Metroid Prime 3: Corruption This guide was written, contributed and copyrighted by me, known here as lighterfluid6. Don't plagiarize, or use this guide giving yourself credit. This guide is not to be posted in any website other than gamefaqs.com, ign.com and associated websites. To contact me, email me at redshift71388@aol.com or IM me at redshift71388 (do not contact my previous addresses, ChaosUnit22). If you do contact me, do it only to ask for help that you feel isn't covered in my guide, or for any constructive criticism and appraisal. Do not, under any circumstance, contact me asking me to join your special forum, be part of some special group, or make small talk. If you ask a question about the game, make sure the guide doesn't cover that. That is all. ----------------------------------------------------------------------- Introduction. The galaxy is at war. Forces of iniquity have united to spread chaos across the stars. The avaricious Space Pirates, an alien race that seeks domination in the universe, have inexplicably joined forces with Dark Samus, the vengeful rival of bounty hunter Samus Aran. They have begun to overtake planetary systems using mighty dreadnaught vessels known as Leviathan Seeds, used to distribute corruptive Phazon wherever they land. One by one, each system will fall under their might unless they can be stopped. To this end, the Galactic Federation has summoned the most seasoned bounty hunters in the galaxy and given them the task to defend and reclaim the fallen worlds. Samus will join forces with these bounty hunters and the Galactic Federation's wondrous Aurora Units to accomplish her objectives. However, they face danger from not only their enemies, but from themselves as well.... ----------------------------------------------------------------------- Walkthrough. This section of the guide provides a full and detailed game walkthrough. CAPITALIZED words indicate important objects, such as power-ups, new Logbook entries and Energy Cells. There are twelve chapters to the walkthrough: 1. The G.F.S. Olympus. 2. Light Corrupted. 3. Land of Lizards. 4. The Leviathan Seed. 5. Eye of the Storm. 6. New Discoveries. 7. Building the Ultimate. 8. The Pirate Homeworld. 9. The Nova Beam. 10. Resurrected Nemesis. 11. Dark Origins. 12. Twilight. ============= Chapter 1: The G.F.S. Olympus. ============= The game Metroid Prime 3: Corruption takes place after the events of Metroid Prime 2: Echoes. The war between the Galactic Federation and the Space Pirates is already well underway. Samus Aran is flying towards the Galactic Federation fleet above the planet Norion. You begin your game at the seat of her gunship, controls at the ready. Look down and press the orange panel flashing in front of you. This will direct the ship towards the Galactic Federation fleet. In moments, you will receive a transmission from them. You must input a security code in order to dock safely with the vessel. Look upwards towards the round, green panel above you, and press it. A small screen will appear in front of you. There are four green symbols within the screen, as well as several more orange ones around the edge of it. Locate the orange symbols that match the green ones and input them in their correct order. Once you've been cleared, you'll be told to dock with the G.F.S. Olympus. To activate your ship's thrusters, look to your left and hit the button that is now flashing. A lever will extend in front of you now. Grab it and push the Wii Remote forwards to activate the lever. The ship will finally begin heading towards the Olympus, escorted by a few GF fighters. Samus will emerge from her gunship within the Olympus's Docking Bay 5. You will be asked to calibrate your weapon as soon as you set foot on it. All you have to do is shoot the four targets ahead of you. It's as simple as pointing and shooting, but you can also lock on to the targets in order to hit them easier. Once that's done, one of the Federation Marines at the end of the walkway will welcome you to the flagship, and tell you that an Admiral Dane is waiting for you in the briefing room. The marine will then upload the room's location to your map. Now that you have full control over Samus, familiarize yourself with the basic controls. Make sure you know how to use the Morph Ball and the Scan Visor. Speaking of which, you can use the Scan Visor now to collect plenty of data for your Logbook. Turn around and scan Samus's HUNTER-CLASS GUNSHIP. You can save and restore energy and ammo by reentering it. Next, scan the four flashing LANDING BEACONS beneath it on the landing platform, which indicate places where the gunship can land. Now make your way across the walkway, but scan one of the two FEDERATION MARINES as you go for additional data. Turn left and scan the GALACTIC FEDERATION CRATES, HEAVY GALACTIC FEDERATION CRATE (these can be shot and destroyed to uncover health pickups) and the FLEET MECHANIC working on the nearby cargo truck. The marines, mechanics and anyone else you meet can be talked to for information or pleasant conversation in addition to being scanned. Afterwards, turn and start heading back towards the north end of Docking Bay 5. You may notice a large cargo-bay door on the west wall, but there's no way to open it right now. You can, however, scan the inactive HALBERD-CLASS TURRET just above it. This turret will only attack you if you open fire on any nearby ally. While easy enough to evade and destroy, there's no reason to provoke the turret's attack. Also, stand on the glowing yellow pad next to the landing walkway to make two TRAINING DRONES appear. They are also good for a scan, and you can play a sort of training mini-game with them by juggling them with your Power Beam. Continue up the ramp at the north end of the room to reach a glowing GALACTIC FEDERATION BLUE DOOR. Blue doors can be opened with any sort of weapon, so shoot it and step through to the next room. The next room is the Docking Bay Access. Keep updating your Logbook by scanning the MALE FLEET TROOPERS and the FEMALE FLEET TROOPER standing in front of the west-side windows. There's another trooper on the other side of the room, and he's got important information for you. He says that the mechanisms controlling the walkway to the upper level are jammed, so you'll have to clear them up. Just above this trooper is a pair of red switches. A strong blast will get them working again. Target each of them and charge your Power Beam to deliver a stronger hit. Once both of them have been loosened, the ramps on either side will reposition themselves. Use them to get to the upper level, and then use the north blue door. The Docking Bay 4 walkway has a lovely view of a federation craft docked outside. Walk forward to where the troopers are and turn left to face a door. This door, unlike the previous ones, is blocked by a BLAST SHIELD (scan it). The Blast Shield cannot be destroyed by any of your weapons, but it can be removed if you input the correct access code into the terminal to the left of it. To find the access code, turn around. There's another terminal directly across from the door that will tell you the code. Scan and approach the terminal. When you get close enough to interact with the screen, press the button to make the numerical code flash up. Now return to the input terminal to punch in the code. Once you have removed the Blast Shield, go through the door. The Security Station, which is next, is where you have to be cleared before proceeding. HUNTER GHOR is already being cleared as you enter. Immediately scan him now, because opportunities for his Logbook entry won't come around very often. After he's finished, your turn will come. You'll be told first to enter the containment area by pulling a lever to the left of the door. Walk up to the lever and follow the instructions on how to activate it properly. You'll need to pull it outwards, rotate it, and then push it back in. When you enter the containment area, let the troopers do what they have to do. All you're required to do for the biohazard scan is approach the terminal when asked. After you've been cleared, exit the containment area by rotating a lever similar to the one you used to enter, located next to the opposite entryway. Before exiting through the blue door, scan the computer screen along the wall for Logbook data on the OLYMPUS-CLASS BATTLESHIP. There's nothing to do in the Security Access except have a friendly chat with the patrolling marine. You'll need to jump in order to get past the ledge halfway through. When you enter Command Lift A on the other side, press the nearby blue panel to activate the lift. The lift will take you upwards once you step in the blue hologram that appears. When you get to the top, enter the Flag Bridge Access. This room is also devoid of anything interesting, so use the door to the west. The Flag Bridge offers a splendid view of the Galactic Federation fleet. There are a few Fleet Troopers working diligently inside, but nothing else too important. Turn and walk to either side of the room and use the ramps to get to the balcony above. There are three doors up here: the one on the left is guarded by a marine, the one ahead is sealed off by a gate, and the one on the right is unblocked. Head towards the right-hand door first. The passage beyond this door has another door at the end sealed by a Blast Shield. However, there's a second door along the right wall blocked by some crates. Use a charged Power Beam shot to destroy the crates, and go through the door. Inside is a SAVE STATION. Step into its light to save your game and heal damage. Don't forget to scan it either. Now return to the Flag Bridge and talk to that marine in front of the left-hand door. He'll step aside and tell you that Admiral Dane is waiting just ahead. Walk down another passage similar to the one you were just in, and use the blue door at the very end. Samus enters the Ready Room, where Admiral Dane and three other bounty hunters are already waiting. One is Ghor, the cybernetic hunter you saw earlier in the Security Station. Another is Rundas, a hunter who can manipulate ice in various ways. And the third is...another Samus!? Admiral Dane spots Gandrayda's tricks and tells her to knock it off. Gandrayda, who is a shape-shifter, switches back to her normal self. Now that everyone is here, Admiral Dane introduces Aurora Unit 242 through a holographic projector. 242 is the ship's AU, which is a biological supercomputer. The Federation's core network is comprised of these technological wonders. They serve as the network's master control; however, the network is currently down because of a mysterious virus that incapacitated all of the other Aurora Units. Unit 242 is the only one that has been purged of the virus. The virus, which is believed to be of Space Pirate origin, is still infecting the other units. Admiral Dane explains that the pirates boarded a GF training vessel known as the G.F.S. Valhalla. They eliminated the crew and took control of the onboard AU, Unit 313. Admiral Dane believes they used this unit to hack into the network and upload the virus to the other Aurora Units. Because the network is still down, the Galactic Federation is still vulnerable. The admiral wants the four bounty hunters to travel to each of the systems where Aurora Units are located and deliver the vaccine to them. Suddenly though, a boom rocks the ship. Unit 242 announces that the Olympus is under attack! Space Pirates have arrived, and are headed towards the planetary defense base, Sector Zero. Admiral Dane orders Samus, Ghor, Rundas and Gandrayda to get down to the planet and prevent the pirates from disabling the defense system. Exit the Ready Room and return to the Flag Bridge. Admiral Dane, who is waiting there, tells Samus to get to her ship immediately. Just then, one of the other flagships visible from the bridge window is decimated. You'd better hurry. As soon as you can, scan FLEET ADMIRAL DANE for a rare Logbook entry. If you want to save now, head towards the Save Station you used earlier. The door at the end of that hallway is still sealed however, so your only option is to go back through the Flag Bridge Access. The door is located at floor level in the Flag Bridge. Federation Marines and PIRATE MILITIAS are already battling within the Flag Bridge Access. They will shatter a part of the window across from the door, allowing you to use the southeast one. First though, scan and defeat the Pirate Militias. Militias are the weakest of the pirate forces, and are lightly-armored. The room's Halberd-Class Turret will also help you take them down. After they have been eliminated, gather up any health pickups they may have left behind. Keep in mind that you can use your charged beam weapon to draw in nearby pickups. Now use the southeast exit. The next passage, the Port Observation Deck, is a new one. Walk until you see a group of marines fending off a pair of militias that just crashed in through a SPACE PIRATE BOARDING POD. Defeat the pirates before any friendly forces get killed, and continue towards the other end of the room. There's nothing valuable inside the boarding pod, but you should scan it before exiting. In the Xenoresearch Lab, turn left along the passage to find a few CRAWLTANKS firing upon a marine. Try to defeat these machines before they kill the marine. Like the pirates, they can shoot energy pulses at you from a distance, but don't take long to destroy. Now go to the end of the passage and enter the Lab Access. Here, more Galactic Federation and Space Pirate forces are in conflict. Before you can get too far in though, a Galactic Federation fighter smashes into the hull of the ship, leaving a gaping hole into space. The marines and pirates are killed, but the emergency doors shut before you are sucked out. Unfortunately, that also means you can no longer use the blue door at the end of the passage. Return to the Xenoresearch Lab. As you reenter this room, a small band of Pirate Militias and ARMORED PIRATE MILITIAS break into the lower part of the room. They remove an Energy Cell from the device in the middle of the room and try to make off with it. Access ramps will now allow you into the lower part of the room, where the pirates will try to play keep-away with the Energy Cell. Find the one carrying the cell and take him down. The Armored Pirate Militias take longer to kill, since you have to shoot their armor off before they become regular militias. After you defeat the pirate carrying the Energy Cell, another one will use a tractor beam to draw it in before you can reclaim it. That just means you'll have to defeat them all before you can restore the room's power. They often like to move between the lower and upper parts of the room, so try to kill them quickly so that you aren't chasing them all over the place. After the last pirate is defeated, pick up the dropped Energy Cell. Return it downstairs and place it in its designated socket. You must push it in and then twist it to lock it into place. Doing so will bring back the power to this room. That means that the access ramps can no longer be used, and you're stuck down here. What's worse, an angry horde of CRAWLMINES will enter through vents in the walls and ceiling. Crawlmines aren't as aggressive as Crawltanks, but they explode on contact. Their sheer numbers make them just as dangerous as their larger counterparts. After a few seconds, three Crawltanks will join the attack. Concentrate on them. After they are all destroyed, another pair will enter through grating panels on the floor. This is your way out. Head over to an exposed hole and roll into your Morph Ball. Now drop into the channel beneath the floor and exit through the north side. As you roll through the rest of the Morph Ball tunnel, you'll get to see Rundas making short work of a few pirates in a hallway above. Your tunnel is blocked by a small turbine, but it can easily be removed by a Morph Ball Bomb. Continue rolling down until you get to another obstacle barring your path. This time, it's a capsule containing an ENERGY TANK. Bomb it open and collect this power-up. Energy Tanks fully restore your energy, but more importantly, increase your maximum energy capacity by 100. Roll past and let the orb cannon shoot you through the rest of the tunnel. The tunnel will deposit you in the Disposal Chamber, a dingy room full of a foul-looking green liquid. A security lock prevents you from moving on, but this can be removed if you scan the terminal at the other end of the chamber. The lock will fall off the exit door, exposing a BOMB SLOT. Bomb Slots are round devices that power certain mechanisms when a Morph Ball Bomb is set inside them. To do this, roll into the Morph Ball and use a bomb to propel yourself into the slot (this is called a bomb-jump). Set another bomb once you are secured within the slot. This Bomb Slot will cause the Disposal Chamber door to open. Unfortunately, it leads into open space! You'll get sucked out, along with the other contents of the chamber. Samus tumbles through space along the underside of the flagship, but fortunately manages to grab a hold of an access hatch before she is doomed. She reenters the Olympus through this hatch, emerging in a room called the Repair Bay A. Go through the blue door ahead. The Repair Bay is within sight of Docking Bay 5. You can see several pirates and marines doing battle in front of your ship. Before you can get through this room though, the gates close and a trio of Pirate Militias enters. Dispose of them and the Crawltanks that follow. Now head to the south end of the room and climb onto the walkway ramp there. Thanks to your Space Jump Boots, you can use a space jump (a jump followed by another in midair) to reach the upper walkway. Keep making your way around the room, using space jumps when necessary. When you reach the east walkway, turn towards the Galactic Federation fighter hanging in the middle of the room. You can leap over to that, and then to another ledge on the other side. It's likely you'll have to deal with more Pirate Militias and Crawltanks up here. Now turn along the west walkway and head towards the southwest door. The Munitions Storage chamber is tiny, but it contains your first true upgrade, the MISSILE LAUNCHER. This weapon lets you fire concussive missiles from your Arm Cannon. Missiles are about as powerful as a charged Power Beam shot, but have homing capabilities on locked targets. Be careful though, as you don't have an unlimited number of them. If you find ammo pickups, collect those to restock you supply. Take your prize and go back to Repair Bay A. Now that you have missiles, you can properly exit the room. Walk over to the sealed gate on the east side and locate the pile of debris blocking the control terminal. Shoot a missile at the debris to get it out of the way. Now activate the control terminal and go through the opened gate. The Repair Bay Shaft has a large chasm below. If you fall, you will restart from where you fell with three less energy points. To get across, shoot the four red nodes on the wall ahead of you. This will extend a bridge to the opposite side, but it will also alert a few pirates and a swarm of AEROMINES to your presence. Aeromines are explosive drones that always fly in synchronized groups. They are constantly protected by blue energy shields, and only drop them to launch an attack. Each Aeromine will randomly fire off an energy blast from time to time. When you see one drop its defense shield, shoot it down before it can use its own weapon. You can also destroy the mines by making contact. However, this isn't advisable, as it will cause damage to you as well. After you destroy the Aeromine group, head to the other side of the bridge. The gate ahead can be opened by a control panel next to it, but don't go through until you use the Save Station off to your left. When you're ready, enter Docking Bay 5. As you approach your gunship, a Federation Marine is brutally thrown from a window above you. The culprit is an enormous BERSERKER LORD. The beast leaps from the window ledge and prepares to attack you. The Berserker Lord is the first mini-boss you have to fight. Since you will rarely see one after this encounter, it's important that you scan the beast immediately so that you don't miss its Logbook entry. Scanning it will also reveal ways to defeat this imposing beast. Berserker Lords are severely-mutated creatures that are highly resistant to damage. Their main weak spot is their head, but it is protected by plating made of durable Phazite. This substance can only be destroyed by the Berserker Lord's own projectiles. In the meantime, you can target the Lord's other weak points; its shoulders. Lock on to them and fire away, but make sure you dodge the creature's attacks. It can shoot a concentrated beam of energy from its mouth, which it will sweep over the ground. Jump into the air to avoid getting hit. The Berserker Lord can also spit out a stream of vile liquid that you can dodge by dashing around it. Once the two shoulder pads are destroyed, the Berserker Lord will start firing stronger energy blasts. It will also shoot off purple orbs that can be rebounded to their originator if you shoot them. They will hit the Berserker Lord's Phazite plating and damage it. After some time, the Lord will regenerate its shoulder pads. Repeat the process so that you can continue damaging its Phazite plating. After the plating is destroyed, the Berserker Lord's main weak spot will be exposed and you will no longer have to shoot at its shoulders. Target the new weak spot and start shooting to drain the creature's energy bar. To defend itself, the angered Berserker Lord will unleash new attacks against you. It will sometimes generate a powerful shockwave that will travel along the ground. Jump over this to avoid damage. Also, remember to circle it constantly so that you don't get cornered. Just keep shooting at the Berserker Lord's weak spot and the battle will be over in no time. After you kill the Berserker Lord, it will fall into space and get hit by a passing fighter. Your gunship will reappear, so you can heal and save right away. Enter your gunship and hit the navigation panel in front of the seat to select a new destination. You can now land on Norion, so go there to help defend against the Space Pirate assault. ============= Chapter 2: Light Corrupted. ============= Sector Zero is a Galactic Federation base located on planet Norion, which is where the Olympus is orbiting. The base is set within a deep canyon that runs through the planet's characteristic forests. When you touch down at Docking Hub Alpha, a Federation Marine will meet you. He tells you that the pirate attack has knocked out the base's generators and disabled the defense system, and asks you to restore power to these generators. The marine will upload the locations of these generators to your map. After he gets out of your way, walk south towards the door with four red locks. This door can be opened by destroying all four of the locks. After it opens, walk into the small passage and shoot open the second locked door. This one only has a single lock to destroy. The small chamber it guards has a GRAPPLE LASSO waiting for you. This Grapple attachment can be used to forcibly yank things backwards. These objects will be identified by the Grapple icon that appears on them. Inside the same room that held the Grapple Lasso is a computer terminal that can be scanned for Lore data on HUNTER RUNDAS. Now exit the small room and proceed down the adjacent passage until you reach a sealed door. Scan the terminal nearby to reveal the lever that will open the door. Grab the lever, pull it out, twist it counterclockwise, and then push it back into its socket. The door will open. Take the small lift on the other side up a blue door, leading to the next room. A Crawltank will attack you as soon as you enter the Hub Access. Gun it down and proceed down the passage to the main part of the room. There are two more Crawltanks on the walls, as well as a Pirate Militia up ahead. Shoot them all and go around the bottomless pit to reach the back hallway. Make sure you jump across the gaps in the walkway. When you reach the next door, you'll find that it has a MOUNTED BLAST SHIELD on it. As indicated by the Grapple icon, this type of shield can only be removed with the Grapple Lasso. Lock on to the door and thrust the lasso outwards to grab it with the beam of energy. Now yank back hard to rip the Mounted Blast Shield off. You can now use the door regularly. Enter the Cargo Hub. This room consists of a long, curved hall with multiple doors. Walk in a little and locate the hatch along the right wall that is concealing a control panel. Yank the hatch off with the Grapple Lasso and then scan the panel. The panel is shut down until the enemy threat in the room is taken care of. This enemy will become apparent as you walk further into the room. Three groups of Aeromines will pop out from around a corner and begin to advance. Destroy them and the panel will be operational again. Walk back to it and press it to raise a vent cover next to it. You can enter the hidden tunnel here using your Morph Ball. When you get behind the wall, roll to the left before the fan on the floor pushes you back out again. Bomb your way past the first obstacle, then use the second fan to reach the next part of the tunnel. Fans that blow horizontally will push you back, so wait for them to shut off before continuing. Bomb-jump up the tunnel steps and destroy any obstacles in your way. As you get further into the tunnel, a hovering battle drone will start attacking you. There's nothing you can do about it except dodge its energy blasts. Continue onwards and let the next vertical air jet push you up to the top of the loop. The next fan, a horizontal one, will push you sideways into the next tunnel if you time your fall correctly. Lastly, use a bomb-jump to receive the yellow MISSILE EXPANSION. This power-up increases your maximum missile capacity by five, and is the first of many. Now you can carry up to ten missiles. Roll back out of the tunnel so that you can continue through the Cargo Hub. At the end of the room is a pile of debris. The loose pieces that are glowing yellow indicate pieces that you can remove with the Grapple Lasso. There are three of them piled on top of one another, blocking another Morph Ball tunnel. Since the other doors in the room are sealed, this is your only way out. Get your lasso going to clear your path, and then go through. You will emerge in front of a door with three red generator symbols. This door will open once the power to the generators has been restored. For now, turn and use the blue door on your right. The floor ahead in Substation East is laden with heated energy coils, making contact with it painful. Luckily, there's a Morph Ball tunnel along the outer wall that lets you pass safely. The entrance is just before the start of the hazardous floor, and is marked by a free ENERGY TANK. Bomb-jump into the tunnel to claim it, but don't go through just yet. The walls of the tunnel have automated pistons that will push you back out into the heated floor if you have bad timing. Wait for them all to retract before going through as fast as you can. The pistons alternate every five seconds. When you make it across, unroll and go through the door. There is a firefight raging in the next hallway. A blast will kill most of the Federation Marines, but the pirates will still have to be killed by Arm Cannon weaponry. Blast the crates if you need health. When you get about halfway through the room, look for an alcove on your right that leads to a red door. This is a door sealed with a RED BLAST SHIELD. These can be destroyed with missiles. When you get inside the Munitions Storage chamber, step into the hologram to download a full map of Sector Zero. Also, don't forget to scan the computers here for Lore data on the VALHALLA INCIDENT, HUNTER GHOR and HUNTER GANDRAYDA. Exit the room and follow the previous passage up to a u-turn. The path will loop back around to the other end of the passage, and then once again back this way. As you walk, beware of falling debris from the ceiling, flame spouts from the sides and JUMPMINES on the floor. Use missiles if you need to blast away any debris in your way. The Jumpmines may take you by surprise; they spring up from the ground and start shooting rapidly before falling and detonating. If you missed their scan entry, there is another group up ahead. You can shoot them before they notice you to prevent getting hurt. Past the Jumpmines is another red door. Spend a missile and go through it. Cargo Dock A is on the other side. This open-air room is filled with spare crates, perfect cover for a pirate ambush. Sure enough, two Pirate Militias and two PIRATE TROOPERS will attack you. Pirate Troopers have Phazon-enhanced armor that makes them tougher to defeat. Nevertheless, they aren't much of an improvement over the militias and should be less than a match for you. The pirate assault won't stop there though. Two SHIELD PIRATE MILITIAS will sneak up from behind, where you came in. These pirates use handheld shields to protect themselves against you. However, their ability to defend themselves with them is only as good as their ability to hang on to them. You can use the Grapple Lasso to easily rip away a pirate's shield, leaving it as vulnerable as ever. Once the shielded militias are done in, a pair of deadly AEROTROOPERS will arrive. These much-feared pirates use jetpacks to fly agilely through the air. They don't use melee weapons like ground-based forces, but they can shoot rockets as well as the usual energy blasts. Aerotroopers can dodge missiles, but not all the time. They take longer to kill, and when they finally do give in, they may try to dive-bomb you before their jetpacks explode. The final pirate wave consists of a single SPACE PIRATE ATC (short for Armored Tactical Carrier). This craft is well-armored and quite dangerous. While formidable, it is not without a weakness. The red heat vent at the front of the ATC is its weak spot, so concentrate your fire there. Dodge its cannon blasts and try to gather pickups when you can. After a while (unless you get lucky and manage to hit the ATC with missiles or charged shots a few times), the craft will go down. You can tell it's about to be destroyed if it starts smoking around the sides. In the cut-scene that follows after the destruction of the Space Pirate ATC, several more of the crafts appear and surround the platform. This battle seems lost until Rundas arrives, gliding through the air on a trail of ice. He destroys the ATCs with ice blasts before turning to Samus. He tells her that the Federation has allowed for ship-command devices to be used. You can now use the Command Visor to call your ship to this site. Rundas leaves to take care of Generator B, while Generator A, which is just ahead, is left in Samus's capable hands. Anyway, pull up your Command Visor (the lower right selection in the Visor Select screen). You'll notice that four Landing Beacons have appeared on the platform, and a landing icon can be seen with the Command Visor. Scan the icon to call in your gunship. Use it to heal and save, then continue east. Take the door into Generator Access A, a short, twisting passage crawling with Crawltanks. At the end you'll find a sealed door. The type of blast shield covering this door is new to you, but doesn't have its own proper Logbook entry. To destroy it, you have to shoot the three colored nodes that appear on it in quick succession. After that, the shield turns into an ordinary Mounted Blast Shield. Rip it off with the Grapple Lasso and then go into the generator room. When you enter Generator A, you will take two Aerotroopers by surprise. They set off an explosion to cover their escape. The generator itself retracts into the ceiling, so you must find its manual override controls. As you step onto the round center platform, a group of "JOLLY ROGER" DRONES appears. This is the type of drone you probably saw earlier in the Morph Ball tunnel with the Missile Expansion. Jolly Rogers are weak and easy to destroy, but something of a nuisance when in groups. They circle you at high speeds, trying to confuse you. Instead of falling for their plan and spinning wildly around to try to get a shot at one, stay still and watch your radar. You'll be able to use the radar to see when a Jolly Roger stops circling you. At this time, locate it and shoot it before it shoots you. Repeat this process to destroy all of the drones. Now you can jump to the back platform, where the override controls are located. Find the lever on the back wall. After you pull, twist and push the lever handle, the plasma generator will return to its original position. All that remains to be done here is restore its power. Return to the front of the room where the exit is and find the computer terminal bay nearby. Among the screens is a control panel that can be pushed. Doing so will reactivate the generator. Your work here is done. Just then, in a cut-scene, a wormhole appears in space above Norion, and a strange, Phazonous object emerges from it. Admiral Dane contacts you, saying that the pirates are intending to smash this large object, whatever it is, into the base. That doesn't sound good. You must hurry to get those other generators back online so that the defense system can destroy the object. Retrace your steps to Cargo Dock A. You'll see a few Federation soldiers battling Space Pirates near your ship. One of the soldiers suddenly begins to glow with blue energy. He uses his enhanced powers to eradicate the pirates. Once he gives the all-clear, scan him. This is a FEDERATION PED MARINE. He's using a PED (Phazon Enhancement Device) to boost the powers of his battle armor. It looks as if the Federation has finally begun to take advantage of the useful properties of Phazon. Start walking towards your gunship to save and heal. Suddenly, something big and ferocious swoops by. It looks disturbingly similar to a foe who was supposed to have died on planet Tallon IV.... Continue backtracking through the base. Conduit A, the hallway just before the Cargo Dock, is infested with Crawlmines, along with the usual Jumpmines. You may also run into a SHIELD PIRATE TROOPER, but it's likely that the PED Marine he is battling will kill him before you get a chance to scan him. Don't worry though; there are more to come. Go through Substation East to reach the Cargo Hub. Now use the Morph Ball to slip underneath the debris so that you are in the main part of the room. Here, you will witness Ghor, outfitted with a giant battle suit, sparring with a Berserker Lord. They will crash in through a door at the south end of the bend. After Ghor defeats the Lord, approach him. He tells you to go after Generator C, which is located at the end of the path from which he entered from. Remember to scan Ghor if you didn't before. This is your second-to-last chance for that particular entry. Anyway, the door you must use is covered by another specialized Mounted Blast Shield. This one is held in place by four cables. Shoot the cable attachments to turn the shield back to normal, and use the Grapple Lasso to get in. In the Maintenance Station, Aurora Unit 242 will give you an update about the meteor, as it is being referred to as now, that is approaching Norion. It is filled with Phazon, and Unit 242 believes it may be some kind of bomb. You have little time to spare. Run through to find more Shield Pirate Troopers. Once again, you don't have to do much to fight these guys with the PED Marines here, but you have more time to scan them. Also scan the WHITE BLAST SHIELD covering a door on your left. Although it can't be destroyed now, it's never a bad idea to scan. Conduit C is similar to Conduit A, looping around several times before you actually reach the exit. It too is also patrolled by Crawlmines and Jumpmines, as well as Jolly Rogers. Thankfully, the drones are much easier to kill here because they lack room to maneuver in. Anyway, when you get to the portion of the room with the glass floor, make sure you clear the gap in the middle. Otherwise, you'll have to go all the way around to get back to where you just were, through a passage below. When you get to the other side of the gap, roll into the Morph Ball tunnel on your right and take that to the exit. Enter Cargo Dock C. Stay in Morph Ball form and roll towards the closed hatch in the structure ahead. A Morph Ball Bomb can destroy it, letting you into the tunnel. The winged form of Ridley will swoop by, much closer than before, but don't worry about him just yet. Bomb-jump up to a new piece of tunnel and start following that. At this point, Ridley will decide to drop by and deal with you. He lands on the tunnel, trapping you within a small space between his feet. He'll try to shoot beams of plasma at you, or else bite you, but both attacks can be avoided. When Ridley bites, he might get his jaws stuck on the sides of the tunnel. Bomb his head when this happens to stun him. If you do this enough, Ridley might lift his leg up in pain. Take that opportunity to wiz by him before he recovers. Now continue traveling through the tunnel. Ridley will trap you one more time before you reach the end of it, so do the same thing again to free yourself. After you leave the tunnel, unroll and go through the door. Rundas will get in touch with you now and inform you that he was able to get Generator B back online. That means you only have to do C before your objective is complete. Walk through Generator Access C and shoot the Crawltanks inside. The door on the left side leads to a Save Station. Use it before going through the end door. This one is sealed by a blast shield similar to the one that blocked Generator A. Shoot the five colored nodes as they appear on the shield before yanking it off with the lasso. Enter Generator C now. Pirate Troopers are here to defend the generator, but you don't have to fight any of them. As they advance, one of them suddenly turns on his bewildered fellows and kills them all. This rogue trooper turns out to be Gandrayda in disguise. She claims to be inept when working with machines, so she'll leave you to get the generator back online. Cross the room and approach the manual override lever. Pull, twist and push it onto place so that a Morph Ball tunnel reveals itself along the generator's walls. There are Bomb Slots throughout the tunnel, so you must use them to repower panel that will in turn recharge the plasma generator. Head back to the other end of the room and enter the Morph Ball tunnel near the computer terminal bay. The tunnel contains jets of energy that will push you upwards when needed. The jets activate periodically, but can be forced with a bomb. Such a jet will allow you to reach the first Bomb Slot, located a short ways into the tunnel. A catwalk will extend above you when you activate it. Jolly Rogers will show up as well, having waited to appear until after you made yourself vulnerable. Dodge their shots as best you can. Soon you'll get to an electrical hazard. You can stay safe from it by rolling across the jet streams that blow from it. Otherwise, you'll fall and get hurt. Afterwards, go up, over and then down, but then try to go back up into a passage on your left; another Bomb Slot is hidden there. Use it to extend another portion of the catwalk up above. Eventually, after crossing another electrical hazard and bombing another slot just after, you'll be pushed up into the catwalk you extended. If you didn't miss any Bomb Slots, the catwalk will let you reach the next portion of the tunnel. Be careful as you cross, as there are parts with no sides to them. At last, the tunnel will put you into another Bomb Slot located on the plasma generator itself. Bomb it to lower the generator. Suddenly, as Samus unrolls from the tunnel, Ridley swoops down from above and grabs her! Together, they tumble down the enormous shaft below. A boss fight like no other will commence as you and Ridley continue to plummet down the seemingly endless shaft. The dragon-like Ridley is the military leader of the Space Pirates. He was first encountered by Samus during her operation on the planet Zebes, and was then met again on Tallon IV. Both times, Ridley was seemingly destroyed, but revived through Space Pirate technology. Ridley still has the cybernetic enhancements that made him into Meta Ridley before, as well as new Phazon-based infusions. You'll be able to scan META RIDLEY as soon as the battle begins. The shaft is about 17,000 meters deep, and you must defeat Meta Ridley before you reach the bottom. As you fall, you can move around so that you don't hit the sides of the shaft. Ridley will be below you, so start shooting at his only weak spot, his mouth. In return, Ridley will fire off jets of plasma and small explosives up at you. Don't stop shooting at his mouth for anything. You should see a decent drop in his health before long. The next phase of the battle will being when Ridley swoops up to grab you in his claws. You'll be face-to-face with him now, and it will be easier to hit his mouth when he opens it. First, Ridley may try to take swipe at you with his free hand. It will glow when he's about to do this. Shoot at his hand to stop him from attacking. When Ridley opens his jaws, fire away to deal damage. If you're too slow, Ridley will shoot his plasma beam at you. Repeat until Ridley lets go of you. Next, Ridley will be above you, and you'll be looking up at him. The advantage to this is that you'll be traveling as fast and in the same direction as the plasma blasts he shoots at you, so they'll seem slower and thus be easier to dodge or shoot down. Keep hitting his mouth as you did during the initial phase. Ridley will grab you again before long and the close-up battle will start anew. Keep your eye on the distance you have left before you hit bottom. If Ridley's health isn't past the halfway point at around 8,500 meters, you're in trouble. The final phase will be identical to the first; you falling above Ridley. Keep shooting until the last of his health is gone. In the cut-scene that follows, Samus shoots Ridley in the mouth at point-blank range. As the pair tumbles into the depths of Norion, Rundas shows up and rescues Samus once again while Ridley is swallowed up in darkness. Back at the generator room, Rundas drops Samus off and tells her that she owes him one. He'll leave you to get this generator back online, and tells you to meet him in the control room afterwards. All you have to do to get this one working again is press the terminal near the door. After that's settled, leave the room. Now all three generators are up and running, but Unit 242 has bad news. All efforts to stop the meteor have failed, and it is set to crash in four minutes. You have that much time to get to the control room. Race back through Generator Access C. When you step out into Cargo Dock C, the meteor will be clearly visible in the sky. Use the Morph Ball tunnel to the right of the one you used previously to get through the room. Now dash through the other 'C' rooms until you get back to the Cargo Hub. Don't bother fighting anything that gets in your way. In the case of the Aeromines, you can just roll beneath them with the Morph Ball. When you reach the hub, head to the northeast end. Roll through the debris and activate the panel on the door with the three generator symbols. This opens the way to a lift. Ghor, Gandrayda and Rundas will join you inside. This is the only chance you get to scan HUNTER RUNDAS and HUNTER GANDRAYDA as Galactic Federation entries, and the last chance to get Ghor's such entry too if you missed the last two opportunities. Don't miss any of them! When the four hunters reach the top, they begin to ready the controls for the defense cannon. Just then, a ball of Phazon energy smashes through the tower window. The ball reveals itself to be none other than Dark Samus, a creature of pure evil that, like Ridley, has fought Samus countless times in the past. As an entity originally known as Metroid Prime, Dark Samus first tried to use Phazon to devastate the planet Tallon IV. After she stole Samus's Phazon Suit and became Dark Samus, she stalked the planet Aether, searching for Phazon to sustain herself. Now, despite conflict with them in the past, it seems she has joined forces with the Space Pirates (or perhaps is controlling them). Samus, Rundas, Ghor and Gandrayda open fire on Dark Samus, but their attempts seem to do nothing. Dark Samus releases a burst of intense Phazon energy, and all three hunters are incapacitated. Samus retains her wits long enough to finish activating the defense cannon and save the planet from the Phazon meteor, and then loses consciousness.... A month has passed since the assault on Norion. Samus wakes up in the G.F.S. Olympus's MedLab Delta. The female trooper attending Samus tells her that after the battle, the four hunters were found unconscious. After a medical examination, it was found that their bodies had begun producing Phazon energy. Strangely, this corruption seemed to have no negative impacts on their health, so the Federation decided to put that to their advantage. You, along with the other hunters, have been given a PED SUIT. These devices were used by the Federation PED Marines you saw on Norion. While they had to rely on external Phazon reserves, the Phazon you are producing in your body will allow you to use the PED Suit more efficiently. With it, you can enter a state known as Hypermode. To do this, you have to inject a whole Energy Tank into the system. While in Hypermode, you won't take any damage, and you will have access to Hyper weapons. The only one you have at the moment is the HYPER BEAM, but it's much stronger than the ordinary Power Beam. Hypermode lasts as long as you have Phazon energy to spend; a meter will replace your health bars and tell you how much Phazon you have left. Using the Hyper Beam will deplete your Phazon stores. You can enter and exit Hypermode by pressing and holding the Plus Button. Exiting Hypermode will replenish some of the energy from the Energy Tank you injected to initiate it. Hypermode also automatically ends after 25 seconds. You will now be put through a brief tutorial so that you can test the PED Suit. A ball comprised of Phazon plates is assembled in front of you. You have to destroy them using the Hyper Beam. Start by entering Hypermode. Now start shooting at the Phazon ball. You'll have to destroy all of the pieces in order to finish the tutorial, but it's unlikely that you'll do it in one go. After each session, your health will be fully restored so that you aren't wasting any Energy Tanks. Try again until the last pieces of the Phazon ball are destroyed. Once you pass the tutorial, your attendant will tell you that Unit 242 wants to meet with you. The Aurora Chamber is located off the Flag Bridge. Feel free to exit the room now, but don't forget to scan the side panels for Logbook data on PHAZON and the PHAZON ENHANCEMENT DEVICE. As you traverse the Gunnery Station, you can use Hypermode to destroy the Phazon plates that have been set up along the corridor. These will release pickups. Notice that you can no longer find regular Energy Unit pickups. Instead, you'll see Phazon Units, which are essentially the same thing. Use the door along the right wall of the station to get to a small lift. This will take you to the hallway with the Save Station, right next to the Flag Bridge. Save your game before continuing. Go into the Flag Chamber and turn right to find the center door, guarded by a Federation Marine. Talk to him to get clearance into the Aurora Chamber. The door behind him will open. There's a lift on the other side that will take you up. Ride it and let the marines at the top open the next door for you. When you finally enter the Aurora Chamber, walk up to the computer terminals in front of the AU's tank and activate the panel in the middle. Unit 242 will appear from the hazy liquid within her stasis tank. After her welcome, she informs Samus that during the attack on Norion, two other planets nearby, Bryyo and Elysia, also suffered similarly. The meteors, now dubbed Leviathans, impacted the planets and began spreading the Phazon from within their massive bodies. They must be destroyed. Rundas and Ghor have already been dispatched to Bryyo and Elysia, respectively, while Gandrayda was sent to locate the Space Pirate stronghold. They too were given PEDs, but contact with them was lost a week ago. Unit 242 wants Samus to go to these planets and finish the other hunters' missions, as well as try to find out what happened to them. Samus hurries off to her gunship to begin her mission. Good luck Samus.... ============= Chapter 3: Land of Lizards. ============= While in your ship, Unit 242 will tell you that the fleet is moving out of orbit from Norion, so you will no longer be able to visit the G.F.S. Olympus. Now it's time to get going to planet Bryyo. Call up the navigation panel and select the new planet labeled Bryyo. Currently, it has only one landing site. Select it to be on your way. Note that you could go back to Norion or even to Elysia if you wanted to, but it'd be pointless without the necessary suit upgrades. Bryyo is a planet that is aligned in orbit so that the same side always faces its star. One half of the planet is a scorching desert, while the other lies in perpetual darkness. Only a thin band in between the two halves is temperate enough to harbor life and it is there that the ancient Reptilicus civilization rose and fell. The planet is important to the Galactic Federation because of the large amounts of Fuel Gel found on it. You will land at the Cliffside Airdock. Off in the distance ahead, you can see what Unit 242 will point out to you; the Leviathan Seed is protected by an energy shield. There isn't enough information for 242 to figure out how to get by it yet, so she wants you to investigate the wreckage of a downed Federation vessel in the area. After she sends you the coordinates, set off down the path. There are some things you can scan here. Try, if you can, to get one of the fast-moving NIGHTBARBS that fly overhead. Also, scan the cactus-like KASHH PLANTS and the larger MATURE KASHH PLANTS growing on the walls of the path. They sometimes contain pickups, and the only way to get them is to shoot the plants open. At the path's end, scan and open the BRYYO BLUE DOOR. Signs of Rundas's recent presence are evident inside the Gateway Hall, with pieces of ice and frozen Bryyo natives here and there. Turn left at the end of the hall and start crossing the bridge made of ice. The GRAGNOLS here can easily be destroyed by a few well-placed shots, but that's only because they aren't fully-grown yet. They can still shoot Phazon pulses at you though. Cross the bridge and enter the temple. Jump down into the pit ahead and turn so that you can make a way to get back up if you need it. Just use the Grapple Lasso on the base of the platform to pull it outwards and make a step. Now head towards the south exit, but scan the SMALL BRYYO COFFER and the LARGE BRYYO COFFERS (non-biological versions of the Kashh Plants) before you go through. Enter the Gateway. A short cinematic will introduce Bryyo when you enter, as well as show you the door you need to use. The said door is sealed and is engraved with dragon symbols. Turn left and jump to a platform in the corner, and then to another one to its right. Use it to reach the south part of the room. Now walk across the crumbling stone bridge towards the dragon symbol door. The bridge is clearly unstable, so try not to stay on it for too long. Once across, turn around and use the Grapple Lasso on a section of stone from the wall to the right of the bridge. When pulled out, the bridge will give way at last, but the stone wall will become a platform back to the other side. Turn left from the dragon symbol door and jump to another platform nearby. From it, jump to the center structure and enter the Morph Ball tunnel around its base. The tunnel will take you to a Bomb Slot. Bomb it to lower a set of platforms from the top of the room and unlock one of the two dragon symbols on the door. Less rewarding are the swarms of PHAZON NIGHTBARBS that also make an appearance. Unlike the relatively harmless Nightbarbs, the Phazon strain is quite vicious. They fly around in small groups, attacking by firing a ball of collective energy. They are hard to hit individually, but you can destroy all in a group by shooting the ball of energy they form right before they shoot it at you. Since the Phazon Nightbarbs will continue to appear indefinitely, it's not a bad idea to ignore them. Go back to the platform that you made by pulling it out with the Grapple Lasso. Use the nearby ledges to reach an inclined walkway overlooking the room. Go to the end of it and jump to the nearest of the two platforms that you lowered with the last Bomb Slot. From the second one, jump to the very top of the central structure. There's a new Morph Ball tunnel entrance up here that lets you reach the second Bomb Slot that controls the locks to the dragon symbol door. Activate it to release the lock. To get back to the door quickly from the northern doorway, jump to the southeast platform that was just made when the piece of metal fell away. Watch out for the two GEL PUFFERS there. They explode when ruptured and leave behind a corrosive cloud of Fuel Gel vapor. Wait for the cloud to dissipate before walking through. When at last you reach the dragon symbol door, or rather, the now open doorway, you'll see a Morph Ball tunnel up ahead. There's a metal sphere stuck along the right path that must be pulled out before you proceed. Use the Grapple Lasso to yank it along the path until it gets to the tunnel opening. Give it one final tug to pull it free of the tunnel and smash it. Now go into your Morph Ball and bomb-jump into the tunnel. Take the right-hand path. When you exit from it, head towards the door up ahead. Before you can go through, gun down the two HOPPERS coming at you. Hoppers are well named; they hop around everywhere. They aren't difficult to destroy, so finish them off and enter the small Reliquary II room. Inside is another easy ENERGY TANK. Also, use the Grapple Lasso to rip off the piece of metal covering the panel on the back wall. This will expose the Lore piece GOLDEN AGE to your Scan Visor. Once that's been scanned, return to the Morph Ball tunnel in the Gateway and take the left path from the entrance. When you unroll, a group of BRYYONIAN SHRIEKBATS will dive-bomb you. Shriekbats are well-known for sacrificing themselves in order to defend their territory. It is difficult to scan these short-lived creatures, but there will be more opportunities later. Use a missile to destroy the Red Blast Shield on the door ahead so that you can exit the Gateway. Go into the Grand Court Path and hop up the stone steps. Creatures called SHELBUGS roam the walls of this passageway, and they're actually quite common on Bryyo. They don't like you being near them though, and will fire Phazon spines at you if you get close. At the top of the steps, turn around and find the statue in an alcove on the wall filled with Fuel Gel (your Scan Visor will help). Fire a missile at it to make it explode, leaving behind a small ledge to jump over to. Turn around on it and leap across the main path into a hidden passage in the wall. Follow it and leap over to an alcove where a MISSILE EXPANSION is waiting. Now return to the main path and go up to the top. The way is blocked by a strange group of Phazon vines. You need to use the Hyper Beam (while in Hypermode, obviously) to destroy it. Switch to Hypermode and shoot the four blue globs that are the vines' weak spots. The vines will then dissolve, so deactivate Hypermode immediately to get as much energy back from the spent tank. Kill the Hoppers in the next chamber and go through the door at the end. The Grand Court has a short drop coming in, making it impossible to return to the Grand Court Path just yet. Go down to where the giant stone golem is lying. Two REPTILICUS HUNTERS will suddenly ambush you from the alcoves above. Reptilicus Hunters are native warriors who have been corrupted by Phazon. They are tough to beat and have unusual powers. Primarily, they'll use their energy whips and throwing chakrams against you, but can also leap great distances and make themselves invisible for short periods of time. Moving around helps to avoid getting hurt. A path to the west will be revealed after you bring the Reptilicus Hunters down. Take it and turn left. There is a panel on the wall with a glowing red spot. Shoot the spot, and the three others that appear, to make the panel shift into another piece of Bryyo Lore (AGE OF SCIENCE). Now take the door at the other end of the path. Leap down to the rocky ledge when you enter the Hillside Vista and scan to locate a piece of cracked Talloric alloy rock set along the base of the wall. Use a bomb to blast it apart. Now enter the Morph Ball-sized tunnel. This tunnel is home to two strange Bryyo creatures that are never found apart. The small, glowing wormlike things are SNATCHERS while the creature clinging to the rock above is a KORBA (you'll be able to scan them shortly). When the Snatchers stick to you, they accumulate and inflate themselves. When that happens, you'll float up like a balloon towards the feeding Korba. You can use a Morph Ball Bomb to shake off the Snatchers, but they're actually useful for getting to the top of the tunnel. If you go up the narrow left shaft, you can find a MISSILE EXPANSION. Go to the lower left path to get to the exit, which you'll have to bomb yourself through. When you unroll from the tunnel, turn around to scan the Snatchers and the Korba. Now face the statue behind you and use the Grapple Lasso to yank off its chest plate. You can then shoot it and make it explode like the one in the Grand Court Path. Use the doorway afterwards. Reliquary I contains the GRAPPLE SWING upgrade. This thing increases the abilities of the Grapple feature. Now you can swing from special Grapple attachments to reach new areas. Back in the Hillside Vista, you no longer have to use the Morph Ball tunnel to get to the other side of the cliff. Just use the GRAPPLE SWING POINT (a scan-able) hanging over the chasm to trapeze across. Climb up to the door and reenter the Grand Court. The Grand Court has three Grapple Swing Points that will let you reach the exit, but they're out of range from the ground. Take the north path from the clearing and head left up a set of steps. The final platform is close enough to the Grapple points. Before going across, shoot the Gel Puffers floating around the points. They may make things hard for you if you leave them alive. Swing out to the first point, then let go at the end of the swing and immediately reattach your Grapple beam to the next one. Repeat this to reach the east ledge. The wall in front of you is covered in eight metal panels. They can be pulled away with the Grapple Lasso to reveal a tunnel in the wall. Use your Morph Ball and its bombs to ascend this tunnel and reach the exit. There's nothing Grapple-related in the Grand Court Path, but you will find a new enemy, a REPTILICUS. A standard Reptilicus appears to be no different from a Reptilicus Hunter, except for one thing. A Reptilicus doesn't waste time making itself invisible; it can actually teleport from one spot to the other. Luckily, there really isn't enough room in the Grand Court Path for this one to pull off its trick effectively, so just waste him. More of them, along with native Nightbarbs, now reside in the Gateway. If you need to get across the room from the eastern part of the room (to return to your gunship, for example), you can use the Grapple Swing rather than having to jump all over the place. Anyway, head into the southeastern hallway and go to the north end so that you can climb onto the back ledge. The door up there hasn't been used yet, so go through. Enter the Crash Site and try to scan the Shriekbats if you didn't scan them earlier. If you did, then by all means avoid getting hit by them. Use the Grapple Swing to cross over to the wing of the crashed G.F.S. Theseus. There's a door to the north, but you can't get through it. Instead, bomb your way into the Morph Ball tunnel farther down the wall. The tunnel splits into two paths, but you can only take the lower one right now. Use it to gain entry into the Theseus. The first thing you should do inside the G.F.S. Theseus is kill the ATOMIC. The Atomic is only vulnerable to charged beam shots, but it gets dangerously excited whenever you charge your beam. Shoot it quickly before it touches you. The Atomic is also capable of dropping explosives, so don't go underneath it. After you destroy the Atomic, turn towards the north wall. The panel covering it is held in place by two locks, so shoot them with charged shots to get it down. This will reveal the workings behind it. Use the Grapple Lasso to connect the disabled power rods above and below the active pair. You have to couple each pair at a time before doing the other two. When all six power rods are active, the satellite interface unit will pop up. Approach the lever on its side and twist it around to give the unit power. Once that's done, the unit will send out a broadcast, and your objective will be complete. Two more landing sites will also become useable on Bryyo. Unit 242 will tell you that the satellite data has revealed that two energy signatures are powering the Leviathan Seed's energy field. These energy signatures must be destroyed for the shield to be removed. Their locations will be uploaded to your map. It's time to return to the Cliffside Airdock. Use the door taking you back to the Crash Site. Wait, was that Rundas flying away from the cliff? It seemed so. Anyway, before heading back across the chasm, reenter the Morph Ball tunnel you used to get into the Theseus. Now that the power is back, you can take the path that goes upwards. However, that also means that there will be electrical hazards to avoid inside the tunnel. Go through and bomb-jump your way up to a ledge next to a moving piston. When the piston goes all the way up, you can perform a double-bomb-jump to get to the ledge above. To do this tricky maneuver, set a bomb and wait until it is just about to explode before setting the second. At the time you do that, the first one will blast you upwards a bit. Set the third bomb when you reach the height of your jump. When you fall, the second bomb will push you back up. And, if you timed it right, you'll hit the third bomb and be pushed even higher. After you master the double-bomb-jump, go right to exit the tunnel. From this part of the Crash Site you can walk up and grab the MISSILE EXPANSION sitting above the Grapple point below. You will also be harassed by some GRAGNOL ADULTS. These bugs are immune to your Arm Cannon weaponry, but can be killed quickly by shooting the Grapple Lasso at them. After you have the expansion, leap down to the doorway into the Gateway. Cross it and reenter the Gateway Hall. As you try to cross the ice bridge Rundas made, a new enemy will shut you in for a battle. Meet the two ALPHA HOPPERS. These creatures are rare, so don't do anything to them before one is scanned. Fortunately, Alpha Hoppers require no change in strategy to defeat when compared to regular Hoppers. They have more health, but are vulnerable to any kind of weaponry. Watch out for their venomous spit and sharp claws. After you defeat them, more will emerge from the nest hanging above. You may think to shoot the nest to stop more Alpha Hoppers from emerging, but that won't really work. Just keep killing them until there are no more left, then continue heading back to the Cliffside Airdock. When you get to the landing site, climb aboard the gunship and get ready to fly to a new location. The two new landing sites are the Fiery Airdock and the Thorn Jungle Airdock. You must go to the Fiery Airdock first, which is within the Bryyo Fire region of the planet. As you land in this area, you'll see how different the environment is here. Large quantities of Fuel Gel make this place very hot, and the types of creatures found here are better adapted to live in such conditions. Exit your ship and look around. Rundas's Phrygisian-Class Gunship is parked nearby, so he must be in the area. Avoid touching the caustic FUEL GEL all around the landing platform, but scan it for a Logbook entry. Afterwards, take the only door out of the Fiery Airdock. Turn left inside the Imperial Hall and shoot the gel spout on the stone disk blocking the path with a charged shot. The spout will ignite and push the disk sideways. Jump over the pool of Fuel Gel and do the same thing to the second stone disk. Afterwards, turn right and exit. The Gel Refinery Site is a spacious, open room with lots of Fuel Gel in it. There are also two Reptilicus in here. Defeat them before heading towards the eastern part of the room. To get to the door on the high ledge there, you'll have to create a platform that will let you reach it. To the right of the door is a rotational valve with two gel spouts coming out of it. Ignite these spouts quickly to make the valve flip over. It can be used as a platform now to reach the east door. Enter the Main Lift. Before going into the tunnel ahead, look to your right and use the Grapple Lasso to expose the data of AGE OF SCHISM. Now roll up and enter the Morph Ball tunnel in the wall. This tunnel is home to another colony of Snatchers and a Korba. To proceed, you'll simply need to have the Snatchers float you up to the nearest ledge on the left side of the tunnel. However, like last time, you can obtain an expansion by exploring the other path. Rise up as far as you can go until you are almost at the hungry Korba. Shift over to the topmost ledge and free yourself from the Snatchers so that you can take the path. It will bring you to a MISSILE EXPANSION located in the next part of the room. After you have it, return through the tunnel and bomb the little plant so that you can get to where the Snatchers are. Use them to reach the end of the tunnel. When at last you exit, turn left and walk to the end of the path. This is a lift that will take you to the next room, but it is held in place by a lever. Simply use the Grapple Lasso to loosen it and be on your way down. The door to leave is protected by a Red Blast Shield, so use a missile on it. You'll be attacked by Hoppers inside the Corrupted Pool, but they shouldn't be a problem. Turn the corner to find a large pit full of blue Phazon, and an enormous growth of Phazon vines blocking the way across. Activate Hypermode and go after the vines' blue weak points. Then, after a few seconds of being in Hypermode, something strange will happen. Your Phazon meter will climb to a critical level, and you'll be at risk of being completely corrupted. Quickly fire the Hyper Beam repeatedly to vent off the excess Phazon. When you get your Phazon levels back down to nothing, Hypermode will deactivate normally. Unit 242 will message you and begin analyzing the situation. Whatever just happened didn't look good. As it turns out, the Phazon levels in your body have reached a point where you will no longer be able to use the PED Suit like you used to. After being in Hypermode for more than a few seconds, you will become corrupted and be unable to abort the mode manually. Your Phazon levels will climb steadily, and as a result of enemy attacks, and your game will end if you become fully corrupted. As you did just now, using Hyper weapons can keep your Phazon levels in check. You can even use corruption to your advantage by letting the rising Phazon levels continue to fuel your weapons. However, Hypermode will still end after 25 seconds. Just be careful and watch your Phazon meter when you decide to use your PED Suit from now on. Well anyway, now that the Phazon vines are gone, you can swing across the Phazon pit via Grapple point. Given Samus's past experiences with Phazon, you may be keen to avoid the glowing pool below, but contacting it will actually heal you and recover you energy. If your health is low, take a quick Phazon bath before continuing (exit the pool using the steps on the north side). After swinging across, locate the exit on your right. Enter the next room. This is the Gel Processing Site. The door you want to take is up at the top, where Rundas just went through. Mysteriously, he seems to be trying to avoid you. The only way to get to the exit is by crossing the room. Before you reach the back ledge however, three fierce WARPHOUNDS will enter the scene. These are the beasts the Reptilicus use as guards. They share a few of their masters' traits, including the ability to warp from one location to another (hence the name) and their resilience. They also shoot fire balls from their mouths. Warphounds are weak to cold-based weaponry, but currently you have nothing of the sort in your arsenal. Missiles, charged Power Beam shots and the Hyper Beam are the way to go. They will go down eventually. Return to the back of the room and hop up to the ledge. After scanning AGE OF WAR, face the Bomb Slot. It is inactive at the moment, but igniting the two gel spouts on either side of it will fix the problem. When the device is used, a large metal platform will rise up from the floor of the room. Space jump over to it and eliminate the Gragnols. Now face the west side of the room. Use the Grapple Lasso to pull out a rail set it the wall to connect it to the center platform. Do the same on the east side of the room. The rails form a tunnel that the Morph Ball can get through, but you have to find its entrance first. Jump over to the platform on the east wall and find the pumping station inside the small alcove. Grab the pump's handle and start pumping (pushing it in and out) to charge power. When it is fully pumped, spouts of Fuel Gel will turn on behind it. Ignite these to expose the entrance to the Morph Ball tunnel. Now go through it so that you can get into the alcove on the west side. This one has a Bomb Slot similar to the one on the ground. Ignite the spouts to give it power. Now use the slot to raise a part of the center platform even higher. Go back through the tunnel and unroll so that you can jump over to the top of the platform. This time, you'll have to fend off some Gragnol Adults that were disturbed by the platform's activities. Remember to use the lasso on them. You are now almost at the top. Face south and use the Grapple Lasso on the little green valve underneath the large Fuel Gel vat. With the valve gone, Fuel Gel will spill freely from the pipe. Shoot it to make another small stream of gel begin flowing. Now, when you shoot this one, an explosive reaction will occur and the gel vat will be out of your way. Jump over to the ledge and enter the Morph Ball tunnel on the right side. The tunnel is fairly typical, but there are PHAZON PILLBUGS roaming the inside of it. These creatures roll around the tunnel's loops, looking for food. A few bombs will be enough to destroy one. Avoid the jets of Fuel Gel as well. Just above the first one is a cracked stone block. Bomb-jump up to the path next to the block. Use another bomb to destroy it and make the sturdier one on top of it fall down. Now you can safely continue through the tunnel. At the end, unroll and scan the Pillbugs. Finally, activate the Bomb Slot on the ledge to raise the last piece of the center platform (and summon a few Gel Puffers). Jump back to the platform and face west. The ledge you saw Rundas on before still seems too high up to reach, but there's a green GRAB LEDGE there that lets you get up. Jump to the Grab Ledge to hoist yourself up to the doorway. Exit at last. The Gel Hall is almost completely filled with searing Fuel Gel, and there doesn't seem to be any way to cross safely. However, notice the revolving golem statue spewing Fuel Gel from its mouth in the middle of the pool. Shooting the gel will make a fire jet erupt horizontally from the statue's head. Wait for the statue to be facing left before igniting the gel stream. The jet of fire should destroy the yellow fuel line hanging there, and a platform will come down. This platform not only lets you get across to the door, but it also has a MISSILE EXPANSION on top of it. Claim your prize and head towards the west door, but don't go through yet. Turn back and watch the Fuel Gel's surface for the occasional leap of a GEL RAY. Gel Rays are completely harmless unless touched, and aren't worth the effort to kill. They are also a pain to scan because they are visible for only a few seconds when they leap and appear in a random spot each time. It will take a few tries to get a full scan of a Gel Ray. When you have its Logbook entry, use the exit. You can save inside Save Station A and recover your energy. Get out through the opposite end of the room after you are done. The next room is the Cavern Entry. Just shoot the Hoppers and go right through to the next room. The Gel Cavern is another thin passage, but you have to watch out for the Fuel Gel pouring from above this time. When the cascades stop, jump across before they begin again. There are some Gragnols near the end too. The Temple Access tunnel is home to many GELBUGS. These creatures are filled with volatile Fuel Gel, and will start bouncing around if disturbed. Try to shoot them before they hit you. Walk through the tunnel and use the door at the top to reach the next room. This is the Temple of Bryyo. It starts as a small tunnel, but opens up into a much larger clearing. As soon as you go out into the open, a massive Space Pirate war cruiser will fly across the sky and bombard the temple with laser bolts. Don't worry too much about the cruiser, as there are more pressing matters at hand. Two Space Pirate ATCs have also shown up, and will deploy their squads of ARMORED PIRATE TROOPERS straightaway before flying off. This leaves you to fight the troopers. Armored Pirate Troopers are a new type of pirate, but don't require a new strategy. Like the Armored Pirate Militias, the troopers are equipped with stronger armor that prevents damage to them, but is not indestructible itself. Missiles are the best way to destroy the troopers' armor. After that, they become regular Pirate Troopers. Watch out for the Phazon grenades they use too. Getting caught up in a blast will force you into Hypermode corruption and can catch you off guard. The good news is that you won't be forced to spend an Energy Tank (but the blast itself will still damage you) and you will be able to kill the pirates quickly with the Hyper Beam. After you defeat them, more trouble approaches. But as an additional wave of pirate forces shows up, help also arrives. A giant block of ice appears from the center of the floor and the pirates scatter in fear. Rivers of ice track them and freeze them in place. After the pirates are taken care of, Rundas makes his appearance from the large block of ice. You can now scan Rundas to make the unnecessary confirmation that he is who he is. After that though, Rundas will generate a new ice flow, aiming not at a hostile, but at you! It's clear that Rundas isn't his usual self at the moment. He's being controlled by Dark Samus, and unfortunately you're going to have to battle your ally in order to get by. As soon as you begin fighting, scan RUNDAS once more to add him to your Logbook as a Space Pirate entry. As you have witnessed in the past, Rundas can manipulate ice in a variety of ways. Now that you have been forced to battle him, you'll see just how skilled he is. The very arena is shaped by the ice he has created, giving both of you plenty of cover. Like the armor-wearing pirates, Rundas is invulnerable as long as he is protected by his armor, but he can be stunned after enough punishment. Target him immediately and give it your all. While you may be tempted to charge the Power Beam in order to do more damage to Rundas's armor, his speed will make hitting him with that difficult. Use missiles instead. Rundas gets around in two ways; he can fly through the air by ice-surfing, and he can run around on the ground. Obviously, because he's faster while airborne, you'd be better off attacking him while he's on foot. Once you manage to stun Rundas, you can use the Grapple Lasso against him. Yank his armor off to expose his vulnerable body. Start shooting immediately, because Rundas will regain his senses once his armor is off and resume his attacks. While his body is exposed, you may want to switch to Hypermode in order to do more damage quickly. As always though, don't overuse it, or you may find yourself with less health than desirable. It won't be long before Rundas's armor regenerates, but you should have enough time before then to dent his health bar. Reattempt to stun him so that you can take his armor off and continue damaging him. All the while, you're going to have to avoid his attacks. Most of the time, Rundas will fire blasts of icy vapor at you, and they'll freeze you if you take a direct hit. If you get trapped in ice, the only way to free yourself is to tap the B Button repeatedly. Other times, Rundas will shower you with similar blasts while he zooms around the room. And, if your foe perches himself on top of an ice formation, he may be trying to hurl ice boulders at you (three or four at a time; they can be shot at and destroyed for pickups) or swing a massive ice club around to demolish anything nearby. Rundas will use this latter attack when he enters Hypermode, using his own PED. Your own Hypermode weapons will be more effective against him then. Keep up the attack until Rundas takes his last hit. Once Rundas has been defeated, shards of ice will impale him. Then, like a phantom, the true villain appears. The shadowy form of Dark Samus absorbs Rundas's remains and then glides away. She leaves behind a prize for you; the ICE MISSILE upgrade. This weapon gives your missiles freezing capabilities. Missiles can now freeze enemies and other objects solid, as well as open White Blast Shields. After you grab the upgrade, collect the pickups left behind from battle and use the lift indicated by a hologram in the center of the temple. Take it to a door and go through. The eastern energy signature is just ahead, but first you have to get through the Fuel Gel-filled Temple Reservoir and the room after it. From the bank of the gel pool, scan a SCORCHBUG ahead of you. Scorchbugs explode when hit with something, but are otherwise unexciting. You can also scan a Gel Ray if you didn't earlier, since they appear here more frequently than in the Gel Hall. Now the question remains as to how to cross the Temple Reservoir's Fuel Gel pool. The answer is to use an ice missile. Shooting the Fuel Gel with a missile now will freeze some of it and make a temporary platform of solidified gel. Make a platform to jump across to, and then shoot another missile ahead to make the next one. Keep doing this (it should only take around two platforms to reach the other side) until you get to the next blue door. Enter the Temple Hall. On your right is a pumping station that is used to control the flow of gel from the spouts along the sides of the chasm ahead. Pump it four times to turn it on. Now Fuel Gel will pour from the three spouts. Use missiles to freeze the gel flows so that they form solid platforms. Like the ones you made in the Temple Reservoir, these formations will last only a few seconds. Jump from one to the other until you get to the other side. Use the door here. You've finally reached the Temple Generator. On the other side of the structure ahead, through a large window, you can see one of the shield generators that keep the Leviathan Seed protected. You must destroy it somehow. Go back to the front of the room and use the control panel with the Space Pirate handprint on it. A hologram of the shield generator will show up, but nothing else will happen. Soon, Unit 242 will speak to you. She says that since the generator is made of durable Maldium metal, it cannot be destroyed by any of your weapons. You must find a weapon that will do the job for you. It isn't in the Bryyo Fire region, so you'll have to backtrack all the way to the Fiery Airdock and return to the first part of Bryyo you explored. Before you leave the Temple Generator room, scan the side panel for data on DOWNFALL. ============= Chapter 4: The Leviathan Seed. ============= Start making the long walk back to your gunship. The rooms you have to go back through may have different enemies this time. The Temple of Bryyo, for example, is inhabited by Hoppers now. When you reach the Temple Access, shoot at the Gelbugs to send them tumbling towards a lone pirate near the end. The Gelbugs should blow up in his face and kill him. Make your way back through the next two rooms until the Save Station is reached. Note that in the Gel Cavern, there is a new shortcut that lets you skip right to the Imperial Hall, but taking it now will make you miss out on expansions you could do with. Head towards the Gel Hall instead. Enter the Gel Hall and hop over to the round platform that you cut loose earlier. Face south and shoot missiles into the Fuel Gel down the corridor to make icy platforms. You can use them to reach a hidden ledge where the room's second MISSILE EXPANSION rests. Now go back to the main chamber and use more makeshift ice platforms to get to the north door, covered by a White Blast Shield. Another missile will get the shield down. Use the door afterwards. This new room is the Gel Purification Site. It connects to the Gel Refinery Site, saving you the trouble of having to backtrack through three extra rooms. To cross this room, shoot the red switch ahead of you. A Grapple Swing Point will appear to its left. Use it to begin swinging. To get to the next swing point, shoot the next red switch before swinging over. Repeat one more time and then go through the blue door at the end. Don't jump down from the ledge when you enter the Gel Refinery Site. Turn right and use the Grapple Lasso to rip a few pipes away. This will make the larger one next to them collapse. Now you can walk on the pipe to reach this ledge from below whenever you come back through. Also, walk to the end of the ledge and pick up another MISSILE EXPANSION. Now return to the Fiery Airdock. During the walk back to your gunship you will have received a transmission from Unit 242. Your next destination is the Hangar Bay, a Federation outpost and landing site located near the place where the G.F.S. Theseus went down. You'll be able to upgrade your ship somehow when you get there. You can't fly to this new landing site directly because its beacons aren't active yet, so you'll have to reach it on foot. Fly to the Cliffside Airdock instead. Nothing has really changed in any of the rooms from the landing site to the Theseus, so zip through them until you get to the downed ship. After entering it, head directly across to a new door that takes you into the Falls of Fire. You couldn't go through this room previously without the Ice Missile upgrade. Now you can freeze the gel streams coming out of the wall spouts to create platforms, exactly like you did in the Temple Hall back in Bryyo Fire. Before making your way across though, blow up the Gel Puffers. They have a knack for getting in your way. Proceed down a short hallway after the chasm and check out the golem standing guard at the end. It has a Bomb Slot set into its stomach, so roll up and use a bomb-jump to get inside. The Bomb Slot will energize the golem and make it come to life. Each golem you find is preprogrammed to perform a specific task when activated, and this one will charge through the wall behind it and drop down a long shaft. It will power down and release you at the bottom. Fire a missile at the exit door to get it open. The Hidden Court is the next room. It is dominated by a war golem even larger than the last one, but restrained by several thick vines. Before you can worry about the golem though, two Warphounds will pounce. Use Hypermode if you want them dead quickly. After they are gone, a hole will appear on the floor in front of the golem. This acts as the Bomb Slot used to power the golem, but it can't do anything useful with those vines restraining it. You have to get rid of them before setting the golem to work. However, as the golem struggles against its bonds the first time you try it out, a hatch will loosen where the vine connected to its right leg is attached to the wall. Shoot the pockets of Fuel Gel at the base of the vine to burn it down. Now one of the golem's legs is free. Go after the left leg attachment next. The vine tied to it is connected to a Morph Ball tunnel along the north wall. The problem getting into it is that there is an active gel spout near its entrance. You can fix this problem by freezing the spout solid with an ice missile. Hurry into the tunnel and get across the frozen spout before it melts again. Work your way through until you find a hole that takes you behind the wall. The Fuel Gel attachment is located there. A bomb will set off the chain reaction to disintegrate the vine. Now only the arms remain. Roll back out of the tunnel and look towards the upper east wall. There is a gel spout burning near another vine. This one is simple to destroy; shoot the spout so that the intense flames ignite the vine. The left arm of the golem is now free. The last vine is attached to the wall near the entrance, but its base is covered by a chunk of Brinstone rock. This mineral is susceptible to your missiles, so use one to destroy the rock and expose a small alcove. Jump into it and locate the vine's base. Destroy it to free the golem once and for all. Go back to the golem's Bomb Slot now and activate it to power up the golem. This one will pick up an entire section of the floor (with you still inside) and place it in the wall behind it, which will in turn retract (this will be important later). The golem will step to the side and deactivate, while the place where the Bomb Slot used to be now leads to the room's exit. Listen to Unit 242's report on your Hypermode condition before entering the next room. Drop to the bottom of the Ruined Shrine when you get inside and look for the arm of another golem. Age has damaged the alloy that the arm is composed of, making it weak to Morph Ball Bombs. Use one to uncover an ENERGY TANK hidden beneath the arm. Now use the steps to get back up to the ledge. To both sides of the ledge are large golem statues. The right-hand one has a strange gel crystal formation on it. Though solid, the Fuel Gel is still volatile. Shoot it and a bridge above the golem will fall into place as a result of the blast. The bridge has a Grapple Swing Point beneath it. Use the Grapple Swing to reach the opposite ledge. Now turn back around and jump to a ledge on your left, near the golem's head. It will put you on top of the new bridge and allow you to cross. Jump onto more platforms on your left so that you are level with the upper west ledge across from you. You should be able to see another Fuel Gel crystal there. Destroy it to sever the vine attached to a stone pillar on your left. There is another vine holding the pillar in place. This one can be destroyed by shooting the gel crystal located near the base of the pillar. When both vines are burned away, the pillar will fall and make another bridge with a Grapple Swing Point underneath it. Swing over to the west ledge and turn left yet again. Ascend the stairs to reach the top of the bridge and start walking across. Use missiles to kill the Gragnols and get the pile of rubble on the other side of the bridge out of the way. Make a final left inside the short passageway and use the blue door there. This room is the Hangar Bay; you've reached your destination. Head to the back of the room, where a lone control panel sits within a semicircular enclosure. When you approach it, enemies will appear to stop you. You can't interact with the panel until the room is clear. Start with the pair of Warphounds. As before, Hypermode is the quickest way to deal with them. Four Reptilicus Hunters will replace the hounds after they are killed. Kill them in turn to return the room to normal. Now there is work to be done. Go back to that panel and press the button with the upward-pointing arrows. This will raise the missile racks around the landing platform. They will be used soon to upgrade your ship. Now head to the room's northeastern corner. There is a lift here you can use. Activate the control panel in front of it to power up the lift and take it up to the second floor. From the ledge up there, jump over to the central missile rack and then leap again to reach a Grab Ledge. Once on top of the ledge, face east and lasso out a platform from the wall. Jump onto it and then over to the southeastern platform. You can use it to get back to the highest part of the central missile rack. Then, jump from there over to a ledge on the northwest side of the room. Use the Morph Ball tunnel there to enter an enclosed control room. A control system is waiting for you in front of the window. Grab the lever and pull back, and then slide it to the right before pushing it forward again. The bay doors above will open up. It's time to bring in your ship. Exit the control room and drop back down to the ground. Return to the panel that raises and lowers the missile racks and press the downward-pointing arrow button to clear the landing zone. Everything is ready for your gunship now, so pull up the Command Visor and call it in. From now on, you can fly from any other landing zone to this one. You're not done here yet though. Go back to the panel one more time and set the missile racks back up. With your ship already docked, the devices will immediately begin upgrading your ship. After they are finished, your ship will be able to fire missiles. Hurray! SHIP MISSILES can be used in open locations using the Command Visor. The gunship will fly overhead and bombard any enemies and obstacles in the area. The best news of all is that these missiles are particularly effective against Maldium objects, which is what the Leviathan's shield generators are made of. Enter the ship and return to the Fiery Airdock straightaway. Back in Bryyo Fire, start heading towards the Temple of Bryyo. If you took the shortcut through the Gel Purification Site earlier, you can use that to save some time. If you didn't take that way before, or if you used the other shortcut from the Gel Cavern, you'll be less fortunate. Not only can that shortcut not be used from the Imperial Hall end, but you'll also be unable to get to the Gel Purification Site from the Gel Refinery Site because you didn't pull out the loose pipes from the ledge that make the walkway. Many of the native enemies in most of the rooms have now been replaced with Space Pirates and their drones, but nothing major to worry about. Eventually you'll get to the Temple of Bryyo again. The Space Pirates have been hard at work remodeling the temple to suit their needs. They are building an anti-aircraft turret to prevent people like you from doing exactly what you're planning to do with your gunship. They've left the project under the guard of a few ARMORED AEROTROOPERS. This is a different type of pirate, so scan it for your Logbook. The pirates won't stop appearing no matter how many of them you lay to rest, so ignore them unless they are directly in your way. The armor these have make them tougher to kill than regular Aerotroopers anyway. Locate the two jamming beacons on either side of the turret base. These beacons prevent you from calling your gunship for a bombing run, so they must be deactivated. Use the Grapple Lasso to yank down the lever on the beacon to shut it off. Repeat this quickly with the other beacon, and then use the Command Visor to call forth the ship for attack by scanning the icon in front of the turret base. If you aren't quick enough, the beacons will reactivate themselves. But once your gunship is on its way, this pirate operation will be ended. The gunship will destroy the turret and the remaining pirates, exposing the lift that will take you to the Temple Reservoir. Before leaving, scan the cone-shaped SPACE PIRATE CRATES and LARGE SPACE PIRATE CRATES near the ruined turret base. Watch out for the Aeromines as you try to go through the Temple Reservoir. It isn't easy to fight them without getting hurt while standing on an unstable ice platform. Go through the Temple Hall as usual and enter the Temple Generator. Two pirate troopers are inside. Take them out, but be careful of their Phazon grenades. Now go to the back window and use the Command Visor to call your ship for another bombing run. This time, the ship's missiles will destroy the shield generator helping to protect the Leviathan Seed. The energy field around it is weakened now, but not yet finished. Start heading back to the Fiery Airdock once more. In the Temple of Bryyo, take the lift back up to the main area. Pirate reinforcements have arrived to inspect the damage you've done to their precious anti-aircraft turret, and are none too pleased that you wrecked it. Look out for the ADVANCED SHIELD TROOPER in their midst. This trooper has additional protective armor like an Armored Pirate Trooper, but carries around a deflective shield as well. Use the Grapple Lasso to take his shield away and then attack with missiles to crack his armor. After he no longer has his shield, the trooper becomes an ADVANCED PIRATE TROOPER. You can scan him now for another Logbook entry. When you defeat the pirates, keep moving through the region. Stop when you get to the Gel Cavern. Unless you didn't already get the two expansions in the Gel Hall and Gel Refinery Site, there's no reason not to take the shortcut here. You'll earn a bonus just for using it anyway. Halfway through the room is a continuous Fuel Gel cascade blocking a side path on your left. Shoot an ice missile at the top of the cascade to freeze the gel. The short path revealed by this has a statue facing you. Roll into your Morph Ball and bomb-jump into the statue's mouth. The statue will warp you all the way back to the Imperial Hall, saving you even more backtracking then the Gel Purification Hall passage. Again though, this shortcut can only be used one way. Enter your gunship in the Fiery Airdock and set a course for the only available landing site on Bryyo that hasn't been visited, the Thorn Jungle Airdock. This section of Bryyo is characterized by dense vegetation and heavy pirate activity. The western energy signature is located at the end of this rugged jungle trail. After landing, enter the Overgrown Ruins ahead. An Armored Pirate Trooper will charge at you, activating his own pirate-based Phazon Enhancement Device to enter Hypermode. Enemies in Hypermode are very tough to kill unless you activate your own PED Suit. Defeat the first pirate and then find the second one further down the path so that you can destroy him before you get corrupted or run out of Phazon. Now look for the Fuel Gel crystals on the right-hand side of the path. Shooting them will cause an explosion that reveals the pathway to the hidden Vault room. There is an ENERGY TANK inside, so shatter the Red Blast Shield to go through. Now go back to the Overgrown Ruins and head to the end of the main path. The door ahead is blocked by a shimmering blue energy shield. The controls seem to be somewhere up above, so you must find an alternate way around. Go back to the path leading to the Vault and look across from it. Another hidden path can be uncovered by shooting the gel crystals on the wall there. Jump on the stone block next to you to reach the path and then go into the Morph Ball tunnel at the end. This tunnel will take you to the energy shield's controls. Activate the control terminal to deactivate the shield. Now go back through the tunnel and take the new door. The room ahead is the Ancient Courtyard. There is an ATC there, as well as a few troopers and a jamming beacon. The pirates obviously don't want you destroying that wall in the back. Use the Grapple Lasso to disable the jamming beacon, and then command your ship to attack the wall. The gunship will destroy the wall and the pirates, but also release the fresh wave of pirate forces from the back of the room. These enemies are all new to you. Scan the hulking BERSERKER KNIGHT and the ASSAULT PIRATE TROOPER bobbing in its wake. Also, if you didn't scan the Advanced Pirate Trooper after you took his shield away in the Temple of Bryyo, scan the third pirate for that entry. Assault Pirate Troopers have energized armor that deflects missiles, making them vulnerable only to beam weapons. They are tough to take down, but not as tough as the Berserker Knight. Although weaker than the Berserker Lord, the Knight is still a formidable force to be reckoned with. You can only hurt it by shooting the purple energy spheres it shoots at you so that they bounce back at its head. After the Phazite armor cracks open, the creature's softer flesh will be exposed. Defeating these new enemies will be tough, but there is a simple and effective way to get rid of them all. Use the Command Visor to bring your ship back for yet another airstrike. Even though there are no icons to scan, pressing the Z Button will still let you call your ship and attack the enemies. They will all be obliterated by the bombardment of missiles. Keep in mind that you are limited to the amount of airstrikes you can perform (this amount can be viewed when you wear the Command Visor). Look for gunship-shaped ammo pickups and expansions to increase your ship missile capabilities. Anyway, proceed to the back of the room and exit. Destroy the Crawltanks in the Enlightened Walkway and continue to the end to find another door. You will enter the Jousting Field next. Two Aerotroopers spot you and seal off the exits. Take them out with missiles. Then, something far more threatening than even an Aerotrooper enters the clearing. This hideous creature is a KORAKK BEAST, a new mini-boss. Space Pirates use them as cavalry mounts. This one is under the control of a PIRATE HUSSAR wielding a deadly energy lance. Both the rider and its mount will only appear this one time, so scan them before you start fighting. Take out the Pirate Hussar first. His energy lance can hit you even from a distance. Fortunately, it doesn't take long to kill him. The Korakk will continue to fight you even after its master is defeated. Its head is protected by Phazite armor, but its mouth remains vulnerable. Most of the time the beast will try to slash at you with its sharp claws or trap you with its long tongue. If it gets a hold of you, shake your Wii Remote to free yourself from its grip. Try to hit the Korakk's mouth whenever it opens it. If you do enough damage, the beast will be stunned. As it sways dazedly on the spot, roll into the Morph Ball and lay a full salvo of bombs under the belly of the beast. This will stun the creature further, but none of its health will be lost yet. After the Korakk regains consciousness, repeat the process so that you can bomb its fleshy stomach. Eventually, the Korakk will no longer be able to stand and will fall on its side. Immediately target its tail with the Grapple Lasso and pull on it. The Korakk won't like that at all. It will stand up on its hind legs, exposing its true weak spot at last. Unleash your might upon the Korakk's underside to inflict massive damage. You may even defeat it in one go if you're good enough. If not, do the whole process over again until the Korakk finally dies. The shields blocking the exits will disappear, but a pair of outraged Shield Pirate Militias will enter to try to avenge the fallen allies. Kill them and exit through the south door. The Field Access passage is filled with Jolly Rogers. Take the right path up ahead to reach Save Station B, which you'll need an ice missile to get to. After saving, take the left path to get to another door. The room further along is the Jungle Generator. Inside it, start by shooting the panel ahead of you so that you can scan THE HUNTED and grab a MISSILE EXPANSION. Now go around to the window where the shield generator and the Leviathan Seed can be seen. It's time for another airstrike. When you try to call in your gunship though, anti-aircraft turrets nearby open fire on your ship. Woops. You'll have to find a way to disable the turrets before calling another airstrike. Try to head back to the previous room. At this point, Armored Pirate Troopers will appear through two side doors and seal off the west one. Take them out, and then go through the south door. Enter Generator Hall South. Although the ledges on the side are too high to reach, the walkway above you has a pair of Fuel Gel tanks strapped to it. Blow them up to destroy the walkway, thus exposing the Grab Ledge on the right side. Use it to reach the upper ledge. Some pirates will attack you from the other side. Shoot them down and jump across. Now walk down the path that the pirates emerged from. The door at the end is guarded by a pair of REMORSE- CLASS TURRETS. The good thing about them is that their accuracy is very poor, despite being a supposed improvement over the "Humility" turrets the pirates used to use. You can beat these turrets the regular way (lock on and shoot), or you can shoot one of the Fuel Gel tanks that goes by every so often to destroy them. Before exiting, also scan the SPACE PIRATE BLUE DOOR you must go through. The path ahead leads to the South Jungle Court. The passage before the clearing is guarded by another turret, but this one's accuracy is as bad as any other one. One of the anti-aircraft turrets is sitting in the middle of the clearing, and it's up to you to destroy it. The pirates guarding the turret will spot you before you can come in too far, so take care of them first. Now scan the turret to learn that it has an underside valve. Go underneath the turret and use the Grapple Lasso to pull out the valve in question. This will force out the turret's Fuel Gel canisters from vents on the side. Locate one of the three canisters and blow them up before they retract again. Now fight off the pirate reinforcements as the underside valve is placed back into its socket. You won't be able to approach the valve again for a few seconds because of the intense wave of heat it releases. After the heat has dissipated enough, repeat the process twice more to destroy the remaining two Fuel Gel canisters. The last canister will cause the turret to overheat and explode. That's one turret taken care of. Exit the South Jungle Court through the east side. Shoot your way through the turrets and drones in the South Jungle Hall. Near the end, scan one of the blue blobs, which is a PHAZON FUNGUS. Phazon Fungi serve no real purpose, but can be shot for pickups. Now enter the Auxiliary Dynamo. To get through this tiny room, go left around the center structure and use the Morph Ball to roll under the beams and cables. If you want a new expansion, go to the west side of the room and use the Grapple Lasso to bring down a piston on the side of the center structure. The piston will only stay down for a few seconds. Go back to the entrance of the tunnel (in front of the door you came in through) and use the Morph Ball to get in. When you get to the piston, wait for it to push you back up. Continue down the path and get the SHIP MISSILE EXPANSION at the end. This increases the number of missiles your gunship can carry, and therefore increases the number of airstrikes you can perform. Now exit the room. The North Jungle Hall is another short passage. There are Aeromines inside, as well as a few proximity mines the pirates left out for you. Shoot them before you get too close. Take the door at the end when you make it through. The North Jungle Court contains the second anti-aircraft turret. The underside valve on this one is held down by three clamps, so you'll have to activate the release mechanisms for all three before you can go about destroying the cannon. An Aerotrooper will demonstrate how this works; three levers located on ledges around the room have to be pulled back in order for the clamps to release. This is easier said than done thanks to the Aerotroopers. Not only will they attack you, but they'll also try pushing the levers back on you after you get them down. They are unlimited in number, so you have to try to kill all the ones in sight and work quickly before more arrive. To get to the ledges where the levers are located, jump onto one of the two platforms on the north and south side before jumping to the turret platform itself. From there, jump to any one of the ledges with levers on them. Use the Grapple Lasso when you get behind them to pull them back. You will have to watch the Aerotroopers and make sure they don't head back towards a pulled lever. If you see a dot on your enemy radar heading away from you rather than towards you, shoot the pirate down immediately. When you manage to release all three valve clamps, the three Fuel Gel canisters will be exposed. Circle the turret's base and destroy the canisters one by one. It too will overheat and explode. Both anti- aircraft turrets are now permanently offline. Go west to exit and take a lift up to the door. Generator Hall North takes you back to the Jungle Generator. Kill the Shield Pirate Trooper and the Jolly Rogers inside. Before you leap down to where the exit is, look up towards the raised walkway next to the opposite wall. As a line of Fuel Gel tanks passes, shoot one of them to release the walkway. Now go across and use the pumping station to rotate a section of the Morph Ball tunnel on your right. Follow it to obtain the MISSILE EXPANSION. Now jump down to the lower path and exit. Reenter the Jungle Generator and take out the opposition. Now move in front of the window and use the Command Visor to call another airstrike. With the anti- aircraft turrets gone, the gunship will have no trouble blowing up the shield generator. Behind it, the Leviathan Seed's energy shield will disappear. Return to the Thorn Jungle Airdock and enter your ship so that you can select the Bryyo Seed as your next destination. You can see as you enter Landing Site Delta that the Leviathan is very much a living thing, not just a meteor. Each Leviathan has a core deep within it, and upon reaching a new host planet it uses a local life-form or other semi- sentient being to protect its core. After leaving the ship, walk ahead and use the series of floating platforms to reach the door at the top of the room. If you fall into the pit below, avoid touching the platforms' tentacles or the many Scorchbugs milling around. At the top, scan the LEVIATHAN DOOR for a Logbook entry, and then shoot it open like a regular door. The Core Access is blocked by a large organic mass with a glowing blue center. The mass will be destroyed if you shoot the center with the Hyper Beam or charged Power Beam blasts. Plenty of pickups will be released from it as well. Now proceed and destroy the two additional organic masses that block the way. At the end, go through to enter the Bryyo Leviathan Core. The Bryyo Leviathan's core is protected by a corrupted Reptilicus war golem, known as MOGENAR. Jump down to the floor of the core arena and approach Mogenar. It powers itself up and starts moving. Next, Mogenar extends its arms and summons two energy orbs from the edges of the room. These energy orbs are placed into sockets on the golem's body, giving it more power. After inserting two additional orbs into the remaining sockets for a total of four, Mogenar attacks. This golem is the second true boss in the game, and like any boss it should be scanned immediately. The boss is powered by the energy orbs in its sockets, so destroying them will bring Mogenar down. This is a simple strategy, but Mogenar is still a very dangerous and difficult enemy to beat. Its main attack is a powerful shockwave released along the ground whenever Mogenar jumps up into the air. The quakes are sometimes so strong they can cause pieces of the ceiling to collapse and shower you with debris. The boss can also stomp a single foot in order to send a more focused shockwave towards you. For both variations of this attack, use a space jump to avoid getting hit. Also watch out for the blue Phazon hands that Mogenar will shoot at you. As they fly towards you, shoot them and grab the health they leave behind. The last attack you must try to avoid is the laser beam Mogenar can send out of his mouth. Now, immediately start shooting at any of the three red energy orbs visible on Mogenar's front. It sometimes uses socket covers to protect them, but they won't remain closed for very long. As the energy orbs sustain more damage they begin to glow with white energy. Mogenar's other strategy to protect its orbs is to shuffle them around in their sockets. However, the more damage you do to them, the easier it will be to tell which one is already damaged. Keep shooting at the orb until it shatters and Mogenar recoils. Now the orb's Phazon core is exposed. Switch to Hypermode and start hitting the core with Phazon energy so that it overloads. After enough damage, the core will be destroyed and start burning with yellow flames. During your assault on the exposed cores, if you see Mogenar extend its blue hands towards the sides of the arena, abandon whatever you are doing and start shooting at the new red orbs it starts pulling in from the sides. If these orbs reach Mogenar's body, they will restore any damaged orbs already in the sockets. Fortunately, they can't be used to replace the orbs that have been completely destroyed. After Mogenar loses an orb, it will produce Phazon crystals around its feet and go on a rampage, charging you down whenever possible. To stop the golem so that you can resume hitting its energy orbs, use Morph Ball Bombs to break the crystals on its feet. Wait for Mogenar to charge so that you can dodge it and bomb its feet before it turns around again. After you destroy the foot crystals, go after another energy orb. You can destroy all of the energy orbs' red shells first before attacking any of their cores, or you can take each of them out completely one at a time. It may be easier to do the latter because of the golem's constant attempts to restore the damaged orbs, but destroying them all at once will reduce the amount of times you need to go into Hypermode. You will have to pause to destroy Mogenar's Phazon crystals every time one is destroyed though. After you destroy the three frontal energy orbs, you'll have to find a way to get to Mogenar's back orb. This one is much harder to get to because Mogenar will usually try to face you at all times. Strafe constantly and shoot whenever you see an opening. After a long and difficult struggle, Mogenar's last orb will be destroyed. Its body overloads with Phazon and explodes, sending out a wave of energy that hits Samus full force. This triggers a surge in the Phazon energy within her, and her corruption worsens. She is left shaken, but not in any imminent danger. Grab the power-up Mogenar left behind. This is the HYPER BALL, a new Hyper weapon. When the Hyper Ball is used, the Morph Ball will fire off tendrils of Phazon energy and strike any susceptible targets in the vicinity, making you look like a novelty plasma lamp. This weapon is more destructive than Morph Ball Bombs as it can strike multiple foes simultaneously and has a much greater range. However, like the Hyper Beam, it consumes Phazon when used. After you get the new upgrade, Phazon growths will sprout on the grounds all around you. You will still be in Hypermode, and unable to exit it (the yellow Phazon meter indicates that you temporarily have an unlimited supply). Enter your Morph Ball and use the Hyper Ball ability to fire off a continuous barrage of Phazon bolts. Roll around the immediate area so that all of the Phazon growths are destroyed. After this, Phazon energy from below will shoot upwards towards the Leviathan's core. The hideous beast within it, the true core of the Leviathan, emerges. Press the A Button one more time to send a flood of Phazon energy from your body into the creature's face. The energy will overload and destroy it. The Bryyo Leviathan Seed is finished. ============= Chapter 5: Eye of the Storm. ============= Aurora Unit 242 will next contact you in your gunship as it cruises through space. Your next target is the Leviathan Seed on the planet Elysia. The seed has landed deep within Elysia's cloudy atmosphere, so you won't be able to reach it directly. Instead, you will land on the Federation spy base called SkyTown, which was originally built by the Chozo but left behind as an automated station. Aurora Unit 217 is somewhere in SkyTown, but hasn't yet been purged of the Space Pirate virus. Unit 242 will upload a vaccine to you for you to use when you meet Unit 217. You should also be on the lookout for Ghor, who was assigned to the base but hasn't been in contact with the Federation for some time. SkyTown is an awe-inspiring place floating high up in Elysia's atmosphere. While the birdlike Chozo who built it have long since left, the Elysians they created still operate it with the aid of Aurora Unit 217. After touching down in the Main Docking Bay, prepare the Scan Visor and download the HEAVY SKYTOWN STORAGE UNITS and smaller SKYTOWN STORAGE UNITS lying around to your Logbook. Also scan one of the passing TRANSPORTATION DRONES. Go inside by walking through the doorway beneath the large Chozo statue. An AERIAL REPAIR DRONE can be scanned here for another entry. Follow the walkway up and around to a large window overlooking the landing platform. A DATABOT can be found up here. Databots, in addition to being Logbook entries themselves, can be shot to reveal the Lore data found on Elysia. Whenever you see one, shoot it and then scan the hologram projection it puts up. This Databot gives you the CREATORS record. Lastly, scan and use the SKYTOWN BLUE DOOR on your left. The Main Docking Access is blocked by the statue of a Chozo elder. You can roll into its hands by entering the Morph Ball-sized hole in the glass panel in front of it. Now activate Hypermode and use the Hyper Ball to destroy the Phazon vines tangled around the statue. Afterwards, the glass and the statue will disappear. The chasm ahead can be crossed with the Grapple Swing. First shoot the glass panels hanging from the ceiling ahead to shatter them and get them out of your way. Something strong like a missile will break them. Swing across and use the exit. Now that you're back outside you'll get to see more of SkyTown's splendid sights through a brief cinematic. Zipline Station Alpha is so named because of the ZIPLINE CABLE that stretches between the two sides of the station. This system makes use of your Grapple Swing. Attach it to the cable and let it pull you along at high speeds. Be prepared to shoot the many locking panels so that they don't knock you off the line. After the ride is over go into the next building through the blue door. The Arrival Station is patrolled by a pair of TINBOTS. Tinbots carry laser guns and are programmed to attack intruders, but are a far cry from technological wonders. They are slow and fragile and can easily be mowed down with a few simple beam shots. Walk through the room and climb up onto a smaller passage to get to an outside area again. To your left, three more Tinbots will march towards you. A single missile can blow them all away. Jump over to where they were and look for an opening in the wall on your left (ignore the Grab Ledge). Enter the small room to find a Databot holding the GIFT entry. Use the door in here after you scan it. Enter the Hub Access and turn left. An odd, cape-wearing drone will hover away from you down the hall. Don't worry about scanning it yet; you'll fight it properly in due time. Walk to the end of the passage and use a door on the right side. The Transit Hub doesn't have a Zipline Cable to connect it to the next room, but you can still cross the gap by using the KINETIC ORB CANNON on the floor in front of you. Roll up into the Morph Ball and touch the hologram at the center of the cannon. It will launch you all the way over to the other side of the gap. Enter the Morph Ball tunnel there and bomb-jump your way up. Using a double-bomb-jump will let you reach a MISSILE EXPANSION after the first regular bomb-jump. Afterwards, go through the rest of the tunnel and unroll. Take note of the contraption in front of you, even though you can't do anything with it yet. Jump across to a ledge on your left so that you can use the zipline. This time, as you zoom along, watch out for the flying drone that drops energy mines in your path. Shoot them before they hit you or else you'll fall. There are also more locking panels to shoot open. At the end of the zipline, go through the door. You'll spot the weird caped drone once again when you enter the Barracks Access. It'll vanish into thin air when you get too close. Up ahead you'll see that the path contains a laser beam field that moves back and forth along the hall. The lasers will damage you if you touch them, but can be avoided if you use the Morph Ball to slip underneath them. When you enter the pit that they move over, roll back into a hidden niche to get another MISSILE EXPANSION. Unroll from the Morph Ball when you get past the lasers and leave through the next door. When you enter the Steambot Barracks, activate the Chozo hand panel to energize the lift. Take it down to the bottom and go into a Morph Ball tunnel on the side. As you continue through the maze, avoid the crushing pistons and blow apart the obstacles that block your way. When you finally exit the maze, be prepared for a fight as you make your way towards the east door. Metal gates will bar the exit and the cape-wearing STEAMLORD will confront you at last. He summons several STEAMBOTS from the capsules around the room. Steambots are sturdier versions of the Tinbots, and can be revived by the Steamlord when he zaps them with his energy beam after you destroy them. The Steamlord is your primary target, but he must first be lured out of hiding by attacking his faithful gang of bots. His ability to vanish into thin air makes him tough to hit. When he appears to bring a fallen Steambot back to life, fire at him until he disappears again. He can take a beating, but your weapons will get the better of him eventually. After you destroy the Steamlord, his Steambots will follow suit and an ENERGY TANK will be left behind. The exit won't unseal however until you use the Grapple Lasso to destroy four safety valves located inside the Steambot capsules. After you've done that and collected the Energy Tank, exit. Walk through the Barracks Lift and shoot the local Databot for the DISCOVERY entry. You can use the door at the end, but it's pointless because you don't have the suit upgrade needed to get through the next room. Instead, find the control panel on the left side of the Barracks Lift and activate it to power up the actual lift. Take it up to the room's upper hallway. Zipline Station Bravo will take you directly to the room where Unit 217 is kept. Getting through the station will be tougher than before thanks to the additional hazards thrown at you as you cruise through the skies. This time, red aerial mines will get in your way. They come in groups, so shoot them all quickly before you run into them. When you make it across enter the Aurora Lift passage. Scan the roving REPAIR DRONE here and walk to the end of the hallway to find a door with a White Blast Shield mounted on it. Destroy it and use the Save Station on the other side. Now go back outside and activate the nearby lift's control system so you can take it down to the lower level. Turn right when you get there and walk to the end of the hallway to find the exit. Enter the Aurora Chamber. Unit 217 is out of reach and clearly still suffering from the viral corruption. You cannot bring the unit back online yet since its chamber is sealed by a kinetic lock. Unit 242 wants you to keep exploring SkyTown so that you can find something that will help you get to the AU. Continue to the end of the perimeter hall and use the exit. Enter the Maintenance Shaft AU passage and jump up onto the ledge ahead of you. Scan one of the SKY PUFFERS floating nearby and then shoot them all so that they explode. Like other Puffers, Sky Puffers release deadly gas when killed that lingers in the air for a few seconds. After you eliminate them, leap across the gap and use the door on the left at the end. The Spire Dock is an enormous structure that joins three parts of SkyTown together. To get to its central platform, use the Kinetic Orb Cannon in front of the entrance. Note that there is no active return cannon so you won't be able to go back until you find the next power-up. When you reach the platform, you'll see Ghor's battle suit being serviced by a few drones. Ghor himself is nowhere in sight, but surely he must be nearby. Now face the southwest and use the zipline to reach the next door. When you reach the doughnut-shaped Junction go either left or right around the room and locate the white door. Shoot the Tinbots and use a missile to get through. You'll enter Skybridge Hera and immediately see another Steamlord drift away from sight. Up ahead, there's an ornate gate that you can open by pulling it away with the Grapple Lasso. Three "DRAGOON" BATTLE DRONES will come after you for this. Dragoons are airborne drones that shoot missiles at their targets. Although they can be taken down the conventional way, it's much easier to rip off their thruster controls with the lasso. After they fall, walk into the area ahead. There's another gate blocking the path, but turn away from it for a moment to inspect the small pillar in the middle of the platform. There's a small hole on one side that you can use while in your Morph Ball to get inside. Once there, bomb-jump to get a MISSILE EXPANSION. Now go back outside and rip away the gate with your Grapple Lasso again. Jump down onto the wobbly bridge and try to get across as fast as you can. The trashed Steambots on the way will attack you when the Steamlord shows up again, but ignore them all. Simply proceed to the end of the bridge and use the Grapple Lasso once more to destroy the third and final gate. As a result, the unstable bridge will collapse along with the Steambots. Congratulate yourself for your stylish kill, then fend off the Dragoons and follow the walkway to the end. Maintenance Shaft GP is relatively boring and short. Hop from one platform to the next until you get across and use the door to get to the Construction Bay. This place has a series of platforms and other systems that will help you get to the far door. Jump up to the top platform, just before a Grapple Swing Point. Before using it, shoot at the damaged safety clamp on the left side of the structure to flip down a platform with a Grab Ledge on it. Use it to reach the platform. Now go into your Morph Ball and bomb-jump up to a small tunnel. Use the three Bomb Slots found throughout the tunnel to release the panels hanging below the structure. Once the Grapple Swing path has been cleared, go back to the swing points and use them to get to a platform on the other side. Watch out for the Shriekbats aiming to knock you off as you swing (they're a new breed, but you can't scan them yet). When you reach the platform, roll down the Morph Ball passage to another larger platform, but don't exit the Morph Ball yet. Look for the entrance to yet another tunnel on the other side of the platform's support column. Bomb-jump up through it and use the air bursts to help you reach the exit. At the very top, unroll and fight the Dragoons. Now find the control panel next to an extended crane and press it so that the crane shifts to the right. Use the Morph Ball once again to roll down it and reach the exit. The Ballista Lift looks like any other lift passage in SkyTown. Before activating and using the lift to the lower area, shoot the Databot with the SLUMBER entry. At the bottom, turn left and exit through a door at the end of the hallway. The Ballista Storage holds the next upgrade. It's sitting in the middle of the room in plain view, but you can't get it that easily. When you go for it, the upgrade with disappear from view and a metal cage will form around you. You'll be brought down to a larger part of the room to do battle with a DEFENSE DRONE. The Defense Drone isn't a difficult boss, but it's the only one of its kind. After you've scanned it properly, go to work on damaging its fragile antennae. These will eventually disappear and overload the drone. When this happens, use the Grapple Lasso to pull its dome apart. Now you can shoot at the delicate inner workings of the Defense Drone to damage it. Keep this up until the drone is destroyed. Try to avoid the projectiles it launches at you (which include rockets, plasma balls and adhesive explosives), as well as the damaging shockwaves it generates as it leaps around the room. After the battle, grab the BOOST BALL that the Defense Drone died trying to protect. This handy Morph Ball feature lets you charge up energy and then release it get a boost of speed. It is also needed to power up certain devices or access certain areas. Last but not least, the Boost Ball can be used to damage weaker enemies. You'll need it now in order to exit the room. Scan the SPINNER on the floor and roll into the hologram to use it. Charge up the Boost Ball and release to power up the Spinner. It'll take two or three good spins to activate it fully. Once that's done, you'll drop into a kinetic circuit below the floor. Start boosting around the loop to build up an electrical charge. Keep boosting around and around until the circuit opening is lined up with the glowing arrow. This will reactivate the lift platform. Once out of the circuit, touch the hologram to ascend. Exit the Barracks Storage and take the lift up to the Construction Bay. This time, instead of taking the long way through the room, turn left and walk along the path there. Enter a Morph Ball tunnel at the end and use a bomb to get rid of the obstruction inside. You'll be dropped down a shaft that deposits you in front of the other door. Lasso down the Dragoons into the Maintenance Shaft GP and reenter the Skybridge Hera. The Kinetic Orb Cannon in front of you ne