb and roll
in. The Missile Expansion is inside! This makes the 7th Power Expansion.
There are 43 left to go! Go to the Ruined Nursery for the next.
Missile Expansion 8: (Ruined Nursery, Chozo Ruins)
There is a mini maze on the wall. First, enter it from the entrance near
the door you went in through, and then jump up. There is a rock beneath
a metal box. Blow up the block with a bomb and the box will be lowered.
Then enter the mini maze from the other entrance, bombing rocks that get
in the way. Eventually, you will reach the Missile Expansion. This is the
8th Missile Expansion of Metroid Prime. They are now 42 remaining! The
next can be found in the Ruined Gallery.
Missile Expansion 9 (Ruined Gallery, Chozo Ruins)
Still no fancy pictures in this gallery, but the water is now clean. Jump
down to the Tangle Weed, and roll into a Morph Ball. Bomb jump up the hole,
and roll along the tunnel for the missile! That's the 9th in the game!
9 down, 41 to go!
Missile Expansion 10: (Storage Cavern, Magmoor Caverns)
Roll into the Triclops pit and then through the other hole in the pit to
reach the door to the Storage Cavern. Make your way to the end of this
cavern and you will see what the Space Pirates have been storing. It's
a Missile Expansion. Get it now! You now can carry 50 Missiles! This is
the 10th Expansion in the game, and that leaves 40 to be found!
Missile Expansion 11: (Fiery Shores, Magmoor Caverns)
Enter from the Shore Tunnel. This area really is very well described. It's
like a lava beach! Anyway, wait for the flame nozzles to stop spewing flame,
and hop over the ledge to the other side. You will encounter a Magmoor,
as well as a Triclops. Jump onto the ledge with the Triclops and roll into
a bomb. Blow the Triclops up and enter the hole up there.
There is another path for the ball to roll through. Bomb away the crates.
Then make your way up to the catwalk. Roll over to the other end and collect
the 11th Missile Expansion in the game! You now can carry 55 missiles!
That's 39 left to go!
Missile Expansion 12: (Transport Tunnel B, Tallon Overworld)
There are several Zoomers here, ignore them. See the bridge? There is steam
down there, but if Samus drops down to the bottom, you can find the 12th
Missile Expansion in the game! Then Samus can carry 60 Missiles, and 38
Expansions are left to be collected!
Missile Expansion 13: (Landing Site, Tallon Overworld)
Behind the ship, is a small tunnel with Tangle Weeds inside. Roll in for
a Missile Expansion. That's the 13th one in the game. You can now carry
up to 65 missiles. There are 37 more to go.
Missile Expansion 14: (Main Plaza, Chozo Ruins)
You will need the Boost Ball for this one. Go over to the half-pipe and
boost Samus up using the Boost Ball! There's the Missile Expansion, in
an alcove on the wall. Get it now. You now have 14 Missile Expansions in
total, and can carry 70 missiles. Now, that leaves 36 left!
Missile Expansion 15: (Ruined Shrine, Chozo Ruins)
Samus can now go up the half pipe. Boost Ball up to the right hand side
and roll into the hole. There's your Missile Expansion, get it now! You
now have 15 Missile Expansions, and 35 are left to go! You can now carry
75 Missiles. Now, before we head back to the transport, let's visit the
Gathering Hall for the 16th.
Missile Expansion 16: (Gathering Hall, Chozo Ruins)
Make your way to the top of the Gathering Hall and then jump up on to one
of those red lights by the door. Then double jump up to the grating, roll
into a ball and drop a bomb! The grate blows up, and what do we have here?
A Missile Expansion! Take it. This makes the 16th, you can now carry 80
Missiles!
Missile Expansion 17: (Research Lab Hydra, Phendrana Drifts)
Once you have the Super Missile, go back to Research Lab Hydra and bust
the Cordite capsule for the 17th Missile Expansion in the game! Now you
can carry 85 missiles! That leaves 33 to go!
Missile Expansion 18: (Research Lab Aether, Phendrana Drifts)
Kill all the Space Pirates and Metroids you find in here. Make your way
down the catwalk. There are just so many Space Pirates here. Take them
all down. You will find a narrow path leading to a Missile Expansion. Jump
up, roll into a ball and roll carefully to the alcove and get the 18th
Missile Expansion in the game! Samus now can carry up to 90 missiles. Now,
all she has to do is to collect another 32!
Missile Expansion 19: (Phendrana Shorelines, Phendrana Drifts)
Once you have the Super Missiles, return to the Phendrana Shorelines. Jump
over to the entrance of the temple, and locate that Cordite decoration.
Blow it up with a Super Missile, and scan the purple switch behind it.
A Spider Ball Track will be revealed to the left. Go up to the top of the
tower there for the 19th Missile Expansion of the game! You now can carry
95 Missiles! That's 31 left to go!
Missile Expansion 20: (Ice Ruins East, Phendrana Drifts)
Once you have the Spider Ball, go back to the Ice Ruins East. Remember
the Spider Ball Track? You can go up it now. Kill the Sheegoth down there,
and make your way up to the Missile Expansion. That's the 20th Expansion!
You can now carry 100 Missiles!
Missile Expansion 21: (Main Plaza, Chozo Ruins)
This one requires the Super Missiles yet again. Remember that tree with
that weakness there? Aim at it and blast it with a Super Missile. That
part will be blown off, revealing a Missile Expansion! Jump up and get
it! (From the ledge above the door leading to the Ruined Shrine) You now
have collected the 21st Missile Expansion in the game, and can carry up
to 105 missiles. Now it's 29 to go!
Missile Expansion 22: (Ruined Fountain, Chozo Ruins)
The Spider Ball is needed for this one. Now that the water is clean, enter
Morph Ball mode and jump into the fountain. The water jet will boost Samus
up to the Spider Ball Track. Follow the track and you will drop into the
alcove with the Missile Expansion. That's the 22nd Missile Expansion in
the game. That leaves 28 left to go!
Missile Expansion 23: (Dynamo, Chozo Ruins)
Follow the Spider Track up to the top of the room, and the 23rd Missile
Expansion is yours. Now Samus can carry 115 Missiles. 23 down, 27 to go!
Missile Expansion 24: (Crossway, Chozo Ruins)
Get down to the half-pipe and boost ball your way up to the other side.
There is a Cordite decoration on the wall. Blow it up. There is a Power
Conduit behind the decoration. Scan it and something will be activated.
A Spider Ball Track will be revealed above the halfpipe. Boost ball up
and make your way to the Morph Ball Slot. Jump up there and activate it
with a Bomb. Another Spider Ball Track will be revealed. Boost ball up
there and activate the Morph Ball Slot. Then a pillar below to the left
will go down. Roll onto it before the time runs out, and the pillar will
go up to the top of the room, roll to the left for the 24th Missile Expansion
of the game. You now can carry 120 missiles. Only 26 left!
Missile Expansion 25: (Overgrown Cavern, Chozo Ruins):
Enter the Save Station in the Reflecting Pool of the Chozo Ruins, and roll
through the hole to reach a transport. You will come to Tallon Overworld.
Get out of the transport for the Overgrown Cavern. See the Missile Expansion?
But there are Venom Weeds. Shoot them to make them withdraw, and then roll
under the tree trunk and get the 25th Missile Expansion of the game! You
have just collected half of the total number of Missile Expansions! Another
25 are to be found.
Missile Expansion 26: (Watery Hall, Chozo Ruins)
You will need the Gravity Suit to navigate the water here. Enter the water,
and go to a deeper region, and you should find a tunnel that leads to a
chamber. Inside, is the 26th Missile Expansion of the game! Finally! I
thought that would never be found! You now can carry 130 missiles! There
are now 24 out there to be found. Go back to the Main Plaza.
Missile Expansion 27: (Frigate Crash Site, Tallon Overworld)
As the one before, you will need the Gravity Suit in order to jump freely
in the water. Freeze and shatter down the Flying Pirates. Then enter the
water, and lean against the wall to the left. You will eventually notice
an alcove above with a Missile Expansion. Jump up to get it. This is your
27th Missile Expansion of the game. You can now carry 135 missiles. 23
are left to be found!
Missile Expansion 28: (Biohazard Containment, Tallon Overworld)
There are 2 Aqua Drones in there. Short circuit them both and then look
around with the Scan Visor. You will notice that one of the Cordite Doors
have a structural weakness. Blow it open with a Super Missile. There is
a Missile Expansion inside! Take it. This is the 28th Missile Expansion
in the game. You can carry 140 missiles. You are still missing 22!
Missile Expansion 29: (Great Tree Chamber, Tallon Overworld)
As you are near the top of the Great Tree Hall, look up. You will notice
that some of the raindrops seem to be stopping on midair. This is because
there is an invisible platform there. Jump onto the raindrops, and you
will find that Samus will not fall through. From this invisible ledge,
you can jump to the door.
Enter the Great Tree Chamber for the 29th Missile Expansion of the game!
You now can carry 145 missiles, and 21 are left to go!
Missile Expansion 30: (Main Quarry, Phazon Mines)
Get on to the top of the crane, and use your Thermal Visor to locate a
Power Conduit. Energize it, and the crane controls will be online. Enter
the crane and scan the control panel, and the crane controls will be active.
The crane will rotate its arm towards an alcove with a Missile Expansion.
Now, go back to the pole with the Spider Ball Track and roll up to the
crane arm. Then make your way to the platform beneath the cable. Then change
back to Samus and then jump into the alcove for the 30th Missile Expansion
of the game. You now can carry 150 missiles, and 20 are left to go.
Missile Expansion 31: (Elite Research, Phazon Mines)
Get to the top of the room and kill the Power Trooper. You will see that
the Power Trooper is operating a Pulse Cannon. Roll into a Morph ball and
use the Spinner to rotate the Pulse Cannon so that it is facing the wall
to the left. Then scan the terminal to fire. The Pulse Cannon should destroy
the wall, revealing a Missile Expansion. Take it. It's the 31st expansion
of the game. You now have 19 more to collect.
Missile Expansion 32: (Elite Control Access, Phazon Mines)
Get off the elevator, and make your way forward, with the Ice Beam, and
be prepared for the 2 Space Pirates that drop down from the vents. Kill
them, and look you. See that explosive crate up there? Fire at it with
the Power Beam and boom! The wall above explodes, revealing a Missile
Expansion. Get it! This is the 32nd Expansion of the game, and 18 are left.
Missile Expansion 33: (Security Access A, Phazon Mines)
You need the Power Bomb for this one. Kill the 2 Shadow Pirates in this
room, and roll over to the broken gate. Drop a Power Bomb and the gate
will be destroyed. Inside the alcove is the 33rd Missile Expansion in the
game. You now can carry 165 missiles! That's 33 down, 17 to go!
Missile Expansion 34: (Life Grove Tunnel, Tallon Overworld)
Enter the Life Grove Tunnel from the Great Tree Hall. You will be blocked
by a rock saturated with Bendezium. Use a Power Bomb to blow the rock up
to reveal a hole. Roll through to find another mini maze. You will
eventually reach a half pipe structure. Use a Boost Ball to boost your
way to the top of the pipe. You will find some cracks here. Drop a Power
Bomb in the middle of the cracks and a hole will be revealed. Drop through
to collect the 34th Missile Expansion! You now can carry 170 missiles.
Missile Expansion 35: (Training Chamber Access, Chozo Ruins)
Enter from the Magma Pool. As you go across the access to the other door,
check the bunch of leaves to the left with your X-Ray visor. You will see
a small hole. Roll through it for the 35th Missile Expansion of the game!
Now you can carry 175 missiles.
Missile Expansion 36: (Main Plaza, Chozo Ruins)
Exit the Training Chamber through the morph ball tunnel, and you will find
yourself on the top of the Main Plaza. You can now see a Grapple Point
above. Use it to swing over to the 36th Missile Expansion of the game.
Now, 14 are left to be found!
Missile Expansion 37: (Triclops Pit, Magmoor Caverns)
You hear the sound, "Cheegar!" You know what that means, don't you? Shoot
down the Flying Pirates, and use the X-Ray Visor to check the pillars one
by one. You will see that one of them is hollow, and there are a series
of invisible platforms leading to it. Jump on the invisible platforms,
and blow up that hollow pillar. There's your missile expansion. Now you
can carry 185 missiles, as it's your 37th, and 13 are left.
Missile Expansion 38: (Frost Cave, Phendrana Drifts)
Grapple the Glider to swing to the opposite edge that you previously cannot
reach. Then make your way up to the top. See the stalactite? Fire a single
missile at it, and it will crumble, and fall onto the ice below, breaking
a hole into it. Jump down into the hole and jump through the water, it's
a tricky jump but you should be able to make it in no time. There's your
38th Missile Expansion. You now can carry 190 missiles.
Missile Expansion 39: (Gravity Chamber: Phendrana Drifts)
You will need to backtrack with the Plasma Beam for this one. Remember
that frozen Grapple Point? Shoot the ice on the ceiling with the Plasma
Beam to reveal the grapple point, and then get to the ledge of the other
door and grapple on. Swing to the alcove with the Missile Expansion, and
collect the 39th in the game! Now, only 11 are left.
Missile Expansion 40: (Quarantine Monitor, Phendrana Drifts)
This time, its' the Grapple Beam that you need. Try to wake up the Sheegoth
here. Then grapple to the ledge to the right, and roll through that small
hole there into the Quarantine Monitor. Inside, is the 40th missile
expansion of the game. Now, only 10 are left.
Missile Expansion 41: (Ice Ruins East, Phendrana Drifts)
Enter from the Shorelines, and kill the Sheegoth. You will find that the
Sheegoth is vulnerable to the Plasma Beam at ALL TIMES. Go over to the
area below the other door, and look to your right to find a wall of ice.
Melt it with the Plasma Beam to collect the 41st Missile Expansion of the
game! Now, 41 down, 9 to go!
Missile Expansion 42: (Phendrana Shorelines, Phendrana Drifts)
Remember that pillar by the ledge with the door that leads to the Ice Ruins
East? Look behind it. There is another wall of ice. Melt it to get the
42nd Missile Expansion of the game! Now, you can hold 210 missiles in your
tiny little hand cannon.
Missile Expansion 43: (Furnace, Chozo Ruins)
Destroy all the Chozo Ghosts here. They are starting to get annoying. Then
go over to the weak wall I told you to remember and Power Bomb it. A half
pipe will be revealed. Use it to get up to the Spider Ball Track. Then
bomb or avoid the Plated Parasites and get up to the next one above. Follow
it and when the ball is above that narrow ledge below. Drop down, and head
to the left, avoiding the Plated Parasites. Then follow the Spider ball
Track, and drop to the next one below. Follow this track until you are
directly above another ledge. Drop down. Go left, and avoid the Plated
Parasites. Then get on the final Spider Ball Track and up to the 43rd Missile
Expansion of the game! You now can carry 215 missiles.
Missile Expansion 44: (Metroid Quarantine A, Phazon Mines)
Enter the room where the Metroids are kept and jump on the mushroom to
the highest one. Kill any Metroids you see, and switch on the X-Ray Visor.
See the invisible platforms? Jump on them. No, I don't think you want to
enter the Phazon just yet. On the other side, you will find 2 Metroids.
Freeze and kill them. Then jump up the mushroom onto a ledge. Use the X-Ray
Visor to find another invisible platform and use it to reach the opposite
ledge. Before you get on the Spider Ball Track, Power Bomb the wall to
the left of it. Then roll through. Power Bomb the next wall you see and
you will find another Spider Ball Track. Follow it to the other side and
then look left. Look for an invisible platform moving up. Jump on it to
the ledge above, and there's the 44th Missile Expansion of the game. Now
you can carry 220 Missiles!
Missile Expansion 45: (Fungal Hall Access, Phazon Mines)
There is a Space Pirate waiting for Samus at the bottom. Kill him with
your Plasma Beam. Then drop down to the bottom of this shaft. IF you examine
the underside of the giant mushroom, you will find that there is a Missile
Expansion there. Jump down and get it! This is the 45th of the game. Only
5 are more to go! You can carry 225 missiles.
Missile Expansion 46: (Fungal Hall B, Phazon Mines)
It's so dark and scary here. So, turn on your Thermal Visor, and hop from
mushroom to mushroom, killing all those Metroids in the way. When you find
the Glider, swing to the left first for the Missile Station. Then get out,
and drop down to the bottom of the room beneath the other door. Turn on
the X-Ray Visor near the ring of small mushrooms, and you will find a Missile
Expansion below. Drop a Power Bomb at the middle of the ring, and the Missile
Expansion will be revealed. Take it. It's the 46th Missile Expansion of
the game. There are now only 4 left.
Missile Expansion 47: (Metroid Quarantine B, Phazon Mines)
There is a Cordite capsule around here near the Save Station. Blast it
with a Super Missile and inside, is the 47th Missile Expansion in the game.
That's right, 3 are left to collect!
Missile Expansion 48: (Phazon Processing Center, Phazon Mines)
After you collect the last energy tank, enter this room. I bet that the
Troopers above will be surprised to see someone walk on Phazon unharmed.
There is a Plasma Trooper up the ledges to the right, and a Power Trooper
to the left. There is also a Mega Turret to the right. Finish all 3 and
then jump up the ledges, and work your way up. When you are on the 2nd
circular platform, switch on the X-Ray Visor, you will see another series
of invisible platforms. Jump up them. You will find a lone ledge to the
left with some crates on it. Jump over there and clear the crates. Drop
a Power Bomb there and a Missile Expansion will be revealed! Get your prize.
It's the 48th and 2 more are left!
Missile Expansion 49: (Root Cave, Tallon Overworld)
Make your way to the top of this cave. Use the Grapple Point to swing over
to that ledge with the Geemer. You will be pleased to know that one Plasma
Beam shot can cut clean through their armor. Then jump up to the tree trunk,
and incinerate the Bloodflower! Then continue your way up. Notice that
there are some spots where the rain stops in midair. That's right, there
are invisible platforms there. Use the X-Ray Visor to see them for sure.
Jump up, step by step. On the last invisible platform before the Plasma
Beam door, you can see an alcove to the left. Jump in for the 49th Missile
Expansion of the game! You are getting warm! Then, jump up to the Plasma
Beam door and go through for the last one.
Missile Expansion 50: (Arbor Chamber, Tallon Overworld)
There you have it, right in front of you. The last Missile Expansion in
the game! Take it, and you can carry 250 missiles! You will then be notified
that 100% of the pickups have been acquired! The Image Gallery 4 will be
unlocked!
-------------------------
c. Power Bomb Expansions
-------------------------
There are only 4 Power Bomb Expansions in the game, so don't worry. Samus
can hold up to 8 Power Bombs, and that should be enough.
Power Bomb Expansion 1: (Magma Pool, Chozo Ruins)
When you have the Grappling Beam, you can Grapple over to the other side
of this large magma pool. On the other side, set off a Power Bomb on the
wall with the mosses, and it will crumble. There is a Power Bomb Expansion
right behind it! Take it! This is the first out of 4. You now can carry
5 Power Bombs.
Power Bomb Expansion 2: (Warrior Shrine, Magmoor Caverns)
Once you have the Power Bomb, return to the Warrior Shrine of Magmoor
Caverns. Power Bomb the shrine and a large hole will be revealed. Drop
through for the 2nd Power Bomb expansion out of the 4 in the game. To get
out of here, jump into the only hole in this room and drop down to the
Fiery Shores.
Power Bomb Expansion 3: (Phendrana's Edge, Phendrana Drifts)
"Cheegar! There are a couple of Flying Pirates on standby here. Let's give
them a taste of Plasma. Hee hee. Then jump up the ledges and make your
way to the top of this edge room. Swing to the opposite edge with the help
of the two Grapple Points on the cliffs. Then jump up those hovering
platforms to the ledge above. This ledge should have a large rocky wall.
Examine it with the X-Ray Visor and you should find a door behind the rock.
Power Bomb the wall and the door will be revealed. Go through it for the
Storage Cave. There is a Chozo Artifact here. Take it. It's the Artifact
of Spirit. You now have 8 out of 12 Artifacts. Then get out, and continue
to the top of the Phendrana's Edge. There is a hole there. Roll through
and you can get into a small room with the 3rd Power Bomb expansion of
the game. Now, only one is left.
Power Bomb Expansion 4: (Ice Ruins West, Phendrana Drifts)
Jump over to the ledge with the crates opposite the door to the top of
Phendrana Shorelines. Look down the ice. See the Power Bomb Expansion?
Melt the ice, and drop down to collect the last Power Bomb Expansion in
the game. Now, you can carry 8 Power Bombs.
--------------------
10. Samus' Log Book
--------------------
This is where I will list out all the Pirate Data, Chozo Lore and Creature
entries of my log book, along with my own comments on each entry. Note
that the Research and Artifact Entries will be omitted, as they are not
very interesting.
---------------
a. Pirate Data
---------------
There are in total 25 Pirate Data to be found in the game, giving you some
leisure reading material about the Space Pirates' evil plans.
---------------
Fall of Zebes
---------------
Found in: Biohazard Containment, Space Pirates' Frigate
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. (1) 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 (2): Metroids are healthy but on restricted feeding
schedules due to uncertain supply status. We are ready to begin researching
on the Metroids and other promising life-forms. Security status remains
at Code Blue: no signs of pursuit from the Hunter. (3)
Explanations:
(1) Samus has blown up Mother Brain on Planet Zebes, triggering a bomb
that destroyed their underground facilities twice already.
(2) Several groups of Space Pirates managed to evacuate from the planet
aboard their Frigates, taking their experimental subjects, including the
Metroids with them.
(3) What the Pirates do not know is, that Samus IS on their trail in this
adventure now! Now the plot thickens...
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. (1) 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. (2) 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.
Explanations:
(1) This temple here has been built by the Chozos to contain the Great
Poison caused by the meteor.
(2) To gain access to the Impact Crater, Samus must find all the Chozo
Artifacts and return them to the Artifact Temple. Some are in the hands
of the Space Pirates, but they do not know what to do with them yet.
----------------
Phazon Analysis
----------------
Found in: Research Lab Hydra, Phendrana Drifts
We have codified the newfound energy source as Phazon, a V-index mutagen
of which we have very little reliable data. (1) Indications point to a
meteor of unknown origin impacting approximately 20 years ago, expelling
Phazon into the environment. (2) 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 reproduction. Plans to establish a
full Science Team on Tallon IV are being finalized. (3)
Explanations:
(1) The Great Poison is actually some kind of substance known as Phazon,
and is a very powerful mutating agent that not even the Space Pirates have
much information about.
(2) So, this is just the Space Pirates' observation of the Meteor Strike.
It also shows that this meteor strike is quite a recent event, and that
the Chozos most likely have left less than 20 years ago.
(3) The Space Pirates are just like Umbrella in this game. They discover
some horrible mutagen, and realize its incredible potential, and they just
start to research it to create even more enhanced fighters!
---------------
Mining Status
---------------
Found in: Research Lab Hydra, Phendrana Drifts
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 equipment flows increase.
(1) 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, hallucinations. (2) A timeline reassessment
for the refinery operation is recommended, as the material proves more
unstable than initial analysis indicated.
Explanations:
(1) The Space Pirates have set up a mining complex near the Impact Crater
to mine Phazon. It is called the Phazon Mines, they seem to be working
quite well when Samus came in, and she is going in to ruin their party
later in the game. Here's waiting...
(2) Some Space Pirates were a bit careless and were poisoned by the Phazon,
causing them to go mad. Hmm... the symptoms sound similar to those of people
who are high on LSD. Interesting.
-------------------
Security Breaches
-------------------
Found in: Research Lab Hydra, Phendrana Drifts
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 in through subterranean tunnels.
We have found many small breaches of this latter sort and plug them wherever
we can, but it is unlikely that we will ever achieve full extermination
within our current timetable.
Explanation:
Yes, these are the household problems of the Space Pirates. They build
their facilities, and yet other wild animals keep running in through the
vents and other things. Maybe they should call an exterminator. But never
mind, Samus is now on her way to exterminate them.
---------------
Parasite Larva
---------------
Found in: Research Lab Hydra, Phendrana Drifts
Our initial tests exposing Tallon IV's indigenous parasites to Phazon
appear to be successful. (1) Increases in strength, size and aggressiveness
are common in all test subjects, as well as unforeseen 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. (2) Our methods will have to be refined: we have currently 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. (3) Even still, we remain hopeful that further
experimentation will result in success.
Expansions:
(1) This explains the Parasite Queen and all the other Parasite Queen
specimens you have encountered on board the Space Pirate Frigate. They
are apparently the result of infusing Phazon into the Parasites.
(2) Again, the Space Pirates seem to enjoy experimenting on lower level
life forms because their simple minded biology makes them the perfect test
subjects to things that mutate other things (That is, mutagens).
(3) Sometimes, not even lower level life forms can survive a large dosage
of Phazon. They become so uncontrollable that they will have to be mercy
killed. That's what euthanasia is about.
---------------
Glacial Wastes
---------------
Found in: Research Lab Hydra, Phendrana Drifts
Research outpost Glacier One in the Phendrana Drifts region of Tallon IV's
mountains is operating at 85% capacity. Sub-zero temperatures have made
the Metroids sluggish and easy to control, even those well into
Phazon-infusion cycles.(1) 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.(2) Unfortunately, it has become clear that our containment teams
cannot neutralize all of them without a vast increase in munitions and
soldiers.
(1) Ah, the Space Pirates are up to no good again. They are still researching
Metroids, and even experimenting them with Phazon.
(2) Having problems with the Sheegoths, eh, Space Pirates?
---------------
Phazon Program
---------------
Found in: Observatory, Phendrana Drifts
Phazon mining is under way. Several garrisons have been established, and
terraforming of the Chozo Ruins is under way. Security systems are
operational, and Science Team continues to make progress in their 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 predictions are half true, we shall
rise to dominance in this sector within a deca-cycle. Truly, these are
glorious times.
Explanation:
It seems that the Phendrana Drifts lab is to be the site of the Space
Pirates' headquarters on Tallon IV. They will soon add a training base
and a starport to dock their ships there. They think that they can dominate
this sector in 10 cycles. God knows how long are 10 cycles.
---------------
Contact
---------------
Found in: Observatory, Phendrana Drifts
Contact
Scans of the Spiral Sector detected a massive energy spike emanating from
a Wanderer-class planet identified as Tallon IV. (1) Scout reconnaissance
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. (2)
Explanations:
(1) The Space Pirates discovered Tallon IV through an energy spike.
(2) As the Phazon is such a powerful energy resource, the Space Pirates
decides to set up a secondary base here.
---------------
Meta Ridley
---------------
Found in: Research Lab Aether, Phendrana Drifts
The reconstruction of geoform 187, ode-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. Cybernetic 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.
Explanation:
Has your purple dragon let you down twice to a female intruder? Have no
fear! Introducing the new Meta Ridley. Stronger! More mobile! More powerful!
New bonus silver casing added! The perfect defensive dragon for the evil
organization! Coming to a black market near you! Call
0800-852-34233423-SPIRATE for ordering and purchasing information! The
call is tollfree! Call now and get a free Kraid doll with your purchase!
----------------
Metroid Studies
----------------
Found in: Research Lab Aether, Phendrana Drifts
Initial transfer of Metroids to Tallon IV research facilities 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 under way. 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 the creatures stay stable thereafter remains to
be seen.
Explanation:
In spite of some technical hitches, a new batch of Metroids have been
transferred to the facilities for experiments with Phazon.
-----------------
Phazon Infusion
-----------------
Found in: Research Lab Aether, Phendrana Drifts
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 levels 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.
Explanation:
It seems that the Space Pirates are starting to get the hint that infusing
Phazon into their own genes can help reproduce a future generation of elite
fighters. However, there is still a risk of insane mutants.
-------------------
Metroid Morphology
-------------------
Found in: Research Lab Aether, Phendrana Drifts
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 a clear mystery. (1) The victim does not lose blood or
any other vital fluids, and yet the Metroid extracts energy: identifying
this energy is our central problem. (2) 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. (3)
Explanations:
(1) The Space Pirates still have no idea how the Metroids can absorb energy
from their victims.
(2) The Metroids absorb pure energy from the victim, without any form.
(3) It seems that the Space Pirates may want to collect energy using their
Metroids, in order to store them for further use against their enemies.
---------------
Metroid Forces
---------------
Found in: Research Lab Aether, Phendrana Drifts
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. (1) 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. (2) Furthermore, if we could then harvest the
energy they'd consumed, we would have a near-limitless source of power
at our disposal. (3)
Explanations:
(1) As it is so hard for the Space Pirates to understand the principles
of the Metroids, they could care less and train them to be fighters.
(2) Metroids are still vulnerable to cold weapons like the Ice Beam.
(3) Another use of the Metroids will be to provide endless power for the
cause of the Space Pirates. The Ceres Foundation has found that out before
the Space Pirates did.
----------------
Elite Pirates
----------------
Found in: Elite Research, Phazon Mines
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 anything within their zone of
perception. (1) 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 fused Vertigo Phazon with Space Pirate
DNA with great success. The latest batch of Elite Pirates have reached
maturity successfully, and are ready for field testing and training. (2)
Explanations:
(1) Phazon cannot be directly added to Space Pirate embryos, as their minds
will be so twisted that they will either die soon after birth, or they
will just go crazy and kill anything that they see, friend or foe.
(2) However, the Space Pirate embryos were not affected as much by Vertigo
Phazon, and now, Elite Pirates are made that way. Later, Samus will have
to fight Elite Pirates, so be warned.
---------------
Metroid Prime
---------------
Found in: Elite Control, Phazon Mines
Test subject Z-d, hereafter referred to as Metroid Prime, was recently
discovered in a cavern by mining crews. It quickly dispatched the miners,
but was eventually contained by security units and drones. (1) Once
contained, we were able to begin studies on Metroid Prime. The results
have been astonishing. It is genetically similar to Metroids, albeit on
a highly evolved level. It displays a limitless capacity for Phazon
infusion and shows no Phazon-based degeneration whatsoever. It continues
to grow in size, and while it has manifested some psychotic behavior,(2)
the cold fields we use to pacify remain effective. Authorization for
advanced studies on Metroid Prime have been approved.
Explanations:
(1) Metroid Prime is what the game is named after. Considering the proximity
of the Impact Crater and the Phazon Mines, some mining workers discovered
Metroid Prime and were killed. However, the Space Pirates were able to
capture and begin studies on it.
(2) Metroid Prime is a far more evolved version of the Metroids. It has
adapted to the Phazon so well that it can take up as much Phazon as it
wants to. Metroid Prime will not go that crazy after all that Phazon, and
will grow in size continuously as more Phazon is exposed to it.
---------------
The Hunter
---------------
Found in: Elite Control, Phazon Mines
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 armor suit of unknown design in battle, along with a number
of potent Beam and concussive weapons. (1) All combat units are instructed
to terminate Aran on sight, preferably 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. (2)
Explanations:
(1) This is the introduction of Samus from the Space Pirates' point of
view. You know what they are talking about, don't you.
(2) It seems that the Space Pirate Command has put a price on Samus' head,
and all Pirates are to kill Samus whenever they can, but they are to make
a clean kill so that her weapons can be salvaged and researched upon.
---------------
Hunter Weapons
---------------
Found in: Elite Control, Phazon Mines
Science Team is attempting to reverse-engineer Samus Aran's arsenal, based
off of data acquired from her assaults on our forces. Progress is slow,
but steady. Command would dearly enjoy turning Aran's weapons against
her.(1) 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 prototypes. Science Team wisely decided to move on afterward.
(2)
Explanations:
(1) The Power Troopers, Wave Troopers and Ice Troopers are examples of
the Space Pirates' attempts in using Samus' weapons against herself. But
fortunately, they are still not the real thing. Later, Samus will encounter
Plasma Troopers. You know what they are.
(2) The Space Pirates still have no idea how Samus can squeeze herself
into a tiny Morph Ball. When the Science Team tried theirs out, you will
be pleased to know that a lot of the test subjects were squeezed a bit
too tightly. The Science Team doesn't know how many more twisted bodies
it takes so that they just decided to give up!
---------------
Chozo Studies
---------------
Found in: Elite Control, Phazon Mines
Results are in from field studies on extinct bioform group Chzo. We believe
that Tallon IV was once a stronghold in a great Chozo empire, brought low
by the meteor strike. Planetary devastation brought an end to the Chozo,
yet remnants of their society 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.
Explanation:
This illustrates the history of the Chozo on Tallon IV from the Space
Pirates' point of view. The Space Pirates plan to take whatever is useful
from the Chozo relics, and destroying those which are useless. They also
plan to wipe out the Chozo Ruins in the future to make way for their own
bases on this planet.
----------------
Chozo Artifacts
----------------
Found in: Elite Control, Phazon Mines
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 that 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.
Explanation:
The Space Pirates still have no idea of how to unlock the Impact Crater
with the Chozo Artifacts. Just return them to their respective totems,
for heaven's sake!
----------------
Prime Mutations
----------------
Found in: Elite Control, Phazon Mines
Metroid Prime continues to feed and grow ever larger in the impact crater
caves. Its hunger knows no bounds, and it has begun to manifest unusual
mutations since its breach. These include armor plating on its epidermis
and mechanical outgrowths that generate defense screens. (1) These screens
render it invulnerable to most weapon systems, but a flaw in the mutation
leads to increased vulnerability to certain weapons. It compensates for
this by shifting the screens quickly. (2) This latest development concerns
Security units greatly: they feel it's 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. (3)
Explanations:
(1) As Metroid Prime takes in more Phazon, it starting to grow armor plating
over its entire body, and is starting to increase in size. Metroid Prime
is found in the Impact Crater in the end of the game.
(2) When Samus faces Metroid Prime, sometimes it will be invulnerable to
the Power Beam, sometimes the Wave Beam, sometimes the Ice Beam, and
sometimes the Plasma Beam. Keep your eyes peeled.
(3) Samus must destroy this Metroid Prime before it becomes fully
invulnerable. Otherwise, everyone loses.
---------------
Prime Breach
---------------
Found in: Elite Control, Phazon Mines
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.
(1) Besides consuming all of the Phazon, Metroid Prime assimilated
several weapons and defense systems from fallen security units. It has
suffered no ill effects from said assimilation: indeed, it began to use
its newly acquired weapons against us. Once we pacified it, we were unable
to remove the assimilated gear without threat to Metroid Prime-the gear
is now an integral part of its body. (2) Command is intrigued by this
newfound ability, and has ordered further study to commence at once.
Explanations:
(1) Metroid Prime seems to have a big appetite for Phazon, and can smell
it even from its stasis tank.
(2) Metroid Prime now has the ability to eat in weapons and make them become
a basic part of its body. So, Metroid Prime really is becoming, a cyborg!
Resistance is futile...
---------------
Chozo Ghosts
---------------
Found in: Elite Control, Phazon Mines
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 their Artifacts
for themselves. We will make them pay for such arrogance, for even ghosts
can be destroyed.
Explanation:
One of the reasons for the Chozo Ghosts to attack Samus is because they
want to defend their Chozo Artifacts from potential thieves. Chozo Ghosts
can be tracked by X-Ray Visor, and can be destroyed by a couple of Super
Missiles, or just use the normal Power Beam.
---------------
Omega Pirate
---------------
Found in: Omega Research, Phazon Mines
Elite Pirate Upsilon's propensity for Phazon has enabled our research tema
to infuse it far beyond our safety restrictions, and the results have been
extremely encouraging. (1) It 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. (2) The subject, which we are code-naming Omega Pirate
(3) based on those developments, shows potential to be a new standard for
our armies. Our only concern at this point is its potential overdependence
on Phazon.
Explanations:
(1) One of the Elite Pirates can take up much more Phazon than the other
Elite Pirates without any threats to its life.
(2) This particular Elite Pirate is armed with an even stronger Plasma
Cannon, and also has stealth abilities. He also can heal his wounds in
Phazon.
(3) The Omega Pirate will appear as a boss later in the game.
---------------
Special Forces
---------------
Found in: Metroid Quarantine B, Phazon Mines
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. (1) 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-indestructible backbone that should turn the tide in any
engagement. (2)
Explanations:
(1) The development of the new Elite Pirates seems to be part of the Space
Pirates' plan to create new and advanced soldiers for their conquest of
this galaxy.
(2) The deployment plan: Deploy a small group of Elite Pirates, supported
by armies of normal Space Pirates and Flying Pirates at the back.
---------------
b. Chozo Lore
---------------
Chozo Lore is basically a time capsule, so people who visit Tallon IV after
the Chozo left can see some accounts as life as a Chozo on the planet.
There are in total, 16 Chozo Lore for you to scan. These are more bland
and duller than the Pirate Data, I must say.
---------------
Fountain
---------------
Found in: Ruins Entrance, Chozo Ruins
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.
Explanations:
It seems that a certain fountain in the Chozo Ruins has the ability to
foresee the future, and it has definitely foreseen that a meteor with the
Great Poison will crash onto Tallon IV one day.
---------------
Exodus
---------------
Found in: Ruined Nursery, Chozo Ruins
We Chozo are departing now, after so many years in peaceful seclusion here
on Tallon IV. (1) When we came here, this place was a refuge for our spirits,
a civilization built from native materials, bereft of the trappings of
our technology. (2) 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 be remain ever watchful. (3)
Explanation:
(1) Tallon IV was once home to the Chozos, but they have all left now,
and no Chozos are in sight.
(2) The Chozos came to live in Tallon IV to escape from their high tech
world with so many machines, making them unnatural.
(3) There must be some reason for the Chozo's departure, and they may return
to this planet someday.
--------------
Hatchling
--------------
Found in: Ruined Fountain, Chozo Ruins
As we struggle with the Great Poison, something stirs at the edges of our
vision. It is the Hatchling Samus. (1) We feel her, across the void, as
she hunts the corrupted. Will our fates again be one? As our pride shatters,
will prophecy become read? When all strength wanes from the Chozo, will
it be the hatchling who fulfills our legacy? (2) 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.
Explanation:
(1) Samus Aran used to be an orphan who was raised by the Chozo, this is
why the Chozos refer her to be the hatchling.
(2) The Fountain actually CAN predict the future, and predicts that Samus
will come and liberate this land from something called the Great Poison.
Yes, those Chozos are really really in luck now!
--------------
Meteor Strike
--------------
Found in: Watery Hall, Chozo Ruins
We have returned to Tallon IV, borne there 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.
Explanation:
Some time ago, a giant meteor crashed into Tallon IV, and bringing with
it the Great Poison, which poisoned the land and the people. Even the minds
of the Chozo were corrupted.
---------------
Beginnings
---------------
Found in: Vault, Chozo Ruins
Our sanctuary grows by the day. We Chozo know much of technology, but we
have chosen to leave it behind on this journey. Our home here on Tallon
IV will be a place of simplicity: structures 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
our own in return. (1) All that is wild will flow around us here: our race
will be just one more group of reatures 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. (2)
Explanations:
(1) The reasons why some Chozos want to stay on Tallon IV is that they
think that their usage of technology has made them corrupt. Hence they
would rather live with nature.
(2) By living among nature, they believed that they could be wiser and
would discover their true selves.
---------------
Cipher
---------------
Found in: Ice Ruins West, Phendrana Drifts
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 with 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.
Explanation:
The Chozos have built a temple in an attempt to contain the Great Poison.
To unlock the temple, 12 Artifacts are needed. They can be found by Samus
later on. Initially, Chozos have guarded the artifacts, but even they are
being corrupted, and hence some Artifacts will be in Space Pirate hands.
---------------
The Turned
---------------
Found in: Phendrana Canyon, Phendrana Drifts
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. Vone 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.
Explanation:
Talk about a similar situation like Resident Evil. This time, it takes
place in an entire planet, not a city. A meteor crashes into Tallon IV,
poisons the land, including the people, and the residents turn very evil,
and seek to destroy things, like the zombies of Raccoon City. Ahh... that's
cool. I think Resident Evil fans should like this game!
--------------
Statuary
--------------
Found in: Artifact Temple, Tallon Overworld
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. (1) 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. (2) Those who deface or destroy them will
know our wrath, unfettered and raw.
Explanations:
(1) The Chozo Statues found on Tallon IV can help Samus in a lot of ways,
as you see later in the game.
(2) Some Chozo Statues can only help Samus if she can give them an offering.
---------------
Binding
---------------
Found in: Artifact Temple, Tallon Overworld
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 at every attempt.(1)
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.
(2) We can only hope the Artifacts ate not destroyed by the invader, for
them all will be lost. So, we do what we can to preserve the Artifacts,
and to guide the Newborn to them. (3) Time wanes with our souls, yet hope
remains.
Explanations:
(1) The Space Pirate invaders have tried numerous attempts to breach the
Artifact Temple, but they have never succeeded. They also cannot destroy
any of the Chozo artifacts either, and some are still in their hands.
(2) The Great Defender is Samus, and the unholy Worm is... you will see.
(3) All those totems in the Artifact Temple will provide hints for Samus
to the whereabouts of the Chozo Artifacts.
----------------
Cradle
----------------
Found in: Furnace, Chozo Ruins
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 force that fell from the sky. The heart of the
planet will succumb soon, and so will we, even in our ghostly states. (1)
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 before the last of our kind drifts into madness or death,
there is a chance for this world. (2) If we fail, we are doomed with it.
Explanations:
(1) After the meteor crashed into Tallon IV, many creatures mutated into
very evil beings, and some Chozo even turned into ghosts. Later, Samus
will find those Chozo Ghosts near places with Artifacts.
(2) The Chozos have succeeded in building the Artifact Temple to contain
the evils of the Phazon before it consumes the entire planet. Samus will
open it up and go down into the Impact Crater later.
---------------
Infestation
---------------
Found in: Crossway, Chozo Ruins
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 descend 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 Artifacts 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.
Explanation:
This talks about the invasion of the Space Pirates and how their harvest
the Phazon for their own efforts. They think they are doomed, but are they?
Fear not, you Chozo, Samus is here to save this planet.
------------------
Hatchling's Shell
------------------
Found in: Crossway, Chozo Ruins
The Hatchling walks among us. (1) Are these dreams? Memories? Foretellings?
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? (2) Clad in Chozo armor,
wielding weapons our hands once held, does she dream of the Chozo as we
were? Does she long for her parents, lost to the same creatures that even
now defile our sacred home? (3) Does she still live? (4)
Explanations:
(1) Has some Chozo witnessed Samus arriving on Tallon IV, and wrote this
lore on the wall a few hours ago?
(2) The Chozo have not seen Samus for a long time. Samus once lived on
Planet Zebes, and she was orphaned by the Chozo.
(3) Samus was given a Power Suit from the Chozos that raised her. When
the Space Pirates invaded Planet Zebes, Samus' parents were killed.
(4) Yes, she does, and is reading this Lore right now!
---------------
Worm
---------------
Found in: Crossway, Chozo Ruins
The prophecies tell of the coming of the Worm. (1) 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. We can but watch
as the Worms grows, watch and wait. For the prophecies also speak of a
great Defender, the one who delivers the world from evil. (2) The final
days draw near. Is the Newborn 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. (3)
Explanations:
(1) The Chozos on Tallon IV have predicted that some Worm will come onto
Tallon IV one day, and it came with the meteor that crashed.
(2) Fortunately, the Chozos also predicted that a great Defender will come
to their aid in this time of need, and that is Samus Aran.
(3) No one can aid Samus in her quest, as they have all left!
---------------
Hope
---------------
Found in: Hall of the Elders, Chozo Ruins
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 fledging 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 out
Artifacts and deliver the world from its evils. Wraiths we may be, but
our reach is still long needed. We shall fight the invaders, and the Poison
they would master, until the end.
Explanation:
The Chozo seems to be very confident with Samus to fight the Space Pirate
invaders. Now, Samus has finally arrived, after a 20 year wait!
---------------
Contain
---------------
Found in: Sun Tower, Chozo Ruins
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 now 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 are 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 Chozo
can harness in our ethereal states. Even when we are done, it may be too
late.
Explanation:
This is about the Chozo's plans to build an Artifact Temple near the Impact
Crater in an attempt to contain the Great Poison.
---------------
Newborn
---------------
Found in: Magma Pool, Chozo Ruins
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 passages surface.
Whether it can ever be truly be destroyed is not for our eyes to see. (1)
But there is something else. We Chozo are drifting, tumbling through space
and time as the Great Poison eat 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 lickers through the landscape, wraithlike. It is the
Hatchling, the Newborn, walking 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 hours,
a savoir clothed in machines crafted long ago by Chozo hands? (2) Poisonous
clouds drift across our vision.
Explanations:
(1) The Artifact Temple was successful in containing the Phazon on this
planet, but now the Phazon goes so concentrated that they will become orange
when Samus enters the Impact Crater. She will go down there and destroy
the source of all the Phazon of Tallon IV.
(2) Seems that Samus has yet to fulfill another Chozo legacy again.
---------------
c. Creatures
---------------
This is basically the enemies list in the game, although not all of them
are harmful to Samus. The bosses have been included as well. The rules
of engagement of each character have been added along with the scans. They
are listed in the order I found them, not in the order of the Log Book.
----------------
Parasite
----------------
Found in: Space Pirate Frigate
Strength:
Power Beam: 1 shot
"Interstellar vermin. Travels 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."
Detailed Description:
Parasites are green salamander like creatures. They are a nuisance. They
are just so easy to kill, and as they travel in swarms, I would recommend
using a morph ball to roll right through them instead of fighting them.
---------------------
Auto Defense Turret
---------------------
Found in: Space Pirate Frigate, Magmoor Caverns, Phendrana Drifts
Attacks:
Beam Blast
Strength:
Missile Launcher: 1-2 Missiles
Power Beam: 1 Charge Beam
"Use Missiles to break outer casing."
Detailed Description:
Auto Defense Turrets are just some device that hang on ceilings, and blast
intruders with its beam. That's it. They do moderate damage to Samus. Auto
Defense Turrets change from Green to Red when an intruder is detected,
so it's best to destroy them before they turn red, or they will start to
fire at Samus. To destroy these turrets, just fire 1 or 2 missiles at them.
Auto Defense Turrets can sometimes be deactivated with switches, so be
on the lookout for scannable switches near turrets.
----------------------
Parasite Queen (Boss)
----------------------
Found in: Space Pirate Frigate
Attack:
Green Beam Attack
Recommended Weapon:
Power Beam
"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!"
Rule of Engagement:
This first boss battle is not very hard for our Intergalactic Bounty Hunter
Samus. All she does is fire green beams that can be easily avoided by dashing.
To hit the Parasite Queen, wait until the blue force field is out of the
way, and then lock and fire at her mouth. When the force field is rotating,
just keep firing normal Power Beams at her and you can still damage her
through lucky hits. This is an easy battle for sure.
---------------
Beetle
---------------
Found in: Tallon Overworld, Chozo Ruins
Attack:
Charging Tackle
Strength:
Power Beam: 5-6 shots
Ice Beam: 1 shot
Plasma Beam: 1 shot
"Burrowing insect with a resilient carapace. Extremely aggressive.
Insect's massive mouth enables it to tunnel through solid rock at high
speeds. Above ground, Beetles can cover short distances rapidly. They
attack anything that moves near their lair."
Detailed Description:
Beetles are just common enemies found in Tallon Overworld and Chozo Ruins.
You can tell they are coming by the sound of earth rumbling and their high
pitch cries. Beetles only attack by tackling you, and hence would not be
a big threat. Rapid shots of the Power Beam can knock them back easily.
---------------
Sap Sac
---------------
Found in: Tallon Overworld
"Chemical reaction within sac produces violent explosion when agitated.
Because of its irresistible odor and sweet nectar, the Sap Sac as nearly
eaten out of existence. The evolution of an explosive chemical sac saved
it: now only brave or ingenious creatures dare to devour it."
Detailed Description:
Well, these sacs are harmless, but you can always shoot it from a range
if you want to see the explosion! Don't stand too close or Samus will be
hurt! It's not funny then!
----------------
Zoomer
----------------
Found in: Tallon Overworld, Magmoor Caverns
Strength:
Power Beam: 3 shots
"Anchors itself to walls and other surfaces. Avoid contact with pikes.
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."
Zoomers are harmless little blue porcupine creatures that move around in
the Tallon Overworld and Magmoor Caverns. They just walk around, waiting
for you to step on its spikes. Hence they are cannon fodder for Samus.
3 Power Beam shots are enough to kill one.
---------------
Geemer
---------------
Found in: Tallon Overworld
Strength:
Missile: 1 Missile
Plasma Beam: 1 Shot
"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."
Detailed Description:
Geemers are also harmless little porcupine creatures. However, they are
red in colour and are found in the Tallon Overworld only. They also walk
around, waiting for you to step on its spikes. Hence they are cannon fodder
for Samus. However, theses guys are even more armored than the Zoomer,
and hence heavier firepower in the form of missiles of Plasma Beams are
needed to kill these red creatures.
On the ground, there are these mushrooms which explode when step on. Scan
them, they are known as Blastcaps.
---------------
Blastcap
---------------
Found in: Tallon Overworld, Chozo Ruins
Strength:
Power Beam: 1 Charged Shot
"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."
Detailed Description:
Blastcaps are the landmine plants of Metroid Prime. They stay every so
still, and if Samus comes in contact with them, boom! They explode,
releasing their toxic gas. Even if you destroy those from a range, the
gas will stay for a little while. In that case wait before going there.
Blastcaps often appear in groups. Oh by the way, Nintendo got it wrong
in the description. Mushrooms are fungi, not weeds.
--------------
Scarab
--------------
Found in: Chozo Ruins, Phendrana Drifts
Strength:
Power Beam: 1 Shot
"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 life form is sighted, they block its progress by
embedding themselves in floors and walls. Embedded Scarabs violently
self-destruct when threatened."
Detailed Description:
Scarabs are not those meateating cannibalistic insects you find in the
move "The Mummy". However, they look similar and are now moving landmines
of Metroid Prime. When Samus touches them, they will explode. The best
course of action in dealing with them is to wait for them to stand still,
and then shoot them to pieces one by one. If you have the Boost Ball, enter
Morph Ball Mode and roll right on through.
---------------
Eyon
---------------
Found in: Tallon Overworld
Attack:
Beam Attack
Strength:
Power Beam: 1 Charge Beam
"Immobile organisms entirely composed 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."
Detailed Description:
Oh dear, these eyes are alive themselves! Anytway, these Eyons are always
stuck onto walls like limpets, and they only attack by firing a consistent
green beam that sweeps around at will. To stop them, shoot them with your
Power Beam to blind them temporarily. To blind them permanently, shoot
them with your Charge Beam.
---------------
War Wasp
---------------
Found in: Chozo Ruins
Attack:
Dive Bomb Sting
Strength:
Power Beam: 2 Shots
"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 survival,
dive-bombing its enemy with stinger extended. Fast-working toxins from
the incapacitate most small organisms."
Detailed Description:
War Wasps are just those yellow wasps that are so common in the Chozo Ruins.
You can tell they are around when you hear them buzz. They attack by ramming
into Samus and stinging her. They make a screeching sound before doing
so, and hence can be easily avoided. War Wasps can easily be killed with
2 shots of the Power Beam, or one spray of DDT! If they have it!
---------------
War Wasp Hive
---------------
Found in: Chozo Ruins
Strength:
Missile: 1 Missile
"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."
Detailed Description:
War Wasp Hives are where the War Wasps live. They dispense a limitless
number of War Wasps. Use a Missile to blow it up and the pest will be
eliminated or just spray it full of DDT!
---------------
Tangle Weed
---------------
Found in: Tallon Overworld, Chozo Ruins
"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 life forms."
Detailed Description:
As said in the above description, Tangle Weeds are only there to slow Samus
down. Therefore, just blast them with your Power Beam and they will hide
shyly into the ground, allowing you to pass through smoothly. Go through
the door on the other side of the room.
---------------
Plazmite
---------------
Found in: Chozo Ruins
Strength:
Power Beam: 2 shots
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."
Detailed Description:
Plazmites are the glowworms of Metroid Prime. They fly around the room,
emitting light. However, they can hurt Samus if she jumps into them, so
use your Power Beam to destroy those in the room.
---------------
Hive Mecha
---------------
Found in: Chozo Ruins
Attack:
Release Ram War Wasps
"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."
---------------
Ram War Wasp
---------------
Found in: Chozo Ruins
Attack:
Ramming Sting
Strength:
Power Beam: 2 Shots
"Airborne predator. Circles its prey and 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."
Detailed Description:
Oh really, so that's what there oversized wasps with red abdomens are.
As said in the description, the Ram War Wasps will spin around Samus very
quickly, and then pause for a moment before ramming into her. To deal with
such annoyances, spin around with them, and whenever you see the Ram War
Wasp standing still, blast it with your Power Beam to kill it. I guess
they will be singing "Merry-go-round the Mulberry Bush" before attacking!
The first wave will have a single ring of Ram War Wasps coming after you.
Kill them, and start shooting at the mouth of the large Hive Mecha device
until it rotates. Then shoot as many Ram War Wasps as possible before they
can form the next ring.
The next wave of attacks has 2 rings of Ram War Wasps circling around Samus.
Kill them all and force the Hive Mecha to rotate, and then the next wave
will be released, with 3 rings of Ram War Wasps after Samus.
When they are gone, the large machine will just give up, and rise again,
with the poison water lowering again.
---------------
Plated Beetle
---------------
Found in: Chozo Ruins
Attack:
Charging Tackle
Strength:
Missile Launcher: 1-2 Missiles
"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."
Detailed Description:
The Plated Beetle is the tougher of the Beetles. It is so well armored
that any normal attacks won't damage him when you shoot him from the front.
However, he does have a weakness, and that is his big red bum! As the Plated
Beetle charges at you, dash to the side, and you will be behind him, then
fire a missile or 2 at his bum and it will explode, and then the Plated
Beetle will be dead for sure. (Don't try this trick on women with big bums!)
---------------
Shriekbat
---------------
Found in: Chozo Ruins, Magmoor Caverns
Attack:
Suicidal Dive Bomb
Strength:
Power Beam: 1-2 shots
"Territorial ceiling-dweller. Body temperature peaks at 121 centigrade.
Detailed Description:
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."
Detailed Description:
Shriekbats are bats which shriek, simple! They are not very smart indeed.
When Samus comes near, they give out a cry and dive at her. Not only that
they will kill themselves, they cannot stop diving even if they miss, and
they will kill themselves anyway as they hit the wall! Idiots.
---------------
Reaper Vine
---------------
Found in: Chozo Ruins
Attack:
Tentacle Whip
Strength:
Power Beam: 1 shot to make it withdraw
Plasma Beam: 1 Charged Beam to destroy it
"Powerful rock-dwelling tentacle.
A single eye upon the Reaper Vine jeeps 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."
Detailed Description:
Reaper Vines are just stationary tentacles that guard certain walls. All
you have to do is to shoot it in the eye to force it to temporarily withdraw.
However, it will pop out again later, so move on quick. A single Plasma
Beam charged beam can destroy it permanently!
---------------
Stone Toad
---------------
Found in: Chozo Ruins
Attack:
Devour and spit
Strength:
Morph Ball Bomb: 1 Bomb
"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 find indigestible,
it regurgitates. Stone toads use their tusks as a last resort in combat."
Detailed Description:
Stone Toads are not really a threat to Samus, they are just obstacles.
They just like to block important passageways, and no weapons can break
through its stone hide. However, if you have a Morph Ball Bomb, it's a
different story. Just roll into his mouth, and drop a bomb. Boom! The toad
will explode from within, and Samus can enjoy some tender Stone Toad Stew.
------------------
Incinerator Drone
------------------
Found in: Chozo Ruins
Attack:
Fire Spin
"Programmed for high temperature waste disposal.
Device schematics indicate a high risk of malfunction when internal power
core is damaged. Unit has minimal combat programming, but an defend itself
if necessary. This drone's intense heat blasts compensate for its lack
of battle prowess."
Detailed Description:
This is just some machine to dispose of trash, but it looks as if it THINKS
Samus is the rubbish. As soon as you see its red Power Core, shoot it!
The Incinerator Drone will malfunction, and will burn the hive above,
causing some Barbed War Wasps to fly out!
----------------
Barbed War Wasp
----------------
Found in: Chozo Ruins
Attack:
Stinger Launch
Strength:
Power Beam: 1-2 shots
"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 second
after launch and contain an acidic compound designed to predigest prey."
Detailed Description:
The Barbed War Wasp is a War Wasp with a green abdomen instead of the usual
yellow. They launch their stingers at Samus instead of charging. They can
be dealt with just as easily with the power beam. A shot or 2 will do the
trick. This is the only chance you can find Barbed War Wasps in the game.
Kill the Barbed War Wasps, and then shoot the Power Core of the Incinerator
Drone when it comes up again. The nest will be burnt once more. Continue
to hold back the Barbed War Wasps while waiting for the Power Core to come
up again. When the Incinerator Drone has burnt the hive twice more, the
hive will be destroyed, and the drone itself will explode, leaving behind
the Morph Ball Bomb! What are you waiting for? Take it!
---------------
Venom Weed
---------------
Found in: Tallon Overworld, Chozo Ruins
"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."
Detailed Description:
Simply put, Venom Weeds are just some Tangle Weeds that are red and are
poisonous. Do not step on these, as your energy will be drained continuously.
Use a Power Beam or a Bomb to clear a large clump of these things.
------------------
Flaahgra Tentacle
------------------
Found in: Chozo Ruins
"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."
---------------
Flaahgra (Boss)
---------------
Found in: Chozo Ruins
Attack:
Energy Ball Blast
Thorny Bush Deployment
Strength:
Morph Ball Bomb: 4 Bombs
"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."
Rule of Engagement:
The Flaahgra may seem to be a big bully, but his attacks are not that hard
to dodge. Firstly he will spit energy balls from his mouth, he can also
slam hard on the ground, and temporarily plant a thorny bush on the ground,
preventing Samus from passing. Just don't run into the bush and you will
be fine, and won't take too much damage. Get my point?
To damage Flaahgra, you will have to attack his central nervous system,
which is guarded by his tentacles. So, you should first take away what
keeps him active. The sunlight. See the reflector? Run over and shoot it
with the Charge Beam and raise it up. Then there will be no more sunlight
for our solar powered boss. The tentacles guarding the drainage ducts will
move away, allowing you to row into the Morph Ball Slot and plant a Bomb.
Boom! Flaahgra now has faced a painful stimulus, as painful as when someone
stabs you under the arm, and will withdraw into his flower for a while
to rest. Then he will come out and have 2 solar reflectors working. Raise
them up one by one as usual. Make sure that you stun Flaahgra regularly
so he cannot lower them again. Lay the bomb, and Flaahgra will rest again.
This time activating 3 reflectors. Take the sunlight away and bomb him
as usual. Repeat for the 4 reflectors that appear, and Flaahgra will make
one last dying cry, and will shrivel into the flower. Some green plants
bloom and wither, and the water in the pool becomes clean and fresh once
again. The water is safe!
---------------
Pulse Bombu
---------------
Found in: Chozo Ruins, Phendrana Drifts, Phazon Mines
Attack:
Energy Bomb Drop
Strength:
Wave Beam: 3 shots
"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.
Detailed Description:
Hoo hoo hoo... So, to be more creative, the designers of Metroid Prime have
added a u to the word Bomb to make the Bombu! That's creative, I am sure.
Pulse Bombus are electric life-forms which look like a blue ball with a
couple of yellow balls stuck to it. They make a special hovering sound
when they are around. Pulse Bombus drop bombs down on their enemies. That
is it. They can only be hurt by the Wave Beam. So if you do not have it,
just turn into a morph ball and roll under it. A cool way to kill these
beings is to use a charge beam to draw them near and then releasing the
beam just before it crashes into Samus!
---------------
Grizby
---------------
Found in: Magmoor Caverns
Strength:
Missile Launcher: 1 Missile
"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 buy concussive blasts. Its intelligence
is limited to instinctive scavenging patterns."
Detailed Description:
A subvolcanic carrion feeder eh? Not bad, at least it gets cooked food
all the time. Anyway, Grizbies do not attack Samus, but they just walk
around like the Geemer, waiting for Samus to bump into it. That's all.
To remove this pest, just blast it with a Missile. Otherwise, ignore it.
----------------
Burrower
----------------
Found in: Magmoor Caverns, Phazon Mines
Attack:
Blue Slime Spit
Strength:
Power Beam: 1 shot
"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."
Detailed Description:
Burrowers are just insects the burrow underground in hot areas like the
Magmoor Caverns. They will jump out into the air for a while, making a
screeching sound before spitting some blue slime at Samus. This can be
easily avoided, and you can just return the favor by shooting a single
Power Beam shot at it to kill it. As simple as that.
---------------
Magmoor
---------------
Found in: Magmoor Caverns
Attacks:
Fire Blast
Lunge Bite
Strength:
Power Beam: 2 Charge Beams
Ice Beam and Missile Launcher: 1 shot to freeze, 1 missile to kill
"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 starting accuracy."
Detailed Description:
Magmoors are creatures that are indigenous to the Magmoor Caverns, why
as there are so many of them, the caverns are named after them! Magmoors
may be big, but their attacks are not that threatening, really. All they
can do is to blast a stream of flame towards Samus, and that is not very
accurate. At close range, it can attempt to bite you, but that is unlikely.
I guess Magmoors can just wait until Samus has the Ice Beam, as one single
shot can freeze it, (head only), and when you reply with a missile, boom!
----------------
Puffer
----------------
Found in: Magmoor Caverns
Strength:
Power Beam: 1 shot
"Unstable gas-filled organism. Will rupture on contact.
Puffers fill their bodies with lethal meta-virpium has 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 thy release upon death is often fatal to the creature that
brings them down as well."
Detailed Description:
Yes, this has got to be sort of analogous to those poisonous puffer fish
that can only be prepared by skilled licensed chefs in Japan. Puffers are
large green spheres with so many crates sticking out of them. When Samus
bumps into one, it will explode, releasing its poison gas. Because of this
only skilled licensed fighters can fight these guys. Samus is one of them.
Just shoot them with the Power Beam. When they die, they will release their
gas, which will remain in the air for a while. Only go over there when
they are gone, or Samus will lose energy. Understood?
---------------
Triclops
---------------
Found in: Magmoor Caverns
Attack:
Grab and Spit Samus Ball
Strength:
Morph Ball Bomb: 1 Bomb
"Hard-shelled creature with powerful jaws.
The Triclops is a hunter-gatherer. It collects small creatures and bits
of foodstuff, then deposit them elsewhere for later consumption. The hard
tripartite mandibles it uses to move earth and rock are quite strong and
difficult to escape once ensnared."
Detailed Description:
As the name suggests, the Triclops is a creature with 3 horns. When Samus
is rolled into a Morph Ball. These enemies will mistake the Morph Ball
for food and will try to grab it. But finding the ball inedible, it will
just spit it out somewhere else. To kill these guys, just beat them at
their own game. Drop a bomb near a Triclops and it will mistake it for
food and swallow it. Then, like in those Tom and Jerry cartoons, it will
go out with a big boom from the inside!
---------------
Flickerbat
---------------
Found in: Phendrana Drifts
"Scavenger with optical camouflaging that renders it invisible to the naked
eye.
Flickerbats are deceptive creatures. The only way to track them reliably
is with x-ray imaging. They fly around ceaselessly, hunting insects and
other small prey that float on the air currents. Flickerbats tend to fly
in cyclical hunting patterns, using primitive sonar to navigate."
Detailed Description:
Flickerbats are just some bats that fly around very quickly in the air
in Phrendana Drifts. They pose very little threat to Samus, and you don't
need to fight these things. If you do, then you will need an X-Ray Visor
to keep an eye on them, as they move so fast.
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,
which the Crystallite retains for the rest of its life."
Detailed Description:
Crystallite are just another of those harmless little critters that crawl
around Phendrana Drifts, waiting for Samus to hurt herself by running into
them. They do have a very hard shell, but that can be penetrated by a Missile
or a single Plasma Beam shot, which melts the shell immediately!
--------------
Scatter Bombu
--------------
Found in: Phendrana Drifts
Attack:
Triple Electric Bolt
Strength:
Wave Beam: 3 shots
"Pulsing tendrils of energy extend from creature's body.
Like all Bombus, these creatures can only be 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."
Detailed Description:
Scatter Bombus are basically the brothers of the Pulse Bombus. They only
like to hand around in circular tubes, zapping 3 continuous beams of
electricity which they like to rotate around. Fortunately, they can also
be destroyed, but with the Wave Beam. Otherwise, just roll between the
electric bolts and off you go! OK? Getting too close to the Scatter Bombus
may cause your visor to become fuzzy.
Young Sheegoths grow a resilient shell of ice on their backs which serves
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 potential prey, then feast on their frozen
victim."
Detailed Description:
No, this is not a female Gothic warrior, but is some blue creature with
a big blue shell on its back. Even though they are babies, they don't need
to be fed with bottles, they just hunt on their own! They can shoot balls
of ice at Samus from a range, and they can freeze her with their ice breath.
Don't worry, they do not like Samus sashimi. Just tap B rapidly to break
free if you are frozen. Their final attack, the charge bite, can easily
be avoided. At this point, you can easily go behind it and blast its shell
off with a charge beam. Then a few more shots are enough to defeat these
overgrown "babies". If the babies are so tough, then the adults...!
---------------
Ice Burrower
---------------
Found in: Phendrana Drifts
Attack:
Blue Slime Spit
Strength:
Power Beam: 1 shot
"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."
Detailed Description:
Ice Burrowers, are just like the normal Burrowers, only that they live
in the cold environment of Phendrana Drifts. When you meet them, they attack
the same way as the normal Burrower, spitting blue slime. One Power Beam
shot is all Samus needs to kill these things.
---------------
Bloodflower
---------------
Found in: Tallon Overworld
Attack:
Green Poison Ball Attack
Strength:
Power Beam: 1-2 Charge Beams
Plasma Beam: 1 shot
"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."
Detailed Description:
The Bloodflower is not a bloody flower, just a very poisonous one. It
attacks by spitting out green poison balls which are its spores. The spores
can be intercepted in mid air with any beam weapon. If you use the Charge
Beam, you will have to hit it with 2 shots. If you can hit the spore as
it is still near the Bloodflower, it will explode, taking the flower with
it! I don't care how you kill these guys, but Plasma Beam works best.
---------------
Seedling
---------------
Attack:
Sharp Spine Launch
Strength:
Power Beam: 1 Charge Beam
"Plant based ground feeder. Dorsal spines can be ejected in self-defense."
Detailed Description:
Well, seedlings in the real world are those of young plants that have just
sprouted. But the Seedlings here are some large blue bulb like plant
creature. When they see Samus, they eject their spines at all directions,
making it hard for Samus to avoid getting hit. The best course of action
is to quickly kill these pests before they can even see her!
---------------
Ice Parasite
---------------
Found in: Phendrana Drifts
Strength:
Power Beam: 4 shots
"Scavenger with a crystalline outer shell.
Parasites are hardy creatures, sable 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. Omnivorous, it can
exist in areas hostile to most life forms."
Detailed Description:
The Ice Parasite is a parasite that has adapted to the cold conditions
of Phendrana Drifts. It is now encased in ice. The Ice Parasite is no longer
the frail creatures you find on the Space Pirate Frigate. They are much
more armored, and can take 4 shots of the Power Beam. Other than that,
it is harmless, and will not attack in swarms.
---------------
Sheegoth
---------------
Found in: Phendrana Drifts
Attacks:
Ice Breath
Charging Bite
Energy Blast
Strength:
Morph Ball Bomb: About 6 bombs
Plasma Beam: About 5 shots
"Supreme predator of the Phendrana Drifts.
Sheegoths are invulnerable to most Beam weapons. The crystals on their
back absorb energy, which they can fire at prey. Sheegoths have poor stamina.
They hyperventilate after using their breath attack, making their mouth
area vulnerable. The soft underbelly of a Sheegoth is susceptible to
concussive blasts. In battle, they expel blasts of frigid gas to ensnare
their target. They are also fond of ramming and trampling their hapless
prey."
Detailed Description:
Ah, so these are what the adult Sheegoths are like. Sheegoths are now
extremely endothermic. Regardless of what weapon you use, they will be
absorbed by the crystals on the Sheegoth's back, and he can use it against
you. The Sheegoth can also attack by charging at Smaus or freezing her
with his ice breath. The best way to deal with this behemoth is to roll
into a Morph Ball and roll behind the Sheegoth. Then drop morph ball bombs
when you are under his soft underbelly. Note that this Sheegoth is much
stronger than the other adult Sheegoths. It takes 24 bombs to kill this
guy, while others take only up to 8 bombs. So, be aware of that.
---------------
Ice Shriekbat
---------------
Found in: Phendrana Drifts
Attack:
Suicidal Dive Bomb
Strength:
Power Beam: 1 shot
"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."
Detailed Description:
This is just a rarer variant of the Shriekbat, found only the Phendrana
Drifts. They have the same properties of the normal Shriekbats, and they
also like to kamikaze Samus with their stupid dive bombs!
---------------
Shadow Pirate
---------------
Found in: Phendrana Drifts, Phazon Mines
Attack:
Fury Slash
Strength:
Wave Beam: 2 Charge Beams
Ice Beam with Missile Launcher: 1 shot to freeze, 1 missile to kill
Plasma Beam: 1 Charge Beam
Super Missile: 1 Blast
"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 solely on melee weapons in battle. Use enhanced detection gear
when fighting these units."
Detailed Description:
Well, well, well. It seems that the Space Pirates have equipped some of
their fighters with stealth gear, so now, they are invisible. Fortunately,
they are still visible for short periods of time while they are running
towards Samus, so you can still attack them. To take them by surprise,
have the Thermal Visor equipped and you should be able to see them from
far away before they can see you. At first, the Wave Beam is ideal to
paralyze them in their tracks, and then when you have the Ice Beam, you
can freeze them and kill them with a missile. Using a Plasma Beam or Super
Missile will guarantee a one hit kill.
---------------
Space Pirate
---------------
Found in: Space Pirate Frigate, Phendrana Drifts, Phazon Mines
Attacks:
Red Beam Attack
Charge Slash
Strength:
Wave Beam: 2 Charge Beams
Ice Beam with Missile Launcher: 1 shot to freeze, 1 missile to kill
Plasma Beam: 1 Charge Beam
"Sentinent 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 species 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."
Detailed Description:
Yes, the main troopers of the evil organization Space Pirates are finally
present. These guys attack at a range by shooting Samus with their red
beams from those cannons, and if Samus is close, they will just try to
slash her. The Space Pirates are quite maneuverable, and can roll around
to avoid Samus' beams. The usual beam weapons apply. Take your pick. As
a rule of a thumb, whenever you hear "Yu-Chi-Goh!", you can be sure that
a Space Pirate or Shadow Pirate is present.
---------------
Flying Pirate
---------------
Found in: Tallon Overworld, Magmoor Caverns, Phendrana Drifts
Attacks:
Green Beam Attack
Missile Barrage
Suicidal Dive Strike
Strength:
Super Missile: 1 Blast
Ice Beam: 2 Charge Beams
Plasma Beam: 1 Charge Beam
"Pirates trained and equipped for airborne assault.
Flying Pirates are extremely agile in the air, but the heat signatures
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 will make a suicide strike."
Detailed Description:
The Space Pirates even have their airborne divisions now. The Flying
Pirates are just Space Pirates with jet packs. They attack by firing their
green beams at Samus. They may also release a barrage of missiles, which
can be determined by their screeching sounds. Even when they are knocked
back the missiles will still fly out. If a Flying Pirate is shot down by
conventional means, they will attempt to dive down at Samus and crash into
her, hoping to blow her up. You can stop this from happening by using Super
Missiles and Charge Plasma Beams. The former will make them explode in
the air, and the latter will literally vaporize them! When they around,
they make a cry that sounds like "Cheegar!" so be aware of that.
--------------
Metroid
--------------
Found in: Phendrana Drifts, Phazon Mines, Impact Crater
Attack:
Energy Drain
Strength:
Ice Beam with Missile Launcher: 1 Shot to freeze, 1 Missile to kill
Super Missile: 1 Blast
"Energy-based parasitic predator.
The dominant species of planet SR388, Metroids can such the life-force
out of livening 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 Bomb mode and lay a Bomb."
Detailed Description:
So, these beings are what the Nintendo franchise is named after. After
all, it would sound silly if we call it Samus, Samus II: Return of Samus
and Super Samus, right? Anyway, the Metroids are always resorting to their
energy absorption tricks. They latch onto the top of Samus and sucks the
energy slowly. To shake it off, roll into a ball and lay a Bomb. To kill
a Metroid, you can blast it with a Super Missile, or just freeze it with
the Ice Beam and then blast the frozen body with a missile to finish it.
Metroids still make monkey like cries, so be aware of them when you hear
their characteristic cry. (How stupid!)
---------------
Ice Beetle
---------------
Found in: Phendrana Drifts
Strength:
Power Beam: 1 Charge Beam
Plasma Beam: 1 Shot
"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 ice shell covering
its entire body. The ice is extremely resilient, providing the Ice Beetle
with extra protection and augmented digging abilities."
These are just a variant of the Volkswagen Beetle that can adapt to freezing
conditions of Phendrana Drifts. As it has ice on its back, the Ice Beetle
has heavier armor than the standard model, and hence a Charge Beam is needed
to kill it. A Plasma Beam will melt it in one shot.
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."
Detailed Description:
Sentry Drones are some security robots who guard certain rooms. Whenever
he is alerted, a Sentry Drone will sound an alarm, and all doors to the
room will be locked up. They will then attack Samus with their lasers and
machine guns. To destroy a Sentry Drone. A charge beam from any beam will
do. The Wave Beam is the most effective, as the drone will not explode
with an Electromagnetic Pulse when destroyed.
---------------
Thardus (Boss)
---------------
Found in: Phendrana Drifts
Attacks:
Frozen Icicle Spread
Multi Rock Launch
Rollout
"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 irradiation leads to
instability in tits structural integrity. Thardus an encase targets in
ice, and its colossal size and strength make it a formidable opponent."
Rule of Engagement:
So, the Quarantine Cave is used to hide one of the Space Pirates' test
subjects for their Phazon experiments. The Thardus is quite a powerful
opponent, but he can be outsmarted. For one thing, his frozen icicle spread
can be avoided, if you choose to lean your back against the wall, while
standing on the rocks there. As you are higher than the ground, the icicles
cannot come up and hit you. His multirock launch can be intercepted in
mid-air with your Power Beams, and often the rocks leave missiles and energy
behind for you, and this is enough to negate any damage Thardus deals to
you with its rollout attack.
Now, it's the time to target Thardus himself. Firstly, you cannot auto
target anything with the Combat Visor, so let's switch to the Thermal Visor
to find his weakness. The Visor can effectively auto-target the area with
giving out heat, which is the Thardus' weak spot. Use a Super Missile to
expose it, and the Thermal Visor will overload, so switch to the Combat
Visor and you can lock onto his exposed weak spot, which is now blue in
colour. Use some Charge Beams and Super Missiles and it will eventually
shatter. Then use the Thermal Visor to find his next weak spot and repeat
the procedure again.
When Thardus ahs lost about 40% of his health, he will generate a thick
mist in the room, making it difficult to see him. But you can still detect
his weak spot with the Thermal Visor, as the mist gives no heat. Once the
weak spot is exposed, the Visor overloads, so use the Combat Visor's
auto-target to track his weak spot. But use normal Charge Beams to avoid
risking the wastage of missiles.
Once Thardus has about 20% of health left, he will clear the mist, and
you can fight him as usual. Once the Thardus has no more health left, he
will make one last cry and will crumble to a thousand pieces. That's what
I call a 1000-piece set!
---------------
Puddle Spore
---------------
Found in: Magmoor Caverns
"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."
Detailed Description:
These creatures look like giant clams in the lava. When Samus comes forwards,
they will open up, as if to say, "Hello! You know something." Then shoot
it in the mouth to make it flip backwards, and Samus can use it as a makeshift
float to get over the lava.
----------------
Plated Parasite
----------------
Found in: Tallon Overworld, Magmoor Caverns
Strength:
Morph Ball Bomb: 1 Bomb
"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-delievered
weapon systems."
Detailed Description:
This is another variant of the Parasites. This time, they are so heavily
armored that they can stand Missiles. But not Morph Ball Bombs. You now
know what to do. They only appear on Spider Ball Tracks, and other places.
---------------
Chozo Ghost
---------------
Found in: Chozo Ruins
Attack:
Energy Ball Attack
Strength:
Power Beam: 5 Charge Beams
"Spectral entity. Bioelectric field invulnerable 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 in the Tallon IV environment. They appear
to be drawn to Chozo religious sites, where they wreak havoc upon anything
that enters the area."
Detailed Description:
From a previous Chozo Lore, you have found that some Chozos became ghosts
when the meteor struck. But the Phazon still has effects on ghosts, and
these Chozo Ghosts are not very hostile, and they like to hog areas with
Artifacts. So beware. Their Energy Ball Attack can stop Samus' Charge Shots.
As they appear and disappear out of nowhere, using the X-Ray Visor is the
most effective way of keeping them in your sight. They are very tough,
and are only vulnerable to the Power Beam, and even so, they take 5 Charge
Beams to kill the second time!
---------------
Jelzap
---------------
Found in: Tallon Overworld, Phendrana Drifts
Attack:
Open Mouth Suck
Strength:
Ice Beam: 2 Shots
"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 by electrical
impulses, the two halves somehow function effectively enough to launch
the Jelzap to the top of Tallon IV's aquatic food chain."
Detailed Description:
Yes, another funny creature of the waters of Tallon IV. Jelzaps will open
their mouths and attempt to suck Samus in. This is when they are vulnerable.
Fire a single Ice Beam shot into the centre, and the entire Jelzap will
be frozen solid, and the two halves are separated. Fire another shot and
the Jelzap will make a dying cry that seems disrupted and then split in
half, and the two halves will go their own way!
---------------
Aqua Reaper
---------------
Found in: Tallon Overworld
Attack:
Tentacle Whiplash
Strength:
Power Beam: 1 shot to make it withdraw
Plasma Beam: 1 Charge Beam to destroy
"Powerful aquatic tentacle, part of a submerged organism.
Similar in nature to the surface-based Repaper Vine, the Aqua Repaer 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."
Detailed Description:
Simply put, these are just the underwater versions of the Reaper Vine.
They attack by thrashing their tentacles about. The same methods of
engagement applies. A Power Beam can make them withdraw, while the Charge
Plasma Beam can vaporize them even in the water.
---------------
Oculus
---------------
Found in: Chozo Ruins
"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 impenetrable shell."
---------------
Plated Puffer
---------------
Found in: Chozo Ruins
Strength:
Missile Launcher: 1 Missile
"Mutated Puffer with reinforced epidermis.
Phazon exposure has created a mutant strain of Puffers on Tallon IV. They
have developed plated skin, making them harder 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'."
Detailed Description:
Phazon has done the Puffers bad. They have now mutated into some brown
Puffers with metal casings, making them more of a Chemical Bomb than ever.
To pop these metal balloons, fire a single Missile. Again, wait for the
gas to disappear before you collect the item they drop behind. They only
appear in the tower of light, so don't worry.
---------------
Tallon Crab
---------------
Found in: Tallon Overworld
"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."
---------------
Aqua Pirate
---------------
Found in: Tallon Overworld
Attacks:
Green Beam Attack
Torpedo Barrage
Strength:
Ice Beam and Missile Launcher: 1 shot to freeze, 1 missile to shatter
"Space Pirates with exoskeletons modified for underwater use.
Using modified thruster-packs and Gravity Suit technology, the Space
Pirates have armor suits for use in liquid environments. Thermal tracking
is still very useful against these units, as the Pirate engineers have
yet to eliminate the thruster-pack's heat signature."
Detailed Description:
Now, the Space Pirates have gone underwater. There are only 5 in use, so
it must have been some sort of trial operation. Their torpedos travel much
slower than the Flying Pirates' missiles, so there should be no problem
in avoiding them. Freeze them in and then shatter them. Simple. They won't
do a suicide strike when they die. They make the same "Cheegar" sounds
in water, so you know when they will be present.
---------------
Aqua Drone
---------------
Found in: Tallon Overworld
Attacks:
Red Laser Attack
Dual Machine Gun Blast
Strength:
Wave Beam: 1 Charge Beam
"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."
Detailed Description:
Simply put, Aqua Drones are Sentry Drones that have been put underwater.
They also will start an alarm before their attack Samus with their dual
machine guns and lasers. Like the Sentry Drones, Aqua Drones are very
delicate electrical instruments, hence they can be short circuited by the
Wave Beam as well. The liquid environment just makes it simpler! Hee hee.
---------------
Aqua Sac
---------------
Found in: Tallon Overworld
"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 will burst when exposed to force. This protective response
keeps most creatures from feeding on it."
Detailed Description:
This is just the aqueous version of the Sap Sac. It will explode when shot
at, but Samus will not be hurt. So have fun bursting these plants!
---------------
Mega Turret
---------------
Found in: Phazon Mines
Attack:
White Beam Blast
Strength:
Power Beam: 2 Charge Shots
Missile Launcher: 3 Missiles
"Perimeter defense turret reinforced with energy shielding.
Frustrated with inferior armor plating on standard defense turrts, 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."
Detailed Description:
The Mega Turret is the strongest turret in the game. They also have the
toughest armor, as it takes up to 3 Missiles to destroy one. Their beam
weapon also packs a punch, and can take off 24 energy in one shot. Just
strafe and blast at these things as Samus, and you will be fine. If you
do not want to waste missiles, 2 Charged Power beams will do the trick.
The Mega Turrets will continue firing if they suspect that Samus is still
in the area. So they will still fire even when you are hidden behind, say,
a pillar or a crate.
---------------
Wave Trooper
---------------
Found in: Phazon Mines
Attack:
Rapid Yellow Beam Attack
Close up slash
Strength:
Wave Beam: 3 Charge Shots
"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."
Detailed Description:
Those Space Pirate copy cats have replicated your Wave Beam and have armed
their own troopers with them. However, these are not really Wave Beams.
They are just some yellow beam. I recommend you to be very careful with
these guys, as they can fire their beams in a very haphazard way and deal
heavy damage in a short time. The best mode of engagement is to fire Charge
Wave Beams at them and do not give them a chance to even move. The Wavebuster
is not effective as it uses to many missiles even for one of these enemies.
---------------
Power Trooper
---------------
Found in: Phazon Mines
Attacks:
Rapid Yellow Beam Attack
Close up slash
Strength:
Super Missile: 1 Blast
"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."
Detailed Description:
Those Space Pirate copy cats have now replicated your Power Beam and have
armed their own troopers with them. However, these are not really power
Beams. They are just some yellow beam. I recommend you to be very careful
with these guys, as they can fire their beams in a very haphazard way and
deal heavy damage in a short time. The best mode of engagement is to fire
your Super Missile at them. One single blast will do the trick.
---------------
Elite Pirate
---------------
Found in: Phazon Mines
Attacks:
Plasma Artillery Cannon Barrage
Wave Quake
Bayonet Slash
Strength:
Super Missile: 2 Blasts
"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 concussion-based weapons.
Well armed, the Elite Pirate is effective in close combat and at a distance.
Their massive size can be a weakness, and their sluggish speed allows for
evasion and quick attacks."
Detailed Description:
Elite Pirates are obtained by fusing Vertigo Phazon into the embryos of
the Space Pirates. These large and blue behemoths walk ever so slowly
towards Samus, so you should not have a problem with keeping your distance.
The Elite Pirate will sometimes generate a Wave Quake. You can tell when
he raises his arms into the air, ready to slam them onto the ground. Jump
quickly to avoid it. To deal with Elite Pirates. Charge up your Power Beam,
and wait for the Elite Pirate's energy siphon system to be off, and then
release a Super Missile. Do not shoot at him blindly, or he can just absorb
your beam at ease and use it against you in the form of his Plasma Artillery
Cannon. 2 Super Missiles are enough to put an end to these so called Elites.
---------------
Ice Trooper
---------------
Found in: Phazon Mines
Rapid Yellow Beam Attack
Close up slash
Strength:
Ice Beam and Missile Launcher: 1 Charge Beam to freeze, 1 Missile to shatter
"Space Pirate armed with Ice 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."
Detailed Description:
Naughty, naughty Pirates! Those Space Pirate copy cats have now replicated
your Ice Beam and have armed their own troopers with them. However, these
are not really Ice Beams. They are just some yellow beam. I recommend you
to be very careful with these guys, as they can fire their beams in a very
haphazard way and deal heavy damage in a short time. The best mode of
engagement is to fire your Charge Ice Beam at them to freeze them, then
fire a single missile to shatter their hopes, literally!
---------------
Phazon Elite
---------------
Found in: Phazon Mines
Attacks:
Wave Quake Attack
Close Bayonet Slash
"Elite Pirate infused with energized Phazon.
The Phazon-charged Elite Pirates rely more on their Wave Quake Generators,
opting not to carry their vulnerable Plasma Artillery cannons normally
used by Elites. The direct fusing of the Phazon into their bodies provides
a tremendous level of energy. The drastically lower life span with this
process is of little concern to the Pirate Research Team."
Detailed Description:
This looks like an Elite Pirate on a heavy dose of Phazon. In fact, it
is almost completely covered with the stuff! This monstrosity will only
attack with its Wave Quake generator, and does it much quicker than normal
Elite Pirates. In close range, the Phazon Elite can slash Samus as usual.
The usual Power Beams and Super Missiles should be used against this freak.
Wait for his energy siphon to turn off before hitting him, or just strike
the moment he raises his arms for the Wave Quake attack.
---------------
Hunter Metroid
---------------
Found in: Phazon Mines, Impact Crater
Attack:
Tentacle Energy Drain
Charging Tackle
Strength:
Ice Beam and Missile Launcher: 1 Ice Beam to freeze, 1 Missile to kill
"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."
Detailed Description:
We finally get to meet the more powerful Metroids in this game, after a
long wait, unlike in Metroid II. Hunter Metroids look very much like red
jellyfish. They attack by shooting a tentacle into Samus to drain her energy.
Therefore, Hunter Metroids have increased range over the normal Metroids.
Sometimes, Hunter Metroids will ram Samus, which is not as damaging as
the energy drain. Hunter Metroids make the same monkey like sounds of
Metroids (stupid!) and can be taken out by first freezing it with the Ice
Beam, and then shattering its frozen body with a missile.
---------------
Plasma Trooper
---------------
Found in: Phazon Mines
Rapid Yellow Beam Attack
Close up slash
Strength:
Plasma Beam: 2 Charge Beams
"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."
Detailed Description:
Oh no, not again! Those Space Pirate copy cats have now replicated your
Plasma Beam and have armed their own troopers with them. However, these
are not really Plasma Beams. They are just some yellow beam. I recommend
you to be very careful with these guys, as they can fire their beams in
a very haphazard way and deal heavy damage in a short time. The best mode
of engagement is to fire your Charge Plasma Beam at them twice to roast
them alive!
--------------------
Omega Pirate (Boss)
--------------------
Found in: Phazon Mines
Attacks:
Wave Quake Attack
Heavy Punch
Dual Plasma Artillery Cannon
"Most powerful of the Elite Pirate Forces.
Omega Pirate can become invisible to normal sight. It is vulnerable when
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."
Rule of Engagement:
Let me put it this way. The Elite Pirates are the elite and creme de la
creme of the Space Pirates. Omega Pirate is the elite and creme de la creme
of the Elite Pirates! Simply put, Omega Pirate will also use those Plasma
Artillery Cannons and all the other what not. He moves much quicker than
the Elite Pirates, so you had better master dashing. However, this one
is much more cautious than the other Elite Pirates. In fact, Omega Pirate
will almost always be using his energy siphon capability. Which means you
cannot hit him most of the time. The only time you get to hit him is when
he readies his Wave Quake Attack and a short moment after. Then you should
lock on to those large blue spheres on his body and hit them with the Plasma
Beam. You will have to blow up all of those spheres before you can actually
damage Omega Pirate.
If you do manage to smash all of those blue spheres. Then the Elite Pirate
will fall back in bay, and kneel down onto the ground, saying something
like "Curses!" And then he will go invisible, and will appear on one of
the 3 Phazon patches to recharge his spheres. While he is doing so, several
Troopers will come down to engage you. If they are anything but Wave
Troopers. You most certainly would have time to destroy them AND cause
heavy damage to Omega Pirate. If mainly Wave Troopers appear. Then I suggest
you try to ignore them while you hit Omega Pirate as many times as possible
with your Charge Plasma Beams. Killing the Troopers is not a bad thing,
as they can leave behind energy for you to collect. Just repeat this routine
and Omega Pirate will eventually be defeated. He stands still, his eyes
go yellow. And he falls down in front of Samus, and melts in a puddle of
his own Phazon slime. Meanwhile, Samus' Gravity Suit undergoes a drastic
change and turns brown. It is now the Phazon Suit, as it is infused with
pure Phazon, Samus will be immune to Blue Phazon!
--------------------
Meta Ridley (Boss)
--------------------
Found in: Tallon Overworld
Attacks:
Red Beam Attack
Multiple Scatter Bombing
Carpet Bombing
Ground Stomp
Ground Bite
Charge Bite
Tail Whip
"Genetically enhanced Ridley metaform.
Reborn and evolved through Pirate Technology, Meta Ridley is a fearsome
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."
Rule of Engagement:
It's time for Samus to face this genetically enhanced Ridley. Now, back
from the dead twice, Meta Ridley has attained a Silver Plating and yellow
wings, unlike his better looking purple predecessor. The battle can be
divided into two sections. The first is when he has more than 20% of his
energy remaining, the second is when he has less than 20%.
When he has 80% of health or more, Meta Ridley can fire his scatter bombs
at Samus, so quickly dash out of the way. He can also fly outside of the
arena, pump up for a bombing run, and carpet bomb the entire arena. He
will also fire his beam weapon on the ground for his ground strafing run.
So, quickly dash out of the way of the bombs, but sometimes, it's still
hard not to take any damage in this battle.
Meta Ridley can also suddenly stop in mid air, and then stomp the ground
hard, and attempt to bite Samus while is his on the floor. When you see
him gearing up for the stomp, you had better jump back. As you have read
in the description, Meta Ridley has a weakness in his chest armor, so that
is where you have to aim at with your Plasma Beam. Fire Charge Plasma Beams
for the maximum effect. If you hit the right spot, you should see Meta
Ridley's energy bar get a sudden drop, and then he will fall back in pain.
You sometimes may be able to get it twice before he starts flying around
again. Of course, the best time to aim at his chest is when he is relatively
still. Don't even try when he is on his bombing run!
Just repeat the cycle. Dodge attacks, wait for Ridley to hold still, and
then blast him in the chest! This will be the king of pain! Don't ever
try using Super Missiles, as they are not accurate and will waste missiles.
Eventually Meta Ridley's health will be drained and he will have less than
20% energy left. This is the main turning point of the level. Ridley will
take so much damage that his wings will catch fire, eventually, there will
be nothing left of his wings but the silvery flames, and he will have to
drop down to the ground to come after personally. The hardest part of this
fight is now underway. As you can see, Meta Ridley has bent down a bit,
and this makes targeting his chest armor a bit difficult. Not only that,
he will perform numerous charge tackles at Samus, and this is known to
take maybe over 70 energy in a single hit!
But still, Ridley is still a bit vulnerable at certain moments. Notice
that before he attacks in any way, he will open his mouth, so charge up
a Plasma Beam while waiting for him to open his mouth. Once he opens his
mouth, release the beam, and it may hit him there, causing him to have
a pain reflex. His pain reflex will cause him to bend his body upwards,
exposing his chest armor. At this point, you can get a few Charge Plasma
Beam hits on his chest. Note that it is quite hard to hit his mouth really,
so if you miss, immediately tilt your Control stick to the left or right
while tapping the B button to dash out of the way. Then hopefully, the
Charge Tackle may not hit you. Thankfully, the Charge Tackle is not the
only thing that Meta Ridley will use against you. He will also attempt
to use his Red Beam. Of course, he will be opening his mouth at that point,
so shoot it. Then his pain reflexes will show up again. Eventually, the
last 20% of his energy will be drained, and Meta Ridley will scream in
pain and perform more pain reflexes. This is not all, the Chozo Totems
high up behind Samus have decided to help too. They fire multiple lasers
at Ridley's chest, and then knock Meta Ridley clean off the ledge. Meta
Ridley then explodes in a big blast in his fall.
---------------
Lumigek
---------------
Found in: Impact Crater
"Phazon-charged reptiles.
Natvies of Tallon IV, the Lumigeks travel in swarms to increase their odds
of survival. They absotb and radiate Phazon energy, making these wearms
a threat."
----------------
Fission Metroid
----------------
Found in: Impact Crater
Attack:
Energy Drain
Strength:
Power Bomb: 1 Bomb
"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 weaponry. 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."
Detailed Description:
Fission Metroids are Metroids that have mutated due to rapid exposure to
yellow Phazon radiation. They are not vulnerable to Ice Beam. If you shoot
one enough times, it will split into 2 Metroids. So, that is double trouble.
The 2 daughter Metroids will be in different color, corresponding to the
beam they are vulenrable against. As they are such nightmares to kill,
and they respawn indefinitely, I suggest that you avoid them at all costs.
If they do latch on to you, turn into a Morph Ball and drop a Power Bomb!
This will kill the Fission Metroid instantly and would not allow him to
split into two!
---------------------
Metroid Prime (Boss)
---------------------
Found in: Impact Crater
Attacks:
Beam Attack
Multi Scatter Bomb Attack
Dual Homing Bomb Barrage
Charging Trample
"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: 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."
Rule of Engagement:
So, this is what brought down the Great Poison known as Phazon into talon
IV. Metroid Prime. Metroid Prime is way much bigger than Samus, but his
oversized head is vulnerable to beam weapons. Metroid Prime will use his
beam to zap Samus hard. It can be a Power Beam, Wave Beam, Ice Beam or
Plasma Beam, depending on what color Metroid Prime is of at the moment.
The multi scatter bomb attack is also a pestilence.
-------------------------------
Metroid Prime (Essence) (Boss)
-------------------------------
Found in: Impact Crater
Attack:
Fire Wave Attack
"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 pawn Metroids
to assist it in battle, rendering itself invisible when it does so."
Rule of Engagement:
This has got to be the final battle of the game. It's you against the source
of all the Great Poison of the game. Metroid Prime's core essence.
Fortunately, all Metroid Prime does is creating pulses of fire at Samus,
which can be avoided by jumping. The first pulse will destroy all the rocks
in the rocks in the room, revealing a lot of energy. So collect those if
you are injured. Then it's time to play a game of cat-and-mouse with Metroid
Prime. When you have avoided enough times, Metroid Prime will drop a Phazon
pool somewhere in the room, and go invisible. Get onto the Phazon, and
your beam will be in Hyper Mode. Then use either the X-Ray Visor or Thermal
Visor to detect Metroid Prime and start shooting like crazy and watch his
energy drop! Now, the Phazon pool will eventually disappear, and you can
continue to dodge his fire waves until another pool appears.
--------------------------------
11. Some More Interesting Stuff
--------------------------------
-----------------
a. Image Gallery
-----------------
If you have met certain criteria while playing Metroid Prime, you can unlock
up to 4 Image Galleries. They contain many interesting pictures for you
to enjoy. It includes the designers' sketches, among other things.
*****IMAGE GALLERY 1*****
This is the first Image Gallery you can find in the game. You unlock it
by having 50% of your Log Book filled. You get to see 14 pictures.
Picture 1: A rough sketch of Samus' body as she stretches out her arms.
Picture 2: The sketch of Samus' power suit with correspondence to her body.
Picture 3: A sketch of Samus' Spinal Core through the power suit.
Picture 4: Another sketch of Samus' body.
Picture 5: Another sketch of Samus wearing her Power suit with Pictures
1, 2 and 3.
Picture 6: A sketch of Samus' hand.
Picture 7: The front and rear views of Samus' power suit. I guess this
must be one of the preliminary designs.
Picture 8: The final design of Samus' Power Suit.
Picture 9: The sketch of Samus' Arm Cannon.
Picture 10: Some more sketches of Samus when she is moving.
Picture 11: 3 Sketches of Samus fighting.
Picture 12: 5 diagrams showing Samus swinging her Arm Cannon around. A.
Samus is doing a jump shot. B, Samus is using the Grapple Beam. C, Samus
is showing off her Arm Cannon. D, Samus is standing still. E, Samus is
firing to the left, probably a missile.
Picture 13: 6 Psketches f samus doing various things.
Picture 14: The final design of the Power Suit. It shows Samus in full
3D.
*****GALLERY 2*****
Gallery 2 is unlocked by having 100% of your Log Book filled up. There
are 26 pictures, all about the enemies of the game.
Picture 1: A picture of a Metroid.
Picture 2: Another picture of a Metroid, this time its is golden yellow
in colour.
Picture 3: The sketch of the mouth of the Triclops.
Picture 4: A picture of a Triclops.
Picture 5: Pictures of various creatures you find in the game. They include
a Zoomers, a Lumigek, Scarab, a Tallon Crab, a Grizby, a Crystallite, an
Ice Shriekbat, a Shriekbvat, an Ice Parasite and some others.
Picture 6: Pictures of 4 more creatures, a Beetle, a War Wasp, a PLazmite
and a Burrower.
Picture 7: Pictures of Sentry Drones.
Picture 8: Picture of a Hunter Metroid
Picture 9: A picture of a Puffer.
Picture 10: A picture of a Puddle Spore.
Picture 11: A picture of a Stone Toad.
Picture 12: A picture of a Baby Sheegoth.
Picture 13: A picture of 3 Magmoors.
Picture 14: A picture of a Chozo Ghost.
Picture 15: A picture of a Space Pirate.
Picture 16: A picture of a PoPlasma Trooper.
Picture 17: A picture of some insect.
Picture 18: A picture of an Elite Pirate.
Picture 19: A picture of the Phazon Elite.
Picture 20: A picture of an Elite Pirate from the side.
Picture 21: A picture of the Parasite Queen.
Picture 22: A picture of the Flaahgra.
Picture 23: A close up picture of the Flaahgra.
Figure 24: Another sketch of the Flaahgra.
Picture 25: A close up picture of Meta Ridley.
Picture 26: Another close up picture of Meta Ridley with his moth open.
Picture 27: A picture of many of the creatures in the game from different
angles.
*****GALLERY 4*****
Image Gallery 4 is unlocked by getting a 100% complete game, so you should
collect all expansions. It shows some plans to do with Metroid Fusion,
as well as the bonus ending scene which can only be viewed if you beat
the game with 100%.
Picture 1: The plans of Samus' Metroid Fusion suit in Japanese.
Picture 2: Picture showing Samus' Metroid Fusion suit from different
angles.
Picture 3: The plans of Samus' Arm Cannon in Japanese.
Picture 4: Some more blueprints of Samus' Arm Cannon in Metroid Fusion.
Picture 5: Detailed plans of Samus' Metroid Fusion suit in Japanese.
Picture 6: The plans of Samus' Metroid Fusion Morph Ball in Japanese.
Picture 7: A poster in English showing you how to use the Boost Ball
effectively.
Picture 8: A poster explaining the physics of the Boost ball as well as
the controls.
Picture 9: A sketch of Metroid Prime between 2 Metroids.
Picture 10: A picture of Metroid Prime from the front. See how big he is
compared to Samus?
Picture 11: A picture of Metroid Prime standing straight up on one of his
legs.
Picture 12: A picture of the essence of Metroid Prime.
Picture 13: A picture of a fragment of a mask.
Picture 14: Some sketches of the ending movie scene.
Picture 15: Some sketches of the scene in the end when Samus has defeated
Metroid Prime.
Picture 16: A sketch of Samus propelling herself back on her Gunship.
Picture 17: A sketch of some arm that stuck out of the pool of Phazon,
viewable only if you have a 100% game.
Picture 18: Some 3D animations of the aforesaid mentioned bonus scene,
viewable only if you have a 100% game.
Picture 19: A 3D picture of Samus' face from different angles.
-------------------------------------------
b. Comparison of Resident Evil and Metroid
-------------------------------------------
Well, I have played quite a number of Resident Evil games, now that they
are releasing them for the Nintendo Gamecube, and I found that there are
quite a number of similarities and difference between the two games. Now,
let me put them next to each other and compare them one by one.
*****PUBLISHER*****
Resident Evil is published by Capcom, a Japanese company whose other
successful games include Street Fighter and Mega Man. Capcom has recently
decided to support a bit more a Nintendo, although not as much as the Sony
Playstation 2, but they don't really like to make games for the Microsoft
Xbox as much. Metroid is published by Nintendo, a Japanese company which
dates back to the 19th century and only decided to make video games 2 decades
ago. Nintendo's successful games include Mario and Legend of Zelda. Of
course, Nintendo only supports its own consoles.
*****YEAR OF RELEASE*****
The first Resident Evil has created by Shinji Mikami for the Sony
Playstation in 1996 and has defined the Survival Horror Genre. Many sequels
were made, up to Code Veronica, and Playstation fans can enjoy them all.
Until recently, Nintendo signed a contract with Capcom that will allow
Resident Evil games to become exclusive to Nintendo for some years to come.
As a result, Resident Evil Zero, the REmake, and the upcoming Resident
Evil 4 are all Gamecube Exclusive. The first Metroid game on the other
hand was created by the late Yukoi, a Nintendo programmer who also created
the Game Boy. The Metroid Series spread across different consoles, and
there was a hiatus in the Nintendo 64 period, as Yukoi died in a car accident
back in 1997. The poor man.
*****THE PROPAGATION OF THE SERIES*****
Resident Evil Series:
Year Game Platform
1996 Resident Evil PS, SS
1998 Resident Evil 2 PS, DC, N64, GCN
1999 Resident Evil 3: Nemesis PS, DC, GCN
2000 Resident Evil: Code Veronica DC
2001 Resident Evil: Code Veronica X PS2, GCN
2002 Resident Evil (Remake) GCN
2002 Resident Evil Zero GCN
2005 Resident Evil 4 GCN
You will find that there really are up to 6 episodes of Resident Evil
nowadays. The original Resident Evil was created for the Sony Playstation,
and later for the Sega Saturn. Resident Evil 2 was against first created
for the Playstation, then for the Sega Dreamcast, the Nintendo 64 with
the EX files, and finally the Gamecube, which was the version I got.
Resident Evil 3 also was first released on the Playstation, and then on
the Dreamcast and finally on the Gamecube so that RE fans on the GCN can
catch up with the going on. Then, maybe Capcom was a bit fed up with the
Playstation, so they decided to introduce Resident Evil: Code Veronica
as a Sega Dreamcast exclusive. It was the first fully 3-D Resident Evil
without prerendered backgrounds. This must have hurt the Playstation 2
fans' feelings, so they decided to release it with additional scenes in
the game called Resident Evil: Code Veronica X for the PS2. But 2002 was
the year when all hell broke loose. Capcom signed a contract with Nintendo
to make all the main RE games exclusive on Gamecube, and this is why all
the games released on 2002 and after are only for the Gamecube for the
time being.
Metroid Series:
Year Game Platform
1987 Metroid NES
1991 Metroid II: Return of Samus Game Boy
1994 Super Metroid SNES
2002 Metroid Fusion Game Boy Advance
2002 Metroid Prime GCN
2004 Metroid Prime 2: Echoes GCN
Metroid started on the Nintendo Entertainment System and was released in
1987, when I was only 1! Then, I found this game called Metroid II for
the Game Boy played by my cousin in the UK, and that was the sequel of
the first Metroid, maybe because they are just too busy with the launch
of the SNES. But still, the SNES got its own Metroid game with the
introduction of Super Metroid, which is so colorful compared to the
previous installment. After that, comes the 8 year hiatus in the series,
due to the death of Metroid's creator in 1997. But when the Gamecube was
released, Metroid got new life by the release of Metroid Fusion for the
GBA and Metroid Prime for the Gamecube. The new Metroid Prime game is a
first person game, and is able to interact with Metroid Fusion.
*****GAMEPLAY*****
Resident Evil involves a character running around in a mansion, a city
or some scientific facility fighting horrible mutants, zombies and other
biological weapons. The character will find stronger and stronger weapons
as he/she goes and will eventually fight the strongest monster of the game.
The character will pick up different files that shed light on the evil
organization's activities. The character is not fixed, and will change
as the series goes. For Metroid, the character is fixed, a female bounty
hunter called Samus Aran. She walks around an entire planet, and she will
also fight many enhanced fighters made by the evil organization, and she
finds stronger and more powerful beams and will fighter the strongest boss
in the game. In Metroid Prime, she scans Chozo Lore and Pirate Data to
get more information about the activities on the planet.
*****THE ENEMIES*****
In Resident Evil, you are always up against the evil corporation known
as Umbrella, and they just won't stop making biological weapons for their
own profit. In Metroid, you are up against the Space Pirates, a large group
of nomads which have very advanced weaponry. They aim to take over the
galaxy with the help of Metroids and other enhanced Space Pirate fighters.
---------------
12. Conclusion
---------------
It was tiring work, but now my guide for the first Metroid game I have
played in my life. For the first Metroid game I played, it has not failed
to impress, I must say. The new first person environment allows easy
navigation and more fun in shooting those monsters. I wonder what Metroid
Prime 2: Echoes will be like for the Gamecube this autumn. I have bought
Metroid Prime when it was Player's Choice, as I used not to care a bit
about those Metroids. But now, I think I am free to change my mind. Oh
by the way, this guide is to be published on Gamefaqs and only Gamefaqs,
and is copyright 2004 to Alasdair Lo the years to come. OK, the time has
come to say goodbye for now.
---------------------------------
Appendix I. Feedback Information
---------------------------------
Since the publishing of the original version of the Side Comparison Guide,
I decided that I must make some new rules for those people who want to
give me a feedback about my guides. All future strategy guides will have
this section. If the following rules are not observed, I will just consider
your e-mail to be spam mail or flame mail, and I will delete it without
reading it, and will blacklist your e-mail address.
For publishing permission:
This guide is intended to be published in GameFAQs and only GameFAQs. You
can print it out to read it while your computer is off, but do not copy
my work and claim it as your own. That is all. Although I do not have a
lawyer to sue anyone if they do it without my permission, I expect everyone
to have self discipline about these things.
Feedback Concerning Mistakes: (THIS IS THE MOST IMPORTANT PART, LISTEN
UP)
As I am a human, and we are all humans, we all make mistakes. Nobody is
perfect. If I had made any mistakes in my guide, feel free to e-mail me.
But however, you must follow these rules. I have typed out some bad examples
with each rule, and they are from some of the e-mail I received by people
who are dissatisfied by my original Command and Conquer: Generals side
comparison guide.
You must:
Be polite, as I will take these feedback letters as seriously as formal
letters, and you should specify the version number of my guide, then I
can check my guide out. However, it need not be as formal as business letters,
after all it is only a game. You should also present yourself clearly,
I won't even think about anything that I cannot understand at the first
glance, as I am a busy person.
For example, "I enjoyed reading your guide, but disagreed with you on some
points." From a person called Alex Shikh or "I agree with you that China
is the strongest factions, but it is not much stronger than the other 2."
From Ives Gobau And so on.
You must not:
Say any foul language and offend me.
For example, "Your guide was ********, full of lies and biased opinions."
From K Truin. You are not going to make me listen by saying rude words
to me, you will only give me the impression that you are either uneducated
or have low EQ. (Emotional Quotient)
Conduct any surveys about how good my guide is and give it to me, as I
could not care less about your so-called surveys.
For example, "I have conducted a survey about your guide and over 90% said
that it was a trashy tabloid." From Frozak.
Finally, you must not say anything I consider to be racist.
For example, "You mentioned that you live in China that is obvious,
considering your bias towards this side, etc..." "I am afraid that your
living in China has blinded your judgment so much." From someone I could
not remember his name. So, what are you trying to say, say that us Chinese
are all idiots? Besides, the word bias is used to describe unfair
comparisons due to neglecting some facts. As I have put all facts into
account, I really cannot have made any bias towards any sides.
From all the 50 or so letters complaint I received, I decided to listen
to less than 5 of them. Why? As only 5 of them could follow the rules stated
above. So, you MUST take those points into consideration, or else, don't
expect me to listen to you.
Submitting your own tips:
I am always ready to submit tips from readers. However, you should make
sure that the tip has not been posted in my guide before you mail me. Also,
write down your name or a pseudonym so I may credit you.
Game Help:
If you have read my guide and did not understand something, feel free to
ask, but please do not do this too often, as my e-mail account has other
uses. But do not ask about anything that was clearly written in my guide
or I will not reply.
You may have wondered why I put this section up. This is a new
"Anti-disturbance" ordinance I set up for my own use, in order to minimize
all those annoying and insulting things I receive. In fact, during
September alone, I received at least a hundred of mail concerning my Side
Comparison Guide, and I am now to make sure this will never ever happen
again.
Thank you for your cooperation.
Yours,
Lo Kai Yan Alasdair, kylohk. (Kai Yan Lo From Hong Kong)