_______  _______ _________ _______  _______ _________ ______
       (       )(  ____ \\__   __/(  ____ )(  ___  )\__   __/(  __  \
       | () () || (    \/   ) (   | (    )|| (   ) |   ) (   | (  \  )
       | || || || (__       | |   | (____)|| |   | |   | |   | |   ) |
       | |(_)| ||  __)      | |   |     __)| |   | |   | |   | |   | |
       | |   | || (         | |   | (\ (   | |   | |   | |   | |   ) |
       | )   ( || (____/\   | |   | ) \ \__| (___) |___) (___| (__/  )
       |/     \|(_______/   )_(   |/   \__/(_______)\_______/(______/
                            .__                _,
                            [__)._.*._ _  _   '_)                    .
     .                      |   [  |[ | )(/,  ._)
                ____ ____ ____ ____ _  _ ___  ___ _ ____ _  _      .
                |    |  | |__/ |__/ |  | |__]  |  | |  | |\ |                .
         .      |___ |__| |  \ |  \ |__| |     |  | |__| | \|         .
   .
                                _____________
.           ___________,-------'             '-------,___________
 ___,.-----'                   FAQ/Walkthrough                   '-----.,___
-'                            For the Nintendo Wii                           '-
                           Copyright Banjo2553 2007

/\/\()()@@oo-------------------------------------------------------------------
___
|
_|_ncoming transmission....

Welcome!  I heard you needed some help, so I sent a guide to walk you through
things and provide you with important information needed about your mission.
Check the Table of Contents below for details and contents about this guide.  I
hope that this will be what you need to succeed.  Godspeed.

Transmission ended....

Uploading guide...

CURRENT VERSION CHANGES: Spiced up the FAQ, fixed up some things for easier
reading. Basically...

/\/\()()@@oo-------------------------------------------------------------------
_______________________________________________________________________________
|| Table of Contents   ___________________________________________________   ||
||____________________/                                                   \__||
||                                                                           ||
|| I. Legal Notices                                                          ||
|| II. Basics, Controls and Options                                          ||
|| III. Token and Voucher list                                               ||
||  |       _                                                                ||
||  |      /  A. Red Tokens                                                  ||
||  |_____/   B. Blue Tokens                                                 ||
||        \   C. Gold Tokens                                                 ||
||         \_ D. Friend Vouchers                                             ||
||                                                                           ||
|| IV. Walkthrough                                                           ||
|| |        _                                                                ||
|| |       /  A. The Beginning                                               ||
|| |      /   B. Space Pirate Attack!                                        ||
|| |     /    C. Getting the Norion Generators Online                        ||
|| |    |     D. One Month Later...                                          ||
|| |    |     E. Exploring Bryyo                                             ||
|| |    |     F. Destroying the Shield Generators                            ||
|| |    |     G. Destroy the Bryyo Leviathan                                 ||
|| |    |     H. Above the Clouds (Elysia)                                   ||
|| -----|     I. Item Collection                                             ||
||      |     J. Assembling the Theronian Bomb                               ||
||      |     K. Destroy the Elysia Leviathan                                ||
||      |     L. Raiding the Pirate Homeworld                                ||
||      |     M. Item Collection part 2                                      ||
||      |     N. Cleaning Up the Homeworld                                   ||
||       \    O. Destroy the Homeworld Leviathan                             ||
||        \   P. Exploring the Valhalla                                      ||
||         \_ Q. The Final Voyage                                            ||
||                                                                           ||
|| V. Equipment                                                              ||
|| |        _                                                                ||
|| |       /  A. Samus Suit Upgrades                                         ||
|| |______/   B. Ship Upgrades                                               ||
||        \   C. Expansions                                                  ||
||         \_ D. Energy Cell locations                                       ||
||                                                                           ||
|| VI. Logbook                                                               ||
|| |        _                                                                ||
|| |       /  A. Creatures                                                   ||
|| --------   B. Research                                                    ||
||         \_ C. Lore                                                        ||
||                                                                           ||
|| VII. Unlockables and Secret Messages                                      ||
|| VIII. Boss Strategies                                                     ||
|| IX. Credits                                                               ||
||                                                                           ||
||__________________                                       __________________||
||                  \_____________________________________/                  ||
-------------------------------------------------------------------------------

________                                                               ________
Section \___________________                       ___________________/ I
                           \_____________________/
                                Legal Notices

The words in this FAQ are copyrighted. Do not copy this FAQ and claim it as
your own, or else you'll meet severe penalties. ONLY GameFAQs, Neoseeker, and
SuperCheats are allowed to host/display this FAQ, no exceptions. Nothing
personal, it just gets confusing to keep track of which FAQ is up-to-date and
which is not, so I will decline any requests to put my FAQ on your site. Again,
nothing personal.

My e-mail address is [email protected] . You can email me for questions,
comments, or even suggestions, just make sure your emails are coherent and the
title of the message has any part of this game's name in it. I will not accept
spam or hate mail, as they will get deleted. I will also delete any emails
that are not coherent. In other words, do not use l33t internet speak or
chatroom shortened words. One last thing, before asking for help through
emails, please make sure that it isn't already answered in the walkthrough or
other sections of this FAQ.

________                                                               ________
Section \___________________                       ___________________/ II
                           \_____________________/
                        Basics, Controls, and Options

Here I'll tell you all the controls in the game. They're fairly easy to learn.

NOTE: This game requires the Nunchuk to play.

<------------------------------------------------------------------->
|Controls                                                           |
|--------------------                                               |
|Nunchuk: It is mainly used for the Grapple Lasso. Cast it forward  |
|to cast the lasso, then once latched on, yank back to yank away.   |
|--------                                                           |
|Control Stick: Used to move Samus, also used with Grapple Voltage. |
|Z Button: Lock on. Needed for Grappling and scanning things.       |
|C Button: Morph Ball mode.                                         |
|                                                                   |
|                                                                   |
|Wii Remote: used to aim, do certain actions, and also used in      |
|conjunction with the Nunchuk to shake off certain enemies.         |
|--------                                                           |
|+ Control Pad: Down is used to fire Missiles, Up is used to take   |
|snapshots *Has to be unlocked*                                     |
|A Button: Fire Arm Cannon, plant bombs in Morph Ball mode          |
|B Button: Jump                                                     |
|- Button: Hold to bring up Visor menu                              |
|Home Button: Bring up the Home menu                                |
|+ Button: Hold for one second to switch to Hyper Mode              |
|1 Button: Pause menu                                               |
|2 Button: Hint system                                              |
<------------------------------------------------------------------->

There's a technique called a double bomb jump. It can be performed in two ways.
Either jump with the Morph Ball, then release a bomb at the peak of the jump,
then wait until before it explodes and jump to gain extra height, or to simply
place a bomb, and just before it explodes, plant another. Plant another bomb
at the peak of the first bomb jump, and when you get launched from the second
bomb jump, if you timed correctly, the bomb in the air will explode when you
get to it, gaining extra height. The latter is essential for a Missile
Expansion in the game.

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/IN-DEPTH CONTROLS
'
I will explain things in more detail here in this section.

------------------------------
Visor Menu      /
---------------
When you bring up the Visor menu by holding the - Button, you'll see four
sections of the screen. Each section is a different visor. In order to switch,
you must move the Wii Remote cursor to the section you want. Below are the
visors.

Center: Combat Visor (default, can switch to it by pressing A in Scan Visor or
Command Visor.

Top: Scan Visor. When in this visor, you can scan anything that has a colored
outline. When the outline is red, it indicates that item is important to game
progression. When the outline is blue, it indicates that item is not important
to game progression, but can still provide useful information. Green means the
item is already scanned. Hold Z to scan items.

Left: X-Ray Visor. Allows you to see things you can't see in normal view. Used
for certain Pirate mechanisms.

Right: Command Visor. Call your ship using a variety of commands, such as
bombing runs, picking up something, or landing, acting as a portable save
point.

------------------------------
Pause Menu      /
---------------
This is your Logbook and contains a plethora of information, including your
current objectives, completed objectives, Logbook containing scans, Equipment,
and the ability to change options mid-game. I will explain the Options below.

------------------------------
Hint System     /
---------------
Holding down the 2 Button accesses the Hint System. However, I'd turn this off,
as it's useless and almost always directs you to the Logbook for current
objectives. More like a waste of a button to me...

------------------------------
Hyper Mode      /
---------------
Hyper Mode is a new feature in the game that allows you to temporarily power-up
Samus, (up to 25 seconds of use) giving her invincibility and heightened
firepower. To use, hold the + Button for a second. Once in Hyper Mode, you'll
see the amount of energy needed to stay in this mode in the form of an energy
bar. Using attacks that require Phazon constantly drain the meter, and when it
runs out, Hyper Mode will end and an Energy Tank is spent, so that means you
need at least one Energy Tank in order to activate Hyper Mode.

After 25 seconds pass while in Hyper Mode, the auto venting system initiates
and ends Hyper Mode as a safety mechanism. However, past a certain point in
Bryyo, your PED Suit will malfunction, which means after 10 seconds of being in
Hyper Mode, the Phazon will start corrupting you and the meter will rise
gradually. Letting the meter rise to the top will make Samus die from Terminal
Corruption, thus meaning game over. The auto vent for 25 seconds still works
however, but you cannot end Hyper Mode manually while being Corrupted. (You
exit manually by pressing and holding the + Button for a second.)

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/OPTIONS
'
With Options, you can edit various things. You can access it through the main
menu or in-game in the pause screen. I will show all the options and which
section they are in.

------------------------------
Credits         /
---------------
View the credits.

------------------------------
Controls        /
---------------
This will detail the various options within the Controls menu.

--------
Sensitivity:

Change the sensitivity settings.

Basic: Can aim anywhere on the screen without actually scrolling the screen,
has to scroll by having the cursor touch the sides, Lock-On Free Aiming is set
to off as default with this setting.

Standard: Slight scrolling when the Wii Remote cursor is not centered.

Advanced: Scrolls easily wherever you look, and has fastest scrolling.
Recommended.

--------
Lock-On/Free Aiming:

When locked on, the Arm Cannon can be freely moved while still keeping your
view on a single enemy. Much different and better than the other Primes. You
can turn it on or off here if you so wish.

--------
Switch Jump/Fire:

Switches the Jump and Fire buttons around, simple.

--------
Rumble:

Turn Rumble on the Wii Remote on or off.

--------
Switch Visor/Hyper:

Switches the Visor and Hyper buttons around.

------------------------------
Display         /
---------------
Here you can change various display settings. Want to turn off your HUD or make
it barely visible? You can do so here.

--------
Brightness:

Sets the brightness. 50 is default.

--------
Helmet Opacity:

Set how visible the Helmet edges will be. 100 is default.

--------
Visor Opacity:

Set how visible the HUD will be. 100 is default.

--------
HUD Lag:

When turning, the HUD and Helmet edges lag. You can choose to turn this off if
it makes you motion-sick.

--------
Hint System:

Turn the Hint System on or off. I prefer keeping it off, it's pretty much
useless since objectives are given to you through story.

------------------------------
Sound           /
---------------
Set various sound settings. Want to have just sound effects with no music? Try
it out here.

--------
Music:

Set how loud the music is. 75 is default.

--------
Speech:

Set how loud the voiced speech is. 75 is default.

--------
Sound Effects:

Set how loud the sound effects are. 75 is default.

________                                                               ________
Section \___________________                       ___________________/ III
                           \_____________________/
                            Token and Voucher list

Tokens are used to unlock various stuff in the Extras. (All extras explained in
the unlockables section.) Friend Vouchers are used to send to other friends in
your Wii Address Book. When you recieve a Voucher from a Friend, you can change
it to Green Tokens, which are used to unlock the more valuable extras. Thus
your Wii needs online enabled for it if you wish to unlock everything. I'll
list all the tokens needed in the game. (To be quite frank, you can get
unlimited green tokens, so you can end up with more green tokens than you
need.)

------------------------------
Red Tokens      /
---------------
Red Tokens are gotten through Creature scans. Since there are dozens of
creatures, I won't list the red tokens, but they will be noted in scan lists.
Because of this, Red Tokens are quite common and you need a lot to unlock each
extra. There are 108 in all. (Note: A newly-found glitch. You can get 109 Red
Tokens. For more details, read the very end of the Logbook section.)

------------------------------
Blue Tokens     /
---------------
Blue Tokens are mostly gotten through Research and Lore scans, but not all of
them. Once again I will not list which scans get you Blue Tokens, but those
scans will be noted in this guide's Logbook. There ARE 3 Blue Tokens that can
be gotten without scanning, so I'll list them here.  Coincidentally, they're
all on the GFS Olympus, the beginning of the game, during the Pirate attack.

--------
Token 1:

Save the Marines from Pirates in Port Observation Deck.

--------
Token 2:

Save the Marine from Crawltanks in Xenoresearch Lab.

--------
Token 3:

Save the Marine from Aeromines in Repair Bay Shaft. In order to do so, once you
enter Repair Bay A, go as fast as you can to the top of the room, get the
Missile Launcher, destroy the obstructions and open the blast doors (first with
a Hand Scanner, other by shooting four locks). If successful, the Aeromines
will be distracted and will attack you and leave the Trooper alone.

--------
There are 51 Blue Tokens total.

------------------------------
Gold Tokens     /
---------------
Gold Tokens are gotten through accomplishments through the game's story,
among other things. Below are the tokens you can get outside of boss battles.
You get one Gold Token for each boss you defeat in Normal/Veteran dfficulty.
You get another Gold Token for each boss you defeat in Hypermode difficulty.

--------
Juggling Bonus - 10:

Score 10 shots on the Training Drone minigame.
Location: GFS Olypmus, Docking Bay 5

--------
Generator Destroyed (East):

Destroy the Eastern Shield Generator in Bryyo.

--------
Generator Destroyed (West):

Destroy the Western Shield Generator in Bryyo.

--------
Red Phaazoid Defeated (Bryyo Fire):

Kill a Red Phaazoid in Gel Processing Site.

--------
Red Phaazoid Defeated (Bryyo Thorn Jungle):

Kill a Red Phaazoid in Jousting Field.

--------
Red Phaazoid Defeated (Bryyo Cliffside):

Kill a Red Phaazoid in Grand Court. To do so, you need to activate the downed
Golem by working the mechanism on its head while using the X-Ray Visor.

--------
Seed Shield Destroyed:

Destroy the Leviathan Seed Shield in SkyTown Elysia.

--------
Red Phaazoid Defeated (SkyTown, Elysia):

Kill a Red Phaazoid in Construction Bay.

--------
Red Phaazoid Defeated (SkyTown, Elysia):

Kill a Red Phaazoid in Hoverplat Docking Site.

--------
Red Phaazoid Defeated (Eastern SkyTown, Elysia):

Kill a Red Phaazoid in Concourse Ventilation.

--------
Defense System Obliterated:

Destroy the Pirate Homeworld's defense system to allow the Federation to
attack.

--------
All Troopers Survived:

During the run of protecting 12 Demolition Troopers from pirates, keep them all
alive to get this. (You can cheap this out by just going through Normal
difficulty. :P)

--------
Red Phaazoid Defeated (Pirate Homeworld Research Facility):

Kill a Red Phaazoid in Proving Grounds.

--------
Red Phaazoid Defeated (Pirate Homeworld Command Center):

Kill a Red Phaazoid in Transit Station 0204.

--------
Red Phaazoid Defeated (Pirate Homeworld Mining Site):

Kill a Red Phaazoid in Phazon Harvesting. (Might not appear at first, keep re-
entering the room if it doesn't.

--------
Red Phaazoid Defeated (Pirate Homeworld Research Facility):

Kill a Red Phaazoid in Metroid Creche.

------------------------------
Friend Vouchers /
---------------
Friend Vouchers are mainly gotten through optional achievements, kinda like
Xbox's Achievement system. Below are all the Friend Vouchers you can acquire in
the game. There are 26 in all.

--------
100 Kills:

Kill 100 enemies.

--------
200 Kills:

Kill 200 enemies.

--------
300 Kills:

Kill 300 enemies.

--------
400 Kills:

Kill 400 enemies.

--------
500 Kills:

Kill 500 enemies.

--------
600 Kills:

Kill 600 enemies.

--------
700 Kills:

Kill 700 enemies.

--------
800 Kills:

Kill 800 enemies.

--------
900 Kills:

Kill 900 enemies.

--------
1000 Kills:

Kill 1000 enemies.

--------
Juggling Bonus - 20:

Score 20 shots on the Training Drone minigame.
Location: GFS Olympus, Docking Bay 5

--------
GF Trooper Saved:

Shoot the red target above the hull breach before the Marine is sucked in to
save him.
Location: GFS Olympus, Lab Access

--------
Flawless Escape:

Escape both of Ridley's attacks without taking damage.
Location: Southern Norion, Cargo Dock C

--------
Shortcut Discovered:

Use the shortcut hidden behind a Fuel Gel fall in Gel Cavern in Bryyo Fire.
Location: Bryyo Fire, Gel Cavern

--------
Icy Reptilicide:

Right after a Reptilicus Hunter throws its chakra, freeze it with an Ice
Missile so it gets shattered by its own chakra.
Location: Anywhere in Bryyo

--------
Perfect Execution:

Pull all the levers without having an Aerotrooper pull one back.
Location: Bryyo Thorn Jungle, North Jungle Court

--------
Exterminator:

Destroy all the vermin that crawl around in the first room of any Leviathan
Seed.
Location: Any Leviathan, Leviathan Interior

--------
Stylish Kill:

Pass the bridge and let it fall without killing or damaging any Steambots.
Location: SkyTown (Elysia), Skybridge Hera

--------
Bowling for Bots:

Boost into three Tinbots with one boost to get this.
Location: Anywhere in SkyTown (Elysia)

--------
New Area Discovered (Bryyo):

Find Ice Bryyo.

--------
New Area Discovered (Elysia):

Find Eastern SkyTown.

--------
Crash Landing:

Ignite an Aerotrooper with a charged Plasma Beam shot, then Grapple the jet-
pack off of him.

--------
20 Commandos Defeated:

Simple. Kill 20 Commandos in the Pirate Homeworld.

--------
Harvester Destroyed:

Destroy the Phazon Harvester Drone in Phazon Harvesting at the Pirate Homeworld
after defeating Omega Ridley. (It may not appear at first, just keep
re-entering the room if it doesn't until it does appear.)

--------
Leviathan Humiliated:

Shoot the optical organs inside the Leviathan orbiting Pirate Homeworld until
you get this.

--------
Secret Message Discovered:

Find the secret message from Aurora Unit 313 in the GFS Valhalla. You can find
it by inputting a code in Control Room.

________                                                               ________
Section \___________________                       ___________________/ IV
                           \_____________________/
                                 Walkthrough

Before starting a new game, you will need to pick a Mii with which the game
will associate you with. It comes with a few Miis already, but if you already
have a Mii of yourself, then great! Starting a file there will take you to
"Start Game," "Options," and "Extras." Since you most likely don't have any
Tokens, don't bother with Extras yet. Set the Options you want (Advanced
Sensitivity is recommended for best enjoyment) and start game, in which you'll
be prompted to select which difficulty you want. Normal and Veteran are
available to you from the start, Hypermode is unlocked after beating the game
once. I recommend Veteran for people familiar to the Prime series, while Normal
for people new to Metroid and/or gaming in general.

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/The Beginning
'
It starts out showing the integrity of...something in stasis, then it starts to
malfunction. After a while, it shows a mysterious scene showing Phazon from all
of the pods centering towards one pod. The camera centers on this pod, a few
break, and Dark Samus breaks from her pod, leaving an evil glow from her visor.
Samus then wakes up from her cryostasis. She puts her Varia Suit on, sits on
her command chair, and now you can control her!

Alright, this little part is just to get used to your ship which you will be
using throughout the game, although half the features used in this section can
no longer be useful. First of all, look at your control panel. You see a large
flashing panel. This is the ship's touchscreen, with which you command your
ship. Don't press it yet. Look to your right and you will see two buttons.
Pressing the right button brings up a Biohazard check-up. To do the check-up,
twist the Wii Remote and try to line up the two icons as close together as
possible. As of now you're fine. The left button brings up the ship's blast
shield. It is useless as far as I can tell though. Oh, press B to exit the
Biohazard Scan when it's complete.

Now if you look to your left, you'll see two buttons similar to the ones on the
right. Press the left button to bring up in-depth results of the game currently
played, such as enemies killed, shots fired, damage taken, data saves, room
percentage, and as of now an unknown stat. It's all zero'd, obviously, but you
know where this is. The right button makes the ship interior lights turn orange
red-ish, with tactical maps for aerial combat. Don't get giddy however, this
too is a useless feature that really does nothing. Alright, now that you've
gotten accustomed to your ship, look down and touch that flashing touch pad to
make the ship turn right to see a GalFed fleet and the planet Norion in the
distance. A few ships will fly by, and some Fed police will surround you.
You'll get a transmission to submit your identity code to them. Look up and
you'll see a green mechanism. Use it to bring up your radio transmitter.
Follow the code on screen to submit your identity code. After that, the police
identify you as Samus, and allow you to land on the Olympus. Look to your
bottom left, touch the panel to bring up a handle. Push the Wii Remote forward
to activate your ship's thrusters. Now is just a simple cutscene showing Samus
landing her ship on the Olympus.

Walk forward and Federation Troopers will ask you to calibrate your Arm Cannon
by shooting the targets in front of you. Before doing so, turn around and scan
your ship and the little spires surrounding it.

Now shoot the targets and you'll talk to a Federation Trooper. He'll give you
your current objective and upload the coordinates to your map. Walk past him
and look right. You should see a peculiar pad to the right of a ramp. Step onto
the pad to initiate Accuracy Training. Two Training Drones will appear in front
of you, so scan one.

OK, what you should do is shoot the Training Drone and keep on shooting it to
juggle it in the air. This is extremely hard, but you'll get a Gold Token for
10 shots and a Friend Voucher for 20 shots. Only try if you're extremely
patient.

Whether you did it or not, continue searching this room for scannable objects.
You should find a few more to add to your Logbook. After the search, head
through the only door here. (If you can't find the Turret scan, it's above the
big blast door in front of the ship, also scan the door.) In this next room,
scan the Male and Female Fleet Troopers, and shoot the red glowing prongs on
the east side of the room with charge shots. (Going by the map's compass) This
will raise some ramps for you to climb up to the second level. Continue through
the door up here.

Go to the end of this room here, scan the locked door, and scan the console
beside it. You'll see a touchpad with numbers, so it looks like you need a code
to unlock this door. Well, turn around and scan the screen behind you to
activate it. Now walk up to it and press A and it will register your Federation
number. Memorize it and walk up to before-said numbered touchpad and enter
those numbers to unlock the door. Proceed through.

While the guy inside the room is getting a biohazard check, scan him. This guy
is Ghor, a hunter that'll be with you for this mission. When his check is done,
you'll be asked to enter to perform the same check. Go over to the handle
beside the door and press A. Pull the Wii Remote, then twist it to the left,
then push to open the door.  Head inside and face the Trooper behind the
window.  Keep still while you get your DNA verified, then walk to the console
to perform a biohazard check. It's like the one on your ship, except it's done
automatically, no Wii Remote interaction. After all that stuff, you're cleared
for entry. Just exit by interacting with the handle here the same way you did
last time. Before you leave the Security Station, scan the terminal in red to
get some Federation data for your Logbook. Now proceed.

Just walk straight through Security Access and enter Command Lift A, nothing of
importance here. Use the Hand Scanner to activate the lift, and hop on. Go over
the hologram to make it go. Go through the door to arrive at the Flag Bridge
Access.  Continue to the Flag Bridge. Go up to the top floor and talk to the
Marine blocking the way through the left hall. He'll say you need to perform a
systems check on your suit at the nearby Save Station before allowing you to
get to the Admiral. So go down the right hall and open the door. In Lift
Access, shoot a charge shot at the stack of crates to reveal some energy. Get
them, then enter the door you revealed. (You can't enter through the other one)
You're at the Save Station. Scan it, then walk onto it to save your game. Your
energy will also be replenished.  Return to the Marine, talk to him, and he'll
allow you access through.

Just go straight through the Meeting Access and meet up with the other hunters
at the briefing room. You; Rundas (an ice hunter, sadly not a Vhozon); Ghor, a
cybernetic bounty hunter; and Samus, a well-kno--wait, what? Oh, it's just
Gandrayda. She's a shapeshifter. Anyway, Admiral Dane and the Aurora Unit (242)
will bring you up to speed on things, like what happened recently, the war with
Space Pirates, and stuff. All of a sudden, the place rumbles and shakes and a
Space Pirate attack alert has been turned on. Admiral Dane orders the other
hunters to go down to Norion to do certain instructions, then gives Samus the
order to escape as well.

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scans Acquired: Hunter-Class Gunship, Landing Beacon, Galactic
Federation Crate, Heavy Galactic Federation Crate, Galactic Federation Blue
Door, Blast Shield, Save Station

New Fed Creature Scans Acquired: Halberd-Class Turret, Fleet Mechanic,
Federation Marine, Male Fleet Trooper, Female Fleet Trooper, Hunter Ghor

New Fed Lore Scans Acquired: Olympus-Class Battleship

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Space Pirate Attack!
'
Exit the Briefing Room and get back to the Flag Bridge. In a cutscene, Dane
will tell you to get back to your ship and head to Norion. But before he
finishes his sentence, the flagship behind him gets fired upon. Thus, you'll
have to leave. Scan him before you leave though! Just backtrack until you get
to Flag Bridge Access, and you'll see a couple of Space Pirates break through
a window and start attacking you. There's some Turrets to "help" you, but the
Pirates focus on them and easily destroy them, so just scan one of the Pirates
and kill them both. Take the newly revealed door out of here.

Now, stay focused here, you'll be saving quite a few Federation troopers from
danger here. Move forward and stay with the Trooper. When a Space Pirate vessel
comes crashing through, be the Trooper's shield and stay in front of him while
you take care of the Pirates. If you kill the Pirates before the Trooper gets
killed, you'll get a Blue Token as reward. Before you leave, scan the vessel
the Pirates were in. Now go to the next room.

In Xenoresearch Lab, act quickly, a Marine is hiding behind some crates trying
to avoid weapons fire from some mobile Pirate turrets. Again, be the Marine's
shield and take the brunt of the shots while you scan one and take them out.
You'll get another Blue Token if you're successful in saving the Marine.
Continue. As you continue, a damaged ship will fly STRAIGHT THROUGH the hall
you're going down and will create a hull breach. A couple of Marines are
already sucked in, but a Marine is hanging on for his life! Be quick and shoot
the red button above the breach before the remaining Marine is sucked in and
you'll get a Friend Voucher for the save.

Well, since the way is blocked, you'll have to find an alternate route. Go back
to Xenoresearch Lab and you'll see some Space Pirates taking the Energy Cell
used to power the flagship. Scan the Pirate with spiked shoulders, and proceed
to take the Space Pirates out of commission. The spiked shoulder one is
armored, which means it takes more shots to take him out. Use charge shots on
him. After all three are taken out, grab the Energy Cell, then head to where
the Energy Cell was. Press A while in front of its place, push the Wii Remote,
then twist it clockwise to put it in. Now everything is powered up, but...wait
a minute...Oh crap. You're surrounded by Crawlmines. Scan one and fend them off
and the Crawltanks that appear. You're locked in, and it's an infinite supply
of enemies. Crap. ...Wait a minute, did that Crawltank just...Quick! Go through
the opening that Crawltank revealed and get into Morph Ball mode.

While going through this tunnel, you'll see Rundas above freezing and
shattering a Pirate. Go Rundas! Anyway, bomb the obstruction in the way and
roll until you get to the bottom. Bomb again to clear the obstruction and get
an ENERGY TANK. Continue through and you'll get launched into some dump area.
Ew...anyway. Turn around and scan the control panel to unlock the controls for
the Bomb Slot on the other side of the room. Scan the Slot, then go into Morph
Ball and jump into it. (Remember you can jump without using a bomb by flicking
the Wii Remote up in a quick motion.) Bomb the slot, and the blast door will
open, sucking Samus into space and everything else in the room. By cutscene,
Samus will grab a hold to part of the ship, and pull herself up.

In Repair Bay A, head through the door, and in this main room you'll see a
battle going on, but blast doors cover the area and some debris falls in front
of the Hand Scanner, and it can't be destroyed without explosives. If you want
to save the Trooper that was under attack, do the following as quickly as
possible: Head over to the blast doors and some Pirates will attack you. Take
them out, then start climbing the room starting from the south catwalk. Climb
up, destroying Crawltanks and killing Space Pirates, until you reach the top
with the door. Head through it to find the MISSILE LAUNCHER. Now you can fire
Missiles by pressing down on the + Control Pad. Head back to the Repair Bay,
Missile the obstruction, and use the Hand Scanner to open the blast door. Now
open the other blast door by quickly firing at the four targets. (lock on
helps)

If you were fast enough, the Aeromines that were attacking the Trooper will be
distracted by your presence and leave the Trooper alone as they attack you.
Scan one of them, then shoot them when their shields are down. You can't lock
on to these. If you were successful in saving the Trooper, you'll see the Blue
Token for it after defeating the Aeromines. Kill the Space Pirate above, cross
the bridge, and enter the door on the left for another Save Station. Save, then
head to the blast door and use the Hand Scanner to open it. Run towards your
ship, and a Trooper will be thrown out of the window behind you, and a HUGE
Space Pirate falls down to face you as you turn around. This is a Berserker
Pirate, and he ain't gonna let you leave without a fight. Samus will command
her ship to leave as she gets ready to fight.
--------
BOSS: Berserker Lord

Scan this guy. First I will document his attacks as of now. He fires a solid
Phazon Beam in a sweeping fashion, pounds the ground with his hands if you get
too close, (it creates a tall shockwave that must be Space Jumped over) and a
liquid Phazon beam. All can be easily avoided. OK, now in order to start
damaging, shoot the glowing orbs on his shoulders until they're both gone.
He'll now start firing Phazon projectiles at you. This is the key. Shoot the
projectiles to send them right back at him, damaging the plating covering his
weak point. (Try to get two projectiles to hit him.) Afterwards, he'll more
than likely regenerate his shoulder orbs. If so, repeat the process until that
plating is gone.

Now that it's destroyed, he'll resort to making shockwaves by slamming his
fists onto the ground. If you've played Prime 2 and remember those Ing
Smashers, avoiding the shockwaves is pretty much the same. Just shoot his weak
point while dodging his attacks and he'll be dead in no time.

Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------

The Berserker Lord will get electrocuted by the barriers, and fall down into
space, getting rammed head on into a ship. Ouch. Anyway, Samus will call her
ship back in. Head inside, save, and press the touch interface to bring up a
planetary map of Norion. Choose the green icon shown there and your ship will
land there. Now just watch the pretty cutscenes. :)

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scan Acquired: Bomb Slot

New Fed Creature Scans Acquired: Fleet Admiral Dane

New Pirate Creature Scans Acquired: Pirate Militia, Crawltank, Armored Pirate
Militia, Crawlmine, Aeromine, Berserker Lord

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrade Acquired: Missile Launcher

Expansion Acquired: Energy Tank

Current Equipment: 1 Energy Tank, 5 Missiles

See Equipment for details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Getting the Norion Generators Online
'
When you land the Marine will tell you of the situation, and tell you that the
Generators for the main cannon are offline and need to be turned back on. He'll
give you the coordinates for each, and send you on your way. Go forward and
destroy the locks on the door to open it. Continue through. Before following
the hall, take a look at the secluded room there. You should be able to enter
it by shooting a lock straight across from the door you opened. Head inside and
grab the GRAPPLE LASSO. Scan the nearby terminal for data, then go down the
hallway. Scan the control panel to bring out a handle, and follow the
instructions to open the door. Take the lift and head into the next room.
Destroy the Crawltank and get into the main room. Kill the Space Pirate and
Crawltanks here, and continue. You'll see the door is locked. Scan it, then
lock on to it. Cast the Nunchuk forward to fire the Grapple Beam, and once it
is locked, yank the Nunchuk back to yank the Blast Shield off. Continue.

When you enter the Cargo Hub, look at the dead Marine on the left. From where
he is, look right towards the other wall to see something you can yank away. Do
so to reveal a panel, but it can't be accessed without clearing the enemies
here. So walk forward and take care of the two waves of Aeromines, then head
back to the panel. Use it to make an access port open. Use Morph Ball to go
down it, and you'll end up in some ventilation ducts. Move left and bomb the
obstruction, and let the fan carry you up. You'll be dropped onto a little
alcove. Wait until the fan stops, then move forward and start climbing to the
top. Bomb the obstruction, keep moving, bomb the next obstruction, and avoid
the robot's targeting mechanism as you move through the fans. When you get to
the fan blowing upwards, let it take you up and around. Bomb the obstruction,
and wait for the fan below to start blowing before you drop. You should see a
MISSILE EXPANSION above you. Jump to collect it. Continue on to exit. Now walk
to the end of this hall, yank away the three obstructions, and Morph Ball
through the tunnel. Turn right and enter the door. In here, Morph Ball, and
jump up where the ENERGY TANK is and collect it. Continue past the Tank, but
beware the panels which can pop out. Continue to next room.

In here, a Pirate will shoot down some Marines, so take it down. As you walk
forward, watch the right wall for a red door. Scan it, then blast it with a
Missile. Enter to get to the Munitions Storage. Get the map for this area, then
scan the three terminals for data here before you leave. Continue down Conduit
A to the bottom, destroying debris, and destroy the Missile shield on the door
to continue. (Make sure to scan the Jumpmines.)

Prepare for a long battle. Walk outside and some Space Pirates will walk out.
Scan one of the Pirates hiding in the back (they're the ones with thicker legs)
and kill them. Another wave of Pirates will appear. Scan the ones with shields,
then kill them by yanking off their shields first with the Grapple Lasso. In
comes another wave, this time of Aerotroopers. Scan them. Just keep firing at
these Aerotroopers until they're down. (Missiles while locked on work wonders)
Now you'll battle a Pirate ATC. Scan it, and shoot the front port until it gets
destroyed. Now Samus will be surrounded by ATCs, too many for her. Suddenly,
Rundas appears and downs them all with one strike. Jesus...make me feel
incompetent, will you? Anyhow, he lands and basically rambles on about how
weak the Pirates are, and tells you to split up. He'll take care of one
generator while you get the other. Now command your ship to land. To do so,
hold the - Button and move the cursor to lower right to switch to Command
Visor. You should see a ship icon in front of you. Hold Z as if you were
scanning something, and when done, release Z and your ship will land. Just save
here, and continue to the next door.

Continue, destroying the Crawltanks, and at the end, quickly shoot the colored
targets on the door so you can yank the shield away. Enter to Generator A. You
will see Aerotroopers just leaving, it seems they planted detonator charges,
and everything is broken down. Crud. Walk to the center and you'll be
surrounded by aerial turrets. Scan one, then take them down. There's two waves,
just shoot them when they stop spinning around you. After they're gone, jump to
the obstructions, Missile them, and use the handle to turn on a Hand Scanner on
the other side of the room. Use the Hand Scanner to activate Generator A. Yay!

As soon as you do, Admiral Dane will contact you, saying that something's
happening. You'll then be treated to a scene of a...monstrosity getting out of
a wormhole and heading straight for Norion! CRAP! Let's get those generators
online quickly! Head back to where you landed your ship earlier and you'll see
a few Marines getting shot down by Pirates. The last one turns on some sort of
mechanism and glows blue, taking out all the Pirates in one shot. Scan this guy
then walk forward, and you'll see a large shadow below you and the sound of
something flying above you. ...It's Ridley! Let's get our butt moving before he
finds out you're here. Save, then backtrack to the Cargo Hub. Go through the
Morph Ball tunnel and you'll find that Ghor is in his battle armor battling a
Berserker Lord. Wow, he took it down in one attack. The scene afterwards shows
Ghor telling you that it's safe from here and then basically tells you to haul
your ass over to Generator C. Shoot the four locks holding the shield in place,
then yank the shield. Continue. Around now you should get a message from AU 242
saying that the meteor has large amounts of Phazon and could be a bomb. All the
more reason to get your butt down there!

In this next room, the Maintenance Station, you'll see some PED Marines owning
some Space Pirates. Scan the white door, then continue on. In Conduit C,
destroy the first Drone and the Crawlmines, then at the second Drone, destroy
it and jump to the platform in the distance. Use Morph Ball and roll through
the tunnels here to be able to continue. AU 242 will tell you that the meteor
will be entering the planet's atmosphere soon. Let's get our butt moving! Bomb
the plating in front of you, and go into Morph Ball mode. While in these
tunnels, Ridley will grasp onto it and trap you. He'll fire laser blasts at you
then try to bite you. If his bite misses, he'll be stuck. Bomb him. If one of
his feet doesn't let go, do the process again until he does. Escape while you
have the chance. He'll catch you again. Same process, except he bites more
often before he gets stuck. Same deal. NOTE: If you want a Friend Voucher, you
must survive both Ridley attacks WITHOUT TAKING DAMAGE. This is tough, but not
as tough as the Juggling Bonus, I guarantee you. Head into Generator C Access
and use the Save Station there, then continue to Generator C.

You'll see some Space Pirates, but one of them goes rogue and kills the others.
Hmm, it's Gandrayda! What a nice surprise. She leaves, telling you mechanics
isn't her forté. Meh. At least she helped with the Space Pirates. Go to the
other side and use the handle to activate some Bomb Slots in some ventilation
shafts. Looks like this has to be done manually...head over to the open shaft
and Morph Ball through. (AU 242 will call you again saying you must hurry...
again) Bomb to make the vent light up and launch you up. Activate the first
Bomb Slot here, being careful of the stupid Drone firing at you. Cross the
danger pit using the vented air as a bridge, and when you drop, Bomb and take a
left to activate the second Bomb Slot. Take a right this time to the last Bomb
Slot. Continue on and you'll be on the walkway you extended with the Bomb
Slots. Just keep going, activate the Bomb Slot, and a scene will show Samus
unmorphing, looking above, and seeing Ridley right above her. He falls on her,
and they both start falling down a long shaft.

--------
BOSS: Meta Ridley

First of all, scan him.

You're both falling down a shaft which eventually leads to the planet's core,
so that means this is a timed battle. You're now above Meta Ridley, and his
main form of attack is a fire beam. Since he's scraping his feet and hands
against the sides of the shaft, explosive cells will fall, but since both of
you are falling faster, the cells approach you, so try to destroy them. After
he takes enough damage, he flies up to you and decides to do close combat.
He'll do two kinds of swipes with his right claw (foreward swipe and back
swipe) and he'll also try to bit you. He "charges" these attacks though, and
they glow red. So fire at his claws when they're red to stop his attacks.
Shooting his mouth here damages him, and when you hit his claw when he starts
to do a foreward swipe, he roars for a few seconds, giving you time to fire at
his mouth for extra damage.

After he gets enough damage taken from him, he flies above you. He fires
fireballs this time, which have to be hit multiple times before they're totally
dissipated, and also rushes toward you while doing his laser attack. Also he
has spiraling fireballs, which are redder and spiral around before they hit
you. After enough damage, you'll be back to close combat. Same thing as before.
After enough damage here, you'll be back above Ridley. Finish him off for good
here. Samus will fall down onto Ridley's mouth and start doing point-blank
shots right at the mouth, then will mount off, allowing Rundas to save her.

Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------

Rundas will drop you off, say that things were getting too hot for his liking,
and proceed to leave. Activate the Hand Scanner to activate the Generator.
Since all Generators are online, it's time to get the heck to the cannon now
that the meteor has already entered the planet's atmosphere. You're timed, but
don't have a timer available, so listen to the computer voice that says what
time it is. You shouldn't need to, since you're hauling ass to the cannon
anyway. Backtrack to Cargo Hub, Morph Ball through the tunnel, and go over to
the Hand Scanner on your left to access the elevator where the other Hunters
are. During this little conversation, you're free to do what you want except
move around, so use this only opportunity to scan Rundas and Gandrayda. (You
already scanned Ghor back at the Olympus, remember?) Now just watch the
cutscene unfold, showing Dark Samus hitting all the Hunters with powerful
attacks. Samus just barely survives in time to activate the cannon to destroy
the meteor.

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scan Acquired: Mounted Blast Shield, Red Blast Shield, White Blast
Shield

New Fed Creature Scan Acquired: Federation PED Marine, Hunter Gandrayda, Hunter
Rundas

New Pirate Creature Scans Acquired: Jumpmine, Pirate Trooper, Shield Pirate
Militia, Aerotrooper, Space Pirate ATC, "Jolly Roger" Drone, Meta Ridley

New Fed Lore Scans Acquired: Hunter Rundas, Hunter Ghor, Valhalla Incident,
Hunter Gandrayda

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrade Acquired: Grapple Lasso

Expansions Acquired: Missile Expansion, Energy Tank

Current Equipment: 2 Energy Tanks, 10 Missiles

See Equipment for details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
</pre><pre id="faqspan-2">
_____________________________________________________________________________
| ________________________________________________/                        \__|
|/One Month Later
'
Samus wakes up in a hospital area. The nurse explains what happened and what
they had to do. You and the other Hunters have been infected with Phazon, and
have been given PED Suits to utilize this Phazon. She'll then ask you to test
it out. Use it and fire at all the panels to complete the "training." After
some more talk, she'll let you go. (Hyper mode is explained in detail in the
Basics Section above) You now got the PED SUIT! You can now use Hyper mode
whenever you want.  Step down, scan the two terminals on the right, and exit
through the door. Just continue through here to the end. (Shooting the panels
here with Phazon attacks just gives you some Phazon energy pickups.) Activate
the Hand Scanner here, and at the top, go through to the Lift Access. Save here
for now. Head to the Flag Bridge and talk to the Marine. He'll allow access
through the blast door behind him. Go up the lift and a Marine will open the
next blast door, revealing a huge tank. Go up to the communication panels and
touch the center one to talk to AU 242, which looks like...a giant brain. o_o

She'll talk to you about certain stuff, like where the other Hunters are, and
will tell you to go to other planets to rid the Phazon from them by destroying
Leviathans, Phazon meteors like the one you encountered on Norion. Well, time
to get to work. Samus hauls ass over to her ship and enters it, flying out of
there.

Good luck, Samus...

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Fed Lore Scans Acquired: Phazon Enhancement Device, Phazon

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrade Acquired: PED Suit

Current Equipment: 2 Energy Tanks, 10 Missiles

See Equipment for details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Exploring Bryyo
'
While inside your ship, AU 242 will contact you and tell you that the GF fleet
has moved to the rendezvous location, which means you're no longer able to dock
at the Olympus from this time forward. After she talks some more, use the touch
pad to bring up a galactic map. Click Bryyo, and then click the only landing
site available there for now. You'll now be at Bryyo, a planet with multiple-
themed areas, kinda like Tallon IV. You're at the Cliffside area now. Go down
this scenic room, and AU 242 will tell you about a downed Federation vessel
that has a satellite to give map data. She wants you to activate this satellite
to find the two generators on Bryyo that power up the Leviathan's shield. Let's
get to work then.

Around the right wall you should see a plant. Scan it. Now head to the door.
Scan it, then turn around. You should see two plants on the wall. Scan the
upper one. Enter the door by shooting it. When you get to the outside area of
Gateway Hall, scan the Gragnols, shoot them down, then continue. Scan the
containers here before you leave the room. In Gateway, turn left, and jump.
Follow the room around and get to the other side. You'll notice you're on a
weak bridge. When you reach the locked door, turn right onto the next platform.
Now look at the center spire. Jump towards it and Morph Ball through the
opening. Follow the tunnel to a Bomb Slot. Bomb it to make some platforms
extend and to unlock one of the locks on the door. Get back to the weak bridge.
Face your back towards the locked door and you should see a yankable piece of
stone. Do so to let it hang, but this'll also make the bridge fall down below.
Jump to the yanked stone, jump up, and turn around to where you can see the
platforms. Cross them, and jump to the center spire. Go down the Morph Ball
tunnel here and Bomb at the end to release the last lock. Scan the Phazon
Nightbarbs that are trying to shoot at you and the Gel Puffers, then head
through the unlocked door.

If you look at the right, you'll see something yankable. Yank it three times
with the grapple, then Morph Ball into the hole and take a right. Scan the
Hoppers, dispose of them, then head through the door. In here, grab the ENERGY
TANK, then look up. Yank off the covering and scan the Bryyo Lore behind it.
Backtrack down the Morph Ball hole, and go to the other side this time. Quickly
scan the Shriekbats, then head through the red door. (It's likely you didn't
have enough time to scan the Shriekbats, so if you didn't, no worries. I'll
tell you places to scan other Shriekbats throughout Bryyo.) In here, look up
and scan a Shelbug, and shoot them down before continuing. (They'll fire at you
if you don't.) You'll see some Phazon vines blocking your way. Enter Hypermode
and fire at the bulbous areas to get rid of the vines. Continue to the next
room.

In Grand Court, drop down to the giant statue laying on the ground, and
Reptilicus will attack you. Scan one. You're facing a couple of them, and they
attack by throwing a chakram at a distance, or whipping you with their energy
whips in close quarters. Defeat them both and the way forward will be opened.
Continue to where that stone head retracted. To the right is the door, but look
to the left. You should see some grey panels with a glowing red spot at the
center. These hide some Bryyo Lores. Shoot the red spot and three smaller red
spots will appear in a specific order. Shoot those spots in the same order they
appeared in to unlock the locking mechanism, allowing you to scan the Lore. I
will call these "Lore Locks" throughout the Bryyo section, so whenever I say
"do the Lore Lock here" that means do the same kind of thing done before to
unlock it, then scan the Lore behind it. This'll save some time, ok? Anyway,
continue through the door after having scanned the Lore.

Hillside Vista, climb down to the edge and face the cliffside. Scan the
Snatchers and Korba, then head back up. Look around for a scannable rock,
that's what we're looking for to proceed. Bomb that rock and head through with
Morph Ball. Go through the tunnel and drop into the area where you scanned
those creatures. Let enough Snatchers grab you (the small bugs) to lift you up,
and hug the left wall as much as you can. Have them float you up here, then as
you reach the top, the Snatchers will have reached their limit and detonate.
(Not hurting you though.) Go down to get the MISSILE EXPANSION, then get back
up, jump to the right, and end up at the other side. Yank off the ornament on
the statue here, then fire a Missile at the Fuel Gel revealed to blow it up.
(Make sure you're a fair distance away first.) After blowing it up, head
through the door and grab the GRAPPLE SWING. You can now swing across and hang
from certain magnetic points above you. Backtrack to Grand Court. (Scan the
Swing point in Hillside Vista first.)

You'll notice that you can't quite climb back up the way you went down, so head
towards the statue and look left to find a path to go down. At the end, you'll
end up above where you entered. Grapple swing across all the points, then where
you land, yank out all the panels then go through the revealed Morph Ball
tunnel to the top. As you head your way back in Grand Court Path, you'll
encounter a Reptilicus. Scan it, then look around. You'll notice a statue above
you containing Fuel Gel. (It has yellow lines.) Missile it, then hop up to
where it was. Turn around to see a tunnel. Hop across and go down it, then turn
right. You'll see an alcove containing a MISSILE EXPANSION across the gap. Jump
across and grab it, then head back to Gateway. Scan any normal Nightbarbs you
may find here, then head through the southeast door here, scan the Shriekbats
(if you didn't before) and swing across. The door here is closed, so bomb the
vent and head through the tunnels to the end. You'll be dropped into a room
with an Atomic. Scan it, then defeat it with charge shots (careful, its
attracted to charging energy). Shoot the locks here that have arrows pointing
down below them with Missiles to reveal some power rods. Yank the four rods
that aren't connected back into place, (make sure to yank the ones that are on
the same level first, such as if you yank a bottom rod, yank the other one on
the bottom, otherwise it won't work) and a structure will raise in the center
of the room, as well as open the ceiling. Head over to the handle and work it,
and you have activated the sattelite uplink! You now have the map for the
planet. AU 242 should tell you about the newfound locations for the shield
generators. Backtrack to Crash Site, and you'll see a figure standing on a
distant cliff looking at your direction, then will fly away on a sheet of ice.
Rundas...?

Anyway, head back through the Morph Ball tunnel here, and at the junction in
the tunnels, take the upper path. Do jumps and double bomb jumps to climb up,
and you'll reach another MISSILE EXPANSION outside. Grab it, scan the Gragnol
Adult, and backtrack all the way to your ship. However when you reach Gateway
Hall, you'll be locked at the ice bridge and have to battle some Alpha Hoppers.
Scan one, then take them out. They're really just stronger and faster versions
of normal Hoppers, so you have nothing to worry about. After this battle, get
to your ship.

First and foremost, once you get to your ship, choose to land at Fiery Airdock.
Before heading through the door, scan the yellow stuff (Fuel Gel). Head through
the door. Fire fully charged shots at the fuel spouts on the walls to make them
roll back so you can go through. Make a right at the little statue and head
through to Gel Refinery Site. Kill the Reptilicus, then head to the southeast
part of the room. Use fully charged shots on both fuel spouts here to make a
platform appear. Hop on it, turn around, and hop on the ledge with the door.
Go through. Here, look right, and yank the metal away. Scan the Lore, then head
through the Morph Ball tunnel. You'll find a wide space here with some more
Snatchers and a Korba at the top. Get caught in some Snatchers, and let
yourself get taken to the very top. Go through the tunnel up here, and at the
end you'll reach a MISSILE EXPANSION. Head back, bomb the plant blocking the
way, and head through the tunnel below to get to the upper part. Step onto the
lift, and yank the lever to make it go down. Blast the Red Blast Shield and
head through.

Kill the Hoppers, then go into Hyper Mode to destroy the bulbs on the Phazon
vines. However, during Hyper Mode, your suit will go crazy and there will be a
Phazon overload. Quickly vent your Phazon before you get Corrupted by shooting!
Afterwards, AU 242 will contact you, saying that they detected high energy
signatures from your position, and will then do a diagnostic on what happened.
If you have any energy gone, just take a dip into the Phazon and it will heal
you. Now swing across the pit and head into Gel Processing Site. Start heading
to the other side, and something will be blocked off and you'll have to fight
beefed up Reptilicus. Scan them, then use Hyper Mode to deal with them quickly.
After they're gone, head to where the area was blocked off, scan the Lore, then
ignite the fuel spouts to power up a Bomb Slot. Hop into it and bomb it to make
the center part of the room rise. Shoot down the Gragnols and hop onto the
tower. Yank away the pieces of metal on both west and east sides, and head into
the small alcove on the east side. Go to the handle here and do pumping motions
with the Wii Remote to pump the gel processor. Once done, ignite the fuel
spouts (charge shots, remember) to reveal a Morph Ball tunnel. Go through and
you'll end up in a west alcove. Ignite the fuel spouts, then bomb the Bomb Slot
here to make the tower rise again. Backtrack to the east alcove, then hop to
the top of the tower.

Kill the Gragnol Adults first by yanking off their tails, then look at the
south end of this room. Yank off the valve cap, ignite the fuel flow, then do
the same with the other. This will make some parts blow up so you can continue.
Scan the creatures in the Morph Ball tunnels first, then hop onto the south
ledge, and go through the tunnels. At one point you'll have to go up high and
bomb a cracked block to make a solid one block a flame thrower so you can go to
the other side. At the other (north) side, ignite the fuel spouts and bomb the
Slot to make the tower rise to its highest level. Jump onto the tower, look
west, and scan the glowing green ledge. Hop towards it to have Samus pull
herself up. Head through the door.

Here in Gel Hall, eliminate the Gel Puffers, and watch the large gel spout. As
it gets close to that hardened Fuel Gel vine you see up there, ignite the head
spout with a charge shot to burn the vine and allow a platform to fall down,
allowing you to cross, and also containing a MISSILE EXPANSION. Grab it, then
wait in this room until you see a creature hop up from the Fuel Gel. Quickly
scan it (it may take several tries, be patient, though you can get them to come
up if you shoot above where they are) then once it's fully scanned, head
through the west door here. (Well, the only door you can go through right now.)
Here is a Save Station, so save. Kill the Hoppers in Cavern Entry, then
continue to Gel Cavern. To pass through here, you'll simply have to wait until
the gel falls stop, then pass through. Make sure to stay away from them because
there are enemies around, and they tend to shoot at the gel falls, igniting
them and hurting you if you're nearby. Once you get to Temple Access, scan the
bugs in the tunnel, shoot them down, then continue to the big Temple of Bryyo
room, where you'll see a GIGANTIC Space Pirate vessel fly above the area and
deploy ATCs and Space Pirate armies. Time to kick some ass. Take care of the
ATC that stays to fire at you, then take care of the ground troops. Scan the
Armored Pirate Trooper and the Large Space Pirate Crates, then kill them all.
(NOTE: Second playthrough, when you're not worried about scanning things here,
end the Space Pirate fight prematurely by shooting down both ATCs with Hyper
Mode attacks before they even get close to the ground.)

More will come, but just as Samus gets cornered, some ice attacks them all.
After they're dead, Rundas appears from an ice spike. ...Rundas? ...Why are you
looking at me like that? Walk a little forward and Rundas throws an ice wave
towards you, but Samus will dodge it in a cutscene.  Rundas...please. After all
you did, you're against me?

--------
BOSS: Rundas

Well, Rundas is now evil...Scan him, let's get to work.

First of all, his attacks and how to deal with them. On the ground, he can fire
two or three bursts of ice that can freeze you. Simply stay away from him to
easily avoid these, but if you do get caught, press the jump button repeatedly
to escape. If you get really close, he'll form an ice scythe on his right hand
and try to slice you with it. To avoid this, simply don't get right in his
face. Also if you try to fire Missiles at him, he'll form a super-cooled area
around him, freezing the Missile midflight. He'll also take off and fly around
on a sheet of ice, and if he lands on an ice pillar from it, he'll form large
ice projectiles. I suggest trying to avoid these (it's hard, they home in)
since you'll likely not have enough time to shoot down all of them, but you do
get some health and stuff for shooting them. That's pretty much it right now,
so let's get on to how to damage him.

Simply shoot him. Sure it doesn't do any damage, but if you shoot him enough,
he'll be stunned, allowing you to yank the armor off of him and actually do
some damage. Go crazy when the armor is off. If you did enough damage by the
time he forms his armor back on, he'll have new attacks at his disposal.

When he has half health left, he'll start firing ice projectiles while he's
flying, so beware. Also when he's stationed on an ice spire, he'll make a large
ice cylinder, whip it around like a lasso, then throw it at you. This does
heavy damage to you, and its blast radius is hard to avoid, so try to stun him
with Missile shots (he doesn't stop Missiles when he's attacking) to make him
drop the ice cylinder. When his life is almost gone, he goes into Hypermode at
times, making his attacks and defense stronger for a brief moment. You'll have
to use your Hypermode attacks to compensate.

Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------

Rundas takes a shot straight to the head and keels backward onto his back. He's
in pain...Rundas, are you oka-*SHRAK*

..What the...? Did he just...that spike went right through him! There's Dark
Samus. He's taking Rundas's body! Damn you! Gah...Rundas is lost...grab the
item he left behind. You now got ICE MISSILES! You can freeze stuff with these,
and even make platforms with these! Go down the lift after picking up the
abundance of health and missile pickups, down to the Temple Reservoir. Scan the
Scorchbugs on the other side, then cross this pit of Fuel Gel by firing Ice
Missiles at the gel. This will make platforms for you to jump on. Pass through
and get into Temple Hall. Go to the handle, pump it, then go across the pit
here by freezing the Fuel Gel flows. In the next room, activate the Pirate
console with the Hand Scanner, and you'll see a hologram of the "energy source"
which is a shield generator. Scan the Bryyo Lore here, then look out the
window. Scan the generator (not added to logbook, but needed to continue) and
it'll say it's coated with Maldium. ...None of your weapons can penetrate that
material. At this time, AU 242 will contact you and say that you need a fire-
power upgrade for your ship in order to destroy the generator.

..OK, time to go exploring. Start by heading back to your ship.

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scans Acquired: Mature Kashh Plant, Kashh Plant, Bryyo Blue Door,
Large Bryyo Coffer, Small Bryyo Coffer, Grapple Swing Point, Grab Ledge

New Bryyo Creature Scans Acquired: Gragnol, Gel Puffer, Hopper, Shelbug,
Reptilicus Hunter, Snatcher, Korba, Reptilicus, Nightbarb, Atomic, Gragnol
Adult, Alpha Hopper, Warp Hound, Gel Ray, Gelbug, Scorchbug

New Pirate Creature Scans Acquired: Armored Pirate Trooper, Rundas

New Bryyo Lore Scans Acquired: Golden Age, Age of Science, Age of Schism, Age
of War, Downfall

New Phazon Creature Scans Acquired: Phazon Nightbarb, Phazon Pillbug

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrades Acquired: Grapple Swing, Ice Missile

New Expansions Acquired: Energy Tank, Missile Expansions (5)

Current Equipment: 3 Energy Tanks, 35 Missiles

See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Destroying the Shield Generators
'
Alright, so head back to the Temple of Bryyo, where a horde of Hoppers will
greet you. Huh, I guess they got interested with the commotion that happened
here recently. Anyway, kill them, then head back to Gel Cavern. You can now
temporarily freeze the spouts that flow Fuel Gel with an Ice Missile, making it
easier and faster to go through. Around the middle of the room if you look left
you'll see a big flow of Fuel Gel. Freeze it and go through where it was to see
a statue head. Go through it and you'll end up on the complete opposite side of
Bryyo Fire, over in Imperial Hall. You also get a Friend Voucher as a bonus for
finding this shortcut. Scan the Shriekbats if you haven't, then head into your
ship, save, and fly your ship back to Cliffside Airdock.

Backtrack all the way to Grand Court, and climb up to the Grapple Points. On
the eastern-most swing point, jump off onto the alcove south from it. Fire an
Ice Missile at the barrier, then head through to collect a MISSILE EXPANSION.
Scan the Geemer here, then get to the GFS Theseus. (NOTE: You can get a Friend
Voucher if you freeze a Reptilicus while its chakra is thrown, and gets
shattered.) Go through Falls of Fire by freezing the gel flows, then plant a
bomb in the robot to make it jump down a hole behind it. Shoot the ice shield
down here then continue to Hidden Court, where you'll see a gigantic statue
being held by vines. First of all, destroy both of the Warp Hounds, then
activate the Bomb Slot on the floor that was revealed. The Golem will move,
opening something to shoot to destroy one of the vines. Shoot a charge shot at
that area to burn down a vine. Now go back to where you entered the room, and
look around the nearby walls for a Brinstone patch. (Scan Visor is helpful.)
Missile that wall and jump inside the opening. Shoot a charge shot at the Fuel
Gel crystals to ignite them and burn another vine. See the vine that is
attached to the Golem's right arm? Follow its origin and you'll see a gel spout
very close to the vine. Ignite the spout to burn the vine.

Now for the last one. Over at the pool of Fuel Gel, freeze the gel flow, then
hop on the ledge beside it. Go into Morph Ball, and follow the tunnels to the
end, where you can bomb some Fuel Gel crystals to burn down the last vine. Now
get back to that Bomb Slot and activate it, and the Golem will take the part of
the platform you were on and insert it somewhere, revealing a hole in the
ground where the Bomb Slot was. Head down there. Around now, AU 242 will
contact you and tell you of that incident you had at Bryyo Fire. Apparently
after activating Hypermode, the Phazon inside you overreacts after several
seconds, which means it could put you in grave danger. She apologizes for the
incident, but affirms that you cannot defeat Dark Samus without the PED, so you
can't "return it." Well, we'll just have to make the best of it and be careful
with it, eh? Anyway, head to Ruined Shrine and drop down to the bottom. See the
Golem arm? Bomb the cracked part to reveal an ENERGY TANK hidden inside. Climb
back up to where you entered. Look at the right Golem bust, and you'll see
crystallized Fuel Gel. Ignite it to make something fall. Swing across its
Grapple Point, then turn around. Climb up, then when you get to a ledge with no
way to get back up, look across the room, and ignite the Fuel Gel crystals to
burn one vine. Look left, and jump up to see some more Fuel Gel crystals.
Ignite those as well to make a pillar fall down and expose its Grapple Point.
Swing across, then climb up the little hall here. Cross the bridge, then head
through the door to Federation Landing Site.

First thing to do here: head to south side of this room to see a computer
terminal. Approach it and the place will go into lockdown, making you fight
some Warp Hounds and Reptilicus Hunters. Very well then, take them down. After
the fight, go back to the terminal and raise the Missile racks, then head to
the northeast side of the room to find a little elevator. Activate it with the
Hand Scanner, then ride it. In this alcove, bomb the right vent and get sucked
into it to enter an enclosed control room. In here, scan the Energy Cell, then
take it out of its socket. ENERGY CELL #1 ACQUIRED. This will lower the force
field blocking the way to an orange Federation door, however you cannot enter
it right now with your current weapons. Exit this control room through the
other vent. OK, start climbing the Missile racks in front of you, and make your
way to that ledge on the northwest side. Once you do, go through the tunnel to
arrive at another control station. Head over to the console, and grab onto the
lever. Pull the Wii Remote up like you're pulling a lever, then move the Remote
back down to open the ceiling so your ship can fly in. Now drop down back to
the console, get the Missile racks down, then call your ship in to land here.
Once it has landed, get back to the console and choose to install ballistic
capabilities to your ship. Your ship can now do bombing runs by firing or
dropping Missiles below it! Since your ship is here right now, go ahead and
save, then fly back to Fiery Airdock. Time to get back to that shield
generator.

Go to Gel Refinery Site to fight some Pirates. Scan the Shield Pirate Trooper,
then kill them. Head to Gel Hall next. (You'll see a Remorse-Class Turret in
Corrupted Pool, scan it.) In Gel Hall, head down the unmarked southern hallway
by using Ice Missile impacts for platforms, and grab a MISSILE EXPANSION. Now
head all the way to Temple of Bryyo, where you'll have an unpleasant surprise..

You'll be greeted by a ton of Armored Aerotroopers. And by ton, I mean an
endless amount. I'm not joking, they just keep coming. What to do then? Well
first, scan one to get that out of the way, and get the Space Pirate Crate
while you're at it as well. (It's near the huge structure in the center) Now,
see the two transmitters? (they appear red in the Scan Visor) You can yank the
power lever on them to turn them off for a small moment. You need to do this
because you need to call in a bombing run, but those transmitters block any
radio signals you try to send. You need them off. Yank the levers on both of
the transmitters, then quickly call in a bombing run. The remaining
Aerotroopers and the building on top of the lift will both be blown up. Good
job. Head down and go to the Temple Generator, (be careful of the Aeromines
that appear in Temple Reservoir) and use your Command Visor to call in another
bombing run to destroy the shield generator. Only one more left to go! Let's
head back to your ship. You also get a Gold Token for this accomplishment!

When you arrive at Temple of Bryyo again though, you'll be greeted by one last
attack from the Space Pirates in this area. This is bad if you sustained a lot
of damage from the attack before, but try to pull through anyway. There's
another scan here, it's the pirate with green armor. After scanning him, yank
off his shield, then scan him again for another Logbook scan! Now you can
finally kill him. Only with Missiles though, Beams are hardly effective against
the Advanced pirate kind. Once the threat is eliminated, backtrack to Gel Hall.
(You can save along the way if you wish) Go through the ice door on the north.
Now, what you have to do here is shoot the red targets to make swing points
appear. You'll have to activate the other two while swinging, so get the hang
of aiming. At the other side, you'll end up on a higher ledge in Gel Refinery
Site. Turn right and yank the support gate off to make a giant pipe fall down.
Go past where the gate was to find another MISSILE EXPANSION. Now head back to
your ship. We're gonna land at Thorn Jungle Airdock now.

There's nothing of importance at the Airdock, so just head through the door
here. Here in Overgrown Ruins, you'll see a Space Pirate powering himself up
with Phazon. Well it seems the Pirates have their own Hypermode.... their
Hypermode is temporary like yours, but a little weaker. They can still take
damage, but are nearly invincible without using your own Hypermode attacks, so
either hide in cover until their Hypermode is gone, or just use your own Hyper-
mode attacks against them. (Taking cover is actually a good strategy in the
harder difficulties. Take note of that when fighting Space Pirates in Hyper
difficulty.) Take out the two Pirates here (no need to scan them, they're
Armored Pirate Troopers, you scanned them already) and you'll notice a barrier
is blocking the way forward. No problem. Scan the walls with your eyes here
until you find a piece of grey rock with Fuel Gel crystals sticking out. (It
can be scanned.) Missile it and you'll find a hall with a red blast shield at
the end. Destroy it, then head inside to grab an ENERGY TANK.

Head back to the Ruins, and find a higher piece of grey rock. Destroy it, and
jump up there. Head through the Morph Ball tunnel and you'll stop at a room.
There's a window where you'll get a glimpse of the next room ahead. Anyway,
near the entrance to this room is a power handle. You know what to do with
power handles, right? (Pull, twist counterclockwise, push) Just so you know,
when I say "power handle", do the aforementioned motions to work them. "Pumping
handle" is when you do a pumping motion with the Remote. Finally, "lever" means
lifting the Wii Remote like a lever, then putting it back down. OK, now that
we've got technical terms down, return to Overgrown Ruins and you'll see the
barrier is gone. Head into Ancient Courtyard.

A couple of Space Pirates will get dropped from an ATC, so get rid of those two
pirates. Now, see the radio jammer? Seems familiar, eh? Yank its control lever
to turn it off briefly, then call in a Missile strike to break down the large
Maldium wall in front of you. A few more pirates and a Berserker Knight will
show up behind the wreckage. Scan the pirate beside the Knight before it throws
it, and then scan the Knight. You could deal with these pirates if you want a
hefty fight, but you can just call in a Missile strike to kill them all.
Continue until you reach the Jousting Field. Eliminate the Aerotroopers, and
it's time for a boss battle!

--------
BOSS: Korakk

Ok first, scan the beast itself and the pirate riding it. They're both one-time
scans. Now, while the Hussar is on the Korakk, the only thing that this boss
does is attack with the Hussar's Energy Lance. Since you can't damage the
Korakk right now (it won't leave itself vulnerable), kill the Hussar first. Now
the Korakk will get mad and start attacking you. It'll send out its long tongue
to try to drag you in. If it latches on to you, shake the Nunchuk and Wii
Remote until you are loose. It'll also try to run you over. In order to damage
this beast, wait until it has its mouth open, and shoot the tip of its tongue.
This will put the creature into a daze. Quickly roll under it and plant Bombs
under it to hurt it a little bit. If the Korakk didn't fall down to the ground,
you must stun it again and plant bombs under it once more. When it does fall to
the ground, yank its tail to make it stand up on its hind legs and scream in
pain. Its glowing chest is its weakpoint, so hit it to damage it. (Lol, you
thought I'd put in a crab battle joke.) Hypermode attacks are always effective
for these kinds of things.

Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------

As if that wasn't enough, a couple of Pirate Troopers come to try to shoot you
down soon after this battle is over. Get it over with, and continue to Field
Access. Take the right path to reach a much-needed Save Station. Head back to
Field Access and take the other route. Shoot the Lore Lock here, scan the Lore,
and hop up where it is to snag another MISSILE EXPANSION. Now head to the giant
window and call in a bombing run to destroy the genera--wait. There's some
anti-air turrets, so the ship can't get close enough to do a bombing run. Well
crap, what to do now? Let's head back.

What? The door's locked? Oh geeze, the Pirates spotted us. Take down the two
Pirates here with Hypermode attacks (they have their Hypermode on) and head
down the southern door. In Generator Hall South, Missile the Gel packs above
to destroy a bridge. Hop up using the Grip Ledge, then kill the Space Pirates
up here. Continue forward, destroy the turrets, and head through the door
after scanning it. Down the hall, you'll reach the South Jungle Court, where
one of the turrets are. The Pirates will spot you, and you'll have to destroy
the turret while having to deal with an infinite army of Space Pirates. Yes,
you heard me. In order to destroy the turret, go under it and yank away the
structure beneath it. This will expose some Gel packs that power the turret.
Ignite the packs with a Missile to make the generator overheat. The bottom of
the turret will generate intense heat in an attempt to vent, so stay away from
there. The heat can harm you as well as the pirates. Once it's done venting, go
back under there and repeat the process until all the Gel packs are destroyed,
thus destroying the turret. Continue down through South Jungle Hall.

At the end, scan the growths of Phazon, (Phazon Fungus) and continue to
Auxiliary Dynamo. Go to the center of the room and look at the center wall.
There's a piston stuck in place. Yank it down, then head back to the entrance
and go through the Morph Ball tunnel until you reach a SHIP MISSILE EXPANSION
at the end. Pass through North Jungle Hall and go to North Jungle Court, where
the other turret awaits. As you guessed, you'll be fighting an infinite army
of pirates here as well, except they're Aerotroopers only. In order to destroy
this turret, you'll have to yank the large levers found on all four sides of
the turret. The Aerotroopers however, will pull a lever back that has already
been yanked by your Grapple Lasso. To avoid this, focus on destroying all
Aerotroopers currently in the area, then yanking the lever nearest to you. Get
to another lever, wait until the next few Aerotroopers show up (they always go
for you first) then destroy those quickly, then yank the lever, repeat the
process. After all the levers are yanked, the Gel packs inside the turret will
be exposed. Missile all of them to destroy this generator. Also, if you managed
to destroy the generator without any Aerotroopers pulling a lever back into
place, you'll get a Friend Voucher for your efforts. Now head to Generator Hall
North.

Take care of the Shield Pirate Trooper, then head to the bridge area. Before
dropping down, wait for some Fuel packs to be carried above the held-up bridge
that has destroyable clamps. When some Fuel packs are up above the clamps,
shoot a Missile at them to blow up the clamps and release the bridge. Cross it,
work the pumping handle, then head through the Morph Ball Tunnel to get another
MISSILE EXPANSION. Head back to the western generator room and you can finally
call in a bombing run to destroy that annoying shield generator.

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scans Acquired: Energy Cell, Space Pirate Crate, Phazon Fungus,
Space Pirate Blue Door

New Bryyo Creature Scan Acquired: Bryyonian Shriekbat

New Pirate Creature Scans Acquired: Shield Pirate Trooper, Remorse-Class
Turret, Armored Aerotrooper, Advanced Shield Trooper, Advanced Pirate Trooper,
Assault Pirate Trooper, Berserker Knight, Korakk Beast, Pirate Hussar

New Bryyo Lore Scan Acquired: The Hunted

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Expansions Acquired: Energy Tanks (2), Missile Expansions (5), Ship Missile
Expansion

Energy Cells: 1 (0 used, 9 total)

Current Equipment: 5 Energy Tanks, 60 Missiles, 4 Ship Missiles

See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=


_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Destroy the Bryyo Leviathan
'
Alright, we're finally on the last leg of this Bryyo race...if that's what you
want to call it. Backtrack all the way to Thorn Jungle Airdock and enter your
ship. Choose to fly into the Bryyo Seed.

Woah, this place looks creepy and alien-looking...Drop down to the floor, as
you can get a Friend Voucher if you take the time to destroy all the little
bugs down here. Hop back to your ship, and climb the platforms. Scan the door,
then head through. Destroy the organic masses blocking your way with Hypermode
attacks, and proceed into the core. Hmm, that Golem is huge. Drop down and the
battle will start.
--------
BOSS: Mogenar

First, explanation of all the attacks he can do, and they are a lot. Attack
names and strategies courtesy of TeraGamerX in GameFAQs. Oh, scan him as well.

Phazon Wave is an attack which Mogenar will perform by stamping his right foot
on the ground, and causing a homing wave of Phazon to travel along the ground.
Simply jump or strafe dash to avoid this. Occasionally he'll use Rush, where he
uses his own body as a weapon by running forward towards you. It's usually
accompanied by a roar, so dodge when you can. Phazon Quake is a move Mogenar
likes to use a lot in battle, he basically jumps and lands with all his weight,
creating a large shockwave that must be jumped over. A rare attack Mogenar uses
is Phazon Beam, in which a green aura forms around his mouth, then he fires a
large beam. During this time, you can fire an Ice Missile at his mouth to
freeze him, allowing you more time to damage him. It is because of this
vulnerability that he uses it so rarely. He also occasionally slams his hand to
the ground, causing a small crater to appear in front of him. It immediately
reforms, and he usually does it when you're not near, but after this initial
Seismic Crush, various rocks will fall from the ceiling. If you have trouble
dodging the rocks, switch to Hypermode so you're invincible.

He can also use Magic Hands and Magic Blasts, the first of which he throws his
arm forward and releases an energy aura of his hand. It homes in on you until
it hits you or it is destroyed, and they usually drop pickups if they're
destroyed. The second one is he raises his hands up in the air and creates
three green energy balls and sends them out. These too can home in, and should
go down quickly with rapid shots. That's all of the attacks.

Now to go into actually defeating him. Around his body are four energy orbs,
three in the front and one in the back. These are his source of power. Choose
an orb of your liking and start shooting it. Throughout the battle he'll use a
move called Switch, which switches positions of the front energy orbs. This is
really more of an annoyance, since you can tell where to find the orb you're
focusing on by looking at the green energy flow. After destroying an orb, go
into Hypermode and attack the weak point the destroyed orb left behind. If he's
knocked back and the weak point glows yellow, you've destroyed that section.

One thing you should note is that if you don't destroy a slot soon enough,
Mogenar will block his orbs with panels and walk to the center of the room. He
will then use Magic Hands to grab some orbs and slowly pull them in. If he gets
them, he'll use them to restore any damaged orbs he has. This is by far his
most annoying move. You can destroy the orbs before they get to him, but this
is borderline impossible in Hypermode difficulty to destroy both before they
reach him.

After an orb slot of his is defeated, he'll form Phazite panels on his feet,
and will use Rush as his only form of attack at this point. You have to bomb
his feet to destroy the Phazite, but it's tough to do this flawlessly because
you can get hit easily and knocked back. To remedy this, just spam Hypermode.
(Basically, to spam Hypermode, turn it on, plant bombs, then turn it off while
away from the boss before you start to get the red Corrupted Phazon bar.)
Planting bombs won't get rid of any Phazon power, so you're not really wasting
energy by spamming Hypermode. After you destroy the feet, it's all a matter of
repeating the previous process over for about four times, and you'll have won
the battle.

Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------

Samus will appear tired after the battle (don't blame her, this guy's an
annoying son of a....anyway) and Mogenar will explode, sending Phazon particles
everywhere. Samus's body absorbs too much Phazon and she literally gets sick to
her stomach. She crouches down and takes off her helmet, feeling nauseous. She
then vomits out Phazon. (D:) After her little ordeal, she puts her helmet back
on and looks at the item Mogenar left behind. Go to collect it. You now have
Hyper Ball! Now when in Morph Ball in Hypermode, hold A to send coursing Phazon
out of your body. This can easily fry something in an instant. It also looks
cool.

You'll notice after getting the powerup, Samus is in Hypermode with no danger
of Corruption at this time. Small Phazon plants will pop up around Samus, so
destroy them all using the Hyper Ball you just picked up. After destroying them
all, the Leviathan core will reveal its ugly face to you. Samus will then
harness the extra Phazon in her body and allow herself to become a weapon of
mass destruction. She'll rise up and float in front of the core, Phazon
coursing through her body. Press A when you need to to release the Phazon
towards the Core, killing it instantly. Samus will then automatically get back
to her ship and leave the Leviathan, then leave the planet's atmosphere,
waiting to be briefed by AU 242 again.

AU will congratulate you for your victory on Bryyo, and will proceed to brief
you on Elysia. The Aurora Unit stationed there has been overrun with a Phazon
virus. You have recently gotten a program to eliminate any traces of this
corruption. It's an anti-virus program, if you will. Restoring the Aurora Unit
there will help you find out how to destroy the Leviathan in Elysia. First of
all, just to prolong this section, fly to Norion, we have some things to grab
there. Land in the Northern section.

Just behind your ship there's a walkway leading to a Grapple Swing Point. Swing
from there to grab a MISSILE EXPANSION. Save at your ship, then head to
Maintenance Station. Yes, the one with the ice blast shield. Break down the
shield and head through the door to get yet another MISSILE EXPANSION. That's
pretty much it here, so backtrack to your ship, and fly over to Elysia.

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scan Acquired: Leviathan Door

New Bryyo Creature Scan Acquired: Mogenar

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrade Acquired: Hyper Ball

New Expansions Acquired: Missile Expansions (2)

Energy Cells: 1 (0 used, 9 total)

Current Equipment: 5 Energy Tanks, 70 Missiles, 4 Ship Missiles

See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Above the Clouds (Elysia)
'
Stay in this area, there's a few scans to get. AU 242 may interrupt, thus you
can't scan. She'll basically just give you a rebriefing about the current
mission, and to watch for Ghor, who has been sent here. She wants to see if you
can bring him back safely. Well, if the past is any indication, (Rundas) it's
likely Ghor won't be that happy to see you...

Anyway, scan the Heavy Skytown Storage Units and the Transportation Drone out
here. (It's above you, it flies, carrying one of the Storage Units mentioned.)
Now head inside the building in front of you, scan one of the Aerial Repair
Drones, and head to the door. Scan the Databot and the door here, then shoot
the Databot. Scan to retrieve Lore. (This is how you get Elysian Lore here.)
Head through the door. Here you'll see a Chozo statue covered in Phazon vines
and behind a glass window. There's an opening for the Morph Ball, so head in
to get onto the Chozo's hand. Go into Hypermode and use your new Hyper Ball
move to destroy all the vines and allow access. Swing across and Missile the
glass in the way. Scan the SkyTown Storage Units, then head through the next
door.

Wow, this is beautiful. Scan the Zipline Cable, then Grapple it. Hang on. (That
means holding Z.) Zip through, shooting the gates to open them. You may have to
shoot down a helpless Aerial Drone that gets in your way. (They can make you
lose grip.) Head into the next room. In Arrival Station, you'll find some
Tinbots. Heh, finally some enemies. Scan one then destroy them. (Charge shots
dispose of them in one shot...how weak.) Head through the area, destroying Tin-
bots, and when you get back inside, before going through the door, get the Lore
from the Databot here. Now continue. Head through the hall, (you'll see a
floating robot disappear) and into Transit Hub. Scan the floor near the
hologram, then get into Morph Ball and roll into the hologram to get yourself
shot out of a cannon. Head into the Morph Ball tunnel, hop, then Double Bomb
Jump to grab the MISSILE EXPANSION there. Go through to the east side of this
structure where you'll find a Zipline. Zip through it, shooting down the energy
orbs so that you won't get knocked out. Go through the door at the other side.

In here, you'll see that floating robot again, and he'll disappear. Head to the
laser trap, and when it's safe, drop down, go into Morph Ball, and roll into
the alcove behind you to grab another MISSILE EXPANSION. Continue on. In
Steambot Barracks, use the Chozo Hand Scanner, go down the lift, and take the
Morph Ball tunnel on your right. (The left hall is blocked.) Go down the
tunnels, bombing obstructions and avoiding pistons, until you get dropped into
a room filled with stasis tanks. Head to the door and it will lock. Time for a
minor boss!

--------
MINI-BOSS: Steamlord

The Steamlord is your main objective, but the Steambots are annoying. Scan them
both when you get the chance. Now the Steamlord hides from view throughout the
battle, but its cloak cannot be used while it's attacking or restoring a Steam-
bot. So shoot down the Steambots to make the Steamlord appear. He'll try to
restore the bots, then attack you, so damage him in this fashion until he is
destroyed. That's it.

Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------

The Steamlord will leave an ENERGY TANK, so grab it. Yank away the handles that
are revealed to allow access to the door here. Go through. In Barracks Lift,
get the Lore from the Databot, then use the Hand Scanner to activate the lift.
Use it, and head through the door up here. Go through this Zipline, shooting
down the electric targets before they hit you, and go through the door at the
end. In Aurora Lift, scan the ground Drone, then head through the white door to
come to a Save Station. Save if you wish, then head to the lift. Use the Hand
Scanner to activate it, go down the lift, and head through the door down here.
You'll see Aurora Unit 217 here, but the way to him is blocked with a Kinetic
Lock. Looks like we need an upgrade. Continue forward to Maintenance Shaft AU.
Scan the Puffers, then continue on to the next room. Use the Kinetic Orb Cannon
to launch to the Spire, where you'll see Ghor's abandoned battle armor. Hm.
Use the Zipline on the northwest side and head inside the structure. At
Junction, take the western door here. (The only white door.) You'll notice that
this structure seems to be unstable, it shakes quite a lot. (Don't worry
though, it won't fall on you. It's just for a scare factor.) Out here in Sky-
bridge Hera, yank off the gate and continue. Scan one of these fighting drones,
then take them out. Now go into Morph Ball, and find a hole in one of these
little cylinders. There's a MISSILE EXPANSION hidden in one of them.

Continue, yank off the next gate, and get onto the bridge itself. Now just move
forwar--AGH! Th-The bridge is unstable. It's starting to fall! Let's get the
hell off of this thing. Continue on, forget about the Steambots and Steamlords
that appear. (in fact, leave them alone completely unless you missed their
scan) When you get to the end of the bridge, yank off the gate and the bridge
behind you will fall into the clouds. If you didn't bother with the Steambots
that were on the bridge, you'll get a Friend Voucher. Continue through the rest
of this bridge and head into the structure. Just head through Maintenance Shaft
GP into Construction Bay. We're gonna have to do a lot of work here just to get
to the top here. :P

First, climb the platforms and you'll see a line of swing points under the
structure, but there are obstructions that can't be shot down. The clamps that
hold them need to be released. So, see the little raised part on the top
platform you are on? Look up from there to see a damaged clamp. Shoot it with
a Missile to destroy it, allowing a Grab Ledge to appear. Hop up there, then
head into the Morph Ball tunnel. Go through this structure, releasing all of
the clamps holding the obstructions, then go back, and swing across. Shoot down
the mechanical Shriekbats (you can scan them later) before they hit you, and
land on the platform. Go through the Morph Ball bridge, and here, get into the
center of this small structure with the Morph Ball and go up a winding tunnel
to the top. Use the Hand Scanner to move the crane, then cross through it using
the Morph Ball. Now we're finally at the top. Take care of the drones and head
through the door.

Get the Lore from the Databot here, then use the Hand Scanner and take the lift
down. Head through the door. Straight ahead is a suit upgrade! ...This is too
good to be true. Head toward it, and just before you get to collect it, it
hides, and you get trapped in a cage, getting sent to the room below to fight
a boss. I knew it.
--------
BOSS: Defense Drone

OK, first, scan it. Now, see the antennas on the drone? Those are its
weakpoints right now, so fire at them. Its attacks at the moment are being able
to jump and land, creating an electric shockwave that has to be jumped over,
homing missiles (which it fires one by one or all at once), and a plasma ball
that homes in on you. You can only destroy the plasma ball with Ice Missiles,
Beams go right through it. That's about it.

When the antennas are destroyed (careful, it can make new ones if you take too
long to destroy them all), it'll be stunned. Yank its head to make the Control
Unit be exposed. This can be damaged, so go all out. Unfortunately while the
Unit is exposed, it hops on the ledges above and fires homing plasma balls and
bombs, so try to avoid its attacks while you pummel on the Control Unit. After
a while, it'll cover the Control Unit. Repeat the process until it's dead. Also
when it's nearly dead, the whole room covers with steam. This does nothing
physically, just makes the visibility poorer.
</pre><pre id="faqspan-3">
Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------

After the Drone is dead, the suit upgrade you've been wanting to grab will be
revealed. Grab it. You now have the Boost Ball! With this, you can build up
power in the Morph Ball by holding B, then release to boost in any chosen
direction with a fast velocity. Great for powering up certain devices. Scan the
hologram in front of you, then move the Morph Ball into it. Charge a full Boost
to be let into the mechanism. Now, move the Morph Ball around while constantly
boosting to build up a kinetic charge. When the charge is at full, the device
will be powered and will act as a lift. Now it's simply a matter of backtrack-
ing to the Aurora Unit. A few things to note, in Construction Bay, there's a
Morph Ball tunnel left of the door up here that'll take you back to the lower
level, and in Skybridge Hera, you need to activate a Kinetic Orb Cannon in much
the same way as you activated the lift in Ballista Storage. Finally, in
Maintenance Shaft AU, there's a Grab Ledge which will allow you to cross. (Also
note that now you can attack enemies with the Boost Ball. Boost into three Tin-
bots with one boost to get a Friend Voucher for your efforts. Bowling for
Bots!)

In Aurora Chamber, head to the Kinetic Lock, and use the Boost ability while
inside it to power it up. Constantly boost until the door opens. (It's best to
charge a boost while up top, then releasing it when you roll to the bottom.)
Head to the communication console and activate it. A computer will say that AU
217 is corrupted and needs maintenance. A mainentance hatch will open up on
your left, so go through with the Morph Ball to find the maintenance room. Walk
a little forward and some Tinbots will appear. Destroy them all, then head to
the console on the south. (In an alcove.) Press A and Samus will connect her
Arm Cannon to the console and transfer the anti-virus program to the AU to rid
all traces of Phazon corruption. Once that's done, the room will grow foggy.
Walk out of this little alcove and start to head back, and a figure will walk
from behind the pillar in this room. It's Ghor! ...And he seems corrupted. He
talks about the plan to keep the Leviathan safe from harm, then tries to attack
Samus. Samus dodges by ducking, but some of the panels allowing the Aurora Unit
access to map data and other information about this place are damaged in the
process. Samus in retaliation, shoots Ghor until he is down, then he gets up
and walks away, saying you'll never restore the Aurora Unit. Hah, we'll see
about that.

Exit this room and talk to the Aurora Unit. He'll thank you for restoring him
to normal, but his link to the SkyTown network is severed and they need to be
repaired. He also says that Ghor must be stopped. Well, let's get a move on and
find him. Start heading to the Spire and your ship will call in, saying that an
unknown entity is approaching and commencing hull lockdown. Crap! Head over to
your ship as quickly as you can, forget about what we were going to do at Spire
for now. By the time you get to Arrival Station, your ship will call in and say
it is sustaining heavy damage. Oh man, let's get our butts over there! It must
be Ghor! At Steambot Barracks, work the mechanism here the same way you did to
unlock access to AU 217, and a Half-pipe will form. Scan it, then hop on it,
and use the Boost Ball to get up. Build momentum, then charge as you fall. As
you go up the other side, release the boost. This'll let you reach the top. Up
here, head to the console, and press A. Samus will attach her Arm Cannon to the
console. To do this, match up the slots by twisting the Wii Remote and pressing
A when a tab is over a slot. You have to do this three times to open the gates
in front of you. Once you do, continue to your ship.

When you reach your ship, you'll find Ghor giving it quite the beatdown. GET
THE PUCK OFF MY SHIP! >:O Head down to your ship and Ghor will actually throw
it at you. That damn son of a....anyway, Samus will command her ship to leave,
starting the battle with Ghor.

--------
BOSS: Ghor

Scan this guy. Now Ghor has a variety of attacks at his disposal, at first all
he'll do is Rush and Plasma Quake. With Rush, Ghor propels his body forward,
using his weight as a weapon. Try not to get knocked off! Plasma Quake is a
move that which Ghor flies in the air, then drops to the ground, spreading a
shockwave of plasma out from him. Jump to avoid this. Now, you can't attack him
because of the energy shield he has, so see the splotches of Fuel Gel on the
ground? Have Ghor travel across these when he does Rush, and freeze the patch.
When he runs over it, he'll slip and hit the wall he's heading to. Try to dodge
it in time, and go to his backside and hit the weakpoint there. A few hits will
make his energy shield go away, so attack his head to damage him. While his
shield is down, he can fire salvos of missiles at you. Just concentrate on
hitting his head. If his energy shield has gone up, do the process over again
to make him vulnerable and attack.

When Ghor has approximately three-fourths health left, he'll dispose of the
shield and go all out, and will also burn the Fuel Gel pools. He'll now do a
spinning Plasma Beam attack, simply jump over this. His weak point is now below
him. While he's attacking, go into Morph Ball and Boost into the conduit below
him to stun him. Shoot his head to damage him.

When he has one-fourth energy left, he'll now use his Hypermode. He'll now use
a spinning attack with his sharp arms, and fire missile salvos constantly as
some sort of alpha attack. Get into Hypermode yourself and deal the finishing
blows.

Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------

After Ghor is defeated, Dark Samus will come to take his soul...damn it. Ghor
will however, leave his Plasma Beam behind. Looks like it's beam upgrade time.
Grab it. You now have the Plasma Beam! You can fire concentrated bursts of
superheated energy out of your Arm Cannon, and the best part, is it's still
rapid fire! Samus will call in her ship. Man...it looks badly damaged. You can
save, but pilot controls are completely inoperable for some time. The ship's in
auto-repair, so you can't use the ship to do things for a while until it's
fixed. Oh well. Melt the pieces of wall blocking the way back into the building
with Plasma shots, and head to the top where the door is. A container has been
thrown into the window up here. Melt the wall to reveal a MISSILE EXPANSION. Go
to Main Docking Access, scan the Elysian Shriekbats, then head over to Arrival
Station.

As soon as you get outside, look up and you should see a Grab Ledge. Go up
there, then activate the Orb Cannon with the Boost Ball. Get shot over to that
large satellite and you'll find an ENERGY TANK here. Now, head all the way over
to the Aurora Chamber, and head down into the maintenance room where you first
encountered Ghor here. Go up to the damaged panels and press A. Your Arm Cannon
will turn into a melder! Neat. Hold A and move the fire along the broken part
to meld it together. Do it for all three panels to restore the AU's connections
to the SkyTown network. Go back to the AU, scan him, then talk to him. He'll
talk about a plan to destroy the shield protecting the Leviathan, and that we
need a bomb to destroy it. We need to find the bomb pieces and assemble them,
but first you need assistance to carry such huge components. He also uploaded
the map data for this area to your suit. Finally.

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scan Acquired: Heavy Skytown Storage Unit, SkyTown Blue Door,
SkyTown Storage Unit, Zipline Cable, Kinetic Orb Cannon, Spinner, Half-pipe

New Fed Creature Scan Acquired: Aurora Unit 217

New Elysian Creature Scans Acquired: Transportation Drone, Aerial Repair Drone,
Databot, Tinbot, Steambot, Steamlord, Repair Drone, Sky Puffer, "Dragoon"
Battle Drone, Defense Drone, Elysian Shriekbat

New Pirate Creature Scan Acquired: Ghor

New Elysia Lore Scans Acquired: Creators, Gift, Discovery, Slumber

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrades Acquired: Boost Ball, Plasma Beam

New Expansions Acquired: Missile Expansions (4), Energy Tanks (2)

Energy Cells: 1 (0 used, 9 total)

Current Equipment: 7 Energy Tanks, 90 Missiles, 4 Ship Missiles

See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Item Collection
'
Head over to Spire Dock, and take the east Zipline. Head into the structure.
About now your ship should ring in and say that autorepair is complete. Woah,
that was quick. Anyway, once you enter Security Station, scan the orange door
in front of you and go through it. (Since you have the Plasma Beam, you can
enter orange-colored doors.) In here you'll find yourself at a place you can't
quite climb. AU 217 will call you and say that the item you need does not rest
on this planet, and that it may reside on a previous planet you've been to....
Let's check Bryyo first. Anyway, exit this particular room and head down the
hall filled with Puffers. At the end, hop on the platform and get into the
Morph Ball tunnel when you can reach it. You'll end up on the other side of the
wall you were at. See the control terminal here? Work it the same way you did
the one at Steambot Barracks, and you'll have access to this place without
having to use that Morph Ball tunnel.

Alright, now melt all the pieces of rock here, and behind one of them is a
Morph Ball tunnel. Go down it, and at the end you'll find a SHIP MISSILE
EXPANSION. Now head through the door that leads to Landing Site A. Get the Lore
from the Databot here, then use the lift to be outside. You'll find the Landing
Site to be a bit...closed. Approach it and AU 217 will release the locks for
you. Go to the Bomb Slot and activate it, and now your ship will be ready to
land. Command it to land, save, then head for Bryyo. Land at Fiery Airdock.

Go to Gel Refinery Site. See the ice formations? Melt them by firing the Plasma
Beam at them, then head into the Morph Ball tunnel. Head through, placing bombs
at pits to make you go flying forward, and you'll get to a weak pillar. Bomb it
then drop down. Bomb again to go flying to a secluded room. Melt all the ice,
scan the orange door, then go through it. Solve the Lore Lock here and get the
Lore, then continue. You're now at a higher part of Imperial Hall. Go through
the Morph Ball tunnel, then yank down the panels. Stand on them, then face east
to see a MISSILE EXPANSION. Double jump over to it to collect it. Now head to
the upper part of Main Lift. Melt down all the ice here, then go through the
Morph Ball tunnel to the orange door here. Go through. The Golem here, when
activated, grabs on to something, but nothing is there. Look up and melt the
ice holding that something. Now activate the Golem and it will grab the device
and ram it against a gong. This will reveal a Spinner. Use the Boost Ball in it
to spin the bony walls around until you see a cracked wall. Bomb to exit the
Spinner. Activate the Golem again and it will ram the device into the weak
wall, revealing a portal. Hm... Walk into the portal.

Woah, what the...? We're in an icy place. ...It's still in Bryyo, but man are
we far from where we were! Anyway, let's explore. And hey, you got a Friend
Voucher for discovering this place. Head forward, breaking the ice. In Imperial
Caverns, you'll seem to have come to a dead end. Well, get to the weird wall
and shatter the ice below it with your Plasma Beam to reveal a way. Shatter the
three sheets of ice to fall down below. Scan the Lore and...what the? You're
getting a muffled transmission. Creepy...

Go through the door here. Here in Imperial Crypt, you'll see the door ahead,
but it's locked. Melt the ice in the center and prepare to fall a long distance
to the bottom. Go through the door here. In the large Hall of Remembrance, you
see two big statues, a Chozo statue and a Reptilicus Mogenar. In the middle is
the Screw Attack. ! Grab it! With the Screw Attack, you can travel long
distances. Simply press the jump button after a Space Jump to start the Screw
Attack! Press jump repeatedly to go farther. You have 5 jumps, so to get the
most of it, space your jumps at least one second from each other. Anyway, Screw
Attack to the other side (the bridge fell once you got the item) and head
through the door. You'll encounter another of those weird green walls. These
are actually Wall Jump Surfaces. Perform a Screw Attack while facing one of
these to begin. Press jump again to Wall Jump. Keep pressing jump as you hit
the surfaces to Wall Jump to the top. You'll get another muffled message.

Head through the door. You're now at a higher part of the Hall of Remembrance.
See the Chozo's hand? Shoot a Missile or charged shot at the blue circle to
make the hand twist into a platform for a little while. Screw Attack onto the
hand, and look left. There's a SHIP MISSILE EXPANSION on the top of the Mogenar
statue's head. Grab it, then Screw Attack to the other side. Yank the lever to
unlock the door, then head through. Screw Attack across, then head through the
door. Scan the Wall Jump Surface here, then just climb up them like you did
before until you exit Bryyo Ice. You'll get a call from AU 242, saying that she
has been trying to contact you. So that's what the muffled messages were? She
says that they've found the missing ship, Valhalla. It was attacked by pirates
five months ago, and requests that you go searching through the Valhalla to see
if you can find out any information from the pirates. We can go there later,
right now that we have the Screw Attack and Plasma Beam, let's explore Bryyo
for some expansions. First, go to Gel Processing Site and scan a Phaazoid.
These can only be destroyed with Hypermode attacks. If a rare Red Phaazoid
appears, scan it, then destroy it for a Gold Token. (Whenever I tell you to
look for a Red Phaazoid, do it for a Gold Token, they always appear in a set
room.) Now head back to your ship and save.

Fly to Cliffside Airdock. Go to Gateway, near the door to Reliquary II. Here,
you'll see some ice blocking a Morph Ball hole. Shatter it with the Plasma Beam
then head through the tunnel to grab a MISSILE EXPANSION at the end. Next, go
to Falls of Fire, and use the Golem here to fall down to the bottom. Before
continuing, see the Wall Jump Surfaces here? Climb up them to reach a MISSILE
EXPANSION. Head to Hangar Bay. Scan the orange door here then go through it.
Head through the next door. Kill the Hoppers, then head through the next door.
You're now in Hall of the Golems. Kill the Reptilicus here first. Solve the
Lore Lock, and get the Lore. Now see the Golem with the red clamp? Melt it,
then activate the Golem to melt open a door. But don't go through yet. Instead,
climb the platforms on the sides of the Fuel Gel pool to get to a center
platform with another Golem. Shoot the clamp with an Ice Missile, then activate
the Golem to freeze the Fuel Gel falls. Screw Attack to the lowest fall, then
climb up them. Go through the door. (Note, there's a path behind the falls that
makes it easier to climb up there.)

Go through the Morph Ball tunnel. At the end, bomb the Fuel crystals, then fall
down where they were. Get to the left of the Gel pool, then hop up the ledges.
Go through the plants and stuff to the top, then bomb the crystals here. Climb
up, head left, then drop and bomb the crystals. Fall down there. Take care of
the Phazon Pillbug here, then hop onto the hand. Double Bomb Jump to get the
MISSILE EXPANSION. Drop down, bomb the crystals, then go all the way to the
right. Bomb crystals, then go to the end. Turn around, solve the Lore Lock and
get the Lore. Then head through the door. Shoot down the locks, then swing
across. Go through the orange door. Go through Hidden Court Hall, through the
Morph Ball tunnel, scan the Lore, then continue to the next room. Kill the Gel
Puffers and hop right. Look at the Golem head, and jump through its tunnel. At
the other end, freeze the Gel flows to go across to the top of the Golem head.
At the top waits a MISSILE EXPANSION. Backtrack to Hidden Court.

See the Half-pipe? Jump onto it, then go up the right side for a MISSILE
EXPANSION. Now head to Hangar Bay, call your ship, then fly to Thorn Jungle. Go
to Ancient Courtyard. See the half-pipe formation? Use the Boost Ball on this
to climb to the top where another MISSILE EXPANSION lies. Head to Jousting
Field and look for another Red Phaazoid. Now that's about it for Bryyo, so head
to Norion. Head to Cargo Hub. See the damaged panel here? Do some melding work
to activate the door next to you. Head through. In Substation West, go through
the Morph Ball tunnel (careful of the pistons) instead of the main path, and
you'll reach a MISSILE EXPANSION. Continue to the next room. As you go down the
hall, you'll encounter Liquid Phazon and Phazon Grubs. Scan them both, destroy
them, and continue forward. Nearby on your left is an ice door, head through it
to find a data storage area. If you scanned the Lore in the GFS Olympus, you
only need to scan the other two. Grab them, then head out and continue on to
Cargo Dock B. You'll be locked out and will have to fight dozens of Hopping
Metroids. Scan one then go all out on them. You may even call a bombing run if
you wish. Once they're down, their nest will explode and the doors will unlock.
You can also call in your ship!

Scan the Multi Lock Blast Shield, then call in your ship to land. Get up near
the door you entered this room from, and walk onto a catwalk to be above your
ship. Use it as a platform to reach a hidden room with a Federation Lore. Scan
it, then head into your ship. We're done for Norion now. Remember the Valhalla
the AU told you about? Let's go check that out right now. It's in the area
marked in the interstellar map known as the Gaflar System.

Damn, this looks creepy...Walk forward and you'll see a blast door that is not
powered. Look right and you'll see something glowing...it's an Energy Cell!
Take it over to the empty Cell generator and put it in. Now you can use the
Hand Scanner to open the blast door. You'll see a swarm of Miniroids flying
across. Scan one of them. There's also a terminal here that describes the
location of an Energy Cell. You can view this scan at the Energy Cells in your
Equipment. Grapple Swing across, and you'll see some dead Federation soldiers.
They seem to be blocking the way to the Hand Scanner, but...shoot them. They're
just empty shells drained of their energy. They crumble down so you can use
the Hand Scanner. Use it, then head through. Scan the Jelsac, then head to the
door down here. It's blocked with crates (and inside the crates are Liquid
Phazon enemies), so destroy them. Go through the door, navigate this dark room,
and scan the terminal here for another Energy Cell location. Head back. See the
door up there? Head forward to find some debris acting as leverage to reach the
broken catwalk up there. Follow the catwalk to the top, be careful of the
electricity.

In Security Station, scan the Phazon Leeches, then Ice Missile the cracked
glass. Destroy the leeches, then get to the cracked glass. Bomb it and head
through the door ahead. As soon as you enter you'll see something fast climb
up the window in front of you. ....Head right, scan the terminal for another
Cell location, then head through the door. In Medlab Alpha, scan the terminal
here for another Cell location, then head towards the cracked wall. Missile it,
then Missile the others until it's cleared. Once they're gone, those creatures
we saw will appear and start to attack you! Scan one, then take them out. Once
they're gone, go back to where the broken walls were. You can see a panel that
can be Grappled. Yank it, then head down the tunnel to reach a MISSILE
EXPANSION. Head back to Security Access, then head through the other door.
Yank away the panel here, then put your last Energy Cell into the socket. Use
the now active terminal to use this elevator. Once you get to the top, look to
the left. You'll see a Morph Ball tunnel. You'll drop down to a piston. Wait
for it to take you down, then head left to grab another MISSILE EXPANSION. Go
back and take the way out. Go back down the lift, because the door leads to a
dead-end for now. Just head all the way back to your ship. At Repair Bay, there
is a new creature to scan. Yes, it looks like Liquid Phazon at first glance,
but it comes alive and tries to shoot you. This is a Phaz-Ing. Scan it, then
continue back to your ship. Fly over to Elysia, Landing Site A.

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scans Acquired: SkyTown Orange Door, Bryyo Orange Door, Wall Jump
Surface, Galactic Federation Orange Door, Multi-Lock Blast Shield

New Fed Lore Scans Acquired: Planet Bryyo, SkyTown, Planet Norion

New Phazon Creature Scans Acquired: Phaazoid, Red Phaazoid, Liquid Phazon,
Phazon Grub, Hopping Metroid, Miniroid, Jelsac, Phazon Leech, Phazon Hopper,
Phaz-Ing

New Bryyo Lore Scans Acquired: Prophecy, Our Plea, Victory, Struggle of Exiles,
Salvation

New Elysia Lore Scan Acquired: Alone

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrade Acquired: Screw Attack

New Expansions Acquired: Missile Expansions (9), Ship Missile Expansions (2)

Energy Cells: 0 (2 used, 9 total)

Current Equipment: 7 Energy Tanks, 140 Missiles, 6 Ship Missiles

See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Assembling the Theronian Bomb
'
OK, remember the part of Security Station that had the Wall Jump Surfaces? Well
climb up them now and go through the door. Put the Morph Ball on the pressure
plate, then use Hyper Ball to clear the Phazon vines. Head through the tunnel
and through the door. Activate the Spinner device here, then take the Sky Tram.
You'll arrive at a distant part of SkyTown. And hey, you got a Friend Voucher
for heading here. Head through the door. An Aeromine will discover you then
fly away. Just continue to the next room. You'll see the same Aeromine fly
away. Follow it and a couple of Space Pirates will attack. Take care of them,
then head around the center structure to find two more. The one in the back
will likely go to Hypermode. Once those are taken care of, head down that hall
you saw. As you turn the corner, another Space Pirate will run and bring up
some shields. The shields are easily destroyed, just Missile them. Head up the
lift, Missile the last shield, then take care of the three pirates here. Go
across the catwalk into the next hall, and go down, taking care of the Turrets
along the way. Missile the shields that blocked you in, then head through the
door at the end.

At Concourse Ventilation, activate the Bomb Slots to go down, then around to
outside. You'll get attacked by a Space Pirate ATC. Take care of it, then head
through the next door. Grapple across and fry that pirate, then head through
the next door. You'll encounter two Advanced Aerotroopers. Scan one, then take
care of one. Now, for the other one, we're going to do something special. We
need to put this one on fire, but his armor keeps him from getting on fire, so
shoot Ice Missiles until his armor is gone. Now charge up a Plasma Beam shot
and fire it at him. If he's red with fire on him, you've got it. Now, quickly
Grapple him and yank the jetpack off of him. He'll fall and die from the
impact. Wasn't that fun? You also get a Friend Voucher for this. Anyway, there
is really nothing much to do here, so drop down and activate the Hand Scanner
so you can use the lift. Go down the hall and through the door.

In Observatory Lift, repair the panel here by melding, then use the lift. Head
through the door, being careful of the mines here. Out in Gearworks, scan the
Swarmbots, then shoot the energy that they form to kill them. Also kill the Sky
Puffer at that platform in the distance. Screw Attack to that platform, and
before you Screw Attack to the other end, a Space Pirate ATC will attack you.
Just ignore it, it flies right past you. Head to the other end where Broken
Lift is. Take out the Aeromines and get through the next door. (As the name
implies, the lift is broken here and beyond repair, so you can't get to the
upper level from here.)

Shoot down the Turret, then Missile the glass behind it. Step inside, then
Missile the clamps on both sides to clear the way. Go through the next door.
Here you'll see a bunch of drones and a Sky Puffer. Take out the Sky Puffer,
and before you cross the gap, look for the Databot and get the Lore from it.
Screw Attack across and enter the next door. Cross through Skybridge Athene,
destroying all the Tinbots (some may enter Hypermode) and head through the
door. Screw Attack across, don't mind the glass, and head through to Landing
Site B. Get the Lore from the Databot here, then go down the lift. Activate the
Landing Site the same way you did the other one, then land your ship. Now head
over to the console and install Grapple capabilities to your ship. Once they're
installed, AU 217 will give you the locations for the bomb components now that
you have what you need to lift them. Save if you wish, then backtrack. Along
the way in Skybridge Athene, a Space Pirate ATC will shoot down some Tinbots
before getting to you, so destroy it.

When you reach Gearworks, another ATC will fly down and destroy both the gears
on your right and the platform in front of you. Destroy that ATC. Now you'll
have to make the most of your Screw Attack just to pass here. Anyway, now that
the gears are gone, see the MISSILE EXPANSION that just got revealed? Time
your Screw Attacks so that you'll grab it. It might take a few tries. At any
rate, continue down to Chozo Observatory. Once you arrive, get up and scan the
Ship Grapple Point. (It shimmers blue.) Now call in your ship to Grapple the
mechanism here and lift it so you can do a little work here. You'll see there's
a power source and a panel that needs to be melded together. Do so, then have
the ship lower the thing it's carrying back down. Activate the nearby Bomb Slot
and the projector will turn into a tower in which you can climb up. Climb up it
and head through the orange door at the top.

You're now at Botanica. Look left and you'll see a door amidst all the foliage.
Past the door is a Save Station. Use it if you wish, then head back to the
Botanica. Climb up, but when you reach the end, don't go through the door.
Turn around, and Screw Attack to the distant ledge. Now position yourself to
Screw Attack to an alcove with that MISSILE EXPANSION you see. Now you can
continue on. You're now at the upper part of Broken Lift. Get the Lore from the
Databot before moving on. In this next room is where the first Bomb component
is, however a certain Berserker Lord won't allow you to grab it yet. And you
can't call in a bombing run from your ship as it's too dangerous. (You are on
top of part of a bomb.) So take him out the old-fashioned way like back at the
GFS Olympus. After he's dead, (Gold Token acquired, can get another on Hyper
difficulty) use the Spinners to remove the clamps. Once all of them are
removed, go to the mechanism and twist the Wii Remote to fill in the gaps. Now
the Bomb component is ready to be taken. Call in your ship to lift this off.
Now head through the Morph Ball hole to be dropped down. Head through these
halls until you get to Piston Hall.

What you have to do here is time your Screw Attack so you can get into the
twisting...piston while it's open. Now head to the door when you can. In this
hall, meld the panel together, then head to the other side and meld that panel
to fix the lift. However, just continue through the orange door. In Maintenance
Shaft CC, jump up to the Grab Ledge and Samus will grab it and immediately form
into the Morph Ball. Head through the tunnel to the end and go through the
door. In this large area, Zipline Station Delta, Screw Attack across all the
platforms (the last one requires some timing) to the other side. Shoot the door
and go thr-- AGH! ...Oh, that was just a shell of a body that just
deteriorated... Walk through the hall of these dead people. ...My god, what
happened here? Head through the orange door here for another Save Station.
Continue through the "hall of the dead."

Damn, there's even more dead bodies here. Since there's a five-lock mechanism
here, head through the blue door here. Use the Hand Scanner and take the lift.
If you look behind you, you'll see a mutated bioform behind some glass. It's
similar to the Parasite in Tallon IV, and it's mostly skeleton. ...And it looks
alive. o_o Anyway, turn around and head through the door. (There's an Energy
Tank inside one of the capsules here, but you can't grab it yet. In here are
some....Phazon Metroids...in tanks. They seem to be well secured though. We're
going to be going through a maze of halls, so just follow my directions on the
next paragraph.

Alright, head down until you get to a small room. Use the Spinner to reveal the
way forward (but block the way back) and head through. Walk forward at the
fork, then continue until you get to another fork. Head left and go through the
door. Walk forward, use the Hand Scanner to use the lift, then go through the
next door. Continue, ignore the hall on the right, and head through the Morph
Ball tunnel between the two Metroid tanks. Head to the other side, Bomb the
floor to fall down to a small room. Head down the hall, and take a right. At
the end is a blocked vent (which is cracked). Bomb it, then head through to the
other side. Head down the long hall until you get to a small room. Look up,
scan the Steamspiders, then head to the Energy Cell terminal, yank off the
panel, then remove the Cell. This will let you access the item inside, but in
turn, turns off all the power in this facility. Now it's dark everywhere...also
a blast door with five locks will block the way out. Missile the container and
grab the item. You now have Seeker Missiles! You can fire up to five Missiles
at once. To use, simply hold the Missile button and sweep through multiple
targets. Release the Missile button to fire them all.

Break down the blast door here using your Seeker Missiles, then head through
the Morph Ball tunnel. Damn, the music is creepy. Anyway, head down the hall,
and when you see the hall on the left, take it. As you approach the next blast
shield, a Phazon Metroid will pop out of nowhere and will start to go for your
head. Quickly back away! ...The Metroid went right through the wall. Good grief
they're even worse now. Scan one, then dispose of it. You can't even use Ice
Missiles to freeze them because they shift out of local timespace. Ugh. Anyway,
shoot down the blast door with the Seeker, then head through. Turn left and a
Phazon Metroid will surprise you. Take care of it then head down the lift and
down into Xenoresearch A. A couple more Phazon Metroids will attack. Take care
of them, and head through the halls. Two more Phazon Metroids. Kill them, then
take a left, then a right. Take down the Seeker blast door, then head through.
You'll now be attacked by...count 'em...FOUR Phazon Metroids. Do your best to
take them out, then continue on out of here. Before you leave, shatter the
container containing the ENERGY TANK and grab it.

Once back at Research Pod Lift, take down the Seeker blast shield, then take
the lift. Head out the door. Take down the lone Pirate here (he must be the
lone survivor...), then head through the door. Some Phazon Metroids will come
up through the floor, so take them out. Take the Zipline, get to the end, and
two more Phazon Metroids will attack you. Sheesh, they don't want you to leave,
do they? Wipe them out and head through the door. Get the Lore from the Databot
then head through the ice door. You're now at Concourse, where the second Bomb
component is. Head through the Morph Ball tunnel to your left (careful not to
fall when you get out) and Seeker Missile the locks up above you. Grab the
MISSILE EXPANSION too. Head back through the tunnel, and Seeker the locks up
there to activate the lift. Take it down, then face the Bomb component. Look up
and Seeker the locks, then head to the other side and Seeker those. The Bomb
component should now be ready to be lifted off. The ship will come, and connect
the first Bomb component to this one, and lift off. You now got the last Bomb
component to go. Head all the way back to the other side of SkyTown using the
Tram.

Head to Junction, then take the north door to Hoverplat Docking Site. Here
you'll have to use your Screw Attack to navigate. At the other end you'll be at
the Steambot Barracks structure. Go through it (don't take the lift) to arrive
back outside. Take the Orb Cannon, then take the Orb Cannon you land at. Head
through the Morph Ball tunnel to arrive at the last Bomb component. Use the
Seeker on the locks to make the Bomb available for pickup. Call the ship and
it'll pick up the last Bomb component. AU 217 will then congratulate you and
tell you to place the bomb at the Spire Pod. Well, let's head there, but first
a shortcut there! Head left, but don't take the Zipline. See the pieces of rock
there? Melt them to reveal a cannon. Put the Morph Ball in it to fire to
Zipline Station Bravo. Head through the door. (There's another cannon like it
over here, Seeker the locks on it to unlock it, if you wish.) Head straight to
Spire Pod.

Use the Kinetic Orb Cannon, then command your ship to place the bomb in the
cargo hold. The AU will then say to meet him to discuss the final plans, so go
back there. You know what to do to start talking to Aurora Units. Anyway, he'll
say that in order to destroy the Leviathan Shield, we'll have to move the Spire
Pod directly above the Leviathan and drop it down to the Leviathan. This should
destroy the shield, but this process has to be done manually, thus you'll have
to be at the Spire Pod the whole time and escape it before it falls. This is a
dangerous mission, but it has to be done. He'll attempt a SkyTown migration so
that you can get as close as you can to the Leviathan before sending the Spire
Pod off. After it's done, he'll wish you good luck and send you off. Alright.

Head back to Spire Pod, and as soon as you land on it, the supports keeping the
Spire Pod afloat with the other strucures will be destroyed, and the Spire Pod
will float by itself and head toward the Leviathan. We're stuck on it. Might as
well enjoy ourselves while we....wait....The AU will say that the pirates have
detected your movement and are flying there to intercept and destroy the Spire.
Crap! Scan the Space Pirate Assault Skiff (this one fires Missiles) and destroy
it like you do with the ATCs. After destroying it (and the aerial drones that
attack you) Aerotroopers will come. After that, an ATC will drop off some
pirates. Scan the Armored Shield Trooper and kill those. Soon after they are
gone, not one but TWO Assault Skiffs arrive. Gah! Destroy those quickly! (You
will also be attacked by troopers, aerial drones, all kinds while trying to
destroy the Skiffs.) After the skiffs are destroyed, the pirates will stop and
you'll be above the Leviathan. Ugh, finally.

Samus will automatically walk to a terminal, so go up to it and touch the three
targets to disable the pod's engines. An escape pod will come up, so get in
there and activate it with the Hand Scanner. ...Wait, it's malfunctioning! Damn
it, this is no time to fix something when you have to escape a falling Spire
Pod! Head down the Morph Ball tunnel to the maintenance halls. Melt the rocks
in the way, then head to the right. Yank off the safety shutter and meld the
panel together. Follow around the middle structure and yank the obstruction
away from there, and meld the panel there. Meld the final panel on your right
and then head back up to the escape pod. Activate the Hand Scanner to bring out
the control panel. Push the Wii Remote forward to activate it and escape just
in time. Now you get to watch the Spire Pod fall straight to the Leviathan and
create a big explosion. Aaaand the shield is gone! Yes! Success! The next thing
you'll see is Samus piloting the escape pod back to SkyTown in the Escape Pod
Bay. Head through the door, and as you go down the lift, the AU will
congratulate you and tell you that you can now reach the Leviathan and destroy
it. Look at your map now. See how drastically this part of SkyTown changed? The
whole area with the Security Station and SkyTram is in a seperate part from the
rest of SkyTown. However this place is essentially of no use to you now, as you
have gotten all the Expansions you can get here. Head to your ship; you know
where to go.

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scan Acquired: Ship Grapple Point

New Elysia Creature Scans Acquired: Swarmbot, Steamspider

New Pirate Creature Scan Acquired: Advanced Aerotrooper, Space Pirate Assault
Skiff, Armored Shield Trooper

New Phazon Creature Scan Acquired: Phazon Metroid

New Elysia Lore Scans Acquired: Federation, Agreement, Aurora, Loss

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrade Acquired: Seeker Missile

New Expansions Acquired: Energy Tank, Missile Expansions (3)

Energy Cells: 1 (2 used, 9 total)

Current Equipment: 8 Energy Tanks, 155 Missiles, 6 Ship Missiles

See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Destroy the Elysia Leviathan
'
Once you land at the Leviathan, head straight forward using the floating
platforms, and head through the door. Blast through these obstructions using
Seekers and Hypermode attacks, and head to the Core.  Here, you'll meet the
boss: Helios. Surprisingly, this boss isn't as annoying as Mogenar, but still
complex.

--------
BOSS: Helios

Scan it. First off, the boss attacks in formations with its Swarmbot army. I
will attempt to describe the different forms and how to avoid the attacks and
how to damage. First up:

Sphere form: Helios will make the Swarmbots surround it in a spherical
fashion, and will use this to roll around and try to run you over. This is
easily avoided, and the way to attack Helios is just by destroying enough
Swarmbots to create an opening.

Group form: The Swarmbots will assemble in groups, and Helios will go behind
each group and energize them. You now have two things to target. Either Helios,
or the activated groups Swarmbots, as they'll fire really damaging beams. Your
choice.

Disc form: Swarmbots surround Helios and create a "disc" of pure energy while
five other Swarmbot groups will act to sustain Helios. Helios itself is
shrouded in pure energy and is invincible in this form. This is somewhat easy
to avoid. It also fires concentrated beams of energy in this form. In order to
damage Helios, you have to fire Seekers at the five Swarmbots sustaining Helios
while they are glowing red/orange.

Humanoid form: Only formed when Helios is below half health left, Helios forms
the body, while the Swarmbots form appendages similar to a humanoid. The arms
can form powerful energy orbs that are hard to avoid. You can destroy the arms
by shooting them during it forms an orb or shortly after it forms one. Helios
itself is invulnerable right now, and the only way to make it vulnerable is
by attacking the legs as they try to stamp the ground to create a shockwave.
This will make Helios "fall over" and allow you to attack it.

Twister form: Helios will be at the ground, having its Swarmbots fly around
above it and form a twister of sorts. It'll then fly around to try to suck you
in. Helios itself is covered in a shield that protects it from beam attacks,
but it can still be damaged with Bombs.

In any form, once Helios is damaged enough, its core will be exposed and will
resort to flying at you while swinging its sharp arms to try to cut you up.
Damage the core with Hypermode attacks. It's simply a matter of overcoming its
forms and getting it to expose its core so you can kill it.

Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------

Helios will explode, once again exposing Samus to Phazon radiation and
increasing her Phazon levels. This won't be good for Samus if this keeps up...
Anyway, a new ability is shown. Pick it up to acquire the Hyper Missile. Simply
be in Hypermode and fire a Missile to use this. These Phazon-powered
projectiles pack extra punch and are faster than Beams, but as a result they
lose their homing capabilities even when locked on.  Hyper Missile the Phazon
patches you see up there, and the Leviathan Core will be revealed. This Core
is destroyed the same way as in the Leviathan in Bryyo, so you know the drill.
Elysia cleared of Phazon corruption! Samus will fly to above Elysia and wait
for AU 242 to brief her.

The Aurora will tell you that Phazon corruption on both Bryyo and Elysia has
been stopped and congratulates you. She says it's not over yet, as they
retrieved a message pod from Gandrayda, who was sent to find the place where
the pirates' home is. The pod inside contained exact coordinates of the Pirate
Homeworld, and when they looked there, they found out that the planet is almost
pure Phazon. If the corruption isn't stopped soon, the corruption will spread
throughout the galaxy, and eventually the universe. Alright, we'll head there,
but first we have some catch-up. Land at Cargo Dock B on Norion.

Take down the Multi-Lock Blast Shield with the Seekers, and head through. Head
through the Morph Ball tunnel, and through the door to Generator B. You'll be
locked in, and a Metroid Hatcher will appear. Another boss?

--------
MINI-BOSS: Metroid Hatcher

Scan him. He can use his tentacles to leech energy from you (shake the Remote
and Nunchuk to escape) and spin around to attack. To start damaging it, shoot
its tentacles until the Hatcher retreats them. At this point he can spawn
Phazon Metroids. Don't let him do that. Shoot his mouth while it's open to stun
him. Rip off a tentacle with the Grapple to hurt him. Repeat the process three
more times to defeat him.

Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------

The Phazon formations around the room will be destroyed, revealing a Morph Ball
tunnel leading to a control room with an Energy Cell. Head in there and get the
Cell. Now head back to your ship, save if you wish, and fly to Bryyo. Norion is
officially done. Oh, land at the Federation Outpost. Once there, head to Fuel
Gel Pool. See the giant statue head? Have the ship carry it. Now head to Hall
of the Golems and head through the orange door. Out here, look up and you'll
see an incomplete Collosus. Command the ship to place the Golem head up there
and it will activate and swing its hand toward where you are, and break down a
wall and a cage concealing a SHIP MISSILE EXPANSION. Scan the Lore near where
entered, then head through the door.

Use the Spinner to create part of a bridge. Cross it, then wait for the Wall
Jump Surfaces to near each other. When they do, quickly Wall Jump up and grab
the ENERGY TANK. That is really about it, so head back to your ship (if it
hasn't landed back at its original spot, command it to land) and fly to Thorn
Jungle. Now head to North Jungle Court. On the northeast corner is a generator
that can be lifted. Do so to find a vent small enough for a Morph Ball. Head
through, then go through the door to arrive at the other end of the bridge
where you got the Energy Tank. Work the Spinner here like before, then start
heading to Hidden Court. Once you arrive, look for the drop off point and do
so.

Start heading up to the orange door, then jump to the half-pipe. Get up to the
left side, then hop over the Golem to the ledge. Follow it to reach the now
revealed Energy Cell. Take it. We're done with Bryyo now, so let's head to the
Pirate Homeworld now.

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Elysia Creature Scan Acquired: Helios

New Phazon Creature Scan Acquired: Metroid Hatcher

New Bryyo Lore Scan Acquired: Decline

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrade Acquired: Hyper Missile

New Expansions Acquired: Energy Tank, Ship Missile Expansion

Energy Cells: 3 (2 used, 9 total)

Current Equipment: 9 Energy Tanks, 155 Missiles, 7 Ship Missiles

See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Raiding the Pirate Homeworld
'
In Landing Site Bravo, there's a few things to scan here before you continue,
naming Heavy Phazon Canister and Pirate Cargo Drone. After scanning them, head
through to Lift Hub. Take down the turret, then scan the Pirate Lore here. If
you have trouble finding it, it's a large orangish/red circle. Step into the
lift, and choose the top level. Just like a real elevator! >_>;
Anyway, at the top, take the left. Scan the door at the end then head through.
You'll see this place is drenched in acid rain. Bad hazard that must be avoided
at all costs. (It eats up energy like you wouldn't believe.) AU 242 will call
you saying that the acid rain is too dangerous and that you cannot access most
of the Pirate Homeworld. You need a suit upgrade to allow safe passage through
hazards such as acid rain. At any rate, see the catwalks above? Walk under them
and head to the eastern alcove as was shown. This way you'll be protected from
the acid rain. Scan the Acid Rain if you can, btw. (It can be added to your
Logbook under Research, though it may appear there without scanning. It's weird
I know.)

See the Grab Ledge? Head up there, and go through the Morph Ball tunnels until
you reach a fork. Take the left path and follow it to grab the MISSILE
EXPANSION you saw. Head back and take the right path this time. When you exit,
stay in this alcove at all costs. See the Energy Cell here? Remove it, then
head through the vent that just opened. You'll see those rapid fans that
blocked a small tunnel have stopped. Head through there with the Morph Ball.
Continue through Flux Control until you reach a panel with two Morph Ball
tunnels. Yank the panel, then head through the tunnel it blocked before. Take
the lift as you arrive in Command Station, then head right. Follow the path to
another MISSILE EXPANSION. Head back and take the left path. Take the lift and
head to Command Vault.

In here, look up where the item is. There's multiple locks. Use the Seekers to
destroy the locks and reveal the item. Grab it. You got the X-Ray Visor! With
this visor, you can see things not visible in the normal spectrum, and can even
expose enemy weakpoints. Turn on the Visor, and use the terminal here. With
this, you'll have to press symbols in order, much the same as the radio
transmitter in your ship that you had to use at the very beginning of the game.
Doing this will let some Phazon containers travel along a new wire path. Wait
until one is above the hole covered in hardened Phazon, then shoot it to make
it explode and destroy the hardened Phazon. Head through the tunnel to arrive
at Defense Access. You'll see a green door in front of you. Walk forward and
a Phazite wall will block access. Ah well. See the terminal here? Use the X-Ray
Visor and activate it the same way you did in Command Vault. Head up the lift
and look out the window. You'll see some drones using some sort of Beam to
penetrate a Phazite panel. Hmm...must get that. Anywho, before you return, scan
the Pirate Lore in here.

Back in Defense Access, a couple of Assault Troopers will attack you. Kill them
then head through the door. You'll recieve an incoming transmission from...a
Federation Marine? He says he's been captured and is held at the Research
center, and knows a way to bypass the acid rain. He'll then transmit his
coordinates. Woah, looks like we'll get through this in no time. Grab the
MISSILE EXPANSION, then turn on the X-Ray Visor. You should see targets to hit.
Hit all the glowing ones to activate the mechanism. Go into Morph Ball and
touch the hologram to twist around to the other side. Head down to the very
bottom of Lift Hub, and use the terminal down here to access the map for this
planet. Neat! :D Now you can land where the Marine is stationed, so head to
your ship and fly there.

Head through the door in Landing Site Alpha once you land. Activate the lift
with the Hand Scanner, then use it. At the top, find the piece of metal
blocking a Morph Ball tunnel and Bomb it, then head through. Here, look through
the window and shoot the glowing dot on the panel there to reveal the way. Head
back and continue to Scrapvault. Head through with Scan Visor ready, because
some new Shriekbats will try to surprise you. Since you have the Visor on, you
will have enough time to scan them. Now head around to the other end. Climb the
platforms you see here, and when you reach the Grab Ledge, don't jump to it.
Look right to see a distant platform. Screw Attack to it, then face south to
see a Grab Ledge leading to a MISSILE EXPANSION. Now head back to the other
Grab Ledge and take it.

Through the tunnel, you'll appear in Scrapworks, a circular room with nothing
but Morph Ball tunnels and a big Phazon pool at the bottom. I'll tell you what
to do here. Head forward as far as you can and activate the Bomb Slot, then
head a little left and jump to the red area. Move quickly before a turret
shoots you, then climb up the platforms here. When you see a junction, take</pre><pre id="faqspan-4">
the upper path. Double Bomb Jump to the ENERGY TANK. Head through this next red
area. Drop down, head to the Bomb Slot and activate it, then drop down to the
now open area and head through the tunnel below. At the end, you'll reach a
secluded room. Meld the circuit board together, then use the device with the
X-Ray Visor to open something in the main Scrapvault. Head back to Scrapworks,
and go past the Bomb Slot. Use the Boost Ball in this U-shaped channel and get
to the very top of the right side. Drop down the hole you see on your right,
then activate the Bomb Slot. Go back to the U-shaped channel, go to the bottom,
and hop up to the exit tunnel.

You'll arrive back at Scrapvault, but a security drone will spot you and
activate an alarm. The alarm beacons will appear in front of you, and the
actual Pirate units will arrive soon. You more than likely won't have time to
destroy the beacons, so go ahead and let the pirates come. You'll see a
Commander warp to this area and see you, then summon some other strong pirates.
You'll meet that Pirate Commander later, but right now, scan these Commandos,
and take them out. They're quite more powerful than the pirates you've been
facing before, so take extra precaution with these guys. After they're gone,
head through that place that was opened to Processing Access. Keep your X-Ray
Visor on, and when you see laser traps, Morph Ball under them. Scan the Lore
here, then go to Metroid Processing next. Gah, another Pirate attack. Scan the
ones with shields, then KILL THEM ALL! >:O

A device will activate. Use the X-Ray Visor and twist the Wii Remote to fill in
the gaps. This will make a lift appear. Take it to go down to the lower level.
Head to the right and meld the circuit board together to make the center piston
act as a Morph Ball transport, then head to the left and remove the Energy
Cell. Head back to the first floor and Phazon Metroids will break out and
attack you. Take care of them. Afterwards, look in one of the containers the
Metroids broke out of to find a MISSILE EXPANSION. Use that piston in the
center to go to the top level, then head through the orange door. In Airshaft,
shoot the targets with Seekers. Before climbing up the Wall Jump Surfaces, scan
the Puffer Mines. Now climb to the top. Scan the Pirate Lore here, then head
through the door.

In Craneyard, Samus will look and see an item in the outside, but of course she
can't reach it from here. She then looks behind her at a peculiar track on the
wall...Head left and go through the door. Here you'll find the Marine attacked
by Space Pirates! Defeat them all to save the Marine. He says he'll help you
find another way to reach the item needed to bypass the acid rain, and then go
to a handle device which requires two people to do simultaneous motions. Just
do the motions he tells you to do right as he does his to activate the
elevator. Walk to it to take you up. Samus will walk forward, and...the Marine
is...pointing his rifle at Samus. Samus however senses danger and turns into
Morph Ball just as he fires. What the hell, Marine? Wait...It's Gandrayda!
Should've known!

--------
BOSS: Gandrayda

Scan her. This metamorph relies on morphing into other characters such as
pirates. As of now she can morph into many forms, all of which act the same as
the original creatures. Berserker Knight, Aerotrooper, Swarmbots. Unmorphed
form, she just jumps around and throws electric purple discs, jumps and hits
the ground making an electric wave shoot forth, and jumping on you. Shake the
controller to make her get off if she jumps on you before your energy gets
leeched.

After one fourth of her health is gone, she'll lower the walls, revealing acid
rain. Stay away from where the acid rain is falling. She'll assume new forms as
well, which include the other two Hunters, Rundas and Ghor. After a little less
than half of her health is left, she'll now assume your old Varia Suit form.
Like I need to explain to you how to avoid your own attacks, right? Well wrong.
Gandrayda's abilities while as Samus lets her use the Boost Ball and a HUGE
version of the Power Beam. You have to be careful of both attacks.

Around one fourth health left, she'll start using Hypermode and cloak. Use the
X-Ray Visor to see her while she's cloaked, and when she's not cloaked, she
usually turns on Hypermode, thus blocking view with the X-Ray Visor. Turn it
off and engage Hypermode to damage her. Continue this until she's dead.

Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------

When Gandrayda is dead, she'll morph into random characters, then give you one
final scare before she's absorbed by Dark Samus. (You'll see what I mean.) Head
over to grab the item. You got Grapple Voltage! With this, you can grapple onto
enemies or devices and siphon energy to and from you. While held onto something
with Grapple, pull down on the Control Stick to siphon energy to you, and do
the opposite to siphon energy from you, as if to power something.

Head over to the device there and siphon energy from it, then head through the
door. You're now in a Transit Station, one of many. Scan the panel with what
looks like a Grapple icon on it to bring up a Hand Scanner. Use it to summon a
transit car. Head inside, then work the controls to go to Transit Station 1-A.
Scan the Lore, then head to Landing Site Alpha. Ah, we're back here, eh? Siphon
the energy from the device, then head to your ship. In order to progress here,
there's an item we need to get, and it's on another planet. Elysia is a good
choice, we haven't visited all of the areas there yet.

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scans Acquired: Heavy Phazon Canister, Space Pirate Orange Door,
Acid Rain

New Pirate Creature Scans Acquired: Pirate Cargo Drone, Urtragian Shriekbat,
Commando Pirate, Assault Shield Trooper, Puffer Mine, Gandrayda

New Pirate Lore Scans Acquired: Our Mission, Stowaway, First Disciples, The
Source Discovered, The Leviathan

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrades Acquired: X-Ray Visor, Grapple Voltage

New Expansions Acquired: Energy Tank, Missile Expansions (5)

Energy Cells: 5 (2 used, 9 total)

Current Equipment: 10 Energy Tanks, 180 Missiles, 7 Ship Missiles

See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Item Collection part 2
'
Land at the Main Docking Bay. Head all the way to Junction, and take the south
door. (At Hoverplat Docking Site, there's a few Phaazoids. Get a Red Phaazoid
to appear and kill it for a Gold Token.) At Zipline Station Charlie, see the
gate? Grapple it and transfer energy to it until it breaks, then take the
Zipline. You'll be stopped halfway because the Zipline breaks. Ah well. Screw
Attack the rest of the way. Grapple the device here and siphon its power to
remove the energy shield, then head through the tunnel and through the door.
Now in Powerworks, shoot the energy nodes with Seekers, then head through the
tunnel that opens. (From now on, when I say "vent" or "tunnel," that means it's
one to use the Morph Ball with.)

You're now in the main room. You'll see a large gear that can be yanked, but
you don't have enough leverage to make it fly high enough from here. Get the
Lore from the Databot, then head to the ledge on your right. You should have
enough leverage here, so yank the gear to make it fly. When it reaches the
pinnacle of its height, Missile it to make the gear go back in its place. The
way to a new item will be revealed, and hey, a Chozo statue is holding it like
in the 2D games. Go grab it. You now have the Spider Ball! With this, you can
travel along magnetic Spider Ball tracks to reach new areas! Just hold Z while
in Morph Ball and near a Spider Ball track to use the Spider Ball.

You'll be dropped down to a place below. Walk out and you'll see a Spider Ball
track. Just follow them until you reach the inside again. Scan a Spider Ball
track, then take the other track that doesn't go straight up. (It's next to the
one you just used.) Follow it (you have to use the Boost Ball a couple times),
and grab the MISSILE EXPANSION at the end. Head back and take the track that
leads straight up. Head back to Zipline Station Charlie, and Screw Attack to
the platform on the right. Take the winding Spider Ball track until you reach
a mid-area where the camera is close to the Morph Ball. Pass the first electric
current mechanism, then look for a way up. Double Bomb Jump to the circular
magnetic rail, then either Bomb Jump or drop from the top to grab the ENERGY
TANK. Now continue on to the other side. Now head to Construction Bay.

Once you arrive, look right. There's a device to use Grapple Voltage on. Give
energy to it to activate a Morph Ball lift, then take it. At the top, hop on
top of the Morph Ball shaft, carefully walk to the end, and Screw Attack
towards that ledge you see over there. Grab the MISSILE EXPANSION and get the
Lore from the Databot here. You should have 75% pickups about now if you
followed this FAQ to the T. Now see the Phaazoids here? Try to get a Red
Phaazoid to appear from them so you can get a Gold Token. Now head to Ballista
Storage. You'll fight another Steamlord battle, so finish this battle. You can
make the battle go quicker if you use the X-Ray Visor, as it exposes the
Steamlord's cloaked position. On the western side of this room are two devices
to transfer energy to. Do so to reveal an Energy Cell. Remove it, then head to
Hoverplat Docking Site next.

Head to the center area, and travel the Spider Ball tracks until the end, where
you get a SHIP MISSILE EXPANSION and land on a higher platform. Get the Lore
from the Databot, then head to Steambot Barracks. Once there, head to the top
and go through the Morph Ball tunnels again. When you get to the steam that
pushes you up, hold Z so you'll grab on to the Spider Ball track. Head up to
grab a MISSILE EXPANSION. Now head back to your ship and fly to Landing Site B.
Head now to Chozo Observatory. You'll see a Spider Ball track up on a platform
here. Go up them and activate both Bomb Slots to get research entries for
Tallon IV and Aether. Now, climb up the tower, and go up the other Spider Ball
track. Activate the Bomb Slots here to get map data for this area of SkyTown,
and map upgrades for Norion, Bryyo, and Elysia. These map upgrades allow you to
see all the expansions located in each of those planets through icons. An X
means there was an item or expansion there, but you've already collected it,
and a big dot indicates an item or expansion that has yet to be collected.

Now that you've got those, head to Concourse Ventilation. Kill a Red Phaazoid
here for another Gold Token, then head up the Spider Ball tracks here to get a
MISSILE EXPANSION. Alright, we're officially done here...for now. (There's
still one minor thing here we can't do just yet.) Let's head to Norion. I was
wrong, there's one more item that we can get there. Thankfully it's right at
Cargo Dock A, so fly there. On the southwest corner, you should see a Spider
Ball track. Climb up it, and at the end you should reach a MISSILE EXPANSION.
NOW we're done with Norion. Fly to Bryyo next, and land at Cliffside Airdock.
Once you land, head to Grand Court. Go down to the Golem and activate it using
the device on its head. You need the X-Ray Visor. Once it's activated, it will
reveal a pool of Phazon and some Phaazoids. Kill a Red Phaazoid here for a Gold
Token, then head to Hall of the Golems.

Give energy to the lock on the Golem you see, then turn around. Scan that
creature on the ledge and the ones it spits out, then activate the Golem to
energize a Spider Ball track. Before climbing it, eliminate the Fargul Hatcher
you just scanned, as the wasps it spawns will make it incredibly difficult to
do what you need to do. (Getting hit makes you fall off a Spider Ball track.)
Alright, now follow the Spider Ball tracks, avoiding electricity, and at the
end, grab a MISSILE EXPANSION. That's about it for now. Go to a landing site,
enter your ship, and head to Fiery Airdock. Once you land there proceed to
enter Bryyo Ice just like you did before. Once there, head to Tower. At the
bottom, find a Spider Ball track and follow it. This is rather complicatd but
you should still be able to go through it without much help. At the end is an
ENERGY TANK. Now head back to your ship, we're done with collecting items for
now. Fly straight to Research Facility on Pirate Homeworld.

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scans Acquired: Spider Ball Track, Planet Tallon IV, Planet Aether

New Bryyo Creature Scans Acquired: Fargul Hatcher, Fargul Wasp

New Elysia Lore Scans Acquired: Defeat, Phazon, Invader

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrades Acquired: Spider Ball

New Expansions Acquired: Energy Tanks (2), Missile Expansions (6), Ship Missile
Expansion

Energy Cells: 6 (2 used, 9 total)

Current Equipment: 12 Energy Tanks, 215 Missiles, 8 Ship Missiles

See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Cleaning Up the Homeworld
'
Alright, go the back way, take the Transit Station, then head to the place the
Acid Shield Unit is. Remember the Spider Ball track a cutscene showed you
before? Take that up now. If you had Admiral Dane contact you back at SkyTown,
saying that they're preparing for an assault against the Pirate Homeworld, Dane
should call you back and say they're ready to begin the invasion as they're in
orbit above the Pirate Homeworld, but the base is protected by an energy
shield. He requests that you take down the defense shield and gives you the
coordinates to do so. However we can't go there just yet. Anyway, head through
the tunnels to a tower you can twist to connect tunnels. Make tunnels connect
so that you can take the right ventilation shaft above, and go up there to get
a MISSILE EXPANSION. Head back down to the Spinners and connect tunnels so you
can go down the left shaft up there.

You'll be dropped into a room. Use the Hand Scanner and the Acid Shield is
yours. You can now traverse dangerous substances such as Acid Rain and Fuel Gel
with no trouble! Some Aerotroopers will try to stop you, but now that you have
the Acid Shield, go ahead and get out into the open. Scan one of the
Aerotroopers, then kill them. Activate the Hand Scanner to open the way back to
that hall, but an Assault Trooper will alert some Commandos. Damn him. Oh well,
if you destroy 20 Pirate Commandos, you get a Friend Voucher, so keep that in
mind. Kill them all, then head to Metroid Processing, and go through the ice
door. Here in Creche Transit, Bomb the cracked panel you see, head through the
tunnel, then when you reach a Spinner, spin the device so that you can reach
the other side. Now just go through, hop up and get the MISSILE EXPANSION.
Return back outside.

See the Grab Ledge? Head up there, then take the corner. You should see some
Phazon crystals blocking the way. Use Hyper Missiles to clear them and head
through. Scan the Pirate Lore before you head through the door. Here in Metroid
Creche, go to the Spinner and use the Boost until it sends you up to a Bomb
Slot. Activate it, then go to the next Spinner and do the same. Then, a Metroid
Hatcher will appear. Defeat him the same way as the one in Norion before. (Gold
Token acquired, can get another on Hyper difficulty) Now use the last Spinner
to get up to a Morph Ball tunnel Head forward until you see a Spider Ball
track, then take it. Folow the complex series of tracks until you get to an
ENERGY TANK. Only 1 more Energy Tank to go! Now use the Spinner again and this
time bypass the Spider Ball tracks to end up at a Bomb Slot. Activate it to
remove the panels covering the Wall Jump Surfaces. Screw Attack up them, then
head through the door at the top.

You're now at Transit Station 3-A. There's a Save Station here if you need one.
After doing whatever, scan the icon, then use the Hand Scanner to bring the
train here. Take it to 3-B, which is at Command Center. Head to Lift Hub, use
the Bomb Slot to get taken to the other side. At the actual lift, go to level 1
and look at the device on your left. Siphon energy to it, then head to the lift
that was just opened. ...Apparently the lift is broken. Head out, face the lift
and Missile its supports to make it fall down below. Take the MISSILE EXPANSION
that was hiding behind. Now head back to the main lift and go to level 3, to
Command Courtyard. Take care of the pirates, then head to the second floor as
before. Except now, walk across the catwalks to the other side where a Pirate
Lore is waiting to be scanned. Drop back down, then drain the device of its
energy to open the big energy shield blocking the door. Head through.

Scan the Scritters, then head to the next room. You'll now be assaulted by a
number of enemy units. Take care of the two Commando Pirates, (that's 6) then
four Crawltanks will appear. Dispose of them and two more Crawltanks will
appear, one revealing a vent you can head through. Dispose of them, scan the
Pirate Lore, then head through the vent. You have been sent clear to Defense
Access. Remove the power from the device, then head up the Spider Ball track
behind you. Take it up to reach a door to Transit Station 4-A, which takes you
to the Mining Site area. You know how to bring the trains here. At 4-B, there's
a Save Station here for your convenience. Head out to arrive in Mining Site.

Here in Phazon Quarry, a bunch of powerful pirates will come to stop you. With
the stuff you've got though, they're still not much of a match for you, now
aren't they? Proceed to destroy them, then head to the little hall on the east
side of the room. See the control terminal? Touch anywhere to bring up the
mining equipment, then touch both glowing areas to clear them of Phazon ore.
You'll have revealed a half-pipe and a MISSILE EXPANSION. Grab the Expansion,
then climb up the half-pipe. Go through the door to arrive at Mine Lift. Yank
away the gate, then head through. In order to progress, you'll have to remove
the clamps holding the lift in place. Go up the Spider Ball track after
eliminating the tanks, then go on either side. Use the Boost ability at each
of the Spinners to twist the clamps off. Once both are removed, the lift will
fall and reach the bottom in a wreck. Fall down there, pick up the Pirate Lore,
then head into the next room.

Scan the Phazon Harvester Drone, and climb through this room without getting
hit by it. If you're a little afraid of the power it possesses, just shoot its
cannon until it short-circuits (you can't destroy it yet) and continue on. In
Drill Shaft 1, destroy the drones, then wait until the huge beams stop before
continuing. When you get to the top, look south and jump to a ledge where you
will find another Pirate Lore. Continue on. Here in Main Cavern, you'll see our
coveted little Beam we've been wanting to get. Walk around the glass, scan the
green door, then head to the northern side of the glass. Activate the lift with
the Hand Scanner, then head down it to engage an endless fight against Space
Pirates. What does that mean? That means there's an objective to do here, but
it relates directly to the pirates. Fight them off until one is left, and leave
him there. When the device in the middle starts its suction, fire Missiles or
charge shots (whichever will work) at the pirate holding on for its life. This
will make the pirate lose grip and get sucked into the machine. ....Ouch. Four
panels will then come out. Destroy a panel with normal weapons fire, then
repeat the process. You should now see some Pirate Commandos come out. If you
can bear it, go ahead and start killing Commandos and not worrying about the
machine until you get the Friend Voucher I mentioned earlier. After you get it,
or if you think you can't survive it, continue with destroying the machine in
the previous manner until you've cleared it. The Beam that you've been wanting
will be sent down to you. Grab it. You now got the Nova Beam! This high-
frequency beam can penetrate Phazite walls.

Head forward, turn on the X-Ray Visor, and shoot the target you see. Now use
the device to create the way to the lift again. When you get back to the main
level, go forward, use X-Ray Visor to see a node to shoot and do so, then use
the device to lower the Phazite panel. Go through the door. In Drill Shaft 2,
use the X-Ray Visor and shoot at the drill's core to destroy it. Head down, and
go through the green door here to arrive at an upper level of Phazon Quarry.
Take the Energy Cell here then head back to Main Cavern. Take the green door
at that room. In Phazon Mine Entry, turn on the X-Ray Visor and face the
Phazite panel. Shoot all the locks to open the way to a MISSILE EXPANSION and
Pirate Lore. Head through the door to arrive at Landing Site Charlie. Clear all
the debris to be able to call in your ship. Save if you wish, then fly to
Command Center.

From here, head straight to Defense Access and shoot the locks in the Phazite
wall. Head through the green door. Walk around, destroying the turret and a few
pirates, and drain the device of its energy. Now start climbing to the top,
destroying turrets planted almost everywhere. At the top, punch down the
correct symbols at the device to reveal Phazite panels on the tower. You know
what to do. Use the Nova Beam + X-Ray Visor combo to destroy the cores in the
tower, and also to insta-kill the pirates by shooting them in the head. Once
all the cores are destroyed, head back to the top and activate the Bomb Slot to
disable the defense system, allowing the Federation to attack! Yes, we're
successful! You got a Gold Token for your efforts.

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scan Acquired: Space Pirate Green Door

New Pirate Creature Scans Acquired: Assault Aerotrooper, Scritter, Phazon
Harvester Drone

New Pirate Lore Scans Acquired: Taking Valhalla, Disaster at Elysia,
Purification, Vanguard, Victory and Loss, Bryyo Falls

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrades Acquired: Hazard Shield, Nova Beam

New Expansions Acquired: Energy Tank, Missile Expansions (5)

Energy Cells: 7 (2 used, 9 total)

Current Equipment: 13 Energy Tanks, 235 Missiles, 8 Ship Missiles

See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Destroy the Homeworld Leviathan
'
Admiral Dane will congratulate you and tell you to meet him at the coordinates
he gives you. Alright, but first, you need to save. Head to your ship to save,
THEN go meet Admiral Dane. Once you meet him, he'll tell you that he's going to
send a troop force to let you reach the Seed so you can destroy it. (He seems
confident...) He needs you to protect the troopers at all costs, then sends you
on your way. Alright, let's get things started. First, before you head out,
scan those yellow troopers. You'll be protecting them in this mission and if
you manage to keep them all alive, you get a Gold Token. Head forward to the
next room. You'll see some marines guarding the area on your left while some
Demolition Troopers are waiting to continue. Look ahead and siphon energy to
the device to open the blast doors for the troopers. Continue through.

Now, you'll always have two troopers with you at all times, so you don't have
to worry about protecting a whole fleet. If you wish to get the Gold Token for
saving them all, you must rely on Hypermode quite a lot to eliminate most of
the pirates. If you haven't used Hyper Missiles much, you'll probably find
yourself using them now. However, through some glitch, you can't hit the same
enemy with multiple Hyper Missiles, because after the first, they no longer
take damage from other Hyper Missiles. So if an enemy isn't dead from a Hyper
Missile, use regular shots to finish it off. At any rate, before you head to
the next room, you'll encounter a pirate. Since there are no troopers to save
right at this moment, you don't have to use Hypermode to kill this one. Head
through the door behind it.

Now it's time to get serious. As you enter the large room, enter Hypermode and
take out the pirates up on the ledge above. After they're gone, wait until the
train is gone, then head to the other side. Take out the pirates on the ledge
on this side, and BEWARE of the Aerotroopers. They have a strong tendency to
dive bomb onto the troopers. To avoid this, either eliminate quickly with
Hypermode attacks, or use that "yank jet off while on fire" trick. After they
are gone, a wall will go down and even more pirates will come, but they'll be
run over by a train. Heh. Wait until the train is gone, then head over to the
other end and start killing those pirates! Once they're gone, follow the
troopers to finally get a little rest.

You're at a little hall, and you don't have to worry about protecting any
troopers here, so take your time. Once you get to the next large room, look
right and take down the two pirates. A pirate will emerge from the train here,
just kill him. Walk through the train, then look left to kill some more
pirates. (The carnage...I like it!) After they're all gone (two advanced, two
assault, and one measly pirate...sheesh) head through the door. You'll be at
another rest hall, so take your time here. Be glad there's only one part left
to this. At the next large room, this is the last defense part. Kill some
pirates, and a Berserker Knight will appear. Is it all over? Not exactly. Use
the X-Ray Visor and Nova Beam combo to hit the Knight's weakpoint and kill him
pretty much instantly before he has a chance to attack. Now kill the rest of
the pirates. As one last assault, some Commandos will appear, but they're no
match for you, are they? Once they're gone, you're finally done with this
hectic section. If you saved all the troopers, you'll get a Gold Token.

Congratulations! Use the Hand Scanner next to one of the troopers to continue
on. There's a much needed Phazon pool in here; step in it to restore your
energy. Forgot about that, eh? In this little pool, find the Pirate Lore, and
then use the Hand Scanner down here to proceed. Start climbing up to the Grab
Ledge, and when you reach it, the Pirate COmmander will appear, knock you down,
and begin combat. This mini-boss is simple but hard to keep up with. Scan the
Commander. Basically, there's an endless supply of Commandos, and they won't
stop coming until the Commander is dead, so focus on him, then take out the
stragglers. (Gold Token acquired, can get another on Hyper difficulty) Climb
back up to the Grab Ledge, then activate the device to open the blast doors.
Drop down, call in a bombing run, then head inside your ship. (It lands as
well.) Start flying to the Leviathan.

Once there, just continue through Core Access by using the X-Ray Visor + Nova
Beam combo to hit the weak points on the tentacles. At the core, guess who
you'll fight...

--------
BOSS: Omega Ridley

Scan him. Ridley is back, and this time he relies on ground battle than just
flying around. Don't underestimate him though. For a creature who fights mostly
while flying around, his ground fighting is just as well. First, his attacks.
He can fire homing plasma balls, which can be disrupted with weapon fire; a
sweeping plasma beam which has to be double jumped over; an aerial pound which
releases a shockwave that must be jumped; high-velocity Plasma missiles; a
full-body ramming attack (his wings spread out before he does the ramming
attack); a close-range bite; a tail whip from behind; and a claw swipe.

In order to start damaging Ridley, you'll have to shoot his mouth when he opens
it, which is usually when he attacks, though he sometimes roars, leaving his
mouth wide open. Once his mouth is shot enough, he'll fall down on his
haunches. Yank open his chest armor to expose it to Hypermode attacks. Do so to
damage him. When one-fourth of his health is gone, he'll form Phazite plating
around his chest area, and will have new attacks: One is which he forms two
energy balls from his hands, then slams them down onto the ground to create
fast-moving electric walls to damage you. You can lessen the chance of you
getting hit by shooting the balls until they're destroyed. He also combines his
tail whip attack with the Plasma beam attack, making a rotating attack in which
you'll have to dodge his tail and the beam.

The same principle stands, shoot his mouth until he stands on his hind legs as
if stunned. However if you are able to destroy both energy balls when he does
that attack, he's automatically stunned. Once he's stunned, turn on X-Ray Visor
and shoot the highlighted joints of his Phazite armor to destroy it. Once it's
completely destroyed, you can get back to damaging him. He'll now start flying
around, then come in to use missiles to bomb you, ala Meta Ridley in Prime 1.
Watch your enemy radar, and compensate in order to avoid him. His chest is
always exposed here, but if you try to use Hyper Ball while he's on the ground,
he'll fly up and out of your reach, so you'll still have to get him on his hind
legs. However, once he's on his hind legs, he can walk around and try to claw
swipe you while you're attacking his chest, so beware.

Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------

After the battle, Omega Ridley will writhe in pain, and then blow up, exposing
Samus to Phazon exposure and raising her Phazon levels even higher. This is not
good...pick up the item he left behind. You now got Hyper Grapple! With this,
you can overload enemies with Phazon. Two large...things will appear and
dangle, so overload them with the Hyper Grapple to destroy them and bring out
the core. You know what to do here. Samus will be waiting in orbit above the
Pirate Homeworld. AU 242 will tell you that any spread of Phazon corruption has
been stopped, and the Federation is grateful, but there is one more mission to
complete, that the origin of the Leviathan Seeds, Phaaze, has been found. It's
unfortunately a great distance away and cannot be reached through conventional
space travel. They request that you find a way to reach the Leviathan battle-
ship orbiting the Pirate Homeworld, as it seems to have technology to open a
wormhole. Yeah, we'll do that, but first let's do some item collecting. Go back
to Bryyo.

Land at Federation Outpost, then head to Fuel Gel Pool. Hop into the Fuel Gel
and head straight across to find a hidden cave. Inside is a MISSILE EXPANSION.
Head back to your ship and land at Fiery Airdock. From there, head to Temple of
Bryyo. Take out the Warp Hounds, then head to the Phazite panel. Use the X-Ray
Visor to shoot a target and allow Morph Ball entry to the huge pit of Fuel Gel
below. Follow the pits around to another MISSILE EXPANSION. Now we are
officially done with Bryyo. Head to Elysia, Landing Site B, and head to Chozo
Observatory. See the Phazite panel below? Use X-Ray Visor and shoot the lock
there to bring up a control area. Go to it, and activate the Hand Scanner to
get a map upgrade for Pirate Homeworld. Now you can see expansion locations
there. Fly to Pirate Homeworld, to Mining Site. Once you land, head to the room
Phazon Harvesting.

If Phaazoids are here, find the Red Phaazoid and kill it for a Gold Token. Now
go through 2 rooms, then return. If a Phazon Harvester Drone is there now,
good. If not, repeat until it appears. Send in a bombing run to destroy the
Phazon Harvester and get a Friend Voucher for it. Take the Transit Station to
Command Center. Head to Flux Control. Get to that panel with two Morph Ball
tunnels, and yank the panel so that you can head through the right tunnel. Head
through it, climbing a Spider Ball track, until you reach the MISSILE
EXPANSION. Head up the rest of the way and follow to a secluded room. Siphon
energy to the device here to activate a lift which you can use to go freely
between this room's floors. Now, take the Transit Station to Research Facility.

In Metroid Creche, find and kill the Red Phaazoid here for a Gold Token, then
head to Proving Grounds to do the same thing. Next head to the Processing
Access, to the part with Phazite plates. Use the X-Ray Visor and shoot the
locks inside them to reveal some Wall Jump Surfaces. Go up them, and at the
top, Missile the Zebetite-ish shield to grab the SHIP MISSILE EXPANSION. Next
head to Scrapworks. Head to the U-shaped channel, then use the Boost Ball to
get up the left side and connect to a Spider Ball track. Take it as far as it
will go and drop. Carefully jump from this platform to the next, then double
bomb jump to reach another SHIP MISSILE EXPANSION. Head back to Command Center
and enter the Command Station. Get to that Phazon creature you saw, and
overload it with Hyper Grapple. Take the door behind it to Transit Station 2-A.
Activate the train, then take it over to that distant room you see.

Exit the Transit Station and to the next room. Bomb the grating covering the
vent, then head through it to drop into a secluded area. Drain the device of
its energy with Grapple Voltage to make the shield surrounding the portal
disappear. Head inside the portal to arrive inside the Leviathan. Walk forward
and activate the device to...wait, what? ...Oh. The Leviathan controls are
guarded with command codes. AU 242 says that the Valhalla hasn't been fully
explored and just might hold the command codes you need. The Valhalla! Almost
forgot about that place! Anyway, before you leave the Leviathan, shoot the
optical organs you see repeatedly until you get a Friend Voucher. THEN return
to the planet. (Leviathan Humiliation, heh. XP)

Now travel to Transit Station 0204. There should be one last Red Phaazoid here.
After that's done, head to Transit Station Leviathan and call your ship. It's
time to head to the Valhalla one last time.

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Fed Creature Scan Acquired: Demolition Trooper

New Pirate Creature Scan Acquired: Pirate Commander, Omega Ridley

New Pirate Lore Scan Acquired: Mistress Gandrayda

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Expansions Acquired: Missile Expansions (3), Ship Missile Expansions (2)

Energy Cells: 7 (2 used, 9 total)

Current Equipment: 13 Energy Tanks, 250 Missiles, 10 Ship Missiles

See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Exploring the Valhalla
'
Continue on to Hangar A Access. Scan the Phazon Shriekbats, then continue. Go
to Stairwell. Look east, melt the pieces of rock, then place an Energy Cell
into both containments to raise some platforms to the top level. Climb them,
jump across, scan the Fed Lore, then head through the door. You'll find the
last MISSILE EXPANSION here. Now backtrack and head to Auxiliary Lift, top
level. Head through the door. Use the Morph Ball to go through the wreckage,
then enter the next door. You'll be sucked in due to no air in here. Walk
forward, kill the Metroids (if you notice, particles of their explosions stay
put due to no air in here...nice touch) and use Seekers to blast open the
barricade here. Head through the door here. Since the next room is filled with
air, expect some turbulence while entering. Head to the end, Missile the
broken blast door, and face the onslaught of Phazon Hoppers and an Atomic.
After they're gone, drop in. See the terminal that does not have an Energy Cell
in it? Yank off the panels from it and put an Energy Cell into each slot (makes
two) to reveal the way to a SHIP MISSILE EXPANSION, but it gets pushed far
down. Gah! Follow it. It'll finally reach a dead-end and stop so you can grab
it.

Bomb the obstruction right after getting the Expansion, then head the rest of
the way. From here, return to Port Observation Deck. Put an Energy Cell into
the slot and head through the door. Again there's some wind turbulence. At
Junction A, take the blue door (eugh...another dead body in front of you as the
door opens) and take the ENERGY TANK. You should now officially have 100%
items! Head back to Junction A and take the green door...scan it first. Head
through Aurora Access and get to Aurora Chamber. Head to the opposite end,
climb up the ramp, then turn around. Missile the gearworks (you can lock on to
it) to get them working and remove those plates from the Energy Cell slots. Put
some Cells in the slots to extend some bridges...and a Metroid Hatcher appears!
Don't get all prepared to fight him though. Use the X-Ray Visor + Nova Beam.
Instant kill. HA! Take that, Hatcher! (Gold Token acquired, can get another on
Hyper difficulty) Anyway, climb up to the top and enter the door.

Head through Control Room Access, killing Metroids, and get to the next room.
Here in Control Room, head to the south end with the dead Trooper next to a
flashing screen on the floor. Look closely at it to see a code number. If you
can't see it, you can scan it and it will tell you the code there. Head back to
the center of the room to find a control panel where you can enter that code.
Do so to get a secret message from AU 313, and a Friend Voucher because of it.
Scan the Fed Lore then head to western end of the room. There's a pirate
console here. Activate it to access the Pirate Code that you need to control
the Leviathan. Sweet. I think you know how to reach the Leviathan, so head all
the way over there, and activate the Leviathan. (The Pirate Code gives you
automatic access, no need to input numbers or something.) Alright! This is it.
We can finally head to Phaaze and end Dark Samus...and this Phazon menace for
good. Keep in mind that once you go to Phaaze you can't return, so if you're
not ready, don't rendezvous with the fleet until you are.

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scan Acquired: Galactic Federation Green Door

New Fed Lore Scan Acquired: Tallon IV Incident, Anhur Incident

New Phazon Creature Scan Acquired: Phazon Shriekbat

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Expansions Acquired: Energy Tank, Missile Expansion, Ship Missile Expansion

Energy Cells: 0 (9 used, 9 total)

Current Equipment: 14 Energy Tanks, 255 Missiles, 11 Ship Missiles

See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/The Final Voyage
'
Rendezvous with the Federation fleet above the Pirate Homeworld, and a cutscene
will show the Leviathan opening a wormhole, letting the fleet warp to Phaaze.
Upon arrival, the pirate fleet and Fed fleet will battle each other while Samus
goes down to Phaaze to take care of personal matters. As soon as she exits the
ship...the planet's atmosphere gets Samus fully corrupted, and she must vent
all her Energy Tanks. She's now in permanent Hypermode so as to not succumb to
the corruption. From now on, you have a health bar (which is determined based
on how many Energy Tanks you got in the first place) and it will slowly "rise"
due to the planet's atmosphere. Also getting hit with Phazon-based attacks will
make it rise too. If the meter reaches full, you'll get a Game Over with
Terminal Corruption. (Which is quite a disturbing Game Over...) You can vent
this Phazon with the more powerful Hypermode attacks, and by collecting Anti-
Phazon pickups. Anyway, enough of that. You can head forward now. (If you scan
your ship, it'll say it does not recognize you...damn that's gotta be a third-
level kind of creepy.)

Head up, scan the Phaaze door, and head through. (It's a bit bony and they do
not seem to glow blue.) In Entry Canyon, walk around, destroying Phazon Hoppers
until you get to a large creature similar to the one in Pirate Homeworld. Use
your Grapple and overload it with Phazon energy in order to continue and fall
down the hole. Yikes, that's a scary distance. When you land, head through the
door. Agh, you're caught by some tendrils. If you try to escape, you'll see
that you can't. However, go into Morph Ball mode and head through, since they
can't grab on to smooth surfaces. Here in Cavern Alpha, go along and watch the
wall on your right with the Scan Visor and scan anything until you get to Black
Phazon Crystals. Then you can continue. Climb up, Missile the obstructions,
jump across the ledges, and head through the next door.

Go through the Morph Ball passage on your left, and when the view changes to
a side view, hold A and destroy every single red Phazon glob so you can pass
through to the end. Scan the Phazon Puffer, let it take some of your built-up
Phazon, (need as low as you can get) and before it fires it double at you, (red
waves emanate from it when it's about to) destroy it. Head through the door.
Here in Cavern Beta, drop down, look west, Missile the crystals there, then
Screw Attack over there. Then walk to the left, Missile the crystals, then head
through the door. Go through the Morph Ball tunnel, and unmorph. Scan the
Tangle Weed, then go back into Morph Ball. Hold A and use Hyper Ball to destroy
all the red structures to destroy the middle obstruction, allowing a way down.
Do this twice more to fall down a long shaft and get caught by a creature
waiting below. Use Hyper Ball to slowly kill him until he spits you out, then
head through the door.

Down in Metroid Cavern, drop down, take the way around (check out the millions
of Metroids stored behind a membrane on your left...O_O) and find a...weird
creature blocking the door here. Shoot the...things that come out to stun the
creature, then shoot it to destroy it. Be careful of the constant Phazon
Metroids that spawn. Head through to encounter a few waves of enemies. Proceed
to destroy them, then continue on, through the door. In this next room, just
fall down the shaft and...woah! E-Easy there, giant..Phazon...creature...thing.
Shoot it, shoot it, shoot it! Kill it before it tries to eat you! When it's
destroyed, you'll fall the rest of the way, free to head through the door at
the bottom. Go around, Missile the obstruction, and drop down...again. Head
through the door at the bottom.

Welcome to Genesis Chamber, where every single Leviathan that you destroyed
was born here. (You can see in the map that the Leviathans have a huge shaft
to travel up.) And another Leviathan is being formed! (Note: For a neat little
easter egg for the people who are familiar to the Prime series, there are husks
of "creatures similar to the one you encountered on Tallon IV." These are
Metroid Primes, so it seems as if there's more than one out there...o_o) Yank
off both the panels, scan the Leviathan Infant, and prepare to use all you've
got on it to destroy it. Once it's destroyed, the cocoon raising it will
destroy, providing a way down, and multiple Anti-Phazon pickups. Pick them all
up before heading down.

--------
BOSS: Dark Samus

Alright, this is it. Scan her. First of all I will list her attacks as of now.
She can form Phazon pillars, which you can use as cover, or Missile them for
health; fire a scattershot Phazon beam; homing Phazon missiles; and a Phazon
shield to protect herself from your Missiles. Simply fire at her and dodge
these attacks until her health is at three fourths. She'll then attempt to
replenish her energy. Shoot her down now to end it prematurely. She'll attempt
this occasionally throughout the battle now, so keep on your toes. She also
will use a form of a Shine Spark to fly up, and ram the ground, sending out a
shockwave of Phazon energy.

Once she's back to three-fourths energy left, she'll now perform a new tactic:
creating "echoes" of herself. The echoes can be destroyed for health, but if
you want to end the battle quickly, use the X-Ray Visor to detect the real one.
(The one that glows red.) When an echo is out, Dark Samus will use a sweeping
Plasma Beam attack, and it's impossible to avoid it by jumping. Instead, turn
into Morph Ball (it goes right above you) and use Hyper Ball on her to continue
delivering damage to her. She will basically do the same basic attacks, except
doubled, then tripled, due to her echoes. Occasionally she will reform with
her echoes, making her temporarily invulnerable. Finally, when there's two
echoes with her, she can perform a weird attack, in which she and her echoes
fly at you in a weird pattern. Try to avoid this by changing your strafing
pattern constantly, as she can keep up with you.

Another attack is that she can use Shine Spark to ram you, so when she starts
glowing blue and crouching, move out of the way. After about half health, she
has a new attack if she's alone with no echoes: jump quite a distance, then
smash the ground with her Arm Cannon, creating a Phazon wave that travels along
the ground. When its health is about one-fourths left, she'll likely join her
echoes, fly high into the air, and spin around, firing homing Phazon shots. She
will occasionally let her echoes depart from her to fire multiples of these
Phazon shots if she so chooses. As she's invincible during this attack, you'll
have to either wait it out or destroy her echoes. That's basically it, just
shoot her 'til she's dead.

Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------

Phew! What a chore. But now Dark Samus has finally been defea--oh don't tell
me...you just don't give up, do you Dark Samus?

--------
BOSS: Aurora Unit 313

It seems Dark Samus has merged with the Aurora Unit that she and her pirate
horde stole from the GFS Valhalla. Well, time for one last battle. Scan it.
Again I will list its attacks first. It can send out tentacles, and if they are
out too long, they will throw Phazon particles at you and retract. It can also
fire a purple beam in a sweeping manner. Whatever you do, DO NOT HIT THIS. This
can quickly raise your Phazon meter, and you do not want that. To best avoid
it, pass the beam when it sweeps down, then pass it. It can also spawn Dark
Samus "echoes," with which it will remain dormant while the echoes attack. The
echoes can fly around, fire Phazon projectiles, and, at lower health, use Boost
Ball. Destroy these echoes for guaranteed health.

Alright, now how to damage it. When it has its tentacles out, damage the very
tip of them to make them retract. The point at where the tentacle originated
from will briefly glow yellow: attack this point to stun it a bit. Also, making
the tentacles retract by shooting will usually give you some health. Once the
Aurora Unit is stunned enough, it will fall onto the ground and lay there not
moving for a little while. Quickly head over there and yank the armor open,
which exposes its weakpoint. Hit it to damage it. I find that to get the most
damage, start charging up your Beam just as soon as you yank off the armor,
then by the time you can attack, you'll be fully charged. Let loose on that,
then immediately follow up with a Missile.

When its health is low, it can connect to the device below to lob plasma bombs
at you, so beware. After its health is gone, the spinal cord will be severed
from the main unit and it will proceed to float around. It's not quite dead
yet! This form has brand new attacks, obviously. One of them is one in which
it fires yellow beams from its four beam cannons in a kind of spastic motion.
Simply avoid this by being either clear away from it, or under it. It can also
expose a cannon, which will fire a projectile to the ground, creating a shock-
wave of energy. You can shoot the cannon to stun him. It can also shoot Phazon
projectiles, at the cost of its stamina, as it will be stunned shortly after
firing one. Finally, it can spin around on the ground, making it a bit
difficult to dodge. You can stun it if your Screw Attack connects with it
during this attack.

Alright, the main focus now is where the spinal cord was connected. That's the
weakpoint, and the prime advantages to targeting this weakpoint are the
aforementioned parts in which the AU gets stunned. Once you know its weakpoint,
that's pretty much it to the battle.

Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------

After the battle, Dark Samus will finally be killed (seems painful), Samus's
corruption will be totally gone, and Phaaze will be destroyed. I'm not spoiling
the rest of the ending now, so go and finish with 100%. I'm sure you have that
if you followed this walkthrough anyway. A bonus is that if you choose to save
the game after the endings are over, you can start a game over again on the
same file, with the scans you had carried over. No more incessant scanning in
replays! (You even can choose a different difficulty...if you notice there are
dots that can be filled that are beside your Mii. These represent the
difficulties that have been cleared.)

*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scans Acquired: Phaaze Door, Black Phazon Crystals

New Pirate Creature Scans Acquired: Dark Samus, Aurora Unit 313

New Phazon Creature Scans Acquired: Phazon Puffer, Tangle Weed, Leviathan
Infant

See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*

________                                                               ________
Section \___________________                       ___________________/ V
                           \_____________________/
                                  Equipment

Here I'll list all the major suit upgrades you get and when you get them, PLUS
expansion locations. First, the Suit upgrades.
</pre><pre id="faqspan-5">
_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Samus Suit Upgrades
'
------------------------------
Hypermode       /
---------------
Here are the Hypermode upgrades. This particular category won't show the room
you can get each, as these are found at pretty much the end of every major
boss.

--------
Hyper Beam
¯¯¯¯¯¯¯¯¯¯
Scan: The Hyper Beam fires bursts of Phazon energy. While in Hypermode, press
[A] to shoot. To charge the Beam, press and hold [A]. Release to fire a
powerful attack. Each shot of the Hyper Beam will drain a small portion of
Phazon from your PED tank.

Acquired: After destroying the meteor on Norion. Comes with the PED Suit.

--------
Hyper Ball
¯¯¯¯¯¯¯¯¯¯
Scan: The Hyper Ball allows you to attack multiple targets while in Morph Ball.
While in Hypermode, enter Morph Ball and press [A] to attack all nearby
enemies. Press and hold [A] to fire a constant attack. The Hyper Ball attack
will constantly drain Phazon from your PED Tank while being used.

Acquired: As reward for beating Mogenar.

--------
Hyper Missile
¯¯¯¯¯¯¯¯¯¯¯¯¯
Scan: The Hyper Missile adds Phazon-enhanced Missiles to your Hypermode
arsenal. While in Hypermode, press [Control Pad Down] to fire. Each Hyper
Missile fired will drain a large portion of Phazon from your PED tank.

Acquired: As reward for beating Helios.

--------
Hyper Grapple
¯¯¯¯¯¯¯¯¯¯¯¯¯
Scan: The Hyper Grapple enhances your Hypermode Grapple Beam with Phazon
energy. While in Hypermode, press and hold [Z] while targeting a Grapple Point
to attach. While still attached, pull the Control Stick down to siphon energy
and push the Control Stick up to send energy. The addition of Phazon energy to
the Grapple Beam also increases its effectiveness against enemies. The Hyper
Grapple is the only way to energize objects with Phazon energy.

Acquired: As reward for beating Omega Ridley.

------------------------------
Visors          /
---------------
Here are the four different Visors in the game.

--------
Combat Visor
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Gotten at start of game)

The Combat Visor is your default Visor. It provides you with a Heads-Up Display
(HUD) containing radar, minimap, lock on reticules, energy gauge and Missile
count. Push and hold [-] to bring up Visor Select. Move the cursor into the
middle zone and release [-] to enter Combat Visor. Your current Missile amounts
will be displayed in the lower-right corner of the Combat Visor.

--------
Scan Visor
¯¯¯¯¯¯¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Gotten at start of game)

The Scan Visor is used to collect data. Some devices will activate when
scanned. Push and hold [-] to bring up Visor Select. Move the cursor into the
top zone and release [-] to enter Scan Visor. Mission-critical scans will be
red in color. Scanning enemies with this visor will reveal their
vulnerabilities. You will be unable to fire any weapons while the Scan Visor is
active. Scanned data vital to the success of the mission is downloaded and
stored in the Logbook section of the Pause Screen.

--------
Command Visor
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Cargo Dock A

Scan: The Command Visor is used to send commands to your gunship. Push and
hold [-] to bring up Visor Select. Move the cursor into the lower-right zone
and release [-] to enter Command Visor. When in Command Visor, you will be able
to see Command Icons. Target and lock on to these icons with [Z] to send orders
to your gunship. Much like the Varia Suit, your gunship's abilities are
expandable. As you gain more abilities, you will be able to use the Command
Visor to send your ship new commands.

--------
X-Ray Visor
¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Command Vault

Scan: The X-Ray Visor can be used to see through objects made of Phazite. Push
and hold [-] to bring up Visor Select. Move the cursor into the lower-left zone
and release [-] to enter X-Ray Visor. The X-Ray Visor can be used to see the
inner workings of devices and hidden weak points behind Phazite armor. Targets
behind Phazite will require a high-frequency Beam to hit.

------------------------------
Weapons         /
---------------
Here's all the weapons for your Arm Cannon.

--------
Power Beam
¯¯¯¯¯¯¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Gotten at start of game)

Scan: The Power Beam is the default Arm Cannon. It has the best rate of fire.
Press [A] to shoot the Power Beam. Press and hold [A] to charge the Arm Cannon,
then release to fire a charged shot. If you see your shots ricochet, cease
fire. The Power Beam is not working against that target. Unlike previous
versions, this model of the Power Beam has been augmented with a Charge module.
Charged shots are more powerful and deal more damage than normal shots.
Charging also has a limited "tractor beam" that will pull small objects to you.

--------
Missile Launcher
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Munitions Storage

Scan: The Missile Launcher adds ballistic weapon capability to the Arm Cannon.
Press [Control Pad Down] to fire the Missile Launcher. Target and lock on with
[Z] to fire a Homing Missile. Missiles can destroy objects made of Brinstone.
Each Missile Expansion you find will increase the number of Missiles you can
carry by 5.

--------
Ice Missile
¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Temple of Bryyo

Scan: The Ice Missile enhances your current Missiles and allows the freezing
of enemies and certain liquids. Press [Control Pad Down] to fire an Ice
Missile. Target and lock on with [Z] to fire a Homing Ice Missile. Enemies
struck by an Ice Missile will be enveloped in shards of ice for a few moments,
slowing their movement. Enemies who have been weakened in combat may freeze
entirely and be unable to move or attack. Some liquids, such as Fuel Gel, are
highly susceptible to cold and will freeze when shot. Frozen gel will only
remain for a short period before shattering.

--------
Plasma Beam
¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Main Docking Bay

Scan: The Plasma Beam is able to fire superheated Beams of energy. Press [A] to
shoot the Plasma Beam. Press and hold [A] to charge the Arm Cannon, then
release to fire a charged shot. The Plasma Beam can be used to ignite some
enemies and burn them to ash. Certain materials are also susceptible to extreme
temperatures and can be melted. In addition to its destructive capabilities,
the Plasma Beam may also be used to repair damaged devices.

--------
Screw Attack
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Ice
Room: Hall of Remembrance

Scan: The Screw Attack allows you to transform into a mobile ball of deadly
energy. After executing a Space Jump, press [B] repeatedly to initiate and
perform the Screw Attack. Use [Control Stick] to steer while in Screw Attack
mode. The Screw Attack has a limit of consecutive jumps. Striking enemies with
the Screw Attack will damage them. Performing a Screw Attack while facing and
touching a wall will execute a Wall Jump. Use the Wall Jump to travel great
vertical distances.

--------
Seeker Missile
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: Xenoresearch B

Scan: The Seeker Missile allows you to fire upon multiple targets
simultaneously with the Missile Launcher. Press and hold [Control Pad Down] to
charge the Seeker Missile and release to fire. While charging the Seeker
Missile, move the cursor around your area. You will lock on to each enemy you
pass over, to a maximum of five targets. The Seeker Missile requires space to
spread to its targets, so it is recommended to fire it from a distance. You can
also lock on to single targets multiple times with the Seeker.

--------
Nova Beam
¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Mining Site
Room: Main Cavern

Scan: The Nova Beam is a high-frequency Beam that can shoot through certain
objects. Press [A] to shoot the Nova Beam. Press and hold [A] to charge the Arm
Cannon, then release to fire a charged shot. The Nova Beam can shoot through
objects made of Phazite and hit enemy weak points or hidden targets. Many of
these can be found by using the X-Ray Visor. The Nova Beam retains all the
abilities of your previous Beam systems.

------------------------------
Suits           /
---------------
This shows not only the suits you can get, but also various other ability-items
that don't also attack.

--------
Varia Suit
¯¯¯¯¯¯¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Gotten at start of game)

Scan: The Varia Suit is an advanced Chozo armorsuit modified for use by Samus
Aran. The Varia Suit provides life-support functions and is well shielded from
attack. The modular nature of the Varia Suit allows for the addition of
weapons, visors, and other gear as needed. The Varia Suit loses energy with
each hit: collect energy when possible to keep the shielding charged.

--------
Space Jump Boots
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Gotten at start of game)

Scan: The Space Jump Boots increase your jumping capability through the use of
boot-mounted thrusters. Press [B] to jump then [B] again during the jump to use
the Space Jump Boots. Timing is important when using the Space Jump Boots.
Experiment to discover ways to increase the height and length of your jumps.

--------
PED Suit
¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Medlab Delta (After clearing Norion of the Leviathan threat, you get
this)

Scan: The PED Suit is a fusion of your Chozo armorsuit and GF technology. The
defining characteristic of the PED Suit is the ability to enter Hypermode: a
temporary supercharged state that enhances your offensive capabilities. Press
and hold [+] to enter Hypermode. In order to enter Hypermode, one full Energy
Tank must be expended. During Hypermode your Phazon reserves will be depleted
with each attack. Carefully managing your reserves will allow you to remain in
Hypermode for a longer period of time. Once your Phazon reserve is depleted or
after a certain amount of time, the suit will exit Hypermode.

--------
Hazard Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Craneyard

Scan: The Hazard Shield protects against toxic materials. This modification
increases your defensive shielding. The Hazard Shield can resist the caustic
effects of both acid rain and Fuel Gel, allowing you access to previously
inaccessible areas.

------------------------------
Morph Ball      /
---------------
Here's all the abilities and weapons you can get for the Morph Ball.

--------
Morph Ball
¯¯¯¯¯¯¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Gotten at start of game)

Scan: The Morph Ball changes your suit into a compact, mobile sphere. Press [C]
to enter Morph Ball mode. Press [C] again to leave Morph Ball mode. Like the
Varia Suit, the Morph Ball is modular. There are several modifications that can
be added to improve performance.

--------
Bomb
¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Gotten at start of game)

Scan: The Morph Ball Bomb is the default weapon for the Morph Ball. Press [A]
when in Morph Ball mode to drop a Morph Ball Bomb. The Morph Ball Bomb can
destroy items made of Talloric alloy and activate certain devices. If the Morph
Ball is near a Morph Ball Bomb when it explodes, it will be popped a short
distance into the air. This is called a Bomb Jump. It is also possible to jump
while in Morph Ball by flicking the Wii Remote up quickly. When a Morph
Ball Bomb explodes, it must be close to the enemy to hit.

--------
Boost Ball
¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Ballista Storage

Scan: The Boost Ball can be used to increase the Morph Ball's speed for short
periods. Press and hold [B] to charge, then release [B] to trigger a quick
boost of speed. When charging, the longer you hold [B], the longer (and faster)
the boost charge will be. Throughout the environment you will encounter U-
shaped channels known as Half-pipes. Using the Boost Ball in these areas will
let you reach higher places. Build a charge as you descend in the Half-pipe,
then trigger the boost as you ascend the other side. This will give you the
speed and momentum you need to reach new heights. Some mechanisms will have
circular channels that the Morph Ball can boost around. Repeatedly boosting
through these channels will build a Kinetic charge which will activate these
devices. You can damage some enemies by boosting into them.

--------
Spider Ball
¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Powerworks

Scan: The Spider Ball allows you to move the Morph Ball along magnetic rails.
While next to a magnetic rail, press and hold [Z] to activate the Spider Ball
ability. Follow the magnetic rails to explore new areas. The Morph Ball Bomb
can be used to trigger a Bomb Jump while attached to a rail. You can use the
Boost ability to rapidly propel the Spider Ball away from magnetic rails.

------------------------------
Grapple         /
---------------
The Grapple Beam, unlike other Metroid games, has multiple uses.

--------
Grapple Lasso
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Docking Hub Alpha

Scan: The Grapple Lasso allows you to pull objects in the environment. Lock on
to a Grapple Point and cast the Nunchuk forward to fire. Pull the Nunchuk back
quickly to grapple. Objects in the environment that shimmer can also be
grappled.

--------
Grapple Swing
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Reliquary I

Scan: The Grapple Swing allows you to swing back and forth from special points
throughout the environment. Target a Grapple Point and press and hold [Z] to
fire the Grapple Beam. Hold [Z] down to stay connected and let go to release.
Use [Control Stick] to turn while swinging. The Grapple Swing can be used to
cross large gaps. Look for special points that shimmer to swing from.

--------
Grapple Voltage
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Proving Grounds

Scan: The Grapple Voltage ability allows you to give or take energy from
certain objects. Press and hold [Z] while targeting a Grapple Point to attach.
While still attached, pull the Control Stick down to siphon energy and push the
Control Stick up to send energy. The Grapple Voltage ability is tied into your
suit's power. Draining energy from an object will replenish yours and sending
energy into an object will drain energy from you. Objects in the environment
that shimmer can be given energy or have it taken away.

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Ship Upgrades
'
Here are the Upgrades for your ship.

--------
Save Station
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Your ship already has this.)

Scan: Your gunship is equipped with a Save Station. Enter your gunship to save
your game. Like normal Save Stations, saving at your gunship will fully
replenish your energy.

--------
Ship Missile
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Federation Landing Site

Scan: Your gunship is now capable of firing a salvo of Missiles. While in
Command Visor, lock on with [Z] to a Ship Missile Command icon. Your gunship
will fly over the area and bombard the environment with Missile attacks. Ship
Missiles can destroy objects made of Maldium. Each Gunship Missile Expansion
you find will increase the number of Missiles your gunship can carry by 1.

--------
Ship Grapple Beam
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: SkyTown Federation Landing Site

Scan: The Ship Grapple Beam will allow you to pick up and move large objects.
While in Command Visor, lock on with [Z] to a Ship Grapple Command Icon.
Depending on the icon, you will be able to lift or drop objects in the
environment. Your gunship will be unable to use all other abilities while
carrying cargo. Using another Command Icon while carrying an object will prompt
you to return your current cargo to its original location. If you confirm the
new command, the cargo will automatically be returned to where it was first
found. Objects in the environment that shimmer can also be grappled with your
ship.

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Expansions
'
------------------------------
Missile Exp.    /
---------------
Missiles are your main source of ammo, and you'll likely be using them a lot.
Each Expansion you come across ups your max. ammo by 5.

--------
Missile Expansion #1:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Region: N/A
Room: Cargo Hub

How to get: After entering Cargo Hub from Hub Access, take a look at the right
wall where the first dead Marine is to find a panel that can be grappled away.
Use the Hand Scanner behind it (must have all enemies destroyed here first) to
open an access port. Use the Morph Ball to go down it to enter a maze of
ventilation ducts. It's fairly linear, so follow it to reach the expansion at
the end.

--------
Missile Expansion #2:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Hillside Vista

How to get: When first entering Hillside Vista, bomb the Talloric rock and get
into the small Morph Ball maze. Let the Snatchers grab you, and carry you up
to the left side. YOu'll go up to a top area where this Expansion is hiding.
Easy.

--------
Missile Expansion #3:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Grand Court Path

How to get: In the little hall where Shelbugs used to be, there's a statue
containing Fuel Gel in the east wall. Missile it, then hop where it used to
be. Turn around to find a tunnel. Hop across and go down it, then turn right
to see the Expansion in an alcove across a gap. Just Space Jump across it and
collect it.

--------
Missile Expansion #4:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Crash Site

How to get: After activating the satellite uplink, head through the Morph Ball
tunnel outside. At the junction, take a right. Jump and Double Bomb Jump to
climb up the area, being careful of electric currents. When you get back
outside, you'll meet yourself with a couple Gragnol Adults and this Expansion.

--------
Missile Expansion #5:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Fire
Room: Main Lift

How to get: In the Morph Ball area in this room, let the Snatchers take you up
to the very top and go through the tunnel here. Grab this Expansion at the
end.

--------
Missile Expansion #6:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Fire
Room: Gel Hall

How to get: You see the head spouting Fuel Gel? Wait until it is close to the
hardened Fuel Gel vine, then ignite it at the spout with a charge shot to burn
the vine and let a platform with this Expansion fall down. Also allows you to
continue, so it's hard not to miss this one.

--------
Missile Expansion #7:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Reliquary III

How to get: In Grand Court, there's an ice door in an alcove in a wall. Swing
to it, and destroy the ice shield with an Ice Missile, and head through to
reach Reliquary III, where this expansion is in plain sight.

--------
Missile Expansion #8:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Fire
Room: Gel Hall

How to get: Once you have Ice Missiles, go down the southern hall filled with
Fuel Gel by firing Ice Missiles at the gel, creating platforms to jump on. At
the end is this Expansion.

--------
Missile Expansion #9:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Fire
Room: Gel Refinery Site

How to get: It's on a high ledge not accessible from the main level, so head
down the ice door in Gel Hall. You'll go through a pit with grinding spikes
below by shooting red targets to make swing points appear. After the pit,
you'll end up on the higher ledge of Gel Refinery Site. Yank away the support
gate to lower a pipe to allow a shortcut from Gel Refinery to Gel Hall, and
allow access to this Expansion.

--------
Missile Expansion #10:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Thorn Jungle
Room: Jungle Generator

How to get: It's right in front of the Lore in this room. Solve the Lore Lock
puzzle to have access to the Lore and this Expansion.

--------
Missile Expansion #11:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Thorn Jungle
Room: Generator Hall North

How to get: First, access Generator Hall North from North Jungle Court. You
can't do this otherwise. Alright, now that you're on the upper level, head to
where you can drop down the lower level and stop. See the bridge held up with
clamps in front of you? Wait there until you see Fuel Gel packs get carried
above it. Once the packs are above the clamps, ignite the packs with a Missile
to destroy the clamps and allow the bridge to fall, letting you cross. Cross,
use the pumping handle, then head through the Morph Ball tunnel to get this
Expansion.

--------
Missile Expansion #12:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Region: N/A
Room: Docking Hub Alpha

How to get: Right behind where you land your ship here, there's a catwalk
leading to a Grapple Swing Point. Swing from it to land on a thin ledge
containing this Expansion.

--------
Missile Expansion #13:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Region: N/A
Room: Maintenance Station

How to get: It's behind the White Blast Shield in here. You need Ice Missiles.

--------
Missile Expansion #14:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Transit Hub

How to get: From Hub Access, use the Kinetic Orb Cannon to launch yourself to
the north end of the room, then head into the Morph Ball tunnel. Hop, then
Double Bomb Jump to reach this Expansion.

--------
Missile Expansion #15:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Barracks Access

How to get: Right where the laser trap is, there's a Morph Ball alcove hiding
this Expansion.

--------
Missile Expansion #16:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Skybridge Hera

How to get: One of the cylinders on the eastern end of the bridge is hollow and
contains this Expansion. Use the Morph Ball to reach it.

--------
Missile Expansion #17:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Main Docking Bay

How to get: After the Ghor battle, head inside the building and you'll see a
meltable wall at the top. Melt the wall with the Plasma Beam to reveal this
Expansion.

--------
Missile Expansion #18:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Fire
Room: Imperial Hall

How to get: First, from Gel Refinery Site, melt the ice formations blocking the
Morph Ball tunnels, then go through them. At the end is a weak pillar. Bomb
it, then drop down to the booster and plant a bomb. You'll fly over to a door
covered in ice. Melt it, then head through the door. Passing the Refinery
Access, you'll arrive at the top level of Imperial Hall. Go through the Morph
Ball tunnel, then yank down the panels. Use the panels as leverage to Space
Jump to this Expansion.

--------
Missile Expansion #19:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Gateway

How to get: Near the door to Reliquary II, there's an ice formation. Shatter it
with the Plasma Beam, then head through the Morph Ball tunnel behind it to
grab this Expansion at the end.

--------
Missile Expansion #20:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Falls of Fire

How to get: On the bottom level here, go up the Wall Jump Surfaces with the
Screw Attack to reach this Expansion.

--------
Missile Expansion #21:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Burrow

How to get: From the Hall of Golems, go down the tunnel, go to the very left,
and hop onto the hand. Double Bomb Jump to the Expansion. (This is assuming
you cleared all the Fuel Gel Crystals.)

--------
Missile Expansion #22:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Fuel Gel Pool

How to get: From the entrance, go under the right gel flow, then look left.
Head through the tunnel, then freeze the gel flows. Cross them, then hop onto
the Golem Head. Walk to the top to grab this Expansion.

--------
Missile Expansion #23:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Hidden Court

How to get: Find a way onto the half-pipe here, and Boost your way up the right
side to find this Expansion. (Note: You can get up there by activating the
Grapple Swing Point here from Burrow.)

--------
Missile Expansion #24:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Thorn Jungle
Room: Ancient Courtyard

How to get: Climb up the half-pipe here with the Boost Ball and reach the top
where this Expansion is.

--------
Missile Expansion #25:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Region: N/A
Room: Substation West

How to get: Go through the Morph Ball tunnel here on the east side of the room,
avoiding the pistons, to reach this Expansion.

--------
Missile Expansion #26:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Region: GFS Valhalla
Room: Medlab Alpha

How to get: Missile the broken walls on the west side, then yank the panel
away. Head through the Morph Ball tunnel to grab this Expansion.

--------
Missile Expansion #27:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Region: GFS Valhalla
Room: Auxiliary Lift

How to get: If the lift is already powered, make sure you're on the top level.
There's an entrance to a Morph Ball tunnel near the lift. Go through it, drop
down to a piston. Let it take you down, then head left to find this Expansion.

--------
Missile Expansion #28:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: Eastern SkyTown
Room: Gearworks

How to get: After getting the Ship Grapple, return here. A Space Pirate ATC
will destroy a platform and some of the gears here, revealing the Expansion.
After taking care of the ATC, you'll have to grab this by timing your Screw
Attacks right.

--------
Missile Expansion #29:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: Eastern SkyTown
Room: Botanica

How to get: Near the east entrance, Screw Attack to a ledge to the south. Next,
position yourself facing west, and Screw Attack to the alcove that contains
this Expansion.

--------
Missile Expansion #30:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: Eastern SkyTown
Room: Concourse

How to get: From Concourse Access B, take the Morph Ball tunnel to reach this.
Simple.

--------
Missile Expansion #31:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Command Center
Room: Command Courtyard

How to get: Get to the eastern alcove, and jump to the Grab Ledge. Head through
the Morph Ball tunnels until you reach a junction. Take the left path to get
this Expansion.

--------
Missile Expansion #32:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Command Center
Room: Command Station

How to get: There's two ways. The first way, you can get on your first visit to
the Homeworld. Take the Morph Ball tunnel from Flux Control, then once you
enter the tunnels in Command Station, take the right path to find this.
Another way is to wait until you have the Nova Beam and enter Command Station
through the green door. Head to the energy console near the Expansion and
drain the energy from it to remove the shield blocking the Expansion. Either
way is fine.

--------
Missile Expansion #33:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Command Center
Room: Security Air Lock

How to get: There are two entries to this room, but you can only get this
Expansion from the Defense Access entrance.

--------
Missile Expansion #34:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Scrapvault

How to get: On the north side of the room, start climbing the platforms. When
you see a Grab Ledge, look right. Screw Attack to the distant platform there,
then look south to see another Grab Ledge. Climb it to grab this Expansion.

--------
Missile Expansion #35:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Metroid Processing

How to get: After taking the Energy Cell on the lowest level, some Metroids
will break out. Inside one of the containers is this Expansion.

--------
Missile Expansion #36:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Powerworks

How to get: Head to the bottom of Powerworks where a plethora of magnetic
Spider Ball rails are, and take them to a small room with two other magnetic
rails. Take the one that doesn't lead straight up and follow the rail to the
end where this Expansion waits.

--------
Missile Expansion #37:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Construction Bay

How to get: At the top portion (where the north door is), hop on top of the
Morph Ball shaft left of the northern door, walk carefully to the end, then
Screw Attack to the distant platform on the west to reach a Databot and this
Expansion.

--------
Missile Expansion #38:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Steambot Barracks

How to get: Remember the Morph Ball tunnels there? Head through them again, and
when you get to the steam, hold Z as it takes you up to grab onto a Spider
Ball track. Follow it to grab this Expansion.

--------
Missile Expansion #39:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Concourse Ventilation

How to get: From the outside are Spider Ball tracks. Simply go up them to reach
this Expansion at the top.

--------
Missile Expansion #40:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Region: N/A
Room: Cargo Dock A

How to get: On the southwest side of this room is a Spider Ball track. Take it
up to a ventilation system, which holds this Expansion at its end.

--------
Missile Expansion #41:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Hall of the Golems

How to get: Siphon energy to the purple lock on one of the Golems, then
activate it to power a series of Spider Ball tracks. Travel through these
tracks until you reach this Expansion at the very end.

--------
Missile Expansion #42:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Craneyard

How to get: From the Airshaft entrance, look right and go up the Spider Ball
track. Follow the tunnels until you get to some Spinners that twist a tower.
Make the bottom part of the tower have a step-stair formation vent shaft, and
then make the top connect to the bottom. Take this path to reach this
Expansion.

--------
Missile Expansion #43:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Creche Transit

How to get: From Metroid Processing, bomb the nearby cracked panel, head
through the Morph Ball tunnel behind it, and you'll reach a Spinner that
controls a bit of the Morph Ball paths. Spin them around so you can reach the
other side, then head through, and jump to reach this Expansion.

--------
Missile Expansion #44:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Command Center
Room: Lift Hub

How to get: At floor 1, there's a device you can channel energy to with the
Grapple Voltage. Do so to open another lift. Walk inside and the lift will
break down in a moment's time. Hop out, look above the lift, and Missile its
supports to make it fall, revealing this Expansion behind the now-gone lift.

--------
Missile Expansion #45:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Mining Site
Room: Phazon Quarry

How to get: You know the big mining mechanism you used to make a half-pipe in
order to continue? Well you can have it crumble away the rocks and
obstructions on the other end of the room using the same control terminal to
reveal this Expansion. Now it's just a simple matter of jumping up to it.

--------
Missile Expansion #46:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Mining Site
Room: Phazon Mine Entry

How to get: In this room are two Phazite panels. One of them hides a mechanism.
Use the X-Ray Visor to see it, and use the Nova Beam to shoot the locks as
they appear red to lower the Phazite panel, revealing this Expansion and a
Pirate Lore.

--------
Missile Expansion #47:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Fuel Gel Pool

How to get: Behind the west gel fall is a hidden cave. Make sure you have the
Hazard Shield so you can enter the cave without damage. Inside is this
Expansion.

--------
Missile Expansion #48:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Fire
Room: Temple of Bryyo

How to get: On the southwest side of the room, there's a Phazite panel. Turn on
the X-Ray Visor and shoot the locks to open the Fuel Gel pathways below. Turn
into Morph Ball and follow these pathways to the Expansion here.

--------
Missile Expansion #49:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Command Center
Room: Flux Control

How to get: At the part where there is a panel and two Morph Ball tunnels, make
sure the panel isn't covering the right tunnel and go through it. Go up the
Spider Ball track to reach this Expansion.

--------
Missile Expansion #50:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Region: GFS Valhalla
Room: Weapons Cache

How to get: From Stairwell. Melt the pieces of rock on the east side, then put
in an Energy Cell for each of the two containers there to get access to the
top level of Stairwell. Just head through the door up here and the prize is
yours for the taking. The final Missile Expansion!

------------------------------
Energy Tanks    /
---------------
Energy Tanks are very essential. They help you last longer in combat. Each one
gives you an extra 100 energy units.

--------
Energy Tank #1:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: GFS Olympus
Region: N/A
Room: Ventilation Shaft

How to get: While escaping from the Crawlmine infestation in Xenoresearch Lab,
you'll get to the Ventilation Shaft. Just continue through the Shaft and
you'll get this Energy Tank automatically. Thus, it's unskippable.

--------
Energy Tank #2:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Region: N/A
Room: Substation East

How to get: It's right in your path, unmissable.

--------
Energy Tank #3:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Reliquary II

How to get: After unlocking the door in Gateway, head through it, yank the
blockage out of the Morph Ball hole (have to yank it thrice), then head in,
take the path the blockage was in, and head through the door here to reach
Reliquary II where the Energy Tank is waiting in plain sight.

--------
Energy Tank #4:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Ruined Shrine

How to get: At the very bottom of Ruined Shrine, there's a Golem arm lying on
the ground. Bomb the cracked part of the arm to reveal this Energy Tank.

--------
Energy Tank #5:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Thorn Jungle
Room: Vault

How to get: In Overgrown Ruins, there are patches of weak wall with Fuel Gel
crystals growing out of them. Missiling these will destroy them. Behind one of
them reveals a pathway to Vault, where this Energy Tank is waiting.

--------
Energy Tank #6:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Steambot Barracks

How to get: Defeat the Steamlord to get this.

--------
Energy Tank #7:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Arrival Station

How to get: Once you have Boost Ball, find the Grab Ledge, and get up there.
Activate the Orb Cannon by boosting repeatedly in a circle, then get blasted
to the satellite in the distance. The Energy Tank is resting above some steps
here.

--------
Energy Tank #8:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: Eastern SkyTown
Room: Xenoresearch A Lift

How to get: When you have the Seeker Missiles, simply shatter the capsule that
has this Tank with a Missile.

--------
Energy Tank #9:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside/Thorn Jungle
Room: Machineworks Bridge

How to get: Reason why the Region is done like that is because Machineworks
Bridge is the bridge between Cliffside and Thorn Jungle. Anywho, see the Wall
Jump Surfaces? When they near each other, quickly Wall Jump up them and grab
the Energy Tank.

--------
Energy Tank #10:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Scrapworks

How to get: From entering this area from Scrapvault, head forward, then jump to
the red area. Head through that and climb the platforms. Get to the end, take
the upper path, and Double Bomb Jump to this Energy Tank when you see it to
grab it.

--------
Energy Tank #11:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Zipline Station Charlie

How to get: Take the Spider Ball track that connects one part of this room with
the other. Around the middle where you have to pass electric currents, there's
a piece of magnetic rail that forms a circle. Double Bomb Jump to it to find
this Energy Tank, which you can get by Bomb Jumping again or dropping onto it
from below.

--------
Energy Tank #12:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Ice
Room: Tower

How to get: Find a Spider Ball track at the bottom level and follow it. There
will be many obstacles, such as doing Bomb Jumps, using the Boost ability in
many places, Bombing some obstructions, but at the very end is this well-
deserved Energy Tank.

--------
Energy Tank #13:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Metroid Creche

How to get: Using the last Spinner here, get into the Morph Ball tunnels and
look for a Spider Ball track somewhere above you. Take it, then take the
complex series of tracks to the end, where you'll find this Energy Tank.

--------
Energy Tank #14:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Region: GFS Valhalla
Room: Munitions Locker

How to get: Take a blue door from Junction A. That's it.

------------------------------
Ship Miss. Exp. /
---------------
Ship Missile Expansions are used to allow you to do more bombing runs on some
of the tougher spots in the game. Each one increases the amount your ship can
carry by 1.

--------
Ship Missile Expansion #1:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Thorn Jungle
Room: Auxiliary Dynamo

How to get: At the center of the room is a stuck piston. Yank it down, then
head into the Morph Ball tunnel on the southern side of the room. The piston
will take you up like an elevator, allowing you to reach this Expansion.

--------
Ship Missile Expansion #2:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Security Station

How to get: From Landing Site A, melt the large piece of rock in the corner.
(This is the eastern corner of Security Station) You'll see a Morph Ball
tunnel. Simply roll on through it and you'll grab this Expansion at the end.

--------
Ship Missile Expansion #3:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Ice
Room: Hall of Remembrance

How to get: On top of the Mogenar statue's head. To get there, go to the top
level of the Hall, lower the Chozo hand, then Screw Attack to it to use it as
a platform. It's now a simple reach to the Expansion.

--------
Ship Missile Expansion #4:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Collosus Vista

How to get: First, use the Ship Grapple to pick up the Collosus' head over in
Fuel Gel Pool. Then return here and place it on the Collosus. This will make
the Collosus smash the area you're in, breaking a cage and some debris. This
Expansion is behind the cage.

--------
Ship Missile Expansion #5:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Hoverplat Docking Site

How to get: Amidst the plethora of platforms, there's a "main" area in the
middle. Here, go up the Spider Ball track you see here and just continue
through it, Boosting to other tracks as you need to, and collect this
Expansion at the end of the journey.

--------
Ship Missile Expansion #6:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Processing Access

How to get: Use the X-Ray Visor and shoot the locks behind the Phazite panels
to reveal and lower some Wall Jump Surfaces. Go up them to reach a Zebetite-
ish shield. Missile it until it's gone, then take this Expansion it was
protecting.

--------
Ship Missile Expansion #7:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Scrapworks

How to get: Head to the U-shaped channel and perform the Boost ability to get
up the left side to connect to a Spider Ball track. Take it to its end, drop
down, then carefully jump to the next platform on your right. Once on that,
double bomb jump to this Expansion.

--------
Ship Missile Expansion #8:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Region: GFS Valhalla
Room: Xenoresearch Lab

How to get: Head to the bottom part and yank off the panels from the unpowered
terminal. Put in an Energy Cell for each slot (two) to reveal the way to this
Expansion, but it gets pushed far down its tunnels because of air turbulence.
Follow it until you can finally grab it.

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Energy Cell Locations
'
Like in Prime 1 and 2, Prime 3 has a fetch quest near the end of the game, in
which you have to collect Energy Cells in order to proceed through the G.F.S.
Valhalla. Not all of them are necessary, in fact you only need about 6 or 7 of
them, but getting all of them are needed if you wish to find all the Expansions
in the game. I will list all the Energy Cells in the order the game's Inventory
Energy Cells list them in the Logbook.

--------------------
Energy Cell #1:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Region: GFS Valhalla
Room: Docking Bay 5

How to get: This Energy Cell is lying out in plain sight near some wreckage.

--------------------
Energy Cell #2:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Federation Landing Site

How to get: In the northeast side of the room, there's a Hand Scanner. Activate
it to start up a lift. Head up it, then head to the ventilation shafts. Enter
the glowing one to get dropped off into a secluded control area where this
Energy Cell is waiting to be removed. (All Energy Cells are removed by
twisting the Wii Remote counterclockwise for 90 degrees, then pulling it out.)

--------------------
Energy Cell #3:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Region: N/A
Room: Generator B

How to get: Kill the Metroid Hatcher then head through the Morph Ball tunnel.
Get this Energy Cell at the end.

--------------------
Energy Cell #4:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Hidden Court

How to get: This is the most complicated Energy Cell to acquire, so I'll
explain the steps in as much detail as possible. First of all, you need to
have activated the part of the bridge in Machineworks Bridge on the Cliffside
part. Next, fly to Thorn Jungle and go to North Jungle Court. Have the ship
pick up the generator that lies there, then head through the opening that is
revealed. Go through Machineworks Bridge to reach Hidden Court from here, then
drop the generator where it needs to go. Now it's just a simple matter of
climbing up to the Energy Cell. (Which a cutscene shows how.)

--------------------
Energy Cell #5:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: Eastern SkyTown
Room: Xenoresearch B

How to get: It's right where the Seeker Missiles are. Yank off the protective
layer with the Grapple Beam and remove it. This is necessary to progress
through the game, so it's hard to miss.

--------------------
Energy Cell #6:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Command Center
Room: Command Courtyard

How to get: From the eastern alcove, jump up to the Grab Ledge, then go through
the Morph Ball tunnels at the end (take the right path). At the top is this
Energy Cell. In fact, this is another Cell needed to progress, so it's hard to
miss.

--------------------
Energy Cell #7:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Metroid Processing

How to get: Once you clear the room of pirates, activate the terminal and go
down the lift. Head left to find this Energy Cell.

--------------------
Energy Cell #8:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Ballista Storage

How to get: Returning here a second time after defeating the Defense Drone will
allow you to access this. Clear the Steamlord battle here, then head to the
west side of the room. Use Grapple Voltage on the two devices and overload
them with energy to make the way to this Energy Cell open.

--------------------
Energy Cell #9:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Mining Site
Room: Phazon Quarry

How to get: It's in plain reach from the Drill Shaft 2 entrance.

________                                                               ________
Section \___________________                       ___________________/ VI
                           \_____________________/
                                   Logbook

Here I will list all the scans in the game and where to first acquire them.

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Creatures
'
There are lots of creatures in the game, though not all of them are hostile.
Some of these are also human. Every scan in this major section gives you a Red
Token each.

----------------------------------
Galactic Federation (13)/
-----------------------
Yeah, most of these scans are just the human soldiers. Nothing to note, really.

--------
Aurora Unit 217 *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Aurora Chamber

Scan: Aurora Unit 217 was originally built to support GF Naval Base Demeter,
but was assigned to SkyTown base shortly after the Treaty of Elysia was signed
14 years ago. 217 has served admirably in its role as SkyTown administrator.
Vast amounts of tactical intel have been delivered from SkyTown under AU 217,
along with valuable stellar and interstellar research data. It has interfaced
well with the Elysian mechanoids, and enjoys a productive working arrangement
with them.

--------
Demolition Trooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: SkyWay Access

Scan: Demolition Troopers are not especially combat savvy and often rely on
others to cover them in battle. They are outfitted with explosive weaponry for
special missions. When the only way to the objective is straight through
everything, the troopers in this unit are called upon to make it happen. While
capable of destroying the strongest of barriers, these troopers are not as
capable in combat as traditional marines.

--------
Federation Marine
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay 5

Scan: Federation Marines wear advanced suits of powered armor, allowing them to
use potent weapons and resist heavy damage in battle. Few can match them in
combat.

--------
Federation PED Marine
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Cargo Dock A

Scan: The Federation has created a system that utilizes Phazon to increase the
power of the armor worn by GF Marines. While active, the Phazon unit enhances
the attack and defense systems of the armorsuit.

--------
Female Fleet Trooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay Access

Scan: Fleet Troopers are the backbone of the navy, often ignored in favor of
the gallant Federation Marines. Their work isn't always dangerous, and is
rarely glamorous. Most are specialists, and possess a great deal of knowledge.

--------
Fleet Admiral Dane *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Flag Bridge

Scan: Fleet Admiral Castor Dane is known for his utmost dedication to
protecting the Federation from its enemies. He is stern and aggressive, and has
a strong dislike for the Space Pirates. Rumor has it they orphaned him at an
early age, an act he still seeks to avenge.

--------
Fleet Mechanic
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay 5

Scan: Fleet Mechanics are responsible for maintaining and repairing all
Federation equipment. Because of the vast amount of devices and vehicles the
Federation utilizes, skilled mechanics are highly sought after and often
overpaid.

--------
Halberd-Class Turret
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay 5

Scan: The GMX-04 Halberd-class turret replaces the dated "Growler" turret. It
is an effective point-defense system for most security zones. It is lightly
armored, and nimble targets can evade its tracking system.

--------
Hunter Gandrayda *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Tower Elevator

Scan: Gandrayda possesses the metamorphic ability to assume the form and
abilities of other creatures. This talent has led many to seek her out for
stealth and reconnaissance missions, despite her powerful combat capabilities.
Details on the subject's origins and age are unknown, but her unique traits
have made her a sough-after Hunter for missions.

--------
Hunter Ghor *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Security Station

Scan: Ghor is a cybernetic Bounty Hunter, capable of merging his body into
larger mechanisms. The most common of these is his armorsuit, which doubles as
a gunship and provides him with a formidable combat arsenal. The merges are
often by a shift in personality, replacing his normally calm demanor with an
aggressive attitude. He demonstrates a high proficiency with all things</pre><pre id="faqspan-6">
mechanical and is often called upon for missions requiring computer
infiltration or manipulation.

--------
Hunter Rundas *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Tower Elevator

Scan: Rundas is capable of generating and manipulating ice. This trait is
common among inhabitants of the moon Phrygis, but Rundas is one of the few who
have used this ability for bounty hunting. Subject is known for getting
results, but considers himself without peer. His arrogant demeanor has led him
to mainly seek solo missions, and rarely works with others.

--------
Male Fleet Trooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay Access

Scan: Fleet Troopers are the backbone of the navy, often ignored in favor of
the gallant Federation Marines. Their work isn't always dangerous, and is
rarely glamorous. Most are specialists, and possess a great deal of knowledge.

--------
Training Drone *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay 5

Scan: The Training Drone is used in all branches of the GF military. They are
designed to improve hand-eye coordination and accuracy. One popular training
exercise is to score as many consecutive hits on a drone as possible. Gambling
on shooting contests involving Training Drones is frowned upon, but fairly
popular throughout the GF armed forces.

----------------------------------
Bryyo (21)              /
-----------------------
This details all the creatures you can find exclusively on Bryyo. Pretty
simple.

--------
Alpha Hopper
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Gateway Hall

Scan: Alpha Hoppers are characterized by their unique color and durable hide.
They are highly territorial and will attack any creature who wanders too close
to their nests. When hunting in packs, they will often keep their distance
while others move in to attack at close range. Like all Hoppers, their legs end
in sharp talons and can be used to shred through any prey that gets close
enough.

--------
Atomic
¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: G.F.S. Theseus

Scan: Atomics are creatures composed entirely of energy. A strong energy blast
is enough to destabilize the Atomic and cause it to explode. They are sustained
by their core, which generates a constant supply of electricity. When an
abundance of energy has been produced, the Atomic will discharge a section of
its body in the form of an explosive projectile. When near sources of energy of
an opposite polarization, the Atomic will respond aggressively.

--------
Bryyonian Shriekbat
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Gateway

Scan: One of the many types of Shriekbats found across the solar system, the
Bryyonian Shriekbat behaves similar to all of its cousins. Shriekbats will nest
in small groups and make their home in a sheltered environment. Dwelling on the
top of caverns and ruins, the Shriekbat will hunt nearby insects and small
creatures for food. Once a nesting area has been found, it will be fiercely
protected from any intruder. The territorial Shriekbat will dive-bomb any
creature that wanders too close, no matter what the size.

--------
Fargul Hatcher
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Hall of the Golems

Scan: Within a Fargul Hatcher's maw is an organ cluster that is vulnerable to
attack, but only when exposed. Fargul Hatchers are capable of giving birth to
dozens of young in a matter of moments. These offspring will immediately swarm
in on any nearby attacker. Their skin is incredibly resilient and will deflect
most weapon fire.

--------
Fargul Wasp
¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Hall of the Golems

Scan: Fargul Wasps are highly protective of their parent Hatcher. Even moments
after birth, they will swarm together and attack any nearby organism. They are
often used as a defense mechanism by the Fargul Hatcher, and as a result, few
live to adulthood.

Can first scan at: Bryyo Cliffside, Hall of the Golems.

--------
Geemer
¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Reliquary III

Scan: The spiked shell of a Geemer is rather durable and can only be destroyed
by an explosive blast. While menacing in appearance, they are nonaggressive
scavengers that feed on the waste of other creatures. This food source has led
to them being spreaders of many types of diseases.

--------
Gelbug
¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Temple Access

Scan: Gelbugs are roaming insects encased in organic Phazite. These cavern-
dwelling bugs have come to rely on Fuel Gel as a source of sustenance. Over
time their shells have become saturated and crystallized with Fuel Gel. As a
result, their bodies have become unstable. Weapon fire will disrupt the gel and
cause the creature to detonate.

--------
Gel Puffer
¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Gateway

Scan: The exposure to Fuel Gel has left the shell of the Gel Puffer highly
susceptible to weapon fire. Gel Puffers have come to rely on the toxic vapors
given off by Fuel Gel for sustenance. They process these gasses and then expel
the excess to stay afloat. The brittle shell of the Puffer, while durable in
appearance, is rather thin and easily damaged.

--------
Gel Ray
¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Gel Hall

Scan: Gel Rays are nonaggressive bioforms native to Bryyo. They are one of the
few creatures who make their home within the caustic pools of Fuel Gel. The
unique exterior and shape of the Gel Ray allow it to withstand and glide
through rivers of gel. Their main source of sustenance is small organisms that
exist within Fuel Gel, but they are known to occasionally leap out to feed on
insects that fly near the gel's surface.

--------
Gragnol
¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Gateway Hall

Scan: Gragnols are vulnerable to most weapons, as they have not developed the
durable exoskeleton found on adult members of the species. They often travel
and attack in groups. If they sense a nearby threat to their hives, they will
not hesitate to advance. Their offensive capabilities are underdeveloped,
leaving the ability to fire pulses of Phazon energy their only form of attack.

--------
Gragnol Adult
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Crash Site

Scan: The large tail that characterizes Gragnol Adults is also their weakness:
if pulled with enough force, it will tear them apart. An explosive blast will
temporarily incapacitate them, making them easier to target. They possess the
ability to generate an energy shield around their bodies, preventing Beam shots
from damaging them. They are cunning predators, flying through their turf in
search of unwary prey. They use bursts of Phazon energy to overwhelm their
targets, and then swoop down to finish them. Maturity has provided them with a
very durable exoskeleton.

--------
Hopper
¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Gateway

Scan: These aggressive insectoids use small hops to get within striking
distance and then pounce, using their talons to tear away at their prey. From a
distance they will fire bursts of venom at their target. Despite their
aggressive nature, they are somewhat fragile and can be easily dispatched.
Because of this they will commonly hunt in packs.

--------
Korba
¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Hillside Vista

Scan: The Korba is a vicious, resilient bioform. It prefers to lurk above its
hunting grounds, waiting for prey. The Korba relies on the smaller Snatchers to
levitate victims to a point where the Korba can devour them. What the Korba
cannot digest, it expels to feed the Snatchers. This symbiotic relationship
works well for both Korba and Snatchers.

--------
Mogenar *ONE-TIME*
¯¯¯¯¯¯¯
Planet: Bryyo
Area: Bryyo Seed
Room: Bryyo Leviathan Core

Scan: Corrupted War Golem reanimated and energized with Phazon. Relies on
socketed energy orbs as a source of power. The orbs themselves have a fragile
exterior but contain pure Phazon energy within. This energy must be completely
overloaded before it will be destroyed. Eliminating all power sources is the
only way to bring Mogenar offline.

--------
Nightbarb
¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Cliffside Airdock

Scan: Nightbarbs are predators, traveling in packs to search for prey. They
have the ability to generate a protective field of energy around their bodies.
The ability is unstable, however. If the field makes contact with another life
force, it will overload. This also consumes the life force of the Nightbarb,
much like a bee's sting ends its life.

--------
Reptilicus
¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Grand Court Path

Scan: Scans indicate a mutation that allows the Reptilicus to teleport over
short distances. Commonly used as a combat tactic to corner and trap their
prey. The Reptilicus appear to have suffered from Phazon corruption, and all
higher thought processes have been replaced by savage bloodlust. This
corruption has also increased their resistance to heat-based attacks and Fuel
Gel.

--------
Reptilicus Hunter
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Grand Court

Scan: Phazon corruption has granted Reptilicus Hunters the ability of cloaking
themselves. They use this to their advantage and will hide or move positions
while cloaked to gain the upper hand in combat. Reptilicus Hunters are fairly
organized despite their primitive nature. Usually attacking in small groups,
they patiently wait for their prey to become isolated in a locked area before
attacking. Their weaponry consists of an energy whip for close-range assaults
and a throwing chakram for long-range attacks. They have adapted to the harsh
climates of Bryyo, and are quite resistant to Fuel Gel and heat-based attacks.

--------
Scorchbug
¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Temple Reservoir

Scan: Scorchbugs are exclusively found on Fuel Gel-producing planets such as
Bryyo. The tiny insects consist entirely on the volatile gel. Like many
creatures with this diet, they have taken the ignitable characteristics of
their food source. When shot with weaponry, they burst into a small explosion,
leaving behind only a scorch mark. It is from this trait that they have earned
their name.

--------
Shelbug
¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Grand Court Path

Scan: Shelbugs are slow-moving, roaming insects whos soft bodies are easily
damaged. Until they reach maturity they will not develop their Phazite shell.
Unable to retract into a shell to avoid damage, they must aggressively attack
any potential threat. They will extend sharp spines to fend off attackers or
propel these spines at enemies.

--------
Snatcher
¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Hillside Vista

Scan: Snatchers are cunning, albeit weak, bioforms. Unable to kill most prey on
their own, they rely on the stronger Korba to do the work for them. Snatchers
will swarm onto a target until it is overwhelmed. Once they have their prey,
they use their power to levitate, lifting the victim to a point where the Korba
can devour them. What the Korba cannot digest, it expels to feed the Snatchers.
This symbiotic relationship works well for both Snatchers and the Korba.

--------
Warp Hound
¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Gel Processing Site

Scan: Warp Hounds are susceptible to low-temperature attacks, due to the nature
of their thermal-energy-driven biosystem. They are often used by Reptilicus as
guards and hunt beasts. They consume Fuel Gel to survive, and can expel blasts
of converted thermal energy to attack and defend. The creatures can teleport
over short distances, disrupting many forms of electronic targeting in the
process.

----------------------------------
Elysia (14)             /
-----------------------
These are all the creature scans found exclusively on Elysia.

--------
Aerial Repair Drone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Main Docking Bay

Scan: An evolved version of the ground units, these drones were designed to
perform basic maintenance and repair tasks. Their small size and flight
capabilities allow them access to the hardest-to-reach areas of Skytown. Repair
drones are manufactured and activated every 200 years, with the previous units
being recycled for construction materials.

--------
Databot
¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Main Docking Bay

Scan: Databots were designed by the Elysians as a means to record and pass on
historical data. They patrol along their set area until disrupted, and then
project a holographic datafile. However, only those equipped with Chozo-based
visor technology can access this information.

--------
Defense Drone *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Ballista Storage

Scan: The Defense Drone is used to secure key areas within SkyTown. The
externally mounted antennas are tied into the unit's optic array. By destroying
all of the antennas, the optic array will overload and be vulnerable for a
short period. The machine's Control Unit is also vulnerable, but must be
exposed to be targeted. Its armor is immune to small-arms fire.

--------
"Dragoon" Battle Drone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Skybridge Hera

Scan: The "Dragoon" Battle Drone is a resilient foe, but the thruster controls
of the unit are vulnerable and can easily be ripped off. Originally designed to
keep local aerial bioforms away from delicate instruments, the "Dragoon" is now
used in a combat role. It carries Twin Rocket Pods for offense. Durable armor
and a Missile-jamming system help keep the unit safe.

--------
Elysian Shriekbat
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Main Docking Access

Scan: Like all Shriekbats, the Elysian Shriekbat will dive-bomb any creature
that wanders too close and will detonate on contact. However, these are not
actual creatures, but machines made to mimic their real-life counterparts.
Designed centuries ago, their original purpose is unknown. They now roam the
hovering facilities over Elysia, often in small flocks.

--------
Helios *ONE-TIME*
¯¯¯¯¯¯
Planet: Elysia
Area: Elysia Seed
Room: Elysian Leviathan Core

Scan: Helios's exterior armor is well shielded, but still vulnerable to Beam
weaponry. Inflicting enough damage will cause him to overheat and expose his
Phazon-enhanced core. This core can be overloaded with Phazon-based energy.
Destruction of the core should prove fatal, but is difficult to achieve. Target
is the prime bot of a large group of Swarmbots, all of which are energized by
Phazon. Helios will use the Swarmbots for both offensive and defensive
measures. Assuming different formations will allow for various forms of attack.

--------
Repair Drone
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Aurora Lift

Scan: The original version of the Elysian Repair Drone. Because of their
limited movement systems, these units quickly proved to be insufficient in
performing the necessary maintenance duties. Used as a base design, the aerial
model was created to address all flaws with the original version. Made obsolete
by the aerial model, all production and manufacturing was halted over 150 years
ago. Only a handful of these units remain active.

--------
Sky Puffer
¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Maintenance Shaft AU

Scan: The external shell of the Sky Puffer is incredibly fragile, susceptible
to most small-arms fire. Only a few shots from basic weapons can damage it. Sky
Puffers are native to the planet Elysia. They feed on the various noxious
gasses in the atmosphere. They are especially fond of Phazon gas.

--------
Steambot *LIMITED*
¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Steambot Barracks

Scan: The Steambot's lightly armored exterior can be damaged by any weapon.
High-temperature weapons are particularly effective, and can render them inert
and beyond repair. Unlike their lightweight cousins, they are made of durable
metals and cannot be tossed around. Steambots serve as combat units for Steam-
lords. They are armed with kinetic-beam pistols, Missile racks, and can use
their tool-arms in close combat. Damaged units can be restored by Steamlords.

--------
Steamlord *LIMITED*
¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Steambot Barracks

Scan: Steamlords command the worker drones of SkyTown. They also repair them
when they malfunction or break down. Lightly armored, they rely on their
cloaking field to evade enemies. They can generate localized EMP fields to
hinder enemy visor systems.

--------
Steamspider
¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: Xenoresearch B

Scan: Steamspiders were created by the Steamlords as basic light laborers. They
have since went rogue, and now run wild in SkyTown. Though a minimal threat
alone, a swarm of them can be a nuisance.

--------
Swarmbot
¯¯¯¯¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: Gearworks

Scan: Swarmbots tend to travel in groups. They can evade many inbound attacks,
and can perform aerial manuevers that make them nearly impossible to damage.
They can generate pulses of energy to damage or disrupt enemy targets. As a
desperate measure, they will perform suicide runs on an enemy.

--------
Tinbot
¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Arrival Station

Scan: Tinbots are made from a lightweight metal and can easily be knocked
around from explosions or high-speed impacts. This metal is also quite
vulnerable to heat and can be melted by high-temperature weapons. Converted to
security duty, the Tinbots now patrol SkyTown tirelessly. They are armed with
kinetic-beam pistols and can use their tool-arms in close combat.

--------
Transportation Drone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Main Docking Bay

Scan: Class D Transportation Drones are used for the distribution of supplies
and materials across all of SkyTown. Upon activation each unit is assigned a
set position along a transit route that it will use exclusively. The constant
upkeep of the facility requires that they continuously deliver their shipments
to their destinations at a steady pace.

----------------------------------
Space Pirate (42)       /
-----------------------
Yep, Space Pirates are the main focus on enemies in this game, much like
Metroid Prime 1. This details every single Space Pirate you can encounter in
the game.

--------
Advanced Aerotrooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: Chozo Observatory

Scan: When the going gets tough, the tough put on armor. Advanced Aerotroopers
wear an extra layer of ablative armor that is susceptible to explosive blasts.
Like regular Aerotroopers, they wield two Remote Attack Pods in combat. These
are outfitted with a Particle Cannon and a Gel Bomb Rack. Gel Bombs stick to
their targets until detonation. High-velocity movement can remove Gel Bombs.

--------
Advanced Pirate Trooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Temple of Bryyo

Scan: Advanced Pirate Troopers wear an additional layer of ablative armor.
Explosive attacks are recommended to break the armor away. Basic armament
includes an assault rifle and energy scythe, both powered by Phazon. EMP
grenades are often employed against power-armored foes. A new Dash Jet system
provides increased mobility.

--------
Advanced Shield Trooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Temple of Bryyo

Scan: Advanced Shield Troopers wear an extra layer of ablative armor: it is
susceptible to explosive attacks. In addition to their armor, they wield a
portable battle shield. While the shield provides excellent protecting against
incoming fire, it can also be easily ripped off. Phazon-based attacks are
capable of destroying the shield.

--------
Aeromine
¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Repair Bay Shaft

Scan: Aeromines suffer from a design flaw--their shield- and beam-weapon units
use the same power source, allowing only one to function at a time. This
exposes the unit to damage when it fires at enemies. Aeromines were originally
designed to take the role of sentry for Space Pirates, but have since been put
to use in combat as well. Because of the initial design flaw, these units do
not pose much of a threat. After the executions of the first design team, the
new pirate designers swore to correct this flaw with great haste.

--------
Aerotrooper
¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Cargo Dock A

Scan: Aerotroopers are dangerous foes, but their lack of armor leaves them
vulnerable to explosive blasts. A weakness also lies in the jet pack: igniting
it will allow the pack to be seperated from the pilot. They use Twin Remote
Attack Pods to engage targets. The Attack Pods are capable of using a Particle
Cannon or a Helix Missile Pod. They can tap their Phazon power unit to warp
from point to point.

--------
Armored Aerotrooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Temple of Bryyo

Scan: Armored Aerotroopers are deployed in harsh combat zones. Their armor is
resilient, but susceptible to explosive blasts. In battle they use twin Remote
Attack Pods to engage targets. They are equipped with a Particle Cannon and a
Helix Missile Pod. They can tap their Phazon power unit to warp from point to
point. A weakness lies in the jet pack: ignite and seperate it from the pilot
to neutralize the target.

--------
Armored Pirate Militia
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Xenoresearch Lab

Scan: Members of the Armored Pirate Militia have been granted lightweight
armorsuits for combat use. While this provides some additional resistance to
Beam weapons, they are still vulnerable to explosive attacks. Members of the
Armored Pirate Militia are mostly inept soldiers who have yet to die in combat.

--------
Armored Pirate Trooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Temple of Bryyo

Scan: Armored Pirate Troopers are equipped with a standard armorsuit. It
provides adequate protection against Beam attacks but is vulnerable to
explosive blasts. They are outfitted with all the basic pirate armaments. This
includes an assault rifle and energy scythe, both powered by Phazon. EMP
grenades are often employed against power-armored foes. A new Dash Jet system
provides increased mobility.

--------
Armored Shield Trooper *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Spire Defense sequence

Scan: Armored Shield Troopers are equipped with a standard armorsuit. It is
resilient, but still vulnerable to explosive attacks. In addition to their
armor, they wear a portable battle shield. Removing the shield leaves them open
to all attacks. The shield is also vulnerable to Phazon-based attacks.

--------
Assault Aerotrooper *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Craneyard

Scan: Only the best can join the ranks of the Assault Aerotroopers. Heavily
armored, they are resistant to most weapon systems. Their unique armor is able
to deflect all Missile attacks, but can still be damaged by Beam weapons. Like
regular Aerotroopers, they wield two Remote Attack Pods in combat. One is
equipped with a Particle Cannon, the other with a Gel Bomb Rack. Gel Bombs
stick to their targets until detonation. High-velocity movement can remove Gel
Bombs.

--------
Assault Pirate Trooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Thorn Jungle
Room: Ancient Courtyard

Scan: The Assault Pirate Troopers are some of the best the pirate military has
to offer. They are heavily armored and are resistant to most attacks. Their
unique armor will deflect all Missile fire, but is still damaged by Beam
attacks. Basic armament includes an assault rifle and energy scythe, both
powered by Phazon. EMP grenades are often employed against power-armored foes.
A new Dash Jet system provides increased mobility.

--------
Assault Shield Trooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Metroid Processing

Scan: Assault Shield Troopers are heavily armored and resistant to most weapon
systems. Their unique armor will deflect Missile attacks, but not Beam fire.
In addition to their armor, they wield a portable battle shield. Their battle
shield provides protection against all weapon fire, but can be easily torn off.
Phazon-based weapons are capable of destroying the shield.

--------
Aurora Unit 313 *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Phaaze
Area: N/A
Room: Sanctum

Scan: Aurora 313 has somehow been fused with the bioessence of Dark Samus.
While combat shields protect most of the unit, a weak spot has been detected at
the cable junction. Damaging the unit's core will expose this hatch, but the
core itself is protected by an armored hatch. Tentacle ports can be damaged to
initiate stunning cerebral-feedback pulses within the target. While
incapacitated, the hatch will be unprotected and able to be pulled open. This
unit has been heavily mutated by Phazon exposure. It appears to be
symbiotically connected to the planet Phaaze as well.

--------
Berserker Knight *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Thorn Jungle
Room: Ancient Courtyard

Scan: A Berserker Knight's Phazite armor must be removed before unit can be
damaged: only the Phazon-based projectile attacks the creature fires can
destroy it. The Berserker Knight serves as a shocking example of the lengths
the Space Pirates will go to in their quest for dominance. Heavily mutated by
Phazon exposure, the unit is nearly mindless, driven by battle lust.

--------
Berserker Lord *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay 5

Scan: Berserker Lords are highly resistant to damage. Their shoulders are the
only unprotected area vulnerable to standard weapon fire. Their main defense
lies in their head-mounted Phazite plating, which can only be destroyed by the
projectiles it fires. Berserker Lords are a desperate measure, designed to
exploit Phazon as much as possible. The few Berserker Knights that survive the
highest level of corruption are promoted to Lord status. Lords are
distinguished by their ornate Phazite plating and the Phazon reserves they
carry on their backs.

--------
Commando Pirate
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Scrapvault

Scan: Commando Pirates use the best gear available: only Beams of the highest
temperature can penetrate the layer of Phazite in the armorsuit. All of the
weaponry is powered by Phazon. Each commando has a combat cloaking field, along
with boost thrusters and a personal teleporter. The Phazite armor they wear
makes them extremely resistant to damage in combat.

--------
Crawlmine *LIMITED*
¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Xenoresearch Lab

Scan: Crawlmines are not terribly bright and rely on suicide strikes as their
main form of attack. They were designed to patrol small areas such as
ventilation shafts and maintenance tunnels. Though relatively harmless alone,
they can be dangerous in large numbers.

--------
Crawltank
¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Xenoresearch Lab

Scan: Crawltanks are mobile, ground-based defense drones, but are easily
destroyed by standard weapon fire. They can be equipped with different cannons,
including a Phazon Beam system. They are not built for sustained combat, and
are better suited for light patrol, and security roles.

--------
Dark Samus *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯
Planet: Phaaze
Area: N/A
Room: Sanctum

Scan: Target is composed of pure Phazon energy and is highly unstable. Scans
indicate that Hypermode attacks are capable of disrupting her, likely a result
of Hypermode being energized by Samus's body. Dark Samus is capable of
generating "echoes" of herself to aid her in battle. These units will be used
as increased firepower and act as distractions while she replenishes her
energy: they should be destroyed immediately. She is capable of absorbing
energy from Phaaze to replenish her own.

--------
Gandrayda *ONE-TIME*
¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Proving Grounds

Scan: Gandrayda's ability to shape-shift has been greatly enhanced by Phazon
exposure, allowing her to assume a number of deadly forms at will. These new
forms come with a cost, as she also inherits their weaknesses. A mistress of
stealth, she will employ her personal cloaking field often, setting up her next
deadly attack. An advanced visor system may be able to detect her location.

--------
Ghor *ONE-TIME*
¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Main Docking Bay

Scan: Ghor's energy shield is capable of repelling all weapon fire, but the
back-mounted generator is exposed to attack. Overloading the generator could
expose the well-protected critical systems behind his battle armor. Ghor's
arsenal is considerable. Plasma-based beam weapons, attack claws, and a
multimissile system are at the cyborg's disposal in battle. These battle
systems can be combined and fired at once as a devastating alpha strike. Target
is also capable of a high-speed ramming attack, although this is potentially
dangerous if performed over a slippery surface.

--------
"Jolly Roger" Drone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Generator A

Scan: The "Jolly Roger" Drone is designed for quick aerial maneuvers, but this
comes at the cost of survivability. The fragile armor of the unit is vulnerable
to weapon fire of any type. The Jolly Roger is based on Federation tech, but
has been considerably upgraded. Powered by Phazon, the mechanoid can be a
serious threat in battle, especially in groups.

--------
Jumpmine
¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Conduit A

Scan: The Jumpmine was developed by the Space Pirates as a cheap alternative to
an armed trooper. The Jumpmine scans its surroundings until it detects an enemy
target. It then triggers a small thruster, "jumping" a set distance in the air.
Once launched, its weapon pod is engaged, saturating the local area with fire.
It explodes afterwards to prevent use by enemy forces.

--------
Korakk Beast *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Thorn Jungle
Room: Jousting Field

Scan: Korakks are prized by the Space Pirates, who use them as cavalry mounts.
Their belly is occasionally vulnerable, but guarded from all sides. Finding a
way to get underneath it and attacking would be effective. Nerve endings in the
tail can be stressed through grappling, but only when the tail is extended. The
interior of a Korakk's mouth, as well as the tip of their tongue, contains
sensitive nerve clusters. Attacking these points could temporarily incapacitate
the creature. They can emit Phazon energy through their feet and tongue. The
Phazite armor they wear will repel most damage.

--------
Meta Ridley *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Generator Shaft

Target's body is covered with incredibly durable armorskin, making it difficult
to damage. All parts of the body are protected except for the mouth, where Meta
Ridley fires his plasma-powered weaponry. Observing target may reveal
additional weak points. Target will use powerful plasma-based ranged attacks,
along with potent Melee strikes.

--------
Omega Ridley *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Homeworld Seed
Room: Pirate Homeworld Leviathan Core

Scan: Revived and regenerated through Phazon exposure, Omega Ridley has been
energized to a new combat threat level. Target contains extremely durable,
Phazon-enhanced armorskin, as well as protective armored plating. Scans
indicate that a recent injury has not fully healed: expose and target wound to
inflict damage. Target will act to protect this vulnerability: seek ways to
stun the enemy and leave it open for deadly attacks.

--------
Phazon Harvester Drone *ONE-TIME* (Once it's destroyed, you can no longer get
the scan)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Mining Site
Room: Phazon Harvesting

Scan: Man-portable weaponry cannot penetrate the thick hull of the Phazon
Harvester. The anti-air weapon system is vulnerable, but overloading it with
weapon fire will only disable the drone temporarily. The pirates converted
several Goliath-class heavy assault drones into Phazon-collecting units. The
drone can use its Harvesting Beam Cannon for defense, and is equipped with an
anti-aircraft missile defense system.

--------
Pirate Cargo Drone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Landing Site Bravo

Scan: Pirate Cargo Drones were designed to assist with the transporting of
supplies throughout the Pirate Homeworld. Their aerial capabilities allow them
to navigate the underground catacombs with relative ease. Cargo often consists
of items too dangerous or volatile to be moved by hand.

--------
Pirate Commander *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Transit Station Leviathan

Scan: Commanders make heavy use of their personal teleporter, moving to
favorable positions and across the battlefield, giving orders and support as
needed. They carry all of the weaponry and gear used by Commandos, with the
exception of their armor, which is forged out of ultrarare Red Phazite. A rare
breed, Pirate Commanders have lived to rise to the ruling caste on the Pirate
Homeworld. Each has been a commando for at least ten years.

--------
Pirate Hussar *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Thorn Jungle
Room: Jousting Field

Scan: Hussars are unusually brave for Space Pirates, willing to ride the deadly
Korakk beast into combat. Their Phazon Energy Lances are deadly at any range.
Hussars and their mounts have a strange bound. If a Hussar is slain, his Korakk
will fight to avenge his death.

--------
Pirate Militia
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Flag Bridge Access

Scan: The Pirates have not enhanced all of their fighting forces. They continue
to use militia units in battle. These groups are made up of slaves and
criminals, and do not receive the Phazon enhancements given to regular army
troopers. They are surprisingly obedient to the upper castes within the pirate
military. Rumor has it that disobedient militia members often find themselves
as dinner for regular army troopers.

--------
Pirate Trooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Cargo Dock A

Scan: The Space Pirate military forces continue to use Phazon, including a new
Phazon enhancement system. Basic armament includes an assault rifle and energy
scythe, both powered by Phazon. EMP grenades are often employed against power-
armored foes. A new Dash Jet system provides increased mobility.

--------
Puffer Mine *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Airshaft

Scan: Avoid contact with the Puffer Mine. These creatures are a cybernetically
enhanced version of the Puffers native to the Pirate Homeworld. Engineered by
Space Pirates, they are now used as patrol animals. Their bodies have been
filled with Phazon gas to be used as a defensive measure. If their shell is
broken, their bodies explode and send a cloud of toxic gas out all around them.
Nearby attackers rarely escape the volatile fumes.

--------
Remorse-Class Turret
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Corrupted Pool

Scan: Fast targets can evade the limited targeting system of the "Remorse"
turret. The Space Pirates have replaced their dated "Humility" turrets with a
new unit designed by top engineers. Powered by Phazon, the "Remorse" unit is
capable of withstanding more damage than the other model.

--------
Rundas *ONE-TIME*
¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Temple of Bryyo

Scan: Phazon exposure has greatly enhanced Rundas and his ability to generate
ice, making him deadly at range. His durable ice armor has one weak point--the
neck. Serious physical stress can weaken and remove it, exposing Rundas to
attack. This weak point cannot be seized as long as Rundas is active. He can
create frozen objects at will, and can freeze Missiles in midflight. Smaller
ice-based projectiles can be shot down, but it is recommended to evade larger
attacks. Be advised: Rundas can trigger a Hypermode state, elevating his threat
level to match yours.

--------
Scritter
¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Courtyard Access

Scan: Scritters are common vermin that are usually found underground. They tend
to nest in dark places and come out only to feed. Their main source of
sustenance is Phazon, a weakness pirate slaves use against them. Scritters will
often be caught in simple traps set out by the starving pirate slaves who then
feed on the small creatures. But the pirates rarely have the last laugh, as
some internal organs of the Scritter will release a toxic fluid when bitten.
Those who become violently ill because of this are often said to have a case of
"the scritters."

--------
Shield Pirate Militia
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Cargo Dock A

Scan: Some members of the Pirate Militia have been granted use of of regular
army-trooper equipment. This unit has been given the portable battle shield.
Its portability is its weakness, however. Remove it from the pirate's grip to
eliminate its primary defense system. The shield is also susceptible to Phazon-
based attacks.

--------
Shield Pirate Trooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Gel Refinery Site

Scan: The Space Pirates have developed a man-portable battle shield that is
resistant to most small-arms fire. Its portability is its weakness, however.
Remove it from the Pirate's grip to eliminate its primary defense system.
Phazon-based attacks are capable of destroying the shield.

--------
Space Pirate Assault Skiff *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Spire Defense sequence

Scan: The fast-moving Space Pirate Assault Skiff is used to support troops in
combat. The skiff is mounted with a tribeam cannon, which is capable of firing
powerful charged shots. However, the cannon itself is unprotected and can be
easily overloaded. This modified version of the ATC has sacrificed durability
for speed, and often employs hit and run tactics.

--------
Space Pirate ATC:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Cargo Dock A

Scan: The Space Pirate Armored Tactical Carrier (ATC) is surprisingly well
built and armored. A forward-mounted heat vent is its only vulnerable spot.
Tribeam cannons help the unit deal out damage while on missions as well.
Designed for rapid transit to and from hot zones, the unit is not designed for
long-term engagements. It has a relatively small fuel supply, a sacrifice made
for heavier armament and armor.

--------
Space Pirate Boarding Pod *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Port Observation Deck

Scan: Pirate boarding pods are crude, even by their standards. They are
composed of an aged propulsion drive, a crapmed crew-transport module, and a
nose cone packed with high explosives. The pilot guides the pod toward the
target ship, then rams it, detonating the explosives upon impact in an attempt
to breach the hull. If a breach is created, the crew within exits the pod.

Of course, mishaps occur. Sometimes the explosives go off prematurely, exposing
the crew to vaccuum. Other times the detonation fails to occur, leaving the pod
to bounce off the target's hull. The shielding between explosives and crew is
substandard, and often fails to protect the crew from the explosion. The pod's
nickname of "Space Coffin" is well earned.

--------
Urtragian Shriekbat
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Scrapvault

Scan: Urtragian Shriekbats are fiercely territorial insectoids and will dive-
bomb anything that wanders near. This attack is fatal for the Shriekbat, as the
impact sets off a discharge of thermal energy. Because of their high internal
temperatures, they tend to seek cool climates to dwell in. They have come to
seek shelter inside the many pirate facilities located on the Pirate Homeworld.

----------------------------------
Phazon (18)             /
-----------------------
There are also some creatures related to Phazon. What do you expect from this
game anyway?

--------
Hopping Metroid
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Cargo Dock B

Scan: Radical mutation has removed the ability to fly from this strain of
Metroid, but its vulnerability to cold remains. Subject now uses its powerful
legs for locomotion. Legs contain sharp formations of Phazite, which the
creature uses to slice through enemy defenses.

--------
Jelsac
¯¯¯¯¯¯
Planet: Gaflar System
Area: G.F.S. Valhalla
Room: Repair Bay

Scan: Jelsacs are aggressive creatures, roaming their territory and defending
it from all comers. When provoked, a Jelsac will begin to expand its body,
quickly filling it with caustic, Phazon-based venom. This continues until the
Jelsac explodes, sending a spray of deadly fluid in all directions.

--------
Leviathan Infant *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Phaaze
Area: N/A
Room: Genesis Chamber

Scan: Leviathans are the children of Phaaze. They are bioforms that begin life
deep within the planet, inside the base of a serpentine organ that serves as a
womb. The Leviathan will remain in here, feeding on an endless supply of
Phazon, until it has developed its Phazon core.

The developed core marks the Leviathan's transition into adolescence and its
departure from the womb. The serpentine organ moves the adolescent from deep
inside Phaaze and releases it closer to the planet's surface. Here the bioform
will continue to grow and mature beneath its older siblings. As time passes and
the older ones are launched into space, the Leviathan will slowly make its way
to the planet's surface. It is here the Leviathan will reach full maturity.
Once Phaaze has located a planetary target to corrupt, it will launch the
Leviathan into space.

The Leviathan is capable of interstellar travel, creating wormholes in space to
expedite the journey. Instinctively, it homes in on its planetary target.
Shortly after impact, the bioform dies, leaving its armored shell to protect
the Phazon core. Before it dies, the bioform often attracts and enthralls a
large local predator. After mutating it through intense Phazon exposure, it
compels the creature to protect the core. The core then begins to seep into the
planet, replacing the local ecosystem with one based on Phazon.

--------
Liquid Phazon
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Conduit B

Scan: Liquid Phazon appears to be a semisentient glob of Phazon. Their young
are known as Phazon Grubs, and eventually metamorph into their adult, or
"puddle" form. They exude a toxic chemical to protect themselves from
predators. Contact with the substance can be deadly. They can alter their shape
in a limited fashion, usually to avoid incoming attacks.

--------
Metroid Hatcher *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Generator B

Scan: Mutation has robbed the Metroid Hatcher of its ability to phase, but has
provided it a hardened outer shell which has identical attributes as Phazite.
This shell protects the creature's heart, located at the core of its head. The
Hatcher's tentacles are quite dangerous, and can even leech energy from any
targets they connect to. However, the tentacles are also the creature's weak
point. If all its tentacles are ripped from its body, it will perish. As such,
it will attempt to recover energy by retracting them into its shell when they
take damage. While the Hatcher's tentacles are retracted, it is unable to
attack, relying on the Phazon Metroids it spawns from its mouth for protection.
If the interior of the creature is hit while its mouth is open, it loses its
strength. The Hatcher's tentacles can be ripped off if they are pulled at this
time.

--------
Miniroid
¯¯¯¯¯¯¯¯
Planet: Gaflar System
Area: G.F.S. Valhalla
Room: Hangar A Access

Scan: Miniroids, tiny and weak, will travel in a flock for protection. They
float and fly about in search of sustenance. Those that survive will grow
quickly, becoming the feared parasites known throughout the cosmos as Phazon
Metroids.

--------
Phaazoid
¯¯¯¯¯¯¯¯
Planet: Bryyo (They're found on other planets as well)
Area: Anywhere
Room: Anywhere

Scan: Phaazoids are masses of Phazon energy that form after a Leviathan has
been destroyed. They still retain a small bit of sentience and are mindlessly
aggressive. The only way to damage a Phaazoid is by attacking it with Phazon-
based attacks. However, this has a side effect of causing the creature to split
into two smaller forms. Once the Phaazoid has split small enough, it will
simply fly at a target and detonate on contact. It is said that some Phaazoids
may split into a rare, crimson-colored form.

--------
Phaz-Ing
¯¯¯¯¯¯¯¯
Planet: Gaflar System
Area: G.F.S. Valhalla
Room: Repair Bay

Scan: Phaz-Ing bodies are weak to physical stress and can be easily pulled
apart. These morphing blobs of Phazon often prefer to stay in puddle form and
will only shift out to attack. Their ability to move over all types of terrain
allows them to position themselves at a distance before assaulting with bursts
of Phazon energy.

--------
Phazon Grub
¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Conduit B

Scan: Phazon Grubs are drawn to bioenergy of all forms, especially Phazon. They
are immune to its mutagenic effects, and carry it in their bodies as they roam.
Their bite can infect the victim with Phazon corruption, making them plague
bearers of a sort.

--------
Phazon Hopper
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Area: G.F.S. Valhalla
Room: Medlab Alpha

Scan: Phazon Hoppers are more resilient than other Hoppers, but can still be
damaged by standard weaponry. The crystallized Phazon covering their bodies
provides additional protection from attack. Like other Hoppers, these are
capable of long-range assaults. They will spit bursts of Phazon venom at prey
from a distance.

--------
Phazon Leech
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Area: G.F.S. Valhalla
Room: Security Station

Scan: Phazon Leeches thrive on the bioenergy drained from weakened and dead
prey. They often roam in groups, leaving behind toxic trails as they slide
across terrain in search of sustenance. Their bodies are soft and unprotected,
making them easy targets to dispatch.

--------
Phazon Metroid
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: Xenoresearch B

Scan: Like all Metroids, great cold can immobilize the Phazon Metroid and leave
it vulnerable to attacks. If the creature begins to feed, a concussive blast
should be able to knock it away. Heavy exposure to Phazon energy has mutated
this strain of Tallon Metroid. Subject can shift its body into a phased state,
allowing it to ignore solid matter. The creature can emit bursts of Phazon
energy, and will drain the life energy from its prey.

--------
Phazon Nightbarb
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Gateway

Scan: Phazon Nightbarbs have enhanced mobility that makes them all but
impossible to hit with normal shots. The group will work together to create a
powerful energy burst that they will fire at their prey. Detonating the energy
charge with normal attacks before it fires should destroy them. Phazon
Nightbarbs are the result of Nightbarbs being exposed to Phazon radiation.
These mutations look similar to their uncorrupted counterparts, but are
characterized by their greatly increased offensive and defensive capabilities.

--------
Phazon Pillbug
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Gel Processing Site

Scan: Pillbugs are commonly found in small spaces, often making traveling
through tunnels troublesome. Bombs are effective against them, however. They
are underground vermin, able to energize their hard-shelled bodies with Phazon.
Once charged, they will roll into a defensive shape and charge their enemies.

--------
Phazon Puffer *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Phaaze
Area: N/A
Room: Cavern Beta Access

Scan: This particular breed of Puffer has been heavily mutated by exposure to
Phazon, giving it strange new abilities. As it flies, it searches the area for
Phazon energy to consume. The Puffer will absorb this energy out of any nearby
bioform and energize itself. The Puffer will then use the energy to fire a
powerful attack back at their target. This ability comes with a price--the
Phazon energy comprising their body is rather unstable and easily disrupted by
any type of weapon fire.

--------
Phazon Shriekbat
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Area: G.F.S. Valhalla
Room: Hangar A Access

Scan: Even more aggressive than normal species, Phazon Shriekbats will not
hesitate to attack any creature that wanders too close. Their dive-bomb attack
erupts in a burst of Phazon energy, which usually proves fatal to weaker
organisms. These Shriekbats are mainly found in areas with high amounts of
Phazon. Instead of the usual insects and small creatures Shriekbats usually
feed on, they have come to rely on Phazon as a food source.

--------
Red Phaazoid *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo (They're found on other planets as well)
Area: Anywhere
Room: Anywhere

Scan: Red Phaazoids, like their more common siblings, can only be damaged by
Phazon-based weaponry. They are wildly aggressive and will split into smaller
forms when attacked. Their reddish appearance is the result of an unstable
energy core, an uncommon mutation that occurs when a Phaazoid is formed.
Overloading their core with Phazon energy will destroy them, causing them to
yield a rare item.
</pre><pre id="faqspan-7">
--------
Tangle Weed *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯
Planet: Phaaze
Area: N/A
Room: Drop Shaft

Scan: A simple form of plant life of which there are many species across many
worlds. While each breed may have characteristics native to their respective
ecology, they all possess identical behavior. Tangle Weeds constantly sway
their brightly colored leaves to attract potential prey to land on them. The
thousands of microscopic barbs lining the Tangle Weed's body will snare and
inject a paralyzing toxin into their victim. While small organisms are unable
to escape, Tangle weeds lack the strength to do anything more than hinder the
movement of larger life-forms. When attacked, they will retract into the ground
until they no longer sense a threat.

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Research (48)
'
The Research section deals exclusively about various important objects and
items in the game that aren't Lore nor creatures. Pretty interesting.

--------------------
Acid Rain
¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Command Station (this is automatically gotten when you enter the room)

Scan: Acid rain is prevalent on the Pirate Homeworld, where the constant
pollution has fully corrupted the environment. The caustic effects of the rain
are incredibly volatile and will severely damage your suit. Exposure to the
rain for any extended period of time will prove fatal. Avoid all contact with
the rain.

--------------------
Black Phazon Crystals *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Phaaze
Area: N/A
Room: Cavern Alpha

Scan: The hardened exterior of Black Phazon Crystals is resistant to normal
attacks. These structures will form naturally over time in areas with high
amounts of Phazon. It is commonly mined by Space Pirates for use in producing
trooper armor, but loses its darkened appearance in the process.

--------------------
Blast Shield *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay 4

Scan: Blast Shields are invulnerable to all types of weapon fire. Some are
engaged when hostiles are detected and will only open once the threat has been
eliminated. Others will sometimes remain shut and force you to find an
alternate route.

--------------------
Bomb Slot *LIMITED*
¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Disposal Chamber

Scan: Bomb Slots are powered system-control units. To use, insert the Morph
Ball into the slot and detonate a Bomb. This will transfer energy from the slot
to the device connected to it.

--------------------
Bryyo Blue Door
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Cliffside Airdock

Scan: Bryyo doors are carved from heavy stone native to the planet. Each door
has been designed with a low-level energy shield. Shooting the shield with any
weapon will open the door.

--------------------
Bryyo Orange Door
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Gel Refinery Site

Scan: Bryyo doors are carved from heavy stone native to the planet. Each door
has been designed with a low-level energy shield. This shield has been
specially designed to only be disrupted by high-temp shots.

--------------------
Energy Cell
¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Federation Landing Site

Scan: Energy Cells were designed as a portable power source for the Federation.
Their high power-to-energy ratio makes them ideal for powering a wide variety
of equipment.

Throughout the environment you may encounter stations that have an Energy Cell.
Removing the cell will leave these stations permanently offline. You will then
be able to place the collected Energy Cell into a new station that is empty.

Your collected and used Energy Cells are recorded in your Logbook.

--------------------
Fuel Gel
¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Fiery Airdock

Scan: Fuel Gel is used to power most modern starships in the cosmos. It is
extremely rare, and planets that produce it tend to become quite prosperous.
The exception to this is planet Bryyo, a Federation protectorate--and the
largest supplier of Fuel Gel. Proceeds from Bryyonian gel sales go directly to
the Federation military forces protecting that sector of space.

The sheer value of Fuel Gel is very attractive, and has led to an uprise in
piracy over the last 20 years. Today, raids on gel transport convoys are
common, especially in frontier regions of space. The Galactic Federation has
increased antipiracy operations, and planets with Fuel Gel resources are
protected by Federation fleets and ground forces.

--------------------
Galactic Federation Blue Door
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay 5

Scan: All Federation doors are designed with a low-level energy shield to
prevent accidental activation. Shooting the energy shield will activate and
open the door. Blue-colored energy shields may be disrupted by weapon fire of
any type.

--------------------
Galactic Federation Crate
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay 5

Scan: Galactic Federation Crates are used to store basic supplies. Because they
are lightly armored, the crates are unable to withstand basic weapon fire.
Destroy them to discover their contents.

--------------------
Galactic Federation Green Door
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Area: G.F.S. Valhalla
Room: Junction A

Scan: The green-colored energy shield of this type of Federation door can only
be disrupted by a high-frequency Beam. Shooting the shield with the proper Beam
will activate and open the door.

--------------------
Galactic Federation Orange Door
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Hangar Bay

Scan: All Federation doors are designed with a low-level energy shield to
prevent accidental activation. Shooting the energy shield will activate and
open the door. Orange-colored energy shields may only be opened with high-
temperature shots.

--------------------
Grab Ledge
¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Gel Processing Site

Scan: Certain ledges are composed of unique magnetic alloys that react to your
suit. By jumping toward and grabbing on to them, a surge of energy will course
through your suit and allow you to pull yourself up.

Ledges that shimmer green are able to be grabbed on to.

--------------------
Grapple Swing Point
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Hillside Vista

Scan: To use the Grapple Swing, lock on to the Grapple Swing Point with Z.
Release Z to let go. You can fire your weapons while attached to a Grapple
Swing Point.

--------------------
Half-pipe
¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Steambot Barracks

Scan: Half-pipes are U-shaped channels with incredibly smooth surfaces that
Samus can boost along. Charge the Boost while descending in a half-pipe, and
then release the Boost as you ascend the opposite side. This will allow you
access to areas that are too high to reach otherwise.

--------------------
Heavy Galactic Federation Crate
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay 5

Scan: Heavy Galactic Federation Crates are often used to store ammunition and
energy supplies. These units are made of very durable metals. Only heavy
weapons and explosives can destroy them.

--------------------
Heavy Phazon Canister
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Landing Site Bravo

Scan: Heavy Phazon Canisters are used by Space Pirates to transport large
amounts of Phazon. Unlike the smaller versions, these are made and reinforced
with durable metals. Only a strong impact will destroy them.

--------------------
Heavy SkyTown Storage Unit
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Main Docking Bay

Scan: Heavy SkyTown Storage Units are made of metals manufactured exclusively
on SkyTown. These metals are very durable and can only be damaged with heavy
weapon fire.

--------------------
Hunter-Class Gunship
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay 5

Scan: Based on the previous version, the new Hunter-class gunship is a fusion
of Federation and Chozo technology. Designed by Samus Aran, this one-of-a-kind
vessel was custom built at the Federation shipyard of Aliehs III. It is
equipped with a powerful Chozo biotech computer that can interface with Aran
via a Command Visor unit. The ship uses a mobile energy-recharge system,
microfactories designed to produce ammunition, and an advanced medical bay.

--------------------
Kashh Plant
¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo Cliffside
Area: Cliffside
Room: Cliffside Airdock

Scan: The Reptilicus use Kashh plants as a means to store supplies. Shooting
them with any weapon will reveal their contents.

--------------------
Kinetic Orb Cannon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Transit Hub

Scan: The Kinetic Orb Cannon's original purpose is unclear, but they are
capable of firing spherical objects at high speeds to a set target. Entering a
cannon while in Morph Ball will allow you to reach new areas and traverse great
distances quickly.

The Kinetic Orb Cannon appears in various locations on SkyTown. However, most
units have shut down and require a kinetic charge to reactivate.

--------------------
Landing Beacon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay 5

Scan: Landing Beacons will appear only in locations where your ship can land.
Automated sensors detect whether hostiles or obstructions are nearby, and the
beacons will retract until the area is free of all hazards. When the beacons
are extended and blinking, you may use the Command Visor to summon your ship.

--------------------
Large Bryyo Coffer
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Gateway Hall

Scan: Large Bryyo Coffers were originally designed to store items and supplies
in locations where Kashh plants wouldn't survive. Their hardened plating makes
them resistable to all but the heaviest of weapon fire.

--------------------
Large Space Pirate Crate
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Temple of Bryyo

Scan: Large Space Pirate Crates are made of durable materials. Only heavy
weapon fire will damage them. Destroy them to discover their contents.

--------------------
Leviathan Door *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Scan: Leviathan doors function in the same way normal doors do. Shooting the
energy shield will cause the bone plates to retract and allow you to walk
through.

--------------------
Mature Kashh Plant
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Cliffside Airdock

Scan: Mature Kashh plants are used for storage by Bryyo natives. Unlike the
younger versions, these have developed a thick bark that is only vulnerable to
heavy weapon fire.

--------------------
Mounted Blast Shield *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Hub Access

Scan: Mounted Blast Shields are unique in that they often have a primary
locking system. These systems commonly come in the form of multiple release
locks that must be hit in a sequential order. Once this locking system is
disengaged the shield can be removed. Weapon fire is insufficient to damage the
shield, but it can easily be torn off with a strong pull.

--------------------
Multi-Lock Blast Shield *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Cargo Dock B

Scan: This type of Blast Shield is characterized by its multiple locking
mechanisms. A simultaneous blast to all the targets is required to deactivate
the locks and remove the shield.

--------------------
Phaaze Door *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯
Planet: Phaaze
Area: N/A
Room: Landing Site

Scan: Phaaze doors appear to be organic maws contained within a thin layer of
Phazon energy. Disrupting the energy with Phazon-based attacks will cause the
maw to open and allow you to pass through.

--------------------
Phazon Fungus
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Thorn Jungle
Room: South Jungle Hall

Scan: The soft bodies of Phazon Fungus are easily damaged by weapon fire. These
organisms are commonly found in areas that are highly concentrated with Phazon.
The growths can be highly destructive and will feed on any organic matter. As
the fungus grows, it corrupts the surrounding area further and will continue to
spread out.

--------------------
Planet Aether
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: Chozo Observatory

Scan: Satellite information shows that Aether is slowly recovering from a
cataclysmic event. A stellar object struck the planet with incredible force,
burning Aether's fertile plains and destroying the lush forests covering her
surface. The planet's own energy supply, once torn in two by the impact, is now
stable. The inhabitants of the world, the starborne Luminoth, have begun the
long task of mending Aether back to its former self.

--------------------
Planet Tallon IV
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: Chozo Observatory

Scan: Tallon IV appears to be a utopia for biological life, containing an
oxygen-rich and hospitable atmosphere. The planet is home to countless species
of flora and fauna. Satellite scans detect numerous structures on the planet's
surface, with closer examination revealing many of these structures to be of
Chozo origin. Tallon IV's scar, the result of a celestial body impacting the
planet's surface decades ago, is still visible. Satellite scans are unable to
determine the extent of the damage, but the planet appears to have recovered
from any negative effects of the object's impact.

--------------------
Red Blast Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Conduit A

Scan: Red Blast Shields contain high amounts of Brinstone with their metals,
and are easily damaged by explosive blasts. Ojnce shattered, the Blast Shield
will remain destroyed.

--------------------
Save Station
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Lift Access

Scan: Enter these stations to save your game and fully restore your energy.

--------------------
Ship Grapple Point
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: Chozo Observatory

Scan: Objects with a Ship Grapple Point are capable of being lifted by your
gunship. By using the Command Visor and targeting the icon over these points,
you will be able to lift and move large objects.

Objects in the environment that shimmer purple are able to be moved with your
gunship.

--------------------
SkyTown Blue Door
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Main Docking Bay

Scan: All SkyTown doors contain a low-level energy shield behind their ornate
carvings. Shooting the energy shield will activate and open the door. The
centuries-old design has served as a blueprint for what is now standard across
all planets. Blue-colored energy shields can be opened with any weapon.

--------------------
SkyTown Orange Door
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Security Station

Scan: All SkyTown doors contain a low-level energy shield behind their ornate
carvings. Shooting the energy shield will activate and open the door. The
centuries-old design has served as a blueprint for what is now standard across
all planets. Orange-colored energy shields can only be disrupted with high-temp
Beams.

--------------------
SkyTown Storage Unit
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Main Docking Access

Scan: SkyTown Storage Units contain various useful supplies. Their thin plating
does not provide much protection, and they are easily damaged. Any type of
weapon fire will destroy them.

--------------------
Small Bryyo Coffer
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Gateway Hall

Scan: Small Bryyo Coffers were designed to be easily transported. Their outer
plating is lightweight and vulnerable to standard weapon fire.

--------------------
Space Pirate Blue Door
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Thorn Jungle
Room: Generator Hall South

Scan: Space Pirate doors are based on stolen Federation technology. They all
include a low-level energy shield that will open the door when shot. Blue-
colored shields can be shot with any type of weapon.

--------------------
Space Pirate Crate
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Temple of Bryyo

Scan: Space Pirate Crates are mainly used as storage units by pirate troops.
They will often contain energy supplies and ammunition. Standard weapon fire is
capable of destroying them. (Note: The game has typo'd "destroying" here. I
corrected it.)

--------------------
Space Pirate Green Door
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Mining Site
Room: Main Cavern

Scan: Space Pirate doors are based on stolen Federation technology. They all
include a low-level energy shield that will open the door when shot. Green
shields may only be disrupted by a high-frequency Beam.

--------------------
Space Pirate Orange Door
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Lift Hub

Scan: Space Pirate doors are based on stolen Federation technology. They all
include a low-level energy shield that will open the door when shot. Orange
shields will only react to high-temp shots.

--------------------
Spider Ball Track
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Powerworks

Scan: While in Morph Ball mode, press and hold Z when close to a magnetic rail.
Use Control Stick to move the Ball along the track. Release Z to disengage from
the track.

Using a Bomb will briefly disengage the Morph Ball from the track.

--------------------
Spinner
¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Ballista Storage

Scan: Use the Boost ability of the Morph Ball when inside a Spinner to activate
the device it powers.

--------------------
Wall Jump Surface
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Ice
Room: Imperial Caverns

Scan: This surface was designed to be used in conjunction with the Screw Attack
system. Perform Screw Attacks while facing and touching a wall to do a Screw
Attack.

--------------------
White Blast Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Maintenance Station

Scan: White Blast Shields are extremely resilient against all but cold-based
attacks. The alloy within the shield will shatter immediately if exposed to
extreme cold. Once broken, the Blast Shield will remain destroyed.

--------------------
Zipline Cable
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Zipline Station Alpha

Scan: Zipline Cables were designed as a transit system between pods on SkyTown.
Connect and hold on to the cable by pressing and holding Z while targeting the
Grapple Point on either end.

_____________________________________________________________________________
| ________________________________________________/                        \__|
|/Lore
'
Lore talks about the backstory of the game, and is very interesting to read at
times. In this game, there are multiple types of Lores, providing different
subjects to read about. You get Blue Tokens for these.

----------------------------------
Galactic Fed. Data (12) /
-----------------------
Learn about various things the Galactic Federation documented.

--------
Phazon
¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Medlab Delta (Can also be scanned on the Valhalla)

Scan: Phazon is a substance of intergalactic origin. It is a highly radioactive
ore with extreme mutagenic properties. It has certain biological qualities,
including the ability to reproduce itself. Exposure to Phazon often affects the
brains of sentient beings, causing erratic, destructive behavior. It is also a
potent source of energy, surpassing even Fuel Fel in pure output potential. It
must be handled carefully, as it can cause "Phazon sickness" if used
incorrectly.

--------
Phazon Enhancement Device
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Medlab Delta (Can also be scanned on the Valhalla)

Scan: The Phazon Enhancement Device is designed to harness the energy of Phazon
minerals, originally discovered on Aether, for a new Federation weapon system.
It is being tested by a GF Marine battalion stationed in the Norion system.
Marines can initiate an energy siphon from a supply of Phazon carried in a
backpack into their armorsuits. This allows them to temporarily enhance the
exoskeletal and weapon systems of their armorsuits. To date, no marines have
displayed signs of "Phazon sickness."

--------
Planet Norion
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Cargo Dock B

Scan: Though located on the fringe of the Federation, the planet Norion is of
great importance. The military maintains a strong presence in this sector, and
the base on Norion is often the first line of defense against enemies that
operate outside of GF space.

Originally a barren orb incapable of sustaining life, a sophisticated
terraforming project designed by Aurora Unit 486 has turned Norion into a hardy
forest world.

--------
Planet Bryyo
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Data Storage

Scan: Federation scouts discovered the planet Bryyo ten years ago. The planet's
alignment makes most of its surface uninhabitable: 48% of the world is always
exposed to the sun, with another 48% shrouded in permanent night. The remaining
4% lies in an equatorial ring of fertile jungle, where the bulk of Bryyo's
bioforms dwell.

Fuel Gel is common on Bryyo, which makes it extremely important to the
Federation. The local bioforms are quite primitive, though there are ruins that
indicate an advanced culture thrived on Bryyo in centuries past.

--------
SkyTown
¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Data Storage

Scan: SkyTown is a network of advanced structures floating in the atmosphere of
planet Elysia. Most of the base is dedicated to research, from a local to
interstellar level. The powerful sensors of SkyTown provide useful military
intelligence data along with research information. An Aurora Unit analyzes the
vast amount of data collected by the station: it is supported by the Elysians,
a group of sentient mechanoids that live within the base.

--------
Hunter Rundas
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Docking Hub Alpha

Scan: Subject is a native of Phrygis, a moon of planet Bes III known primarily
for ice mining. The Phrygisian ability to manipulate and generate ice has come
in handy in subject's career as a Bounty Hunter. Intel suggests he enjoys
hunting, to the point where he keeps trophies from all the targets he's
successfully captured or killed in his career. Subject is proud, cocky, and
arrogant, and considers himself without rivals in his field.

--------
Hunter Ghor
¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Munitions Storage

Scan: Subject is a veteran of the liberation war of Wotan VII. Only 6% of
subject's birth-body remains: the rest is state-of-the-art cyberware. Despite
his career and heavy cybernetic modification, subject is known for his high
level of empathy and compassion. Ghor is rather gentle and approaches
situations logically, but is not the most skilled of fighters. Intel suggests
he even has a sense of humor. Subject has often championed the weak, poor, and
downtrodden, working for free or giving bounty money earned to the victims of
his targets.

Subject can merge his cybernetic body into larger mechanisms, including
gunships and fightercraft. This merging will alter Ghor's personality, and he
will become incredibly aggressive and violent. Data indicates a high
proficiency with computer infiltration and manipulation. High level of
mechanical empathy with artificial intelligence.

--------
Hunter Gandrayda
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Munitions Storage

Scan: Subject homeworld unknown. Possesses metamorphic ability similar to the
biomorphs of Jovia XII. Can assume the form and abilities of most living
things, including bioforms considerably larger than the subject.

Scans are unable to determine subject's age, but psych eval suggests a high
degree of youthfulness. Intel suggests that bounty hunting is akin to a sport
for her, one she enjoys considerably. Subject perceives the veteran Hunter
Samus Aran as her chief rival, a rival she intends to surpass as soon as
possible.

--------
Olympus-Class Battleship
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Security Station (Can also be scanned on the Valhalla)

Scan: The Olympus-class battleship is the first Federation capital ship
designed to use an onboard Aurora Unit. They are the flagships of the fleets
they serve in, usually commanded by an officer of flag rank. Battleships of
this class have smaller screws than most ships of a similar size due to the
presence of an Aurora Unit. The space saved in crew support is used for more
battle systems. The enormous vessels are powered by Fuel Gel, making the scarce
commodity of extreme value to the Federation military.

--------
Tallon IV Incident
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Area: G.F.S. Valhalla
Room: Stairwell

Scan: Planet Tallon IV, formerly a Chozo colony, was struck by a stellar object
50 years ago. Object was later determined to contain large quantities of
Phazon. The Chozo were able to stave off the spread of Phazon, at the cost of
many Chozo lives. The survivors abandoned the planet, fleeing to an unknown
location. Decades later, Hunter Samus Aran responded to a distress call in the
sector and discovered a Space Pirate Phazon mining station there. Aran
eliminated both the pirate and the Phazon threat from the planet, though not
without cost.

--------
Valhalla Incident
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Munitions Storage

Scan: The GFS Valhalla was on a training mission after receiving new crew at
Tivus. We believe the Balhalla was ambushed en route to the training base by a
fleet of pirate vessels. Data suggests the pirates were using upgraded
starships powered by Phazon: that plus superior numbers were more than the
Valhalla could handle. Current whereabouts of the Valhalla are unknown: she is
presumed destroyed in action.

--------
Anhur Incident
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Area: G.F.S. Valhalla
Room: Control Room

Scan: Planet Aether, home of the Luminoth, was struck by a "Phazon Meteor" five
decades ago. The impact had catastrophic effects on the already unstable
planet, creating a "dark twin" of the planet and a dire race known as the Ing.
A brutal war between the two planets took place, with the Ing gaining the upper
hand. The G.F.S. Tyr went to the sector to investigate pirate activity, but
were forced to make an emergency landing on Aether. Shortly after, the entire
crew of Tyr was attacked and annihilated by the Ing. Hunter Samus Aran was sent
to investigate, and wound up entangled in the local conflict. Aran fought
against both Space Pirates and Ing, and arose victorious. Aether's "dark twin"
vanished, taking with it the Ing horde, and the planet's peace was finally
restored.

After the Aether incident, the Federation sent the G.F.S. Anhur back to Aether
to deal with the pirate base. Upon arrival, the crew and marines of the Anhur
assisted the native Luminoth in dismantling an abandoned Space Pirate mining
facility. During the operation, the crew detected the presence of Phazon. The
ship's crew investigated and collected several kilograms of ore, which would
later lead to the development of the PED.

----------------------------------
Bryyo Data (12)         /
-----------------------
This details the history of the Bryyonian people, including what seems to be an
interesting encounter with the Chozo...

--------
Golden Age
¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Reliquary II

Scan: Look now to the past, and to the time of peace on Bryyo. See the age of
gold, when our world was a paradise unrivaled. Hear the songs of joy fill the
streets of the Royal City, as the people honor the coming of Bryyus the First,
the Liberator. Behold the launch of our first ship to the stars on that day,
and witness the rise of Science, of a New Bryyo. See this, and see the
beginning of our downfall.

--------
Age of Science
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Grand Court

Scan: The ships of Bryyo sped to the stars, in all directions, bearing the
banner of peace. Soon we found stellar brethren in the Chozo, the Luminoth, and
the Ylla. Starborne knowledge came to Bryyo, and we gladly sent our wisdom to
our new friends in return. The hearts of Bryyo were filled with pride, and they
honored the Lords of Science for all the wonders they provided. As the time of
New Bryyo came to be, the old ways faded. The cries of joy from those who
honored Science covered the angry shouts of those who mourned the old ways, the
Primal Traditions.

--------
Age of Schism
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Main Lift

Scan: In time, the wonders of Science were not enough for those who held the
Primal Traditions in their hearts. The warnings of the Chozo--to seek balance
between old and new ways--were not heeded by the Lords of Science, myself
included. We forged on, ignorant of the rage in the hearts of the Primals. The
time came when Sfimas, First Lord of Science, denounced the Primals and their
Traditions in the center of the Royal City. It was as flame to a dry forest.
The Age of Science ended, and the Age of Schism was born.

--------
Age of War
¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Gel Processing Site

Scan: In the beginning, the conflicts were small, out of sight for most on
Bryyo. But they grew, slowly but as steady as the coming of the sun. Diplomacy
gave way to brutality, and war came to our world. The Lords of Science turned
their minds from exploration to destruction, and unleashed horrors unknown upon
their Primal enemies. In retaliation, the Primals turned to the darkest of
ancient powers, cursing us, the Science Lords, and all who served our cause.
Friends from the stars tried desperately to end the conflict, all in vain. The
people of war would not be denied.

--------
Downfall
¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Temple Generator

Scan: Look now to the time of battle, tribe against tribe. See fertile land
swept clean of all living things by arcane nightmares or the hellish blasts of
Science. See the giant stone Mogenars do battle, destroying the land with their
titanic blows. And hear the undying scream of a planet wracked by darkest war.
The battles waged endlessly, and the resources needed to sustain our war
machines were great. Bryyo too had become a casualty of the war: the air was
filled with the smoke of battle and the soil soaked with the toxins of
pollution. Calamity after calamity visited the folk of Bryyo, until a world
once known for wonders became a scarred husk under the stars. Only a small
region remained habitable, and to it the survivors went, bringing the war with
them.

--------
Victory
¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Hall of Golems

Scan: We, the Lords of Science, mishandled the use of our knowledge. The
devastation of the war robbed us of the rate resources necessary to fuel our
war engines. Without our machines we were unable to stand up to the Primal
armies, and they overran the enclaves of many Science Lords. What few remained
fled into dark places, polluted wastelands even the bravest of Primal warriors
would not dare enter. Whatever joy there may have been amongst the victorious
was quickly stamped out by the grim reality surrounding them. Bryyo, their
cradle, their sacred home...was on the verge of death.

--------
Struggle of Exiles
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Burrow

Scan: As the followers of the Primal Traditions celebrated their victory, a
number of surviving Science Lords gathered in a hidden sanctuary. It was there
that our foolishness became obvious, and we regretted ignoring the Chozo's
warning. We realized the folly of following the ways of Science with blind
faith--and the peril of all Bryyo. The contamination left from the battles was
spreading, and would soon scour the remaining fertile lands, leaving naught but
ash. If left unaided, Bryyo would lose what few safe lands and water remained.
Once more, our great minds turned to a grand task...planetary salvation. As our
enemies searched the lands for us, the last Lords of Science, we created our
final machines and launched them into the heavens.

--------
Salvation
¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Hidden Court Wall

Scan: The great machines of the Science Lords performed flawlessly. They
absorbed the toxins and pollution in the air and soil, preserving the remaining
fertile land of Bryyo. Yet the planet's climate was forever changed, leaving
one side eternally scorched by the sun, the other forever in the icy grasp of
darkness.

The launch of the machines revealed the hidden enclave of the Science Lords to
their former enemies. The bright lights in the skies caused by the
decontamination equipment stirred old hatred in the hearts of the Primals.
Fearing a new attack, the Primals sent their warriors forth to hunt their hated
foes. We were now marked for death.

--------
The Hunted
¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Thorn Jungle
Room: Jungle Generator

Scan: The Primals crafted new magics to protect their warriors, and sent them
into the burning wastelands to hunt the Lords of Science hiding there. Though
we tried to avoid conflict, many Science Lords were found and ended by Primal
war bands.

I was but the sole survivor, the last remaining Lord of Science. In order to
protect myself, I adopted the wisdom once shared by the Chozo. I merged the
ways of the new--Science--with the ways of old--Magic. I built mighty Mogenars
made of stone, and placed them outside the walls of my home, there to silently
protect me from all enemies.

--------
Decline
¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Collosus Vista

Scan: Forgotten in exile, a creature of myth, I, the last Lord of Science,
worked tirelessly to protect myself and this world. I crafted magics and
machines to bring life back to the wastelands. I found a new source of natural
energy in the land and called it Fuel Gel. I vowed to atone for the devastation
inflicted upon Bryyo, caused by both science and war.

Yet, while I toiled, the Primals slipped slowly into barbarism. With no Science
Lords to hunt, they turned on each other, tribe against tribe. Magic was lost
to them, and they became as savage as the predator beasts of the wild.

--------
Prophecy
¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Refinery Access

Scan: As time slowly passed, I grew old: even the combined power of magic and
science couldn't cheat death forever. In order to preserve Bryyo's environment,
I would need a successor. Finding one was a daunting task, for most of the folk
saw me as a monster. Time passed quickly as I searched, and my efforts appeared
to be in vain. Seemingly by chance, I found a young Primal wandering the
wastelands and rescued her. But this was not a chance encounter. She was a
prophetess, tirelessly searching for the last Lord of Science to speak to about
her visions. In her dreams she saw a starborne death coming to Bryyo, and with
her vision came a plea to save her world. Based on her information, I began
work on improving the existing decontamination equipment to help prepare a
defense for Bryyo against the eventual catastrophe.

--------
Our Plea
¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Ice
Room: Imperial Caverns

Scan: Sadly, disaster came to us before we could finish our work. An accident
caused our supply of Fuel Gel to explode, sending fire to the sky and exposing
our position. It was not long before a Primal war band saw the great fire, and
rushed to attack. Without a way to power my great Mogenars, I had no way to
defend myself from their assault.

Fleeing would only drive them to pursue us to no end, and they would show no
mercy to either one of us once caught. I had no other choice but to stand my
ground while the prophetess fled to safety. With her I sent my records of the
past, in hopes they would both find sanctuary.

You now read my last words, etched in stone and placed by the prophetess. We
speak to you from beyond the grave, to plead with you... Save our world from
the starborne plague. Lift the veil of hate from the eyes of our people. May
our remaining relics serve you well in this struggle.

----------------------------------
SkyTown Data (12)       /
-----------------------
This details the history of the Elysians, a completely mechanical race built by
the Chozo themselves.

--------
Creators
¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Main Docking Bay

Scan: I am Elysian, descendant of both the Chozo and the First. I am facing the
last moments of my life and transferring my memory to the data pod.

In a way, our chronicle begins nearly 1500 years ago. That was when our noble
creators, the Chozo, began to build that which would become our home. A place
of exploration and knowledge, floating in the clouds of planet Elysia, a
fitting home for its great Chozo builders. They built many linked, hovering
pods: in time they formed a net in the skies across the globe, instruments
peering out in all directions, studying the cosmos.

We did not exist then: only the Chozo walked these hallowed halls. To the
distant stars they looked, and a great many things they discovered--including
that which would later spell grim disaster for all.

--------
Gift
¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Arrival Station

Scan: Several decades passed for the Chozo here at Elysia. The harsh winds and
storms began to take their toll on the station, and upkeep began to take up
more and more of their time. Seeing a need for assistance, they created us. The
First Elysian, built by Chozo hands, stepped out of the mechanicreche 1,450.82
years ago. Crude by our current standards, the First was soon given the
greatest gift of all by the Chozo. To better assist the creators, the First was
given self-awareness. To all other Elysians, the First shared the Chozo gift.
This event marks year One of the Elysian reckoning.

--------
Discovery
¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Barracks Lift

Scan: The Chozo were watchers, studying the depths of space tirelessly to
quench their thirst for knowledge. From this facility they launched observation
satellites, firing them into the heavens toward distant worlds. These
satellites allowed them to analyze the various phenomenon occuring across the
cosmos. Through this process they were able to satisfy their intellectual
appetite, one planet at a time.

One day, a Chozo Searcher happened upon a very rare discovery. A
once-thought-lost satellite delivered information on a distant world. It was
incredibly far away, even by Chozo reckoning. Study of the stellar object
revealed that it was, in many ways, a planet--and yet also sentient. Alive.
This chance event was brief, and the information being collected was lost
before the true identity of the planet was revealed.

--------
Alone
¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Landing Site A

Scan: In the year 400 of Elysian reckoning, the time for our Chozo creators to
leave had arrived. To us they entrusted the station and its purpose. We were to
stand vigil and watch over the station until the time when others seeking
knowledge and enlightenment arrived. With their departure came one last request
from the Chozo Searcher--to continue exploring the skies for the answers to the
mysterious planet. We gave her our word and resumed her tireless search. Day
after day we hunted for the answers she desperately sought, but our efforts
wielded nothing. We failed.

--------
Slumber
¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Ballista Lift

Scan: By the year 600, we of Elysia were low on critical supplies and fuel. We
created smaller mechanoids to process fuel from the atmosphere of Elysia, but
they proved unable to provide a sufficient supply. Unable to secure the
necessary resources to sustain ourselves, we entered a state of hibernation to
preserve our remaining stores of energy and parts. While we slumbered, the data
collected by the station's equipment was fed to us in dreams.

During this long period of sleep, we had many dreams. Countless great events
came to us, including a reunion with our creators, who had come to call a new
planet their home. It was not long before disaster struck. A stellar object hit
planet Tallon IV, bringing with it a catastrophic corruption that sent the
Chozo world into chaos. We watched hopelessly as our creators perished, the few
survivors fleeing to an unknown location. Powerless, we slept, and in our
dreams we lamented the death of our creators. This was our final vision, after
which we were never able to see our creators again.

--------
Federation
¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: Maintenance Shaft TR

Scan: Time passed slowly as we suffered through our bad dreams. We endured
their visions until finally, in year 1435, our automated defense systems were
triggered. A number of aliens, well armed and armored, had penetrated our
battle screens and entered Elysia Station. Per protocol, we were revived from
stasis to defend our home. As we mustered for battle, the aliens communicated
with us and declared themselves to be under the banner of peace. A truce was
called, and soon we began negotiations with the Galactic Federation. The
Treaty of Elysia began a new era of prosperity for us.

--------
Agreement
¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: SkyTown Federation Landing Site

Scan: The treaty brought us new supplies, fuel, and parts from the Federation.
In return, we allowed them to use Elysia Station as they saw fit. They were
glad to use the station's powerful scientific systems, and gleaned a great deal
of knowledge from our data banks. Unfortunately, the harsh atmosphere of our
world was dangerous for the Federation researchers. They proposed to replace
the humanoids with a single artificial intelligence unit, which they called
Aurora.

--------
Aurora
¯¯¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: Broken Lift

Scan: Aurora was placed within one of our floating pods and connected into the
station's network. This connection allowed Aurora to control not only the
facility, but us as well. Our link allowed us to reap the benefits of the
Aurora's own connection to the Federation's Aurora network. The units were
capable of communicating with one another regardless of the distance, and vast
amounts of information were passed down to us.

As the years went by, we aided the Aurora and our Federation allies in their
research. We studied potential enemy threats and collected data on their
activities. It was, in some small way, a means to atone for our inability to
help our creators years ago. Through our alliance with the Federation we were
able to prevent many disasters, and bring an end to various threats in the
cosmos. We are not certain if that was what our creators would have wished to
happen, but it was certainly a peaceful life.

--------
Loss
¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: Concourse Access B

Scan: It was approximately five months ago that our systems detected a meteor-
like object collide with a planet in a nearby galaxy. The impact was followed
by a spreading corruption, identical to the one we saw devour our creators'
planet. Moreso than ever, we were determined to aid the Aurora and discover the
source of these objects. Months passed before we could uncover its origin--it
had come through a wormhole from an incredibly distant planet. We studied this
link between the tear in space and the location it was connected to. As we
delved deeper it became clear to us that this was the mysterious planet the
Chozo Searcher had been seeking. The living planet was aggressively attacking
other worlds, hurling parts of itself across the cosmos like missiles. We had
finally discovered the source of these corrupted meteors.

It was about one month ago that we made our revelation, but all attempts to
transfer the critical data to the Federation were unsuccessful. It appeared
that the Aurora Unit had become disabled. We tried desperately to restore the
Aurora, but it had been corrupted by an unknown virus. Our only means of
communication with the Federation were severed.

--------
Phazon
¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Construction Bay

Scan: One week after we had lost communication with the Aurora Unit, we
witnessed the living planet strike again. It sent forth several stellar
objects, one aimed directly for us. It streaked through the clouds of Elysia,
destroying a large portion of our home. ultimately striking the distant core
below. Soon our sensors detected the presense of strange energy. Our readings
matched with the Federation's data--this was the same toxin that corrupted
countless other planets and our creators' world--the galactic scourge called
Phazon.

--------
Invader
¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Hoverplat Docking Site

Scan: We watched as the Elysia fell victim to the meteor's corruption, its
Phazon beginning to consume her. High above the noxious surface, we continued
to collect data on the object. It was not long before we met a new enemy. Space
Pirates, hostile alien life-forms and sworn enemies of the Federation, entered
the station and attacked.

The pirate forces struck swiftly, their numbers and weapons dwarfing our own.
After their initial assault, they began construction of a massive energy shield
around the meteor. They referred to the fallen object as a "Seed" and quickly
built the protective barrier. Any resistance they met from us was crushed, and
the massive shield was built without interruption.

Our attention then turned to the pirates themselves. If we could not stop them
through combat, perhaps there was another way. Our studies quickly yielded
unexpected results. All of the Space Pirates were corrupted with Phazon, but
unlike other life-forms, they were actually being sustained by it. This Phazon
kept them alive, and it appeared to control their minds with a will of its own.

--------
Defeat
¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Powerworks

Scan: The two weeks following the Seed's impact were disastrous. Like the
Aurora Unit, we too were infected with a Phazon-based virus. The spreading
corruption consumed many of us, putting us under Space Pirate control. It was
not long before only a handful of us remained.

During this time there was but a moment that we received aid. Ghor, dispatched
here by the Federation, arrived here to restore the Aurora Unit. Our hope
quickly vanished as he too was corrupted by Phazon and lost his own will. He
now leads the assault on the remaining survivors, taking more and more of the
station over with each passing day.

There is no hope left for us. Soon, we too will be among the enemy forces. The
last of us now stand before the brink of our history's end, silently waiting
out our final hours.

I am Elysian, descendant of both the Chozo and the First. I am facing the last
moments of my life and transferring my memory to the data pod.

----------------------------------
Space Pirate Data (12)  /
-----------------------
All the logs stored in the Pirate Homeworld. Contained is a series of events
dealing with Dark Samus and the Space Pirates. Creepily enough, the Space
Pirates appear to be mind-controlled by Dark Samus...

--------
Our Mission
¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Lift Hub

Scan: Phazon was discovered two stellar years ago, and since that moment,
Command has been driven to control it all. Two operations have been
established, at tremendous cost. Both have failed, thanks to the accursed
Hunter, Samus Aran. Her Federation allies now move to secure what little Phazon
remains on the planet Aether. This we cannot allow. We, the crew of the
battleship Collosus, swear to take that Phazon or die trying.

--------
Stowaway
¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Command Station

Scan: Our attempts to intercept the Federation ship departing Aether were
unsuccessful. With them went a collection of Phazon, the first to fall into
Federation hands. They foolishly left most of the Phazon behind, allowing us to
quickly collect what we could. But in our haste we took more than just Phazon.
Our scanners have detected the remains of Dark Samus, who has revived herself
within our Phazon storage.

Surely, we are cursed.

The fiendish shrew consumed all of the Phazon, then wiped out a third of the
crew in a matter of minutes. Now she moves at will through the halls of
Collosus, using her witchery to beguile the minds of the crew. We are unable to
call for aid, and only a few of us remain to stand against her. All is lost.

--------
First Disciples
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Processing Access

Scan: Our struggles have ended. She has shown us the error of our ways. The way
is now clear. All previous vows of fealty have been forsworn: we now pledge
sole allegiance to our liberator, the great one, Dark Samus. We bear a singular
honor, we lucky few, for we are her first disciples. Our burden is a happy one,
for we will pave the way to her glorious victory and cosmic rule. Let the light
of Phazon lead us!

--------
The Source Discovered
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Airshaft
</pre><pre id="faqspan-8">
Scan: After our liberation, she left us adrift. We thought this a test of our
loyalty, and so we endured. Some said she abandoned us. They were promptly
shot. Disciples do not doubt their leader.

When she returned, it was on the back of a titanic starborne beast! As we
grovelled in awe, she ordered us to follow the beast through a rift in space, a
wormhole. Some refused to follow, afraid of the unknown. They too were shot.
Disciples must be fearless.

Once through the rift, we saw a singular wonder... Phaaze, the source of all
Phazon in the cosmos. Phaaze, the home of our glorious leader!

--------
The Leviathan
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Transit Station 1-A

Scan: Our leader provided us with great wisdom on many subjects, including the
improvement of our mighty battleship, Collosus. We followed her teachings, and
turned our vessel into a ship without peer. But more work remained!

Dark Samus required a mighty flagship, one to strike terror in the hearts of
her enemies. The might of Collosus was not enough. She demanded more! Her
solution was unique and most excellent.

We took her great star-beast and fitted it with cybernetic weapon systems. Crew
quarters and command consoles were placed within the beast's skull. In time, we
created a mighty dreadnaut, and called it Leviathan. The great leader was
pleased.

--------
Taking Valhalla
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Creche Transit

Scan: The vision of our leader is vast indeed. As we prepared for war with the
hated Galactic Federation, she decided she required one of their great machines
to better control her living planet. We then set out to bring an Aurora Unit to
Dark Samus.

Bribes led us to the location of our prize: the battleship Valhalla. Crewed
with green recruits on a training mission, she was ours for the taking. One of
the mightiest ships in the cosmos was no match for the Phazon-powered weapons
of the Colossus. We rendered Valhalla helpless, then sent raiders to claim our
prize. The Aurora was ours!

There was to be no mercy for the Federation dogs. At the command of Dark Samus,
we jettisoned the crew into the frigid depths of space, leaving the wreck of
Valhalla as a warning to the Federation. Let them tremble before our might!

--------
Purification
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Skyway Access

Scan: Our great leader, with the help of our captured Aurora Unit, has
discovered many of Phaaze's secrets. Dark Samus can now command the living
world to send forth Phazon Seeds! She was eager to test this new power. When we
heard the first world to receive this blessing was our Homeworld, we rejoiced.

The Seed was sent into the void, and quickly made its way to our Homeworld. Our
brethren foolishly tried to repel it, but their efforts were in vain. To think,
once we were as pathetic as them!

Now the deed is done, and slowly, our Homeworld becomes like Phaaze. Soon,
there will be two living planets, two Phazon sources for our great leader to
use as she sees fit. Soon, there will be thousands of new disciples for her to
command.

--------
Vanguard
¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Mining Site
Room: Mine Lift

Scan: The time has come. Our leader commands. We go to war at last!

Three worlds will be attacked, each important to the Federation. We shall
destroy the spy base at Elysia, the fuel production of Bryyo, and the naval
station at Norion. Each of those wretched worlds will become as Phaaze...each a
foothold into the territory of the hated Federation. From those worlds, our
vanguard will go forth. At long last, our enemies will be humbled, then
enslaved.

Three Phazon Seeds will be sent, and an armada will accompany each of them.
Dark Samus herself will lead the attack on Norion. Victory is ours for the
taking!

--------
Victory and Loss
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Mining Site
Room: Drill Shaft 1

Scan: Today is a day of celebration and woe. Our forces have taken planet
Bryyo, leaving the Federation outpost there in cinders. Though we missed their
spy base at Elysia, the planet itself was struck with a Phazon Seed. But
Norion... Norion was a failure...all thanks to that accursed Hunter, Samus
Aran.

All is not lost, however. Our great leader defeated Aran and her mongrel allies
in battle. If they aren't dead, they'll soon wish they were. Each of them bears
her mark of corruption. Soon they, like we disciples, will bow to her will.

--------
Bryyo Falls
¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Mining Site
Room: Phazon Mine Entry

Scan: Command has received disturbing reports from Bryyo. Contact with our
outpost there has been terminated. A coded bliptrans showing Commander Rundas
falling in battle to Samus has arrived. Worst of all, the Bryyonian Seed has
been demolished. The Hunter's might is great, and she is as efficient as ever
when it comes to disrupting our operations.

Our spies within the Federation tell us she travels to Elysia soon. We plan on
having an appropriate welcoming party in place for her when she arrives.
Commander Ghor is a very...accomodating host.

--------
Disaster at Elysia
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Command Courtyard

Scan: The march of the Hunter continues, much to our dismay. She has smashed
our line at Elysia, taking down Commander Ghor in the process. The accursed
Elysian machines were no match for Aran's guns, and now the Federation has
control of their spy station once again.

It is only a matter of time before they find the location of the Phazon source
and send their fleets to lay siege. Our great leader does not seem to mind
these setbacks. If Samus comes to our Homeworld, she will find us ready.

--------
Mistress Gandrayda
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Transit Tunnel P70

Scan: Mistress Gandrayda is the last of our leader's field commanders. We hope
that she will succeed where the others have not. We hope that she will slay the
wretched Hunter!

Gandrayda tests our mettle often. She moves among us in our form, watching us,
looking for signs of weakness. Several unfaithful disciples have been
ended...violently. Those who survive will be stronger, ready for the Hunter
that comes from the void. Gandrayda has vowed to present Aran's bloody helmet
to Dark Samus as tribute. We hope she fulfills that vow!

----------------
**Glitch (or bonus) Creature scan discovered**
If your Logbook is full, during a replay of the game, you may find a new scan
in SkyTown's Concourse. It's one of the pirates that attack you on the first
visit. The scan is simply titled "Armored Pirate." It has its own entry (shown
below), but does not get added to the Logbook. You can even get a Red Token
from it as if it's a real Creature scan, so you'll end up with 109 instead of
108. The entry is shown below. Once again, this glitch scan can be found in
SkyTown Concourse, during a replay, and a full Logbook. You must also not pass
Concourse, otherwise it won't work. (If he doesn't appear, just keep re-
entering the room. You'll find it.)

--------
Armored Pirate
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Some Space Pirate units are now equipped with a durable battle armor that
provides resistance to most Beam weaponry. The armor is susceptible to
explosive attacks, however. Shatter it to expose the target to Beam damage.

________                                                               ________
Section \___________________                       ___________________/ VII
                           \_____________________/
                       Unlockables and Secret Messages

Unlockables are things you can unlock in the extras menu through the use of
Credits/Tokens. Some more valuable unlockables require a green Friend credit,
so gather up some Friend Vouchers and send them. I will detail each unlockable
and how many of each type of token needed to unlock it. As for the Secret
Messages, well they deal with your ship's radio transmitter. Input certain
codes to hear secret messages from the game developers! They're all in Japanese
though, but it's still interesting. If you're fluent in Japanese, that's a
plus.

----------------------------------
Hypermode Difficulty    /
-----------------------
To unlock Hypermode difficulty, simply beat the game once. This is only for the
experts!

----------------------------------
Concept Gallery         /
-----------------------
With these packs, you can view all kinds of concept art for the game.

--------
Samus Package: View various concept arts of Samus.
Tokens needed to unlock: 3 Red, 2 Blue, 1 Gold

--------
Creature Package 1: View concept arts of the various creatures in the game.
Tokens needed to unlock: 3 Red, 1 Blue, 1 Gold

--------
Creature Package 2: View concept arts of the various creatures in the game.
Tokens needed to unlock: 3 Red, 2 Blue, 2 Gold, 1 Green

--------
World Package 1: View concept arts of the worlds you can explore in the game.
Tokens needed to unlock: 3 Red, 1 Blue, 1 Gold

--------
World Package 2: View concept arts of the worlds you can explore in the game.
Tokens needed to unlock: 3 Red, 2 Blue, 2 Gold, 1 Green

--------
Storyboard Package 1: View storyboards of certain cutscenes from the game.
Tokens needed to unlock: 3 Red, 2 Blue, 1 Gold

--------
Storyboard Package 2: View storyboards of certain cutscenes from the game.
Tokens needed to unlock: 3 Red, 2 Blue, 2 Gold, 1 Green

----------------------------------
Bonus Gallery           /
-----------------------
Probably your most coveted unlockables, these can implement certain features in
the game.

--------
Ship Bumper Stickers: With this turned on, your ship will display bumper
stickers of various Wii games. The game detects saves of games on the Wii's
flash memory, and puts those bumper stickers on your ship.

Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 2 Green

List of games the ship can use for bumper stickers:
Excite Truck
Mario Party 8
Metroid Prime 3: Corruption
Super Mario Galaxy
Super Paper Mario
Super Smash Bros. Brawl
The Legend of Zelda: Twilight Princess
WarioWare: Smooth Moves
Wii Play
Wii Sports

--------
Screen-Shot Tool: With this turned on, you can take screenshots at any time
during gameplay or cutscenes by pressing up on the Wii Remote's + Control Pad.

Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 2 Green

Screenshots are saved to your Wii Message Board and can be sent to friends.

--------
Mii Bobblehead: A Bobblehead will appear on the inside of your ship. The Mii
you chose for your save file will be wearing this Varia Suit bobblehead. You
can even play around with it!

Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 2 Green

--------
Diorama 1: A diorama is a display of 3D models portraying some of the game's
finer moments. This one shows Samus vs. Meta Ridley while falling.

Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 1 Green

--------
Diorama 2: A diorama is a display of 3D models portraying some of the game's
finer moments. This one shows Samus sitting on an alter with a Reptilicus
giving her an offering.

Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 1 Green

--------
Diorama 3: A diorama is a display of 3D models portraying some of the game's
finer moments. This one shows Samus in Morph Ball zipping around Mogenar.

Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 1 Green

--------
Diorama 4: A diorama is a display of 3D models portraying some of the game's
finer moments. This one shows Samus jumping from the wreckage of the Defense
Drone towards a Steamlord.

Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 1 Green

--------
Diorama 5: A diorama is a display of 3D models portraying some of the game's
finer moments. This one shows Samus climbing on top of Ghor and trying to get a
point-blank shot at the head.

Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 1 Green

--------
Diorama 6: A diorama is a display of 3D models portraying some of the game's
finer moments. Samus is shown fighting the AU 313 in this one.

Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 1 Green

----------------------------------
Soundtrack Gallery      /
-----------------------
You can listen to various music tracks from the game here. However this does
not cover the game's full soundtrack, and most of the good ones aren't even on
there. Meh, only good if you like to unlock everything anyway, but this is low
priority.

--------
MP3 Title Music: Listen to the game's title music.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

--------
In the Cockpit: Listen to the music that plays while sitting in your ship.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

--------
GF Battle Theme: Listen to the GF Battle Theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

--------
Bryyo: Listen to Bryyo's main theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

--------
Bryyo Thorn Jungle: Listen to Bryyo Jungle's theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

--------
The Corruption: Listen to the music that plays when Samus first starts getting
corrupted in Fiery Bryyo.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

--------
SkyTown: Listen to SkyTown's theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

--------
Steamlord: Listen to Steamlord's battle theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

--------
Valhalla: Listen to Valhalla's theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

--------
Metroid Battle Theme: Listen to the Metroid Battle theme. (same as Prime 1's)
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

--------
Helios: Listen to Helios' battle theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

--------
Pirate Homeworld: Listen to Pirate Homeworld's theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

--------
Gandrayda: Listen to Gandrayda's battle theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

--------
Omega Ridley: Listen to Omega Ridley's battle theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

--------
Phaaze: Listen to Phaaze's theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold

----------------------------------
Secret Messages         /
-----------------------
Like said before, you can listen to hidden messages from popular faces at
Nintendo by inputting the proper code in the ship's radio transmitter. They are
all Japanese though, but I have the English translations for them all!

--------
Message from Satoru Iwata, the President and CEO of Nintendo:
In the radio, from left to right, press in order: 2nd, 7th, 5th, 1st

"Hello, this is Iwata from Nintendo.
A president has to take things really seriously, even if it doesn't seem like
it. It's understandable if you lose weight from stress...but I get fatter
instead. Nobody thinks I'm taking it seriously."

--------
Message from Kenji Yamamoto, Music composer of various Metroid games:
In the radio, from left to right, press in order: 3rd, 6th, 4th, 8th

"*guitar version of Metroid Prime's main theme plays* Hello to everyone who is
playing Metroid Prime 3! This is Kenji Yamamoto. If you listen carefully to the
music, you might notice that some parts of the soundtrack in Metroid Prime 3
are the same as those in older Metroids. That's what I expect and why I want to
arrange the music."

--------
Message from Kensuke Tanabe, Producer of Metroid Prime 3: Corruption:
In the radio, from left to right, press in order: 1st, 3rd, 8th, 5th

"Hello everyone, this is the Prime series's producer Tanabe. The Metroid Prime
series is over but I am going to do my best for the next series!"

--------
Message from Shigeru Miyamoto, General Manager at NCL, and Producer of the
previous Metroid Primes:
In the radio, from left to right, press in order: 8th, 3rd, 5th, 4th

"Ah, can you hear me? This is Miyamoto.
All of you playing Metroid, can you hear me?
It's fun, isn't it?
I've also worked on many [Metroid] games, but this one is the best yet, don't
you think?
Make sure to play it all the way to the end.
See you!"

--------
Message from Yoshio Sakamoto, Co-creator of Metroid:
In the radio, from left to right, press in order: 4th, 6th, 1st, 7th

"Hello everyone. This is Sakamoto from Nintendo. Did you enjoy Metroid Prime 3?
Samus's mission is not over with these missions but will continue to go on.
Please look forward to waiting for the next one! METOROIDO OMOROIDO! [Metroid
is Fun!]"

________                                                               ________
Section \___________________                       ___________________/ VIII
                           \_____________________/
                               Boss Strategies

Are you just downright stuck on a boss and need help for defeating it? Well
this is what this section is for. I added this because I know there are some
people who want to know how to beat a boss without getting spoiled in the
walkthrough.

--------
Berserker Lord:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
First I will document his attacks as of now. He fires a solid Phazon Beam in a
sweeping fashion, pounds the ground with his hands if you get too close, (it
creates a tall shockwave that must be Space Jumped over) and a liquid Phazon
beam. All can be easily avoided. OK, now in order to start damaging, shoot the
glowing orbs on his shoulders until they're both gone. He'll now start firing
Phazon projectiles at you. This is the key. Shoot the projectiles to send them
right back at him, damaging the plating covering his weak point. (Try to get
two projectiles to hit him.) Afterwards, he'll more than likely regenerate his
shoulder orbs. If so, repeat the process until that plating is gone.

Now that it's destroyed, he'll resort to making shockwaves by slamming his
fists onto the ground. If you've played Prime 2 and remember those Ing
Smashers, avoiding the shockwaves is pretty much the same. Just shoot his weak
point while dodging his attacks and he'll be dead in no time.

Boss encountered: During the escape on the GFS Olympus, and in SkyTown, above
a piece of the Theronian Bomb.

--------
Meta Ridley:
¯¯¯¯¯¯¯¯¯¯¯
You're both falling down a shaft which eventually leads to the planet's core,
so that means this is a timed battle. You're now above Meta Ridley, and his
main form of attack is a fire beam. Since he's scraping his feet and hands
against the sides of the shaft, explosive cells will fall, but since both of
you are falling faster, the cells approach you, so try to destroy them. After
he takes enough damage, he flies up to you and decides to do close combat.
He'll do two kinds of swipes with his right claw (foreward swipe and back
swipe) and he'll also try to bit you. He "charges" these attacks though, and
they glow red. So fire at his claws when they're red to stop his attacks.
Shooting his mouth here damages him, and when you hit his claw when he starts
to do a foreward swipe, he roars for a few seconds, giving you time to fire at
his mouth for extra damage.

After he gets enough damage taken from him, he flies above you. He fires
fireballs this time, which have to be hit multiple times before they're totally
dissipated, and also rushes toward you while doing his laser attack. Also he
has spiraling fireballs, which are redder and spiral around before they hit
you. After enough damage, you'll be back to close combat. Same thing as before.
After enough damage here, you'll be back above Ridley. Finish him off for good
here. Samus will fall down onto Ridley's mouth and start doing point-blank
shots right at the mouth, then will mount off, allowing Rundas to save her.

Boss encountered: Norion, Generator Shaft

--------
Rundas:
¯¯¯¯¯¯
First of all, his attacks and how to deal with them. On the ground, he can fire
two or three bursts of ice that can freeze you. Simply stay away from him to
easily avoid these, but if you do get caught, press the jump button repeatedly
to escape. If you get really close, he'll form an ice scythe on his right hand
and try to slice you with it. To avoid this, simply don't get right in his
face. Also if you try to fire Missiles at him, he'll form a super-cooled area
around him, freezing the Missile midflight. He'll also take off and fly around
on a sheet of ice, and if he lands on an ice pillar from it, he'll form large
ice projectiles. I suggest trying to avoid these (it's hard, they home in)
since you'll likely not have enough time to shoot down all of them, but you do
get some health and stuff for shooting them. That's pretty much it right now,
so let's get on to how to damage him.

Simply shoot him. Sure it doesn't do any damage, but if you shoot him enough,
he'll be stunned, allowing you to yank the armor off of him and actually do
some damage. Go crazy when the armor is off. If you did enough damage by the
time he forms his armor back on, he'll have new attacks at his disposal.

When he has half health left, he'll start firing ice projectiles while he's
flying, so beware. Also when he's stationed on an ice spire, he'll make a large
ice cylinder, whip it around like a lasso, then throw it at you. This does
heavy damage to you, and its blast radius is hard to avoid, so try to stun him
with Missile shots (he doesn't stop Missiles when he's attacking) to make him
drop the ice cylinder. When his life is almost gone, he goes into Hypermode at
times, making his attacks and defense stronger for a brief moment. You'll have
to use your Hypermode attacks to compensate.

Boss encountered: Bryyo Fire, Temple of Bryyo

--------
Korakk:
¯¯¯¯¯¯
While the Hussar is on the Korakk, the only thing that this boss does is attack
with the Hussar's Energy Lance. Since you can't damage the Korakk right now (it
won't leave itself vulnerable), kill the Hussar first. Now the Korakk will get
mad and start attacking you. It'll send out its long tongue to try to drag you
in. If it latches on to you, shake the Nunchuk and Wii Remote until you are
loose. It'll also try to run you over. In order to damage this beast, wait
until it has its mouth open, and shoot the tip of its tongue. This will put the
creature into a daze. Quickly roll under it and plant Bombs under it to hurt it
a little bit. If the Korakk didn't fall down to the ground, you must stun it
again and plant bombs under it once more. When it does fall to the ground, yank
its tail to make it stand up on its hind legs and scream in pain. Its glowing
chest is its weakpoint, so hit it to damage it. (Lol, you thought I'd put in a
crab battle joke.) Hypermode attacks are always effective for these kinds of
things.

Boss encountered: Bryyo Thorn Jungle, Jousting Field

--------
Mogenar:
¯¯¯¯¯¯¯
First, explanation of all the attacks he can do, and they are a lot. Attack
names and strategies courtesy of TeraGamerX in GameFAQs.

Phazon Wave is an attack which Mogenar will perform by stamping his right foot
on the ground, and causing a homing wave of Phazon to travel along the ground.
Simply jump or strafe dash to avoid this. Occasionally he'll use Rush, where he
uses his own body as a weapon by running forward towards you. It's usually
accompanied by a roar, so dodge when you can. Phazon Quake is a move Mogenar
likes to use a lot in battle, he basically jumps and lands with all his weight,
creating a large shockwave that must be jumped over. A rare attack Mogenar uses
is Phazon Beam, in which a green aura forms around his mouth, then he fires a
large beam. During this time, you can fire an Ice Missile at his mouth to
freeze him, allowing you more time to damage him. It is because of this
vulnerability that he uses it so rarely. He also occasionally slams his hand to
the ground, causing a small crater to appear in front of him. It immediately
reforms, and he usually does it when you're not near, but after this initial
Seismic Crush, various rocks will fall from the ceiling. If you have trouble
dodging the rocks, switch to Hypermode so you're invincible.

He can also use Magic Hands and Magic Blasts, the first of which he throws his
arm forward and releases an energy aura of his hand. It homes in on you until
it hits you or it is destroyed, and they usually drop pickups if they're
destroyed. The second one is he raises his hands up in the air and creates
three green energy balls and sends them out. These too can home in, and should
go down quickly with rapid shots. That's all of the attacks.

Now to go into actually defeating him. Around his body are four energy orbs,
three in the front and one in the back. These are his source of power. Choose
an orb of your liking and start shooting it. Throughout the battle he'll use a
move called Switch, which switches positions of the front energy orbs. This is
really more of an annoyance, since you can tell where to find the orb you're
focusing on by looking at the green energy flow. After destroying an orb, go
into Hypermode and attack the weak point the destroyed orb left behind. If he's
knocked back and the weak point glows yellow, you've destroyed that section.

One thing you should note is that if you don't destroy a slot soon enough,
Mogenar will block his orbs with panels and walk to the center of the room. He
will then use Magic Hands to grab some orbs and slowly pull them in. If he gets
them, he'll use them to restore any damaged orbs he has. This is by far his
most annoying move. You can destroy the orbs before they get to him, but this
is borderline impossible in Hypermode difficulty to destroy both before they
reach him.

After an orb slot of his is defeated, he'll form Phazite panels on his feet,
and will use Rush as his only form of attack at this point. You have to bomb
his feet to destroy the Phazite, but it's tough to do this flawlessly because
you can get hit easily and knocked back. To remedy this, just spam Hypermode.
(Basically, to spam Hypermode, turn it on, plant bombs, then turn it off while
away from the boss before you start to get the red Corrupted Phazon bar.)
Planting bombs won't get rid of any Phazon power, so you're not really wasting
energy by spamming Hypermode. After you destroy the feet, it's all a matter of
repeating the previous process over for about four times, and you'll have won
the battle.

Boss encountered: Bryyo Seed, Bryyo Seed Core

--------
Steamlord:
¯¯¯¯¯¯¯¯¯
The Steamlord is your main objective, but the Steambots are annoying. Now the
Steamlord hides from view throughout the battle, but its cloak cannot be used
while it's attacking or restoring a Steambot. So shoot down the Steambots to
make the Steamlord appear. He'll try to restore the bots, then attack you, so
damage him in this fashion until he is destroyed. That's it. By the time you
get to the second Steamlord battle, (which is optional I'm sure) you'll likely
have the X-Ray Visor. If so, you can use it to find the Steamlord easily and
shoot him down.

Boss encountered: SkyTown (Elysia), Steambot Barracks and Ballista Storage

--------
Defense Drone:
¯¯¯¯¯¯¯¯¯¯¯¯¯
Now, see the antennas on the drone? Those are its weakpoints right now, so fire
at them. Its attacks at the moment are being able to jump and land, creating an
electric shockwave that has to be jumped over, homing missiles (which it fires
one by one or all at once), and a plasma ball that homes in on you. You can
only destroy the plasma ball with Ice Missiles, Beams go right through it.
That's about it.

When the antennas are destroyed (careful, it can make new ones if you take too
long to destroy them all), it'll be stunned. Yank its head to make the Control
Unit be exposed. This can be damaged, so go all out. Unfortunately while the
Unit is exposed, it hops on the ledges above and fires homing plasma balls and
bombs, so try to avoid its attacks while you pummel on the Control Unit. After
a while, it'll cover the Control Unit. Repeat the process until it's dead. Also
when it's nearly dead, the whole room covers with steam. This does nothing
physically, just makes the visibility poorer.

Boss encountered: SkyTown (Elysia), Ballista Storage

--------
Ghor:
¯¯¯¯
Now Ghor has a variety of attacks at his disposal, at first all he'll do is
Rush and Plasma Quake. With Rush, Ghor propels his body forward, using his
weight as a weapon. Try not to get knocked off! Plasma Quake is a move that
which Ghor flies in the air, then drops to the ground, spreading a shockwave of
plasma out from him. Jump to avoid this. Now, you can't attack him because of
the energy shield he has, so see the splotches of Fuel Gel on the ground? Have
Ghor travel across these when he does Rush, and freeze the patch. When he runs
over it, he'll slip and hit the wall he's heading to. Try to dodge it in time,
and go to his backside and hit the weakpoint there. A few hits will make his
energy shield go away, so attack his head to damage him. While his shield is
down, he can fire salvos of missiles at you. Just concentrate on hitting his
head. If his energy shield has gone up, do the process over again to make him
vulnerable and attack.

When Ghor has approximately three-fourths health left, he'll dispose of the
shield and go all out, and will also burn the Fuel Gel pools. He'll now do a
spinning Plasma Beam attack, simply jump over this. His weak point is now below
him. While he's attacking, go into Morph Ball and Boost into the conduit below
him to stun him. Shoot his head to damage him.

When he has one-fourth energy left, he'll now use his Hypermode. He'll now use
a spinning attack with his sharp arms, and fire missile salvos constantly as
some sort of alpha attack. Get into Hypermode yourself and deal the finishing
blows.

Boss encountered: SkyTown (Elysia), Main Docking Bay

--------
Helios:
¯¯¯¯¯¯
First off, the boss attacks in formations with its Swarmbot army. I will
attempt to describe the different forms and how to avoid the attacks and how to
damage. First up:

Sphere form: Helios will make the Swarmbots surround it in a spherical
fashion, and will use this to roll around and try to run you over. This is
easily avoided, and the way to attack Helios is just by destroying enough
Swarmbots to create an opening.

Group form: The Swarmbots will assemble in groups, and Helios will go behind
each group and energize them. You now have two things to target. Either Helios,
or the activated groups Swarmbots, as they'll fire really damaging beams. Your
choice.

Disc form: Swarmbots surround Helios and create a "disc" of pure energy while
five other Swarmbot groups will act to sustain Helios. Helios itself is
shrouded in pure energy and is invincible in this form. This is somewhat easy
to avoid. It also fires concentrated beams of energy in this form. In order to
damage Helios, you have to fire Seekers at the five Swarmbots sustaining Helios
while they are glowing red/orange.

Humanoid form: Only formed when Helios is below half health left, Helios forms
the body, while the Swarmbots form appendages similar to a humanoid. The arms
can form powerful energy orbs that are hard to avoid. You can destroy the arms
by shooting them during it forms an orb or shortly after it forms one. Helios
itself is invulnerable right now, and the only way to make it vulnerable is
by attacking the legs as they try to stamp the ground to create a shockwave.
This will make Helios "fall over" and allow you to attack it.

Twister form: Helios will be at the ground, having its Swarmbots fly around
above it and form a twister of sorts. It'll then fly around to try to suck you
in. Helios itself is covered in a shield that protects it from beam attacks,
but it can still be damaged with Bombs.

In any form, once Helios is damaged enough, its core will be exposed and will
resort to flying at you while swinging its sharp arms to try to cut you up.
Damage the core with Hypermode attacks. It's simply a matter of overcoming its
forms and getting it to expose its core so you can kill it.

Boss encountered: Elysian Seed, Elysian Seed Core

--------
Metroid Hatcher:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
He can use his tentacles to leech energy from you (shake the Remote
and Nunchuk to escape) and spin around to attack. To start damaging it, shoot
its tentacles until the Hatcher retreats them. At this point he can spawn
Phazon Metroids. Don't let him do that. Shoot his mouth while it's open to stun
him. Rip off a tentacle with the Grapple to hurt him. Repeat the process three
more times to defeat him. It's likely that when you encounter other Metroid
Hatchers, you'll have the X-Ray Visor and the Nova Beam. If that's the case,
these things can be killed in one shot by just switching to X-Ray Visor,
locking-on, and shooting its brain.

Boss encountered: Norion, Generator B; Pirate Homeworld Research Facility,
Metroid Creche; GFS Valhalla, Aurora Chamber

--------
Gandrayda:
¯¯¯¯¯¯¯¯¯
This metamorph relies on morphing into other characters such as pirates. As of
now she can morph into many forms, all of which act the same as the original
creatures. Berserker Knight, Aerotrooper, Swarmbots. Unmorphed form, she just
jumps around and throws electric purple discs, jumps and hits the ground making
an electric wave shoot forth, and jumping on you. Shake the controller to make
her get off if she jumps on you before your energy gets leeched.

After one fourth of her health is gone, she'll lower the walls, revealing acid
rain. Stay away from where the acid rain is falling. She'll assume new forms as
well, which include the other two Hunters, Rundas and Ghor. After a little less
than half of her health is left, she'll now assume your old Varia Suit form.
Like I need to explain to you how to avoid your own attacks, right? Well wrong.
Gandrayda's abilities while as Samus lets her use the Boost Ball and a HUGE
version of the Power Beam. You have to be careful of both attacks.

Around one fourth health left, she'll start using Hypermode and cloak. Use the
X-Ray Visor to see her while she's cloaked, and when she's not cloaked, she
usually turns on Hypermode, thus blocking view with the X-Ray Visor. Turn it
off and engage Hypermode to damage her. Continue this until she's dead.

Boss encountered: Pirate Homeworld Research Facility, Proving Grounds

--------
Omega Ridley:
¯¯¯¯¯¯¯¯¯¯¯¯
Ridley is back, and this time he relies on ground battle than just flying
around. Don't underestimate him though. For a creature who fights mostly while
flying around, his ground fighting is just as well. First, his attacks. He can
fire homing plasma balls, which can be disrupted with weapon fire; a sweeping
plasma beam which has to be double jumped over; an aerial pound which releases
a shockwave that must be jumped; high-velocity Plasma missiles; a full-body
ramming attack (his wings spread out before he does the ramming attack); a
close-range bite; a tail whip from behind; and a claw swipe.

In order to start damaging Ridley, you'll have to shoot his mouth when he opens
it, which is usually when he attacks, though he sometimes roars, leaving his
mouth wide open. Once his mouth is shot enough, he'll fall down on his
haunches. Yank open his chest armor to expose it to Hypermode attacks. Do so to
damage him. When one-fourth of his health is gone, he'll form Phazite plating
around his chest area, and will have new attacks: One is which he forms two
energy balls from his hands, then slams them down onto the ground to create
fast-moving electric walls to damage you. You can lessen the chance of you
getting hit by shooting the balls until they're destroyed. He also combines his
tail whip attack with the Plasma beam attack, making a rotating attack in which
you'll have to dodge his tail and the beam.

The same principle stands, shoot his mouth until he stands on his hind legs as
if stunned. However if you are able to destroy both energy balls when he does
that attack, he's automatically stunned. Once he's stunned, turn on X-Ray Visor
and shoot the highlighted joints of his Phazite armor to destroy it. Once it's
completely destroyed, you can get back to damaging him. He'll now start flying
around, then come in to use missiles to bomb you, ala Meta Ridley in Prime 1.
Watch your enemy radar, and compensate in order to avoid him. His chest is
always exposed here, but if you try to use Hyper Ball while he's on the ground,
he'll fly up and out of your reach, so you'll still have to get him on his hind
legs. However, once he's on his hind legs, he can walk around and try to claw
swipe you while you're attacking his chest, so beware.

Boss encountered: Pirate Homeworld Seed, Pirate Homeworld Seed Core

--------
Dark Samus:
¯¯¯¯¯¯¯¯¯¯
Alright, this is it. First of all I will list her attacks as of now. She can
form Phazon pillars, which you can use as cover, or Missile them for health;
fire a scattershot Phazon beam; homing Phazon missiles; and a Phazon shield to
protect herself from your Missiles. Simply fire at her and dodge these attacks
until her health is at three fourths. She'll then attempt to replenish her
energy. Shoot her down now to end it prematurely. She'll attempt this
occasionally throughout the battle now, so keep on your toes. She also will use
a form of a Shine Spark to fly up, and ram the ground, sending out a shockwave
of Phazon energy.

Once she's back to three-fourths energy left, she'll now perform a new tactic:
creating "echoes" of herself. The echoes can be destroyed for health, but if
you want to end the battle quickly, use the X-Ray Visor to detect the real one.
(The one that glows red.) When an echo is out, Dark Samus will use a sweeping
Plasma Beam attack, and it's impossible to avoid it by jumping. Instead, turn
into Morph Ball (it goes right above you) and use Hyper Ball on her to continue
delivering damage to her. She will basically do the same basic attacks, except
doubled, then tripled, due to her echoes. Occasionally she will reform with
her echoes, making her temporarily invulnerable. Finally, when there's two
echoes with her, she can perform a weird attack, in which she and her echoes
fly at you in a weird pattern. Try to avoid this by changing your strafing
pattern constantly, as she can keep up with you.

Another attack is that she can use Shine Spark to ram you, so when she starts
glowing blue and crouching, move out of the way. After about half health, she
has a new attack if she's alone with no echoes: jump quite a distance, then
smash the ground with her Arm Cannon, creating a Phazon wave that travels along
the ground. When its health is about one-fourths left, she'll likely join her
echoes, fly high into the air, and spin around, firing homing Phazon shots. She
will occasionally let her echoes depart from her to fire multiples of these
Phazon shots if she so chooses. As she's invincible during this attack, you'll
have to either wait it out or destroy her echoes. That's basically it, just
shoot her 'til she's dead.

Boss encountered: Phaaze, Sanctum

--------
Aurora Unit 313
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
It seems Dark Samus has merged with the Aurora Unit that she and her pirate
horde stole from the GFS Valhalla. Well, time for one last battle.

Again I will list its attacks first. It can send out tentacles, and if they are
out too long, they will throw Phazon particles at you and retract. It can also
fire a purple beam in a sweeping manner. Whatever you do, DO NOT HIT THIS. This
can quickly raise your Phazon meter, and you do not want that. To best avoid
it, pass the beam when it sweeps down, then pass it. It can also spawn Dark
Samus "echoes," with which it will remain dormant while the echoes attack. The
echoes can fly around, fire Phazon projectiles, and, at lower health, use Boost
Ball. Destroy these echoes for guaranteed health.

Alright, now how to damage it. When it has its tentacles out, damage the very
tip of them to make them retract. The point at where the tentacle originated
from will briefly glow yellow: attack this point to stun it a bit. Also, making
the tentacles retract by shooting will usually give you some health. Once the
Aurora Unit is stunned enough, it will fall onto the ground and lay there not
moving for a little while. Quickly head over there and yank the armor open,
which exposes its weakpoint. Hit it to damage it. I find that to get the most
damage, start charging up your Beam just as soon as you yank off the armor,
then by the time you can attack, you'll be fully charged. Let loose on that,
then immediately follow up with a Missile. Another way to stun it easily is to
get lucky with your Charge shot and try to attack one of the machines that it
sends out very briefly. If you manage to damage one of these machines, the
Aurora Unit will be stunned for an extremely long amount of time, and the
glowing weak points will randomly change. You can get in a lot of shots with
this.

When its health is low, it can connect to the device below to lob plasma bombs
at you, so beware. After its health is gone, the spinal cord will be severed
from the main unit and it will proceed to float around. It's not quite dead
yet! This form has brand new attacks, obviously. One of them is one in which
it fires yellow beams from its four beam cannons in a kind of spastic motion.
Simply avoid this by being either clear away from it, or under it. It can also
expose a cannon, which will fire a projectile to the ground, creating a shock-
wave of energy. You can shoot the cannon to stun him. It can also shoot Phazon
projectiles, at the cost of its stamina, as it will be stunned shortly after
firing one. Finally, it can spin around on the ground, making it a bit
difficult to dodge. You can stun it if your Screw Attack connects with it
during this attack.

Alright, the main focus now is where the spinal cord was connected. That's the
weakpoint, and the prime advantages to targeting this weakpoint are the
aforementioned parts in which the AU gets stunned. Once you know its weakpoint,
that's pretty much it to the battle.

Boss encountered: Phaaze, Sanctum

________                                                               ________
Section \___________________                       ___________________/ IX
                           \_____________________/
                                   Credits

Nintendo: For creating the Wii.

Retro Studios: For creating the wonderful Metroid Prime series and effectively
boosting Metroid's popularity.

You: For reading this guide.

Devon: For pointing out a loophole in the Legal Notices. I fixed it. Thanks!
                            _____________________
        ___________________/                     \___________________
________/                                                             \________

Well, I'm glad you took the time to at least check out my FAQ. I hope it was
very helpful for you. If you want to see my other work, check my profile on
GameFAQs.

~ See you next mission! ~