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Metroid Prime has finally arrived! One of the most eagerly anticipated games
of 2002 is here in our lovely little GameCubes. By all accounts Ms. Aran's new
adventure is going to receive the coveted GOTY. But enough about how great
Metroid is. I'm sure you well knew that when you popped open the package; you
must have some other reason to coming here then listen to my rambling. Maybe you
need help with this challenging Metroid game? Well, that is exactly why this
file exists, so feel free to scroll down and have your little brains educated
on the big, bad world of Tallon IV.
Table of Incompetence
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Look here, then for wherever you want to go, enter the assigned numbers on
The right into the search function (CTRL + F) to arrive where you need to; this
is much faster than using the scroll bar.
i) But First!
Notes
Legal
Revision History
1) Chapter One: Introductions and Tutorials
Introduction [1.1]
Storyline [1.2]
Controls [1.3]
Combat / The Basics [1.4]
2) Chapter Two: The Walkthrough
Proglogue: The Frigate [2.1]
Tallon IV's Treasures [2.2]
Frigid Heat [2.3]
Of Ruins and Mines [2.4]
Metroids, Ridley, and Even Bigger Metroids [2.5]
The Grand Finale [2.6]
3) Chapter Three: Gotta Catch 'em all!
Suit Augmentations [3.1]
Chozo Artifacts [3.2]
Missile Expansions [3.3]
Energy Tanks [3.4]
Chozo Lore [3.5]
Pirate Research Logs [3.6]
4) Chapter Four: Outro
Credits [4.1]
Contact Guidelines [4.2]
Legal (again...) [4.3]
Sections in the walkthrough contain the following upgrades:
[Artifacts and Weapon Combo's are not listed here]
Tallon IV's Treasures : Missiles, Morph Ball, Morph Ball Bomb, Varia
Suit
Frigid Heat : Speed Ball, Space Boots, Wave Beam, Spider
Ball
Of Ruins and Mines : Ice Beam, Gravity Suit, Power Bomb, X-Ray
Visor
..and even Bigger Metroids : Plasma Beam, Phazon Suit
The Grande Finale : The Final Boss...duh.
______________________________________________________________________________
Read this stuff. It's essentially irrelevant, but just think of this as the FAQ
of the FAQ, if that makes sense.
* This guide was written for the United States version of Metroid Prime,
_not_ the PAL or Japan version. There may be slight differences between the
two, but our PALs in Europe (pardon the pun) and the Japanese won't be seeing
Ms. Aran until March. Ha-ha, ha-ha. It's only fair since those $%@!%&@ in
Japan get Zelda four months before we do [face_really_really_angry]
* I'm not allowing this guide on ANY website other than GameFAQs, Gamespot, and
CheatCodes and GameRevolution. NO OTHER SITE IS PERMITTED TO HOST THIS FILE.
* IF YOU ARE GOING TO EMAIL ME WITH A QUESTION, PLEASE PLEASE PLEASE MAKE
SURE IT CANNOT BE ANSWERED IN THE GUIDE! I WILL NOT ANSWER ANY QUESTIONS THAT
CAN BE FOUND IN THE GUIDE; I SIMPLY DO NOT HAVE THE TIME TO DEAL WITH SUCH
LAZINESS (or illiteracy, which is quite common on the internet) ON YOUR PART.
------------------
-Revision History-
------------------
v. Final ~ Crap! Sorry sorry sorry sorry sorry sorry! I did not notice how
screwed up this file was for like,a month. It is now all fixed and purdy looking
again.
Game Recommendation -
Want to know what to play AFTER Metroid? Well, I'll tell ya'll what. I just felt
like making this, though it's incredibly off topic. Sue me, I can do what I
want! *snickers evilishly* Most of these aren't on GCN, though.
Morrowind [PC only; the Xbox version blows]
No One Lives Forever 2 [PC]
Suikoden III [PS2]
ICO [PS2]
Deus Ex [PS2 or PC, PC version much much much much better]
[ALL PREVIOUS UPDATE DESCRIPTIONS DELETED]
The grounds on which I may hire Johnny Cochrin and sue for ungodly sums of
money (aka THE LEGAL NOTICE):
This guide may NOT be freely distributed among the WWW. This guide may NOT
appear on ANY site, or be linked to on ANY site, but GameFAQs and GameSpot and
CheatCodes, and GameReoluvtion. This guide may not be ripped off, meaning you
cannot paraphrase this and submit it under your name. It may not be
redistributed electronically or physically, except for personal, private use.
This guide may not be modified in any way, shape, or form without the authors
(my) consent. Anyone who violates these terms of service is subject to the
punishment of the full extent via various copyright violations. This copyright
notice expires when the United States is destroyed and midget Chinese people
take over the earth; thus, if you're wanting to violate this notice, you're in
for a wait.
___________________________________________________
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Chapter One: Introductions and Tutorials
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__ __ __ __
/__\/__\ [1.1] Introduction [1.1] /__\/__\
\__/\__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__/\__/
Metroid Prime. Two words that when uttered send a chill down every GameCube
fanatic's, hell, even every Xbox and PS2 fanatics spine (though they'd never
admit it!). This, my friends, is the long-awaited continuation of the Metroid
series, the last being the 1994 smash hit "Super Metroid" on the SNES. Boy,
has the wait been worth it.
You're Samus Aran, tracking down the evil Space Pirates, creators of the
Phazon virus, which has mutated the once-beautiful world of Talon IV into a
gruesome display of beasts and horrors beyond imagination. Well, not quite
beyond the imaginations of those freaks and genius's at Retro! This is quite
possibly the most polished, prettiest and most atmospheric game on the
GameCube
right now.
But enough about the game. Let's talk about me. Don't you dare scroll down
and omit this precious paragraph! This guide is, for all intensive purposes,
complete. I might add a Power Bomb section a bit later, if I'm feeling up to
it. If you have some information you'd like to contribute, scroll down or run a
search for "Contact Guidelines".
With all that filler put away, scroll down and all your Metroid Q's shall be
answered in a disorderly and right-to-left fashion (...)
~ BHS
__ __ __ __
/__\/__\ [1.2] Storyline [1.2] /__\/__\
\__/\__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__/\__/
First I will give the you guys the plot, courtesy of the instruction manual.
You wouldn't believe how long it took me to transcribe this. (I want my 30
minutes back!)
___ ___
/ / The Chozo / /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Chozo...over millennia, this bird-like race of creatures made incredible
technological and scientific leaps. Traveling at will through space, they
built many marvels across the universe--technological wonders of
unfathomable complexity and cities unmatched in beauty. They shared their
knowledge freely with more primitive cultures and learned to respect and
care for life in all its forms.
Even as their society reached its technological peak, however, the Chozo
felt their spirituality wane. Their culture was steeped in prophesy and
lore, and they foresaw the decline of the Chozo coinciding with the rise of
evil. Horrified by the increasing violence in the universe, they began to
withdraw into themselves, forgoing technology in favor of simplicity. Tallon
IV was one of several refuges they built--a colony bereft of technology,
built of natural materials and wedded to the land and its creatures.
The years passed, and in time a great meteor crashed into Tallon IV, sending
a massive spume of matter into the atmosphere and impregnating the land with
a cancerous element known as the Phazon. This element immediately sank into
the earth and water, poisoning life wherever it bloomed. Most plants and
animals died while other mutated into hideous forms.
The Chozo then called upon their knowledge and technology to control the
power of the Phazon, but their efforts were doomed to fail. All they could
do was build a temple over the crater at the impact site, separate the
Phazon core, and seal it away. Believing that someday a savior would return
to the planet, the Chozo left for an unknown destination, leaving nothing
behind but engraved accounts of their time on Tallon IV.
___ ___
/ / The Space Pirates / /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The space pirates were interstellar nomads, technologically advanced in both
weaponry and space travel. When they plundered the Metroid population that
had been discovered by the Galactic federation on SR388, they recognized in
them massive military and energy resource potential. They immediately
invaded the nearby planet of Zebes, wiping out all life (including most of
the indigenous Chozo) and building a massive network of research facilities
below the planets surface.
Deep below the surface of Zebes, the space Pirates researched Metroid for
Many years, even as a young girl orphaned by their raid on the neighboring
planet K-2L was growing up among the Chozo. Trained as a warrior and infused
with Chozo blood, Samus Aran donned a Chozo-made power suit and cut a swatch
through the space pirates operation destroying everything in her path,
including the mainstays of the Space pirate army. She eventually made it to
the core of their base, destroyed all the Metroids she say, and seemingly
blew up the mother brain.
But the Space Pirates were far from finished. They immediately split their
survivors into two main camps. One headed to Zebes to begin rebuilding their
ravaged facility and resuscitating mother brain, Ridley and Kraid. The
second set out in search of a planet with powerful energy resources. They
didn't search far before they discover Tallon IV, which was still emanating
huge pulses of energy from the Phazon contained beneath the Chozo temple.
Entranced by the massive potential of the strange mutagen, they immediately
moved in retrofitting their laboratories, transporters and life support
systems into the Chozo ruins.
As the mined the Phazon and they found that its capacity to mutate was
beyond anything they'd ever seen, and they promptly started combining it
with native life-forms. They refined their operation: powering their
machinery with thermal-powered engines sunk in the molten depths of Tallon
Iv, they drove deep mineshafts and mined more and more Phazon, shipping it
to their two man labs in the Phendrana Drifts, where sub-zero temperatures
made specimen containment safer. Research leaped forward; by harnessing the
Phazons power, they were able to create untold horrors that soon patrolled
the dark caverns below Tallon IV's crust.
The space pirates also transported man species to their orbiting ship for
zero-G Phazon experiments, unaware that Samus Aran had finally tracked their
ship to its low orbit. As they continued with their unnatural experiments,
Samus sped towards Tallon IV, preparing to wipe them out once and for all...
__ __ __ __
/__\/__\ [1.3] Controls [1.3] /__\/__\
\__/\__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__/\__/
Yes...Metroid Prime does indeed have a unique set of command buttons. Here's
a look at what you will press to manipulate Samus (don't you feel all sexy?).
+ + + +
|-----------------------------| |-----------------------------|
+ + + +
| L Button |---| R Button |
| |---| |
| • Lock onto enemies |---| • Look Up and Down |
| • Scan objects in Scan Mode |---| • Aim |
| • Use Grapple beam. |---| • Activate Spider Ball aug |
| |---| |
+ + + +
|-----------------------------| |-----------------------------|
+ + + +
| Z Button |---| Y Button |
| |---| |
|• Call up map (use when you |---| • Fire Missiles |
| need to find out the name |---| • Lay Power Bombs |
| of the room your are in or |---| |
+ place where you need to go)+ + +
|-----------------------------| |-----------------------------|
+ + + +
| X Button |---| A Button |
| |---| |
| • Go into/out of Morph mode |---| • Fire Laser beam weapon |
| |---| • Lay Bombs |
| |---| |
+ + + +
|-----------------------------| |-----------------------------|
+ + + +
| B Button |---| C Stick |
| |---| |
| • Jump |---| • Select beam weapon |
| • Activate Boost |---| |
| • Dash while locked on |---| |
+ + + +
|-----------------------------| |-----------------------------|
+ + + +
|---|
______|___|_______
| Control Stick |
| |
| • Control Samus |
| • Look around |
| • Aim (with R) |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__ __ __ __
/__\/__\ [1.4] Combat / The Basics [1.4] /__\/__\
\__/\__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__/\__/
___ ___
/ / ~The Visor~ \ \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Visor is a revolutionary way of being in the first-person perspective.
The visor displays all the normal statistics, such as Energy Rates, Missile
Ammo, etc. There are some things that are easy to miss, however. This things
include the little "!" sign. When this sign is emboldened, it indicates the
nearby presence of an enemy. Pay attention to this, as some times in the game,
if you're not paying attention, you could find yourself being shot at from an
unknown source. This is a time to pay attention to the standard radar as
well.
Another likable thing about this visor of Samus' is that it can be augmented
to hold up to four upgrades, and you never know when you might need them. Switch
to them using the (+) Control Pad. The last, but certainly not least most
important feature of the Visor is to scan enemies and objects. Press Left on the
(+) Control Pad to bring up the scanner, then scan any object or enemy you want.
This often provides useful information on the objects and the weak spots of
enemies around you, and it's required to scan everything in the game to
attain the imagery galleries.
___ ___
/ / ~Lock On~ \ \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Yes, unlike most games of this genre, there isn't any free-look function
using the C-stick. Well, that's just too bad people, because this isn't your
standard FPS fare. Basically, it's back to the Golden Eye days with one
stick. But, it isn't that bad since there is a lock-on function. To do this,
face any enemy in your visor and press the L Button. Hold that button and
Samus' weapon will hold its aim on the desired object. This makes shooting a
lot easier. The only thing to remember is to hold down the L Button tightly.
Now, we all know the L and R buttons have sensitivity problems, but you will
have to deal with it.
___ ___
/ / ~Mortal Combat~ \ \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
No, not the new fighter from Midway. I'm talking the fight-for-your-life-
against-hideous-beasts-combat. Though the enemies aren't as powerful as
those from, say, Half-Life, they still are pretty intimidating. The thing to
remember in lock-on duels is that you should always keep moving. You can't
just sit there and shoot at a foe and expect it to die without Samus taking
any damage. No, you must learn to strafe. Strafing can be accomplished using
the B Button; tapping the B button can execute this. Strafing in a circle
around a fire-breathing or icicle-spewing or any other form you find in
Tallon IV is key to your victory in battle. Not only are moving targets (YOU)
harder to hit, but you can also find the weak spots of the enemy, most often
the back of it or the tail.
A general rule of thumb is to never get in a situation where you're
overwhelmed. In other words, try not to engage too many monsters at once; taking
on five or six space pirates isn't the easiest nor the smartest thing to do.
Always try and a kill enemies one at a time, making things a lot less stressful
and with much less melee than taking on battalions of the enemy.
___ ___
/ / ~The Morph Ball~ \ \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As from previous Metroid games, as well as in SSB:M, the Morph ball returns.
It is a very important ability that will get you through tight areas, half-
pipes, and even defeat some enemies. To change into the Morph ball, press
the X button. You will switch to third person view and you can move Samus
around in the little ball anywhere you want. You obviously cannot use any of
her weapons, but, once you find the upgrade, Samus can drop bombs which act
as weapons and as a means to blowing open false or cracked walls. The bombs
Samus drops often will be used to propel her upward, acting as a mini-jump
to get her into area's that require diligence and speed.
There are three other useful upgrades to the Morph ability Samus can find.
First, is the Speed Ball. The Speed Ball provides quick bursts of speed
while Morphed. To activate the burst, press and hold B, then release it.
There are a few uses to this upgrade, but most importantly it'll be used on
half-pipes (the kind pro-skaters use to pull off tricks) to reach higher
areas.
The last upgrades available are the Power Bombs and Spider Ball. I've yet to
attain these, so I'll hold off an explanation until later.
___ ___
/ / ~Power Ups & Power Moves~ \ \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There are several power-ups, health healers, and upgrades you may find
during the course of your playing time. Here is a list of the aforementioned
things and their purpose.
_________________________________________________
+ Object + Purpose/Explanation +
|-------------------|-----------------------------|
+ + +
| Small Energy Ball | Heals 10 points of lost |
| | health. |
| | |
| Large Energy Ball | Heals 20 points of lost |
| | health. |
| | |
| Ultra Enrgy Ball | Heals 100 points of health.|
| | |
| Missile Expansion | Increases the number of |
| | missiles you may carry in |
| | reserve by 5. |
| | |
| Energy Tanks | Increases your health |
| | reserves by 100%. |
| | |
+ + +
|-------------------|-----------------------------|
+ + +
___ ___
/ / ~Critical Mash~ \ \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here in the world of Tallon IV, you will have a ton of info at your disposal.
This includes your Map, Log Book, and Inventory.
To bring up the map during gameplay, press the Z button. This shows a three
dimensional display of the area's surrounding Samus. There are a few key
elements that make this map special. First though, learn to use the legen.
Many times you will find yourself lost, looking for a door. Look at the map
and find the symbol that marks the door and there ya go. Second, there is a
hint feature built into the map. At certain points in the game, a little
screen will come up on your Visor and will say its downloading or decoding
or something along those lines new information. Once it's finished, check
your map and a question mark will appear over an area on the map. That
question mark notes where you should go next. This is VERY VERY helpful, so
don't be afraid to use it since it doesn't spoil anything. A good nudge in
the right direction never hurt anybody, right?
The Inventory is standard fare in Adventures and some FPS. Here in this
hybrid we have the inventory as well. Here you may look at any and all of
Samus upgrades and get an in-depth description of them.
The Log book is where your scanings go to. All the information you've
collected from scanning enemies and objects is copied and permanently pasted
here for later reading. This includes Pirate Data, Chozo Lore, Creatures
(the bestiary), Research, and Artifacts. Be sure to check this screen now
and then as it's key to understanding the story and truly immersing yourself
into this gargantuan game.
___ ___
/ / ~The Armory~ \ \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The last sub-section in this section is information on Samus' various suits
and gadgetries.
The Power Suit is the most basic of Samus collection of high-powered Chozo-
made energy efficient armor. You will never see Samus out of her suit as it's
an important source of protection as well as a way to survive the harsh
environments Samus will venture to.
The Varia suit is the same as the power suit, but with one special little
ability: it allows Samus to survive extreme heat, ala Magmoor Caverns.
The Gravity Suit allows Samus to ignore the adverse affects of being
submerged by letting her jump and move as she normally would on dry land.
The last suit, the Phazon Suit, grants immunity to the adverse affects of the
toxic substance called Phazon.
Now, we get into Samus weapons. The Power Beam is her most basic weapon
which is a standard blaster. It can be charged for a more powerful blast,
but there's nothing really special about it except for its fast firing-
rates. The Wave beam fires rounds of energy (electricity) at foes. As like
the Power Beam, the Wave Beam can be charged up for a more unruly blast, but
this one blast momentarily stuns foes, allowing you to put them away without
much more of a scuttle.
She two more weapons that I can remember off the top of my head: The ice and
plasma beams. The Ice beam, as you'd expect, shoots out ice. For a more detailed
description (well...sorta) see the "Suit Augmentations" Section. As for the
Plasma Beam, this one is the most powerful and it gives off extreme heat. I for
one didn't know plasma was hot...I mean, it makes up 99% of the universe, and
most of the universe is at absolute zero temperature. Except for stars, which
are made of plasma and obviously very very hot...what the hell am I babbling
about!? Bleh, stooopid science exams. Sorry if I made your head hurt.
___________________________________________________
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\ ¯¯¯¯ = ¯¯¯¯ = ¯¯¯¯ = ¯¯¯¯ = ¯¯¯¯ = ¯¯¯¯ = /
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Chapter Two: The Walkthrough
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Yes, the real reason that you clicked on this file's link is directly below.
You should run a search using the Table of Contents by Pressing CTRL + F and
typing in where you want to go. Of course you don't have to, but it sure
saves a lot of scrolling. As some of you may notice, the section breakers I used
to separate the levels are identical to my Ts2 FAQ. You can blame this on my
laziness and the fact that they still look damn good ;)
_____ _____
/\___/\ [2.1] Prologue [2.1] /\___/\
\/___\/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\/___\/
Take the time after the introducing cut scene to familiarize yourself
with the awkward controls. You're going to have to deal with them since
there isn't any customization available. After you're done doing whatever it
is you usually do when you start a brand new game, be it admiring the
surroundings, playing with Samus's Morph function, or hoping your dad
will buy you a new zucchini for Christmas (...), head up to the force-
field and hit all four buttons attached to the beams with Samus's Power Beam.
This will cause the force-field to dissipate. You just solved the games first
puzzle, congratulations :P
Go up to the machine on the center of the platform. If you cannot find
it, my best advice is to jump naked into a piranha infested pool. Anyway,
scan the thing to activate the red buttons over on the left. Shoot the visible
four like last time. But it doesn't open! Try looking up with the R button. Leap
up the step and proceed into the frigate itself. If you honestly need help from
here until you get to the boss, well, I feel for you buddy.
Eventually, you should reach the boss, the Parasite Queen.
[BOSS: The Parasite Queen]
The Parasite Queen is a large mutant insect the Space Pirates have been
experimenting with, augmenting it and injecting it with Phazon, a
substance known to genetically mutate life forms (which they hope to use for
their purposes). You shouldn't have come to this conclusion yet, but I just
told you, so there. Anyways, this boss is relatively generic and simple; it's
main purpose is to get you familiar with the lock-on and strafe techniques.
All that needs to be done is to [GASP!] shoot it a bunch of times. Retro
spices things up by putting a force-field around the thing, so there are only
two openings in the force field at any given time. You must use the B Button
to strafe to the points where the force field is not active.
The Queens only attack is spitting out some kind out some kind of toxic
juice. If you're caught in the beam, you lose only about 10 points of
health. Just strafe around the attacks.
All and all, this a pretty simple minded fight. It is time consuming, but
to anyone at least somewhat familiar to the action genre, this should be a
breeze.
After the Parasite Queen is defeated, the frigate will Start to get really
screwed up, and as the five-minute timer indicates it's going to blow up in a
jiffy. Escaping isn't that hard, just ignore the bugs crawling around. It's all
very linear, but don't worry; once you're off this space rig and onto Tallon IV
things get much better.
_____ _____
/\___/\ [2.2] Tallon IV's Treasures [2.2] /\___/\
\/___\/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\/___\/
You will land on Tallon IV (pronounced either "Tallon Four," because of the
possible Roman numeral [IV], or "Tallon Eye-Vee," and I'm not really sure) at
the landing site. As you might have noticed, Samus has lost her Morphing
function, her Grapple Beam, the Charge Shot, her missile capabilities, and her
Varia suit. Yeah, that definitely sucks, but here in this section we're going to
get them all back, and more.
You will be prompted to save. Do so by pressing "yes". Note that when you
return to your ship all your ammunition (if you have any) will be restored. Here
in this landing site there isn't much you can do without augmentation. So for
now, jump up the terraces in front of Samus' ship and proceed through the door.
You will encounter some Beetle's, whom will burrow from out of the sand. Blow
them to pieces if that is your desire, but I wouldn't waste my time on them
since all enemies reappear once you enter a new area and return. Out of the
tunnel you will arrive at a small area called Tallon Canyon. It's green, full of
wildlife, with a beautiful waterfall at its center and a half-pipe at its end
(which you can't do anything with yet). You may explore the canyon, but there
isn't much you can do in your current state. Just proceed through the door at
the canyons end.
A Chozo-made elevator is what Samus will stumble upon. Scan the elevators
control panel and take it up to the Chozo Ruins. Proceed through the Ruins
Access, disarming a few beetles while you're at it. When you reach the Main
Plaza, head straight, meaning directly to the north. At the end of the plaza,
turn left and you will find a door. Head on through it to the Nursery Access,
and then to the Ruined Nursery. There you'll encounter some pesky bugs called
War Wasps. As you might guess, they are only bees; a blast or two from your
Power Beam should put them in their place. Hop up the slabs of stone and
enter the door where you may save your game. Exit that room and proceed on
through the door, noting the Morph ball maze on the wall (which you can't use
yet). Continue to the North Artium, and then to the room entitled Hive Totem, a
dark and murky room full of toxic sludge that you wouldn't want to be caught
dead in (haha). Mini-Boss time.
This "boss" is incredibly easy. All you have to do is dispose of the War
Wasps, then shoot the machine that is dispensing them. That's it. When you
destroy it, a [MISSILE EXPANSION] will become unlocked; go retrieve it to
restore Samus' missile launch capabilities.
~ ACQUIRED : Missile Launch ~
Grab the [ENERGY TANK] in the adjoining room, then return to the Ruined
Gallery. There is a [MISSILE EXPANSION] behind a cracked, false wall that can be
blown open with a missile. Also in this room is a map machine, which downloads
the entire map of Chozo Ruins. Nifty little device, no? Get to it by blowing
the barricade off the door it's behind. Now, return to the Main Plaza.
Go back to the half-pipe in the centerway of the plaza. Right after you fully
pass it, turn right to find a door with a barricade over it, like the one you
found blocking the door to the map machine. This is the same; blow it off as
a gun blows a lock off. Battle the beetles in the Ruined Shrine Access, then
proceed to the Ruined Shrine itself. Leap over the stone to come to a small,
enclosed little area, and a bajillion beetles will unearth themselves to
engage in battle. This isn't hard by any means, but after you annihilate all
the little buggers, the big momma, also called the Plated Beetle, will appear
nice and angry. Destroy this piece of work by blasting its red tail. Two
missile's will do it in. Afterwards, a slab of stone will lower itself, giving
you access to the Morph Ball augmentation!
~ ACQUIRED : Morph Ball ~
Use the Morph Ball to get through the pipe going through the work of stone.
Back at the Main Plaza, head to its northernmost end to find a series of
platforms which you can use to ascend. Do so and you will encounter some more
troublesome War Wasps; blast their hive and proceed to the door the bridge
made of roots will take you to. Inside is a small tunnel; watch out for the
suicidal Scarabs and Morph through the wreckage like you did on the Space
Frigate. Head to the Ruined Fountain where you will find some fire-fly like
creatures lighting the chamber. Go through the door on the left, to the
Arboretum.
The Arboretum is a huge, cylindrical chamber with a giant tree in the center,
which reaches up to the ceiling. Well, we'll explore it later, as for now we
have other errands. Go through the door on the other end of the bottom floor,
avoiding the omnipresent poisoned waters, to a small maintenance corridor.
Run on through it to the Gathering Hall. On the right is a saving point for the
paranoid, if you fall into that category. Go through the door to the right of
the poisoned pond, to the Watery Hall Access, where another false and cracked
wall conceals a [MISSILE EXPANSION].
At the Watery Hall (such a clever name) you will have to scan four smartly
hidden Runes to open a door. The first (1) is to the left of the entrance.
The next (2) is on the bottom floor; jump across the stone islands to reach it,
under the Blastcaps (the deformed toadstools). Next (3) is on the east side
of the room, directly below the door you're trying to open. The last (4) is
right next to the door we're attempting to open; get their by making like Mario
and hopping across the platforms. When you scan all four, scan the center of the
door and it'll retract, revealing to you the Charge Shot.
~ ACQUIRED : Charge Shot ~
Exit this Watery Hall back to the Gathering Hall. Once there, make your way
up to the top using the various platforms. Continue into a place called the
Energy Core. Turn left and enter the pipe on the bottom of the floor. Go through
the network of pipes until you find... a boss. Not too tough.
[Mini-Boss - Incinerator Drone]
This is a mini-boss, not a boss. Thus, things are a lot easier than they
normally would be. The things only attacks are spewing out jets of flame,
but you should watch out for the War Wasps in the indestructible hive
above the machine.
To attack the thing, all you have to do is wait until a red button
appears over it. Hit that red button until it retracts. Continue in this
fashion to defeat it. Once you defeat it you will get the bomb upgrade.
~ ACQUIRED : Morph Ball Bomb ~
Before you leave, scan the (with your eyes) floor and you will spot a small
discoloration in the shape of a pipe. It's a little blockade preventing you
from entering it; blow it open, go down the pipe to find a [MISSILE EXPANSION].
Return to the Energy Core. Find the fat Stonetoad on the floor and let
it eat you. How to let it eat you? Go into a Morph in front of it and it'll
slurp you right up! Bomb the inside of its mouth to spill its guts and open a
secret room. Inside the room is a machine, and next to it a Morph Ball Slot
in the wall. Get into the slot and drop a bomb in it. This will force the
machine to start churning, draining the Energy Core of its toxic waters. A timer
will now start (remember this, Ocarina of Time fans?) and you must get to the
room outside and to the right, before the poisonous water returns when the timer
expires. Get there, use the ball switch in the wall, and this will make some
platforms start moving. Use them to get to another machine; use the ball
switch and the timer will stop and more platforms will rise and a door will
unlock.
Through the unlocked door you will find a Magnetic Rail Track; you cannot use
it it yet, since you don't have the Spider Ball upgrade, so just go through the
small pipe next to it. It leads to a valuable [ENERGY TANK].
Backtrack to the Arboretum. If you forgot where it is, check the map. Here
you want to find four Runic symbols, like you did in the Watery Hall, and scan
them to open a door. The first (1) is on a small little island in the midst of
the poisonous waters, on the bottom. Blast away the toxic gas to get to it. The
(2) is located up a bit higher. Use the platforms connected to the tree to get
to a small Morph ball ledge. Get across it by blowing away the blocks with your
bombs. After you pass another small ledge accessible only by using your Morph
ball, you will find the second runic symbol. The third (3) is above the small
bridge made out of sticks, and the last (4) is facing the door we need to get
open, way up at the top of the Arboretum. Once you scan them all, the door
will open, of course. Make your way through some hazardous corridors filled with
toxic grass and Reaper Vines to find your first REAL boss battle, with
Flaagrha.
[BOSS: Flaagrha]
Flaagrha is a giant plant with a name that I don't care to learn to
pronounce. That pretty much sums it up. But, destroying the thing will
require some critical thinking skills. Flaagrha's main attack is to beam
stuff at you, like the Parasite Queen did, and swipe with its claws. Its
only other attack is to throw its head on and create a temporary garden,
fully of toxic plants that you should take care to avoid.
Now, onto the strategy you'll use to kill the thing. Look around the arena
and you will find four mirrors. In the beginning, only one mirror is
active and is shining light on Flaagrha. That light is the source of the
plants' power. That means you must somehow stop that light from shining on
the plant. But first, you must stun Flaagrha. Get into the vicinity of the
active mirror and start pounding Flaagrha with your Power Beam until it is
stunned. Once it is stunned, shoot the button on the backside of the mirror;
this will cause the mirror to deactivate, and Flaagrha will take a blow and
fall paralyzed to the floor. Now is your chance to damage it. FMV will show
the vines guarding the tunnels that lead to Flaaghra recede. Morph into those
tunnels and at the end you will find a Morph Ball Slot. Use it and you will
hit Flaagrha, hard, and do some damage.
After you damage it the first time, not only will the original mirror
reset into its default position but ANOTHER mirror will activate, giving the
monster more energy. The same strategy applies; stun the beat then quickly
deactivate the mirrors. Make sure the thing is stunned BEFORE you attempt
to deactivate the mirrors, otherwise Flaagrha will reach with a tentacle and
reset the mirror itself. After you damage it again, three total mirrors
will become active. Hit it again, and then one more time with all four
mirrors functioning, and you will kill the source of the poison that is
plaguing the Chozo Ruins.
After you defeat the plant-monster, grab the little coin, which is actually
your Varia suit!
~ ACQUIRED : Varia Suit ~
Now you can enter the dangerous heats of the Magmoor Caverns! Hop up the
steps the Varia suit was lying on. Go through the door, pass the currently-
invulnerable Pulse Bombu to the elevator that will take you where you need to
go.
_____ _____
/\___/\ [2.3] Frigid Heat [2.3] /\___/\
\/___\/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\/___\/
Run along the Burning Trail, making your way to the saving point on the left
where the tunnel turns at a right angle. I suggest you use it. Afterwards
make your way into the Lake Tunnel. Kill the Grizby's with concussion missiles,
proceed to the Lava Lake, the threshold of Magmoor. At the Lava Lake you will
encounter a Magmoor poking its head out of the lava (if you didn't guess,
this whole place is named after that serpent). Give it a few blows to the head
with any particular weapon to blow its head off (literally). While you're
standing there, it's a good idea to rid this cavern of the troublesome Puffers,
who [on death] release an annoyingly poisonous gas. Since you've no double jump,
this little bit of platforming will be quite a challenge for the newbie. Well,
deal with it and get to the other side of this beautiful, vacation-worthy pool
of magma (...)
Wait! There's no way out of here! Help me BHS!!! As someone once said, you've
got to think outside the box. In this case, that someone meant it literally;
approach the supply boxes ahead of you and Morph into them. Blow the boxes up
with a bomb to reveal a false wall. I'm sure you can take it from here.
Ahh, here's a lovely piece of work. Morph into the pit to find some
Triclops', vexing little creatures that like to take Samus into their mouths and
spit her out...to the exit. They really will carry you to the exit of the pit
and spit you out if you get caught in their claws. So, it's better to put them
to death by leaving a Morph ball bomb in their vicinity; they will pick the bomb
up and BOOM: pop goes the weasel.
Once you're out of the annoying little pit you shall come to another, larger
cavern with another Triclops pit. If you want a [MISSILE EXPANSION], you must
throw Samus into the pit and navigate around the little creatures. If you
don't, or are lazy like me, then just platform-hop up the floating islands to
the exit.
The Moniter Station is the most important area in Magmoor, as it contains an
Artifact (which we can't yet get) and has transports to Phendrana and Tallon
Overworld. For now, we'll take the path to Phendrana. Firstly, destroy the
turrets hanging from the arch. Once finished, proceed to the west end of the
area, where a single Puffer is floating around near a small island in the
lava. Use the island to get onto a narrow, ascending path. Run up the path and
at its summit leap off and onto the catwalk protruding in your direction. From
there, proceed to the door. Blow it open, then use the tunnels to get to
Phendrana.
Blow away the ice with a charged shot of your Power Beam to arrive at
Phendrana. This is a beautiful land of snow and ruins. It's also one of the
places you will spend a lot of time at, searching for upgrades and whatnot.
There [currently] aren't any immediately threatening enemies, unless you
consider the Crystallites to be a true horror. Approach the blocked up tunnel to
your left. Get into it by using your Morph abilities, and then scan the wall for
a switch. It will unlock a door "directly above you". Exit the tunnel and hang a
left to find a series of small platforms acting like a set of stairs. Follow
them up, and at the top landing jump to the door you just unlocked.
In the Ice Ruins Access you will encounter some Pulse Bombus. These
irrational little creatures are just a ball full of energy...literally. You
cannot destroy them (you need the Wave Beam) so just Morph by, squeezing through
their electrical arcs.
In the Ice Ruins East you will encounter some Baby Sheegoths, the real
predators of Phendrana. Heheh, those are pretty big babies aren't they? Just
wait till you see the adults! To defeat them you've got to blast their backs
until their shells come off, then hit their vulnerable backs a few more times to
kill them. That is if you feel like it. You're better off ignoring them; it's
not like you get more EXP. points for defeating the Sheegoths. Anyway, turn to
your right and start making jumps up the platforms. Continue to roof-hop until
you reach a door. Get through it to a small tunnel. Run through the melee of
bugs that like to splatter stuff on your visor, to the Ice Ruins West. On the
far corner of this snowy ruin there is a ditch leading to a door. Enter the door
to come to a clearing with Pulse Bombu's bombing away. Ignore them for now and
continue to Phendrana Canyon. There is a switch up a short slope. Activate it
and some platforms will appear over a half-pipe. Right when you land on one,
that one starts to sink, so make your jumps quickly to get the Speed Ball.
~ ACQUIRED : Speed Ball ~
Now, 'tis time for some backtracking and gathering goodies on your way. So,
head back to the Chozo Ruins. In the room with the Transport to Magmoor are
three doors. The center door is the one you should go through to the Transport
Access North. Ride the pacing lift up to a small pipe. Go through the pipe via
Morph ball to come to a small chamber with an upgrade blocked off from all
sides. Unlock the upgrades using the Morph Ball Slots; you're going to have to
time your bomb placement since the slots are pretty high. Once you use all
three, the [MISSILE EXPANSION] is yours. Now head out the door in here to find a
[ENERGY TANK] on a ledge overlooking the main plaza.
Drop down off the ledge and head over to the half-pipe. On the half-pipe, go
into your Morph mode. The camera should reveal a [MISSILE EXPANSION]. Grab it
by using your Speed Ball augmentation. Do I need to explain how? Back on our
mission, head all the way back to Tallon Overworld, the Tallon Canyon to be
precise. There you will find a half-pipe. Use it to reach the higher ledges.
Cross the bridge of wood to a dead end. Or so it seems like a dead end. Bomb
the false wall in Morph mode to reveal a small passageway. Get through it to
arrive back at the Landing Site, only this time you're on a previously
inaccessible height. Turn left and enter the door to find your Space Boots.
~ ACQUIRED : Space Boots ~
Jump down and save at your ship; this also replenishes your missile supply.
While you're down there you might as well explore. Upon further examination
you should find a small hole containing a lot of grass. Inside is a [MISSILE
EXPANSION]. Now it's time to return to Phendrana. A much quicker way of
getting there is by going through the Root Cave. If you haven't already been
there, the Root cave is accessible through the Tallon Canyon; its entrance is
next to the waterfall. On the bottom of the root cave is a door. Go through it
to find a small tunnel. Under the causeway is a [MISSILE EXPANSION]; be sure to
grab that before entering the transport room and taking it to the Magmoor.
Once in Magmoor Caverns, take the path to your right. Navigate the track over
the lava. Don't worry about the Magmoor; he shouldn't bother you much. In the
following room, you should notice you appear to be stranded. Not so; look to
your left to find some crates. Go into Morph mode and bomb them to reveal a</pre><pre id="faqspan-2">
Morph ball track. Follow the track above the lava to a [MISSILE EXPANSION].
Drop down to find a not-so-pleasant Triclops. Have fun with it. Leap over the
magma and continue to the door.
From here, I dare make the assumption that you have the competence to find
your way back to the Monitor Station. Look at the map if you get lost. Once
you're back there, head on up to BRIDGE to the transport to Phendrana. On the
BRIDGE, look to your left to find a small maintanence cart hanging slightly
above it. Jump onto it to reach the higher platform. Approach the spinner and
place Samus in it. I assume you know what to do. Once you finish the bridge will
extend...half-way, but it's enough to let you jump. Do so, then follow the
path up the Artifact, the first of twelve. Now, proceed to Phendrana.
Once you re-arrive at the Phendrana Shore, go up the slope you took to reach
the East Ice Ruins, the slope with the Crystallites crawling all over it. This
time though, *instead* of jumping to the door that led to the East Ice
Access, jump on the floating platform. You shouldn't have any trouble with your
new jumping capabilities. Use the following platforms to reach the entrance to
the Ice Temple. Head on through the door to find a little jumping puzzle, and a
baby Sheegoth; you know what to do. As for the jumping, the only thing you
should worry about are the Ice Parasites crawling around the blocks. Blast them
to pieces beforehand to insure they don't get in the way. Once at the top,
notice the door is closed and there doesn't appear to be a switch nearby. Scan
the nearby faces...one of them has "stress fractures that can be seen running
down its face." Blast that one with a rocket to reveal a Morph Ball Slot. Use it
to open the door.
In the Chapel Tunnel, there is a block that can be broken. Bomb it to drop
down. Scroll to the far left and start bombing away to lower the above pillar.
Do that same with the next and you will come to the Chapel of the Elders, where
you will be received with an ambush of baby Sheegoths. Destroy all four...and an
adult Sheegoth will blast out of the wall. I told you they were big.
[Unofficial BOSS: (Adult) Sheegoth]
I know this isn't a boss, but to the first-time Metroid gamer it will seem
as hard a as a real boss battle. The Sheegoth is immune to Beam weaponry
(except the Plasma Beam, but that information doesn't apply to us yet).
Everything you shoot at it will be absorbed by the crystals on its back. The
way to damage it is to wait until it breaths ice; after it breaths ice it
goes into a short hibernation period, almost as if it is resting. That's your
chance; lock onto the mouth and hit it with a Missile. About six Missiles
blasts will kill it.
As for its attacks, they are basic. Just a ram when you get too close and
a breath of ice which can freeze you (tap B to get unfrozen).
______________________________________________________________________________
jimmie stiltner adds:
the boss guarding the wave beam (you know the not a boss boss) was a real whore
until i discovered that i could roll into a ball and bomb him. you dont even
have to get all that close to hit him with the bombs or place them well. +while
in ball mode its much easier to evade all his attks. thanks for the faq, just
wanted to share what got me past that part alot quicker and easier than expert
timing.
______________________________________________________________________________
Once you finish up, the Wave Beam will be yours!
~ ACQUIRED: Wave Beam ~
Backtrack to the Phendrana Shoreline. Go to the Ice Ruins West. Once there,
notice a ruin with an open door directly right of the entrance. Go into that
ruin and you will find some Chozo Lore. Scan it, then jump higher to a
vantage point where you can lock onto a hanging stalactite. Hit it with a
missile and the stalactite will plop to the snow, providing you with platform to
reach a higher area. Exit the ruin and hurdle onto the fallen stalactite. Turn
180 degrees to find a ledge with Crystallites crawling on it. Jump over to that
and continue to roof-hop until you come a door openable only by hitting it with
your Wave Beam.
Through the door you will find some Pulse Bombu's and Scarabs. You can
finally kill the annoying Pulse Bombu's! Do so and proceed to the Courtyard.
Head over to the spinner and use it to open the hatches of two large pipes 50
feet above you. There is another spinner, on the west end of the Courtyard
(consider 'west' the left of where you first entered). Use it and you will
activate a Morph Ball Slot. Use the slot to temporarily raise the water levels
in the Courtyard; when the levels are fully raised, traverse over the floes to
the small ball chute. Enter it to find an [ENERGY TANK]. The water levels should
now be back to normal; raise them again, but this time climb up to the top
platform. Before you go any further, you may want to save, on the east side of
the courtyard; the door with the barricade on it.
Go through the door on the north end of the Courtyard, noting that the door
on the west is not powered. We've got to fix that, but doing so will take a
while. Head into Specimen Storage. A Shadow Pirate will be kind enough to make
your acquaintance. He doesn't have any weaponry...except for his claws. You
should take care to avoid those. Afterwards, take out the turret and proceed to
the Research Entrance. There will be an ambush of four or five Space Pirates.
Use a charge beam to take them out, as two charged shots will do the lamen Space
Pirate in. Once you've finished your dirty little business, advance up the
catwalks and make your way to the Hydra Lab. Dissipate the force-field using
the switch and some more wannabes will attack. KO all six of them then head up
the catwalks. Take out the turret, scan all the information that can be scanned,
and that's a lot it. It'll take you ten minutes to read all of that. When you
care to leave, do so via the purple door on the ceiling, on the top platform.
This icy tunnel contains four turrets. Knock them all out before entering the
Observatory. Take out all the pirates in here and a terminal will activate.
The FMV will show you where. Activate that terminal to activate a Morph Ball
Slot. Activate that to activate another Morph Ball Slot. Activate THAT to
activate the four spinners around the base of the projector. Use them to get the
hologram of the planets up and running, and to make what looks like a missile
expansion appear above. You might want to scan Zebes and Tallon IV, as well as
the other planets (a hint of a sequel, Retro?) before climbing up and
taking...the Super Missile!
~ ACQUIRED: Super Missile ~
Save in the door behind you, the one with the barrier on it, before
continuing to an elevator that leads to the Control Tower. There are several
Space Pirates lurking; take them out, and afterward you will have to deal with
four Flying Pirates. They aren't that hard; just make sure to get out of the way
of their suicide dash when you damage them enough.
In Reasearch Lab Aether, you will find a Metroid! Metroid fans are now in
reverie of their days as 8 year olds playing Super Metroid. After you get
over the gorgeous model of the Metroid you're going to have to battle the thing.
It isn't very hard...unless it gets stuck on you. If that happens, go into Morph
mode and lay a bomb on yourself; the explosion will knock it off. If you just
leave the Metroid there, it will stay on Samus, sucking her energy away. Once
you kill it, a Space Pirate will promptly appear and object to your rude
ways. Put him to 'rest' and clean out the entire room. Look at all the storage
tanks...in one of them is an [ENERGY TANK]. Get it by blowing up the glass
with a missile. Afterwards, exit to the Research Core Access through a small
door on the floor.
There isn't much in the Research Core Access, so continue to the Research
Core itself. You will spot a single Space Pirate near a terminal. Take him out
as well as the flying pirates who've arrived. Drop to the bottom to find the
thermal visor, behind a force-field. Deactivate the force field by scanning
the three terminals in this room, one on every level.
~ ACQUIRED: Thermal Visor ~
Now your only goal is to get out of here, back to the Courtyard. But, first
things first. Some Space Pirates will attack; drop them and head up the
catwalks. And guess what; the Metroid containment tanks will all shatter as
you get near them. Go figure. Once you've cleared the entire room, head to the
door. But you will note it's not working; turn on your Thermal Visor to spot a
power conduit. Blast the power conduit with your Wave Beam to restore the doors
power. Return to Research Lab Aether. Turn on your Thermal Visor (if it isn't
already on) and proceed up the catwalks...you should notice a small, narrow
ventilation duct...without its sealing. This means it's just a narrow catwalk,
big enough for a cat, or of course your Morph Ball. Use it and carefully follow
it to a [MISSILE EXPANSION]. I assume you can make your way back to the
Courtyard.
Back in the Courtyard, recall the door that was inactive. Go to it now. Turn
on your thermal Visor to spot a power conduit; but it's behind a thin sheath of
cordite. Blast the rock off using your Super Missile (How to fire the super
missile? With the Power Beam out, hold the A button until fully charged, then
press Y). Now hit the conduit to activate the door. Proceed through some
tunnels and Morph ball paths to a boss battle with Thardus.
[BOSS: Thardus]
Thardus is...a bunch of rocks held together by some kind of energy force.
Don't ask, I don't know either. Its main attacks are stomping the ground
and sending out an ice trail that, if you're caught in it, will freeze you.
Simply double-jump whenever you see him ready himself (why do I assume it's
a "him"?) for the ascribed attack. His other attack is raising rocks out
of the ground and throwing them at you. Be sure and destroy them once they
are in the air, as they can be heavily damaging. His last, and perhaps most
potent attack is when he rolls into a ball and speeds towards you. The
ONLY way to avoid this is to get into morph mode and use the speed function
to scoot away. This RARELY works; count on taking a hit whenever he does
this attack.
You cannot initially see his weak spots, thus you cannot lock onto it.
But, turn on your Thermal Visor and you will see a particularly weak joint.
Now you may lock on. Strafe around this joint, hitting it with whatever you
have, hopefully with missiles because any other method takes way too
long. Some things that might pose a problem while attacking in this manner
include the defect of the Thermal Visor; it can be disrupted by flashes of
energy. Recall that the Thardus draws rocks out of the ground to toss at
you; when you destroy them your vision is gamma white and you can't see a
thing for several life-threatening seconds. I recommend that once you
identify that he will execute this attack to quickly switch off your Thermal
Visor and destroy the rocks with Combat Visor, then quickly switch back and
resume your usual attacks.
When you hit the weak joint enough, it will loose its outer membrane and
become visible to the naked eye. Good thing, too, because the Thermal
Visor will overload when the joint loses its membrane. Take the Thermal
Visor off and start attacking the joint in your Combat Visor. After you
destroy it, you will do damage to the Thardus. This will be a LONG fight.
You must hit and destroy about seven or eight joints until Thardus finally
is killed. About half-way through the fight, things will get even more
interesting when Thardus summons a blizzard; this means that when your
Combat Visor is on, your vision is all cloudy like it's foggy in the arena.
This (obviously) makes it difficult to see. Luckily your Thermal Visor won't
have this problem, but you can only use that for so long. Once you destroy
all of his vital weak spots, it will FINALLY fall to the ground, turned back
into what it originally was; a lifeless pile of rock. Your reward? The
Spider Ball!
______________________________________________________________________________
'Bosh' writes:
After getting my butt handed to me by Thadrus for the tenth time. I
took time out to devise a new stragedy. If you run to the edge of the arena
there are outcroppings you can jump up on. Thadrus cannont hit you with the
roll attack or the freeze attack while you are up on the out crop. You may have
to run to another outcrop after a major hit as Thadrus tends to roll out of
range and or veiw. The best time to change position is after Thadrus stops
rolling. The only thing you have to worry about are the bolders Thadrus throws
but if you shoot them they usually give missiles and energy. I beat him in
seven minutes taking no damage with this method.
______________________________________________________________________________
~ ACQUIRED : Spider Ball ~
Use the Spider Ball on the Magnetic Rail Tracks to get out of here. But there
are two different routes you may take; one leads back to where you came from,
the other leads to a transport to Magmoor. Take the one that leads to
Magmoor. Check the map to see which one this is. Once you arrive back at
Magmoor, turn around and save your game. Now proceed out into the Magmoor
Workstation. Some Flying Pirates will greet you; drop them and take out your
Thermal Visor. You should spot at least three power conduits. Activate all
three, and a machine will start working; it will cool the lava in the Triclops
pit below. Enter the Triclops pit and roll to the path with the recently cooled
magma. What it leads to is a Morph Ball Slot. Activate it to cool another path,
and start a timer. Get to where you need to and activate next Morph Ball Slot,
cooling the north path. There, you will find an [ENERGY TANK].
Get back to ground level and take the path to the northeast, up the blocks of
rock to a fiery chamber with a large...THING, called a Puddle Spore, in the
center of the heat. Shoot the things, ahhh, mouth, to make it turn over on
its back, pretending to be a stepping stone (...). Make your way to the
Geothermal Core. There isn't anything you can do there yet, but remember its
location. Use the puddle spores to get across the lava pit. In the North Tunnel,
there will be a piece of rock hanging over a Magmoor. Shoot the rock with a
missile to have it crush the Magmoor (that was OH so satisfying...well, to me at
least). In the Twin Flares tunnel, again hit the rock on the ceiling with a
concussion missile to create a stepping stone. Proceed to the transport to...
the Chozo Ruins. Well, the transport itself won't directly take you there, but
it will point you in the right direction. And if you couldn't guess from my not-
so-subtle hinting, the Chozo Ruins is where we need to go next. Thus, this
section concludes.
_____ _____
/\___/\ [2.4] Of Ruins and Mines [2.4] /\___/\
\/___\/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\/___\/
Once in the Chozo Ruins, head to the Ruined Shrine, the place where you
received the Morph Ball upgrade. In there, two [MISSILE EXPANSIONS] can be
found; one can be collected up the half-pipe; the other through the blocked-up
pipe entrance (use bombs to blow it open). After you gather them, use the half-
pipe to get up to a small landing. Head through the stone corridor to find a
Magnetic Rail Track. You know what to do. Proceed from here to the Tower of
Light.
The Tower Of Light has an upgrade we need to get. First, though, we're going
to have to solve a puzzle. We need to get to the top of the Temple of Light; but
the problem is the platforms required are just too high to jump to. So, scan
the pillars supporting the tower. You will find many of them cracked and
otherwise structurally unsound. If you put a pair of missiles into them, they
will collapse. There are four of these structurally-lacking points on this
level; blow them all and the entire Tower of Light will lower itself about 10
feet, enough for you to reach the next set of platforms. Watch out for the
Oculus' though, as missiles bounce of their backs. Continue to lower the Tower
of Light in this manner until you reach the Wave Buster upgrade.
~ ACQUIRED : Wave Buster ~
Now it's time to get back on our main quest. Backtrack from wherever you are
to the Ruined Fountain. Check the map to find out where that is. In the Ruined
Fountain, you will notice that the fountain is now clear of toxicity and is
working correctly. Put your Morph ball into the fountain when it's not
spouting water. Wait a second and the water will push Samus' ball into the
Magnetic Rail Track on the ceiling. Use it to reach a [MISSILE EXPANSION].
From the Ruined Fountain, head to the Gathering Hall. You might want to save
your progress, but I'll leave that up to you. Go into the Watery Hall through
the door adjoining this hall. Remember here, where you got your Charge Shot?
Anyway, head to right, where you found the Charge shot. There you will find a
entrance to a pipe. Head through the pipe to the Dynamo. There you will find
some Magnetic Rail Tracks. Use them to get a [MISSILE EXPANSION]. Drop back
down and blow open the circular pan covering another [MISSILE EXPANSION]. We're
done with the Watery Hall, for now at least.
Return to the Gathering Hall. Make your way up and go into the Energy Core.
Skip across the previously lain platforms to another pipe. Morph through it to
find a Magnetic Rail Track. Continue through the 2D puzzle maze, using the Speed
Ball on the blocks that like to put on a disappearing act. You're now in the
second part of the furnace. Turn left and read the Chozo Lore above the pipe,
then hop in. In the Crossway is another half-pipe. Do we ever get tired of
these? No ;) Use it to reach the north end of the room. Scan the three editions
of Chozo Lore, then turn on your Thermal Visor. Notice that the face next to the
exit is glowing. Blast the face off with a Super Missile to reveal a power
conduit. Hit the conduit with the Wave Beam and some Magnetic Rail Tracks will
appear over the half-pipe. Use the half-pipe to get to the rail tracks, then use
the rail to get in the Morph Ball Slot. This will make another Magnetic Rail
Track swerve out of a wall. Continue with this pattern until you earn the
[MISSILE EXPANSION]. Leave the premises to the Hall of the Elders where you will
be greeted by a Chozo Ghost.
Kill the Chozo Ghost (again I suppose, since technically it's already dead),
and the hands on the statue of a Chozo will start to give off a blue hue. Put
the Morph ball into the hands, and they will clasp and throw Samus onto a
Magnetic Rail Track. Use it to find another Morph Ball Slot. Use it and three
slots will light up. Jump to the upper level, then shoot with your Wave Beam the
purple colored circle, revealing a Morph Ball Slot. Once you use it, the tracks
on the lower level will rotate. Let the Chozo statue toss you again, and this
time your destination will be the Reflecting Pool (don't forget to deactivate
the force field).
Jump head first into the pool. At bottom you should find a drain plug. Blow
it off in Morph mode and the water will drain, leaving you the half-pipe free of
the ever-hindering hydrogen(II) oxide. Use the half-pipe (watch out for the
Stone Toads; you may want to consider taking them out beforehand) to get to
the upper level. There is a saving point behind another one of those barriers,
though it's hardly necessary. Proceed into the Antechamber, where you shall
find the Ice Beam.
~ ACQUIRED : Ice Beam ~
Revisit the Hall of the Elders, more precisely to the three Morph Ball Slots.
______________________________________________________________________________
Eric Nelson writes:
First, just thought I'd say great work on the FAQ. I had a slight addition that
might save a little time when you head back to Phendrana after getting the Ice
Beam.
After revisiting the Hall of Elders the second time for the extra energy
tank, the Reflecting Room (ramp room) has two different transport options, one
room that leads to a transport to Tallon Overworld South, and one room that
leads to a save room with a morph-ball slot to get you to a transport to Tallon
Overworld East. One of these two (I don't remember which one, I think it was the
transport to Overworld East) will lead you to the Frigate Crash Site. Keep
following that path to get to the original Landing site. From here, follow the
path to the transport to Magmoor Caverns East.
From here, go through the door on the left, towards the Magmoor Workstation.
Once there, go through the door to the right, which will lead you to the
transport to Phendrana Drifts South.
Once in the transport room in Phendrana Drifts South, look behind you. There
is a magnetic track, which will lead you to a door opened with the Ice Beam. Go
through it, follow the path, and two rooms later you are in the Frozen Pike.
I hope this helps! Oh yeah, and it's Johnny Cochrane (BHS' note: that was in
reference to my incorrect spelling the not-so-popular OJ Simpson lawyer's name
at the beginning of the FAQ) :)
______________________________________________________________________________
This time, shoot the white circle with the Ice beam. Use the slot, and the
course below will alter itself again. This time, when used it leads to an
[ENERGY TANK].
Now that we have the Ice Beam, we get to backtrack to Phendrana, ALL the way
back to the Research Core. Have fun on your trip, because there will be more
of this kind of excessive backtracking. At the bottom floor of the Research
Core, there is a door openable only by hitting it with the Ice Beam. Do this and
you shall arrive at the Frozen Pike. There isn't much to do here, so take the
second entrance from top (check your map) to the Frost Cave Access. In the Frost
Cave itself you will come across an adolescent Metroid, called a Hunter Metroid
(get it?). Destroy the incommodious little creature before hitting the
stalactites on the ceiling with concussion blasts. Use the fallen blocks of rock
and ice to get to the only viable entrance way, which happens to lead to a small
tube. You know what to do. This lengthy stretch of metal takes you to
Phendrana's Edge.
Here, you're going to jump into the water. Yes, I know you don't want to. I
don't either, and I know it's hard as hell to maneuver in that psuedo-zero
gravity chamber, but we have to. Exploring the depths you will find a purple
door. Enter it and take the antechamber to the Hunter Cave. In the Hunter
Cave, hit the three stalactites; two will literally break the ice lake below and
serve as islands for you to get across the water with. The last stalactite will
allow access to a higher door; go through that door to find the Lake Tunnel,
which looks EXACTLY like the tunnel you entered the Hunter Cave with. Don't
worry, you're not hallucinating, turned around, lost or high (well, maybe
not...). Just submerge yourself into the icy depths and enter the door. You will
drop down to the bottom of a lake. You can barely see a damn thing down here, so
turn on your Thermal Visor. This will let you see where your awaiting upgrade,
the Gravity Suit, is situated. Avoid the Aqua Reapers and claim it as your own.
~ ACQUIRED : Gravity Suit ~
Now that we have this nifty piece of technology we need to make another long
backtracking trip. This time, it's to the Landing Site in Tallon Overworld.
Get there using any means necessary. Directly behind Samus' space ship (well,
maybe behind and to the left) is a small cave entrance. Follow it where it
leads, to the Waterfall Cave, and then to the Frigate Crash Site. Destroy the
Flying Pirates (a good general tactic: freeze them with a shot of the Ice Beam,
then hit them with a missile, which will shatter them in thirty different
pieces) and jump into the lake. Notice the spilled substance on the ground; for
your information, you will be seeing a lot more of that toxic goo. Navigate
through the murky depths to get to the other side. There you shall find the
remains of the pirate's ship Samus blew up in. Put the few mortally injured
pirates lying around out of their misery and examine the area to find some
stacked crates. Blow them up to unmask a door.
You are forced to enter the ship through the ventilation ducts. Make do and
jump into the waters. Don't worry about going up for air, because if you haven't
already noticed Samus' suit provides her with adequate oxygen levels in any
environment. Since there isn't anything of interest here in Vent. Shat A,
continue to the Ventilation Shaft Section B, where things are even less
interesting, if that's possible. But, there is at least something to do. Hit
the power conduit after you destroy the turret, which will reactivate the door.
Proceed down the heavily damaged shafts, minding the Tallon Crabs which look
a little like red lobsters. In the Reactor Access, use the saving point, and in
the Reactor Core, search out and hit the pair of conduits to advance to the
Cargo Freight Lift to Deck Gamma. <-- that's a long name. Inside the down
freighter is an [ENERGY TANK]; blast off the rusty metal blocking you.
Remember here? Turn on your thermal Visor as you advance up the slope. You
need to, while ascending, find a pair of conduits. One is on the freighter at
the bottom, and the second is visible once you jump on the top of the freighter
if you turn 180 degrees and look up. The last conduit is at the top landing,
next to the door.
In the Biohazard Containment, you need to hit three more conduits, but to
spice things up Retro has added some Aqua Pirates. Hit them with your ice beam
and blast them with a missile to shatter them to pieces, much like you would
Flying Pirates. After you do what needs to be done, scan one of the containers;
it's made of a material that can be blown off using your Super Missile. Blow
down the door to find a [MISSILE EXPANSION]. Complete your trek through the ship
by entering the Great Tree Hall, where you will find a transport to the Phazon
Mines.
In the Main Quarry, head to the east to find a Magnetic Rail Track. Use it to
find a save station. Afterwards, enter the heart of the mines by getting past
the force-field, which is controlled by two local switches. They are too easy
to find so I'm not going to give specifics. Inside the Mining Security tunnel
you will find some color-coded Space Pirates called Shock Troopers. They can
only be defeated via the Wave Beam, crappy as the weapon is. Destroy the
oncomers and proceed to the Elite Research. Let me tell you right now that the
distance from here to the next saving point is about 20 minutes, so conserve as
much health as you can because the enemies around here don't drop a lot of
health orbs. Anyway, in the Elite Research, scan the local terminal to drop some
platforms. They will act as a stair well to the next level.
On that next level are some more troublesome Shock Troopers. Take them out,
scan the terminal to lower some more platforms. At the top level you will find
a Power Trooper, a variation on the color-coded pirate. This one requires you
to use your Power Beam. Kill it then use the spinner to move the Pulse Beam the
direction you want it to face. Have it face the wall directly north, then use
the terminal left of the spinner to have the Pulse Beam blow the wall open
and open a new path. Before taking the unexplored route, however, blow open the
wall on the left of the spinner; it's hard to see, but keep shooting the left-
hand walls and you will eventually blow open a wall with a [MISSILE EXPANSION]
(you will hear a confirmation sound of some sort when you hit the right one).
In the Ore Processing center, a duo of Power Troopers are lurking. Knock them
off and head to the hologram machine to the north. Get behind it and you will
find a small slot for your Morph ball. Get into it and lay a bomb once; the
large pillar in the center of the chamber will rotate its bottom half. I said
ONCE, remember. Use the correct Magnetic Rail Track to reach the upper level.
Go to the next hologram machine. Bomb the inside of the morph ball slot
TWICE, then get back to the bottom floor and hit that one thrice (three times).
This will line the bottom section of the pillar with the middle section,
providing a new access to the third level. On the third level you will do battle
with yet another pirate, this a Shock Trooper. Afterwards you will find you can
manipulate the center pillar no more (for now at least), so exit to the Elite
Control Access.
_____________________________________________________________________________
Russ Radtke with a very special trick:
In the Ore Processing Center, rotate the red track (the highest you can move
without power bombs) so that it sits just below the "docking station" for the
yellow (highest) track. Rotate the lower portion of the tower so that the
red track is completed, and ride the red track all the way to the top. When
you get to the very end of the track, keep pushing your control stick over as
though you are trying to roll off the end of the track and you will hang out
into space slightly. Drop a bomb and let go of the track when it goes off.
As soon as you land ON TOP of the track you were just hanging under, press X
to un-morph and stand on top of the track. From this position, you can
easily double jump to the landing above, where you can simply stroll in to
collect the grapple beam. Now just swing across to the other side of the
room to get back to the Main Quarry save point, charge up, and come back
across to finish up getting the power bombs!
The only problem that I noticed with this technique is that if you unmorph
too quickly when you land on top of the track, the game gets confused and
tries to make you go back into ball form, causing you to fall down to the
floor. Not quite sure why that is, but it took me a couple tries to get the
timing right.
_____________________________________________________________________________
In the Elite Control Access, stop when you face the main portion of the hall
and look at the crate situated on the ledge, near the ventilation system and the
leaking yellow gas. Shoot that crate until it explodes; the blast will kill
two pirates hiding in the shafts AND will unlock a [MISSILE EXPANSION]. Nothing
like killing two birds with one stone, eh?
In the Elite Control, you will have battle with an Elite Pirate, a phazon-
infused and overly mutated Space Pirate with an overall mass bigger than your
obese grandmother. The way to kill this monstrosity is to hit it with a pair
of Super Missiles when it's either getting ready to hit the floor [thus creating
an energy wave], or when it's attacking you more directly. Once you kill the
thing, several force-fields will dissipate and some Ice Pirates will attack.
Knock them off, proceed to the upper level to find some Shock Troopers. Argh,
will the melee ever end? There isn't any saving points for still quite a while,
so I do hope you've been (and are) conserving your health.
Remember to scan everything in the Elite Control before entering the
Ventilation Shaft. FMV will show some poisonous gases being pumped through the
vents; get out of there fast to the Omega Research. Things aren't much better
there either. A pair of Shock Troopers and a trio of Power Troopers are lying in
wait. Well, what would you expect, breaking into a Space Pirate mine and killing
everything in sight? The best course of action would be to take a few hits, then
make like a tree and leave (remember "Back to the Future"?), getting gone
through the door before things get too nasty.
In the following room you will find a half-pipe, and as you approach the door
poison will be released from Puffers.
______________________________________________________________________________
Joe writes:
When you get to the part where the poison is released, there is an infinite
number of the puffer creatures released. After triggering this, double jump
back up to the entrance corridor, and shoot away, using the charge beam to
collect the health without being damaged by the poison. Its probably the only
way I survived the invisible dude fiasco afterwards.
Just thought it might be a useful addition.
______________________________________________________________________________
_____________________________________________________________________________
A good strategy from It's Ray:
Go to the door that leads out but DON'T LEAVE. You will have lost some health
and missiles for sure. You might as well fill them up if you can, right?
Well, slowly advance towards the gas area. SLOWLY until the threat meter (or
whatever you call it) is at the highest before hurting you. Hold down your "R
button" and shoot the [insert name of ball thingies that have gaz in them]
one by one as they come out. When you shoot them, use your charge beam to
bring in the missiles and health. Do that until you get full health and
missiles. It might take awhile, but it'll help you later on.
_____________________________________________________________________________
In the Central Dynamo, you will find a mini-boss, an especially tough one
too. Not only can you NOT scan it and NOT see it, but you also can NOT lock onto
it. But, don't worry. It's basically a Sentry Drone with a cloaking device;
nothing special. It will be hard hitting it without lock-on, but I'm sure you
can manage. The key is to hit it while it's firing or when it's preparing to
fire. Hit it with either one Super Missile or several charged shots from the
Wave Beam.
_____________________________________________________________________________
Lorrelian writes:
Well, I was browsing through your Prime Walkthrough, and I noticed that when
you got to the part where you explained how to beat the Cloaked Sentry Drone
in the Central Dynamo of the Phazon Mines, you mentioned that (since you lack
the X-ray Visor) you have to shoot down the Drone using charge shots fired
whenever you can spot the drone. This is not entirely true. If the player has
tracked down the Wavebuster, as you recommended in your Walkthrough, it can be
used to shoot down the drone without having to wait for the drone to show
itself. If you just fire the Wavebuster, it will automatically track down the
drone, and kill it in short order. Something you might want to include in your
walkthrough to make things a little easier for people who aren't good shooters
without their lock-on feature. (Like me.)
_____________________________________________________________________________
Once you defeat it, the Central Dynamo will pop a cap and a little maze of
electricity will be open to you, with the Super Bomb at its center. You're
probably low on health at this point, so don't hit the sides because each
time that happens you lose 10 health points. When you come to a puddle of water,
place on bomb on the puddle, which will splatter water everywhere and some
of the nearby electrical walls will malfunction. With that said, make your way
through the maze and you will eventually get the Power Bomb.
~ ACQUIRED : Power Bomb ~
There are two white doors here; in one of them, the one that is NOT covered
with wreckage, is a save station. I suggest you use it. Now it's time to exit
the mines, but there are a few stops we have to make on the way. Return to the
Ventilation Shaft. There is a small grate made of Bendezium, a compound that
the Super Bomb can ALWAYS destroy. So, bomb the grate and proceed to a terminal;
activate it and an [ENERGY TANK] will be revealed, and the gas will stop
flowing.
Backtrack further to the Ore Processing. With your new Super Bomb you can
bomb the wreckage away from the hologram machine on the second-from-top level.
Use the machine to align the yellow track with its connector. Use all the
machines on the various levels to align the yellow tracks. Once you finish, use
the yellow track to get to the top level. There you will find the Grapple Beam.
~ ACQUIRED : Grapple Beam ~
Use the Grapple Beam to reach the platform over the gap. There you will
arrive at the Garbage Processing room. Take the 2D Morph ball maze and you
should eventually come to a ledge above the Main Quarry. Scan the terminal on
the left to reactivate the crane, then drop down and face the pirates. Put them
all
out of commission and head over to the base of the crane. Turn on your Thermal
Visor and look around the base for a power conduit. Hit it to activate a
terminal to the east. Use it to rotate the crane further, which will allow you
access to a [MISSILE EXPANSION]. Grab it and drop down. Before you leave, head
back into the main part of the mine, the Mining Security Tunnel A. On the left
is a blockade; bomb it to find another [MISSILE EXPANSION]. Now, exit the Phazon
Mines completely, back to the Great Tree Hall.
In the Great Tree Hall, there is a spinner up near the Waterfall. Use the
spinner to retract the polls blocking the access on the left. Go through the
access to the other section of the Great Tree Hall. Kill the plant-like
things on the ledges, then use those edges to get to a wide pole with Magnetic
Tracks all over it. Use those tracks to find a small cave; one of the rocks in
here contains Bendezium. You should know what that means. Get through the pipe
(now, for what reason did the Chozo place that there?) and you will come to the
Life Grove. Grab the X-Ray visor.
~ ACQUIRED : X-Ray Visor ~
Turn on your X-Ray Visor to find the walls in here hollow. Lay a Power Bomb
to destroy them. Search around the clearing for a pool of water. Dive into the
water and you will find a hatch; bomb it and a pole will raise out of the
floor. A spinner will be unlocked; use it to reveal your first Artifact!
Climb up the bamboo-laden bridges and some Chozo Ghosts will appear. With
your X-Ray Visor, it shouldn't be much trouble. After they are destroyed, a FMV
will show you exeunt.
Return to the Great Tree Hall, the area with the Magnetic Rail Tracks. Turn
on your X-Ray Visor to find an invisible floating platform in the center of the
area. Use it to get a [MISSILE EXPANSION].
_____ _____
/\___/\ [2.5] Metroids, Ridley, and Even Bigger Metroids [2.5] /\___/\
\/___\/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\/___\/
There are now several missile expansions I will direct you to, though we
won't advance the storyline. So, head to the Chozo Ruins. Go to the Furnace,
located through the Gathering Hall and then after the Energy Core. There in the
Furnace is a cracked portion of the floor; power bomb it to open up a half-pipe.
Use it to grasp onto the above Magnetic Rail Tracks. Follow them, while avoiding
the little critters scurrying across, to the [MISSILE EXPANSION].
Now get to the Ruined Fountain. There is another door in there that leads to
the Training Grounds; get across the lava pit via Grapple Beam. Once across, lay
a super bomb to destroy the wall and reveal a Chozo Lore and a [POWER BOMB
EXPANSION]. In the adjacent room are the actual Training Grounds; kill off
the Chozo Ghosts and use the half-pipe to reach the above Morph Ball Slots. Bomb
both and a Magnetic Rail Track will temporarily activate; get to it fast to
get your hands on a shiny new [ENERGY TANK]. Use the pipe to exit and you
will arrive on a ledge above the Main Plaza. Use the grapple beam attached to
the tree and you will get another [MISSILE EXPANSION].
OK, that's all the collecting you can do for now. Back on our main quest,
head to the Magmoor Caverns, the Geothermal Core. The Puddle Spores there will
be thankfully replaced with more stable rock-isles. Depending on which end
you're on this may or may not be useful to you. To determine if you are on the
correct side of the lava, look to the right of the door. There should be a pair
of terraces for you to jump on. On the highest one, a grapple point will be in
your range. Use it. The circular elevator you landed on will only ascend if
someone [you] uses the spinner at its base. Do so. Afterward, jump to the
next one and use that spinner. Jump to the next, use THAT spinner. Continue on
in this fashion until the ceiling of the Geothermal Core rises, and a maze of
Magnetic Rail Tracks are in your sights. Don't worry; this isn't hard by any
means. At the end of the grappling you should arrive at a white door on a
ledge. Open it, and collect the Plasma Beam.
~ ACQUIRED : Plasma Beam ~
There is one more errand to do in the Magmoor, well, actually three, but
first we will do the most important. Head to the Lava Lake. In each section of
the lake, look at the pillar in the center of the magma; one of them is
transparent to your X-Ray visor and will show a Artifact. If the intitial
pillar doesn't have the Artifact, go to the other section and look at that one.
Once you find the correct one, blast it with your Super Missile and collect the
Artifact.
Now, go to the Monitor Station, more precisely the Warrior Shrine, where you
collected an Artifact of Warrior (if you haven't already gotten it, use the
spinner on the top of the stations center to extend a bridge to a path;
follow it to reach the Warrior Shrine). Part of the rock structure inside the
Warrior Shrine is made of Bendezium. Power Bomb it and you will fall into a
small chamber with a [POWER BOMB EXPANSION].
Return to the Monitor Station and enter the Shore Tunnel. There, part of the
tunnel is cracked; Power Bomb it to claim the Ice Spreader.
~ ACQUIRED : Ice Spreader ~
Now, our last *ever* thing to do in the Magmoor is to collect a missile
expansion. Get to the Triclops Pit, turn on your X-Ray Visor. Loo around and
you will see some platforms that were once invisible; follow them to a [MISSILE
EXPANSION].
Exit the Magmoor, back to Tallon IV to the Root Cave. There is a Graple point
half-way up, near the door leading to the Tallon Canoyn; use it. Keep
ascending with your X-Ray Visor on, to spot otherwise invisible platforms. You
should find two [MISSILE EXPANSION]s; one is behind a red door and the other
behind some overgrown vines.
Back on our mission, backtrack all the way to the Phazon Mines. Yes, I know
that is a long way away, but deal with it because the Metroid series is all
about backtracking. Inside the Mining Security Station, after you clear it out
of Pirate infestation, search the tunnel for a computer behind a gate. The gate
is made of Bendezium, so bomb it with your Super Bomb. Scan the computer to
release the security lock on the red door a little ways back. Enter that door to
find the Flamethrower. Can we say, w-o-r-t-h-l-e-s-s? But, this guide wouldn't
be complete without my listing it.
~ ACQUIRED : Flamethrower ~
Continue to the Elite Research. There is a Phazon Pirate in the container in
the center of the chamber; Power Bomb the container to help break the pirate
out. No, I'm not crazy. Kill the pirate like you did the others and you will get
the Artifact of Warrior!
Proceed to the Metroid Quarantine Access, located pass the rubble in the
Central Dynamo. Open the Metroid Containment force-field via terminal and all
hell will break loose. Watch as the Metroids suck the life out of the hapless
Space Pirates; afterward, kill any survivors. Proceed into the Quarantine Area.
Use the invisible platforms to get across (do I need to say to use your X-Ray
Visor? Crap, already did.). Once across, kill any Metroids in your way and use
the toadstool to get to another invisible platform. Jump onto the shelf with the
magnetic tracks, then turn your X-Ray visor on. Look on your left and you
will find the rock wall is thin enough to see through. Power Bomb it to get an
[MISSILE EXPANSION].
Use the Magnetic Rail Tracks to come to an elevator. Take it down, further
into the Metroid's own private lair. From here on out, I assume you competent
enough to find your way through the halls and tunnels and canyons. Of note, in
the Fungal Hall B, is a [MISSILE EXPANSION] (we're just bathing in those things,
aren't we?). This can be found if you drop down to the floor with your
Thermal Visor on; at the end of the canyon, you will see the expansion under
some
rock. Bomb it in Morph mode to claim it.
Eventually, in the Fungal Hall A (or is it B? Or was it C? I forgot, sorry),
there will be a place to fully replenish your missiles. It is HIGHLY
advisable to do so because the upcoming boss will drain nearly all of your
supplies. From there, continue on through the repeated puzzles to the Metroid
Quarantine B, [at the end] a small warehouse with a saving point. There is a
[MISSILE EXPANSION] inside the container here (use your X-Ray visor to see which
one is the right one). Afterwards, proceed to the Boss, the Phazon Elite Space
Pirate.
[BOSS: Omega Pirate]
Judging from the amount of help requests that were on the boards when the
game had no walkthroughs, I' guessing this boss was quite difficult to
many people. I don't see what's so hard about it, but I am not here to
question your gaming abilities. The Elite's main attack is smashing the
ground and sending out a surge of electricity. Double jump over this. When
he gets close to you, he will box you out; DO NOT let this happen. Go into
Morph mode and speed away if you have to.
The Omega Pirate is one ugly mutha. It looks pretty intimidating and
difficult, but in actuality its just another forgettable boss. Recall the
Thardus battle, where Thardus had several weak joints. Much the same
here, only here you do not need the Thermal Visor to see them. The enemy
has several globules of Phazon, in the shape of knee pads and shoulder
pads. Hit them enough times with enough missiles and they will disintegrate.
Once you destroy all of this armor, he will fall to the floor, stunned. Now,
here is where the fun starts.
When you destroy his armor, he will teleport to an unknown location, and
leave behind some critters for you to play with. These critters are color
coded Space Pirates. Ugh. What many people try and do is to take them out
when they appear. No no no no NO, that is *not* the correct way. IGNORE
THEM. Run around, jump, do the chicken dance, anything to avoid their
fire. Turn on your X-Ray visor and continue to bob and weave away from the
torturous rain of plasma until the boss returns. He will return to one of
the Phazon Pools around this arena to recharge. That is when he is
vulnerable. Take out your Plasma Beam and pound him while he's charging.
When you hit him enough, he will teleport to another pool (after a short
interval) and try to recharge again. Pound him again and he'll teleport
again; pound him AGAIN. This time he will give up and return to his true
form.
Now, you may be thinking "Well, BHS, I let the Pirates live, NOW WHAT THE
HELL DO I DO TO MAKE THEM STOP SHOOTING AT ME!?!?!" Nothing. When the
Phazon Elite smashes the ground and creates a shock wave, ALL of the pirates
in the room will be damaged; when he does it again, ALL the pirates in the
room will be dead. Neat, eh? I should tell you though, that Retro foresaw
this strategy being used. What did they do? They added some Pirates that
attach themselves to the wall. You must shoot them down and keep them off
the wall long enough so that the Elite Pirate can inadvertently kill it.
_____________________________________________________________________________
Juan Lozano writes with his strategy:
"Start the fight on the right side of the room. Charge your Power Beam and
lock him and then fire a Super Missile to break one of the weak points. Do this
until he falls. Why do I start on the right side of the room? easy, after he
gets free he stays stood for a while without attacking you and that give you
time to break at least 3 weak point in the best of the cases the 4 points b4
he attacks, when they get invisible wait for the two pirates to come and kill
them, trust me, kill them you will have enought time after that to fight the
omega pirate ghost.
After killing the two pirates get the x-visor and watch until he appears in
one of the pool to regenerate (normaly you'll hear a weird sound b4 he
appears) have the PLASMA beam ALWAYS full charge when he appears lock on him
to shot and that will decrease his energy to much, do it again when he
appears on another pool and do this until he gets regenerated, kill him
again with the missiles again and if you run out of it charge the power beam
(yellow one) on him until he falls again (be patient and wait until he drops
the energy on the floor then double jump lock on him and shoot) if he get
nears to you, you got two option, morph and run or stay and wait until he
drops the energy and then double jump shoot and morph and run away, when he
falls it will appear three pirates kill one or two of them, you will have
time to do it, in my case I killed 1 of 3 then switched to x-visor and do
the plasma beam again and forget about the pirates (jump, dance do whatever
just to not get shot too much), concentrate only on omega and in two or three
plasma shots he will be finished, The beauty of this is that I got 9 energy
and finished with three left, amazing isn't? of course all depends on how
lucky you get in your battle, it took me an hour and a lot of frustration to
find out this way but in a few fight you'll be able to kick his big piarte
as*.
Note: when you fight the pirates kill them all on the first fight and DON'T</pre><pre id="faqspan-3">
turn your x-visor on with them attacking you, most people say that omega
kill them with the energy, true, but they take from you to much energy so
it's better to kill them. It took me two rounds to kill him, maybe you'll
need three but have patient and don't get frustrated, this boss is NOT easy
at all.
Continue to follow this strategy and the Phazon Elite will be dead in no time
at all. Once he does, it will fall onto Samus and give her the Phazon Suit!"
_____________________________________________________________________________
Another opinion, this from ERIC GILMORE:
First off, charge up the Plasma Beam and blow off his weak spots. If you shoot
right, you should be able to get it all off in 8 shots. Once he goes invisible,
use the X-Ray Visor while avoiding the Pirates. Switch to the Power Beam,
charge, and once you can see him, fire a Super Missile at him. This will take
out a little less than 1/4 of the thing's health. I beat him by doing this 5
times.
And about those Space Pirates, if you CAN find the time to defeat them,
it's worth it. They'll usually drop an Ultra Energy.
_____________________________________________________________________________
ANOTHER strategy, this from Sllim Ekim:
First off great faq, but both postings on how to beat the omega pirate could be
better. I discovered that Super Missiles damage him much more than a fully
charged plasma shot, it takes only 3 or 4 super missiles to kill him while he is
in the phazon. All the ways of removing his plating work great. I finished him
off without killing any of the shock troopers with over half of my health
remaining ( over 4.5 energy tanks) it was incredibly easy.
_____________________________________________________________________________
_____________________________________________________________________________
This one is from C Planet:
If you power bomb the Omega Pirate whilst directly under him (in morph ball \
mode), he'll loose both of his kneepads with a blast. This works every time
he's visible and, by that way, it's possible to rid the 4 plates with 1
power-bomb and 2 super missiles. It's much faster and saves you energy +
gives you more time to fight the different pirates he throws at you.
_____________________________________________________________________________
~ ACQUIRED : Phazon Suit ~
After you destroy the Phazon Elite, take the lift up to find an [ENERGY
TANK]. Form here, make your exit of Phazon Mines to the Magmoor Workstation.
From there is an easy access to the Phendrana Ruins, where we have quite a bit
of collecting to do. The transport from the Magmoor Worktation will take you to
a small enclosed ice clearing. Take the purple door to the Quarenstine Cave,
where you fought Thardus. There, use the grapple points to find an [MISSILE
EXPANSION].
Return to the enclosure with the Transport; this time, take the Magnetic rail
tracks. We need to get to Phendrana's Edge, but on the way you will do some
upgrading. In the Transport Access tunnel, you will find an [ENERGY TANK]
behind a sheet of ice. Melt the ice with your Plasma Beam to obtain it. In the
Frost Cave, you will find a creature called a Glider. Use the Glider's affixed
grapple point to reach the terraces on the other end of the cave. Form there
you can look up and lock onto the stalactite. Blast the stalactite down to break
the frozen sheet of ice covering the water, in which contains a [MISSILE
EXPANSION].
Once you arrive at Phendrana's Edge, look up to spot a few grapple points.
Use them to reach the higher levels. Upon your reaching the summit of the open-
ceiling cave, you will find a small Morph ball pipe. Use it to get another
[POWER BOMB EXPANSION]. Return to the Phendrana's Edge and turn on your X-Ray
Visor. Slowly descend using the ledges, making sure to look carefully at the
walls they are attached to; one of them will be transparent to the X-Ray
Visor; Power Bomb that portion of the wall to reveal a red door. Through it is
the Artifact of the Wild.
There's nothing vital left to do in this section of Phendrana, but still we
have to continue to gather missile expansions. Go to the Gravity Chamber, where
you found the Gravity Suit. There is a block of ice hanging from the ceiling;
blast it with your Plasma Beam to melt it and reveal a grapple point. Use it to
get the [MISSILE EXPANSION].
Return once again to the network of research facilities in Phendrana, notably
the Control Tower (look on your map; it's the place where you first fought
the airborne Space Pirates). Inside one of the towers are some crates; blow them
up to find some ice. Melt the ice and a narrow slit will open up. Use the slit
to blow the explosive materials on the side of the inaccessible tower, which
will cause it to topple over. Use the small hole it will break open to find an
Artifact.
Backtrack further to the Ice Ruins West. On the roof of one of the ruins is a
block of ice; you know what to do. Melt it via the Plasma Beam and a [POWER
BOMB EXPANSION] is yours.
Go to the Ice Ruins East. There, on the far side of the Ruins, is a wall of
ice. Melt it to get a [MISSILE EXPANSION]. Still in the Ice Ruins East, climb up
the ruins to the arch on the south side. There are Magnetic Rail Tracks running
up the side of the support beam; use them to get an [MISSILE EXPANSION].
Go to Phendrana Shoreline. Inside a pillar (once you melt the ice) is a [MISSILE
EXPANSION]. This pillar is located to the southwest of the cave that
leads to the save station.
Head to the facade of the Ice Ruins Temple. There is a small sheet of rounded
metal on the wall. Blow it off with a Super Missile to reveal a power
conduit. Use to and a way to a [MISSILE EXPANSION] will open. In the actual Ice
Ruins is an Artifact; to get this, head inside the Ice Ruins to the statue with
its arms and hands extended, much like that statue back in the Hall of the
Elders. Melt the ice on the hands, then put your Morph ball into the hands to
open the way to the Artifact.
Head to the Chozo Ruins. You need to go to the Sun Chamber, where you fought
Flaaghra. But on your way, stop in the Ruined Nursery and Ruined Galleries
for some [MISSILE EXPANSION]s, if you haven't already gotten them. In the Sun
Chamber are some Chozo ghosts who are just itching to fight. Give them one
and once they are destroyed the way to another Artifact will open up. While
you're in the Chozo, head to the Watery Hall. Jump into the deep end of the
water to find a [MISSILE EXPANSION].
Go to the Phazon Mines...again. In the Phazon Mining tunnel, on the lower
level, is a rock separating you form the actual Phazon quarry. Bomb that rock
and delve into the Phazon mess. Bomb your way through the rocks to the Artifact.
While you are here in the Phazon Mines, head to the Fungal Hall Access to get a
[MISSILE EXPANSION], which is located under the fungal mushroom on the bottom
floor. There is one last missile expansion we need in the Mines. This is in the
Phazon Processing Center. Head there and find a shelf that is just under the
catwalk, with some supply crates on it. Drop to it from on the catwalk above and
you will hear the sound of the floating missile expansion. Power Bomb the wall
to get it.
Now that we have all Artifacts but one, (did I list all previous? I can't
remember. If I did not, please email me telling me how stupid I am and I will
gladly finish the walkthrough), it is time to go to the Artifact Temple. This
can be found through Tallon Overworld, at the Landing Site. Jump up the
platforms left of the waterfall and you should eventually come to the
Artifact Temple (remember to scan the two Chozo Lore's along your way). A short
cutscene will take place. After, claim the final Artifact. If you have collected
ALL of the previous Artifacts, Meta Ridley, the nemesis from previous Metroids,
will return for one final showdown.
[BOSS: Meta Ridley]
Remember him? He's back with the same old unfriendly attitude, but this
time with new technology that will make your head spin. For this first part
of the fight (I should say the EASY part of the fight), Meta Ridley is in
flight mode. What he'll do is fly in place and send out a plasma beam or
some grenades. I shouldn't need to help you there. His second airborne
attack is when he will fly off into the background distance, then return
with a cluster bomb attack. Erg, this is tough to avoid. Do your best,
because the way I used to avoid it so WAY to complicated and hard to
describe. His last attack in the first part of the fight is stomping on
Samus. DO NOT be locked on when he approaches you, otherwise you will
almost surely be hit by the claws on Ridley's feet. Just run around in Morph
mode or get a-jumping.
Now, for an offensive. The only thing you need to do is hit Ridley's
chest while he is airborne. This can be done with practically any weapon,
but I would prefer you use the Plasma Beam; when you lay a fully charged
Plasma Beam on his chest, the blast will knock him back, canceling any
attack he was about to perform. Continue to attack him until his wings are
fried and he lands, thus signifying the start of the second part of the
fight.
Here's where things get really NASTY. Ridley is 10X more potent wit his
attacks here, which is basically comprised of charging you like a bull.
If he hits you, count on taking 40+ damage. The key is to stay locked on and
strafing in a violent, unpredictable way so he will miss. But, even when
he does miss, you still have to worry about his damnable tail. If you are
not far enough away from Ridley, he will turn around and the tail will make
a large sweep of the area, hitting anything in the way. You must double
jump [if you aren't already a good distance away] to avoid this seemingly
inadvertent attack.
To damage him, think back to the Sheegoths. You had to hit their mouths
with concussion missiles, right? You have to hit Ridley's mouth too, but
this will only affect him when you hit him when his mouth is OPEN; he must
get a "mouth full" of missile. This will stun him; that's your chance to
blast away at his chest. Towards the end of the fight, Ridley will become
wildly aggressive; he will make two to three attempts to ram you AT A TIME;
I hope you are good with the strafing technique and I hope your B button has
plenty of spring to it.
Eventually, Ridley will become so damaged that the Artifact Temple itself
will "come alive" and push Ridley and his evil into the waterfall a
thousand feet below, silencing him forever. Your reward to all that hard
work? A transport to the Impact Crater!
_____________________________________________________________________________
Another awesome strategy from the readers, this one from Toti Mannino:
I found a simple way to avoid [Ridley's] second form. It's simple, don't use
[the Plasma Beam]. If you use [the Plasma Beam] his wings burn off early and
you have to fight him in his second form while he has a lot of health. I
beat him on my first try and only lost two energy tanks.
_____________________________________________________________________________
Another strategy, from spydrmanj:
I find it easy when fighting Meta Ridley to use the Wave Beam (not the buster)
since it has homing capabilities. Just dodge and shoot until his wings burn off,
not too hard, right? Then when his wings burn off, get ready to use the
Wavebuster, make sure you have atleast 130 missiles. Also keep your beam
charged, when his mouth is on fire, fire the Wavebuster until he covers his
chest up, or he doesn't glow red when you hit him. Lather, rinse, repeat. He'll
be dead in no time.
_____________________________________________________________________________
_____ _____
/\___/\ [2.6] The Grand Finale [2.6] /\___/\
\/___\/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\/___\/
After you defeat Ridley, you will be given a transport to the Impact Crater,
the source of the Phazon. Once there, save, and continue to find a substance
somewhat like Phazon...but it's not. Nobody knows really what the stuff is,
so just jump over it since it is toxic. In the Core, you will encounter some of
the dreaded Fission Metroids. These Metroids, once you damage them enough, split
into two different Metroids, and those ones can only be killed by a certain
weapon. Those guys are tough; I recommend you *avoid* them all.
______________________________________________________________________________
Orion Styles adds:
There is something of benefit to players I think you should add to your faq.
Right before you battle metroid prime in that stupid jump zone stocked with
fission metroids, let everyone know that a power bomb will vaporize the
fission metroids and prevent them from splitting in two. To get through the
jump zone without getting knocked off the platforms constantly, an easy
strategy is to let the metroids latch on to you once they get close (you can
hear them when they are about to latch), then super bomb. A lot less risky
then trying to dodge them only to get bumped slightly, falling into the red
stuff.
______________________________________________________________________________
Continue to
ascend, platforming your way up, to the final showdown, the final boss, the
grand finale, the nemesis, Metroid Prime.
[FINAL BOSS: Metroid Prime]
Yes, sadly, you are at the games end. Well, almost at the end. First we
have to deal with this two-ton Phazon-spewing mutant with more health than
two of Samus. Yes, this will be a tough battle.
Metroid Prime comes in two forms; obviously right now we will battle the
first form, the hardest of the two. Metroid Prime looks like a giant
scorpion, but a lot more deadly. Its attacks vary; when it is purple (it
can change colors at any time, seemingly random), it will send out energy
beams and grenades, as well as energy balls. You can easily avoid the beams
and grenades, but the energy balls take priority over everything else; they
are the most damaging and render Samus inactive for a few seconds. You must
shoot these homing-in energy balls with the Wave Beam until they detonate
themselves. Those are MP's basic attacks; when he is red, he will do the
same thing, only this time instead of energy blasts he will blast you
with a fire beam (don't get caught on fire; you lose health until the fire
burns itself out). It will also send out little globs of slow-moving homing-
in fire balls, much like he did when he was purple. You must destroy those
with the Plasma Beam.
Metroid Primes second attack is a little more deadly than the others; he
will ram into you. To avoid this, either back up real far, or (if
applicable) get into morph mode and get into the grooves on the ground;
he won't be able to hit you (unless you bounce out because of the mini-
earthquakes he produces).
One of its seldom used and more obscure ways of attempting to kill you is
using a tractor beam to pull you towards it. To counter this, you must shoot
it in the eyes.
Attacking MP is less complicated than avoiding his attacks. All you must
do is shoot the eyes with the corresponding weapon; if he is red, shoot him
with the Plasma Beam; if purple, use the Wave Beam, etc. etc. You should
know by now what colors symbolize your Beam weapons. The most potent beam
in your arsenal for this first form is your Ice Beam. When MP is white
(which means you have to use the Ice Beam), use the Ice Spreader. This will
stun him for about 5 seconds and you can hit him again while he's down.
(Don't have the Ice Spreader? Look in the Magmoor in the Shore Tunnel). It
takes a while, but you should eventually make the bugger stagger away
with a broken ego. Then you will see the things true form.
[FINAL BOSS: METROID PRIME (final form)]
What's this? Metroid Prime looks like a giant octopus. This is the
easiest fight of the two forms. The things ONLY attacks are hitting the
ground and sending out a shockwave (double-jump over it), summoning
Metroids (Metroids, Hunter Metroids, and Fission Metroids, in that order),
and [when you're too close] ramming into you. That's it. The only time he
summons other Metroids is the time when you may attack him.
When you see the Metroid Prime lay down some blue Phazon goop, you need
to RUN to that spot; your Beam weapon will become Super Charged and instead
of the Beam weapons regular attacks, it will fire Phazon. With this weapon,
you can hit the Metroid Prime.
Sounds easy, does it not? Things do get a little tricky after you damage
Metroid Prime the first time; he starts to pull disappearing acts. The
first time, he will be visible with the X-Ray Visor. This is a gimme;
use the next Phazon Pool and blast him again. But the NEXT time, the X-Ray
Visor won't see him! Not to worry; turn on your Thermal Visor. When you
cannot see him with either of your specialty visors, that means you need
to return to Combat Visor; he will be visible to the naked eye.
Oh yes, he does summon Metroids. The easy way to get rid of them is to
get into the pool of Phazon MP spawns and blast away; one shot will smash
them to pieces. Once you defeat this form, the source of all of Tallon IV's
problems (beside the Space Pirates, I suppose) will end and the games
final boss will be defeated!
After you beat the Metroid Prime, if you have completed 75% of the game or
more, you will be rewarded (after the credits) by seeing Samus without her
helmet! Nice ;)
Well, that's it. The walkthrough is completed. So ends one spectacular game.
Makes you wonder what Retro's next project is... Oh well. See ya later!
___________________________________________________
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Chapter Three: Gotta catch 'em all!
___________________________________________________
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__ __ __ __
/__\/__\ [3.1] Suit Augmentations [3.1] /__\/__\
\__/\__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__/\__/
All of these Augmentations are listed in the order they appear in the
Walkthrough.
___
\ \ The Missile
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in the Chozo Ruins, in the room called Totem Access. This gives Samus
the ability to launch missiles.
___
\ \ Morph ball
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in the Chozo Ruins, in the Ruined Shrine. You must have the missile
augmentation. This is Samus's exclusive move; the ability to shrink into a
round sphere which allows her to gain access to rooms that have tight entrances.
___
\ \ Charge Shot
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in the Chozo Ruins, in the Watery Hall. This requires a missile
augmentation. This allows Samus the charge up energy with her power beam then
release it for a powerful blast. Useful in clearing away ice and debris.
___
\ \ Morph Ball Bomb
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in the Chozo Ruins, in the Energy Core. This requires a Morph ball, and
a missile augmentation. This is another one of Samus signature moves; she can
drop bombs while she is in Morph mode. Useful in clearing away false walls,
drain covers, and brick covering pipes.
___
\ \ Varia Suit
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in the Chozo Ruins, after you defeat Flaaghra. This requires all
previous augmentations. This suit allows Samus to venture into areas of extreme
heat, ala the Magmoor Caverns, without taking damage (remember the Red Tunic
from Ocarina of Time? Same thing, only this is purple).
___
\ \ Speed Ball
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in Phendran Drifts, in the Phendrana Canyon. This requires all previous
upgrades. With this ability, Samus, while in Morph mode, can gain speed and
boost for a short time on half-pipes.
___
\ \ Space Boots
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found at the Landing Site, this requires the Speed Ball. With these on Samus
can use her double jump feature; this is self explanatory.
___
\ \ Wave Beam
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in the Hall of the Elders in Phendrara Drifts after you defeat a large
Sheegoth. This allows you to shoot electricity, activate power conduits, and
open purple doors.
___
\ \ Super Missile
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found at the Observatory in the Phendrana Drifts. Obviously this requires all
previous upgrades. This, when used (press and hold A until your Power Beam is
fully charged. Then, while holding A, press Y) delivers a powerful consussion
blast. Use this to break pillars and as a weapon useful against a few bosses.
___
\ \ Thermal Visor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in the Research Core at Phendrana Drifts. This Visor allows Samus to
detect heat patters normally invisible to the unaided eye.
___
\ \ Spider Ball
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in Phendrana, after you defeat Thardus in the Quarentine Caves. This
allows Samus, when in Morph mode, to attach herself to Magnetic Rail Tracks.
___
\ \ Wave Buster
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found at the top of the Tower of Light in the Chozo Ruins, the Wave Buster is
a combination attack; it combines with the electricity the Wave Buster normally
shoots, with some Missiles for a different attack. Note, I said DIFFERENT,
NOT powerful. This upgrade is WORTHLESS. After about 5 seconds of using it, you
probably have drained about 20 missiles and you probably STILL haven't killed
an average Space Pirate. Never, use this utter piece of garbage.
___
\ \ Ice Beam
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in the Chozo Ruins, in the room entitled Antechamber. It is attached to
the Hall of the Elders. This allows you to shoot ice particles and open white
doors. It's an okay weapon, with good range, but it has TERRIBLE firing
rates; it takes about two seconds after a shot for it to be ready to shoot
again, and in combat two seconds is too much.
___
\ \ Gravity Suit
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in the Phendrana Drifts, in the Gravity Chamber. This allows you to
move, jump and fight underwater just like you would on land. This is a much-
welcomed upgrade.
___
\ \ Power Bomb
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Acquired in the Phazon Mines, in the Central Dynamo, after you defeat the
invisible Sentry Drone and navigate the electrical maze. This allows you to
destroy ALL things made of Bendezium.
___
\ \ Grapple Beam
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in the Phazon Mines, in the Ore Processing at the very top. Use the
hologram machine to maneuver the tracks to reach the top. This restores
Samus' ability to grapple to certain points on roofs and ceilings.
___
\ \ X-Ray Visor
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
In the Tallon Overworld, in the Life Grove (accessible through the Great Tree
Hall). This lets you see through tranparent and invisible things.
___
\ \ The Phazon Suit
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A suit that nulls the adverse affects of Phazon. This is acquired when the
Phazon Elite Pirate in the Phazon Mines is defeated (it falls on Samus, and
her Power Suit acquires this ability).
___
\ \ Plasma Beam
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in the Magmoor, in the Geothermal Core. This the most powerful weapon
in the game, and it can melt ice, but it has a rediculously short range.
___
\ \ Ice Spreader
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in the Magmoor, in the Shore Tunnel. Notice that the tunnel is made of
cracked Bendezium...
___
\ \ Flamethrower
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in the Phazon Mines, in the Mining Security Tunnel. Bomb the bendezium-
made gate blocking off the computer. Scan the computer the dissipate the
force-field block your access.
__ __ __ __
/__\/__\ [3.2] Chozo Artifacts [3.2] /__\/__\
\__/\__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__/\__/
This section lists each and every Chozo Artifact, in some damn fine tables.
This took me about an hour to do, so be thankful I'm willing to blow time just
for you guys ;)
______________ ________________ _________________ __________________________
| Artifact Name| Map Location | Room Location | In-depth Description |
+--------------+----------------+-----------------+--------------------------+
| Artifact |Tallon Overworld| Artifact Chamber| Go to the blocked up door|
| of Truth | | | next to the waterfall at |
| | | | the Landing Site. Behind |
| | | | it and through some |
| | | | tunnels you will find |
| | | | this on the center of the|
| | | | platform. |
+--------------+----------------+-----------------+--------------------------+
| Artifact | Magmoor Caverns| Warrior Chamber | In the center of the |
| of Strength| | | Monitor Station there is |
| | | | a large research |
| | | | station. Jump on top of |
| | | | its roof and use the spi-|
| | | | to extend a bridge. Proc-|
| | | | eed from m there to coll-|
| | | | ect the Artifact. |
+--------------+----------------+-----------------+--------------------------+
| Artifact |Magmoor Caverns | Lava Lake | In the Lava Lake, turn on|
| of Nature | | | your X-Ray Visor. In each|
| | | | part of the Lava Lake, |
| | | | examine the pillar in the|
| | | | magma. Inside one of the |
| | | | pillars is the Artifact. |
| | | | Destroy the correct pill-|
| | | | -ar with a Super Missile.|
+--------------+----------------+-----------------+--------------------------+
| Artifact | Chozo Ruins | Sun Chamber | After you defeat Flaagrha|
| of Wild | | | you can return to the |
| | | | Sun Chamber, once you |
| | | | have acquired the Spider |
| | | | Ball. Defeat the Chozo |
| | | | Ghosts there to claim the|
| | | | Artifact. |
+--------------+----------------+-----------------+--------------------------+
| Artifact of | Chozo Ruins | Tower Chamber | Go to the Tower of Light,|
| Life Giver | | | accessible through the |
| | | | Ruined Shrine. With your |
| | | | Gravity Suit, jump into |
| | | | the water and wade around|
| | | | to find the Artifact. |
+--------------+----------------+-----------------+--------------------------+
| Artifact |Tallon Overworld| Life Grove | The Life Grove is where |
| of Chozo | | | you received the X-Ray |
| | | | goggles (review the |
| | | | walkthrough for how to |
| | | | get there). Jump into the|
| | | | water and bomb the drain.|
| | | | This will unlock a spinn-|
| | | | -er. Use it to open the |
| | | | Artifacts' holding place.|
+--------------+----------------+-----------------+--------------------------+
| Artifact | Phazon Mines | Elite Research | With the Super Bomb, bomb|
| of Warrior | | | the container the Phazon-|
| | | | infused Metroid is held. |
| | | | This will release it; |
| | | | defeat the Metroid to |
| | | | make the Artifact appear.|
+--------------+----------------+-----------------+--------------------------+
| Artifact |Phendrana Drifts| Chozo Ice Temple| There is a Chozo statue
| of Sun | | | with its hands extended.
| | | | Use the Plasma Beam to
| | | | melt the ice, then put
| | | | the morph ball into the
| | | | statues hands, which will|
| | | | unlock the way to the
| | | | Artifact.
+--------------+----------------+-----------------+--------------------------+
| Artifact | Phendrana | Control Tower | Jump into onto the top of|
| of Elder | Drifts | | one of the towers in |
| | | | this area. Inside one of |
| | | | them is some ice. |
| | | | Melt it with the Plasma |
| | | | Beam, then shoot the |
| | | | explosive materials on |
| | | | the side of the tower to |
| | | | make it topple over. |
| | | | |
+--------------+----------------+-----------------+--------------------------+
| Artifact | Phendrana | Storage Cave | In Phendrana's Edge use |
| of Spirit | Drifts | | grapple points to ascend |
| | | | to the top. Turn on your |
| | | | X-Ray Visor and jump on |
| | | | to the ledge made of ice.|
| | | | It is transparent; Power |
| | | | Bomb it. |
+--------------+----------------+-----------------+--------------------------+
| Artifact | Chozo Ruins | Hall of the | Shoot the red circle with|
| of World | | Elders | your Plasma Beam. This |
| | | | will unveil a Morph Ball |
| | | | slot. Use it to rotate |
| | | | the course below. Use the|
| | | | course (check the walk- |
| | | | through if you do not |
| | | | know how) to get the |
| | | | Artifact. |
+--------------+----------------+-----------------+--------------------------+
| Artifact of | Phazon Mines | Phazon Mining | There is a rock blocking |
| Newborn | | Tunnel | access to a bunch of |
| | | | Phazon goop. Bomb it and |
| | | | head on into the Phazon. |
| | | | Obviously you need the |
| | | | Phazon Suit. |
+--------------+----------------+-----------------+--------------------------+
__ __ __ __
/__\/__\ [2.3] Missile Expansions [2.3] /__\/__\
\__/\__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__/\__/
Alright, here are all the missile expansions that are listed in the
walkthrough, and some that aren't. Either way, they are all here.
Expansions found in the CHOZO RUINS:
____________________________________________________________________________
| Expansion # | Location | Description |
+-----------------+-------------------+--------------------------------------+
| 1 | Hive Totem | Defeat the Hive Totem to claim. |
+-----------------+-------------------+--------------------------------------+
| 2 | Ruined Gallery | Behind the false, cracked wall. |
+-----------------+-------------------+--------------------------------------+
| 3 | Watery Hall Access| Behind the false, cracked wall. |
+-----------------+-------------------+--------------------------------------+
| 4 | Burn Dome | The Burn Dome is where you fought |
| | | the Incinerator Drone. Use the pipe. |
+-----------------+-------------------+--------------------------------------+
| 5 | Vault | Use the three Morph Ball Slots to |
| | | unlock the expansion. |
+-----------------+-------------------+--------------------------------------+
| 6 | Main Plaza | With the Speed Aug, use the half- |
| | | -pipe. |
+-----------------+-------------------+--------------------------------------+
| 7 | Ruined Fountain | Put the morph ball into the fountain |
| | | when it is not spouting water. Wait |
| | | for the water to push the morph ball |
| | | up onto the Magnetic Rail Track. |
| | | |
+-----------------+-------------------+--------------------------------------+
| 8 | Ruined Shrine | Use the half-pipe to reach a higher |
| | | landing. |
+-----------------+-------------------+--------------------------------------+
| 9 | Ruined Shrine | Use the blocked-up pipe in the floor,|
| | | located shortly past the half-pipe. |
+-----------------+-------------------+--------------------------------------+
| 10 | Dynamo | The Dynamo is accessible only through|
| | | a pipe in the Watery Hall. Once in |
| | | the Dynamo, use the Magnetic Rail |
| | | Track to get the missile upgrade high|
| | | up the shaft. |
+-----------------+-------------------+--------------------------------------+
| 11 | Dynamo | Use a Super Missile to blast the |
| | | metal cap off the metal design. |
+-----------------+-------------------+--------------------------------------+
| 12 | Crossway | Turn on the Thermal Visor and you'll |
| | | see a power conduit behind a metal |
| | | sheet. Blast the sheet off with a |
| | | Super Missile/use the conduit. Then |
| | | use the half-pipe to reach the |
| | | Morph Ball Slots. |
+-----------------+-------------------+--------------------------------------+
| 13 | Furnace | Power-Bomb the Bendezium section of |
| | | the floor to reveal a half-pipe. Use |
| | | it to get on the Rail Tracks above. |
+-----------------+-------------------+--------------------------------------+
| 14 | Main Plaza | Go through the Training Center (which|
| | | can be access through the Ruined |
| | | Fountain) then use the pipe to exit. |
| | | You will arrive on a ledge above the |
| | | Main Plaza; from here you can reach |
| | | the grapple point. |
+-----------------+-------------------+--------------------------------------+
| 15 | Main Plaza | The great tree in the center has a |
| | | metal cap on it; Super Missile it off|
| | | to claim the expansion. |
+-----------------+-------------------+--------------------------------------+
| 16 | Ruined Nursery | Use the Morph Ball Maze. |
+-----------------+-------------------+--------------------------------------+
| 17 | Ruined Gallery | Use the morph ball tube hidden near |
| | | the grass-like creatures. |
+-----------------+-------------------+--------------------------------------+
| 18 | Watery Hall | Jump into the deep end and jump up |
| | | the ledge underwater. |
+-----------------+-------------------+--------------------------------------+
| 19 | Gathering Hall | Near the entrance to the Energy Core |
| | | are two beacons. Jump on one, then |
| | | double jump to a higher platform. |
| | | Use a morph ball bomb on the |
| | | sandstone grate. |
+-----------------+-------------------+--------------------------------------+
| 20 |Training Ch. Access| Destroy the red plant, then Power |
| | | Bomb the wall behind it. |
+-----------------+-------------------+--------------------------------------+
| 21 | | |
| | | |
+-----------------+-------------------+--------------------------------------+
Expansions found in the MAGMOOR CAVERNS:
____________________________________________________________________________
| Expansion # | Location | Description |
+-----------------+-------------------+--------------------------------------+
| 1 | Triclops Pit | Go through the Triclops pit to event-|
| | | -ually arrive at the expansion. |
+-----------------+-------------------+--------------------------------------+
| 2 | Fiery Shores | Use the morph ball maze near the |
| | | crates. |
+-----------------+-------------------+--------------------------------------+
| 3 | Triclops Pit | Turn on your X-Ray Visor to spot |
| | | some invisible platforms. Follow them|
| | | to a stone pillar; blast it with a |
| | | missile. |
+-----------------+-------------------+--------------------------------------+
Expansions found in TALLON OVERWORLD:
____________________________________________________________________________
| Expansion # | Location | Description |
+-----------------+-------------------+--------------------------------------+
| 1 | Landing Site | There is a small cave with a lot of |
| | | grass-like creatures in it. Use the |
| | | Thermal Visor to spot it. |
+-----------------+-------------------+--------------------------------------+
| 2 | Great Tree Hall | Use the X-Ray Visor to find an in- |
| | | visible platform. |
+-----------------+-------------------+--------------------------------------+
| 3 | Root Cave | Use the Grapple point to land on |
| | | platform; continue up until there |
| | | appears to be no where left to go. |
| | | Turn on your X-Ray Visor ;) |
+-----------------+-------------------+--------------------------------------+
| 4 | Root Cave | Same place as previous, but this is |
| | | further up and behind a red door. |
+-----------------+-------------------+--------------------------------------+
| 5 | Trans. Tunn. B | This one is simply placed under the |
| | | causeway. Doh! |
+-----------------+-------------------+--------------------------------------+
| | | |
| 6 |Biohazard Contain. | Inside the container on the crashed |
| | | frigate. |
+-----------------+-------------------+--------------------------------------+
| 7 | Frigate Crash Site| In the lake separating two bodies of |
| | | land. This is...pretty simple to say |
| | | the least. |
+-----------------+-------------------+--------------------------------------+
| 8 | Overgrown Cavern | Get to here from the Chozo Ruins, |
| | | from the reflecting pool. Just roll |
| | | on through. |
+-----------------+-------------------+--------------------------------------+
| 9 | Life Grove Tunnel | This tunnel separates the Life Grove |
| | | from the Great Tree Hall. Use the |
| | | half-pipe to get to the top of the |
| | | ridge, then Power Bomb the ground. |
+-----------------+-------------------+--------------------------------------+
Expansions found in the PHENDRANA DRIFTS:
____________________________________________________________________________
| Expansion # | Location | Description |
+-----------------+-------------------+--------------------------------------+
| 1 |Research Lab Aether| Turn on Thermal Visor; scout around |
| | | to find a ventilation duct with |
| | | missing outer sealing. |
+-----------------+-------------------+--------------------------------------+
| 2 |Research Lab Hyrda | On the top of the room, blow open the|
| | | cordite tube with a Super Missile. |
+-----------------+-------------------+--------------------------------------+
| 3 | Quarantine Cave | Use the grapple points above. |
+-----------------+-------------------+--------------------------------------+
| 4 | Frost Cave | There is a Glider here; use it to |
| | | reach an inaccessible platform. From |
| | | there, hit the stalactite on the |
| | | ceiling to have it fall and break the|
| | | ice lake below. |
+-----------------+-------------------+--------------------------------------+
| 5 | Gravity Chamber | Melt the stalactite with the Plasma |
| | | Beam to unveil a grapple point. |
+-----------------+-------------------+--------------------------------------+
| 6 | Ice Ruins East | Melt the wall of ice on the east side|
| | | with the Plasma Beam. |
+-----------------+-------------------+--------------------------------------+
| 7 | Ice Ruins East | On one of the ruins' roof is a Mag- |
| | | -netic Rail Track. Need I say more? |
+-----------------+-------------------+--------------------------------------+
| 8 |Phendrana Shoreline| To the south and right of the cavern |
| | | where the save station is is a pillar|
| | | with ice frozen on it. Melt the ice. |
+-----------------+-------------------+--------------------------------------+
| 9 |Phendrana Shoreline| At the façade of the Ice Ruins Temple|
| | | is a metal design with a power |
| | | conduit behind it. Turn your Thermal |
| | | Visor on to help you see it. |
+-----------------+-------------------+--------------------------------------+
Missile Expansions found in the PHAZON MINES:
____________________________________________________________________________
| Expansion # | Location | Description |
+-----------------+-------------------+--------------------------------------+
| 1 | Elite Research | Use the Pulse Beam on the top level |
| | | to blow open a false wall on the |
| | | left. |
+-----------------+-------------------+--------------------------------------+
| 2 |Elite Control Acs. | In the beginning part of this hall |
| | | you will notice yellow gas being |
| | | emitted by the vents. Shoot the crate|
| | | on the ledge near the vents to cause |
| | | a chain-reaction that will kill two |
| | | lurking Space Pirates and reveal the |
| | | expansion. |
+-----------------+-------------------+--------------------------------------+
| 3 | Main Quarry | Use the crane on the upper level. |
| | | This can be activated by hitting the |
| | | conduit at the cranes base and then |
| | | using the terminal to rotate the |
| | | crane. Use the Magnetic Rail Tracks. |
+-----------------+-------------------+--------------------------------------+
| 4 |Mining. Sec. Tun. A| Short for "Mining Security Tunnel A."|
| | | Power Bomb the Bendezium-made |
| | | blockade. |
+-----------------+-------------------+--------------------------------------+
| 5 |Metroid Quarantine | Turn on your X-Ray Visor and get to |
| | | the ledge with the Magnetic Rail Tra-|
| | | -cks. You will find the wall at left |
| | | transparent; use a Power Bomb to blow|
| | | it open. |
+-----------------+-------------------+--------------------------------------+
| 6 | Fungal Hall B | On the GROUND FLOOR, trek to the |
| | | end of the canyon with your Thermal |
| | | Visor on to spot an expansion. Use |
| | | a simple morph ball bomb to break the|
| | | rock. |
+-----------------+-------------------+--------------------------------------+
| 7 | Met. Quarantine B | Inside a containment pod. It is made |</pre><pre id="faqspan-4">
| | | of cordite and is transparent to both|
| | | of your specialty visors. |
+-----------------+-------------------+--------------------------------------+
| 8 |Fungal Hall Access | Drop to the bottom; under the fungus |
| | | mushroom is the expansion. |
+-----------------+-------------------+--------------------------------------+
| 9 | Phazon Processing | There is a ledge directly below the |
| | | western catwalk; it has several |
| | | crates on it and is only accessible |
| | | by dropping to it from above. Turn |
| | | the X-Ray Visor on; the wall next to |
| | | the ledge is thin enough to see thro-|
| | | -ugh. Power bomb that section of the |
| | | wall. |
+-----------------+-------------------+--------------------------------------+
__ __ __ __
/__\/__\ [3.4] Energy Tank Locations [3.4] /__\/__\
\__/\__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__/\__/
These are all the energy tanks I've found. If you know there's more, please
email me with their EXACT location.
Tallon Energy Tank:
o Inside the crashed frigate, in Cargo Freight Lift to Deck Gamma. Use a
concussion missile the break the weak metal block your path.
o Hydro Access Tunnel. This is the tunnel in the frigate that you go through
before getting to the elevator to the Phazon mines. Again, use bombs to jump
up to the tank - this one is tricky because it's underwater and the timing on
the morph ball jumps is a bit hard to make.
Chozo Ruins Energy Tanks:
o In the room adjoining the Hive Totem, where you got the first Missile
Expansion.
o On a small ledge overlooking the Main Plaza. You get to it by heading to
the Transport Access North, in the room adjacent to where you got the missile
expansion.
o In the furnace; you must have the Morph ball bombs. Hop up the platforms to
a small anteroom; in that anteroom is a Magnetic Rail Track and a Morph Ball
Slot. Take the Morph Ball Slot.
o In the Training Grounds (the rooms adjoining the Ruined Fountain). You must
have the Grapple beam for this. Defeat the Chozo Ghosts, use the half-pipe to
get to the Morph Ball Slots, then use the Magnetic Rail Track to find what
you seek.
o In the Hall of the Elders. Remember where there were three small circles to
shoot, one was Purple, another White, and another Red? Shoot the white one
with your Ice Beam and use the Morph Ball Slot, which will switch the tracks
below. Afterwards, get into the hands of the Chozo Statue and let it throw Samus
to the energy tank.
Phendrana Energy Tanks:
o In the Courtyard there is a small chute just big enough for your Morph
ball. Use it to get the tank.
o In Research Lab Aether, there is a containment pod with the energy tank.
Blast the glass with a concussion missile.
o Behind some ice in the Transport Access. Use the Plasma Beam to break the
ice.
Magmoor Caverns Energy Tanks:
o In the Magmoor Workstation. Solve the puzzle there by using your Thermal
Visor to view the power conduits. Hit them all and a machine will cool a path
for you to take. I'll let you figure out the rest.
o In the Transport Tunnel A. You've got to do some tricky double jumping with
bombs to get this tank.
Phazon Mines Energy Tanks:
o In the Phazon Processing Center. You may only claim this after you defeat
the Phazon Elite Space Pirate and only after you've unlocked the door form the
other side.
o In the Ventilation Shaft. This is the half-pipe area where all the gas is
collecting. Use the scan visor to locate a grate that can be blown with a
power bomb, follow the course and scan some more to turn on the fans. The
gas will be taken away and an energy tank revealed.
__ __ __ __
/__\/__\ [3.5] Chozo Lore [3.5] /__\/__\
\__/\__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__/\__/
Yes, these are all the Chozo Lore's you will find in the game. They aren't
particularly difficult to find, except the one marked with an asterisk, which
will probably require some explanation. See the text below the charts for
more on that. The Chozo Lores are all listed in the order the Log Book places
them in.
____________________________________________________________
| Lore Title | Location (World) | Location (Room Name) |
+------------------+------------------+----------------------+
| Infestation | Chozo Ruins | Crossway |
+------------------+------------------+----------------------+
| Binding | Tallon Overworld | Artifact Chamber |
+------------------+------------------+----------------------+
| Cradle | Chozo Ruins | Furnace |
+------------------+------------------+----------------------+
| Beginnings | Chozo Ruins | Vault |
+------------------+------------------+----------------------+
| Fountain | Chozo Ruins | Ruins Entrance |
+------------------+------------------+----------------------+
| Exodus | Chozo Ruins | Ruined Nursery |
+------------------+------------------+----------------------+
| Hatchlings Shell | Chozo Ruins | Crossway |
+------------------+------------------+----------------------+
| Hatchling | Chozo Ruins | Ruined Fountain |
+------------------+------------------+----------------------+
| Meteor Strike | Chozo Ruins | Watery Hall |
+------------------+------------------+----------------------+
| Contain | Sun Tower | Chozo Ruins |
+------------------+------------------+----------------------+
| The Turned | Phendrana Drifts | Phendrana Canyon |
+------------------+------------------+----------------------+
| Hope | Chozo Ruins | Hall of the Elders |
+------------------+------------------+----------------------+
| Statuary | Tallon Overworld | Artifact Chamber |
+------------------+------------------+----------------------+
| Cipher | Phendrana Drifts | Ice Ruins West |
+------------------+------------------+----------------------+
| The Newborn* | Chozo Ruins | Magma Pool |
+------------------+------------------+----------------------+
* This can be found across the lava pit. The wall on the other end is made of
Bendezium. Power bomb it to find the lore.
__ __ __ __
/__\/__\ [3.6] Space Pirate Research Logs [3.6] /__\/__\
\__/\__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__/\__/
These are all the Pirate Research Logs you'll find throughout the worlds of
Tallon IV. They are in the order the Log Book places them in.
____________________________________________________________
| Log Title | Location (World) | Location (Room Name) |
+------------------+------------------+----------------------+
| Metroid Prime | Phazon Mines | Elite Control |
+------------------+------------------+----------------------+
| Mining Status | Phendrana Drifts | Research Lab Hydra |
+------------------+------------------+----------------------+
| Artifact Site | Tallon Overworld | Temple Security Stat.|
+------------------+------------------+----------------------+
| Special Forces | Phazon Mines | Metroid Quarentine B |
+------------------+------------------+----------------------+
| Metroid Forces | Phendrana Drifts | Research Lab Aether |
+------------------+------------------+----------------------+
| Chozo Stuides | Elite Control | Phazon Mines |
+------------------+------------------+----------------------+
| Fall of Zebes* |Frigate (prologue)| Biohazard Containment|
+------------------+------------------+----------------------+
| Prime Mutations | Elite Control | Phazon Mines |
+------------------+------------------+----------------------+
|Security Breaches | Phendrana Drifts | Research Lab Hydra |
+------------------+------------------+----------------------+
| Phazon Analysis | Phendrana Drifts | Research Lab Hydra |
+------------------+------------------+----------------------+
| Omega Pirate | Phazon Mines | Omega Research |
+------------------+------------------+----------------------+
| Contact | Observatory | Phendrana Drifts |
+------------------+------------------+----------------------+
| Chozo Ghosts | Elite Control | Phazon Mines |
+------------------+------------------+----------------------+
| Prime Breach | Elite Control | Phazon Mines |
+------------------+------------------+----------------------+
| Parasite Lava | Phendrana Drifts | Research Lab Hydra |
+------------------+------------------+----------------------+
| Meta Ridley | Phendrana Drifts | Research Lab Hydra |
+------------------+------------------+----------------------+
| Phazon Program | Observatory | Phendrana Drifts |
+------------------+------------------+----------------------+
|Metroid Morphology| Phendrana Drifts | Research Lab Aether |
+------------------+------------------+----------------------+
| Chozo Artifacts | Elite Control | Phazon Mines |
+------------------+------------------+----------------------+
| Phazon Infusion | Phendrana Drifts | Research Lab Aether |
+------------------+------------------+----------------------+
| Metroid Studies | Phendrana Drifts | Research Lab Aether |
+------------------+------------------+----------------------+
| The Hunter | Phazon Mines | Elite Control |
+------------------+------------------+----------------------+
| Elite Pirates | Phazon Mines | Elite Research |
+------------------+------------------+----------------------+
| Glacial Wastes | Phendrana Drifts | Research Lab Aether |
+------------------+------------------+----------------------+
| Hunter Weapons | Phazon Mines | Elite Control |
+------------------+------------------+----------------------+
* You can ONLY get this while you're on the Space Frigate (when it's in
orbit...not when it's crashed on Tallon). If you miss this, well, too bad.
___________________________________________________
/ ____ == ____ == ____ == ____ == ____ == ____ == \
\ ¯¯¯¯ = ¯¯¯¯ = ¯¯¯¯ = ¯¯¯¯ = ¯¯¯¯ = ¯¯¯¯ = /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Chapter Four: Outro
___________________________________________________
/ ____ == ____ == ____ == ____ == ____ == ____ == \
\ ¯¯¯¯ = ¯¯¯¯ = ¯¯¯¯ = ¯¯¯¯ = ¯¯¯¯ = ¯¯¯¯ = /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
__ __ __ __
/__\/__\ [4.1] Credits [4.1] /__\/__\
\__/\__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__/\__/
CyricZ - Some locations for the Chozo Lore and Pirate Research
Anubis - Correction in Phazon Mines
Christopher - A minor correction, informing me it's called the Speed Ball
and not the Boost Ball. Also, he corrected me in saying that you
cannot beat the Mama Sheegoth with super missiles...because
you don't have them yet! That was a silly mistake.
Greg Blah - Correction in the introduction.
Jesse Manning - Pointing out some Energy Tanks I was missing.
Kavika Corgan - A spelling error, and pointing out that I missed listing the
Phazon Suit in section 3.1.
rob lan - Minor correction in the introduction.
Juan Loranzo - Alternate strategy for the Omega Pirate.
Benton Miller - More missile expansion locations, and a correction.
It's Ray - A tip for the gaseous chamber encountered in the Phazon
Mines.
Russ Radtke - A way to get the Grapple Beam BEFORE you get the Power Bomb -
a good read.
Daniel - Correcting me; it's the Magmoor CAVERNS, not [what I called it]
the Magmoor Ruins. Dumb mistake :P
Douglas Cowin - Location of the 'Cipher' Chozo Lore.
Spydrmanj - Meta Ridley strategy.
Sllim Ekim - Omega Pirate strategy.
Eric Gilmore - Omega Pirate strategy.
Benjamin Cordes - Error correction.
Orion Styles - Fission Metroid tip.
jimmie stiltner - Wave Beam boss strategy (the adult sheegoth)
Eric Nelson - A faster way to get back to the Hall of the Elders once you
acquire the Ice Beam.
David Bixler - Submitting missing information regarding one of Metroid Prime's
attacks.
Joe - A tip to heal up before facing the Cloaked Sentry Drone in the
Central Dynamo.
Bosh - Tip for battling Thardus.
Simon Kinnersly - This kind fellow informed me that I put a strategy for the
mini-boss "Cloaked Sentry" in the middle of the Flaaghra
fight. LOL, THANK YOU for tell me about that. That must have
looked real stupid.
Planet C - Another strategy for the Omega Pirate
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/__\/__\ [4.2] Contact Guidelines [4.2] /__\/__\
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Listen up people. BHS's time is short, so when you mail him, make sure it's
important. BHS likes people who sends in stuff in the wanted section, and he
dislikes people who ask inane questions and questions about stuff that can
be found in the guide. BHS will ONLY answer questions within the limits of his
knowledge or BHS wil answer stuff that was omitted from the guide. BHS WILL
NOT go into a chatroom or get social with you (get a life, people), and BHS does
not accept SPAM of hate mail whatsoever. BHS also has a problem talking in third
person, but that's another tale for another time.
WEBMASTERS: This guide is only allowed on one site, the one you're looking at
right now, GameFAQs.com. I might allow IGN this guide, but NO ONE else,
PERIOD. All queries will be IGNORED.
SPAMMERS: Haha, I don't want your crap. Don't offer me any offers. I don't
care if you offer me the presidency of the U.S. (though God knows I can do a
better job than that G.W.) or a small third-world country, I don't accept ANY
ads from ANYONE.
__ __ __ __
/__\/__\ [4.3] Legal Info [4.3] /__\/__\
\__/\__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__/\__/
What's this? Legal info AGAIN? Well, too bad. Read it anyway in case you
didn't fully comprehend the first time:
This guide may NOT be freely distributed among the WWW or magazine. This
guide may NOT appear on ANY site, or be linked to on ANY site, but GameFAQs and
GameSpot, and CheatCodes.com who have my permission to automatically take any of
my FAQs. This guide may not be ripped off, meaning you cannot paraphrase
this and submit it under your name. It may not be redistributed electronically
or physically, except for personal, private use. This guide may not be
modified in any way, shape, or form without the authors (my) consent. Anyone
who violates these terms of service is subject to the punishment of the full
extent of the U.S. law on the grounds of various copyright and plagiarism
violations.
"Nothing has been said
about politics
that hasn't already
been said
about hemorrhoids."
- Anonymous
Fin, End, EOF, End of FAQ, Termination, etc., etc.