Metroid Prime FAQ Created by Banjo2553 Copyright 2007 ------------------------------------------------------------------------------- Welcome to my Metroid Prime FAQ/Walkthrough! I will strive to make this FAQ the best and most famous Metroid Prime FAQ on GameFAQs, by providing you with all the info you need! Sure, this may not be the most fashionable FAQ, but I guarantee, it will be the most informative, and will be very easy to read. My walkthrough section is set up to ensure that you get 100% on items and scans. Plus, each FAQ I write, will be written in one go, so you'll have the perfect walkthrough right there, plopped right in your hands! Well, what are we waiting for? Let's get out our reading caps and read what is meant to be written! ------------------------------------------------------------------------------- Table of Contents I. Intro a. Gameplay b. Story II. Walkthrough a. Unidentified distress signal.... b. Speedy Recovery 1. Getting the Missile Launcher 2. Grabbing the Morph Ball 3. Acquiring the Charge Beam 4. Getting the Morph Ball Bomb 5. Catching the Varia Suit c. Exploring Extreme Temperatures 1. Speed Ball acquired 2. Space Jump Boots! 3. Waving at the Wave Beam 4. Super Missile add-on 5. Thermal Visor 6. Spider Ball d. Infiltrating the Mines 1. Wave Buster add-on 2. A very 'Ice Beam 3. Defying “Gravity” 4. Someone set us up the Power Bomb! 5. Grappling for joy 6. THE X-RAY VISORZ! THEY DO NOTHING!!! 7. Ice Spreader add-on 8. The “Plasma”'s burning me alive! 9. Flamethrower add-on 10. This Suit doesn't “Phazon” me! e. Getting all the Artifacts 1. Artifact of Truth 2. Artifact of Strength 3. Artifact of Elder 4. Artifact of Wild 5. Artifact of Lifegiver 6. Artifact of Warrior 7. Artifact of Chozo 8. Artifact of Nature 9. Artifact of Sun 10. Artifact of World 11. Artifact of Spirit 12. Artifact of Newborn 13. Final Surprise f. Final Bout III. Log Book List a. Creatures b. Pirate Logs c. Chozo Lores d. Research IV. FAQ End a. Credits b. Legal c. End =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Intro =============================================================================== Gameplay The gameplay of Metroid Prime is like an FPS, but also with it being an Adventure game. So, it's an FPA (First-person Adventure). It's very nice, and has a lock-on feature, which is great for those who don't have a very good aim (like me); but for those who don't want to use the lock-on, you can use the R Button to aim instead of the L Button for Locking-on, but I warn you, when you do decide to aim instead of lock-on, you won't be able to move, so that means it'll be very difficult to survive. It would be advisable to use the lock-on more often, otherwise bosses will be extremely hard without the side dodging. Yes, while locking-on, you can strafe around the enemy/object you are locking-on to, and can do a quick sideways jump by pressing B while strafing left or right. Anyway, onto other stuff. The whole setup of how the game works, is it lets you see what she sees from her visor, which is pretty neat, but because of this, Retro had to cut down on how some power-ups worked in the 2D games, like, say for instance, the Space Jump allowed you to continually rise by excessive spinning, but in this game, they changed it to Space Jump Boots, and all you can do with them is double jump, no continual rising thing. You'll have to expect that in 2D-to 3D transition games. Well, at least the Space Jump Boots are still required, and you'll find that you'll be using it a lot, so who can complain? The basic Adventure part of it is collecting certain things to make yourself more powerful for those stronger enemies ahead. Um, don't call it an RPG, because that's not what it is. Anyway..... ---------- Visor Set-up The visor setup, has a mini-radar, a mini-map, a danger meter, energy bar (including showing exactly how much units and extra Energy Tanks you have), Missile bar (which shows you how many Missiles you have, including a number), Beam weapon mini-menu, Visor mini-menu, and a tracking device to tell you where to go next. Yes....I know that's a lot, but thankfully, they've found a place for all of that, and still allow a lot of room to see. First, let's talk about the mini-radar. Basically, the mini-radar is used to detect any enemies in the room you're currently in, it might be helpful if you can't find a certain enemy, but it's almost always ignored, hopefully, they've made a real use for it in the sequel. It's located in the top left corner of the screen, in case you want to look at it. Next, is the mini-map. I hardly see the use of this, since you can access your main map by pressing the Z Button, but whatever. It basically shows the room you're currently in in the main map, not really useful. It doesn't show any important things like power conduits, doesn't detect enemies, (because the Mini-radar does that) or any other important stuff. It's kinda useless, personally. Alright, next on the agenda is explaining the danger meter. Basically, what this thing does, is it warns you how close you are to taking a hit. When the “!” is at the bottom of the meter, that means you're in no danger, but, if it's at the top of the meter, then you're taking damage, and/or very close to taking damage. Say, you're near some toxic water, when you're almost stepping in it, the meter will be almost at the very top, but not quite. When you step away from it, the meter will lower, and if you're in the toxic water, the meter will be at full, and you will be taking damage. To me, this is pretty useful, especially when an enemy sneaks up behind you, you can detect that enemy. I'm glad this extra has an actual use. The mini-radar kinda serves the same purpose for enemies, but not as reliable...I think...I rarely look at it. This meter is located on the left of the screen. Next is the energy mini-screen. This shows how many Energy Tanks and units of energy you have. It coulda done without the energy bar, but whatever floats your boat. Pretty basic. Also, if you're on your last Energy Tank, and are low on health, it will give a warning that says you're low on health, so..yeah. When all your energy is depleted, it's game over, and you'll have to start from your last save. So, if you're doing a no-save game for whatever reason, best be cautious. That's it for this part. This mini-screen is at the top of the main screen. Next is the Missile mini-screen. This shows, as a bar and a number, how many Missiles you have, it also has the same warning system that the Energy mini-screen has, when you're at around 5 Missiles left, it'll say “Missiles Low”, and it'll say “Depleted” when you've...uh...depleted all of your Missiles. Nice. This one is located at the right side of the screen. Next is the Beam mini-menu, which is located at the bottom right of the screen. This basically shows the Beams you have, and you can switch between them by using the C-Stick, see? The beam that's placed in the mini-menu will decide which direction you have to point the C-stick to select it. Like, say for instance, you're using the Power Beam and want to switch to the Ice Beam, well, just press down on the C-stick to switch to that weapon. You get what I'm saying here, right? If so, then good, if not, then read the paragraph above again. If you still can't get it, then you need to take a reading class all over again. Anyway, I've explained the Beam mini-menu, now for the Visor mini-menu. Ah, finally, the Visor mini-menu, located at the bottom left corner of the screen. This one uses that oh so rarely used D-pad! This one works the same way, pick a visor you want by pressing the correct direction on the D-pad. You start off with two visors, Combat Visor, which displays all of the above I mentioned, and the Scan Visor. The Scan Visor basically is a whole 'nother screen in itself, as of the other visors. This one eliminates all info from the Combat Visor, so this Visor can't be used for battle, so remember that. This one basically lets you scan certain objects that are inside this magnifying reticule on the center of the Visor, and you can scan stuff by holding the L Button, continue holding the L Button to read what you scanned, which appears at the bottom of the screen. If there's an A Button icon flashing below the message for the scanned item, that means you can press A to continue reading. This is useful for reading what the weaknesses of enemies are, and you can read other stuff like Chozo Lore and Space Pirate logs, which actually shows the story of the game. If you catch a certain Pirate Log right at the beginning of the game, it'll tell of the fall of Zebes, which took place in the first ever Metroid game. Pretty neat... Also, scanning certain things activates them, so, the Scan Visor is really used a lot. The Thermal Visor basically lets you see in dark rooms, and it will illuminate objects if they have a heat signature, thus spotting enemies in dark places. Neat, huh? However, security stuff, such as guns, and drones, won't appear in the Thermal Visor, so you'll have a pretty tough time spotting them. You can also battle in this Visor, plus it shows all of the info that the Combat Visor shows, but in different places. I'm not telling you where they're located, so you'll have to figure it out yourself. The last visor, the X-Ray Visor, can let you see behind false walls, which is very helpful, and also shows invisible platforms. Super Metroid, anyone? You can also see enemies which don't show themselves on the Thermal Visor. Examples are: Omega Pirate, Metroid Prime (second form). Basically, you have a ton of stuff at your disposal. As for the controls, shooting/laying bombs is the A Button, Lock-on is the L Button, Aiming is the R Button, B is to jump/dodge, X is to change into a Morph Ball, which gets the camera to third-person view, Y button is to shoot a Missile/lay a Power Bomb, D-pad is Visor switching, C-stick is Beam switching, Control Stick's for moving, and Start button to bring up the Start menu, which shows all of your Equipment, your scans stored in the Log Book, and Options, which includes Quitting the game. Well, that's it for this lengthy section, now for my Mini-Review. =============================================================================== Story Chozo...an ancient bird-like race that was technologically advanced, has made a number of planets as their bases. They were a peaceful race, and desired nothing but tranquility in the universe. Planets, including Zebes and Tallon IV and SR388, have technologically advanced Chozo cities on and below the surface. However, their race started to wane as evil rose, and creatures called Space Pirates have started to plunder their bases. The Chozo foresaw into the future, and saw a young girl named Samus Aran, and hoped that she would be their savior before it was too late. A few years have passed, when a meteor crashed into the surface of Tallon IV, which caused Phazon to spread all over the planet, killing plants and animals, and even mutating some into horrific forms. The Chozo have built a temple above the impact site to keep the Phazon from spreading any longer.... The Space Pirates have chased the Chozo away from many of their cities, and built underground research facilities in the planets, including Zebes, where their leader, the Mother Brain, was kept in a water-tight glass case. Their sub-leaders, Kraid and Ridley, have also made their home on Zebes. Samus Aran was orphaned as a child, after the Space Pirates have ravaged her home at K-2L, killing her parents. The Chozo have decided to raise her to be a strong warrior, infused with Chozo blood, (which gives her her acrobatic techniques) and they gave her a Chozo-made Power Suit, capable of being upgraded, and she cut a swath through the Space Pirates' operation, killing the Metroids and supposedly defeating the Mother Brain on planet Zebes. The planet blew up, with three Space Pirate frigates escaping orbit just in time. Samus found out about them, and she tracked one down to an orbit above Tallon IV.... Meanwhile, the Space Pirates have rebuilt a new research facility on planet Zebes, which supposedly survived the explosion. They resuscitated Ridley, Kraid, and Mother Brain as well, and made sure that if Samus came again, she would be dead this time. They also found the potential of the Phazon that they found in Tallon IV, and built research facilities for experimentation, mutating native creatures of the planet with Phazon, and using them for their own purposes... Will Samus be able to stop the Space Pirate's Phazon mining operation? Or will she fall victim to the Phazon herself? Thus begins a whole new adventure... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Walkthrough This walkthrough will ensure you 100% on items and scans, so please use this one. Remember, whenever I say to scan something, SCAN IT, because it will be added to your Log Book, or if it's vital for story completion. Also, after each subsection, I will list how many scans you should have gotten, and what the scans are. I won't give the info shown in the scans, so you'll have to read them yourself. Now for the walkthrough. =============================================================================== Unidentified distress signal.... You'll start out at a damaged Space Frigate, the place where the distress signal came from. Samus will take a huge jump from her ship onto the frigate, and you will control her once it gets in her visor view. To start off, you will need to hit the four targets right in front of you to get rid of the force field blocking your path. Use the L Button if you have trouble aiming. After the force field is gone, proceed through to a pillar in the center of this platform. Scan it, and 6 targets will appear. Hit them all to lower another force field. Past that, jump up the stair, and head through the door after you go through the path. Keep going until you head to the Air Lock. Scan the machine beside the path to repressurize the room, so you can head into the frigate itself. You will end up in the Emergency Evacuation Area. If you look around, you'll see a few dead Space Pirates and what appears to be a dead Parasite Queen. (You'll encounter a live one, later.) If you look closely, you'll see some lizard-like Parasites eating away at the dead bodies. Since they're enemies, scan one of them before they leave. This creature will be added to your Log Book. Alright, head through this room to the other side. You'll find a partially alive Space Pirate laying down on the ground. Put him out of his misery....yes...shoot him. Anyway, after you kill him, head through the next door to come to a blockage in the hallway, use the Charge Beam to blow it away. (Hold A 'til fully charged, then release) Apparently, a Space Pirate was here, and got his head cut off because he got caught in that debris....ech.. Anyway, head into the next hallway to find a couple of Parasites going through a ventilation duct, follow them using your Morph Ball, (X) to find a Map Station! But, before you use it, scan it first, THEN you can use it. Oi, quite a big frigate, huh? Anyway, head back and head through the next door. In this hallway, you'll see wreckage, but you can't get rid of it with your Charge Beam. The solution? Morph Ball through the small passageway to get to the other side. Oh, and watch out for the electricity blocking the opening. Head through the door at the end to end up in the Biotech Research Area 1. You'll see another Parasite Queen, but it's in stasis hibernation. Don't worry about it, just walk around it. You'll see a Space Pirate walking around here like a zombie, and one lying on the floor trying to get up, once again, put them out of their misery. I know you would rather help them, but they are ruthless, and will fire at you even if injured badly. That's why you need to get rid of them. Anyway, go through the door across the room. Just around the corner in this corridor, is an Auto-Defense Turret. Scan it first, then shoot a Missile at it to destroy it. (Y) It should drop a Missile pick-up. (it glows orange) Scan it then pick it up to get your Missile back. You'll end up in Biohazard Containment, where you'll see another Parasite Queen. It's stored in a stasis pod, but appears to be dead, so ignore it. The computer in front of you should contain a Pirate Data Log, so scan it. If you look around the stasis chamber, you'll see another turret, so shoot another Missile at it. To pick up the ammo now, you have to charge your Charge Beam, the ammo will come right to you like a tractor beam, so the Charge Beam is useful for this, too. On your right once past the stasis chamber, is a scannable computer thing, scan it to activate the elevator to the second floor. Take it, and you'll find a Space Pirate on the floor, kill it, and it should drop a purple sphere. It's a health pickup, which restores 10 health units. Scan it first before you pick it up. Head around here to find a couple more Space Pirates, a little stronger than you've encountered so far. Kill them both and collect their pickups, then head into the door at the end of the path, after you kill the Space Pirate lying next to it. Go through the hallway to arrive at the Cargo Freight Lift to Deck Gamma. There will be another Defense Turret to your right, take care of it with another Missile, then pick up the refill. There's a computer conduit right next to the freight lift, scan it to open the lift. Head inside and touch the hologram to get it moving. When you arrive at the bottom, a non-injured Space Pirate will fall down and surprise attack, he's a lot tougher than the hindered ones you came across, so heavy firepower is recommended. Once he's dead, scan the computer next to the door to open a hologram. “Please insert metallic sphere to open door.” Well, if that isn't obvious enough, roll into the hologram with your Morph Ball. This will open the door up. Go through, annihilate the turrets in that room, collect their pickups, then go to the left door for a Save Station. Scan this, too, either after you're done with it or before. Head back, and scan the next computer conduit to activate another Morph Ball hologram. You know what to do. After you open the door and head through, a cutscene will show a Parasite Queen crawling down to where you're at, thus starting a boss battle. ------------------------------------------------------------------------------- BOSS: Parasite Queen This boss isn't particularly hard, unless you absolutely suck at dodging, then you'll have a problem. First of all, scan this creature. Not only will it add it to the Creatures log, but it will reveal it's weak point! When it's mouth is open, shoot at it to cause more damage than just shooting it's body. It's only attack is a weapon-grade toxic blast, which can easily be jumped/dodged. The only way to do this battle correctly is to lock on. This boss, like the other FAQs say, just gets you familiar with the strafing and lock-on techniques. So, basically, shoot at it's mouth when it's open until it's dead. Seems simple, right? Not very. A force field will surround it, with only two openings to shoot through. You'll have to do this, otherwise you're shots will repel. Once it's dead, a timer will start.... ------------------------------------------------------------------------------- You have 6 minutes to escape! You will be pointed in the right direction, so head through the door, posthaste! Proceed through the hallways and the elevator until you get back to the Biotech Research Area 1, except in the bottom floor. You'll see a couple of Space Pirates shooting at the Parasite Queen that escaped from stasis, and an explosion will blow away the Space Pirates (killing them), and kill the Parasite Queen. That explosion caused the pathway above to break, so climb up the debris to get back to the second floor. You'll see a few Space Pirates hindering your progress out of here, so kill them and you'll see a ventilation duct blow its cap off, so head through, because all doors here are locked. You'll head through a series of ventilation ducts, with swarms of Parasites coming out of openings. Just avoid them, if you spend your sweet time getting rid of them, you won't have enough time to escape. Shoot at ventilation doors to open them. You'll eventually come to a room with two turrets, destroy them both, then you can use the next door. Just keep going until you get to a shaft with a pusher. It's hard to explain, but the shaft it's in seems red hot. Luckily, your Varia Suit will protect you from heat. What you have to do here, is when the pusher is revealing the exit out of this shaft, take it quickly, otherwise, it'll block it up again. After you're past that, you'll head into the Biotech Research Area 2, where you'll find Meta Ridley, and he'll escape. Now, in order to get across here, you'll have to use your Grapple Beam to swing across the Grapple points to the other side. (Press and hold L once near a Grapple point.) Once here in this hallway, scan the computer conduit to deactivate the turrets here, (neat, huh?) and scan the next one to activate the elevator, but as soon as you do, an explosion will knock Samus into the wall so hard, that her Varia Suit, Morph Ball, Charge Beam, Grapple Beam, and Missile Launcher will all malfunction.....Not good. Anyway, since it knocked you into the elevator, step into the hologram to head up. Once it's at the top, head through the twists and corners in the hallway until you reach the Air Lock, and head left. The right is blocked by fire, besides, it leads back inside the frigate, so yeah... Head towards the door and the room will depressurize, wasting a few seconds. After it's done, you can open the door, and escape just in time. The whole place will start exploding, and Meta Ridley will come flying towards Tallon IV, and Samus will head into her ship and chase him, but she loses the tracking on him, thus ground-based recon is required. You'll proceed to land in the Tallon Overworld, Samus checking out the place, then you'll be prompted to save, so save. ------------------------- Number of scans obtained: 8 Creatures: 3 Parasites Auto-Defense Turret Parasite Queen Pirate Logs: 1 Fall of Zebes Chozo Lore: 0 Research: 4 Map Station Missile Ammo Small Energy Save Station Total scans obtained: 8 =============================================================================== Speedy Recovery Yes, as if you blatantly didn't notice, this section will help you recover everything you lost, except for the Grapple Beam, which will be gotten later in another section. Each subsection will tell you exactly what we'll get next, and after every subsection, will be that “scans obtained” list, alrighty? Also, from now on, I'll show how many items you've gotten, plus show your item percentage after each subsection. I'm still not quite sure how you can see your scan percentage, though.... Continue reading... NEW INFO* I've figured out that you can only see your scan percentage and item percentage in-game in the European (PAL) version. In case you do have the PAL version, it should be listed in the Log Book section of the Start Menu. NOTE* I will not be listing the Missile Launcher as a Missile Expansion in the item list, instead, it'll be in the “Suit upgrades obtained” list. I wanted to write this down so I wouldn't have a bunch of people telling me that I missed a Missile Expansion in the item list. ------------------------------------------------------------------------------- Getting the Missile Launcher Yes, the first thing you obtain is the Missile Launcher. First, jump off then scan your ship, then head to the door to the ship's right. You'll come to a small sandy room, and two Beetles will pop out. Scan one, then destroy them. (What? Your only weapon right now is the Power Beam..) Head left once you defeat them to head into the exotic Tallon Canyon. To your left is a Sap Sac, scan it to add it to your Creatures list. In front of you is a bunch of platforms surrounding a pool of water, including a waterfall. Don't go up the platforms yet because they lead to a door that you can't open yet. Instead, head to the right of the platforms to get through a door, passing a half-pipe. You'll also encounter a few Beetles, so kill them. In the next hallway, scan one of the Zoomers crawling up and down the walls, then kill both of them. Ignore the Sap Sacs, as they blow up of you touch them/shoot them. Past the next door is an elevator to the Chozo Ruins. Scan the conduit next to it to activate the elevator......use it! Now, once you're in Chozo Ruins, head forward, through the hallway, into a room, with two Beetles popping out of the ground. As you kill them, your auto-tracking device will activate, telling you that there's some seismic activity occuring in the Hive Totem, which is where you'll get the Missile Launcher. Before you enter the next door, scan the Chozo Lore above it. (Chozo Lore looks like a puddle of wavy water on the walls.) Now, enter the door to enter the Main Plaza, and a cutscene will show up, showing you everything in the Main Plaza....eerie music, huh? Anyway, once the cutscene is over, head straight forward to come a large group of Beetles. Dispose of them, then past the half-pipe, up the stairs, and head left to a door. Head through it to come to a winding tunnel. Careful here, because a swarm of Scarabs will come crawling through the walls, and will explode if you get too close to them. First before you get the swarm, scan a Scarab, then proceed to clean them out like an exterminator. Head through the hallway to come to the Eyeon Tunnel. As you can guess, it's filled with Eyeons, which are eye-like creatures attached to the walls. They shoot a laser from their pupils, so they're enemies. Scan one, then head through the hallway, shooting the Eyeons to stun them. No, you can't kill them until you get the Charge Beam. Past the Eyeon Tunnel is the Ruined Nursery. In front and to the right of the tree here is a Chozo Lore, scan it. Your auto-tracking device will also detect a save point nearby, which is right next to the Ruined Nursery, but not on the main path. Head forward through the room after you scanned the Chozo Lore, and two Beetles will pop out. You know what to do. After that, climb the stairs to your right to get to the second and top floor of this room. Some War Wasps will come out of their nests on the other side of the room, scan one, and scan their hive, then proceed to kill them. Now, overlooking the bottom floor, there is a platform to your right, and a Morph Ball maze to your left. Ignore the Morph Ball maze for now, and get on the platform to your right. You'll come to a door around the bend, and you'll see the Save Point you were directed to. Save. Alright. Now, head back into the Ruined Nursery and go through the door on the top floor. Head through the hallway, past the open room, killing the swarm of Scarabs, and you'll arrive at the Ruined Gallery. Some War Wasps will come out of their hive, so kill them. Well, there's really not much to do here, now, so jump across the platforms on your right and head through the door on the other side. In the Totem Access, you'll see some Plazmites, which are similar to fireflies. Scan one, then destroy 'em. Although they really aren't harmful, they block the path here, and will cause slight damage to you if you touch them. Anyway, in the same Access, you'll come to a small room with a platform in the middle, and it contains a few boxes, and Tangle Weeds. Scan the Tangle Weeds, then destroy the boxes for some Missile or Energy pick-ups. (If you need them, that is.) Head throuh the rest of the Access to head toward the Hive totem itself. This room is fairly large, has a big platform in the middle, and a puddle of water full of toxins at your left side. (This room is tilted, so...) Anyway, get on the platform, then proceed to cross the bridge to the Missile Launcher.....wait...that's too easy.... A cutscene will occur, showing the room getting filled up with that poisonous water, and a machine below the Missile Launcher will rise up, and connect with the top one to create the Hive Totem. It will proceed to open, and will release a swarm of War Wasps. You might notice these are different, so when you get the chance, scan one. After you scan them, scan the machine. If you don't know where to scan, try looking under the water towards the machine. After the scanning is done, proceed to kill the Ram War Wasps. Once they're dead, the machine will open up, shoot at it until it gets to “round 2.” Even more Ram War Wasps will appear, kill them, and the machine will open up, shoot it to get to round 3. Do the same thing as last time, and the machine will be beaten, and will allow you access to the Missile Launcher. Now that you have the Missile Launcher, go ahead and scan the door, then blast it with a Missile. Open the door with your Beam, and collect the Energy Tank inside. Proceed out of the Hive Totem and head to the Ruined Gallery. Now that you have the Missile Launcher, we can do a couple of things here! First, head to the bottom floor, and turn around to see some Blast Caps on a platform in the middle of the poisonous water. Scan one, then blast those Blast Caps, then get on the platform that they were on. In front of you is a cracked wall. Blast it with a Missile to uncover a Missile Expansion! Now that you've got that, head to the door with the Blast Shield on it, and blast it open with a Missile. Proceed inside to a....Map room! No need to scan this, because you already did it on the Space Frigate, remember? Of course, this place is really huge... @_@. I think that's about it, so head to the Ruined Nursery, and save at the Save Room. I'll end this subsection here. Let's look at what we've obtained in this subsection. ------------------------- Number of scans obtained: 16 Creatures: 12 Beetle Sap Sac Zoomer Scarab Eyeon War Wasp War Wasp Hive Plazmite Tangle Weeds Ram War Wasps Hive Mecha Blast Cap Pirate Logs: 0 Chozo Lore: 2 Fountain Exodus Research: 2 Samus's Ship Blast Shield Total scans obtained: 24 ------------------------- Total Missile Expansions obtained: 1 Total Energy Tanks obtained: 1 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 1 Total percentage: 3% ------------------------------------------------------------------------------- Grabbing the Morph Ball Yes, we're going to get the Morph Ball. So, let's head back to the Main Plaza. Head back right, destroying the Beetles in your way, heading towards the door that you first entered the Main Plaza. To your right, once you are facing it, just past the half-pipe, is a door with a Blast Shield on it. Proceed to open it, and head through a twisting hallway with a couple swarms of Scarabs. Past this hallway is the Ruined Shrine. Climb up the stairs then drop to the center to cause a massive swarm of Beetles to appear.... Destroy them all, and a bigger Beetle will come out. This is a Plated Beetle. Scan it first. Now, in order to kill this thing, you have to shoot at its red tail. But you can't get to it because the Beetle knows it's weakness, so it hides it from you. The thing you have to do is wait for it to charge at you, then quickly dash to the side. (Yes, you're doing Lock-on.) It's tail will be exposed, so shoot a Missile (or two if you have the time) at it. Two Missiles ought to get rid of it. That was a fairly easy fight, huh? Anyway, the path to the Morph Ball will now appear. Grab the Morph Ball. Man, this was a small subsection, huh? Anyway, now that you've got this move, you can exit this room. If you want, go ahead and save at the Ruined Nursery, although you will have to backtrack all the way to the Main Plaza. But hey, if you're enjoying this game, you might as well save! ------------------------- Number of scans obtained: 1 Creatures: 1 Plated Beetle Pirate Logs: 0 Chozo Lore: 0 Research: 0 Total scans obtained: 25 ------------------------- Total Missile Expansions obtained: 1 Total Energy Tanks obtained: 1 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 2 Total percentage: 4% ------------------------------------------------------------------------------- Acquiring the Charge Beam Alright! We're gonna get the Charge Beam! Head to the far end of the Main Plaza, and you'll find that you can climb up. Do that, and proceed to walk over the half-pipe using a bridge made of vines and stones. (neat.) Some War Wasps are up here, and will assault you, so take them out. In case you didn't know, a Missile blast will get rid of a Hive, that way they won't come out again. I'd advise you save your Missiles though, especially if you try Hard Mode. (Hard mode will be unlocked after you beat the game.) There should be a door here, so enter it. You'll come across another twisting tunnel, with two more swarms of Scarabs. Get the first swarm, then use the Morph Ball to squeeze through the vines. Just stay in Morph Ball mode and avoid the second swarm, because there are some more vines you have to squeeze through. Proceed through the door into the Ruined Fountain. Above the fountain is a Chozo Lore. Scan it, of course. There are some more Plazmites here, but they provide light in this room, so don't kill them. (Super Metroid, anyone?) There are two other doors here. One on the other side of this room, and one on your left. Let's take the one on the left. It's not very simple, though. The platform to the door is too far for you to jump, and there is poisonous water down below. What to do? The solution is, jumping across platforms working your way around the room, to the door. In the Arboretum Access, you'll see some Shriek Bats. Scan one before they make a suicidal dive towards you. Don't worry if you didn't scan them in time, though, you'll encounter more. Enter the door at the end of the Access and you will come to the Arboretum. The Arboretum is a tall room, with toxic water surrounding a growing tree. You'll have to get through the door behind the tree. To your left are platforms which will get you there. There's also a Reaper Vine guarding each platform that's against a wall. Scan one, then shoot its eye to make it retract. Climb across the platforms and the bridge to get to the other side, and head through the door. Your auto-tracking device will also detect a Save Station, which is beside the next room, the Gathering Hall. Head to the Save Station to save. When you exit, you'll be attacked by Shriek Bats, scan them if you didn't get the chance, but if you've already scanned them, then pummel 'em with your Beam. The door right in front of you is blocked by Blast Caps, and we need to go through that door! Get rid of those unsightly mushrooms, then head through the door to come to the Watery Hall Access, where some Shriekbats will greet you. After you dispose of them, shoot a Missile at the cracked wall to your left at the bottom of the room to uncover a Missile Expansion. Proceed through the Access to the Watery Hall. You'll see some platforms leading up, but ignore them. Instead, hop on the island to your left, after you get rid of the Blast Caps, of course. Once on the island, turn around and scan a runic symbol around there. This is one of four. You have to scan all four runic symbols in this hall to get access to the Charge Beam. After you scan it, jump across the islands until you get to another Blast Cap growing area. Get rid of them all, then scan the runic symbol that they were hiding. Keep going, and you'll see another runic symbol at a dead end. Now, we need one more. So, let's go back to those platforms and climb up them. At the end of the high pathway, you'll come to the door that needs unlocking. The last runic symbol is beside it. After you scan the last one, scan the door and it will open. Scan the Chozo Lore, then grab the Charge Beam. (Whew! That's a lot of scanning!) After you grab the Charge Beam, the walls will come alive with Eyeons! Now that you have the Charge Beam, you can destroy them. (Yay) After you destroy them all, return to the Gathering Hall and save at the Save Station. ------------------------- Number of scans obtained: 4 Creatures: 2 Shriek Bat Reaper Vine Pirate Logs: 0 Chozo Lore: 2 Hatchling Meteor Strike Research: 0 Total scans obtained: 29 ------------------------- Total Missile Expansions obtained: 2 Total Energy Tanks obtained: 1 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 3 Total percentage: 6% ------------------------------------------------------------------------------- Getting the Morph Ball Bomb OK, we're gonna get the Morph Ball Bomb next. I will continue this section until we get every Missile and/or Energy Tank that we can get, even after we get the main item in this subsection. Alright, we're gonna have to do some climbing in the Gathering Hall. From the Save Room door, there will be a section of raised ground beside the Arboretum door. Use that to start climbing. Get to the top, jumping platforms and blasting Blast Caps and Shriekbats, and head through the door. After a hallway, you should come to the Energy Core. Let's observe what's here, shall we? First, there's a big pool of poisonous water in front of you, and a locked door on the other side. Scan the locked door to add it to your Research Log Book. There's a hallway on either side of you; the one on the right leads downward to a pool of poisonous water, and the other leads to a Morph Ball hole. Observe the facts. If you answered correctly, then the only way to go is to the hallway on your left. About now, you should come to some red spheres which look like those purple Energy pick-ups. These restore 20 units of Energy. Whenever you come across one, scan it. Anyway, past the Morph Ball hole, will be another hole, and past that is a door, which will lead you to the Burn Dome. A cutscene will appear, showing an indestructible War Wasp Hive, and a machine will pop out. Scan the machine. Basically, this Mechanoid Incinerator Drone shoots out two jets of fire. After a short while, it will expose its weak-point, shoot at it with your Beam and it will shoot a jet of fire at the Hive, awakening the most powerful of all War Wasps, the Barbed War Wasps. Scan one. Now this is where things get a little tougher. While focusing on the Drone, you have to keep an eye out for the War Wasps. Whenever one comes out, you have to get it while avoiding the Drone's flames. This can be very difficult, even I can't go through it without taking quite a few hits. Basically, just kill the War Wasps when you get the chance, and shoot at the weak spot once it shows itself until the Hive gets destroyed by the flames, and when the machine explodes because it overloads. Now, you have the Morph Ball Bomb! If you look closely, you'll see a blocked Morph Ball hole. Use a Bomb to break through and to get a Missile Expansion at the end. Now, let's head back to the Energy Core. Once you exit the Morph Ball hole in the Core, you'll notice a Stone Toad to your left. Scan it, then get in Morph Ball mode and approach it. It should suck you in. Before it spits you out, plant a Bomb inside of it to blow it away, everything splattering everywhere....nah, it's not that graphic. Anyway, behind it hides a generator with a Morph Ball Slot. Scan the Slot first, then use a Bomb to pop yourself up to it. Use another Bomb to activate the Generator, which will lower the water in the main room. Another Generator and Morph Ball Slot will be uncovered. Also a timer will start. Use the itty bitty tunnel here to get to the main room quickly. Head to that next Morph Ball Slot to activate another Generator. This one will raise some platforms. Quickly take them and go through the small tunnel to get to another Slot and generator. Use the Slot, and the generator will raise another set of platforms, and will unlock the door that I showed you when we first entered this room. Head through the next tunnel to get to a Spider Ball track and a Morph Ball hole. Head through the hole to get an Energy Tank. Head back to the Gathering Hall Save Station to save. Now, head all the way back to the Ruined Nursery. Remember the Morph Ball maze here? Well.... At the bottom floor of this room, there's a low entry to the maze. Use a Bomb to pop yourself in there. Go through it, and get rid of the block there to clear the path. Now, head out, and enter the maze from the top floor of the room. Go through the maze, bombing blocks, until you get to another Missile Expansion. Now head into the Ruined Gallery. There's two holes near some Tangle Weeds on the bottom floor. Enter either, and you'll get another Missile Expansion. Now, head into the room that contained your first Energy Tank. (Past the Hive Totem.) There's a hole here. Use the Morph Ball to get through. Head through the little maze with the pistons to head into a Magmoor Caverns transport. Don't take it yet. Instead, take the door on the right, towards the Vault. Once you get to the Vault, find the Chozo Lore here and scan it, then look for three Morph Ball Slots. The first two have weak locks on them. Blow them open and use the Slots. The last one is a little high. You need to Double Bomb Jump to reach it. Here's how: Plant a Bomb, and just before it explodes, plant another one. When you pop up into the air, immediately set another Bomb. If successful, you should pop up with the second one, and the third one in the air should pop you up once more. This will allow you to reach the last Slot. Once you've activated all the Slots, the vault will open, exposing a Missile Expansion. Continue through, until you get to an Energy Tank, overlooking the far end of the Main Plaza. Alright. That should be it. Let's end this subsection. ------------------------- Number of scans obtained: 7 Creatures: 3 Incinerator Drone Barbed War Wasps Stone Toad Pirate Logs: 0 Chozo Lore: 1 Beginnings Research: 3 Large Energy Door Lock Morph Ball Slot Total scans obtained: 36 ------------------------- Total Missile Expansions obtained: 6 Total Energy Tanks obtained: 3 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 4 Total percentage: 13% ------------------------------------------------------------------------------- Catching the Varia Suit Alright. This is probably going to be a short subsection...but anyway.. Head into the Arboretum. Now, we have to do the same task that we did in the Watery Hall: find and scan all four runic symbols. First, get to that bridge that lead to the door that lead to the Gathering Hall. (whew) While on the bridge, face the tree, and turn on your Scan Visor. You should see the first runic symbol. After you scan that, drop down to the platform on your right, turn around facing the bridge, and look down. You should see red Tangle Weeds. Shoot at them to uncover another runic symbol. Now it's time to climb up. Just climb up the side of the room from the bridge, getting to a Morph Ball tunnel and some War Wasps from the tree. Go through this tunnel, without falling, and bombing the blocks, to get to another runic symbol. The last one is at the top. Continuing upwards, you'll find some more red Tangle Weeds. (They're real name is Venom Weeds.) Scan them, then shoot at them so as to Morph Ball through the tunnel without getting damaged. You couldn't scan the first batch of Venom Weeds because all it says is that they are hiding something. Alright, keep climbing and you should arrive at the door that you need to unlock. Right behind you once you face the door is the last runic symbol. This one should open the door, revealing a blocked Morph Ball hole. Bomb it, then continue through the hallways filled with Venom Weeds and Reaper Vines to come to the Sunchamber. A cutscene will come up, showing a mutated plant called Flaaghra. ------------------------------------------------------------------------------- BOSS: Flaaghra This is the main boss of the Chozo Ruins. Scan it first. You can also scan one of Flaaghra's roots. Look around for it in Scan Visor if you don't know what to look for. (Hint: It's blocking a tunnel at ground level.) It's attacks are claw-swiping, toxic energy balls, and he also creates a small toxic garden, which you'll have to stay away from, until the garden disappears. Now, for the strategy. You can't beat him with your Beam or Missiles. Well, how to defeat him, you say? Look around, and you should see a sunlight contraption. Behind each has a red target. Shoot the red target multiple times to disable it. (Lock-on helps really well.) Once you disable it, Flaaghra will collapse and its roots will retract. Here's where you damage this boss. Morph Ball through the opening that the roots were in, and place a Bomb at the Slot in the end. You'll seem to have defeated him, but two sunlights will activate, reviving Flaaghra. Try the same proccess, but you'll notice that as soon as you deactivate a sunlight, Flaaghra will activate it again. What to do, now? Well, if you notice, when you shoot Flaaghra, he'll flash yellow. Keep doing this, and you'll stun him. Use this opportunity to deactivate the sunlights. Proceed through this process, stunning him and deactivating sunlights, until he's finally dead. ------------------------------------------------------------------------------- You'll be pointed to a coin with an S on it. Collect it to gain the Varia Suit! Now that you have the Varia Suit, we can explore Magmoor Caverns, so let's do that. First, go through the door here. The one you originally entered is filled with vines, meaning you can't enter. Go through the tunnel here until you come to a blockage made of blocks. Break them, and you'll encounter a yellow Energy pick-up. It's an Ultra Energy and it restores a full tank of Energy. (100 units) Very useful. Scan it before you collect it. Keep going and you'll encounter a familiar enemy, called a Pulse Bombu. Scan it. Now, since you don't have the appropriate weapon to kill this thing, just move on. You'll encounter a Spider Ball Track on the ground, leading downward. Since you don't have it yet, just fall. For some reason, you don't take damage for falling from high distances. The next room is that same Magmoor transport you encountered. Scan the conduit next to it to activate it, then use the elevator to descend into the molten depths of the planet..... ------------------------- Number of scans obtained: 5 Creatures: 4 Venom Weed Flaaghra Tentacle Pulse Bombu Pirate Logs: 0 Chozo Lore: 0 Research: 1 Ultra Energy Total scans obtained: 41 ------------------------- Total Missile Expansions obtained: 6 Total Energy Tanks obtained: 3 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 5 Total percentage: 14% =============================================================================== Exploring Extreme Temperatures In this section, you'll be exploring hot and cold, acquiring new abilities as well. You will never be able to make it through Magmoor Caverns without the Varia Suit, so that's why they directed you to this transport. Alright, let's get started. NOTE FOR SPEED RUNNERS AND LOW %AGE RUNNERS: Done correctly, you CAN get through this section of Magmoor without the Varia Suit. This FAQ is not for speed runs or low %age runs, so look for another FAQ that covers that. ------------------------------------------------------------------------------- Boost Ball acquired First, after the elevator, fall down the next room, then continue through the hallways, busting those Shriekbats, until you reach a Save Room. (Behind a door with a Blast Shield.) In the room ahead, you'll see your first pool of lava. A platform is in the middle, and a Grizby scuttling around. Scan it first, then hit it with a Missile. The reason to use a Missile, is because their shells are too hard, so they can't be hurt with any kind of Beam. Anyway, continue beating up the Grizbys and jumping across platforms, avoiding jets of flame, until you reach a tunnel. There's a burrowing uh...Burrower here. Scan it. When it pops out of the ground, hit it a few times with your beam to destroy it. Keep going until you reach Lava Lake, which a cutscene will show the whole room, including some new enemies. After the scene is over, a Magmoor should pop out of the lava in front of you. Scan it, then proceed to literally blow it's head off. There are also some Puffers here. Scan one. These things can be blown up with one shot, but they leave a puff of poisonous air. Wait for the puff to disappear before you move on. Just continue through this part of the Lake, popping Puffers and blowing the other Magmoor's head off, 'til you get to the other side, which seems like a dead-end. Not to worry. You see the boxes here? Destroy them to reveal a Sandstone wall. Do you remember that Sandstone walls can be broken with Bombs? *hint hint* Just bomb your way through the tunnel until you get to the other part of the Lake, which you basically do the same thing. Pop the Puffers, and jump across platforms to the other side. Oh, I almost forgot to tell you. If you're in close range of a Puffer when it pops, you'll take damage, and the force of the blast could knock you off a platform and into some lava. Double damage. Anyway, you should eventually come to the Pit Tunnel. The room basically has a lava cylinder in the middle, and an opening at the bottom of the room, filled with Triclops. Scan a Triclops before you head into the Morph Ball opening. According to the scan, their only weak spot is the mouth....you know what that means? Place a Bomb near one of them, and it'll suck it up, thinking it's food, and it'll blow up, right in its mouth. Also, if you are caught by one of the Triclops, they will literally show you the exit, which is where you entered this small opening. Just get to the other side of this room, blowing up those Triclops' mouths. You should end up in the Triclops Pit, a similar room in that it has a “lower floor”, but it's MUCH bigger. There are platforms leading up to the top, but here, we need to get a Missile Expansion. First, get to the opening of the lower floor. There should be a tunnel in some rock that contains that. By the way, the tunnel has jets of hot air shooting out of some holes, making it a little hard to see. Anyway, once you get to the “lower floor”, look for a hole around here while avoiding/destroying the Triclops. Once you do find the hole, go through it to come to a room with a door. Climb up to it and open it. Walk through the small tunnel to get to a lava pit with some grating acting as a passageway. Walk through the “passageway” to get to that Missile Expansion. Now, head all the way back to the Triclops Pit room and start climbing the platforms, being aware of the Puffers up there. In case you're having trouble finding a way to the platforms, try climbing up the rocks on the edge of the room. Once you do get to the top, go through the door up there. DISCOVERY* I just found this out. If you get caught by one of those Triclops, rotate the Control Stick as much as you can. If successful, you should break free from the Triclops' mandibles. Go through the Monitor Tunnel to the huge Monitor Station. The tower in the center is one of the Space Pirates'..um...bases. Once you enter, around three or four Auto-Defense Turrets should activate. Uh-oh, better get rid of them! They're the same as the ones on that Frigate, but are more powerful. Two Missiles (instead of one) should get rid of each. Once they're gone, start climbing around the exterior of the cavern. There should be another door to your left, but we'll ignore it for now. Just focus on climbing up the rocks. At the middle, you should encounter another Turret. Take it out, then jump to the extended catwalk to get to a lab-like room in the tower. You can scan the computers here to see what the Space Pirates are up to in the Magmoor Caverns, but you won't get anything added to your Log Book. Anyway, once you enter that little room, there should be another catwalk leading to a door. Go through the door to get to a hole, which will lead to a Morph Ball Maze. Now, before we go through the bottom of this maze to the other side, let's get the Energy Tank hidden here. As soon as you enter the maze, you should be right on a block made of Sandstone. This Sandstone will be able to withstand two blasts of Bombs. Standing on this block, do that Double Bomb Jump technique. (If you don't remember how, go back to where we were at the Vault in the walkthrough.) Once done correctly, you should be able to reach a higher ledge. Get on that to get to a dead-end with another rock. Double Bomb Jump up to another ledge, and at the end of that ledge should be a dead-end with another block. Double Bomb Jump one last time to grab the Energy Tank and fall straight to the bottom floor. Take the exit to the next room, and you should reach an elevator to Phendrana Drifts. Activate the conduit and use the elevator. You should now be at Phendrana Drifts. The hallway ahead should be blocked with ice. You can break it with a Missile, but if you want to conserve Missiles, (which would be pointless, considering you'll just gain the Missile back by beating an enemy) use a charged shot. Keep destroying the ice in your path until you get to Phendrana Shores. In front of you should be a Save Station, and you might need it, depending on how tough you think you are. After saving, we've got a couple of scans to accumulate. First, is the Crystallite. These are those scuttling bugs similar to the Grizby, except the shell is made of ice. Like the Grizby, it is vulnerable to concussion blasts. (Missiles) However, once you acquire the Plasma Beam, they will be destroyed in one hit. The next scan is the Flickerbat. Those are those bird-like creatures you see flying above you. They aren't really harmful in the Shores, because they are too high. Remember, I'm listing scans you have to get, so scan those two creatures. There's an obstacle at the end of some river that can be destroyed with a Missile. Behind it is something to scan, which actually unlocks the door above. Now, remember the entryway to the Save Station? Facing the shores while in that entry, there will be a bunch of ledges which create a stair-like obstacle. Climb up them, destroying the Crystallites on the way up, and head into the door at the top you just unlocked. In this tunnel, shoot the ice with a charged shot/Missile. There should be some Scatter Bombus here. Scan one. Like the Pulse Bombus, these electricity-emitting cousins cannot be destroyed with your current weapon. To pass through their energy waves, just Morph through an open spot. Through this tunnel should be the Ice Ruins East. As you move on, you'll notice blue creatures will pop out of the ground. These are Baby Sheegoths. Scan one. Their only weak spot is their back, so keep dashing side to side while locked onto 'em to shoot their backs. Their only attacks are: ice breath, ice projectile, and ram. You'll have to be careful with their ice breath manuever, as it'll freeze you if you're fully caught in it. It's only a short-range attack, though, so stray away from them. They'll use their ram move when you're too far. Just do a quick dash to avoid damage. After their shells are destroyed, a few more shots to their back will do them in. If you notice, it looks like the holes in their skin are filled with a blue-ish substance. Trust me, you'll be seeing a lot more of that stuff, only this time, it's not in those creatures. Anyway, you see the ruins? Climb up them, and basically go roof-hopping to the door at the end. In this tunnel are some Ice Burrowers. They're basically the same as the Burrowers, but instead they live in a cold (read: very cold) environment. Scan one, then shoot them when they pop out. As you progress through the tunnel, getting rid of those Ice Burrowers, you'll see small traces of that blue-ish substance. This stuff won't harm you now, since they're in very small traces. The door at the end will lead you into a high alcove in the Shores. There's another door to your left. Take it, and through the small open area filled with Pulse Bombus, and you'll reach Ice Ruins West. There are a couple more Baby Sheegoths here, but before you deal with them, enter the small ruins to your right. Past a Crystallite, is a Chozo Lore, which is probably the only Chozo Lore you'll find in this region. Anyway, scan it, then proceed back to where the Baby Sheegoths are, and destroy them. Around the ruins here, you'll find a door with a Blast Shield hidden in a little corridor. Head through the door to come to a tunnel full of Scatter Bombus, that leads to a LONG open area. There's a bridge below, drop down to it, then turn around. You should see a Chozo Lore. Scan it, then drop down to the floor at the end of the bridge. Fight the Baby Sheegoth with the small space you have, and once it's gone, find a snowy incline and climb up it. There should be a conduit. Scan it, and the platforms will line up. Proceed across them with out stopping, (otherwise you'll fall with the platform) and grab the item at the end. BOOST BALL!! After you collect it, a cutscene should show a lake which has been frozen into a half-pipe figure. Use the Speed Ball to get to the ledge above, and proceed out of here. As you exit, your auto-tracking device will search for more “half-pipe” configurations. It turns out, that there's one in particular, in the Tallon Overworld, in the room, “Tallon Canyon.” Yes, that means we'll have to go all the way back to where we first started this item hunt, in the Overworld. Just head out of the Ice Ruins West and back to the ledge overlooking the Shores. Walk towards the edge, and a cutscene will show Meta-Ridley flying right above Samus, heading towards the land above Magmoor Caverns, and disappearing in the horizon. Then the cutscene will end........well, at least we know he/it's on this planet, eh? Anyway, use the elevator to head back into the Magmoor Caverns, and retrace your path, backtracking all the way to the elevator to the Chozo Ruins, as we've got a few Missile Expansions to get there since we got the Boost Ball. You can save near the elevator if you want. (It's recommended that you do, though. I mean, we did a lot since the last time we saved.) Just head to the Chozo Ruins. Once you're there, read the next subsection. This one is done. ------------------------- Number of scans obtained: 11 Creatures: 10 Grizby Burrower Magmoor Puffer Triclops Crystallite Flickerbat Scatter Bombu Baby Sheegoth Ice Burrower Pirate Logs: 0 Chozo Lore: 1 Cipher The Turned Research: 0 Total scans obtained: 52 ------------------------- Total Missile Expansions obtained: 7 Total Energy Tanks obtained: 4 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 6 Total percentage: 17% ------------------------------------------------------------------------------- Space Jump Boots! Alright. Now, just take any route you wish, but you need to get back to the Main Plaza. (All paths will lead you there, except one which has a Spider Ball track.) Once you're there, use the half-pipe in the middle. Be sure to be on the center. You should be able to get on an alcove just below the bridge. The alcove will have a Missile Expansion. Now head to the Ruined Shrine. There are two (!) Missile Expansions to get in this room. First, use the half-pipe to get to a tunnel that contains a Missile Expansion. (If you encounter a Spider Ball track at the end of the tunnel, then you're on the wrong side.) There's also a Sandstone blockage to a Morph Ball hole here. Blow it open (it's obvious to see) and collect the Missile Expansion inside. Alright, we should be done collecting things here for now, so head to the elevator to the Tallon Overworld. Once there, make your way to Tallon Canyon. Use the half-pipe here to reach a high ledge. Past a bridge up here is a Sandstone blockage. Bomb your way through here until you reach a door that leads to a lush Gully. Even though this particular room is beautiful, I hate walking through it. It's because of the lush plant growth that I can't see those darn Zoomers. Anyway, through this short/lush passage, you will reach a ledge overloooking the Landing Site. (Notice the blue-ish substance on the wall of the Gully?) Don't drop down yet. There's a door further left. Just jump across small gaps when you come across them, and head to the door, which a large room contains the Space Jump Boots. (Why not call them High Jump Boots? They could've done it with the same height, except without the double jump. Well, the double jump is actually useful in crossing large gaps....oh well, maybe that is a reason they call them Space Jump Boots.) (Weird, there's even more of that blue-ish substance here, too...)Head back to your ship in the Landing Site and Save and restore everything in your stock. Now, before we leave to head BACK TO PHENDRANA DRIFTS, let's look around for a small Morph Ball tunnel that has a bunch of Tangle Weeds in it. There should be another Missile Expansion inside. Now, save if you want, and head back to Tallon Canyon. Now, before we go any further, notice the ledges surrounding the waterfall here? Climb up them, and you'll encounter a red Zoomer, called a Geemer. NOTE: You can acquire the Space Jump Boots as the first item you get through means of a glitch. However, I will not tell you how. Look in MonsterERB's topic in the Metroid Prime board with a title similar to “Space Jump Boots first: How to get them.” (If it's still there....) Scan it. The only way to destroy a Geemer is to shoot a Missile. It's carapace has grown really hard to prevent damage from Beam weapons. Follow the rest of the path to come to a door. There will be a large plant that is called a Bloodflower. that emits poisonous gas. Scan it, then proceed to shoot at one of the Sap Sacs above the plant. The Sap Sacs should explode, thus killing that plant. The door up ahead, past a pool of water, has a Blast Shield on it. Just do what you need to do to open it. Ah, the Root Cave. A tall, tower-like room full of roots that create bridges. At the top is a Plasma Beam door, so, use the bottom door. Just climb downward to the bottom. Or, if you risk getting stunned when you land, drop all the way down. A bunch of Beetles will pop out of the ground down here, but you can ignore them if you want. The door will lead to Transport Tunnel B. There's a bridge here, and a Missile Expansion is hidden beneath. Past this tunnel is an elevator, which will lead to another part of Magmoor Caverns. Scan the conduit and use the elevator. ------------------------- Number of scans obtained: 2 Creatures: 2 Geemer Bloodflower Pirate Logs: 0 Chozo Lore: 0 Research: 0 Total scans obtained: 54 ------------------------- Total Missile Expansions obtained: 12 Total Energy Tanks obtained: 4 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 7 Total percentage: 23% ------------------------------------------------------------------------------- Waving at the Wave Beam Alrighty. Now that we are in Magmoor Caverns, you have two places to go. Let's go to the right. There will be a Morph Ball corridor on the side of the wall. Proceed through it to get to the other side, avoiding the Magmoor. Once you get there, you can kill the Magmoor if you want. Head through the door and head into the main part of Fiery Shores. A Magmoor should pop out of the lava. Kill it, then destroy the boxes on your left. They block another Morph Ball passage. Go through the passage, Bomb Jumping and slowly moving across the catwalks, to get another Missile Expansion. Drop down to a ledge with a Triclops. Make sure he doesn't spit you into the lava. Just jump across the platforms, avoiding the Triclops, and head through the door. After the tunnel here, you should end up in the Monitor Station. What a fine shortcut there! If you notice, you came out of that door I told you to ignore before. Now from here, just head into Phendrana Drifts and into the Shores. Ok, proceed to climb up those “stairs”, but before you cross the gap using that pillar to reach the door, turn around and you'll see a platform. Space Jump to it, and find a similar platform lower from where you're at. If you've watched the demo playing at the Title Screen, then do the same thing. If you haven't, here's what you do. Use the R Button to look down at the platform, then hold the L Button to hold the position. (You can't move while holding the R Button, that's why you need to hold the L Button.) Seeing the platform is much better. Use that view to help you Space Jump to the platform. Once you make it, Space Jump to the ledge containing a huge Chozo Temple. Enter. There will be a Pulse Bombu here, and some ice blocking the hallway. You can't use a charged shot, because the Pulse Bombu will come right at you while you're charging. Use a Missile to break the ice. Go through the tunnel to officially enter the Chozo Temple. In the main hall, you'll see several platforms with Crystallites leading upwards, a Baby Sheegoth on the ground, and a Statue representing a Chozo holding the plane of existance on his hands. Climb up the platforms, getting rid of the Crystallites as you go. Eventually, you'll come to a bridge-like platform with Ice Parasites climbing all over it. Scan one of those Ice Parasites, and kill them, then Space Jump to the corridor ahead. Notice that you'll see several headshots of different Chozo made of rocks. The Chozo Statue in front of you has it's hands frozen, and there's a door blocked by a Chozo Gate. You can't break it at all, so scan it. I'll read what the scan says. “A statue depicting the bust of a Chozo Shaman adorns this door. A symbol is carved into it's forehead. The translation reads: 'To pass my gaze, seek my twin within this room.'” Hmm, “To pass my gaze, seek my twin within this room.” And it's a bust of a Chozo shaman....Alright. Scan each of those busts that I told you about while walking towards the Statue with it's hands frozen. Scan each of them until you encounter one that is a bust of another Chozo Shaman. You'll also see that “several fractures are detected on the forehead.” Shoot a Missile at the bust to open up a Morph Ball Slot. Use it, and the gate will unlock the door. Past the door is another Morph Ball maze. Now, in order to go through this, you have to get rid of the blocks that are below the blockage. There's a rock to lead you down to clear the path. Just keep doing this until you reach a door that leads to the icy Chapel of Elders. Head towards the power-up. Wait. What was that shaking? Ah, probably nothing. Just keep heading towards it....well, now it's gone. A couple of Baby Sheegoths have just appeared! Kill them and two more Baby Sheegoths will reveal themselves. Kill them, and an Adult Sheegoth will break through an ice wall with extreme force. Wow, quite a big character, isn't it? Scan it first, and you'll realise that the crystals on its back will absorb any shots you shoot at. The thing to do is, you have to wait until he does an attack. (You can make it faster by shooting the crystals, as he uses the stored power for his attacks.) After the attack is over, he will start hyperventilating, indicating Adults have poor stamina. While he is hyperventilating, shoot him in the head with Missiles. You can only shoot a few before he's back to normal again. Keep doing this, shooting his head with Missiles while he's hyperventilating, until he's dead, allowing you access to the Wave Beam. Note that the Adult might drop a pick-up, especially an Ultra Energy, so wait around until the Adult's carcass disappears. Now, you can switch to the Wave Beam by pressing right on the C-stick! You're going to use this a lot, so keep it equipped. Also, now you can destroy those Bombus! Just head back to the Shores and save at the Save Station. DISCOVERY* I found out how to make your Missiles able to rapid-fire! Just keep pressing the Y and A buttons simultaneously to fire Missiles faster than normal! This is great for those bosses that require Missiles to destroy, and that you want to finish the battle quick. (Example: Adult Sheegoth) But, in order for this to work, you have to be switched to the Power Beam. Also, if you run out of Missiles, just use bombs on his underside. ------------------------- Number of scans obtained: 1 Creatures: 1 Adult Sheegoth Pirate Logs: 0 Chozo Lore: 0 Research: 0 Total scans obtained: 55 ------------------------- Total Missile Expansions obtained: 13 Total Energy Tanks obtained: 4 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 8 Total percentage: 25% ------------------------------------------------------------------------------- Super Missile add-on Yes, unlike Super Metroid and Zero Mission, the Super Missiles aren't a different weapon. It's an add-on like Metroid Fusion, except you can still use Missiles. Anyway, look around in the Ice Ruins East or Ice Ruins West. We're looking for Ice Shriekbats. Once you find them, scan them, otherwise we won't be able to get them after we get the Thermal Visor. Anyway, once that's done, head into the Ice Ruins West. Here, do you remember the ruins that you got the Chozo Lore? Well, since you have the Space Jump Boots, you can start climbing up these small ruins from the inside. You should eventually reach a vantage point, overlooking part of the Ice Ruins West. Right in front of you is a stalactite, called a Stalactite. Scan it first, then shoot at it (with a Missile) where your lock-on shows you, and the stalactite should fall to the ground, providing a “stepping stool” to a higher place. Drop down and jump onto the fallen stalactite, and to your left should be an alcove, jump up to it. Now, just keep roof-hopping until you reach a purple door. These doors are Wave Beam doors. Use your Wave Beam to open them. Go through the tunnel, getting rid of the Scarabs and the Pulse Bombu, and you'll arrive at the Ruined Courtyard. Now, we need to do some work in order to progress. If you notice, you'll see a Spider Ball track which leads upwards, but we don't have the Spider Ball yet, so we'll have to do the hard work for now. You see the devices on both ends of the Courtyard? Those are Spinners. Scan one. Basically, Morph Ball into them, and repeatedly use the Boost Ball to activate them. Once you activate them both, the mouths of four statues will open (they're at the top of the Courtyard) and a Slot will light up. Head over to the Slot and place a Bomb in it to start filling the place with water. Cross the floating sheets of ice over to the over side, and roll down the tube with the Morph Ball and grab an Energy Tank. There's a hole to exit here. Fill up the room again, because the water will have drained. Once you do that, jump across the floating sheets of ice again, BUT, jump onto the wooden path surrounding the middle pillar. (Be careful of Flickerbats.) Now, start climbing to the top using your Space Jump. Now, there are three doors here. The one to your left is not powered yet, the one in front of you has an entrance to a Space Pirate base, and the one on the right leads to a Save Station. If you're thinking correctly, the Save Station should be your first priority. After you save, head into the Space Pirate base. Immediately after you enter, an Auto-Defense Turret will activate. Use a few Missiles to destroy it. All of a sudden, a Space Pirate will jump out of the shadows and attack you. This is a Shadow Pirate. Scan him before he gets too close to you. Proceed to destroy him, and head through to the next room. A cutscene should should you getting detected by a drone, the door behind you will lock, and a bunch of Space Pirates will come flying out of corridors. These are normal ones, so scan one. These ones fire at you, but in close range they can do melee attacks as well. Just keep hitting them with anything you've got to defeat them. After they're all gone, head into the door down here to get a map of the whole Phendrana Drifts, including the SP (Space Pirate) base. W00t!! There's a pathway to the upper floor in this room, (not the Map room) so head up. Also, be careful of the Defense Turret here, it'll knock you off if you're not careful. Just use Missiles on one whenever you find one. Head through the door at the top level. Through the tunnel, you should reach Research Lab Hydra, but there's a force field here. The nearby conduit should unlock the force field. Apparently, you came at just the wrong time, as there are Space Pirates in the Lab, so you must proceed to take them out. You'll have to search all floors to get rid of all the Space Pirates. You'll when you've got them all when the music changes back to normal. Once they're all gone, head back to the bottom floor of the Lab, and scan EVERYTHING. That includes scanning everything one every floor. Some of the scans are actually Space Pirate Logs, so scan them all. Once you're done scanning this Lab for info, you should have accumulated about 5 Space Pirate Logs. Alright, shoot at the door in the roof (at the top floor) and head on through. You'll be at an icy Observatory Access, with a bunch of Turrets guarding the entry. Proceed to destroy all three, then head into the Observatory, where you'll encounter a hoard of Space Pirates. -_- Kill them off, then head to the computers and start scanning. (Also, check the computers above and behind you once facing the computers on the ground. I'm not sure if there are any scans to accumulate on those elevated ones, but check anyway.) One of the computers should activate a Morph Ball Slot. You should also have gained 2 more Space Pirate Logs. (Boy, we're swimming in those, huh?) Anyway, use the Slot to activate another Slot, and use THAT one to turn on some Spinners. Use all four of the Spinners at the bottom of the contraption to finally activate the holographic simulation of the solar system where all the Metroid took place. Scan all the planets to grab some info, but only two scans will be added to your Research: Zebes, and Tallon IV. At the top of the Observatory is a Save Station. Save it, then grab the Super Missile add-on while heading towards the next room. (Or, you can grab the add-on before you save....) Alright! Now you can use the powerful Super Missile! To use it, Charge up a shot with your POWER Beam, (not your Wave Beam) and when it's fully charged, press the Y button. This is great for blowing up things made of Cordite. Note that this move uses 5 Missiles in order to work, so use them sparingly. Let's end this subsection. ------------------------- Number of scans obtained: 14 Creatures: 3 Shadow Pirate Space Pirate Ice Shriekbat Pirate Logs: 7 Mining Status Security Breaches Phazon Analysis Parasite Larva Glacial Wastes Contact Chozo Lore: 0 Research: 4 Spinner Zebes Tallon IV Stalactite Total scans obtained: 69 ------------------------- Total Missile Expansions obtained: 13 Total Energy Tanks obtained: 5 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 9 Total percentage: 27% ------------------------------------------------------------------------------- Thermal Visor Anyway, head through the door here, and keep goin' until you reach an elevator. This one will lead you to the Control Tower. As usual, you have to scan the conduit next to the elevator if you want to use it. At the top, at the Control Tower, you will be greeted to another small hoard of Space Pirates. Kill them all, then you'll be treated to a cutscene showing Flying Space Pirates. Scan one, then obliterate them. (Use Super Missiles.) After they're all gone, head forward, and use the elevator to reach Research Lab Aether. (Scan the consuit to activate it, of course.) Once you enter Lab Aether, you'll see a cutscene showing a Metroid in a tube. It doesn't seem too life-threatening when in the tube, but you'd better be careful with them once they're loose. Scan this Metroid, and it will break out of the tube! Hit it with Missiles as much as you can to destroy it. (No need to use Ice Beam, since you don't have it.) Now, apparently, a Space Pirate saw the fight you had with the Metroid, so he'll come busting through the window here to try to take you out. Heh, tough luck Spacey. Beat him to death with your Beams. Don't wasts any Missiles on him, he's too weak for them. Anyway, since he broke a window in this room, the rest of the Lab is accessible to you. There are some more Space Pirates here, so proceed to destroy them all. Once they're all gone, head back to that room where you encountered that Metroid, and scan everything. (Also, you could've one that before you scanned the Metroid...) There are a total of 2 Space Pirate Logs in this one room. By now, you should have 50% of your Log Book filled! Just halfway there to getting 100% scans! Alright. Drop down to the next floor. Scan the computers here, and you should be able to obtain another Pirate Log. Keep going down the catwalk, until you encounter another small catwalk above the one you're on. Jump up to it, and roll through the catwalk using the Morph Ball, and grab the Missile Expansion at the end. Head back to the catwalk you were on, and at the bottom, scan the two computers. (nothing will be added to your Log Book, though) Now, at the bottom floor, scan EVERYTHING, just like you did in Lab Hydra. Once all the scanning is done, you should've obtained around 2 more Pirate Logs. There's also an Energy Tank inside a stasis pod. Simply break the pod with a Missile and collect the prize. Alright. The rest should just be Metroids in stasis pods, so let's move on. Use the Wave Beam door in the floor around here to continue. You will encounter a couple of Ice Beetles here in this tunnel, so scan one before you take them out. I suggest you use a charged Wave Beam shot to take them out, because if you just fire at them, they'll burrow back into the ground, thus making it tougher than the normal Beetle. Anyway, once the two are gone, head into the door here to enter the Research Core. As soon as you enter, a Space Pirate will detect you, so destroy him. After that, two Flying Pirates will come up. You know what to do to them. (Super Missiles) Once you defeat them, this room should be free of Space Pirates. Now, scan the computer on this top floor to terminate the central tank control circuit connection. This is step one to unlocking the Thermal Visor. Proceed down the room using the pathways until you come to another computer. Scan this one to terminate the central tank auxiliary circuit connection. This is step two. Finally, scan a certain computer at the bottom floor to terminate the central tank main circ connection. Now, you can grab the Thermal Visor. You can now switch to the Thermal Visor by pressing down on the D-Pad! Now, the power to the whole base will shut off, meaning you'll be in complete darkness. O_O (In case you're wondering, there are no Pirate Logs to download in the Research Core.) Some Shadow Pirates will immediately start attacking you. You actually can't see these guys now, because the one that attacked you right when you entered this place had a dysfunctional cloaking device. Since you have the Thermal Visor, you can see these guys now. Proceed to destroy them, and get the hell out of there, because Metroids are starting to break free of their holding places. Once you get to the door at the top, you'll notice it won't open.....switch to your Thermal Visor. There should be an icon beside the door. This is a power conduit. In order to activate these, you'll first have to see them with your Thermal Visor, and to actually activate 'em, shoot at it with your Wave Beam. Now, in the tunnel ahead, some Sentry Drones should replace the Ice Beetles, so scan one, then kill these things with charged Wave Beam shots. Now, let's head back to the Hydra lab. At the top floor, there is a pod made of Cordite. Blast it with a Super Missile to unveil a Missile Expansion. Now, let's get the damn hell out of this base and head into the Save Station at the Ruined Courtyard. Whew! (remember, you have to wear your new visor so you can see the Shadow Pirates, and the way out.) End subsection. ------------------------- Number of scans obtained: 9 Creatures: 4 Flying Pirate Metroid Ice Beetle Sentry Drone Pirate Logs: 5 Meta Ridley Metroid Studies Phazon Infusion Metroid Forces Metroid Morphology Chozo Lore: 0 Research: 0 Total scans obtained: 78 ------------------------- Total Missile Expansions obtained: 15 Total Energy Tanks obtained: 6 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 10 Total percentage: 31% ------------------------------------------------------------------------------- Spider Ball This is, once again, one of the shortest subsections in this walkthrough, like the Thermal Visor. Anyway, since we saved in the Ruined Courtyard, let's head towards that door that wasn't powered. Now, remember what we did in the Research Core? We'll have to find a power conduit right next to the door. (Thermal Visor) Once you find it, you'll realise that it's blocked by Cordite. Shoot the blockage with a Super Missile, then activate the power conduit. (You'll need to always use the Wave Beam in order to activate a power conduit, remember that.) The door should be openable now. Just head through the Quarantine Access, going through wooden Morph Ball bridges over a bottomless pit....don't worry, there are boundaries on the bridge. Just keep going until you reach the Quarantine Access. You'll see a huge pile of big rocks in the center. A cutscene will occur, showing Samus walking towards the pile. All of a sudden, a rock will break out of the ground behind Samus, and she'll turn around to it. Now, the big pile of rocks will form into a huge rock monster, named Thardus, the subject of Project Titan. (If you read the Pirate Logs, you should know what I'm talking about...) ------------------------------------------------------------------------------- BOSS: Thardus This guy may be a little hard if you don't understand his battle pattern. However, once you figure it out, he'll be a piece of cake. Scan this guy first. Thardus only has a few attacks, and I'll explain each attack, and how to avoid it. First is, he summons rocks out of the ground, and throws them at you. Just shoot at the rocks to get rid of them. The rocks may also drop some pick-ups if you need any. His second attack is pounding the ground and creating a line of ice. Just dash to the side or double jump to avoid this. If you get frozen, press B multiple times to break free. If you get frozen while in Morph Ball mode, plant Bombs to escape. His third attack is morphing into a ball and rolling around. Since he always rolls after you first, morph into a ball yourself and use Boost Ball to escape. That's basically it for the attacks, now I shall explain how to damage him. If you turn on your Thermal Visor, you'll notice that a part of Thardus's body is lighted, indicating heat. Shoot at that appendage until the outer sealing breaks open, revealing Phazon core. Since Phazon Core is exposed, your Thermal Visor will overload, thus all you can see is gamma white. So, switch to your normal visor. Now that some Phazon core is exposed, shoot at it until it blows up. Notice that his health goes down a little bit: this sequence is how to damage him. He'll always use his third attack after you get rid of one of his appendages, so be prepared. Also, make sure you don't have Thermal Visor on when you're battling the rocks he summons, because explosions can also overload the Thermal Visor. Anyway, after you destroy three of his appendages, he'll realise that he needs to use strategy, so he starts summoning a blizzard, thus hindering your view. Luckily, your Thermal Visor will allow you to still see his weak spots, but you'll have to be dangerously close to Thardus when getting the exposed Phazon core. Anyway, continue through this until he has one appendage left, which seems to be his head. He'll get really mad now, and will start using his rolling attack more potently now. Luckily, the blizzard has ended at this time, so you can see even better than before. (really) Since he's really mad now, be prepared for a lot of dodging. Anyway, destroy his last appendage, and he will fall, almost right on top of Samus. ------------------------------------------------------------------------------- Thardus will break open, revealing a few Ultra Energys, Missile pick-ups, and the....dun, dun, dun.....SPIDER BALL!! Now, you see the Spider Ball tracks around here? Well, scan one first, then use it to head to an entrance to a Magmoor Transport. We are not going to exit back to the Ruined Courtyard. Use the elevator when you get there. We'll end this subsection, thus ending the Extreme Temperatures section. ------------------------- Number of scans obtained: 2 Creatures: 1 Thardus Pirate Logs: 0 Chozo Lore: 0 Research: 1 Spider Ball Track Total scans obtained: 80 ------------------------- Total Missile Expansions obtained: 15 Total Energy Tanks obtained: 6 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 11 Total percentage: 32% =============================================================================== Infiltrating the Mines This section will cover everything you need to get in every world, and exploring the dangerous Phazon Mines. So, let's get busy. (Note: I decided to add a little spice to the subsection names, so it's better to read without getting bored.) ------------------------------------------------------------------------------- Wave Buster add-on Once you arrive in Magmoor Caverns, you'll notice a Save Station is behind you. Might as well use it. Alright, head on through to the Magmoor Workstation, being careful of the flamethrowers on the ceiling of the preceding tunnel. As soon as you enter, a couple of Flying Pirates will assault you, take them out as before, and head into the bottom floor. Now, turn on your Thermal Visor. We'll need to search for thre power conduits, but they aren't covered by anything like Cordite or anything, so...do it. Once you do, a passageway filled with lava in the “lower floor” with Triclops will cool, allowing access. You'll also have a time limit to get there. So, find the way in the “lower floor”, and head through that path that opened. At the end, is a scannable computer. Scan it, and another path will open up, cooling the lava on that path as well. Go through that path to reach another computer. Scan that one to open yet another path, cooling the lava on that one as well. Head through that tunnel to finally grab a well-deserved Energy Tank. Now, head toward a door somewhere in the Workstation to head forward. (If you come to a tunnel with blockage, you're taking the wrong one.) You should come across a Puddle Spore, a large....creature...just scan it, and then shoot at it's....mouth to make it turn over so you can use it as a....platform....wierd creature. Anyway, keep going, through the GeoThermal Core using more of those Puddle Spores, 'til you get to the other side. The only thing I'll tell you now, is that in the following rooms, sometimes you'll have to lock-on and fire a Missile at a rock stalactite to make a path. Just keep going through, knocking down stalactites when you need to, going through rooms, until you come to a dead-end. There's a Spider Ball track hidden around here. Use it to cross the lava. At the elevator, use it to reach the Tallon Overworld, then once you get to Tallon Canyon, head to the Chozo Ruins elevator and use it. Once at the Ruins, head to the Main Plaza. *whew* Alright. In the Main Plaza, we have another Missile Expansion to grab. First, head up to the bridge. If you look to your right while facing the bridge, (while “up” there, get my drift?) you should see a ledge. Jump to that, then face the tree. Start shooting at it until you come to a point where your shots repel. Use a Super Missile on that spot to blow it open and reveal the Missile Expansion. You'll have to Space Jump to reach it. Now, head to the Ruined Shrine. Once there, use the half-pipe to reach a tunnel that leads to a Spider Ball track. Use it, then head all the way to the Tower of Light. In here, climb up the platforms until you can't climb anymore. Now, you see the cracks on the pillars? Fire three Missiles at each crack to break the pillars, and this will lower the Tower. Now, head up to the next platform quickly, because some Plated Puffers will appear and circle the platform you were on. These guys are different, in that they can't be destroyed with your Beam, so scan one. A Missile will still get rid of them, but it's best you save your Missiles for this job. Besides, they'll pop whenever you jump over them for some reason. Anyway, keep climbing until you can't climb anymore, then repeat the process. Watch out for the Oculus' though, they'll repel your Missile shots if you hit them. Scan one first. Just keep going with this process of lowering the tower, until you get to the Wave Buster. To use the Wave Buster, charge up a shot with your Wave Beam, then press Y. This will release a beam of energy at an enemy at the cost of 10 Missiles. If you hold the A Button, you can continue shooting the beam at the cost of 5 Missiles every second. Since this beam has an auto-tracking feature, you don't need to be locked-on to an enemy. Since this move is more costly than the Super Missiles, only use this for special occasions. ------------------------- Number of scans obtained: 3 Creatures: 3 Puddle Spore Plated Puffer Oculus Pirate Logs: 0 Chozo Lore: 0 Research: 0 Total scans obtained: 83 ------------------------- Total Missile Expansions obtained: 16 Total Energy Tanks obtained: 7 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 12 Total percentage: 35% ------------------------------------------------------------------------------- A very 'Ice Beam Now let's head over to the Ruined Fountain. Here, we're gonna get a Missile Expansion. Jump into the fountain, and Morph. When water spews out, you will be shot up to a Spider Ball Track. Use it to reach the Missile Expansion. Now, let's head over to the Watery Hall. Head all the way to the part of the room that you got the Charge Beam. There should be something blocking a Morph Ball hole. Bomb it, then head through to get to the Dynamo. A little to your right should be some blockage. Shoot a Missile at it to uncover a Missile Expansion. Now, look around here. You should find a Spider Ball track. Use that to grab another Missile Expansion. Now, let's head to back to the Gathering Hall. Head to the top entrance, and climb on on of those red things, then Space Jump to the ledge above. Bomb the grating here to reveal yet another Missile Expansion. Now, let's head to the Furnace. Once there, take the Spider Ball Track. Now, you'll be crossing disappearing bridges, so let's keep quick. Roll through across the bridge, and immediately plant a Bomb when you reach the end, you should be popped up in the nick of time. Cross the next disappearing bridge and go through the Morph Ball Tunnel until you officially reach the Furnace. Once you enter, if you look, you'll see an out-of-reach Spider Ball track with some Plated Parasites crawling on it. Scan one. Also, once you enter, some Beetles will pop up and attack you. Now, there's an Ice Beam door here, and we can't go through those yet, so let's find another Morph Ball hole. The one we're looking for has a Chozo Lore above it. Scan the Lore, then head in. After the LONG tunnel, you'll notice the music will have changed to a mystical, and somewhat scary track. Better tread lightly. You should end up in the Crossway, in which you'll see a path leading to an Ice Beam Door on your right, a half-pipe right in front of you, a ledge past the half-pipe, and a hallway on the ledge that leads to a Wave Beam Door. Use the half-pipe to reach the ledge, and once on it, look to your left. There should be three Chozo Lores for you to scan right there. Scan them all, then turn on your Thermal Visor. We're looking for something that is generating a lot of heat. If you think it's the right one, scan it. If it says that it is made of Cordite, then blast it with a Super Missile. This should reveal something to scan. Scan it, and a Spider Ball track and a Morph Ball Slot will reveal themelves, hih above the half-pipe. Now, if you haven't mastered the art of catching air in half-pipes, you should learn how to do so. Basically, charge up your Boost as you start heading downwards. When you touch the half-pipe, and you start to ascend, release, and you should be able to gain height. Do this to reach the Spider Ball track, and when you get below the Slot, plant a Bomb while still attached to the track, and you should pop up into the Slot. Use the slot, and another Spider Ball track and Slot will appear. Do the same thing as last time, and you should activate a slow-moving piston. Use your Morph Ball to squeeze into the tiny compartment, and the piston will act as a little “elevator”. Once at the top, roll through the tunnel to collect a Missile Expansion. Alright, head towards that Wave Beam door. Head through the tunnels until you come to the Hall of the Elders. Before you drop down, go through the Morph Ball hole up here. This will lead to a Missile Releoad Station. There's only like, two of these in the game, and they can be used infinitely, like the Save Station, so you can scan it either before or after you use it. Anyway, after you've done your business, (reload, scan) head into the Hall of the Elders and fall down to bottom level. The light in the room will fade to total darkness, the music will change to some type of battle music, and a Chozo Ghost will appear. These are a real pain in the butt, so scan it first. You'll notice that this enemy can't be defeated by any elemental force, so you can't use your Wave Beam, and, when you get them, Ice Beam and Plasma Beam. You can only damage them with your Power Beam, Missiles, or Super Missiles. Also, the ghost only appears for a little while to attack, then it disappears. Just beat this ghost and the room will get back to normal, except for the blue glow on the statue's hands. Now, you may be wondering, “Why are Chozo Ghosts attacking me? The Chozo have raised Samus, but yet they're attacking here....what gives?” Well, there's only one explanation. According to the Chozo Ghost scan, it says that due to exposure to Phazon, the ghost's actions have become erratic, thus, it doesn't have time to think who it's attacking. Another part of the explanation is that they stay in holy areas and attack anybody who enters. Yes, Phazon is so powerful that it will affect spirits....O_o Anyway, there's a Chozo Lore behind the statue, so scan it. Now, about the glowing on the statue's hands. If you Morph into a ball while on it's hands, it will start to move.....and it will throw you onto a track, you'll hit a bump, and go flying towards a Spider Ball Track. Follow it to a Slot, use it and three color-coded Slots will appear. Now, head to those three slots by jumping up platforms. Once you reach them, shoot at the purple Slot with your Wave Beam, then place a Bomb inside. The track (not the Spider Ball track) will change. Morph into the statue's hands again, and it will throw you to a track, but this time, you'll be shot up to a tunnel high above. The track will change back to normal, and the purple Slot will reset itself. Go through the tunnel to a door. Before you use it, scan the conduit, and the force field beihnd you will be gone, allowing access to the door by Space Jumping up from the path to the color-coded Slots. Head through the door. Past the tunnel is the Reflecting Pool. Now, when I first entered this room, I thought that someone was staring right at me.......it turns out it's just a statue. Darn darkness. Anyway, if you scan the statue, it'll say something to the affect that the lock underwater is stable. Well, ive in and find the lock. Once you do, Bomb it. This will drain all the water, and will reveal a half-pipe. Use it to get to the top floor. You might want to get rid of the Stone Toads here before you try it, though. Anyway, at the top, enter the Antechamber, (check the map) and you'll get the Ice Beam! Now, you can switch to the Ice Beam by pressing down on the C-stick! This beam can be used to freeze enemies in place. (obviously) This beam can also open those white doors you kept on seeing. Anyway, since you got this beam, head back to the Hall of the Elders. Now, you will probably fight a couple of Chozo Ghosts once you re-enter here. Just two Super Missiles should kill each ghost. Don't worry about ammo here, as you've got that Missile Refill Station! Anyway, once they're gone, climb back to the color-coded Slots, and shoot the white one with your Ice Beam, and plant a Bomb in the slot. The track will change once again, so Morph in the statue's hands, and he'll throw you to the track, and it'll drop you off into a hidden part of the room, and it contains an Energy Tank! Anyway, find a hole to get you back out, then head back to the Reflecting Pool and use the Save Station there. Once you use it, Morph Ball through the tunnel next to the Station to reach an elevator to Tallon Overworld East. ------------------------- Number of scans obtained: 8 Creatures: 2 Plated Parasite Chozo Ghost Pirate Logs: 0 Chozo Lore: 5 Cradle Worm Hatchling's Shell Infestation Hope Research: 1 Missile Station Total scans obtained: 91 ------------------------- Total Missile Expansions obtained: 21 Total Energy Tanks obtained: 8 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 13 Total percentage: 42% ------------------------------------------------------------------------------- Defying “Gravity” Alright. Now we're in Tallon Overworld. Go through the tunnel, and soon you'll come to some vines. Morph Ball through there, and quickly roll through the Venom Weeds, and grab a Missile Expansion along the way. Keep going until you get to a ledge overlooking the Frigate Crash Site. (Yep, the same Frigate you went through in the beginning.) A couple of Flying Pirates will appear, so freeze them with a charged Ice Beam shot, and once he's frozen, shoot a Missile at him to break him to smithereens. Do that with the other one, then dive ALL the way down to the pool of water, and safely landing on a bridge made of vines. (Don't worry, if you miss the bridge, you can just jump up to it. Follow the right junction, and you'll emerge out of the water, into the shore. Some Flying Pirates will spot you, but will mysteriously fly away.....if you look closely at the box they were plundering, you'll see Phazon oozing out of it....looks like they were taking some samples and left. Anyway, head into the Landing Site and use your ship to restore all of your energy and supplies, and to save your game. Now head all the way back to Phendrana Drifts. Most notably, the elevator close to the Magmoor Workstation. Once there, if you look behind you, you'll see a Spider Ball track. Climb up it and open the white door at the top. Keep going until you get to the Frozen Pike. (Notice the music changed....it's really cool...pardon the pun) Anyway, once there, check your map. You should see three other purple doors. Take the second one down. The next large room you should be at is the Frost Cave, after some pathways filled with Ice Beetles and those old Scarabs. There are two new enemies here. One is a Hunter Metroid, which is an adolescent Metroid mutated with Phazon, and the other is a Glider, a floating creature, capable of withstanding the energy of the Grapple Beam. A common “sport” that these creatures are featured in sees which person can stay hanging with the Grapple Beam for the longest time......well, that's what the scan says... Anyway, you can't kill Gliders, so kill the Hunter Metroid. (You remember, in the old games? Ice Beam and a Missile?) Once that Metroid is killed, look up at the ceiling. You'll see some stalactites. Shoot Missiles at them in the lock-on points, and they'll fall, allowing you to reach the Wave Beam door at the other end. Anyway, after a LONG Morph Ball tunnel, you'll finally reach Phendrana's Edge, where you'll be greeted by two Flying Pirates. Remember, since you have the Ice Beam, save your Missiles, you don't need to use Super Missiles anymore. Once they're both gone, drop into the water. You might fall on an underwater enemy, so don't jump if you do. Anyway, the underwater enemies down here are Jelzaps, weird fish split into halves, linked only by electrical impulses. They're only weak point is when they open up, shoot a charged Wave Beam at them when they open, and their electrical impulses will fail, thus splitting the fish apart, thus killing it. There are two of those down here. Once you've taken care of them/avoided them, head into the door down here. Head through the Scatter Bombu-filled tunnel, Morph Balling through the tight space at the end, to reach the Hunter Cave. Shoot Missiles at the three stalactites on the ceiling. Two will land in the water, creating island-like platforms, plus they'll crush the two Jelzaps that are there. Jump across the fallen stalactites, and reach the Wave Beam door at the end. You should arrive at the Gravity Chamber after the next tunnel. Since it's very hard to see in this mostly underwater room, turn on your Thermal Visor. Alas, you'll see tentacles reaching from the bottom. These are Aqua Reapers. These are similar to the Vine Reapers, just shoot at their tips to make them retract. Use the Thermal Visor to get around this room, and to spot another coin, head towards it once you see it. This is the Gravity Suit!!! Now, you can move freely underwater, as if you were on land, plus visor configurations allow you to see better underwater. The only ability this suit lacks, is the ability to stay in lava without taking damage. Ah well, at least you don't have to go through under-lava rooms in this game. Anyway, find your way out of the water, and head into the next door here. You'll eventually head back into the Hunter Cave, where some Flying Pirates lie in ambush. Kill them, then walk along the path up here to head to another new door. Past the door is a series of underwater tunnels. Past the tunnels, you should come to the Frozen Pike. As soon as you emerge out of the water, even more Flying Pirates will attack. Take them out, then climb all the way to the topmost door, and head back to the elevator. Use the elevator to head back to Magmoor Caverns. Save at the Save Station behind you, then head all the way to the Tallon Overworld elevator. From the Tallon Canyon, head back to the Frigate Crash Site, and dive into the water. (I know how all this backtracking gets to you, but please bear it, backtracking is exactly the thing that Metroid games do.) Now, before you get to the other side, there's a Missile Expansion in an alcove down here. Once you find it, start climbing rocks at the far end until you come to a small tunnel. In it, is a Morph Ball tunnel. Once past that, you should be at the other side. Head to the door here, and break the blocks. You should be able to go through now. Find your way to the next door, but its very hard to, so try moving around in Morph Ball mode. This way, you can see better, including that the Morph Ball sets off light. Anyway, once you got yourself to the next door, enter it to officially be in the Space Frigate. Nice music, huh? Sort of a murky type of track. Anyway, just drop down into the water here. Head through the tunnel down here to resurface. Morph Ball through the wreckage when you gt to it, and open the door to come to two Turrets. Destroy them, then look for a power conduit. (Remember, Thermal Visor, then Wave Beam the conduit) Once you've found it and activated it, you should be able to open the next door. Head through the tunnel, and you might come across some Tallon Crabs. Scan one of them before they all disappear, because if they do, you'll probably have lost your only chance to nab a scan. (I really haven't taken a second trip down to the Sunken Frigate, so I'm not really sure if those Tallon Crabs re-appear. Why don't you try it, after you scan them?) NOTE: The Tallon Crabs do come back, every time you enter the Sunken Frigate. So you can't miss this scan. Thanks to norman starzycki for letting me know. Anyway, if you're in these Crabs' way, you'll get hit, so, if you want to just let the Crabs go to where they need to go, then you can do it, just be sure to scan 'em first. Anyway, contrinue on either way. The next room should be the Reactor Core. Remember this room? This is where you fought the Parasite Queen. Nah, don't worry, Parasite Queens don't live underwater, so you can safely move around here. If I'm not mistaken though, there should be a few Aqua Pirates in this room. Scan one, then proceed to obliterate them. Now, turn on your Thermal Visor, as we've got four power conduits to find and activate. Once they're all activated, you can enter the next room. In this room, there's that same old Save Point here, the first one you've encountered in the whole game. Go ahead and use it. Now, you have to find two more power conduits in this room. (This one's fairly easy, each of them is beside the door you need to open.) Once you've got them, head into the next room, which is the Cargo Freight Lift to Deck Gamma. Now, if you'll see in the freight, there's an Energy Tank inside. Bust the blockage open with a Missile, then head in to collect it. Now, since the freight doesn't work, (obviously, we're underwater) we'll have to start climbing up using the debris, while finding three more power conduits to proceed. The first one is right on the freight. The second one is on the wall of this room if you look behind you while climbing. The third one is at the top, so start climbing. Oh, and be careful of the Aqua Reapers. Once you get close to the top, a Space Pirate will emerge out of a vent explosion, so he's dead. He'll slowly rise to the surface.....just keep moving. Anyway, once you've found all three conduits, you can head through the next door. Through this access, you should come to another familiar room, the Biohazard Containment. Beware as soon as you enter, as a Turret will activate. There's a power conduit hidden in the machine to your right, so activate it. Continue through, blasting those Turrets, until you get underwater. (Note: there's a power conduit really close to the spot where you get underwater.) There should be an Aqua Drone here, so scan it. Proceed to destroy it now. There should be one more power conduit here, so activate it. This'll allow you into the next room. BUT, before you do enter the next hallway, look for a scannable door in one of the holding cells. If it says it's made of Cordite, then blast it with a Super Missile to unveil a Missile Expansion. NOW, you can go through the next hallway to the next room, the Biotech Research Area 1. A few more Aqua Pirates should assault you. Stay on the platform you are on, and get rid of them. Now, once they're all gone, look to your left with Thermal Visor on to see a power conduit. There are also two more power conduits. Once they are all activated, you should be able to continue. Somewhere around here, depending on how fast your are, your auto-tracking device should come up, detecting foreign technology. (No, not the Frigate.) It'll also detect a transport to where that technology is at, and that's where we are heading. (And the transport isn't exactly in the Frigate, otherwise it would be plain weird.) Once you enter the next tall room, an explosion will occur, and another dead Space Pirate will slowly rise to the surface......ok, I had just about enough of that. Drop down, and scan the Aqua Sacs down here, and enter through the next door. There should be another Morph Ball tunnel here. Move along through it, and you'll come to a maze. Since this maze is underwater, you'll pop up MUCH higher with one Bomb. So, pop up to the ledge above, then drop down on the other side. Now, if you noticed, there's a shaft leading upwards. Let's go up that. First pop yourself with a Bomb. Now, study the jump. Determine how high you will go before you start descending. What you have to do now, is to plant a Bomb when you're a second close to descending. If done correctly, you should pop up again. Keep Bomb Jumping in this manner, until you reach the top, where an Energy Tank awaits. Now, you can head to the other side of the maze, and continue to the Great Tree Hall. Find your way to the surface, and you should encounter an Ice Beam door as soon as you emerge. Before you enter it, scan one of the Seedlings here. (They're the weird crawling creatures that spit out deadly seeds that home in on you.) Head through the door, and the music will change to a really weird track, as if it's forewarning you of the dangers ahead. Continue, blasting Seedlings. As you cross over a bridge, you'll see a large amount of blue Phazon below, with it crackling and shooting streams of electricity. Your suit will also say on the HUD, in red, “Intense Radiation Detected.” Keep going, and activate the elevator, and head down......to the dangerous Phazon Mines.... ------------------------- Number of scans obtained: 8 Creatures: 8 Hunter Metroid Glider Jelzap Aqua Reaper Tallon Crab Aqua Drone Aqua Pirate Aqua Sac Pirate Logs: 0 Chozo Lore: 0 Research: 0 Total scans obtained: 99 ------------------------- Total Missile Expansions obtained: 24 Total Energy Tanks obtained: 10 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 14 Total percentage: 48% ------------------------------------------------------------------------------- Someone set us up the Power Bomb! That is a joke of that famous game that had bad translation....I forget the name. Ask the message boards in GameFAQs what this reference means. Anyway, this section is actually the hardest part of the game, in that being, the Save Points are too darn far apart, and there are a lot of powerful Pirates and defenses. Also, fighting the enemies will require some skill, and there are a few fun puzzles, so let's get to work. NOTE* Like the Missile Launcher, I'm not listing the Power Bomb as an Expansion, it'll be listed in the “Suit upgrades” list. Just to let you know. However, any other Expansions you get will be listed. Head through the next tunnel, seeing even more Phazon, and you'll arrive at the Main Quarry.....this sure looks like it's above ground, to me. It's because the Mines are close to the Impact Crater, so the ground is a little low down here. Anyway, there's a Spider Ball track leading to a Save Point, so use it. You'll have to scan the conduit to get access to it. After you save, head back to the Quarry. You'll notice some Mega Turrets trying to fire at you. Scan one first, then destroy each with three Missiles. Now, find the stairs around here, and climb up them. Some Space Pirates up here will spot you, so kill them. Once you get to the top, look for a power conduit. Once you activate it, the crane controls will turn on. Head to the crane controls and scan the computer. You should be able to move the magnetic crane close to a Missile Expansion. Now, find the Spider Ball tracks around here, and use them to get to the end of the crane, where it is close to the Expansion. Drop down to that magnetic thing, then Bomb Jump to the Missile Expansion. (For some reason, you can't un-Morph while on the crane.) Once you've got that, head to where those two Mega Turrets were, and scan two conduits to unlock the force field, allowing access into the Mines. The next tunnel will have two Mega Turrets. Knock them out, and proceed to the Mine Security Station. Head further, and some Shadow Pirates will attack. Remember, you can see them with thermal imaging. Once they're all dead, continue on, ignoring the shield blocking the door. Soon, you should get to the top floor, where Wave Troopers will assault. Scan one. Now, the only way to beat these guys is to use the Wave Beam, but you can make it easier by using partially charged Wave Beam shots so that the electricity will keep them from moving. Get rid of all of them, then continue on to the next room. In the next tunnel, turn on your Thermal Visor. Now, use a charged shot on the barrier. A Shadow Pirate will appear as soon as you get rid of the barrier, so that's why I wanted you to turn on your Thermal Visor. Get rid of the next barrier in the same manner, and another Shadow Pirate will appear. Get rid of that one, then head into the next room: the Elite Research. There are a couple of Space Pirates here, proceed to kill them. Now, scan the computers. You should activate some platforms, plus get a Pirate Log. Climb the platforms, and a couple of Wave Troopers should spot you. Kill them, then head over to the computers they were at, and scan them. You should activate some more platforms. Climb up them to encounter a Power Trooper. Scan this one. These can only be killed with your Power Beam. These, to me, are the hardest Troopers, unless you use a Super Missile...*hint hint* Once he's gone, use the Spinner to point the Pulse Beam to the rock wall exactly opposite from where you are. Now, scan the computer to activate the Pulse Beam, which will break the rock wall and reveal a door. (If you can't figure out how to escape the Spinner, just plant a Bomb.) Now, before you enter, use the Spinner to point the Pulse Beam exactly left of where you are. Scan the computer to fire it again, and you should reveal a Missile Expansion. (You should here a sound effect if you got the right one.) You should have about 50% items now! Now, head into the door that was revealed. Past the next tunnel is the Ore Processing. A couple of Power Troopers should appear. Kill both, then head to the machine with the holo-replica of the Spider Ball tracks on the tower. Place one Bomb in the slot to line up the blue Spider Ball track. Take the blue one to get to the second floor with the second machine. Place two Bombs in the Slot, then head back to the bottom machine, and place three Bombs in it to line up the red Spider Ball track. Use the red track, and head through the door at the end of the track. You might be assaulted by a Wave Trooper. If so, proceed to kill him. Past the tunnel filled with Scatter Bombus, is an elevator to Level Two of the Mines. Take in the view of the Impact Crater as you descend. There are some boxes in the small nook that the next door is in, but stay away from them when you fire at them, because they will explode. Anyway, these boxes will contain Missile or Energy pick-ups, whichever the game decides you need worse. Anyway, in this tunnel, find the explosive box on the ledge. Shoot at it once you find it, and it will blow open, revealing a Missile Expansion and killing two Space Pirates hiding in the ducts. Grab the Missile Expansion, and head to the next room, the Elite Control. As soon as you enter, a cutscene will occur, showing an Elite Pirate waking up from his stasis pod, and smashing it open. Thus, you'll have to fight it. Scan it first. Two Super Missile shots to the head should kill him. Beware when his hand glows: he absorbs shots when he does that. The best time to hit him is when he's about to shoot Missiles or create a shockwave. When he dies, he should blow up, (eww) thus deactivating the force field to proceed. (O_o) Anyway, once this happens, some Ice Troopers will notice, so start taking them all out. Scan one first, of course. The best way to kill these guys is to fire a fully charged Ice Beam shot to freeze them, then shoot them with a Missile. Once they're all gone, (Use the background music as a reference. If it changes back to normal, you've got them all.) scan the computers on the bottom level. You should gain two more Pirate Logs. Close to the stairs to the next floor are a bunch of other computers. You should gain another Pirate Log. Head up to the top floor, (there are no Pirate Logs on the second floor) and scan the computers there. You should be able to gain 5 (!!) more Pirate Logs, plus you'll deactivate the Force field here. Once you've collected them all, proceed through the next door to the Ventilation Shaft. As soon as you enter, toxic gas and some Puffers will fill the room. Get to the other end quickly. Now, the next room is filled with Wave and Power Troopers. If you're low on health, then stand as close as you can to the main part of the Ventilation Shaft without getting hurt, (watch your Danger Meter) and start killing some Puffers. They will drop Energy and Missile pick-ups, so just charge your Beam to reel them in. Keep doing this until you're filled up, then head to the next room. Ignore the computers when you enter: they contain no Pirate Logs. Immediately, a couple of Wave Troopers will drop in and attack. Kill them, then look down from where the platform is. You should see a couple of Power Troopers. Kill them, then drop down to where they were. Open the force field just in case you want to get out. Down here, scan the computers. You should gain yet another Pirate Log. Anyway, head through the door down here, stroll through the tunnel, and arrive at the Central Dynamo. Head to the central machine, and a Sentry Drone will activate. This one has a cloaking device, thus you can't scan it. Just shoot at it until it's dead. Wavebuster is the best weapon for dealing with this nuisance. (It's guns give away where it is. Also, you can't lock-on to it.) Once it's dead, the “lower floor” of the room will unlock, and a maze of electricity beams will appear. Just head through this slowly to get to the center. (There are no Triclops.) There are some electricity beams that will shut on and off, plus, whenever you get to a puddle of water, place a Bomb in it to splatter the water, thus short-circuiting some electricity beams to allow you through. Head to the center to grab the Power Bombs! When in Morph Ball mode, press Y to set a Power Bomb. The blast is strong enough to break Bendezium-made structures. Now, head into the un-blocked Ice Beam door here to get to a Save Station. Oh man, I bet you needed one of those! We'll end this subsection now. ------------------------- Number of scans obtained: 15 Creatures: 5 Mega Turret Wave Trooper Power Trooper Ice Trooper Elite Pirate Pirate Logs: 10 Elite Pirates Metroid Prime Hunter Weapons Prime Breach Chozo Ghosts Chozo Studies Chozo Artifacts Prime Mutations Omega Pirate Chozo Lore: 0 Research: 0 Total scans obtained: 114 ------------------------- Total Missile Expansions obtained: 27 Total Energy Tanks obtained: 10 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 15 Total percentage: 52% ------------------------------------------------------------------------------- Grappling for joy Alright. About now, whenever you come across enemies, they will drop new pick-ups. These are basically yellow glowing....um....balls... Just...when you see it, scan it. Anyway, let's head back to the Omega Research. Once you enter, an Elite Pirate, free of his stasis pod, will smash the force field, disabling it. Just hit him with two Super Missiles to the head. Get back to the top level using the pathway past that now-gone force field, and jump across the gap with the platform hovering above. There's a door blocked by Bendezium rocks. Power Bomb it, then enter the door to get a full map of the Mines. Now, head back to the Ventilation Shaft, and Power Bomb the Bendezium grating to break it, revealing a computer to stop the gas, and revealing an Energy Tank. Now, head back to the Ore Processing. There's a third machine to your right, so Space Jump to it and Power Bomb the Bendezium. Now, plant two Bombs in this machine, then drop down to the second one, where you will plant three Bombs, then drop down to the bottom one and plant one Bomb. This should line up the yellow Spider Ball track. Climb up it, and if successful, you should reach the top floor, with a door, leading to the Grapple Beam. This is The. Shortest. Subsection. Ever. The door on the other side will lead back to the Main Quarry, use a Grapple Point to get to it. Scan the Grapple Point first. Take the door to head back to the Main Quarry. Now, from here, after you kill the Space Pirates, head into the Security Access A. The wall to your left when you enter is made of Bendezium. Power Bomb it to reveal another Missile Expansion. Now, exit the Phazon Mines....but we'll be back. NOTE: The Japanese seem to always get better things, screwing us Americans off. The JPN version of this game has a better, more original Grapple Beam acquirement cutscene. If you want to see the differences between the two cutscenes, head to www.metroid2002.com for videos. ------------------------- Number of scans obtained: 2 Creatures: 0 Pirate Logs: 0 Chozo Lore: 0 Research: 2* Power Bomb Ammo Grapple Point Total scans obtained: 116 * means that all scans of that section in the Log Book have been obtained ------------------------- Total Missile Expansions obtained: 28 Total Energy Tanks obtained: 11 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 16 Total percentage: 55% ------------------------------------------------------------------------------- THE X-RAY VISORZ! THEY DO NOTHING!!! If you don't watch the Simpsons, then you won't get this joke of a joke making fun of Arnold Schwarznegger. *gasps for air* Anyway, head back to the Great Tree Hall and start climbing. Somewhat at the top, you'll see a tower with a Spider Ball track spiraling around it. Head to the top somehow, and head to the Life Grove Access, which is really just a Morph Ball maze. You'll actually notice a point in the maze where it is shaped like a full circle. Using the Boost Ball, get to the top of the maze. Bomb around the top to uncover a Missile Expansion. Continue to the Life Grove, where you can grab the X-Ray Visor. ....Since that was short, I'll continue this subsection until we get a few expansions. Anyway, to exit, place a Power Bomb once right smack in the middle of the room to uncover the WHOLE Life Grove. Proceed to climb up and out of here, and some Chozo Ghosts will appear. Take them all out to lunch, then proceed to exterminate them. (o_o......j/k about the lunch part) Once they're all gone, head out of the Life Grove by heading through the exit that the cutscene showed you, then head to the Chozo Ruins. Alright, from here, (you should be at the Reflecting Pool) head over to the Furnace. Once there, kill the Chozo Ghosts, then look for the part of the ground that is really cracked. Power Bomb that floor section. This should open up a half-pipe. Use it to reach the elevated Spider Ball track. Head through the maze of Spider Ball tracks to get to a Missile Expansion at the end. Now, head to the Watery Hall, then jump in the water. (which is free of toxins now since you beat Flaaghra) Once you're at a deep end of the water, find a tunnel. This tunnel should lead to another Missile Expansion. I also forgot to tell you: now that you have the Ice Beam and everything, Chozo Ghosts will start to appear in most of the rooms instead of the Hall of the Elders. The reason I pointed this out is because someone on the message boards was wondering if this was supposed to happen. So, anybody else wondering that and reading this will be informed... Anyway, once you got that Expansion, head to the Ruined Fountain. Once there, head into the door that we haven't gone through yet. Head through the tunnels until you get to the Magma Pool. Grapple across, then plant a Power Bomb once on the other side. The wall in front of you should break and reveal a Chozo Lore, and a Power Bomb Expansion. Get both, then head through the door. In the following hallway, head to the next door, but don't open it. Instead, Morph into a ball, and roll through the plant with red leaves. The red leaves hide a tunnel, which contains a Missile Expansion. Once it's grabbed, continue into the Training Chamber, where two Chozo Ghosts will appear. Once you get rid of them, the mouths of the statues on both sides of the half pipe will blow open, revealing Morph Ball Slots. The Slot on the left will reveal the exit, the one on the right will lower a piston. So, activate 'em, left to right, then head into the piston quickly, as you've got a time limit once it's lowered. The piston will take you up to a Spider Ball track. Use it to get to a tunnel, which in turn will get you to a small room with “windows” overlooking the Chamber. This room holds an Energy Tank. Now, head towards the exit, moving through the maze with the pistons, and emerge at another balcony overlooking the Main Plaza. Before you drop down, though, use the Grapple Point up here to swing yourself to a Missile Expansion. We should be pretty much done here....for now. Head to the Magmoor Caverns from here, and I'll end this subsection. ------------------------- Number of scans obtained: 1 Creatures: 0 Pirate Logs: 0 Chozo Lore: 1 Newborn Research: 0* Total scans obtained: 117 ------------------------- Total Missile Expansions obtained: 33 Total Energy Tanks obtained: 12 Total Power Bomb Expansions obtained: 1 Total Suit upgrades obtained: 17 Total percentage: 63% ------------------------------------------------------------------------------- Ice Spreader add-on Alright, head to the Shore Tunnel, but while we're on the way, let's make a stop in the Triclops Pit. (I'm assuming you took the elevator that has the three doors around it in Chozo Ruins.) Anyway, kill the Flying Pirates so they won't be a nuisance to you while you're doing this. Alright, from the platform you are standing on, stand on the boxes at the edge, and turn on your X-Ray Visor. You should see an invisible platform. Space Jump onto it, then carefully jumping across platforms until you get to what seems like a Missile Expansion. If you turn off your Visor, you'll see that it's a pillar. Shoot a Missile at it to really reveal the Expansion, making it grabbable, so grab it. Alright, now you can head into the Shore Tunnel once there, scan the tunnel to find it is made of Bendezium. Place a Power Bomb to open it open. Head under the tunnel to get the Ice Spreader. Now, when you press the Y Button while your Ice Beam is fully charged, you'll shoot a blast of ice, which, when it hits, leaves a huge sheet of ice, freezing any foes that get caught in the ice. This attack uses up 10 Missiles, so use this sparingly. Well, since there really isn't a way to lengthen this subsection