FAQ/Walkthrough Game: Metroid Prime Console: Nintendo Gamecube Author's Alias: Thiradell Author's E-mail Address: taupefish@yahoo.com Version #: 1.11 PROOFREAD Table of Contents .....I: Copyright Information............................ .....II: Introduction.................................... .....III: Version History................................ .....IV: Controls........................................ .....V: Menus............................................ .....VI: Understanding the Screen........................ .....VII: Samus's Equipment.............................. -----VII-A: Beam Weapons--------------------------------- -----VII-B: Morph Ball Equipment------------------------- -----VII-C: Suits---------------------------------------- -----VII-D: Visors--------------------------------------- -----VII-E: Secondary Equipment-------------------------- .....VIII: Walkthrough................................... -----VIII-01: The Space Pirate's Frigate----------------- -----VIII-02: Getting the Missile Launcher--------------- -----VIII-03: Getting the Morph Ball--------------------- -----VIII-04: Getting the Artifact of Truth-------------- -----VIII-05: Getting the Morph Ball Bomb---------------- -----VIII-06: Getting the Charge Beam-------------------- -----VIII-07: Getting the Varia Suit--------------------- -----VIII-08: Getting the Boost Ball--------------------- -----VIII-09: Getting the Space Jump Boots--------------- -----VIII-10: Getting the Artifact of Strength----------- -----VIII-11: Getting the Wave Beam---------------------- -----VIII-12: Getting the Super Missile------------------ -----VIII-13: Getting the Thermal Visor------------------ -----VIII-14: Getting the Spider Ball-------------------- -----VIII-15: Getting the Artifact of Nature------------- -----VIII-16: Getting the Wavebuster--------------------- -----VIII-17: Getting the Artifact of Wild--------------- -----VIII-18: Getting the Ice Beam----------------------- -----VIII-19: Getting the Gravity Suit------------------- -----VIII-20: Getting the Artifact of Lifegiver---------- -----VIII-21: Getting the Power Bomb--------------------- -----VIII-22: Getting the Grapple Beam------------------- -----VIII-23: Getting the X-Ray Visor-------------------- -----VIII-24: Getting the Artifact of Chozo-------------- -----VIII-25: Getting the Ice Spreader------------------- -----VIII-26: Getting the Plasma Beam-------------------- -----VIII-27: Getting the Artifact of Sun---------------- -----VIII-28: Getting the Artifact of Elder-------------- -----VIII-29: Getting the Artifact of Spirit------------- -----VIII-30: Getting the Artifact of World-------------- -----VIII-31: Getting the Flamethrower------------------- -----VIII-32: Getting the Artifact of Warrior------------ -----VIII-33: Getting the Phazon Suit-------------------- -----VIII-34: Getting the Artifact of Newborn------------ -----VIII-35: Reaching the Impact Crater----------------- -----VIII-36: Reaching Metroid Prime--------------------- -----VIII-37: The Final Battle--------------------------- .....IX: The Log Book.................................... -----IX-A: Pirate Data----------------------------------- -----IX-B: Chozo Lore------------------------------------ -----IX-C: Creatures------------------------------------- -----IX-D: Research-------------------------------------- -----IX-E: Artifacts------------------------------------- -----IX-F: Alert Guide----------------------------------- .....X: The Energy Tanks................................. .....XI: The Missile Expansions.......................... .....XII: The Power Bomb Expansions...................... .....XIII: Bonus Image Galleries......................... .....XIV: A Very Quick Overview.......................... .....XV: Questions You Might Ask......................... .....XVI: Credits........................................ .....XVII: Conclusion.................................... ------------------------- I: Copyright Information ------------------------- This FAQ is (c) 2003-2006. This FAQ may not be used for profitable pur- poses, such as magazines, books, etc. It may not be used for ads. It may only be used on the following two web sites. www.gamefaqs.com www.gamewinners.com It may not be reproduced or reformatted in any way without prior written permission from the author, myself. You may alter it for personal use, but if it is publicly displayed, altered, without prior permission from the author, myself, the consequences could be drastic. I am not, in any way, associated or affiliated with any company that was involved in the making of this game. All rights reserved. ----------------- II: Introduction ----------------- Hello. My alias is The Return of Raken and my e-mail address is twishall@hotmail.com. The primary purpose of this guide is to help you through the game of Metroid Prime. You should look at this FAQ for one of the following three reasons... 1. You want to be a stupid person and spoil the game. 2. You have already beaten the game. 3. You are stuck or want some tips. If you want this on your site or some other site, e-mail me with the name of the web site in your e-mail. I'll check it out to see if it is okay, then I'll get back to you. --------------------- III: Version History --------------------- 1.00: The initial release of this FAQ. The only reason it will be updated is if I stupidly forgot something. This version was not released. 1.01: Changed some words and added what you press to switch to the Plasma Beam in the Samus's Equipment section. This version was not released. 1.11: Proofread the entire guide and fixed some stuff. ------------- IV: Controls ------------- Buttons are listed in alphabetical order. A 1 after the button means that that is what that button does in the menu. A 2 after the button means that that is what that button does during game play. A 1: Confirms a selection/goes forward a screen, switches between Level Map and World Map when viewing the map. A 2: Fires whatever weapon you currently have out. Lays a Morph Ball Bomb in Morph Ball Mode. B 1: Cancels a selection/goes backward a screen. B 2: Jumps, uses the Boost Ball in Morph Ball Mode, dashes while locked on. C-Down 1: Pans the camera when looking at an Image Gallery, moves around when looking at the map. C-Down 2: Switches to the Ice Beam. C-Left 1: Pans the camera when looking at an Image Gallery, moves around when looking at the map. C-Left 2: Switches to the Plasma Beam. Control Pad 1: Moves the cursor. Control Pad 2: Push up to switch to the Combat Visor, push left to switch to the Scan Visor, push down to switch to the Thermal Visor, push right to switch to the X-Ray Visor. C-Right 1: Pans the camera when looking at an Image Gallery, moves around when looking at the map. C-Right 2: Switches to the Wave Beam. Control Stick 1: Moves the cursor, browses when looking at an Image Gallery, rotates when viewing the map. Control Stick 2: Moves Samus around, strafes while locked on. C-Up 1: Pans the camera when looking at an Image Gallery, moves around when looking at the map. C-Up 2: Switches to the Power Beam. L 1: Zooms out when viewing the map. L 2: Scans when in Scan mode, locks on to things, uses the Grapple Beam. R 1: Zooms in when viewing the map. R 2: Hold so that you can aim and look around, use the Spider Ball in Morph Ball Mode. Start/Pause 1: Unpauses. Start/Pause 2: Pauses. X 1: Absolutely nothing. X 2: Switches into Morph Ball Mode, switches out of Morph Ball Mode in Morph Ball Mode. Y 1: Hides/displays the key/legend while viewing the map. Y 2: Fires a Missile, lays a Power Bomb in Morph Ball Mode. Z 1: Goes away from the map. Z 2: Views the map. --------- V: Menus --------- Oh, BABY! This section will be SHORT! Press Start/Pause at the start. Then press Start/Pause again when it says Press Start. You'll proceed to the Main Menu. You have six options. #1: Select File #1 and proceed to the game. #2: Select File #2 and proceed to the game. #3: Select File #3 and proceed to the game. #4: Select Erase and erase the data on one of the files. Erased data CANNOT be recovered, so be careful! #5: Select Image Galleries and view all the Image Galleries you've unlocked. #6: Select Metroid Fusion Connection Bonuses and proceed to the place where you can access the Metroid Fusion Connection Bonuses. That is all. Joyful, isn't it? ----------------------------- VI: Understanding the Screen ----------------------------- This small section is so you won't be completely clueless when you're looking at the screen. Radar: This is located in the upper left corner of the screen. I actually never use it. You are in the center. Enemies within range appear as orange dots. Environmental Danger: This is on the left side of the screen. It is a vertical bar that rises in accordance with how close you are to something environmental that could damage you, such as Phazon or lava. The word Warning will appear if you are extremely close to the threat. The word Damage will appear if you're getting hurt by it. Visors: In the lower left corner of the screen. This shows you what visor you currently have equipped, and how many Visors are available. The Combat Visor is on the top section, the Scan Visor is on the left section, the Thermal Visor is on the bottom section once you get it, and the X-Ray Visor is on the right section once you get it. Press the appropriate direction on the Control Pad to switch to the corresponding visor. Energy: Located at the top middle of the screen. This tracks how much life/energy you have left. The lit squares above the bar indicate how many full Energy Tanks you have in reserve. The bar indicates how much energy is left in your current Energy Tank. The words Energy Low will appear if you are dangerously low on energy. The numbers indicate how many units of energy you have left in the current Energy Tank. Energy Tanks, Save Stations, and your gunship completely refill all the Energy Tanks that you have. Map: This is in the upper right corner of the screen. This shows the current room you are in in orange. Press Z to display the entire map. Entire Map: This isn't on the screen normally, but I'll deal with it now. Press Z to go to the map. This also pauses the game. Press Y to display/hide the key and legend. Press A to go to the World Map or Level Map, depending on which you are in before you press A. The C-Stick moves around. The Control Stick rotates and flips the map. Hold the L Button to zoom out. Hold the R Button to zoom in. Z exits. Blue Square: Blue door. Can be opened with any beam weapon and the Morph Ball Bomb and the Power Bomb. Purple Square: Purple door. Can be opened only with the Wave Beam. White Square: White door. Can be opened only with the Ice Beam. Red Square: Red door. Can be opened only with the Plasma Beam. Gray Square: Door with Missile Shield or door with a Missile Shield that you took off before. Missile Shields can only be removed with Missiles and Super Missiles. Missile Shields only hide blue doors. Green square: Opened door. "E": Transport to a different area. "S": Save Station or Gunship. "M": Missile Station. "?": Hint. If you don't know where to go, go here. That covers it. Missiles: On the right side of the screen. Tracks how many Missiles you have. If you're dangerously low on Missiles, the words Missiles Low will appear. The display glows more brightly when your Arm Cannon is opened because you fired one or more Missiles, or you used a combo. If the number reaches 0, Missiles can no longer be used, and the word Depleted will appear. After being hit by the blast that causes the Missile Launcher to malfunction in the Space Pirate's Frigate, this display will not appear until you re-acquire the Missile Launcher. Beam Weapons: In the lower right corner of the screen. Similar to the visors, there are four beam weapons, and they can each be selected by pressing a certain direction on the C-Stick. Press up to select the Power Beam, right to select the Wave Beam, down to select the Ice Beam, and left to select the Plasma Beam. ----------------------- VII: Samus's Equipment ----------------------- Ah, NOW we get to the exciting stuff. This section will discuss the equipment that Samus uses to progress through the game. Please note that you start with very little of this stuff. /-------------------\ |VII-A: Beam Weapons| \-------------------/ #1: Power Beam Acquired: You always have this The Power Beam is Samus's primary weapon. Sometimes, you may find yourself reverting to the Power Beam, even with other, more powerful choices. Maybe it's because the Power Beam is the only thing that can kill the enemy. Maybe it's because the Power Beam is the only one that can fire blasts repeatedly so quickly. Maybe it's for some other reason. Anyway, C-Up switches to it. It can only open blue doors. #2: Wave Beam Acquired: Phendrana Drifts The Wave Beam releases three electrical impulses of energy. Use the Thermal Visor to find electrically activated targets invisible to the naked eye. Use C-Right to switch to the Wave Beam. The Wave Beam can open blue and purple doors. The Wave Beam is also the only weapon that can destroy Pulse and Scatter Bombus. #3: Ice Beam Acquired: Chozo Ruins The Ice Beam will seem really cool the first time you get it. It will freeze a lot of enemies. Frozen enemies can be shattered when shot with a Missile. Most can, anyway. Trust me, you'll love this weapon. Push C-Down to switch to it. The Ice Beam can open blue and white doors. Its only cons are--it can't open purple and red doors, and it's slow. It also can't remove Missile Shields. #4: Plasma Beam Acquired: Magmoor Caverns The Plasma Beam. Oh my gosh. Oh my stinking gosh. This weapon is SO cool the first time you get it. You can ignite stronger enemies in flames and eventually cause them to burn. You can ignite weaker enemies and quickly cause them to burn. You can open all those red doors that you've been dying to see what's behind, a numerous amount of them leading to Missile Expansions, which can really help in the long run. You can stay on it to open the normal blue doors. Oh, baby. C-Left switches to it. #5: Phazon Beam Acquired: Phazon Mines You only use this when fighting Metroid Prime's second form. You acquire it after defeating the Omega Pirate, but you can only use it while standing in a unique pool of Phazon that Metroid Prime generates. The Charge Beam will not work while this is present. The word Hyper-mode will appear on the screen when the Phazon Beam is usable. Other Beam functions are not available and cannot be switched to while using or having in effect the Phazon Beam. Other Beam functions will return when the Phazon Beam's effect ends. /-----------------------\ |VII-B: Morph Ball Stuff| \-----------------------/ #1: Morph Ball Acquired: Chozo Ruins You get this prize for defeating all the Beetles and then getting rid of the Plated Beetle in the Ruined Shrine. The Morph Ball allows you to open certain doors by accessing Morph Ball Slots. It allows you to roll through tiny tunnels. Push X to go into Morph Ball Mode. #2: Morph Ball Bomb Acquired: Chozo Ruins Yes, the Morph Ball and the Morph Ball Bomb are gotten separately. You get this one by defeating the Incinerator Drone and Barbed War Wasps. The Morph Ball Bomb can propel the Morph Ball upwards, called a Bomb Jump, and there's also a more complex technique called the Double Bomb Jump, explained in more detail in the walkthrough. The Morph Ball Bomb also destroy certain structures, allowing you to reach never-before-reached heights. Uh, sort of. Push A to use a bomb. By the way, Morph Ball Bombs can easily destroy things made of Sandstone or Talloric Alloy. #3: Boost Ball Acquired: Phendrana Drifts Ah, the Boost Ball. This piece of equipment will allow the Morph Ball to boost up half-pipe structures, which can lead to things such as the Space Jump Boots and a Missile Expansion. The Boost Ball can also be used to avoid things because of how fast you move. You'll want to be sure to hold B and then release instead of simply tapping. The longer you hold B, the longer the Boost Charge will last and the faster it will propel you. #4: Spider Ball Acquired: Phendrana Drifts The Spider Ball allows you to attach onto Spider Ball Tracks, and also lets Spider Ball Tracks become a Log Book entry. Press and hold R to attach onto a Spider Ball Track. Spider Ball Tracks are in lots of places on Tallon IV, and the Spider Ball will let you reach previously unaccessible areas. The Spider Ball also makes the Morph Ball look cooler. #5: Power Bomb Acquired: Phazon Mines The Power Bomb can destroy Bendezium, which is actually extremely crucial in situations. If you couldn't destroy Bendezium, you couldn't get the Grapple Beam, which is essential. You have a very limited supply of Power Bombs, going only up to four, but this can be expanded with Power Bomb Expansions. Press Y to lay a Power Bomb. /-----------------\ |VII-C: The Visors| \-----------------/ #1: Combat Visor Acquired: You always have this The standard visor. The visor you WILL spend a VAST majority of your time using. This is the normal visor. Up on the Pad, my man. #2: Scan Visor Acquired: You always have this Ooh, the Scan Visor. You'll be switching to this thing...a lot, but almost always very briefly. If you want two of the Bonus Image Galleries, you're going to have to scan a lot. Scanning can be very helpful. It can reveal what a creature's name is, what its weak points are. It could reveal what a material is, such as Cordite or Bendezium. Left on the Pad switches to it, by the way. #3: Thermal Visor Acquired: Phendrana Drifts The Thermal Visor is truly a freaky visor. It makes everything look really weird and make anything that's hot glow bright pink or orange. The Space Pirates did a lot of experimentation with the Thermal Visor. Push down on the Pad to switch to it. #4: X-Ray Visor Acquired: Tallon Overworld The freakiest thing in the game. I am totally serious, man. You know X- raying? Everything gets black and white, right? EVERYTHING GETS BLACK AND WHITE, RIGHT? Except it does a little more then go black and white. Using the X-Ray Visor, you can see invisible platforms, and Chozo Ghosts never disappear from your vision so long as they are within the vision of your visor. Push right on the Pad to switch to it. /------------\ |VII-D: Suits| \------------/ #1: Power Suit Acquired: You always have this The normal suit, the pathetic one. This suit has no special abilities except decreasing the amount of damage Samus takes by half. This is not taken away in Hard mode. What is Hard mode? Check the Questions You Might Ask section. #2: Varia Suit Acquired: Chozo Ruins You get this suit for defeating Flaaghra. You know the pathetic Samus that only has the Power Suit? When you get this, it pushes out Samus's shoulders, and makes the suit look a whole lot better. Besides look, what's better about this suit? You can now freely explore Magmoor Caverns. Extremely hot temperatures are no longer a problem with this suit on! #3: Gravity Suit Acquired: Phendrana Drifts With this suit, going underwater is no longer a problem! You will move just as if you were above water. It also makes Samus's suit look even better. It has nothing to do with breathing underwater, seeing as how you can breathe underwater fine with just the Power Suit. #4: Phazon Suit Acquired: Phazon Mines You get the Phazon Suit and the Phazon Beam by defeating the Omega Pirate in the Elite Research. The Phazon Suit, in addition to upgrading defense systems, lets you walk in blue Phazon without getting damaged. It also turns your suit black, mostly, which, in my opinion, makes the suit look better. #5: Energy Tank Acquired: Tallon Overworld, Chozo Ruins, Magmoor Caverns, Phendrana Drifts, Phazon Mines There are a total of 14 Energy Tanks. There are two in the Tallon Overworld, five in the Chozo Ruins, two in the Magmoor Caverns, three in the Phendrana Drifts, and two in the Phazon Mines. They give you 100 more units of energy, making for a maximum total of 1500 units of energy. They also immediately refill all Energy Tanks that you have. /--------------------------\ |VII-E: Secondary Equipment| \--------------------------/ #1: Missile Launcher Acquired: Chozo Ruins This is gotten by defeating the Hive Mecha and Ram War Wasps. Simply press Y to shoot a missile, and you can destroy things you couldn't before! You can also open Missile shields. Well, destroy them. If information about an enemy mentions that it can be hurt by concussive blasts, it's talking about Missiles. Missiles can easily destroy things made of Radion or Brinstone. #2: Charge Beam Acquired: Chozo Ruins This is gotten by activating four runic symbols and then scanning the final runic symbol on the gate to open the gate and then going in and getting it! The Charge Beam is one of the best things in the game. Its value can be easily underestimated. It will seem really annoying when you don't have the Charge Beam. To use it, simply select any beam weapon and hold down A. If you have the Charge Beam, a ball will appear on the end of your Arm Cannon. Well, not a ball with all Beam Weapons. Release A to fire! The Charge Beam doesn't work when the Phazon Beam is active. If you hold down A when the Phazon Beam is active, a continuous blast will be emitted. #3: Space Jump Boots Acquired: Tallon Overworld The Space Jump Boots are another thing that you'll love when you get them, and then it's like "Yeah, I've got the Space Jump Boots. They're cool." When you first get them, it is SO COOL. You know you can only jump once, right? Push B, and then push B again, any time while you're in the air, after you get them. #4: Beam Combos Acquired: Phendrana Drifts, Chozo Ruins, Magmoor Caverns, Phazon Mines There are four Missile-Charge Beam-Certain Beam Weapon combinations, one for each Beam Weapon. To use them, acquire one. Select the appropriate beam weapon and charge it up. Once it's fully charged, press Y. The combination for the Power Beam is called the Super Missile, the combination for the Wave Beam is called the Wavebuster, the combination for the Ice Beam is called the Ice Spreader, and the combination for the Plasma Beam is called the Flamethrower. To use them, simply charge up the appropriate beam weapon, and push Y! The Super Missile and the Ice Spreader are Single Shot Charge Combos. They fire once and stop. The Wavebuster and Flamethrower are Sustained Charge Combos. They fire as long as you want them to, so long as you have enough Missiles. Each Super Missile costs 5 Missiles. Super Missiles are the only thing that can destroy objects made of Cordite. The Super Missile is required. The Wavebuster is not required. It costs 10 Missiles to activate, then 5 Missiles per second afterward. It seeks enemies without a lock on. The Ice Spreader is not required. It costs 10 Missiles to shoot. The Flamethrower is not required. It costs 10 Missiles to activate, then 5 Missiles per second afterward. #5: Grapple Beam Acquired: Phazon Mines The Grapple Beam was damaged in the Space Pirate's Frigate, but you've got it back now! Hip, hip, hooray! The Grapple Beam, by simply holding L, allows you to grapple on available Grapple Points or available Gliders. You cannot reach certain areas without grappling. Anything else I missed? Want to point out something? My electronic mailing address is twishall@hotmail.com. ------------------ VIII: Walkthrough ------------------ This is the main section of the guide. This section will guide you through the game. To find a specific point, hold down Ctrl and push F. A Find thing will be brought up. Type in the thing you want to go to and push Enter. Skip the findings until you reach the point where it is listed in the walkthrough. For example, you want to know how to get the Plasma Beam. Hold Ctrl and push F. Now type in VIII-26 and push Enter. Skip the first one, which will be the listing in the Table of Contents, the second one, which is the one listed above (this doesn't apply to anything else) and push Cancel on the third (almost always the second) one. Here we go! NOTE: Room names are listed in all capital letters. 2nd NOTE: I guess it's about time to explain the Alerts. Now, if you don't care about getting all the scans, you should ignore the alerts. That is their purpose. Alerts are for scans that are either difficult or you only have one chance to obtain. There are a total of 18 Alerts. Some are Yellow Alerts. These are Alerts showing that the thing you need to scan is rare. More commonly found, however, are Red Alerts. These are the ones you only have one chance to scan--for example, the Parasite Queen. Those are the Alerts. There are seven yellow alerts and eleven red alerts in my guide. 3rd NOTE: Missile Expansions, Energy Tanks, and Power Bomb Expansions are not things that you REALLY need to get, though it is impossible to beat the game without getting SOME OF the Missile Expansions and Energy Tanks, I'm pretty sure. /-----------------------------------\ |VIII-01: The Space Pirate's Frigate| \-----------------------------------/ EXTERIOR DOCKING HANGAR All right. Use the Control Stick to move Samus (the character you're controlling) around. Move straight forwards at the start. Eventually, you'll find a force field blocking your path. On the two pillars that are supporting this force field are red switches, two on each pillar, making for a total of four. What you need to do is lock on and shoot these targets. To lock on, hold down L when your targeting reticule thing is near or on one of the switches. Now push A to fire a shot. If you hit the switch, it will turn from red to blue. Make all four switches blue and the force field will disappear. Now, go forwards and then turn left. You'll see another force field, with more of those red switches. However, it seems that these switches are offline, therefore, they cannot be deactivated. (?) Turn all the way around and you should see a sort of panel thing sticking out of the wall of one of the towers on the platform that you're on. Switch to your Scan Visor by pushing Left on the Control Pad. Now, move the rectangle in the middle of the screen over the blue icon thing. This will make a red square thing appear, which indicates that you can scan it. Hold down L to scan it. Once it activates the switches so that you can deactivate them, push A or up on the Control Pad to switch back to the Combat Visor. Watch the four--no, wait, six switches come online! Shoot the bottom four. Now hold down R and look higher up to see the other two. Lock on to them and shoot them and the second force field will deactivate. Now run forwards. Eventually, you'll see a small step. Push the B button to jump up onto it. Now turn left to see a ramp dangerously close to the edge, but, don't worry, you can't fall off. Go up this ramp and turn to find a door. To open it, shoot it and then approach it. It may not open, doors do this sometimes. Repeatedly shoot it and move around near it until it does. MAIN DOCKING BAY You can switch to the Scan Visor and scan the things to the left to learn a little about where you're at. You'll notice the indication that you can scan squares are orange. Red squares usually activate something or go in your Log Book, while orange squares usually tell you something that doesn't get recorded in your Log Book or get a Creature entry for your Log Book. After scanning or whatever, continue forwards and shoot the door and proceed. AIR LOCK There's some stuff floating around in this room. Since there is no air pressurization, the door ahead has no power. Look around for another of those blue icons. Scan it and the room will repressurize. The door now has power, so shoot it and continue. DECK ALPHA ACCESS HALL Just go through the door ahead. EMERGENCY EVACUATION AREA Go down the steps here and turn to the left. Switch to your Scan Visor and wait for a small creature to come. Quickly scan it before it disappears to get your first Creature entry! YELLOW ALERT! YELLOW ALERT! YELLOW ALERT! Make sure you scan a Parasite! This is basically your only chance. They come in other places, but this is the most convenient time! YELLOW ALERT! YELLOW ALERT! YELLOW ALERT! Alerts: 1/18 (Letting you know if you missed any scans later in the guide) Yellow Alerts: 1/7 (Letting you know if you missed any yellow alert scans later in the guide) Red Alerts: 0/11 (Letting you know if you misssed any red alert scans later in the guide) NEW CREATURE LOG: Parasite Interstellar vermin. Travel in swarms. Indigenous to Tallon IV, a single Parasite is harmless to larger life-forms. However, they tend to travel in large groups, swarming over potential prey. Such swarms can be dangerous. Now that you've scanned a Parasite, go ahead, up the next ramp. Turn left, walk, watch more Parasites eat a Space Pirate, turn left again, and walk down the walkway. Kill the injured Space Pirate (the scan doesn't go in the Log Book) before he attacks you. Now proceed through the door on your right. DECK ALPHA UMBILICAL HALL Hey, rubble! Move it! Well, the rubble can't hear you, so I guess you'll have to move it yourself. Hold down A until an energy ball appears on the end of your Arm Cannon. Release A aiming at the rubble and the Charge Beam (that's what it is) will take care of it. Go through the next door. MAP FACILITY All right, now a cut-scene. It'll show a couple of Parasites going down a small tunnel. The next paragraph is unnecessary, but, hey, downloading the map helps. Push X to go into Morph Ball Mode. You are now one meter in diameter. Roll through the tunnel and get out of Morph Ball Mode by pushing X again. You should now see a weird hologram in front of you. YELLOW ALERT! YELLOW ALERT! YELLOW ALERT! Scan the weird hologram BEFORE walking into it. There are only four in the game! YELLOW ALERT! YELLOW ALERT! YELLOW ALERT! Alerts: 2/18 Yellow Alerts: 2/7 Red Alerts: 0/11 NEW RESEARCH LOG: Map Station Walk into Map Station holograms to download a map of the area you're in. Now step into the Map Station hologram to download the map. After downloading, you'll automatically go to the map. Exit the map by pressing Z. Go into Morph Ball Mode again and roll back through the tunnel. Get out of Morph Ball Mode and turn right. Go through the door. CONNECTION ELEVATOR Right in front of you is another of those blue icons that activate something. Scan it to activate the platform which takes you to Deck Beta. Step on the hologram and the elevator will take you up. Once it reaches its destination, go through the door ahead. DECK BETA CONDUIT HALL In this room, there's this freaky electricity beam that comes on, and then goes back off. Go into Morph Ball Mode and wait for it to go off, then quickly roll past and under the rubble here. Back to normal, through the door. BIOTECH RESEARCH AREA 1 Turn left and go down the path. There'll be a Space Pirate ahead. A few shots will put him down. Now turn right and kill the other Space Pirate, who's easy. Ahead is another door. Open it and continue. DECK BETA SECURITY HALL Okay. Normally, you should try to scan every new enemy THE FIRST TIME you meet it. However, this enemy is an exception, because it's going to be a lot easier to scan it later. Okay, there's a turret, called an Auto Turret, around the corner. Strafe around the corner (hold L and move with the Control Stick) and get a lock-on on it, then strafe back to safety. Quickly strafe back and fire a Missile with Y. This should destroy it. You actually don't need to do all that, but, hey. Head through the door ahead. By the way, you'll need two Missiles to put it down on Hard Mode. BIOHAZARD CONTAINMENT When you get into this room there's a big tank in front of you. To the right of this tank are some computer monitors. Switch to the Scan Visor and look for a red square on one of them. Scan this one and you'll get some stuff for your Log Book. RED ALERT! RED ALERT! RED ALERT! Scan the computer monitor! This is your only chance! RED ALERT! RED ALERT! RED ALERT! Alerts: 3/18 Yellow Alerts: 2/7 Red Alerts: 1/11 NEW PIRATE DATA: Fall of Zebes (For further information on Pirate Data logs, go to the Log Book section of the guide.) Go back to the big tank that was in front of you when you came in. Near you you should see another of those blue icons. Scan it from fairly far away to disable a turret. Now go around the corner and scan the disabled turret, which is a lot easier then scanning a turret that's firing at you. NEW CREATURE LOG: Auto Turret Subject: Auto Defense Turret. Use Missiles to break outer casing. Because it's disabled, you don't need to destroy it. Scan the blue icon ahead to activate an elevator. Ride it up. Okay. There are four Space Pirates up here. Kill them all. If any of them leave behind a glowing purple ball, scan it. If not, don't worry, there are tons of these glowing purple balls. I bet they're the most common item. Just make sure to scan one. NEW RESEARCH LOG: Small Energy Replenishes 10 units of energy. The last Space Pirate is near the next door. Go through. DECK BETA TRANSIT HALL Go through the door ahead. CARGO FREIGHT LIFT TO DECK GAMMA What a long and unnecessarily complicated name. Anyway, there's a turret firing at you from the right as soon as you come in, so be sure to kill it as soon as possible. By the way, if any of the turrets have left behind little orange things that sort of look like little Missiles, scan one for another Research entry. If not, it's okay. Again, a very common item. NEW RESEARCH LOG: Missile Ammo Missile Ammunition. Resupplies Missile Launcher with 5 rounds of ammo. To the right of the turret is another blue icon. Scan it to activate an elevator. Whee! Going down! Step into the hologram, remember. Okay. At point of departure, you're going to be attacked by a Space Pirate. Kill him and then scan the blue icon on the panel nearby. "Please insert metallic sphere to open door." it will say. A metallic sphere...do you have one of those handy? Yes, indeed. Simply go into Morph Ball Mode and roll into the metallic sphere hologram. Wait until the door opens and the clamps will release you. Get out of Morph Ball Mode. There are two turrets on the ceiling of the room you just unlocked passage to, so be sure to take them out with Missiles before entering the room. Use the Charge Beam to get any pickups they leave behind. Go through the door you opened now. REACTOR CORE ENTRANCE Go through the door to the left. SAVESTATION Before walking into the hologram, scan the hologram for a new Research entry. NEW RESEARCH LOG: Save Station Step into these stations to save your game and fully restore your energy. Step into the hologram, then head back through the door. REACTOR CORE ENTRANCE Scan the blue icon to the right. Insert a metallic sphere again and head through the next door. REACTOR CORE WHOA! The cut-scene is showing some huge bug thing! Once the cut-scene is over, scan the gigantic thing for a new Creature entry. RED ALERT! RED ALERT! RED ALERT! Make sure you scan the Parasite Queen! This is your only chance to get this entry! Re-scan it if you die and come back! RED ALERT! RED ALERT! RED ALERT! Alerts: 4/18 Yellow Alerts: 2/7 Red Alerts: 2/11 NEW CREATURE LOG: Parasite Queen Parasite female, genetically enhanced by unknown means. A weak spot has been detected in the creature's mouth. Use your auto-targeting to acquire this new target! Scans indicate the presence of a potent mutagen, origins unknown. Creature exhibits the ability to fire weapon-grade blasts of energy from its mouth, a trait not present in the standard parasite genome. It appears the Pirates have begun a bioengineering program, with considerable results. ************************************************************************ BOSS FIGHT #1: Parasite Queen Fittingly, this is one of the easiest bosses in the game. Her only attack is to shoot a green blast from her mouth. She has no melee attacks, seeing as how you can't get very close to each other. Why? The blue force field rotating around the big parasite. Now, there are two open panels in the force field. This is how you kill the Parasite Queen. Get a lock-on to the creature's mouth. When you can see through one of the open panels, fire crazily. You will hurt it repeatedly. Sometimes, the force field and the open panels will start rapidly rotating. Shoot if you want to, but you don't need to. By the way, the Queen's breath attacks can go through the force field. Strafe or dash (tap B and move the Control Stick to the left or right) to avoid this attack. You can also use Missiles to hurt her. You can keep yourself up to date on how dead the Parasite Queen is by the energy bar that says Parasite Queen below it. This energy bar is very close to your own energy tracking. As the energy of the enemy is depleted, the lighter color slowly moves to the left. When just dark is left, it's dead. If you did this, good job! ************************************************************************ You may think the first part is over now. Nope. You have seven minutes to get out of the frigate before it explodes! The door you entered this room through is now blocked by a force field, so you'll need to exit through the only other door. DECK GAMMA MONITOR HALL Jump up the steps, turn right and go through the door. CONNECTION ELEVATOR TO DECK BETA Scan the blue icon ahead to activate an elevator. Go up. Turn around and scan the blue icon ahead from far away to disable a turret. Turn right and head through the door. BIOTECH RESEARCH AREA 1 Turn left to see some Space Pirates get killed by an explosion. Go behind the huge thing that just blew up to find some debris that has extremely conviniently stacked itself up to form a ramp. Go up this ramp and then kill the Space Pirate in front of your face. Go straight forward and then right around the next corner. Shoot the two Space Pirates here. Jump up into the little passage at the end of the path. Go through this door. SUBVENTILATION SHAFT SECTION A Morph Balling through here is easier. Turn into a Morph Ball and quickly roll through the tunnel, avoiding the various swarms of Parasites. On the left wall there'll be an alcove to roll into after a little. Go through the door here. SUBVENTILATION SHAFT SECTION B Follow this tunnel to the end, avoiding the enemies, and go through the door. CARGO FRIEGHT LIFT TO DECK GAMMA Wait for the door to open and go through it. MAIN VENTILATION SHAFT SECTION A Roll through quickly and go through the door at the end. MAIN VENTILATION SHAFT SECTION B Roll through until you get to the end. Get out of Morph Ball Mode and shoot the two turrets here until they explode, then go through the door. Missiles, remember. MAIN VENTILAITON SHAFT SECTION C Roll through quickly and go through the door at the end. MAIN VENTILATION SHAFT SECTION D Roll through quickly and go through the door at the end. MAIN VENTILATION SHAFT SECTION E To your left there will be a gigantic piston moving back and forth. Wait for it to move forth, then follow it back. There will be an alcove on the right, eventually. Quickly enter it before the piston moves forth again. If it pushes you, try again until you get it. MAIN VENTILATION SHAFT SECTION F Roll through quickly and go through the door at the end. BIOTECH RESEARCH AREA 2 As soon as you enter the room, you'll see a cut-scene involving Meta Ridley. That's the big black bird-looking thing. Then some stuff will fall, preventing further passage. Look up to see two sort of L-looking things. Run nearer the first one until it turns blue. Push and hold down L and you will grapple onto this hook. When the second one turns blue, release L and hold it down again. You'll grab onto the second one. At the end of your swing, release L. You'll fall onto the platform. Go through the next door. CONNECTION ELEVATOR TO DECK ALPHA Another blue icon. Scan it from far away. Disabling another turret, sweet. Turn right and run down the hallway. Don't touch the magnetic poles. Scan the blue icon here to activate an elevator. Walk into the holo...WHAT?! You got hit by an explosion! Missile Launcher malfunction. Morph Ball malfunction. Charge Beam malfunction. Varia Suit malfunction. Grapple Beam malfunction. In other words, you can no longer fire missiles, you can't go into Morph Ball Mode, you can't use the Charge Beam, your suit is no longer resistant to hot places, and you can't grapple anymore! Step into the hologram to be transported. DECK ALPHA MECH SHAFT Hurry through here and go through the next door. AIR LOCK Turn left and run through to the next door. EXTERIOR DOCKING HANGAR Run through this hallway and go through the door straight ahead. If you made it out with time to spare, you've successfully escaped! Now watch the cut- scene of the Frigate exploding. You will then see Meta Ridley again. You will automatically get back in your Gunship and pursue Meta Ridley to Tallon IV. /-------------------------------------\ |VIII-02: Getting the Missile Launcher| \-------------------------------------/ LANDING SITE Save your progress. Jump down from your Gunship. Turn around and look for one of those squares indicating that you can scan it. Switch to your Scan Visor, by the way. Scan your Gunship for a new research entry. NEW RESEARCH LOG: Gunship Hunter-class gunship registered to Samus Aran. You can return to your ship to recharge energy, reload weapons and save progress in the game. Head a little to the right and you'll notice a small cave with red lights and some sort of curvy weed things. Scan them for a new Creature entry. NEW CREATURE LOG: Tangle Weed Plant life with basic sentience. Retracts into ground if threatened. Tangle Weeds are only dangerous to small organisms. They are covered in tiny barbs designed to trap potential meals. Tangle Weeds lack the strength to do anything more than hinder larger life-forms. Go back to your ship and face away from the front of it. On the left side of your screen you should see a path leading up behind a magnificently flowing waterfall. Head left to that path and jump from rock to rock. Once you're behind the waterfall, follow the platforms around to the left to a door. Go through it. TEMPLE HALL Look up to the ceiling to see another enemy. Scan it for its Creature entry. NEW CREATURE LOG: Seedling Plant-based ground feeder. Dorsal spines can be ejected in self-defense. Shoot the three on the ceiling quickly. Go through the door at the end of the hallway. TEMPLE SECURITY STATION Run forward until you see a strange-looking orange icon in front of you. Scan it for your second Pirate Data entry. NEW PIRATE DATA: Artifact Site Once you've gotten that, head to the end of this room. Scan the weird thing on the door for a new Log Book Entry. NEW RESEARCH LOG: Missile Door Lock There is a Blast Shield on the door blocking access. Analysis indicates that the Blast Shield is invulnerable to beam weapons. Explosive weapons may damage it. Your Missile Launcher was damaged at the Space Pirate's Frigate and cannot be used, so head back to the Landing Site now. LANDING SITE Go back to the front of your ship and face away from it. Go forwards to the waters and turn left. Go forward, between the two rocks ahead. To your left is a path. Go in here and through the door at the end of the path. WATERFALL CAVERN Switch to your Scan Visor and turn left. Scan one of the mushroom-looking things for another Creature entry. NEW CREATURE LOG: Blastcap Volatile chemicals within this weed's toxic fungal cap may explode if agitated. The poisonous flesh of the Blastcap helps keep it from being eaten. It also detonates its fungal cap when it detects even the slightest contact. Go back to the Landing Site. LANDING SITE Face the front of your ship and turn left. You'll see a door you haven't been through yet, so go through it. CANYON CAVERN Walk into this room and some enemies will come out of the ground. Scan one for a new Creature entry. NEW CREATURE LOG: Beetle Burrowing insect with a resilient carapace. Extremely aggressive. Insect's massive mouth enables it to tunnel through solid rock at high speeds. Above ground, Beetles can cover short distances rapidly. They attack anything that moves near their lair. Kill the Beetles by repeatedly shooting them. Pick up any energy pickups left behind, turn left and go through the door here. TALLON CANYON To the left and up you'll notice a huge orange glowing bulb thing. Scan it for a new Creature entry. NEW CREATURE LOG: Sap Sac Chemical reaction within sac produces violent explosion when agitated. Because of its irresistible odor and sweet nectar, the Sap Sac was nearly eaten out of existence. The evolution of an explosive chemical sac saved it; now only brave or ingenious creatures dare to devour it. Go forward and you'll see a new creature. Scan it. NEW CREATURE LOG: Zoomer Anchors itself to walls and other surfaces. Avoid contact with spikes. A basic nerve center located directly above the Zoomer's mandibles detects nutrients. Sharp spines protect it from casual predators, but the lack of a reinforced carapace makes the Zoomer vulnerable to any indirect attacks. Jump up the platforms where they were on after killing them. The third platform will have a creature looking similar to a Zoomer. Scan it. NEW CREATURE LOG: Geemer Wall-crawling mollusk with retractable spikes. The Geemer is an evolutionary offshoot of the Zoomer family. When threatened, it extends lethal spikes and retracts its head deep into its armored carapace. Ignore it. Jump onto the platform it's on. Turn right and follow the various paths and platforms until you reach a door. Go through it. ROOT TUNNEL There's a big flower on the left--scan it. NEW CREATURE LOG: Bloodflower Able to eject toxic spores. Toxins are poisonous even to the Bloodflower itself. Three mouth-nodules protrude beneath the stalk from the flower, each with a rudimentary brain cluster and the ability to spew toxic fumes at anything within a five-meter radius. The spores ejected from the stigma at the center of the flower are sufficient to kill this creature if they explode in its vicinity. Turn around and head back through the door you just came from once you've scanned it. TALLON CANYON Go off the platform and turn left. Kill the Beetles. Go through the door ahead. TRANSPORT TUNNEL A Kill the Zoomers and go through the door ahead. TRANSPORT TO CHOZO RUINS WEST Scan the blue icon here and then step into the hologram to be transported to the Chozo Ruins. TRANSPORT TO TALLON OVERWORLD NORTH Head through the door ahead. RUINS ENTRANCE Kill the Beetles. Go to the only door in the room, but before you go through it, look near it and scan the weird symbols above to get the first Chozo Lore entry. NEW CHOZO LORE: Fountain (For further information on Chozo Lore logs, go to the Log Book section of the guide.) Now head through the door. MAIN PLAZA Go forward and kill the Beetles. Walk across the half-pipe and jump up the stairs. Head a bit to the right and continue on. When you get to the wall, turn left and jump up the rubble. To the left, across the platforms. Turn left and head across the bridge. At the end of the bridge, look up and scan for another Creature entry. NEW CREATURE LOG: Hive Structure: War Wasp Hive. Primary War Wasp dwelling. Only vulnerable to heavy weaponry. War Wasps build their homes over existing crevices, using whatever materials are close at hand. They carry building fragments back to the construction site with their forelegs and glue them into place with adhesives secreted from their abdomens. Turn right and go through the door. RUINED FOUNTAIN ACCESS See that swarm? Scan the orange square on it. NEW CREATURE LOG: Scarab Exploding parasites that can embed their bodies in solid rock. Scarabs think nothing of sacrificing themselves for the safety of their swarm. When a hostile life-form is sighted, they block its progress by embedding themselves in floors and walls. Embedded Scarabs violently self-destruct when threatened. Run out of the room. MAIN PLAZA Go forwards and jump down. To your left is a door you haven't been through, so head through it. NURSERY ACCESS Go through the tunnel, kill the Scarabs, and head through the next door. EYON TUNNEL Scan the weird thing in front of you that is shooting a green laser out of its eye, its only body part. NEW CREATURE LOG: Eyon Immobile organisms entirely composed of ocular tissue. Capable of launching sustained energy beams when active, the Eyon is sensitive to light and will close shut if a bright flash ignites nearby. Shoot one and run past it. Shoot another one and run past it. You'll have to manually aim. Once you're past all five, head through the next door. RUINED NURSERY Head a little to the right and go towards the far wall. Kill the Beetles, then look for another weird shape that has more weird symbols like before. Remember, a new [Chozo Lore] entry was downloaded into your Log Book? Scan this one. NEW CHOZO LORE: Exodus Turn around and head up the stairs to your left. When you see some flying creatures that look like wasps, scan one for another Creature entry. NEW CREATURE LOG: War Wasp Airborne insect equipped with a venomous stinger capable of shearing steel. The War Wasp rarely strays far from its hive unless it is pursuing an immediate threat. It attacks with no regard for its own survival, dive- bombing its enemy with its stinger extended. Fast-working toxins from the stinger can incapacitate most small organisms. Kill all of them, kill all the Beetles, then walk past the door on the wall to the right. Jump to the platform on your left, turn right, and head through the door. SAVE STATION 1 Welcome to your second Save Station! Walk into the hologram and your progress will be saved. Also, if you didn't scan the Save Station on the Space Pirate's Frigate, now's your chance. Once you're done, head back through the door. RUINED NURSERY Turn left at the end of this platform and go through the new door. NORTH ATRIUM Kill the Scarabs and go through the next door. RUINED GALLERY Kill the War Wasps above. Jump along the platforms to the right. Be careful, because the water is toxic. Once you've reached the door, go through it. TOTEM ACCESS Around the corner is something to scan. NEW CREATURE LOG: Plazmite Small insect capable of storing and releasing thermal energy. Plazmites are attracted to sources of heat, thriving on energy present there. They emit light when hunting, and will expel small bursts of thermal energy when threatened. Shoot it and keep going down the tunnel. Kill the Plazmites as you continue down the tunnel. Blow up the crate here. A red ball that looks like Small Energy will come out. Before getting it, scan it. NEW RESEARCH LOG: Large Energy Replenishes 20 units of energy. Don't worry if you don't scan it; there are plenty of others. Go through the door at the end of this room. HIVE TOTEM Make your way across the platforms, being sure not to touch the toxic water. Once you reach the middle platform, turn left and start walking across the bridge. Watch the cut-scene ensue. The big mechanism over there will spit out a new kind of wasp. Scan both a wasp and the mechanism. Look underwater to scan the mechanism. RED ALERT! RED ALERT! RED ALERT! Make sure you scan the Ram War Wasps and Hive Mecha! This is your only chance! Re-scan if you die during the battle! RED ALERT! RED ALERT! RED ALERT! Alerts: 5/18 Yellow Alerts: 2/7 Red Alerts: 3/11 NEW CREATURE LOG: Ram War Wasp Airborne predator. Circles its prey and then strikes. The War Wasps are the only species on Tallon IV to evolve a true hive mind. Nesting in damp, dark places, Ram War Wasps emerge in small groups when threatened and circle their enemy at high speeds, disorienting it. Striking from all sides as a single intelligence, they can fell huge organisms. NEW CREATURE LOG: Hive Mecha Security unit programmed to work with predatory hive dwellers. A design flaw makes the shielding on Hive Mecha weak around their access ports. These units are second-generation combat drones, able to interface with organic units at a higher level. They train, shelter, and work with hive-dwelling predators. Unarmed, they rely on their hive beasts to handle any threats. ************************************************************************ BOSS FIGHT #2: Ram War Wasps and Hive Mecha This fight is easy. At the start, the Hive Mecha will release Ram War Wasps. Shoot as many of them as you can. The remainder of them will circle around you. When they stop circling, shoot them. Then turn back to the Hive Mecha. Part of it will be glowing red. Shoot this part until it explodes. Repeat this process until the Hive Mecha blows up. You'll have to do this three times. ************************************************************************ It will show something that looks like a missile. Run over and get your piece of equipment! ------------------------------------------------------------------------ NEW SECONDARY EQUIPMENT: Missile Launcher ------------------------------------------------------------------------ The Missile Launcher adds ballistic weapon capability to the Arm Cannon. Press the Y Button to fire the Missile Launcher. Press the A Button to return to Beam mode. Samus's Notes: Missiles fired with a lock-on will seek their targets. Missiles can destroy objects made from Radion or Brinstone. There are Charge Combo enhancements scattered throughout the environment. They use the Missile Launcher and the Charge Beam in tandem to fire more effective blasts. Each Missile Expansion you find will increase the number of Missiles you can carry by 5. ------------------------------------------------------------------------ /-------------------------------\ |VIII-03: Getting the Morph Ball| \-------------------------------/ You're still in the Hive Totem. Shoot the Missile Shield off the door ahead and shoot the door with the Power Beam (your normal weapon) to open it. TRANSPORT ACCESS NORTH Hovering over some Tangle Weeds ahead is an item you haven't seen yet. Run into it to get it. ------------------------------------------------------------------------ NEW SUIT ITEM: Energy Tank ------------------------------------------------------------------------ The Energy Tanks increase the power level available to your Suit's defense screens. Samus's Notes: Each Energy Tank increases your Suit's energy by 100 units. The more energy your Suit has, the longer you can stay alive. You can fully recharge your Energy Tanks at Save Stations. Your gunship has this capability as well. ------------------------------------------------------------------------ Energy Tanks: 1/14 Missile Expansions: 0/49 Power Bomb Expansions: 0/4 Those are the pickups that you must collect all of to get a bonus Image Gallery. Now use your map to make your way all the way back to the Ruined Gallery. RUINED GALLERY Look at the map for a gray door. Go to this door to find that gray means it has a Missile shield on it. Break the shield and head through the door. MAP STATION If you didn't scan the Map Station on the Space Pirate's Frigate, scan this hologram BEFORE you walk into it. Anyway, step into the hologram to download the map for Chozo Ruins. Now head out of this room. RUINED GALLERY Make your way back to the Main Plaza. You can also pass by Save Station 1 on the way if you want to. MAIN PLAZA Look at your Map. Find the gray door. Go to it, shoot off the Missile Shield, and go through the door. RUINED SHRINE ACCESS Avoid the two swarms of Scarabs in this tunnel, then head through the next door. RUINED SHRINE Jump up the steps and get over the half-pipe thing. Jump down to the other side and a bunch of Beetles will come out of the ground. This will be challenging because of how little you are equipped with, but just keep moving. Jump over them if they've cornered you. Once you've killed them all, a new foe will emerge. Scan it. NEW CREATURE LOG: Plated Beetle Well-armored burrowing insect. Vulnerable only in the read abdomen. Creature's thick cranial plating can repel frontal attacks. This gives it an advantage in combat, allowing it to make ramming attacks. Only surfacing when it detects vibrations above, it then maneuvers itself so as to always face its rival, keeping its exposed abdomen protected. Lock on to it. Carefully strafe, waiting for it to charge. When it does charge, shoot its red abdomen. Repeat until it dies. Now jump up and get your new equipment. It's the Morph Ball! ------------------------------------------------------------------------ NEW MORPH BALL EQUIPMENT: Morph Ball ------------------------------------------------------------------------ The Morph Ball changes your suit into a compact, mobile sphere. Press the X Button to enter Morph Ball Mode. Press the X Button again to leave Morph Ball Mode. Samus's Notes: Like the Power Suit, the Morph Ball is modular. There are several modifications that can be added to improve performance. ------------------------------------------------------------------------ /--------------------------------------\ |VIII-04: Getting the Artifact of Truth| \--------------------------------------/ Now, when you first acquire the Missile Launcher, you can only carry five Missiles. The full capacity is 250. How do you expand? By collecting Missile Expansions. There are a total of 49 strewn about Tallon IV, and each Expansion increases your capacity by 5, which you already know if you did the math. We're going to get some right now. Head to the Ruined Gallery. RUINED GALLERY Stand near the door that goes to the North Atrium. Look away from it. Now, in the bottom left corner of the screen, you should notice that the wall looks a bit different then the surrounding wall. Shoot it with a Missile, jump down and collect your very first Missile Expansion. Energy Tanks: 1/14 Missile Expansions: 1/49 Power Bomb Expansions: 0/4 Now go to the Landing Site at the Tallon Overworld. Use the transport you used to get to the Chozo Ruins to get back. LANDING SITE You can save in your Gunship if you want. Okay, head a little to the right, behind your ship. You should notice a small cave with red lights inside. Switch into Morph Ball Mode and roll in to find a Tangle Weed-infested cave with a Missile Expansion near the middle. Energy Tanks: 1/14 Missile Expansions: 2/49 Power Bomb Expansions: 0/4 Now head to the Waterfall Cavern. WATERFALL CAVERN Go to Morph Ball mode near the farthest wall in this room and you should see a little tunnel. Roll through. Remove the Missile Shield and go through the door. FRIGATE CRASH SITE You should see two creatures ahead of you. Scan them from fairly far away (so they don't fly away) for a new Creature entry. NEW CREATURE LOG: Flying Pirate Pirates trained and equipped for airborne assault. Flying Pirates are extremely agile in the air, but the heat signatures of their jet packs can be tracked with Thermal Imaging. While their Missiles are extremely potent, their jet packs can be even more so. If the pack fails, they will make a suicide strike. Remember the Temple Security Station? Go back there. It's in the Tallon Overworld, where you are now. TEMPLE SECURITY STATION Now that you have the Missile Launcher, you can remove the Missile Shield at the end of this hallway. Do so and go through this door. TEMPLE LOBBY Go through the far door. ARTIFACT TEMPLE Turn right and scan the symbols on the far wall. NEW CHOZO LORE: Statuary Go to the opposite hallway and scan the symbols here. NEW CHOZO LORE: Binding Turn left and run down the ramp. You'll see a bunch of pillars, and some sort of blue icon underneath the pillar in the middle. Run into it to collect it. ------------------------------------------------------------------------ NEW ARTIFACT ACQUIRED: Truth ------------------------------------------------------------------------ Artifact acquired. This is the Artifact of Truth. ------------------------------------------------------------------------ /------------------------------------\ |VIII-05: Getting the Morph Ball Bomb| \------------------------------------/ Scan as many pillars as you can to get the following Artifact hints: NEW ARTIFACT HINT: Strength NEW ARTIFACT HINT: Elder NEW ARTIFACT HINT: Wild NEW ARTIFACT HINT: Lifegiver NEW ARTIFACT HINT: Chozo NEW ARTIFACT HINT: World NEW ARTIFACT HINT: Spirit Now head back to the room where you fought the Hive Mecha for the Missile Launcher earlier. This is in the Chozo Ruins. HIVE TOTEM Head through the door you had to blast the Missile Shield off of earlier. TRANSPORT ACCESS NORTH Get into Morph Ball Mode and roll through the small hole directly in front of you. Use the moving platforms that are moving up and down to progress upward. Now roll through the next hole and go through the door. Get out of Morph Ball Mode after rolling through the hole, by the way. TRANSPORT TO MAGMOOR CAVERNS NORTH Scan the blue icon to activate the transport, but don't go in it yet. Head through the door to the right of where you entered. VAULT ACCESS Go right and morph. Get into Morph Ball Mode is what that means. Use the moving platform to get up and roll through the next tunnel. De-morph (get out of Morph Ball Mode) and jump up the stairs, then morph and roll through the next tunnel. De-morph and go through the next door. VAULT Scan the symbols on the wall to the right for a new Chozo Lore entry. NEW CHOZO LORE: Beginnings Go through the next door. PLAZA ACCESS Go through the next door. MAIN PLAZA On the ledge just ahead of you is another Energy Tank! Energy Tanks: 2/14 Missile Expansions: 2/49 Power Bomb Expansions: 0/4 Fall off and go to the room that is called Ruined Fountain Access. RUINED FOUNTAIN ACCESS Roll quickly through the tunnel so as to get under the blocking branches and to avoid the Scarabs. At the end, get out of Morph Ball Mode and go through the next door. RUINED FOUNTAIN If you kill the Plazmites in this room, it will be very difficult to see, so don't attack them if they don't attack you. Look behind the fountain spewing toxic water to see some weird symbols. NEW CHOZO LORE: Hatchling Face the door you came from and turn 90 degrees right. Go through that door. ARBORETUM ACCESS Switch to your Scan Visor. As soon as you walk around the corner, scan one of the creatures that is spinning around. NEW CREATURE LOG: Shriekbat Territorial ceiling-dweller. Body temperature peaks at 121 degrees centigrade. Shriekbats have high internal temperature, making them easy to spot with thermal imaging. They roost on cave ceilings while hunting for small prey. Fiercely territorial, they dive-bomb anything that wanders near. Kill them by shooting them quickly. Remove the Missile Shield ahead with a Missile, and then go through the door. ARBORETUM Turn left and scan the vine thing that is moving around for a new Creature entry. NEW CREATURE LOG: Reaper Vine Powerful rock-dwelling tentacle. A single eye upon the Reaper Vine keeps a constant vigil, but its vision is limited to 10 meters. A scythe-like appendage on its tip is honed to lethal sharpness. The Reaper Vine will swing this blade wildly at anything that enters its zone of perception. Lock on to it and shoot it once to make it retract. Jump onto the platform it was "guarding," then lock on and shoot the next one. Jump onto the platform it was hovering above, now jump to the right on the platforms encircling the tree. Keep jumping up these platforms until you reach a wooden bridge. Cross it and turn left. Retract the two Reaper Vines here, then continue on to the door at the bottom of this ramp. Go through it. GATHERING HALL ACCESS Walk through the small tunnel and go through the door at the end of the tunnel. GATHERING HALL Go right and up the ramp. Remove the Missile Shield and open the door. SAVE STATION 2 Save your game if you want to (and scan the Save Station hologram if you haven't yet) and then head back into the Gathering Hall. GATHERING HALL Kill the Shriekbats and jump onto the platform to your left. Turn right and continue jumping up the platforms, killing the Blastcaps and Shriekbats as you go. Once you reach a certain platform, you'll see a small tunnel with red lights inside. Morph, roll through, and de-morph. Shoot the Shriekbats, and then jump to the platform across from you. Go through the door here. EAST ATRIUM Progress through the room, killing the various Shriekbats as you go, and then enter the door at the end of the tunnel. ENERGY CORE ACCESS Head forward and shoot the Eyons to close them. When you reach the end, go through the door. ENERGY CORE Walk to the very edge of the platform you're on to see a strange-looking door in the distance. Scan it for a new Research entry. NEW RESEARCH LOG: Locked Door Lock system engaged. Secure the area to unlock door. Make sure you scan one of these. I think they're too common to be a yellow alert, though. Turn around and head to the right. Jump across the toxic water and morph and roll through the tunnel. BURN DOME ACCESS Roll through and enter the door at the far wall. BURN DOME Scan the big metal thing in front of you. RED ALERT! RED ALERT! RED ALERT! Make sure you scan the Incinerator Drone and Barbed War Wasps! This is your only chance! Re-scan every time you die! RED ALERT! RED ALERT! RED ALERT! Alerts: 6/18 Yellow Alerts: 2/7 Red Alerts: 4/11 NEW CREATURE LOG: Incinerator Drone Programmed for high temperature waste disposal. Device schematics indicate a high risk of malfunction when internal power core is damaged. It has minimal combat programming, but can defend itself if necessary. This drone's intense heat blasts compensate for its lack of battle prowess. Now shoot it some (more detail below) and it'll blow fire into a hive and some wasps will come out. Make sure to scan one of them. NEW CREATURE LOG: Barbed War Wasp Airborne insect with the ability to launch its stinger at prey. A highly aggressive member of the War Wasp family, this insect can propel the tip of its stinger up to 20 meters. The stinger tips regrow seconds after launch and contain an acidic compound designed to predigest prey. ************************************************************************ BOSS FIGHT #3: Incinerator Drone and Barbed War Wasps Again, another easy boss fight. The Incinerator Drone will now start firing some flames, rotating as it does so. Lock on and strafe around it until its top, with a red light glowing on two sides of it, comes out. Shoot the red part until it malfunctions and fires into the hives above. Some Barbed War Wasps will come out. Kill them and continue with the Incinerator Drone. Repeat this process a few more times to defeat it. ************************************************************************ Once the Incinerator Drone is gone, collect the new equipment in the middle of the room. It's the Morph Ball Bomb! ------------------------------------------------------------------------ NEW MORPH BALL EQUIPMENT: Morph Ball Bomb ------------------------------------------------------------------------ The Morph Ball Bomb is the default weapon for the Morph Ball. Press the A Button when in Morph Ball Mode to drop a Morph Ball Bomb. Samus's Notes: The Morph Ball Bomb can be used to break cracked walls 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. When a Morph Ball Bomb explodes, it must be close to the enemy to be effective. The Morph Ball Bomb can easily break items made of Sandstone or Talloric Alloy. ------------------------------------------------------------------------ /--------------------------------\ |VIII-06: Getting the Charge Beam| \--------------------------------/ It's time to put your newly found Morph Ball Bomb to work! In this room, look around for a tunnel blocked by some sort of material. Bomb this wall off. Roll through the tunnel and collect your third Missile Expansion. Energy Tanks: 2/14 Missile Expansions: 3/49 Power Bomb Expansions: 0/4 Now head back to the Gathering Hall. GATHERING HALL Go to the door opposite the Save Station 2 door. Go through this one, watching out for the nearby Blastcaps. WATERY HALL ACCESS Go down the tunnel and kill the Shriekbats. Get on the little "island" between the two ramps. Turn left and shoot the wall with a Missile and get your Missile Expansion. Energy Tanks: 2/14 Missile Expansions: 4/49 Power Bomb Expansions: 0/4 Now head up the ramp and through the next door. WATERY HALL Shoot the Blastcaps on the platform to the left and jump over there. Look to the right of the door you entered from and scan what appears to be a runic symbol. There are a total of four in the room, and you need to scan all of them. Turn around and shoot the boxes underneath the Reaper Vine. Then retract the vine and jump over there. Jump to the platform to the right. Kill all the Blastcaps on the next platform and then scan the ground where they were. That's two runic symbols scanned! Jump to where you scanned the first symbol and jump across the platforms, one by one. Scan the runic symbol on the wall near the crate. You only have one more to go! Okay. Jump around on the platforms, attempting to progress sort of up and right, until you see a big gate with three runic symbols glowing and one with no light. Turn right and scan the last runic symbol. Now scan the new runic symbol on the gate and it will fall down. Jump in there and get what's at the end of the tunnel. The Charge Beam! ------------------------------------------------------------------------ NEW SECONDARY ITEM: Charge Beam ------------------------------------------------------------------------ The Charge Beam allows you to increase the the damage and effectiveness of the Arm Cannon. Press and hold the A Button to charge the Arm Cannon, then release the A Button to fire. Samus's Notes: The Charge Beam has a limited "tractor beam" capacity. Use it to pull small objects to you. There are Charge Combo Enhancements scattered throughout the environment. They use the Charge Beam and the Missile Launcher in tandem to fire more effective blasts. The Charge Beam increases the performance of each Arm Cannon mode. ------------------------------------------------------------------------ /-------------------------------\ |VIII-07: Getting the Varia Suit| \-------------------------------/ Ignore the Eyons in front of you. Turn around to where the Charge Beam was and look slightly above to see some weird symbols. Scan them for a new Chozo Lore entry into your Log Book. NEW CHOZO LORE: Meteor Strike Now look in this area for a Morph Ball tunnel blocked by some sort of material. Morph and bomb the material off. Roll through and de-morph. Remove the Missile Shield and go through the door. DYNAMO ACCESS Use a Missile on the door at the end of the tunnel to remove the Missile Shield, then shoot it with the Power Beam and go through. DYNAMO Look to the right of where you came in to notice some sort of gate. Shoot it with a Missile and collect your Missile Expansion. Energy Tanks: 2/14 Missile Expansions: 5/49 Power Bomb Expansions: 0/4 Now go all the way back to the Energy Core. ENERGY CORE Go left from the start and follow the path until you see a Morph Ball tunnel. Turn right and scan for a new Creature entry. NEW CREATURE LOG: Stone Toad Preys on creatures smaller than itself. Vulnerable only from within. A Stone Toad is able to remain still for days. It preys upon creatures smaller than itself, inhaling them whole. Anything it finds undigestable, it regurgitates. Stone Toads use their tusks as a last resort in combat. Morph in front of it. Let it eat you and bomb it to kill it. This will open a new way, so go through. There'll be some wires beating with energy, feeding some sort of blue circular slot on the wall. Scan this slot for a new Research Entry. NEW RESEARCH LOG: Morph Ball Slot Standard Morph Ball slot. Inserting the Morph Ball and detonating a Bomb will usually cause these slots to send electrical impulses that can activate different kinds of devices. Morph and use a Bomb Jump to get inside the Morph Ball Slot. Push A to lay another bomb and you will activate something. It happens to be a toxic water drain. Yippee! But only temporarily. You must get to another Morph Ball Slot, quickly! The side of the room opposite you entered has a hole in it, so go ahead and roll through. Once you hit the ground, roll over to the next slot, which is directly in front of you. Use another Bomb Jump to rocket up into the slot, and activate it with another bomb. This time, you raised up some platforms, giving you access to a whole new area. Go to the door that you entered the Energy Core in. Look away from the door and you should see the platforms. Jump up them and through the opening on the left wall. Follow this passage to the right to find the final Morph Ball Slot. Activate it, quickly! This will raise two more platforms. If you were too slow, repeat what is listed above. Hop up your new platforms to find a new door. Go through. WEST FURNACE ACCESS Go to the next door. FURNACE Morph and roll through the tunnel you see in front of you. Once you're through, use a Bomb Jump to get to the entrance of the next tunnel. Roll through here and the end of it will dump you into a small room. This room has an Energy Tank in the middle! Get it! Energy Tanks: 3/14 Missile Expansions: 5/49 Power Bomb Expansions: 0/4 Now go all the way to the Ruined Shrine in the Chozo Ruins. RUINED SHRINE Morph and roll through the hole. De-morph and kill the Beetles. A small tunnel is blocked off to your right. Bomb it and get a Missile Expansion! Energy Tanks: 3/14 Missile Expansions: 6/49 Power Bomb Expansions: 0/4 Now head to the Ruined Nursery. RUINED NURSERY Face away from the door that takes you to the North Atrium. Walk forward a bit, but don't fall off. Now turn left and run up to the wall. Morph and you should now see the small tunnel. Bomb Jump up to get started. Continue going, blowing up the Sandstone blocks as you go, until you reach a dark block. Go back to the entrance and de-morph once you're out. Now, fall off the platform to the slightly elevated platform below you. Look at the wall to see an alternate entrance. Go in and Bomb Jump up. Bomb the Sandstone block here to make the dark block fall, then go back to the higher entrance and progress through the entire mini-maze. At the end of this confusing tunnel is a well-earned Missile Expansion. Energy Tanks: 3/14 Missile Expansions: 7/49 Power Bomb Expansions: 0/4 Now go to the Ruined Gallery. RUINED GALLERY Face away from the door that leads into the Map Station. You should see a slightly elevated hole on the wall. Morph and Bomb Jump into the hole. Roll through and collect your Missile Expansion. Energy Tanks: 3/14 Missile Expansions: 8/49 Power Bomb Expansions: 0/4 Go to the Vault. VAULT Face away from the door that goes to the Plaza Access. You'll see three circular slots, all sort of blocked up, with blue lights glowing. You need to get into each of these slots and lay a Bomb to de-light the light. The first one is easy. Just roll over, bomb the blockage, then roll in and lay a Bomb to get rid of the light. The next two aren't so easy, seeing as how you can't just roll in. You have to Bomb Jump in. The second one is still pretty easy. Bomb Jump up, lay a bomb at the top of your Bomb Jump, and you'll get rid of the blockage. Now Bomb Jump up again and bomb again to get rid of the blue light. The third one is hard. There's no blockage, but it's still hard. Now, you need to do a difficult task. You need to Double Bomb Jump. How do you do this? Lay a bomb. Just before this bomb explodes, lay another bomb in exactly the same place. When you're shooting up, lay yet another bomb. If done correctly, you will lay, lay, bounce, lay, fall, bounce, bounce and get in the slot. If you're having problems doing this (which is perfectly understandable) you're laying the second bomb too early or the third bomb too late. It is very difficult to lay the second bomb too late or the third bomb too early. Lay the third bomb EARLY. It's surprising how early you have to lay the third bomb the first time you pull it off. When you finally do, make sure to tilt the Control Stick in the direction of the slot, so that you go in! Lay a bomb in here and the light will go away. You will now have access to a Missile Expansion. Go ahead and get it. Energy Tanks: 3/14 Missile Expansions: 9/49 Power Bomb Expansions: 0/4 Oh, yeah. If you thought this was hard, watch out. There is an Energy Tank which you have to do THREE Double Bomb Jumps, and in immediate succession, never failing, to obtain. Anyway, go to the Arboretum. ARBORETUM From the entrance point, turn right. You should see some red-tipped weeds. You can't scan them at this particular time, but you can later. Shoot them to make them go down and then scan where they were. This will activate the first of four runic symbols. Remember? Now turn left and jump up the steps encircling the tree until you reach the wooden bridge. Once you're on it, turn to the tree and scan to activate the second runic symbol. Cross the bridge and turn right. Kill any enemies, then morph and blow up the hindrances in the Morph Ball tunnel as you progress. Once you're through, de- morph. The next runic symbol is directly in front of you, so go ahead and scan it. Jump up the steps and scan the red-tipped weeds for a new Creature entry. NEW CREATURE LOG: Venom Weed Poisonous plant that retracts into the ground if threatened. Venom Weeds evolved to thrive in the habitats of large organisms. They lure prey with brightly colored leaves, then detain it with tiny barbs that deliver a powerful toxin. Venom Weeds rapidly decompose anything that succumbs in their midst. Shoot them to make them go down into the ground, then roll through the Morph Ball tunnel. De-morph and jump up the steps. Turn around and jump up these steps. You'll see a gate with three runic symbols glowing. Face the big tree and you'll see the last, so go ahead and scan it. The gate will open to reveal a blocked tunnel. Morph and blow it up, then roll through. Remove the Missile Shield and go through the door after de-morphing. SUNCHAMBER LOBBY Shoot the Venom Weeds and Reaper Vines and get through the next door. SUNCHAMBER ACCESS Shoot the Venom Weeds and Reaper Vines and get through the next door. SUNCHAMBER It's another boss fight! Scan both Flaaghra and a Flaaghra Tentacle for new Creature entries. To scan Flaaghra, look up at his head and get close. To scan a Flaaghra Tentacle, scan one of the tentacle-looking things in one of the tunnels around the room. RED ALERT! RED ALERT! RED ALERT! Make sure you scan both Flaaghra and a Flaaghra Tentacle! This is your only chance! Re-scan every time you die! RED ALERT! RED ALERT! RED ALERT! Alerts: 7/18 Yellow Alerts: 2/7 Red Alerts: 5/11 NEW CREATURE LOG: Flaaghra This mutant plant is the source of toxic water in the Ruins. Flaaghra's growth cycle has been rapidly accelerated. As a result, it requires near- constant solar exposure to remain active. This exposure has made Flaaghra's outer shell thick and durable. Its lower root system is unprotected and vulnerable, however. Exploit this flaw when possible. Concentrated weapon fire can daze it for short periods. NEW CREATURE LOG: Flaaghra Tentacle One of Flaaghra's tentacles fills this narrow drainage channel. Analysis indicates that Flaaghra's central nervous system is located at the base of this structure. ************************************************************************ BOSS FIGHT #4: Flaaghra This is harder then your previous boss fights, but it is still easy. Okay. At the start, there is one sort of satellite thing shining solar energy on Flaaghra. His Creature Log says that he requires near-constant solar exposure to remain active. So, you need to point that solar energy away from him. But first, his attacks. Flaaghra has two attacks. He can fire some sort of disgusting green stuff from his mouth, and he can lunge down and block your path with some poisonous plants that disappear before too long. Running into a Flaaghra Tentacle will also hurt you. Here's how to beat it. Run over to the thing shining light on it. Strafe over, while locked on to Flaaghra, I should say. When you reach the light- shiner, shoot the red dot located on the bottom outside of it. Shoot it repeatedly until Flaaghra collapses. Now roll into one of the drainage tunnels that the tentacles just retracted from, roll to the end and lay a Morph Ball Bomb. This will hurt Flaaghra, but not kill him. Okay, now two light-shiners are shining on him. Shoot one up and then shoot him to momentarily daze him as you hurry to the other. When he collapses, repeat the process you did before. Now three are shining on him, so make sure you're always shooting him if you're not shooting a shiner. Then four, so REALLY make sure you're almost always shooting him. The almost is for when you're shooting shiners. Anyway, once you bomb the end of the drainage tunnel after pointing four shiners up, you have defeated Flaaghra! ************************************************************************ Jump up the nearby steps to collect your new equipment! ------------------------------------------------------------------------ NEW SUIT: Varia Suit ------------------------------------------------------------------------ The Varia Suit adds increased heat resistance to the Power Suit. Samus's Notes: This modification increases your defensive shielding. While the Varia Suit can handle higher temperatures then normal, extreme heat sources and heat-based attacks will still cause damage. ------------------------------------------------------------------------ /-------------------------------\ |VIII-08: Getting the Boost Ball| \-------------------------------/ Jump up the steps and go through the door in front of you. SUN TOWER ACCESS Go through the room until you reach some crates. Shoot them. Two will give up Missile Ammunition, and two others will give up a new type of energy. Scan one for a new Research entry. NEW RESEARCH LOG: Ultra Energy Replenishes 100 units of energy. Walk forward and you'll see a new enemy dropping bombs, so scan it. NEW CREATURE LOG: Pulse Bombu Life-form of raw energy. Periodically releases explosive segments from its body. Pulse Bombus are energy beings, invulnerable to most known weapons. Electrical energy can harm them, however. They lack any intelligence beyond instinctive attraction to charged energy sources. Pulse Bombus produce energy constantly. All excess energy is shed, regardless of who or what may be nearby. Electrical energy can harm them. This means the Wave Beam, which you do not have yet. Just run past it, or charge it towards you and then run past, which makes it not drop any explosives for awhile. Go through the next door. SUN TOWER Jump to the bottom and look around for some weird symbols. Scan them for a new Chozo Lore entry. NEW CHOZO LORE: Contain Now head through the exiting door. TRANSPORT TO MAGMOOR CAVERNS NORTH If you followed the guide, then you'll have already activated this transport. If not, do so, and then step into the hologram to be taken into the Magmoor Caverns, which you didn't go to before because they're hot, and you didn't have the Varia Suit before. TRANSPORT TO CHOZO RUINS NORTH Head through the door. BURNING TRAIL Kill the Shriekbats as you go, then turn left after awhile to find a door. Go through. SAVE STATION MAGMOOR A Save your game if you want to, then head back out. Scan the Save Station hologram if you haven't yet, also. BURNING TRAIL Continue following the trail in the direction you haven't been in yet, killing the Shriekbats as you go, until you reach a platform with a new Creature. Scan it for more Log Book information. NEW CREATURE LOG: Grizby Subvolcanic carrion feeder. Carapace can be breached by Missiles. The Grizby's carapace has been fused together by superheated air. This barrier stands up to everything but concussive blasts. Its intelligence is limited to instinctive scavenging patterns. Shoot it with a Missile to kill it, then jump across and go through the next door. LAKE TUNNEL Kill the two Grizbys and then jump across. Also watch out for the flame- blowing machines. There are two, and each are pointing just above the two platforms. When they turn off, jump across as fast as you can so as to suffer minimal damage. Now, you should see some sort of dirt tunnel movement. Scan it for a new Creature entry. NEW CREATURE LOG: Burrower Tunneling insect predator. The Burrower is similar to the Beetle, though it prefers to spend more time underground. It seeks seismic disturbances, then surfaces to attack. It has enough cunning to realize when something is too large for it to handle; beyond that, it is fairly ignorant. What it lacks in brains, it makes up for with aggression. Wait for it to surface and then shoot it with the Charge Beam, or just ignore it. Continue through the next door. LAVA LAKE It will now show a brief cut-scene. When this is over, scan the huge worm- like thing in the lava after it comes out. NEW CREATURE LOG: Magmoor Fire-breathing serpent that dwells in lava. Magmoors prefer extreme heat zones, and are susceptible to frigid attacks. Sightless, they navigate the lava current using their sonar receptors. Magmoors have a keen sense of smell, enabling them to pinpoint targets with startling accuracy. Shoot him with four Charge Beams, then turn right and scan one of the floating things. NEW CREATURE LOG: Puffer Unstable gas-filled organism. Will rupture on contact. Puffers fill their bodies with lethal meta-viprium gas and float about in search of food. If ruptured, the gas within the Puffer is violently released. Despite their fragile bodies, Puffers are aggressive hunters. The gas cloud they release upon death is often fatal to the creature that brings them down as well. Shoot as many Puffers as you can from here, then jump across the various platforms until you can see more. Eventually, another Magmoor will pop its head out, so be sure to take care of him. Once everything besides you in this room is dead, jump to safe ground and shoot the crates for some Energy and Missiles. Now morph and bomb the wall that looks a bit strange to reveal a tunnel. Roll to the end and bomb this wall. Once you're out of the tunnel, de-morph and dispatch all the Puffers here. Jump across the platforms and go through the next door. PIT TUNNEL Upon entrance, you'll notice some creatures crawling around on the level below you. Scan one for a new Creature entry. NEW CREATURE LOG: Triclops Hard-shelled creature with powerful jaws. The Triclops is a hunter-gatherer. It collects small bits of creatures and foodstuff, then deposits them elsewhere for later consumption. The hard tripartite mandibles it uses to move earth and rock are quite strong and difficult to escape once ensnared. Morph and roll down the ramp. Avoiding the Triclops, roll to the other side. De-morph and go through the door. TRICLOPS PIT Jump down the step ahead. Destroy the crates to your right for some meager supplies, then jump off again. You'll see a small cave with red lights inside, so go ahead and morph and roll into it. Roll through here, avoiding or killing (make them pick up a Morph Ball Bomb to kill them) the Triclops until you reach another hole. Roll through here, de-morph, and go through the door. STORAGE CAVERN Jump across the various platforms. At the end is another Missile Expansion. Energy Tanks: 3/14 Missile Expansions: 10/49 Power Bomb Expansions: 0/4 Now head back into the Triclops Pit. TRICLOPS PIT Morph and roll back to the first hole. Roll through here and then get out of Morph Ball Mode. Oh, I actually said something besides de-morph this late in the walkthrough! How extraordinary! Anyway, go back to the Pit Tunnel door and look for some platforms. Jump up them (the circular ones fall upon sense of something standing on them) and go through the next door. MONITOR TUNNEL Kill the Puffers and then jump across the three moving platforms and go through the next door. MONITOR STATION Kill all the Auto Turrets on the main structure, then look around for some platforms. Jump up them and head through the door here. SHORE TUNNEL Go through the next door, ignoring the cracked glass in the middle of the hexagonal glass tunnel. You'll deal with that later. FIERY SHORES Hop across the lava and get on the nearby platform. Wait for the flames to turn off and then jump to the next platform. Kill this Magmoor, now go to the platform where the Triclops is. Morph and kill it, then Bomb Jump into the nearby Morph Ball tunnel. Once you're through, bomb the crates and roll through the nearby Morph Ball passage. Bomb Jump up the elevator shaft- looking thing, using the small platforms, until you reach a small Morph Ball catwalk. Roll until you reach a wall. Bomb Jump up and then roll across the rest of the catwalk for a Missile Expansion. Energy Tanks: 3/14 Missile Expansions: 11/49 Power Bomb Expansions: 0/4 Roll off the side of the catwalk and kill the Triclops on this platform. De- morph and jump back to the platform with the Morph Ball hole. Roll through, now look away from the crates to find another passage. Jump across, being cautious of the flames, and go through the door. TRANSPORT TUNNEL B Kill the Magmoor, morph and get on the rails. You can go as fast as you want, don't worry, unless you purposely steer away. Now go through the next door. TRANSPORT TO TALLON OVERWORLD WEST Activate the transport by scanning the blue icon, and then walk into the hologram to be taken to the Tallon Overworld. TRANSPORT TO MAGMOOR CAVERNS EAST Go through the only door in this room. TRANSPORT TUNNEL B Fall below the bridge and go directly under it for yet another Missile Expansion. Energy Tanks: 3/14 Missile Expansions: 12/49 Power Bomb Expansions: 0/4 Now go through the door. ROOT CAVE Go up the ramp and jump across the various platforms to reach a door. ROOT TUNNEL Kill the Bloodflower on the right, then head through the door. TALLON CANYON Go to the Landing Site. LANDING SITE Save and head back to the Transport to Magmoor Caverns East. TRANSPORT TO MAGMOOR CAVERNS EAST Step into the hologram. TRANSPORT TO TALLON OVERWORLD WEST Go back to the Monitor Station. MONITOR STATION Destroy the Auto Turrets, then head to the structure that they were on. Now go up the nearby ramp. Jump across the platforms to your left and then go up the next ramp. Kill this Auto Turret and jump to the platform just below you. Jump to the broken bridge below you now. Go into the little structure with a bunch of computer monitors. Go left and through this door. TRANSPORT TUNNEL A When you enter this mini-maze, stop over the first portion of the floor that looks different. You now need to do a Double Bomb Jump. This is all for an Energy Tank, by the way, so ignore if you're not up to the challenge of the hardest Energy Tank to get in the game. And it's still easy, if you know how to do it. The problem is, the discolored floor is destroyed when two bombs have been detonated close to it. So, the first Double Bomb Jump needs to work, or you'll fall into lava. If it's successful, head left to the next discolored block. Double Bomb Jump (if you fall you'll have to do the first one again also) and head left again to the last discolored block you need to Double Bomb Jump at. Double Bomb Jumping succesfully here will get you an Energy Tank. Energy Tanks: 4/14 Missile Expansions: 12/49 Power Bomb Expansions: 0/4 Now head through the hole to the left in this mini-maze. Go through the door. TRANSPORT TO PHENDRANA DRIFTS NORTH Scan the blue icon and then step into the hologram. TRANSPORT TO MAGMOOR CAVERNS WEST Go through the only door in here. SHORELINE ENTRANCE Use your Charge Beam to destroy the icicles in front of you. Now go through the door at the end of the tunnel. PHENDRANA SHORELINES After the brief cut-scene, look up in the sky. You should see some blue streaks of light. Switch to your Scan Visor and scan one of these blue streaks for a new Creature entry. NEW CREATURE LOG: Flickerbat Scavenger with optical camouflaging that renders it invisible to the naked eye. Flickerbats are deceptive creatures. The only way to track them reliably is with X-ray imaging. They fly ceaselessly, hunting insects and other small prey that float on the air currents. Flickerbats tend to fly in cyclical hunting patterns, using primitive sonar to navigate. Head along the left side of this area and jump over the gap. Directly across from the door you just came from (the Shoreline Entrance door) is another door, slightly hidden inside of a cave. Crawling around the cave's wall is another creature. NEW CREATURE LOG: Crystallite Territorial cold-weather scavenger. The shell of a Crystallite reflects beam weapons, and can only be cracked by a concussive blast. They hang upside down in an ice cave during their larval stage. Moisture runs off its body and forms the hard ice shell, which the Crystallite retains for the rest of its life. Kill it with a Missile and then walk into the nearby door. SAVE STATION B Save your game (and scan the Save Station hologram if you haven't yet) and then go back out. PHENDRANA SHORELINES Go into the gap you jumped over before. Shoot the weird structure with a Missile and morph. Roll through here, de-morph, and scan the orange wall thing here to unlock the door directly above. Exit this room and go near the cave where Save Station B is. Face away from the cave and go left, following the wall. Jump on the first platform you see and then turn so you're facing the direction of the door you unlocked. Make your way to that door that you unlocked by jumping up platforms, killing the Crystallites as you go. ICE RUINS ACCESS Shoot the ice that blocks your way with the Charge Beam and then scan the new creature back here for a new Creature entry. NEW CREATURE LOG: Scatter Bombu Pulsing tendrils of energy extend from creature's body. Like all Bombus, these creatures can only be harmed by electrical energy. Proximity to these life-forms may result in electrical visor interference. It is possible to avoid engaging Scatter Bombus by rolling into the Morph Ball and slipping between the rotating energy streams. Roll past Scatter Bombus until you reach a door. De-morph and go through. ICE RUINS EAST Go forward and right. See that shell-looking thing? Scan it. NEW CREATURE LOG: Baby Sheegoth Glacial predator. Ice shell protects its vulnerable dorsal area. Young Sheegoths grow a resilient shell of ice on their backs which serves to protect a layer of vulnerable flesh. With this being their only weak point, Baby Sheegoths will turn quickly in order to not allow predators the opportunity to strike at their backs. Powerful hunters, they fire bursts of ultracold gas at potential prey, then feast on their frozen victim. I recommend avoiding them. If you want to kill them, first run near them or shoot them to wake them up. I also recommend fighting one at a time. Now, the Baby Sheegoth is very protective of its back, as the Creature Log says. Wait until it charges, avoiding its various attacks, then destroy the shell with the Charge Beam. Then simply shoot the vulnerable flesh to defeat it. Repeat with the other one. When you're done with them, go to the right. Jump up the steps and go to the left. Go down this path, killing the Crystallites, and then jump to that roof right there to keep going. Kill the Crystallites here and then jump to the door on your right and go through. PLAZA WALKWAY Remember the Burrower from Magmoor Caverns? Well, now you're looking at some Ice Burrowers, so go ahead and scan one. YELLOW ALERT! YELLOW ALERT! YELLOW ALERT! Be sure you scan an Ice Burrower! They disappear later! YELLOW ALERT! YELLOW ALERT! YELLOW ALERT! Alerts: 8/18 Yellow Alerts: 3/7 Red Alerts: 5/11 NEW CREATURE LOG: Ice Burrower Burrower adapted to subfreezing climates. A hardy life-form, the Ice Burrower has adapted to the frigid climate of Phendrana. It spends most of its time tunneling through the frozen soil, but will occasionally surface to attack passersby. Head through the door at the end. PHENDRANA SHORELINES Turn left and walk up this path and go through the door here. You just went in a big circle to reach an otherwise unreachable door. RUINS ENTRYWAY Carefully roll under the numerous Pulse Bombus and go through the next door quickly. ICE RUINS WEST Kill the two Baby Sheegoths to your left. After that, turn right and go into a small cave with a Crystallite in it. There'll be some weird symbols on the wall, so be sure to scan them. NEW CHOZO LORE: Cipher Go to the gray door in this room (gray on your map.) Remove the Missile Shield and go through. CANYON ENTRYWAY Roll under the Scatter Bombus and get through the door at the end of the tunnel. PHENDRANA CANYON Fall down to the broken bridge below and turn around. You'll see some crates with some partially hidden weird symbols behind them, so be sure to scan the weird symbols, because you'll never be coming back here. NEW CHOZO LORE: The Turned Walk off the end of the bridge and kill the Baby Sheegoth. Facing away from the bridge, turn right and go up the path here. Scan the blue icon for some successful platform realignment. Now quickly jump across them. If you're too slow, go back and scan the blue icon again. When you get to the very end, you'll see something that looks like a Morph Ball. Pick up some more equipment! ------------------------------------------------------------------------ NEW MORPH BALL EQUIPMENT: Boost Ball ------------------------------------------------------------------------ The Boost Ball can be used to increase the Morph Ball's speed for short periods. Press and hold the B Button to charge, then release the B Button to trigger a quick boost of speed. Samus's Notes: When charging, the longer you hold the B Button, 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. ------------------------------------------------------------------------ /-------------------------------------\ |VIII-09: Getting the Space Jump Boots| \-------------------------------------/ Guess it's time to put the Boost Ball to work. Fall down to the nearby half- pipe structure. Boost up the half-pipe to the ledge with the Crystallite on it. Now jump across the platforms back to your starting door and go through it. CANYON ENTRYWAY Go back to the Phendrana Shorelines. PHENDRANA SHORELINES Enter Save Station B. SAVE STATION B Save if you want to, then head back out. PHENDRANA SHORELINES Head all the way to the Tallon Canyon on the Tallon Overworld. TALLON CANYON Go near the door that takes you to Transport Tunnel A. You'll see a half-pipe structure nearby. Morph and start boosting up it. This is one is a lot harder then the one in the Phendrana Canyon, so be ready to boost higher. Remember to start charging early, and release as soon as the half-pipe starts going vertical. Once you've gotten up, head left across the bridge. You now have to Morph Ball Bomb three walls blocking your path, and now go through this door. GULLY Carefully progress through this room, because there are hard-to-see Zoomers. Go through the door at the end of this small tunnel. LANDING SITE Carefully follow the ledge ahead of you, jumping over the gaps. If you fall, go back to the Tallon Canyon and boost up again, then go through the Gully again. Once you're at the end, go through the door. ALCOVE In the direct middle of this room is a very unique piece of equipment! ------------------------------------------------------------------------ NEW SECONDARY EQUIPMENT: Space Jump Boots ------------------------------------------------------------------------ The Space Jump Boots increase the leaping capability of the Power Suit through the use of boot-mounted thrusters. Press the B Button to jump, then press the B Button again during the jump to use the Space Jump Boots. Samus's Notes: Timing is important when using the Space Jump Boots. Experiment to discover ways to increase the height and length of your jumps. ------------------------------------------------------------------------ /-----------------------------------------\ |VIII-10: Getting the Artifact of Strength| \-----------------------------------------/ Space Jump out of this room. LANDING SITE Head to the Main Plaza on the Chozo Ruins. MAIN PLAZA There's a half-pipe in the middle of the room, so go ahead and boost up to the little alcove with the Missile Expansion. Energy Tanks: 4/14 Missile Expansions: 13/49 Power Bomb Expansions: 0/4 Head to the Ruined Shrine. RUINED SHRINE Jump up on the step and to the half-pipe structure and boost up to the little hole and roll through the tunnel for another Missile Expansion. Energy Tanks: 4/14 Missile Expansions: 14/49 Power Bomb Expansions: 0/4 Now go to the Gathering Hall. GATHERING HALL Get up to the door that leads to the East Atrium. Jump on top of one of the very small pillar things that have red lights. Now jump up again. Morph and blow up the grating, now get your Missile Expansion. Energy Tanks: 4/14 Missile Expansions: 15/49 Power Bomb Expansions: 0/4 Go to the Monitor Station in the Magmoor Caverns. MONITOR STATION Go to the door that takes you to Transport Tunnel A. Face towards it and turn left. Space Jump up onto that platform right there. Walk a little, then turn right. Jump up onto that platform. Turn around. Jump up onto that platform. Walk over to the computer screens. There is a Spinner device nearby. Scan it. It looks like a thing that can barely fit a Morph Ball. NEW RESEARCH LOG: Spinner This is a standard Spinner device. The generator belts of the Spinner can be activated by rapid rotational force. Use the Boost Ball when inside a Spinner to activate a device. Morph and enter the Spinner. Spin until you are gently pushed out, and walk across the elevated bridge. You just elevated it, by the way. And jump up onto that platform. Follow this to the right. Now there's a door to the left. Go through. WARRIOR SHRINE The Chozo statue seems to be holding something, so jump into his hands. It's another Artifact! ------------------------------------------------------------------------ NEW ARTIFACT ACQUIRED: Strength ------------------------------------------------------------------------ Artifact acquired. This is the Artifact of Strength. ------------------------------------------------------------------------ /------------------------------\ |VIII-11: Getting the Wave Beam| \------------------------------/ Go back to the Phendrana Shorelines in Phendrana Drifts. PHENDRANA SHORELINES Go to Save Station B. SAVE STATION B Save your game if you want to, and scan the Save Station hologram if you haven't yet, then head out. PHENDRANA SHORELINES From the door to Save Station B, turn left. Head past the ice/snow steps you used before. Now go to the left of that big ice pillar thing right there. Following the wall, jump up to the next snowy area once you reach it. Now Space Jump to the floating platform. Now Space Jump over to that temple- looking place and go in the door that you can find on your map. TEMPLE ENTRYWAY Use a Missile to break the ice blocking your path, then charge the Pulse Bombu towards you so that it won't drop bombs for a while. Roll under and through the rotating electricity beams of the nearby Scatter Bombu. De-morph once you're past it and charge that Pulse Bombu. Now roll under and go through the door. CHOZO ICE TEMPLE Kill the Baby Sheegoth and then look on the various platforms for a white creature that isn't a Crystallite. Go ahead and scan it. YELLOW ALERT! YELLOW ALERT! YELLOW ALERT! Be sure you scan an Ice Parasite! They disappear later in the game! YELLOW ALERT! YELLOW ALERT! YELLOW ALERT! Alerts: 9/18 Yellow Alerts: 4/7 Red Alerts: 5/11 NEW CREATURE LOG: Ice Parasite Scavenger with a crystalline outer shell. Parasites are hardy creatures, able to adapt to any environment within three generations. The Ice Parasite is a prime example. Having adjusted to a frigid climate, this vermin now thrives in it. Omnivorous, it can exist in areas hostile to most life-forms. A few Power Beam shots are enough to bring it down. Jump up the various platforms. Once you reach the statue's hands, jump to the next platform and go behind the ice. Now jump across and jump as high as you can. Look around for another Chozo statue with a long path leading to it. Jump there. Now look left and right once you're on the start of the path to see four Chozo statues. If you scan them, you'll find that one, the second one on the right, is a bit weak and traces of either Radion or Brinstone, I can't remember, have been detected. Shoot this with a Missile. Now morph, Bomb Jump into the hole, and bomb the Morph Ball Slot. This will make a gate open up, giving you access to a new area, so go ahead and go through the door. CHAPEL TUNNEL Stop over the first discolored block on the floor. Bomb it twice to destroy it and then move left until you're stopped. Bomb the two pale blocks so that the dark blocks fall down. Go back, blow up the discolored floor again, and Bomb Jump back up. Go left until you see another discolored block. Destroy it with two bombs, destroy the pale blocks, destroy the discolored block again, Bomb Jump back up, roll left and go through the door. CHAPEL OF THE ELDERS You see that in the back of the room? It's the Wave Beam! Go ahead and grab...whoa! Get really close and two Baby Sheegoths will come! Defeat one and another will come. Defeat one of these and another will come. Defeat the last two. There are a total of four, always two at a time except when you've killed three. Try not to get hurt too much, because the fight isn't over. You now face...the Sheegoth! When it comes out, be sure to scan it for a new Creature entry, although if you play through the game more, some Baby Sheegoths will be replaced with one Sheegoth throughout Phendrana Drifts, so this isn't an alert. NEW CREATURE LOG: Sheegoth Supreme predator of the Phendrana Drifts. Sheegoths are invulnerable to most Beam weapons. The crystals on their back absorb energy, which they can fire at prey. Sheegoths have poor stamina. They hyperventilate after using their breath attack, making their mouth area vulnerable. The soft underbelly of a Sheegoth is susceptible to concussive blasts. In battle, they expel blasts of frigid gas to ensnare their targets. They are also fond of ramming and trampling their hapless prey. ************************************************************************ BOSS FIGHT #5: Sheegoth Here are the Sheegoth's three attacks. The first is simply charging, hurting you A LOT if it hits you. Strafe or dash around this. The second is firing quick white balls of ice at you. Quickly jump, strafe or dash to avoid these. The third is a breath attack that's sort of purple. Avoid this. If you're doing it on Normal Mode, wait for it to do its purple breath attack. Then fire Missiles at it until it looks like it isn't recovering its breath anymore. On Hard Mode, morph and lay Morph Ball Bombs near it. I am being absolutely serious. You can use Morph Ball Bombs on Normal Mode, if you want. After two failures on Hard Mode, I went and used Morph Ball Bombs. DEAD! Anyway, you can try doing it with Missiles if you want a hard challenge, but I think using Morph Ball Bombs is much more fun, one of the reasons being you don't have to wait until it does its breath attack. You can lay bombs at any time, and as long as they explode in its vicinity, you'll hurt it! ************************************************************************ After defeating it, go ahead and pick up your new equipment! ------------------------------------------------------------------------ NEW ARM CANNON WEAPON: Wave Beam ------------------------------------------------------------------------ The Wave Beam fires powerful electric bolts. This weapon has limited homing capability as well. Press Right on the C Stick to select the Wave Beam as your active weapon. Samus's Notes: Fire the Wave Beam to open Purple Doors. The Wave Beam won't home in on targets without a lock-on. Press and hold the L Button to lock on. Charge the Wave Beam to fire a fierce electric blast. Enemies struck by this blast will be enveloped in electrical energy for a few seconds. ------------------------------------------------------------------------ /----------------------------------\ |VIII-12: Getting the Super Missile| \----------------------------------/ Go to Ice Ruins West, killing the Bombus along the way with your new weapon! Pretty sweet, huh? ICE RUINS WEST Go into the building with the Crystallite in it. This building is a little to the right of the entrance point. Jump to the top of the building by Space Jumping. On the top floor, you'll see a Stalactite. Scan it before downing it for a new Research entry. Don't worry if you didn't scan it, there are others. NEW RESEARCH LOG: Stalactite This hanging rock structure appears to have a weak spot near its base. Some stalactites can be dislodged from ceilings, allowing them to be used as platforms to cross otherwise unreachable areas. Lock on and shoot it with a Missile. Fall down and jump onto it, now jump onto the roof of the building just ahead of you. To your left, kill the Crystallites and continue. Now switch to the Scan Visor and look in the nearby cave. You should see a bunch of orange scanning icon things. Scan one for a new Creature entry. YELLOW ALERT! YELLOW ALERT! YELLOW ALERT! Be sure to scan an Ice Shriekbat! They disappear later! YELLOW ALERT! YELLOW ALERT! YELLOW ALERT! Alerts: 10/18 Yellow Alerts: 5/7 Red Alerts: 5/11 NEW CREATURE LOG: Ice Shriekbat Ice-encased ceiling-dweller. Like standard Shriekbats, these creatures are easily spotted with Thermal Imaging. They roost on cave ceilings, subsisting on insects, reptiles and small mammals. Fiercely territorial, they will dive- bomb anything that wanders near. Kill them by shooting them with manual aim. Now jump across the various rooftops until you reach a purple door, so go ahead and go through! COURTYARD ENTRYWAY Morph and boost through here so as to avoid the Scarabs and Pulse Bombus, then go through the next door. RUINED COURTYARD Okay. There is an Energy Tank in here, and it's going to take a lot of work to obtain it. The first thing you need to do is turn right. See that Spinner device? Jump over to it and use the Boost Ball until two pipe-looking things come. Directly opposite this platform is another platform with another Spinner. Open two more pipes and you'll activate a Morph Ball Slot. Reach this Morph Ball Slot by...start from the door that takes you to the Courtyard Entryway. Go left. Jump across the platforms made of ice or snow as they get taller and taller. Now jump to the platform that has the slot hanging a little above. Bomb Jump up into it and activate it with a bomb. This will make the pipes pour out water and raise some insecure platforms. Jump across these to a yellow-lighted tunnel. Morph and roll through this tunnel to find an Energy Tank at the end! Energy Tanks: 5/14 Missile Expansions: 15/49 Power Bomb Expansions: 0/4 Roll out of here and jump back to the Morph Ball Slot. Activate it again, but this time, get to the structure in the middle before the water goes back down. Don't go through the purple door yet. First, look around for a door with a Missile Shield on it. Remove the shield and go through the door. SAVE STATION A Save if you want to, scan if you haven't yet, then head out. RUINED COURTYARD Go to the purple door and go through. SPECIMEN STORAGE Destroy the turret with Missiles. When you see a pirate running towards you that you can't see too well, quickly scan it before it assaults you. NEW CREATURE LOG: Shadow Pirate Pirate forces trained and equipped for stealth operations. A select group of Space Pirates have access to sophisticated cloaking technology. This gear drains high levels of power, however, forcing them to rely solely on melee weapons in battle. Use enhanced detection gear when fighting these units. Kill it with a bunch of shots, maybe a few Charge Beams, and a Missile here and there. Head through the next purple door when he's dead. RESEARCH ENTRANCE Shoot the turret in the distance with some Missiles before it sees you. Now, some pirates are going to come out, so be sure to scan one. NEW CREATURE LOG: Space Pirate Sentient aggressor species well trained in weapon and melee combat. Space Pirates wield Galvanic Accelerator Cannons and forearm-mounted Scythes in combat. This species seeks to become the dominant force in the galaxy, and their technology may help them realize this goal. Ruthless and amoral, the Pirates care little for the cost of their ambition. Only the results matter, and they take these very seriously. A lot of rapid-fire, some Charge Beams, and a Missile here and there should be enough to put all the Space Pirates down AND unlock the doors. Go through the Blue Door. It's blue on your map. MAP STATION Scan the Map Station hologram BEFORE stepping into it if you didn't already, then step into it to download the map of Phendrana Drifts. Now go back out. RESEARCH ENTRANCE Go straight across the room to the opposite wall. Turn left, go up the ramp, go across the path, and through the next door. HYDRA LAB ENTRANCE Kill the two Pulse Bombus and go through the next door. RESEARCH LAB HYDRA You'll see a blue force field blocking your path. Turn right and scan the blue icon right there to deactivate it. After you've deactivated the force field, Space Pirates will attack, so be sure to take care of them. There are about five in the room, and make sure the battle music stops. Look around for a ramp and go up it, because there are some more up here. Once the battle music stops, go to the bottom. There are some Pirate Datas logged into the computer monitors in the alcove, so scan until you have downloaded the following. Or just count. NEW PIRATE DATA: Phazon Analysis NEW PIRATE DATA: Mining Status /----------------------------------------------------------------------\ |If you have scanned everything that I have listed for you to scan so | |far in the guide, you will have just unlocked Bonus Image Gallery 1 by| |downloading 50% of the Log Book Scans. You can view your new Image | |Gallery in the Main Menu. | \----------------------------------------------------------------------/ NEW PIRATE DATA: Security Breaches Head to the top to find some more. NEW PIRATE DATA: Parasite Larva NEW PIRATE DATA: Glacial Wastes After getting FIVE Pirate Data entries, look for a Purple Door on the map that sort of looks like it's on the ceiling. That's because it is. Go the top, manually aim up and shoot it, and then jump up into the next room. OBSERVATORY ACCESS Be sure you've taken out THREE turrets before proceeding. Four Missiles on Hard Mode, two on Normal Mode. 12 Missiles total on Hard Mode, six on Normal Mode. Or, you could conserve Missiles and simply use the Charge Beam. Anyway, after defeating all THREE turrets, head through the next door. OBSERVATORY Kill all of the Space Pirates in here and a blue icon will appear. Scan it to make a Morph Ball Slot go active. To the left and right of the blue icon, there's a Pirate Data. NEW PIRATE DATA: Phazon Program NEW PIRATE DATA: Contact Now Space Jump up to the Morph Ball Slot and activate it. This will activate another Morph Ball Slot, so Space Jump up to that one and activate it as well. This will activate four Spinners on the very bottom, so go and boost as far as you can in all four. This will make a really cool holographic projection of planets orbiting. There are two planets that will give you new Research entries. They're holographic, remember. These planets will have red icons on them instead of orange. NEW RESEARCH LOG: Zebes Planet Zebes. Mass: 4.8 trillion teratons. Profile: Planet's crust is primarily Urthic ore, making it ideal for subterranean construction. A class XIX planet, Zebes is inhospitable to most bioforms. The world was considered unremarkable until it became a base for Space Pirate forces. NEW RESEARCH LOG: Tallon IV Planet Tallon IV. Mass: 5.1 trillion teratons. Profile: Ecosystem studies indicate that Tallon IV was a biological paradise prior to the impact of an extraterrestrial object. What remains of the biosphere is slowly fading due to exposure to Phazon radiation. At current rate of decay, Tallon IV will be a barren Class XIII wasteland in approximately 25 years. After scanning those two planets, jump to the very top. You'll see a gray door and purple door on your map. In between these is some new equipment! Space Jump over and grab it! ------------------------------------------------------------------------ NEW BEAM COMBO: Super Missiles ------------------------------------------------------------------------ Switch to your Power Beam by pressing Up on the C Stick and then hold down the A Button to charge. When you're completely charged, press the Y Button to use the Super Missiles. The Super Missile is the Power Charge Combo. Samus's Notes: Super Missile is a Single Shot Charge Combo. Each shot costs 5 Missiles. Super Missiles can destroy objects made of Cordite. ------------------------------------------------------------------------ /----------------------------------\ |VIII-13: Getting the Thermal Visor| \----------------------------------/ Remove the Missile Shield on the door that has one and go through. SAVE STATION D Save your game (scan the Save Station hologram if you haven't yet also), then head back into the Observatory. OBSERVATORY Ignoring the Space Pirates, jump to the other side and go through the purple door. WEST TOWER ENTRANCE Destroy the Scatter Bombu and the two Crystallites and remove the Missile Shield on the next door, then go through. WEST TOWER Scan the blue icon to make the transport active, then step into the hologram. Now go through the door once the transport stops. CONTROL TOWER Use Charged Wave Beam to take out the Space Pirates, then use Super Missiles to down the five Flying Pirates. Go through the door you haven't been through yet. EAST TOWER Scan the blue icon to make the transport active, then step into the hologram. Now go through the door once the transport stops. AETHER LAB ENTRYWAY Kill the Scatter Bombus and go through the next door. RESEARCH LAB AETHER Scan the creature in the tank after the cut-scene. NEW CREATURE LOG: Metroid Energy-based parasitic predator. The dominant species of planet SR388, Metroids can suck the life force out of living things. A Metroid will latch onto its prey and drain energy, growing larger as it does. The only way to shake an attached Metroid is to enter Morph Ball Mode and lay a Bomb. If the Metroid didn't already break out of its tank, shoot the stasis tank with a Missile to destroy it. To kill the Metroid, charge the Power or Wave Beam up and then fire. Do this until it dies. As its Creature Log says, if it attaches to you, quickly morph and lay a bomb as soon as you can. After you've killed it, kill the Space Pirate that comes and scan the nearby monitors for two more Pirate Data entries. NEW PIRATE DATA: Meta Ridley NEW PIRATE DATA: Metroid Studies Jump to the next area and scan the monitor for another Pirate Data. NEW PIRATE DATA: Phazon Infusion Jump all the way to the bottom and kill all the enemies. The last two Pirate Datas in Phendrana Drifts are located in an alcove directly across from a purple door on the floor. Scan the monitors for two more Pirate Datas. NEW PIRATE DATA: Metroid Forces NEW PIRATE DATA: Metroid Morphology Look around on the bottom floor for a stasis tank with an Energy Tank in it. Go ahead and break the stasis tank with a Missile and collect another Energy Tank. Energy Tanks: 6/14 Missile Expansions: 15/49 Power Bomb Expansions: 0/4 Now head up the walkway, killing Pirates as you go, until you reach a point where you have to jump across. You should notice a little catwalk below the platform you have to jump to. Jump to the catwalk and morph. Now SLOWLY roll across the catwalk. This is the narrowest catwalk in the game, by the way. At the end of it is a well-earned Missile Expansion. Energy Tanks: 6/14 Missile Expansions: 16/49 Power Bomb Expansions: 0/4 Now go through the purple door on the floor. RESEARCH CORE ACCESS There's a Beetle crawling around, but it looks like it has an ice spike on top of it. Well, this is actually a new creature, so be sure to scan it for a new Creature entry. NEW CREATURE LOG: Ice Beetle Burrowing insect with an ice-reinforced carapace. Averse to heat. This member of the Beetle family has adapted to life in the subzero temperatures in the Phendrana Drifts, growing a thick ice shell over its entire body. The ice is extremely resilient, providing the Ice Beetle with extra protection and augmented digging abilities. If you want to defeat it, kill it in the same way you kill normal Beetles. They dig underground more, by the way, probably to intimidate you with their augmented digging abilities. Just kidding. Anyway, go through the next door. RESEARCH CORE Kill the Space Pirates and Flying Pirates. Now head right from the door you came in from. Once you reach the computer monitors, scan the one with the red icon to deactivate the first of three force fields protecting...something. Anyway, jump down or head down the ramps until you find another level of walkway with some more computer monitors. Again, scan the one with the red icon to deactivate the second of third monitors. Now jump all the way down and scan the red icon to deactivate the final force field. Jump up and collect your new equipment! There are some turrets on the bottom, by the way. ----------------------------------------------------------------------- - NEW VISOR: Thermal Visor ----------------------------------------------------------------------- - The Thermal Visor allows you to see in the infrared spectrum. Hot objects are bright in the visor, while colder ones are dim. Press Down on the Control Pad to select the Thermal Visor. Samus's Notes: The Thermal Visor will show the weak points of certain foes. Use the Thermal Visor to see in total darkness and poor weather conditions. Brightly lit areas, explosions, and intense heat can impair the Thermal Visor. Enemies with temperatures close to their surroundings will be tough to spot with the Thermal Visor. ----------------------------------------------------------------------- - /--------------------------------\ |VIII-14: Getting the Spider Ball| \--------------------------------/ Okay, now all of the lights in the room are going to go out. Switch to your Thermal Visor and kill all the enemies that come in the room. Now walk back up using the walkway, killing the Metroids as they come. To the right of the door at the top of the room there is a strange symbol. If you scan it, you will see that it is a Power Conduit, although that doesn't go into your Log Book. Shoot it with the Wave Beam to supply power to the door, then go through. RESEARCH CORE ACCESS Scan the thing in front of you for a new Creature entry. NEW CREATURE LOG: Sentry Drone Well-armed and armored security mecha. Sentry Drones have limited intelligence, but do their assigned tasks well. Being machines, they are susceptible to electrical attacks. When alerted, Drones initiate a security lockdown, then attempt to neutralize the intruder. Their electronic warfare suit can scramble Visor technology as well. Destroy both of them. Now it's time to head back to the Observatory, Thermal Visor on the whole time. OBSERVATORY Go to Save Station D. SAVE STATION D Save and scan if you haven't yet, then head out. OBSERVATORY Now go back to the Ruined Courtyard. RUINED COURTYARD Head to Save Station A. SAVE STATION A Save, then head out. RUINED COURTYARD Jump over to the door that has no power. Shoot the Cordite above the door with a Super Missile, then turn on the Thermal Visor. Shoot the Power Conduit with your Wave Beam, then go through the now-not- powerless door. QUARANTINE ACCESS Kill the two Pulse Bombus and go through the next door. NORTH QUARANTINE TUNNEL Morph and roll through, then open the next door. Try not to get hurt too much because of the unkillable-because-of-their-position Pulse Bombus. QUARANTINE CAVE Jump down and after the cut-scene, scan the rocks for a new Creature entry. RED ALERT! RED ALERT! RED ALERT! SCAN THARDUS! THIS IS YOUR ONLY CHANCE! IF YOU DIE, SCAN AGAIN! RED ALERT! RED ALERT! RED ALERT! Alerts: 11/18 Yellow Alerts: 5/7 Red Alerts: 6/11 NEW CREATURE LOG: Thardus An animated, sentient creature of stone charged with Phazon radiation. The Phazon radiation given off by Thardus negates auto-targeting systems, preventing lock-on. It may be possible to acquire alternate targets with a different Visor. The chaotic nature of Phazon irradiation leads to instability in its structural integrity. Thardus can encase targets in ice, and its colossal size and strength make it a formidable opponent. *********************************************************************** * BOSS FIGHT #6: Thardus This battle is fairly easy on Normal Mode, and pretty hard on Hard Mode. To defeat Thardus, switch to your Thermal Visor and lock on. You'll lock on to the weak spot, which is the spot that appears to be hotter. Now, let's deal with Thardus's attacks. The first attack is simply swiping at you. He only does this if you get very close, so don't worry about this one. The second attack is summoning rocks from the ground and then firing them at you. This attack is helpful on Normal Mode, and can be helpful or annoying on Hard Mode. Shoot the rocks for some pickups. If you don't, you're going to take a lot of damage. The third attack is pounding the ground and nearly instantly making a quick trail of ice spikes that will freeze you if you don't avoid it. Tap B to break free of the ice. If you're in Morph Ball Mode, lay bombs to break fre