------------------------------------------- Metroid Prime 3: Corruption FAQ/Walkthrough Author: Brian Lundin (Paltheos@gmail.com) Date: January 9, 2008 Version 0.8 ------------------------------------------- o============================================================================o | Table of Contents | o============================================================================o Quick Find: In order to arrive at exactly where you want to go as quickly as possible, please copy the four character string in brackets on the right associated with the desired section, press "Ctrl + F", paste that string in the search bar, and press enter. Poof! You're there. 1. Introduction.........................................................[1INT] 2. Controls.............................................................[2CON] 3. Walkthrough..........................................................[3WAL] I. New Prime, New Feel..............................................[3010] II. Dashing Back to the Gunship......................................[3020] Boss Battle - Berserker Lord.................................[302A] III. Restoring the Generators.........................................[3030] IV. The Return of Samus' Archnemesis.................................[3040] Boss Battle - Meta Ridley....................................[304A] V. Corruption and the Mission to Bryyo..............................[3050] VI. Rundas and the Eastern Energy Signature..........................[3060] Boss Battle - Rundas.........................................[306A] VII. In Search of More Firepower......................................[3070] VIII. Destroying the Generators........................................[3080] Boss Battle - Korakk Beast...................................[308A] IX. Bryyo's Leviathan Seed...........................................[3090] Boss Battle - Mogenar........................................[309A] X. The Mission to Elysia............................................[3100] Boss Battle - Steamlord......................................[310A] Boss Battle - Defense Drone..................................[310B] XI. The Traitor and Reconnecting the AU to the Network...............[3110] Boss Battle - Ghor...........................................[311A] XII. Chozo Technology on Bryyo........................................[3120] XIII. In Search of More Carrying Power.................................[3130] XIV. Building a Nuclear Bomb..........................................[3140] XV. Dropping the Bomb and Elysia's Leviathan Seed....................[3150] Boss Battle - Helios.........................................[315A] XVI. The Mission to the Pirate Homeworld..............................[3160] XVII. Meeting up with the GF Trooper...................................[3170] Boss Battle - Gandrayda......................................[317A] XVIII. Chozo Technology on Elysia.......................................[3180] XIX. Acquiring Protection from the Acid Rain..........................[3190] Boss Battle - Metroid Hatcher................................[319A] XX. Getting Past the Acid Rain and the Trip to the Mines.............[3200] XXI. The Investigation of the G.F.S. Valhalla.........................[3210] XXII. Disabling the Defense System and the Race to the Seed............[3220] Boss Battle - Pirate Commander...............................[322A] XXIII. The Pirate Homeworld's Leviathan Seed............................[3230] Boss Battle - Omega Ridley...................................[323A] XXIV. Opening the Wormhole and Last Stops..............................[3240] 4. Version History......................................................[4VER] 5. Legal Information....................................................[5LEG] 6. Credits..............................................................[6CRE] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Introduction [1INT] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= While a large portion of this game's audience is probably well-versed (or at least sufficiently-versed) in knowledge of the Metroid universe, a release like Corruption is likely to garner an even wider audience. As such, it would be nice if newbies knew at least a little about the story before being randomly shuffled into the game, but sadly not even the instruction manual is helpful in these regards, so I'm here to bring forward a brief overview of the Prime series and the general Metroid franchise... soon. The gameplay walkthrough is a higher priority, but who knows? Maybe I'll put something together sooner than planned. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Controls [2CON] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----- Samus ----- Wiimote ------- Wiimote Tip Motion : Moves crosshairs about the screen. Enables Samus to change direction while staying in place. A : Fire Power Beam. Holding A charges a single Power Beam blast, and releasing A fires that blast. Changes visor to Combat Visor when Scan Visor is enabled. Interacts with certain objects. B : Jump. Pressing B a second time enables a Space Jump (mid-air jump). If locked on to an enemy, tilting the analog stick in a direction and quickly tapping (NOT a full press) the jump button yields a quick "Dash Jump" to that side. Down (Directional pad) : Fire missles. Pressing down when locked-on fires a homing missile. (only applies after acquiring Missile Launcher) Holding down and aiming allows you to mark multiple targets and/or mark the same target multiple times for up to five missile strikes. (only applies after acquiring Seeker Missiles) - : Brings up visor select in real time. Center activates Combat Visor; upward section activates Scan Visor; lower-right section activates Command Visor. Does not pause the game. + : Press and hold to enter Hyper Mode. Hyper Mode continues until all of allot health is consumed, it is deactivated by pressing + again, or 25 seconds have passed since activation. (only applies after acquiring PED Suit) 1 : Brings up the Map and Log Book screen. Pauses the game. 2 : Gives a hint. Other Wiimote Motions: Toward the screen, away from the screen, and spins while interacting with certain objects may perform key tasks. Nunchuk ------- Analog Stick: Move Samus. Turns Samus when she's latched onto a grapple swing point. Inserts or syphons energy when she's latched onto a grapple voltage point. C : Transform into/Revert from Morph Ball mode. Z : Lock on to Enemy/Target/Grapple Point. (the last only applies after acquiring Grapple Lasso) When grapple point is a grapple swing point, holding Z initiates the swing (only applies after acquiring Grapple Swing. When scan visor is enabled, initiates scan. When command visor is enabled, initiates ship command. (only applies after Command Visor is unlocked) Nunchuk Motion: When locked onto a target that can be grappled, thrusting the nunchuk forward will shoot forward the grapple lasso. Once the lasso turns yellow, pulling the nunchuk back removes the obstacle (Note: If the lasso is blue, the object cannot yet be removed; only applies after acquiring Grapple Lasso). ---------- Morph Ball ---------- Analog Stick (Nunchuk): Move Samus. A (Wiimote): Lay a Morph Ball Bomb. If Samus is in the same location as the bomb at the time of its detonation, she will be propelled upwards. It's possible to chain multiple "Bomb Jumps" in order to reach higher heights via careful timing of the bombs. Holding A uses hyper ball when in hyper mode (only applies after acquiring Hyper Ball). B (Wiimote): Holding B builds up a Boost. Releasing B releases that pent up energy in the form of a speed boost (only applies after acquiring Boost Ball). Z (Nunchuk): Attaches Samus to magnetic rails (only applies after acquiring Spider Ball) Quick Upward Jerk of Wiimote: Jump/Spring Ball. ---------------- Gunship (inside) ---------------- Center ------ Lower panel: Move to destinations and map select. Upper panel: Transmit data and communicate via radio. Left ---- Green panel: Manual thrusters (in flight only). Left orange button: Access miscellaneous game data. Right orange button: Activates gunship's weapon systems. Right ----- Left orange button: Extends a blast shield around the cockpit. Right orange button: Tool used to measure the level of corruption in Samus. Align the two icons on-screen for an extended period to complete the bioscan and give you the % of corruption. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Walkthrough [3WAL] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Start a new game, select a Mii (it doesn't really matter), and open your new file. Before you start playing though, I advise going to Options, then Options, and changing Sensitivity to Advanced (I also advise keeping the Lock-On/Free-Aim control scheme when prompted). Now start the game and choose your difficulty. This walkthrough assumes you've chosen Normal, so choose Veteran at your own risk. =================== New Prime, New Feel [3010] =================== Samus' Gunship -------------- As soon as you wake up from cryostasis, you gain control of Samus' gunship. There are allot of buttons in here, so you may feel intimidated your first time. Don't sweat it; you can't even use most of them at the moment. For now, simply press the lower display in the center, and your course will be altered so that you rendevous with the Federtation fleet. As soon as they prompt you to transmit your identification signal, press the upper circular display in the center, and four blue symbols will pop up. Starting from left to right, press the identical green symbols until you complete the code. Once you're cleared, spin Samus to the left and press the lower, green display. A stick for thruster control juts out of the cockpit. Interacting with it and pushing the Wiimote toward the screen ignites your thrusters, and you fly off to the Olympus. ======= Olympus ======= Docking Bay 5 ------------- Finally, you have full control of Samus. If you're not already familiar with the controls, then I advise looking at the Controls section and checking out "Samus" and "Morph Ball". Note that the control listing is cumulative, so you may not have access to everything there just yet. If it's too much trouble to memorize them so quickly, you can take your time too. The game walks you through this stage to familiarize you with the controls, and you can always experiment too. Just bear in mind that there's a couple things the game doesn't cover as well as some stuff which isn't so obvious. Another important note: From this point onward, whenever there are new logbook scans (that is, things you can scan with your Scan Visor and gain new entries in your logbook, which isn't necessarily true for all scannable objects) in a room, I'll place the name of the scan in brackets and give a brief description of its location and any other tidbits of knowledge you'll need to get the scan. [Hunter-class Gunship] - Samus' gunship. [Galatic Federation Crate] - Small cubic crates beyond the bridge on the left. [Heavy Galactic Federation Crate] - Large cubic crates beyond the bridge on the left. [Morphology: Federation Marine] - Either soldier at the other end of the bridge. [Morphology: Fleet Mechanic] - Standing by the crates on the left past the bridge. [Mechanoid - Training Droid] - The two small objects jutting out of the ground on the right beyond the bridge. [Device - Landing Beacon] - Beneath and behind Samus' gunship. [Mechanism - Halberd-Class Turret] - Above the door opposite Samus' gunship (and ahead of the bridge you cross over). [Galactic Federation Door] - The door you use to exit the room. When you try to cross the bridge, four targets appear to orient you with locking-on, aiming, and shooting. Destroy the targets and speak with the marines, who will tell you to meet with Admiral Dane. Pass through the blue door on the right. Docking Bay Access ------------------ [Morphology: Male Fleet Trooper] - Either two people on the left or the one on the right. [Morphology: Female Fleet Trooper] - The lone, moving NPC on the left. Look at the two consoles on the right, now up. Lock-on and destroy the two red markers. Two ramps drop down. Climb up one and go through the blue door. Docking Bay 4 ------------- [Blast Shield] - On the locked door near the console (must scan before unlocking the door). Go to the left side of pillar in this room and interact with it. Press the center panel for your access code. Write down/remember the number it gives you. Now go to the console near the door behind you and insert that same number to open the door. Security Station ---------------- [Hunter Ghor] - Beyond the containment door (scan ASAP, as he eventually leaves the room). [Lore - Olympus-Class Battleship] - After leaving the ID/biohazard check chamber, it's the console on the right wall next to the door. Approach the force field in front of you. See the lever on the left? Pull it out, twist it counter-clockwise, and then push it back in to access the containment area. After the ID check, a console will appear on the right side of the room. Interact with it for a biohazard check. Another lever will appear to the left of the exit of the containment area. Push, twist, and pull to get out. Security Access --------------- Run straight through this room. Command Lift A -------------- Use the hand scanner on the right to turn on the elevator and then ride it up. Flag Bridge Access ------------------ You can't access the left door, so take the right exit instead. Flag Bridge ----------- Leave the corridor to reach the main foyer of the Olympus' bridge. Then climb up either ramp on the side of the room. The briefing room is actually to the left, but the guard won't let you pass for now. Since the center door is locked, take the right door. Lift Access ----------- [Save Station] - The glowing blue floor where you save. A blast door prevents entry into the room at the opposite end of the corridor, so you have to go right instead. Use your Charge Shot to destroy the crates blocking the door. Save and then head right back to the Flag Bridge. Flag Bridge ----------- Talk to the guard and he moves aside so you can pass. Meeting Access -------------- Pass straight through to Admiral Dane's Ready Room. Ready Room ---------- As soon as you enter, a cutscene will trigger, during which Admiral Dane briefs you and the other hunters. Mid-way into the meeting however, a a sharp rumble interrupts the meeting. It's a space pirate attack. Admiral Dane orders you and the other hunters to get down to the planet immediately to carry out your mission, so let's get backtracking. =========================== Dashing Back to the Gunship [3020] =========================== Meeting Access -------------- The lights go out, but you're still safe to pass through. Flag Bridge ----------- [Morphology: Fleet Admiral Dane] - Standing right in front of you after the cutscene. After the cutscene of a Federation warship getting owned, continue backtracking. Flag Bridge Access ------------------ [Morphology: Pirate Militia] - Standing right in front of you after the cutscene Moments after you enter the room, the walls ahead explode. It's space pirates! These guys are pretty weak though, so you should take them out with minimal trouble. Unfortunately, the door you took to get in is blocked off by a bulkhead, so take that door you couldn't access before. Port Observation Deck --------------------- [Vehicle: Space Pirate Boarding Pod] - Jutting out of the ship at the end of the room, although much of it is inside as well. As soon as you enter, you'll see a Federation soldier running out of sight. Pursue him as fast as possible, because a few more pirates burst through the Olympus' hull on a boarding pod. Take them out with a pair of charged shots before they have an opportunity to kill the marines. Then pass through the blue door. Xenoresearch Lab ---------------- [Mechanoid: Crawltank] - In your path on the floor. Crawltanks are easy enough to take out. Hide behind the wall to avoid their weapon fire and attack when they've stopped. Rinse and repeat. Once they're gone, take the door at the end of the passage. Lab Access ---------- After you enter, you get to witness a dogfight between Federation troopers and pirate militia. Unfortunately for the feds, moments after they conquer their foes, a ship crashes into this corridor and pulls them out into the vacuum of space. Ouch. More to the point, a bulkhead now blocks your path, so turn back. Xenoresearch Lab ---------------- [Morphology: Armored Pirate Militia] - The bulkiest of the three initial pirates that attack; be sure to scan before destroying his armor. [Morphology: Crawlmine] - Numerous approach you after you restore power. Disaster strikes again! The opposite wall on the lower level explodes, and two armored pirate militia and one pirate militia burst through only to steal the power cell charging the room (and by extension locking the doors) and attack. Simply trying to retrieve the energy cell from the first pirate won't work (plus, why wouldn't you kill them all?). The one holding the cell will run will the other(s) take potshots at you, and even if you do destroy the holder, the space pirates use the Force to yank the cell over to them. Therefore, you need to kill all the pirates. Take out the weaker trooper however you like, but use charged shots to destroy the armor on the armored troopers. After you've taken out the pirates, pick up the energy cell they drop and approach the pillar in the center of the room. Interact, push, and clockwise twist does the job. Right after you restore power, there's another ambush, by a giant horde of Crawlmines. They infinite spawn too, but there's no way out at the moment, so transform into Morph Ball and start laying bombs near their frontlines to keep them at bay. As soon as you hear the sound of metal grating forcefully coming off, search for red lights shining from open floor squares. Roll to either one and down the pit into a circular shaft. Go in either direction until you see a break in the circle, and head straight down the narrow path into a ventilation shaft. Ventilation Shaft ----------------- Continue rolling through until you hit a fan. Lay a Morph Ball Bomb to clear the way and continue rolling downwards until you reach a glass wall, beyond which is an Energy Tank. Energy Tanks increase Samus' total life points by 100, so blow that wall up and claim your prize. --- Energy Tank acquired! --- (max health to 1 extra tank) Lay a bomb to jump up to the next ledge at the end of the shaft and continue on into a booster. Disposal Chamber ---------------- [Device: Bomb Slot] The Morph Ball device is locked, so revert to humanoid form and scan the console at the opposite end of the room to unlock it. This device is a Bomb Slot, and, as the scan implies, using it is as simple as transforming into a Morph Ball, bomb jumping up and into the slot, and laying another bomb to activate the device. Do so, and the air lock opens, propelling Samus into space, but Samus finds a maintenance door outside and re-enters the Olympus. Repair Bay A ------------ Open the door to Repair Bay A's main chamber to witness another set of dogfights. This one locks you in (again) but now the console is blocked by debris, and neither charged shot nor Morph Ball Bombs destroy them. Looks like we'll need to find another way. Start out by eliminating the Pirate Militia on the ground floor. Then approach the obstructed console and turn around to see a ramp. Climb up the ramp and jump across the platforms along the wall, all the while killing the crawltanks and Pirate Militia that get in your way. Turn towards the suspended space figher on the top platform and take out the two pirate militia that appear. Then use the fighter as a platform to reach the opposite end of the room. Kill the crawltank that spawns and enter the blue door. Munitions Storage ----------------- Oh-ho-ho. What's that sparkling? === Missile Launcher acquired! === (max missiles to 5) Samus can now fire off missiles. Time to clear away that debris. Repair Bay A ------------ Drop back down to the ground floor and shoot a missile at the debris. Now approach the hand-scanner and interact with it to open the cargo bay door. Repair Bay Shaft ---------------- [Mechanoid: Aeromine] Pass through the newly opened doorway to find... a giant chasm. No worries though. Simply shoot the four red glowing markers to extend a bridge across the gap. However, before you can cross, new foes appear: Aeromines. These little guys aren't that bad though. All of them have an impenetrable shield up at all times, except one (who is also the only one attacking at this time). Aim at whichever one has its shield down, destroy it, and then rinse/repeat until they're all gone. Finally, destroy the pirate militia standing on an outcropping at the opposite side of the bridge before crossing. Before passing through the next cargo door though, access the save room on the left. Save Station B -------------- Save. Repair Bay Shaft ---------------- Approach the hand scanner, open the cargo door, and go on through. Docking Bay 5 ------------- [Morphology: Berserker Lord] Finally, after somewhat of a detour, you're back to your gunship, but as you approach it, the glass above you shatters and the battered corpse of a marine comes flying out. Behind him, a gargantuan pirate trooper. **************************** Boss Battle - Berserker Lord [302A] **************************** Despite his intimidating design, the Berserker Lord's a cinch. Most of his attacks are slow, have a slim hit box, and inflict pitifully small damage. His ground sweeping beam is slow and, if you're on the move, he probably won't even fire it wherever you are. Simply jump over it. The blue sludge he fires is a bit more annoying as he actually pursues with it when firing, but slowness tones this attack down as well. Just dash jump around and it won't hit you. Berserker Lord also pounds the ground to generate an omnidirectional wavequake, but this attack is easily jumpable and, like the others, inflicts very little damage (plus, I've only seen it at the very beginning of the battle). His most damaging attack is orange energy balls he shoots out of his mouth. These usually take off a sizable 20 units of health or so. Fortunately, after you get hit by one once or twice, it's easy enough to spot and dodge because his shoulders and back glow orange and he's leaning back before he fires. Your targets are the two shining red spheres on his shoulder. Fire off charge shots to quickly take those out, receive some health and ammo back from them, and he'll switch another attack into his movepool. At a moderate pace, he'll begin shooting purple energy balls out from his mouth. Hitting these with any Power Beam shot from any angle deflects the purple balls right back at him and slowly destroys the armor on his back. He fires up to three at a time before he regenerates the shiny red spheres but doesn't fire a third one if you hit him with the first two before he has a chance to fire it. It doesn't matter much anyway. You need to hit his armor with four purple energy balls before it shatters anyway, so you'll need to repeat this process at least once. If there are any leftover purple energy balls still in mid-air when his back armor breaks, repelling those back towards him will still count as hits and reduce his health. Once his back armor does shatter, his attack pattern completely changes. He'll begin pounding the ground continually, sending omnidirectional shockwaves about the field. Fortunately, you have plenty of time to see his arm begin the motion of the groundpound though, and the shockwave itself can simply be jumped over. Whenever you jump to dodge the shockwaves (or jump period), target his now exposed back. He takes damage remarkably fast, so it shouldn't be long before you defeat him. ********* The defeated Berserker falls back into the electrical field around the arena until it gives out, he falls into space, and is obliterated in a collision with a stray fighter. After Samus calls back the gunship, enter and save. Samus' Gunship -------------- Interact with the lower panel to bring up a map select screen. Point to and choose Docking Hub Alpha. ======================== Restoring the Generators [3030] ======================== ====== Norion ====== Docking Hub Alpha ----------------- [Lore - Galactic Federation Datafile RU-902 (Hunter Rundas)] Upon arriving, a marine informs you of the situation. The pirate attack has knocked out the generators and rendered the main cannon unusable. If you don't reactivate all three generators, everyone on Norion is as good as dead. Approach the locked door and shoot the four, glowing red locks to open it. Beyond that there's a room with, lo and behold, another suit upgrade! Go into the corner and shoot another glowing red lock to open the door and retrieve it. === Grapple Lasso acquired! === The Grapple Lasso is used to pull devices off or into certain positions. Its use resides solely in the Nunchuk. Whenever you see a a circle with a hook-like symbol on the inside, that point is grapple-compatible. If it's yellow, you're in range and can use it. If it's blue, then you're out of range. Press the Z button to lock-on, shove the Nunchuk toward the screen to latch on with the Grapple Lasso, and pull back to yank at whatever you latched onto. Now go to the other door in this room and scan the console to its left to trigger a lever. Pull, counter-clockwise twist, and push it back in to open the door to the elevator. After you enter the elevator, charge your power beam. Hub Access ---------- [Mounted Blast Shield] - Covering the door at the end of the room. You can only get the scan before you yank it off the door. Why? 'cuz there's a crawltank smack dab in front of you on the ceiling as soon as the door opens, so fire at it immediately to destroy it before you take any damage. Continue down the corridor until you see an open room. Stop before entering and kill the Pirate Militia at the end of the room before proceeding any further. Now enter the open foyer and take out the two crawltanks on each end of the room. Go on up either set of steps into another corridor. At the end, your first Mounted Blast Shield. Also note the symbol on it. Whenever you encounter any symbol like this, it means that point can be grappled onto. Remove the blast shield with the Grapple Lasso and go through the door. Cargo Hub --------- Ouch. Dead marines, and lots of 'em. Oh well. Before you go off exploring this room, look to the right to see a grapple point on a door. Pulling it off reveals a hand scanner, but scanning reveals you can't use it until you "eliminate the enemy presence" in the room. Momentarily continue on as you would until you encounter an aeromine colony. Retreat and take cover behind the circular wall to the left while taking them out one by one. Resume walking forward to encounter two more groups of aeromines. Rinse and repeat. Now the hand scanner should be active, so interact with it to open a hatch. Transform into Morph Ball and head on in. This puzzle's pretty straightforward. All the air vents in here have enough strength to propel Samus to wherever she needs to go, but they have timed intervals during which they're either on and off. That said, roll left until you hit an obstacle. Bomb it and then let the adjacent fan take you up to the next level. Roll up, around, and back down into a small pit. Jump out and keep moving left until you can jump up again (and hurry so that the fan doesn't blow you backwards). Continue scaling upwards until you reach another tunnel. Bomb the obstacle and roll into a halfpipe which takes you to another fan that blows you up and around into another path. Unfortunately, now a sentry drone has appeared and is now out for your blood. Fortunately, her attacks are pretty easy to avoid. Her targeting system shines and aims a red light at your current location before firing at that position. The light doesn't follow you either, so it's simply a matter of not being there. That said, in this portion of the puzzle, simply time your jumps over the blocks with the periods of time the fans aren't blowing and the drone won't disrupt your platforming. After clearing the first two blocks, you encounter a fan beneath you. Bide time dodging the drone's attacks until it starts up, then take it upwards up to another obstacle. Bomb it, but before you fall down the shaft, wait for a fan in the middle of the shaft to start blowing. Then drop down and ride the wind into the next path (If you miss the fan and fall back down, simply roll left and jump to the floor fan from earlier. It blows you right back up). Jump and grab the Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 10) Roll right and bomb to obstacle. Jump up and roll down the tunnel to take you back to the beginning of the puzzle. Now ride the wind of the fan to the right to take you out of the puzzle and revert to human form. Now that you're back to the main portion of this room, proceed forward until you reach a pile of debris and use the Grapple Lasso to remove them one by one, revealing a hole fit for Morph Ball. Roll on through and go through the blue door. Substation East --------------- The first thing you'll notice here is the shiny new energy tank to the right. The second thing you'll notice is that the floor is made of lava. Well... more like heated energy coils, but it's still *effectively* lava as you will indeed feel the hurt for stepping on it. Instead, change into Morph Ball and hop into the tunnel holding that Energy Tank. --- Energy Tank acquired! --- (max health to 2 extra tanks) Don't meander down this tunnel just yet though. Wait for the pistons ahead to jut out, then roll up against them. The *instant* they withdraw, roll as fast as you can to the end of the path and out. If you don't move as fast as possible, the pistons will shove you onto the heated coils and you'll have to scramble back to the beginning before taking massive damage and start all over again. Conduit A --------- [Red Blast Shield] - There are two in this room, one of which you have to pass through to leave. Be sure to scan it *before* firing a missile at it; as afterwards it will become a normal blue door. There are three marines in this room, but you can't save any of them. A pirate militia blows up the crates nearby all of them killing them instantly. Take out that pirate and head for the red door on the righthand side. Red doors can be destroyed by Missile fire, so shoot a Missle at it and head on through. Munitions Storage ----------------- [Lore - Galactic Federation Datafile GH-673 (Hunter Gohr)] [Lore - Galactic Federation Datafile GD-202 (Hunter Gandrayda)] [Lore - Galactic Federation Datafile VH-357 (Valhalla Incident)] A map station. Stepping into the hologram will allow you to download the map information for this region. Once you've downloaded the data, return to Conduit A. Conduit A --------- [Mechanoid: Jumpmine] - After destroying the second set of debris that blocks your path, two of them lay silent in front of you. Be sure to scan them from afar, as getting too close will activate them and risk detonation. Along the way to the other red door, debris falls from the ceiling. Whenever this happens, simply fire a Missile to clear the way. Also, white steam is harmless, but don't get caught in flames. That said, after you pass the second set of falling debris, two Jumpmines lie dormant. A single shot destroys each of them. If possible, always take out jumpmines from afar, as they begin attacking and inevitably detonate based off of proximity. Two more are ahead further down the path. Take them out similarly and then go through the red door. Cargo Dock A ------------ [Morphology: Pirate Trooper] - Among the initial four space pirates, the center two are pirate troopers. Try to get the scan before fighting them. Get a lock-on one of them and scan while hiding behind some of the crates in the back. [Morphology: Shield Pirate Militia] - The space pirate gunship drops them off eventually and if that doesn't give them away, the fact that their shields repel all your attacks will. [Morphology: Aerotrooper] - After eliminating the intial pirates (and any aid they should receive), two of these troopers fly up from under underneath the bridge [Vehicle: Space Pirate ATC] - After you defeat the Aerotroopers, one of these comes in to try to finish you off. It's actually scannable even earlier (when it comes to drop off the Shield Pirate Militia), but it quickly leaves scan range at the time and even if it didn't, you have bigger fish to fry at that time anyway. As soon as you enter the open field, a door slams down behind you, locking you in, and four space pirates will appear ahead, hide behind the crates, and start sneaking peaks to fire at you. It's important to act quickly here. If you take too much time finishing these guys, a space pirate gunship comes in to drop off backup. That said, charge at either of the two pirates at the end of the line (they're the weakest) and kill him first. During this time, the other Pirate Militia might charge at you to melee attack you. If that happens, move away from the two pirates still hiding and take the charging pirate militia out first. If not, then find and destroy the remaining Pirate Militia anyway. As for the remaining two enemies, they are Pirate Troopers, and they're not quite as gruntish as their militia brethren. They have much more endurance than militia, they can hover, and from what I can tell, they seem smarter too. They seem to prefer attacking at long-range, but their attacks still don't deal much damage. Regardless, you're still better off in a one-on-one scenario, but if that's not possible, at least focus on one at a time. A couple charged shots should do the trick, but if not, just hammer into them a little more. As for that support I mentioned earlier, it should be coming right about now (assuming you were indeed speedy). More new enemies to boot - Shield Pirate Militia. If you're nearly finished with the troopers, then finish them first. If you've just barely started fighting the pirate troopers, however, move to the back of the room where you can get cover from the trooper fire so that you can tangle with these newcomers. The good news either way though is that these guys rely solely on a gimmick for survivability and aren't difficult by any means to bring down. As their name would imply, these guys are regular Pirate Militia with nearly impenetrable handheld shields and they prefer long-range attacking. The solution? Remove the shields. You can actually grapple onto the shields and remove them like you would any ol' mounted blast shield on a door and reduce them to ordinary Pirate Militia. It's still not over yet though. Once you finish all of those pirates, yet two more, again, new foes appear from beneath the bridge - Aerotroopers. Aerotroopers are about as durable as Pirate Troopers, but that's the least of your worries. First off, they have much more firepower than all the other pirates thus far. They seemingly randomly alternate between a quicker dual laser and a slower dual area bombing. To get around these attacks, your best bet is to get and keep a lock-on and side dash regularly to one side or another. However, you might have a tough time keeping that lock-on, which brings us to the second problem - their manueverability. Unlike the Pirate Troopers, Aerotroopers are fully flight-capable and exploit it by very frequently and very quickly doing mid-air side dashes of their own. They can become very hard to hit unless you predict their movements, and let's not forget you're still dodging their attacks too, meaning you have to quickly account for even more variables in your aim. Fortunately, there's one very simple solution to this problem - Missiles. Quickly (re)acquire lock-ons after their dodges and fire off a Missile, which homes in on their position. Rinse and repeat until they're dead. If you don't have any missiles left, you have to take them down the old-fashioned way (the more difficult way listed above). But you're not done yet. After the Aerotroopers are eliminated, the pirate gunship (Space Pirate ATC) will swoop down and begin making rounds while rapidly spewing out three rounds of fire at a time. Its invulnerable except for the heat vent located in front (its "mouth", so to speak). Regular Power Beam fire is your best choice here. It takes e a little longer than the Aerotroopers to take down, but overall it's much easier. Once the ATC explodes, four more pirate gunships descend and surround Samus, but Rundas comes to save the day and takes care of them for you. Then he tells you that the Federation is now permitting all Hunters to summon their gunships whenever they like. Yay! === Command Visor enabled! === Before flying off, he tells Samus to take care of Generator A. First things first though. Go to the visor select screen and move the cursor to the lower right-hand portion of the screen to select the newly unlocked Command Visor. Then look around the bridge for a ship icon, obtain and hold a lock-on, and when you let go, your gunship will fly over and dock while simultaneously opening the door on the other end of the bridge. First save in your ship and then go through the now accessible blue door. Generator A Access ------------------ There are four Crawltanks in this room, but they're all in plain view and most of them alone to boot. Once you take them out, examine the door to the generator room. This door is somewhat special (and appears more than once), and since the game doesn't give any title to it, I'll refer to it as an optics shield door. Before you can do anything to do an optics shield door, you need to shoot the small lights that continually pop up on its corners. Just be sure to shoot the lights quickly though, as otherwise the colors will reset, one by one, forcing you to shoot them again. After you've done that, the door changes into an ordinary Mounted Blast Shield door. Pull it off and proceed into the generator room. Generator A ----------- [Mechanoid: "Jolly Roger" Drone] - After walking into the center of the room, a number of these emerge from the surrounding pit. They're virtually impossible to lock-on to while they're moving, so wait until they stop moving before attempting a scan. After you enter this room, a pair of Aerotroopers quickly fly away and completely disappear. Up to mischief no doubt, and only moments later a number of bombs detonate sabotaging the generator. We'll just have to fix it then. Try walking over to the panels on the far side of the room, but once you step onto the center platform, you get interrupted by some "Jolly Roger" drones. Outside of the scan, don't bother locking-on and firing at these guys. The instant they start circling around you, you'll lose the lock. Your best chance is to continually spin until you encounter one not moving, quickly aim at him and then mash the fire button. Their armor is weak, so they go down after a few ordinary Power Beam shots. Don't worry about their numbers either. Their speed may make it difficult to keep track of them, but there are only a total of six of them, and only three appear at a time. After all the drones are gone, jump over to the platform at the far end and fire a missile at the debris. Then pull, counter-clockwise twist, and push back in the lever the appears. Now go back to the consoles to the left of the entrance and place your hand on the scanner to reset the generator. One down, two to go. After the generator turns back on, Admiral Dane contacts you with an important message. The pirates disabled the defense system so that they could smash a meteor into Norion! Time to really put on a hustle. Generator A Access ------------------ Eliminate the three Crawltanks in your way as you pass through. Cargo Dock A ------------ [Morphology: Federation PED Marine] - The lone NPC on the right after the cutscene. After entering this room, you're treated to a cutscene of three Pirate Troopers engaging three marines. Of course the pirates own the first two marines in seconds, but the final marine begins fiddilng with his gear and suddenly... one-shots all the pirate troopers? Kinda cool (and the scan explains how) but for now hurry forward until you hear a loud rumbling and watch an enormous shadow pass overhead. It's Ridley, back from the dead again, and he wastes no time begining his assault of Generator C. Save at the gunship and move on to Conduit A. ================================ The Return of Samus' Archnemesis [3040] ================================ Conduit A --------- [Morphology: Shield Pirate Trooper] - You're probably not even meant to get this scan. If you hurry as fast as you can down the corridor with the scan visor on and begin scanning the instant the shield trooper appears, you should just barely finish the scan before a PED marine vaporizes him. If you miss the scan here, don't sweat it. There's another opportunity coming up in a couple minutes in Maintenance Station. As you race down the corridor, behold as another pirate gets vaporized by a PED marine. Keep on going until you encounter a hoarde of crawlmines. Just keep firing at the members of the horde while slowly backing up until they're all gone. Then continue on into Substation East while watching out for two pairs of Jumpmines in the path. Substation East --------------- Go back the same way you got here. Change into Morph Ball, jump into the tunnel on the left, push against the extended pistons and hurry back across the path once they retract. Getting knocked onto the heated coils isn't as punishing this time around though since you're heading in the direction required to get off the coils anyway. Cargo Hub --------- Go back through the Morph Ball tunnel and then return to human form. Before you have time to think of exactly how you'll be getting to Generator C from here though, Gohr and a Berserker Lord smash through the blast door that leads to Generator C. After Gohr subdues the beast, approach the Mounted Blast Shield. This one has an extra trick to opening it though. First you need to shoot the "pegs" holding the cables that connect to the door (not the cables themselves). Now grapple onto and remove the blast door and go through into the Maintenance Station. Maintenance Station ------------------- [White Blast Door] - On the left between the middleground of the PED marines and the shield troopers. More pirates getting owned by PED marines. You can't yet open white doors, so there's nothing more to do here. Pass through the blue door. Conduit C --------- A few seconds' worth of steps into the room and you encounter a Jolly Roger drone, but he's no match for you in these tight quarters, so quickly dispatch him. Don't jump off the ledge you're on the area down below just yet though. Jump forward and then back, and a swarm of Crawlmines appear below. Snipe them all from above, then jump down and move forward (Going backward on the lower level is fruitless right now; you're just met with more enemies and a dead end). Around the corner is another Jolly Roger drone. Take it out and then space jump across the chasm. If you fall down, you encounter the enemies I mentioned a moment ago in that dead-end, irritable Jumpmines. To get back to where you were simply round the bend ahead and you're back to the spot where you landed after jumping off the ledge. Assuming that you do make the jump however, change into Morph Ball and drop down into the hole. Follow the path down here through another pair of holes which will drop you down on the other side of the dead-end. Go through the blue door. Cargo Dock C ------------ Change into Morph Ball and bomb the cover to the tunnel directly ahead of you. Roll through the tunnel. Jump up at the end and continue rolling onwards to the exit. Unfortunately, Ridley isn't going to let you simply get to Generator C. Soon after your first jump in the passage, Ridley lands and traps you with his talons in a confined area of the pipe. Ridley does one of three things here: 1) Charge and fire the mouth plasma laser; 2) Take quick snaps at the pipe; 3) Bite down on the pipe. The first is easy to avoid, as his laser has significant charge time and not a very wide range. The second isn't so easy to avoid but doesn't do much damage anyway, so it's okay if you get pecked at a bit. The third is what you want. If he bites down on you, then you're ironically exactly where you want to be. If he doesn't, simply roll over to his beak. In both cases, lay a bomb. The detonation makes Ridley stumble back momentarily, and repeating this process once more makes his left talon lose its grip on the pipe and enables you to escape. Continue on down the tunnel a little further and Ridley traps you again. Simply repeat the process from before twice and you can escape to the left again. Once you're out of the tunnel, revert to humanoid form and pass through the blue door. Generator C Access ------------------ When you enter this room, you receive a radio transmission from Rundas - He's managed to reactivate Generator B. Sweet. That just leaves Generator C. Dispatch of the three Crawlmines in this room and save at the Save Station in the room to the left. Then open the optics shield door and enter Generator C. Generator C ----------- Crap. A bucket load of Pirate Troopers in an open room, but wait... they're owning each other? Ah, one of them was Gandrayda in disguise. After killing all the pirates, she says she leaves reactivating the generator to you. Er... thanks? Jump over to the platform on the far end of the room and pull/twist/push the lever back into place. Unfortunately, this generator isn't be as easy as the last one to fix. The generator's piston is jammed, even after manual override, so you need to overide it at the top. Jump back to the center platform and enter the Morph Ball tunnel on the right. Moving around in this tunnel is somewhat similar to the tunnel with fans from before, but with a key difference. The air blown in these tunnels is a gas you can ignite at any time with a bomb, as opposed to intervaled wind, so in these regards, moving is a little easier. Also like the last tunnel though, an enemy drone appears and starts sniping at you from the outside. This one's fairly useless though as you're inside a blast-proof pipe most of the time. Bomb the first gas fan and ride the explosion up to the top. Continue rolling right until you spot a bomb slot directly above you. Lay another bomb here to trigger another explosion that propels you up to the slot. Place a bomb inside to trigger platform movement above you. Drop back down and continue moving right. The gas winds up ahead are decidedly interval-based, so just wait 'em out and then cross over. Bomb the gas at the end to rise up again. Keep on rolling rightwards back down the pipe again. Lay a bomb on the gas fan at the bottom here and move left to another bomb slot. Repeat the bomb the gas, then the slot process again to trigger more overhead platform movement. Now roll hard right to skip over the gap. Wait out another set of gas that only rises at intervals and use it as a path once it does shoot up. Across here lies the final bomb slot. You know what to do. Keep on rolling right afterwards to another gas fan that you need to bomb. A cap bars you from reaching the very top of this pipe, so just take the rightward path instead. Bomb another gas fan along the way to take you to the platform that was the fruit of all your bomb slot bombing. Continue along there to reach yet another set of pipes. Bombing both gas fans you encounter along this path drops you off on top of the piston and into the emergency override (the final bombslot). Bombing it restores the piston to its proper position, but someone has an objection to what you're doing here. Ridley, who was lurking above the piston earlier, now charges and crashes into you, sending both of you plummeting into the Generator Shaft. Generator Shaft --------------- [Morphology: Meta Ridley] ************************* Boss Battle - Meta Ridley [304A] ************************* Despite what you might first think here (or from what you've heard from other sources), this 16800 meter plummet is actually much longer than one or two minutes. Your actual terminal velocity is closer to 55 meters per second, not 100+ meters per second. That said, the maximum alloted time for this battle is actually about 305 seconds, or 5 minutes and 5 seconds, plenty of time to toast Ridley. Ridley cycles through five attack phases, but the distances from the bottom at which time he changes phases aren't set in stone and are directly influenced by how quickly you put on the hurt. The slowest I've seen the phases last is 16800-11500 meters for the first, 11500-8350 meters for the second, 8350-4200 meters for the third, 4200-1450 for the fourth, and 1450-0 for the last. When you really pound into him quickly, he can hit phase two by 15000 meters and the final phase by 11500 (presumably it's possible even sooner actually, considering I'm not exactly perfect). Now then, all the math aside, the *actual* strategy (ATTN, READ, etc.): The only real constant in this battle is that the only way you can inflict damage on Ridley is by shooting at his mouth when it's open. Even movement isn't a constant, as you will discover soon enough. In this battle, the only movement available to you is around the shaft with the analog stick (and, of course, moving the reticule with the Wiimote). The problem the first phase presents is distance. Ridley starts off very far away and since you're falling extremely fast, any angle put on your shots can become very exaggerated and miss the intended target completely. To remedy this, whenever you're particularly far away from Ridley, you need to aim your shots to miss. Say you're straddling the right edge of the shaft and the best part of Ridley you can see is his mouth open and glowing preparing to attack. Aim the reticle a little to the right of Ridley's mouth and the shot will correct itself and (hopefully) hit the target. Sometimes the shaft bends too, so try to include that into your calculations when you can see it coming. If you miss, just try again. Fortunately, things don't stay quite so difficult. Ridley isn't too satisfied with the distance either, so he keeps his talons and claws dug into the shaft's walls to slow himself down and get closer to you. Gradually aim more and more on target until he's close enough that your shots easily hit where the reticle is aimed. Hitting him is still a problem though. You're primarily using charged shots here, but plenty of debris (spinning, orange rectangular prisms that usually appear in groups of three) are being torn off the walls by Ridley's appendages and are heading straight at you, usually obstructing your chance for a clear shot. Taking the hit from these is your best choice. They don't cause much damage and your shot is clear afterwards. If Ridley is firing his mouth laser though, that's somewhat of a different story. Taking a hit from the laser disrupts your charge, so you need to dodge it. It begins homing a second or so after he fires too, so start circling around the shaft to avoid it, going in whichever direction there's no debris. If you're still having trouble hitting him though, you're not out of luck. Ridley has a third attack which makes hitting him a cinch. If you go to long without hitting Ridley, the game automatically centers you in center of the shaft and disables your movement. At the same time, Ridley thrusts his mouth forward and leaves it wide open for several seconds to charge his next attack. Before he attacks, charge your Power Beam, aim right toward the center of the screen and blast him away. Whenever you do hit Ridley with a charged shot (during this attack or any other), he loses his grip on the wall and falls almost out of sight before planting his limbs back into the wall again and repeating the process. Pounding on him long enough takes you to the second phase. Eventually, Ridley pounces up and capture Samus, ensaring the two of you together. Ridley has three attacks in this phase, but you can't move or dodge, so the only thing you can do is prevent them by hitting him during their charge time. This may seem especially difficult because the camera tends to shake a bit, but don't let that deter you. My best advice here is, no matter what, keep your aim steady. You may feel tempted to move your aim to compensate for the camera. Don't. It will only make it harder to hit him, and you only have enough time to fire one charged shot before he attacks. Also, Ridley's switches between the attacks are predictable. He doesn't always start on the same attack, but his pattern is always the same: 1st attack -> 2nd attack -> 3rd attack -> 2nd attack -> 1st attack. As for the attacks themselves, the first is a slap, before which he moves his right hand across his chest and charges for it. Hitting his right hand stops the attack. His second attack is firing his mouth laser at you point blank. Like his earlier laser attacks, this one also has charge time. His head moves around a bit, but it's still not that difficult to hit his mouth, canceling the attack and inflicting some damage too. His third attack is another slap, but this one's a bit harder to stop. Ridley moves his right hand away from his body to his right (your left) and charges. The problem is that his hand is also further away and with the shaking camera it's harder to feel you've got a good shot. If you do hit however, not only do you disrupt the attack, but Ridley also raises his head and screams in pain, during which time you can attack. I can't recommend the charged shot here though, as his lower beak blocks much of the hitbox. He does turn his head often here though, and there are certainly times for clear shots (I've hit him with three charged shots before), so if you think you can handle it, by all means go fo it. Once you've pounded him enough, he shoves you away and you enter phase three. In this phase, Ridley's above you now and taking full advantage of his flight capabilities. Again, he has three attacks here. His mouth laser returns once more (you know what to do by now, right?), but it rarely comes up. His main two attacks are fireballs he shoots from his mouth. The first is a giant fireball that can be destroyed by a charged shot (or allot of individual shots) and the second is five mini-fireballs fired at once in a style reminiscient of Megaman's Stone Man (except 3D). All the fireballs burst from his mouth in an outward spiral and rapidly approach you. They're big targets and a single Power Beam shot dissipates one, so they're easy to take out. As for hitting Ridley, if you're slow in taking down his attacks, use ordinary Power Beam shots on his mouth, since he should dodge your charged shot by the time you fire or his all too often spinning around the shaft might make you miss anyway. Once you've hit him enough, you enter the next phases. Luckily for you, phases four and five are identical to phases two and one, respectively, so you don't need to memorize a new strategy. The old ones work perfectly. You should have plenty of health and time left at this point, so if you had allot of trouble hitting Ridley in phase one, just wait for Ridley's third attack (the one that centers both you and him and gives you a free shot) and attack then. ********* Generator C ----------- Once you've defeated Meta Ridley, Marvel's Iceman comes to save you. Well, actually, it's Rundas, but close enough. He says he's already activated Generator B (yay), so all that's left is to reactivate Generator C and head to the control room. Head to the consoles on your left and interact with the hand scanner to reactivate Generator C; now start backtracking. Generator C Access ------------------ As you take the Crawltanks in this room out, you receive radio notification that all the attempts to stop the phazon meteor have failed. In four minutes, the meteor will crash into the planet. You need to reactivate the defense system before then. Forget about the save point now and hurry onwards. Cargo Dock C ------------ The Morph Ball tunnel you took to get here is locked, but there's another tunnel to the right of it. Lay a bomb, ride the gas fan, and then roll through the tunnel to the end and go through the blue door. Conduit C --------- Take out the Jolly Roger Drone that appears as soon as you enter. Continue onwards to meet a Pirate Militia who conveniently jumps through the glass that had been blocking your path earlier. Kill him too, as well as the Crawltanks you'll encounter ahead. After the third crawltank, turn around and Space Jump up to the platform above you. Pass through the blue door ahead. Maintenance Station ------------------- Eliminate the colony of Aeromines and proceed to the Cargo Hub. Cargo Hub --------- Make a right at the fork and roll through the Morph Ball hole. Now that all the generators are active, the hand scanner to open the control tower doors is now active, so use it and enter the elevator. Tower Elevator -------------- [Hunter Gandraydas] - Best to scan before entering the elevator, but you can still scan her inside it too. [Hunter Rundas] - Best to scan before entering the elevator, but you can still scan him inside it too. Step into the elevator and the other hunters make chit-chat until you reach the top. Control Tower ------------- Samus and all the other hunters scramble over to the control terminal to reboot the planet's defense system until suddenly a large bluish mass crashes through the glass. It's Dark Samus, and she effortlessly defeats Samus and all the other hunters and then flies off. Before Samus loses consciousness, she drags herself over to the control panel and fires the main cannon, eliminating the meteor. One month passes. =================================== Corruption and the Mission to Bryyo [3050] =================================== === ??? === You awaken to a voice and a screen indicating "Status: Corrupted". A quick check of the map shows that you're on the Olympus. ======= Olympus ======= Medlab Delta ------------ [Lore - Galactic Federation Datafile PX-103 (Phazon Enhancement Device)] - On the right side of the room ("right" from where you wake up). [Lore - Galactic Federation Datafile PD-001 (Phazon)] - On the right side of the room ("right" from where you wake up). The doctor informs you that, after finding you on Norion, an investigation indicated that you and the other hunters were now all self-generating Phazon, with seemingly no negative side-effects. Therefore, the Federation decided to integrate a PED Suit into Samus' Varia Suit. Time to give it a test run. Press the + button to enter into a Hyper Mode. Whenever you change into Hyper Mode, one Energy Tank's worth of health (100 units) is temporarily sapped away in exchange for a massive phazon-based power boost in your attacks. Each shot you fire consumes 3 units, a full charge shot consumes 51 units (although cancelling out hyper mode stopsthe syphon), and semi-charges consume varying amounts. Whenever you choose to cancel out of Hyper Mode, any remaining units will be converted back into its equal in health units. Also, after 25 seconds, you automatically revert back to normal. *** This final tidbit is the best piece of good news (although the game doesn't tell you this one; you normally need to figure it out on your own). So long as you are in Hyper Mode, you are completely invulnerable to damage. The phazon bar which tells you how much firepower you have from that Energy Tank you just consumed does more than that; it completely replaces your health bar. And since taking damage doesn't reduce that bar, you're invincible. Since you can also cancel Hyper Mode at any time and retain what energy is left from the bar, this means you can simply activate Hyper Mode whenever you need to take a hit and immediately cancel it afterwards at no cost whatsoever. There are limits of course; if you take too many hits too quickly, Hyper Mode "fails" and automatically reverts you. Still, that's certainly an acceptable price to pay for such an invaluable ability. Now destroy all the targets in Hyper Mode. Don't worry about your health; it gets automatically refilled. Once you're done, the doctor releases you and instructs you to visit Aurora Unit 242. Pass through the blue door whenever you're ready. === PED Suit acquired! === === Hyper Beam acquired! === Gunnery Station --------------- If you want some target practice, there are a number of targets in here you can destroy only in Hyper Mode and there's plenty of health here too. If not, continue on. Command Lift B -------------- Use the hand scanner and ride the lift up. Lift Access ----------- Pass through to the Flag Bridge. Flag Bridge ----------- The guard in front of the door on your right (the old center door) allows you to pass after you talk to him. Aurora Access ------------- Ride the elevator up and then go through the main doors after the marine opens them. Aurora Chamber -------------- Step onto the center platform and interact with the center panel to speak with Aurora 242. The other hunters had gone out on missions to other planets while you slept but have not contacted the Federation in seven days. Ergo, Aurora 242 asks you to take up their missions for them and investigate what happened to them. Samus runs off to her gunship to begin her mission. Samus' Gunship -------------- You don't have to learn them all right now, but I suggest you begin familiarizing yourself with the basic controls of the gunship for now. See the controls section for more details. Once you're ready, go to map select, choose Bryyo, and land on the Cliffside Airdock. ===== Bryyo ===== Cliffside Airdock ----------------- [Mature Kashh Plant] - On the right wall after crossing over the bridge. [Kashh Plant] - In a corner on the right (or left) side before the door. [Bryyo Blue Door] - The door to exit the room. Moments after setting foot on Bryyo, you receive a radio communication. Apparently, a currently impenetrable barrier shield is protecting the leviathan seed, so you should head to the downed Federation ship in the area to collect any data you can. Time to get moving. Gateway Hall ------------ [Morphology: Gragnol] - Three come flying out of the corridor on the other side of the ice bridge. [Morphology: Reptilicus Hunter] - Across the ice bridge on a ledge to the right. You need to rush straight out into the center of the bridge (into Gragnols) to be in scan range and only have a few moments to get the scan right now, but plenty appear later, so don't worry if you miss the scan here. [Small Bryyo Coffer] - There are two of them on the right in the small chamber before the door. [Large Bryyo Coffer] - There is one on the left in the small chamber before the door. Bodies frozen in ice. Rundas' work perhaps? Anyway, get moving onward until you approach an ice bridge. Don't worry about the guy on the right ledge. He disappears moments after you arrive (and you'll be seeing him later too). Instead, concern yourself with the new flying enemies pouring out of the opposing corridor. These are Gragnols. They tend to dodge around allot and are limited to firing a single energy ball out of the tips of their tails at a time. They're not particularly threatening our durable though, so just lock-on to one, strafe back and forth a bit, and focus on one at a time. Once they're all defeated, cross the bridge and drop down in the next chamber. Turn around and yank the bottom platform out from under the top (thus providing you with a future exit). Now go through the blue door. Gateway ------- [Morphology: Phazon Nightbarb] - Appear around the room after bombing the orange bomb slot. [Morphology: Gel Puffer] - Appear to the right of the entrance after bombing the green bomb slot. [Morphology: Hopper] - In front of the door the blue door at the end of the right morph ball tunnel past the dragon door. Whew, big room. There's allot to do in this room, so let's take it step by step. Jump to the platform on the left and then to the one on the right. Approach and cross the dilipdated bridge over to a door with orange and green dragon symbols. Do a 180 and you'll see a grapple point on the right wall. Pull it out and and the bridge collapses, but the new platform makes traveling around this room go much quicker. Now jump to the ledge on the left and then to the platform attached to the center pillar. Change into Morph Ball and roll into the orange hole. Now circle around inside and until you see a break in the path. Head down it into the orange Morph Ball slot and lay a bomb. A group of platforms lower allowing you access to the higher levels, but with them Phazon Nightbarbs appear as well. There are only two groups of them at a time, but they infinite spawn and their attacks can be easily avoided (more specifically, their attack is easily obstructed by any part of the topography). If you wish to kill them though, first wait for their movement pattern to change from randomized to a 2-D circular motion, and then, once a green energy ball begins to form in the center of their circle, fire a charged shot at it. Any other forms of attack against them will fail. After you fall out of the bomb slot, head left to the platform that you smashed down into the late bridge. Jump up the two connected platforms (left) and run up the ramp. Don't make a left and go to the very peak though. Jump to the platform directly ahead of you and keep going to the next one as well. If you turn and face the pillar now, you'll see a platform within jumping range. Hop over, transform into Morph Ball, roll into the hole, and bomb the green slot at the end. A few things happen now. First and foremost, the door with the dragon locks opens up. Secondly, a piece of debris is removed from the platform to the right of the entrance while one is dropped on the left. Finally, two Gel Puffers appear on the right. Gel Puffers are harmless by themselves and fall to a few shots. Just be sure not to be near them when they die as they explode, have a wide blast radius, and take out a chunk of health if you're in that blast radius. Now then, since the left path is out, take the newly cleared right path once you've taken out the Gel Puffers and follow that path to the doorway where the dragon door used to be. There's a Morph Ball tunnel inside that forks off in two directions, but the right side is blockaded. Approach the obstacle and continually Grapple Lasso until you've pulled it out of the tunnel completely. Now morph ball jump into the tunnel (its entrance is centered within the glowing orange oval) and take the right-path. Two Hoppers lie at the exit, but they're not a serious threat. Whenever they're moving they can't attack and whenever they're attacking, usually by shooting individual balls of slow venom, they can't move. A few Power Beam shots is enough to dispatch them. Pass through the blue door. Reliquary II ------------ [Lore - Golden Age] - Right in front of the Energy Tank. You need to grapple lasso off the grating cover it first though before you can get the scan. Ooh, free stuff. Grab the Energy Tank sitting out in the open. --- Energy Tank acquired! --- (max health to 3 extra tanks) Head back to Gateway. Gateway ------- Enter the tunnel again but this time ride it to its leftmost end. When you come out, there are new enemy scans, but I'm fairly sure it's impossible to get them at this time as all three of them suicide bomb you the instant they get sight of you. Oh well. Fire a Missile at the red door and proceed. Grand Court Path ---------------- [Morphology - Shelbug] - Crawling on the upper parts of the wall in front of you as you enter. More new enemies. Shelbugs are even less threatening than some of the other enemies in the area. They're slow-moving, fire weak, individual spikes in your direction, and die to a single hit. There are only a couple in this room too, so kill them at your leisure as you pass through this corridor. Once you see an ice formation, turn around for a moment. See a statue with a yellow circle in the middle and a vertical yellow stripe? These statues hold fuel gel, so firing a charged shot at them makes them detonate. Now jump up to where the statue was and then into the passageway opposite of it. Take out the shelbug on the wall, turn right, kill a shelbug deep into the next passage, and finally space jump over to that final niche hiding a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 15) Drop back down to the main chamber and face the vines blocking the way. To destroy these types of vines, activate Hyper Mode and shoot all the pulsating blue growths. Once you've cleared away the vines, two Hoppers appear at the other end of the corridor. Feel free to blow them away with the Hyper Beam before you revert. Now enter the next room. Grand Court ----------- [Lore - Age of Science] - After defeating both hunters, enter the opened hallway, turn left, and shoot the large red dot. Memorize the order that the three smaller red dots appear and shoot them in that order. If you fail, just try again. Once completed successfully, all the tiles retract and you can get the scan. Jump down and approach the broken golem in the center of the foyer to trigger a cutscene. Two Reptilicus Hunters leap down from the cliffs and ambush you. You had a brief chance to scan these guys before, but this is your first time actually fighting them. Reptilicus Hunters switch between two attacks. The first is a long-range chakram (think "more deadly boomerang" or "oh yeah, just like that chick from Tales of Symphonia"). That's the one you want, as it's generally easy to dodge and they're not moving when they use it. The second is a mid-range energy whip with enough range and area of effect to pretty much guarantee a hit if you're anywhere near the reptile. That's bad. Try to stay far away from these guys if you can, but not if it means extending the length of battle too much, mainly because then their movement becomes a pain. In short, if they're not attacking, they're on the move. If you plan on attacking while they're moving, do so soon after they've started ordinary on-foot movement. If you wait too long or attack at another time, they might cloak themselves or exploit they're fantastic jumping abilities, both of which put them out of sight. Reptilicus Hunters also have much more endurance than any of the other opponents you've faced on Bryyo thus far - as in, you'd need a few max power charged shots to take one down. That said, I recommend you simply activate Hyper Mode and blow them away. It only takes a few shots to take one down. Once you've killed both Reptilicus Hunters, the blockade preventing access to the next room will withdraw back into the wall, so enter that hallway and pass through the blue door. Hillside Vista -------------- [Morphology - Snatcher] - Any of the numerous swarming creatures in the morph ball tunnel. [Morphology - Korba] - Directly above the swarming path of the Snatchers. Kill the three Gragnols that appear to the left and then drop down both ledges to the ground. Change into Morph Ball and bomb a destroyable portion of the cliff near the base of the bottom ledge. Enter the tunnel. At the bottom, roll over to the source of the Snatchers. Once a number of them have latched onto you, you start floating. Steer left as hard as you can the instant you start floating. If successful, you float up the shaft left of the Korba and towards the Missile Expansion. If not, the Korba catches you and starts munching away. Ouch. Try again. Once you've reached the top of the shaft, lay a bomb to kill your pseudo-balloons and roll over to the Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 20) Hop over back to the ledge on the left, then make a rolling jump up to higher ledge on the right. Jump once more at the end and roll to the right, out of the tunnel. Revert to normal form and Grapple Lasso away the object on the statue. Now back up a little from it and then fire a charged shot at it, revealing a door. Reliquary I ----------- A new upgrade awaits you in the pillar of light. === Grapple Swing acquired! === Another Grapple upgrade, the Grapple Swing enables you to cross chasms over which there are grapple points but works somewhat differently from the Grapple Lasso. To use the Grapple Swing, all you need to do is lock-onto the grapple point, and the grapple beam automatically shoots and latchs onto the point for you. You continually swing back and forth from this point as well until you either take a strong blow, hit a wall, or let go of the Z button. You can also change directions while swinging with the analog stick after your first swing forward. Leave the way you came. Hillside Vista -------------- [Grapple Swing Point] - The branch and yellow light in the middle of the gap. Lock-on to the grapple swing point and press and hold Z to swing across the gap. Let go of Z to release the swing as you approach the other side and deliver you safely there. Scale the hill to the right, jump up the ledges, and pass through the blue door. Grand Court ----------- Once you enter the main courtyard, head left for the hole in the wall beyond the golem. Jump up the ledges inside and hop onto the platform at the end of the cave. Turn toward the Grapple Swing Points, but before you begin crossing, eliminate the two Gel Puffers that litter the path near the further down grapple points. Now swing from grapple point to grapple point and aim to land on top of the second to top ledge before the blue door before letting go of the final grapple swing point. It's impossible to get enough extension on that last jump to reach the very top ledge, and even a well-timed space jump from the second ledge won't reach the it either, so you need to make a path. All eight pieces of grating in front of you each have their own grapple points, so pull them off one by one. Voila! A Morph Ball tunnel! Enter the tunnel and roll and hop your way through to the top. Once you're through, pass through the blue door. Grand Court Path ---------------- [Morphology: Reptilicus] - In front of the door leading to Gateway. Right near the door to Gateway lurks your first Reptilicus. These guys are more or less identical to their hunter counterparts mechanically, only these guys have an ability to teleport rather than cloak. Pretty much the same strategies apply. For this particular Reptilicus, simply go Hyper Mode and blast him three times. Gateway ------- [Morphology: Nightbarb] - Swarms of them fly around the giant pillar in the main foyer. Head back to the main foyer where a pair of Reptilicus await you. Wait for them to come to where you are and then take them out in hyper mode. Now jump over to where orange bomb slot was (not the slot itself, just that area) and reach the blue door ahead of it via a ledge on the left. Crash Site ---------- Don't worry about the bats that suicide you in this room. They're impossible to scan for now, but they do come up later in a scenario where it is possible to scan them. For now, just focus on getting through this room. First, Grapple Swing across the gap. Change into Morph Ball and lay a bomb on the cracked portion of the Theseus' hull. Enter the opened Morph Ball tunnel and continually roll left, jumping over any obstacles that get in your way. Eventually you come out deep inside the Theseus. G.F.S. Theseus -------------- [Morphology: Atomic] - Floating in front of you after you emerge from the morph ball tunnel. After you come out of the tunnel, the first thing you'll notice is the floaty, spinny thing. This guy is an Atomic. They don't do all that much but float around at random and lay bombs periodically. A charged shot easily defeats it, but don't hold the charge for too long, as apparently your charge shot is of opposite electrical polarity and it otherwise would pull him straight toward you. Once that Atomic is gone, turn your attention at the large gate with locking clamps on each of its upper corners. Fire a missile at each of the clamps to drop the gate. Now grapple onto and pull each of the power rods behind it into place to restore power. The satellite uplink then rises up from behind you and the ceiling opens up. Pull, twist, and pull the lever on the uplink to complete your objective and download the map information for Bryyo. Moments later, you receive a radio communication. Two distinct energy signatures have been detected that are likely the power sources for the seed's barrier. Therefore, the new objective is to eliminate them. To reach the new areas however, you need to return the gunship, so head back to Crash Site. Crash Site ---------- [Morphology - Gragnol Adult] - Two of them are flying about after you leave the morph ball tunnel. Before you head all the way back though, we have one more errand to run in this room. Re-enter the Morph Ball tunnel and roll down to before the first jump. Now that the ship's power is back online, a number of conduits now send electricity through these pipes, so jump over after the electricity's gone. Continue rolling left, but instead of heading left back into the core of the Theseus, on the second jump hop right instead. Hop right again when you're clear and then left onto another ledge. Head for the open vertical shaft and wait for the rod that periodically rises and lifts here to completely rise out of sight. There are two ways to get up to the ledge on the right. First, Spring Ball up. At the peak of your jump, lay a bomb. A moment after you land, jump again. If you timed the jump right, the bomb should explode as you rise up into it, propelling you even further upward and just in range of your destination. The second method is an old staple of the Prime series before Corruption, and you need to learn how to do this specific method later anyway to acquire a specific expansion (Spring Ball method doesn't work there) anyway, so you might as well learn how to do it now. It's called a dbj, or a double bomb jump. It requires specific timing for the laying of three Morph Ball Bombs. Here's how you lay them: 1) Lay bomb #1 at any point; 2) Now, right before bomb #1 explodes, lay bomb #2. There is some leeway here, so get a knack for the timing. 3) Once you reach the apex from the boost given by the first bomb, lay bomb #3. You then fall into the second bomb, which explodes and boost you back up to third bomb which subsequently explodes as rise up to it, giving you another boost all the way up to the expansion. Double bomb jumping nets you twice the height of a normal bomb jump, and once you get the knack of it, it's really very easy to do. If you don't already know it, it's a skill worth mastering (and fun too). For those of you who are new to the Prime games, you've never had to do anything like this before, so you may need to practice a few times before getting it down pat, but don't get discouraged. Once you're up there, head right and drop down the ledge when you're clear. Now back up against the left wall and then floor it to the right. If all goes well, you should jump the gap. If not, just jump out before you take too much damage. Continue right and out of the tunnel. As you exit, two Gragnol Adults appear and engage you and, as you'd expect, the adult is more difficult to tangle with than the child. The adults generate a field that leaves them impenetrable to the conventional Power Beam. Instead, you need to grapple onto their tail and pull hard back to tear them completely apart. If you're having trouble finding an opportunity to grapple, hitting them with a missile temporarily stuns them and gives you the time needed to get the kill. Once you've taken out both, head for the edge of the ledge and grab the Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 25) Jump back down and return to Gateway. Gateway ------- Ignore the Reptilicus and head for Gateway Hall. Gateway Hall ------------ [Morphology: Alpha Hopper] - Two appear on the ice bridge. Blow open the crates in this room to refill on any supplies you might need; now head for the ice bridge where a little surprise awaits you. Gates shut down behind you, and an Alpha Hopper drops down on each end of the bridge. These new baddies aren't that bad though. They're just bigger and tougher is all, but that's nothing Hyper Mode can't handle. Enter Hyper Mode immediately, charge your shot, and just hop around until they're together. Alpha Hoppers can't really do anything to you when you're moving around so quickly in the air so you're not in any real danger. Once they're together, unleash your charged Hyper Beam. Three more drop down afterwards, so repeat the process with the first two and then just attack the final Alpha Hopper normally. Both gates rise again after you defeat them, enabling you to return to the Cliffside Airdock. Cliffside Airdock ----------------- Head straight for Samus' gunship. Save and enter. Before heading off to the Fiery Airdock, make a quick detour to Norion and land at Docking Hub Alpha. ====== Norion ====== Docking Hub Alpha ----------------- Turn about 150 degrees to the right (in other words, make nearly a full u-turn) and follow the path behind your ship. Swing across the chasm and collect the Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 30) Swing back across and return to the ship. We have one more detour to make before going to the Fiery Airdock. Set course for the Thorn Jungle Airdock on Bryyo. ===== Bryyo ===== Thorn Jungle Airdock -------------------- Head through the door ahead of you. Overgrown Ruins --------------- Not moments after you enter, the game pans to a cutscene of a space pirate... entering Hyper Mode! Yup, that's right; enemies can enter hyper mode too. Any enemy that enters Hyper Mode increases his fire power and durability severalfold. The solution? Enter Hyper Mode yourself. For this particular pirate, a few shots are enough to destroy his armor and a few more take him out. Now then, note all the stalagmites coming out of certain portions of the wall (if you don't notice them, scan visor makes them readily apparent). Shoot charged shots at them to destroy them and take the revealed path which leads to a missile door. Blast it open and head on in. Vault ----- Energy Tank. :) --- Energy Tank acquired! --- (max health to 4 extra tanks) Go back to Overgrown Ruins. Overgrown Ruins --------------- Now return to Thorn Jungle Airdock. Thorn Jungle Airdock -------------------- Enter the ship, save, and finally fly over to Fiery Airdock. ======================================= Rundas and the Eastern Energy Signature [3060] ======================================= Fiery Airdock ------------- [Fuel Gel] - It lines the perimeter of the entire room. That looks like Rundas' ship parked above yours? Does he lie further inside? Interesting. Anyway, before heading on to the next room, I should explain Fuel Gel. Don't touch it. For our purposes, think of it as lava... lava that explodes when you shoot it. >_> Seriously though, Fuel Gel hurts the longer you stay in, so if you fall in try to get out as fast as you can. Imperial Hall ------------- The orange door is inaccesible for now, so focus on getting to the blue door. There's a wheel blocking your way that's shooting out Fuel Gel towards the pool below it. Aim a charged shot at the red cylinder shooting out the Fuel Gel to ignite it and roll the wheel away. Jump over the Fuel Gel pool and repeat with the next wheel. Then go through the blue door. Gel Refinery Site ----------------- Take out the two Reptilicus Hunters in here with Hyper Beam and refill health from the crates left of the door. The blue door is the only exit open right now is the blue door. Cross the fuel gel gap, turn left, and head towards the exit. It's far too high to jump to straight from here, but there is a solution. Turn right. See the red cylinders shooting out Fuel Gel? Yeah. Shoot charged shots at each of them. The mechanism will flip over, creating a platform. Use it to get to the door. Main Lift --------- [Age of Schism] - Right before entering the morph ball tunnel, turn right and grapple off the metal grating guarding it. Enter the morph ball tunnel and roll through it until you encounter a herd of snatchers. Let a number of them latch on and float up. Pass the first ledge and continue floating up. Once you see the Korba, start moving left aim for the ledge directly below and to the left of the Korba. Bomb away all the Snatchers once you're above it. Hop up the next ledge to the left, hop down, and ride the tunnel to its end and a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 35) Roll back down the path and bomb the plant in your way. Drop down and let a bunch of Snatchers latch on again. Now head for the first ledge on your way up and bomb away the Snatchers once you're above it. Roll through to the end of the tunnel and return to humanoid form. Ice blocks the path to the right so head for the elevator shaft on the left. Grapple Lasso the lever on the left in the shaft to trigger the elevator to go down a floor. Missile the door. Corrupted Pool -------------- Enter Hyper Mode and kill the two Hoppers in your way. Charge the Hyper Beam and aim for the blue outgrowths on the Phazon vines to destroy them... but suddenly, something goes horribly wrong. Samus falls back for a moment and her suit overloads. It's a phazon overload! Fire repeatedly as fast as you can until you've completely depleted your phazon bar and revert. That was "Corruption". When you stay in hyper mode for too long (around 10 seconds, your phazon bar turns red and starts to increase continually. If it fills all the way up and stays like that for more than a few seconds, Samus becomes completely corrupted and transforms into Dark Samus. Game Over. Also, no matter what happens, once you revert back to normal after Corruption, the entire Energy Tank is gone. There are however benefits to Corruption. Namely that your phazon bar is continually increasing. Since it's always going up, you effectively get quite a few more Hyper Beam shots per Energy Tank. That said, unless you have allot of Energy Tanks left, there are plenty of health drops nearby, or you're safe to just use it on a whim, you should think a little before abusing Corruption. The best time to use it is in long-term combat against a multitude of enemies which would be more easily taken down via Hyper Mode and Corruption than normally. Back in-game now, the Federation AU contacts you after you revert to find out what's the matter. Once it's done talking to you, jump in the phazon to recover all your lost health. Then go back to the first ledge and Grapple Swing across the pool. Gel Processing Site ------------------- [Morphology - Warp Hound] - Three appear when you approach the statue on the far side of the room. [Lore - Age of War] - Behind the fuel gel statue slightly above ground-level. [Grab Ledge] - On the top of the wall by the exit. More specifically, there are a number of ice structures around it, and the Grab Ledge itself is glowing a greenish color. The best time to scan it is anywhere from when you raise the central platform the second time to when you leave (you have to use it to leave anyway; it's hard to miss) [Phazon Pillbug] - After blowing up the boiler and opening up a large morph ball track running around the room, these little guys will be scurrying around inside the morph ball tunnel. It's only possible to scan them from outside the tunnel though. Immediately after you blow up the boiler, turn 90 degrees to the right to see them inside. After you enter, there's a short cutscene where Samus catches sight of Rundas. He looks back but then walks away. Mysterious. Once you regain control, you can take a look around the room. More ice everywhere. Rundas' handywork of course. Hop down the ledge and approach the statue on the opposite of the room spewing fuel gel. Before you reach it though, three Warp Hounds appear. Warp Hounds only do a few things. First off, as their name would imply, they can teleport around the room freely, often right into your face. Secondly, they cane expel long-range fiery blasts from their mouths. Finally, at close-range, they can let out attacks I can best describe as attacks with their auras. When there's still allot of these guys on the field, a good way to counteract them is to keep your back to the wall and strafe along the wall. It keeps them all in sight, meaning they can't play teleportation mind games with you, prevents them from hitting with their fire blasts, and generally keeps them away from anything else they could throw at you. Still, you need to keep a good eye on them. They usually won't teleport to your side; they'll simply run over there instead. Also, some might get in the way of your strafing. On that note, kill them quickly, so you don't need to keep track of as much. Focus on one before moving onto another and don't hesitate to use Hyper Mode. Once they're fewer in number, you have much more freedom to move around freely. As soon as you defeat them all, the room returns to normal. Fire charged shots at the Fuel Gel cylinders on the statues to arms to ignite them and trigger a Bomb Slot on the backside of the statue. Hop into and lay a bomb to raise the central platform. Four Gragnols emerge. Lock onto one and, one by one, take 'em out by fire Missiles at them and dodging fire by hiding behind the statue. Once they're all gone, hop onto the central platform. 90 degrees on your left and right (more specifically on the outsides of the chambers to your left and right) there are two grapple points. Pull them both out toward the platform. Now, for the grapple point that had been on your left (the left that was facing the blue door you came through), there should be a platform very slightly to the right. Jump on it and enter the chamber. On your left is a green pump you can interact with. Press A to do so, then push and pull the Wiimote repeatedly from the screen. Each time you're successful, a green knob juts out of the pump. Once four are out, then you're done. Be quick though - if you're too slow, they go back in. If you're unsure if you have the pump pulled all the way out, you'll know because the pump makes a clanking sound once it's pulled all the way out and likewise when it's done being pushed back in. Two fuel gel streams fly out of the storage unit behind the pump. Aim for the sources of the streams with charged shots (yes, the shot will go through the cage). This will trigger the units to flip over, opening up a Morph Ball tunnel to the right of the pump. Ride on through to the opposite chamber. There's another fuel gel statue in here, so repeat what you did with the last one - Charge shot the shoulders and lay a bomb in the Morph Ball slot. This triggers the central platform to rise yet again. Now roll through the morph ball tunnel back to the first chamber and jump onto the central platform. There a number of Adult Gragnols out here, so you have no choice but to Grapple Lasso them to death. Near the boiler (far above the first fuel gel statue, for a point of reference) is a grapple point. Pull it out to let out a Fuel Gel stream. Shoot a charged shot at the two Fuel Gel streams to initiate a series of explosions that open up the ledge in front of you. Jump into the morph tunnel and roll along inside until you encounter some Phazon Pillbugs. They're relatively harmless. They can only roll along on their designated outcroppings. Regardless, kill them anyway so they don't get in your way. One bomb knocks a pillbug off its ledge and a second bomb kills it. After killing the second pillbug, stay on top of the outcropping it was circling and jump up the two ledges above you. Lay a bomb on the far right after the second jump to free a block which will contain the flame on the bottom of the puzzle. Fall back down to the bottom and use the block to continue right. Wait out the next flame (it's timed), jump again, and exit the tunnel. There's one final Fuel Gel statue here. You know what to do. The central platform rises one more time and with it four puffers. Blow them all up from afar and then jump back to the central platform. Turn right and face the Grab Ledge and Space Jump toward it. Don't worry if you don't seem close to the ledge. You only need to be at eye-level with the Grab Ledge. Samus automatically pulls herself up after that. Go through the blue door. Gel Hall -------- [Morphology - Gel Ray] - This one's a bit of a pain. It lives inside the fuel gel, meaning you can't pursue it, and only jumps up periodically and momentarilyto the surface. Furthermore, it always jumps up in different places, and it often jumps up in places where different scans in the room interfere with getting a solid lock-on to it. This one takes a few minutes. First off, kill the three puffers floating around. Now, you *could* jump into the Fuel Gel and hurry across it before you take more damage, but there's a safer way across. Look above and take note of three things - 1) A solidified Fuel Gel cord; 2) the round platform above #1; 3) The rotating gargoyle head spewing Fuel Gel. To drop the platform, you need to destroy the cord, which is otherwise invulnerable to your weapon fire. Instead, use the gargoyle head. Before the direction it's facing passes by the cord, shoot a charged shot at its mouth. Fire will stream out of its eyes, consequently destroying the cord and dropping the platform. And hey, what's that on the platform! --- Missile Expansion acquired! --- (max missiles to 40) Head through the blue door. Save Station A -------------- Save and continue on. Cavern Entry ------------ This room is... surprisingly empty. You'd really expect there to be more in here for all the effort put into the design of the room itself. The only thing in here is a few Hoppers. Take them out and head onward. Gel Cavern ---------- There are two openings on the ceiling from where fuel gel pours out. Currently, you have no way to stop them. Shooting the source does nothing and shooting the stream only results in an explosion that hurts you and still doesn't stop the stream. Instead, time your jump across for when both the streams have stopped. Once you're across there's a fork. The right side is currently inaccessible. The stream never stops falling. The left side is free though; those two streams are also timed. Before you pass though, kill the Gragnol on the other side (Note: Do not shoot through the streams; either wait until they've stopped or shoot at it from near the wall where the stream won't get hit). Then cross. There's one more chasm, again with a Gragnol at the end. Rinse and repeat to get across and pass through the door. Temple Access ------------- [Morphology - Gelbug] - They line the shaft ahead. Gelbugs line the shaft ahead. Before crossing the shaft, snipe them from the entrance and shoot them again while they're tumbling down. If you fail, they detonate in your face, so focus your attention on one or two at a time so you don't risk failing. Temple of Bryyo --------------- [Large Space Pirate Crate] - The only blue objects that appear on your scan visor in the main foyer of the room before the cutscene for combat. If you miss scanning it beforehand; scan one immediately after the cutscene. [Morphology - Armored Pirate Trooper] - One appears to the left of the shaft where you enter after the pirate dropships release troops. [Morphology - Rundas] As soon as you enter the main foyer, a pair of pirate dropships flyby and drop off a number of Pirate Troopers. One of the dropships flies away but the other stays behind to aid in attacking you. My best advice here: Go Hyper Mode on all the troopers. One Energy Tank is more than enough to dispose of all these smallfry. Most importantly, don't bother attacking the dropship. Only avoid its fire. Why? Well, once you take out the first wave of troopers, a cutscene comes to save the day. The dropships release another wave of troopers but suddenly Rundas comes to save the day! But wait, then he starts attacking you! The aura of Dark Samus surrounds him. ******************** Boss Battle - Rundas [306A] ******************** So it's come to fighting your fellow Hunter. No choice in the matter. Rundas starts off with a number of attacks. On the ground, he can fire an ice blast which completely freezes you in place. Shake the Wiimote rapidly to free yourself. At close-range he can also form an ice saber and slash through you and any nearby icicles. The few times you're actually close to him when he's on the ground he'll usually be doing something else though, so this attack rarely comes up (nor does it do much damage). Aside from that, he can summon more icicles to replace the ones he destroyed and he can create an ice slide to fly about the arena. The latter in particular may not do much now, but there's much more to it later. Finally, when he's on top of an icicle, he can summon four giant ice balls and hurl them at you. Fortunately, these are destroyable and there's a bit of lag time between the summoning time and the throwing time, so you should have plenty of time to shoot all four down. The first thing Rundas always does though is create ice armor to cover his body, and that'll be the focus point of this battle. Rundas is invulnerable when he's covered with ice armor, so you'll need to destroy it before you can even begin to damage him. Use Hyper Mode to weaken his armor, but don't be wasteful. You can fire at pretty much any time, but just not when he's riding on his ice slide (a fairly often occurrence). Just keep wailing on him until he stops moving and becomes dizzied. At this point, a grapple marker appears on him. If you used Hyper Mode to weaken his armor, deactivate if you're low on ammo and uncorrupted. If on the other hand you've been corrupted for a long time and fear you might auto-vent at a bad time, expel all your remaining ammo. Then use the Grapple Lasso to pull off his ice armor. Now, the instant you pull it off, activate Hyper Mode (if it was off). Don't lock-on though; you actually don't have time for that. As soon as you rip his armor off, Rundas fires multiple freezing blasts at you to buy time so that he can regenerate his armor. And after that he just starts running away. You need to take advantage of the time he spends standing still trying to freeze you in place. When you first trigger Hyper Mode, press the Z button to lock your view forward. Now, jump about left and right and repeat until he stops firing freezing blasts. While you're jumping, keep the reticle aimed squarely on Rundas and mash the fire button as fast as you can. If all goes well, you can take off as much as half his life with one Energy Tank on Normal difficulty. As his health drops, Rundas becomes more brutal. The four ice balls he fires atop icicles are replaced with an enormous and sharp icicle he swings from a thin ice rope and launches at you. The icicle itself is indestructible, has a large blast radius, and deals a ton of damage, but it's manageable. Rundas always lets it go slightly left of center to you, so strafing right lands you outside the blast radius. The other major change to his strategy is that he starts attacking while on his ice slide. At first, he fires off a handful of projectiles at once, but as he gets closer to death, he fires off a near endless stream of them. These are actually more to your advantage than his. They only travel from their firing point to their intended target point, not their intended target point. In other words, as long as you move out of the way, you're fine. More importantly, destroying them often yields health drops, which are a welcome aid if you're low on health. Don't let the battle linger on for too long though. If you let Rundas survive near-death for too long, he goes into Hyper Mode himself. ********* Once Rundas is defeated, the spirit of Dark Samus appears and whisks him off... but it would seem Rundas left a little gift behind. === Ice Missiles acquired! === Ice Missiles are capable of freezing enemies (although often a few Missiles are required to get the job done). They can also freeze liquids and open white doors. All the icicles that filled the arena melt away and an elevator opens up in the center of the foyer. Draw in all the pickups and take the elevator down. Temple Reservoir ---------------- [Morphology - Scorchbug] - An infinite number of them scurry about on the opposite wall from the entrance. "Freeze liquids" is really an understatement. Firing an Ice Missile at the Fuel Gel creates an entire platform of ice. To get from this side of the room to the other then, simply make one platform, jump on it, make another one from on top of the first, and then repeat until you're on the other side. Be quick though, as ice platforms made on top of a flammable, explosive, and corrosive liquid like Fuel Gel naturally don't last long. Once you've made it to the other side, go through the blue door. Temple Hall ----------- On your right when you enter the room is an interactive pump. Push and pull the Wiimote toward and away from the screen until the four green knobs are all out. Fuel Gel now pours forth from the drainage holes on the walls ahead. Fire Ice Missiles at the source of the falls to freeze them and use the frozen streams as platforms to get across. Temple Generator --------------- [Lore - Downfall] - On the right wall of the corridor right of the console. Head toward the force field on the opposite end of the room and look at the leviathan shield and shield generator far in the distance. As you leave the room, the Federation AU contacts you to inform you that you currently have no way to destroy the shield generator. We'll have to go fix that now, won't we? Head back out the way you came. Temple Hall ----------- Ice Missile the fuel gel waterfalls and get back across. Temple Reservoir ---------------- Same deal in this room. Kill some of the Scorchbugs if you're concerned about health or ammo. Temple of Brryo --------------- There's quite a few Hoppers here now, but they're still the same gruntish enemies they were before. Regular fire and strafing while locked on is more than enough to take care of these guys. Temple Access ------------- Bwhaha, this room's setup is great. Down the shaft a shield pirate trooper lies in wait for you, but why bother. Firing a single shot at a Gelbug causes it to tumble down the shaft, collide into the trooper, and explode, killing both of them simultaneously. Haha. Destroy the other Gelbugs and proceed onwards. Gel Cavern ---------- Those openings in the ceiling are freezable now. A single Ice Missile completely freezes them over. Next time you come back here you'll take that route, so for now continue down the path to the save station and take out the Gragnols on the way. If you really want to take that path now, go ahead, but there's nothing you can do down there now and you'll have to backtrack to get the stuff on the path I'm covering. Cavern Entry ------------ Go straight on through to the save station. Save Station A -------------- Save. We're not done yet though. Keep on going further. Gel Hall -------- Now that you have Ice Missiles, this room is more open to exploration. Jump on the platform in the Fuel Gel and turn right to face down that long, winding corridor filled with Fuel Gel. Make a series of ice platforms and go to the end of the tunnel. A little reward awaits you. --- Missile Expansion acquired! --- (max missiles to 45) Return back to the aforementioned non-ice platform in this room and look down toward the white door. Make another series of ice platforms toward that door and jump over to it. Be careful not to get caught in the gargoyle face's Fuel Gel stream. Once you're over there, fire an Ice Missile at the door and enter the new room. Gel Purification Site --------------------- Before you can safely swing across these grapple points, you need to shoot the red blips next to each one, but they only appear when you're very close to the grapple point. Ergo, shoot the first red blip, Grapple Swing on the first point to trigger the red blip on the second point, shoot it to activate the second grapple point, grapple onto that point, and repeat again to get across. Gel Refinery Site ----------------- Turn right, Grapple Lasso off the metal foliage in your way, and grab the Missile Expansion ahead. --- Missile Expansion acquired! --- (max missiles to 50) Drop down and take the door to Imperial Hall. Imperial Hall ------------- [Bryyonian Shriekbat] - Clinging to the floor in the main corridor. They're suicide-bombers, so scan them quickly before they extinguish their own lives. Those bats from Crash Site that were previously unscannable are back now, so in case that was weighing on your mind, don't worry about it anymore. Head straight back to the the ship. On the way, the Federation AU contacts you telling you they've found a Federation base where you may be able to upgrade your firepower to destroy the shield generators. Sounds like a good deal. Fiery Airdock ------------- Save and enter your ship. Before we search for the base though, we need to make another quick detour to Norion. Set course for Docking Hub Alpha. ====== Norion ====== Docking Hub Alpha ----------------- Take the elevator up to Hub Access. Hub Access ---------- Head straight on through to Cargo Hub. Cargo Hub --------- Take the door to Maintenance Station. Maintenance Station ------------------- Shoot the Ice Missile door and grab the Missile Expansion inside. --- Missile Expansion acquired! --- (max missiles to 55) Now head back to Cargo Hub and head back to the ship. Cargo Hub --------- Go back to Hub Access. Hub Access ---------- Keep on going. Docking Hub Alpha ----------------- Save and enter the ship. That base the AU mentioned look closest to the Cliffside Airdock, so that's our destination. =========================== In Search of More Firepower [3070] =========================== ===== Bryyo ===== Cliffside Airdock ----------------- Head straight through to Gateway Hall. Gateway Hall ------------ Proceed through as normal. Grapple Lasso the Adult Gragnols to death if you'd like. Gateway ------- The way to the upgrade is in the direction of the Theseus, but since we're in the vicinity, let's pick up a stray expansion. Head for the Grand Court Path exit instead. Take out any Reptilici that get in your way via Hyper Beam. Grand Court Path ---------------- Kill the Hoppers in this room and continue on to Grand Court. Grand Court ----------- Kill the Reptilici with Hyper Beam, then swing onto the second grapple point, and turn left to face the ice door. Land on that ledge, Ice Missile the door, and enter. Reliquary III ------------- [Morphology - Geemer] - Circling the missile expansion. Another is on the wall to the left. Grab the Missile Expansion and head back out. --- Missile Expansion acquired! --- (max missiles to 60) Grand Court ----------- Head back to Grand Court Path. Grand Court Path ---------------- Kill the Hoppers and return to Gateway. Gateway ------- This time, take the path to Crash Site and Hyper Beam any Reptilici that get in the way. Crash Site ---------- Grapple Swing across the chasm and take the blue door. G.F.S. Theseus -------------- Take the door at the other end. Falls of Fire ------------- This room was unpassable before, but Ice Missiles take care of that. Freeze the Fuel Gel streams and jump over to the golem. Change into Morph Ball, jump into the slot on the golem's belly, and lay a bomb. The golem then takes you to the bottom of the shaft. Ice Missile the door and go on through. Hidden Court ------------ An enormous golem fills up most of this room. The key to solving this room lies with the golem, but it's currently restrained by four solidified Fuel Gel cables. Before solving the golem puzzle, kill the two stray Warp Hounds in this room. 4 Ice Missiles each does the trick. Now, to free the golem all four of these cables need to be removed. With the death of the Warp Hounds, a bomb slot in front of the golem opened up, so roll inside and lay a bomb. The golem begins moving and, as expected, is completely stuck. It does however manage to break the grating protecting one of the cables. Hop out of the slot and fire a charged shot at the base of that cable in the wall to destroy it. For the second cable, turn and face the decorative engraving in front of the golem. In the center of it is a Fuel Gel pipe spewing Fuel Gel right in front of one of the cables. Fire a charged shot at the Fuel Gel coming from that pipe to ignite it and burn away that cable. Turn your attention to the Fuel Gel waterfall to the golem's left (your right). If you look carefully, you see that that entire wall is a Morph Ball tunnel, and the ledge right next to the waterfall is the entrance. To even get in though, you need to freeze the waterfall. Do so and then hurry into the tunnel before the waterfall unfreezes. Once you pass the frozen waterfall, jump up once more and continue rolling left until you spot another tunnel heading deeper inside. Enter it and roll further in until you hit a dead-end right next to a Fuel Gel cable. Lay a bomb at the end of the tunnel to destroy it. Roll out, then hop left up another ledge and drop down back out of the tunnel. For the final cable, follow its path to a wall. Shoot a Missile at the wall to blow it open, then jump inside and go to the end. Fire a charged shot at the exposed base of the cable to destroy the last cable and free the golem. Enter the bomb slot and lay a bomb once more. Samus then hops out of the slot and the golem picks it up and moves it out of the way, opening the path below. As you proceed to the door, the Federation AU contacts you explaining Corruption, but I've already explained it better than they do, so don't pay it any mind. Ruined Shrine ------------- Before doing anything else, drop down to the bottom of the shaft and bomb the center of the golem arm to reveal an Energy Tank. --- Energy Tank acquired! --- (max health to 5 extra tanks) Now jump back to where you started from and look across the chasm. Slightly to the left and beyond the golem in the wall is a Gragnol Hive. Destroy it with a missile. On the right is crystalized Fuel Gel and a delicate structure. Shoot a charged shot at the Fuel Gel crystals to trigger an explosion which makes the structure collapse and reveals a grapple point. Swing across and continue scaling the room. On the way up another Gragnol Hive hangs from the wall. Missile it to destroy it and avoid the hassle of dealing with more Gragnols. Eventually, you hit another impasse involving a chasm across the room and, as scanning reveals, a delicate structure. This one however only collapses after two Fuel Gel crystal chain explosion. The first Fuel Gel crystal lay across the chasm. The second is below the collapsable structure but barely in sight due to obstructions. Jump and look below the structure if you're having trouble finding it. Once it collapses, swing across, and climb to the top of the room. Missile the Gragnol and debris in your way and head for the door. Hangar Bay ---------- [Energy Cell] - Right next to the ventilation shafts on the upper levels. You need to remove it from its slot for the game to progress, so you really can't miss it. Just be sure to scan it before removing it. [Orange Door] - The orange door on the map. Head for the elevator, but before you can do anything, you get ambushed. All these guys are enemies you've seen before, but there's allot more of them this time. Go Hyper Mode immediately and take out the duo of War Hounds. A number of Reptilici appear next. Attack as much as you can without venting. Corruption should offer you enough firepower to finish them in one round (Normal mode, mind you). To bring back the equipment that disappeared before the fight, approach the bleeping terminal and press the up button. Now go over to the elevator shaft (it's right by the door you came through to enter). Approach it and activate the elevator. Now ride the elevator up and jump toward the ventilation shafts. Bomb the grating on the them and jump into the white-rimmed shaft, which shoots you up to the upper level. Right next to the shafts is an Energy Cell. Twist and pull to remove it. --- Energy Cell acquired! --- (1 cell total) Ride the white-rimmed ventilation shaft back down. Jump toward the grab ledge and climb up to the upper platform. Missile the Gragnol Hive in front of you, then turn 180 and Missile the other one. Turn 90 degrees right to see a grapple point. Grapple lasso it out to create a platform. Continue climbing the room to the top. Look toward the first control room you were in, the one with the energy cell. Now look just to the left of that to see a platform below you. Jump to it. Enter the Morph Ball tunnel and come out in another control room. Work the control panel by pulling the Wiimote away, then pushing it back in. The roof then opens. Now you only need to do one more thing to enable your ship to land. Re-enter the Morph Ball tunnel and exit this control room. Drop back down to ground level and go to the control terminal where you first pressed up. Now press down. Switch to the Command Visor and order your ship to land. Now interact with the terminal one more time, and let the machines do the rest. === Ship Missiles acquired! === (max ship missiles to 3) Save and enter the ship. It's time to take out those generators. Let's head for the one in the west first, by Thorn Jungle Airdock. ========================= Destroying the Generators [3080] ========================= Thorn Jungle Airdock -------------------- Head straight to Overgrown Ruins. Overgrown Ruins --------------- Enter Hyper Mode and kill the two pirates in this room. Now enter the corridor that leads to Vault. However, as soon as you enter the corridor, turn around and look up. Assuming you destroyed all the Fuel Gel crystals that were here last time, there are a few ledges higher up. Starting with the ledge below them on the ground, climb them and enter the Morph Ball tunnel at the top. If you didn't come here earlier, destroy all the Fuel Gel crystals and grab the Energy Tank in Vault (behind the missile door). Then follow my instructions above. Demorph at the other end of the tunnel and interact with the terminal in this chamber. Pull, counterclockwise twist, and push the lever back into place. This deactivates the force field blocking your path. Go back through the Morph Ball tunnel and drop back down to ground level. Go through the opened path. Ancient Courtyard ----------------- [Space Pirate Crate] - One box is on the right after you enter the open foyer. It's right next to a large space pirate crate. [Morphology - Berserker Knight] - Appears after you destroy the gate. Scan him last. [Morphology - Assault Pirate Trooper] - Appears after you destroy the gate. Scan him first, along with the Advanced Pirate Trooper, as the Berserker Knight tends to chuck him at you, instantly destroying him when hits the ground. A general pattern for both is - if it stays close to the Berserker Knight at the start of the battle, scan it first, no matter what. [Morphology - Advanced Pirate Trooper] - Appears after you destroy the gate. Scan him first, along with the Assault Pirate Trooper, as the Berserker Knight tends to chuck him at you, instantly destroying him when he hits the ground. As soon as you enter, the pirate ATC flies away but a pair of militia stay behind. A couple of charged shots is more than enough to take care of them. Face the front of the jamming device and Grapple Lasso out the large lever to temporarily deactivate it. Turn and face the gate blocking your path, switch to Command Visor, and lock on to the point on the gate to order your ship to destroy it. No sooner is the gate destroyed do pirate troops come pouring out. After you get all your scans, face the jamming device again (if it's still in one piece), pull it back out, and call your ship in to do a bombing run, annihilating all of their forces instantly. You didn't really have an opportunity to see it here, but it's around this point in the game when many pirates add a new weapon to their arsenal: The phazon grenade. Taking a hit from a phazon grenade forces you into a Corrupted Hyper Mode with a full bar... but you don't lose an Energy Tank for being in Hyper Mode. In other words, the pirates force you into Hyper Mode at no cost to you (other than you not firing to release the excess phazon before you die from Corruption). Phazon grenades are really a blessing; you'll come to love 'em. Enlightened Walkway ------------------- Hyper Beam to death the three Crawltanks in this room and disengage it before you corrupt. Refill health from the crates and move on. Jousting Field -------------- [Morphology - Korakk Beast] [Morphology - Pirate Hussar] As soon as you enter the main foyer, two Aerotroopers become alerted to your presence and initiate an attack. Lock-on to one, strafe about, and Ice Missile it to death. Jump away from his kamikaze attack and then repeat on the other one. As soon as they're defeated, a boss battle begins. ************************** Boss Battle - Korakk Beast [308A] ************************** Before you can do anything about the Korakk itself, you need to eliminate its rider, the Pirate Hussar first. This phase of the battle is both the easiest and simplest. All the duo does is thrash around a little and sometimes the Pirate Hussar uses his laser when the Korakk is standing still, an attack easily dodged by strafing. Furthermore, the Hussar himself has very little health. A simple assault with Charge Beam shots is more than enough to take him down. Once the Pirate Hussar is defeated... things don't really change that much. Instead of the laser, when it's standing still, the Korakk lashes its tongue out at you and tries to suck you in. Other than that, the only other difference is that you can't damage the Korakk normally - you have to find its weak spot, and this is where his tongue comes in to play. When the Korakk attacks you with its tongue, aim a charged shot at the tip of its tongue. He may be resistant about giving you an opening though. Don't strafe around him. Try to stay in front of Korakk, but back away and don't let him get too close. If he backs you against a wall, then strafe around to the center of the field, wait until he's facing you, and repeat. If he grabs you with his tongue, shake the Wiimote and Nunchuk rapidly to break free, then immediately jump back to avoid his subsequent charge. Once you hit his tongue enough, he becomes dizzied and a light starts shining beneath him. This is a signal for you to bomb him. Change into Morph Ball, roll underneath him, lay all your bombs, and roll back out. Now one of two things can happen: He either gets back on his feet and continues fighting you or he falls down. If the former, repeat the "attack his tongue then bomb underneath him" strategy until he falls down. Once he collapses, hurry to his back side and Grapple Lasso his tail. Pull back with the lasso and he rises to his hind feet. Now his weak point is exposed! Hurry back to his front side while initiating Hyper Mode and fire as fast as you can at his underbelly. He doesn't have much health and in Normal mode you can actually take off his entire life bar in one round like this. What a wimpy boss. =/ ********* Once he's defeated, pick up all the drops he leaves behind. A pair of Shield Pirate Militia show up to try and stop you. Dispose of them how you see fit and move on. Field Access ------------ There are a number of Jolly Roger Drones floating about in here. Normal fire is more than enough to dispatch of all of them. Take the right the fork when you're done and missile the ice door. Save Station B -------------- Save and head back out. Field Access ------------ Now take the other path. Jungle Generator ---------------- [Lore - The Hunted] - Right behind the Missile Expansion, literally. Solve the blip puzzle to get both. The puzzle directly in front of you is another of those shooting puzzles that only reacts to you shooting all the red blips in the order that they appear. Behind it is a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 65) Approach the force field, face the generator, and order your ship to attack. Unfortunately, before it can strike, a pair of anti-aircraft turrets release a volley of blasts that repel your gunship. You have to stop them (as the Federation AU also advises) before you can destroy the generator. For now, head back towards the door to Field Access until it locks and the other two pathways in this room open and pirates rush at you. Hyper Beam both pirates to oblivion and refill health from the crates in the room. The door to Field Access remains locked and the left path leads to an impasse, so take the right path instead. Generator Hall South -------------------- [Mechanism - Remorse-Class Turret] - Two of them hang from the ceiling by the exit. [Space Pirate Blue Door] - The door you use to exit the room. The ledges above are too high to reach, but there's a grab ledge beneath that catwalk. Shoot a charged shot at the Fuel Gel canisters beneath the catwalk to destroy it then jump up to the Grab Ledge. Enter Hyper Mode and kill all the pirates that charge out at you. If you want the scan on the turrets ahead, disengage Hyper Mode now, scan them, and then re-enter Hyper Mode to blow them away. If not, then just become corrupted and kill them that way. South Jungle Court ------------------ Destroy the turret in the corridor and enter the main foyer. A couple Pirate Troopers are working on the anti-air turret and begin their assault as you enter. Killing them... isn't entirely pointless, but they do infinite spawn, although there is a little lag time inbetween. Your main goal here is to destroy the turret, so the pirates are a secondary concern. The turret is weak only to the Fuel Gel canisters locked inside it. To access them, walk beneath the turret and grapple out the air vent beneath it. This triggers one of the three (any one mind you) fuel canisters to come out. Circle the turret until you find it. Once you destroy it, the vent overloads spewing out corrosive air within the entire vicinity beneath the turret. Do not walk under it; it hurts. Wait until the vent returns to normal; that's your cue to walk under it, grapple again, etc. to repeat the process. There's not much in time savers here, but you do get the benefit of not having to check a side of the turret where you previously blew up a canister, since the canister doesn't appear there again. As for the pirates, your strategy depends on the difficulty level. These pirates can be a big pain on Hyper but not so much Normal. Stay in Hyper Mode the whole time on higher difficulties. On lower difficulties, you may opt to never enter Hyper Mode. I would recommend it though once the enemies change. These pirates use phazon grenades though, so you may get lucky and get a free opportunity to sweep the field. As you further damage the turret, the Pirate Troopers eventually get replaced with Shield Pirate Troopers and Armored Pirate Troopers, who both take longer to kill. Try to delay fighting the pirates for when the vent is overloaded. You can't do anything else at that point anyway, so destroying them while the vent is returning to normal gives you time to focus on destroying the turret undistracted. Once you blow up three canisters, the turret's gun explodes. One down, one to go. Dispatch any remaining pirates and head to the next room. South Jungle Hall ----------------- [Phazon Fungus] - Near the end of the corridor, a number of these blue growths are jutting out from the top of the wall near the phazon veins. Destroy the turret as you enter the room. Destroy the Jolly Roger Drones that get in your way and go on to the next room. Auxiliary Dynamo ---------------- There's a Morph Ball tunnel ahead of you, but don't enter it just yet. Track and follow the tunnel's path on foot until you see an obstruction. A large piston is blocking the way. Grapple Lasso it down and then return to the entrance of the tunnel. When you ride over the piston, it shoots you up. Continue following the tunnel to reach a Ship Missile Expansion. --- Ship Missile Expansion acquired! --- (max ship missiles to 4) Drop down out of the tunnel and head through the door. North Jungle Hall ----------------- Destroy the Aeromine colony while moving back so that you don't lose sight of all of them. Trace the floor ahead of you carefully for a proximity mine ahead. Blow it up from afar. It (or any other proximity mine in this game for that manner) isn't hidden; it's in clear sight, so don't trudge through this room very slowly in fear that you'll miss it. Continue on to encounter ahead Aeromine colony. Dispatch of them as before. There are two more proximity mines ahead.