__________________ ___ ________ ___________ _____ ___________ _.-''.|.''-._ | \/ | ___|_ _| ___ \ _ |_ _| _ \ _.' .' | '. '._ | . . | |__ | | | |_/ / | | | | | | | | | .' .' | '. '. | |\/| | __| | | | /| | | | | | | | | | +| \ | / |+ | | | | |___ | | | |\ \\ \_/ /_| |_| |/ / /� \ | / �\ \_| |_|____/ \_/ \_| \_|\___/ \___/|___/ / _ \_/o\_/ _ \ ____________ ________ ________ _____ | \o.' '.o/ | | ___ \ ___ \_ _| \/ | ___| |____ | | | | | | |_/ / |_/ / | | | . . | |__ / / | _.| |._ | | __/| / | | | |\/| | __| \ \ | .' | | '. | | | | |\ \ _| |_| | | | |___ .___/ / | + /o'. .'o\ + | \_| \_| \_|\___/\_| |_|____/ \____/ \ / .' � /�\o/�\ � '. \ / ___ ___ ___ ___ _ _ _______ _ ___ _ _ \/ .' _.-' � '-._ '. \/ )) )) ) ))_) ))_) ))`) ))_))) )) )) ) )\`) +'.-' '-.'+ ((__((_( ((`\ ((`\ ((_( (( (( (( ((_( ((`( '. .' �'. .'� FAQ/Walkthrough by Paltheos (Brian Lundin) �'-../�\..-'� Version 2.1, 3/21/10 � 2007-2010 ��������������������������������������������������������������� 1. INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . [0100] 2. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [0200] 3. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . [0300] New Prime, New Feel..............................................[0301] Dashing Back to the Gunship......................................[0302] Restoring the Generators.........................................[0303] The Return of Samus' Archnemesis.................................[0304] Corruption and the Mission to Bryyo..............................[0305] Rundas and the Eastern Energy Signature..........................[0306] In Search of More Firepower......................................[0307] Destroying the Generators........................................[0308] Bryyo's Leviathan Seed...........................................[0309] The Mission to Elysia............................................[0310] The Traitor and Reconnecting the AU to the Network...............[0311] Chozo Technology on Bryyo........................................[0312] In Search of More Carrying Power.................................[0313] Building a Nuclear Bomb..........................................[0314] Dropping the Bomb and Elysia's Leviathan Seed....................[0315] The Mission to the Pirate Homeworld..............................[0316] Meeting up with the GF Trooper...................................[0317] Chozo Technology on Elysia.......................................[0318] Acquiring Protection from the Acid Rain..........................[0319] Getting Past the Acid Rain and the Trip to the Mines.............[0320] The Investigation of the G.F.S. Valhalla.........................[0321] Disabling the Defense System and the Race to the Seed............[0322] The Pirate Homeworld's Leviathan Seed............................[0323] Opening the Wormhole and Last Stops..............................[0324] The Final Mission, Phaaze........................................[0325] 4. BOSSES** . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [0400] Docking Bay 5....................................................[0401] Generator Shaft..................................................[0402] Temple of Bryyo..................................................[0403] Jousting Field...................................................[0404] Bryyo Leviathan Core.............................................[0405] Steambot Barracks................................................[0406] Ballista Storage.................................................[0407] Main Docking Bay.................................................[0408] Elysian Leviathan Core...........................................[0409] Proving Grounds..................................................[0410] Metroid Creche...................................................[0411] Transit Station Leviathan........................................[0412] Pirate Homeworld Leviathan Core..................................[0413] Sanctum..........................................................[0414] Sanctum..........................................................[0415] Sanctum..........................................................[0416] 5. CLEAN VALHALLA RUN . . . . . . . . . . . . . . . . . . . . . . . . [0500] 6. SCAN DESCRIPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . [0600] 7. EXPANSION LOCATIONS . . . . . . . . . . . . . . . . . . . . . . . . [0700] Energy Tanks.....................................................[0701] Missile Expansions...............................................[0702] Ship Missile Expansions..........................................[0703] Energy Cells.....................................................[0704] 8. CREDIT COLLECTION . . . . . . . . . . . . . . . . . . . . . . . . . [0800] Red Credits......................................................[0801] Blue Credits.....................................................[0802] Gold Credits.....................................................[0803] Friend Vouchers..................................................[0804] 9. CHECKLISTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . [0900] Mini-Walkthrough.................................................[0901] Expansions.......................................................[0902] 10. EXTRAS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [1000] 11. ABILITY MECHANICS . . . . . . . . . . . . . . . . . . . . . . . . . [1100] 12. BREAKING THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . [1200] Techniques.......................................................[1201] Secret Worlds....................................................[1202] Sequence Breaks..................................................[1203] 13. VERSION DIFFERENCES: ORIGINAL CORRUPTION VS. TRILOGY CORRUPTION . . [1300] 14. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . [1400] 15. VERSION HISTORY . . . . . . . . . . . . . . . . . . . . . . . . . . [1500] 16. LEGAL INFORMATION . . . . . . . . . . . . . . . . . . . . . . . . . [1600] 17. CLOSING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [1700] ** - To avoid spoilers as much as possible, rather than list boss names, I've listed the room names in which the bosses are fought instead. Check the room you're in when fighting a boss and cross reference it with this list to find the strategy you're looking for. ______________________________________________________________________________ ������������������������������������������������������������������������������ 1. INTRODUCTION [0100] ______________________________________________________________________________ ������������������������������������������������������������������������������ __________ This Guide ���������� This walkthrough is generally arranged in order of earliest possible acquisition. Items that enhance your combat ability are collected as soon as possible. All other collectibles are obtained whenever it's most convenient. I choose to make specific note of this because many other walkthroughs implicitly balance early acquisition and shorter routes for *all* pickups and collectibles while mine only does it for non-combat collectibles, and I think it fair that you know this before deciding whether or not to use my FAQ. If you're in the middle of gameplay, haven't really used a walkthrough, and would like to know how many of possible x items you can have up to that point you have right now, this walkthrough may be particularly useful for you. If you'd like to follow a walkthrough from start to finish, being as strong as possible for every upcoming threat in the game, you may prefer this FAQ. If, on the other hand, you'd like not to detour as much for more upgrades and play as you are, just aiming to finish the game or putting off item collection until later, you may prefer another FAQ. I do take particular pride in the detail I've put into boss strategies though, so if you like exhaustive analyses, those parts of the walkthrough are worth a look at. _______ Metroid ������� If you're unfamiliar with the Metroid series and are interested in learning a little about it before you begin, here's a quick run-down on what you should know. Here's the chronology of Metroid canon material (slashes indicate remakes or retellings of the same material): Official Metroid e-manga (2003-2004) Metroid / Metroid: Zero Mission (NES - 1986 / GBA - 2004) Metroid Prime / Metroid Prime Pinball (GCN - 2002 / DS - 2005) Metroid Prime: Hunters (DS - 2006) Metroid Prime 2: Echoes (GCN - 2004) Metroid Prime 3: Corruption (Wii - 2007) Metroid II: Return of Samus (GB - 1991) Super Metroid (SNES - 1994) Metroid: Other M (Wii - 2010) Metroid Fusion (GBA - 2002) To get a basic grasp on the story up to Corruption, I'll give you a quick run-down of important events prior to the first game, the original Metroid, and the first two Metroid Prime games. Hunters is a side story that doesn't have a big influence over the greater storyline, so I'll leave it out. Samus Aran is a small girl when Space Pirates, an alien species of raiders, led by Ridley, one of their generals, pillage and destroy her home colony 2-KL, killing all its inhabitants, including her parents. Samus, the only survivor, is discovered amidst the wreckage by the Chozo, an ancient, benevolent race of birdlike people, who decide to raise her as a warrior of their people. Many years pass. The Space Pirates have occupied the planet Zebes and under the watchful eye of "Mother Brain" are cultivating energy-sucking creatures called Metroids as biological weapons. Samus is conscripted for a mission to destroy the Metroids there and eliminate Mother Brain. She encounters resistances from high-ranking Space Pirates Kraid and Ridley but is able to successfully kill the Metroid and put a stop to the breeding program and defeat Mother Brain. A time bomb triggered by Mother Brain's defeat, intended to destroy Aran, fails as she is able to escape the planet in time, and the bomb succeeds only in destroying any traces of the Pirate facilities on Zebes. Two years pass. Samus receives a distress signal from what is, as she discovers when she arrives, a destroyed frigate from the Pirate fleet that had been stationed on Zebes. The frigate Orpheon had been stationed in orbit of Tallon IV, and the pirates had been conducting experiments of some kind. More importantly, deeper inside the frigate, she finds Ridley, who has been cybernetically reconstructed since his defeat on Zebes. Ridley flees to the planet surface, and Samus chases in pursuit. There, Samus learns that a Chozo civilization had once thrived on the planet, but a meteor had crashed some time ago, spreading a horrible poison that either killed or horribly mutated anything it came into contact with. Those that retained their sanity sealed up the meteor to limit the scope of contamination, but it was still only a matter of time before the whole planet was endangered. Samus travels deeper into the planet to find that Space Pirates have set up research and mining facilities. They too had discovered the poison, which they dubbed "phazon", and were attempting to harness its mutagenic properties in order to biological enhance their soldiers. Aran destroys all the pirate facilities, defeats Ridley again, successfully unseals the meteor impact crater, and ventures inside, where she comes face to face with the source of the phazon, a creature the pirates had dubbed "Metroid Prime". Samus successfully defeats Metroid Prime... or so she believes, and leaves the planet. More time passes. Samus receives a distress signal from a Galactic Federation vessel that had been in pursuit of a Space Pirate vessel around the planet Aether and makes planetfall to investigate. She discovers all the Federation soldiers dead and possessed by some strange force, what appears to be a "dark" version of the planet Aether with phazon on the other side of a dimensional rift, and a dark doppelganger of herself with a love for the mutagenic material. Samus then encounters the last remaining guardian of the now dormant inhabitants of Aether, U-Mos, who explains what has happened. 20 years prior, [like on Tallon IV] a meteor had crashed into Aether that caused great climactic and environmental mayhem to the planet. Only in addition to the environmental catastrophe and phazon, a dimensional rift was created on the planet, creating a dark version of Aether on the other side and splitting the planetary energy (which is necessary to maintain the planet's form) between them. Out of that rift came the Ing, a hostile, merciless race of demonic creatures capable of possessing other beings. The Ing came in hordes, possessing anything they could use to become stronger and killing everything else. After decades of conflict, the Ing had all but defeated the inhabitants of Aether and stolen all its planetary energy for Dark Aether. However, Samus had arrived right in the nick of time (so to speak). Right before speaking with U-Mos, she had unwittingly destroyed the Ing bearer of the Energy Controller, the only device which can transfer planetary energy from one side to the other. U-Mos beseeches Samus to save them from this crisis, and Samus acquiesces. One by one, Samus visits the Energy Controllers scattered about both Aethers and restores it to the original Aether. Along the way, she encounters and fights numerous times with her dark doppelganger, who she discerns is the result of a fusion between the dying core of Metroid Prime and a piece of her Power Suit that it had stolen from her while it was flailing before what would have been its demise. Eventually, Samus defeats the Ing leader and reclaims the last of Aether's planetary energy, completely destabilizing Dark Aether. As she is escaping the collapsing dimension, she battles Dark Samus one more time and, believing she has defeated her dark copy, leaves the dark dimension and completely restores Aether. But Dark Samus isn't dead, and she's about to put her plot into motion... ______________________________________________________________________________ ������������������������������������������������������������������������������ 2. CONTROLS [0200] ______________________________________________________________________________ ������������������������������������������������������������������������������ _____ Samus ����� Note: Explanations are comprehensive. Not all abilities discussed are initially available. _ . _ ` |. /|\ .| ` Moves crosshairs around the screen and enables Samus to '.|.' ` turn. Certain motions permit Samus to operate specific <---+---> ` consoles and devices. In Morph Ball mode, an upward jerk .'|'. ` triggers a spring jump. |' \|/ '| ` � ' � ` Motion sensitivity can be adjusted in Options. For the Wiimote Motion ` best experience, Advanced is highly recommended. ` .'�'. ` Moves Samus in bipedal and Morph Ball modes. Left and / /�\ \ ` right turn Samus during Grapple Swing. Up and Down insert | | | | ` and syphon energy during Grapple Voltage. \ \_/ / ` '._.' ` ` Analog Stick ` (Nunchuk) ` ` /�\ ` Fires beam weapon. Holding A charges the beam. Also lets | A | ` Samus interact with certain field objects. In Morph Ball \_/ ` mode, lays bombs. In Hypermode and Morph Ball mode, ` releases Hyper Ball. A Button ` (Wiimote) ` ` |���| ` Jumps. Pressing B a second time jumps again. Pressing B | | ` a third time activates the Screw Attack. Press B up to | | ` four more times to continue somersaulting. In Morph Ball | B | ` mode, holding B charges the Boost Ball. ��� ` B Trigger ` The functions of A and B can be swapped in Options. (Wiimote) ` _ ` _|||_ ` Down fires missile weapon. Holding Down brings up Seeker |- -| ` Missile mode - Move the crosshairs to lock onto target(s) �|||� ` Up takes a screenshot and sends it to your Wii Message � ` Board. D-Pad ` (Wiimote) ` ` .'�'. ` Changes to and back from Morph Ball mode. : C : ` '._.' ` ` C Trigger ` (Nunchuk) ` ` |�������| ` Locks onto targets. Calls forth Grapple Beam when locking | Z | ` onto viable Grapple Swing points. Initiates functions of |_______| ` Scan and Command Visors. In Morph Ball mode, attaches ` Samus to magnetic rails. Z Trigger ` (Nunchuk) ` Lock-on types can be changed in Options. Lock-on/Free Aim ` is recommended. . ` /|\ ` Forward thrusts forth the Grapple Beam onto Grapple Lasso | ` targets. Back removes or opens the target. \|/ ` ' ` Nunchuk Motion ` _ _ ` (-) (+) ` Holding Minus brings up Visor Select. Move the crosshairs � � ` over the image of the visor you wish to use and let go of - & + Buttons ` Minus to change visors. Holding Plus activates Hypermode. (Wiimote) ` Holding Plus again deactivates it. _ _ ` (1) (2) ` 1 pauses the game and brings up menus. See Pause Menu � � ` below for more details. 2 gives you a hint for what to 1 & 2 Buttons ` do next. (Wiimote) ` ________________ Gunship Interior ���������������� The bottom-center panel brings up map select and allows you to travel to different landing sites. In practice, this function of your gunship is the only one you're bound to regularly use. The top-center panel lets you transmit data and communicate via radio. The green panel on the left lets you manually activate thrusters. Of the two orange buttons on the left, the left one offers miscellaneous game data, such as number of enemies killed, numbers of shots fired, amount of damage received, numbers of saves used, percentage of rooms visited, and number of hypermode uses. Of the two buttons on the right, the left one extends a blast shield around the cockpit, and the right one brings up a tool to measure Samus' level of corruption. Aligning the two icons that appear for several seconds triggers a bioscan and feeds you your percent level of corruption.__________ Pause Menu ���������� Pressing 1 in the middle of gameplay brings up an series of menus. The four images on the left tab are primary menus that bring up their own sets of images and sub-menus on the right tab when clicked upon. Clicking on those in turn brings up anything from maps to research data to game settings on the center screen that you can sort through. The game is not explicit on some of the functions of the Controls submenus under Options. Lock On/Free Aim controls the level of freedom you have when locked onto a target. When it is off, both you and the reticle are locked onto your target. When it's on, only you are locked into facing your target. You can freely move the reticle. Sensitivity controls how far to the edge of the screen you need to move the reticle before Samus begins turning. Basic starts you off at having to move the reticle to the very edge before you begin turning; as you go up you don't need to move the reticle as far to get the same effect. Boost Ball Aiming gives you the option to gain further control over Morph Ball movement. When it's off, a released Boost simply sends you in the direction of most momentum. When it's on, you can control the direction of the Boost with the tip of the Wiimote and don't need to worry about your current momentum. Some of the options under the Displays submenus do not explain themselves. Helmet Opacity is a control for the visibility for the edges of Samus' helmet in first person perspective. Values closer to 100 result in well-defined edges; values closer to 0 result in opaque edges. Similarly, visor opacity is a control for the visibility of the data that overlays your field of vision in both first person perspective and Morph Ball mode (specifically, your radar, health gauge, mini-map, missile counter, and bomb counter). Also like Helmet Opacity, values closer to 100 result in a well-defined overlay while those closer to 0 are opaque. The HUD Lag option controls whether or not any lag is present by the edges of your visor and helmet when you move. Turning the option off removes the lag. ______________________________________________________________________________ ������������������������������������������������������������������������������ 3. WALKTHROUGH [0300] ______________________________________________________________________________ ������������������������������������������������������������������������������ Start a new game, select a Mii (your choice has no impact on gameplay), and open a new file. Before you begin playing, I recommend going to the Options menu and changing Sensitivity to Advanced and keeping the Lock-On/Free Aim control scheme. Now start the game and choose your difficulty. The strategies in this walkthrough have been created on Normal; they can, however, be applied to all the difficulty settings. =================== New Prime, New Feel [0301] =================== -------------- Samus' Gunship -------------- As soon as you wake up from cryostasis, you gain control of Samus' gunship. Allot of buttons are presented before you, but don't feel intimidated. The game walks you through what to do (and you can't even use most of them at the moment). For now, simply press the lower display in the center, and your course will be altered so that you rendevous with the Federation fleet. As soon as they prompt you to transmit your identification signal, press the circular display in the upper-center portion of the screen and four blue symbols pop. Starting from left to right, press the identical green symbols around it to match the code. Once you're cleared, spin Samus to the left and press the lower, green display. A stick for thruster control juts out of the cockpit. Interact with it and push the Wiimote forward to ignite your thrusters and fly off to the Olympus. ======= Olympus ======= ------------- Docking Bay 5 ------------- Finally, you have full control of Samus. If you're not already familiar with the controls, you may wish to check out the Controls section. Note that the control listing is cumulative, so you may not have access to everything there just yet. If it's too much trouble to memorize them so quickly, you can take your time too. The game walks you through this stage to familiarize you with the controls, and you can always learn by experimentation too. Just bear in mind that there's a couple things the game doesn't cover and other stuff which isn't so obvious. Another important note: From this point onward, whenever there are new logbook scans (that is, things you can scan with your Scan Visor which add new entries to your logbook, which isn't necessarily true for all scannable objects) in a room, I'll place the name of the scan in brackets and give a brief description of its location and any other tidbits of knowledge you'll need to get the scan. [Research - Hunter-Class Gunship] - Samus' gunship. [Research - Galatic Federation Crate] - Small cubic crates beyond the bridge on the left. [Research - Heavy Galactic Federation Crate] - Large cubic crates beyond the bridge on the left. [Morphology - Federation Marine] - Either soldier at the other end of the bridge. [Morphology - Fleet Mechanic] - Standing by the crates on the left past the bridge. [Mechanoid - Training Droid] - The two small objects jutting out of the ground on the right beyond the bridge. [Device - Landing Beacon] - Beneath and behind Samus' gunship. [Mechanism - Halberd-Class Turret] - Above the door opposite Samus' gunship (and ahead of the bridge you cross over). [Research - Galactic Federation Blue Door] - The door you use to exit the room. When you try to cross the bridge, four targets appear to orient you with locking-on, aiming, and shooting. Destroy the targets and speak with the marines, who will tell you to meet with Admiral Dane. On your right after crossing the bridge is a yellow panel. Step on it and two Training Drones pop up. You can juggle them in the air by shooting them, and get a point in this game each time you bounce it. Score 10 points and you earn a gold credit; score 20 and you get a friend voucher. If you don't care about those extras, just ignore it. Whenever you're ready pass through the blue door on the right. ------------------ Docking Bay Access ------------------ [Morphology - Male Fleet Trooper] - Either two people on the left or the one on the right. [Morphology - Female Fleet Trooper] - The lone, moving NPC on the left. Look at the two consoles on the right, now up. Lock-on and destroy the two red markers. Two ramps drop down. Climb up one and go through the blue door. ------------- Docking Bay 4 ------------- [Research - Blast Shield] - On the locked door near the console (must scan before unlocking the door). Go to the left side of pillar in this room and interact with it. Press the center panel for your access code. Write down/remember the number it gives you. Now go to the console near the door behind you and insert that same number to open the door. ---------------- Security Station ---------------- [Research - Hunter Ghor] - Beyond the containment door (scan ASAP, as he eventually leaves the room). If you miss him now, you can get his scan later in Tower Elevator on Norion. [Research - Olympus-Class Battleship] - After leaving the ID/biohazard check chamber, it's the console on the right wall next to the door. If you miss it here, you can get it later in Data Storage on Norion. Approach the force field in front of you. See the lever on the left? Pull it out, twist it counter-clockwise, and then push it back in to access the containment area. After the ID check, a console will appear on the right side of the room. Interact with it for a biohazard check. Another lever will appear to the left of the exit of the containment area. Push, twist, and pull to get out. --------------- Security Access --------------- Run straight through this room. -------------- Command Lift A -------------- Use the hand scanner on the right to turn on the elevator and then ride it up. ------------------ Flag Bridge Access ------------------ You can't access the left door, so take the right exit instead. ----------- Flag Bridge ----------- Leave the corridor to reach the main foyer of the Olympus' bridge. Then climb up either ramp on the side of the room. The briefing room is actually to the left, but the guard won't let you pass for now. Since the center door is locked, take the right door. ----------- Lift Access ----------- [Research - Save Station] - The glowing blue floor where you save. A blast door prevents entry into the room at the opposite end of the corridor, so you have to go right instead. Use your Charge Shot to destroy the crates blocking the door. Save and then head right back to the Flag Bridge. ----------- Flag Bridge ----------- Talk to the guard and he moves aside so you can pass. -------------- Meeting Access -------------- Pass straight through to Admiral Dane's Ready Room. ---------- Ready Room ---------- As soon as you enter, a cutscene will trigger, during which Admiral Dane briefs you and the other hunters. Mid-way into the meeting however, a a sharp rumble interrupts the meeting. It's a space pirate attack. Admiral Dane orders you and the other hunters to get down to the planet immediately to carry out your mission, so let's get backtracking. =========================== Dashing Back to the Gunship [0302] =========================== -------------- Meeting Access -------------- The lights go out, but you're still safe to pass through. ----------- Flag Bridge ----------- [Morphology - Fleet Admiral Dane] - Standing right in front of you after the cutscene. After the cutscene of a Federation warship getting owned, continue backtracking. ------------------ Flag Bridge Access ------------------ [Morphology - Pirate Militia] - Standing right in front of you after the cutscene. Moments after you enter the room, the walls ahead explode. It's space pirates! These guys are pretty weak though, so you should take them out with minimal trouble. Unfortunately, the door you took to get in is blocked off by a bulkhead, so take that door you couldn't access before. --------------------- Port Observation Deck --------------------- [Vehicle - Space Pirate Boarding Pod] - Jutting out of the ship at the end of the room, although much of it is inside as well. As soon as you enter, you'll see a Federation soldier running out of sight. Pursue him as fast as possible, because a few more pirates burst through the Olympus' hull on a boarding pod. Take them out with a pair of charged shots before they have an opportunity to kill the marines to get a blue credit; then pass through the blue door. ---------------- Xenoresearch Lab ---------------- [Mechanoid - Crawltank] - In your path on the floor. Crawltanks are easy enough to take out. Take cover behind a nearby wall to avoid their weapon fire and attack when they've stopped. If you want a blue credit, you need to save the marines in this room - Don't worry about waiting out the Crawltanks this time and just attack immediately. Once they're gone, take the door at the end of the passage. ---------- Lab Access ---------- After you enter, you get to witness a dogfight between Federation troopers and pirate militia. Unfortunately for the feds, moments after they conquer their foes, a ship crashes into the corridor and pulls them out into the vacuum of space. Ouch. One of them manages to hold on, but only for a few seconds. Above where the ship crashed is a red marker. Shoot it, and a bulkhead will shut and save the trooper. If you manage to save him, you're awarded a friend voucher. If you don't, the bulkhead still shuts. Either way, your path forward is blocked, so turn back. ---------------- Xenoresearch Lab ---------------- [Morphology - Armored Pirate Militia] - The bulkiest of the three initial pirates that attack; be sure to scan before destroying his armor. [Morphology - Crawlmine] - Numerous approach you after you restore power. Disaster strikes again! The opposite wall on the lower level explodes, and two armored pirate militia and one pirate militia burst through only to steal the power cell charging the room (and by extension locking the doors) and attack. Simply trying to retrieve the energy cell from the first pirate won't work (plus, why wouldn't you kill them all?). The one holding the cell will run will the other(s) take potshots at you, and even if you do destroy the holder, the space pirates use the Force to yank the cell over to them. Therefore, you need to kill all the pirates. Take out the weaker trooper however you like, but use charged shots to destroy the armor on the armored troopers. After you've taken out the pirates, pick up the energy cell they drop and approach the pillar in the center of the room. Interact, push, and clockwise twist does the job. Right after you restore power, there's another ambush, by a giant horde of Crawlmines. They infinite spawn too, but there's no way out at the moment, so transform into Morph Ball and start laying bombs near their frontlines to keep them at bay. As soon as you hear the sound of metal grating forcefully coming off, search for red lights shining from open floor squares. Roll to either one and down the pit into a circular shaft. Go in either direction until you see a break in the circle, and head straight down the narrow path into a ventilation shaft. ----------------- Ventilation Shaft ----------------- Continue rolling through until you hit a fan. Lay a Morph Ball Bomb to clear the way and continue rolling downwards until you reach a glass wall, beyond which is an Energy Tank. Energy Tanks increase Samus' total life points by 100, so blow that wall up and claim your prize. --- Energy Tank acquired! --- (max health to 1 extra tank) Lay a bomb to jump up to the next ledge at the end of the shaft and continue on into a booster. ---------------- Disposal Chamber ---------------- [Device - Bomb Slot] - the slot you enter in Morph Ball. The Morph Ball device is locked, so revert to humanoid form and scan the console at the opposite end of the room to unlock it. This device is a Bomb Slot, and, as the scan implies, using it is as simple as transforming into a Morph Ball, bomb jumping up and into the slot, and laying another bomb to activate the device. Do so, and the air lock opens, propelling Samus into space, but Samus finds a maintenance door outside and re-enters the Olympus. ------------ Repair Bay A ------------ Open the door to Repair Bay A's main chamber to witness another set of dogfights. This one locks you in (again) but now the console is blocked by debris, and neither charged shot nor Morph Ball Bombs destroy them. Looks like we'll need to find another way. Start out by eliminating the Pirate Militia on the ground floor. Then approach the obstructed console and turn around to see a ramp. Climb up the ramp and jump across the platforms along the wall, all the while killing the crawltanks and Pirate Militia that get in your way. Turn towards the suspended space figher on the top platform and take out the two pirate militia that appear. Then use the fighter as a platform to reach the opposite end of the room. Kill the crawltank that spawns and enter the blue door. ----------------- Munitions Storage ----------------- Oh? What's that sparkling!? === Missile Launcher acquired! === (max missiles to 5) Samus can now fire off missiles. Time to clear away that debris. ------------ Repair Bay A ------------ Drop back down to the ground floor and shoot a missile at the debris. Now approach the hand-scanner and interact with it to open the cargo bay door. ---------------- Repair Bay Shaft ---------------- [Mechanoid - Aeromine] - A colony of them jumps out at you as you begin to cross the bridge. Pass through the newly opened doorway to find... a giant chasm. No worries though. Simply shoot the four red glowing markers to extend a bridge across the gap. However, before you can cross, new foes appear: Aeromines. These little guys aren't that bad though. All of them have an impenetrable shield up at all times, except one (who is also the only one attacking at this time). Aim at whichever one has its shield down, destroy it, and then rinse/repeat until they're all gone. Finally, destroy the pirate militia standing on an outcropping at the opposite side of the bridge before crossing. If you can do all this quickly enough, you can save the marine who was struggling here earlier, and he rewards you with a blue credit. Before passing through the next cargo door, access the save room on the left. -------------- Save Station B -------------- Save. ---------------- Repair Bay Shaft ---------------- Approach the hand scanner, open the cargo door, and go on through. ------------- Docking Bay 5 ------------- [Morphology - Berserker Lord] Finally, after somewhat of a detour, you're back to your gunship, but as you approach it, the glass above you shatters and the battered corpse of a marine comes flying out. Behind him, a gargantuan pirate trooper. **************************** Boss Battle - Berserker Lord **************************** Despite his intimidating design, the Berserker Lord's a cinch. Most of his attacks are slow, have a slim hit box, and inflict pitifully small damage. His ground sweeping beam is slow and, if you're on the move, he probably won't even fire it wherever you are. Simply jump over it. The blue sludge he fires is a bit more annoying as he actually pursues with it when firing, but slowness tones this attack down as well. Just dash jump around and it won't hit you. Berserker Lord also pounds the ground to generate an omnidirectional wavequake, but this attack is easily jumpable and, like the others, inflicts very little damage (plus, I've only seen it at the very beginning of the battle). His most damaging attack is orange energy balls he shoots out of his mouth. These usually take off a sizable 20 units of health or so. Fortunately, after you get hit by one once or twice, it's easy enough to spot and dodge because his shoulders and back glow orange and he's leaning back before he fires. Your targets are the two shining red spheres on his shoulder. Fire off charge shots to quickly take those out, receive some health and ammo back from them, and he'll switch another attack into his movepool. At a moderate pace, he'll begin shooting purple energy balls out from his mouth. Hitting these with any Power Beam shot from any angle deflects the purple balls right back at him and slowly destroys the armor on his back. He fires up to three at a time before he regenerates the shiny red spheres but doesn't fire a third one if you hit him with the first two before he has a chance to fire it. It doesn't matter much anyway. You need to hit his armor with four purple energy balls before it shatters anyway, so you'll need to repeat this process at least once. If there are any leftover purple energy balls still in mid-air when his back armor breaks, repelling those back towards him will still count as hits and reduce his health. Once his back armor does shatter, his attack pattern completely changes. He'll begin pounding the ground continually, sending omnidirectional shockwaves about the field. Fortunately, you have plenty of time to see his arm begin the motion of the groundpound though, and the shockwave itself can simply be jumped over. Whenever you jump to dodge the shockwaves (or jump period), target his now exposed back. He takes damage remarkably fast, so it shouldn't be long before you defeat him. ********* The defeated Berserker falls back into the electrical field around the arena until it gives out, he falls into space, and is obliterated in a collision with a stray fighter. After Samus calls back the gunship, enter and save. -------------- Samus' Gunship -------------- Interact with the lower panel to bring up a map select screen. Point to and choose Docking Hub Alpha. ======================== Restoring the Generators [0303] ======================== ====== Norion ====== ----------------- Docking Hub Alpha ----------------- [Lore - Galactic Federation Datafile RU-902 (Hunter Rundas)] - Right next to the Grapple Lasso upgrade. Upon arriving, a marine informs you of the situation. The pirate attack has knocked out the generators and rendered the main cannon unusable. If you don't reactivate all three generators, everyone on Norion is as good as dead. Approach the locked door and shoot the four, glowing red locks to open it. Beyond that there's a room with, lo and behold, another suit upgrade! Go into the corner and shoot another glowing red lock to open the door and retrieve it. === Grapple Lasso acquired! === The Grapple Lasso is used to pull devices off or into certain positions. Its use resides solely in the Nunchuk. Whenever you see a a circle with a hook-like symbol on the inside, that point is grapple-compatible. If it's yellow, you're in range and can use it. If it's blue, then you're out of range. Press the Z button to lock-on, shove the Nunchuk toward the screen to latch on with the Grapple Lasso, and pull back to yank at whatever you latched onto. Now go to the other door in this room and scan the console to its left to trigger a lever. Pull, counter-clockwise twist, and push it back in to open the door to the elevator. After you enter the elevator, charge your power beam. ---------- Hub Access ---------- [Research - Mounted Blast Shield] - Covering the door at the end of the room. You can only get the scan before you yank it off the door. Why? 'cuz there's a crawltank smack dab in front of you on the ceiling as soon as the door opens, so fire at it immediately to destroy it before you take any damage. Continue down the corridor until you see an open room. Stop before entering and kill the Pirate Militia at the end of the room before proceeding any further. Now enter the open foyer and take out the two crawltanks on each end of the room. Go on up either set of steps into another corridor. At the end, your first Mounted Blast Shield. Also note the symbol on it. Whenever you encounter any symbol like this, it means that point can be grappled onto. Remove the blast shield with the Grapple Lasso and go through the door. --------- Cargo Hub --------- Ouch. Dead marines, and lots of 'em. Oh well. Before you go off exploring this room, look to the right to see a grapple point on a door. Pulling it off reveals a hand scanner, but scanning reveals you can't use it until you "eliminate the enemy presence" in the room. Momentarily continue on as you would until you encounter an aeromine colony. Retreat and take cover behind the circular wall to the left while taking them out one by one. Resume walking forward to encounter two more groups of aeromines. Rinse and repeat. Now the hand scanner should be active, so interact with it to open a hatch. Transform into Morph Ball and go on in. This puzzle's pretty straightforward. All the air vents in here have enough strength to propel Samus to wherever she needs to go, but they have timed intervals during which they're either on and off. That said, roll left until you hit an obstacle. Bomb it and then let the adjacent fan take you up to the next level. Roll up, around, and back down into a small pit. Jump out and keep moving left until you can jump up again (and hurry so that the fan doesn't blow you backwards). Continue scaling upwards until you reach another tunnel. Bomb the obstacle and roll into a halfpipe which takes you to another fan that blows you up and around into another path. Unfortunately, now a sentry drone has appeared and is now out for your blood. Fortunately, her attacks are pretty easy to avoid. Her targeting system shines and aims a red light at your current location before firing at that position. The light doesn't follow you either, so it's simply a matter of not being there. That said, in this portion of the puzzle, simply time your jumps over the blocks with the periods of time the fans aren't blowing and the drone won't disrupt your platforming. After clearing the first two blocks, you encounter a fan beneath you. Bide time dodging the drone's attacks until it starts up, then take it upwards up to another obstacle. Bomb it, but before you fall down the shaft, wait for a fan in the middle of the shaft to start blowing. Then drop down and ride the wind into the next path (If you miss the fan and fall back down, simply roll left and jump to the floor fan from earlier. It blows you right back up). Jump and grab the Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 10) Roll right and bomb to obstacle. Jump up and roll down the tunnel to take you back to the beginning of the puzzle. Now ride the wind of the fan to the right to take you out of the puzzle and revert to human form. Now that you're back to the main portion of this room, proceed forward until you reach a pile of debris and use the Grapple Lasso to remove them one by one, revealing a hole fit for Morph Ball. Roll on through and go through the blue door. --------------- Substation East --------------- The first thing you'll notice here is the shiny new energy tank to the right. The second thing you'll notice is that the floor is made of lava. Well... more like heated energy coils, but it's still *effectively* lava as you will indeed feel the hurt for stepping on it. Instead, change into Morph Ball and hop into the tunnel holding that Energy Tank. --- Energy Tank acquired! --- (max health to 2 extra tanks) Don't meander down this tunnel just yet though. Wait for the pistons ahead to jut out, then roll up against them. The *instant* they withdraw, roll as fast as you can to the end of the path and out. If you don't move as fast as possible, the pistons will shove you onto the heated coils and you'll have to scramble back to the beginning before taking massive damage and start all over again. --------- Conduit A --------- [Research - Red Blast Shield] - There are two in this room, one of which you have to pass through to leave. Be sure to scan it *before* firing a missile at it; as afterwards it will become a normal blue door. There are three marines in this room, but you can't save any of them. A pirate militia blows up the crates nearby all of them killing them instantly. Take out that pirate and head for the red door on the righthand side. Red doors can be destroyed by Missile fire, so shoot a Missle at it and head on through. ----------------- Munitions Storage ----------------- [Lore - Galactic Federation Datafile GH-673 (Hunter Ghor)] - Next to the map station. [Lore - Galactic Federation Datafile GD-202 (Hunter Gandrayda)] - Next to the map station. [Lore - Galactic Federation Datafile VH-357 (Valhalla Incident)] - Next to the map station. A map station. Stepping into the hologram will allow you to download the map information for this region. Once you've downloaded the data, return to Conduit A. --------- Conduit A --------- [Mechanoid - Jumpmine] - After destroying the second set of debris that blocks your path, two of them lay silent in front of you. Be sure to scan them from afar, as getting too close will activate them and risk detonation. Along the way to the other red door, debris falls from the ceiling. Whenever this happens, simply fire a Missile to clear the way. Also, white steam is harmless, but don't get caught in flames. That said, after you pass the second set of falling debris, two Jumpmines lie dormant. A single shot destroys each of them. If possible, always take out jumpmines from afar, as they begin attacking and inevitably detonate based off of proximity. Two more are ahead further down the path. Take them out similarly and then go through the red door. ------------ Cargo Dock A ------------ [Morphology - Pirate Trooper] - Among the initial four space pirates, the center two are pirate troopers. Try to get the scan before fighting them. Get a lock-on one of them and scan while hiding behind some of the crates in the back. [Morphology - Shield Pirate Militia] - The space pirate gunship drops them off eventually and if that doesn't give them away, the fact that their shields repel all your attacks will. [Morphology - Aerotrooper] - After eliminating the intial pirates (and any aid they should receive), two of these troopers fly up from under underneath the bridge [Vehicle - Space Pirate ATC] - After you defeat the Aerotroopers, one of these comes in to try to finish you off. It's actually scannable even earlier (when it comes to drop off the Shield Pirate Militia), but it quickly leaves scan range at the time and even if it didn't, you have bigger fish to fry at that time anyway. As soon as you enter the open field, a door slams down behind you, locking you in, and four space pirates will appear ahead, hide behind the crates, and start sneaking peaks to fire at you. It's important to act quickly here. If you take too much time finishing these guys, a space pirate gunship comes in to drop off backup. That said, charge at either of the two pirates at the end of the line (they're the weakest) and kill him first. During this time, the other Pirate Militia might charge at you to melee attack you. If that happens, move away from the two pirates still hiding and take the charging pirate militia out first. If not, then find and destroy the remaining Pirate Militia anyway. As for the remaining two enemies, they are Pirate Troopers, and they're not quite as gruntish as their militia brethren. They have much more endurance than militia, they can hover, and from what I can tell, they seem smarter too. They seem to prefer attacking at long-range, but their attacks still don't deal much damage. Regardless, you're still better off in a one-on-one scenario, but if that's not possible, at least focus on one at a time. A couple charged shots should do the trick, but if not, just hammer into them a little more. As for that support I mentioned earlier, it should be coming right about now (assuming you were indeed speedy). More new enemies to boot - Shield Pirate Militia. If you're nearly finished with the troopers, then finish them first. If you've just barely started fighting the pirate troopers, however, move to the back of the room where you can get cover from the trooper fire so that you can tangle with these newcomers. The good news either way though is that these guys rely solely on a gimmick for survivability and aren't difficult by any means to bring down. As their name would imply, these guys are regular Pirate Militia with nearly impenetrable handheld shields and they prefer long-range attacking. The solution? Remove the shields. You can actually grapple onto the shields and remove them like you would any ol' mounted blast shield on a door and reduce them to ordinary Pirate Militia. It's still not over yet though. Once you finish all of those pirates, yet two more, again, new foes appear from beneath the bridge - Aerotroopers. Aerotroopers are about as durable as Pirate Troopers, but that's the least of your worries. First off, they have much more firepower than all the other pirates thus far. They seemingly randomly alternate between a quicker dual laser and a slower dual area bombing. To get around these attacks, your best bet is to get and keep a lock-on and side dash regularly to one side or another. However, you might have a tough time keeping that lock-on, which brings us to the second problem - their manueverability. Unlike the Pirate Troopers, Aerotroopers are fully flight-capable and exploit it by very frequently and very quickly doing mid-air side dashes of their own. They can become very hard to hit unless you predict their movements, and let's not forget you're still dodging their attacks too, meaning you have to quickly account for even more variables in your aim. Fortunately, there's one very simple solution to this problem - Missiles. Quickly (re)acquire lock-ons after their dodges and fire off a Missile, which homes in on their position. Rinse and repeat until they're dead. If you don't have any missiles left, you have to take them down the old-fashioned way (the more difficult way listed above). But you're not done yet. After the Aerotroopers are eliminated, the pirate gunship (Space Pirate ATC) will swoop down and begin making rounds while rapidly spewing out three rounds of fire at a time. Its invulnerable except for the heat vent located in front (its "mouth", so to speak). Regular Power Beam fire is your best choice here. It takes e a little longer than the Aerotroopers to take down, but overall it's much easier. Once the ATC explodes, four more pirate gunships descend and surround Samus, but Rundas comes to save the day and takes care of them for you. Then he tells you that the Federation is now permitting all Hunters to summon their gunships whenever they like. Yay! === Command Visor enabled! === Before flying off, he tells Samus to take care of Generator A. First things first though. Go to the visor select screen and move the cursor to the lower right-hand portion of the screen to select the newly unlocked Command Visor. Then look around the bridge for a ship icon, obtain and hold a lock-on, and when you let go, your gunship will fly over and dock while simultaneously opening the door on the other end of the bridge. First save in your ship and then go through the now accessible blue door. ------------------ Generator A Access ------------------ There are four Crawltanks in this room, but they're all in plain view and most of them alone to boot. Once you take them out, examine the door to the generator room. This door is somewhat special (and appears more than once), and since the game doesn't give any title to it, I'll refer to it as an optics shield door. Before you can do anything to do an optics shield door, you need to shoot the small lights that continually pop up on its corners. Just be sure to shoot the lights quickly though, as otherwise the colors will reset, one by one, forcing you to shoot them again. After you've done that, the door changes into an ordinary Mounted Blast Shield door. Pull it off and proceed into the generator room. ----------- Generator A ----------- [Mechanoid - "Jolly Roger" Drone] - After walking into the center of the room, a number of these emerge from the surrounding pit. They're virtually impossible to lock-on to while they're moving, so wait until they stop moving before attempting a scan. After you enter this room, a pair of Aerotroopers quickly fly away and completely disappear. Up to mischief no doubt, and only moments later a number of bombs detonate sabotaging the generator. We'll just have to fix it then. Try walking over to the panels on the far side of the room, but once you step onto the center platform, you get interrupted by some "Jolly Roger" drones. Outside of the scan, don't bother locking-on and firing at these guys. The instant they start circling around you, you'll lose the lock. Your best chance is to continually spin until you encounter one not moving, quickly aim at him and then mash the fire button. Their armor is weak, so they go down after a few ordinary Power Beam shots. Don't worry about their numbers either. Their speed may make it difficult to keep track of them, but there are only a total of six of them, and only three appear at a time. After all the drones are gone, jump over to the platform at the far end and fire a missile at the debris. Then pull, counter-clockwise twist, and push back in the lever the appears. Now go back to the consoles to the left of the entrance and place your hand on the scanner to reset the generator. One down, two to go. After the generator turns back on, Admiral Dane contacts you with an important message. The pirates disabled the defense system so that they could smash a meteor into Norion! Time to really put on a hustle. ------------------ Generator A Access ------------------ Eliminate the three Crawltanks in your way as you pass through. ------------ Cargo Dock A ------------ [Morphology - Federation PED Marine] - The lone NPC on the right after the cutscene. After entering this room, you're treated to a cutscene of three Pirate Troopers engaging three marines. Of course the pirates own the first two marines in seconds, but the final marine begins fiddilng with his gear and suddenly... one-shots all the pirate troopers? Kinda cool (and the scan explains how) but for now hurry forward until you hear a loud rumbling and watch an enormous shadow pass overhead. It's Ridley, back from the dead again, and he wastes no time begining his assault of Generator C. Save at the gunship and move on to Conduit A. ================================ The Return of Samus' Archnemesis [0304] ================================ --------- Conduit A --------- [Morphology - Shield Pirate Trooper] - You're probably not even meant to get this scan. If you hurry as fast as you can down the corridor with the scan visor on and begin scanning the instant the shield trooper appears, you should just barely finish the scan before a PED marine vaporizes him. If you miss the scan here, don't sweat it. There's another opportunity coming up in a couple minutes in Maintenance Station. As you race down the corridor, behold as another pirate gets vaporized by a PED marine. Keep on going until you encounter a hoarde of crawlmines. Just keep firing at the members of the horde while slowly backing up until they're all gone. Then continue on into Substation East while watching out for two pairs of Jumpmines in the path. --------------- Substation East --------------- Go back the same way you got here. Change into Morph Ball, jump into the tunnel on the left, push against the extended pistons and hurry back across the path once they retract. Getting knocked onto the heated coils isn't as punishing this time around though since you're heading in the direction required to get off the coils anyway. --------- Cargo Hub --------- Go back through the Morph Ball tunnel and then return to human form. Before you have time to think of exactly how you'll be getting to Generator C from here though, Ghor and a Berserker Lord smash through the blast door that leads to Generator C. After Ghor subdues the beast, approach the Mounted Blast Shield. This one has an extra trick to opening it though. First you need to shoot the "pegs" holding the cables that connect to the door (not the cables themselves). Now grapple onto and remove the blast door and go through into the Maintenance Station. ------------------- Maintenance Station ------------------- [Research - White Blast Door] - On the left between the middleground of the PED marines and the shield troopers. More pirates getting owned by PED marines. You can't yet open white doors, so there's nothing more to do here. Pass through the blue door. --------- Conduit C --------- A few seconds' worth of steps into the room and you encounter a Jolly Roger drone, but he's no match for you in these tight quarters, so quickly dispatch him. Don't jump off the ledge you're on the area down below just yet though. Jump forward and then back, and a swarm of Crawlmines appear below. Snipe them all from above, then jump down and move forward (Going backward on the lower level is fruitless right now; you're just met with more enemies and a dead end). Around the corner is another Jolly Roger drone. Take it out and then space jump across the chasm. If you fall down, you encounter the enemies I mentioned a moment ago in that dead-end, irritable Jumpmines. To get back to where you were simply round the bend ahead and you're back to the spot where you landed after jumping off the ledge. Assuming that you do make the jump however, change into Morph Ball and drop down into the hole. Follow the path down here through another pair of holes which will drop you down on the other side of the dead-end. Go through the blue door. ------------ Cargo Dock C ------------ Change into Morph Ball and bomb the cover to the tunnel directly ahead of you. Roll through the tunnel. Jump up at the end and continue rolling onwards to the exit. Unfortunately, Ridley isn't going to let you simply get to Generator C. Soon after your first jump in the passage, Ridley lands and traps you with his talons in a confined area of the pipe. Ridley does one of three things here: 1) Charge and fire the mouth plasma laser; 2) Take quick snaps at the pipe; 3) Bite down on the pipe. The first is easy to avoid, as his laser has significant charge time and not a very wide range. The second isn't so easy to avoid but doesn't do much damage anyway, so it's okay if you get pecked at a bit. The third is what you want. If he bites down on you, then you're ironically exactly where you want to be. If he doesn't, simply roll over to his beak. In both cases, lay a bomb. The detonation makes Ridley stumble back momentarily, and repeating this process once more makes his left talon lose its grip on the pipe and enables you to escape. Continue on down the tunnel a little further and Ridley traps you again. Simply repeat the process from before twice and you can escape to the left again. Once you're out of the tunnel, revert to humanoid form and pass through the blue door. Note: If you can manage to not take a hit from Ridley at all, you're awarded a friend voucher. ------------------ Generator C Access ------------------ When you enter this room, you receive a radio transmission from Rundas - He's managed to reactivate Generator B. Sweet. That just leaves Generator C. Dispatch of the three Crawlmines in this room and save at the Save Station in the room to the left. Then open the optics shield door and enter Generator C. ----------- Generator C ----------- Crap. A bucket load of Pirate Troopers in an open room, but wait... they're owning each other? Ah, one of them was Gandrayda in disguise. After killing all the pirates, she says she leaves reactivating the generator to you. Er... thanks? Jump over to the platform on the far end of the room and pull/twist/push the lever back into place. Unfortunately, this generator isn't be as easy as the last one to fix. The generator's piston is jammed, even after manual override, so you need to overide it at the top. Jump back to the center platform and enter the Morph Ball tunnel on the right. Moving around in this tunnel is somewhat similar to the tunnel with fans from before, but with a key difference. The air blown in these tunnels is a gas you can ignite at any time with a bomb, as opposed to intervaled wind, so in these regards, moving is a little easier. Also like the last tunnel though, an enemy drone appears and starts sniping at you from the outside. This one's fairly useless though as you're inside a blast-proof pipe most of the time. Bomb the first gas fan and ride the explosion up to the top. Continue rolling right until you spot a bomb slot directly above you. Lay another bomb here to trigger another explosion that propels you up to the slot. Place a bomb inside to trigger platform movement above you. Drop back down and continue moving right. The gas winds up ahead are decidedly interval-based, so just wait 'em out and then cross over. Bomb the gas at the end to rise up again. Keep on rolling rightwards back down the pipe again. Lay a bomb on the gas fan at the bottom here and move left to another bomb slot. Repeat the bomb the gas, then the slot process again to trigger more overhead platform movement. Now roll hard right to skip over the gap. Wait out another set of gas that only rises at intervals and use it as a path once it does shoot up. Across here lies the final bomb slot. You know what to do. Keep on rolling right afterwards to another gas fan that you need to bomb. A cap bars you from reaching the very top of this pipe, so just take the rightward path instead. Bomb another gas fan along the way to take you to the platform that was the fruit of all your bomb slot bombing. Continue along there to reach yet another set of pipes. Bombing both gas fans you encounter along this path drops you off on top of the piston and into the emergency override (the final bombslot). Bombing it restores the piston to its proper position, but someone has an objection to what you're doing here. Ridley, who was lurking above the piston earlier, now charges and crashes into you, sending both of you plummeting into the Generator Shaft. --------------- Generator Shaft --------------- [Morphology - Meta Ridley] ************************* Boss Battle - Meta Ridley ************************* Despite what you might first think here (or from what you've heard from other sources), this 16800 meter plummet is actually much longer than one or two minutes. Your actual terminal velocity is closer to 55 meters per second, not 100+ meters per second. That said, the maximum alloted time for this battle is actually about 305 seconds, or 5 minutes and 5 seconds, plenty of time to toast Ridley. Ridley cycles through five attack phases, but the distances from the bottom at which time he changes phases aren't set in stone and are directly influenced by how quickly you put on the hurt. The slowest I've seen the phases last is 16800-11500 meters for the first, 11500-8350 meters for the second, 8350-4200 meters for the third, 4200-1450 for the fourth, and 1450-0 for the last. When you really pound into him quickly, he can hit phase two by 15000 meters and the final phase by 11500 (presumably it's possible even sooner actually, considering I'm not exactly perfect). Now then, all the math aside, the *actual* strategy (ATTN, READ, etc.): The only real constant in this battle is that the only way you can inflict damage on Ridley is by shooting at his mouth when it's open. Even movement isn't a constant, as you will discover soon enough. In this battle, the only movement available to you is around the shaft with the analog stick (and, of course, moving the reticule with the Wiimote). The problem the first phase presents is distance. Ridley starts off very far away and since you're falling extremely fast, any angle put on your shots can become very exaggerated and miss the intended target completely. To remedy this, whenever you're particularly far away from Ridley, you need to aim your shots to miss. Say you're straddling the right edge of the shaft and the best part of Ridley you can see is his mouth open and glowing preparing to attack. Aim the reticle a little to the right of Ridley's mouth and the shot will correct itself and (hopefully) hit the target. Sometimes the shaft bends too, so try to include that into your calculations when you can see it coming. If you miss, just try again. Fortunately, things don't stay quite so difficult. Ridley isn't too satisfied with the distance either, so he keeps his talons and claws dug into the shaft's walls to slow himself down and get closer to you. Gradually aim more and more on target until he's close enough that your shots easily hit where the reticle is aimed. Hitting him is still a problem though. You're primarily using charged shots here, but plenty of debris (spinning, orange rectangular prisms that usually appear in groups of three) are being torn off the walls by Ridley's appendages and are heading straight at you, usually obstructing your chance for a clear shot. Taking the hit from these is your best choice. They don't cause much damage and your shot is clear afterwards. If Ridley is firing his mouth laser though, that's somewhat of a different story. Taking a hit from the laser disrupts your charge, so you need to dodge it. It begins homing a second or so after he fires too, so start circling around the shaft to avoid it, going in whichever direction there's no debris. If you're still having trouble hitting him though, you're not out of luck. Ridley has a third attack which makes hitting him a cinch. If you go to long without hitting Ridley, the game automatically centers you in center of the shaft and disables your movement. At the same time, Ridley thrusts his mouth forward and leaves it wide open for several seconds to charge his next attack. Before he attacks, charge your Power Beam, aim right toward the center of the screen and blast him away. Whenever you do hit Ridley with a charged shot (during this attack or any other), he loses his grip on the wall and falls almost out of sight before planting his limbs back into the wall again and repeating the process. Pounding on him long enough takes you to the second phase. Eventually, Ridley pounces up and capture Samus, ensaring the two of you together. Ridley has three attacks in this phase, but you can't move or dodge, so the only thing you can do is prevent them by hitting him during their charge time. This may seem especially difficult because the camera tends to shake a bit, but don't let that deter you. My best advice here is, no matter what, keep your aim steady. You may feel tempted to move your aim to compensate for the camera. Don't. It will only make it harder to hit him, and you only have enough time to fire one charged shot before he attacks. Also, Ridley's switches between the attacks are predictable. He doesn't always start on the same attack, but his pattern is always the same: 1st attack -> 2nd attack -> 3rd attack -> 2nd attack -> 1st attack. As for the attacks themselves, the first is a slap, before which he moves his right hand across his chest and charges for it. Hitting his right hand stops the attack. His second attack is firing his mouth laser at you point blank. Like his earlier laser attacks, this one also has charge time. His head moves around a bit, but it's still not that difficult to hit his mouth, canceling the attack and inflicting some damage too. His third attack is another slap, but this one's a bit harder to stop. Ridley moves his right hand away from his body to his right (your left) and charges. The problem is that his hand is also further away and with the shaking camera it's harder to feel you've got a good shot. If you do hit however, not only do you disrupt the attack, but Ridley also raises his head and screams in pain, during which time you can attack. I can't recommend the charged shot here though, as his lower beak blocks much of the hitbox. He does turn his head often here though, and there are certainly times for clear shots (I've hit him with three charged shots before), so if you think you can handle it, by all means go fo it. Once you've pounded him enough, he shoves you away and you enter phase three. In this phase, Ridley's above you now and taking full advantage of his flight capabilities. Again, he has three attacks here. His mouth laser returns once more (you know what to do by now, right?), but it rarely comes up. His main two attacks are fireballs he shoots from his mouth. The first is a giant fireball that can be destroyed by a charged shot (or allot of individual shots) and the second is five mini-fireballs fired at once in a style reminiscient of Megaman's Stone Man (except 3D). All the fireballs burst from his mouth in an outward spiral and rapidly approach you. They're big targets and a single Power Beam shot dissipates one, so they're easy to take out. As for hitting Ridley, if you're slow in taking down his attacks, use ordinary Power Beam shots on his mouth, since he should dodge your charged shot by the time you fire or his all too often spinning around the shaft might make you miss anyway. Once you've hit him enough, you enter the next phases. Luckily for you, phases four and five are identical to phases two and one, respectively, so you don't need to memorize a new strategy. The old ones work perfectly. You should have plenty of health and time left at this point, so if you had allot of trouble hitting Ridley in phase one, just wait for Ridley's third attack (the one that centers both you and him and gives you a free shot) and attack then. ********* ----------- Generator C ----------- Once you've defeated Meta Ridley, Marvel's Iceman comes to save you. Well, actually, it's Rundas, but close enough. He says he's already activated Generator B (yay), so all that's left is to reactivate Generator C and head to the control room. Head to the consoles on your left and interact with the hand scanner to reactivate Generator C; now start backtracking. ------------------ Generator C Access ------------------ As you take the Crawltanks in this room out, you receive radio notification that all the attempts to stop the phazon meteor have failed. In four minutes, the meteor will crash into the planet. You need to reactivate the defense system before then. Forget about the save point now and hurry onwards. ------------ Cargo Dock C ------------ The Morph Ball tunnel you took to get here is locked, but there's another tunnel to the right of it. Lay a bomb, ride the gas fan, and then roll through the tunnel to the end and go through the blue door. --------- Conduit C --------- Take out the Jolly Roger Drone that appears as soon as you enter. Continue onwards to meet a Pirate Militia who conveniently jumps through the glass that had been blocking your path earlier. Kill him too, as well as the Crawltanks you'll encounter ahead. After the third crawltank, turn around and Space Jump up to the platform above you. Pass through the blue door ahead. ------------------- Maintenance Station ------------------- Eliminate the colony of Aeromines and proceed to the Cargo Hub. --------- Cargo Hub --------- Make a right at the fork and roll through the Morph Ball hole. Now that all the generators are active, the hand scanner to open the control tower doors is now active, so use it and enter the elevator. -------------- Tower Elevator -------------- [Research - Hunter Gandraydas] - Best to scan before entering the elevator, but you can still scan her inside it too. [Research - Hunter Rundas] - Best to scan before entering the elevator, but you can still scan him inside it too. Step into the elevator and the other hunters make chit-chat until you reach the top. ------------- Control Tower ------------- Samus and all the other hunters scramble over to the control terminal to reboot the planet's defense system until suddenly a large bluish mass crashes through the glass. It's Dark Samus, and she effortlessly defeats Samus and all the other hunters and then flies off. Before Samus loses consciousness, she drags herself over to the control panel and fires the main cannon, eliminating the meteor. One month passes. =================================== Corruption and the Mission to Bryyo [0305] =================================== === ??? === You awaken to a voice and a screen indicating "Status: Corrupted". A quick check of the map shows that you're on the Olympus. ======= Olympus ======= ------------ Medlab Delta ------------ [Lore - Galactic Federation Datafile PX-103 (Phazon Enhancement Device)] - On the right side of the room ("right" from where you wake up). This is your only chance to get this scan. [Lore - Galactic Federation Datafile PD-001 (Phazon)] - On the right side of the room ("right" from where you wake up). This is your only chance to get this scan. The doctor informs you that, after finding you on Norion, an investigation indicated that you and the other hunters were now all self-generating Phazon, with seemingly no negative side-effects. Therefore, the Federation decided to integrate a PED Suit into Samus' Varia Suit. Time to give it a test run. Press the + button to enter into a Hyper Mode. Whenever you change into Hyper Mode, one Energy Tank's worth of health (100 units) is temporarily sapped away in exchange for a massive phazon-based power boost in your attacks. Each shot you fire consumes 3 units, a full charge shot consumes 51 units (although cancelling out hyper mode stopsthe syphon), and semi-charges consume varying amounts. Whenever you choose to cancel out of Hyper Mode, any remaining units will be converted back into its equal in health units. Also, after 25 seconds, you automatically revert back to normal. *** This final tidbit is the best piece of good news (although the game doesn't tell you this one; you normally need to figure it out on your own). So long as you are in Hyper Mode, you are completely invulnerable to damage. The phazon bar which tells you how much firepower you have from that Energy Tank you just consumed does more than that; it completely replaces your health bar. And since taking damage doesn't reduce that bar, you're invincible. Since you can also cancel Hyper Mode at any time and retain what energy is left from the bar, this means you can simply activate Hyper Mode whenever you need to take a hit and immediately cancel it afterwards at no cost whatsoever. There are limits of course; if you take too many hits too quickly, Hyper Mode "fails" and automatically reverts you. Still, that's certainly an acceptable price to pay for such an invaluable ability. Now destroy all the targets in Hyper Mode. Don't worry about your health; it gets automatically refilled. Once you're done, the doctor releases you and instructs you to visit Aurora Unit 242. Pass through the blue door whenever you're ready. === PED Suit acquired! === === Hyper Beam acquired! === --------------- Gunnery Station --------------- If you want some target practice, there are a number of targets in here you can destroy only in Hyper Mode and there's plenty of health here too. If not, continue on. -------------- Command Lift B -------------- Use the hand scanner and ride the lift up. ----------- Lift Access ----------- Pass through to the Flag Bridge. ----------- Flag Bridge ----------- The guard in front of the door on your right (the old center door) allows you to pass after you talk to him. ------------- Aurora Access ------------- Ride the elevator up and then go through the main doors after the marine opens them. -------------- Aurora Chamber -------------- Step onto the center platform and interact with the center panel to speak with Aurora 242. The other hunters had gone out on missions to other planets while you slept but have not contacted the Federation in seven days. So, Aurora 242 asks you to take up their missions for them and investigate what happened to them. Samus runs off to her gunship to begin her mission. -------------- Samus' Gunship -------------- You don't have to learn them all right now, but I suggest you begin familiarizing yourself with the basic controls of the gunship for now. See the controls section for more details. Once you're ready, go to map select, choose Bryyo, and land on the Cliffside Airdock. ===== Bryyo ===== ----------------- Cliffside Airdock ----------------- [Research - Mature Kashh Plant] - On the right wall after crossing over the bridge. [Research - Kashh Plant] - In a corner on the right (or left) side before the door. [Research - Bryyo Blue Door] - The door to exit the room. Moments after setting foot on Bryyo, you receive a radio communication. Apparently, a currently impenetrable barrier shield is protecting the leviathan seed, so you should head to the downed Federation ship in the area to collect any data you can. Time to get moving. ------------ Gateway Hall ------------ [Morphology - Gragnol] - Three come flying out of the corridor on the other side of the ice bridge. [Morphology - Reptilicus Hunter] - Across the ice bridge on a ledge to the right. You need to rush straight out into the center of the bridge (into Gragnols) to be in scan range and only have a few moments to get the scan right now, but plenty appear later, so don't worry if you miss the scan here. [Research - Small Bryyo Coffer] - There are two of them on the right in the small chamber before the door. [Research - Large Bryyo Coffer] - There is one on the left in the small chamber before the door. Bodies frozen in ice. Rundas' work perhaps? Anyway, get moving onward until you approach an ice bridge. Don't worry about the guy on the right ledge. He disappears moments after you arrive (and you'll be seeing him later too). Instead, concern yourself with the new flying enemies pouring out of the opposing corridor. These are Gragnols. They tend to dodge around allot and are limited to firing a single energy ball out of the tips of their tails at a time. They're not particularly threatening our durable though, so just lock-on to one, strafe back and forth a bit, and focus on one at a time. Once they're all defeated, cross the bridge and drop down in the next chamber. Turn around and yank the bottom platform out from under the top (thus providing you with a future exit). Now go through the blue door. ------- Gateway ------- [Morphology - Phazon Nightbarb] - Appear around the room after bombing the orange bomb slot. [Morphology - Gel Puffer] - Appear to the right of the entrance after bombing the green bomb slot. [Morphology - Hopper] - In front of the door the blue door at the end of the right morph ball tunnel past the dragon door. Whew, big room. There's allot to do in this room, so let's take it step by step. Jump to the platform on the left and then to the one on the right. Approach and cross the dilipdated bridge over to a door with orange and green dragon symbols. Do a 180 and you'll see a grapple point on the right wall. Pull it out and and the bridge collapses, but the new platform makes traveling around this room go much quicker. Now jump to the ledge on the left and then to the platform attached to the center pillar. Change into Morph Ball and roll into the orange hole. Now circle around inside and until you see a break in the path. Head down it into the orange Morph Ball slot and lay a bomb. A group of platforms lower allowing you access to the higher levels, but with them Phazon Nightbarbs appear as well. There are only two groups of them at a time, but they infinite spawn and their attacks can be easily avoided (more specifically, their attack is easily obstructed by any part of the topography). If you wish to kill them though, first wait for their movement pattern to change from randomized to a 2-D circular motion, and then, once a green energy ball begins to form in the center of their circle, fire a charged shot at it. Any other forms of attack against them will fail. After you fall out of the bomb slot, head left to the platform that you smashed down into the late bridge. Jump up the two connected platforms (left) and run up the ramp. Don't make a left and go to the very peak though. Jump to the platform directly ahead of you and keep going to the next one as well. If you turn and face the pillar now, you'll see a platform within jumping range. Hop over, transform into Morph Ball, roll into the hole, and bomb the green slot at the end. A few things happen now. First and foremost, the door with the dragon locks opens up. Secondly, a piece of debris is removed from the platform to the right of the entrance while one is dropped on the left. Finally, two Gel Puffers appear on the right. Gel Puffers are harmless by themselves and fall to a few shots. Just be sure not to be near them when they die as they explode, have a wide blast radius, and take out a chunk of health if you're in that blast radius. Now then, since the left path is out, take the newly cleared right path once you've taken out the Gel Puffers and follow that path to the doorway where the dragon door used to be. There's a Morph Ball tunnel inside that forks off in two directions, but the right side is blockaded. Approach the obstacle and continually Grapple Lasso until you've pulled it out of the tunnel completely. Now morph ball jump into the tunnel (its entrance is centered within the glowing orange oval) and take the right-path. Two Hoppers lie at the exit, but they're not a serious threat. Whenever they're moving they can't attack and whenever they're attacking, usually by shooting individual balls of slow venom, they can't move. A few Power Beam shots is enough to dispatch them. Pass through the blue door. ------------ Reliquary II ------------ [Lore - Golden Age] - Right in behind the Energy Tank. You need to grapple lasso off the grating cover it first though before you can get the scan. Ooh, free stuff. Grab the Energy Tank sitting out in the open. --- Energy Tank acquired! --- (max health to 3 extra tanks) Head back to Gateway. ------- Gateway ------- Enter the tunnel again but this time ride it to its leftmost end. When you come out, there are new enemy scans, but I'm fairly sure it's impossible to get them at this time as all three of them suicide bomb you the instant they get sight of you. Oh well. Fire a Missile at the red door and proceed. ---------------- Grand Court Path ---------------- [Morphology - Shelbug] - Crawling on the upper parts of the wall in front of you as you enter. More new enemies. Shelbugs are even less threatening than some of the other enemies in the area. They're slow-moving, fire weak, individual spikes in your direction, and die to a single hit. There are only a couple in this room too, so kill them at your leisure as you pass through this corridor. Once you see an ice formation, turn around for a moment. See a statue with a yellow circle in the middle and a vertical yellow stripe? These statues hold fuel gel, so firing a charged shot at them makes them detonate. Now jump up to where the statue was and then into the passageway opposite of it. Take out the shelbug on the wall, turn right, kill a shelbug deep into the next passage, and finally space jump over to that final niche hiding a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 15) Drop back down to the main chamber and face the vines blocking the way. To destroy these types of vines, activate Hyper Mode and shoot all the pulsating blue growths. Once you've cleared away the vines, two Hoppers appear at the other end of the corridor. Feel free to blow them away with the Hyper Beam before you revert. Now enter the next room. ----------- Grand Court ----------- [Lore - Age of Science] - After defeating both hunters, enter the opened hallway, turn left, and shoot the large red dot. Memorize the order that the three smaller red dots appear and shoot them in that order. If you fail, just try again. Once completed successfully, all the tiles retract and you can get the scan. Jump down and approach the broken golem in the center of the foyer to trigger a cutscene. Two Reptilicus Hunters leap down from the cliffs and ambush you. You had a brief chance to scan these guys before, but this is your first time actually fighting them. Reptilicus Hunters switch between two attacks. The first is a long-range chakram (think "more deadly boomerang" or "oh yeah, just like that chick from Tales of Symphonia"). That's the one you want, as it's generally easy to dodge and they're not moving when they use it. The second is a mid-range energy whip with enough range and area of effect to pretty much guarantee a hit if you're anywhere near the reptile. That's bad. Try to stay far away from these guys if you can, but not if it means extending the length of battle too much, mainly because then their movement becomes a pain. In short, if they're not attacking, they're on the move. If you plan on attacking while they're moving, do so soon after they've started ordinary on-foot movement. If you wait too long or attack at another time, they might cloak themselves or exploit they're fantastic jumping abilities, both of which put them out of sight. Reptilicus Hunters also have much more endurance than any of the other opponents you've faced on Bryyo thus far - as in, you'd need a few max power charged shots to take one down. That said, I recommend you simply activate Hyper Mode and blow them away. It only takes a few shots to take one down. Once you've killed both Reptilicus Hunters, the blockade preventing access to the next room will withdraw back into the wall, so enter that hallway and pass through the blue door. -------------- Hillside Vista -------------- [Morphology - Snatcher] - Any of the numerous swarming creatures in the morph ball tunnel. [Morphology - Korba] - Directly above the swarming path of the Snatchers. Kill the three Gragnols that appear to the left and then drop down both ledges to the ground. Change into Morph Ball and bomb a destroyable portion of the cliff near the base of the bottom ledge. Enter the tunnel. At the bottom, roll over to the source of the Snatchers. Once a number of them have latched onto you, you start floating. Steer left as hard as you can the instant you start floating. If successful, you float up the shaft left of the Korba and towards the Missile Expansion. If not, the Korba catches you and starts munching away. Ouch. Try again. Once you've reached the top of the shaft, lay a bomb to kill your pseudo-balloons and roll over to the Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 20) Hop over back to the ledge on the left, then make a rolling jump up to higher ledge on the right. Jump once more at the end and roll to the right, out of the tunnel. Revert to normal form and Grapple Lasso away the object on the statue. Now back up a little from it and then fire a charged shot at it, revealing a door. ----------- Reliquary I ----------- A new upgrade awaits you in the pillar of light. === Grapple Swing acquired! === Another Grapple upgrade, the Grapple Swing enables you to cross chasms over which there are grapple points but works somewhat differently from the Grapple Lasso. To use the Grapple Swing, all you need to do is lock-onto the grapple point, and the grapple beam automatically shoots and latchs onto the point for you. You continually swing back and forth from this point as well until you either take a strong blow, hit a wall, or let go of the Z button. You can also change directions while swinging with the analog stick after your first swing forward. Leave the way you came. -------------- Hillside Vista -------------- [Research - Grapple Swing Point] - The branch and yellow light in the middle of the gap. Lock-on to the grapple swing point and press and hold Z to swing across the gap. Let go of Z to release the swing as you approach the other side and deliver you safely there. Scale the hill to the right, jump up the ledges, and pass through the blue door. ----------- Grand Court ----------- Once you enter the main courtyard, head left for the hole in the wall beyond the golem. Jump up the ledges inside and hop onto the platform at the end of the cave. Turn toward the Grapple Swing Points, but before you begin crossing, eliminate the two Gel Puffers that litter the path near the further down grapple points. Now swing from grapple point to grapple point and aim to land on top of the second to top ledge before the blue door before letting go of the final grapple swing point. It's impossible to get enough extension on that last jump to reach the very top ledge, and even a well-timed space jump from the second ledge won't reach the it either, so you need to make a path. All eight pieces of grating in front of you each have their own grapple points, so pull them off one by one. Voila! A Morph Ball tunnel! Enter the tunnel and roll and hop your way through to the top. Once you're through, pass through the blue door. ---------------- Grand Court Path ---------------- [Morphology - Reptilicus] - In front of the door leading to Gateway. Right near the door to Gateway lurks your first Reptilicus. These guys are more or less identical to their hunter counterparts mechanically, only these guys have an ability to teleport rather than cloak. Pretty much the same strategies apply. For this particular Reptilicus, simply go Hyper Mode and blast him three times. ------- Gateway ------- [Morphology - Nightbarb] - Swarms of them fly around the giant pillar in the main foyer. Head back to the main foyer where a pair of Reptilicus await you. Wait for them to come to where you are and then take them out in hyper mode. Now jump over to where orange bomb slot was (not the slot itself, just that area) and reach the blue door ahead of it via a ledge on the left. ---------- Crash Site ---------- Don't worry about the bats that suicide you in this room. They're impossible to scan for now, but they do come up later in a scenario where it is possible to scan them. For now, just focus on getting through this room. First, Grapple Swing across the gap. Change into Morph Ball and lay a bomb on the cracked portion of the Theseus' hull. Enter the opened Morph Ball tunnel and continually roll left, jumping over any obstacles that get in your way. Eventually you come out deep inside the Theseus. -------------- G.F.S. Theseus -------------- [Morphology - Atomic] - Floating in front of you after you emerge from the morph ball tunnel. After you come out of the tunnel, the first thing you'll notice is the floaty, spinny thing. This guy is an Atomic. They don't do all that much but float around at random and lay bombs periodically. A charged shot easily defeats it, but don't hold the charge for too long, as apparently your charge shot is of opposite electrical polarity and it otherwise would pull him straight toward you. Once that Atomic is gone, turn your attention at the large gate with locking clamps on each of its upper corners. Fire a missile at each of the clamps to drop the gate. Now grapple onto and pull each of the power rods behind it into place to restore power. The satellite uplink then rises up from behind you and the ceiling opens up. Pull, twist, and pull the lever on the uplink to complete your objective and download the map information for Bryyo. Moments later, you receive a radio communication. Two distinct energy signatures have been detected that are likely the power sources for the seed's barrier. Therefore, the new objective is to eliminate them. To reach the new areas however, you need to return the gunship, so head back to Crash Site. ---------- Crash Site ---------- [Morphology - Gragnol Adult] - Two of them are flying about after you leave the morph ball tunnel. Before you head all the way back though, we have one more errand to run in this room. Re-enter the Morph Ball tunnel and roll down to before the first jump. Now that the ship's power is back online, a number of conduits now send electricity through these pipes, so jump over after the electricity's gone. Continue rolling left, but instead of heading left back into the core of the Theseus, on the second jump hop right instead. Hop right again when you're clear and then left onto another ledge. Head for the open vertical shaft and wait for the rod that periodically rises and lifts here to completely rise out of sight. There are two ways to get up to the ledge on the right. First, Spring Ball up. At the peak of your jump, lay a bomb. A moment after you land, jump again. If you timed the jump right, the bomb should explode as you rise up into it, propelling you even further upward and just in range of your destination. The second method is an old staple of the Prime series before Corruption, and you need to learn how to do this specific method later anyway to acquire a specific expansion (Spring Ball method doesn't work there) anyway, so you might as well learn how to do it now. It's called a dbj, or a double bomb jump. It requires specific timing for the laying of three Morph Ball Bombs. Here's how you lay them: 1) Lay bomb #1 at any point; 2) Now, right before bomb #1 explodes, lay bomb #2. There is some leeway here, so get a knack for the timing. 3) Once you reach the apex from the boost given by the first bomb, lay bomb #3. You then fall into the second bomb, which explodes and boost you back up to third bomb which subsequently explodes as rise up to it, giving you another boost all the way up to the expansion. Double bomb jumping nets you twice the height of a normal bomb jump, and once you get the knack of it, it's really very easy to do. If you don't already know it, it's a skill worth mastering (and fun too). For those of you who are new to the Prime games, you've never had to do anything like this before, so you may need to practice a few times before getting it down pat, but don't get discouraged. Once you're up there, head right and drop down the ledge when you're clear. Now back up against the left wall and then floor it to the right. If all goes well, you should jump the gap. If not, just jump out before you take too much damage. Continue right and out of the tunnel. As you exit, two Gragnol Adults appear and engage you and, as you'd expect, the adult is more difficult to tangle with than the child. The adults generate a field that leaves them impenetrable to the conventional Power Beam. Instead, you need to grapple onto their tail and pull hard back to tear them completely apart. If you're having trouble finding an opportunity to grapple, hitting them with a missile temporarily stuns them and gives you the time needed to get the kill. Once you've taken out both, head for the edge of the ledge and grab the Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 25) Jump back down and return to Gateway. ------- Gateway ------- Ignore the Reptilicus and head for Gateway Hall. ------------ Gateway Hall ------------ [Morphology - Alpha Hopper] - Two appear on the ice bridge. Blow open the crates in this room to refill on any supplies you might need; now head for the ice bridge where a little surprise awaits you. Gates shut down behind you, and an Alpha Hopper drops down on each end of the bridge. These new baddies aren't that bad though. They're just bigger and tougher is all, but that's nothing Hyper Mode can't handle. Enter Hyper Mode immediately, charge your shot, and just hop around until they're together. Alpha Hoppers can't really do anything to you when you're moving around so quickly in the air so you're not in any real danger. Once they're together, unleash your charged Hyper Beam. Three more drop down afterwards, so repeat the process with the first two and then just attack the final Alpha Hopper normally. Both gates rise again after you defeat them, enabling you to return to the Cliffside Airdock. ----------------- Cliffside Airdock ----------------- Head straight for Samus' gunship. Save and enter. Before heading off to the Fiery Airdock, make a quick detour to Norion and land at Docking Hub Alpha. ====== Norion ====== ----------------- Docking Hub Alpha ----------------- Turn about 150 degrees to the right (in other words, make nearly a full u-turn) and follow the path behind your ship. Swing across the chasm and collect the Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 30) Swing back across and return to the ship. We have one more detour to make before going to the Fiery Airdock. Set course for the Thorn Jungle Airdock on Bryyo. ===== Bryyo ===== -------------------- Thorn Jungle Airdock -------------------- Head through the door ahead of you. --------------- Overgrown Ruins --------------- Not moments after you enter, the game pans to a cutscene of a space pirate... entering Hyper Mode! Yup, that's right; enemies can enter hyper mode too. Any enemy that enters Hyper Mode increases his fire power and durability severalfold. The solution? Enter Hyper Mode yourself. For this particular pirate, a few shots are enough to destroy his armor and a few more take him out. Now then, note all the stalagmites coming out of certain portions of the wall (if you don't notice them, scan visor makes them readily apparent). Shoot charged shots at them to destroy them and take the revealed path which leads to a missile door. Blast it open and head on in. ----- Vault ----- Energy Tank. :) --- Energy Tank acquired! --- (max health to 4 extra tanks) Go back to Overgrown Ruins. --------------- Overgrown Ruins --------------- Now return to Thorn Jungle Airdock. -------------------- Thorn Jungle Airdock -------------------- Enter the ship, save, and finally fly over to Fiery Airdock. ======================================= Rundas and the Eastern Energy Signature [0306] ======================================= ------------- Fiery Airdock ------------- [Research - Fuel Gel] - It lines the perimeter of the entire room. That looks like Rundas' ship parked above yours? Does he lie further inside? Interesting. Anyway, before heading on to the next room, I should explain Fuel Gel. Don't touch it. For our purposes, think of it as lava... lava that explodes when you shoot it. >_> Seriously though, Fuel Gel hurts the longer you stay in, so if you fall in try to get out as fast as you can. ------------- Imperial Hall ------------- The orange door is inaccesible for now, so focus on getting to the blue door. There's a wheel blocking your way that's shooting out Fuel Gel towards the pool below it. Aim a charged shot at the red cylinder shooting out the Fuel Gel to ignite it and roll the wheel away. Jump over the Fuel Gel pool and repeat with the next wheel. Then go through the blue door. ----------------- Gel Refinery Site ----------------- Take out the two Reptilicus Hunters in here with Hyper Beam and refill health from the crates left of the door. The blue door is the only exit open right now is the blue door. Cross the fuel gel gap, turn left, and head towards the exit. It's far too high to jump to straight from here, but there is a solution. Turn right. See the red cylinders shooting out Fuel Gel? Yeah. Shoot charged shots at each of them. The mechanism will flip over, creating a platform. Use it to get to the door. --------- Main Lift --------- [Lore - Age of Schism] - Right before entering the morph ball tunnel, turn right and grapple off the metal grating guarding it. Enter the morph ball tunnel and roll through it until you encounter a herd of snatchers. Let a number of them latch on and float up. Pass the first ledge and continue floating up. Once you see the Korba, start moving left aim for the ledge directly below and to the left of the Korba. Bomb away all the Snatchers once you're above it. Hop up the next ledge to the left, hop down, and ride the tunnel to its end and a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 35) Roll back down the path and bomb the plant in your way. Drop down and let a bunch of Snatchers latch on again. Now head for the first ledge on your way up and bomb away the Snatchers once you're above it. Roll through to the end of the tunnel and return to humanoid form. Ice blocks the path to the right so head for the elevator shaft on the left. Grapple Lasso the lever on the left in the shaft to trigger the elevator to go down a floor. Missile the door. -------------- Corrupted Pool -------------- Enter Hyper Mode and kill the two Hoppers in your way. Charge the Hyper Beam and aim for the blue outgrowths on the Phazon vines to destroy them... but suddenly, something goes horribly wrong. Samus falls back for a moment and her suit overloads. It's a phazon overload! Fire repeatedly as fast as you can until you've completely depleted your phazon bar and revert. That was "Corruption". When you stay in hyper mode for too long (around 10 seconds, your phazon bar turns red and starts to increase continually. If it fills all the way up and stays like that for more than a few seconds, Samus becomes completely corrupted and transforms into Dark Samus. Game Over. Also, no matter what happens, once you revert back to normal after Corruption, the entire Energy Tank is gone. There are however benefits to Corruption. Namely that your phazon bar is continually increasing. Since it's always going up, you effectively get quite a few more Hyper Beam shots per Energy Tank. That said, unless you have allot of Energy Tanks left, there are plenty of health drops nearby, or you're safe to just use it on a whim, you should think a little before abusing Corruption. The best time to use it is in long-term combat against a multitude of enemies which would be more easily taken down via Hyper Mode and Corruption than normally. Back in-game now, the Federation AU contacts you after you revert to find out what's the matter. Once it's done talking to you, jump in the phazon to recover all your lost health. Then go back to the first ledge and Grapple Swing across the pool. ------------------- Gel Processing Site ------------------- [Morphology - Warp Hound] - Three appear when you approach the statue on the far side of the room. [Lore - Age of War] - Behind the fuel gel statue slightly above ground-level. [Research - Grab Ledge] - On the top of the wall by the exit. More specifically, there are a number of ice structures around it, and the Grab Ledge itself is glowing a greenish color. The best time to scan it is anywhere from when you raise the central platform the second time to when you leave (you have to use it to leave anyway; it's hard to miss). [Morphology - Phazon Pillbug] - After blowing up the boiler and opening up a large Morph Ball track running around the room, these little guys will be scurrying around inside the Morph Ball tunnel. It's only possible to scan them from outside the tunnel though. Immediately after you blow up the boiler, turn 90 degrees to the right to see them inside. After you enter, there's a short cutscene where Samus catches sight of Rundas. He looks back but then walks away. Mysterious. Once you regain control, you can take a look around the room. More ice everywhere. Rundas' handywork of course. Hop down the ledge and approach the statue on the opposite of the room spewing fuel gel. Before you reach it though, three Warp Hounds appear. Warp Hounds only do a few things. First off, as their name would imply, they can teleport around the room freely, often right into your face. Secondly, they cane expel long-range fiery blasts from their mouths. Finally, at close-range, they can let out attacks I can best describe as attacks with their auras. When there's still allot of these guys on the field, a good way to counteract them is to keep your back to the wall and strafe along the wall. It keeps them all in sight, meaning they can't play teleportation mind games with you, prevents them from hitting with their fire blasts, and generally keeps them away from anything else they could throw at you. Still, you need to keep a good eye on them. They usually won't teleport to your side; they'll simply run over there instead. Also, some might get in the way of your strafing. On that note, kill them quickly, so you don't need to keep track of as much. Focus on one before moving onto another and don't hesitate to use Hyper Mode. Once they're fewer in number, you have much more freedom to move around freely. As soon as you defeat them all, the room returns to normal. Fire charged shots at the Fuel Gel cylinders on the statues to arms to ignite them and trigger a Bomb Slot on the backside of the statue. Hop into and lay a bomb to raise the central platform. Four Gragnols emerge. Lock onto one and, one by one, take 'em out by fire Missiles at them and dodging fire by hiding behind the statue. Once they're all gone, hop onto the central platform. 90 degrees on your left and right (more specifically on the outsides of the chambers to your left and right) there are two grapple points. Pull them both out toward the platform. Now, for the grapple point that had been on your left (the left that was facing the blue door you came through), there should be a platform very slightly to the right. Jump on it and enter the chamber. On your left is a green pump you can interact with. Press A to do so, then push and pull the Wiimote repeatedly from the screen. Each time you're successful, a green knob juts out of the pump. Once four are out, then you're done. Be quick though - if you're too slow, they go back in. If you're unsure if you have the pump pulled all the way out, you'll know because the pump makes a clanking sound once it's pulled all the way out and likewise when it's done being pushed back in. Two fuel gel streams fly out of the storage unit behind the pump. Aim for the sources of the streams with charged shots (yes, the shot will go through the cage). This will trigger the units to flip over, opening up a Morph Ball tunnel to the right of the pump. Ride on through to the opposite chamber. There's another fuel gel statue in here, so repeat what you did with the last one - Charge shot the shoulders and lay a bomb in the Morph Ball slot. This triggers the central platform to rise yet again. Now roll through the morph ball tunnel back to the first chamber and jump onto the central platform. There a number of Adult Gragnols out here, so you have no choice but to Grapple Lasso them to death. Near the boiler (far above the first fuel gel statue, for a point of reference) is a grapple point. Pull it out to let out a Fuel Gel stream. Shoot a charged shot at the two Fuel Gel streams to initiate a series of explosions that open up the ledge in front of you. Jump into the morph tunnel and roll along inside until you encounter some Phazon Pillbugs. They're relatively harmless. They can only roll along on their designated outcroppings. Regardless, kill them anyway so they don't get in your way. One bomb knocks a pillbug off its ledge and a second bomb kills it. After killing the second pillbug, stay on top of the outcropping it was circling and jump up the two ledges above you. Lay a bomb on the far right after the second jump to free a block which will contain the flame on the bottom of the puzzle. Fall back down to the bottom and use the block to continue right. Wait out the next flame (it's timed), jump again, and exit the tunnel. There's one final Fuel Gel statue here. You know what to do. The central platform rises one more time and with it four puffers. Blow them all up from afar and then jump back to the central platform. Turn right and face the Grab Ledge and Space Jump toward it. Don't worry if you don't seem close to the ledge. You only need to be at eye-level with the Grab Ledge. Samus automatically pulls herself up after that. Go through the blue door. -------- Gel Hall -------- [Morphology - Gel Ray] - This one's a bit of a pain. It lives inside the fuel gel, meaning you can't pursue it, and only jumps up periodically and momentarilyto the surface. Furthermore, it always jumps up in different places, and it often jumps up in places where different scans in the room interfere with getting a solid lock-on to it. This one takes a few minutes. First off, kill the three puffers floating around. Now, you *could* jump into the Fuel Gel and hurry across it before you take more damage, but there's a safer way across. Look above and take note of three things - 1) A solidified Fuel Gel cord; 2) the round platform above #1; 3) The rotating gargoyle head spewing Fuel Gel. To drop the platform, you need to destroy the cord, which is otherwise invulnerable to your weapon fire. Instead, use the gargoyle head. Before the direction it's facing passes by the cord, shoot a charged shot at its mouth. Fire will stream out of its eyes, consequently destroying the cord and dropping the platform. And hey, what's that on the platform! --- Missile Expansion acquired! --- (max missiles to 40) Head through the blue door. -------------- Save Station A -------------- Save and continue on. ------------ Cavern Entry ------------ This room is... surprisingly empty. You'd really expect there to be more in here for all the effort put into the design of the room itself. The only thing in here is a few Hoppers. Take them out and head onward. ---------- Gel Cavern ---------- There are two openings on the ceiling from where fuel gel pours out. Currently, you have no way to stop them. Shooting the source does nothing and shooting the stream only results in an explosion that hurts you and still doesn't stop the stream. Instead, time your jump across for when both the streams have stopped. Once you're across there's a fork. The right side is currently inaccessible. The stream never stops falling. The left side is free though; those two streams are also timed. Before you pass though, kill the Gragnol on the other side (Note: Do not shoot through the streams; either wait until they've stopped or shoot at it from near the wall where the stream won't get hit). Then cross. There's one more chasm, again with a Gragnol at the end. Rinse and repeat to get across and pass through the door. ------------- Temple Access ------------- [Morphology - Gelbug] - They line the shaft ahead. Gelbugs line the shaft ahead. Before crossing the shaft, snipe them from the entrance and shoot them again while they're tumbling down. If you fail, they detonate in your face, so focus your attention on one or two at a time so you don't risk failing. --------------- Temple of Bryyo --------------- [Research - Large Space Pirate Crate] - The only blue objects that appear on your Scan Visor in the main foyer of the room before the cutscene for combat. If you miss scanning it beforehand; scan one immediately after the cutscene. [Morphology - Armored Pirate Trooper] - One appears to the left of the shaft where you enter after the pirate dropships release troops. [Morphology - Rundas] As soon as you enter the main foyer, a pair of pirate dropships flyby and drop off a number of Pirate Troopers. One of the dropships flies away but the other stays behind to aid in attacking you. My best advice here: Go Hyper Mode on all the troopers. One Energy Tank is more than enough to dispose of all these smallfry. Most importantly, don't bother attacking the dropship. Only avoid its fire. Why? Well, once you take out the first wave of troopers, a cutscene comes to save the day. The dropships release another wave of troopers but suddenly Rundas comes to save the day! But wait, then he starts attacking you! The aura of Dark Samus surrounds him. ******************** Boss Battle - Rundas ******************** So it's come to fighting your fellow Hunter. No choice in the matter. Rundas starts off with a number of attacks. On the ground, he can fire an ice blast which completely freezes you in place. Shake the Wiimote rapidly to free yourself. At close-range he can also form an ice saber and slash through you and any nearby icicles. The few times you're actually close to him when he's on the ground he'll usually be doing something else though, so this attack rarely comes up (nor does it do much damage). Aside from that, he can summon more icicles to replace the ones he destroyed and he can create an ice slide to fly about the arena. The latter in particular may not do much now, but there's much more to it later. Finally, when he's on top of an icicle, he can summon four giant ice balls and hurl them at you. Fortunately, these are destroyable and there's a bit of lag time between the summoning time and the throwing time, so you should have plenty of time to shoot all four down. The first thing Rundas always does though is create ice armor to cover his body, and that'll be the focus point of this battle. Rundas is invulnerable when he's covered with ice armor, so you'll need to destroy it before you can even begin to damage him. Use Hyper Mode to weaken his armor, but don't be wasteful. You can fire at pretty much any time, but just not when he's riding on his ice slide (a fairly often occurrence). Just keep wailing on him until he stops moving and becomes dizzied. At this point, a grapple marker appears on him. If you used Hyper Mode to weaken his armor, deactivate if you're low on ammo and uncorrupted. If on the other hand you've been corrupted for a long time and fear you might auto-vent at a bad time, expel all your remaining ammo. Then use the Grapple Lasso to pull off his ice armor. Now, the instant you pull it off, activate Hyper Mode (if it was off). Don't lock-on though; you actually don't have time for that. As soon as you rip his armor off, Rundas fires multiple freezing blasts at you to buy time so that he can regenerate his armor. And after that he just starts running away. You need to take advantage of the time he spends standing still trying to freeze you in place. When you first trigger Hyper Mode, press the Z button to lock your view forward. Now, jump about left and right and repeat until he stops firing freezing blasts. While you're jumping, keep the reticle aimed squarely on Rundas and mash the fire button as fast as you can. If all goes well, you can take off as much as half his life with one Energy Tank on Normal difficulty. As his health drops, Rundas becomes more brutal. The four ice balls he fires atop icicles are replaced with an enormous and sharp icicle he swings from a thin ice rope and launches at you. The icicle itself is indestructible, has a large blast radius, and deals a ton of damage, but it's manageable. Rundas always lets it go slightly left of center to you, so strafing right lands you outside the blast radius. The other major change to his strategy is that he starts attacking while on his ice slide. At first, he fires off a handful of projectiles at once, but as he gets closer to death, he fires off a near endless stream of them. These are actually more to your advantage than his. They only travel from their firing point to their intended target point, not their intended target point. In other words, as long as you move out of the way, you're fine. More importantly, destroying them often yields health drops, which are a welcome aid if you're low on health. Don't let the battle linger on for too long though. If you let Rundas survive near-death for too long, he goes into Hyper Mode himself. ********* Once Rundas is defeated, the spirit of Dark Samus appears and whisks him off... but it would seem Rundas left a little gift behind. === Ice Missiles acquired! === Ice Missiles are capable of freezing enemies (although often a few Missiles are required to get the job done). They can also freeze liquids and open white doors. All the icicles that filled the arena melt away and an elevator opens up in the center of the foyer. Draw in all the pickups and take the elevator down. ---------------- Temple Reservoir ---------------- [Morphology - Scorchbug] - An infinite number of them scurry about on the opposite wall from the entrance. "Freeze liquids" is really an understatement. Firing an Ice Missile at the Fuel Gel creates an entire platform of ice. To get from this side of the room to the other then, simply make one platform, jump on it, make another one from on top of the first, and then repeat until you're on the other side. Be quick though, as ice platforms made on top of a flammable, explosive, and corrosive liquid like Fuel Gel naturally don't last long. Once you've made it to the other side, go through the blue door. ----------- Temple Hall ----------- On your right when you enter the room is an interactive pump. Push and pull the Wiimote toward and away from the screen until the four green knobs are all out. Fuel Gel now pours forth from the drainage holes on the walls ahead. Fire Ice Missiles at the source of the falls to freeze them and use the frozen streams as platforms to get across. ---------------- Temple Generator --------------- [Lore - Downfall] - On the right wall of the corridor right of the console. Head toward the force field on the opposite end of the room and look at the leviathan shield and shield generator far in the distance. As you leave the room, the Federation AU contacts you to inform you that you currently have no way to destroy the shield generator. We'll have to go fix that now, won't we? Head back out the way you came. ----------- Temple Hall ----------- Ice Missile the fuel gel waterfalls and get back across. ---------------- Temple Reservoir ---------------- Same deal in this room. Kill some of the Scorchbugs if you're concerned about health or ammo. --------------- Temple of Brryo --------------- There's quite a few Hoppers here now, but they're still the same gruntish enemies they were before. Regular fire and strafing while locked on is more than enough to take care of these guys. ------------- Temple Access ------------- Bwhaha, this room's setup is great. Down the shaft a shield pirate trooper lies in wait for you, but why bother. Firing a single shot at a Gelbug causes it to tumble down the shaft, collide into the trooper, and explode, killing both of them simultaneously. Haha. Destroy the other Gelbugs and proceed onwards. ---------- Gel Cavern ---------- Those openings in the ceiling are freezable now. A single Ice Missile completely freezes them over. Next time you come back here you'll take that route, so for now continue down the path to the save station and take out the Gragnols on the way. If you really want to take that path now, go ahead, but there's nothing you can do down there now and you'll have to backtrack to get the stuff on the path I'm covering. ------------ Cavern Entry ------------ Go straight on through to the save station. -------------- Save Station A -------------- Save. We're not done yet though. Keep on going further. -------- Gel Hall -------- Now that you have Ice Missiles, this room is more open to exploration. Jump on the platform in the Fuel Gel and turn right to face down that long, winding corridor filled with Fuel Gel. Make a series of ice platforms and go to the end of the tunnel. A little reward awaits you. --- Missile Expansion acquired! --- (max missiles to 45) Return back to the aforementioned non-ice platform in this room and look down toward the white door. Make another series of ice platforms toward that door and jump over to it. Be careful not to get caught in the gargoyle face's Fuel Gel stream. Once you're over there, fire an Ice Missile at the door and enter the new room. --------------------- Gel Purification Site --------------------- Before you can safely swing across these grapple points, you need to shoot the red blips next to each one, but they only appear when you're very close to the grapple point. Ergo, shoot the first red blip, Grapple Swing on the first point to trigger the red blip on the second point, shoot it to activate the second grapple point, grapple onto that point, and repeat again to get across. ----------------- Gel Refinery Site ----------------- Turn right, Grapple Lasso off the metal foliage in your way, and grab the Missile Expansion ahead. --- Missile Expansion acquired! --- (max missiles to 50) Drop down and take the door to Imperial Hall. ------------- Imperial Hall ------------- [Morphology - Bryyonian Shriekbat] - Clinging to the floor in the main corridor. They're suicide-bombers, so scan them quickly before they extinguish their own lives. Those bats from Crash Site that were previously unscannable are back now, so in case that was weighing on your mind, don't worry about it anymore. Head straight back to the the ship. On the way, the Federation AU contacts you telling you they've found a Federation base where you may be able to upgrade your firepower to destroy the shield generators. Sounds like a good deal. ------------- Fiery Airdock ------------- Save and enter your ship. Before we search for the base though, we need to make another quick detour to Norion. Set course for Docking Hub Alpha. ====== Norion ====== ----------------- Docking Hub Alpha ----------------- Take the elevator up to Hub Access. ---------- Hub Access ---------- Head straight on through to Cargo Hub. --------- Cargo Hub --------- Take the door to Maintenance Station. ------------------- Maintenance Station ------------------- Shoot the Ice Missile door and grab the Missile Expansion inside. --- Missile Expansion acquired! --- (max missiles to 55) Now head back to Cargo Hub and head back to the ship. --------- Cargo Hub --------- Go back to Hub Access. ---------- Hub Access ---------- Keep on going. ----------------- Docking Hub Alpha ----------------- Save and enter the ship. That base the AU mentioned look closest to the Cliffside Airdock, so that's our destination. =========================== In Search of More Firepower [0307] =========================== ===== Bryyo ===== ----------------- Cliffside Airdock ----------------- Head straight through to Gateway Hall. ------------ Gateway Hall ------------ Proceed through as normal. Grapple Lasso the Adult Gragnols to death if you'd like. ------- Gateway ------- The way to the upgrade is in the direction of the Theseus, but since we're in the vicinity, let's pick up a stray expansion. Head for the Grand Court Path exit instead. Take out any Reptilici that get in your way via Hyper Beam. ---------------- Grand Court Path ---------------- Kill the Hoppers in this room and continue on to Grand Court. ----------- Grand Court ----------- Kill the Reptilici with Hyper Beam, then swing onto the second grapple point, and turn left to face the ice door. Land on that ledge, Ice Missile the door, and enter. ------------- Reliquary III ------------- [Morphology - Geemer] - Circling the missile expansion. Another is on the wall to the left. Grab the Missile Expansion and head back out. --- Missile Expansion acquired! --- (max missiles to 60) ----------- Grand Court ----------- Head back to Grand Court Path. ---------------- Grand Court Path ---------------- Kill the Hoppers and return to Gateway. ------- Gateway ------- This time, take the path to Crash Site and Hyper Beam any Reptilici that get in the way. ---------- Crash Site ---------- Grapple Swing across the chasm and take the blue door. -------------- G.F.S. Theseus -------------- Take the door at the other end. ------------- Falls of Fire ------------- This room was unpassable before, but Ice Missiles take care of that. Freeze the Fuel Gel streams and jump over to the golem. Change into Morph Ball, jump into the slot on the golem's belly, and lay a bomb. The golem then takes you to the bottom of the shaft. Ice Missile the door and go on through. ------------ Hidden Court ------------ An enormous golem fills up most of this room. The key to solving this room lies with the golem, but it's currently restrained by four solidified Fuel Gel cables. Before solving the golem puzzle, kill the two stray Warp Hounds in this room. 4 Ice Missiles each does the trick. Now, to free the golem all four of these cables need to be removed. With the death of the Warp Hounds, a bomb slot in front of the golem opened up, so roll inside and lay a bomb. The golem begins moving and, as expected, is completely stuck. It does however manage to break the grating protecting one of the cables. Hop out of the slot and fire a charged shot at the base of that cable in the wall to destroy it. For the second cable, turn and face the decorative engraving in front of the golem. In the center of it is a Fuel Gel pipe spewing Fuel Gel right in front of one of the cables. Fire a charged shot at the Fuel Gel coming from that pipe to ignite it and burn away that cable. Turn your attention to the Fuel Gel waterfall to the golem's left (your right). If you look carefully, you see that that entire wall is a Morph Ball tunnel, and the ledge right next to the waterfall is the entrance. To even get in though, you need to freeze the waterfall. Do so and then hurry into the tunnel before the waterfall unfreezes. Once you pass the frozen waterfall, jump up once more and continue rolling left until you spot another tunnel heading deeper inside. Enter it and roll further in until you hit a dead-end right next to a Fuel Gel cable. Lay a bomb at the end of the tunnel to destroy it. Roll out, then hop left up another ledge and drop down back out of the tunnel. For the final cable, follow its path to a wall. Shoot a Missile at the wall to blow it open, then jump inside and go to the end. Fire a charged shot at the exposed base of the cable to destroy the last cable and free the golem. Enter the bomb slot and lay a bomb once more. Samus then hops out of the slot and the golem picks it up and moves it out of the way, opening the path below. As you proceed to the door, the Federation AU contacts you explaining Corruption, but I've already explained it better than they do, so don't pay it any mind. ------------- Ruined Shrine ------------- Before doing anything else, drop down to the bottom of the shaft and bomb the center of the golem arm to reveal an Energy Tank. --- Energy Tank acquired! --- (max health to 5 extra tanks) Now jump back to where you started from and look across the chasm. Slightly to the left and beyond the golem in the wall is a Gragnol Hive. Destroy it with a missile. On the right is crystalized Fuel Gel and a delicate structure. Shoot a charged shot at the Fuel Gel crystals to trigger an explosion which makes the structure collapse and reveals a grapple point. Swing across and continue scaling the room. On the way up another Gragnol Hive hangs from the wall. Missile it to destroy it and avoid the hassle of dealing with more Gragnols. Eventually, you hit another impasse involving a chasm across the room and, as scanning reveals, a delicate structure. This one however only collapses after two Fuel Gel crystal chain explosion. The first Fuel Gel crystal lay across the chasm. The second is below the collapsable structure but barely in sight due to obstructions. Jump and look below the structure if you're having trouble finding it. Once it collapses, swing across, and climb to the top of the room. Missile the Gragnol and debris in your way and head for the door. ---------- Hangar Bay ---------- [Research - Energy Cell] - Right next to the ventilation shafts on the upper levels. You need to remove it from its slot for the game to progress, so you really can't miss it. Just be sure to scan it before removing it. [Research - Orange Door] - The orange door on the map. Head for the elevator, but before you can do anything, you get ambushed. All these guys are enemies you've seen before, but there's allot more of them this time. Go Hyper Mode immediately and take out the duo of War Hounds. A number of Reptilici appear next. Attack as much as you can without venting. Corruption should offer you enough firepower to finish them in one round (Normal mode, mind you). To bring back the equipment that disappeared before the fight, approach the bleeping terminal and press the up button. Now go over to the elevator shaft (it's right by the door you came through to enter). Approach it and activate the elevator. Now ride the elevator up and jump toward the ventilation shafts. Bomb the grating on the them and jump into the white-rimmed shaft, which shoots you up to the upper level. Right next to the shafts is an Energy Cell. Twist and pull to remove it. --- Energy Cell acquired! --- (1 cell total) Ride the white-rimmed ventilation shaft back down. Jump toward the grab ledge and climb up to the upper platform. Missile the Gragnol Hive in front of you, then turn 180 and Missile the other one. Turn 90 degrees right to see a grapple point. Grapple lasso it out to create a platform. Continue climbing the room to the top. Look toward the first control room you were in, the one with the energy cell. Now look just to the left of that to see a platform below you. Jump to it. Enter the Morph Ball tunnel and come out in another control room. Work the control panel by pulling the Wiimote away, then pushing it back in. The roof then opens. Now you only need to do one more thing to enable your ship to land. Re-enter the Morph Ball tunnel and exit this control room. Drop back down to ground level and go to the control terminal where you first pressed up. Now press down. Switch to the Command Visor and order your ship to land. Now interact with the terminal one more time, and let the machines do the rest. === Ship Missile Launcher acquired! === (max ship missiles to 3) Save and enter the ship. It's time to take out those generators. Let's head for the one in the west first, by Thorn Jungle Airdock. ========================= Destroying the Generators [0308] ========================= -------------------- Thorn Jungle Airdock -------------------- Head straight to Overgrown Ruins. --------------- Overgrown Ruins --------------- Enter Hyper Mode and kill the two pirates in this room. Now enter the corridor that leads to Vault. However, as soon as you enter the corridor, turn around and look up. Assuming you destroyed all the Fuel Gel crystals that were here last time, there are a few ledges higher up. Starting with the ledge below them on the ground, climb them and enter the Morph Ball tunnel at the top. If you didn't come here earlier, destroy all the Fuel Gel crystals and grab the Energy Tank in Vault (behind the missile door). Then follow my instructions above. Demorph at the other end of the tunnel and interact with the terminal in this chamber. Pull, counterclockwise twist, and push the lever back into place. This deactivates the force field blocking your path. Go back through the Morph Ball tunnel and drop back down to ground level. Go through the opened path. ----------------- Ancient Courtyard ----------------- [Research - Space Pirate Crate] - One box is on the right after you enter the open foyer. It's right next to a large space pirate crate. [Morphology - Berserker Knight] - Appears after you destroy the gate. Scan him last. [Morphology - Assault Pirate Trooper] - Appears after you destroy the gate. Scan him first, along with the Advanced Pirate Trooper, as the Berserker Knight tends to chuck him at you, instantly destroying him when hits the ground. A general pattern for both is - if it stays close to the Berserker Knight at the start of the battle, scan it first, no matter what. [Morphology - Advanced Pirate Trooper] - Appears after you destroy the gate. Scan him first, along with the Assault Pirate Trooper, as the Berserker Knight tends to chuck him at you, instantly destroying him when he hits the ground. As soon as you enter, the pirate ATC flies away but a pair of militia stay behind. A couple of charged shots is more than enough to take care of them. Face the front of the jamming device and Grapple Lasso out the large lever to temporarily deactivate it. Turn and face the gate blocking your path, switch to Command Visor, and lock on to the point on the gate to order your ship to destroy it. No sooner is the gate destroyed do pirate troops come pouring out. After you get all your scans, face the jamming device again (if it's still in one piece), pull it back out, and call your ship in to do a bombing run, annihilating all of their forces instantly. You didn't really have an opportunity to see it here, but it's around this point in the game when many pirates add a new weapon to their arsenal: The phazon grenade. Taking a hit from a phazon grenade forces you into a Corrupted Hyper Mode with a full bar... but you don't lose an Energy Tank for being in Hyper Mode. In other words, the pirates force you into Hyper Mode at no cost to you (other than you not firing to release the excess phazon before you die from Corruption). Phazon grenades are really a blessing; you'll come to love 'em. ------------------- Enlightened Walkway ------------------- Hyper Beam to death the three Crawltanks in this room and disengage it before you corrupt. Refill health from the crates and move on. -------------- Jousting Field -------------- [Morphology - Korakk Beast] [Morphology - Pirate Hussar] As soon as you enter the main foyer, two Aerotroopers become alerted to your presence and initiate an attack. Lock-on to one, strafe about, and Ice Missile it to death. Jump away from his kamikaze attack and then repeat on the other one. As soon as they're defeated, a boss battle begins. ************************** Boss Battle - Korakk Beast ************************** Before you can do anything about the Korakk itself, you need to eliminate its rider, the Pirate Hussar first. This phase of the battle is both the easiest and simplest. All the duo does is thrash around a little and sometimes the Pirate Hussar uses his laser when the Korakk is standing still, an attack easily dodged by strafing. Furthermore, the Hussar himself has very little health. A simple assault with Charge Beam shots is more than enough to take him down. Once the Pirate Hussar is defeated... things don't really change that much. Instead of the laser, when it's standing still, the Korakk lashes its tongue out at you and tries to suck you in. Other than that, the only other difference is that you can't damage the Korakk normally - you have to find its weak spot, and this is where his tongue comes in to play. When the Korakk attacks you with its tongue, aim a charged shot at the tip of its tongue. He may be resistant about giving you an opening though. Don't strafe around him. Try to stay in front of Korakk, but back away and don't let him get too close. If he backs you against a wall, then strafe around to the center of the field, wait until he's facing you, and repeat. If he grabs you with his tongue, shake the Wiimote and Nunchuk rapidly to break free, then immediately jump back to avoid his subsequent charge. Once you hit his tongue enough, he becomes dizzied and a light starts shining beneath him. This is a signal for you to bomb him. Change into Morph Ball, roll underneath him, lay all your bombs, and roll back out. Now one of two things can happen: He either gets back on his feet and continues fighting you or he falls down. If the former, repeat the "attack his tongue then bomb underneath him" strategy until he falls down. Once he collapses, hurry to his back side and Grapple Lasso his tail. Pull back with the lasso and he rises to his hind feet. Now his weak point is exposed! Hurry back to his front side while initiating Hyper Mode and fire as fast as you can at his underbelly. He doesn't have much health and in Normal mode you can actually take off his entire life bar in one round like this. ********* Once he's defeated, pick up all the drops he leaves behind. A pair of Shield Pirate Militia show up to try and stop you. Dispose of them how you see fit and move on. ------------ Field Access ------------ There are a number of Jolly Roger Drones floating about in here. Normal fire is more than enough to dispatch of all of them. Take the right the fork when you're done and missile the ice door. -------------- Save Station B -------------- Save and head back out. ------------ Field Access ------------ Now take the other path. ---------------- Jungle Generator ---------------- [Lore - The Hunted] - Right behind the Missile Expansion, literally. Solve the blip puzzle to get both. The puzzle directly in front of you is another of those shooting puzzles that only reacts to you shooting all the red blips in the order that they appear. Behind it is a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 65) Approach the force field, face the generator, and order your ship to attack. Unfortunately, before it can strike, a pair of anti-aircraft turrets release a volley of blasts that repel your gunship. You have to stop them (as the Federation AU also advises) before you can destroy the generator. For now, head back towards the door to Field Access until it locks and the other two pathways in this room open and pirates rush at you. Hyper Beam both pirates to oblivion and refill health from the crates in the room. The door to Field Access remains locked and the left path leads to an impasse, so take the right path instead. -------------------- Generator Hall South -------------------- [Mechanism - Remorse-Class Turret] - Two of them hang from the ceiling by the exit. [Research - Space Pirate Blue Door] - The door you use to exit the room. The ledges above are too high to reach, but there's a grab ledge beneath that catwalk. Shoot a charged shot at the Fuel Gel canisters beneath the catwalk to destroy it then jump up to the Grab Ledge. Enter Hyper Mode and kill all the pirates that charge out at you. If you want the scan on the turrets ahead, disengage Hyper Mode now, scan them, and then re-enter Hyper Mode to blow them away. If not, then just become corrupted and kill them that way. ------------------ South Jungle Court ------------------ Destroy the turret in the corridor and enter the main foyer. A couple Pirate Troopers are working on the anti-air turret and begin their assault as you enter. Killing them... isn't entirely pointless, but they do infinite spawn, although there is a little lag time inbetween. Your main goal here is to destroy the turret, so the pirates are a secondary concern. The turret is weak only to the Fuel Gel canisters locked inside it. To access them, walk beneath the turret and grapple out the air vent beneath it. This triggers one of the three (any one mind you) fuel canisters to come out. Circle the turret until you find it. Once you destroy it, the vent overloads spewing out corrosive air within the entire vicinity beneath the turret. Do not walk under it; it hurts. Wait until the vent returns to normal; that's your cue to walk under it, grapple again, etc. to repeat the process. There's not much in time savers here, but you do get the benefit of not having to check a side of the turret where you previously blew up a canister, since the canister doesn't appear there again. As for the pirates, your strategy depends on the difficulty level. These pirates can be a big pain on Hyper but not so much Normal. Stay in Hyper Mode the whole time on higher difficulties. On lower difficulties, you may opt to never enter Hyper Mode. I would recommend it though once the enemies change. These pirates use phazon grenades though, so you may get lucky and get a free opportunity to sweep the field. As you further damage the turret, the Pirate Troopers eventually get replaced with Shield Pirate Troopers and Armored Pirate Troopers, who both take longer to kill. Try to delay fighting the pirates for when the vent is overloaded. You can't do anything else at that point anyway, so destroying them while the vent is returning to normal gives you time to focus on destroying the turret undistracted. Once you blow up three canisters, the turret's gun explodes. One down, one to go. Dispatch any remaining pirates and head to the next room. ----------------- South Jungle Hall ----------------- [Research - Phazon Fungus] - Near the end of the corridor, a number of these blue growths are jutting out from the top of the wall near the phazon veins. Destroy the turret as you enter the room. Destroy the Jolly Roger Drones that get in your way and go on to the next room. ---------------- Auxiliary Dynamo ---------------- There's a Morph Ball tunnel ahead of you, but don't enter it just yet. Track and follow the tunnel's path on foot until you see an obstruction. A large piston is blocking the way. Grapple Lasso it down and then return to the entrance of the tunnel. When you ride over the piston, it shoots you up. Continue following the tunnel to reach a Ship Missile Expansion. --- Ship Missile Expansion acquired! --- (max ship missiles to 4) Drop down out of the tunnel and head through the door. ----------------- North Jungle Hall ----------------- Destroy the Aeromine colony while moving back so that you don't lose sight of all of them. Trace the floor ahead of you carefully for a proximity mine ahead. Blow it up from afar. It (or any other proximity mine in this game for that manner) isn't hidden; it's in clear sight, so don't trudge through this room very slowly in fear that you'll miss it. Continue on to encounter ahead Aeromine colony. Dispatch of them as before. There are two more proximity mines ahead. The first is on the wall past where the second Aeromine group came from. The second is near where the last was, except on the floor. Enter the next room. ------------------ North Jungle Court ------------------ Time to destroy the other turret. This one's a little trickier than the first one though. Rather than grapple the vent directly, you need to lasso three separate levers that control clamps to the vent. The levers are decently far above you, each one on a separate ledge on separate sides of the room. To reach them, Space Jump up the ledges scattered about the room and on the turret itself. Pulling all three levers releases the clamps and reveals all the Fuel Gel canisters at once. The problem is that the Aerotroopers in this room aren't gonna let you accomplish your goal all that easily. While you're pulling levers, they push them back to their original positions. Furthermore, they infinite spawn, so simply killing them doesn't get the job done. There is some lag time between waves of Aerotroopers, so time your kills. As soon as you pull one lever, wait for the next wave of Aerotroopers to arrive, kill them with the Hyper Beam, revert, and jump over to the next lever, pull that one, and repeat. This requires remembering where the levers in the room are positioned. Also, try to pull the levers in an ordered manner - that is, since the levers are on the southeast, southwest, and northwest corners of the room, start with either the southeast lever or the northwest lever, then the southwest lever, and finally the third lever. This should save you some time an ensure that the pirates don't have any extra time to spawn and undo your work. If they do muck up your plans though, the game doesn't explicitly indicate which lever they've fiddled with. The quickest way to figure this out is to look at the levers. If the lever is facing toward the turret, then you need to fix it. If it's facing away from the turret, then it's fine. Once you've pulled all three levers, drop back down to ground level, and blast away all the Fuel Gel canisters to make the turret explode. Take out the Aerotroopers and move on to Generator Hall North. Note: If you can manage to destroy the turret without the Aerotroopers pulling back any levers, you're awarded a friend voucher. -------------------- Generator Hall North -------------------- Kill the Shield Pirate Trooper and Jolly Roger Drones however you please. Before dropping down to the blue door though, look toward the bridge. None of your weapons can dislodge the clamps on the bridge; however, eventually, several canisters of Fuel Gels pass by the top of the bridge on the track. Shoot a charged shot at them when they're over the clamps to free the bridge. Cross the bridge and interact and operate the terminal on the other side. Push and pull the Wiimote back and forth until all four green knobs are up. Now roll into the Morph Ball tunnel to the side and collect the expansion. --- Missile Expansion acquired! --- (max missiles to 70) Drop down out of the tunnel and return to Jungle Generator. ---------------- Jungle Generator ---------------- Kill the two Pirate Troopers in here however you like. Then order your ship to attack the generator again. Since the turrets are no longer in the way, you're successful this time. The shield around the leviathan seed weakens, but it doesn't quite go down just yet. You need to destroy the other shield generator in Bryyo Fire first. Take the door to Field Access. ------------ Field Access ------------ Destroy the Jolly Roger Drones with charged shots and head for Jousting Field. -------------- Jousting Field -------------- Ignore the troopers in here and head straight for Enlightened Walkway. ------------------- Enlightened Walkway ------------------- Kill the Crawltanks in here as you pass through to Ancient Courtyward. ----------------- Ancient Courtyard ----------------- A Pirate ATC attacks you here, but only while it's fleeing. Hide behind the corner from its fire until it's gone, then return to Overgrown Ruins. --------------- Overgrown Ruins --------------- Head straight for the airdock. -------------------- Thorn Jungle Airdock -------------------- Save and enter the ship. Time to take out the other sheild generator. To Fiery Airdock. ------------- Fiery Airdock ------------- Enter Imperial Hall. ------------- Imperial Hall ------------- Enter Hyper Mode to kill the Jolly Roger Drone. Stay hyper even after killing it and move on to the next room. ----------------- Gel Refinery Site ----------------- Pirates seem to have replaced the Reptilici. Kill them with Hyper Beam and move on. Stay hyper. --------- Main Lift --------- You should already be corrupted at this point. Kill the Crawltanks in here and expel your remaining phazon. Then enter the Morph Ball tunnel and go to the elevator. Ride it down and blow up the crates (taking a hidden Jump Mine along with them). Go into Corrupted Pool. -------------- Corrupted Pool -------------- Use Hyper Beam to wipe out any opposition in this room and then recharge in the phazon pool. Go on to Gel Processing Site. ------------------- Gel Processing Site ------------------- A series of ledges on the central platform allow you to climb most the way up this room. After the last one, jump to a ledge separate of the central platform (the one where that morph ball tunnel with the first pillbugs was). Then jump back from there to the top of the central platform. Space Jump toward the grab ledge and leave the room. Any enemies you encounter along the way kill however you like. -------- Gel Hall -------- Ignore the drone and head straight for Save Station A. -------------- Save Station A -------------- Save and move on. ------------ Cavern Entry ------------ Ignore the Pirate Trooper and press on. ---------- Gel Cavern ---------- Freeze the gel falls on the ceiling and cross as usual to Temple Access while killing any Crawltanks in your way with charged shots. ------------- Temple Access ------------- The Pirate Trooper at the top of the shaft is kind enough to hit you with a phazon grenade. Thank him for his generosity ;), then enter the Temple of Bryyo. --------------- Temple of Bryyo --------------- [Morphology - Armored Aerotrooper] - Exclusively the enemies of this room (at least until you destroy their armor). You're greeted by a pair of Armored Aerotroopers and a ton of pirate equipment. Additionally, the elevator isn't accessible. Lovely. The Armored Aerotroopers infinite spawn, so there's only one way to deal with them. Disable both jamming transmitters on the far ends of the room and call your ship in to do a bombing run. All the pirates and their equipment are destroyed, and the elevator opens up for use again. Ride it down. ---------------- Temple Reservoir ---------------- Be reserved about crossing the reservoir. Mid-way over two colonies of Aeromines strike. Rather than try and fight them on this small, temporary platform, retreat back to the entrance and fight them there. Once they're all gone, you can safely cross. ----------- Temple Hall ----------- Cross as usual. ---------------- Temple Generator ---------------- Kill the two pirates in with Hyper Beam; then fire a Ship Missile at the shield generator. The shield around the leviathan seed completely disappears now. You're free to fly there now. ----------- Temple Hall ----------- Backtrack to Temple Reservoir. ---------------- Temple Reservoir ---------------- Take out the Jolly Roger Drone, then cross the Fuel Gel back to the door. Refill on any lost health or ammo on the Scorchbugs. Return to the temple. --------------- Temple of Bryyo --------------- [Morphology - Advanced Shield Trooper] - There's only one of these guys here, so be sure to scan him before you begin attacking. He's right in front of you after you get off the elevator, slightly to the right. Oh noes, another pirate attack. Nothing a little bombing run can't fix. Hide behind the debris of the turret while your ship makes its bombing run, then return to Temple Access. ------------- Temple Access ------------- Use Hyper Beam to kill the Crawltanks in the shaft and move on. ---------- Gel Cavern ---------- Freeze the Fuel Gel falls and kill the Crawltanks as before, but this time take the other exit (not the one to Cavern Entry). Freeze the Fuel Gel fall, cross over, and enter the morph ball hole. It takes you straight back to Imperial Hall, and for finding this shortcut, you're given a friend voucher. Nice. ------------- Imperial Hall ------------- Kill the Jolly Roger Drone and return to the airdock. ------------- Fiery Airdock ------------- Save and enter the ship. Set course for they Bryyo Seed! ====================== Bryyo's Leviathan Seed [0309] ====================== ------------------ Landing Site Delta ------------------ [Research - Leviathan Door] - The door to the next room. What a creepy atmosphere. Before moving on to the next room, look below the ledge where you begin. There are tons of little creatures squirming around on the floor below you. If you destroy all of them, you're awarded a friend voucher. Whenever you're ready to go on, jump across the floating platforms to the door. ----------- Core Access ----------- A series of three organic masses block up the way here, but they're otherwise harmless. Fire charged shots at the blue core to take them down. Move on to the next room. -------------------- Bryyo Leviathan Core -------------------- [Morphology - Mogenar] Drop down from the ledge to trigger a cutscene. The core gives power to the war golem, bringing it to life. Before you can destroy the core, you have to take down this guy first. ********************* Boss Battle - Mogenar ********************* Mogenar has a simple set of attacks. Hist most used attack is a lateral jump from side to side that results in a wavequake. A simple Space Jump in place avoids that. He also fires off a mouth laser, but it's slow moving and therefore easily avoidable by jumping to the side out of the way. Finally, he can toss a green, magical hand at you, but it's not very threatening. It's easily shot down and usually yields health drops. But the battle against Mogenar isn't about his attacks; it's about yours. Mogenar is very difficult to damage. First, you need to destroy any one of the red orbs on his body. I'd recommend sticking to regular Power Beam shots for this, not even charged shots. The target red spots are reasonably large, but Mogenar moves so often that any charged shots you fire are likely to miss. Furthermore, until you shatter the orb, it's constantly regenerating the damage you've inflicted. To make it even worse, Mogenar can choose to close a shutter over the orbs any time at will. He can even switch the placement of the orbs whenever he likes as well. Finally, and this is the worst piece of bad news at all, at any point, Mogenar can stop and summon two, green magical hands to grab two fresh orbs from the sidelines and shove them into his body to restore the orbs. You can destroy the orbs while Mogenar's pulling them back to his body, but you need to be quick, especially because he's pulling the orbs from opposite sides of the room, preventing you from getting close to one orb and attacking at point blank while attacking the other from afar. The simplest method is really the best here - Focus on one orb until it shatters. Once the orb shatters, activate Hyper Mode and lay into it with hyper beam until it explodes. That orb slot will stay aflame, unrestorable, and "unmovable to" (that is, he can't move other orbs to that slot) for the remainder of the battle. The battle becomes a little more complicated now. In response to the destroyed orb, Mogenar creates a phazon body armor that renders him and his orbs impervious to attack. At the same time, he gains a bunch of new attacks. One is a charge where he rushes at you from across the screen. Lock-on to him and strafe out of the way. He can also summon 3 magical lights to attack you. They all travel in straight lines are shootable. Finally, he can smash his hands into the ground to cause a cave-in. The falling debris also has a small blast radius, so you do your best to strafe away from any rocks falling from the ceiling. Taking care of that phazon armor is actually pretty simple. Change into Morph Ball and approach Mogenar. When you start getting close to him, trigger Hyper Mode. This way, if he moves suddenly or if you hit him by accident, you won't take any damage. Once you're right next to his feet, lay all your bombs to destroy the base of the armor on one leg. Quickly roll away and deactivate Hyper Mode. Then approach him again and repeat on the other leg to strip him of his armor. With the loss of his armor, his orbs are vulnerable again, but he still retains all of his attacks. Repeat the strategy of focusing on one orb at a time to destroy the two remaining orbs. But destroying the three orbs isn't the end of the battle. He still has a quarter of his life left. There's still one more orb remaining - right on his back. This one's a real pain because he keeps it closed almost all the time. Your best opportunity to attack it is right after he charges at you. For several moments, he looks around for you while leaving the back orb open to strike. Getting a lock onto it can be an even bigger pain though. Mogenar doesn't simply move his head when he's looking side to side; he moves his entire torso. Consequently, his entire back moves from side to side. Fortunately, for at least a few moments, he remains still after moving to one side, giving you enough time to blast away. If possible, also try to get a lead on exactly when he'll move and his rate of movement to the other side. This will enable you to get a few shots in while he's turning and to get a quicker beat on him once he's stopped. Be sure to fire as quickly as possible though; all the old rules of orb regeneration and full orb restoration still apply (although at least now there's nowhere he can move that final orb to). Once the red orb shatters, lay into it with Hyper Beam. Aim well and steady; you're probably already low on health at this point. Notes: *In regards to those orbs, here are a few more specifics you may want to know. Each orb completely restores one of Mogenar's shattered or damaged red orbs. It does *not* restore flaming slots that you've already overloaded with the hyper beam. Those are permanently offline. However, as I said, each orb completely restores one of Mogenar's orbs. This means that as long as the orb reaches him, he gets a full restore on his selected orb. Simply damaging it is pointless. You need to completely destroy it. *Also, once an orb in Mogenar is shattered, don't be too anxious about completely destroying it with Hyper Beam immediately. If you fail and he manages to restore the red orb, all the damage inflicted on that slot remains. You, of course, stil have to completely obliterate the red orb again, but you don't have to start from scratch after destroying the red orb again. ********* After annihilating all the orbs, Mogenar explodes, releasing a giant wave of phazon that smacks Samus. As a result, the Corruption level in Samus rises, and moments later she coughs up quite a bit of phazon. That stinks. On the plus side, the PED Suit's appearance has changed a bit for the better. Anyway, Mogenar appears to have left a gift for you. Take it. === Hyper Ball acquired! === From now on, whenever you're in Hyper Mode in Morph Ball, you can no longer lay Morph Ball Bombs. You can however, release what I can best describe as force lightning (shameless Star Wars reference). A large number of phazon-powered lightning bolts surge forth from the Morph Ball, automatically striking at whatever is closest to it (and eating up your phazon bar while it's at it). Once the cutscene is done, the game gives you an infinite phazon meter to test it out. Destroy all the phazoid plants around you with Hyper Ball (don't bother trying with Hyper Beam; they regenerate too quickly to destroy them all that way). Once they're all destroyed, a stream of phazon energy shoots up from the ground into the core, and the core emerges from its cocoon. When prompted, press A to send all that phazon energy you absorbed straight back to the leviathan seed's core, completely obliterating it. Mission accomplished. A cutscene shows you flying away on your gunship. The Federation AU then briefs you on your next mission. You're to go to Elysia and: 1) Restore AU Unit 217; 2) Investigate Ghor's disappearance; 3) Destroy the Leviathan Seed on that planet. Let's get a-crackin'. Set course for the Main Docking Bay on Elysia. ===================== The Mission to Elysia [0310] ===================== ====== Elysia ====== ---------------- Main Docking Bay ---------------- [Research - Skytown Storage Unit] - Either of the smaller containers to the side of your ship. [Research - Heavy Skytown Storage Unit] - Any of the large containers around the docking bay. [Mechanoid - Transportation Drone] - Look above when still in the open area of the docking bay. Eventually, these flying drones will fly by while carrying storage units. [Mechanoid - Aerial Repair Drone] - These small robots fill the corridor ahead of the dock. [Mechanoid - Databot] - There is only one of these, right near the blue door. It's distinguishable from all the Aerial Repair Drones in appearance and from the small stack of steam gushing out below it. [Lore - Creators] - Shoot Databots once and they display scan information for you. [Research - SkyTown Blue Door] - The exit. Elysia is a bonified "City in the Sky", and the cutscene on the way in displays its beauty. Once you land, head for the corridor ahead of you. You'll see a number of small robots along the way, but these, like all the smaller robots in Skytown, are all harmless. Near the end you'll spot a Databot - These are the source of all Lore scans in Elysia, so keep an eye out for them. Once you're done, head through the blue door. ------------------- Main Docking Access ------------------- This room is why we didn't make an earlier trip to Elysia. It's impossible to get by this puzzle without Hyper Ball. Fortunately, that's no longer an issue. Change into Morph Ball, jump through the hole into the Chozo statue's hands, initiate Hyper Mode, and fire off Hyper Ball until all the phazoid plants are destroyed. Once freed, the Chozo statue spirals away downwards and a floor takes its place. As you Grapple Swing across the gap, fire charged shots at the glass ornaments ahead of you to destroy them and open up the way. Once you're across, take the door to the next room. --------------------- Zipline Station Alpha --------------------- [Research - Zipline Cable] - The grapple point above you, at the very tip of the cable. This is a zipline. By grappling onto it and holding the grapple, the zipline whisks you across the entire cable to the next part of Skytown. There are a number of ziplines through Elysia, but this one is one of the simplest. There are still a few traps to watch out for though. Failing to shoot the various "doors" on the ziplines and ramming into them causes some minor damage. Fortunately, a single shot from anything will open them up immediately. Once you've crossed the zipline, take the door ahead. --------------- Arrival Station --------------- [Mechanoid - Tinbot] - The two humanoid robots in the corridor. [Lore - Gift] - This Databot is in the inside of the structure, in the small chamber with the exit. Finally, the first real enemies of Skytown. Tinbots are pretty tame though. Their left arms are equipped with a small pistol with a low rate of fire and weak output, their right arms are used for close-range combat but can only damage at you at point-blank range. An interesting point about Tinbots is that their body parts fall off as they take damage. Either their left or right arm falls off first and then the other arm. As they lose arms, they switch to a mid-range attack with which they spin around firing off steam at you. In any event, they're weak and die easily. Charged shots from afar is more than enough to take care of Tinbots. Once those two are dispatched, head out to the exterior of the structure. Ignore the Grab Ledge above for now and jump down to where three more Tinbots are. Destroy them and go on ahead back inside. Enter the door inside. ---------- Hub Access ---------- Ahead of you is a floating mechanoid, but it disappears before you can complete a scan. Nothing else in this room really. Proceed onwards. ----------- Transit Hub ----------- [Device - Kinetic Orb Cannon] - The large device on the ground in front of the entrance. I bet those among you who have played Echoes recognize this device immediately. This is a Kinetic Orb Cannon, a cannon which shoots the Morph Ball over certain distances. These cannons are a bit more powerful than the ones in Echoes though - they'll shoot you much farther. Change into Morph Ball, enter the hologram, and enjoy the ride. Once you land, enter the Morph Ball tunnel. Jump up the first height, but before going on, you need to get the Missile Expansion above. There's two ways to do this. Rather than entirely repeat myself though, please use the Find feature on your browser (Ctrl + F) to search for "dbj". That whole paragraph has the explanation on how to get up there. --- Missile Expansion acquired! --- (max missiles to 75) Now continue down the Morph Ball tunnel and drop down out of it. There's nothing you can do with the crate in front of you right now, so turn left and traverse the platforms until you reach a zipline. Latch on. This zipline is a bit more challenging than the last one. In addition to blasting open doors, you have to watch out for energy bubbles that a fly-by enemy leaves in the way on the track. Unlike the doors, these bubbles not only cause damage but make you lose your grapple on the track. As a result, you fall and have to start over. Therefore, it's paramount you destroy these bubbles. To your advantage though, a single shot destroys them and they are directly in your path, meaning they aren't too difficult to shoot. Once you've crossed the zipline, go on to the next room. --------------- Barracks Access --------------- [Mechanoid - Steamlord] - The giant floating enemy ahead of you. If you don't approach him after entering the room, he doesn't disappear and you can scan him. If you accidentally approached him before reading this, don't worry; you can still scan him again in the next room. That floating enemy, now identifiable as a Steamlord from the completed scan, floats off when you try to approach him again. Change into Morph Ball and drop down the ledge. Before limboing beneath the security beams though, roll back against the wall to acquire a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 80) Jump up and to the door. ----------------- Steambot Barracks ----------------- [Mechanoid - Steambot] - Any of the ground robots scattered about the room after the cutscene. If you missed the Steamlord scan earlier, he can also be scanned at this time. Interact with the console to turn on the elevator and ride it down. Jump into the Morph Ball tunnel and proceed onward. Avoid the pistons that stamp down on the tunnel. When you reach obstacles in the tunnel, lay bombs but move away from them. The objects release a corrosive gas when they explode. Once the gas dissipates, then move onward. At one point in the tunnel, a stream of steam shoots you up near a Missile Expansion. You can't get that right now, so don't worry about it. Continue bombing the obstacles in your way and proceed out of the tunnel. Approach the door but a shutter suddenly drops down to impede your progress. A bunch of robots appear and challenge you. *********************** Boss Battle - Steamlord *********************** First, the Steambots. More or less, these guys are Tinbots 2.0. The big difference is that these guys are much more durable. The bigger problem though is the Steamlord. Most of the time, he remains completely invisible, and the only times he does appear is to make trouble. He either appears to attack, usually from the side since he's leaving most of the work to the Steambots, or he appears to fully restore broken Steambots. My advisory - Use Hyper Beam endlessly this whole battle (you'll understand why once it's over). Just completely blow away all the Steambots, Steamlord then appears to heal them, and you can mercilessly wail on him while he's helpless and motionless. Steamlord's not a total tool though. He catches on to this plan quickly. If you try to hit him with a charged Hyper Beam, he teleports away and tries to reappear out of sight to heal the Steambots. Therefore, stick to normal Hyper Beam shots so as not to waste ammo too much, and watch out for orange electrical beams - These are the "heal beams" of sort that Steamlord uses to heal the Steambots. Follow the beams and you find Steamlord, and you always have the opportunity to get at least a few potshots in before he teleports away. Also, whenever he's not in vision (usually after a teleport away), destroy any Steambot he may have restored before the teleport. ********* Once Steamlord is defeated, all the Steambots collapse too and he leaves behind a whole Energy Tank! --- Energy Tank acquired! --- (max health to 6 extra tanks) See why I told you to just stick with Hyper Beam the whole time? Yay for free full health restores. Now, after the battle, a number of shutters open, but not the one leading to the exit. Walk over to the now exposed safety valves and Grapple Lasso all three of them apart. The shutter blocking the door opens up, allowing you to move on. ------------- Barracks Lift ------------- [Lore - Discovery] - This Databot is in plain sight hovering about on the lower level of the room. Interact with the hand panel near the glowing board to activate the elevator. Ride the elevator up and go through the door. --------------------- Zipline Station Bravo --------------------- Latch on to the zipline and ride it across. This one also has a new trick. As you fly across, a number of enemies will fly by and directly obstruct your path. The trouble with these guys isn't just that they're in your path but what they do. They move a little bit back along the track when you approach them and more importantly they rotate around in a circle, ultimately making it somewhat difficult to get a good bead on them with your aiming reticle. Also, if you fail to destroy any one of them and crash into it, you get knocked off the track and have to start over. Fortunately, this group is relatively easy to hit, but they'll get more difficult to hit in deeper parts of Skytown. The best advice I can give is to trust the reticle. With so much going on, it may be difficult to keep track of the reticle, but it's your best guide in countering these spinning bits. ----------- Aurora Lift ----------- [Mechanoid - Repair Drone] - A ground-based version of the repair drone. He's the little robot with a wheel on the bottom. You can only spot him on the upper level of this room. On the far end of the room, fire a Missile at the ice door and go on in. -------------- Save Station A -------------- Save and go back to Aurora Lift. ----------- Aurora Lift ----------- Turn a smudge to the left after leaving the save station to spot a hand panel near the glowing panel. Interact with it to activate the elevator. Ride it down and go through the door. -------------- Aurora Chamber -------------- We finally found Skytown's Aurora Unit. Its inner chamber is locked out by a door you can't open just yet though, so you have to move on for now and return later. -------------------- Maintenance Shaft AU -------------------- [Morphology - Skytown Puffer] - A number of them are floating about above the chasm. Skytown's version of the puffer. Same standard deal as with all puffers - Blow them up from afar and wait until their gas dissipates before treking onward. Once they're all gone, jump over the gap and to the door. ---------- Spire Dock ---------- Enter the Kinetic Orb Cannon, and it launches you to the central platform. Ghor's battle armor lies ahead, but Ghor himself is nowhere to be seen. Head right and ride the zipline over to the door. -------- Junction -------- Ignore all the other doors for now (crossing them requires abilities you don't have yet) and go straight for the ice door. Kill all the Tinbots that get in your way with charged shots, Missile the ice door, and enter it. -------------- Skybridge Hera -------------- [Mechanoid - "Dragoon" Battle Drone] - Three appear after you rip apart the gate in front of the entrance. A Steamlord floats in front of the gate and vanishes when you approach it. Ominous. Grapple Lasso apart the gate, and a number of Dragoon Battle Drones appear. Outside of homing missiles, all these guys have is tough armor. To get around the armor though, Grapple Lasso and yank them apart for an instant KO. Once they're all gone, proceed forward. As soon as you pass the pillar that had been right in front of you before, change into Morph Ball. There's actually a hidden Morph Ball entry point on this side of the pillar. Jump up and into it, then jump again once inside to get a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 85) Pop on out and proceed forward again. Rip apart another gate with Grapple Lasso. Jump down onto the shakey catwalk and change into Morph Ball. Roll past all the Steambots that rise up and keep on rolling until you reach another gate. Grapple Lasso that one apart and the catwalk you used to get here crumbles apart, taking all the Steambots with it. If you didn't injure any of the Steambots or the Steamlord, you get a cutscene of them dropping into the abyss and a friend voucher. Proceed forward, kill the three Dragoon Battle Drones ahead, and take the door to the next room. -------------------- Maintenance Shaft GP -------------------- Traverse all the platforms in here and head straight for the door. ---------------- Construction Bay ---------------- To your right is another mechanism you can't work yet. Instead jump up all the floating platforms ahead. Once you reach the top, you can see a bunch of grapple swing points. Unfortunately, a series of walls block that path for now. Instead, look up toward the end of the shaft above you to see a weakened part of the structure. Shoot a charged shot at it and its end wall falls down, revealing a Grab Ledge. Space Jump toward it and pull yourself up to the ledge. Enter the Morph Ball tunnel and lay bombs in all three bomb slots. Subsequently, all the walls mentioned before are released and fall into the distance. Exit the tunnel and drop back down to the platform below the Grab Ledge. Now Grapple Swing across the grapple points. Destroy the enemies before the third point though; otherwise, they divebomb you. Unfortunately, for now, they're unscannable, but they do show up later. Once you reach the last Grapple Swing Point, aim to land on the platform to the left and roll on through the Morph Ball tunnel. On the other side, find the entrance to the Morph Ball tunnel on the large central pillar and travel through it. For the third "jump" in this tunnel, let the steam raise you up to continue on. Once you're out, destroy the Dragoon Battle Drones and look for a hand panel. Interact with it to move a Morph Ball tunnel into place. Roll through said tunnel and kill the Dragoon Battle Drone on the other side. Then jump up to the ledge with the door and leave. ------------- Ballista Lift ------------- [Lore - Slumber] - This Databot is hovering around on the upper level of this room. Interact with the hand panel by the glowing panel to activate the elevator. Ride the elevator down. Destroy any crates here for lost health and ammo and enter the next room. ---------------- Ballista Storage ---------------- [Mechanoid - Defense Drone] [Research - Spinner] - The hologram that appears after you defeat Defense Drone. Ah, just what we were looking for. The Boost Ball lies on the pedestal in front of you. Go ahead and grab it... or at least try to. The instant you get close to the Boost Ball, it's locked and shimmied away, and the room you're in is dropped to a lower chamber where a big, angry mech awaits. *************************** Boss Battle - Defense Drone *************************** Defense Drone's pretty simple. He starts off with only two attacks. One is a quick stomp in place that generates a wavequake you can just Space Jump over. The other is a projectile attack where he lowers his head, stays still for a few moments and then fires at the position you were at when Defense Drone lowered his head - easily dodged by strafing. The way to damage Defense Drone isn't particularly new either. Target a stun point, grapple something off, then attack the real weak point for massive damage. He may be simple, but that doesn't mean he's easy. Defense Drone makes everything a little harder for you. First you need to damage three points for the stun, namely the three circular tips of the antennae poking out of his head. Damage each one enough and it drops down out of sight. The problem is that these points can be hard to hit as they they bounce allot in response to motions from the drone. For that reason, I recommend you stick with normal shots. Another thing you need to look out for is time. If you wait too long between damaging the antennae, one of the old ones pops back up, completely fresh, meaning you have to start over. If you're having that much trouble, switch to the charged Hyper Beam for a sure thing, but you're probably gonna want to save that life for later because damaging him can become quite difficult. Once you've gotten all the antennae down, he becomes stunned. Walk up in front of him and Grapple Lasso him to remove the shielding on his head. While the grapple is ending, initiate Hyper Mode, charge a shot, and Space Jump up. At the apex of the jump let loose. Continue jumping and getting shots in until Defense Drone jumps away onto one of the higher platforms. Stay in Hyper Mode and continue jumping and firing your charged Hyper Beam. You really have no choice; he never gives you very clear opportunities. His pattern changes a little bit at this point as well. When he jumps onto the platforms, he starts firing grayish blobs of gook. Since you were and will be attacking with Hyper beam, simply stay in Hyper Mode and tank all the hits. If you become Corrupted, that's fine. It's probably better that way actually; you need all the shots you can get considering how many will miss. Once enough time has passed (usually about a few rounds of him firing gook and a jump from one platform to another), all his antennae reform and he jumps back down to ground level. Repeat the same strategy as before. As the battle drags on, a few things change. First off, he gets a new attack where he shoots a giant orange ball at you. Fire an Ice Missile at it (not a charged shot) to neutralize it. Secondly, his antennae begin popping back up faster and faster as his health drops. If they're coming back too fast, go to Hyper Mode to take care of them if you're still left with enough health to finish him afterwards. Finally, if the battle lasts a long time when he's near-death, he summon a curtain of fog over the arena. This is less of a hindrance and more of an annoyance, considering Hyper Mode protects you from whatever he plans to do in the fog anyhow. The final notes I'd like to make concern timing attacks with the phazon bar and Corruption. If your phazon bar would run dry from firing a charged Hyper Beam at that moment and he's attacking you with gray gook blobs, don't fire it. Wait until your Corruption bar rises enough so that you can; it's not worth taking the damage from the blobs. If you're about to auto-vent instead and there are gray blobs everywhere, try to destroy as many as you can. You may take some damage, but the gray balls may drop some health. Defense Drone can be a big pain in the butt on higher difficulties, mostly because of your inability to tank hits as easily (Hyper Mode fails if you try to tank all of his gray blobs and you end up taking most of the damage), but I'll get to that in later updates. ********* Once he's defeated, the Boost Ball arises up from wherever it was hiding, allowing you to claim it. === Boost Ball acquired! === Boost Ball is a kinetic energy device. Basically, holding B when in Morph Ball builds up a large amount of motion energy and letting go of B releases all that energy in the form of a huge increase in speed. Boost Ball can also be used to work a number of devices called Spinners, the first of which you're about to see. Enter the hologram in front of you as a Morph Ball. Hold B for a few moments to build up energy, then let go to release the energy and trigger the device. You're then dropped into a circular Morph Ball tunnel below. Choose a direction and continue "boosting" around the tunnel while tracing the Morph Ball's motion with the stick on the Nunchuk. Once you've inserted sufficient energy into the device, you're popped out of the tunnel and the elevator rises. Return to Ballista Lift. ------------- Ballista Lift ------------- Ride the elevator and go back to Construction Bay. ---------------- Construction Bay ---------------- Instead of taking the route you took to get here, turn left. Take out the Dragoon Battle Drones and a little further down the way is a Morph Ball tunnel. Enter it, bomb the obstruction at the end (remember to back away from these particular obstructions before the bomb explodes) and then drop down by the door. -------------------- Maintenance Shaft GP -------------------- Kill any Dragoon Battle Drones in your way and press on. -------------- Skybridge Hera -------------- Since you destroyed the bridge on the way here, you have to find another way across. Fortunately, working the Spinner here triggers a Kinetic Orb Cannon to activate. Enter it to get across. -------- Junction -------- Take the door to Spire Dock. Amusingly enough, Tinbots are weak to Boost Ball, so feel free to knock 'em around a little. If you can manage to hit a few with a single boost, you're given a friend voucher. ---------- Spire Dock ---------- Ride the zipline back to the central platform. Ghor's battle armor is still here, but he's nowhere to be seen. Take the Kinetic Orb Cannon back to Maintenance Shaft AU. -------------------- Maintenance Shaft AU -------------------- Destroy all four puffers, then Space Jump toward the Grab Ledge. Proceed to the door. ================================================== The Traitor and Reconnecting the AU to the Network [0311] ================================================== -------------- Aurora Chamber -------------- The Spinner blocking the door to the Aurora Chamber is slightly different than any of the ones you've done thus far. Because it's a vertical rather than horizontal tunnel, gravity has quite an effect on boosting around the tunnel. When you choose a direction to boost in, instead of tracing the Morph Ball's motion with the analog stick, hold the stick in the direction you're boosting and get a rhythm on alternating between holding and letting go of B. Once you're done with the Spinner, the doors to the chamber open enough. Approach the console and interact with it. An automated message informs you that the Aurora is corrupted and that it needs repair. It opens a maintenance shaft for you. Enter it as Morph Ball and ride it down to a subchamber. When you try examining anything in the room though, Tinbots come out to attack. They all come out of portals on separate ends of the room. An easy way to deal with all of them is simply to boost into them one by one until they're all defeated. Once they're all down, look for a console on the south side of the room. Interact with it to upload the the vaccine for the corruption virus into Skytown's AU. No sooner do you repair the AU does Ghor arrive, and he wipes a laser beam across all of the circuitry severing the AU's connection to Skytown's network and then runs off. Go back to the Morph Ball tunnel you took to get down here and go back up. Interact with Skytown's AU via the console, and he advises you hunt down Ghor. For now, start heading toward the Save Station. ----------- Aurora Lift ----------- Ride the elevator up and head for the Save Station. -------------- Save Station A -------------- Save your game and return to the last room. ----------- Aurora Lift ----------- Take the other door, the one leading to Zipline Station Bravo. Your destination for now is the ship. --------------------- Zipline Station Bravo --------------------- Ride the zipline across. The spiraling enemies are gradually becoming more annoying, as they usually arrive on curves of the zipline's path, meaning most of your shots will miss their target. Try overcompensating your aim to get around the problem. Switch to Hyper Mode if it becomes unbearable and spam charged Hyper Beam. ------------- Barracks Lift ------------- Hm, your ship notifies you someone's approaching. Ghor? Ride the elevator down and take the door to Steambot Barracks. ----------------- Steambot Barracks ----------------- [Research - Half-Pipe] - Appears in the center of the room after you work the spinner. Work the Spinner on the far side of the room and a new device called a Half-pipe will appears. Half-pipes work entirely on the principle of momentum - The more momentum you build up, the harder you are to stop. Keeping that idea in mind, your plan here is to boost up one side of the Half-pipe and retain most of that momentum on the way down and up the other side, while simultaneously building up another boost and releasing it as you come down to build up even more momentum and rise even higher on the wall. Rinse and repeat until you achieve the desired height to reach wherever you want to go. In this case, we're aiming for the right side (from the perspective of inside the Half-pipe. Continue boosting your way up the Half-pipe until you're there; then interact with the console on the gate. This console's also new (not a scan though :P). Here, you want to continually tilt the Wiimote until the yellow region lines up with the empty portion of the circle. The game gives you a hand here too - The Wiimote rumbles a bit when they're in line, although your eyes more than suffice for this task. Do that three times and the gate will open up. Move on forward to the elevator and the door. --------------- Barracks Access --------------- The ship contacts you with another notice. It's being attacked! Morph Ball beneath the security lasers and hurry onward. ----------- Transit Hub ----------- Rather than take the zipline, enter the Spinner right in front of you and use Boost Ball until the Spinner's done. The Kinetic Orb Cannon that appears shoots you straight to the next door, allowing you to skip both ziplines completely. ---------- Hub Access ---------- There's really no reason to bother with these Dragoon Battle Drones right now, but if they really get in your way, eliminate them. Then move on. --------------- Arrival Station --------------- Kill all the Tinbots here with charged shots and jump up to the higher ledge. Before moving on though, turn around and look at that Grab Ledge. Space Jump up to it, then enter and work the Spinner ahead. Enter the Kinetic Orb Cannon, and it launches you to the structure in the distance. Up the stairs lies an Energy Tank. --- Energy Tank acquired! --- (max health to 7 extra tanks) Ride the cannon here back to the main structure. Inside, boost through all the Tinbots in your way and then proceed through the door. --------------------- Zipline Station Alpha --------------------- Ride the zipline across and enter the door. ------------------- Main Docking Access ------------------- Dispatch of the two Dragoon Battle Drones quickly, then refill health and ammo from the nearby crates, and swing across the gap back toward Main Docking Bay. The ship is taking some serious damage. ---------------- Main Docking Bay ---------------- [Morphology - Ghor] Holy **** Ghor is laying into your ship. Get down there fast. As soon as you get there, Ghor leaps off it and throws your ship at you. Samus orders the battered ship to leave and the battle commences. ****************** Boss Battle - Ghor ****************** Ghor has two attacks at the beginning. For the first, he flies high into the air and then stomps down, generating a wavequake. As usual, simply jump over it. His other is a charge at you. Considering how speedy this charge is, I advise staying locked on to Ghor so that you can easily side dash out of the way. As for damaging Ghor, he's quite invulnerable at the moment. He has an impenetrable force field in front of him, powered by a generator on his back, and he never gives you an opening to directly target it. Ergo, you have to make one. The only way to do that is when he charges at you. Note all the Fuel Gel on the ground left behind by your ship. If you place the Fuel Gel between you and Ghor, he slips when he charges over it and crashes into the wall, giving you a brief period to strike his back. There is another method as well, although it runs along the same line of thinking. Before Ghor initiates his charge, fire an Ice Missile at the Fuel Gel he'll be charging over. Because the Fuel Gel's completely frozen over, Ghor spins utterly out of control when he slides over it. When he crashes, he's out of commission for much longer than if he had slid over it normally. The downside to this method is that you have to keep said Fuel Gel frozen beforehand and keep that specific pool between you and Ghor. If you think you can do it though, go for it. After his back generator takes some serious damage (specfically, it lights on fire), Ghor's shield temporarily drops and he's open to attack. Repeatedly fire Hyper Beam blasts at the circles by Ghor's head until he recovers. At this point, Ghor's attack pattern changes a bit. Now he starts rapid-firing plasma blasts at you and traces your trail. Continually side dash while locked-on to stay out of harm's way. Additionally, he sometimes stops and fires missiles at you. Again, same idea, just side dash out of the way while locked-on. His charge remains, but considering his new attacks, the latter strategy of freezing over Fuel Gel and making him slide specifically over one pool is considerably more difficult. Don't hesitate to switch to the other strategy. Once you've dealt enough damage to Ghor that way, the generator on his back overloads and his frontal shield permanently drops. The overload however shoots out electrical waves that dry up all the Fuel Gel. His fighting style completely changes here. Ghor now employs a spin attack where he charges at you slowly while spinning rapidly but tracing your general movement. This attack is meant to hit if you only dodge to the side *once*. As such, you can completely avoid it by side dashing all the way around Ghor. The charge attack remains too, although this one is considerably more difficult to dodge. Ghor spins his arms once and then charges at you at a ridiculously high speed. His final attack is a spin laser where he fires a plasma laser and spins 360 degrees repeatedly. You could Space Jump over this last attack, but there's something better to do instead. Note the flashing ball that falls out of Ghor's bottom when he uses this laser. As soon as he starts using the laser, change into Morph Ball and boost into it repeatedly. Subsequently, Ghor becomes dizzied. Change into Hyper Mode and lay into him with Hyper Beam. Once Ghor reaches about a quarter of his life, a cutscene cues where Ghor enters Hyper Mode himself. All of Ghor's attacks are much stronger now. In addition, he now uses a combination of *all* of his old attacks (well, aside from the original, slower charge). However, on the plus side, his head is now always vulnerable. Therefore, in response, enter Hyper Mode yourself and charge straight at him with an all-out offensive. ********* Once Ghor is defeated, his battle armor detonates. A weakened Ghor floats in the sky momentarily, but the spirit of Dark Samus arrives and, despite Samus' best efforts, swoops Ghor away. Ghor does however leave a gift for you. === Plasma Beam acquired! === The Plasma Beam is a new beam weapon for your arm cannon. It stacks on top of the Power Beam and Charge Beam and retains all their previous properties. The Plasma Beam's additions include greater firepower, the ability to melt certain objects, the ability to weld together certain materials, and the ability to light many enemies on fire. :D After acquiring the Plasma Beam, Samus calls back her gunship to land at the dock. It's in no shape to go anywhere at the moment, but you can still save. Do so. Now let's head back to Skytown's AU. To access the corridor leading up, you need to destroy the debris in your way. The only way to do that is melt it with your new Plasma Beam. Fire a small charged shot at it to melt away (or repeatedly fire at it normally to do the same thing, but that takes longer). Ascend up the spiraling corridor to the door. Before you go in though, turn around and face the broken window. This material is meltable, so fire a charged shot at it to reveal a Missile Expansion. Change into Morph Ball and jump in to claim it. --- Missile Expansion acquired! -- (max missiles to 90) ------------------- Main Docking Access ------------------- [Morphology - Elysian Shriekbat] - Three of them are hanging from the ceiling in the middle of the chasm between the grapple points. FYI, these guys were the unattainable scans in Construction Bay earlier. Kill the shriekbats and swing across. --------------------- Zipline Station Alpha --------------------- Ride the zipline across. --------------- Arrival Station --------------- Kill the Tinbots in your way and carry on. Note that charged Plasma Beam shots now melt Tinbots apart rather than send them flying. ---------- Hub Access ---------- The Dragoon Battle Drones here are excellent examples at demonstrating the improved firepower of the Plasma Beam. Watch how much faster they die to Plasma Beam than they would have to Power Beam. Once they're gone, proceed forward. ----------- Transit Hub ----------- Take the Kinetic Orb Cannon and Morph Ball tunnel as usual. However, when you reach the zipline, don't take it. Turn left from the zipline toward a number of meltable metals. Eliminate them with Plasma Beam and enter the cannon that's revealed. It shoots you straight to Zipline Station Bravo - quite a neat shortcut. --------------------- Zipline Station Bravo --------------------- Take the door right next to you. ----------- Aurora Lift ----------- Ride the lift down and enter Aurora Chamber. -------------- Aurora Chamber -------------- [Research - Aurora Unit 217] - The giant floating head in a tank. No, not Richard Nixon. Seriously though, for some odd reason you're not allowed to scan Skytown's AU until you restore its connection to the network (a.k.a. weld the circuit boards beneath it). Enter the maintenance tunnel as Morph Ball and ride it down to the subchamber below the AU. With Ghor's Plasma Beam, it's possible to repair the broken conduits down here now. However, it's not as simple as shooting the circuit boards. Approach a broken circuit board. Let's start with the one right next to the maintenance shaft - the one with a single diagonal slash. Once you interact with the circuit board, Samus draws her weapon and refines it to a welding tool. Note the glowing spots along the ends of the line. To mend the circuitry, aim at one end, one of these glowing spots, hold A, and trace along the line to the other side. Once you're done, the circuit is operational again. Be quick though; if you're too slow, the board automatically reverts to its old configuration. Also, if you miss when tracing, that is, if you move off the "path", you can still continue welding from where you left off (assuming that time hasn't expired and reset the puzzle) and you can continue holding the weld button the whole time even if you miss. Oddly enough, welding random portions of the circuit board doesn't damage the system at all (then again, this is a game after all). Once that one is fixed, turn right a bit to spot another one on the same wall. The damage there is also from a diagonal slash. Repair it likewise. The final board is on the pillar behind your current position. This incision is arced, but it's not too much different from the others. Keep trying and you'll get the hang of it. Once you're done, Skytown's AU is reconnected to the network. Ride the maintenance tunnel back up and interact with it. Apparently the shield generator for this leviathan is inaccessible, so the only alternative is to overload the shield... with a massive thermonuclear bomb. You're not currently equipped to carry and put together the components though, so you'll have to change that. The AU directs you to find a federation landing site in the east and then gives you the map data to Skytown before sending you off on your mission. For now, take the door to Maintenance Shaft AU. -------------------- Maintenance Shaft AU -------------------- Destroy all the puffers in your way and proceed to Spire Dock. ---------- Spire Dock ---------- Take the Kinetic Orb Cannon to the central platform. This time however, take the zipline on the left. Around this point, your ship sends you a notice - repairs are complete. Excellent. Take the door to Security Station. ---------------- Security Station ---------------- [Research - SkyTown Orange Door] - The door directly in front of you when you enter. Orange doors can now be opened with the plasma beam, but the puzzle in the next room isn't quite solvable yet, so stay in here for now. Turn right and kill all the puffers in your way as you move ahead. Once you reach an unpassable gate, look to the right side of it to catch sight of a descending/ ascending platform. Jump on top of it and enter the Morph Ball tunnel at its apex. When you come out on the other side, look back toward the gate. To the right of it is a panel you can interact with. Complete the circles on the panel to open the gate. Now, to the right of this panel is some meltable material. Get it out of the way and enter the Morph Ball tunnel behind it. Ride it to its end to get a Ship Missile Expansion. --- Ship Missile Expansion acquired! --- (max ship missiles to 5) Drop down out of the tunnel near the beginning of the room. Traverse the room again and go past the now open gate and through the door to the right of the gate. -------------- Landing Site A -------------- [Lore - Alone] - The Databot is floating around above in front of the entrance. Ride the elevator down and enter the open area. Metal shutters shadow over the landing pad at the moment, preventing docking. Skytown's AU then contacts you to inform you that Ghor had likely locked down this landing site and that it will open it for you now. A Morph Ball slot pops out of the ground. Enter it and lay a bomb. You'll pop back out of the slot, and the metal shutters and Morph Ball slot slide back below the platform. Summon your ship with the Command Visor, then enter and save. We need to make another quick stop at Norion. Set course for Docking Hub Alpha. ====== Norion ====== ----------------- Docking Hub Alpha ----------------- Ride the elevator up to Hub Access. ---------- Hub Access ---------- Proceed on to the Cargo Hub. --------- Cargo Hub --------- Approach the broken circuit board by the marine and start welding. This is your first broken circuit board with more than one slash across it, but it's not any different from any of the previous panels. You only have to fix one slash at a time. Once you completely weld one slash, even if you take time or mess up with the others, the original alwayss remain in fixed condition. Once you've welded all three, the door reactivates. --------------- Substation West --------------- Enter the Morph Ball tunnel to your left. The sliding panel puzzle here isn't as easy as the one in Substation East, so follow my instructions carefully: 1) Wait in front of the first panel. As it slides out, keeping pushing against it. Roll past the first two panels and stop in front of the third. (by "in front" I mean in the path of, not before the path of) 2) Wait for the fourth panel to slide out, then push against it as it retracts. Stop in front of the fifth panel. 3) Wait for the sixth panel to slide out. Now, once it does, start building up a boost. Continue pushing ahead. As soon as the eight panel retracts, release the boost to grab the Missile Expansion at the end of the tunnel. If at any point a panel knocks, spring ball off the energy coils and return to the beginning of the tunnel to start over. --- Missile Expansion acquired! --- (max missiles to 95) Once you acquire the expansion, the obstruction at the end of the tunnel retracts into the wall, allowing you easy exit. Move on to Conduit B. --------- Conduit B --------- [Morphology - Liquid Phazon] - The blue goo that scurries along the walls. You first spot it mid-way down the left corridor. [Morphology - Phazon Grub] - Small creatures seemingly spawned by Liquid Phazon. The right way leads to a dead-end (and a marine corpse) so take the left route. Midway down an enemy composed entirely of liquid phazon scurries along the wall past you, dropping Phazon Grubs in its wake. The Phazon Grubs are at most an annoyance. All they can do is latch onto you and drain away your life. Entering Morph Ball mode knocks them off. Simple Plasma Beam shots take care of them. The Liquid Phazon is a little tougher. Despite its seemingly large body, its actual hitbox is quite small. It doesn't help that it's extremely mobile as well. If hitting it with Plasma Beam is too difficult, switch to charged Hyper Beam blasts. Once you're done, go to the white door and shoot an Ice Missile at it. ------------ Data Storage ------------ [Research - Skytown] - The console in the back. [Research - Planet Bryyo] - The console on the right. Scan the three consoles and head back out. --------- Conduit B --------- Turn left and take the door ahead. ------------ Cargo Dock B ------------ [Morphology - Hopping Metroid] - A number of them are on the ground floor ahead when you first enter. [Multi-Lock Blast Shield] - Revealed after the giant phazon mass is destroyed. Is in place of the door to Generator B Access. [Lore - Planet Norion] - After you call in your ship to land, jump on top of it and face west toward Generator B Access. The console with the lore is straight ahead. The door locks behind you as you enter, and a number of Hopping Metroids strike. This is the first taste of metroids yet, and these guys certainly aren't conventional metroids. They jump at you, fire phazon balls at you, and can even enter Hyper Mode (at which point they start repeatedly firing off mini-wavequakes). They do however have the weakness all metroids share - ice. Try to stay away from open areas. Stay in the more narrow corridors and focus on fighting the metroids not in Hyper Mode. Simply fire an Ice Missile at it to freeze it, then fire a charged Plasma Beam blast to shatter it. The Hopping Metroids continue spawning for a while but just stay on the move, focusing on one at a time until they're all down. Once they're all defeated, the phazon mass in the back of the room explodes, three Liquid Phazons scoot out, and the landing pad opens up. Enter Hyper Mode and use Hyper Beam to dispatch of all of the Liquid Phazons, then call in your ship to land. We can't access Generator B Access at the moment, but opening up this landing site and, more importantly, getting that Missile Expansion, was worth the trip. Enter and save. Then set course for the Fiery Airdock on Bryyo. To advance on Elysia, you're gonna need some new gear. ========================= Chozo Technology on Bryyo [0312] ========================= ===== Bryyo ===== ------------- Fiery Airdock ------------- Head straight for Imperial Hall. ------------- Imperial Hall ------------- Go to Gel Refinery Site. ----------------- Gel Refinery Site ----------------- Kill the Reptilicus with Hyper Beam, then revert and take the door to Main Lift. --------- Main Lift --------- [Research - Bryyo Orange Door] - The door to Warp Site Alpha. Take the first Morph Ball tunnel all the way through. Instead of taking the elevator though, turn toward the frozen structure on the other side. Destroy the ice in the stone creature's mouth to reveal a Morph Ball tunnel. Roll through it to get to a door. --------------- Warp Site Alpha --------------- Enter the chamber with the golem and look toward the ceiling. Blast away the ice above until a giant stone column drops down. Change into Morph Ball, enter the golem's bomb slot and lay a bomb. The golem comes to life, grabs the column, and rams it into a gong, triggering a Spinner to rise out of the ground. Use Boost Ball in the Spinner continually until the open section of the bony structure that the Spinner is rotating passes over a weak section of the wall. Sit there and wait while the structure rotates backwards until it clickes and locks in to place, leaving the open area over the weak portion of the wall. Lay a bomb to get out of the Spinner, then enter the golem's bomb slot again and lay a bomb. The golem grabs the stone column again, this time ramming it against the weak portion of the wall. The wall collapses, revealing another small chamber. Inside is a teleportation device. Approach it to be taken to the next area. For taking the warp, you are awarded a friend voucher. --------------- Warp Site Bravo --------------- What a change of atmosphere. This is such a quiet, cold place, yet it's all so strangely ambient and relaxing. I'm reminded of Phendrana Drifts. *sniffle* Anyway, the icicles in your path can be destroyed with the Plasma Beam. Clear the ice out of the way and take the door ahead. ---------------- Imperial Caverns ---------------- [Lore - Our Plea] - On the wall opposite from the exit. More destroyable icicles fill this room. On the far end of the room, the icy floor is also destructible. Destroy it, drop down onto another icy floor, and repeat until you land on solid ground by the next door. As you fall down, a cryptic message tries to reach you but fails. Who could it be? -------------- Imperial Crypt -------------- The door on the far end is locked, but the floor is icy and destructible. Shatter it and drop down to the lower level and go through the door. ------------------- Hall of Remembrance ------------------- Massive Chozo and Reptilicus statues lie on both sides of the platforms. In the very center is a blue pillar of light holding, yes, the Screw Attack. === Screw Attack acquired! === In the Prime games, the Screw Attack is primarily a movement system (in particular, a horizontal movement system), although it does retain some of the offensive power it had from the 2D games. After Space Jumping, pressing the jump button a third time while pushing forward on the analog stick initiates the Screw Attack. You switch to a third person perspective where you see Samus somersaulting forward in the air, and you can press the jump button up to five additional times to give the Screw Attack an extra jump's worth of height (although obviously Samus will be losing height while she moves forward). Additionally, you destroy or damage almost every regular enemy you come into contact with while Screw Attacking. The Screw Attack operates under a very tight set of parameters, and it's easier to understand how to use it properly when you understand how it works. First off, the analog stick on the Nunchuk does very little. The only thing you can do is push left or right to very slightly nudge the Screw Attack in one direction. Even optimizing all five somersaults' distance and pushing as hard as you can to one side will not change Samus' general direction any more than 15 degrees or so. Secondly, holding the A button when performing the next somersault in the sequence will have absolutely no effect on jump height. The only thing that matters concerning A button presses is rate. Additionally, you can never jump above a certain preset height on any particular Screw Attack, nor can you drop below another certain height before somersaulting again without cancelling the Screw Attack. It's probably best explained through a simple diagram. "S#" is "Somersault #", "SA" is "Screw Attack", and "SAs" is "Screw Attack starts". Pre-set Screw Attack Jump Height =========================================== /\ /\ /\ /\ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \/ S3 \ / \ SAs / \ / \ / \ /\/ S1 \/ S2 \ / \ / \/ S4 \ / Jump2 ===========================================\ / Minimum Height before Automatic SA Cancel \ / \ S5, but button ______/_ Jump1 \ press does / \ nothing. Ledge / Note: Only the somersaults are to scale. I don't know / the precise placement of the pre-set height and / minimum height relative to the the height at which the / Screw Attack starts. It's simply estimated here for the / purpose of demonstrating the example and explainng the / mechanics of the Screw Attack. / That may look kinda intimidating, but it's not that bad. Here are my points from the diagram: 1) Regardless of the height at which you start the next somersault, you always rise up to the exact same height when you do somersault. 2) Failing to somersault before you dip below a certain height, as with S5, results in the Screw Attack failing and automatically cancelling. In the case of an abyss being below, this means restarting from the last touched platform. 3) The closer you are to that minimum height before you press the jump button, the more distance you get on the somersault. In S3, the fall from S2 was cancelled too earlier, lessening net distance. Additionally, because it was started so high, it reached its apex sooner as well and started falling sooner. S4 on the other hand waited as close to the bottom as possible before somersaulting again. Starting the somersault so low meant there was more fall time to S3 and more rise time for S4. In short, if you want allot of distance, increase the gap in time between button presses. Wow, that was a mouthful, but hopefully you understand Screw Attacks pretty well now. As soon as you grab the item, the platforms you used to get here collapse. Screw Attack over to the door to the next room (not back to Imperial Crypt). ----- Tower ----- [Research - Wall Jump Surface] - Directly ahead of you when you enter. The Magnetic Rail to the left is currently unusable, but the Wall Jump Surface ahead is usable now thanks to Screw Attack. Normally, when you Screw Attack toward a wall, you're automatically bounced back, but these surfaces are grippable for a brief time (a few seconds) while Screw Attacking and allow you to continue the Screw Attack from that wall to reach higher heights. Usually, you're given two such surfaces opposite of each other so that you can continually Screw Attack off of them (touching a wall resets the somersault counter, just in case you were wondering, meaning you can Screw Attack more than a total five times between such surfaces) to reach a desired height. To climb these walls, simply press the jump button once you land on the opposite wall to Screw Attack back to the other side. Repeat until you reach the top. While you're climbing this particular track, you receive another cryptic garble from that unknown source. Eerie. Open the door at the top to return to Hall of Remembrance. ------------------- Hall of Remembrance ------------------- Shoot a charged shot at the blue circle on the Chozo statue's hand. The hand then turns over, becoming a makeshift platform. Screw Attack over on to it (2 mid-distance somersaults suffice). Turn left toward the Reptilican statue, jump on top of its head, and grab the Ship Missile Expansion. --- Ship Missile Expansion acquired! --- (max ship missiles to 6) Drop back down onto the Chozo statue's hand, then Screw Attack over to the top door to Imperial Crypt. Grapple Lasso the lever to open the lock and head on in. -------------- Imperial Crypt -------------- Two options here. You can either Screw Attack across the gap, or you can drop back down, work the Spinner below, and get shot up to the door via Kinetic Orb Cannon. ---------------- Imperial Caverns ---------------- Screw Attack up both sets of Wall Jump Surfaces and head for the door. --------------- Warp Site Bravo --------------- Take the warp back to Bryyo Fire. --------------- Warp Site Alpha --------------- Take the door to Main Lift. --------- Main Lift --------- Take the route back to Gel Refinery Site. On the way, the Federation AU contacts you. Apparently they were the ones trying to get in contact with you that whole time. It tells you that the Federation has located the missing ship Valhalla that was attacked by pirates five months ago and they want you to investigate. Since you're missing a number of items to make key progress there and acquire a number of items, we're gonna put that off until much later. ----------------- Gel Refinery Site ----------------- Kill the Reptilicus with Hyper Beam, then revert, and look at the Morph Ball tunnel at the far end of the room on the left side. A number of spots in the tunnel, from the entrance to numerous shafts inside, are all covered with ice. Destroy all of the ice with the Plasma Beam; then enter the tunnel. Hop up, roll left, and drop down onto a fuming device in the Fuel Gel. Lay a bomb to ignite the gas, propelling you far up the puzzle. Proceed forward in the puzzle to encounter two more such devices. Repeat. When you're rolling along in the tunnel high above the stage, watch out for the flamethrowers. Time your passes during the periods flame isn't shooting out of them. Continue on to one more Fuel Gel gas device. Bomb it to propel yourself up. You then collide into a pillar. Bomb it to make the top portion fall over, revealing that it's actually hollow inside. Don't roll it through it now though - Doing so drops you back near the entrance. Instead, roll back to the gas device again, bomb it, and you're propelled across a gap back into a new portion of the tunnel. Roll through it and drop down in front of an orange door covered in ice. Clear away the ice and pass on through. --------------- Refinery Access --------------- [Lore - Prophecy] - Solve the shooting puzzle in front of the entrance. Pass straight on through back to Imperial Hall. ------------- Imperial Hall ------------- Proceed forward until you reach the edge of the ledge. Turn right to spot a Morph Ball tunnel. Ride it to its end. On the other end are two Grapple Lasso points. Yank the steel plates down then walk onto them. Face east and space jump toward the Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 100) Drop down and return to the docking bay. ------------- Fiery Airdock ------------- Save and enter the ship. It's time for us to go item collecting. Set course for the Thorn Jungle Airdock. -------------------- Thorn Jungle Airdock -------------------- Proceed to Overgrown Ruins. --------------- Overgrown Ruins --------------- Enter Hyper Mode to kill the Reptilicus here. Move on to Ancient Courtyard. ----------------- Ancient Courtyard ----------------- [Morphology - Phaazoid] - The large, floating blue balls in the air. Phaazoids have one attack and one attack only - a shockwave which they send along two dimensions. As long as you're not on the plain of its attack, you're fine. Phaazoids can only be damaged by Hyper Mode weaponry, so switch to Hyper Beam to attack it. Once you inflict enough damage, they split into two smaller versions. Inflict enough damage on those and they change into mini-bombs that fly toward you and detonate. Be sure to be in Hyper Mode so as to tank that damage. Once the Phaazoids are gone, approach the spot where you fired Ship Missiles at the blockading wall the first time you were here. The result was a Half-pipe, even if you didn't know it at the time. Change into Morph Ball and boost up the Half-pipe. Land on the left side and grab a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 105) Head back to Overgrown Ruins. --------------- Overgrown Ruins --------------- Kill the Reptilicus and return to the docking bay. -------------------- Thorn Jungle Airdock -------------------- Save and enter the ship. Set course for the Federation Outpost. ---------- Hangar Bay ---------- Take the now accessible orange door. --------------- Hangar Bay Hall --------------- Kill the three Hoppers in here and proceed. ------------------ Hall of the Golems ------------------ [Lore - Victory] - Solve the shooting puzzle between the two golems on the ground level. Kill the two Reptilici in here with Hyper Beam then revert back to normal. There's a total of three golems in this room. One your suit is still incompatible with. One is a plasma-related golem, but the path he opens up at the moment is worthless. The final golem is ice-related and opens up a desired path. However, this last one is the golem on the top-level. To reach him, pass the first two golems and climb the ledges by the wall on that side of the room. Then turn around and face the opposite wall. Screw Attack over to the ledges on that side of the room, then Space Jump up to the central platform. From there, simply shoot an Ice Missile at the belly of the golem, hop in as Morph Ball and lay a bomb. The golem comes to life and permanently freezes over both the entire fuel gel pool and the falls. In case you're wondering, "Why was that even remotely necessary when I could just freeze over the Fuel Gel myself?" scans of that Fuel Gel indicate it can't be frozen, and any attempts to do so would fail. In any event, a Reptilicus appears after the falls freeze over. Hyper Beam him to death. To get across the gap, Screw Attack over to the left frozen waterfall, not the right one. The left one is considerably easier to land on or bounce onto from a wall than the right frozen fall is. Once you land Space Jump up to the top and go through the door. ------ Burrow ------ [Lore - Struggle of Exiles] - After exiting the morph ball tunnel, right before the exit, turn around and solve the shooting puzzle. Enter the Morph Ball tunnel and roll all the way to the end in the puzzle. Lay a bomb next to the Fuel Gel crystals and drop down after the explosion. Jump over the two Fuel Gel rivers and up onto the next ledge. Here, in particular, there is another ledge above before the gray crystals. It's not easy to see at first, but once you see it, jump up to it and then jump again into a venus flytrap puzzle (this is the only one in this entire puzzle in case you're confused or lost). The platforms beyond the venus flytrap retract moments after the touch, so roll across them quickly and jump up to the next level. Repeat here with the next set of platforms. Bomb the Fuel Gel crystals at the top. From here, jump back up to the top of the puzzle and proceed left. Drop down into more Fuel Gel crystals, bomb them, and drop down with the explosion. On the left here is a pillbug. Lay a few bombs to kill it, then jump on top of the hand it was circling around. To get the Missile Expansion above, perform a double bomb jump (Ctrl + F "dbj" if you don't know or forgot what I'm talking about; you can also use the other method listed there here) and push the analog stick to the left after the third bomb explodes. --- Missile Expansion acquired! --- (max missiles to 110) Drop back down and bomb the Fuel Gel crystals. Drop down and boost over the Fuel Gel rivers. Bomb the Fuel Gel crystals that get in your way and go down that path. Ignore the pillbug along the way and continue onward out of the tunnel. Take the door in front of you. ------------ Hidden Court ------------ Shoot the two locks at the top of the gate to make it drop down, then swing across the gap and go to the orange door. ----------------- Hidden Court Hall ----------------- [Lore - Salvation] - On the left wall after exiting the morph ball tunnel. Kill the three Hoppers, then enter the Morph Ball tunnel. When you exit the Morph Ball tunnel, kill three more Hoppers, then enter the next room. ------------- Fuel Gel Pool ------------- Kill the puffer on the right, then jump across the two platforms. Turn left and enter the golem's head. Destroy the puffer on the other side and turn left when you exit the head. Freeze the two Fuel Gel waterfalls and use them as platforms. From the second frozen waterfall, jump to a higher ledge ahead of you, then jump on top of the golem's head. Turn right and claim the Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 115) Drop back down to ground level and leave. ----------------- Hidden Court Hall ----------------- Return to Hidden Court. ------------ Hidden Court ------------ Face the half-pipe on the right. Kill the puffer floating around above it and Space Jump over to that Half-pipe. Boost up the right side of it and grab the Missile Expansion up there. --- Missile Expansion acquired! --- (max missiles to 120) Drop back down to ground level and head for the door to Falls of Fire. ------------- Falls of Fire ------------- Screw Attack up the Wall Jump Surfaces and claim the Missile Expansion at the top. --- Missile Expansion acquired! --- (max missiles to 125) Lay a bomb inside the bomb slot of the golem, and he takes you back up to the very top of the shaft. Screw Attack across the gap and take the door ahead. -------------- G.F.S. Theseus -------------- Go to Crash Site. ---------- Crash Site ---------- Screw Attack across the gap and take the door to Gateway. ------- Gateway ------- Kill the Reptilici in here with Hyper Beam. From here, act as if you were going to Reliquary II. However, after exiting the Morph Ball tunnel, turn right and face the ice blocking the entrance to the Morph Ball tunnel down that catwalk. Melt away the ice and enter the tunnel. Follow it to its end to get a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 130) Take the door ahead of you to Gateway Hall. ------------ Gateway Hall ------------ Kill the shriekbats on the ice bridge and continue on to Cliffside Airdock. ----------------- Cliffside Airdock ----------------- Use the Command Visor to summon your ship. Save and enter. We're done on Bryyo for now. Set course for the G.F.S. Valhalla. ======== Valhalla ======== ------------- Docking Bay 5 ------------- Whoa. This is horrible. Destruction is everywhere, and this place has the smell and feel of death to it. Cross the connecting bridge and approach the fighter to the right. An Energy Cell lies on the ground in front of it. --- Energy Cell acquired! --- (2 cells total) Go to the Energy Cell slot to the left of the door and interact with it. Push forward and clockwise twist the Wiimote to insert the Energy Cell. The hand panel to the right of the door activates. Interact with it to open the gates. --------------- Hangar A Access --------------- [Morphology - Miniroids] - Quite a few of them scurry across the chasm ahead once you get close enough to it. There's ample time to scan them before they disappear but hurry over to just within scan range (and not any further, for purposes of the next scan). If you miss them, they also appear indefinitely in the next room. [Morphology - Phazon Shriekbat] - Getting the scan on these guys is a real pain. When you try to lock on with the Scan Visor and you're out of range, the game automatically retargets the scan onto either the gate in the background or the grapple point, but once you're in range, the shriekbats drop and divebomb you, while keeping themselves between the giant door and you, making the scan impossible. Here's how you get around all that: First off, wait until all the Miniroids have passed (after scanning one of course). Stick to the left wall, try to keep a lock-on to the rightmost shriekbat, and inch toward them. Once you're in range, stop moving. There's just enough to time get the scan before they kill themselves. [Energy Cell ID WI-78231-3] - The floating display panel on the right from where you enter. Countless Miniroids dash across the chasm ahead. Wait for them to pass and then deal with the Phazon Shriekbats. Then Grapple Swing across the gap. Two life-drained troopers lie on the other side. If there are baby metroids everywhere, that can mean only one thing... Shoot the two corpses to get them out of your way and interact with the hand scanner on the right to open the gates. ---------- Repair Bay ---------- [Morphology - Phazon Metroid] - A number of them ambush you as soon as you enter. Oh shi-! Full grown metroids! Phazon Metroids have two abilities. They can either fire an electrical beam at you, or, in classic Metroid style, they can charge at you, latch onto your face, and drain the life force out of you. There's nothing you can do against the first attack except attack yourself and hope to repel it. Against the second, again in classic Metroid style, you can change into Morph Ball and lay a bomb to force the metroid off. In any event, you're still in luck. You're equipped with an ice weapon, the natural enemy of any metroid. Just fire an Ice Missile at- OH MY GOD! HE DODGED IT! That's right! Phazon Metroids can do more than just phase through walls. They can phase through any solid object. It is possible to freeze them, but only by either mixing up Plasma Beam and Ice Missile attacks well and getting lucky or by hitting the metroid with an Ice Missile when it charges at you. It's much more practical though to simply enter Hyper Mode and blast it away with Hyper Beam. As for the Miniroids, they're actually harmless but can get in your way simply by being there when you're climbing this room. Therefore, use Nova Beam to destroy every last one of them. Once they're all gone, climb up the ledges around the side of the room. Once you reach an electrical field near the top that periodically flips on and off, wait for it to stop, then jump across. Not even Screw Attack can pass through the field whatsoever when it's on and you'd only succeed in dropping down to the bottom. Once you've reached the top, go through the door to the next room. ---------------- Security Station ---------------- [Morphology - Phaz Ing] - One is directly to your left after entering. Upon entering, a Phaz Ing attacks you from the left. Metroid Prime 2 players know this foe well. It roams around in a puddle form and spits balls of gook out at you. Still, easy on the whole and as easy as they were then, they're even easier now. Regular fire easily disposes of them, but Grapple Lassoing them kills them instantaneously. Destroy the Phaz Ing on the left, then fire a charged shot at the cracked window. Jump through it and change into Morph Ball. Bomb the base of the door by the dead pirate to open up a crack narrow enough for you to squeeze through. Ignore the remaining Phaz Ing on this side and head straight for the door. --------------- Security Access --------------- [Energy Cell ID DS-5310L-4] - Right next to the blue door on the right. Turn right and head through the door ahead. ------------ Medlab Alpha ------------ [Energy Cell ID GC-9713A-5] - On your left after you enter. [Morphology - Phazon Hopper] - Three drop down from the ceiling after you destroy all the debris with Missiles. Fire three missiles at the debris ahead and three Phazon Hoppers drop down from the ceiling. On the large, they're identical to regular Hoppers except they're more durable, more powerful, and have a tendency to enter Hyper Mode if neglected for too long. Therefore take them out as quickly as possible via Hyper Beam. Once they're gone, Grapple Lasso off the hatch beyond where the debris was to open up a Morph Ball tunnel. Enter it and grab the Missile Expansion at the end. --- Missile Expansion acquired! --- (max missiles to 135) Exit the tunnel the way you entered and return to Security Access. --------------- Security Access --------------- Now take the other door, the one you didn't enter previously. Kill the three Phazon Hoppers in the way via Hyper Missiles. -------------- Auxiliary Lift -------------- Grapple Lasso off the paneling in the lift and insert an Energy Cell into the revealed slot to restore power to the elevator. Interact with the console and press up to ride the lift up. Now turn left from where the console was to see a Morph Ball tunnel. Enter it and drop down. Ride the piston you fall onto to the bottom and roll left into a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 140) Go back to the piston you rode down. Ride it up to its peak and roll right. Continue rolling right and repeat with two more pistons. At the top of third one, roll left and drop down out of the tunnel. There's nothing more to do on the Valhalla for now, so ride the lift back down to Security Access. --------------- Security Access --------------- Hurry over to the door to Security Station before Phazon Hoppers down the hall arrive. ---------------- Security Station ---------------- Ignore the Phaz Ing and return to Repair Bay. ---------- Repair Bay ---------- Kill the Phazon Metroids with Hyper Beam, then interact with the panel right of the main gate to open it. --------------- Hangar A Access --------------- Screw Attack across the gap and interact with the hand scanner to right of the exit to open the door. ------------- Docking Bay 5 ------------- Save and enter the ship. Now set course for Landing Site A on Elysia. ====== Elysia ====== -------------- Landing Site A -------------- There's just one more expansion to pick up before we move on, the one in Construction Bay. Take the elevator to Security Station. ---------------- Security Station ---------------- Kill all the puffers that get in your way and take the door to Spire Dock. ---------- Spire Dock ---------- Ride the ziplines over to the door to Junction. -------- Junction -------- Take the door to Skybridge Hera. -------------- Skybridge Hera -------------- It's easier to work the Spinner and be shot across, but those of you who have quickly become adept at Screw Attacking can get across this chasm that way as well. -------------------- Maintenance Shaft GP -------------------- Take out the Dragoon Battle Drones and move on. ---------------- Construction Bay ---------------- [Lore - Phazon] - The databot is hovering above in front of the expansion. Go to the end of this room as if you were on your way to Ballista Storage. However, instead of taking the door as usual, turn around and approach that Morph Ball tunnel. Don't go in it; just take the path by it. Now turn and face the large shaft with the Grapple Swing Points and look on top of it. There's a small ledge on top and a Databot too. Jump on top of the tunnel, Screw Attack across the chasm, and grab the Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 145) Drop back down to ground level and backtrack to Maintenance Shaft GP. -------------------- Maintenance Shaft GP -------------------- Destroy the Dragoon Battle Drones in here and move on. -------------- Skybridge Hera -------------- Cross the gap and return to Junction. -------- Junction -------- Take the door back to Spire Dock. ---------- Spire Dock ---------- Ride the ziplines back to Security Station. ---------------- Security Station ---------------- Before going on, return to the ship to save. ================================ In Search of More Carrying Power [0313] ================================ -------------- Landing Site A -------------- Save. Then return to Security Station. ---------------- Security Station ---------------- Destroy the puffers in your way as you head for the orange door. In the chamber beyond the door, Screw Attack off the walls to reach the top. Head through the blue door. ------------- Security Tube ------------- Enter the Morph Ball slot on the ground, activate Hyper Mode, and blow apart the phazon plants with Hyper Ball. Continue through the tunnel and the door ahead. ------------ Skytram West ------------ Work the Spinner here to activate a tram which whisks you off to an entirely new area of Skytown. For riding the Skytram, you are awarded a friend voucher. ------------ Skytram East ------------ A pirate ATC passes behind you and fire a few potshots before flying off. Well, that answers the question of what to expect next. ------------------ Concourse Access A ------------------ A lone Aeromine flies off at the sight of you. Uh-oh. Change into Morph Ball to roll beneath the obstruction in the way, then take the door. --------- Concourse --------- [Morphology - Space Pirate] - One of the pirates that appear in this room is a new scan. He has no logbook entry (and is probably not intended by the developers to even be a new scan), but you still receive a red credit for the scan. That Aeromine flies off again. Pursue it. When you enter the open area, you get attacked by pirates. The range of enemies here is pretty remarkable. You have enemies ranging from the gruntiest of the grunts, Pirate Militia, to more respectable Armored Pirate Troopers. But they're still all easy. The Pirate Miltias are even partial to throwing phazon grenades, so always kill them last. Enter Hyper Mode and take out the first two pirates. Stay in Hyper Mode this whole time; if you get Corrupted, that's fine. Continue forward, passing by a small side bunker to the left (there's nothing else inside, in case you were wondering). Further down near the end a couple more troopers ambush you. Hyper Beam them and enter the corridor ahead. Blow apart the gates and kill the fleeing pirate, then take the elevator up a level. Blow apart more gates to come to a small catwalk leading to the center platform and more pirates. If you've auto-vented by now, re-enter Hyper Mode to kill them. Before taking the catwalk to the right to the next corridor, revert out of Hyper Mode. There are a number of Remorse-class Turrets on the ceiling here. When they pop out, smack them with an Ice Missile and then a charged shot to shatter them one by one. Destroy any gates in your way and head on to the next room. --------------------- Concourse Ventilation --------------------- The drop down to the bottom is blocked by a large gear. Lay a bomb in the bomb slot on the left wall to move it out of the way. Further down, a second set of gears gets in the way. Repeat as before to get rid of it. In the open area on the bottom level, a pirate ATC has the audacity to attack you head on. Destroy it with Hyper Beam. There's more Magnetic Rails on the side wall and a Missile Expansion much further up, but again, there's still nothing you can do with that right now, so move on to the next room. -------------------- Maintenance Shaft OB -------------------- As you Grapple Swing across the gap here, a lone Pirate Militia attacks. Just look at the balls on that guy. He must have been hiding somewhere before you arrived, sees Samus Aran swinging across the chasm, and figures, "Yeah, I can take her. No problem." A simple charged shot teaches him the error of his ways. Take the door to the next room. ----------------- Chozo Observatory ----------------- [Morphology - Advanced Aerotrooper] - Two of them attack you overhead. This is the only opportunity you have to scan them, so don't miss it. A new brand of Aerotrooper. The scan hints at using Ice Missiles to destroy their armor, but it's still more expedient to just kill them with Hyper Beam. Once they're gone, hop down to the lower level. Everything here is either broken or inaccessible at the moment, except for the elevator. Interact with the hand panel by it to get the elevator up and running again; then ride it down to the door. ---------------- Observatory Lift ---------------- Weld the broken circuit board back to functionality and ride the repaired elevator to the second floor. As soon as it stops, destroy the boxes to the right. Behind them are a couple of Jumpmines lieing in wait. Destroy them as well and move on. --------- Gearworks --------- [Mechanoid - Swarmbot] - a number of them come flying out from the side of the stage and hover about some arbitrary distance in front of you. The path directly to the door is blocked at the moment (as is the Missile Expansion). Instead, look to the lone platform to the right and kill the puffer floating above it. At this point, Swarmbots, the Nightbarbs of Elysia, fly out and attack. As you would with Nightbarbs, fire a charged shot into the energy sphere they form before they fire it. There is a difference between Swarmbots and Nightbarbs though - Swarmbots suicide run at you after their attack is disrupted. Therefore, as soon as you disrupt their attacks, Screw Attack over to that platform and to safety. From that platform, Screw Attack over to the exit. ----------- Broken Lift ----------- As the name of this room would imply, the lift in here is broken. It can't be fixed from here either. Take out the Aeromine colony that gets in the way and move on. --------------- Turbine Chamber --------------- Freeze the Remorse-class Turret, then fire a charged shot at it. Now approach the glass on the left wall and hit it with a charged shot to shatter it. To get rid of the module in your way, you need to remove the cradle arms holding it in place, and to do that, simply fire charged shots at the base of the cables running along the cradle arms that plug into the left and right walls. The cradle arms back away, and the module opens up, clearing your path. Fire a charged shot at the glass ahead and drop down to the door. -------------------- Maintenance Shaft TA -------------------- [Lore - Federation] - This Databot is less obvious than the others, especially among all these repair drones. He's hovering about below eye level, mid-way across the chasm. Screw Attack through all the Aerial Repair Drones and Skytown Puffers straight to the door. ---------------- Skybridge Athene ---------------- You can either snipe all these Tinbots from the entrance, since they're all in a perfect line on this narrow bridge, or you can boost through all of them. The latter method is clearly shorter, but if you mess up the boost time or the camera angle changes against you, you can easily fall off the bridge. Your call; either method is fine. -------------- Landing Access -------------- You don't need to fire charged shots at the glass to break it. Simply Screw Attack across and you break them as you go. ------------------------------- Skytown Federation Landing Site ------------------------------- [Lore - Agreement] - Walk toward the elevator and turn around before taking it to the landing site. The Databot is floating above by the door. Take the elevator down and approach the landing pad. Skytown's AU contacts you, telling you that he'll unlock the area for you. The clamps on the shutters drop down and a bomb slot rises up on the landing pad. Lay a bomb in it. The shutters and the bomb slot then retract below the landing pad. Use the Command Visor to summon your ship and then interact with the console out on the catwalk. A number of machines spring out of the landing pad and fire a light at your ship, giving it a new upgrade. === Ship Grapple Beam acquired! === The ship grapple beam is simple enough. Certain, pre-designated objects on the field are removable. You can order your ship via the Command Visor to lift up these objects and move them to other pre-designated locations. The only catch is that you can't order your ship to land anywhere nor can you call for ship missiles while your ship is holding onto the object. That said, there is one quick detour to make now that we have the ship grapple. Set course for the Federation Outpost on Bryyo. ===== Bryyo ===== ---------- Hangar Bay ---------- Take the blue door to Ruined Shrine. ------------- Ruined Shrine ------------- Drop down the shaft and go to Hidden Court. ------------ Hidden Court ------------ Take the orange door to Hidden Court Hall. ----------------- Hidden Court Hall ----------------- Kill the Hoppers and proceed to Fuel Gel Pool. ------------- Fuel Gel Pool ------------- Summon your ship to carry the giant head in the pool away. Our destination now is the Hall of the Golems, so head back to the previous room. ----------------- Hidden Court Hall ----------------- Return to Hidden Court. ------------ Hidden Court ------------ Take the door to Burrow (or, alternatively, return to the Hangar Bay and get to Hall of the Golems that way). ------ Burrow ------ Climb back up the top of the Morph Ball puzzle and proceed to the Hall of Golems. ------------------ Hall of the Golems ------------------ Kill the lone Reptilicus. Now go to the golem with the meltable metal covering its bomb slot. Use Plasma Beam to clear it away and bomb the slot. The golem then gets up and breathes fire at the gate blocking the way to the orange door. Now take that orange door to the next room. -------------- Colossus Vista -------------- [Lore - Decline] - On the right wall as you enter. Command your ship to drop the golem's head on top of that structure in the background behind the Ship Missile expansion. The golem springs to life and smashes his arm on top of the walls of the room, clearing away the rubble blocking the door and destroying the gates encapsulating the Ship Missile Expansion. --- Ship Missile Expansion acquired! --- (max ship missiles to 7) Take the now open blue door. ------------------- Machineworks Bridge ------------------- Work the Spinner to extend the bridge. Walk to the edge of the bridge and you should notice a pair of Wall Jump Surfaces that move back and forth from the bridge. Randomly Screw Attacking them would not be wise, even if they do stay in a position closest to the bridge for a brief time before backing away. Look at one of the walls. Note the gears next to the Wall Jump Surface. As soon as the set of gears closest to the Wall Jump Surface starts coming out, wait a couple seconds, then begin the Screw Attack up the surfaces and claim your prize at the top. --- Energy Tank acquired! --- (max health to 8 extra tanks) You can't get to the other side of this room from here, so turn back. Change into Morph Ball and hop through the hole in the gate. Go through the door. -------------- Colossus Vista -------------- Return to Hall of the Golems. ------------------ Hall of the Golems ------------------ Ignore the Reptilicus and head straight for Hangar Bay Hall. --------------- Hangar Bay Hall --------------- Kill the two Hoppers and return to the Hangar Bay. ---------- Hangar Bay ---------- Call back your ship to the landing pad, save, and enter. Set course for Thorn Jungle Airdock. -------------------- Thorn Jungle Airdock -------------------- Proceed to Overgrown Ruins. --------------- Overgrown Ruins --------------- Kill the Reptilici and enter Ancient Courtyard. ----------------- Ancient Courtyard ----------------- Hurry over to Enlightened Walkway. ------------------- Enlightened Walkway ------------------- Run past the Phaazoid here to the next room. -------------- Jousting Field -------------- [Morphology - Red Phaazoid] - Comes from the split of one of three Phaazoids. Obviously, it's red in appearance, as opposed to the normal blue color of ordinary Phaazoids. If you want the scan for Red Phaazoids (not to mention the gold credit), split three larger Phaazoids in here apart until the Red Phaazoid emerges. Red Phaazoids are much more durable than common Phaazoids and attack by sending shockwaves on *two* perpendicular plains rather than one. On the plus side, when defeated, they don't yield little bombs that try to ram into you and increase your corruption bar; they yield gold credits instead. Red Phaazoids only appear in order to give out gold credits once. After that, that particular Red Phaazoid never appears there again. Once you've taken care of the Phaazoids, scoot on over to Field Access. ------------ Field Access ------------ Take the left fork to the door to Jungle Generator. Kill the shriekbats by the door and move on. ---------------- Jungle Generator ---------------- Take the left door to Generator Hall North. -------------------- Generator Hall North -------------------- Enter the Morph Ball tunnel and bomb jump up to the next ledge, then double bomb jump (Ctrl + F "dbj" for explanation) to the top ledge and come out of the tunnel. Take the door to North Jungle Court. ------------------ North Jungle Court ------------------ Climb the ledges up to the platform running along the remains of the turret. Face the northeast end of the room and switch to Command Visor. Looks like that generator can be carried away. Order your ship to come and pick it up. Now enter the hole the generator leaves behind. Roll through the Morph Ball tunnel at the bottom and go to the door ahead. ------------------- Machineworks Bridge ------------------- You're on the other side of that bridge now, and now you can extend it all the way across to connect the Thorn Jungle and Cliffside portions of Bryyo. Enter the Spinner ahead of you and boost inside of it until the two halves of the bridge connect and you're automatically popped out. Cross the bridge, hop through the hole on the other end as Morph Ball, and take the door to Colossus Vista. -------------- Colossus Vista -------------- Pass straight through here to Hall of the Golems. ------------------ Hall of the Golems ------------------ Kill the Reptilici and then Screw Attack over to the frozen waterfalls. Take the door to Burrrow. ------ Burrow ------ Drop down the Morph Ball puzzle and take the door to Hidden Court. ------------ Hidden Court ------------ Screw Attack across the gap and approach the orange door to Hidden Court Hall. Now turn around, switch to Command Visor, and turn a little bit to the left to see a drop-off point for the generator your ship is holding. Order your ship to drop it there. As soon as it lands, the generator starts powering the Fuel Gel pump. More importantly, the previous power source for the device, an Energy Cell, spins into a retrievable position. From your current position, Screw Attack to the ledge across the room. Alternatively, you can also get there by boosting up the Half-pipe on the right. Follow the path through the small cave and pull the Energy Cell out of its slot. --- Energy Cell acquired! --- (3 cells total) Drop down and take the door to Ruined Shrine. ------------- Ruined Shrine ------------- Climb the shaft and return to Hangar Bay. ---------- Hangar Bay ---------- Since your ship was holding something before, it's no longer docked here. Use the Command Visor to recall it to land. Save, enter, and set course for the G.F.S. Valhalla. ======== Valhalla ======== ------------- Docking Bay 5 ------------- Use the hand scanner to open the way to Hangar A Access. --------------- Hangar A Access --------------- Screw Attack across the gap and interact with the console to enter Repair Bay. ---------- Repair Bay ---------- Kill the Phazon Metroids with Hyper Beam and scale the room to the Security Station door. ---------------- Security Station ---------------- Ignore the Phaz Ing and proceed to Security Access. --------------- Security Access --------------- Take the door to Auxiliary Lift. -------------- Auxiliary Lift -------------- Ride the lift up and head through the door at the top. --------------------- Port Observation Deck --------------------- Roll through the Morph Ball tunnel and open the door to the next room. The room depressurizes from the air outflow but it's no big deal. Just go with the flow. On the right is an unactive door. Insert an Energy Cell into the slot next to it to re-energize it. Before entering though, use Hyper Beam to destroy the Phazon Metroids creeping up behind you. ---------- Junction A ---------- [Research - Galactic Federation Green Door] - The green door at the end of the corridor across from the entrance. Kill the two Phaz Ing and then take the blue door. ---------------- Munitions Locker ---------------- Grab the Energy Tank. --- Energy Tank acquired! --- (max health to 9 extra tanks) Return to Junction A. ---------- Junction A ---------- Return to Port Observation Deck. --------------------- Port Observation Deck --------------------- Hurry back to Auxiliary Lift. -------------- Auxiliary Lift -------------- Ride the lift down and return to Security Access. --------------- Security Access --------------- Take the door to Security Station before the Phazon Hoppers down the hall arrive. ---------------- Security Station ---------------- Ignore the Phaz Ing and head back to Repair Bay. ---------- Repair Bay ---------- Kill the Phazon Metroids with Hyper Beam and use the hand scanner near the main gate to open it. --------------- Hangar A Access --------------- Screw Attack across the gap and interact with the console by the door to open it. ------------- Docking Bay 5 ------------- We're done collecting for now. Save, enter the ship, and set course for Landing Site B. ======================= Building a Nuclear Bomb [0314] ======================= ====== Elysia ====== -------------- Landing Site B -------------- With the locations of the bomb components given to you by the AU, tracking them all down should be a cinch. Be forewarned now though - Since you'll be using the Ship Grapple to gather the bomb components, you won't be able to use the ship until the bomb is complete. Once you're ready, head on to Landing Access. -------------- Landing Access -------------- Screw attack through the puffers to the door. ---------------- Skybridge Athene ---------------- Enter Hyper Mode and blast away at the Pirate ATC attacking. Then kill the Tinbots on the bridge and continue on. -------------------- Maintenance Shaft TA -------------------- Screw Attack through the enemies to thee door. --------------- Turbine Chamber --------------- The roof is closed at the moment, so it's impossible to collect this bomb component. Kill the Shield Pirate Trooper ahead and move on. ----------- Broken Lift ----------- Proceed to Gearworks. --------- Gearworks --------- A Pirate ATC flies up from below, destroying the platform ahead of you. Wait a few moments while it attacks the gears to the side. As soon as it blows them apart, initiate Hyper Mode and destroy the pirate ship. Now Screw Attack through the Missile Expansion to the door. --- Missile Expansion acquired! --- (max missiles to 150) ---------------- Observatory Lift ---------------- Ride the lift down and go through the door. ----------------- Chozo Observatory ----------------- [Research - Ship Grapple Point] - Before ordering your ship to carry away the large cylindrical structure, climb up the ledges to the side of the room. This scan is located on the top side in the center of that cylindrical structure. On top of the cylindrical structure is a Ship Grapple Point. Switch to the Command Visor, lock-onto that point, and order your ship to carry the structure away. The circuitry beneath it is revealed to be damaged. Hop down to the bottom and weld together the damaged portions of the circuit board. The bomb slot then comes back online. Order your ship to drop the cylinder back in place and then lay a bomb in the bomb slot. The projector activates, raising a series of central platforms along with it. Uoy can access the bomb slots higher up in the room now. Well, some of them anyway. A number of them, mostly the ones on the west side but a few on the east side as well, require an upgrade for traversing Magnetic Rails. For now, jump to a high ledge by the southeast wall, enter the Morph Ball tunnel there, and lay bombs in the three slots you can reach. Bombing the first slot nets you the map to East Elysia, and bombing the remaining two gives you the locations of all the remaining expansions on Bryyo and Norion. Once you're done, drop out of the tunnel and climb up to the top of the central platform. Now jump to the higher platform by the north wall and go to the orange door. -------- Botanica -------- After turning right, there's a small alcove to the left with a door. Enter it. -------------- Save Station B -------------- Save and return to Botanica. -------- Botanica -------- Kill the two Dragoon Battle Drones that appear. Now face the wall below the ledge that leads on in the room. The block at the bottom here can be pulled out from its current position with the Grapple Lasso. Do so and use it as a platfrom to jump up. Two more Dragoon Battle Drones appear. Kill them, pull out the block in the wall ahead and jump up. Before going on, turn 180 degrees around (to face south). See that ledge high up on the opposite side? Screw Attack over to it. Get on the other side of this ledge facing west toward a Missile Expansion. Space Jump toward it, lose a little height as you go, and *then* initiate a Screw Attack over to it. Jumping as high as you can and then starting the Screw Attack causes you to smack into some tree branches and cancel back out of the Screw Attack. --- Missile Expansion acquired! --- (max missiles to 155) Proceed to the ice door and blow it open with a Missile. ----------- Broken Lift ----------- [Lore - Aurora] - This Databot is floating about past the broken elevator. You're back in Broken Lift, the top side anyway. --------------- Turbine Chamber --------------- Another Berserker Lord attacks. This battle is virtually identical to the last one, so please go to the Table of Contents and find my previous Berserker Lord strategy in case you've forgotten how to fight him. Once he's defeated, four Spinners appear at the edge of each locking clamp. Work all of them to open up the control terminal. Interact with that terminal, and complete the circles. The floor then opens up, freeing the bomb component. Call in your ship to pick it up. A force field still blocks the entrance, and another blocks the drop back down to the lower level. Instead, enter a Morph Ball tunnel where the terminal used to be to get back down and take the door in front of you. -------------- Turbine Access -------------- Use the Hyper Beam to eliminate these Crawltanks, then refill health from the boxes and move on. ----------- Piston Hall ----------- The gate across the gap spins regularly and stops every few moments at either a closed or open position. To reach it in the open position, begin Space Jumping toward it as soon as the gate closes. Then Screw Attack right in. Take the door on the left. --------- Concourse --------- Weld together the broken portion of the circuit board on the left. Walk down the corridor and turn right before reaching the orange door to spot another out of service circuit board. Repair the broken portions on it too to restore the lift. Don't take it up yet though. For now, go through the orange door. -------------------- Maintenance Shaft CC -------------------- Look up to spot a Grab Ledge. Space Jump up to it and roll through the Morph Ball tunnel to the far end of the room. Head on to the next room. --------------------- Zipline Station Delta --------------------- An Armored Aerotrooper lay in the distance on the right. Fire a few shots to get his attention, then switch to hyper mode and blast him away the Hyper Beam once he gets close. Now Screw Attack over to the first floating platform, then the second one nearby. At this point, a Pirate ATC drops by and attacks. Change back to Hyper Mode and blow him away. The third floating platform is a little trickier. It has a gate spinning repeatedly around i that blocks entry from over 50% of angles. Furthermore, it's far away, making it difficult to time exactly when to start Screw Attacking over to it. The best time to start moving toward it is the moment that the entire platform is open to you from your current position. Here's a simple diagram to help you along: <- (Direction the gate is turning) ___ / ___ / / \ / \ | | | | | | V | | | |S | \ \___/ \___/ \___ -> S = Samus That's the moment you start jumping toward the platform. If you're off, there is a little bit of leeway, and you do have some directional influence over Screw Attack as well. Once you make it, Screw Attack over to the lower ledge of the next structure and shoot the door. As you open it up, you see a petrified corpse that was pushing up against the other side but that disintegrates moments later. -------------- Transit Tube A -------------- In here you find even more petrified bodies, all of them completely brittle and lifeless. Metroids no doubt are to blame. For now, take the orange door. -------------- Save Station C -------------- Save and go back to the last room. -------------- Transit Tube A -------------- Take the other door, to Research Pod Lift. ----------------- Research Pod Lift ----------------- More petrified bodies in here. The door ahead of you cannot be opened at the moment, so take the blue door to the elevator. Interact with the hand scanner to activate the lift and ride it up. There's an Energy Tank in the first containment tank on the left, but a force field prevents you from grabbing it right now. Enter the next room. ------------------- Xenoresearch A Lift ------------------- Ride the lift and head through the next door. -------------- Xenoresearch A -------------- Metroids. Metroids fill the containment tanks down here. No doubt they were the perpetrators behind the deaths downstairs. Fortunately, they're trapped in their tanks, for now. You can't scan them at the moment, so for now proceed through this room until you reach another one of those special doors you can't open. Turn left instead and go down that corridor until you reach another gate. This gate however can be opened by a Spinner next to it. Work the Spinner to open the gate. However, in doing so, the gate behind you that led to this room closes, and the Spinner becomes inoperative as well. At the fork, head straight. Heading right only takes you to the other side of that unopenable door. At the next fork, turn left and continue following that path to the blue door. ------------------- Xenoresearch B Lift ------------------- More metroids. Unsettling. Use the hand console by the elevator to turn it on; then ride the lift up. Head through the door. -------------- Xenoresearch B -------------- [Morphology - Steamspider] - A number of them are scurrying along the walls in the very last chamber of the room, the one with the Seeker Missiles. Even more metroids. The path to the right leads to another unopenable door. Instead, look between the two metroid tanks near the entrance to see a Morph Ball tunnel. Enter it and roll forward until you reach a circular track. Position yourself between the two wires drooping down through the track. Lay a bomb there, opening a hole below you. Dropping through it puts you on the other side of that door. Keep pushing forward. Turn right at the fork and continue past all the metroid tanks to a dead end. Near the base of the left wall is a weak portion of wall. Change into Morph Mall and bomb it to reveal a Morph Ball passageway. Roll through it and continue down the corridor on the other side. In the final chamber, a number of Steamspiders dance around the walls. They're harmless unless you intentionally crash into them. In front of you is a chamber with a new item, but it's blocked by a force field. And as you've probably guessed on the way down here, we're gonna have to turn off the power. Just left of that tank is an Energy cell outlet. Grapple Lasso off the outer casing, then twist and pull the Energy Cell out. --- Energy Cell acquired! --- (4 cells total) The lights dim, and a door closes behind you. The force fields are however all out though, so you can now claim the item. Fire a charged shot at the glass to shatter it; then grab the item. === Seeker Missiles acquired! === Seeker Missiles are an add-on to your missile-firing capabilities. The Seeker Missile ability doesn't add any new powers to your Ice Missiles, but it does change how you can use them. Holding down on the directional pad now alters the reticle into "Seeker Missile mode" (sorry I couldn't think of a better faux title; I know that sounds cheesy). In this mode, moving the reticle over any target puts a mark on it such that when you let go of the down button, a missile will be fired at it. Up to 5 marks may be placed at any time, but that's the only limitation. In other words, you can put marks on up to five separate targets, you can put up to five marks on a single target, or you can put some marks on one target and some on another. Note however that when you're marking the same target for multiple marks in a row, there's a bit of lag before the next mark takes effect. This is not the case when marking separate targets. There is one thing you need to keep in mind though - The Missiles are still bound by physics (well, game physics anyway). Suppose you mark a target and then do a 180 degree turn. If you fire that Missile now, to get to that marked target, the Missile needs to arc about to reach its destination. In an open area, that's fine, since you have the space, but in any confined location, that Missile's very likely gonna hit something else before it reaches the target. Observe: Open Area * Closed Area * | Missile Path ____ * Wall | __ ____________/ \ * | \ Missile / / * / Path Target Samus-- * Target Samus-- XO -> * :) -> (Facing Right) * (Facing Right) And that's that. The door in front of you is called a seeker door. To open it, you need to mark all five targets on the door and hit all five simultaneously. Seeker doors and, in fact, all inanimate objects meant for seeker marking, are an exception to the marking rule. No target among them can be marked more than once, so don't worry about making a mistake. Oh, one more thing. Using the reasoning above about Missiles being restricted by physics, the same applies to seeker doors. If you're standing at an awkward angle to the door or too close to it, the missiles won't be able to alter their trajectory sufficiently or time themselves properly to hit all the targets at the same time. Try and stand back a little from seeker doors before trying to open them. Once the seeker door is open, return back to the Morph Ball tunnel. Roll through it. The metroid tanks are broken. As you walk down the corridor, the metroids scurry past you beneath the floor. Turn left at the fork to get attacked by a Phazon Metroid! He must have the ability to phase through walls if he got up here so quickly. Once that metroid's gone, face the seeker door down the corridor. Open it and proceed onward. Turn left at the fork, where another metroid ambushes you. Hyper Beam it to death and enter the next room. ------------------- Xenoresearch B Lift ------------------- Ride the elevator down and head through the door. -------------- Xenoresearch A -------------- Two more metroids attack at the first fork. Hyper Beam them out of the way and turn right. At the next fork, another two metroids attack. Dispatch them in the same way and turn left. Open the seeker door ahead and continue moving forward. Right before the exit, a total four metroids attack. Despite their numbers, Hyper Beam still works just fine. Enter the next room. ------------------- Xenoresearch A Lift ------------------- Fire a charged shot at the containment tank holding the Energy Tank and grab it. --- Energy Tank acquired! --- (max health to 10 extra tanks) Take the elevator down. Now open the seeker door on the right and ride the elevator behind it up. Go through the door at the top. -------------- Transit Tube B -------------- Enter Hyper Mode and kill the Armored Pirate Trooper in this room. Stay in Hyper Mode and hurry through the door to Zipline Station Delta. --------------------- Zipline Station Delta --------------------- Two Phazon Metroids rise up from the ground. Kill them, then exit Hyper Mode. Ride the zipline across the chasm. Ignore the metroids that appear from the wall ahead and go straight for the door. ------------------ Concourse Access B ------------------ [Lore - Loss] - This Databot is floating overhead in the center of the room. Nothing but the Databot in here. Ice Missile the door and move on. --------- Concourse --------- Enter the Morph Ball tunnel to your left and grab the Missile Expansion at the end. --- Missile Expansion acquired! --- (max missiles to 160) To free the next bomb component, you need to hit all three sets of seeker targets around the top of it. Start with the set directly in front of this Missile Expansion. Lock on to the four targets and fire, then roll back through the Morph Ball tunnel. Shoot the four seeker targets at the end of the corridor to trigger an elevator. Ride it down. Proceed forward and turn left at the opening to the main chamber. Look up to spot the second set of seeker targets. Lock on to all of them and fire. Cross the two catwalks here, then turnround and look up. This is the final set of seeker targets. As with the others, lock on and destroy them. The roof opens up, meaning you can summon your ship now. Switch to the Command Visor and lock-onto the point in the center of the waves in front of you. Your gunship flies by, the first bomb component in tow, drops the first component into the second component, and flies away with both of them. Now to get the final component. Take the door to Concourse A Access. ------------------ Concourse A Access ------------------ Destroy the boxes for various refills and then go through the door to Skytram East. ------------ Skytram East ------------ Ride the Skytram. ------------ Skytram West ------------ Go through the door. ------------- Security Tube ------------- Roll through the morph ball tunnel and take the door ahead. ---------------- Security Station ---------------- Drop down the shaft and take the door to Spire Dock. ---------- Spire Dock ---------- Ride the ziplines back to the main platform. Then enter the Kinetic Orb Cannon to be shot back to Maintenance Shaft AU. -------------------- Maintenance Shaft AU -------------------- Kill all the puffers, then Space Jump to the Grab Ledge and head for the door. -------------- Aurora Chamber -------------- Take the door to Aurora Lift. ----------- Aurora Lift ----------- Take the door to Zipline Station Bravo. --------------------- Zipline Station Bravo --------------------- Blast all the seeker targets on the cannon to the right to make it available for use. Hop in as Morph Ball to be shot to Transit Hub. ----------- Transit Hub ----------- Jump up the platforms ahead of you and turn left to face the seeker targets on the box. Blast all of them. Switch to Command Visor and lock-onto where the box used to be. Your ship flies in, drops the first two components on top of the third one, and flies off with the now completed bomb. Skytown's AU contacts you moments later with instructions on what to do with the bomb. You are to drop the bomb in a spire pod at Spire Dock. Hurry back in that direction. Take the cannon by the zipline back to Zipline Station Bravo. --------------------- Zipline Station Bravo --------------------- Take the door to Aurora Lift. ----------- Aurora Lift ----------- Enter the save station. -------------- Save Station A -------------- Save. Return to Aurora Lift. ============================================= Dropping the Bomb and Elysia's Leviathan Seed [0315] ============================================= ----------- Aurora Lift ----------- Ride the lift down, refill missiles from the boxes, and enter Aurora Chamber. -------------- Aurora Chamber -------------- Head straight through to Maintenance Shaft AU. -------------------- Maintenance Shaft AU -------------------- Kill the puffers and then enter Spire Dock. ---------- Spire Dock ---------- Enter the Kinetic Orb Cannon to be shot over to the main platform. Switch to Command Visor and lock-on to the point in front of you at the center of the spire. Your ship flies by and drops the bomb in a holding chamber atop of the Spire. Afterwards, Skytown's AU contacts you and requests that you return to its chamber. Take the Kinetic Orb Cannon back to Maintenance Shaft AU. -------------------- Maintenance Shaft AU -------------------- Return to Aurora Chamber. -------------- Aurora Chamber -------------- Interact with the panel in front of the Aurora Unit. The AU tells you that the only only way to drop the bomb on the leviathan is to move the pod directly over the leviathan and shut off the pod's engine... manually. If you're ready, say "Yes" to accept the mission. The AU then migrates the entirety of Skytown over the leviathan. The AU then asks you if you understand what your mission is, respond "Yes" (unless you don't, in which case say "No" to hear it again). The AU apologizes for placing you in mortal danger but states that there are no other options. Return to Maintenance Shaft AU. -------------------- Maintenance Shaft AU -------------------- Screw Attack through the puffers over to Spire Dock. ---------- Spire Dock ---------- Take the Kinetic Orb Cannon to the main platform. As soon as you land, the cables connecting Spire Dock to the rest of Skytown detonate, isolating it from Skytown, and the spire moves itself over the leviathan. ----- Spire ----- [Vehicle - Space Pirate Assault Skiff] - You may mistake them for Pirate ATCs at first, but they're definitely different. They're slimmer crafts that fly around the spire attacking it with charged shots. [Morphology - Armored Shield Trooper] - After the first wave of Jolly Roger Drones and Aerotroopers, a Space Pirate ATC drops these guys off. Be sure to not be in Hyper Mode for the scan. Skytown's AU contacts you to inform you that enemy units are on the way. The pirates must have detected all this movement toward the leviathan. Moments later, a Space Pirate Assault Skiff swoops by. The skiff (and the other skiffs that come by) are your primary targets, as their focus of attack is the spire itself. The spire has a health bar now, and if it drops to zero, it's game over. These skiffs share the same weakness as the Pirate ATCs - their "mouth" section is their weak point. They're much meatier than the ATCs though, so Hyper Beam is a must. The best opportunity to attack is when the skiff is still and charging its attack. You won't be able to destroy the skiff during its first attack, and hitting it while it's moving is much more difficult, but stay in pursuit. Meanwhile, a platoon of Aerotroopers and Jolly Roger Drones pop up to get in your way. If you're having too much trouble hitting the skiff now, kill these grunts for now while keeping an eye on it and wait until its next attack. After that, most of the new enemies are the new Armored Shield Troopers and old versions of pirates you've encountered before. Focus on the skiffs though and take out an ATC if you have the opportunity as well. The best time to attack the latter is when it's dropping off troopers. From as far as I can tell, destroying three space pirate vehicles ends the encounter. The remaining space pirates leap off the spire, and you're free to continue on. Approach the hand panel on a wall by the center of the spire. Press the three green-marked sections to cut power to the engines. An automated message tells you you have five minutes to escape, and an escape pod rises up in the center of the spire. Enter it and interact with hand scanner inside. But there's a malfunction! Enter the maintenance tunnel that opens on the other side of the escape pod. Roll through it and take the elevator inside down. -------- Podworks -------- Use the Plasma Beam to melt away the metal obstructions in your way. Turn left and weld back to working order a circuit board on the left wall. Turn right and grapple lasso off the gate to another broken circuit board. Likewise, repair that one. Back out and look left toward the left wall. Grapple Lasso off the shutter on the wall to reveal a third circuit board. Weld the broken portions on it as well, and the automated message informs you that the escape pod is back online. The elevator out opens up and a bunch of Swarmbots scurry at you. Blast them, ignore them, whatever, and hurry back to the elevator. ----- Spire ----- Exit the Morph Ball tunnel and re-enter the escape pod. Interact with the hand scanner inside. A thruster lever comes out. Push the Wiimote toward the screen to fire the thrusters, and the escape pod launches right before the spire crashes into the leviathan shield. -------------- Escape Pod Bay -------------- The escape pod lands here. Take the door ahead to the lift. Skytown's AU contacts you to inform you of your success and gives you your next mission - Fly to the leviathan seed and destroy it. --------------------- Escape Pod Bay Access --------------------- Interact with the hand scanner to activate the lift. Ride it down and take the door. ---------------- Security Station ---------------- Take the door to Landing Site A. -------------- Landing Site A -------------- Ride the lift down and call in your ship to land. Enter and save. It's time to destroy Elysia's seed. Set course for Elysia's Seed. -------------- Landing Site C -------------- [Morphology - Phazon Leech] - Hoards of them scurry about on the level below the landing platform. ----------- Core Access ----------- The boney structures can only be destroyed with Seeker Missiles. Lock-on to all five points and fire. Then fire charged shots at the center of the blue, organic mass beneath it to obliterate the obstruction. Repeat with the second boney structure and organic mass further down the tunnel. Open the door to the core. ---------------------- Elysian Leviathan Core ---------------------- [Morphology - Helios] Drop down from the ledge to trigger a cutscene. A corrupted mechanoid drops down from the ceiling. It's go time. ******************** Boss Battle - Helios ******************** Helios can only be damaged by hitting him enough to stun him and open up his core to attack. The problem is that Helios uses literally hoards of phazon-enhanced Swarmbots to protect himself. Helios uses them for everything from absolute defense to both defense and offense and even to the outright bizarre. All of Helios' methods are clearly divided into several phases in which he'll committ to one of a number of strategies employing Swarmbots. The most common phase is the "still ball" phase. Helios also always switches to this phase, for at least some period of time (from a few seconds to well over half a minute), between phases, although the longest times spent in this phase are usually after he's closed its core after your stun. During this phase, the Swarmbots simply surround Helios in the formation of a large sphere. They don't do anything else, simply encircle him and fly about. For the most part, the Swarmbots provide complete protection and absorb all of your attacks. However, at the very beginning when they're first surrounding Helios, there are openings everywhere in the formation (usually beneath it). Repeatedly fire the Plasma Beam to take advantage of these openings. Additionally, there are other periods during which the Swarmbots simply leave openings in the formation for no apparent reason, but these openings may not always be apparent to the naked eye. For that reason, I always advise firing at Helios in this phase. You never know when you'll get lucky. After the above stage, he switches to one of three other phases. It's worth noting that Helios will not switch back to any phase he's already been in again until he goes through the others or you stun him in the process, thus reseting everything. One possibility is the "rolling ball" phase. Helios takes a form akin to the still ball, except now he's rolling around the field. Helios rolls about in near-straight line arcs, a little up a wall, and then back down again. The trick is predicting which way he'll roll when he comes down off the wall. There doesn't appear to be any pattern to whether he rolls one way or another, and since he travels relatively fast and is quite bulky, dodging by strafing is a huge problem. There are two alternatives though. The first is Hyper Mode - just tank the damage directly and revert once he's gone. The second is Screw Attack. If you Screw Attack straight at him, the invincibility protects you from taking damage. Even when you bounce off from hitting the outer layer of Swarmbots, the invincibility doesn't wear off until your visor and HUD are all back online. Helios may drag you with him a bit if you Screw Attack at him, a particularly big problem if you're too close to a wall. Screw Attack for the sides of the ball if possible and always make sure you're in the center of the room. Anyway, there's absolutely no way to damage or stun Helios at this time. He's completely invulnerable. All you can do is wait for him to switch to the next phase. Another possibility is the "swarmbot division" phase. Here, all the Swarmbots divide into 12 individual attacking groups. Their attacks are identical as if they were normal Swarmbots, but they can only act when Helios move behind them. 10 seconds after Helios first moves behind them, they shoot their energy ball. That said, since Helios needs to move behind them to enable them to attack, you only need to worry about one at a time. As soon as you see the Swarmbots divide into multiple, small rings, back away to a wall in order to keep them all on-screen at once (any wall suffices; they rotate around the room with you to prevent you from getting behind the formation). To break apart their attacks, you only need to hit them with any form of charged shot (briefest charge possible is ideal so that you save the most time). Not even that, if you hit any part of them - their attack or even the very tip of one member of their formation - they fall apart. When hit, these Swarmbots don't suicide bomb you either; they simply wait by the sidelines until this phase ends. It is possible to aim for Helios during this phase. When he's not behind any of the Swarmbot formations, he's vulnerable. However, it's not advisable. Helios moves quickly between formations, and to attack him would mean you would have to neglect one of the formations he just called for an attack from. Once he gets there too, that's a second formation's attack you need to stop as well. Play it safe and stick to taking care of the Swarmbots here. Assuming you don't take any hits and you dispel all attacking formations as they arise, after 3 of the 12 or so are still intact, Helios exits this formation, leaving itself vulnerable for a few moments, and enters the next phase. (Note: He also inevitably exits this phase on its own given enough time, if you just want to play the dodging game.) The third possible phase he can switch to is your best chance to damage him. All the swarmbots form a single, gigantic ring around Helios. The ring can rotate across any dimension and also provides total protection to Helios. Helios does one of two things here. The first is slow-moving charge attack meant to take advantage of the ring's massive size and potential breadth. The inside of the ring and Helios himself completely changes to a wavy white color, the ring's motions accelerate and randomize, and Helios moves toward you. Simply screw attack across the arena. Helios should pursue, so look straight up afterwards to catch wind of his second possible attack. Helios can also summon five red orbs to appear on the plain of the ring. After summoning them, Helios either swtiches back to the white form or uses them to charge a laser beam he fires at you. Here is your chance to damage Helios. Mark all five orbs as seeker targets and fire. Your window of opportunity here may be very slim if he decides not to use the laser beam, so be as swift as possible. Once you hit all five with Seeker Missiles, the ring becomes disrupted and the protection it granted Helios drops. Hit Helios hard and fast. If you have allot of health, use Hyper Beam. This is your best chance to use it. Once Helios takes enough stun damage, all the Swarmbots fall to the ground and disappear. Subsequently, Helios enters a Hyper Mode of his own. However, his core opens up at the same time. It's only vulnerable to phazon-based strikes, so stick with Hyper Beam. Helios is not helpless though. He incessantly charges straight at you, claws drawn. Lock-on and strafe around him to the other side. Don't waste your phazon ammo here; the only vulnerable part of Helios is the front portion of the core, which he also opens and closes on a frequent basis. As a general rule, after you get in all the stun damage and he enters this phase, start attacking the instant he stops pulsating and draws out his weapons. Always attack when you're in front of him and he's either opening his mouth or it's already open. From the side or the back, never attack, since it's impossible to hit him. Once you take Helios down to half-health, he substitutes the three previous phases with new ones, although the old rules still apply. The first possibility is a variation of the phase mentioned in the previous set, the phase when the Swarmbots split into 12 groups and attack. This form is much deadlier though. Helios travels between the groups much faster now and destroyed groups are quickly replaced by new Swarmbots. Unless you use Hyper Mode here, it is impossible to defeat them directly. There is however an alternative. As soon as you see this form get together, back up against a nearby wall. When the first formation ordered to attack by Helios is about to fire, start screw attacking. Space your Screw Attack so that you can cross the whole arena. As you exit the Screw Attack (by landing or bouncing off a wall), enter Hyper Mode to tank any attacks coming your way. Face the opposite wall again. Begin Screw Attacking again and exit Hyper Mode. Re-enter Hyper Mode when you land and repeat until this phase ends. If you're thinking, "Whoa whoa whoa, that requires way too much coordination and concentration to do consistently. Are you crazy?" There is an easier way to do it. As soon as you begin the Screw Attack, let go of the Nunchuk. You don't need it for anything anyway while you're Screw Attacking and flicking around Hyper Mode. Put all your attention into what you're doing on the Wiimote. Use your left thumb (if jump is A) or index finger (if jump is B) to operate the Screw Attack, and use your right thumb to turn on/off Hyper Mode. The order should go like this: 1) Begin Screw Attacking. 2) Drop the Nunchuk. 3) Activate Hyper Mode as you fall after the last somersault. 4) Here, the game automatically turns you around to face Helios so you don't need to do it yourself. Pick up the Nunchuk. 5) Start the next Screw Attack. 6) Drop the Nunchuk. 7) Deactivate Hyper Mode while somersaulting across the arena. 8) Repeat steps 3 through 7 until Helios is done with this phase. If all goes well, you shouldn't take an ounce of damage. The second possibility is a whole new phase. Helios rises to the top of the Swarmbots and then sinks to the bottom, initiating a tornado of Swarmbots. If you get too close to the blue speks tossed up by the whirlwind, you get sucked in to the tornado and damaged. Helios is pretty easy to predict here. His motions are entirely restricted to straight lines. Furthermore, whenever he's about to change directions, he stops, hops, and then moves in the direction where you were when he hopped - Easily evaded by dodging to the side after he hops. There's only two ways to damage him here. You can either lay Morph Ball Bombs by him or you can use Hyper Ball. Hyper ball is definitely the better way to go here - His movement is harder to trace in Morph Ball, and you yourself are harder to control due to the tornado. Other than that, a single lightning bolt from Hyper Ball is enough to stop him. Once you hit him with a Morph Ball Bomb/Hyper Ball, the Swarmbots vanish and Helios freezes for several seconds. Attack him as fast as you can in hope of a stun. The third and final possibility is yet another new phase. Helios turns the Swarmbots into makeshift arms and legs and dons a humanoid form. In this form, he can stomp his "feet" on the ground to generate wavequakes or fire out giant energy balls from his "hands". However, the joints of this form are very weak, particularly where the arms and legs meet the "body" (Helios himself). The game marks them as glowing red spots. When he prepares for a wavequake or a giant energy ball, there's a brief period of lag where he simply keeps the limb raised in place, charging the energy for the attack. During this time, that joint glows a particularly bigger red and is marked as an attackable target by the aiming reticle. A single charged shot is enough to break it apart, provided that you don't actually hit a Swarmbot. Don't fire as soon as the joint starts glowing though. Wait for the limb to stop moving, then fire. Since the joint moves along with the limb to some extent, you'll probably miss by firing immediately. Should you miss completely and Helios gets off the attack, strafe to the side away from the energy ball and space jump over the wavequake. One final tidbit to keep in mind is that there's a specific order to attack the limbs in. You can't take out the legs immediately, as once you destroy one leg, Helios uses his remainings arm(s) and leg to lift himself back up and proceeds to restore all his limbs. Instead, take out both arms first, then take out a leg. With three limbs destroyed, Helios collapses. Fortunately, as soon as he collapses, you get to bypass the "stun him" phase and get to attack the core directly. Lay into him with Hyper Beam. ********* Once Helios is defeated, he explodes, sending out a phazon shockwave. The Corruption in Samus worsens and the physical appearance of her suit is altered (for the much better might I add). Grab the item Helios leaves behind. === Hyper Missile acquired! === Sweet. With this hyper upgrade, you can now fire Missiles in Hyper Mode. These Missiles have very different properties from your conventional Missiles though. On the plus side, these Missiles are much, much faster than ordinary Missiles. Their speed is easily comparable to that of a beam. Additionally, Hyper Missiles are ludicrously strong, packing a remarkably bigger punch than regular Missiles. On the down side, Hyper Missiles consume quite a bit of your phazon bar (27% to be exact), have a slower rate of fire than ordinary Missiles, and have lost the tracking ability of regular Missiles as well. There is one more benefit to Hyper Missiles, one which really shines in long-term combat when fighting allot of opponents. Let's say you're fighting with Hyper Beam, and you're down to, oh, I don't know 10%, 15% of your remaining energy. If you max-charged your Hyper Beam, the game would only give you as much power and as many shots as there were ammo left in your phazon bar. This is not the case with Hyper Missiles. As long as you have energy in your phazon bar, you can fire off a Hyper Missile at full power but at no cost to you. Even if you only had 1% of your bar left, that Hyper Missile would still have all the potency as if it were running off that normal 27% cost. For that reason, if you're about to finish off your phazon bar in combat, most of the time there's no reason not to finish with a Hyper Missile. Once you grab the upgrade, four phazon crystal growths sprout out at the four upper corners of the room. Fire a Hyper Missile at each of them. The spots where they were then shoot out phazon streams at the core, and the core emerges. Press A when prompted to release all your pent up phazon energy at the core, completely overloading and destroying it. Elysia leviathan seed destroyed. Mission accomplished. Samus flies off, leaving Elysia. The Federation AU contacts you, congratulating you on your success so far and then gives you your next mission. The Pirate Homeworld has also been impacted by a leviathan. The Corruption is spreading so rapidly that the entire planet may be transformed into pure phazon. Your mission - Destroy the leviathan there and look out for Gandrayda. The AU puts the location of the Pirate Homeworld on your map and then signs out. Well, there are no other important items to get at the moment, so set course for the Command Center on the Pirate Homeworld. =================================== The Mission to the Pirate Homeworld [0316] =================================== ================ Pirate Homeworld ================ ------------------ Landing Site Bravo ------------------ [Mechanoid - Pirate Cargo Drone] - One of these little guys floats around below the deck on the right side of your ship. They cover a pretty wide area, so it will take a little while to find him. The Pirate Homeworld. So this is it, huh? The atmosphere works. Anyway, head through the door ahead. --------------- Lift Hub Access --------------- Two Crawltanks are on the wall. As you'll soon learn, most things here on the Pirate Homeworld enter Hyper Mode, and these guys are no exception. Take them out with Hyper Beam and move on. -------- Lift Hub -------- [Lore - Our Mission] - On the right wall in the chamber before the elevator. [Research - Space Pirate Orange Door] - The exit. Fire two Ice Missiles at the Remorse-class turret to freeze it, then a charged shot to break it apart. Not much else to do in this chamber, so go ahead to the elevator. On the left wall are a series of elevator buttons. The first level up leads to an impasse, so press the top button to go to the highest floor. When you get off, the right path, again, leads to an impasse, so take the left path instead through the orange door. ----------------- Command Courtyard ----------------- There's a brief cutscene showing a pirate passing through the force field ahead. Afterwards, the Federation AU contacts you, telling you that there should be a path straight to the seed from here... but that you need to find protection from the acid rain first. To say the rain around you is dangerous is an understatement. The acid rain of the Pirate Homeworld is corrosive to kill you in literally a matter of seconds. You do have the added benefit that it works on a J-curve (the damage starts off small and gets greater the longer you're out there), but this isn't the same J-curve as, say, Fuel Gel. You can only spend a couple seconds out in the acid rain before the damage curve reaches a level where you start losing energy tanks *per second*. Staying out even longer dooms you to losing more than one energy tank per second. That said, don't touch the acid rain. Just don't. If there's a path with acid rain on it, look for cover above. If there is none, you're not meant to go that way. Period. There's sufficient cover out here though; just don't stray beyond the reach of the catwalk above. Head forward and then turn right where the catwalk above ends. Turn left once you hit the wall and hug the wall until you reach a small alcove with a number of fans swinging by a Morph Ball tunnel. To the right and above is a Grab Ledge. Space jump up to it and enter the Morph Ball tunnel. Continue riding along the tunnel until you come up to a narrow portion of tunnel that has two large, orange circles on both ends of the tunnel. Once you leave that area, head left and follow the path through a small morph ball chamber directly beneath the catwalk from before. Continue through it to grab the Missile Expansion you saw earlier in the tunnel. --- Missile Expansion acquired! --- (max missiles to 165) Head back to those two orange lights and take the right fork this time. Ride the tunnel to the end, hop out, and enter the small chamber to the side. Trace the wires from the covering on the ground up to a spot on the wall. Approach that socket and interact with it. After a simple counterclockwise twist and pull, you acquire another Energy Cell. --- Energy Cell acquired! --- (5 cells total) The safety hatch opens, and the power to the fans is cut. Change into morph ball and enter the new tunnel. At the end, you're droppe down in front of the deactive fans. Enter the tunnel they were blocking before and roll through to the next room. ------------ Flux Control ------------ Enter Hyper Mode and run through the corridor ahead, killing the two Crawltanks in your path. Revert and drop down the hole at the end. Repeat as above for the corridor down here. When you reach the end of this corridor though, two Morph Ball tunnels lie ahead of you. The right one leads to a dead end for now; you still have no means to traverse magnetic tracks. The left path however holds promise. To access it, Grapple Lasso out the hatch covering and then hop on in. Ride it through into the next room. --------------- Command Station --------------- Ride the elevator down. There are quite a few pirates right above you, but none of them can spot you from this position. Turn right here and roll around the room to a dead end. Spring jump up to a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 170) Roll back the way you came, right past the first elevator and straight to a second one. Ride it up and continue on in the tunnel. ------------- Command Vault ------------- Continue rolling through the tunnel until you finally drop down and out. From right where you exit the tunnel, look up to spot five seeker targets. Fire Seeker Missiles at all of them and the crane past them releases a new item. === X-Ray Visor acquired! === In addition to giving the ability to see through walls, this model of x-ray visor also enables you to see through phazite and interact with certain terminals that can only be worked with x-ray vision. Most things are color-coded gray, but the X-Ray Visor highlites important objects on the field orange. Nifty. To access the X-Ray Visor, switch to visor select and move the reticle to the lower-left region. Deactivating this visor is different from the others. Only manually changing at visor select, changing into Morph Ball, or activating Hyper Mode turns off this visor. You retain all your normal fighting capabilities with this visor equipped. That said, turn on the X-Ray Visor and interact with the terminal across from you. Interacting with it with any visor yields blank fuzz. On this terminal, you need to press, from left to right, the four symbols that appear in the center. With each button press, the position of each symbol resets, so only focus on finding the next one. Once you do the above on this terminal, a track above moves closer to the opposite wall allowing phazon canisters to now be carried through this portion of the room. When a canister is over the center of the room (specifically, the hardened hatch blocking the Morph Ball tunnel ahead). Enter the tunnel and ride it through to the end. -------------- Defense Access -------------- [Research - Space Pirate Green Door] - The green door opposite of the blue door when you drop down. If you want the scan for the green door, get it now, as phazite paneling drops over it later, meaning you'd have to wait longer to get the scan. Work the X-Ray Visor terminal on the left wall (as if you were facing the green door) and take the elevator that appears when you're done. --------------- Command Station --------------- [Lore - Stowaway] - On the left wall by the window. Not much in here other than the scan itself. Approaching the window triggers a short cutscene showing the pirates working. That's about it. Ride the elevator back down. -------------- Defense Access -------------- Blow away the two pirates down the corridor that jump out to attack you with Hyper Missiles for a one-hit KO. Take the blue door. ---------------- Security Airlock ---------------- When you enter this room, you receive a transmission from a federation marine who claims he's been captured but has information on how to get around the acid rain and to the seed. You also receive his location and coordinates. He's a fair distance away, so you need to return to the ship and fly off to a closer dock to reach him. Walk ahead and grab the Missile Expansion in the structure. --- Missile Expansion acquired! --- (max missiles to 175) Back away from where the expansion was and switch to X-Ray Visor. A small blinking dot is pulsating on the structure and switching locations. Each time you shoot it, it switches to another location, and part of lock is unfastened. Once you shoot it five times, all the locks are freed, and a hologram appears in front of you. Enter the hologram as Morph Ball to cause the structure to whirl around, releasing you on the opposite side. Head through the door. -------- Lift Hub -------- Access the floor terminal on the right wall of the elevator and ride it down to the bottom. Turn right after leaving the elevator to spot an X-Ray Visor terminal. Interact with and work the terminal to deactivate the force field next to it. Step into the hologram to receive map data for the Pirate Homeworld. Additionally, a new dock becomes available for use, one right next to the captured GF Trooper. Take the blue door. --------------- Lift Hub Access --------------- Return to the landing site. ------------------ Landing Site Bravo ------------------ Save and enter your ship. There's one brief side trip to make before moving on. Set course for the G.F.S. Valhalla. ======== Valhalla ======== ------------- Docking Bay 5 ------------- Interact with the hand scanner by the gate to open it. --------------- Hangar A Access --------------- Screw Attack across the gap and interact with the console right of the exit to open it. ---------- Repair Bay ---------- Kill the Phazon Metroids with Hyper Beam but this time go right and head for the door on the ground floor. Blow up the crate in your way with a charged shot and enter the next room. --------- Stairwell --------- [Energy Cell ID GA-7485W-2] - After entering the room, on the first floor on the left by the window. [Lore - Tallon IV Incident] - On the second floor, on the ledge opposite of the exit. The only way to get to the second floor here is to power and activate the ramps. Melt the metals on the right and insert two Energy Cells into the slots to do so. Kill the Phaz Ing that come out of hiding, climb the ramp and Screw Attack over to the exit. ------------- Weapons Cache ------------- [Energy Cell ID VB-3491Q-1] - On the left from the entrance. Grab the Missile Expansion and head back out the way you came. --- Missile Expansion acquired! --- (max missiles to 180) --------- Stairwell --------- Drop back down to ground level and return to Repair Bay. ---------- Repair Bay ---------- Kill the Phazon Metroids with Hyper Beam. Then interact with the hand scanner near the gate to open the door. --------------- Hangar A Access --------------- Screw Attack across the gap and interact with the console to the right of the main gate to open it. ------------- Docking Bay 5 ------------- Save and enter your ship. Now set course for the Research Facility on the Pirate Homeworld. ============================== Meeting up with the GF Trooper [0317] ============================== ================ Pirate Homeworld ================ ------------------ Landing Site Alpha ------------------ [Research - Heavy Phazon Canister] - The bluish canister on the catwalk ahead of you. Take the blue door ahead. --------------- Scrapvault Lift --------------- Interact with the hand scanner to turn on the elevator, then ride it up. At the top, fire a charged shot at the hatch on the structure on the left. Enter as Morph Ball and ride the tunnel to the end. Turn right and look out the balcony. Shoot the pulsating light on the console to open the gate. Go back through the Morph Ball tunnel and proceed past where the gate was to the door. ---------- Scrapvault ---------- [Morphology - Urtragian Shriekbat] - Probably the trickiest scan in the whole game. The Pirate Homeworld's version of the shriekbat only appears in this room the first time you visit this room. Fortunately, there are two groups of them in this room, but if you miss them you must reset for the scan. The first set of shriekbats appears down the end of the first corridor. Mid-way down you hear their shriek and they start charging at you. Make sure to destroy all the crates along this corridor so you don't actually scan them instead, and run backwards when they do appear. The second set appears not too soon after. Between the two floor phazon vents, after you jump up to the second platform, these guys appear on the right. Head down the corridor ahead. Scan the shriekbats rather than kill them if you're going for all scans. Turn left and proceed past a phazon vent. Jump up the platform nearby and continue scaling the platforms around this room. Kill the shriekbats that appear, traverse the bridge through the giant creature in this room, and continue platforming until you see a Grab Ledge in front of you. Instead of jumping to it, turn 45 degrees to the right to see a set of platforms above you in the distance. Screw Attack over to them, then turn around until you see another Grab Ledge with a Missile Expansion near it. Space Jump over to it and grab the expansion. --- Missile Expansion acquired! --- (max missiles to 185) Space Jump down until you've lost enough height so that you can Screw Attack back to the lower platform. Now Space Jump to the first Grab Ledge and roll down the tunnel. ---------- Scrapworks ---------- Continue rolling down the Morph Ball tunnel. Use Hyper Ball on the Phazon Grub that gets in your way, and continue forward to a bomb slot. Bomb it to open a hatch on the other side of the wall as well as to remove the blockade on the upper path to the left. Take that path left, boosting past the turret fire. Spring Ball up the two rising/falling platforms into another path. Hyper Ball the Phazon Grub ahead and take the fork up. Before the path heading right, an Energy Tank lies above, too far out of reach. First, Hyper Ball the Phazon Grub on the upper route, then perform a double bomb jump to reach the Energy Tank. (Ctrl + F "dbj" to find an explanation). --- Energy Tank acquired! --- (max health to 11 extra tanks) Then take that upper path and drop down on the right. Lay a bomb in the bomb slot above you to remove the obstruction blocking the way, then drop down and go through the hatch. ---------- Scrapvault ---------- Boost through this tunnel to the end. The circuit board feeding power to the X-Ray Visor terminal is broken, so weld it back together with Plasma Beam and then operate the terminal. A gate lowers on the ground level and a set of pistons shoot out of the walls to create ledges to reach the door to the next room. Change back into morph ball and take the tunnel that brought you here back to Scrapworks. ---------- Scrapworks ---------- Return to where the last bomb slot was here. Jump up and roll right into a giant Half-pipe. There's nothing you can do on the left side (damn Magnetic Rails), so boost up to the top of the right end of the pipe. Drop down the first gap in this tunnel to a bomb slot. Bomb it to open up a hatch near the Half-pipe. Return to it and jump up to the opened tunnel. Roll through it. ---------- Scrapvault ---------- [Morphology - Commando Pirate] - Two of them appear after the cutscene. Drop out of the tunnel and revert. The pirate security system spots you and a paior of Commando Pirates appear to fight you. Commando Pirates are much more durable than any of the other pirate ground troops you've fought thus far. They also have the ability to teleport around the room. Don't take them lightly. Take them out with Hyper Beam ASAP. From the area where you fought the Commando Pirates, turn left to spot the now opened pathway. Jump up the ledges to the orange door. ----------------- Processing Access ----------------- [Lore - First Disciples] - On the left wall past the first set of three security beams. Security beams only visible to the X-Ray Visor comb this corridor between the two sets of devices planted on each wall. Change into morph ball and roll beneath all the security devices straight to the blue door. If you should set off one the beams, an alarm gets sounded. Shooting it deactivates the alarm, but if you take too long, a Commando Pirate appears to fight you. ------------------ Metroid Processing ------------------ [Morphology - Assault Shield Trooper] - Two of them appear on the right once you enter the room. The instant you enter this room, the pirates catch on to your presence, and two Assault Shield Troopers appear. Grapple Lasso off their shields. Meanwhile a Commando Pirate should appear. Once both the shields are off, engage Hyper Mode, kill off the Assault (now Pirate) Troopers with Hyper Beam, fire off a few more Hyper Beam shots at the Commando Pirate, and finish him off with a Hyper Missile. Switch to X-Ray Visor and find a terminal on the ground-level. Interact with it and complete the circles. The wall nearby shifts back, revealing an elevator shaft. Ride it down. Down here there's a fork. First take the right fork and fix the circuit board. The elevator upstairs starts working normally again. Now take the left fork and remove the Energy Cell. --- Energy Cell acquired! --- (6 cells total) The force fields on the metroid containment tanks go out. Oh noes. Ride the elevator back up, at which the Phazon Metroids break free (big surprise) and attack you. Use Hyper Beam to quickly dispatch of the three metroids. Now search the containment tank on the east side of the room for a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 190) Change into Morph Ball and circle around the central piston until you find an opening. Wait for the piston to lower, revealing a Morph Ball slot at the very bottom. Enter it, and the piston carries you to the top of the room. Take the Ice Missile door. -------------- Creche Transit -------------- You can't advance very far in this room because of the acid rain, but there is still one thing to do in this room. Bomb the weakened wall on the south side and enter the Morph Ball tunnel. Roll through until you reach a Spinner in a circular structure. Continue boosting in and until it locks into a new position. Follow the new path up to a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 195) Go back down to the Spinner and work it again to restore it to its previous position. Then proceed back to Metroid Processing. ------------------ Metroid Processing ------------------ Ignore the metroids and run straight for the Plasma door ahead. -------- Airshaft -------- [Morphology - Puffer Mine] - The best time to scan them is after you've Screw Attacked up to the top ledge. Head out to the right-hand edge of the ledge, kill any that are between you and the Wall Jump Surface and look left, where another spawns to replace it. Scan the one that comes out. [Lore - The Source Discovered] - After Screw Attacking up to the top of the room, look on the righthand wall, the wall opposite of the passage leading to the exit. This scan is below and between the other orange lights in the wall. Shoot the four targets with Seeker Missiles. A Wall Jump Surface forms from where the targets were, complementing the one in front of you. Ignore the four Crawltanks that emerge and simply Screw Attack to the Wall Jump Surface and up the room. After making the last wall jump, mash the jump button to get around the camera lag and to continue the Screw Attack to the far end of the room. If you fail, simply climb the platforms ahead to the top. Head through the blue door. --------- Craneyard --------- There's a cutscene here, where Samus observes a machine outside move an item in a tank beyond the force field. Samus then turns around and stares at the Magnetic Rails. A hint, mayhap? If you're diligent, poking around beyond the force field with the Scan Visor lets you lock-on to the item. "Hazard Shield"? Sounds like an item that could protect you from the acid rain. There's not much else to do here. I would advise refilling on health and ammunition from the crates though before entering the next room. -------------------- Proving Grounds Lift -------------------- The marine! He's hiding behind some of the consoles further down in the room from two Armored Pirate Militia. He's quite safe for now though, both he and the troopers continually miss each other. Once you approach the troopers from behind, they become alerted to your presence. Enter Hyper Mode and eliminate them with Hyper Beam. Now approach the marine. He thanks you for saving him and states that he can help you get to the seed. He says the pirates are using a special shield that protects them from the acid rain and that he knows where they make them. He gives you the coordinates. And it's in Craneyard. Just as suspected. He does state that he knows of a back entrance, but that he needs your help getting the lift back online - the two of you need to pull the levers for the lift simultaneously. Get on the other side of console the marine is on and interact with the lever. Follow the marine's command as he shouts them. Pull. Twist (counter-clockwise). Pull. The elevator moves into position. Get on. --------------- Proving Grounds --------------- [Morphology - Gandrayda] After the elevator stops, Samus begins walking forward... but the marine just stands still. Samus suspects something is wrong and changes into Morph Ball right before the marine's attack hits her. The marine reveals his identity. It's actually Gandrayda! *********************** Boss Battle - Gandrayda *********************** Wow, Gandrayda is very agile. She's almost always tumbling, cartwheeling, somersaulting, and otherwise bouncing around the arena. Her attacks are surprisingly simple though. While she's jumping about, she can fire a number of energy discs at you. Beforewarned. These discs have limited homing capability. Unless they're fired at close to mid-range, there's a good chance they're gonna home in on you, so shoot them down if you can. Fortunately, they often leave behind health or ammo drops. Other than that, all of her attacks can only begin once she's stopped a series of jumps and can all be identified before she pulls them off, mainly because her body language drastically differs from when she's simply jumping around normally. Rather than tumble or spin in the air, Gandrayda's other aerial attacks have her body simply leaping forward without any fancy acrobatics, more horizontally than vertically as well, and without leaving a purple trail behind her. In the first, she leaps forward and plants her fist into the ground to fire a shockwave at you. Easily strafable. In the second however, she leaps straight for you, latches onto your body, and forces you to shake the Wiimote and Nunchuk repeatedly to shake her off. This latter attack is difficult to identify in time. By the time you've figured it out, it's too late to move out of the way. In general, regard any one of her "forward leaps" in your general direction as an attempt to latch on to you. She never performs those leaps toward you for the other attack. If you can't dodge in time, change into Morph Ball. She can't latch onto Morph Ball, and aside from that, transforming disorients her landing spot, oddly enough, and she usually lands a significant distance away from you. Her final attack is inconsequential. She stands on the ground, does a 360 spin, and fires off an energy ball at you. The aim on the ball is wildly erratic. In general, you should be okay if you just strafe (on way or another; it's fine). Considering how zippy she is, actually hitting her is quite challenging, and it really doesn't help that she surprisingly takes hits quite well. Hitting her while she's jumping about is extremely difficult, and if you're a first-timer, always firing continually at her non-stop is gonna give you a cramp. Your best chance to really mash the fire button is when she's stopped tumbling about. Yes, that's the same time she goes on the offensive herself, but there aren't many other options unless you're a really good shot. Fortunately, the game does make things a little easier. From the start of the battle, Gandrayda regularly morphs between three other forms - Berserker, Aerotrooper, and Swarmbots. It should be noted though that the status of the forms completely regenerates between morphs (although, obviously, Gandrayda's health remains dropped from the damage), and Gandrayda can revert of her own will, rather than just from damage, although she usually sticks to a form until a certain amount of time has passed or damage has been taken. The Berserker has all the attacks of its brethren and should be handled similarly. This Berserker's phazite armor can be broken by only three of its own phazon attacks. Considering you can prompt the Berserker to launch the attack simply by approaching it after Gandrayda transforms, you should try for all three at once. Approach the Berserker from whatever side leaves you the most space behind you. Back up as soon as you hear the first phazon ball come out and continue backing up as far as you can. Send the phazon ball back at him the instant you hear the third one come out. Then send the other two back as well and then start wailing on his exposed back until Gandrayda reverts to normal form. The same applies for the Aerotrooper morph; It's identical to an actual Aerotrooper. Its armor can be tough to take out with the Plasma Beam (Gandrayda usually reverts before you can deal any major damage if you just stick with Plasma Beam). Ice Missiles work surprisingly well here, taking apart his armor and dealing good chunks of damage per hit. The Swarmbots are pretty different from your conventinal Swarmbots though. They resemble Helios' tornado more than anything else, except these guys aren't bound to moving in a straight line. They're not particularly easy to run away from either. Sticking to Hyper Mode to tank the damage and firing off a fully charged Hyper Beam blast right into the center of the Swarmbot whirlwind works quite well, and the downed Swarmbots often leave drops too. Continue battling Gandrayda as so until her health drops to 75%. At this point, she opens the roof by lowering the four pistons in the room and expands the arena beyond its original bounds. Now a large outer section is regularly scorched by acid rain. Fortunately, the original portion of the arena doesn't suffer a similar fate, nor are you bound to go into the acid rain to fight (although you can if you're not careful). Even better is that this acid rain is less caustic than what you've encountered throughout the rest of the Pirate Homeworld. It takes a good few seconds longer before the J-curve really kicks in and you start losing health fast. Getting knocked into the acid rain isn't an instant game over here. Gandrayda also adds two new morphs to her repertoire here, Rundas and Ghor, and she uses these two the most extensively now. The good news is that these incarnations only feature a fraction of the combat capability of their real-life counterparts. Rundas in particular is very easy. Gandrayda's version only retains the ice armor, the freezing ice blasts on the ground, the ice slide around the arena, and the ice bullets fired while on the slide. Hell, Gandrayda's Rundas can even be sniped while on the ice slide because her path is a much more predictable back and forth in the distance. You can hit Rundas while on the slide by predicting his location based off his current trajectory and firing ahead of it. Your main moment for attacking remains his ground form when he's off the ground though. Plasma Beam more than suffices here. Grapple Lasso off his ice armor when he's stunned, wail on him as he flees/fires freezing ice blasts at you, rinse/repeat. On Normal Mode, by firing continually at him while Rundas is reforming his armor, you can actually stun him automatically again and immediately Grapple Lasso off his new armor. Ghor isn't as simple. Gandrayda's version retains his fast charge, spin charge, and spin laser, and you only have to fight the form of Ghor where you Boost Ball into the flashing device below him and then attack his head, but this Ghor is much smarter than the original. He always runs away whenever his bottom is exposed so that you can't Boost Ball into it and uses the opportunity to use anti-Morph Ball weaponry (mainly, a rapid-fire rope that pulls you in and smashes you into the ground; also, plasma turrets and Ghor's other attacks listed above). It's hard to get in on his bottom, but if you do, use Hyper Beam on his head to get Gandrayda out of this morph ASAP. Once Gandrayda's health drops to 50%, she changes her strategy yet again. She recalls the pistons that previously dropped down below the floor, and she now morphs exclusively into a Varia Suit wearing version of you, Samus Aran. She has three attacks. The first is a super Boost Ball which bounces off of objects quite a few times at super high speed before suddenly stopping. Dodging it consistently borders on the impossible. There's absolutely no way to turn fast enough to track her location this whole time when trying to dodge. Your best bet is to crunch against the force field by the exit and try to jump out of the way of the Boost Ball before it smashes into you. The second is a short-range electrical shockwave sent out against any close-range opponents, and the third is a giant laser that sweeps back and forth across the field. The second is solved by just not getting close to her so she doesn't have occasion to use it, and the third simply by jumping over. Gandrayda's Samus is most vulnerable during the third attack because she's completely still and, outside of the giant laser, completely defenseless. Attack her as you will then. When Gandrayda's health drops to 25%, she stops morphing altogether. At this point, she starts switching between normal, hyper, and cloaked forms. The only times she's ever in her normal mode here are when she's jumping around for a few moments, switching to the other form, or leaping and latching onto you, which oddly enough she can't do in the other two forms. Her Hyper Mode form gives her allot of added durability but doesn't buff her attacks that much. She does seems smarter though and often jums right over you to launch attacks behind you that you can't even see, much less do anything about. Fighting her cloaked form is the same as fighting her normal form, minus her latch-on attack. To see her when she's cloaked, simply switch to the X-Ray Visor and find her somewhere around the arena. When she turns off the cloaking device (as evidenced by your HUD becoming covered with white fuzz), switch back to Combat Visor. Taking away that last 25% can be a problem though. Since Gandrayda is no longer morphing, all you have to fight is the bouncy Gandrayda herself. The same rules for fighting her earlier still apply with the added attack opportunity of when she sits still to activate or deactivate her cloak. Attack the most whenever she's not in Hyper Mode unless you have enough health to go Hyper Mode yourself. There is one other approach to this entire battle that I didn't offer earlier because of how unconventional it is. It's possible to kill Gandrayda entirely with the Screw Attack. Ghor is impervious to Screw Attack and thus needs to be fought normally, but everything else is weak to Screw Attack. You can somersault onto the Berserker's back and through the Aerotrooper and Swarmbots completely taking off about 10% of Gandrayda's total health automatically. The Rundas form, Samus form, and Gandrayda herself are handled a bit differently though. For them, you initiate the Screw Attack, but you don't somersault; you simply time the initiation of the Screw Attack so that you fall into them as you come down. Alternatively, especially in the case of the Samus form, if she's far away, you can somersault over and time the last somersault so that you fall into her. The hitbox for the Screw Attack is as wide as the orange veil around Samus, so you don't necessarily need to make direct bodily contact. The invincibility from Screw Attack is a huge help as well, as it allows you to venture out deep into the acid rain without worrying too much about the J-curve. You take damage on the way out of the rain of course, but the J-curve doesn't go into effect until your first-person perspective and HUD are back online. Extremely successful Screw Attacks, particularly ones against Gandrayda's normal form, can result in net damage of over 30% of her health from that single hit. Screw Attack has been the quickest and easiest way for me to dispatch of Gandrayda, but it may feel awkward to you first-timers, so feel free to default to conventional beam combat if you have trouble with it. ********* Once you defeat Gandrayda, she overloads with phazon and collapses. She cycles through a number of different transformations, finally changing into a mirror image of yourself. She lets out a loud bellow while reaching out her hand to you, but the spirit of Dark Samus appears and whisks her off. Pick up the item she leaves behind. === Grapple Voltage acquired! === Grapple Voltage uses the grapple beam as a medium for electrical energy. It can either pilfer energy from power conduits to deactivate devices and increase your health, or it can insert your own bodily energy into the conduits to power devices at the cost of your health. Only a marginal amount of health is actually exchanged though; Grapple Voltage is chiefly an ability used for opening up new paths. As an added bonus though, Grapple Voltage can also be used on enemies you could tear apart with Grapple Lasso early. You can insert your own energy into them to overload them and cause them to explode, or you can drain them off their life energy and kill them that way. To use Grapple Voltage, lock-on to a grapple point found on certain machines and conduits and thrust forward the Nunchuk to latch onto it. A number of bars then appear next to the device. If the bars are full and colored, you're meant to syphon away energy. Pull back on the analog stick until all the bars are empty. If the bars are empty and black, you're supposed to insert energy. Push forward on the analog stick until all the bars are full. For enemies that can be killed with Grapple Voltage, no such bars appear. Additionally, enemies from whom you're draining energy from can break free. Now then, pick up all the health and ammo drops left by Gandrayda and then turn and face the force field in front of the blue door. Use Grapple Voltage on the nearby console to syphon away the energy for that force field. The force field promptly deactivates, the pistons return to their proper position, and the elevator back down reactivates. Take the blue door that was behind the force field. ------------------- Transit Station 1-B ------------------- Interact with the hand scanner below the map to summon a train. Enter it and interact with the console inside. A simple up tilt then down tilt on the Wiimote, and the train takes off for another part of the homeworld. ------------------- Transit Station 1-A ------------------- [Lore - The Leviathan] - Directly in front of you as you get off the train. As you leave the train, the Federation AU contacts you to inform you that Skytown's Aurora Unit has found evidence of Chozo technology there that may help you in getting around the Pirate Homeworld. Interesting. Take the door ahead to the next room. ------------------ Landing Site Alpha ------------------ And you're back at Landing Site Alpha. Syphon away the energy for the force field at the end of the corridor and return to the ship to save and to set course for Landing Site A on Elysia. ========================== Chozo Technology on Elysia [0318] ========================== ====== Elysia ====== -------------- Landing Site A -------------- Ride the elevator down and enter Security Station. ---------------- Security Station ---------------- Kill the puffers and take the blue door to Spire Dock. ---------- Spire Dock ---------- Yes, despite how the actual spire is gone, it's still possible to travel here. A Kinetic Orb Cannon has taken the place of the ziplines here. Enter it to be shot over to the door to Junction. -------- Junction -------- Turn left, roll beneath the obstacles as Morph Ball, and take the door to Zipline Station Charlie. ----------------------- Zipline Station Charlie ----------------------- If you've stopped by this chamber before, you've probably tried Screw Attacking over to the door from the trio of boxes on the platforms to the right. Sorry, that's a no-go. Not even the heartiest Screw Attack quite makes it. The only way is via the zipline which was previously inaccessible. Thanks to Grapple Voltage though, that's no longer an issue. Grapple onto the locking mechanism in front of the zipline and completely fill it with energy. The lock splits apart, opening up the zipline. Ride it across. Mid-way however it breaks aparts, stranding you on a platform. This platform however is more than close enough to the door for you to Screw Attack over. Do so and go on to the next room. ----------------- Powerworks Access ----------------- A force field blocks your path. Drain all the energy out of the terminal to the left of it to open up the way. Pass through the Morph Ball tunnel and take the door ahead. ---------- Powerworks ---------- [Lore - Defeat] - This Databot circles around the central pillar in the main chamber. [Research - Spider Ball Track] - After you land in the chamber past the first Spider Ball puzzle, you can turn around and scan the track you just rode. The shaft to the main chamber is locked. Fire Seeker Missiles at the four nodes to open the way. Enter the Morph Ball tunnel that opens up and drop down into the main chamber. Turn right and jump up to the ledge. Now turn around and look up. The network of gears is missing a piece. The cog lying on the ground must have fallen out of the network. From this vantage point, you have just enough leverage to lift the gear back up. Grapple Lasso onto the cog and yank up to send it twirling into the air. But that alone isn't enough to set it back into place. As soon as the grapple is broken, briefly charge your beam, just enough so that it comes out as a charged shot. At the apex of the cog's twirling, fire at it. The impact knocks the cog back and into place (if you hit it when it's not at its apex, the impact does nothing and you can simply try again). Once it's knocked back into place, all the gears start working properly again. The central pillar then lowers, revealing a sitting Elder Chozo statue holding an item in its outstretched palms (*that's* an old-school Metroid homage). Grab the item. === Spider Ball acquired! === The Spider Ball is an expansion of your Morph Ball abilities. From now on, holding Z near magnetic rails, henceforth called Spider Ball Tracks, when in Morph Ball form allows you to stick to the tracks, and moving the analog stick enables you to move on the track accordingly. Letting go of Z releases you from the tracks. This ability can also be combined with all your other Morph Ball abilities except Spring Ball, which doesn't work because you're magnetically attached to the rails. Hyper Ball functions normally when on Spider Ball Tracks, as do Morph Ball Bombs, although the latter can be used to reach heights and locations that the tracks don't directly lead you to. The Boost Ball functions very differently on Spider Ball Tracks. Instead of increasing your speed along the track, using Boost Ball shoots the Morph Ball away from the track at an angle perpendicular to the track. If you're using Morph Ball Bombs or Boost Ball to jump from one track to another, you needn't let go of Z when you're not actually latched to the track. You can hold Z the entire time; you automatically latch onto Spider Ball Tracks as long as the Z button is held. Once you collect the item, the Chozo statue slides back, revealing the underbelly of this room. Drop down to the bottom and enter the Morph Ball tunnel. Use Spider Ball to latch onto the tracks here and start riding the tracks around the room. Eventually you reach a missing part of the track where fire periodically spews forth from. Wait for the fire to dissipate, let go of Z to disengage Spider Ball, and press Z again once you've passed the fire and returned to the track to latch on again. Continue on to reach another similar setup and repeat. At one point, a stream of fire shoots out over a small portion of the track. When until it dissapears before crossing the track. Along the way, there is actually a third instance of a portion of the track missing that you can drop down. Don't bother with it. There's really nothing important there. If you do drop down though, you can bomb jump back up to the top. Ride the track to the end and look ahead to see a Spider Ball ahead. *DO NOT* take it. Instead, face the wall opposite of the one you were just Spider Balling across to see another Spider Ball Track. Ride the track down to the end. Across from you is another Spider Ball Track, but there's only way to reach it - Boost Ball off the track onto the other one. Charge a moderate boost and then let go to get propelled across to the next track. Continue along that track until you see another track across a chasm. Boost over to that one as well and ride the track down to the end to find an expansion. --- Missile Expansion acquired! --- (max missiles to 200) Admiral Dane contacts you around this point, telling you that he intends to gather an armada to strike the Pirate Homeworld. Cool. Now ride the track all the way back to the chamber where the first Spider Ball Track dropped you off (alternatively, to save time, you could choose drop down into the abyss and the game automatically reloads you in the chamber) and go over to that third track. Boost across the tracks as you climb up and let go once you're in the tunnel at top. Ride it through and drop down back by the entrance to the room. Take the door out. ----------------- Powerworks Access ----------------- Go through the Morph Ball tunnel to the door. ----------------------- Zipline Station Charlie ----------------------- With the zipline out of operation, you need to find another way back to Junction. Screw Attack over to the platforms on the right and ride the Spider Ball Track up the stage. Boost across the three missing portions of the track and continue along until you reach a thin passageway you can land on. Roll and hop across to the other side and reattach to more Spider Ball Track. Electricity periodically surges across the next portion of missing track you need to boost over. Wait until it disappears and then release the boost to cross. Now you're at another portion of track you can drop down on. Roll midway across until you see a Spider Ball Track above you that's out of range. Perform a double bomb jump (Ctrl + F "dbj" for instructions) to reach the track above. Roll around the circle to the top and let go of Z to drop through the Energy Tank in the center. --- Energy Tank acquired! --- (max health to 12 extra tanks) Drop back down and continue right along the track. The remainder of the puzzles are identical to the ones you've seen so far. Once you reach the bottom, Screw Attack over to the door to Junction. -------- Junction -------- Alright, now that you have Spider Ball, *allot* of paths are now open to you. The best choice here is to go expansion hunting. Before that, let's stop by Ballista Storage to grab an Energy Cell. I'm saving most Energy Cell hunting until the last major item is collected, but this Energy Cell is so close that there's really no reason not to. Take the door to Skybridge Hera. -------------- Skybridge Hera -------------- Take the Kinetic Orb Cannon across and go through the door. -------------------- Maintenance Shaft GP -------------------- Screw Attack past the Dragoon Battle Drones and head to the next room. ---------------- Construction Bay ---------------- You can ignore the Phaazoids up ahead for now. Turn right from the door to face a Grapple Voltage-compatible console. Grapple onto it and insert energy into the device to fully charge it. A Morph Ball lift triggers next to it. Ride the lift up and head through the door at top. ------------- Ballista Lift ------------- Ride the elevator down and head for Ballista Storage. ---------------- Ballista Storage ---------------- Enter the hologram to ride the elevator down to the subchamber where you encounter another Steamlord! Yup, he's back, and he brought six Steambots with him. The topography is a little larger this time around, but the battle is otherwise the same. Your strategy is different though. X-Ray Visor enables you to see Steamlord when he's invisible. More importantly, if you can hit Steamlord with the Screw Attack, it's a one-hit KO. If that sounds like too much trouble though, simply go to the Table of Contents and find the old Steamlord strategy. Once he's defeated, approach the two fans below the Chozo statue's head. Grapple onto one and continually feed it energy until you can't anymore. The fan overloads and comes to a stop. Repeat the process on the other fan, and the bulkhead between them opens up, revealing an Energy Cell. Grab it. --- Energy Cell acquired! --- (7 cells total) Ride the lift back up and head out. ------------- Ballista Lift ------------- Take the elevator up and return to Construction Bay. ---------------- Construction Bay ---------------- Make the Phaazoid on the lower platform ahead split apart into a smaller Phaazoid and a Red Phaazoid. Kill the latter and collect its gold credit. Once you're done, head back to Maintenance Shaft GP whichever way you like. -------------------- Maintenance Shaft GP -------------------- Screw Attack past the Dragoon Battle Drones to the door. -------------- Skybridge Hera -------------- Ride the Kinetic Orb Cannon back to Junction. -------- Junction -------- Alright then. Now we can get back on track. Expansion hunting time. Turn left and take the door to Hoverplat Docking Site. ---------------------- Hoverplat Docking Site ---------------------- [Lore - Invader] - After acquiring the expansion and leaving the Spider Ball Track, this Databot circles around the platform you land on. In this room, you need to Screw Attack across the platforms floating alone in the abyss. Don't worry. As long as you're not completely wasteful with your somersaults, you should have more than enough juice to get over. Just pay close attention to your last somersault so that you don't accidentally overshoot the platform. Reaching the second floating platform puts you well in-range of the Phaazoid on the third. Kill it and the Red Phaazoid too (for the gold credit). If it's out of your reach, Charge Beam can pull it in, oddly enough. Also on this third platform is the base of a Spider Ball Track. The puzzle at the top may seem intimidating at first glance, but once you really get down to it, it's as simple as riding to end of a segment of track and boosting over to the other side. Acquire the expansion near the end. --- Ship Missile Expansion acquired! --- (max ship missiles to 8) Ride to the end of the track and drop down on the platform. From here, Screw Attack over to the next platform in the direction of Barracks Lift and continue crossing the platforms as such until you arrive. ------------- Barracks Lift ------------- Take the door on this level to Steambot Barracks. ----------------- Steambot Barracks ----------------- Boost up the Half-pipe to the top. Instead of taking the elevator, enter the Morph Ball tunnel instead. Continue through the tunnel as usual until you reach the Spider Ball Track. Latch on and roll to the top to claim a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 205) Continue on through the tunnel and drop back down to the main floor. Take the the door back to Barracks Lift. ------------- Barracks Lift ------------- Return to Hoverplat Docking Site. ---------------------- Hoverplat Docking Site ---------------------- Screw Attack back across the platforms to Junction. -------- Junction -------- Turn left and head toward the door to Spire Dock. Haha, we hit every door Junction has in this trip. ---------- Spire Dock ---------- Enter the Kinetic Orb Cannon and let it shoot you across the chasm. Take the door back to Security Station. ---------------- Security Station ---------------- Take the orange door right in front of you. Screw Attack up the Wall Jump Surfaces and take the blue door at top. ------------- Security Tube ------------- Roll through the Morph Ball tunnel and take the door ahead. ------------ Skytram West ------------ Enter the hologram and ride the Skytram east. ------------ Skytram East ------------ Enter the door ahead. ------------------ Concourse Access A ------------------ Roll beneath the obstacle and head to the next room. --------- Concourse --------- All the pirates have been replaced by two Phaazoids. Use Hyper Beam to quickly exterminate them and head up the elevator and through the corridors to the door to Concourse Ventilation. --------------------- Concourse Ventilation --------------------- More Phaazoids here. Another Red Phaazoid emerges from this group. Take him out as well for a gold credit. Then drop down the shaft and go to the outside area. On the wall is a Spider Ball Track. Start climbing it, boost across the first gap, bomb jump up the second one, and drop down at the top to a platform with an expansion. --- Missile Expansion acquired! --- (max missiles to 210) Drop back down and go back to the inside portion of the room. Screw Attack up the Wall Jump Surfaces and return to Concourse. --------- Concourse --------- Drop down and take the door to Concourse Access A. ------------------ Concourse Access A ------------------ Roll beneath the obstacle and enter the door at the end. ------------ Skytram East ------------ Ride the Skytram west. ------------ Skytram West ------------ Head to the next room. ------------- Security Tube ------------- Roll through the Morph Ball tunnel and go on to Security Station. ---------------- Security Station ---------------- Jump down the shaft and take the orange door. Kill the puffers on your way to Landing Site A. -------------- Landing Site A -------------- Enter your ship and save. We're done on Elysia for now. Set course for Cargo Dock on A on Norion. ====== Norion ====== ------------ Cargo Dock A ------------ Head west toward Conduit A, but before climbing the ramp, head south to the ridge of the catwalk and look northwest and up at the structure. There's a Spider Ball Track. Climb it and cross the Morph Ball tunnel. At the end is another Spider Ball Track. Climb that as well and grab the Missile Expansion at the top. --- Missile Expansion acquired! --- (max missiles to 215) Leave the tunnel and return to the ship. We're done here. Set course for the Fiery Airdock on Bryyo. We get to make one final trip to Bryyo Ice! :D ===== Bryyo ===== ------------- Fiery Airdock ------------- Head straight to Imperial Hall. ------------- Imperial Hall ------------- Enter Gel Refinery Site. ----------------- Gel Refinery Site ----------------- Amusingly enough, Reptilici also fall in one hit to Screw Attack. Huh, "the more you know". Proceed to Main Lift. --------- Main Lift --------- Go through the Morph Ball tunnel and take the passageway to Warp Site Alpha. --------------- Warp Site Alpha --------------- Enter the warp. --------------- Warp Site Bravo --------------- Enter Imperial Caverns. ---------------- Imperial Caverns ---------------- Drop down the shaft and take the door to Imperial Crypt. -------------- Imperial Crypt -------------- Drop down to the lower level and enter Hall of Remembrance. ------------------- Hall of Remembrance ------------------- Screw Attack across to the door on the other side. ----- Tower ----- Start climbing the Spider Ball track on the left. Boost across the first gap, then drop down the second and third breaks in the track. Bomb jump up to the next track, and boost through an icicle on your way up across three more gaps. At the top of this track, drop down and fall into the Half-pipe. Boost up the left side and latch onto the track there. Ride it up and then drop down into a shaft. Bomb the three obstructions that get in your way and tumble down the ramp until you hit a wall. Do *not* bomb the obstruction below you. Doing so makes you fall out of the tunnel and start over. Instead, jump up to the Spider Ball Track above you. Bomb jump up the next two tracks, and on the track at the top, drop down once you're on the other side, but latch on to the Spider Ball Track below. Failing to do so results in you falling out of the puzzle. Roll a little to the left and enter what I call a quarter-pipe. You need to build up enough momentum from a single use of Boost Ball so that you climb high enough on the ramp to reach the Spider Ball Tracks above. If you fail, the momentum on the way down causes you to fall back down. Fortunately, you can latch on to the Spider Ball Track near the base of the pipe before you fall completely out of the puzzle. Once you make it, boost across that track to the next and bomb jump up to the one above that. From the top of that track, boost over into a small alcove. Jump up to the track inside and ride it to an Energy Tank. --- Energy Tank acquired! --- (max health to 13 extra tanks) Drop down to the left out of the tunnel at the top of the room and take the door next to you. ------------------- Hall of Remembrance ------------------- Shoot a charged shot at the Chozo statue's hand to change into a platform. Now Screw Attack across over to the top door. -------------- Imperial Crypt -------------- Screw Attack across the gap and head into the next room. ---------------- Imperial Caverns ---------------- Screw Attack up the Wall Jump Surfaces to the top. Then take the door to Warp Site Bravo. --------------- Warp Site Bravo --------------- Farewell, Bryyo Ice. Take the warp back to Bryyo Fire. --------------- Warp Site Alpha --------------- Take the orange door ahead. --------- Main Lift --------- Head back down the Morph Ball tunnel to Gel Refinery Site. ----------------- Gel Refinery Site ----------------- Kill the Reptilicus and return to Imperial Hall. ------------- Imperial Hall ------------- Head back to dock. ------------- Fiery Airdock ------------- Enter and save. Now set course for the Federation Outpost. ---------- Hangar Bay ---------- Take the orange door to Hangar Bay Hall. --------------- Hangar Bay Hall --------------- Kill the three Hoppers and proceed on to Hall of the Golems. ------------------ Hall of the Golems ------------------ [Morphology - Fargul Hatcher] - The large creature on the higher-up western ledges. [Morphology - Fargul Wasp] - Any of the small creatures that Fargul Hatchers spews at you. They home in on you as well so you can't miss 'em. That's right. We're here to work the last of those golems, but first you need to eliminate the new Fargul Hatcher. The Fargul Wasps that it fires are basically very slow homing rounds, but there are so many of them that the damage totals up and dodging them isn't possible either. Although there are allot of them, it is possible to shoot them all. They don't have any endurance, so they fall easily. The Fargul Hatcher itself is invulnerable everywhere except its mouth, which is only open when it's releasing more Fargul Wasps. Fortunately, aside from that, the hatcher is defenseless. It has no attacks of its own. Therefore, jump to the platform it's on, enter Hyper Mode, and simply wait for its mouth to open. As soon as it does, let loose on him with Hyper Beam. You should easily kill him with several rounds. Then dispose of the remaining wasps and revert. Now approach the last golem and use Grapple Voltage to overload the locking mechanism with energy. The device blows apart, opening up the bomb slot for you. Jump in and lay a bomb. The golem walks over to the left and energizes the Spider Ball Tracks around the room. Now approach the tracks yourself and start climbing. Bomb jump up the first two tracks. On the spiral, wait for the electrical surges to stop before proceeding on. After crossing two electrical surges, you come to another surge which always has three electric waves and seemingly cycles around the track. Wait for all three to appear on the track closest to you and then follow behind it until you cross the arc. Drop down at the end of the arc and grab the track on the way down, then bomb jump up to the track on the right. Ride it to the top and drop down to the track below. Repeat dropping down and bomb jumping up tracks for a little while as necessary. Eventually, you reach a track you need to boost across to reach it. Do so, and at the end of that track, drop down to another track. Now, this track in particular is deceiving. At first glance, it may seem like a dead end. The track above you is too far out of reach. There is one way to reach it and only one way. You need to perform a double bomb jump. If you've been following this guide the whole time, you've had an ample number of opportunities to practice and learn this jump, even though there were alternative solutions. Well, this is that one and only time in the game where you must use a double bomb jump to proceed. To read my explanation on double bomb jumping, Ctrl + F "dbj". Once you've done it, it's one more simple "drop and bomb" across a couple more Spider Ball Tracks to the last track, where a Missile Expansion awaits. --- Missile Expansion acquired! --- (max missiles to 220) Now head back to Hangar Bay Hall. --------------- Hangar Bay Hall --------------- Kill the Hoppers and return to Hangar Bay. ---------- Hangar Bay ---------- Enter and save at the ship. We're done on Bryyo for the moment. Set course for the G.F.S. Valhalla. ======== Valhalla ======== ------------- Docking Bay 5 ------------- Interact with the hand scanner by the gate to open it. --------------- Hangar A Access --------------- Screw Attack across the gap and operate the hand console by the door to open it. ---------- Repair Bay ---------- Kill the Phazon Metroids with Hyper Beam and climb up the room to Security Station. ---------------- Security Station ---------------- Grapple Voltage actually makes Phaz Ing more helpful than annoying. You can sap an enormous amount of energy from Phaz Ing with Grapple Voltage, nearly half a tank before it breaks free and a full tank total before it dies. Once you're done, proceed to Security Access. --------------- Security Access --------------- Take the door to Auxiliary Lift. -------------- Auxiliary Lift -------------- Ride the lift up to Port Observation Deck. --------------------- Port Observation Deck --------------------- Roll through the Morph Ball hole and open the door ahead. Then use Hyper Beam to destroy all five Phazon Metroids. Go down the corridor (don't turn right toward Junction A) and fire Seeker Missiles at the four targets on the bulkhead to disengage the lock. Enter the door behind it. ---------------- Xenoresearch Lab ---------------- [Energy Cell ID AE-1202S-6] - After you enter, look through the window. The scan is to the left of the energy generator on the bottom level and the leftmost hopper often passes it by. [Energy Cell ID GB-4913A-8] - Down the corridor on the top level, right next to the destructible shutter. Go down the corridor on the right and fire a Missile at the weak shutter to open the way into the primary portion of the room. Charge the Nova Beam to pull in an Atomic. Once the Nova Beam is charged to full power, fire it straight at the Atomic to destroy it. By now, the Phazon Hoppers should have already begun leaping up from the bottom level to attack you. Hyper Missiles are more effective than Hyper Beam for taking these guys down, so stick to that instead. Once all four are defeated, drop down to the bottom level. Approach the energy generator that is more shrunken into the ground than the other. Circle around it until you find a grapple point. Grapple Lasso off the shutter and insert an Energy Cell into the revealed slot. Circle around the generator once more to find another shutter and repeat. After inserting the second Energy Cell, the generator comes back online, revealing a Morph Ball tunnel and a Ship Missile Expansion. Before you have a chance to grab it though, the vent for the generator reboots and sends the expansions flying away. Enter the tunnel and pursue it. ----------------- Ventilation Shaft ----------------- Continue through the tunnel. ------------ Medlab Alpha ------------ Keep on rolling through the tunnel until you reach the expansion. --- Ship Missile Expansion acquired! --- (max ship missiles to 9) It's not possible to backtrack to Xenoresearch Lab from here. You can't climb all the way back up the tunnel no matter how good of a Boost Ball user you are. Instead, from where the expansion was, lay a bomb to destroy an obstruction and proceed further down the tunnel. --------------- Security Access --------------- Continue through the Morph Ball tunnel, being wary of the electrical current that sometimes surges forth. The only places these surge out though are what appear to breaks in the tunnel. There is no shattered glass at these points although you can't exit the tunnel there either. Bomb the dead pirate who, amusingly enough, tried escaping via the air vents and drop down out of the tunnel. Hurry back to Security Station before the Phazon Hoppers down the hallway arrive. ---------------- Security Station ---------------- If you're low on health, refill via Grapple Voltage from the Phaz Ing and then head back to Repair Bay. ---------- Repair Bay ---------- Drop down to the bottom level, kill the Phazon Metroids with Hyper Beam, and interact with the hand console by the gate to open it. --------------- Hangar A Access --------------- Screw Attack across the gap and interact with the hand console by the exit to open it. ------------- Docking Bay 5 ------------- The last expansions to collect for now are back on the Pirate Homeworld. Save and enter your ship, then set course for the Command Center. ================ Pirate Homeworld ================ ------------------ Landing Site Bravo ------------------ Head through the door ahead. --------------- Lift Hub Access --------------- Admiral Dane contacts you around now to inform you that the fleet is ready to attack, but he needs you to disable the barrier protecting the planet from attack. Right, well, you have a few more things to do first, so put that on hold. Proceed on to Lift Hub. -------- Lift Hub -------- Take out the turret with a Hyper Missile, then face the console on the left. Insert energy into the console via Grapple Voltage. In the opened shaft lies a Missile Expansion on the other side of the lift's walls. Enter the lift and it jostles around and drops a bit. Hop back out of the shaft and look above the elevator. The wire holding it is frayed and weakened. Fire a charged shot at it. The wire snaps and the elevators plummets down the shaft. Jump across the shaft and grab the expansion. --- Missile Expansion acquired! --- (max missiles to 225) Ride the lift up to the top floor and enter Command Courtyard. ----------------- Command Courtyard ----------------- Pirate attack! Three phazite shutters rise up as well to provide them with cover. Fortunately, these guys are pretty easy. Enter Hyper Mode and charge straight down the pathway, blasting away until they're all gone and rendering their cover useless. Once they're gone, take the Morph Ball tunnel, the one by where the fans used to run, over to Flux Control. ------------ Flux Control ------------ You have two choices. You can either change into Morph Ball and boost beneath the Crawltanks, avoiding the security lasers, but likely taking damage from Hyper Crawltank fire, or you can plow through the Crawltanks with Hyper Beam and set off the security anyway. I prefer the latter method. Only a single Pirate Commando comes anyway, and considering this entire trip out here is simply to pick up an expansion (the last one out here for now might I add), there's no reason not to blow through your Energy Tanks at whatever pace you want. In either event, drop down to the lower level and cross over to the two Morph Ball tunnels. You want to enter the righthand tunnel, so use the Grapple Lasso to move the hatch onto the left one, then enter the tunnel. Roll around by the generator until you find a Spider Ball Track. Bomb jump to the expansion above. --- Missile Expansion acquired! --- (max missiles to 230) Bomb jump once more to the next track above and ride that to end. Drop down and feed energy to the Grapple Voltage device in this chamber. The gate drops down, allowing you access to the rest of this room and an elevator activates allowing you to quick, free movement between the two levels of this room. Take the Morph Ball tunnel back to Command Courtyard. ----------------- Command Courtyard ----------------- Ignore the pirates and just take the orange door back to Lift Hub. -------- Lift Hub -------- Enter the elevator and ride it down to the bottom floor. Run past the turret straight to Lift Hub Access. --------------- Lift Hub Access --------------- Return to the landing site. ------------------ Landing Site Bravo ------------------ Enter your ship and save. Set course for the Research Facility. The last expansions left you can pick up along the way to the device that grants protection to the acid rain. ======================================= Acquiring Protection from the Acid Rain [0319] ======================================= ------------------ Landing Site Alpha ------------------ Spider Ball in hand, you can now acquire the device that protects you from the Acid Rain. Take the door to Scrapvault Lift. --------------- Scrapvault Lift --------------- Ride the lift up and head into the next room. ---------- Scrapvault ---------- Oh noes! A pirate attack. Enter Hyper Mode and blow away the Assault Pirate Trooper, Armored Pirate Trooper, and pair of Commando Pirates that appear. If you run low on ammo, wait for Corruption to kick in to build up enough to take out the remaining pirates. Then refill on health from crates and scale the platforms around the room. Jump over to the Grab Ledge that leads to Scrapworks and ride the Morph Ball tunnel there. ---------- Scrapworks ---------- Proceed along throught this Morph Ball puzzle as usual until you arrive at the Half-pipe. Boost up to the top of the left side of the pipe and latch onto the Spider Ball Tracks at top. Roll to the right end of the track and stop. *Then* let go and drop down to the platform on the left. Dropping while moving on the track means you might bounce off the platform from momentum. Now hop over to the higher platform on the right. If you fall off while jumping, you need to fall back down and start over from the Half-pipe; it's not possible to jump back up to the leftside platform from here, nor is it possible to reach the higher platform on the right via any variation of bomb jumping. Once you reach that second platform, perform a double bomb jump (Ctrl + F "dbj" for explanation) to grab the expansion. --- Ship Missile Expansion acquired! --- (max ship missiles to 10) Drop back down to the base of the Half-pipe and jump into the hatch above. Ride the tunnel out of Scrapworks. ---------- Scrapvault ---------- Take the orange door to Processing Access. ----------------- Processing Access ----------------- Roll beneath all the security beams as Morph Ball. Open the door to Metroid Processing but don't enter just yet. The Phazon Metroids in the next room don't notice you until you enter. Wait for the central piston to start lowering. When it's almost down, change to Morph Ball and enter. ------------------ Metroid Processing ------------------ Enter the Morph Ball slot the piston creates when it drops and ride to the top of the room. Ignore the metroids and head straight for the orange door. -------- Airshaft -------- Screw Attack up the Wall Jump Surfaces and head to the next room. --------- Craneyard --------- [Morphology - Assault Aerotrooper] - Two of them appear immediately after acquiring the Hazard Shield. Ride the Spider Ball Track to its end. Drop down onto the Morph Ball tunnel and roll along inside until you're dropped into a chamber on the ground. Right next to where you dropped is another Morph Ball tunnel. Hop inside and ride it to a chamber with two Spinners on the right and another tunnel on the left. The two Spinners on the right control two sections of the pillar above you. Boosting inside these Spinners rotates the sections around, creating new paths depending on what combination of sections is displayed in front. When you enter either Spinner, the game pans to a camera angles that lets you see the entire puzzle. At the top of the pillar, there are two exits. One to the right and one to the left (no, there's no hidden third exit behind the pillar). At the end of the right-hand path is a Missile Expansion, so that's your first destination. Enter the Spinner on the right and Boost continually in it until you've heard four distinct "clank" sounds. If you've been messing around with the Spinners and have lost their original position, here's a diagram of how you want the sections to appear: Solution for Right-hand Exit (to the Missile Expansion) ___Top__| |__ ___| | | ___| Upper Section | | (Controlled by | |___ Right Spinner) |___ | | | ________| |__ ___| | | ___| | | Lower Section __| | (Controlled by | __| Left Spinner) _| |_________ | | Ground Level Once the sections are set into proper place, lay a bomb to exit the Spinner. Enter the tunnel and ride the vented air up the shafts to the top. Roll right and grab the expansion. --- Missile Expansion acquired! --- (max missiles to 235) Drop back down to the bottom of the pillar and enter the left-hand Spinner. Boost in it until you hear two "clanks" and then lay a bomb to to exit it. Now enter the right-hand Spinner and boost in it until you hear four "clanks". For those of you who messed around with the Spinners again and lost the previous position, here's a diagram of what the final position should look like: Solution for Left-hand Exit (to new suit upgrade) _| |__Top____ | |___ |___ | | | Upper Section | | (Conrolled by | | Right Spinner) | | _____| |_____ ___| | | ___| | | Lower Section | | (Controlled by | | Left Spinner) _| |_________ | | Ground Level Excuse the crudeness of the diagrams. Limitations of ASCII and whatnot. The lengths and widths aren't perfectly to scale, but the shapes certainly are, and there aren't any similar shapes in similar positions on any of the sections, so you shouldn't have any trouble comparing your current position to the diagram's. Once the sections are in place, lay a bomb to leave whichever Spinner you're in and ride the Spider Ball Track to the top. Ride through the Morph Ball tunnel at top and drop down into a small chamber. Interact with the hand scanner here. The cranehand outside activates, grabs the canister with the new suit upgrade in it, brings it inside, and even opens it up for you. Grab the new item. === Hazard Shield acquired! === Lights twirl about Samus and she gains a pair of very sleek-looking shoulderpads (much better looking than the PED Suit's regular shoulderpads). More importantly though, the Hazard Shield grants you complete and total protection to hazardous environments - Namely, Acid Rain and Fuel Gel. No sooner do you pick up the Hazard Shield than a volley of missiles come flying your way and shatter the glass blocking off this chamber from the rest of Craneyard. Pirate attack! Two Assault Aerotroopers commence their attack. Hyper Beam them to oblivion. Once they're gone, a hand scanner turns on down at ground level by the central pillar. Drop down out of the chamber and interact with the scanner. The gate to the ledge with the two exits opens up, but an Assault Pirate Trooper sounds the alarm and two Commando Pirates come out too. Hyper Beam them to death, then take the door back to Airshaft. -------- Airshaft -------- Drop down to the door. ------------------ Metroid Processing ------------------ Ignore the metroids and head straight across to the next room. -------------- Creche Transit -------------- [Lore - Taking Valhalla] - Dead ahead after you blow up the phazon crystals. This room is crossable now thanks to the Hazard Shield. Kill the Jolly Roger Drone and jump to the Grab Ledge ahead. Turn around the corner to encounter an obstruction composed entirely of phazon crystals. These can only be destroyed with Hyper Missiles, so fire them at the lower and upper sets of crystals to blow up the obstruction. Enter the blue door beyond them. -------------- Metroid Creche -------------- [Morphology - Metroid Hatcher] Wow, there's quite a bit in this room - Locked Wall Jump Surfaces, high-up bomb slots, Spinners, Spider Ball Tracks all over the walls. Start with the Spinner on the far end of the room in the middle of the circular device. Boost repeatedly and rapidly while it in to raise the holding cell beneath it. If you're too slow, the cell sinks back into the ground. Once you've raised it to its peak, an explosion of pressure shoots you up into a bomb slot above. Lay a bomb in it. The Spinner below you deactivates, and another by the entrace turns on. Drop down out of the bomb slot and roll over to that second Spinner. Repeat what you did for the first Spinner. After you bomb the slot, a third Spinner turns on... but then flickers off. A Metroid Hatcher bursts out of the holding cell and charges right at you. ***************************** Boss Battle - Metroid Hatcher ***************************** Metroid Hatcher has two attacks. The first is a close-range tentacle stab, where he thrusts one of his tentacles at you and begins draining your life (although oddly enough he doesn't actually gain any life back if he's taken damage). If you get hit by this attack, shake the Wiimote and Nunchuk furiously to break free. The second, by far the more common move, is a charging spin attack. Given that the attack is moderately speedy and that his tentacles are completely outstretched when he spins, it's easy to get hit by this attack. To get around both these moves, don't fight Metroid Hatcher at close range. Mid range, not long range is the best way to go. You can change into Morph Ball to duck beneath the spin attack completely and revert when he's done, but there is something else you can do here, which I'll get to later. You really can't stay too far away considering what you're expected to do. Metroid Hatcher has lost the Phazon Metroid's ability to phase in and out of time-space at will but in exchange has gained a thick phazite armor that renders your attacks ineffective. The only vulnerable spot is his mouth, and only when it's open. The only time he opens it is after you've damaged and repelled all his tentacles. To do that, you need to target the tips of them and attack there, but they move around constantly, making them somewhat difficult targets to hit with Plasma Beam. Ice Missiles are naturally extremely effective, but considering how slow they are and that you can't even lock-on to Metroid Hatcher when using them (otherwise they home in on the invincibile body of the hatcher), they're not very viable options. There are however viable alternatives to attacking the tentacles. If you have plenty of energy to spare, charged Hyper Beam does the trick. No amount of dodginess can get around that much fire at once. Surprisingly, Boost Ball is also very effective, but the hatcher's tentacles need to be close to the ground for that to work. The camera angle for Morph Ball isn't exactly the best either. The absolute best alternative is definitely, yet again, the Screw Attack. The Screw Attack's huge hitbox immediately repels whatever tentacle(s) it comes into contact with. Getting to the tentacles can be a problem though. The easiest time to hit Metroid Hatcher's tentacles with Screw Attack is when he's relatively far above you, high enough so that you can start a somersault beneath him. You want to start your Screw Attack on the way down from your second jump but obviously before you hit the ground. If you can get a good feel for this strategy, it's much quicker. Like with Gandrayda though, if it's too weird for you, just stick with beams. There is one situation which I advise using Screw Attack for no matter - If he's far away and aims his spin attack right at you, rather than go Morph Ball, Screw Attack right at his spinning tentacles. You may or may not hit the tentacles, by you always bounce back out of harm's way and repel Metroid Hatcher. Glitch: Retro likely didn't anticipate using Screw Attack against Metroid Hatcher. As a result, if Metroid Hatcher hits you with his tentacle strike while the camera is in the third person perspective, some funky stuff happens. The camera sometimes freezes in place; other times it shows you nearly inside the Hatcher. The constant however is that you're always completely stuck. Shaking the Wiimote and Nunchuk does nothing to free you. You need to wait for Metroid Hatcher to let go before you can continue the fight normally, and you lose a moderate chunk of health as well. No matter what you choose though, you do have an advantage in that his tentacles only come back out after the next phase, after you've repelled all of them. They cannot come back out individually, so you can take your time and experiment with what you feel is the best way to go about fighting him. Once you've damaged all of them, he switches to his second phase. He retains his spin attack, although it's considerably less deadly and much more easily dodged than before thanks to the lack of tentacles. His second move is what you're looking for. Metroid Hatcher stops moving and faces in your general direction (although he does spin very slowly). A small gas can be seen coming forth from his mouth, and after a few seconds, he spits out Phazon Metroids (one at a time, two max per use of the move). If you wait too long without attacking, his tentacles resprout and he returns to his first attack phase. His second attack is your signal to strike. Fire a charged shot at his mouth. If you have a good amount of health, use charged Hyper Beam instead. If he gets out any metroids, immediately take them out with Hyper Beam. Don't let them roam around freely. Once you've hit him enough, he becomes stunned. Run up to him, Grapple Lasso onto one of his tentacles, pull it out. He loses a quarter of his health and only three of his tentacles come back out, and he returns to his first attack phase. Rinse and repeat for the other three tentacles until he's down. ********* Pick up all the health and ammunition drops he leaves behind. The third Spinner has come back online, so enter it and continue boosting in it until it shoots you up to a Morph Ball tunnel above. You fall out of sight for several seconds and the camera pans around a bit as it estimates your unseen position. Don't worry. There's nothing you can do right now, nothing to miss. Once you're visible again, you're still in that tunnel and quite high up. Ride across the tunnel but note the red lights above you. At one point, there is none. A Spider Ball Track has taken its place. Postpone going further down and jump onto the track first. Ride it across to another Morph Ball tunnel. Roll across that one to another Spider Ball Track. At the top of it, boost across to a track on the opposite side. The remainder of the puzzle is simply riding to the end of tracks and boosting across them to the other side. Do this until you reach a small Morph Ball tunnel. At the end of it is an Energy Tank. --- Energy Tank acquired! --- (max health to 14 extra tanks) Drop out of this passageway back to the ground floor. Now enter the third Spinner again and boost through it to get back up to that first Morph Ball tunnel. Pass the Spider Ball Track this time and roll to the end where there's a bomb slot. After you bomb it, the lock on the Wall Jump Surface is disengaged and you drop down in front of it. Screw Attack up the walls over to the door. ------------------- Transit Station 3-A ------------------- Take the door on the right to the Save Station. ------------ Save Station ------------ Save and head back out. ==================================================== Getting Past the Acid Rain and the Trip to the Mines [0320] ==================================================== ------------------- Transit Station 3-A ------------------- With the Hazard Shield in hand, it's possible to get past the Acid Rain in Command Courtyard and get to the marked location on your map. To get there, summon a train here and take it back to Pirate Command. Work the hand scanner by the map to call a train. Enter the train and interact with the device inside. Tilt down, then tilt up, and the train takes off. ------------------- Transit Station 3-B ------------------- Head through the door down the corridor. -------- Lift Hub -------- Enter the bomb slot in the structure ahead of you. Lay a bomb in it to rotate the entire thing and pop you out on the other side. Now head to the orange door. ----------------- Command Courtyard ----------------- [Lore - Disaster at Elysia] - Before you take care of that force field, head for the Grab Ledge by the fans that takes you to a Morph Ball tunnel. Roll through it until you pop out on top of the room. You see this bunker next to you, the one with the Energy Cell and other Morph Ball tunnel? There's another bunker just like it on the opposite side of the room, although all it has is this scan. Cross over the bridge through the Acid Rain and find it on the north side. Use Hyper Beam to dispose of the three pirates that try to ambush you here. Now approach the Grapple Voltage device to the left of the force field. Sap away all the energy from the device to make the force field drop. Before you proceed on, there's one trip you should make to get an expansion. Head back to Lift Hub. -------- Lift Hub -------- Ride the lift down to the bottom level and head to Lift Hub Access. --------------- Lift Hub Access --------------- Return to the landing site. ------------------ Landing Site Bravo ------------------ Save and enter your ship. Set course for the Federation Outpost on Bryyo. ===== Bryyo ===== ---------- Hangar Bay ---------- Take the door to Ruined Shrine. ------------- Ruined Shrine ------------- Drop down the shaft and head for Hidden Court. ------------ Hidden Court ------------ Jump up onto the platform ahead of you and then Screw Attack over onto the ledge by the orange door. Now go through that door. ----------------- Hidden Court Hall ----------------- Kill the three Hoppers with Nova Beam, then roll through the Morph Ball tunnel. Kill the two Hoppers on the other side likewise and continue on to Fuel Gel Pool. ------------- Fuel Gel Pool ------------- Jump right into the Fuel Gel. The Hazard Shield gives you complete protection against its effects. Neat. Head straight ahead through a Fuel Gel waterfall into a hidden alcove behind it. Climb the ledges inside and grab the Missile Expansion inside. --- Missile Expansion acquired! --- (max missiles to 240) Leave the cave and head back to Hidden Court Hall. ----------------- Hidden Court Hall ----------------- Return to Hidden Court. ------------ Hidden Court ------------ Drop back down to ground level and return to Ruined Shrine. ------------- Ruined Shrine ------------- Climb the shaft and return to Hangar Bay. ---------- Hangar Bay ---------- That's it. Now save and enter your ship and set course for the Command Center on the Pirate Homeworld. ================ Pirate Homeworld ================ ------------------ Landing Site Bravo ------------------ Head to Lift Hub Access. --------------- Lift Hub Access --------------- Pass straight on through to Lift Hub. -------- Lift Hub -------- Destroy the Remorse-class Turret and ride the lift to the top level. Take the door to Command Courtyard. ----------------- Command Courtyard ----------------- With that little excursion out of the way, ignore the pirates that appear and head straight for the door beyond where the force field was. ----------------- Courtyard Passage ----------------- [Morphology - Scritter] - Midway down the passage, a hoard of them scurry across walls, floor, and ceiling. The Acid Rain drains in this room are harmless, and the Scritters that roam around on the walls barely hurt at all. Shoot them for drops if you like, then move on. ------------- Skyway Access ------------- [Lore - Purification] - On the right wall. Best scanned after eliminating all the enemies. As you enter, you trip off pirate security. Two Commando Pirates warp in and begin attacking. Use Hyper Beam to take them out. Then four Crawltanks burst out from the walls. Use Hyper Beam on them as well. Finally, two more Crawltanks come out of the walls, but one of them smashes away a hatch to a Morph Ball tunnel when he comes out. Kill them with Hyper Beam (become Corrupted and let your meter build up if you're in risk of running out of ammo) and then refill health from the crates around the room. The gate that leads to Skyway and the leviathan seed is unfortunately not unlockable right now. Instead, enter the Morph Ball tunnel that Crawltank created when he arrived. The launcher inside blasts you off to Defense Access. -------------- Defense Access -------------- You find yourself behind the force field in Defense Access. Nifty. Approach the Grapple Voltage device by the force field and drain it of its energy so that you can use this passage later freely. Now turn around and ride the Spider Ball Track up and bomb jump up any missing segments in the track. Take the door at the top. ------------------- Transit Station 4-A ------------------- Work the hand scanner by the map to summon a train. Enter the train and interact with the device inside. Tilt down, then tilt up, and the train takes off to the Pirate Mines. ------------------- Transit Station 4-B ------------------- When the train stops, enter the door ahead of you and to the left. ------------ Save Station ------------ Save and head back out. ------------------- Transit Station 4-B ------------------- Now head down the corridor to the left and enter the next room. ------------- Phazon Quarry ------------- Once you enter, an Assault Pirate Trooper sets off the alarm. Use Hyper Beam to kill him and the other Assault Pirate Trooper and two Commando Pirates that come out. After they're gone, go to the east side of the room, specifically the small corridor behind red glass on the ground level. At the end of the corridor is a control panel. Press anywhere on the terminal for a giant drill to descend and move into position to cut out the phazon deposits in the walls. Interact with the console again. This time, press the two green circles. Pressing the right one makes the drill carve a path to a Missile Expansion in the wall. Pressing the left one makes the drill carve a Half-pipe near the exit. Leave the alcove with the console and climb the new ledges in the wall to the expansion. --- Missile Expansion acquired! --- (max missiles to 245) Now go over to the Half-pipe. Boost up the left side and take the door at the top. --------- Mine Lift --------- [Lore - Vanguard] - At the bottom of the shaft on the wall left of the door. Grapple Lasso off the fixture blocking the way to the elevator. Two Crawltanks appear, crawling down the wall from high up. Hyper Beam them to death. To get to the Spinners on the opposite sides of this room, first ride the Spider Ball Track to the top and bomb jump up up to the second track above. Go either way on the track and drop down at the end into the Spinner. Boost continually until the clamps are released and the elevator's grasp on the walls weakens. Climb back up the Spider Ball Track and repeat in the other Spinner. The elevator proceeds to plummet to the bottom of the shaft. Follow it down there and then head to the next room. ----------------- Phazon Harvesting ----------------- [Mechanoid - Phazon Harvester Drone] - The giant flying mech that begins attacking you moments after you enter the room. The Phazon Harvester Drone is completely invincible right now. You can however stun it by hitting the blue peg beneath it as hard as you can. Once you start hearing a shorting-out sound effect and orange lightning bolts shoot over the surface of the drone, you know it's stunned. Quickly cross the bridge before it recovers, approach the next bridge, and stun it again as soon as it regains control. Repeat until you get to the door. Should you fail to stun him or decide to just make a run for it, the good news is that it always signals where it's gonna strike with a giant white searchlight and gives you further warning via a brief charging sound effect. The bad news - the blast *hurts*. Furthermore, it can destroy portions of the bridges. It can destroy the entire first and second bridges, the end of the third bridge, and the beginning of the fourth bridge. Should the second and fourth bridges be destroyed the game provides Grab Ledges for you to get across. The first bridge can simply be Screw Attacked across if it's destroyed, and the damage to third bridge is inconsequential enough so that you can simply jump over to the other side. I advise you go with the "stun it, run, stun it, run" method, but both are workable. ------------- Drill Shaft 1 ------------- [Lore - Victory and Loss] - After the second Grab Ledge, when you're facing the door, turn around. There's another platform at this height. Jump over to it. The scan is on the wall. Jolly Roger Drones attack. Oh noes? Amusingly enough, you don't have to actually destroy them yourself. The massive beams periodically fired from the ceiling fry quite a few of them. Still, if just so they don't get in your way, eliminate any drones you see; there are only four total in the whole room, and at least two of them usually die just from the beams overhead. As for avoiding those beams yourself, once they stop firing, there's a four second gap before they fire again. Immediately jump for the Grab Ledge ahead once it's stopped. Then repeat for the next one ahead and head for the next room. ----------- Main Cavern ----------- Oh-ho. The "Nova Beam" is beyond the glass, out of reach. Walk around to the other side of the room, blowing up any crates you see and grabbing dropped refills. Pass by the corridor with the green dor for now and continue rounding the room. Near the end of the room is a hand scanner. Interact with it to activate an elevator. Ride it down. Surprise pirate attack! Three Assault Pirate Troopers jump down from the ledges on the far ends of the room and attack. Don't kill them outright though. They infinite spawn; it's a pointless effort. The key to ending this battle lies above - You need to destroy the phazon harvesting device on the ceiling. The phazon harvesting device above alternates between two states. In the first phase, which it spends most of its time in, it continually shoots a giant beam into the ground. On the whole, the beam is virtually harmless. The only thing you really have to worry about is the troopers. Eventually though, the four pistons in the room drop. A few moments later, the beam stops and the device instead turns into a giant vacuum sucking up everything in the room. During this phase, you need to hold the analog stick in the opposite direction of the suction. For example, if you're looking straight at the vacuum, you hold directly back on the analog stick. However, if the vacuum is to your left, you hold right to not get swept up. This may all sound like a pain, but there is a plus side to this phase: The pirates are completely immobile as well; they're desparately trying to hold onto handrails on the floor so as not to get sucked in themselves. Herein lies your opportunity. Mercilessly attack one of the troopers left on the field. Once it's taken enough hits so that it would normally die, instead of dieing, it lets go of what it was holding onto and is sucked headlong into the harvesting device, exploding on impact. Four orange markers then appear on the outside of the harvester. These are connected to the four tubes which hold the harvester in place. Shoot a charged shot or regular Hyper Beam shots if you're corrupted at any one of the markers to destroy it and the tube's connection to the harvester. As soon as the suction phase ends, the beam comes back, the pistons return, and the fresh batch of new troopers arrive. *Only* after the suction phase or, if you manage to knock a trooper into the harvester, the phase where the markers are displayed, do new troopers arrive. Furthermore, the enemy limit is capped at three. Ergo, since you only need one trooper for your task, Hyper Beam to death any two of your choice so that you don't have to worry about them and keep the remaining trooper alive. Damage him if you want, just be sure not to kill him until the suction phase. Addendum: For each marker destroyed, one Commando Pirate switches into the replacements for Assault Pirate Troopers (two markers destroyed, two replacements are Commando Pirates; three destroyed, all are Command Pirates). I don't advise leaving Assault Pirate Troopers alive just to avoid the hassle and increased firepower required to take down a Commando Pirate. It's still easier to kill two and leave one alive. Just don't be wasteful, abuse Corruption, and pray for phazon grenades. One final reminder: Be careful of the vacuum. After the pistons drop into the ground, never jump again until the suction phase ends. Even if you hold the analog stick away from the vacuum, if you're in the air, you're still getting pulled in. Even worse, if you get pulled in for any reason and hit the harvester yourself, the harvester instantly resets to its first phase and fresh troopers enter the field. Once you destroy all markers, the supports holding the harvester in place break apart, and the harvester smashes onto the field, decimating all the remaining enemy forces. Pull-in the pickups left behind and then hop onto the harvester and grab the new item. === Nova Beam acquired! === The Nova Beam is a new beam weapon for your arm cannon. It stacks on top of the Power Beam, Charge Beam, and Plasma Beam and retains all their previous properties. The Nova Beam's additions include greater firepower and the ability to shoot through all substances composed of phazite. One of its biggest features is its synergy with the X-Ray Visor. The X-Ray Visor can see through walls and identify certain markers which needs to be shot, often through phazite walls, which the Nova Beam can shoot straight through. Additionally, locking onto enemies with phazite in or on them with the X-Ray Visor equipped from now on enables you to see their weak point and kill them with one hit. Awesome. Once you pick up the Nova Beam, approach the phazite wall by the elevator. Switch to X-Ray Visor and shoot the two markers behind the wall. The console directly in front of you activates. Keep the X-Ray Visor on, interact with that console ahead of you, and rearrange the parts to finish the circles to open the gate. Ride the elevator up. Turn right at the top of the elevator to encounter a similar puzzle. Shoot the marker behind the door and interact with the console as before to open the gate. Go through the door ahead to the next room. ------------- Drill Shaft 2 ------------- The drill in here is jammed by an internal malfunction. Switch to X-Ray Visor to see the insides of the device. When the internal mechanism drops, shoot the ball. The mechanism explodes, and the drill rises up out of the pit where it was digging. Ignore the Phazon Leeches that scramble out of the pit. Just drop down and take the right path to the green door. ------------- Phazon Quarry ------------- Go to the end of the corridor and grab the Energy Cell sitting in a socket. --- Energy Cell acquired! --- (8 cells total) A gate opens beside you for you to drop down and leave quickly, but don't go that way for now. Go back through the green door. ------------- Drill Shaft 2 ------------- Return to where you jumped down and look around for a Grab Ledge. Space Jump up to it and go through the blue door. ----------- Main Cavern ----------- *Now* take the green door out of this room. ----------------- Phazon Mine Entry ----------------- [Lore - Bryyo Falls] - After you grab the Missile Expansion, turn around and face the wall left of the still upright phazite wall. The scan is on this wall. Go down to near the door to the landing site, where a hoard of Crawlmines strike. Mash the fire button continually and take them out one by one. Then switch to X-Ray Visor and walk in front of the phazite wall with a series of gears in it. Shoot the red markers that appear one by one until the walls drop down below the floor. A Missile Expansion lies inside but so does a lone, stray Phazon Metroid, oddly enough. Kill it with Hyper Beam and then grab the expansion. --- Missile Expansion acquired! --- (max missiles to 250) Now head for the landing site. -------------------- Landing Site Charlie -------------------- Your ship can't actually land here just yet. Blow up the phazon canisters and melt the metals strewn about the landing pad. Once you're clear, the Landing Beacons activate. Call in your ship, then enter and save. With the acquisition of the Nova Beam, you now have all the abilities needed to completely explore the Valhalla. However, you're still missing some items - Namely Energy Cells, but this is a perfect time to get them, as well as all the remaining expansions left in the game. First let's get those expansions. Set course for the Research Facility. ------------------ Landing Site Alpha ------------------ Take the door to the lift. --------------- Scrapvault Lift --------------- Ride the lift up and head on to the next room. ---------- Scrapvault ---------- Ignore the troopers in here and head straight for Processing Access. ----------------- Processing Access ----------------- Roll beneath the first set of security beams but stop in the middle of the room. Strips of phazite paneling lies on the opposite walls. Flip over to X-Ray Visor and shoot the switches behind the phazite. The ceiling opens up and Wall Jump Surfaces lower down. Screw Attack up them to the top where a Ship Missile Expansion lies behind a shield. Shoot three Missiles at the barrier to disable it and grab the expansion. --- Ship Missile Expansion acquired! --- (max ship missiles to 11) Now drop back down and return to Scrapvault. ---------- Scrapvault ---------- Hurry back to Scrapvault Lift. --------------- Scrapvault Lift --------------- Ride the elevator back down and return to dock. ------------------ Landing Site Alpha ------------------ Save and enter the ship. Now set course for Fiery Airdock on Bryyo. ===== Bryyo ===== ------------- Fiery Airdock ------------- Head straight for Imperial Hall. ------------- Imperial Hall ------------- Proceed to Gel Refinery Site. If you slip into the Fuel Gel, you get to see your invulnerability to it. ----------------- Gel Refinery Site ----------------- Kill the Reptilicus with Hyper Beam and move on. --------- Main Lift --------- Roll through the Morph Ball tunnel and puzzle, then ride the lift down and take the door ahead. -------------- Corrupted Pool -------------- Use Hyper Beam to kill the Phaazoid in here and recharge in the phazon pool. Then move on to Gel Processing Site. ------------------- Gel Processing Site ------------------- Completely obliterate both Phaazoids here with Hyper Beam, particularly the Red Phaazoid, which drops a gold credit after being defeated. Then climb the room and exit to Gel Hall. -------- Gel Hall -------- Screw Attack over to the door. -------------- Save Station A -------------- Head on to the next room. ------------ Cavern Entry ------------ Kill the four Hoppers in here with Nova Beam and move on. ---------- Gel Cavern ---------- You don't have to freeze the Fuel Gel on the ceiling anymore to proceed. Just walk through the Fuel Gel to the door, killing the two Adult Gragnols in your path. ------------- Temple Access ------------- Kill the Gelbugs in the shaft before passing through to the temple. --------------- Temple of Bryyo --------------- Use Hyper Beam to kill the Reptilicus and three Warp Hounds here. Once they're all gone, go to the phazite panelling by the south wall. Switch to X-Ray Visor and shoot the red switches with Nova Beam. A section of the floor opens up, allowing you access to the Fuel Gel-filled area beneath the floor. This puzzle is fairly complicated, moderately confusing, and overall frustrating, and I can't help but feel any instructions I give might be inadequate if just because the puzzle's a pain in the butt. Instead, I present you a perfect to-scale diagram of the temple. "Entrance" is self-explanatory, and "M" denotes the precise location of the Missile Expansion. All the dotted zones are areas you can enter; they mark the "inside" on the map. Due to the limitations of ASCII diagraming, the best way to plot this map and make it helpful was to blow it up to such a large proportion. Ironically, doing so also may cause you inconvenience. I apologize in advance. __________ |..........| |..........| Entrance |..........| |..........| |..........| |..........| |..........| |..........| |..........| ______ |..........| |..........| |......| |..........| |__........| |......| |..........| |.......| |......| |..........| ____|...._..|__|..____| ____|..______..|__________ |........| |......| |......| |............| |........| |......| __|......|______|............| |........| |......| |.............................| |____....|_|......|____|.................... __......| |......................................| |.....| |.............______.................__| |.....| |............| |...............| |.....| |__........__| |_____..........|__ |_____| |......| |............| |......| |............| |......| |............| __|......| |............| |.........| |............| |.........| |____________| |.........| |__.......|____ ________________ |...........| |................| |__.........| |.............MM.| |........| |.............MM.| |........|__ |..............__| |...........| |.............| |...........| |______...____| |...........| |.| |...........|________|.|__________ |................................./ ____|................................/ |..................................../ |.................................../ |................................../ |____..............____.........../ |............| |........./ |............|__ |________/ |...............| |______.........| |........| |........| |........| |________| Roll around beneath the floor and grab the expansion. --- Missile Expansion acquired! --- (max missiles to 255) Leave the Fuel Gel the way you came in and head back to Temple Access. ------------- Temple Access ------------- Go down the shaft to Gel Cavern. ---------- Gel Cavern ---------- Take the left fork to the shortcut. Unlike the other Fuel Gel waterfalls in this room, the one leading to the shortcut must still be frozen to pass. ------------- Imperial Hall ------------- Kill the Shriekbats and return back to dock. ------------- Fiery Airdock ------------- Save and enter the ship. Now set course for Cargo Dock B on Norion. ====== Norion ====== ------------ Cargo Dock B ------------ Approach the door to Generator B Access and fire Seeker Missiles at the five targets around the door to break the lock. Head on in. ------------------ Generator B Access ------------------ Turn left at the fork and roll through the Morph Ball tunnel. Take the door to Generator B once you're out. ----------- Generator B ----------- Phazon growths cover the walls of the room, and no sooner than you enter does the door lock behind you. The phazon growths start glowing and then a Metroid Hatcher emerges! Normally, this guy would be a serious pain considering that you're fighting him in a confined space with lots of pits. Fortunately, his outer armor is composed entirely of phazite, which offers you a major shortcut. Switch to X-Ray Visor, lock-on to see his weak point, and fire a single Nova Beam shot right at the orange, highlited section. Metroid Hatcher is immediately felled in one hit! Subsequently, the phazon growths around the room explode, allowing you free travel around the room, although the exit remains locked for the moment. Enter the Morph Ball tunnel to your right and roll through it to the end. Now pull out the Energy Cell in the wall. --- Energy Cell acquired! --- (9 cells total) The exit unlocks now. Roll back through the Morph Ball tunnel and return to Generator B Access. ------------------ Generator B Access ------------------ Roll back through the Morph Ball tunnel and return to Cargo Dock B. ------------ Cargo Dock B ------------ Enter your ship and set course for the G.F.S. Valhalla in the Gaflar System. ======================================== The Investigation of the G.F.S. Valhalla [0321] ======================================== ======== Valhalla ======== ------------- Docking Bay 5 ------------- Interact with the hand scanner to the right of the gate to open it. --------------- Hangar A Access --------------- Screw Attack across the gap and interact with the hand scanner to the right of the exit to open it. ---------- Repair Bay ---------- Use Hyper Beam to dispose of all the Phazon Metroids, then scale the room and head for Security Station. ---------------- Security Station ---------------- Regain lost health by draining the Phaz Ing and proceed on to Security Access. --------------- Security Access --------------- Take the door to Auxiliary Lift. -------------- Auxiliary Lift -------------- Ride the lift up and head to Port Observation Deck. --------------------- Port Observation Deck --------------------- Roll through the Morph Ball hole, then kill the Phazon Metroids with Hyper Beam and take the door to Junction A. ---------- Junction A ---------- Drain the Phaz Ing for energy via Grapple Voltage. Now that you have the Nova Beam, you can pass through the green door. Do so. ------------- Aurora Access ------------- A Liquid Phazon crawls along the walls here. Ignore it and go on to the next room. -------------- Aurora Chamber -------------- [Energy Cell ID GB-6187C-9] - By the wall opposite of the two Energy Cell slots. [Energy Cell ID SA-3871S-7] - On the left after climbing up the first bridge. The exit is on the highest level of the room but is out of reach for now (bar a glitch I'll mention a little later). Furthermore, the Energy Cell slots in charge of the devices in this room are blockaded by a malfunctioning hatch. To remedy this problem, go to the end of the room and climb the bridge on the right. Turn around and lock-on to the exposed mechanism in the open portion of the wall. Fire a charged shot at it. The hatches covering the Energy Cell slots retract, giving you free access to them. Drop back down and insert two Energy Cells into them. The bridges drop down and the lift becomes operational again. However, as you approach them, a Metroid Hatcher springs out from the depths of the Valhalla! You actually don't have to fight him, since none of the doors lock and all the devices you just restored to working order don't shut off. But then again, considering he gives a Gold Credit for defeating him, there's really no reason not to. Change to X-Ray Visor, lock-on, and fire the Nova Beam at his orange weak spot to one-hit KO him. Pull in all his drops with Charge Beam, then use the bridges and lift to reach the door at the top of the room. Push through the air depressurizing into the next room. ------------------- Control Room Access ------------------- Kill the four Phazon Metroids however you like and head through the door ahead. ------------ Control Room ------------ [Lore - Anhur Incident] - After looking at the marine's PDA with the access code 78356, turn around. The scan is by the north wall. Head past the console on the left toward a dead marine. Don't look at the marine though; look at what's next to him. It's a PDA and a 5-digit code is flashing on its screen - 78356. Return to the console and input that code into it. The image of Valhalla's Aurora Unit appears and gives you a message. The pirates attacked with the intention of stealing it. It also says something about a wormhole and a planet which is the source of all phazon but is cut off before it can finish its message. Turn around 180 degrees from the console and go down the passage to the grapple point. Insert energy into the device via Grapple Voltage. Once it's fully powered, an X-Ray Visor console drops down. Interact with it and press the buttons in the displayed configuration. Once you're done, a series of screens flashes up and Samus automatically interacts with them to acquire some data. === Pirate Code acquired! === (Percentage not effected) The Federation AU contacts you to inform you that the pirate data appears to be an entry code of some sort but that it's precise purpose cannot be determined at this time. Oh well, for now, return to Control Room Access. ------------------- Control Room Access ------------------- Go back to Aurora Chamber. -------------- Aurora Chamber -------------- Ignore the metroids and drop down to the bottom level. Take the door ahead back to Aurora Access. ------------- Aurora Access ------------- Ignore the Liquid Phazon and go on to Junction A. ---------- Junction A ---------- Regain any lost health by draining the Phaze Ing of energy via Grapple Voltage; then take the door back to Port Observation Deck. --------------------- Port Observation Deck --------------------- Use Hyper Beam to destroy all five Phazon Metroids, then turn left and take the door back to Auxiliary Lift. -------------- Auxiliary Lift -------------- Ride the lift down and take the door to Security Access. --------------- Security Access --------------- Take the door to Security Station before the Phazon Hoppers down the hall arrive. ---------------- Security Station ---------------- Drain the Phaze Ing for energy and return to Repair Bay. ---------- Repair Bay ---------- Use Hyper Beam to destroy the Phazon Metroids, then interact with the panel to the right of the gate to open it. --------------- Hangar A Access --------------- Kill the Phazon Hopper across the gap with Hyper Beam and then Screw Attack across. Interact with the hand scanner by the door to open it. ------------- Docking Bay 5 ------------- And that's all for the Valhalla. It's now 100% done. Now set course for the Command Center on the Pirate Homeworld. ===================================================== Disabling the Defense System and the Race to the Seed [0322] ===================================================== ================ Pirate Homeworld ================ ------------------ Landing Site Bravo ------------------ Take the door ahead. --------------- Lift Hub Access --------------- Continue on. -------- Lift Hub -------- Kill the Remorse-class Turret, then ride the elevator up to the second level and go through the door. ---------------- Security Airlock ---------------- Change into Morph Ball and enter the hologram. Once you're spun around the barrier, head to the door. -------------- Defense Access -------------- A phazite wall was erected over the green door earlier. To remove it, switch to X-Ray Visor and shoot the orange targets that appear one by one. The phazite wall rises, giving you access to the green door. Go through it. --------------- Command Station --------------- The central pillar in this room is actually the generator responsible for powering defense shield around the planet. To drop the shield, you need to disable it. Start out by killing the Assault Shield Trooper and Remorse-class Turret on the ground level. Then climb up the series of ledges around the room to the very top, killing any other pirates and turrets that get in your way. There's a Morph Ball slot near the top of the pillar, but it's protected by three shields. On the opposite wall from the slot, there's an X-Ray Visor terminal. Interact with it and input the denoted symbols. Three hatches on the pillar promptly open, revealing three phazite panels, and in response, Pirate Commandos warp into the room. The Pirate Commandos infinite spawn. Only two appear at a time, and there is some lag between respawn time and the time it takes for them to warp over to you, but you should only target them when they're about to attack; don't actively pursue them. Your primary targets here are the phazite panels, or, more specifically, what's behind them. Three parts of the main energy core lie on the opposite side of each set of phazite panelling, and you need to destroy all of them. In general, you want to have X-Ray Visor on almost all the time until you've destroyed all the parts of the energy core. It really doesn't inhibit your vision much at all, but if you ever get lost and aren't sure of where to go next, switch back to Combat Visor momentarily to regain your bearings. Due to the the highliting ability of the X-Ray Visor, you can scout Pirate Commandos easily by looking through platforms and keeping watch for their orange marks. Sadly, you can't see through the pillar and to see where the energy core parts are from the top, but you need to drop down the shaft anyway to shoot them, so this isn't too much of a problem. Drop down one platform at a time and look around for the energy core parts. They're best described as balls that bounce around inside rectangular areas within the pillar. They move quite fast, making them tough targets, but there are brief intervals during which they slow down to a snail's pace. That's your best opportunity to strike. The alternative to chasing them down is to simply mash the fire button repeatedly and aim for the center of the rectangle, where they must inevitably pass over. The downside to this strategy is that it takes a bit longer, giving respawned Pirate Commandos plenty of time to catch up to you. If several seconds have passed since you heard a pirate roar or warp, check around the neighboring platforms for signs of them. Do the same each time you drop down a platform after you check for phazite panelling. Also keep your back to the wall and stay away from edges when you're attacking the balls behind the phazite; there's no point in getting hit by distant commandos. If you've fallen down all the way to the bottom, don't sweat it. You need to climb back to the top after you're done with this task anyway, so just start from the button and check for phazite panelling as you climb the ledges instead. Each time you destroy all the balls behind a phazite barrier, one of the shields around the Morph Ball slot at the top of the pillar drops. Once you've destroyed all of them, the shield around the slot drops completely. Scale back to the top of the room quickly, only stopping to kill pirates that get in your immediate way. Change into Morph Ball and lay a bomb in the slot. The shield around the pirate facility drops and moments later the federation begins its invasion. Admiral Dane contacts you to congratulate on your good work and to meet him on the surface (specifically, Skyway Access). The quickest way back there is through Flux Control. Drop down to the bottom level. To the left of the organic mass (the one with long, spiky crystals sticking out of it) is a Grapple Voltage device. Sap all the energy from it to deactivate the force field on the Morph Ball tunnel next to it. Enter the tunnel and enter the Morph Ball lift in the blue (just for clarification, not the orange) shaft. Ride through that tunnel into Flux Control. ------------ Flux Control ------------ Drop out of the tunnel. Grapple Lasso the hatch off the Morph Ball tunnel next to it and enter the newly opened tunnel. Climb the Spider Ball Track inside, bomb jumping up all the gaps. Once you pass over a gate partitioning the generator and the upper level of the room, release your hold on the track and roll to the right (away from the Crawltank) over to the tunnel leading to Command Courtyard. ----------------- Command Courtyard ----------------- Kill the Pirate Commando who ambushes you with X-Ray Visor lock-on + Nova Beam and refill on health from the crates filling the room. Then take the door to Courtyard Passage. ----------------- Courtyard Passage ----------------- Kill all the Scritters in your way and proceed to Skyway Access. ------------- Skyway Access ------------- [Morphology - Demolition Trooper] - After the cutscene, four appear, one of which stands directly in front of the door you need to go through to proceed and doesn't move until you talk to him. After you enter, Admiral Dane's ship flies by and he comes down on a hovering platform along with a platoon of marines. The marines proceed to blow up the wall that was blocking your access to skyway, and Admiral Dane personally tells you your next objective. The cargo supply line is up ahead and it connects directly to the seed, but a security door blocks the way that only heavy explosives can break apart. That's where the marines come in. These guys are Demolition Troopers, experts with heavy explosives. You're given twelve of them; you need to keep at least four alive to get through the gate. Admiral Dane then wishes you luck and returns to his ship. Now go talk to the Demolition Trooper standing in front of the door. He tells you that their armor is weaker than normal troopers, so they'll depend on your protection, and that some of their troops have already moved on ahead, so you better hurry and catch up with them. Then he moves out of your way. Head through the door. -------------------- Transit Station 1104 -------------------- Before beginning this escort mission, there's a few things you should know. First and foremost, although keeping four alive is pretty easy, keeping all twelve alive nets you a gold credit but can become quite hard on any difficulty but Normal, so you're best off doing it now if you plan on replaying the game on Hyper for all the remaining credits. The numbers beneath your health bar displays the number of troopers still alive. If it isn't obvious, the right number represents the original total while the left represents how many are still alive. The troopers also appear as yellow blips on your radar, but that's not as important as the Demolition Trooper you spoke to would have you believe. In general, the best way to keep everyone alive is to spam Hyper Mode. All the time. Any misplays could cost the life of a trooper. That said, there are quite a few rooms ahead, not all of which require being in Hyper Mode all the time or moving as fast as you can to keep up with the Demolition Troopers, so I'll give you fair warning of when to relax and when to hustle. On a positive note though, you only need to protect two at a time although this is hardly relevant considering that they stick together and that if any one dies you have to restart if you want the gold credit. That said, fill the Grapple Voltage device ahead of you to open up the gate above you leading to the skyway. The gates by the troopers to both sides of you open as well, and you're off. Jump up the ledge, enter Hyper Mode and Hyper Beam the pirate who opens a gate on the right. Jump up that ledge and enter the next room. -------------------- Transit Station 0203 -------------------- Hyper Beam the pirates on the upper ledge. Once the train passes and those pirates are dead, vent and then re-enter Hyper Mode. Cross the train tracks and kill the pirates on the ledge here. Another pirate in addition to two Aerotroopers appear, one at a time now. Hyper Beam them to death quickly. This applies especially to the Aerotroopers. If you don't hit them hard and fast, instead of detonating in mid-air they divebomb you and the Demolition Troopers, and they're bound to die in the process. Once they're gone, another train passes by. Vent and re-enter Hyper Mode, then run up the tracks. On the left, three pirates ambush you. Quickly take them out with Hyper Beam. Now you have some time to rest. The troopers don't move on without you. Blow up any crates for refills and cross the bridge over to the door. ------------------ Transit Tunnel P68 ------------------ This room is relatively quiet. You don't have to protect any Demolition Troopers here, so you can take your time. Kill the two Crawltanks up the ledge with Nova Beam, then blow up the crates for health refills. Continue through the passageway until you get attacked by an Armored Pirate Trooper and a Remorse-class Turret. Hyper Beam both to death and then vent. Enter the next room. -------------------- Transit Station 0204 -------------------- Two Demolition Troopers run ahead of you. Pursue them as fast as you can, blowing up any crates along the way for health drops. Once you pass the troopers and reach an open area, turn right and activate Hyper Mode. Charge Hyper Beam, run straight in, and let loose on the pirates back here. Once they're all dead, head through the passage through the train and look up to the left-hand ledge. Kill the pirates up there with Hyper Beam. Moments later, a blast opens up a passageway below the ledge, and a platoon of pirates busts through. Rather than rush in there and fire repeatedly, fully charge Hyper Beam and let loose on the two frontline pirates, then finish them off with normal Hyper Beam shots. Charge again, fire at the ones in the back, and then finish off the remaining pirates with normal Hyper Beam fire. Break time from protection again. Head through the door ahead. ------------------ Transit Tunnel P69 ------------------ Another quiet room. Blow up the crates for health drops and then turn toward the bottom of the ramp. Before going down, shoot the two Jumpmines at the bottom. At the base of the ramps, two Armored Pirate Troopers attack. Hyper Beam them to death, then vent and pick up health drops from the crates. Head to the next room. -------------------- Transit Station 0205 -------------------- Two Demolition Troopers run ahead of you. Enter Hyper Mode, charge, and run ahead. Release the charged Hyper Beam on the shield pirates on the left and pick off any survivors with normal shots. After they're defeated, a Berserker Knight busts through the main gate. Ignore him for now and hurry past him. On the right side of the portion of the room behind him are two more pirates. Take them out with normal Hyper Beam shots and then return your attention to the Berserker Knight. If his attention isn't already on you, get it. Shoot back the phazon balls he shoots at him. Once three hit his back, his armor breaks. If you're not in Hyper Mode, change back to it not and lay into him with Hyper Beam shots. The Demolition Troopers do not like his wavequakes. Once it falls, three Pirate Commandos warp in. Standard X-Ray Visor + Nova Beam works to take them down. If all the men you were escorting survived up to this point, you get a gold credit. Yay. The Demolition Troopers approach the security gate and blow up the locks. ------------------ Transit Tunnel P70 ------------------ [Lore - Mistress Gandrayda] - After you enter, drop down to the right onto the lower ledge, before the phazon pool. From there, turn around and the scan is right in front of you. Another phazon pool. Haven't seen one of these in ages. Hop in and take a soak until all your health is restored. On the ledge behind you is a Lore scan and a deactive hand scanner leading back to Transit Station 0205 (which is locked BTW ;P). On the other ledge is another hand scanner which can open the gate to the next room. Interact with it and continue onward. ------------------------- Transit Station Leviathan ------------------------- [Morphology - Pirate Commander] From the looks of things, the seed is very close. The map indicates this room is a dock and the gate ahead can only be destroyed by Ship Missiles. However, the ceiling is shut tight and equipment is covering the landing site. Fortunately, there's a lever near the top of the room that can take care of all that. Climb the platforms and jump over to the Grab Ledge. But as you pull yourself up, a pirate smacks you back down to the ground and moves away the platform you used to jump up to that ledge. Your assailant is that pirate who's been seemingly stalking you around the entirety of the Pirate Homeworld - Giving out orders and then teleporting away before you could do anything about it. He's a Pirate Commander, more than a step up from Pirate Commandos, and this time he's stickin' around. ****************************** Boss Battle - Pirate Commander ****************************** Bad news: While the Pirate Commander may be wearing phazite armor, it is, evidently, made of an ultrarare "red phazite" which leaves him with no Nova Beam weakness. He also has infinitely more durability than a regular Pirate Commando, tanking Hyper Beam attacks like you were hitting him with a pea shooter. On top of all that, he has a personal teleportation device, as you already know, and he employs it to great extent. The good news is that he's limited entirely to attacks used by Pirate Commandos. Also, the five Pirate Commandos he summons at the start are the only ones he summons. They don't infinite spawn. You're best off killing the Commandos last, surprisingly enough. You do need to kill every pirate here to end the battle, but the Pirate Commander's still best to take down first. He enters Hyper Mode quite a bit, and his attacks really pack a whollop. It's not something you should worry about while trying to X-Ray Visor + Nova Beam snipe the Commandos. Aside from that, you depend entirely on Hyper Beam to take down the Commander anyway, so you might as well take advantage of the invincibility. The Pirate Commander's endurance is quite high though. Even on Normal difficulty, he takes a full two Energy Tanks worth of Hyper Mode attacks to take down. Don't be wasteful. He teleports *allot*, meaning many of your shots can miss if you fire them at the wrong time. In general, yes, mash the fire button when you see him, but once you hear that teleportation sound effect and see the swirling lights around him, stop and look around until you see his destination point and the accompanying swirling lights. There's allot going on, but you have plenty of time to find him, and the time spent searching only builds up the Corruption bar in your favor. Furthermore, once you break his phazite armor, he loses his ability to teleport. This is also a sign that he's close to dieing, so relentlessly attack once you break apart his armor. Once the Commander's gone, finish off the Commandos as normal. If you have ample health left, Hyper Mode attacks are also viable options for them. ********* Once all the pirates are gone, the marines enter and restore the platform from earlier to its previous position. Now jump onto it and over to the Grab Ledge. Interact with the console, push the Wiimote toward the screen, and then pull it back. The platform retracts into the wall, a landing pad forms on the floor, and the ceiling opens up. Drop down the hole by the console and switch to Command Visor. Lock-on to the Ship Missile point in front of the gate and fire. Your ship shoots out a volley of missiles obliterating the gate and lands. Now save and enter the ship and set course for the Pirate Homeworld's Leviathan Seed. ===================================== The Pirate Homeworld's Leviathan Seed [0323] ===================================== ------------------ Landing Site Delta ------------------ Space Jump across the platforms and Screw Attack to the door. ----------- Core Access ----------- The path is blocked by a large, durable tentacle. Fortunately, it has an internal weak point. Switch to X-Ray Visor and shoot the orange spot at the tip of the tentacle. Repeat the process for a second tentacle further down the tunnel and then enter the core. ------------------------------- Pirate Homeworld Leviathan Core ------------------------------- [Morphology - Omega Ridley] Drop down the ledge to trigger a cutscene. Ridley swoops in from the sky and attacks! He's back! After his defeat at Norion, he's been revived and regenerated (again) through phazon and has been chosen as the guardian of the homeworld seed. Well then, now you can kill two birds with one stone. ************************** Boss Battle - Omega Ridley ************************** Exposure to phazon has raised Ridley to a whole new threat level, and he has a whole new assortment of attacks to throw out at you. What's worse is that many of his attacks come out very quickly and leave no telltale signs beforehand that they're about to be used. One of the more dangerous of those attacks is his fire breath. Ridley moves his head toward one direction or the other and unleashed a massive firey breath as he spins his head in the opposite direction. Sometimes the arc of the spin is short, I've seen as short as a 45 degree turn. Usually though, his head turns somewhere between 120 and 150 degrees. The turn is far too fast to strafe around; you're better off Space Jumping over it instead. When exactly to jump is a little tricky, considering Ridley doesn't always begin this attack in the same spot, that his head turns quickly, and that you can only avoid the fire at the peak of your second jump. If you're close to Ridley and you see the breath start, double jump as fast as you can. If you're far away, you have more time to space out your jumps. Jump first a moment after you see it, and jump again before you fall but as the breath approaches you, easily dodging the fire breath. If worse comes to worst though, you can always enter Hyper Mode to tank the damage. Ridley's projectiles are a little easier to deal with. The first is a set of fireballs he launches, one by one. He can fire anywhere between two to five at a time, and, unlike the ones on Norion, these ones home in on you, so running is pointless. A single Nova Beam shot is enough to destroy them though, and they often leave drops behind, so it's more worthwhile to destroy them. Ridley's other projectile you need to watch out for. Ridley cocks his head in one direction, seemingly harmlessly, and then lets loose a fast-fire missile. If you're not moving, you *will* get hit, but the horizontal range of the missile is negligible at best. For that reason (among others, which I'll get into later), I advise always staying locked-on to Ridley. That way, you can easily strafe out of the way if he does something unexpected. Also, don't stand too close to the wall. Under those circumstances, even if the missile missed you, the blast radius would still get you. Ridley also has a charge attack, but he gives himself away. When he's preparing for the charge, he bends down closer to the ground and blue phazon particles rise up into the air. At this point, he's selected his direction to charge in already, so strafing around him easily dodges this attack. Ridley does combine this attack with his fire balls often though. He launches the fire balls first and then, while your attention is off of him, he builds up his charge and rushes into you. Whenever you see his fire ball attack, always keep his charge in the back of your mind as well. If you make a mistake and can no longer dodge the entire hitbox of the charge, the charge does do less damage the further out of the center of its hitbox you are. He also has two wavequake techniques. The more common one sees him leaping into the air and then crashing back down onto the center of the field, generating a massive wavequake. In the second, less common one, he forms a large energy ball in his hand and quickly smashes it into the ground to generate a similar wavequake. Both are easily evaded via Space Jumps. Outside of all that, Ridley also has two counterattacks. If you get too close to his back, he swipes at you with his tail, and if you get too close to his front or side, he snaps at you. At random, he also jumps from side to side occasionally or extends his head out for a few moments and roars while turning it. The only vulnerable spot on Omega Ridley's entire body is his mouth, and you can only hit it when it's open and glowing orange. There are two ways to go about hitting that target. In the first method, you bide your time waiting for Ridley to drop his guard. You stay far away from Ridley and strafe around him most of the time, except when you need to deal with an immediate threat from him, and hold a charge on the Nova Beam. As soon as Ridley leaves an opening, stop (provided you can for that specific opening), and release the charged shot and then mash the fire button. The game actually gives you an ample number of opportunities to strike at his mouth. His harmless roar is a freebie. If you don't already have a charged shot ready, you even have enough time to briefly charge firing. Some of his attacks also leave his mouth wide open. When he fires off a high-speed missile, his mouth remains open for several moments after he fires. When he flies up into the sky before smashing into the ground to wavequake, his mouth is open for much of the time, but there's only one good moment to attack. After he flies into the air and stops at a certain height, he dips down a few inches and then soars higher up before wavequaking on the ground. As he's soaring up, there's a brief moment where he almost stops rising. If you fire your charged shot at where the apex *will be* before he gets there, your attack should hit him. He can also be hit the instant he begins the actual attack portion of his charge and he roars afterwards if you hit him too, but you need to move out of the way before trying to hit him when he charges. The massive damage you can take isn't equal to a miss. Outside of those opportunities, none of Ridley's other attacks leave any openings (not even, surprisingly enough, the fire breath). The second method skips the tedium of the first method but is more precise and luck-oriented. Ridley's snap counter-attack when you get too close to him is actually exploitable. Most of the time, when you get within range, Ridley automatically stops whatever he's doing just to snap at you. Right before he snaps at you, fire and then approach again to bait him before he tries something else. You're probably gonna get hit, but you're dealing much more damage to him than he is to you, and his bite is definitely the lesser of his attacks on the power spectrum. Rinse and repeat. Quite a few things can go wrong though. First off, he doesn't always counterattack if you're in range. Sometimes he jumps to the side and you have to quickly regain a lock before he attacks. Other times he just carries on as normal and you have to momentarily back away to deal with the threat he poses at the time. You also have a very brief span to hit him - only the period when his mouth is shining orange can you do so. If you miss or just don't fire, he gets a free hit and you have to recharge for nothing (you lose the charge when he hits you). Regardless, this is a very quick and effective alternative of getting around Ridley's attacks. Once you've dealt enough damage to Ridley's mouth (on Normal, "enough" is equivalent to the power of a fully charged Nova Beam), he recoils back onto his hind legs and starts flailing his arms. Now's the time to strike his true weak point. Run up to him and Grapple Lasso or Grapple Voltage (overload or drain, although drain isn't guaranteed to open the armor and overload is just a waste when Lasso works) him to open the armor plating on his chest and reveal his weak point. Enter Hyper Mode and lay into him with Hyper Beam. Eventually his chest armor closes back over the weak point and you start over again. Once Ridley's health drops to 75%, he wisens up and generates a thick layer of phazite armor to complement his chest armor. He gains an assortment of new attacks in addition to all his old ones as well. Ridley's fire breath ability has improved drastically. Now he combines it with a tail sweep to cover the entire field. He can start with either but then adds the second one (or both from the beginning) to the sweep and makes three 360 degree turns after that while gradually accelerating the spin. The first two spins are handled easily enough via Space Jumps, but by the time he's making his third spin, his sweeps are coming too fast to dodge haphazardly. You need to land as soon as possible after the first dodge and have as much space between you from the next sweeping attack as possible. If the fire breath is coming your way, space jump over it as usual but after you're over, tilt the analog stick in the direction the fire breath is going so that you land closer to it and further away from Ridley's tail. If Ridley's tail is on the way, a single jump works and gives you more time to dodge the fire breath, but a quick double jump (via mashing the jump button) is more likely to succeed. Getting more time by tilting the analog stick in the direction of the sweep after you're over and are coming down also works for the tail. His energy ball to wavequake has also changed, now into something quite different. Now he forms two energy balls, one in each hand, and combines them together to form a "super wavequake". This wavequake isn't circular in shape though; it's hexagonal. At each of the six vertices of the hexagon is a tall (tall enough so that you can't simply Space Jump over it), electric pillar. More problematic though is that any three of the six sides may have an electrical wall that smashes into you as the wavequake spreads out. You can get around the attack via Hyper Mode or Screw Attack tanking, but it's much easier and better to just stop Ridley from completing the attack. It has a lengthy charge time, more than enough to blast away both orbs in Ridley's hands. Furthermore, destroying both automatically stuns Ridley. Should you only destroy the one though, the attack at least ceases to be a wavequake - Only the six electric pillars remain and it no longer has any effect on the floor. Outside of destroying both orbs, you can still stun Ridley as you did before by simply waiting for that orange glow in his open mouth. Once you stun him, he recoils onto his hind feet and flails his arms like before. This time though, his weak point is elsewhere. The phazite armor is only weak at the shoulders, and you can only hit it with X-Ray Visor activated, so switch over to that visor, lock-on, and attack with Nova Beam. His flailing arms may get in the way sometimes, but focus on one of the orange spots beneath the shoulder armor at a time. Once the stun wears off repeat the strategy to stun him again. Then attack the shoulders again until you've blown off both pieces of phazite there. All of Ridley's phazite armor and his chest plate blow off. He only has 25% of his health remaining and his weak point is completely exposed. Ridley becomes desparate now, and the battle shifts to a whole new venue. Ridley shifts between a flying and a ground phase now but always starts things off with a flying phase. There are a few moments you can attack him during his flight phase, but your major concern here should be staying alive and just waiting things out until he switches to ground phase. Everything he can do is connected to the four holes on the walls of the arena. He randomly exits any one of the holes, including the one he enters. From the holes, he can do one of four things: 1) Do nothing and simply fly by; 2) Land in the center of the arena and initiate ground phase; 3) Land in the center of the arena briefly to wavequake and then fly off again; 4) Fly by while shooting volleys of missiles at you. He can either do a single fly-by before leaving or he can make a u-turn in the arena and fire off another volley of missiles before leaving. Also, if Ridley is in the same half of the arena as you are when he fires his missiles, they all automatically home in on you and hit for massive damage. Easily his most devastating attack. The first two are obviously no problem, but it's the latter two, or more specifically, that they both exist in the same set that's a problem. If he had only the wavequake, you could just sit in a corner, wait for him to come, jump over it. If he had only the missile volleys, you could make the longest Screw Attack possible, right across the center of the arena and not have to worry about a thing. Fortunately, there's a solution. The following is a diagram of the arena with a few markings I explain below: ___________ / 2 \ /A B\ / \ | ___ | | / \ | |1 | Z | 3| | \___/ | | | \ / \D C/ \___________/ 4 A, B, C, and D represent the corners of the arena. 1, 2, 3, and 4 represent the holes that Ridley can fly to and fro. Z represents the center circle in the arena where Ridley can land. Any time after Ridley flies through one of the holes, go to any of A, B, C, or D. For the purposes of my example, suppose you went to A. Once you reach A, you have a clear view of 3 and 4. From there, constantly shift your view back and forth to check 1 and 2. Once Ridley comes out, begin Screw Attacking to either 3 or 4. If you hear missiles being shot off in the background, tilt the analog stick toward C while you're somersaulting so that you can increase the total distance this Screw Attack travels. If you don't hear missiles in the background, just keep on going straight. You'll skim by the rim of Z and go to 3 or 4, whichever you chose, and if Ridley happened to land and/or wavequake, you still have plenty of time to dodge, recover, and get to another corner. If you ever think you're cutting it close, activate Hyper Mode on the way down to tank whatever attacks remain on the field. Note that Normal players can skip this whole process though, as Hyper Mode easily tanks all the damage from everything. For his ground phase, his moveset is essentially his initial moveset (otherwise, before he generated phazite armor) plus a few additions and alterations. His fire breath can but not necessarily will swing back the way it came after the initial pass. He can fire multiple high-speed missiles in quick succession now. His fireball ability shoots out eleven instead of two to five balls. For the fire breath, after you clear the second jump, continue tilting the analog in the direction away from the fire breath's current heading so you have more time to jump after you land. For the high-speed missiles, they still only move in straight lines, so you're fine as long as you keep moving and your back isn't to the wall. The fire balls you just have to shoot one by one. Strafe around Ridley while you're doing it though; if you try to take out all eleven from one spot, Ridley's bound to try something in the meantime. Strafing allows you to see what he's doing and react accordingly. The additions to Omega Ridley's moveset are all melee-related, which makes sense considering he's desparate. He's much more prone to use his charge now. He also uses two claw swipe attacks now, one of which has mini-wavequake capabilities when it hits the ground and the other of which is a quick downard-diagonal slash with extra range, and he now walks or leaps right over to you to use them and his previous bite attack to fight you at close-range. Treat the charge just as you did before. As for all his quick movement and attacks right over to you, the best you can do is strafe, strafe, strafe. If you're standing still, you're gonna get hit. Strafing at least gives you a chance. Once you stun him, enter Hyper Mode. He breathes out an innocuous blue gas at the start of the stun but is completely vulnerable otherwise. Lay into him with Hyper Beam. After he's done spewing out the gas, while still vulnerable, he runs straight at you to swipe at you with his claws. Simply strafe out of the way and continue attacking. If his stun runs out, just stun him again like you did before. Eventually he'll fall. Important Addendum: Definitely worth noting this. During any of his ground phases - Initial, with phazite, final - if your distance from him is mid to long range, he's not in a stun phase, and you Screw Attack toward him, he immediately stops whatever he's doing and either jumps to the side out of the way or into the air to wavequake on the way down. Always. 100% of the time. It's really remarkable. If you plan on using this little tidbit to your advantage, two tips. 1) Don't Screw Attack straight at him. If he jumps to the side, you'll land too close to him and he'll attack you before you can retreat. Somersaulting more doesn't help, considering he can set-up another attack in the mean time. 2) If he jumps up into the air to wavequake, continue somersaulting over to the wall if it's a fair distance away to avoid the damage. If you're very close to it, land and try to dodge as best you can, but since he's probably right above, you won't be able to get a good view in time so you'll just have to guess in your movements and hope you go and jump at the right times. ********* Omega Ridley falls back, obviously in horrendous pain, and shuts himself behind his wings before he explodes, sending out a massive phazon shockwave. The corruption in Samus' body worsens yet again, and the PED suit undergoes another radical change (as always though, to the cooler). Pick up the item Ridley leaves behind. === Hyper Grapple acquired! === The Hyper Grapple allows you to insert and overload certain objects with phazon energy via the grapple beam when in Hyper Mode. Enemies that could be killed by energy overload via Grapple Voltage in the past die quicker to Hyper Grapple. Hyper Grapple functions identically to Grapple Voltage, except that Hyper Grapple can only insert energy, not remove it. You do however retain the draining capability of Grapple Voltage when in Hyper Mode. Hyper Grapple's practical uses are more limited than even the Hyper Ball's, but it's better than nothing. Two oragnic masses covered with crystals drop down and hang from the ceiling. Use the grapple beam to latch onto one. Then press and hold forward on the analog stick to overload it with phazon energy. Once all the crystals explode, the organic mass goes along with them. Repeat the process on the other mass. Phazon energy then shoots out at the core, and it descends in response. You know what to do. When prompted, press A to send all the phazon energy pent up in you straight back at the core, obliterating it completely. Mission accomplished. Samus then flies off, away from the Pirate Homeworld. Along the way, the Federation AU contacts you, telling you that you've destroyed the last of the seeds as detected by their systems and have stopped the spread of corruption. However, one mission remains. Skytown's AU has discovered the source of the seeds and the location of Dark Samus and the bulk of her forces. However, it's so far away that you'll need to make a wormhole to reach it. Fortunately, the pirates have a leviathan battleship in orbit of their homeworld that can do just the task. Your mission: Find a way onboard that leviathan, hijack it, create a wormhole leading to the source of phazon, and put an end to Dark Samus and this phazon source once and for all. =================================== Opening the Wormhole and Last Stops [0324] =================================== Let's get those last stops out of the way first, shall we? Set course for Cliffside Airdock on Bryyo. ===== Bryyo ===== ----------------- Cliffside Airdock ----------------- Head straight for Gateway Hall. ------------ Gateway Hall ------------ Kill the Gragnol in your way and proceed to Gateway. ------- Gateway ------- Kill the Reptilici with Hyper Beam and then head for Grand Court Path. ---------------- Grand Court Path ---------------- Kill the two Hoppers with Nova Beam and take the door ahead. ----------- Grand Court ----------- Jump down to ground level and get behind the golem's head. Switch to X-Ray Visor to operate the terminal on its head. Move around the segments to complete all three circles. Once you're done, the golem awakens and moves off to the side, revealing a small phazon pool beneath where it was laying. Two Phaazoids pop out. Enter Hyper Mode and blow them away with Hyper Beam. A Red Phaazoid pops out of one of them as well. Kill it and collect its gold credit. Take out any other remaining Phaazoids and then enter the pool to recharge your health. Now enter the cave behind the phazon pool and climb to the top. You can Grapple Swing across and climb up to the door via the Morph Ball tunnel, but another viable alternative is Screw Attacking straight to it. Be careful to keep yourself out of line with any of the grapple points or the walls. Try Screw Attacking low and to the side of the grapple points, but high enough so that you reach the door. ---------------- Grand Court Path ---------------- Kill the two Hoppers and return to Gateway. ------- Gateway ------- Ignore the Reptilici and Screw Attack straight for the door to Gateway Hall. ------------ Gateway Hall ------------ Proceed through as normal to Cliffside Airdock. When you reach the ice bridge, however, Screw Attack through the shriekbats. Then continue on to the door. ----------------- Cliffside Airdock ----------------- That's all for Bryyo. Now set course for Landing Site B on Elysia. ====== Elysia ====== ------------------------------- Skytown Federation Landing Site ------------------------------- Head up the lift and through the door at the top. -------------- Landing Access -------------- Around this point, the Federation AU contacts you with new information. Skytown's AU has determined that the source of all phazon and the seeds is actually a planet that it has dubbed "Phaaze". Interesting. For now though, stick to the task at hand. Screw Attack through the puffers to the other side and head through the door. ---------------- Skybridge Athene ---------------- Stand on the side of the bridge and hit all the Tinbots with charged Nova Beam shots to take them down. Then cross the bridge and enter Maintenace Shaft TA. -------------------- Maintenance Shaft TA -------------------- Screw Attack through the puffers to the other side. Enter the next room. --------------- Turbine Chamber --------------- Cross the gap and head for Broken Lift. ----------- Broken Lift ----------- Ignore the perpetually broken lift and continue on to Gearworks. --------- Gearworks --------- Screw Attack across the chasm. Ignore the Swarmbots and head for the next room. ---------------- Observatory Lift ---------------- Ride the lift down and take the door to Chozo Observatory. ----------------- Chozo Observatory ----------------- [Research - Planet Aether] - Lay a bomb in the third bomb slot on the higher up Morph Ball tunnel whose entrance is on the southwest wall. [Research - Planet Tallon IV] - Lay a bomb in the bomb slot up the Spider Ball Track at the end of higher up Morph Ball tunnel whose entrance is on the southwest wall. Head through the corridor and ride the lift up. After you step off the lift, look left to see some phazite panelling. Switch to X-Ray Visor and shoot the orange spot with Nova Beam. A wall on the cylinder drops down, revealing a hand scanner. Interact with it to obtain all the expansion data for the Pirate Homeworld. High up on the southwest and south walls are entrances to Morph Ball tunnels. Enter the southwest tunnel and ride the Spider Ball Track up to the top. The third bomb slot you encounter up here is active. Bomb it to obtain the logbook data on Planet Aether. Continue rolling down the tunnel to the very end. Ride the Spider Ball Track there up to another bomb slot. Bomb it to obtain the logbook data on Planet Tallon IV. Now leave that tunnel and head for the tunnel whose entrance is on the south wall. Hop up into it and then ride up the first Spider Ball Track you see. Bomb the bomb slot at the top to obtain all the expansion data for Elysia. That's it. That's all we came for. Leave the tunnel and drop down to the bottom of the room. Take the elevator down and return to Observatory Lift. ---------------- Observatory Lift ---------------- Ride the lift up and head back to Gearworks. --------- Gearworks --------- Screw Attack across the chasm. Ignore the Swarmbots and enter the next room. ----------- Broken Lift ----------- Head straight through to Turbine Chamber. --------------- Turbine Chamber --------------- Cross over to Maintenance Shaft TA. -------------------- Maintenance Shaft TA -------------------- Screw Attack through the puffers to the other side of the chasm and enter the next room. ---------------- Skybridge Athene ---------------- Boost Ball across the bridge, through the Tinbots and over to the door. -------------- Landing Access -------------- Screw Attack through the puffers across the gap and head through the door. ------------------------------- Skytown Federation Landing Site ------------------------------- Ride the lift up, then save and enter your ship. We're done with Elysia now too. Just a few loose ends to wrap up on the Pirate Homeworld. Set course for the Research Facility. ================ Pirate Homeworld ================ ------------------ Landing Site Alpha ------------------ Take the door to the right, to Transit Station 1-A. ------------------- Transit Station 1-A ------------------- Ride the train over to Transit Station 1-B. ------------------- Transit Station 1-B ------------------- Head for Proving Grounds. --------------- Proving Grounds --------------- There are three Phaazoids in this room. Lay into all of them with Hyper Beam and kill the Red Phaazoid that comes out for a gold credit. Then return to Transit Station 1-B. ------------------- Transit Station 1-B ------------------- Ride the train back. ------------------- Transit Station 1-A ------------------- Return to the landing site. ------------------ Landing Site Alpha ------------------ Save and enter your ship. Now set course for the Mining Site. -------------------- Landing Site Charlie -------------------- The Federation really has things under control. They even have men posted here. Pass them by and go on to Phazon Mine Entry. ----------------- Phazon Mine Entry ----------------- Ignore the Phazon Metroid and Crawlmines and proceed to Main Cavern. ----------- Main Cavern ----------- Head straight down the corridor to Drill Shaft 1. ------------- Drill Shaft 1 ------------- Enter Hyper Mode and kill the Phaazoids in here. Then cross the platforms over to Phazon Harvesting. ----------------- Phazon Harvesting ----------------- Even though there are only two Phaazoids in front of you from the entrance, a third lies further down on the other end of the room (and contains a Red Phaazoid) Enter Hyper Mode, take out all three, and collect the gold credit. Then go to Main Lift. --------- Main Lift --------- Screw Attack up the Wall Jump Surfaces up to the top. By this point, you should have already heard the game disc loading something. Drop back down the shaft and return to Phazon Harvesting. ----------------- Phazon Harvesting ----------------- The harvester drone is back, but this time you can take him out. Switch to Command Visor and order your ship to fire a volley at the drone. The drone is obliterated by the Ship Missiles, and you receive a friend voucher. Return to Main Lift. --------- Main Lift --------- Screw Attack up the Wall Jump Surfaces again. Once you reach the top, head through the door across from the Spider Ball Track to Phazon Quarry. ------------- Phazon Quarry ------------- Drop down the ledge on the left and head for the door to Transit Station 4-B. ------------------- Transit Station 4-B ------------------- Ride the train over to Transit Station 4-A. ------------------- Transit Station 4-A ------------------- Head through the corridor on the right and take the door to Defense Access. -------------- Defense Access -------------- Drop down the shaft and head to the fork. Now turn right and enter Command Station. --------------- Command Station --------------- Approach the organic mass from before, enter Hyper Mode, and overload it with phazon energy via Hyper Grapple to make it explode. Head through the door behind where it was. ------------------- Transit Station 2-A ------------------- Scan the circle next to the hand scanner to make it active again and then interact with it to summon a train. Enter the train and, as usual, interact with the console inside and push and pull the Wiimote toward and then away from the screen to get the train going. ------------------- Transit Station 2-B ------------------- Head through the corridor on the left and enter the next room. ----------------------- Leviathan Access Portal ----------------------- Force fields block the way to the warp to the leviathan as well as the way to the Grapple Voltage device to turn the force fields off. Climb the ramp to the right and look at the wall opposite of the force field for a weakened vent. Change into Morph Ball and lay a bomb to break apart the grating, then enter the hole and drop down next to the Grapple Voltage device. Now drain it of all its energy. The force fields drop, and the warp to the leviathan reactivates. Enter the hologram at the top of the room to warp to the leviathan. -------------- Leviathan Ship -------------- Do you remember the Pirate Code you acquired from the Valhalla? Taking control of this leviathan was its purpose. Approach the console in front of you and interact with it to insert the Pirate Code and take control of the leviathan. Admiral Dane contacts you afterwards informing you of such. He then instructs you to rendevous with the fleet so that you can all set off to Phaaze. Before you enter the warp and leave the leviathan though, look to any one of its "eyes", aside from the large blue one behind the console. Shoot any one of them 60 times to earn another friend voucher. Now you can take the warp back out. ----------------------- Leviathan Access Portal ----------------------- Return to Transit Station 2-B. ------------------- Transit Station 2-B ------------------- The Federation AU contacts you and tells you that once you go to Phaaze, there's no turning back. Once it's done speaking, ride the train back to Transit Station 2-A. ------------------- Transit Station 2-A ------------------- Head down the corridor and back to Command Station. --------------- Command Station --------------- Rather than head for Landing Site Bravo, we're gonna head for Transit Station Leviathan. Your last errand for the game is on the way. Turn right after you enter the room and roll into the Morph Ball tunnel. Ride the lift up in the blue shaft and continue on into Flux Control. ------------ Flux Control ------------ Drop out of the tunnel. Grapple Lasso the hatch off the Morph Ball tunnel next to it and enter the newly opened tunnel. Climb the Spider Ball Track inside, bomb jumping up all the gaps. Once you pass over a gate partitioning the generator and the upper level of the room, release your hold on the track and roll to the right (away from the Crawltank) over to the tunnel leading to Command Courtyard. ----------------- Command Courtyard ----------------- Exit the Morph Ball tunnel. Ignore the Commando Pirate and head for Lift Hub. -------- Lift Hub -------- Make a left at the fork and trigger the bomb slot. Pass through the door to Transit Station 3-B. ------------------- Transit Station 3-B ------------------- Work the train. ------------------- Transit Station 3-A ------------------- Head to Metroid Creche. -------------- Metroid Creche -------------- From here, you can see a group of Phaazoids. In one of them is Red Phaazoid. Destroy it and claim its gold credit. Now head back to the train station. ------------------- Transit Station 3-A ------------------- Ride the train back to the Command Center. ------------------- Transit Station 3-B ------------------- Go through the door to Lift Hub. -------- Lift Hub -------- Work the bomb slot and turn right back toward Command Courtyard. ----------------- Command Courtyard ----------------- Pass through to Courtyard Passage. ----------------- Courtyard Passage ----------------- Ignore the critters and proceed straight on to Skyway Access. ------------- Skyway Access ------------- Refill on health from all the crates around the room, then proceed to Transit Station 1104. -------------------- Transit Station 1104 -------------------- Enter Hyper Mode to kill the Crawltank on the wall, then vent and head to the next room. -------------------- Transit Station 0203 -------------------- Use Hyper Beam to kill the two Phaazoids in this room and then move on to the next room. ------------------ Transit Tunnel P68 ------------------ Refill on health from the crates and then head to the next room. -------------------- Transit Station 0204 -------------------- Almost immediately after you enter the room, you enter a small break in the tunnel in which there are two orange barriers on the top and bottom preventing exploration of the area beyond. This does not, however, stop the three Phaazoids beyond that barrier from attacking you. You need to take out all three, particularly the Red Phaazoid which appears, but the infuriating part is that standing too close to those partitions for some unknown reason warps your shots. You need to stand farther back from the orange barriers and wait for the Phaazoids to move into your rather limited firing range. Once they're all gone, use Charge Beam to pull in the gold credit the Red Phaazoid leaves behind. Now leave this chamber and press forward. When you reach the train tracks, simply cross them and then turn left to find the door. ------------------ Transit Tunnel P69 ------------------ Proceed through the corridors onto the next room. -------------------- Transit Station 0205 -------------------- Interact with the hand scanner to the right of the gate to open it. ------------------ Transit Tunnel P70 ------------------ Use Hyper Beam to kill the lone Phaazoid here. Then drop down the ledge on the opposite side of the bridge and interact with the hand scanner there to open the gate to the landing site. ------------------------- Transit Station Leviathan ------------------------- Switch to Command Visor and order your ship to land. Enter and save. It's time for the final showdown. Remember - This is the point of no return, there's no turning back now. Set course for Phaaze. ========================= The Final Mission, Phaaze [0325] ========================= The leviathan opens up a wormhole, and Samus and the fleet travel through it, taking them directly to Phaaze. A massive pirate fleet is defending the planet, but the Federation fleet keeps them at bay so that you can safely land on the planet. ====== Phaaze ====== ------------ Landing Site ------------ [Research - Phaaze Door] - The exit. Of all the worlds so far, Phaaze definitely looks the most alien-like. The skies are pitch black but the stars and battles above the planet are distinctly visible and life is sprouting from every pore of the planet. It feels eerie and unsettling at the same time. The instant you step off the ship, the mere exposure to Phaaze's atmosphere causes the corruption in Samus' body to worsen yet again. Press A when prompted in order to vent all your Energy Tanks. For now at least, that prevents total corruption. As a result though, you are now permanently in Hyper Mode. You no longer need to use an Energy Tank. However, in exchange, the vent function on the PED Suit is no longer operational. Mere exposure to Phaaze's atmosphere in addition to damage you take from enemies will continually raise your corruption level. You can no longer tank damage for free in Hyper Mode. The use of your Hyper Mode abilities by themselves will not decrease your corruption level either. If the yellow bar at the top of the HUD fills out before you complete your mission, it's game over. There are a few other differences that the game neglects to mention. Despite what the game tells you, your Energy Tanks remain with you, in a form. The amount of damage you can take and the amount of time you can spend on Phaaze, as displayed by the yellow bar at the top, is directly proportional to the number of Energy Tanks you had beforehand. You also retain your normal HUD display and the ability to switch visors, even though you're in Hyper Mode. Hyper Mode abilities that outright override normal ones now have permanent precedence over your original abilities. Specifically, Plasma Beam, Nova Beam, Ice Missiles, and Morph Ball Bombs are no longer at your disposal, only their Hyper Mode replacements are. Once you're ready, head toward the Phaaze door around the bend. Don't bother returning to your ship though. Due to your near total corruption, it no longer identifies you as Samus Aran, so you can't use it. Now head through the door. ------------ Entry Canyon ------------ [Morphology - Jelsac] - On the left wall in front of you when you enter. [Research - Black Phazon Crystals] - Drop down the ledge by the entrance and turn around. One of these is sitting by the wall. A Jelsac is on the left wall when you enter. Jelsacs do one thing and one thing only - explode. They're high-damage proximity mines, but since they expand before exploding, you have sometime to get further away from the center of the blast radius. They can however be destroyed by afar by shooting their sacs to force them to expand and explode. Kill the two Jelsacs and then drop down the ledge. A number of Hopper Metroids and Phazon Hoppers roll down from the left wall. Hit them with Hyper Missiles to take them out. By now, one of these should have dropped an "Anti-Phazon Unit". Basically, it's health, lowering your corruption bar for every unit you collect. However, unlike Health Units and Phazon Units, which could come in units of 10, 25, 50, or 100, Anti-Phazon Units only come in units of 25 or 50. Like with other health drops, destroying enemies and natural fauna on the planet yields these. Now approach the organic mass with crystals at the end of the canyon. Overload it with phazon energy via Hyper Grapple. Hyper Grapple is the only one of your abilities that still decreases internal phazon levels, so use it whenever you can. Now drop down the shaft and take the door at the bottom to the next room. ------------ Cavern Alpha ------------ The tendrils in front of you tangle you up if you try to cross them directly. Instead, change into Morph Ball and Boost Ball past them. Revert once you traverse the passageway safely. Climb the ledges in this chamber. A number of Phaz Ing come out and attack. Instead blasting them to death, grapple onto them and insert energy into them with Hyper Grapple to lower your corruption level. At the top of the ledges, an enormous crystal structure blocks your path. Fire a Hyper Missile at it to destroy it, then jump across the gap to the ledge on the other side. Kill the Phaz Ing here and jump across another gap to another small ledge. Repeat until you reach a door. ------------------ Cavern Beta Access ------------------ [Morphology - Phazon Puffer] - The enemy right near the exit after dropping out of the Morph Ball tunnel. Walk down the pathway until you see a Morph Ball tunnel by the left wall. Enter it. Hold down A to use Hyper Ball the whole time you're in here. A hardened flowery structure blocks the path down, and only by destroying all the blooms in the tunnel can you blow apart the structure. When you drop further down, repeat the process to destroy the flowery structure here as well. Now drop down out of the tunnel. By the door is a Phazon Puffer. Other than its ability to hover and float around in mid-air, it shares nothing in common with its relatives. The Phazon Puffer's threat isn't in exploding; it's in a super-charged phazon energy blast. The Phazon Puffer drains your corruption bar to a certain extent and once it's drained a sufficient amount of energy, sends it all straight back at you for massive damage. Fortunately, there are a bunch of loopholes around it. The Phazon Puffer can't actually initiate the attack until it's drained X amount of energy. In other words, if your corruption bar is low enough, all it can do is empty it, much to your benefit. Furthermore, the attack can be evaded, as it only travels in a straight line, and he gives you sufficient warning too. Even if you do get hit by it, the attack doesn't actually do much more than what he drained, and he starts draining again almost immediately afterwards. In other words, the Phazon Puffer is pretty much a freebie from the developers to help keep your phazon level low. Wait for the puffer to drain as much phazon from you as it can (or empty your bar, if your corruption is that low), then kill it with Hyper Beam and go through the door. ----------- Cavern Beta ----------- Kill the Jelsac in front of you and find another Jelsac on a platform lower down and slightly to the right. Before killing it though, turn your attention to the Phazon Metroids in the room. They infinite spawn but only three can be in the room at once, and there's a little time in between where they don't spawn. Kill them and then the Jelsac and jump over to where that second Jelsac was. Now turn around and face the west wall. A crystal structure blocks the path across, so shoot a Hyper Missile at it to open the way. Kill the respawned Phazon Metroids and then Screw Attack across. Turn left and kill the Jelsac, while backing away a little to get out of its blast radius. Then Hyper Missile the crystals beyond it to open the way to the next room. ---------- Drop Shaft ---------- [Morphology - Tangle Weed] - Roll through the Morph Ball hole in front and quickly revert. These come out of the floor as soon as you enter this part of the chamber. Scan them first before doing anything else - destroying all the supports to the bulbous structure in the center first makes them disappear when it explodes. They also appear on the next level below. Roll through the Morph Ball hole in front of you. In this chamber, you need to destroy all the blooms around the room with Hyper Ball to blow up the central structure. Tangle Weed is there to muck up your progress though. It's an old staple in the Prime series that slows down movement almost to a standstill. Normally, a bomb would disrupt it and make it temporarily retract into the ground, but that's obviously not an option here. All you can do is avoid it and fortunately that's not so hard. The Tangle Weeds are only positioned directly between the blooms, which are already on the outer rim of the room. Ergo, just stay closer to the inside of the room and attack the blooms from there. Beware the Hopper Metroids; each respawns immediately after you kill one. Only two can be present at a time though, so they're not too difficult to avoid. If they're far apart, you can also kill one with Hyper Ball and hope that it respawns next to the other one. That way, you can play cat and mouse with them, running away whenever you encounter one and attacking stray blooms in the process. Once you've destroyed all the blooms, the center structure detonates, taking all the Hopper Metroids with them. Collect all the drops and enter the hole left by the explosion. The second chamber sees more of the same, except the Hopper Metroids have been replaced by the deadlier Phazon Hoppers and now there are three at once. It's really not practical to fight them in any way, and most tactics aren't effective either. The best scenario you can hope for is only having one close to you and only at mid-range while you attack nearby blooms. Once all the blooms are gone, the explosion kills all the Phazon Hoppers. Pick up all the drops and fall down the hole in the center. The third chamber is a rest stop. There's not even any Tangle Weed, only a Phazon Puffer who cleans up your corruption bar. Let him soak up your damage while you destroy the blooms down here. After the explosion, let him finish reducing your corruption bar, then kill him and drop down the hole. While following down, hold forward on the analog stick and hold down A so that you're continually using Hyper Ball. At the bottom of the shaft is maw-like creature that literally swallows you whole if you do otherwise, and you'd be forced to Hyper Ball inside of him until he dies, racking up damage in the meantime. Hyper Balling and holding forward while falling inevitably results in you bouncing on top of him a few times before landing in front of the door. The creature has no logbook scan, oddly enough, so you can just head straight through the door. -------------- Metroid Cavern -------------- Phazon Metroids infinite spawn from the membrane on the left wall, although only three can be present at a time and there's some lag between respawns. Ignore the first batch at the moment and Screw Attack over to the end of the corridor. Now turn around and Hyper Beam to death the three metroids. Before they respawn, turn left toward a door with an eye at its center. Shooting that eye directly won't do anything; instead, turn your attention to the eyes surrounding the door. Shooting three opened eyes is enough to overload the main, but using Hyper Ball from the start to destroy the obstruction is quicker (thanks, Loren Ziem). Ignore the metroids that have no doubt spawned at this point and go through the passage. A cutscene triggers where Phazon Hoppers drop down from cocoons the ceiling. The metroids have vanished now, but your progress is tied down to these hoppers. A blockade lies ahead that's literally tied to their lives so you need to kill all the hoppers that continue spawning from the ceiling. Sit near the back of this room and simply Hyper Missile them to death one by one. If you miss and some of them enter Hyper Mode, focus on the one(s) not in Hyper Mode and move around the room a bit to evade their attacks, keeping your back to the wall. Once they're all defeated, the phazon wall on the far side of the room explodes and three Phaz Ing come out. Lower your corruption meter by Hyper Grappling them to death and then go through the door. ------------- Hatcher Shaft ------------- Charge your beam and head through the corridor. Once you reach a drop shaft, leap down. Mid-way down the shaft, a creature grabs you. Unleash the charged Hyper Beam straight at his mouth. He has no logbook scan, so just continue firing Hyper Beam at his mouth until the five nodes above his head are destroyed and he releases you. Destroy the fauna at the bottom of the shaft for health drops and head on to the next room. -------------- Hatcher Tunnel -------------- Charge Hyper Beam and unleash it on the three Phazon Metroids that appear. Now turn right and fire a Hyper Missile at the markedly weak portion of the floor. A swarm of Miniroids scurries up and away. Once they're gone, jump down the shaft before more Phazon Metroids arrive and take the door at the bottom. --------------- Genesis Chamber --------------- [Morphology - Leviathan Infant] - After Grapple Lassoing off the hatches on the leviathan womb in the center of the room, this scan lies inside the structure. It may not be on the side you're on at the moment, so switch over to the other if you don't see it. You will encounter some trouble acquiring a lock-on as the entire womb itself is also scannable. Move the reticle over the creature as it moves around inside and you will inevitably obtain a lock-on. Head through the corridor and drop down to the main section of the room. A large leviathan womb fills up the center of the room, and a young infant lies inside. To proceed, you need to destroy it. There are two ledges in the room and across from each ledge is a hatch on the womb. Kill the Jelsac on the other end of the ledge and the Phazon Metroids, then Grapple Lasso the hatch off and look inside. The Leviathan Infant is a small yet distinct creature that moves around inside. If you don't see it, it has the ability to swtich back and forth between sides of the womb. It may have just gone to the other side. If need be, you can use X-Ray Visor to identify it or see if it's gone over to the other side of the womb. If that's the case, Screw Attack over to the opposite ledge, kill the Jelsac on the far end of the ledge, Grappple Lasso off the hatch, and attack with Hyper Beam. The Leviathan Infant by itself is defenseless and just sits there while you wail on it. However, it is guarded by a crew of three infinite spawning Phazon Metroids. Fortunately, there's a lag time between their respawning. Attack the infant continually with Hyper Beam (preferably, charged, if you get the timing for the respawn down), crossing between the two ledges as needed when the infant switches sides in the womb, but as soon as you hear the screech of a metroid or see any other sign of them, stop what you're doing and destroy all three metroids. Once the infant has taken enough damage, the entire womb explodes, taking out all the remaining metroids along with it and leaving behind a slew of anti-phazon units. Use Charge Beam to pull them all in while a flock of Miniroids flies up out of the shaft that the womb left behind and then jump down into it. ------- Sanctum ------- [Morphology - Dark Samus] [Morphology - Aurora Unit 313] Samus drops down into the shaft and lands on a large mechanical hatch. The center of the hatch suddenly opens up and Dark Samus rises up from beneath it. After an intense staredown, the final showdown begins! ****************************** Final Boss Battle - Dark Samus ****************************** Ever since your last battle on Aether in Echoes, Dark Samus has grown in leaps and bounds. At the start of the battle, she raises her right hand, a bolt of electricity flies up into the air, and four phazon pillars drop into the arena. The pillars always appear in this formation: ___________ / \ / \ / P \ | | | | | P | | | | P P | \ / \ / \___________/ (Forgive me for the diagram; that formation is supposed to be centered on the field, but text-only prevents me from going into more detail.) You can destroy pillars with a Hyper Missile or simply by repeatedly firing at them with Hyper Beam. Destroyed pillars yield drops, but pillars still in-tact can be used as cover against a majority of Dark Samus' attacks. If one pillar is destroyed, Dark Samus may restore at some future point. If two or more pillars are destroyed, Dark Samus' next action will be to replace them. These replacements only come for pillars destroyed before her summon; pillars destroyed during her summoning are not replaced at that time. Sometimes, for no apparent reason, a total five pillars appear on the field, the fifth appearing on the circle that the three outward pillars form, equidistant from two of them. This is uncommon and largely inconsequential, but I'll update if I find out more information. It is however important to note that if you're in the location of where a pillar was on the field when Dark Samus summons its replacement, the game clips you out of the way. You don't take any damage, but you do lose lock-ons, which becomes troublesome because Dark Samus moves immediately after the summoning and even more troublesome later in the battle for reasons I'll get into it then. As for her attacks, she starts off the battle with a modest number of abilities. The first are four homing bombs fired from her arm cannon. Before starting the attack, she stops moving, and raises her arm diagonally into the air. Four distinct firing sounds are heard, and the attacks are off. Aside from being able to home in on you, these bombs can slow down quite a bit to slide off any pillars that get in their way but suddenly rapidly accelerate once they're off to ram into you without leaving you much time to react. How they slide off does make sense - If the line between you and where they were released is slightly to one side of the pillar, it'll slide off that side - but that doesn't make shooting them much easier if you're not used to it. To avoid this nuisance, as soon as you hear/see Dark Samus begin this attack, get/stay in a straight line and shoot down all the bombs. You don't have to actually shoot all of them; a single Hyper Beam shot goes through any that are in a line, but you still want to fire a full volley to be sure. Once they're gone, you can pick up any drops they leave behind. Her second attack is your charged Hyper Beam, but there are a couple differences. First off, Dark Samus is a perfect shot. She does a single 90 degree sweep in one direction and alters the height on her aim so that she'll always hit you if you're in her line of fire, regardless of whether you Space Jump or go Morph Ball. If you're at mid-range, you can usually side dash around the attack, but stage obstructions may prevent you from doing so. You're better off taking advantage of the second difference between your Hyper Beams - hers can't penetrate the phazon pillars. As soon as you see Dark Samus hold her arm cannon to the side at waist height or hear that rapid fire from charged Hyper Beam, strafe behind a pillar until the firing arc passes you. The remainder of Dark Samus' behavior is reactionary. Whenever you get close to her, she alternates between two behaviors, in strict A -> B -> A -> B fashion. She either leaps away from you, or she generates a protective field around herself that repels and damages you if you're nearby (but not necessarily in or on) the field. If Dark Samus is currently performing another action, she will not react to your position until she's done with that action. Surprisingly, Dark Samus is vulnerable to each and every one of your damaging moves, even Boost Ball. That and Hyper Ball however are completely impractical. They deal very little damage - Dark Samus may damage you more simply by repelling you with her barrier. Hyper Missiles inflict damage and knock Dark Samus back when she's idle or moving, if you can connect. When you fire one in her general direction and she's on the ground, she usually stops what she's doing and immediately throws up her barrier to deflect it. There are however a few moments when she's vulnerable. You can hit her when she's jumping backwards to dodge and near the end of most of her animations (including the barrier itself). By shooting a missile near her feet, you can avoid the barrier while still damaging and stunning her from the explosion itself, although you must be precise. Unfortunately, Hyper Missiles themselves don't deal much damage, and even the free moments to attack you gain from the stun don't really make up for the effort put in to connect with the missile. Hyper Missiles are better used to stop her from acting and holding her still - allowing you to avoid a possible hit and giving you an opportunity to strike. Her barrier may deflect missiles, but it doesn't block beams which, incidentally, are in general your best way of inflicting damage. Despite extensive testing, I still haven't discovered how to manipulate her barrier 100% of the time. Sometimes she simply doesn't use it, for a reason I have not been able to discern. Should you use Hyper Missiles, bear that in mind. Like Gandrayda, Dark Samus is also susceptible to the Screw Attack, and you can shave off huge chunks of her health, as high as 30%, with a successful attack, but there's little room for error in the execution. If you approach Dark Samus head on with it, you need to end the attack at a sweet spot a bit in front of her to deal any significant damage. Finishing anywhere else will barely scratch her. Skimming past her and sliding the far edge of the Screw Attack against her is slightly easier and generally results in more damage, although like the head-on approach, there's a sweet spot next to her you need to land on to maximize damage. Due to the tight control and precision needed for this technique, you may wish to opt for Hyper Beam as your primary means of damage. Once Dark Samus' health drops to 85%, she'll dash to a corner of the arena, leap up into the air and generate a bubble around herself that renders her impervious to damage while she recovers health. Attacking the bubble with Hyper Beam is the quickest way to shatter it. Once it's destroyed, she stops regenerating, drops back down to the ground, and the fight continues. From now on, she can execute that technique whenever she needs to recover health. She also adds a new attack to her repertoire - she can now jump into the air, charge for a moment, and then come crashing to the ground generating a wavequake. As usual, simply jump to avoid it. Unfortunately, during this attack, Dark Samus is glowing a blue tint - Throughout this period and during any other point in the battle she's glowing blue, Dark Samus is invulnerable to all forms of damage. Once the wavequake ends, the blue glow disappears and battle proceeds as normal. When Dark Samus' health drops to 75% (or higher if she was able to regenerate health), she generates an "Echo", a doppelganger of herself that inherits most of her techniques and can work together with Dark Samus herself to use new attacks. Damaging the Echo won't damage Dark Samus, but there are three ways to tell it apart from Dark Samus. Under the X-Ray Visor, Dark Samus is a bright orange while the Echo is the same color as the background, and under the regular combat visor, Dark Samus' visor appears as blue while the Echo's is black. Finally, as I mentioned before, the Echo does not inherit all of Dark Samus' abilities. When they're free roaming and working independently, the clone cannot fire homing bombs or use the wavequake. An Echo is much less durable than Dark Samus and can be destroyed relatively quickly and easily. Like Dark Samus, it is susceptible to all your attacks, and it knows and uses its defensive techniques in the same manner. As such, Hyper Beam will likely be your most effective means of damaging it. However, if you're particularly adept at feeling out how and where it will move, you can also Screw Attack it to death. Smashing into a clone with the Screw Attack instantly destroys it. When the Echo splits from Dark Samus, one of three attack patterns are carried out. 1) They'll attack independently and alternate randomly between their attacks. The first time they split, this pattern is always used first. 2) The two will have their backs face each other (with some free area between them) and spin along together in a circle, firing a powerful orange beam that smashes all the pillars. To avoid this, you can morph or jump above it and attack. Should you jump, however, you will be unable to avoid all of the attacks unless you kill the clone though, since the spin accelerates quickly and rapidly after it starts. 3) They'll position themselves on the far side of the arena, charge a blue aura around themselves, and then charge across the screen to the side of the arena you were standing on when they started the attack. They're also vulnerable during this attack, but you may want to prioritize avoiding it by either moving to the side or Screw Attacking above and over it. For the first pattern, once some amount of time has passed and for the second and third patterns, once they're done executing their combination attack, Dark Samus and the Echo will recombine. Dark Samus will carry out her normal attack routine - however, she will be invincible until she and her Echo split again. Once they split, they will carry out the next pattern (in order of 1 -> 2 -> 3 -> 1 -> etc.) ad infinitum or until you destroy an Echo. Once you destroy an Echo, Dark Samus will resume her normal attack pattern until you knock her down to 65%, at which point she generates another Echo. They carry out their previous attack pattern. However, this time, if you dawdle too long, instead of splitting into two, they split into three and all use the regeneration technique. Destroying a bubble with an Echo in it destroys the Echo but gives Dark Samus time to regenerate health. If you aim for Dark Samus immediately, once you shatter her bubble, the doppelgangers' will also be destroyed, but they themselves will survive and continue the attack. Choose whichever path you prefer. Should both Echos survive, they will merge and split with Dark Samus (again granting her invincibility while fused) and randomly alternate between the following attack patterns: 1) Attack independently. The same as before, only much more deadly with an additional doppelganger on the field. 2) Charge attack across the field, the same as the third pattern from Dark Samus and a single Echo - now with two. 3) Split to different corners of the arena and use the health regeneration technique. Treat these three patterns as you would before. There are two new combination attack patterns now. 4) Dark Samus floats high above the arena and splits with her doppelgangers. Together they float about in circular patterns, firing off slow-moving bombs in your direction. You can destroy a bomb with a single Hyper Beam shot, but hitting Dark Samus and the doppelgangers can be tricky since they're decently far away and continuously moving and because Dark Samus sometimes merges with one or both of the doppelgangers mid-flight for invincibility. Charged shots are more likely to hit and are your best (and only, really) choice for damaging them. 5) Dark Samus and the doppelgangers quickly flutter about toward your general direction, crashing into you repeatedly after bouncing off the wall. Their range of movement is bound in a circle. It's the circle you need to watch out for. If you get caught inside, Dark Samus and the Echos *will* hit you. Dodging is not that difficult though. The trio choose to attack next wherever you are while they're charging right now. Simply jumping up and aside immediately after they back up to start their next charge is enough to avoid them indefinitely (Thanks, ShadowMario3). Damaging them reliably during this phase is difficult. Hyper Beam it too sporadic to rely on. Hyper Missiles are a superior alternative, as you cause much more damage if any of the three get caught in the blast radius than with piddling individual Hyper Beam shots. One other alternative is to Screw Attack through them to the far side of the arena, although as with Hyper Missiles, this tactic is entirely 'hit or miss'. If you destroy one or both Echos, Dark Samus and the remaining Echo, if it's still alive, revert to their respective attack patterns. If (or when) Dark Samus is alone (and only if she's alone, for some reason), she displays a new attack that she mixes in with her others. She lurches forward and leaps to some part of the arena at random and releases a slow moving bomb that travels along the ground in a straight line toward wherever you stood when she had released it. Simply side-step or jump out of the way to avoid it and then attack her. Before selecting a new attack, she repeats this one several times. Once you knock her down to 50%, Dark Samus begins generating 2 Echos on her own instead of one as a response to damage. Their patterns remain the same, and every time you destroy both Echos, she'll only produce more after reducing her health by an additional 10% or 15%. At 30% health, Dark Samus gains two new attacks (both of which she uses whether there are or there aren't Echos on the field). With the first, she glows blue and becomes invincible, leaps into the air, fires a powerful beam at your current position, and then drops back down. You have plenty of time to distinguish this attack from her wavequake as she charges it up for a moment and can easily avoid it by strafing to the side. In the second attack, she leaps toward you, throws up her barrier to knock you back, and then kicks forward while throwing up her barrier again. She doesn't leap too far forward, so unless you're close to her, you're safe from the attack. If you are close to her, there's little you can do to avoid the first hit, but you can still back out of the way of the second. Around this time she also stops using the attack that launches four homing bombs at you. Nothing else changes until you knock her down to the last 10% of her lifebar. At this point, she replaces both the wavequake and fiery blast in the air with a combination of the two. Strafe away from the blast, and double jump to avoid the wavequake. Everything else remains the same for the rest of the battle. Keep pounding away at her until she falls back. ********* Dark Samus is blown back from your assault and falls to a knee, but behind her a monstrosity arises from the pit beneath you. It's the Valhalla's stolen Aurora Unit! Dark Samus rises up and merges with it. The battle continues! *********************************** Final Boss Battle - Aurora Unit 313 *********************************** Aurora Unit 313 has only one weakness - at the point where the cable joins with its head. Unfortunately, that area is protected at the moment. To open it up for attack, you need to target the core, but that also is protected, by a hatch. If you can stun the AU however, you can get close enough to Grapple Lasso open the hatch. Look at the AU and you'll notice four circular ports, two on each side of its head. In order to stun the AU, you need to shoot those ports when they're open. There are two ways to go about this. During some rounds of its attack (more often every other turn earlier on in the fight and less often as its health drops), Aurora Unit 313 sends out two tentacles from the ports to fire energy balls at you, but they require several seconds to charge their attacks. Hit one once (preferably with Hyper Beam), and it retracts back into the head, but the port remains open and continues to be open for the next few seconds until it stops shining yellow. "Blast it with everything you have" is what I'd like to say, but it's not that easy. The angle of the target works against you here. If you were standing far back to keep a close eye on the tentacles, you're in a particularly bad spot. You'll need to aim a little bit off target. For ports on the left, aim a little further to the left and vice versa for those on the right. If you don't aim far enough to the side, your shot just bounces off the AU's head. If you were standing close, you're probably in a slightly better position, but be mindful of your shots. You need to land several Hyper Beam blasts to down the AU, more than you'll have time for on a single port, so switch to the other tentacle before it fires and withdraws. Alternatively, you can usually down the Aurora Unit in one hit with a Hyper Missile, but for some reason you need to angle the shot differently. If you're far away from the AU, you need to angle it so far to the side that the reticle isn't physically on the port at all. If you're close, you have more leeway, but the angle may still be odd. As I mentioned before, there is one other way to stun the AU. Often, immediately before or while the tentacles are out, a small bot may emerge from another port. You only have about a second, but if you can land a hit on it, the AU becomes momentarily dizzied, swinging its head to and fro while the ports randomly alternate between open and closed, leaving you ample time to get enough hits to stun the AU. If you miss the bot the first time, it frequently pops up again from another port each round, although it's not guaranteed. If you're having difficulty hitting it (or landing Hyper Missiles on open ports), don't feel too pressured - the game remembers stun damage you've built up between rounds. Once you've stunned the AU, Screw Attack over to in front of its head and yank the hatch open with Grapple Lasso. Don't fire recklessly at it. The core stops you from hitting it any more after it's taken a certain amount of damage (although, yes, it also has a time limit), and Hyper Missiles in particular inflict allot of damage, so you want to manipulate the game's damage detection to maximize damage. The core closes up after taking the equivalent damage of 1 Hyper Missile + 5 Hyper Beam shots. Therefore, you want to hit it with a single Hyper Missile and 4 Hyper Beam shots (in any order) and then finish off the combo with a Hyper Missile. On Normal difficulty, this allows you to defeat the core in just two rounds. The head swings around while it's vulnerable though, so if it's difficult for you to do this, just use a charged Hyper Beam to get in as many hits on the core as possible before the hatch closes. Tentacles drop Anti-Phazon Units and Missiles, so use the Charge Beam to pull them in as the AU recovers from a stun. Between tentacle rounds (and after the AU recovers from a stun), it may do any of four things (at random). 1) Give you another round of tentacles (although you will never get three in a row). 2) Use, by far its deadliest attack, its laser, capable of inflicting heavy damage even on the lowest difficulty. The laser sweeps from the edge of a barrier the AU puts up around itself during the attack to the far side of the arena, and it traces you as you move about. Fortunately, the laser is slow-moving, so you can easily dodge it simply by strafing to the side until it stops. 3) Release three Dark Samus Echos. Early on in the battle, they can only fly around the arena, stopping to fire single energy balls that land at your position at the time they fired it. Moving constantly whenever the Echos are out is enough to avoid their attacks because the energy blasts are fired in arcs that only bring them close to the ground at the time of impact. As the Aurora Unit's health drops, one of them (once health <75%) and then two (once health <25%) use the Morph Ball ability and Boost around the arena, becoming nuisances. Use Hyper Beam to take out unmorphed Echos and hope to catch one of the Boosting Echos in the radius of a Hyper Missile explosion. They're too fast to hit with Hyper Beam. Any Echos you manage to destroy before the AU reabsorbs them drop health. Pull them in with Charge Beam. Only two other things change as the Aurora Unit loses health. It gradually gives you fewer and fewer opportunities to attack the ports. This is especially true once its health drops under 50%, as it gains a new attack. The Aurora Unit ducks its head to the ground, activates a series of energy cannons surrounding itself, and fires a volley of eight shots into the air toward wherever you are. The blast radius of the balls the cannons fire are too big to avoid simply by strafing out of the way, so you can either Screw Attack to the other side of the field or you can aim upwards and destroy them one by one. You may prefer the latter since the balls drop Anti-Phazon Units and Missiles. ********* Once you empty out Aurora Unit 313's life bar, the cord attached to the base of the unit's head destabilizes and explodes. Now its weak point is exposed! It's time to finish this. ****************************************** Final Boss Battle - Aurora Unit 313 (Head) ****************************************** The destroyed cord has left in its stead a ton of Anti-Phazon Units. These are the last health drops available for the rest of the game, so suck them all in with Charge Beam before going on. The AU's weakness is at the base of its head, but it's on the backside, and if you try to get around to the other side, the AU will just turn its head to stop you or, if you're under it, block a clear shot. The best way to create an opening to attack is to stun it, and thankfully most of the Aurora Unit's attacks either stun itself simply by using them or have a weakness you can exploit to stun it yourself. Aurora Unit 313 has a total of four attacks that it picks at random. Neither any of the attacks (but one) nor the AU's attack pattern change through the course of the battle. 1) The most common attack AU 313 uses is a super-charged wavequake. A small nodule juts out of the bottom of its head and after several seconds releases a bomb that generates a massive wavequake when it hits the ground. If you can connect several Hyper Beam hits or a single Hyper Missile you can destroy it and stun the unit. Screw Attack also works, but adjusting your height so as not to bounce off his face is tricky and the other methods are easier. 2) The big red circle on its face begins glowing blue, and it fires an energy ball at you. Strafe out of the way and around the unit because once it's done, it is automatically stunned for a few seconds. As its health drops, it may fire up to three volleys before it's stunned, but they're always in slow succession and all easily dodgable. 3) Four wirey protrusions at the corners of its head begin firing sweeping long-range lasers and the AU head begins swirling around and moving about the arena. It doesn't stun itself from this attack, but you can still cause some damage during this attack. If you can keep up with its movements, you have several opportunities to hit it. Hyper Beam is your best choice - Hyper Missiles don't do enough damage to outweigh the recoil time and it's difficult to hit the weak spot because of how quickly the AU is spinning. 4) This is the only attack exempt from being chosen randomly. It only and always follows the last attack. The AU drops to the ground, starts spinning, and then bounces off the walls repeatedly. Its weak spot is mometarily vulnerable here and there, so you can aim for it, but the best tactic you can employ here is Screw Attacking into the head. If you connect with Screw Attack, you instantly stun it. The AU moves quickly, so try predicting where it *will be* when you start Screw Attacking. Except for when it drops to the ground to spin around the room or is using the laser attack, you should always stay as close enough to the AU as you can, so long as its face is still in view. This position gives you the clearest shot at the protrusion that drops wavequake bombs while still allowing you to scout for the blue energy ball attack and, most importantly, requires the least time to strafe around the head once it's stunned. Once you get behind it, lay into with Hyper Beam. ********* Once you defeat Aurora Unit 313, that's it. You've finished the game. Enjoy the ending. 75% and 100% item collection each add additional scenes to the ending. If you didn't collect everything in the game and want to see the full ending, get hunting. Once the credits finish rolling, you're offered an opportunity to save. Doing so will fill in the dot next to your save file on the main menu signifying you've completed that difficulty. It also unlocks the Hypermode difficulty level. Note however that you will no longer be able to load your save from this playthrough on that file. If you want to still be able to play through the final sequences, make a copy of the file to another open slot. Opening the completed game file (should you have saved) puts you at the beginning of the game again, although all the scans and credits from the last playthrough carry over. ______________________________________________________________________________ ������������������������������������������������������������������������������ 4. BOSSES [0400] ______________________________________________________________________________ ������������������������������������������������������������������������������ Bosses are indexed by order of encounter. Recurring encounters have been omitted since the battles are negligibly different. ****************************** Docking Bay 5 - Berserker Lord [0401] ****************************** Despite his intimidating design, the Berserker Lord's a cinch. Most of his attacks are slow, have a slim hit box, and inflict pitifully small damage. His ground sweeping beam is slow and, if you're on the move, he probably won't even fire it wherever you are. Simply jump over it. The blue sludge he fires is a bit more annoying as he actually pursues with it when firing, but slowness tones this attack down as well. Just dash jump around and it won't hit you. Berserker Lord also pounds the ground to generate an omnidirectional wavequake, but this attack is easily jumpable and, like the others, inflicts very little damage (plus, I've only seen it at the very beginning of the battle). His most damaging attack is orange energy balls he shoots out of his mouth. These usually take off a sizable 20 units of health or so. Fortunately, after you get hit by one once or twice, it's easy enough to spot and dodge because his shoulders and back glow orange and he's leaning back before he fires. Your targets are the two shining red spheres on his shoulder. Fire off charge shots to quickly take those out, receive some health and ammo back from them, and he'll switch another attack into his movepool. At a moderate pace, he'll begin shooting purple energy balls out from his mouth. Hitting these with any Power Beam shot from any angle deflects the purple balls right back at him and slowly destroys the armor on his back. He fires up to three at a time before he regenerates the shiny red spheres but doesn't fire a third one if you hit him with the first two before he has a chance to fire it. It doesn't matter much anyway. You need to hit his armor with four purple energy balls before it shatters anyway, so you'll need to repeat this process at least once. If there are any leftover purple energy balls still in mid-air when his back armor breaks, repelling those back towards him will still count as hits and reduce his health. Once his back armor does shatter, his attack pattern completely changes. He'll begin pounding the ground continually, sending omnidirectional shockwaves about the field. Fortunately, you have plenty of time to see his arm begin the motion of the groundpound though, and the shockwave itself can simply be jumped over. Whenever you jump to dodge the shockwaves (or jump period), target his now exposed back. He takes damage remarkably fast, so it shouldn't be long before you defeat him. ***************************** Generator Shaft - Meta Ridley [0402] ***************************** Despite what you might first think here (or from what you've heard from other sources), this 16800 meter plummet is actually much longer than one or two minutes. Your actual terminal velocity is closer to 55 meters per second, not 100+ meters per second. That said, the maximum alloted time for this battle is actually about 305 seconds, or 5 minutes and 5 seconds, plenty of time to toast Ridley. Ridley cycles through five attack phases, but the distances from the bottom at which time he changes phases aren't set in stone and are directly influenced by how quickly you put on the hurt. The slowest I've seen the phases last is 16800-11500 meters for the first, 11500-8350 meters for the second, 8350-4200 meters for the third, 4200-1450 for the fourth, and 1450-0 for the last. When you really pound into him quickly, he can hit phase two by 15000 meters and the final phase by 11500 (presumably it's possible even sooner actually, considering I'm not exactly perfect). Now then, all the math aside, the *actual* strategy (ATTN, READ, etc.): The only real constant in this battle is that the only way you can inflict damage on Ridley is by shooting at his mouth when it's open. Even movement isn't a constant, as you will discover soon enough. In this battle, the only movement available to you is around the shaft with the analog stick (and, of course, moving the reticule with the Wiimote). The problem the first phase presents is distance. Ridley starts off very far away and since you're falling extremely fast, any angle put on your shots can become very exaggerated and miss the intended target completely. To remedy this, whenever you're particularly far away from Ridley, you need to aim your shots to miss. Say you're straddling the right edge of the shaft and the best part of Ridley you can see is his mouth open and glowing preparing to attack. Aim the reticle a little to the right of Ridley's mouth and the shot will correct itself and (hopefully) hit the target. Sometimes the shaft bends too, so try to include that into your calculations when you can see it coming. If you miss, just try again. Fortunately, things don't stay quite so difficult. Ridley isn't too satisfied with the distance either, so he keeps his talons and claws dug into the shaft's walls to slow himself down and get closer to you. Gradually aim more and more on target until he's close enough that your shots easily hit where the reticle is aimed. Hitting him is still a problem though. You're primarily using charged shots here, but plenty of debris (spinning, orange rectangular prisms that usually appear in groups of three) are being torn off the walls by Ridley's appendages and are heading straight at you, usually obstructing your chance for a clear shot. Taking the hit from these is your best choice. They don't cause much damage and your shot is clear afterwards. If Ridley is firing his mouth laser though, that's somewhat of a different story. Taking a hit from the laser disrupts your charge, so you need to dodge it. It begins homing a second or so after he fires too, so start circling around the shaft to avoid it, going in whichever direction there's no debris. If you're still having trouble hitting him though, you're not out of luck. Ridley has a third attack which makes hitting him a cinch. If you go to long without hitting Ridley, the game automatically centers you in center of the shaft and disables your movement. At the same time, Ridley thrusts his mouth forward and leaves it wide open for several seconds to charge his next attack. Before he attacks, charge your Power Beam, aim right toward the center of the screen and blast him away. Whenever you do hit Ridley with a charged shot (during this attack or any other), he loses his grip on the wall and falls almost out of sight before planting his limbs back into the wall again and repeating the process. Pounding on him long enough takes you to the second phase. Eventually, Ridley pounces up and capture Samus, ensaring the two of you together. Ridley has three attacks in this phase, but you can't move or dodge, so the only thing you can do is prevent them by hitting him during their charge time. This may seem especially difficult because the camera tends to shake a bit, but don't let that deter you. My best advice here is, no matter what, keep your aim steady. You may feel tempted to move your aim to compensate for the camera. Don't. It will only make it harder to hit him, and you only have enough time to fire one charged shot before he attacks. Also, Ridley's switches between the attacks are predictable. He doesn't always start on the same attack, but his pattern is always the same: 1st attack -> 2nd attack -> 3rd attack -> 2nd attack -> 1st attack. As for the attacks themselves, the first is a slap, before which he moves his right hand across his chest and charges for it. Hitting his right hand stops the attack. His second attack is firing his mouth laser at you point blank. Like his earlier laser attacks, this one also has charge time. His head moves around a bit, but it's still not that difficult to hit his mouth, canceling the attack and inflicting some damage too. His third attack is another slap, but this one's a bit harder to stop. Ridley moves his right hand away from his body to his right (your left) and charges. The problem is that his hand is also further away and with the shaking camera it's harder to feel you've got a good shot. If you do hit however, not only do you disrupt the attack, but Ridley also raises his head and screams in pain, during which time you can attack. I can't recommend the charged shot here though, as his lower beak blocks much of the hitbox. He does turn his head often here though, and there are certainly times for clear shots (I've hit him with three charged shots before), so if you think you can handle it, by all means go fo it. Once you've pounded him enough, he shoves you away and you enter phase three. In this phase, Ridley's above you now and taking full advantage of his flight capabilities. Again, he has three attacks here. His mouth laser returns once more (you know what to do by now, right?), but it rarely comes up. His main two attacks are fireballs he shoots from his mouth. The first is a giant fireball that can be destroyed by a charged shot (or allot of individual shots) and the second is five mini-fireballs fired at once in a style reminiscient of Megaman's Stone Man (except 3D). All the fireballs burst from his mouth in an outward spiral and rapidly approach you. They're big targets and a single Power Beam shot dissipates one, so they're easy to take out. As for hitting Ridley, if you're slow in taking down his attacks, use ordinary Power Beam shots on his mouth, since he should dodge your charged shot by the time you fire or his all too often spinning around the shaft might make you miss anyway. Once you've hit him enough, you enter the next phases. Luckily for you, phases four and five are identical to phases two and one, respectively, so you don't need to memorize a new strategy. The old ones work perfectly. You should have plenty of health and time left at this point, so if you had allot of trouble hitting Ridley in phase one, just wait for Ridley's third attack (the one that centers both you and him and gives you a free shot) and attack then. ************************ Temple of Bryyo - Rundas [0403] ************************ So it's come to fighting your fellow Hunter. No choice in the matter. Rundas starts off with a number of attacks. On the ground, he can fire an ice blast which completely freezes you in place. Shake the Wiimote rapidly to free yourself. At close-range he can also form an ice saber and slash through you and any nearby icicles. The few times you're actually close to him when he's on the ground he'll usually be doing something else though, so this attack rarely comes up (nor does it do much damage). Aside from that, he can summon more icicles to replace the ones he destroyed and he can create an ice slide to fly about the arena. The latter in particular may not do much now, but there's much more to it later. Finally, when he's on top of an icicle, he can summon four giant ice balls and hurl them at you. Fortunately, these are destroyable and there's a bit of lag time between the summoning time and the throwing time, so you should have plenty of time to shoot all four down. The first thing Rundas always does though is create ice armor to cover his body, and that'll be the focus point of this battle. Rundas is invulnerable when he's covered with ice armor, so you'll need to destroy it before you can even begin to damage him. Use Hyper Mode to weaken his armor, but don't be wasteful. You can fire at pretty much any time, but just not when he's riding on his ice slide (a fairly often occurrence). Just keep wailing on him until he stops moving and becomes dizzied. At this point, a grapple marker appears on him. If you used Hyper Mode to weaken his armor, deactivate if you're low on ammo and uncorrupted. If on the other hand you've been corrupted for a long time and fear you might auto-vent at a bad time, expel all your remaining ammo. Then use the Grapple Lasso to pull off his ice armor. Now, the instant you pull it off, activate Hyper Mode (if it was off). Don't lock-on though; you actually don't have time for that. As soon as you rip his armor off, Rundas fires multiple freezing blasts at you to buy time so that he can regenerate his armor. And after that he just starts running away. You need to take advantage of the time he spends standing still trying to freeze you in place. When you first trigger Hyper Mode, press the Z button to lock your view forward. Now, jump about left and right and repeat until he stops firing freezing blasts. While you're jumping, keep the reticle aimed squarely on Rundas and mash the fire button as fast as you can. If all goes well, you can take off as much as half his life with one Energy Tank on Normal difficulty. As his health drops, Rundas becomes more brutal. The four ice balls he fires atop icicles are replaced with an enormous and sharp icicle he swings from a thin ice rope and launches at you. The icicle itself is indestructible, has a large blast radius, and deals a ton of damage, but it's manageable. Rundas always lets it go slightly left of center to you, so strafing right lands you outside the blast radius. The other major change to his strategy is that he starts attacking while on his ice slide. At first, he fires off a handful of projectiles at once, but as he gets closer to death, he fires off a near endless stream of them. These are actually more to your advantage than his. They only travel from their firing point to their intended target point, not their intended target point. In other words, as long as you move out of the way, you're fine. More importantly, destroying them often yields health drops, which are a welcome aid if you're low on health. Don't let the battle linger on for too long though. If you let Rundas survive near-death for too long, he goes into Hyper Mode himself. ***************************** Jousting Field - Korakk Beast [0404] ***************************** Before you can do anything about the Korakk itself, you need to eliminate its rider, the Pirate Hussar first. This phase of the battle is both the easiest and simplest. All the duo does is thrash around a little and sometimes the Pirate Hussar uses his laser when the Korakk is standing still, an attack easily dodged by strafing. Furthermore, the Hussar himself has very little health. A simple assault with Charge Beam shots is more than enough to take him down. Once the Pirate Hussar is defeated... things don't really change that much. Instead of the laser, when it's standing still, the Korakk lashes its tongue out at you and tries to suck you in. Other than that, the only other difference is that you can't damage the Korakk normally - you have to find its weak spot, and this is where his tongue comes in to play. When the Korakk attacks you with its tongue, aim a charged shot at the tip of its tongue. He may be resistant about giving you an opening though. Don't strafe around him. Try to stay in front of Korakk, but back away and don't let him get too close. If he backs you against a wall, then strafe around to the center of the field, wait until he's facing you, and repeat. If he grabs you with his tongue, shake the Wiimote and Nunchuk rapidly to break free, then immediately jump back to avoid his subsequent charge. Once you hit his tongue enough, he becomes dizzied and a light starts shining beneath him. This is a signal for you to bomb him. Change into Morph Ball, roll underneath him, lay all your bombs, and roll back out. Now one of two things can happen: He either gets back on his feet and continues fighting you or he falls down. If the former, repeat the "attack his tongue then bomb underneath him" strategy until he falls down. Once he collapses, hurry to his back side and Grapple Lasso his tail. Pull back with the lasso and he rises to his hind feet. Now his weak point is exposed! Hurry back to his front side while initiating Hyper Mode and fire as fast as you can at his underbelly. He doesn't have much health and in Normal mode you can actually take off his entire life bar in one round like this. ****************************** Bryyo Leviathan Core - Mogenar [0405] ****************************** Mogenar has a simple set of attacks. Hist most used attack is a lateral jump from side to side that results in a wavequake. A simple Space Jump in place avoids that. He also fires off a mouth laser, but it's slow moving and therefore easily avoidable by jumping to the side out of the way. Finally, he can toss a green, magical hand at you, but it's not very threatening. It's easily shot down and usually yields health drops. But the battle against Mogenar isn't about his attacks; it's about yours. Mogenar is very difficult to damage. First, you need to destroy any one of the red orbs on his body. I'd recommend sticking to regular Power Beam shots for this, not even charged shots. The target red spots are reasonably large, but Mogenar moves so often that any charged shots you fire are likely to miss. Furthermore, until you shatter the orb, it's constantly regenerating the damage you've inflicted. To make it even worse, Mogenar can choose to close a shutter over the orbs any time at will. He can even switch the placement of the orbs whenever he likes as well. Finally, and this is the worst piece of bad news at all, at any point, Mogenar can stop and summon two, green magical hands to grab two fresh orbs from the sidelines and shove them into his body to restore the orbs. You can destroy the orbs while Mogenar's pulling them back to his body, but you need to be quick, especially because he's pulling the orbs from opposite sides of the room, preventing you from getting close to one orb and attacking at point blank while attacking the other from afar. The simplest method is really the best here - Focus on one orb until it shatters. Once the orb shatters, activate Hyper Mode and lay into it with hyper beam until it explodes. That orb slot will stay aflame, unrestorable, and "unmovable to" (that is, he can't move other orbs to that slot) for the remainder of the battle. The battle becomes a little more complicated now. In response to the destroyed orb, Mogenar creates a phazon body armor that renders him and his orbs impervious to attack. At the same time, he gains a bunch of new attacks. One is a charge where he rushes at you from across the screen. Lock-on to him and strafe out of the way. He can also summon 3 magical lights to attack you. They all travel in straight lines are shootable. Finally, he can smash his hands into the ground to cause a cave-in. The falling debris also has a small blast radius, so you do your best to strafe away from any rocks falling from the ceiling. Taking care of that phazon armor is actually pretty simple. Change into Morph Ball and approach Mogenar. When you start getting close to him, trigger Hyper Mode. This way, if he moves suddenly or if you hit him by accident, you won't take any damage. Once you're right next to his feet, lay all your bombs to destroy the base of the armor on one leg. Quickly roll away and deactivate Hyper Mode. Then approach him again and repeat on the other leg to strip him of his armor. With the loss of his armor, his orbs are vulnerable again, but he still retains all of his attacks. Repeat the strategy of focusing on one orb at a time to destroy the two remaining orbs. But destroying the three orbs isn't the end of the battle. He still has a quarter of his life left. There's still one more orb remaining - right on his back. This one's a real pain because he keeps it closed almost all the time. Your best opportunity to attack it is right after he charges at you. For several moments, he looks around for you while leaving the back orb open to strike. Getting a lock onto it can be an even bigger pain though. Mogenar doesn't simply move his head when he's looking side to side; he moves his entire torso. Consequently, his entire back moves from side to side. Fortunately, for at least a few moments, he remains still after moving to one side, giving you enough time to blast away. If possible, also try to get a lead on exactly when he'll move and his rate of movement to the other side. This will enable you to get a few shots in while he's turning and to get a quicker beat on him once he's stopped. Be sure to fire as quickly as possible though; all the old rules of orb regeneration and full orb restoration still apply (although at least now there's nowhere he can move that final orb to). Once the red orb shatters, lay into it with Hyper Beam. Aim well and steady; you're probably already low on health at this point. Notes: *In regards to those orbs, here are a few more specifics you may want to know. Each orb completely restores one of Mogenar's shattered or damaged red orbs. It does *not* restore flaming slots that you've already overloaded with the hyper beam. Those are permanently offline. However, as I said, each orb completely restores one of Mogenar's orbs. This means that as long as the orb reaches him, he gets a full restore on his selected orb. Simply damaging it is pointless. You need to completely destroy it. *Also, once an orb in Mogenar is shattered, don't be too anxious about completely destroying it with Hyper Beam immediately. If you fail and he manages to restore the red orb, all the damage inflicted on that slot remains. You, of course, stil have to completely obliterate the red orb again, but you don't have to start from scratch after destroying the red orb again. ***************************** Steambot Barracks - Steamlord [0406] ***************************** First, the Steambots. More or less, these guys are Tinbots 2.0. The big difference is that these guys are much more durable. The bigger problem though is the Steamlord. Most of the time, he remains completely invisible, and the only times he does appear is to make trouble. He either appears to attack, usually from the side since he's leaving most of the work to the Steambots, or he appears to fully restore broken Steambots. My advisory - Use Hyper Beam endlessly this whole battle (you'll understand why once it's over). Just completely blow away all the Steambots, Steamlord then appears to heal them, and you can mercilessly wail on him while he's helpless and motionless. Steamlord's not a total tool though. He catches on to this plan quickly. If you try to hit him with a charged Hyper Beam, he teleports away and tries to reappear out of sight to heal the Steambots. Therefore, stick to normal Hyper Beam shots so as not to waste ammo too much, and watch out for orange electrical beams - These are the "heal beams" of sort that Steamlord uses to heal the Steambots. Follow the beams and you find Steamlord, and you always have the opportunity to get at least a few potshots in before he teleports away. Also, whenever he's not in vision (usually after a teleport away), destroy any Steambot he may have restored before the teleport. ******************************** Ballista Storage - Defense Drone [0407] ******************************** Defense Drone's pretty simple. He starts off with only two attacks. One is a quick stomp in place that generates a wavequake you can just Space Jump over. The other is a projectile attack where he lowers his head, stays still for a few moments and then fires at the position you were at when Defense Drone lowered his head - easily dodged by strafing. The way to damage Defense Drone isn't particularly new either. Target a stun point, grapple something off, then attack the real weak point for massive damage. He may be simple, but that doesn't mean he's easy. Defense Drone makes everything a little harder for you. First you need to damage three points for the stun, namely the three circular tips of the antennae poking out of his head. Damage each one enough and it drops down out of sight. The problem is that these points can be hard to hit as they they bounce allot in response to motions from the drone. For that reason, I recommend you stick with normal shots. Another thing you need to look out for is time. If you wait too long between damaging the antennae, one of the old ones pops back up, completely fresh, meaning you have to start over. If you're having that much trouble, switch to the charged Hyper Beam for a sure thing, but you're probably gonna want to save that life for later because damaging him can become quite difficult. Once you've gotten all the antennae down, he becomes stunned. Walk up in front of him and Grapple Lasso him to remove the shielding on his head. While the grapple is ending, initiate Hyper Mode, charge a shot, and Space Jump up. At the apex of the jump let loose. Continue jumping and getting shots in until Defense Drone jumps away onto one of the higher platforms. Stay in Hyper Mode and continue jumping and firing your charged Hyper Beam. You really have no choice; he never gives you very clear opportunities. His pattern changes a little bit at this point as well. When he jumps onto the platforms, he starts firing grayish blobs of gook. Since you were and will be attacking with Hyper beam, simply stay in Hyper Mode and tank all the hits. If you become Corrupted, that's fine. It's probably better that way actually; you need all the shots you can get considering how many will miss. Once enough time has passed (usually about a few rounds of him firing gook and a jump from one platform to another), all his antennae reform and he jumps back down to ground level. Repeat the same strategy as before. As the battle drags on, a few things change. First off, he gets a new attack where he shoots a giant orange ball at you. Fire an Ice Missile at it (not a charged shot) to neutralize it. Secondly, his antennae begin popping back up faster and faster as his health drops. If they're coming back too fast, go to Hyper Mode to take care of them if you're still left with enough health to finish him afterwards. Finally, if the battle lasts a long time when he's near-death, he summon a curtain of fog over the arena. This is less of a hindrance and more of an annoyance, considering Hyper Mode protects you from whatever he plans to do in the fog anyhow. The final notes I'd like to make concern timing attacks with the phazon bar and Corruption. If your phazon bar would run dry from firing a charged Hyper Beam at that moment and he's attacking you with gray gook blobs, don't fire it. Wait until your Corruption bar rises enough so that you can; it's not worth taking the damage from the blobs. If you're about to auto-vent instead and there are gray blobs everywhere, try to destroy as many as you can. You may take some damage, but the gray balls may drop some health. Defense Drone can be a big pain in the butt on higher difficulties, mostly because of your inability to tank hits as easily (Hyper Mode fails if you try to tank all of his gray blobs and you end up taking most of the damage), but I'll get to that in later updates. *********************** Main Docking Bay - Ghor [0408] *********************** Ghor has two attacks at the beginning. For the first, he flies high into the air and then stomps down, generating a wavequake. As usual, simply jump over it. His other is a charge at you. Considering how speedy this charge is, I advise staying locked on to Ghor so that you can easily side dash out of the way. As for damaging Ghor, he's quite invulnerable at the moment. He has an impenetrable force field in front of him, powered by a generator on his back, and he never gives you an opening to directly target it. Ergo, you have to make one. The only way to do that is when he charges at you. Note all the Fuel Gel on the ground left behind by your ship. If you place the Fuel Gel between you and Ghor, he slips when he charges over it and crashes into the wall, giving you a brief period to strike his back. There is another method as well, although it runs along the same line of thinking. Before Ghor initiates his charge, fire an Ice Missile at the Fuel Gel he'll be charging over. Because the Fuel Gel's completely frozen over, Ghor spins utterly out of control when he slides over it. When he crashes, he's out of commission for much longer than if he had slid over it normally. The downside to this method is that you have to keep said Fuel Gel frozen beforehand and keep that specific pool between you and Ghor. If you think you can do it though, go for it. After his back generator takes some serious damage (specfically, it lights on fire), Ghor's shield temporarily drops and he's open to attack. Repeatedly fire Hyper Beam blasts at the circles by Ghor's head until he recovers. At this point, Ghor's attack pattern changes a bit. Now he starts rapid-firing plasma blasts at you and traces your trail. Continually side dash while locked-on to stay out of harm's way. Additionally, he sometimes stops and fires missiles at you. Again, same idea, just side dash out of the way while locked-on. His charge remains, but considering his new attacks, the latter strategy of freezing over Fuel Gel and making him slide specifically over one pool is considerably more difficult. Don't hesitate to switch to the other strategy. Once you've dealt enough damage to Ghor that way, the generator on his back overloads and his frontal shield permanently drops. The overload however shoots out electrical waves that dry up all the Fuel Gel. His fighting style completely changes here. Ghor now employs a spin attack where he charges at you slowly while spinning rapidly but tracing your general movement. This attack is meant to hit if you only dodge to the side *once*. As such, you can completely avoid it by side dashing all the way around Ghor. The charge attack remains too, although this one is considerably more difficult to dodge. Ghor spins his arms once and then charges at you at a ridiculously high speed. His final attack is a spin laser where he fires a plasma laser and spins 360 degrees repeatedly. You could Space Jump over this last attack, but there's something better to do instead. Note the flashing ball that falls out of Ghor's bottom when he uses this laser. As soon as he starts using the laser, change into Morph Ball and boost into it repeatedly. Subsequently, Ghor becomes dizzied. Change into Hyper Mode and lay into him with Hyper Beam. Once Ghor reaches about a quarter of his life, a cutscene cues where Ghor enters Hyper Mode himself. All of Ghor's attacks are much stronger now. In addition, he now uses a combination of *all* of his old attacks (well, aside from the original, slower charge). However, on the plus side, his head is now always vulnerable. Therefore, in response, enter Hyper Mode yourself and charge straight at him with an all-out offensive. ******************************* Elysian Leviathan Core - Helios [0409] ******************************* Helios can only be damaged by hitting him enough to stun him and open up his core to attack. The problem is that Helios uses literally hoards of phazon-enhanced Swarmbots to protect himself. Helios uses them for everything from absolute defense to both defense and offense and even to the outright bizarre. All of Helios' methods are clearly divided into several phases in which he'll committ to one of a number of strategies employing Swarmbots. The most common phase is the "still ball" phase. Helios also always switches to this phase, for at least some period of time (from a few seconds to well over half a minute), between phases, although the longest times spent in this phase are usually after he's closed its core after your stun. During this phase, the Swarmbots simply surround Helios in the formation of a large sphere. They don't do anything else, simply encircle him and fly about. For the most part, the Swarmbots provide complete protection and absorb all of your attacks. However, at the very beginning when they're first surrounding Helios, there are openings everywhere in the formation (usually beneath it). Repeatedly fire the Plasma Beam to take advantage of these openings. Additionally, there are other periods during which the Swarmbots simply leave openings in the formation for no apparent reason, but these openings may not always be apparent to the naked eye. For that reason, I always advise firing at Helios in this phase. You never know when you'll get lucky. After the above stage, he switches to one of three other phases. It's worth noting that Helios will not switch back to any phase he's already been in again until he goes through the others or you stun him in the process, thus reseting everything. One possibility is the "rolling ball" phase. Helios takes a form akin to the still ball, except now he's rolling around the field. Helios rolls about in near-straight line arcs, a little up a wall, and then back down again. The trick is predicting which way he'll roll when he comes down off the wall. There doesn't appear to be any pattern to whether he rolls one way or another, and since he travels relatively fast and is quite bulky, dodging by strafing is a huge problem. There are two alternatives though. The first is Hyper Mode - just tank the damage directly and revert once he's gone. The second is Screw Attack. If you Screw Attack straight at him, the invincibility protects you from taking damage. Even when you bounce off from hitting the outer layer of Swarmbots, the invincibility doesn't wear off until your visor and HUD are all back online. Helios may drag you with him a bit if you Screw Attack at him, a particularly big problem if you're too close to a wall. Screw Attack for the sides of the ball if possible and always make sure you're in the center of the room. Anyway, there's absolutely no way to damage or stun Helios at this time. He's completely invulnerable. All you can do is wait for him to switch to the next phase. Another possibility is the "swarmbot division" phase. Here, all the Swarmbots divide into 12 individual attacking groups. Their attacks are identical as if they were normal Swarmbots, but they can only act when Helios move behind them. 10 seconds after Helios first moves behind them, they shoot their energy ball. That said, since Helios needs to move behind them to enable them to attack, you only need to worry about one at a time. As soon as you see the Swarmbots divide into multiple, small rings, back away to a wall in order to keep them all on-screen at once (any wall suffices; they rotate around the room with you to prevent you from getting behind the formation). To break apart their attacks, you only need to hit them with any form of charged shot (briefest charge possible is ideal so that you save the most time). Not even that, if you hit any part of them - their attack or even the very tip of one member of their formation - they fall apart. When hit, these Swarmbots don't suicide bomb you either; they simply wait by the sidelines until this phase ends. It is possible to aim for Helios during this phase. When he's not behind any of the Swarmbot formations, he's vulnerable. However, it's not advisable. Helios moves quickly between formations, and to attack him would mean you would have to neglect one of the formations he just called for an attack from. Once he gets there too, that's a second formation's attack you need to stop as well. Play it safe and stick to taking care of the Swarmbots here. Assuming you don't take any hits and you dispel all attacking formations as they arise, after 3 of the 12 or so are still intact, Helios exits this formation, leaving itself vulnerable for a few moments, and enters the next phase. (Note: He also inevitably exits this phase on its own given enough time, if you just want to play the dodging game.) The third possible phase he can switch to is your best chance to damage him. All the swarmbots form a single, gigantic ring around Helios. The ring can rotate across any dimension and also provides total protection to Helios. Helios does one of two things here. The first is slow-moving charge attack meant to take advantage of the ring's massive size and potential breadth. The inside of the ring and Helios himself completely changes to a wavy white color, the ring's motions accelerate and randomize, and Helios moves toward you. Simply screw attack across the arena. Helios should pursue, so look straight up afterwards to catch wind of his second possible attack. Helios can also summon five red orbs to appear on the plain of the ring. After summoning them, Helios either swtiches back to the white form or uses them to charge a laser beam he fires at you. Here is your chance to damage Helios. Mark all five orbs as seeker targets and fire. Your window of opportunity here may be very slim if he decides not to use the laser beam, so be as swift as possible. Once you hit all five with Seeker Missiles, the ring becomes disrupted and the protection it granted Helios drops. Hit Helios hard and fast. If you have allot of health, use Hyper Beam. This is your best chance to use it. Once Helios takes enough stun damage, all the Swarmbots fall to the ground and disappear. Subsequently, Helios enters a Hyper Mode of his own. However, his core opens up at the same time. It's only vulnerable to phazon-based strikes, so stick with Hyper Beam. Helios is not helpless though. He incessantly charges straight at you, claws drawn. Lock-on and strafe around him to the other side. Don't waste your phazon ammo here; the only vulnerable part of Helios is the front portion of the core, which he also opens and closes on a frequent basis. As a general rule, after you get in all the stun damage and he enters this phase, start attacking the instant he stops pulsating and draws out his weapons. Always attack when you're in front of him and he's either opening his mouth or it's already open. From the side or the back, never attack, since it's impossible to hit him. Once you take Helios down to half-health, he substitutes the three previous phases with new ones, although the old rules still apply. The first possibility is a variation of the phase mentioned in the previous set, the phase when the Swarmbots split into 12 groups and attack. This form is much deadlier though. Helios travels between the groups much faster now and destroyed groups are quickly replaced by new Swarmbots. Unless you use Hyper Mode here, it is impossible to defeat them directly. There is however an alternative. As soon as you see this form get together, back up against a nearby wall. When the first formation ordered to attack by Helios is about to fire, start screw attacking. Space your Screw Attack so that you can cross the whole arena. As you exit the Screw Attack (by landing or bouncing off a wall), enter Hyper Mode to tank any attacks coming your way. Face the opposite wall again. Begin Screw Attacking again and exit Hyper Mode. Re-enter Hyper Mode when you land and repeat until this phase ends. If you're thinking, "Whoa whoa whoa, that requires way too much coordination and concentration to do consistently. Are you crazy?" There is an easier way to do it. As soon as you begin the Screw Attack, let go of the Nunchuk. You don't need it for anything anyway while you're Screw Attacking and flicking around Hyper Mode. Put all your attention into what you're doing on the Wiimote. Use your left thumb (if jump is A) or index finger (if jump is B) to operate the Screw Attack, and use your right thumb to turn on/off Hyper Mode. The order should go like this: 1) Begin Screw Attacking. 2) Drop the Nunchuk. 3) Activate Hyper Mode as you fall after the last somersault. 4) Here, the game automatically turns you around to face Helios so you don't need to do it yourself. Pick up the Nunchuk. 5) Start the next Screw Attack. 6) Drop the Nunchuk. 7) Deactivate Hyper Mode while somersaulting across the arena. 8) Repeat steps 3 through 7 until Helios is done with this phase. If all goes well, you shouldn't take an ounce of damage. The second possibility is a whole new phase. Helios rises to the top of the Swarmbots and then sinks to the bottom, initiating a tornado of Swarmbots. If you get too close to the blue speks tossed up by the whirlwind, you get sucked in to the tornado and damaged. Helios is pretty easy to predict here. His motions are entirely restricted to straight lines. Furthermore, whenever he's about to change directions, he stops, hops, and then moves in the direction where you were when he hopped - Easily evaded by dodging to the side after he hops. There's only two ways to damage him here. You can either lay Morph Ball Bombs by him or you can use Hyper Ball. Hyper ball is definitely the better way to go here - His movement is harder to trace in Morph Ball, and you yourself are harder to control due to the tornado. Other than that, a single lightning bolt from Hyper Ball is enough to stop him. Once you hit him with a Morph Ball Bomb/Hyper Ball, the Swarmbots vanish and Helios freezes for several seconds. Attack him as fast as you can in hope of a stun. The third and final possibility is yet another new phase. Helios turns the Swarmbots into makeshift arms and legs and dons a humanoid form. In this form, he can stomp his "feet" on the ground to generate wavequakes or fire out giant energy balls from his "hands". However, the joints of this form are very weak, particularly where the arms and legs meet the "body" (Helios himself). The game marks them as glowing red spots. When he prepares for a wavequake or a giant energy ball, there's a brief period of lag where he simply keeps the limb raised in place, charging the energy for the attack. During this time, that joint glows a particularly bigger red and is marked as an attackable target by the aiming reticle. A single charged shot is enough to break it apart, provided that you don't actually hit a Swarmbot. Don't fire as soon as the joint starts glowing though. Wait for the limb to stop moving, then fire. Since the joint moves along with the limb to some extent, you'll probably miss by firing immediately. Should you miss completely and Helios gets off the attack, strafe to the side away from the energy ball and space jump over the wavequake. One final tidbit to keep in mind is that there's a specific order to attack the limbs in. You can't take out the legs immediately, as once you destroy one leg, Helios uses his remainings arm(s) and leg to lift himself back up and proceeds to restore all his limbs. Instead, take out both arms first, then take out a leg. With three limbs destroyed, Helios collapses. Fortunately, as soon as he collapses, you get to bypass the "stun him" phase and get to attack the core directly. Lay into him with Hyper Beam. *************************** Proving Grounds - Gandrayda [0410] *************************** Wow, Gandrayda is very agile. She's almost always tumbling, cartwheeling, somersaulting, and otherwise bouncing around the arena. Her attacks are surprisingly simple though. While she's jumping about, she can fire a number of energy discs at you. Beforewarned. These discs have limited homing capability. Unless they're fired at close to mid-range, there's a good chance they're gonna home in on you, so shoot them down if you can. Fortunately, they often leave behind health or ammo drops. Other than that, all of her attacks can only begin once she's stopped a series of jumps and can all be identified before she pulls them off, mainly because her body language drastically differs from when she's simply jumping around normally. Rather than tumble or spin in the air, Gandrayda's other aerial attacks have her body simply leaping forward without any fancy acrobatics, more horizontally than vertically as well, and without leaving a purple trail behind her. In the first, she leaps forward and plants her fist into the ground to fire a shockwave at you. Easily strafable. In the second however, she leaps straight for you, latches onto your body, and forces you to shake the Wiimote and Nunchuk repeatedly to shake her off. This latter attack is difficult to identify in time. By the time you've figured it out, it's too late to move out of the way. In general, regard any one of her "forward leaps" in your general direction as an attempt to latch on to you. She never performs those leaps toward you for the other attack. If you can't dodge in time, change into Morph Ball. She can't latch onto Morph Ball, and aside from that, transforming disorients her landing spot, oddly enough, and she usually lands a significant distance away from you. Her final attack is inconsequential. She stands on the ground, does a 360 spin, and fires off an energy ball at you. The aim on the ball is wildly erratic. In general, you should be okay if you just strafe (on way or another; it's fine). Considering how zippy she is, actually hitting her is quite challenging, and it really doesn't help that she surprisingly takes hits quite well. Hitting her while she's jumping about is extremely difficult, and if you're a first-timer, always firing continually at her non-stop is gonna give you a cramp. Your best chance to really mash the fire button is when she's stopped tumbling about. Yes, that's the same time she goes on the offensive herself, but there aren't many other options unless you're a really good shot. Fortunately, the game does make things a little easier. From the start of the battle, Gandrayda regularly morphs between three other forms - Berserker, Aerotrooper, and Swarmbots. It should be noted though that the status of the forms completely regenerates between morphs (although, obviously, Gandrayda's health remains dropped from the damage), and Gandrayda can revert of her own will, rather than just from damage, although she usually sticks to a form until a certain amount of time has passed or damage has been taken. The Berserker has all the attacks of its brethren and should be handled similarly. This Berserker's phazite armor can be broken by only three of its own phazon attacks. Considering you can prompt the Berserker to launch the attack simply by approaching it after Gandrayda transforms, you should try for all three at once. Approach the Berserker from whatever side leaves you the most space behind you. Back up as soon as you hear the first phazon ball come out and continue backing up as far as you can. Send the phazon ball back at him the instant you hear the third one come out. Then send the other two back as well and then start wailing on his exposed back until Gandrayda reverts to normal form. The same applies for the Aerotrooper morph; It's identical to an actual Aerotrooper. Its armor can be tough to take out with the Plasma Beam (Gandrayda usually reverts before you can deal any major damage if you just stick with Plasma Beam). Ice Missiles work surprisingly well here, taking apart his armor and dealing good chunks of damage per hit. The Swarmbots are pretty different from your conventinal Swarmbots though. They resemble Helios' tornado more than anything else, except these guys aren't bound to moving in a straight line. They're not particularly easy to run away from either. Sticking to Hyper Mode to tank the damage and firing off a fully charged Hyper Beam blast right into the center of the Swarmbot whirlwind works quite well, and the downed Swarmbots often leave drops too. Continue battling Gandrayda as so until her health drops to 75%. At this point, she opens the roof by lowering the four pistons in the room and expands the arena beyond its original bounds. Now a large outer section is regularly scorched by acid rain. Fortunately, the original portion of the arena doesn't suffer a similar fate, nor are you bound to go into the acid rain to fight (although you can if you're not careful). Even better is that this acid rain is less caustic than what you've encountered throughout the rest of the Pirate Homeworld. It takes a good few seconds longer before the J-curve really kicks in and you start losing health fast. Getting knocked into the acid rain isn't an instant game over here. Gandrayda also adds two new morphs to her repertoire here, Rundas and Ghor, and she uses these two the most extensively now. The good news is that these incarnations only feature a fraction of the combat capability of their real-life counterparts. Rundas in particular is very easy. Gandrayda's version only retains the ice armor, the freezing ice blasts on the ground, the ice slide around the arena, and the ice bullets fired while on the slide. Hell, Gandrayda's Rundas can even be sniped while on the ice slide because her path is a much more predictable back and forth in the distance. You can hit Rundas while on the slide by predicting his location based off his current trajectory and firing ahead of it. Your main moment for attacking remains his ground form when he's off the ground though. Plasma Beam more than suffices here. Grapple Lasso off his ice armor when he's stunned, wail on him as he flees/fires freezing ice blasts at you, rinse/repeat. On Normal Mode, by firing continually at him while Rundas is reforming his armor, you can actually stun him automatically again and immediately Grapple Lasso off his new armor. Ghor isn't as simple. Gandrayda's version retains his fast charge, spin charge, and spin laser, and you only have to fight the form of Ghor where you Boost Ball into the flashing device below him and then attack his head, but this Ghor is much smarter than the original. He always runs away whenever his bottom is exposed so that you can't Boost Ball into it and uses the opportunity to use anti-Morph Ball weaponry (mainly, a rapid-fire rope that pulls you in and smashes you into the ground; also, plasma turrets and Ghor's other attacks listed above). It's hard to get in on his bottom, but if you do, use Hyper Beam on his head to get Gandrayda out of this morph ASAP. Once Gandrayda's health drops to 50%, she changes her strategy yet again. She recalls the pistons that previously dropped down below the floor, and she now morphs exclusively into a Varia Suit wearing version of you, Samus Aran. She has three attacks. The first is a super Boost Ball which bounces off of objects quite a few times at super high speed before suddenly stopping. Dodging it consistently borders on the impossible. There's absolutely no way to turn fast enough to track her location this whole time when trying to dodge. Your best bet is to crunch against the force field by the exit and try to jump out of the way of the Boost Ball before it smashes into you. The second is a short-range electrical shockwave sent out against any close-range opponents, and the third is a giant laser that sweeps back and forth across the field. The second is solved by just not getting close to her so she doesn't have occasion to use it, and the third simply by jumping over. Gandrayda's Samus is most vulnerable during the third attack because she's completely still and, outside of the giant laser, completely defenseless. Attack her as you will then. When Gandrayda's health drops to 25%, she stops morphing altogether. At this point, she starts switching between normal, hyper, and cloaked forms. The only times she's ever in her normal mode here are when she's jumping around for a few moments, switching to the other form, or leaping and latching onto you, which oddly enough she can't do in the other two forms. Her Hyper Mode form gives her allot of added durability but doesn't buff her attacks that much. She does seems smarter though and often jums right over you to launch attacks behind you that you can't even see, much less do anything about. Fighting her cloaked form is the same as fighting her normal form, minus her latch-on attack. To see her when she's cloaked, simply switch to the X-Ray Visor and find her somewhere around the arena. When she turns off the cloaking device (as evidenced by your HUD becoming covered with white fuzz), switch back to Combat Visor. Taking away that last 25% can be a problem though. Since Gandrayda is no longer morphing, all you have to fight is the bouncy Gandrayda herself. The same rules for fighting her earlier still apply with the added attack opportunity of when she sits still to activate or deactivate her cloak. Attack the most whenever she's not in Hyper Mode unless you have enough health to go Hyper Mode yourself. There is one other approach to this entire battle that I didn't offer earlier because of how unconventional it is. It's possible to kill Gandrayda entirely with the Screw Attack. Ghor is impervious to Screw Attack and thus needs to be fought normally, but everything else is weak to Screw Attack. You can somersault onto the Berserker's back and through the Aerotrooper and Swarmbots completely taking off about 10% of Gandrayda's total health automatically. The Rundas form, Samus form, and Gandrayda herself are handled a bit differently though. For them, you initiate the Screw Attack, but you don't somersault; you simply time the initiation of the Screw Attack so that you fall into them as you come down. Alternatively, especially in the case of the Samus form, if she's far away, you can somersault over and time the last somersault so that you fall into her. The hitbox for the Screw Attack is as wide as the orange veil around Samus, so you don't necessarily need to make direct bodily contact. The invincibility from Screw Attack is a huge help as well, as it allows you to venture out deep into the acid rain without worrying too much about the J-curve. You take damage on the way out of the rain of course, but the J-curve doesn't go into effect until your first-person perspective and HUD are back online. Extremely successful Screw Attacks, particularly ones against Gandrayda's normal form, can result in net damage of over 30% of her health from that single hit. Screw Attack has been the quickest and easiest way for me to dispatch of Gandrayda, but it may feel awkward to you first-timers, so feel free to default to conventional beam combat if you have trouble with it. ******************************** Metroid Creche - Metroid Hatcher [0411] ******************************** Metroid Hatcher has two attacks. The first is a close-range tentacle stab, where he thrusts one of his tentacles at you and begins draining your life (although oddly enough he doesn't actually gain any life back if he's taken damage). If you get hit by this attack, shake the Wiimote and Nunchuk furiously to break free. The second, by far the more common move, is a charging spin attack. Given that the attack is moderately speedy and that his tentacles are completely outstretched when he spins, it's easy to get hit by this attack. To get around both these moves, don't fight Metroid Hatcher at close range. Mid range, not long range is the best way to go. You can change into Morph Ball to duck beneath the spin attack completely and revert when he's done, but there is something else you can do here, which I'll get to later. You really can't stay too far away considering what you're expected to do. Metroid Hatcher has lost the Phazon Metroid's ability to phase in and out of time-space at will but in exchange has gained a thick phazite armor that renders your attacks ineffective. The only vulnerable spot is his mouth, and only when it's open. The only time he opens it is after you've damaged and repelled all his tentacles. To do that, you need to target the tips of them and attack there, but they move around constantly, making them somewhat difficult targets to hit with Plasma Beam. Ice Missiles are naturally extremely effective, but considering how slow they are and that you can't even lock-on to Metroid Hatcher when using them (otherwise they home in on the invincibile body of the hatcher), they're not very viable options. There are however viable alternatives to attacking the tentacles. If you have plenty of energy to spare, charged Hyper Beam does the trick. No amount of dodginess can get around that much fire at once. Surprisingly, Boost Ball is also very effective, but the hatcher's tentacles need to be close to the ground for that to work. The camera angle for Morph Ball isn't exactly the best either. The absolute best alternative is definitely, yet again, the Screw Attack. The Screw Attack's huge hitbox immediately repels whatever tentacle(s) it comes into contact with. Getting to the tentacles can be a problem though. The easiest time to hit Metroid Hatcher's tentacles with Screw Attack is when he's relatively far above you, high enough so that you can start a somersault beneath him. You want to start your Screw Attack on the way down from your second jump but obviously before you hit the ground. If you can get a good feel for this strategy, it's much quicker. Like with Gandrayda though, if it's too weird for you, just stick with beams. There is one situation which I advise using Screw Attack for no matter - If he's far away and aims his spin attack right at you, rather than go Morph Ball, Screw Attack right at his spinning tentacles. You may or may not hit the tentacles, by you always bounce back out of harm's way and repel Metroid Hatcher. Glitch: Retro likely didn't anticipate using Screw Attack against Metroid Hatcher. As a result, if Metroid Hatcher hits you with his tentacle strike while the camera is in the third person perspective, some funky stuff happens. The camera sometimes freezes in place; other times it shows you nearly inside the Hatcher. The constant however is that you're always completely stuck. Shaking the Wiimote and Nunchuk does nothing to free you. You need to wait for Metroid Hatcher to let go before you can continue the fight normally, and you lose a moderate chunk of health as well. No matter what you choose though, you do have an advantage in that his tentacles only come back out after the next phase, after you've repelled all of them. They cannot come back out individually, so you can take your time and experiment with what you feel is the best way to go about fighting him. Once you've damaged all of them, he switches to his second phase. He retains his spin attack, although it's considerably less deadly and much more easily dodged than before thanks to the lack of tentacles. His second move is what you're looking for. Metroid Hatcher stops moving and faces in your general direction (although he does spin very slowly). A small gas can be seen coming forth from his mouth, and after a few seconds, he spits out Phazon Metroids (one at a time, two max per use of the move). If you wait too long without attacking, his tentacles resprout and he returns to his first attack phase. His second attack is your signal to strike. Fire a charged shot at his mouth. If you have a good amount of health, use charged Hyper Beam instead. If he gets out any metroids, immediately take them out with Hyper Beam. Don't let them roam around freely. Once you've hit him enough, he becomes stunned. Run up to him, Grapple Lasso onto one of his tentacles, pull it out. He loses a quarter of his health and only three of his tentacles come back out, and he returns to his first attack phase. Rinse and repeat for the other three tentacles until he's down. ******************************************** Transit Station Leviathan - Pirate Commander [0412] ******************************************** Bad news: While the Pirate Commander may be wearing phazite armor, it is, evidently, made of an ultrarare "red phazite" which leaves him with no Nova Beam weakness. He also has infinitely more durability than a regular Pirate Commando, tanking Hyper Beam attacks like you were hitting him with a pea shooter. On top of all that, he has a personal teleportation device, as you already know, and he employs it to great extent. The good news is that he's limited entirely to attacks used by Pirate Commandos. Also, the five Pirate Commandos he summons at the start are the only ones he summons. They don't infinite spawn. You're best off killing the Commandos last, surprisingly enough. You do need to kill every pirate here to end the battle, but the Pirate Commander's still best to take down first. He enters Hyper Mode quite a bit, and his attacks really pack a whollop. It's not something you should worry about while trying to X-Ray Visor + Nova Beam snipe the Commandos. Aside from that, you depend entirely on Hyper Beam to take down the Commander anyway, so you might as well take advantage of the invincibility. The Pirate Commander's endurance is quite high though. Even on Normal difficulty, he takes a full two Energy Tanks worth of Hyper Mode attacks to take down. Don't be wasteful. He teleports *allot*, meaning many of your shots can miss if you fire them at the wrong time. In general, yes, mash the fire button when you see him, but once you hear that teleportation sound effect and see the swirling lights around him, stop and look around until you see his destination point and the accompanying swirling lights. There's allot going on, but you have plenty of time to find him, and the time spent searching only builds up the Corruption bar in your favor. Furthermore, once you break his phazite armor, he loses his ability to teleport. This is also a sign that he's close to dieing, so relentlessly attack once you break apart his armor. Once the Commander's gone, finish off the Commandos as normal. If you have ample health left, Hyper Mode attacks are also viable options for them. ********************************************** Pirate Homeworld Leviathan Core - Omega Ridley [0413] ********************************************** Exposure to phazon has raised Ridley to a whole new threat level, and he has a whole new assortment of attacks to throw out at you. What's worse is that many of his attacks come out very quickly and leave no telltale signs beforehand that they're about to be used. One of the more dangerous of those attacks is his fire breath. Ridley moves his head toward one direction or the other and unleashed a massive firey breath as he spins his head in the opposite direction. Sometimes the arc of the spin is short, I've seen as short as a 45 degree turn. Usually though, his head turns somewhere between 120 and 150 degrees. The turn is far too fast to strafe around; you're better off Space Jumping over it instead. When exactly to jump is a little tricky, considering Ridley doesn't always begin this attack in the same spot, that his head turns quickly, and that you can only avoid the fire at the peak of your second jump. If you're close to Ridley and you see the breath start, double jump as fast as you can. If you're far away, you have more time to space out your jumps. Jump first a moment after you see it, and jump again before you fall but as the breath approaches you, easily dodging the fire breath. If worse comes to worst though, you can always enter Hyper Mode to tank the damage. Ridley's projectiles are a little easier to deal with. The first is a set of fireballs he launches, one by one. He can fire anywhere between two to five at a time, and, unlike the ones on Norion, these ones home in on you, so running is pointless. A single Nova Beam shot is enough to destroy them though, and they often leave drops behind, so it's more worthwhile to destroy them. Ridley's other projectile you need to watch out for. Ridley cocks his head in one direction, seemingly harmlessly, and then lets loose a fast-fire missile. If you're not moving, you *will* get hit, but the horizontal range of the missile is negligible at best. For that reason (among others, which I'll get into later), I advise always staying locked-on to Ridley. That way, you can easily strafe out of the way if he does something unexpected. Also, don't stand too close to the wall. Under those circumstances, even if the missile missed you, the blast radius would still get you. Ridley also has a charge attack, but he gives himself away. When he's preparing for the charge, he bends down closer to the ground and blue phazon particles rise up into the air. At this point, he's selected his direction to charge in already, so strafing around him easily dodges this attack. Ridley does combine this attack with his fire balls often though. He launches the fire balls first and then, while your attention is off of him, he builds up his charge and rushes into you. Whenever you see his fire ball attack, always keep his charge in the back of your mind as well. If you make a mistake and can no longer dodge the entire hitbox of the charge, the charge does do less damage the further out of the center of its hitbox you are. He also has two wavequake techniques. The more common one sees him leaping into the air and then crashing back down onto the center of the field, generating a massive wavequake. In the second, less common one, he forms a large energy ball in his hand and quickly smashes it into the ground to generate a similar wavequake. Both are easily evaded via Space Jumps. Outside of all that, Ridley also has two counterattacks. If you get too close to his back, he swipes at you with his tail, and if you get too close to his front or side, he snaps at you. At random, he also jumps from side to side occasionally or extends his head out for a few moments and roars while turning it. The only vulnerable spot on Omega Ridley's entire body is his mouth, and you can only hit it when it's open and glowing orange. There are two ways to go about hitting that target. In the first method, you bide your time waiting for Ridley to drop his guard. You stay far away from Ridley and strafe around him most of the time, except when you need to deal with an immediate threat from him, and hold a charge on the Nova Beam. As soon as Ridley leaves an opening, stop (provided you can for that specific opening), and release the charged shot and then mash the fire button. The game actually gives you an ample number of opportunities to strike at his mouth. His harmless roar is a freebie. If you don't already have a charged shot ready, you even have enough time to briefly charge firing. Some of his attacks also leave his mouth wide open. When he fires off a high-speed missile, his mouth remains open for several moments after he fires. When he flies up into the sky before smashing into the ground to wavequake, his mouth is open for much of the time, but there's only one good moment to attack. After he flies into the air and stops at a certain height, he dips down a few inches and then soars higher up before wavequaking on the ground. As he's soaring up, there's a brief moment where he almost stops rising. If you fire your charged shot at where the apex *will be* before he gets there, your attack should hit him. He can also be hit the instant he begins the actual attack portion of his charge and he roars afterwards if you hit him too, but you need to move out of the way before trying to hit him when he charges. The massive damage you can take isn't equal to a miss. Outside of those opportunities, none of Ridley's other attacks leave any openings (not even, surprisingly enough, the fire breath). The second method skips the tedium of the first method but is more precise and luck-oriented. Ridley's snap counter-attack when you get too close to him is actually exploitable. Most of the time, when you get within range, Ridley automatically stops whatever he's doing just to snap at you. Right before he snaps at you, fire and then approach again to bait him before he tries something else. You're probably gonna get hit, but you're dealing much more damage to him than he is to you, and his bite is definitely the lesser of his attacks on the power spectrum. Rinse and repeat. Quite a few things can go wrong though. First off, he doesn't always counterattack if you're in range. Sometimes he jumps to the side and you have to quickly regain a lock before he attacks. Other times he just carries on as normal and you have to momentarily back away to deal with the threat he poses at the time. You also have a very brief span to hit him - only the period when his mouth is shining orange can you do so. If you miss or just don't fire, he gets a free hit and you have to recharge for nothing (you lose the charge when he hits you). Regardless, this is a very quick and effective alternative of getting around Ridley's attacks. Once you've dealt enough damage to Ridley's mouth (on Normal, "enough" is equivalent to the power of a fully charged Nova Beam), he recoils back onto his hind legs and starts flailing his arms. Now's the time to strike his true weak point. Run up to him and Grapple Lasso or Grapple Voltage (overload or drain, although drain isn't guaranteed to open the armor and overload is just a waste when Lasso works) him to open the armor plating on his chest and reveal his weak point. Enter Hyper Mode and lay into him with Hyper Beam. Eventually his chest armor closes back over the weak point and you start over again. Once Ridley's health drops to 75%, he wisens up and generates a thick layer of phazite armor to complement his chest armor. He gains an assortment of new attacks in addition to all his old ones as well. Ridley's fire breath ability has improved drastically. Now he combines it with a tail sweep to cover the entire field. He can start with either but then adds the second one (or both from the beginning) to the sweep and makes three 360 degree turns after that while gradually accelerating the spin. The first two spins are handled easily enough via Space Jumps, but by the time he's making his third spin, his sweeps are coming too fast to dodge haphazardly. You need to land as soon as possible after the first dodge and have as much space between you from the next sweeping attack as possible. If the fire breath is coming your way, space jump over it as usual but after you're over, tilt the analog stick in the direction the fire breath is going so that you land closer to it and further away from Ridley's tail. If Ridley's tail is on the way, a single jump works and gives you more time to dodge the fire breath, but a quick double jump (via mashing the jump button) is more likely to succeed. Getting more time by tilting the analog stick in the direction of the sweep after you're over and are coming down also works for the tail. His energy ball to wavequake has also changed, now into something quite different. Now he forms two energy balls, one in each hand, and combines them together to form a "super wavequake". This wavequake isn't circular in shape though; it's hexagonal. At each of the six vertices of the hexagon is a tall (tall enough so that you can't simply Space Jump over it), electric pillar. More problematic though is that any three of the six sides may have an electrical wall that smashes into you as the wavequake spreads out. You can get around the attack via Hyper Mode or Screw Attack tanking, but it's much easier and better to just stop Ridley from completing the attack. It has a lengthy charge time, more than enough to blast away both orbs in Ridley's hands. Furthermore, destroying both automatically stuns Ridley. Should you only destroy the one though, the attack at least ceases to be a wavequake - Only the six electric pillars remain and it no longer has any effect on the floor. Outside of destroying both orbs, you can still stun Ridley as you did before by simply waiting for that orange glow in his open mouth. Once you stun him, he recoils onto his hind feet and flails his arms like before. This time though, his weak point is elsewhere. The phazite armor is only weak at the shoulders, and you can only hit it with X-Ray Visor activated, so switch over to that visor, lock-on, and attack with Nova Beam. His flailing arms may get in the way sometimes, but focus on one of the orange spots beneath the shoulder armor at a time. Once the stun wears off repeat the strategy to stun him again. Then attack the shoulders again until you've blown off both pieces of phazite there. All of Ridley's phazite armor and his chest plate blow off. He only has 25% of his health remaining and his weak point is completely exposed. Ridley becomes desparate now, and the battle shifts to a whole new venue. Ridley shifts between a flying and a ground phase now but always starts things off with a flying phase. There are a few moments you can attack him during his flight phase, but your major concern here should be staying alive and just waiting things out until he switches to ground phase. Everything he can do is connected to the four holes on the walls of the arena. He randomly exits any one of the holes, including the one he enters. From the holes, he can do one of four things: 1) Do nothing and simply fly by; 2) Land in the center of the arena and initiate ground phase; 3) Land in the center of the arena briefly to wavequake and then fly off again; 4) Fly by while shooting volleys of missiles at you. He can either do a single fly-by before leaving or he can make a u-turn in the arena and fire off another volley of missiles before leaving. Also, if Ridley is in the same half of the arena as you are when he fires his missiles, they all automatically home in on you and hit for massive damage. Easily his most devastating attack. The first two are obviously no problem, but it's the latter two, or more specifically, that they both exist in the same set that's a problem. If he had only the wavequake, you could just sit in a corner, wait for him to come, jump over it. If he had only the missile volleys, you could make the longest Screw Attack possible, right across the center of the arena and not have to worry about a thing. Fortunately, there's a solution. The following is a diagram of the arena with a few markings I explain below: ___________ / 2 \ /A B\ / \ | ___ | | / \ | |1 | Z | 3| | \___/ | | | \ / \D C/ \___________/ 4 A, B, C, and D represent the corners of the arena. 1, 2, 3, and 4 represent the holes that Ridley can fly to and fro. Z represents the center circle in the arena where Ridley can land. Any time after Ridley flies through one of the holes, go to any of A, B, C, or D. For the purposes of my example, suppose you went to A. Once you reach A, you have a clear view of 3 and 4. From there, constantly shift your view back and forth to check 1 and 2. Once Ridley comes out, begin Screw Attacking to either 3 or 4. If you hear missiles being shot off in the background, tilt the analog stick toward C while you're somersaulting so that you can increase the total distance this Screw Attack travels. If you don't hear missiles in the background, just keep on going straight. You'll skim by the rim of Z and go to 3 or 4, whichever you chose, and if Ridley happened to land and/or wavequake, you still have plenty of time to dodge, recover, and get to another corner. If you ever think you're cutting it close, activate Hyper Mode on the way down to tank whatever attacks remain on the field. Note that Normal players can skip this whole process though, as Hyper Mode easily tanks all the damage from everything. For his ground phase, his moveset is essentially his initial moveset (otherwise, before he generated phazite armor) plus a few additions and alterations. His fire breath can but not necessarily will swing back the way it came after the initial pass. He can fire multiple high-speed missiles in quick succession now. His fireball ability shoots out eleven instead of two to five balls. For the fire breath, after you clear the second jump, continue tilting the analog in the direction away from the fire breath's current heading so you have more time to jump after you land. For the high-speed missiles, they still only move in straight lines, so you're fine as long as you keep moving and your back isn't to the wall. The fire balls you just have to shoot one by one. Strafe around Ridley while you're doing it though; if you try to take out all eleven from one spot, Ridley's bound to try something in the meantime. Strafing allows you to see what he's doing and react accordingly. The additions to Omega Ridley's moveset are all melee-related, which makes sense considering he's desparate. He's much more prone to use his charge now. He also uses two claw swipe attacks now, one of which has mini-wavequake capabilities when it hits the ground and the other of which is a quick downard-diagonal slash with extra range, and he now walks or leaps right over to you to use them and his previous bite attack to fight you at close-range. Treat the charge just as you did before. As for all his quick movement and attacks right over to you, the best you can do is strafe, strafe, strafe. If you're standing still, you're gonna get hit. Strafing at least gives you a chance. Once you stun him, enter Hyper Mode. He breathes out an innocuous blue gas at the start of the stun but is completely vulnerable otherwise. Lay into him with Hyper Beam. After he's done spewing out the gas, while still vulnerable, he runs straight at you to swipe at you with his claws. Simply strafe out of the way and continue attacking. If his stun runs out, just stun him again like you did before. Eventually he'll fall. Important Addendum: Definitely worth noting this. During any of his ground phases - Initial, with phazite, final - if your distance from him is mid to long range, he's not in a stun phase, and you Screw Attack toward him, he immediately stops whatever he's doing and either jumps to the side out of the way or into the air to wavequake on the way down. Always. 100% of the time. It's really remarkable. If you plan on using this little tidbit to your advantage, two tips. 1) Don't Screw Attack straight at him. If he jumps to the side, you'll land too close to him and he'll attack you before you can retreat. Somersaulting more doesn't help, considering he can set-up another attack in the mean time. 2) If he jumps up into the air to wavequake, continue somersaulting over to the wall if it's a fair distance away to avoid the damage. If you're very close to it, land and try to dodge as best you can, but since he's probably right above, you won't be able to get a good view in time so you'll just have to guess in your movements and hope you go and jump at the right times. ******************** Sanctum - Dark Samus [0414] ******************** Ever since your last battle on Aether in Echoes, Dark Samus has grown in leaps and bounds. At the start of the battle, she raises her right hand, a bolt of electricity flies up into the air, and four phazon pillars drop into the arena. The pillars always appear in this formation: ___________ / \ / \ / P \ | | | | | P | | | | P P | \ / \ / \___________/ (Forgive me for the diagram; that formation is supposed to be centered on the field, but text-only prevents me from going into more detail.) You can destroy pillars with a Hyper Missile or simply by repeatedly firing at them with Hyper Beam. Destroyed pillars yield drops, but pillars still in-tact can be used as cover against a majority of Dark Samus' attacks. If one pillar is destroyed, Dark Samus may restore at some future point. If two or more pillars are destroyed, Dark Samus' next action will be to replace them. These replacements only come for pillars destroyed before her summon; pillars destroyed during her summoning are not replaced at that time. Sometimes, for no apparent reason, a total five pillars appear on the field, the fifth appearing on the circle that the three outward pillars form, equidistant from two of them. This is uncommon and largely inconsequential, but I'll update if I find out more information. It is however important to note that if you're in the location of where a pillar was on the field when Dark Samus summons its replacement, the game clips you out of the way. You don't take any damage, but you do lose lock-ons, which becomes troublesome because Dark Samus moves immediately after the summoning and even more troublesome later in the battle for reasons I'll get into it then. As for her attacks, she starts off the battle with a modest number of abilities. The first are four homing bombs fired from her arm cannon. Before starting the attack, she stops moving, and raises her arm diagonally into the air. Four distinct firing sounds are heard, and the attacks are off. Aside from being able to home in on you, these bombs can slow down quite a bit to slide off any pillars that get in their way but suddenly rapidly accelerate once they're off to ram into you without leaving you much time to react. How they slide off does make sense - If the line between you and where they were released is slightly to one side of the pillar, it'll slide off that side - but that doesn't make shooting them much easier if you're not used to it. To avoid this nuisance, as soon as you hear/see Dark Samus begin this attack, get/stay in a straight line and shoot down all the bombs. You don't have to actually shoot all of them; a single Hyper Beam shot goes through any that are in a line, but you still want to fire a full volley to be sure. Once they're gone, you can pick up any drops they leave behind. Her second attack is your charged Hyper Beam, but there are a couple differences. First off, Dark Samus is a perfect shot. She does a single 90 degree sweep in one direction and alters the height on her aim so that she'll always hit you if you're in her line of fire, regardless of whether you Space Jump or go Morph Ball. If you're at mid-range, you can usually side dash around the attack, but stage obstructions may prevent you from doing so. You're better off taking advantage of the second difference between your Hyper Beams - hers can't penetrate the phazon pillars. As soon as you see Dark Samus hold her arm cannon to the side at waist height or hear that rapid fire from charged Hyper Beam, strafe behind a pillar until the firing arc passes you. The remainder of Dark Samus' behavior is reactionary. Whenever you get close to her, she alternates between two behaviors, in strict A -> B -> A -> B fashion. She either leaps away from you, or she generates a protective field around herself that repels and damages you if you're nearby (but not necessarily in or on) the field. If Dark Samus is currently performing another action, she will not react to your position until she's done with that action. Surprisingly, Dark Samus is vulnerable to each and every one of your damaging moves, even Boost Ball. That and Hyper Ball however are completely impractical. They deal very little damage - Dark Samus may damage you more simply by repelling you with her barrier. Hyper Missiles inflict damage and knock Dark Samus back when she's idle or moving, if you can connect. When you fire one in her general direction and she's on the ground, she usually stops what she's doing and immediately throws up her barrier to deflect it. There are however a few moments when she's vulnerable. You can hit her when she's jumping backwards to dodge and near the end of most of her animations (including the barrier itself). By shooting a missile near her feet, you can avoid the barrier while still damaging and stunning her from the explosion itself, although you must be precise. Unfortunately, Hyper Missiles themselves don't deal much damage, and even the free moments to attack you gain from the stun don't really make up for the effort put in to connect with the missile. Hyper Missiles are better used to stop her from acting and holding her still - allowing you to avoid a possible hit and giving you an opportunity to strike. Her barrier may deflect missiles, but it doesn't block beams which, incidentally, are in general your best way of inflicting damage. Despite extensive testing, I still haven't discovered how to manipulate her barrier 100% of the time. Sometimes she simply doesn't use it, for a reason I have not been able to discern. Should you use Hyper Missiles, bear that in mind. Like Gandrayda, Dark Samus is also susceptible to the Screw Attack, and you can shave off huge chunks of her health, as high as 30%, with a successful attack, but there's little room for error in the execution. If you approach Dark Samus head on with it, you need to end the attack at a sweet spot a bit in front of her to deal any significant damage. Finishing anywhere else will barely scratch her. Skimming past her and sliding the far edge of the Screw Attack against her is slightly easier and generally results in more damage, although like the head-on approach, there's a sweet spot next to her you need to land on to maximize damage. Due to the tight control and precision needed for this technique, you may wish to opt for Hyper Beam as your primary means of damage. Once Dark Samus' health drops to 85%, she'll dash to a corner of the arena, leap up into the air and generate a bubble around herself that renders her impervious to damage while she recovers health. Attacking the bubble with Hyper Beam is the quickest way to shatter it. Once it's destroyed, she stops regenerating, drops back down to the ground, and the fight continues. From now on, she can execute that technique whenever she needs to recover health. She also adds a new attack to her repertoire - she can now jump into the air, charge for a moment, and then come crashing to the ground generating a wavequake. As usual, simply jump to avoid it. Unfortunately, during this attack, Dark Samus is glowing a blue tint. During this attack and at any other point in the battle she's glowing blue, Dark Samus is invulnerable to all forms of damage. Once the wavequake ends, the blue glow disappears and battle proceeds as normal. When Dark Samus' health drops to 75% (or higher if she was able to regenerate health), she generates an "Echo", a doppelganger of herself that inherits most of her techniques and can work together with Dark Samus herself to use new attacks. Damaging the Echo won't damage Dark Samus, but there are three ways to tell it apart from Dark Samus. Under the X-Ray Visor, Dark Samus is a bright orange while the Echo is the same color as the background, and under the regular combat visor, Dark Samus' visor appears as blue while the Echo's is black. Finally, as I mentioned before, the Echo does not inherit all of Dark Samus' abilities. When they're free roaming and working independently, the clone cannot fire homing bombs or use the wavequake. An Echo is much less durable than Dark Samus and can be destroyed relatively quickly and easily. Like Dark Samus, it is susceptible to all your attacks, and it knows and uses its defensive techniques in the same manner. As such, Hyper Beam will likely be your most effective means of damaging it. However, if you're particularly adept at feeling out how and where it will move, you can also Screw Attack it to death. Smashing into a clone with the Screw Attack instantly destroys it. When the Echo splits from Dark Samus, one of three attack patterns are carried out. 1) They'll attack independently and alternate randomly between their attacks. The first time they split, this pattern is always used first. 2) The two will have their backs face each other (with some free area between them) and spin along together in a circle, firing a powerful orange beam that smashes all the pillars. To avoid this, you can morph or jump above it and attack. Should you jump, however, you will be unable to avoid all of the attacks unless you kill the clone though, since the spin accelerates quickly and rapidly after it starts. 3) They'll position themselves on the far side of the arena, charge a blue aura around themselves, and then charge across the screen to the side of the arena you were standing on when they started the attack. They're also vulnerable during this attack, but you may want to prioritize avoiding it by either moving to the side or Screw Attacking above and over it. For the first pattern, once some amount of time has passed and for the second and third patterns, once they're done executing their combination attack, Dark Samus and the Echo will recombine. Dark Samus will carry out her normal attack routine - however, she will be invincible until she and her Echo split again. Once they split, they will carry out the next pattern (in order of 1 -> 2 -> 3 -> 1 -> etc.) ad infinitum or until you destroy an Echo. Once you destroy an Echo, Dark Samus will resume her normal attack pattern until you knock her down to 65%, at which point she generates another Echo. They carry out their previous attack pattern. However, this time, if you dawdle too long, instead of splitting into two, they split into three and all use the regeneration technique. Destroying a bubble with an Echo in it destroys the Echo but gives Dark Samus time to regenerate health. If you aim for Dark Samus immediately, once you shatter her bubble, the doppelgangers' will also be destroyed, but they themselves will survive and continue the attack. Choose whichever path you prefer. Should both Echos survive, they will merge and split with Dark Samus (again granting her invincibility while fused) and randomly alternate between the following attack patterns: 1) Attack independently. The same as before, only much more deadly with an additional doppelganger on the field. 2) Charge attack across the field, the same as the third pattern from Dark Samus and a single Echo - now with two. 3) Split to different corners of the arena and use the health regeneration technique. Treat these three patterns as you would before. There are two new combination attack patterns now. 4) Dark Samus floats high above the arena and splits with her doppelgangers. Together they float about in circular patterns, firing off slow-moving bombs in your direction. You can destroy a bomb with a single Hyper Beam shot, but hitting Dark Samus and the doppelgangers can be tricky since they're decently far away and continuously moving and because Dark Samus sometimes merges with one or both of the doppelgangers mid-flight for invincibility. Charged shots are more likely to hit and are your best (and only, really) choice for damaging them. 5) Dark Samus and the doppelgangers quickly flutter about toward your general direction, crashing into you repeatedly after bouncing off the wall. Their range of movement is bound in a circle. It's the circle you need to watch out for. If you get caught inside, Dark Samus and the Echos *will* hit you. Dodging is not that difficult though. The trio choose to attack next wherever you are while they're charging right now. Simply jumping up and aside immediately after they back up to start their next charge is enough to avoid them indefinitely (Thanks, ShadowMario3). Damaging them reliably during this phase is difficult. Hyper Beam it too sporadic to rely on. Hyper Missiles are a superior alternative, as you cause much more damage if any of the three get caught in the blast radius than with piddling individual Hyper Beam shots. One other alternative is to Screw Attack through them to the far side of the arena, although as with Hyper Missiles, this tactic is entirely 'hit or miss'. If you destroy one or both Echos, Dark Samus and the remaining Echo, if it's still alive, revert to their respective attack patterns. If (or when) Dark Samus is alone (and only if she's alone, for some reason), she displays a new attack that she mixes in with her others. She lurches forward and leaps to some part of the arena at random and releases a slow moving bomb that travels along the ground in a straight line toward wherever you stood when she had released it. Simply side-step or jump out of the way to avoid it and then attack her. Before selecting a new attack, she repeats this one several times. Once you knock her down to 50%, Dark Samus begins generating 2 Echos on her own instead of one as a response to damage. Their patterns remain the same, and every time you destroy both Echos, she'll only produce more after reducing her health by an additional 10% or 15%. At 30% health, Dark Samus gains two new attacks (both of which she uses whether there are or there aren't Echos on the field). With the first, she glows blue and becomes invincible, leaps into the air, fires a powerful beam at your current position, and then drops back down. You have plenty of time to distinguish this attack from her wavequake as she charges it up for a moment and can easily avoid it by strafing to the side. In the second attack, she leaps toward you, throws up her barrier to knock you back, and then kicks forward while throwing up her barrier again. She doesn't leap too far forward, so unless you're close to her, you're safe from the attack. If you are close to her, there's little you can do to avoid the first hit, but you can still back out of the way of the second. Around this time she also stops using the attack that launches four homing bombs at you. Nothing else changes until you knock her down to the last 10% of her lifebar. At this point, she replaces both the wavequake and fiery blast in the air with a combination of the two. Strafe away from the blast, and double jump to avoid the wavequake. Everything else remains the same for the rest of the battle. Keep pounding away at her until she falls back. ************************* Sanctum - Aurora Unit 313 [0415] ************************* Aurora Unit 313 has only one weakness - at the point where the cable joins with its head. Unfortunately, that area is protected at the moment. To open it up for attack, you need to target the core, but that also is protected, by a hatch. If you can stun the AU however, you can get close enough to Grapple Lasso open the hatch. Look at the AU and you'll notice four circular ports, two on each side of its head. In order to stun the AU, you need to shoot those ports when they're open. There are two ways to go about this. During some rounds of its attack (more often every other turn earlier on in the fight and less often as its health drops), Aurora Unit 313 sends out two tentacles from the ports to fire energy balls at you, but they require several seconds to charge their attacks. Hit one once (preferably with Hyper Beam), and it retracts back into the head, but the port remains open and continues to be open for the next few seconds until it stops shining yellow. "Blast it with everything you have" is what I'd like to say, but it's not that easy. The angle of the target works against you here. If you were standing far back to keep a close eye on the tentacles, you're in a particularly bad spot. You'll need to aim a little bit off target. For ports on the left, aim a little further to the left and vice versa for those on the right. If you don't aim far enough to the side, your shot just bounces off the AU's head. If you were standing close, you're probably in a slightly better position, but be mindful of your shots. You need to land several Hyper Beam blasts to down the AU, more than you'll have time for on a single port, so switch to the other tentacle before it fires and withdraws. Alternatively, you can usually down the Aurora Unit in one hit with a Hyper Missile, but for some reason you need to angle the shot differently. If you're far away from the AU, you need to angle it so far to the side that the reticle isn't physically on the port at all. If you're close, you have more leeway, but the angle may still be odd. As I mentioned before, there is one other way to stun the AU. Often, immediately before or while the tentacles are out, a small bot may emerge from another port. You only have about a second, but if you can land a hit on it, the AU becomes momentarily dizzied, swinging its head to and fro while the ports randomly alternate between open and closed, leaving you ample time to get enough hits to stun the AU. If you miss the bot the first time, it frequently pops up again from another port each round, although it's not guaranteed. If you're having difficulty hitting it (or landing Hyper Missiles on open ports), don't feel too pressured - the game remembers stun damage you've built up between rounds. Once you've stunned the AU, Screw Attack over to in front of its head and yank the hatch open with Grapple Lasso. Don't fire recklessly at it. The core stops you from hitting it any more after it's taken a certain amount of damage (although, yes, it also has a time limit), and Hyper Missiles in particular inflict allot of damage, so you want to manipulate the game's damage detection to maximize damage. The core closes up after taking the equivalent damage of 1 Hyper Missile + 5 Hyper Beam shots. Therefore, you want to hit it with a single Hyper Missile and 4 Hyper Beam shots (in any order) and then finish off the combo with a Hyper Missile. On Normal difficulty, this allows you to defeat the core in just two rounds. The head swings around while it's vulnerable though, so if it's difficult for you to do this, just use a charged Hyper Beam to get in as many hits on the core as possible before the hatch closes. Tentacles drop Anti-Phazon Units and Missiles, so use the Charge Beam to pull them in as the AU recovers from a stun. Between tentacle rounds (and after the AU recovers from a stun), it may do any of four things (at random). 1) Give you another round of tentacles (although you will never get three in a row). 2) Use, by far its deadliest attack, its laser, capable of inflicting heavy damage even on the lowest difficulty. The laser sweeps from the edge of a barrier the AU puts up around itself during the attack to the far side of the arena, and it traces you as you move about. Fortunately, the laser is slow-moving, so you can easily dodge it simply by strafing to the side until it stops. 3) Release three Dark Samus Echos. Early on in the battle, they can only fly around the arena, stopping to fire single energy balls that land at your position at the time they fired it. Moving constantly whenever the Echos are out is enough to avoid their attacks because the energy blasts are fired in arcs that only bring them close to the ground at the time of impact. As the Aurora Unit's health drops, one of them (once health <75%) and then two (once health <25%) use the Morph Ball ability and Boost around the arena, becoming nuisances. Use Hyper Beam to take out unmorphed Echos and hope to catch one of the Boosting Echos in the radius of a Hyper Missile explosion. They're too fast to hit with Hyper Beam. Any Echos you manage to destroy before the AU reabsorbs them drop health. Pull them in with Charge Beam. Only two other things change as the Aurora Unit loses health. It gradually gives you fewer and fewer opportunities to attack the ports. This is especially true once its health drops under 50%, as it gains a new attack. The Aurora Unit ducks its head to the ground, activates a series of energy cannons surrounding itself, and fires a volley of eight shots into the air toward wherever you are. The blast radius of the balls the cannons fire are too big to avoid simply by strafing out of the way, so you can either Screw Attack to the other side of the field or you can aim upwards and destroy them one by one. You may prefer the latter since the balls drop Anti-Phazon Units and Missiles. ******************************** Sanctum - Aurora Unit 313 (Head) [0416] ******************************** The destroyed cord has left in its stead a ton of Anti-Phazon Units. These are the last health drops available for the rest of the game, so suck them all in with Charge Beam before going on. The AU's weakness is at the base of its head, but it's on the backside, and if you try to get around to the other side, the AU will just turn its head to stop you or, if you're under it, block a clear shot. The best way to create an opening to attack is to stun it, and thankfully most of the Aurora Unit's attacks either stun itself simply by using them or have a weakness you can exploit to stun it yourself. Aurora Unit 313 has a total of four attacks that it picks at random. Neither any of the attacks (but one) nor the AU's attack pattern change through the course of the battle. 1) The most common attack AU 313 uses is a super-charged wavequake. A small nodule juts out of the bottom of its head and after several seconds releases a bomb that generates a massive wavequake when it hits the ground. If you can connect several Hyper Beam hits or a single Hyper Missile you can destroy it and stun the unit. Screw Attack also works, but adjusting your height so as not to bounce off his face is tricky and the other methods are easier. 2) The big red circle on its face begins glowing blue, and it fires an energy ball at you. Strafe out of the way and around the unit because once it's done, it is automatically stunned for a few seconds. As its health drops, it may fire up to three volleys before it's stunned, but they're always in slow succession and all easily dodgable. 3) Four wirey protrusions at the corners of its head begin firing sweeping long-range lasers and the AU head begins swirling around and moving about the arena. It doesn't stun itself from this attack, but you can still cause some damage during this attack. If you can keep up with its movements, you have several opportunities to hit it. Hyper Beam is your best choice - Hyper Missiles don't do enough damage to outweigh the recoil time and it's difficult to hit the weak spot because of how quickly the AU is spinning. 4) This is the only attack exempt from being chosen randomly. It only and always follows the last attack. The AU drops to the ground, starts spinning, and then bounces off the walls repeatedly. Its weak spot is mometarily vulnerable here and there, so you can aim for it, but the best tactic you can employ here is Screw Attacking into the head. If you connect with Screw Attack, you instantly stun it. The AU moves quickly, so try predicting where it *will be* when you start Screw Attacking. Except for when it drops to the ground to spin around the room or is using the laser attack, you should always stay as close enough to the AU as you can, so long as its face is still in view. This position gives you the clearest shot at the protrusion that drops wavequake bombs while still allowing you to scout for the blue energy ball attack and, most importantly, requires the least time to strafe around the head once it's stunned. Once you get behind it, lay into with Hyper Beam. ______________________________________________________________________________ ������������������������������������������������������������������������������ 5. CLEAN VALHALLA RUN [0500] ______________________________________________________________________________ ������������������������������������������������������������������������������ The following is a clean 100% run-through of the Valhalla that assumes you've never set foot inside before the very end of the game. It also assumes that you've collected every other expansion up to that point. ======== Valhalla ======== ------------- Docking Bay 5 ------------- Whoa. This is horrible. Destruction is everywhere, and this place has the smell and feel of death to it. Cross the connecting bridge and approach the fighter to the right. The ninth and final Energy Cell lie on the ground in front of it. --- Energy Cell acquired! --- (9 cells total) Go to the Energy Cell slot to the left of the door and interact with it. Push forward and clockwise twist the Wiimote to insert the Energy Cell. The hand panel to the right of the door activates. Interact with it to open the gates. --------------- Hangar A Access --------------- [Morphology - Miniroids] - Quite a few of them scurry across the chasm ahead once you get close enough to it. There's ample time to scan them before they disappear but hurry over to just within scan range (and not any further, for purposes of the next scan). If you miss them, they also appear indefinitely in the next room. [Morphology - Phazon Shriekbat] - Getting the scan on these guys is a real pain. When you try to lock on with the Scan Visor and you're out of range, the game automatically retargets the scan onto either the gate in the background or the grapple point, but once you're in range, the shriekbats drop and divebomb you, while keeping themselves between the giant door and you, making the scan impossible. Here's how you get around all that: First off, wait until all the Miniroids have passed (after scanning one of course). Stick to the left wall, try to keep a lock-on to the rightmost shriekbat, and inch toward them. Once you're in range, stop moving. There's just enough to time get the scan before they kill themselves. [Energy Cell ID WI-78231-3] - The floating display panel on the right from where you enter. Countless Miniroids dash across the chasm ahead. Wait for them to pass and then deal with the Phazon Shriekbats. Then Grapple Swing across the gap. Two life-drained troopers lie on the other side. Metroids no doubt. Shoot at the corpses to get them out of the way and touch the hand panel on the right. ---------- Repair Bay ---------- Metroids. Everywhere. Ignore them for now and hurry over to the door on the bottom level to the right. Blow up the crates and enter the next room. --------- Stairwell --------- [Energy Cell ID GA-7485W-2] - After entering the room, on the first floor on the left by the window. [Morphology - Phaz Ing] - After inserting Energy Cells into the two slots and the ramps rise, three of these creatures rise out from beneath them. [Lore - Tallon IV Incident] - On the second floor, on the ledge opposite of the exit. The only way to get to the second floor here is to power and activate the ramps. Melt the metals on the right and insert two Energy Cells into the slots to do so. However, Phaz Ing come out. Metroid Prime 2 players know these foes well. They roam around in a puddle formas easy as they were then, they're even easier now. Regular fire easily disposes of them, but Grapple Lassoing them kills them instantaneously and Grapple Voltaging allows you to regain an enormous amount of energy (nearly half a tank before it breaks free and a full tank total before it dies). Once they're gone, climb the ramp and Screw Attack over to the exit. ------------- Weapons Cache ------------- [Energy Cell ID VB-3491Q-1] - On the left from the entrance. Grab the Missile Expansion and head back out the way you came. --- Missile Expansion acquired! --- (max missiles to 245) --------- Stairwell --------- Drop back down to ground level and return to Repair Bay. ---------- Repair Bay ---------- Use Hyper Beam to dispose of all the Phazon Metroids. As for the Miniroids, they're actually harmless but can get in your way simply by being there when you're climbing this room. Therefore, use Nova Beam to destroy every last one of them. Once they're all gone, climb up the ledges around the side of the room. Once you reach an electrical field near the top that periodically flips on and off, wait for it to stop, then jump across. Not even Screw Attack can pass through the field whatsoever when it's on and you'd only succeed in dropping down to the bottom. Once you've reached the top, go through the door to the next room. ---------------- Security Station ---------------- Destroy the Phaz Ing on the left, then fire a charged shot at the cracked window. Jump through it and change into Morph Ball. Bomb the base of the door by the dead pirate to open up a crack narrow enough for you to squeeze through. Ignore the remaining Phaz Ing on this side and head straight for the door. --------------- Security Access --------------- [Energy Cell ID DS-5310L-4] - Right next to the blue door on the right. Turn right and head through the door ahead. ------------ Medlab Alpha ------------ [Energy Cell ID GC-9713A-5] - On your left after you enter. [Morphology - Phazon Hopper] - Three drop down from the ceiling after you destroy all the debris with Missiles. Fire three missiles at the debris ahead and three Phazon Hoppers drop down from the ceiling. On the large, they're identical to regular Hoppers except they're more durable, more powerful, and have a tendency to enter Hyper Mode if neglected for too long. Therefore take them out as quickly as possible via Hyper Missiles. Once they're gone, Grapple Lasso off the hatch beyond where the debris was to open up a Morph Ball tunnel. Enter it and grab the Missile Expansion at the end. --- Missile Expansion acquired! --- (max missiles to 250) Exit the tunnel the way you entered and return to Security Access. --------------- Security Access --------------- Now take the other door, the one you didn't enter previously. Kill the three Phazon Hoppers in the way via Hyper Missiles. -------------- Auxiliary Lift -------------- Grapple Lasso off the paneling in the lift and insert an Energy Cell into the revealed slot to restore power to the elevator. Interact with the console and press up to ride the lift up. Now turn left from where the console was to see a Morph Ball tunnel. Enter it and drop down. Ride the piston you fall onto to the bottom and roll left into a Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 255) Go back to the piston you rode down. Ride it up to its peak and roll right. Continue rolling right and repeat with two more pistons. At the top of third one, roll left and drop down out of the tunnel. Take the door to the next room. --------------------- Port Observation Deck --------------------- Roll through the Morph Ball tunnel and open the door to the next room. The room depressurizes from the air outflow but it's no big deal. Just go with the flow. On the right is an unactive door. Insert an Energy Cell into the slot next to it to re-energize it. Before entering though, use Hyper Beam to destroy the Phazon Metroids creeping up behind you. ---------- Junction A ---------- [Research - Galactic Federation Green Door] - The green door at the end of the corridor across from the entrance. Kill the two Phaz Ing and then take the blue door. ---------------- Munitions Locker ---------------- Grab the Energy Tank. --- Energy Tank acquired! --- (max health to 14 extra tanks) Return to Junction A. ---------- Junction A ---------- Take the green door. More depressurizing, but just push on. ------------- Aurora Access ------------- A Liquid Phazon crawls along the walls here. Ignore it and go on to the next room. -------------- Aurora Chamber -------------- [Energy Cell ID GB-6187C-9] - By the wall opposite of the two Energy Cell slots. [Energy Cell ID SA-3871S-7] - On the left after climbing up the first bridge. The exit is on the highest level of the room but is out of reach for now (bar a glitch I'll mention a little later). Furthermore, the Energy Cell slots in charge of the devices in this room are blockaded by a malfunctioning hatch. To remedy this problem, go to the end of the room and climb the bridge on the right. Turn around and lock-on to the exposed mechanism in the open portion of the wall. Fire a charged shot at it. The hatches covering the Energy Cell slots retract, giving you free access to them. Drop back down and insert two Energy Cells into them. The bridges drop down and the lift becomes operational again. However, as you approach them, a Metroid Hatcher springs out from the depths of the Valhalla! You actually don't have to fight him, since none of the doors lock and all the devices you just restored to working order don't shut off. But then again, considering he gives a Gold Credit for defeating him, there's really no reason not to. Change to X-Ray Visor, lock-on, and fire the Nova Beam at his orange weak spot to one-hit KO him. Pull in all his drops with Charge Beam, then use the bridges and lift to reach the door at the top of the room. Push through the air depressurizing into the next room. ------------------- Control Room Access ------------------- Kill the four Phazon Metroids however you like and head through the door ahead. ------------ Control Room ------------ [Lore - Anhur Incident] - After looking at the marine's PDA with the access code 78356, turn around. The scan is by the north wall. Head past the console on the left toward a dead marine. Don't look at the marine though; look at what's next to him. It's a PDA and a 5-digit code is flashing on its screen - 78356. Return to the console and input that code into it. The image of Valhalla's Aurora Unit appears and gives you a message. The pirates attacked with the intention of stealing it. It also says something about a wormhole and a planet which is the source of all phazon but is cut off before it can finish its message. For listening to the message, you're given a friend voucher. Turn around 180 degrees from the console and go down the passage to the grapple point. Insert energy into the device via Grapple Voltage. Once it's fully powered, an X-Ray Visor console drops down. Interact with it and press the buttons in the displayed configuration. Once you're done, a series of screens flashes up and Samus automatically interacts with them to acquire some data. === Pirate Code acquired! === (Percentage not effected) The Federation AU contacts you to inform you that the pirate data appears to be an entry code of some sort but that it's precise purpose cannot be determined at this time. Oh well, for now, return to Control Room Access. ------------------- Control Room Access ------------------- Go back to Aurora Chamber. -------------- Aurora Chamber -------------- Ignore the metroids and drop down to the bottom level. Take the door ahead back to Aurora Access. ------------- Aurora Access ------------- Ignore the Liquid Phazon and go on to Junction A. ---------- Junction A ---------- Regain any lost health by draining the Phaze Ing of energy via Grapple Voltage; then take the door back to Port Observation Deck. --------------------- Port Observation Deck --------------------- Use Hyper Beam to destroy all five Phazon Metroids, then turn right. Fire Seeker Missiles at the four targets on the bulkhead to disengage the lock. Enter the door behind it. ---------------- Xenoresearch Lab ---------------- [Energy Cell ID AE-1202S-6] - After you enter, look through the window. The scan is to the left of the energy generator on the bottom level and the leftmost hopper often passes it by. [Energy Cell ID GB-4913A-8] - Down the corridor on the top level, right next to the destructible shutter. Go down the corridor on the right and fire a Missile at the weak shutter to open the way into the primary portion of the room. Charge the Nova Beam to pull in an Atomic. Once the Nova Beam is charged to full power, fire it straight at the Atomic to destroy it. By now, the Phazon Hoppers should have already begun leaping up from the bottom level to attack you. Use Hyper Missiles to dispose of them. Once all four are defeated, drop down to the bottom level. Approach the energy generator that is more shrunken into the ground than the other. Circle around it until you find a grapple point. Grapple Lasso off the shutter and insert an Energy Cell into the revealed slot. Circle around the generator once more to find another shutter and repeat. After inserting the second Energy Cell, the generator comes back online, revealing a Morph Ball tunnel and a Ship Missile Expansion. Before you have a chance to grab it though, the vent for the generator reboots and sends the expansions flying away. Enter the tunnel and pursue it. ----------------- Ventilation Shaft ----------------- Continue through the tunnel. ------------ Medlab Alpha ------------ Keep on rolling through the tunnel until you reach the expansion. --- Ship Missile Expansion acquired! --- (max ship missiles to 11) It's not possible to backtrack to Xenoresearch Lab from here. You can't climb all the way back up the tunnel no matter how good of a Boost Ball user you are. Instead, from where the expansion was, lay a bomb to destroy an obstruction and proceed further down the tunnel. --------------- Security Access --------------- Continue through the Morph Ball tunnel, being wary of the electrical current that sometimes surges forth. The only places these surge out though are what appear to breaks in the tunnel. There is no shattered glass at these points although you can't exit the tunnel there either. Bomb the dead pirate who, amusingly enough, tried escaping via the air vents and drop down out of the tunnel. Hurry to Security Station before the Phazon Hoppers down the hallway arrive. ---------------- Security Station ---------------- Drain the Phaze Ing for energy and return to Repair Bay. ---------- Repair Bay ---------- Use Hyper Beam to destroy the Phazon Metroids, then interact with the panel to the right of the gate to open it. --------------- Hangar A Access --------------- Kill the Phazon Hopper across the gap with Hyper Beam and then Screw Attack across. Interact with the hand scanner by the door to open it. ------------- Docking Bay 5 ------------- And that's all for the Valhalla. It's now 100% done. Now set course for the Command Center on the Pirate Homeworld. ______________________________________________________________________________ ������������������������������������������������������������������������������ 6. SCAN DESCRIPTIONS [0600] ______________________________________________________________________________ ������������������������������������������������������������������������������ This section provides all the logbook and inventory entries on everything in the game. As these can be easily checked in-game, should you feel so inclined to read them, this section will be of little use to most of you. If however you missed a scan or for some reason want to read stuff from the logbook without turning on the game, here you go. For Creature, Research, and Lore entries, I've also included a location for acquisition, although for more details on that you should check out the Credits section. ========== Objectives ========== ---------------------- 1) Go to Briefing Room ---------------------- Area: Flagship G.F.S. Olympus Information: Samus, welcome to the flagship G.F.S. Olympus. Admiral Dane is waiting for you in the briefing room. ------------------------------ 2) Get Generator A Back Online ------------------------------ Planet: Norion Information: Our situation doesn't look good. The pirates attacked several bases simultaneously. They knew exactly where to hit us. Their strike disabled the planetary defense system. This cannon was the only thing capable of taking out orbiting ships. We fear they may be getting ready to warp in reinforcements. If you can get the generators back online and restore power to the cannon, we might be able to repulse this assault. ------------------------------ 3) Get Generator B Back Online ------------------------------ Planet: Norion Information: Our situation doesn't look good. The pirates attacked several bases simultaneously. They knew exactly where to hit us. Their strike disabled the planetary defense system. This cannon was the only thing capable of taking out orbiting ships. We fear they may be getting ready to warp in reinforcements. If you can get the generators back online and restore power to the cannon, we might be able to repulse this assault. ------------------------------ 4) Get Generator C Back Online ------------------------------ Planet: Norion Information: Our situation doesn't look good. The pirates attacked several bases simultaneously. They knew exactly where to hit us. Their strike disabled the planetary defense system. This cannon was the only thing capable of taking out orbiting ships. We fear they may be getting ready to warp in reinforcements. If you can get the generators back online and restore power to the cannon, we might be able to repulse this assault. ---------------------------- 5) Head to the Control Tower ---------------------------- Planet: Norion Information: Samus, all efforts to stop the meteor have failed. Now that the defense system is back online, it remains our last chance to stop the meteor You must get to the control tower and fire the defense cannon. -------------------------------- 6) Activate the Satellite Uplink -------------------------------- Planet: Bryyo Information: Samus, the Leviathan Seed is protected by an energy shield. You will not be able to reach it with that barrier active. We need more data to determine how the shield can be disabled. You are near the wreckage of a downed Federation vessel. If you can use the satellite uplink on the ship, you may be able to access information concerning the Seed. -------------------------------- 7) Destroy Anti-Aircraft Turrets -------------------------------- Planet: Bryyo Information: There are two anti-aircraft turrets protecting the generator. Your ship will not be able to get a clear shot while those guns are active. ----------------------------------- 8) Destroy Eastern Energy Signature ----------------------------------- Planet: Bryyo Information: Samus, the satellite data has revealed two powerful energy signatures. We suspect they are linked to the shield's power source. This one is located in the eastern area of Bryyo. ----------------------------------- 9) Destroy Western Energy Signature ----------------------------------- Planet: Bryyo Information: Samus, the satellite data has revealed two powerful energy signatures. We suspect they are linked to the shield's power source. This one is located in the western area of Bryyo. ----------------------------------------- 10) Travel to the Federation Landing Site ----------------------------------------- Planet: Bryyo Information: Samus, we have discovered a Federation landing site on Bryyo. You may be able to use this facility to upgrade your ship. ---------------------------- 11) Investigate the Valhalla ---------------------------- Planet: Gaflar System Information: Samus, a reconnaisance probe has discovered the location of the missing flagship Valhalla. As I am sure you are aware, this vessel was attacked by pirates four months ago. The Federation requests that you investigate the Valhalla for any more information about the pirates and their master plan. ------------------------------ 12) Destroy the Leviathan Seed ------------------------------ Planet: Bryyo Information: The destruction of the generator has disabled the Leviathan's shield. The Seed is now exposed. You must fly there and find a way to destroy it. ------------------------------- 13) Get Aurora Unit Back Online ------------------------------- Planet: SkyTown, Elysia Information: Samus, your highest priority is to get SkyTown's Aurora Unit back online. It will help you find a way to reach the Seed. ------------------ 14) Hunt Down Ghor ------------------ Planet: SkyTown, Elysia Information: We have conmmuned with AU 242 in the G.F.S. Olympus, learning that a Leviathan fell on SkyTown and began spreading corruption. We have to destroy the Leviathan and stem the corruption as soon as possible. We have a plan, but Ghor's attack has severed key communication cables and disrupted access to SkyTown's primary network. This is preventing us from controlling SkyTown and executing the plan. Ghor's plasma cannon should be able to fuse together the severed cables. We must ask you to hunt him down. ------------------------- 15) Repair Severed Cables ------------------------- Planet: SkyTown, Elysia Information: Well done, Samus. Now that you have obtained the Plasma Beam, you must repair our severed cables and reestablish our link to SkyTown's network. We await your arrival. ------------------------------------ 16) Find the Federation Landing Site ------------------------------------ Planet: SkyTown, Elysia Information: There is a Federation landing site on the eastern side of SkyTown, which you can reach from the western Skytram. Now that control of SkyTown is back in our hands, we have activated this tram. You will be able to find something at the Federation landing site. -------------------------------- 17) Collect First Bomb Component -------------------------------- Planet: SkyTown, Elysia Information: Samus, now that you have the Ship Grapple, you should be able to assemble the Theronian bomb. Collect the first component of the bomb at the location shown on your map. --------------------------------- 18) Collect Second Bomb Component --------------------------------- Planet: SkyTown, Elysia Information: Samus, now that you have the Ship Grapple, you should be able to assemble the Theronian bomb. Collect the second component of the bomb at the location shown on your map. -------------------------------- 18) Collect Third Bomb Component -------------------------------- Planet: SkyTown, Elysia Information: Samus, now that you have the Ship Grapple, you should be able to assemble the Theronian bomb. Collect the third component of the bomb at the location shown on your map. ------------------------------------- 19) Place Completed Bomb in Spire Pod ------------------------------------- Planet: SkyTown, Elysia Information: Excellent work, Samus. The Theronian bomb is now complete. We are now ready to execute the final stage of our plan. Place the bomb in the cargo hold of the Spire Pod. Please hurry: there is no time to lose. ------------------------------- 20) Drop Spire onto Seed Shield ------------------------------- Planet: SkyTown, Elysia Information: The Theronian bomb is primed and ready. Excellent work, Samus. To drop the bomb onto the Leviathan's shield, you will have to move the bomb pod directly over the Leviathan and shut down the engine. This must be done manually. Your task, Samus, will be to shut down the engine when the bomb pod reaches the precise coordinates over the Leviathan. After shutting down the engine, quickly use the escape capsule to return here. ------------------------------ 21) Destroy the Leviathan Seed ------------------------------ Planet: SkyTown, Elysia Information: The plan worked. The bomb's impact resulted in the destruction of the Leviathan's shield, and the Seed is now exposed. Fly there and destroy it. -------------------------- 22) Get Past the Acid Rain -------------------------- Planet: Pirate Homeworld Information: Samus, Gandrayda's communication capsule has unveiled additional intel concerning the pirate facility. We believe there is a cargo supply route that connects directly to the Seed. The gate in the Command Courtyard appears to be its main entrance. It will be impossible to go through that area unless you can find protection from the acid rain. ------------------------------------ 23) Meet Up with Captured GF Trooper ------------------------------------ Planet: Pirate Homeworld Information: A Federation Trooper that was taken prisoner during the Norion invasion has escaped capture on the Pirate Homeworld. Meet up with him to find out information detailing how to bypass the acid rain and get through the Seed. ----------------------------- 24) Find the Acid Shield Unit ----------------------------- Planet: Pirate Homeworld Information: Samus! Thank the stars it's you! I thought I was a dead man! I think I can help you get to the Seed. As I'm sure you know, the path to the Seed is exposed to the acid rain. I've seen pirates using a special suit shield that protects them from the elements. If you can acquire one of these shield units, you could probably make it to the Seed. Lucky for you, I've seen where they make these devices. ------------------------------------ 25) Investigate Artifacts on SkyTown ------------------------------------ Planet: SkyTown, Elysia Information: Samus, Unit 217 has discovered evidence of hidden Chozo artifacts on SkyTown. Perhaps these could assist you in accessing the rest of the pirate base. ------------------------------ 26) Disable the Defense System ------------------------------ Planet: Pirate Homeworld Information: Samus, the Federation Armada is now in orbit above the Pirate Homeworld. We're ready for the final assault, but the pirate base is protected by an energy barrier that prevents us from landing. We need you to disable this defense system. ----------------------------- 27) Meet Up with Admiral Dane ----------------------------- Planet: Pirate Homeworld Information: Outstanding job, Samus. I knew the Federation could count on you. I've given the order to begin the invasion. I'm headed down there with the troops. ------------------------------- 28) Protect Demolition Troopers ------------------------------- Planet: Pirate Homeworld Information: Up ahead is the pirate cargo line that leads to the Seed. There is a large security door located at the end. Four Demolition Troopers are needed to open the final door, so you need to make sure enough of them make it safely through this area. ---------------------------------- 29) Board the Leviathan Battleship ---------------------------------- Planet: Pirate Homeworld Information: A Leviathan battleship created by the pirates is in orbit around this planet. If we can board this battleship, we may be able to force it to open a wormhole. We have observed energy surges traveling between the pirates' planet and the Leviathan battleship. It appears the pirates are using a warp device to link the ship and the planet. --------------------------- 30) Rendevous with GF Fleet --------------------------- Planet: Orbit above Pirate Homeworld Information: Samus, we have gained control of the Leviathan. Now we'll be able to open a wormhole and warp to Phaaze. It's time to end this. Once you rendevous with the fleet above the Pirate Homeworld, we'll head straight into the belly of the beast. ============================================== Logbook - Creatures - Galactic Federation (13) ============================================== ------------------------------------------- 1) Aurora Unit 217 (Aurora Chamber, Elysia) ------------------------------------------- Aurora Unit 217 was originally built to support GF Naval Base Demeter, but was assigned to Skytown base shortly after the Treaty of Skytown was signed 14 years ago. 217 has served admirably in its role as Skytown administrator. Vast amounts of tactical intel have been delivered from Skytown under AU 217, along with valuable stellar and interstellar research data. It has interfaced well with the Elysia mechanoids, and enjoys a productive working arrangement with them. ------------------------------------------------------- 2) Demolition Trooper (Skyway Access, Pirate Homeworld) ------------------------------------------------------- Demolition Troopers are not especially combat savve and often rely on others to cover them in battle. They are outfitted with explosive weaponry for special missions. When the only way to the objective is straight through everything, the troopers in this unit are called upon to make it happen. While capable of destroying the strongest of barriers, these troopers are not as capable in combat as traditional marines. ---------------------------------------------------- 3) Federation Marine (Docking Bay 5, G.F.S. Olympus) ---------------------------------------------------- Federation Marines wear advanced suits of powered armor, allowing them to resist potent weapons and resist heavy damage in battle. Few can match them in combat. ----------------------------------------------- 4) Federation PED Marine (Cargo Dock A, Norion) ----------------------------------------------- The Federation has created a system that utilizes Phazon to increase the power of the armor worn by the GF Marines. While active, the Phazon unit enhances the attack and defense of the armorsuit. ------------------------------------------------------------ 5) Female Fleet Trooper (Docking Bay Access, G.F.S. Olympus) ------------------------------------------------------------ Fleet Troopers are the backbone of the navy, often ignored in favor of the gallant Federation Marines. Their work isn't always dangerous, and is rarely glamorous. Most are specialists, and possess a great deal of knowledge. --------------------------------------------------- 6) Fleet Admiral Dane (Flag Bridge, G.F.S. Olympus) --------------------------------------------------- Fleet Admiral Dane is known for his utmost dedication to protecting the Federation from its enemies. He is stern and aggressive, and has a strong dislike for the Space Pirates. Rumor has it they orphaned him at an early age, and act he still seeks to avenge. ------------------------------------------------- 7) Fleet Mechanic (Docking Bay 5, G.F.S. Olympus) ------------------------------------------------- Fleet Mechanics are responsible for maintaining and repairing all Federation equipment. Because of the vast amount of devices and vehicles the Federation utilizes, skilled mechanics are highly sought after and often overpaid. ------------------------------------------------------- 8) Halberd-Class Turret (Docking Bay 5, G.F.S. Olympus) ------------------------------------------------------- The GMX-04 Halberd-Class turret replaces the dated "Growler" turret. It is an effective point-defense system for most security zones. It is lightly armored, and nimble targets can evade its tracking system. -------------------------------------------- 9) Hunter Gandrayda (Tower Elevator, Norion) -------------------------------------------- Gandrayda possesses the metamorphic ability to assume the form and abilities of other creatures. This talent has led many to seek her out for stealth and reconnaissance missions, despite her powerful combat capabilities. Details on the subject's origins and age are unknown, but her unique traits have made her a sought-after Hunter for missions. -------------------------------------------------- 10) Hunter Ghor (Security Station, G.F.S. Olympus) -------------------------------------------------- Ghor is a cybernetic Bounty Hunter, capable of merging his body into larger mechanisms. The most common of these is his armorsuit, which doubles as a gunship and provides him with a formidable combat arsenal. The merges are often accompanied by a shift in personality, replacing his normally calm demeanor with an aggresive attitude. He demonstrates a high proficiency with all things mechanical and is often called upon for missions requiring computer infiltration or manipulation. ------------------------------------------ 11) Hunter Rundas (Tower Elevator, Norion) ------------------------------------------ Rundas is capable of generating and manipulating ice. This trait is common among inhabitants of the moon Phrygis, but Rundas is one of the few who have used this ability for bounty hunting. Subject is known for getting results, but considers himself without peer. His arrogant demeanor has led him to mainly seek solo missions, and rarely works with others. ----------------------------------------------------------- 12) Male Fleet Trooper (Docking Bay Access, G.F.S. Olympus) ----------------------------------------------------------- Fleet Troopers are the backbone of the navy, often ignored in favor of the gallant Federation Marines. Their work isn't always dangerous, and is rarely glamorous. Most are specialists, and possess a great deal of knowledge. -------------------------------------------------- 13) Training Drone (Docking Bay 5, G.F.S. Olympus) -------------------------------------------------- The Training Drone is used in all branches of the GF military. They are designed to improve hand-eye coordnation and accuracy. One popular training exercise is to score as many consecutive hits on a drone as possible. Gambling and shooting contests involving Training Drones is frowned upon, but fairly popular throughout the GF armed forces. ================================ Logbook - Creatures - Bryyo (21) ================================ ----------------------------------------------- 1) Alpha Hopper (Gateway Hall, Cliffside Bryyo) ----------------------------------------------- Alpha Hoppers are characterized by their unique color and durable hide. They are highly territorial and will attack any creature who wanders too close to their nests. When hunting in packs, they will often keep their distance while others move in to attack at close range. Like all Hoppers, their legs end in sharp tallons and can be used to shred through any prey that gets close enough. ------------------------------------------- 2) Atomic (G.F.S. Theseus, Cliffside Bryyo) ------------------------------------------- Atomics are creatures composed entirely of energy. A strong energy blast is adequate to destablize the Atomic and cause it to explode. They are sustained by their core, which generates a constant supply of electricity. When an abundance of energy has been produced, the Atomic will discharge a section of its body in the form of an explosive projectile. When near sources of an opposite polarization, the Atomic will respond aggressively. -------------------------------------------------- 3) Bryyonian Shriekbat (Imperial Hall, Bryyo Fire) -------------------------------------------------- One of the many types of Shriekbats found across the solar system, the Bryyonian Shriekbat behaves similar to all of its cousins. Shriekbats will nest in small groups and make their home in a sheltered environment. Dwelling on the top of caverns and ruins, the Shriekbat will hunt nearby insects and small creatures for food. Once a nesting area has been found, it will be fiercely protected from any intruder. The territorial Shriekbat will dive-bomb any creature that wanders too close, no matter what the size. ------------------------------------------------------- 4) Fargul Hatcher (Hall of the Golems, Cliffside Bryyo) ------------------------------------------------------- Within a Fargul Hatcher's maw is an organ cluster that is vulnerable to attack, but only when exposed. Fargul Hatchers are capable of giving birth to dozens of young in a matter of moments. These offspring will immediately swarm on any nearby attacker. Their skin is incredibly resilient and will deflect most weapon fire. ---------------------------------------------------- 5) Fargul Wasp (Hall of the Golems, Cliffside Bryyo) ---------------------------------------------------- Fargul Wasps are highly protective of their parent Hatcher. Even moments after birth, they will swarm together and attack any nearby organism. They are often used as a defense mechanism by the Fargul Hatcher, and as a result, few live to adulthood. ------------------------------------------ 6) Geemer (Reliquary III, Cliffside Bryyo) ------------------------------------------ The spiked shell of a Geemer is rather durable and can only be destroyed by an explosive blast. While menacing in appearance, they are nonagressive scavengers that feed on the waste of other creatures. This food source has led them to being spreaders of many types of diseases. ------------------------------------- 7) Gelbug (Temple Access, Bryyo Fire) ------------------------------------- Gelbugs are roaming insects encased in organic Phazite. These cavern-dwelling bugs have come to rely on Fuel Gel as a source of sustenance. Over time their shells have become saturated and crystallized with Fuel Gel. As a result, their bodies have become highly unstable. Weapon fire will disrupt the gel and cause the creature to detonate. ---------------------------------------- 8) Gel Puffer (Gateway, Cliffside Bryyo) ---------------------------------------- The exposure to Fuel Gel has left the shell of the Gel Puffer highly susceptible to weapon fire. Gel Puffers have come to rely on the toxic vapors given off by Fuel Gel for sustenance. They process these gasses and then expel the excess to stay afloat. The brittle shell of the Puffer, while durable in appearance, is rather thin and easily damaged. --------------------------------- 9) Gel Ray (Gel Hall, Bryyo Fire) --------------------------------- Gel Rays are nonaggressive bioforms native to Bryyo. They are one of the few creatures who make their home within the caustic pools of Fuel Gel. The unique exterior and shape of the Gel Ray allow it to withstand and glide through the rivers of gel. Their main source of sustenance is small organisms that exist within the Fuel Gel, but they are known to occassionally leap out to feed on insects that fly near the gel's surface. ------------------------------------------- 10) Gragnol (Gateway Hall, Cliffside Bryyo) ------------------------------------------- Gragnols are vulnerable to most weapons, as they have not developed the durable exoskeleton found on adult members of the species. They often travel and attack in groups. If they sense a nearby threat to their hives, they will not hesitate to advance. Their offensive capabilities are underdeveloped, leaving the ability to fire pulses of Phazon energy their only form of attack. ----------------------------------------------- 11) Gragnol Adult (Crash Site, Cliffside Bryyo) ----------------------------------------------- The large tail that characterizes Gragnol Adults is also their weakness: if pulled with enough force, it will tear them apart. An explosive blast will temporarily incapacitate them, making them easier to target. They possess the ability to generate and energy shield around their bodies, preventing beam shots from damaging them. They are cunning predators, flying through their turf in search of unwary prey. They use bursts of Phazon energy to overwhelm their targets, and then swoop down to finish them. Maturity has provided them with a very durable exoskeleton. ------------------------------------- 12) Hopper (Gateway, Cliffside Bryyo) ------------------------------------- These aggressive insectoids use small hops to get within striking distance and then pounce, using their talons to tear away at their prey. From a distance they will fire bursts of venom at their target. Despite their aggressive nature, they are somewhat fragile and can be easily dispatched. Because of this they will commonly hunt in packs. ------------------------------------------- 13) Korba (Hillside Vista, Cliffside Bryyo) ------------------------------------------- The Korba is a vicious, resilient bioform. It prefers to lurk above its hunting grounds, waiting for prey. The Korba relies on the smaller Snatchers to levitate victims to a point where the Korba can devour them. What the Korba cannot digest, it expels back to the Snatchers. This symbolic relationship works well for both Korba and Snatchers. -------------------------------------------------------- 14) Mogenar (Bryyo Leviathan Core, Bryyo Leviathan Seed) -------------------------------------------------------- Corrupted War Golem reanimated and energized with Phazon. Relies on socketed orbs as a source of power. The orbs themselves have a fragile exterior but contain pure Phazon energy within. This energy must be completely overloaded before it will be destroyed. Eliminating all power sources is the only way to bring Mogenar offline. ---------------------------------------- 15) Nightbarb (Gateway, Cliffside Bryyo) ---------------------------------------- Nightbarbs are predators, traveling in packs to search for prey. They have the ability to generate a protective field of energy around their bodies. The ability is unstable, however. If the field makes contact with another life force, it will overload. This also consumes the life force of the Nightbarb, much like a bee's sting ends its life. -------------------------------------------------- 16) Reptilicus (Grand Court Path, Cliffside Bryyo) -------------------------------------------------- Scans indicate a mutation that allows the Reptilicus to teleport over short distances. Commonly used as a tactic to corner and trap their prey. The Reptilicus appear to suffer from Phazon corruption, and all higher thought processes have been replaced by savage bloodlust. This corruption has also increased their resistance to heat-based attacks and Fuel Gel. ----------------------------------------------------- 17) Reptilicus Hunter (Gateway Hall, Cliffside Bryyo) ----------------------------------------------------- Phazon corruption has granted the Reptilicus Hunters the ability of cloaking themselves. They use this to their advantage and will hide of move positions while cloaked to gain the upper hand in combat. Reptilitcus Hunters are fairly organized despite their primitive nature. Usually attacking in small groups, they patiently wait for their prey to become isolated in a locked area before attacking. Their weaponry consists of an energy whip for close-range assaults and a throwing chakram for long-range attacks. They have adapted to the harsh climates of Bryyo, and are quite resistant to Fuel Gel and heat-based attacks. -------------------------------------------- 18) Scorchbug (Temple Reservoir, Bryyo Fire) -------------------------------------------- Scorchbugs are exclusively found on Fuel Gel-producing planets such as Bryyo. The tiny insects subsist entirely on the volatile gel. Like many creatures with this diet, they have taken on the ignitable characteristics of their food source. When shot by any type of weaponry, they burst into a small explosion, leaving behind only a scorch mark. It is from this trait that they have earned their name. ----------------------------------------------- 19) Shelbug (Grand Court Path, Cliffside Bryyo) ----------------------------------------------- Shelbugs are slow-moving, roaming insects whose soft bodies are easily damaged. Until they reach maturity they will not develop their Phazite shell. Unable to retract into a shell to avoid damage, they must aggressively attack any potential threat. They will extend sharp spines to fend off attackers or propel these spines at enemies. ---------------------------------------------- 20) Snatcher (Hillside Vista, Cliffside Bryyo) ---------------------------------------------- Snatchers are cunning, albeit weak, bioforms. Unable to kill most prey on their own, they rely on the stronger Korba to do the work for them. Snatchers will swarm onto a target until it is overwhelmed. Once they have their prey, they use their power to levitate, lifting the victim to a point where the Korba can devour them. What the Korba cannot digest, it expels back to the Snatchers. This symbolic relationship works well for both Korba and Snatchers. ----------------------------------------------------- 21) Warp Hound (Gel Processing Site, Cliffside Bryyo) ----------------------------------------------------- Warp Hounds are susceptible to low-temperature attacks, due to the nature of their thermal-energy-driven biosystem. They are often used by Reptilicus as guards and hunt beasts. They consume Fuel Gel to survive, and can expel blasts of converted thermal energy to attack and defend. The creatures can teleport over short distances, disrupting many forms of electronic targeting in the process. ================================== Logbook - Creatures - Skytown (14) ================================== ------------------------------------------------- 1) Aerial Repair Drone (Main Docking Bay, Elysia) ------------------------------------------------- An evolved version of the ground units, these drones were built to perform basic maintenance and repair tasks. Their small size and flight capabilities allow them to access the hardest-to-reach areas of Skytown. Repair drones are manufactured and activated every 200 years, with the previous unit being recycled for construction materials. ------------------------------------- 2) Databot (Main Docking Bay, Elysia) ------------------------------------- Databots were designed by the Elysians as a means to record and pass on historical data. They patrol along their set area until disrupted, and then project a holographic datafile. However, only those equipped with Chozo-based visor technology can access this information. ------------------------------------------- 3) Defense Drone (Ballista Storage, Elysia) ------------------------------------------- The Defense Drone is used to secure key areas within Skytown. The externally mounted antennas are tied to the unit's optic array. By destroying all of the antennas, the optic array will overload and be vulnerable for a short period. The machine's Control Unit is also vulnerable, but must be exposed to be targeted. Its armor is immune to small arms fire. -------------------------------------------------- 4) "Dragoon" Battle Drone (Skybridge Hera, Elysia) -------------------------------------------------- The "Dragoon" Battle Drone is a resilient foe, but the thruster controls of the unit are vulnerable and can be easily ripped off. Originally designed to keep local bioforms away from delicate instruments, the "Dragoon" is now used in a combat role. It carries twin Rocket Pods for offense. Durable armor and a Missile-jamming system help keep the unit safe. -------------------------------------------------- 5) Elysian Shriekbat (Main Docking Access, Elysia) -------------------------------------------------- Like all Shriekbats, the Elysian Shriekbat will dive-bomb any creature that wanders too close and detonate on contact. However, these are not actual creatures, but machines made to mimic their real-life counterparts. Designed centuries ago, their original purpose is unknown. They now roam the hovering facilities over Elysia, often in small flocks. ---------------------------------------------------------- 6) Helios (Elysian Leviathan Core, Elysian Leviathan Seed) ---------------------------------------------------------- Helios's exterior armor is well shielded, but still vulnerable to Beam weaponry. Inflicting enough damage will cause him overheat and expose his Phazon-enhanced core. This core can be overloaded with Phazon-based energy. Destruction of the core should prove fatal, but is difficult to achieve. Target is the prime bot of a large group of Swarmbots, all of which are energized by Phazon. Helios will use the Swarmbots for both offensive and defensive measures. Assuming different formations will allow for various forms of attack. ------------------------------------- 7) Repair Drone (Aurora Lift, Elysia) ------------------------------------- The original version of the Elysian Repair Drone. Because of their limited movement systems, these units quickly proved to be insufficient in performing the necessary maintenance duties. Used as a base design, the aerial model was created to address all flaws with the original version. Made obsolete by the aerial model, all production and manufacturing was halted over 150 years ago. Only a handful of these units still remain active. ------------------------------------------------ 8) Skytown Puffer (Maintenance Shaft AU, Elysia) ------------------------------------------------ The external shell of a Sky Puffer is incredibly fragile, susceptible to most small-arms fire. Only a few shots from basics weapons can damage it. Sky Puffers are native to the planet Elysia. They feed on the various noxious asses in the atmosphere. They are especially fond of Phazon gas. --------------------------------------- 9) Steambot (Steambot Barracks, Elysia) --------------------------------------- The Steambot's lightly armored exterior can be damaged by any weapon. High-temperature weapons are particularly effective, and can render them inert and beyond repair. Unlike their lightweight cousins, they are made of durable metals and cannot be tossed around. Steambots serve as combat units for Steamlords. They are armed with kinetic-beam pistols, Missile racks, and can use their tool-arms in close combat. Damaged units can be restored by Steamlords. --------------------------------------- 10) Steamlord (Barracks Access, Elysia) --------------------------------------- Steamlords command the worker drones of Skytown. They also repair them when they malfunction of break down. Lightly armored, they rely on their cloaking field to evade enemies. They can generate localized EMP fields to hinder enemy visor systems. --------------------------------------------- 11) Steamspider (Xenoresearch B, Elysia East) --------------------------------------------- Steamspiders were created by Steamlords as basic light laborers. They have since went rogue, and now run wild in Skytown. Though of minimal threat alone, a swarm of them can be a nuisance. ------------------------------------- 12) Swarmbot (Gearworks, Elysia East) ------------------------------------- Swarmbots tend to travel in groups. They can evade many inbound attacks, and can perform aerial maneuvers that make them nearly impossible to damage. They can generate pulses of energy to damage or disrupt enemy targets. As a desperate measure, they will perform suicide runs on an enemy. ------------------------------------ 13) Tinbot (Arrival Station, Elysia) ------------------------------------ Tinbots are made from a lightweight metal and can easily be knocked around from explosions or high-speed impacts. This metal is also quite vulnerable to heat and can be melted by high-temperature weapons. Converted for security duty, the Tinbots now patrol Skytown tirelessly. They are armed with kinetic-beam pistols and can use their tool arms in close combat. --------------------------------------------------- 14) Transportation Drone (Main Docking Bay, Elysia) --------------------------------------------------- Class 0 Transportation Drones are used for the distribution of supplies and materials across all of Skytown. Upon activation each unit is assigned a set position along a transit route that it will use exclusively. The constant upkeep of the facility required that they continuously deliver their shipments to their destinations at a steady pace. ======================================== Logbook - Creatures - Space Pirates (42) ======================================== -------------------------------------------------------- 1) Advanced Aerotrooper (Chozo Observatory, Elysia East) -------------------------------------------------------- When the going gets tough, the tough put on armor. Advanced Aerotroopers wear an extra layer of ablative armor that is susceptable to explosive blasts. Like regular Aerotroopers, they wield two Remote Attack Pods in combat. These are outfitted with a Particle Cannon and a Gel Bomb Rack. Gel Bombs stick to their targets until detonation. High-velocity movement can remove Gel Bombs. ------------------------------------------------------------------ 2) Advanced Pirate Trooper (Ancient Courtyard, Thorn Jungle Bryyo) ------------------------------------------------------------------ Advanced Pirate Troopers wear an additional layer of ablative armor. Explosive attacks are recommended to break the armor away. Basic armament includes an assault rifle and energy scythe, both powered by Phazon. EMP grenades are often employed against power-armored foes. A new Dash Jet system provides increased mobility. -------------------------------------------------------- 3) Advanced Shield Trooper (Temple of Bryyo, Bryyo Fire) -------------------------------------------------------- Advanced Shield Troopers wear an additional layer of ablative armor: it is susceptible to explosive attacks. In addition to their armor, they weild a portable battle shield. While the shield provides excellent protection against incoming fire, it can also be easily ripped off. Phazon-based attacks are capable of destroying the shield. ---------------------------------------------- 4) Aeromine (Repair Bay Shaft, G.F.S. Olympus) ---------------------------------------------- Aeromines suffer from a design flaw--their shield-and beam-weapon units use the same power source, allowing only one to function at a time. This exposes the unit to damage when it fires at enemies. Aeromines were originally designed to take the place of sentry for Space Pirates, but have since been put to use in combat as well. Because of the initial flaw, these units do not pose much of a threat. After the executions of the first design team, the new pirate designers swore to correct this flaw with great haste. ------------------------------------- 5) Aerotrooper (Cargo Dock A, Norion) ------------------------------------- Aerotroopers are dangerous foes, but their lack of armor leaves them vulnerable to explosive blasts. A weakness also lies in the jet pack: igniting it will allow the pack to be seperated from the pilot. They use twin Remote Attack Pods to engage targets. The Attack Pods are capable of using a Particle Cannon or a Helix Missile Pod. They can tap their Phazon power unit to warp from point to point. ---------------------------------------------------- 6) Armored Aerotrooper (Temple of Bryyo, Bryyo Fire) ---------------------------------------------------- Armored Aerotroopers are deployed in harsh combat zones. Their armor is resilient, but susceptible to explosive blasts. In battle they use twin Remote Attack Pods to engage targets. They are equipped with a Particle Cannon and a Helix Missile Pod. They can tap their Phazon power unit to warp from point to point. A weakness also lies in the jet pack: igniting it will allow the pack to be seperated from the pilot to neutralize the target. ------------------------------------------------------------ 7) Armored Pirate Militia (Xenoresearch Lab, G.F.S. Olympus) ------------------------------------------------------------ Members of the Armored Pirate Militia have been granted lightweight armorsuits for combat use. While this provides some additional resistance to Beam weapons, they are still vulnerable to explosive attacks. Members of the Armored Pirate Militia are mostly inept soldiers who have yet to die in combat. ------------------------------------------------------- 8) Armored Pirate Trooper (Temple of Bryyo, Bryyo Fire) ------------------------------------------------------- Armored Pirate Troopers are equipped with a standard armorsuit. It provides adequate protection against Beam attacks but is vulnerable to explosive blasts. They are outfitted with all the basic pirate armaments. This includes an assault rifle and energy scythe, both powered by Phazon. EMP grenades are often employed against power-armored foes. A new Dash Jet system provides increased mobility. ----------------------------------------- 9) Armored Shield Trooper (Spire, Elysia) ----------------------------------------- Armored Shield Troopers are equipped with a standard armorsuit. It is resilient, but still vulnerable to explosive attacks. In addition to their armor, they wield a portable battle shield. Removing the shield leaves them open to all attacks. The shield is also vulnerable to Phazon-based attacks. ---------------------------------------------------------------------- 10) Assault Aerotrooper (Craneyard, Pirate Research, Pirate Homeworld) ---------------------------------------------------------------------- Only the best can join the ranks of the Assault Aerotroopers. Heavily armored, they are resistant to most weapon systems. Their unique armor is able to deflect all Missile attacks, but can still be damaged by Beam weapons. Like regular Aerotroopers, they wield two Remote Attack Pods in combat. One is equipped with a Particle Cannon, the other with a Gel Bomb Rack. Gel Bombs stick to their targets until detonation. High-velocity movement can remove Gel Bombs. ------------------------------------------------------------------ 11) Assault Pirate Trooper (Ancient Courtyard, Thorn Jungle Bryyo) ------------------------------------------------------------------ The Assault Pirate Troopers are some of the best the pirate military has to offer. They are heavily armored and are resistant to most attacks. Their unique armor will deflect all Missile fire, but it is still damaged by Beam attacks. Basic armament includes an assault rifle and energy scythe, both powered by Phazon. EMP grenades are often employed against power-armored foes. A new Dash Jet system provides increased mobility. ------------------------------------------------------------------------------ 12) Assault Shield Trooper (Metroid Processing, Pirate Research, Pirate Home.) ------------------------------------------------------------------------------ Assault Shield Troopers are heavily armored and resistant to most weapon systems. Their unique armor will deflect Missile attacks, but not Beam fire. In addition to their armor, they wield a portable battle shield. Their battle shield provides protection against standard weapon fire, but can easily be torn off. Phazon-based weapon are capable of destroying the shield. ------------------------------------- 13) Aurora Unit 313 (Sanctum, Phaaze) ------------------------------------- Aurora 313 has somehow been fused with the bioessence of Dark Samus. While combat shields protect most of the unit, a weak spot has been detected at the cable junction. Damaging the unit's core will expose this point, but the core itself is protected by an armored hatch. Tentacle ports can be damaged to initiate stunning cerebral-feedback pulses within the target. While incapacitated, the hatch will be unprotected and able to be pulled open. This unit has been heavily mutated by Phazon exposure. It appears to be symbiotically connected to Phaaze as well. ------------------------------------------------------------ 14) Berserker Knight (Ancient Courtyard, Thorn Jungle Bryyo) ------------------------------------------------------------ A Berserker Knight's Phazite armor must be removed before unit can be damaged: only the Phazon-based projectile attacks the creature fires can destroy it. The Berserker Knight serves as a shocking example at the lengths the Space Pirates will go to in their quest for dominance. Heavily mutated by Phazon exposure, the unit is nearly mindless, driven by battle lust. -------------------------------------------------- 15) Berserker Lord (Docking Bay 5, G.F.S. Olympus) -------------------------------------------------- Berserker Lords are highly resistant to damage. Their shoulders are the only unprotected area vulnerable to standard weapon fire. Their main defense lies in their head-mounted Phazite plating, which can only be destroyed by the projectiles it fires. Berserker Lords are a desperate measure, designed to exploit Phazon as much as possible. The few Berserker Knights that survive the highest level of corruption are promoted to Lord status. Lord are distinguished by their ornate Phazite plating and the Phazon reserves they carry on their backs. ------------------------------------------------------------------- 16) Commando Pirate (Scrapvault, Pirate Research, Pirate Homeworld) ------------------------------------------------------------------- Commando Pirates use the best gear available: only beams of the highest temperature can penetrate the layer of Phazite in the armorsuit. All of the weaponry is powered by Phazon. Each commando has a combat cloaking field, along with boost thrusters and a personal teleporter. The Phazite armor they wear makes them extremely resistant to damage in combat. ------------------------------------------------ 17) Crawlmine (Xenoresearch Lab, G.F.S. Olympus) ------------------------------------------------ Crawlmines are not terribly bright and rely on suicide strikes as a main form of attack. They were designed to patrol small areas such as ventilation shafts and maintenance tunnels. Though relatively harmless alone, they can be dangerous in large numbers. ------------------------------------------------ 18) Crawltank (Xenoresearch Lab, G.F.S. Olympus) ------------------------------------------------ Crawltanks are mobile, ground-based defense drones, but are easily destroyed by standard weapon fire. They can be equipped with different cannons, including a Phazon Beam system. They are not built for sustained combat, and are better suited for light patrol and security roles. -------------------------------- 19) Dark Samus (Sanctum, Phaaze) -------------------------------- Target is composed of pure Phazon energy and is highly unstable. Scans indicate that Hyper Mode attacks are capable of disrupting her, likely as a result of Hyper Mode being energized by Samus's body. Dark Samus is capable of generating "echoes" of herself to aid her in battle. These units will be used as increased firepower and act as distractions while she replenishes her own energy: they should be destroyed immediately. She is capable of absorbing energy from Phaaze to replenish her own. ------------------------------------------------------------------ 20) Gandrayda (Proving Grounds, Pirate Research, Pirate Homeworld) ------------------------------------------------------------------ Gandrayda's ability to shape-shift has been greatly enhanced by Phazon exposure, allowing her to assume a number of deadly forms at will. These new forms come with a cost, as she also inherits their weaknesses. A mistress of stealth, she will employ her personal cloaking field often, setting up her next deadly attack. An advanced visor system may be able to detect her location. ----------------------------------- 21) Ghor (Main Docking Bay, Elysia) ----------------------------------- Ghor's energy shield is capable of repelling all weapon fire, but the back- mounted generator is exposed to attack. Overloading the generator could expose the well-protected critical systems behind his battle armor. Ghor's arsenal is considerable. Plasma-based beam weapons, attack claws, and a multimissile system are at the cyborg's disposal in battle. These battle systems can be combined and fired at once as a devestating alpha strike. Target is also capable of a high-speed ramming attack, although this is potentially dangerous if performed over a slippery surface. --------------------------------------------- 22) "Jolly Roger" Drone (Generator A, Norion) --------------------------------------------- The "Jolly Roger" Drone is designed for quick aerial maneuvers, but this comes at the cost of survivability. The fragile armor of the unit is vulnerable to weapon fire of any type. The Jolly Rodger is based on Federation tech, but has been considerable upgraded. Powered by Phazon, the mechanoid can be a serious threat in battle, especially in groups. -------------------------------- 23) Jumpmine (Conduit A, Norion) -------------------------------- The Jumpmine was developed by the Space Pirates as a cheap alternative to an armed trooper. The Jumpmine scans its surroundings until it detects an enemy target. It then triggers a small thruster, "jumping" a set distance into the air. Once launched, its weapon pod is engaged, saturating the local area with fire. It explodes afterward to prevent use by enemy forces. ----------------------------------------------------- 24) Korakk Beast (Jousting Field, Thorn Jungle Bryyo) ----------------------------------------------------- Korakks are prized by the Space Pirates, who use them as cavalry mounts. Their belly is occasionally vulnerable, but guarded from all sides. Finding a way to get underneath it and attacking it would be effective. Nerve endings in the tail can be stressed through grappling, but only when the tail is extended. The interior of a Korakk's mouth, as well as the tip of their tongue, contains sensitive nerve clusters. Attacking these points could temporarily incapcitate the creature. They can emit Phazon energy through their feet and tongue. The Phazite armor they wear will repel most damage. ----------------------------------------- 25) Meta Ridley (Generator Shaft, Norion) ----------------------------------------- Target's body is covered with incredibly durable armorskin, making it difficult to damage. All parts of the body are protected except for the mouth, where Meta Ridley fires his plasma-powered weaponry. Observing target may reveal additional target points. Target will use powerful plasma-based ranged attacks, along with potent melee strikes. --------------------------------------------------------------------- 26) Omega Ridley (Pirate Homeworld Leviathan Core, PH Leviathan Seed) --------------------------------------------------------------------- Revived and regenerated through Phazon exposure, Omega Ridley has been energized to a new combat threat level. Target retains extremely durable, Phazon-enhanced armorskin, as well as protective armored plating. Scans indicate that a recent injury has not yet fully healed: expose and target wound to inflict damage. Target will act to protect this vulnerability seek ways to stun the enemy and leave it open for deadly attacks. ------------------------------------------------------------------------------ 27) Phazon Harvester Drone (Phazon Harvesting, Pirate Mines, Pirate Homeworld) ------------------------------------------------------------------------------ Man-portable weaponry cannot penetrate the thick hull of the Phazon Harvester. The anti-air weapon system is vulnerable, but overloading it with weapon fire will only disable the drone temporarily. The pirates have converted several Goliath-class heavy assault drones into Phazon-collecting units. The drone can use its Harvesting Beam Cannon for defense, and is equipped with an anti-aircraft missile defense system. ----------------------------------------------------------------------------- 28) Pirate Cargo Drone (Landing Site Bravo, Pirate Command, Pirate Homeworld) ----------------------------------------------------------------------------- Pirate Cargo Drones were designed to assist with the transporting of supplies throughout the Pirate Homeworld. Their aerial capabilities allow them to navigate the underground catacombs with relative ease. Cargo often consists of items too dangerous or volatile to be moved by hand. ------------------------------------------------------------------------------ 29) Pirate Commander (Transit Station Leviathan, Pirate Command, Pirate Home.) ------------------------------------------------------------------------------ Commander's make heavy use of their personal teleporter, moving to favorable positions and across the battlefield, giving orders and support as needed. They carry all of the weaponry and gear used by commandos, with the exception of their armor, which is forged out of ultrarare Red Phazite. A rare breed, Pirate Commanders have lived to rise to the ruling caste on the Pirate Homeworld. Each has been a commando for at least 10 years. ------------------------------------------------------ 30) Pirate Hussar (Jousting Field, Thorn Jungle Bryyo) ------------------------------------------------------ Hussars are unusually brave for Space Pirates, willing to ride the deadly Korakk beast into combat. Their Phazon Energy Lances are deadly at any range. Hussars and ther mounts have a strange bond. If a Hussar is slain, his Korakk will fight to avenge his death. ------------------------------------------------------- 31) Pirate Militia (Flag Bridge Access, G.F.S. Olympus) ------------------------------------------------------- The pirates have not enhanced all of their fighting forces. They continue to use militia units in battle. These groups are made up of slaves and criminals, and do no recieve the Phazon enhancements given to regular army troopers. They aren surprisingly obedient to the upper castes within the pirate military. Rumor has it that disobedient militia members often find themselves as dinner for regular army troopers. ----------------------------------------- 32) Pirate Trooper (Cargo Dock A, Norion) ----------------------------------------- The Space Pirate military forces continue to use Phazon, including a new Phazon enhancement system. Basic armament includes and assault rifle and energy scythe, both powered by Phazon. EMP grenades are often employed against power-armored foes. A new Dash Jet system provides increased mobility. ------------------------------------------------------------- 33) Puffer Mine (Airshaft, Pirate Research, Pirate Homeworld) ------------------------------------------------------------- Avoid contact with the Puffer Mine. These creatures are a cybernetically enhanced version of the Puffers native to the Pirate Homeworld. Engineered by Space Pirates, they are now used as patrol animals. Their bodies have been filled with Phazon gas to be used as a defensive measure. If their shell is broken, their bodies explode and send a cloud of toxic gas out all around them. Nearby attackers rarely escape the volatile fumes. ------------------------------------------------------------------- 34) Remorse-Class Turret (Generator Hall South, Thorn Jungle Bryyo) ------------------------------------------------------------------- Fast targets can evade the limited targeting system of the "Remorse" turret. The Space Pirates have replaced their dated "Humility" turrets with a new unit designed by top engineers. Powered by Phazon, the "Remorse" unit is capable of withstanding more damage than the earlier model. ---------------------------------------- 35) Rundas (Temple of Bryyo, Bryyo Fire) ---------------------------------------- Phazon exposure has greatly enhanced Rundas and his ability to generate ice, making him deadly at any range. His durable ice armor has one weak point--the neck. Serious physical stress can weaken and remove it, exposing Rundas to attack. This weak point cannot be seized as long as Rundas is active. He can create frozen objects at will, and can freeze Missiles in midflight. Smaller ice-based projectiles can be shot down, but it is recommended to evade larges attacks. Be advised: Rundas can trigger a Hyper Mode state, elevating his threat level to match your own. ------------------------------------------------------------------ 36) Scritter (Courtyard Passage, Pirate Command, Pirate Homeworld) ------------------------------------------------------------------ Scritters are common vermin that are usually found underground. They tend to nest in dark places and come out only to feed. Their main source of sustenance is Phazon, a weakness pirate slaves use against them. Scritters will often be caught in simple traps set out by the starving pirate slaves who then feed on the small creatures. But the pirates rarely have the last laugh, as some internal organs of the Scritter will release a toxic fluid when bitten. Those who become violently ill because of this are said to have a case of "the scritters." ------------------------------------------------ 37) Shield Pirate Militia (Cargo Dock A, Norion) ------------------------------------------------ Some members of the Pirate Militia have been granted use of regular army-trooper equipment. This unit has been given the portable battle shield. Its portability is its weakness, however. Remove it from the pirate's grip to eliminate its primary defense system. The shield is also susceptible to Phazon-based attacks. --------------------------------------------- 38) Shield Pirate Trooper (Conduit A, Norion) --------------------------------------------- The Space Pirates have developed a man-portable battle shield that is resistant to most small-arms fire. Its portability is its weakness, however. Remove it from the pirate's grip to eliminate its primary defense system. The shield is also susceptible to Phazon-based attacks. ---------------------------------------------- 39) Space Pirate Assault Skiff (Spire, Elysia) ---------------------------------------------- The fast-moving Space Pirate Assault Skiff is used to support troops in combat. The skiff is mounted with a tribeam cannon, which is capable of firing powerful charged shots. However, the cannon itself is unprotected and can easily be overloaded. This modified version of the ATC has sacrificed durability for speed, and often employs hit-and-run tactics. ------------------------------------------- 40) Space Pirate ATC (Cargo Dock A, Norion) ------------------------------------------- The Space Pirate Armored Tactical Carrier (ATC) is surprisingly well built and armored. A forward-mounted heat vent is its only vulnerable spot. Tribeam cannons help the unit deal out damage while on missions as well. Designed for rapid transit to and from hot zones, the unit is not designed for long-term engagements. It has a relatively small fuel supply, a sacrifice made for heavier armament and armor. --------------------------------------------------------------------- 41) Space Pirate Boarding Pod (Port Observation Deck, G.F.S. Olympus) --------------------------------------------------------------------- Pirate boarding pods are crude, even by their standards. They are composed of an aged propulsion drive, a cramped crew-transport module, and a nose cone packed with high explosives. The pilot guides the pod toward the target ship, then rams it, detonating the explosives upon impact in an attempt to breach the hull. If a breach is created, the crew exits within the pod. Of course, mishaps occur. Sometimes the explosives go off prematurely, exposing the crew to vacuum. Other times the detonation fails to occur, leaving the pod to bounce off the target's hull. The shielding between explosives and crew is substandard, and often fails to protect the crew from the explosion. The pod's nickname of "Space Coffin" is well earned. ----------------------------------------------------------------------- 42) Urtragian Shriekbat (Scrapvault, Pirate Research, Pirate Homeworld) ----------------------------------------------------------------------- Urtragian Shriekbats are fiercely territorial insectoids and will dive-bomb anything that wanders near. This attack is fatal for the Shriekbat, as the impact sets off a discharge of thermal energy. Because of their high internal temperatures, they tend to seek cool climated to dwell in. They have come to seek shelter inside the many pirate facilities on the Pirate Homeworld. ================================= Logbook - Creatures - Phazon (18) ================================= ----------------------------------------- 1) Hopping Metroid (Cargo Dock B, Norion) ----------------------------------------- Radical mutation has removed the ability to fly from this strain of Metroid, but its vulnerability to cold remains. Subject now uses its powerful legs for locomotion. Legs contain sharp formations of Phazite, which the creature uses to slice through enemy defenses. -------------------------------- 2) Jelsac (Entry Canyon, Phaaze) -------------------------------- Jelsacs are aggressive creatures, roaming their territory and defending it from all comers. When provoked, a Jelsac will begin to expand its body, quickly filling it with caustic, Phazon-based venom. The continues until the Jelsac explodes, sending a spray of deadly fluid in all directions. --------------------------------------------- 3) Leviathan Infant (Genesis Chamber, Phaaze) --------------------------------------------- Leviathans are the children of Phaaze. They are bioforms that begin life deep within the planet, inside the base of a serpentine organ that serves as a womb. The Leviathan will remain in here, feeding on an endless supply of Phazon, until it has developed its Phazon core. The developed core makes the Leviathan's transition into adolescence and its departure from the womb. The serpentine organ moves the adolescent form deep inside Phaaze and releases it closer to the planets surface. Here the bioform will continue to grow and mature beneath its older siblings. As time passes and the older ones are launched into space, the Leviathan will slowly make its way to the planet's surface. It is here the Leviathan will reach full maturity. Once Phaaze has located a planetary target to corrupt, it will launch the Leviathan into space. The Leviathan is capable of interstellar travel, creating wormholes in space to expedite the journey. Instinctively, it homes in on its planetary target. Shortly after impact, the bioform dies, leaving the armored shell to protect the Phazon core. Before it dies, the bioform often attracts and enthralls a large local predator. After mutating it through intense Phazon exposure, it compels to creature to protect the core. The core then begins to seep into the planet, replacing the local ecosystem with one based on Phazon. ------------------------------------ 4) Liquid Phazon (Conduit B, Norion) ------------------------------------ Liquid Phazon appears to be a semisentient glob of Phazon. Their young are known as Phazon Grubs, and eventually metamorph into their adult, or "puddle" form. The exude a toxic chemical to protect themselves from predators. Contact with the substance can be deadly. They can alter their shape in a limited fashion, usually to avoid incoming attacks. ---------------------------------------------------------------------- 5) Metroid Hatcher (Metroid Creche, Pirate Research, Pirate Homeworld) ---------------------------------------------------------------------- Mutation has robbed the Metroid Hatcher of its ability to phase, but has provided it a hardened outer shell which has identical attributes as Phazite. The shell protects the creature's heart, located at the core of its head. The Hatcher's tentacles are quite dangerous, and can leech energy from any targets they connect to. However, the tentacles are also the creature's weak point. If all its tentacles are ripped from its body, it will perish. As such, it will attempt to recover energy by retracting them into its shell when they have taken damage. While the Hatcher's tentacles are retracted, it is unable to attack, relying on the Phazon Metroids it spawns from its mouth for protection. If the interior of the creature is hit while the mouth is open, it loses its strength. The Hatcher's tentacles can be ripped off if they are pull at this time. ---------------------------------------------- 6) Miniroid (Hangar A Access, G.F.S. Valhalla) ---------------------------------------------- Miniroids, tiny and weak, will travel in a flock for protection. They float and fly about in search of sustenance. Those that survive will grow quickly, becoming the feared parasites throughout the cosmos known as Phazon Metroids. --------------------------------------------------- 7) Phaazoid (Ancient Courtyard, Thorn Jungle Bryyo) --------------------------------------------------- Phaazoids are masses of energy that form after a Leviathan has been destroyed. They still retain a small bit of sentience and are mindlessly aggressive. The only way to damage a Phaazoid is by attacking it with Phazon-based attacks. However, this has the side effect of causing the creature to split into two smaller forms. Once the Phaazoid has split small enough, it will simply fly at a target and detonate on contact. It is said that some Phaazoids may split into a rare, crimson-colored form. ---------------------------------------- 8) Phaz-Ing (Stairwell, G.F.S. Valhalla) ---------------------------------------- Phaz-Ing bodies are weak to physical stress and can be easily pulled apart. These morphing blobs of Phazon often prefer to stay in puddle form and will only shift out to attack. Their ability to move over all types of terrain allows them to position themselves at a distance before assaulting with bursts of Phazon energy. ---------------------------------- 9) Phazon Grub (Conduit B, Norion) ---------------------------------- Phazon Grubs are drawn to bioenergy in all forms, especially Phazon. They are immune to its mutagenic effects, and carry it in their bodies as they roam. Their bite can infect the victim with Phazon corruption, making them plague bearers of a sort. ------------------------------------------------- 10) Phazon Hopper (Medlab Alpha, G.F.S. Valhalla) ------------------------------------------------- Phazon Hoppers are move resilient than other Hoppers, but can still be damaged by standard weaponry. The crystallized Phazon covering their bodies provides additional protection from attack. Like other Hoppers, these are capable of long-range assaults. They will spit bursts of Phazon venom at prey from a distance. --------------------------------------------------------- 11) Phazon Leech (Landing Site C, Elysian Leviathan Seed) --------------------------------------------------------- Phazon Leeches thrive on the bioenergy drained from weakened and dead prey. They often roam in groups, leaving behind toxic trails as they slide across terrain in search of sustenance. Their bodies are soft and unprotected, making them easy targets to dispatch. ------------------------------------------------ 12) Phazon Metroid (Repair Bay, G.F.S. Valhalla) ------------------------------------------------ Like all Metroids, great cold can immobilize the Phazon Metroid and leave it vulnerable to attacks. If the creature begins to feed, a concussive blast should be able to knock it away. Heavy exposure to Phazon energy has mutated this strain of Tallon Metroid. Subject can shift its body into a phased state, allowing it to ignore solid matter. The creature can emit bursts of Phazon energy, and will drain the lift energy from its prey. ----------------------------------------------- 13) Phazon Nightbarb (Gateway, Cliffside Bryyo) ----------------------------------------------- Phazon Nightbarbs have enhanced aerial mobility that makes them all but impossible to hit with normal shots. The group will work together to create a powerful energy burst that they will fire at their prey. Detonating the energy charge with normal attacks before it fires should destroy them. Phazon Nightbarbs are the result of Nightbarbs being exposed to Phazon radiation. These mutations look similar to their uncorrupted counterparts, but are characterized by their greatly increased offensive and defensive capabilities. ---------------------------------------------------- 14) Phazon Pillbug (Gel Processing Site, Bryyo Fire) ---------------------------------------------------- Pillbugs are commonly found in small spaces, often making traveling through tunnels troublesome. Bombs are effective against them, however. They are underground vermine, able to energize their hard-shelled bodies with Phazon. Once charged, they will roll into a defensive shape and charge their enemies. ---------------------------------------------- 15) Phazon Puffer (Cavern Beta Access, Phaaze) ---------------------------------------------- This particular breed of Puffer has been heavily mutated by exposure to Phazon, giving it strange new abilties. As it flies, it searches for Phazon energy to consume. The Puffer will absorb this energy out of any nearby bioform and energize itself. The Puffer will then use the energy to fire a powerful attack back at their target. This ability comes at a price--the Phazon energy comprising their body is rather unstable and easily disrupted by any type of weapon fire. ------------------------------------------------------- 16) Phazon Shriekbat (Hangar A Access, G.F.S. Valhalla) ------------------------------------------------------- Even more aggressive than normal species, Phazon Shriekbats will not hesitate to attack any creature that wanders too close. Their dive-bomb attack erupts in a burst of Phazon energy, which usually proves fatal to weaker organisms. These Shriekbats are mainly found in areas with high amounts of Phazon. Instead of the usual insects and small creatures Shriekbats usually feed on, these have come to rely on on Phazon as a food source. ------------------------------------------------------ 17) Red Phaazoids (Jousting Field, Thorn Jungle Bryyo) ------------------------------------------------------ Red Phaazoids, like their more common siblings, can only be damaged by Phazon-based weaponry. They are wildly aggressive and will split into smaller forms when attacked. Their reddish appearance is the result of an unstable energy core, an uncommon mutation that occurs when a Phaazoids is formed. Overloading their core with Phazon energy will destroy them, causing them to yield a rare item. ------------------------------------ 18) Tangle Weed (Drop Shaft, Phaaze) ------------------------------------ A simple form of plant life of which there are many species across many worlds. While each breed may have characteristics native to their respective ecology, they all possess identical behavior. Tangle Weeds constantly sway their brightly colored leaves to attract potential prey to land on them. The thousands of microscopic barbs lining the Tangle Weed's body will snare and inject a paralyzing toxin into their victim. While small organisms are unable to escape, Tangle Weeds lack the strength to do anything more than hinder the movement of large life-forms. When attacked, they will retract into the ground until they no longer sense a threat. ======================= Logbook - Research (48) ======================= --------------------------------------------------------- 1) Acid Rain (Obtained automatically on Pirate Homeworld) --------------------------------------------------------- Acid rain is prevalent on the Pirate Homeworld, where the constant pollution has fully corrupted the environment. The caustic effects of the rain are incredibly volatile and will severely damage your suit. Exposure to the rain for any period of time will prove fatal. Avoid all contact with the rain. ----------------------------------------------- 2) Black Phazon Crystals (Entry Canyon, Phaaze) ----------------------------------------------- The hardened exterior of Black Phazon Crystals is resistant to normal attacks. These structures will form naturally over time in areas with high amount of Phazon. It is commonly mined by Space Pirates for use in producing trooper armor, but loses its darkened appearance in the process. ----------------------------------------------- 3) Blast Shield (Docking Bay 4, G.F.S. Olympus) ----------------------------------------------- Blast Shields are invulnerable to all types of weapon fire. Some are engaged when hostiles are detected and will only open once the threat has been eliminated. Other will sometimes remain shut and force you to find an alternate route. ----------------------------------------------- 4) Bomb Slot (Disposal Chamber, G.F.S. Olympus) ----------------------------------------------- Bomb Slots are powered system-control units. To use, insert the Morph Ball into the slot and detonate a Bomb. This will transfer energy from the slot to the device connected to it. ------------------------------------------------------- 5) Bryyo Blue Door (Cliffside Airdock, Cliffside Bryyo) ------------------------------------------------------- Bryyo doors are carved from heavy stone native to the planet. Each door has been designed with a low-level energy shield. Shooting the shield with any weapon will open the door. -------------------------------------------- 6) Bryyo Orange Door (Main Lift, Bryyo Fire) -------------------------------------------- Bryyo doors are carved from heavy stone native to the planet. Each door has been designed with a low-level energy shield. This shield is specially designed to only be disrupted by high-temp shots. -------------------------------------------- 7) Energy Cell (Hangar Bay, Cliffside Bryyo) -------------------------------------------- Energy Cells were designed as a portable power source for the Federation. Their high power-to-energy ratio makes them ideal for powering a wide variety of equipment. Throughout the environment you may encounter stations that contain an Energy Cell. Removing the cell will leave these stations permenately offline. You will then be able to place the collected Energy Cell into a new station that is empty. Your collected and used Energy Cells are recorded in your Logbook. --------------------------------------- 8) Fuel Gel (Fiery Airdock, Bryyo Fire) --------------------------------------- Fuel Gel is used to power most modern starships in the cosmos. It is extremely rare, and worlds that produce it tend to be quite prosperous. The exception to this is planet Bryyo, a Federation protectorate--and the largest supplier of Fuel Gel. Proceeds from Bryyonian gel sales go directly to the Federation military forces protecting that sector of space. The sheer value of Fuel Gel is very attractive, and has led to an uprise in piracy over the last 20 ears. Today, raids on gel transport convoys are common, especially in frontier regions of space. The Galactic Federation has increased antipiracy operations, and planets with Fuel Gel resources are protected by Federation fleets and ground forces. ---------------------------------------------------------------- 9) Galactic Federation Blue Door (Docking Bay 5, G.F.S. Olympus) ---------------------------------------------------------------- All Federation doors are designed with a low-level energy shield to prevent accidental activation. Shooting the energy shield will activate and open the door. Blue-colored energy shields may be disrupted by weapon fire of any type. ------------------------------------------------------------- 10) Galactic Federation Crate (Docking Bay 5, G.F.S. Olympus) ------------------------------------------------------------- Galactic Federation Crates are used to store basic supplies. Because they are lightly armored, the crates areunable to withstand basic weapon fire. Destroy them to uncover their contents. ---------------------------------------------------------------- 11) Galactic Federation Green Door (Junction A, G.F.S. Valhalla) ---------------------------------------------------------------- The green-colored energy shield of this type of Federation door can only be disrupted by a high-frequency Beam. Shooting the shield with the proper Beam will activate and open the door. ----------------------------------------------------------------- 12) Galactic Federation Orange Door (Hangar Bay, Cliffside Bryyo) ----------------------------------------------------------------- All Federation doors are designed with a low-level energy shield to prevent accidental activation. Shooting the energy shield will activate and open the door. Orange-colored energy shields may only be opened with high-temp shots. ------------------------------------------------ 13) Grab Ledge (Gel Processing Site, Bryyo Fire) ------------------------------------------------ Certain ledges are composed of unique magnetic alloys that react to your suit. By jumping toward abd grabbing on to them, a surge of energy will course through your suit and allow you to pull yourself up. Ledges that shimmer green are able to be grabbed on to. --------------------------------------------------------- 14) Grapple Swing Point (Hillside Vista, Cliffside Bryyo) --------------------------------------------------------- To use the Grapple Swing, lock on to the Grapple Swing Point with Z. Release Z to let go. You can fire your weapons when attatched to a Grapple Swing Point. ----------------------------------------- 15) Half-Pipe (Steambot Barracks, Elysia) ----------------------------------------- Half-pipes are U-shaped channels with incredibly smooth surfaces that Samus can boost along. Charge the Boost while descending in a half-pipe and then release the Boost as you ascend the opposite side. This will allow you access to areas that are too high to reach otherwise. ------------------------------------------------------------------- 16) Heavy Galactic Federation Crate (Docking Bay 5, G.F.S. Olympus) ------------------------------------------------------------------- Heavy Galactic Federation Crates are often used to store ammunition and energy supplies. These units are made of very durable metals. Only heavy weapons and explosives can destroy them. ----------------------------------------------------------------------------- 17) Heavy Phazon Canister (Landing Site Alpha, Pirate Research, Pirate Home.) ----------------------------------------------------------------------------- Heavy Phazon Canisters are used by Space Pirates to transport large amounts of Phazon. Unlike the smaller versions, these are made and reinforced with durable metals. Only a strong impact will destroy them. --------------------------------------------------------- 18) Heavy Skytown Storage Unit (Main Docking Bay, Elysia) --------------------------------------------------------- Heavy Skytown Storage Units are made of metals manufactured exclusively on Skytown. These metals are very durable and can only be damaged by heavy weapon fire. -------------------------------------------------------- 19) Hunter-Class Gunship (Docking Bay 5, G.F.S. Olympus) -------------------------------------------------------- Based on the previous version, the new Hunter-class gunship is a fusion of Federation and Chozo technology. Designed by Samus Aran, this one-of-a-kind vessel was custom built at the Federation shipyardof Aliehs III. It is equipped with a powerful Chozo biotech computer that can interface with Aran via a Command Visor unit. The ship contains a mobile energy-recharge system, microfactories designed to produce ammunition, and an advanced medical bay. ---------------------------------------------------- 20) Kashh Plant (Cliffside Airdock, Cliffside Bryyo) ---------------------------------------------------- The Reptilicus use Kashh plants as a means to store supplies. Shooting them with any weapon will reveal their contents. -------------------------------------------- 21) Kinetic Orb Cannon (Transit Hub, Elysia) -------------------------------------------- The Kinetic Orb Cannon's original purpose is unclear, but they are capable of firing sphereical objects at high speeds to a set target. Entering a cannon while in Morph Ball will allow you to reach new areas and traverse great distances quickly. The Kinetic Orb Cannon appears in various locations in Skytown. However, most units have shut down and require a kinetic charge to reactivate. -------------------------------------------------- 22) Landing Beacon (Docking Bay 5, G.F.S. Olympus) -------------------------------------------------- Landing Beacons will appear only in locations wjere your ship can land. Automated sensors detect whether hostiles or obstructions are nearby, and the beacons will retract until the area is free of all hazards. When the beacons are extended and blinking, you may use the Command Visor to summon your ship. ------------------------------------------------------ 23) Large Bryyo Coffer (Gateway Hall, Cliffside Bryyo) ------------------------------------------------------ Large Bryyo Coffers were originally designed to store items and supplies in locations where Kashh plants wouldn't survive. Their hardened plating makes them resistant to all but the heaviest of weapon fire. ---------------------------------------------------------- 24) Large Space Pirate Crate (Temple of Bryyo, Bryyo Fire) ---------------------------------------------------------- Large Space Pirate Crates are made of durable materials. Only heavy weapon fire will damage them. Destroy them to discover their contents. ------------------------------------------------------------- 25) Leviathan Door (Landing Site Delta, Bryyo Leviathan Seed) ------------------------------------------------------------- Leviathan doors function in the same way normal doors do. Shooting the energy shield will cause the bone plates to retract and allow you to walk through. ----------------------------------------------------------- 26) Mature Kashh Plant (Cliffside Airdock, Cliffside Bryyo) ----------------------------------------------------------- Mature Kashh plants are used for storage by Bryyo natives. Unlike the younger versions, these have developed a thick bark that is only vulnerable to heavy weapon fire. --------------------------------------------- 27) Mounted Blast Shield (Hub Access, Norion) --------------------------------------------- Mounted Blast Shields are unique in that they often have a primary locking system. These systems commonly come in the form of multiple release locks that must be hit in sequential order. Once this locking system is disengaged the shield can be removed. Weapon fire is insufficient to damage the shield, but it can easily be torn off by a strong pull. -------------------------------------------------- 28) Multi-Lock Blast Shield (Cargo Dock B, Norion) -------------------------------------------------- This type of Blast Shield is characterized by its multiple locking mechanisms. A simultaneous blast to all the targets is required to deactivate and remove this shield. -------------------------------------- 29) Phaaze Door (Landing Site, Phaaze) -------------------------------------- Phaaze doors appear to be organic maws contained within a thin layer of Phazon energy. Disrupting the energy with Phazon-based attacks will cause the maw to open and allow you to pass through. --------------------------------------------------------- 30) Phazon Fungus (South Jungle Hall, Thorn Jungle Bryyo) --------------------------------------------------------- The soft bodies of Phazon Fungus are easily damaged by weapon fire. These organisms are commonly found in areas that are highly concentrated with Phazon. The growths can be highly destructive and will feed on any organic matter. As the fungus grows, it corrupts the surrounding area further and will continue to spread out. -------------------------------------------------- 31) Planet Aether (Chozo Observatory, Elysia East) -------------------------------------------------- Satellite information shows that Aether is slowly recovering from a cataclysmic event. A stellar object struck the planet with an incredible force, burning Aether's fertile plains and destroying the lush forests covering her surface. The planet's own energy supply, once torn in two by the impact, is now stable. The inhabitants of the planet, the starborne Luminoth, have begun the long task of mending Aether back to its former self. ---------------------------------------------------- 32) Planet Tallon IV (Chozo Obervatory, Elysia East) ---------------------------------------------------- Tallon IV appears to be a utopia for biological life, containing an oxygen- rich and hospitable atmosphere. The planet is home to countless species of flora and fauna. Satellite scans detect numerous structures on the planet's surface, with close examination revealing many of these structures to be of Chozo origin. Tallon IV's scar, the result of a celestial body impacting the planet's surface decades ago, is still visible. Satellite scans are unable to determine the extent of the original damage, but the planet appears to have recovered from any negative effects of the object's impact. ---------------------------------------- 33) Red Blast Shield (Conduit A, Norion) ---------------------------------------- Red Blast Shields contain high amounts of Brinstone within their metals, and are easily damaged by explosive blasts. Once shattered, the Blast Shield will remain destroyed. ---------------------------------------------- 34) Save Station (Lift Access, G.F.S. Olympus) ---------------------------------------------- Enter these stations to save your game and fully restore your energy. ------------------------------------------------------- 35) Ship Grapple Point (Chozo Observatory, Elysia East) ------------------------------------------------------- Objects with a Ship Grapple Point are capable of being lifted by your gunship. By using the Command Visor and targeting the icon over these points, you will be able to lift and move large objects. Objects in the environment that shimmer purple are able to be moved with your gunship. ------------------------------------------------ 36) Skytown Blue Door (Main Docking Bay, Elysia) ------------------------------------------------ All Skytown doors contain a low-level energy shield behind their ornate carvings. Shooting the energy shield will activate and open the door. The centuries-old design has served as a blueprint for what is now standard across all planets. Blue-colored energy shields can be opend with any weapon. -------------------------------------------------- 37) Skytown Orange Door (Security Station, Elysia) -------------------------------------------------- All Skytown doors contain a low-level energy shield behind their ornate carvings. Shooting the energy shield will activate and open the door. The centuries-old design has served as a blueprint for what is now standard across all planets. Orange-colored energy shields can only be disrupted by high-temp beams. --------------------------------------------------- 38) Skytown Storage Unit (Main Docking Bay, Elysia) --------------------------------------------------- Skytown Storage Units contain various supplies. Their thin plating does not provide much protection, and they are easily damaged. Any type of weapon fire will destroy them. ------------------------------------------------------ 39) Small Bryyo Coffer (Gateway Hall, Cliffside Bryyo) ------------------------------------------------------ Small Bryyo Coffers were designed to be easily transported. Their outer plating is lightweight and vulnerable to standard weapon fire. --------------------------------------------------------------------- 40) Space Pirate Blue Door (Generator Hall South, Thorn Jungle Bryyo) --------------------------------------------------------------------- Space Pirate doors are based on stolen Federation technology. They all include a low-level energy shield that will open the door when shot. Blue-colored shields can be shot with any type of weapon. -------------------------------------------------------------- 41) Space Pirate Crate (Ancient Courtyard, Thorn Jungle Bryyo) -------------------------------------------------------------- Space Pirate Crates are mainly used as storage units by pirate troops. They will often contain energy supplies and ammunition. Standard weapon fire is capable of destroying them. ------------------------------------------------------------------------------ 42) Space Pirate Green Door (Defense Access, Pirate Command, Pirate Homeworld) ------------------------------------------------------------------------------ Space Pirate doors are based on stolen Federation technology. They all include a low-level energy shield that will open the door when shot. Green shields may on be disrupted by a high-frequency Beam. ------------------------------------------------------------------------- 43) Space Pirate Orange Door (Lift Hub, Pirate Command, Pirate Homeworld) ------------------------------------------------------------------------- Space Pirate doors are based on stolen Federation technology. They all include a low-level energy shield that will open the door when shot. Orange shields will only react to high-temp shots. ------------------------------------------ 44) Spider Ball Track (Powerworks, Elysia) ------------------------------------------ While in Morph Ball mode, press and hold Z when close to a magnetic rail. Use the control stick to move the Ball along the track. Release Z to disengage from the track. Using a Bomb will briefly disengage the Morph Ball from the track. -------------------------------------- 45) Spinner (Ballista Storage, Elysia) -------------------------------------- Use the Boost ability of the Morph Ball when inside a Spinner to activate the device it powers. ---------------------------------------- 46) Wall Jump Surface (Tower, Bryyo Ice) ---------------------------------------- This surface was designed to be used in conjuction with the Screw Attack system. Perform Screw Attacks while facing and touching the wall to do a Wall Jump. -------------------------------------------------- 47) White Blast Door (Maintenance Station, Norion) -------------------------------------------------- White Blast Shields are extremely resilient against all but cold-based attacks. The alloys within the shield will shatter immediately if exposed to extreme cold. Once broken, the Blast Shield will remain destroyed. ------------------------------------------------- 48) Zipline Cable (Zipline Station Alpha, Elysia) ------------------------------------------------- Zipline Cables were designed as a transit system between pods on Skytown. Connect and hold onto the cable by pressing and holding Z while targeting the Grapple Point at either end. ============================================== Logbook - Lore - Galactic Federation Data (12) ============================================== ---------------------------------------- 1) Phazon (Medlab Alpha, G.F.S. Olympus) ---------------------------------------- Phazon is a substance of extragalactic origin. It is a highly radioactive ore with extreme mutagenic properties. It has certain biological qualities, including the ability to reproduce itself. Exposure to Phazon often affects the brains of sentient beings, causing erratic, destructive behavior. It is also a potent source of energy, surpassing even Fuel Gel in pure output potential. It must be handled carefully, as it can cause "Phazon sickness" if used incorrectly. ----------------------------------------------------------- 2) Phazon Enhancement Device (Medlab Alpha, G.F.S. Olympus) ----------------------------------------------------------- The Phazon Enhancement Device is designed to harness the energy of Phazon minerals, originally discovered on Aether, for a new Federation weapon system. It is being tested by a GF Marine battalion stationed in the Norion system. Marines can initiate an energy siphon from a supply of Phazon carried in a backpack into their armorsuits. This allows them to temporarily enhance the exoskeletal and weapon systems of their armorsuits. To date, no marines have displayed signs of "Phazon sickness." --------------------------------------- 3) Planet Norion (Cargo Dock B, Norion) --------------------------------------- Though located on the fringe of the Federation, the planet Norion is of great importance. The military maintains a strong presence in the sector, and the base on Norion is often the first line of defense against enemies that operate outisde of GF space. Originally a barren orb incapable of sustaining life, a sophisticated terraforming project designed by Aurora Unit 486 has turned Norion into a hardy forest world. -------------------------------------- 4) Planet Bryyo (Data Storage, Norion) -------------------------------------- Federation scouts discovered the planet Bryyo ten years ago. The planet's alignment makes most of the surface uninhabitable: 48% of the world is always exposed to sun, with another 48% shrouded in permanent night. The remaining 4% lies in an equatorial ring of fertile jungle, where the bulk of Bryyo's bioforms dwell. Fuel Gel is common on Bryyo, which makes it extremely important to the Federation. The local bioforms are quite primitive, though there are ruins that indicate an advanced culture thrived on Bryyo in centuries past. --------------------------------- 5) Skytown (Data Storage, Norion) --------------------------------- Skytown is a network of advanced structures flaoting in the atmosphere of planet Elysia. Most of the base is dedicated to research, from a local to interstellar level. The powerful sensors of Skytown provide useful military intelligence data along with research information. An Aurora Unit analyzes the vast amount of data collected by the station: it is supported by the Elysians, a group of sentient mechanoids that live within the base. -------------------------------------------- 6) Hunter Rundas (Docking Hub Alpha, Norion) -------------------------------------------- Subject is a native of Phrygis, a moon of planet Bes III known primarily for ice mining. The Phrygisian ability to manipulate and generate ice has come in handy in subject's career as a Bounty Hunter. Intel suggests he enjoys hunting, to the point where he keeps trophies from all of the targets he's successfully captured or killed in his career. Subject is proud, cocky, and arrogant, and considers himself without rivals in his field. ------------------------------------------ 7) Hunter Ghor (Munitions Storage, Norion) ------------------------------------------ Subject is a veteran of the liberation war of Wotan VII. Only 6% of the subject's birth-body remains: the rest is state-of-the-art cyberware. Despite his career and heavy cybernetic modification, subject is known for his high level of empathy and compassion. Ghor is rather gentle and approaches situations logically, but is not the most skilled of fighters. Intel suggests he even has a sense of humor. Subject has often championed the weak, poor, and downtrodden, working for free or giving bounty money earned to the victims of his targets. Subject can merge his cybernetic body into large mechanisms, including gunships and fightercraft. This merging will alter Ghor's personality, and he will become incredibly aggressive and violent. Data indicates a high proficiency with computer infiltration and manipulation. High level of mechanical empathy with artificial intelligence. ----------------------------------------------- 8) Hunter Gandrayda (Munitions Storage, Norion) ----------------------------------------------- Subject homeworld unknown. Possesses metamorphic ability similar to the biomorphs of Jovia XII. Can assume the form and abilities of most living things, including bioforms considerably larger than the subject. Scans are unable to determine the subject's age, but psych level suggests a high degree of youthfulness. Intel suggests that bounty hunting is akin to a sport for her, one she enjoys considerably. Subject percieves the veteran Hunter Samus Aran as her chief rival, a rival she intends to surpass as soon as possible. -------------------------------------------------------------- 9) Olympus-Class Battleship (Security Station, G.F.S. Olympus) -------------------------------------------------------------- The Olympus-class battleship is the first Federation capital ship designed to use an onboard Aurora Unit. They are the flagships of the fleets they serve in, usually commanded by an officer of flag rank. Battleships of this class have smaller crews than most ships of a similar size due to the presence of an Aurora Unit. The space saved in crew support is used for more battle systems. The enormous vessels are powered by Fuel Gel, making the scarce commodity of extreme value to the Federation military. -------------------------------------------------- 10) Tallon IV Incident (Stairwell, G.F.S. Olympus) -------------------------------------------------- Planet Tallon IV, formerly a Chozo colony, was struck by a stellar object 50 years ago. Object was later determined to contain large quantities of Phazon. The Chozo were able to stave off the spread of Phazon, at the cost of many Chozo lives. The survivors abondoned the planet, fleeing to an unknown location. Decades later, Hunter Samus Aran responded to a distress call in the sector and discovered a Space Pirate Phazon mining station there. Aran eliminated both the pirate and Phazon threat from the planet, though not without cost. ------------------------------------------------- 11) Valhalla Incident (Munitions Storage, Norion) ------------------------------------------------- The G.F.S. Theseus was on a training mission after recieving a new crew at Tivus. We believe the Valhalla was ambushed en route to the training base by a fleet of pirate vessels. Data suggests the pirates were using upgraded starships powered by Phazon: that plus superior numbers were more than the Valhalla could handle. Current whereabouts of the Valhalla are unknown: she is presumed destroyed in action. -------------------------------------------------- 12) Anhur Incident (Control Room, G.F.S. Valhalla) -------------------------------------------------- Planet Aether, home of the Luminoth, was struck by a "Phazon Meteor" five decades ago. The impact has catastrophic effects on the already unstable planet, creating a "dark twin" of the planet and a dire race known as the Ing. A brutal war between the twin planets took place, with the Ing gaining the upper hand. The G.F.S. Tyr went to the sector to investigate pirate activity, but were forced to make an emergency landing on Aether. Shortly after, the entire crew of Tyr was attacked an annihilated by the Ing. Hunter Samus Aran was sent to investigate, and wound up entangled in the conflict. Aran fought against both Space Pirates and Ing, and arose victorious. Aether's "dark twin" vanished, taking with it the Ing horder, and the planet's peace was finally restored. After the Aether Incident, the Federation sent the G.F.S. Anhur back to Aether to deal with the pirate base. Upon arrival, the crew and marines of the Anhur assisted the native Luminoth in dismantling an abandoned Space Pirate mining facility. During the operation, the crew detected the presence of Phazon. The ship's crew investigated and collected several kilograms of ore, which would later lead to the development of the PED. ================================ Logbook - Lore - Bryyo Data (12) ================================ --------------------------------------------- 1) Golden Age (Reliquary II, Cliffside Bryyo) --------------------------------------------- Look now to the past, and to the time of peace on Bryyo. See the age of gold, when our world was a paradise unrivaled. Hear the songs of joy fill the streets of the Royal City, as the people honor the coming of Bryyus the First, the Liberator. Behold the launch of our first ship to the stars that day, and witness the rise a Science, of a New Bryyo. See this, and see the beginning of our downfall. ------------------------------------------------ 2) Age of Science (Grand Court, Cliffside Bryyo) ------------------------------------------------ The ships of Bryyo sped to the stars, in all directions, bearing the banner of peace. Soon we found stellar brethren in the Chozo, Luminoth, and the Vlla. Starborne knowledge came to Bryyo, and we gladly sent our wisdom to our new friends in return. The hearts of Bryyo were filled with pride, and they honored the Lords of Science for all the wonders we provided. As the time of New Bryyo came to be, the old ways faded. The cries of joy from those who honored Science covered the angry shouts of those who mourned the old ways, the Primal Traditions. ---------------------------------------- 3) Age of Schism (Main Lift, Bryyo Fire) ---------------------------------------- In time, the wonders of Science were not enough for those who held the Primal Traditions in their hearts. The warnings of the Chozo--to seek balance between old and new ways--were not heeded by the Lords of Science, myself including. We forged on, ignorant of the rage in the hearts of the Primals. The time came when Sfimas, First Lord of Science, denounced the Primals and their Traditions in the center of the Royal City. It was as flame to a dry forest. The Age of Science ended, and the Age of Schism was born. ----------------------------------------------- 4) Age of War (Gel Processing Site, Bryyo Fire) ----------------------------------------------- In the beginning, the conflicts were small, out of sight for most of Bryyo. But they grew, slowly but as steady as the coming of the sun. Diplomacy gave way to brutality, and war came to our world. The Lords of Science turned their minds from exploration to destruction, and unleashed horrors unknown to their primal enemies. In retaliation, the Primals turned to the darkest of ancient powers, cursing us, the Science Lords, and all who served our cause. Friends from the stars tried desperately to end the conflict, all in vain. The people of war war would not be denied. ------------------------------------------ 5) Downfall (Temple Generator, Bryyo Fire) ------------------------------------------ Look now to the time of battle, tribe against tribe. See fertile land swept clean of all living things by arcane nightmares or the hllish blasts of Science. See the giant stone Mogenars do battle, destroying the land with their titanic blows. And hear the undying scream of a planet wracked by the darkest war. The battles waged endlessly, and the recources needed to sustain out war machines were great. Bryyo too had become a casuality of the war: the air was filled with the smoke of battle and the soil soaked with the toxins of pollution. Calamity after calamity visited the folk of Bryyo, until a world once known for wonders became a scarred husk under the stars. Only a small region remained habitable, and to it went the survivors, bringing the war with them. ------------------------------------------------ 6) Victory (Hall of the Golems, Cliffside Bryyo) ------------------------------------------------ We, the Lords of Science, mishandled the use of our knowledge. The devastation of the war robbed us of the rare resources necessary to fuel our war engines. Without our machines, we were unable to stand up to the Primal armies, and they overran the enclaves of many Science Lords. What few remained fled into dark places, polluted wastelands even the bravest of Primal warriors would dare not enter. Whatever joy there may have been amongst the victorious was quickly stamped out by the grim reality surrounding them. Bryyo, their cradle, their sacred hom...was on the verge of death. ----------------------------------------------- 7) Struggle of Exiles (Burrow, Cliffside Bryyo) ----------------------------------------------- As the followers of the Primal Traditions celebrated their victory, a number of surviving Science Lords gathered in a hidden sanctuary. It was there that our foolishness became obvious, and we regretted ignoring the Chozo's warning. We realized the folly of following the ways of Science with blind faith--and the peril of all Bryyo. The containment left from the battles was spreading, and would soon scout the remaining fertile lands.leaving naught but ash. If left unaided, Bryyo would lose what few lands and water remained. Once more, our great minds turned to a great task...planetary salvation. As our enemies searched the lands for us, the last Lords of Science, we created our final machines and launched them into the heavens. ------------------------------------------------- 8) Salvation (Hidden Court Hall, Cliffside Bryyo) ------------------------------------------------- The great machines of the Science Lords performed flawlessly. They absorbed the toxins and pollution in the air and soil, preserving the remaining fertile land of Bryyo. Yet the planet's climate was forever changed, leaving one side eternally scorched by the sun, the other forever in the icy grasp of darkness. The launch of the machines revealed the hidden enclave of the Science Lords to their former enemies. The bright lights in the skies caused by decontamination equipment stirred old hatred in the hearts of the Primals. Fearing a new attack, the Primals sent their warriors forth to hunt their hated foes. We were now marked for death. ---------------------------------------------------- 9) The Hunted (Jungle Generator, Thorn Jungle Bryyo) ---------------------------------------------------- The Primals crafted new magics to protect their wrriors, and sent them into the burning wastelands to hunt the Lords of Science hiding there. Though we tried to avoid conflict, many Science Lords were found and ended by Primal war bands. I was but the sole survivor, the last remaining Lord of Science. In order to protect myself, I adopted the wisdom once shared by the Chozo. I merged the ways of new--Science--with the ways of old--Magic. I built mighty Mogenars out of stone, and placed them outside the walls of my home, there to silently protect me from all enemies. --------------------------------------------- 10) Decline (Colossus Vista, Cliffside Bryyo) --------------------------------------------- Forgotten in exile, a creature of myth, I, the last Lord of Science, worked tirelessly to protect myself and this world. I crafted magics and machines to bring back life to the wastelands. I found a new source of natural energy in the land and called it Fuel Gel. I vowed to atone for the devastation inflicted upon Bryyo, caused by both science and war. Yet, while I toiled, the Primals slipped slowly into barbarism. With no Science Lrds to hunt, they turned on each other, tribe against tribe. Magic was lost to them, and they became as savage as the predator beasts of the wild. ------------------------------------------ 11) Prophecy (Refinery Access, Bryyo Fire) ------------------------------------------ As time slowly passed, I grew old: even the combined power of magic and science couldn't chear death forever. In order to preserve Bryyo's environment, I would need a successor. Finding one was a daunting task, for most of the folk saw me as a monster. Time passed quickly as I searched, and my efforts appeared to be in vain. Seemingly by chance, I found a young Primal wandering the wastelands and rescued her. But this was not a chance encounter. She was a prophetess, tirelessly searching for the last Lord of Science to spear to about her visions. In her dreams, she saw a starborne death coming to Bryyo, and with her vision came a plea to save her world. Based on her information, I began work on improving the existing decontamination equipment to help prepare a defense for Bryyo against the eventual catastrophe. ------------------------------------------ 12) Our Plea (Imperial Caverns, Bryyo Ice) ------------------------------------------ Sadly, disaster came to us before we could finish our work. An accident caused our supply of Fuel Gel to explode, sending fire to the sky and exposing out position. It was not long before a Primal war band saw the great fire, and rushed to attack. Without a way to power my great Mogenars, I had no way to defend myself from their assault. Fleeing would only drive them to pursue us to no end, and they would show no mercy to either one of us once caught. I had no other choice except to stand my ground while the prophetess fled to safety. With her I sent my records of the past, in hopes they would both find sanctuary. You now read my last words, etched in stone and placed by the prophetess. We speak to you from beyon the grave, to plead with you...Save out world from the starborne plague. Lift the veil of hate from the eyes of our people. May our remaining relics serve you well in this struggle. ================================ Logbook Lore - Skytown Data (12) ================================ ------------------------------------- 1) Creator (Main Docking Bay, Elysia) ------------------------------------- I am Elysian, descendent of both Chozo and the First. I am facing the last moments of my life and transferring my memory to the data pod. In a way, our chronicle begins nearly 1500 years ago. That was when our noble creators, the Chozo, began to build that which would become our home. A place of exploration and knowledge, floating in the clouds of planet Elysia, a fitting home for its great Chozo builders. They built many linked, hovering pods: in time they formed a net in the skied across the globe, instruments peering out in all directions, studying the cosmos. We did not exist then: only the Chozo walked these hallowed halls. To the distant stars they looked, and a great many things they discovered--including that which would later spell grim disaster for all. --------------------------------- 2) Gift (Arrival Station, Elysia) --------------------------------- Several decades passed for the Chozo here at Elysia. The harsh winds and storms began to take their toll on the station, and upkeep began to take up more and more of their precious time. Seeing a need for assistance, they created us. The first Elysia, built by Chozo hands, stepped out of the mechanicreche 1,450.82 years ago. Crude by our standards, the First was soon given the greatest gift of all by the Chozo. To better assist the creators, the First was given self-awareness. To all other Elysians, the First shared the Chozo gift. This event marks year One of the Elysian reckoning. ------------------------------------ 3) Discovery (Barracks Lift, Elysia) ------------------------------------ The Chozo were watchers, studying the depths of space tirelessly to quench their thirst for knowledge. From this facility they launched observation satellites, firing them into the heavens toward distant worlds. These satellites returned infroamtion that allowed them to analyze the various phenemomenon occurring across the cosmos. Through this process they were able to satisfy their intellectual appetite, one planet at a time. --------------------------------- 4) Alone (Landing Site A, Elysia) --------------------------------- In the year 400 of the Elysian reckoning, the time for our Chozo creators to leave had arrived. To us they entrusted the station and its purpose. We were to stand vigil and watch over the station until the time when others seeking knowledge and enlightenment arrived. With their departure came one last request from the Chozo Searcher--to continue exploring the skies for the answers to the mysterious planet. We gave her our word and resumed her tireless search. Day after day we hunted for the answers she desperately sought, but our efforts yielded nothing. We failed. ---------------------------------- 5) Slumber (Ballista Lift, Elysia) ---------------------------------- By the year 600, we of Elysia were low on critical supplies and fuel. Wecreated smaller mechanoids to process fuel from the atmosphere of Elysia, but they proved unable to produce a sufficient supply. Unable to secure the necessary resources to sustain ourselves, we entered a state of hibernation to preserve our remaining stores of energy and parts. While we slumbered, the data collected by the station's equipment was fed to us in dreams. During this long period of sleep, we had many dreams. Countless great events came to us, including a reunion with our creators, who has come to call a new planet their home. It was not long before disaster struck. A stellar object hit planet Tallon IV, bringing with it a catastrophic corruption that sent the Chozo world into chaos. We watched helplessly as our creators perished, the few survivors fleeing to an unknown location. Powerless, we slept, and in our dreams we lamented the deaths of our creators. This was our final vision, after which we were never able to see out creators again. ------------------------------------------------- 6) Federation (Maintenance Shaft TA, Elysia East) ------------------------------------------------- Time passed slowly as we suffered through our bad dreams. We endured their visions until finally, in year 1435, our automated defense systems were triggered. A number of aliens, well armed and armored, had penetrated our battle screens and entered Elysia Station. Per protocol, we were revived from stasis to defend out home. As we mustered for battle, the aliens communicated with us and declared themselves to be under the banner of peace. A truce was called, and soon we began negotiations with the Galactic Federation. The Treaty of Elysia began a new era of prosperity for us. ----------------------------------------------------------- 7) Agreement (Skytown Federation Landing Site, Elysia East) ----------------------------------------------------------- The treaty brought us new supplies, fuel, and parts from the Federation. In return, we allowed them to use Elysia Station as they saw fit. They were glad to use the station's powerful scientific systems, and gleaned a great deal of knowledge from our data banks. Unfortunately, the harsh atmosphere of our world was dangerous for the Federation researchers. They proposed to replace the humanoids with a single artificial intelligence unit, which they called Aurora. ------------------------------------ 8) Aurora (Broken Lift, Elysia East) ------------------------------------ Aurora was placed within one of our floating pods and connected into the station's network. This connection allowed Aurora to control not only the facility, but us as well. Our link allowed us to reap the benefits of the Aurora's own connection to the Federation's Aurora network. The units were capable of communicating with one another regardless of the distance, and vast amounts of information were passed down to us. As the years went by we aided the Aurora and our Federation allies in their research. We studied potential enemy threats and collected data on their activities. It was, in some small way, a means to atone for our inability to help our creators years ago. Through our alliance with the Federation we were able to prevent many disasters, and bring an end to numerous threats in the cosmos. We are not certain if that was what our creators would have wished to happen, but it certainly was a peaceful life. ----------------------------------------- 9) Loss (Concourse Access B, Elysia East) ----------------------------------------- It was approximately five months ago that our systems detected a meteor-like object collide with a planet in a nearby galaxy. The impact was followed by spreading corruption, identical to the one we saw devour our creators' planet. More so than ever, we were determined to aid the Aurora and discover the source of these objects. Months passed before we could uncover its origin--it had come through a wormhall from an incredibly distant planet. We studied this link between the tear in space and the location it was connected to. As we delved deeper it became clear to us that this was the mysterious planet the Chozo Searcher had been seeking. The living planet was aggressively attacking other worlds, hurtling parts of itself across the cosmos like missiles. We had finally discovered the source of these corrupted meteors. It was about one month ago that we made our revelation, but all these attempts at transmitting the critical data to the Federation were unsuccessful. It appeared that the Aurora Unit had become disabled. We tried desperately to restore the Aurora, but it had been corrupted by an unknown virus. Our only means of communication with the Federation were severed. ------------------------------------- 10) Phazon (Construction Bay, Elysia) ------------------------------------- One week after we had lost communication with the Aurora Unit, we witnessed the living planet strike again. It send forth several stellar objects, one aimed directly for us. It streaked through the clouds of Elysia, destroying a large portion of our home, ultimately striking the distant core below. Soon our sensors detected the presence of strange energy. Our readings matched with the Federation's data--this was the same toxin that corrupted countless other planets and our creators' world--the galactic scourge called Phazon. -------------------------------------------- 11) Invader (Hoverplat Docking Site, Elysia) -------------------------------------------- We watched as Elysia fell victim to the meteor's corruption, its Phazon beginning to consume her. High above the noxious surface, we continued to collect data on the object. It was not before long before we met a new enemy. Space Pirates, hostile alien life-forms and sworn enemies of the Federation, entered the station and attacked. The pirate forces struck swiftly, their numbers and weapons dwarfing out own. After their intial assault, theu began construction of a massive energy shield around the meteor. They referred to the falled object as a "Seed" and quickly built the protective barrier. Any resistance they met from us was crushed, and the massive shield was built without interruption. Our attention then turned to the pirates themselves. If we could not stop them through combat, perhaps there was another way. Our studies quickly yielded unexpected results. All of the Space Pirates were corrupted with Phazon, but unlike other life-forms, they were actually sustained by it. This Phazon kept them alive, and it appeared to control their own minds with a will of its own. ------------------------------- 12) Defeat (Powerworks, Elysia) ------------------------------- The two weeks following the Seed's impact were disastrous. Like the Aurora Unit, we too were infected with a Phazon-based virus. The spreading corruption consumed many of us, putting us under Space Pirate control. It was not long before only a handful of us remained. During this time there was but a moment that we received aid. Ghor, the Hunter dispatched by the Federation, arrived here to restore the Aurora Unit. Our hope quickly vanished as he too was corrupted by Phazon and lost his own will. He now leads the assault on the remaining survivors, taking more and more of the station over with each passing day. There is no hope left for us. Soon, we too will be among the enemy forces. The last of us now stand before the brink of our history's end, silently waiting out our final hours. I am Elysian, descendent of both Chozo and the First. I am facing the last moments of my life and transferring my memory to the data pod. ======================================= Logbook - Lore - Space Pirate Data (12) ======================================= ----------------------------------------------------------- 1) Our Mission (Lift Hub, Pirate Command, Pirate Homeworld) ----------------------------------------------------------- Phazon was discovered two stellar years ago, and since that moment, Command has been drived to control it all. Two operations have been established, at tremendous cost. Both have failed, thanks to the accursed Hunter, Samus Aran. Her Federation allied now move to secure what little Phazon remains on the planet Aether. This we cannot allow. We, the crew of the battleship Colossus, swear to take that Phazon or die trying. --------------------------------------------------------------- 2) Stowaway (Command Station, Pirate Command, Pirate Homeworld) --------------------------------------------------------------- Our attempts to intercept the Federations ship departing Aether were unsuccessful. With them went a collection of Phazon, the first to fall into Federation hans. They foolishly left most of the Phazon behind, allowing us to quickly collect what we could. But in our haste we took more than mere Phazon. Our scanners have detected the remain of Dark Samus, who has revived herself within our Phazon storage. Surely, we are cursed. The fiendish shrew consumed all of the Phazon, then wiped out a third of the crew in a matter of minutes. Now she moves at will through the halls of Colossus, using her witchery to beguile the minds of the crew. We are unable to call for aid, and only a few of us remain to stand against her. All is lost. ------------------------------------------------------------------------- 3) First Disciples (Processing Access, Pirate Research, Pirate Homeworld) ------------------------------------------------------------------------- Our struggles have ended. She has shown us the error of our ways. The way is now clear. All previous vows of fealty have been forsworn: we now pledge sole allegiance to our diberator, the great one, Dark Samus. We bear a singular honor, we lucky few, for we are her first disciples. Our burden is a happy one, for we will pave the way to her glorious victory and cosmic rule. Let the light of Phazon lead us! ---------------------------------------------------------------------- 4) The Source Discovered (Airshaft, Pirate Research, Pirate Homeworld) ---------------------------------------------------------------------- After our liberation, she left us adrift. We sought this a test of loyalty, and so we endured. Some said she abandoned us. They were promptly shot. Disciples do not doubt their leader. When she returned, it was on the back of a titanic starborne beast! As we grovelled in awe, she ordered us to follow the beast through a rift in space. Some refused to follow, afraid of the unknown. They too were shot. Disciples must be fearless. Once through the rift, we saw a singular wonder...Phaaze, the source of all Phazon in the cosmos. Phaaze, the home of our glorious leader. ------------------------------------------------------------------------- 5) The Leviathan (Transit Station 1-B, Pirate Research, Pirate Homeworld) ------------------------------------------------------------------------- Our leader provided us with great wisdom on many subjects, including the improvement of our mighty battleship, Colossus. We followed her teachings, and turned our vessel into a ship without peer. But more work remained! Dark Samus required a mighty flagship, one to strike terror in the hearts of her enemies. The might of the Colossus was not enough. She demanded more! Her solution was unique and most excellent. We took her great star-beast and fitted it with cybernetic weapon systems. Crew quarters and command consoles were placed within the beast's skull. In time, we created a might dreadnaught, and called it Leviathan. The great leader was pleased. ---------------------------------------------------------------------- 6) Taking Valhalla (Creche Transit, Pirate Research, Pirate Homeworld) ---------------------------------------------------------------------- The vision of our leader is vast indeed. As we prepared for war with the hated Galactic Federation, she decided she required one of their great machines to better control her living planet. We then send out to bring an Aurora Unit to Dark Samus. Bribes led us to the location of our prize: the battleship Valhalla. Crewed with green recruits in a training mission, she was ours for the taking. One of the mightiest ships in the cosmos was no match for the Phazon-powered weapons of the Colossus. We redered Valhalla helpless, then send raiders to claim our prize. The Aurora was ours! There was no mercy for the Federation dogs. At the command of Dark Samus, we jettisoned the crew into the frigid depths of space, leaving the wreck of Valhalla as a warning to the Federation. Let them tremble before our might! ----------------------------------------------------------------- 7) Purification (Skyway Access, Pirate Command, Pirate Homeworld) ----------------------------------------------------------------- Our great leader, with the aid of our captured Aurora Unit, has discovered many of Phaaze's secrets. Dark Samus can now command the living world to send forth Phazon Seeds! She was eager to test this new power. When we heard the first world to recieve this blessing was our Homeworld, we rejoiced. The Seed was sent into the void, and quickly made its way to our Homeworld. Our brethren foolishly tried to repel it, but their efforts were in vain. To think, once we were as pathetic as them! Now the deed is done, and slowly, our Homeworld becomes like Phaaze. Soon, there will be two living planets, two Phazon sources for our great leader to use as she sees fit. Soon, there will be thousands of new disciples for her to command. ------------------------------------------------------- 8) Vanguard (Mine Lift, Pirate Mines, Pirate Homeworld) ------------------------------------------------------- The time has come. The great leader commands. We go to war at last! Three worlds will be attacked, each important to the Federation. We shall destroy the spy base at Elysia, the fuel production at Bryyo, and the naval station at Norion. Each of these wretched worlds will become as Phaaze...each a foothold into the territory of the hated Federation. From these worlds, our vanguard will go forth. At long last, our enemies will be humbled, then enslaved. Three Phazon Seeds will be sent, and an armada will accompany each of them. Dark Samus herself will lead the attack on Norion. Victory is ours for the taking! ------------------------------------------------------------------- 9) Victory and Loss (Drill Shaft 1, Pirate Mines, Pirate Homeworld) ------------------------------------------------------------------- Today is a day of celebration and woe. Our forces have taken planet Bryyo, leaving the Federation ourpost there in cinders. Though we missed their spy base at Elysia, the planet was still struck with a Phazon Seed. But Norion...Norion was a failure...all thanks to the accursed Hunter, Samus Aran. All is not lost, however. Our great leader defeated Aran and her mongrel allies in battle. If they aren't dead, they'll soon wish they were. Each of them bears her mark of corruption. Soon then, like we disciples, will bow to her will. ------------------------------------------------------------------- 10) Bryyo Falls (Phazon Mine Entry, Pirate Mines, Pirate Homeworld) ------------------------------------------------------------------- Command has received disturbing reports from Bryyo. Contact with our outpost there has been terminated. A coded bliptrans showing Commander Rundas falling in battle to Samus Aran has arrived. Worst of all, the Bryyonian Seed has been demolished. The Hunter's might is great, and she is as efficient as ever when it comes to disrupting our operations. Our spies within the Federation tell us she travels to Elysia soon. We plan on having an appropriate welcoming party in place for her when she arrives. Commander Ghor is a very...accommodating host. ---------------------------------------------------------------------------- 11) Disaster at Elysia (Command Courtyard, Pirate Command, Pirate Homeworld) ---------------------------------------------------------------------------- The march of the Hunter continues, much to our dismay. She has smashed our line at Elysia, taking down Commander Ghor in the process. The accursed Elysian machines were no match for Aran's guns, and now the Federation has control of their spy station once again. It is only a matter of time before they find the location of the Phazon source and send their fleets to lay siege. Our great leader does not seem to mind these setbacks. If Samus comes to our Homeworld, she will find us ready. ----------------------------------------------------------------------------- 12) Mistress Gandrayda (Transit Tunnel P70, Pirate Command, Pirate Homeworld) ----------------------------------------------------------------------------- Mistress Gandrayda is the last of our leader's field commanders. We hope that she will succeed where the others have not. We hope that she will slay that accursed Hunter! Gandrayda tests our mettle often. She moves among us in our form, watching us, looking for signs of weakness. Several unfaithful disciples have been ended...violently. Those who survive will be stronger, ready for the Hunter that comes for them from the void. Gandrayda has vowed to present Aran's bloody helmet to Dark Samus as tribute. We hope she fulfills that vow! ============================== Inventory - Samus - Hyper Mode ============================== ---------- Hyper Beam ---------- The Hyper Beam fires bursts of Phazon energy. While in Hyper Mode, press A to shoot. To charge the Beam, press and hold A. Release to fire a powerful attack. Notes: Each shot of the Hyper Beam drains a small portion of Phazon from your PED tank. ---------- Hyper Ball ---------- The Hyper Ball allows you to attack multiple targets while in Morph Ball. While in Hyper Mode, enter Morph Ball and press A to attack all nearby enemies. Press and hold A to fire a constant attack. Notes: The Hyper Ball will constantly drain Phazon from your PED tank while bring used. ------------- Hyper Missile ------------- The Hyper Missile adds Phazon-enhanced Missiles to your Hyper Mode aresenal. While in Hyper Mode, press Down on the D-Pad to fire. Notes: Each Hyper Missile fired drains a large portion of Phazon from your PED tank. ------------- Hyper Grapple ------------- The Hyper Grapple enhances your Hyper Mode Grapple Beam with Phazon energy. While in Hyper Mode, press and hold Z while targeting a Grapple Point to attach. While still attatched, pull the Control Stick down to siphon energy and push the Control Stick up to send energy. Notes: The addition of Phazon energy to the Grapple Beam also increases its effectiveness against enemies. The Hyper Grapple is the only way to energize objects with Phazon energy. =========================== Inventory - Samus - Weapons =========================== ---------- Power Beam ---------- The Power Beam is the default Arm Cannon. It has the best rate of fire. Press A to shoot the Power Beam. Press and hold A to charge the Arm Cannon, the release to fire a charged shot. Notes: If you see your shots ricochet, cease fire. The Power Beam is not working against that target. Unlike previous versions, this model of the Power Beam has been augmented with a Charge module. Charged shots are more powerful and deal more damage than normal shots. Charging also has a limited "tractor beam" that will pull small objects toward you. ---------------- Missile Launcher ---------------- The Missile Launcher adds ballistic capability to the Arm Cannon. Press Down on the D-Pad to fire the Missile Launcher. Target and lock on with Z to fire a Homing Missile. Notes: Missiles can destroy objects made of Brinstone. Each Missile Expansion you find will increase the number of Missiles you can carry by 5. ----------- Ice Missile ----------- The Ice Missiles enhances your current Missiles and allows the freezing of enemies and certain liquids. Press Down on the D-Pad to fire an Ice Missiles. Target and lock on with Z to fire a Homing Ice Missile. Notes: Enemies struck by an Ice Missile will be enveloped in shards of ice for a few moments, slowing their movement. Enemies who have been weakened in combat may freeze entirely and be unable to move or attack. Some liquids, such as Fuel Gel, are highly susceptible to cold and will freeze when shot. Frozen gel will only remain for a short period of time before shattering. ----------- Plasma Beam ----------- The Plasma Beam is able to fire superheated Beams of energy. Press A to shoot the Plasma Beam. Press and hold A to charge the Arm Cannon, the release to fire a charged shot. Notes: The Plasma Beam can be used to ignite some enemies and burn them to ash. Certain materials are also susceptible to extreme temperatures and can be melted. In addition to its destructive capabilities, the Plasma Beam may also be used to repair damaged devices. ------------ Screw Attack ------------ The Screw Attack allows you to transform into a mobile ball of deadly energy. After executing a Space Jump, press B repeatedly to initiate and perform the Screw Attack. Use the Control Stick to steer while in Screw Attack mode. Notes: The Screw Attack has a limit of consecutive jumps. Striking enemies with the Screw Attack will damage them. Performing a Screw Attack while facing and touching a wall will execute a Wall Jump. Use the Wall Jump to travel great vertical distances. -------------- Seeker Missile -------------- The Seeker Missiles allows you to fire upon multiple targets simultaneously with the Missile Launcher. Press and hold Down on the D-Pad to charge the Seeker Missile and release to fire. Notes: While charging the Seeker Missile, move the cursor around your area. You will lock on to each enemy you pass over, to a maximum of five targets. The Seeker Missile requires space to spread to its targets, so it is recommended to fire from a distance. You can also lock on to single targets multiple times with the Seeker. --------- Nova Beam --------- The Nova Beam is a high-frequency Beam that can shoot through certain objects. Press A to shoot the Nova Beam. Press and hold A to charge the Arm Cannon, the release to fire a charged shot. Notes: The Nova Beam can shoot through walls made of Phazite and hit enemy weak points or hidden targets. Many of these can be found using the X-Ray Visor. The Nova Beam retains all the abilities of your previous Beam weapons. ============================== Inventory - Samus - Morph Ball ============================== ---------- Morph Ball ---------- The Morph Ball changes your suit into a compact, mobile sphere. Press C to enter Morph Ball mode. Press C again to leave Morph Ball mode. Notes: Like the Varia Suite, the Morph Ball is modular. There are several modifications that can be added to improve performance. --------------- Morph Ball Bomb --------------- The Morph Ball Bomb is the default weapon for the Morph Ball. Press A when in Morph Ball mode to drop a Bomb. Notes: The Morph Ball Bomb can destroy items made of Talloric alloy and activate certain devices. If the Morph Ball is near a Morph Ball Bomb when is explodes, it will be popped a short distance into the air. This is called a Bomb Jump. It is also possible to jump while in Morph Ball by flicking the Wii Remote up quickly. When a Morph Ball Bomb explodes, it must be close to the enemy to hit. ---------- Boost Ball ---------- The Boost Ball can be used to increase the Morph Ball's speeds for short periods. Press and hold B to charge, then release B to trigger a quick boost of speed. Notes: When charging, the longer you hold B, the longer (and faster) the boost charge will be. Throughout the environment you will encounter U-shaped channels known as Half-pipes. Using the Boost Ball in these areas will let you reach higher places. Build a charge as you descend in the Half-pipe, then trigger the Boost as you ascend the other side. This will give you the speed and momentum to reach new heights. Some mechanisms will have circular channels that the Morph Ball can boost around. Repeatedly boosting through these channels will build a kinetic charge which will activate these devices. You can damage some enemies by boosting into them. ----------- Spider Ball ----------- The Spider Ball allows you to move the Morph Ball along magnetic rails. While next to a magnetic rail, press and hold Z to activate the Spider Ball ability. Notes: Follow the magnetic rails to explore new areas. The Morph Ball Bomb can be used to trigger a Bomb Jump while attached to a rail. You can use the Boost ability to rapdily propel the Spider Ball away from magnetic rails. ========================== Inventory - Samus - Visors ========================== ------------ Combat Visor ------------ The Combat Visor is your default visor. It provides you with a Heads-Up- Display (HUD) containing radar, minimap, lock on reticules, energy gauge, and Missile count. Push and hold the - Button to bring up the Visor Select. Move the cursor into the middle zone and release the - Button to enter Combat Visor. Notes: Your current Missile amounts will be displayed in the lower-right corner of the Combat Visor. ---------- Scan Visor ---------- The Scan Visor is used to collect data. Some devices will activate when scanned. Push and hold the - Button to bring up the Visor Select. Move the cursor into the top zone and release the - Button to enter Scan Visor. Notes: Mission-critical scan targets will be red in color. Scanning enemies with this visor can reveal their vulnerabilities. You will be unable to fire any weapons while the Scan Visor is active. Scanned data vital to the success of the mission is downloaded and stored in the Logbook section of the Pause Screen, ------------- Command Visor ------------- The Command Visor is used to send commands to your gunship. Push and hold the - Button to bring up the Visor Select. Move the cursor into the lower-right zone and release the - Button to enter Command Visor. When in Command Visor, you will be able to see Command Icons. Target and lock on to these icons with Z to send orders to your gunship. Notes: Much like the Varia Suit, your gunship's abilities are expandable. As you gain more abilities, you will be able to use the Command Visor to send your ship new commands. ----------- X-Ray Visor ----------- The X-Ray Visor can be used to see through objects made of Phazite. Push and hold the - Button to bring up the Visor Select. Move the cursor into the lower-left zone and release the - Button to enter X-Ray Visor. Notes: The X-Ray Visor an be used to see the inner workings of devices and hidden weak points behind Phazite armor. Targets behind Phazite will require a high-frequency Beam to hit. ========================= Inventory - Samus - Suits ========================= ---------- Varia Suit ---------- The Varia Suit is an advanced Chozo armorsuit modified for use by Samus Aran. Notes: The Varia Suit provides life-support functions and is well shielded from attack. The modular nature of the Varia Suit allows for the addition of weapons, visors, and other gear as needed. The Varia Suit's shielding loses energy with each hit: collect energy when possible to keep the shielding charged. ---------------- Space Jump Boots ---------------- The Space Jump Boots increase your leaping capability through the use of boot-mounted thrusters. Press B to jump, then press B again during the jump to use the Space Jump Boots. Notes: Timing is important when using the Space Jump Boots. Experiment to discover ways to increase the height and length of your jumps. -------- PED Suit -------- The PED Suit is a fusion of your Chozo armorsuit and GF technology. The defining characteristic of the PED Suit is the ability to enter Hyper Mode: a temporary supercharged state that enhances your offensive capabilities. Press and hold the + Button to enter Hyper Mode. Notes: In order to enter Hyper Mode, one full Energy Tank must be expended. During Hyper Mode your Phazon reserves will be depleted with each attack. Carefully managing your reserves will allow you to remain in Hyper Mode for a longer period of time. Once your Phazon reserve is depleted or after a certain amount of time, the suit will exit Hyper Mode. ------------- Hazard Shield ------------- The Hazard Shield protects against toxic materials. Notes: This modification increases you defensive shielding. The Hazard Shield can resist the caustic effects of both acid rain and Fuel Gel, allowing you access to previously inaccessible area. =========================== Inventory - Samus - Grapple =========================== ------------- Grapple Lasso ------------- The Grapple Lasso allows you to pull objects in the environment. Lock on to a Grapple Point and cast the Nunchuk forward to fire. Pull the Nunchuk back quickly to grapple. Notes: Objects in the environment that shimmer can also be grappled. ------------- Grapple Swing ------------- The Grapple Swing allows you to swing back and forth from special points throughout the environment. Target a Grapple Point and press and hold Z to fire the Grapple Beam. Hold Z down to stay connected and let go to release. Use the Control Stick to turn while swinging. Notes: The Grapple Swing can be used to cross large gaps. Look for special points that shimmer to swing from. --------------- Grapple Voltage --------------- The Grapple Voltage ability allows you to give or take energy from certain objects. Press and hold Z while targeting a Grapple Point to attach. While still attached, pull the Control Stick down to siphon energy and push the Control Stick up to send energy. Notes: The Grapple Voltage ability is tied into your suit's power. Draining energy from an object will replenish yours and sending energy into an object will drain energy from you. Objects in the environment that shimmer can be given energy of have it taken away. (Author note:I believe the use of "of" instead of "or" is the only typo in the entire game) ================ Inventory - Ship ================ ------------ Save Station ------------ Your gunship is equipped with a Save Station. Enter your gunship to save your game. Notes: Like normal Save Stations, saving at your gunship will full replenish your energy. ------------ Ship Missile ------------ Your gunship is now capable of firing a salvo of Missiles. While in Command Visor, lock on with Z to a Ship Missile Command Icon. Your gunship will fly over the area and bombard the environment with Missile attacks. Notes: Ship Missiles can destroy objects made of Maldium. Each Gunship Missile Expansion you find will increase the number of Missiles your gunship can carry by 1. ----------------- Ship Grapple Beam ----------------- The Ship Grapple Beam will allow you to pick up and move large objects. While in Commando Visor, lock on with Z to a Ship Grapple Commando Icon. Depending on the icon, you will be able to lift or drop objects in the environment. Notes: Your gunship will be unable to use all other abilities while carrying cargo. Using another Command Icon while carrying an object will prompt you to return your current cargo to its original locations. If you confirm the new command, the cargo will autmoatically be returned to where it was first found. Objects in the environment that shimmer can also be grappled with your ship. ======================== Inventory - Energy Cells ======================== ------------- Energy Cell 1 ------------- Energy Cell ID: VB-3491Q-1 Previous Coordinates: O1A-DDC, G.F.S Valhalla Data indicates Energy Cell has lost connection from -docking- control mechanism. ------------- Energy Cell 2 ------------- Energy Cell ID: GA-748SW-2 Previous Coordinates: 05B-LAN, Bryyo Data indicates Energy Cell is connected to -hangar- security shield system. ------------- Energy Cell 3 ------------- Energy Cell ID: WI-78231-3 Previous Coordinates: 04F-GEN, Norion Data indicates Energy Cell is connected to manual -generator- override. ------------- Energy Cell 4 ------------- Energy Cell ID: 05-5310L-4 Previous Coordinates: 04B-GEL, Bryyo Data indicates Energy Cell is connected to -hidden- Fuel Gel pumping station. ------------- Energy Cell 5 ------------- Energy Cell ID: GC-9713N-5 Previous Coordinates: 135-MET, Skytown Data indicates Energy Cell is connected to -research- sample container system. ------------- Energy Cell 6 ------------- Energy Cell ID: NE-12025-6 Previous Coordinates: 02P-CAT, Pirate Homeworld Data indicates Energy Cell is connected to central -command- exhaust system. ------------- Energy Cell 7 ------------- Energy Cell ID: SN-38715-7 Previous Coordinates: O4P-MET, Pirate Homeworld Data indicates Energy Cell is connected to -processing- containment core. ------------- Energy Cell 8 ------------- Energy Cell ID: GB-4913A-8 Previous Coordinates: 075-MEC, Skytown Data indicates Energy Cell is connected to -storage- facility cooling system. ------------- Energy Cell 9 ------------- Energy Cell ID: GB-6187C-9 Previous Coordinates: 0BP-MIN, Pirate Homeworld Data indicates Energy Cell is connected to -quarry- personnel access station. ______________________________________________________________________________ ������������������������������������������������������������������������������ 7. EXPANSION LOCATIONS [0700] ______________________________________________________________________________ ������������������������������������������������������������������������������ Metroid Prime 3 has made expansion collection much easier than before. The satellites in Chozo Observatory can be used to acquire expansion location data for every locale of the game (except the Valhalla). Once you have the Ship Grapple Beam, you can repair the observatory and trigger the first set of bomb slots to gather data on Norion on Bryyo. Once you have the Spider Ball, you can hit the second set for data on Elysia. And once you have the Nova Beam, you can shoot the phazite on the bottom level and reach the hand scanner in the center for the data on the Pirate Homeworld. But it's just that. Data. The game points you in the right direction, but you're left to your own devices to figure out how to get the things. Most of them are fairly self-explanatory. Once you have the right set of gear, it's obvious what you need to do. For others, it's definitely not. The Energy Cell in Hidden Court is the best example of this, requiring that you've done a number of prerequisite steps on the side before you can even attempt getting it. So for you gamers who stuck on a puzzle and just can't figure it out, this one's for you. Here's the layout. Expansions have been divided and ordered by type (Energy Tank, Missile Expansion, Ship Missile Expansion, Energy Cell), then subdivided into area in the following order: G.F.S. Olympus, Norion, Cliffside Bryyo, Bryyo Fire, Bryyo Ice, Thorn Jungle Bryyo, Elysia, Elysia East, Pirate Command, Pirate Research, Pirate Mines, G.F.S. Valhalla. The numbers next to each one corresponds to the order in which I collect them in the walkthrough. Generally, they're all collected as soon as possible, bar a few handful exceptions (with good reason), so don't count on being able to collect #13 of something if you still can't get #11. That's all. Search away. ============ Energy Tanks [0701] ============ -------------- G.F.S. Olympus -------------- Energy Tank #1 Room: Ventilation Shaft Requirements: Morph Ball, Bombs How to Obtain: Acquired automatically as you roll through the vents. Unmissable. ------ Norion ------ Energy Tank #2 Room: Substation East Requirements: Morph Ball How to Obtain: At the head of the Morph Ball tunnel you need to roll through to continue. --------------- Cliffside Bryyo --------------- Energy Tank #3 Room: Reliquary II Requirements: Morph Ball, Grapple Lasso How to Obtain: Behind the great doors in Gateway, continually Grapple Lasso the block inside the Morph Ball tunnel until it's out, then enter and take the *right* fork. Reliquary II is at the end of the tunnel. --------------- Energy Tank #5 Room: Ruined Shrine Requirements: Morph Ball, Bombs How to Obtain: Drop down to the bottom of the shaft and bomb the center of the golem's arm to reveal the tank. --------------- Energy Tank #8 Room: Machineworks Bridge Requirements: Command Visor, Boost Ball, Screw Attack, Ship Grapple Beam How to Obtain: First you need to clear the debris blocking the door from the Colossus Vista side. Head to Fuel Gel Pool and use the Command Visor to order your ship to pick up the giant golem head. Now head over to Colossus Vista (through Hall of the Golems, if you've never been there before) and drop the head on top of the headless golem in the background. The golem springs to life and smashes its arm on top of the walls of the room, clearing away the rubble blocking the door. Now you can head inside. Work the Spinner to extend the bridge. Walk to the edge of the bridge and you should notice a pair of Wall Jump Surfaces that move back and forth from the bridge. Randomly Screw Attacking them would not be wise, even if they do stay in a position closest to the bridge for a brief time before backing away. Look at one of the walls. Note the gears next to the Wall Jump Surface. As soon as the set of gears closest to the Wall Jump Surface starts coming out, wait a couple seconds, then begin the Screw Attack up the surfaces and claim your prize at the top. ---------- Bryyo Fire ---------- None. --------- Bryyo Ice --------- Energy Tank #13 Room: Tower Requirements: Morph Ball, Bombs, Boost Ball, Spider Ball How to Obtain: Start climbing the Spider Ball track on the left. Boost across the first gap, then drop down the second and third breaks in the track. Bomb jump up to the next track, and boost through an icicle on your way up across three more gaps. At the top of this track, drop down and fall into the Half-pipe. Boost up the left side and latch onto the track there. Ride it up and then drop down into a shaft. Bomb the three obstructions that get in your way and tumble down the ramp until you hit a wall. Do *not* bomb the obstruction below you. Doing so makes you fall out of the tunnel and start over. Instead, jump up to the Spider Ball Track above you. Bomb jump up the next two tracks, and on the track at the top, drop down once you're on the other side, but latch on to the Spider Ball Track below. If you fail to do so, you'll fall out of the puzzle and have to start over. Roll a little to the left and enter what I call a quarter-pipe. You need to build up enough momentum from a single use of Boost Ball so that you climb high enough on the ramp to reach the Spider Ball Tracks above. If you fail, the momentum on the way down causes you to fall back down. Fortunately, you can latch on to the Spider Ball Track near the base of the pipe before you fall completely out of the puzzle. Once you make it, boost across that track to the next and bomb jump up to the one above that. From the top of that track, boost over into a small alcove. Jump up to the track inside and ride it to an Energy Tank. ------------------ Thorn Jungle Bryyo ------------------ Energy Tank #4 Room: Vault Requirements: Power Beam (Charge), Missile Launcher How to Obtain: Shooting charged Power Beam shots at the stalagmites on the walls in Overgrown Ruins reveals hidden paths. One such path leads to a red Missile door. Blast it open to enter Vault, where the tank is waiting for you. ------ Elysia ------ Energy Tank #6 Room: Steambot Barracks Requirements: None How to Obtain: Steamlord drops it when he's defeated. --------------- Energy Tank #7 Room: Arrival Station Requirements: Space Jump Boots, Boost Ball How to Obtain: Outside, look toward the upper ledge and climb up using the Grab Ledge. Work the Spinner on top and ride the Kinetic Orb Cannon over to the platform in the distance with the tank. --------------- Energy Tank #12 Room: Zipline Station Charlie Requirements: Screw Attack, Morph Ball, Bombs, Boost Ball, Spider Ball How to Obtain: Screw Attack over to the platforms and ride the Spider Ball Track up the stage. Boost across the three missing portions of the track and continue along until you reach a thin passageway you can land on. Roll and hop across to the other side and reattach to more Spider Ball Track. Electricity periodically surges across the next portion of missing track you need to Boost over. Wait until it disappears and then release the Boost to cross. Now you're at another portion of track you can drop down on. Roll midway across until you see a Spider Ball Track above you that's out of range. Perform a double bomb jump (Ctrl + F "dbj" for instructions) to reach the track above. Skirt around the circle to the top and let go of Z to drop through the Energy Tank in the center. ----------- Elysia East ----------- Energy Tank #10 Room: Xenoresearch A Lift Requirements: Seeker Missiles How to Obtain: Very clearly and plainly in a tube on the left when you first enter the room. However, its casing has a protective shield around it. Only once you've removed the Energy Cell at the end of the lab and obtained Seeker Missiles does the shield drop. On your way out of the labs, fire a charged shot at the tube to smash it open and grab the tank. -------------- Pirate Command -------------- None. --------------- Pirate Research --------------- Energy Tank #11 Room: Scrapworks Requirements: Morph Ball, Bombs How to Obtain: Enter from Scrapvault. Continue rolling down the Morph Ball tunnel. Kill the Phazon Grub that gets in your way, and continue forward to a bomb slot. Bomb it to open a hatch on the other side of the wall as well as to remove the blockade on the upper path to the left. Take that path left, boosting past the turret fire. Spring Ball up the two rising/falling platforms into another path. Kill another Phazon Grub and take the fork up. Before the path heading right, the Energy Tank lies above, but is too far out of reach. First, destroy the Phazon Grub on the upper route, then perform a double bomb jump to reach the Energy Tank. (Ctrl + F "dbj" to find an explanation). --------------- Energy Tank #14 Room: Metroid Creche Requirements: Morph Ball, Boost Ball, Spider Ball How to Obtain: Defeat Metroid Hatcher, if you haven't already. At this point, the third Spinner is back online again, so enter it and continue boosting in it until it shoots you up to a Morph Ball tunnel above. You fall out of sight for several seconds and the camera pans around a bit as it estimates your unseen position. Don't worry. There's nothing you can do right now, nothing to miss. Once you're visible again, you're still in that tunnel and quite high up. Ride across the tunnel but note the red lights above you. At one point, there is none. A Spider Ball Track has taken its place. Postpone going further down and jump onto the track first. Ride it across to another Morph Ball tunnel. Roll across that one to another Spider Ball Track. At the top of it, boost across to a track on the opposite side. The remainder of the puzzle is simply riding to the end of tracks and boosting across them to the other side. Do this until you reach a small Morph Ball tunnel. At the end of it is the Energy Tank. ------------ Pirate Mines ------------ None. --------------- G.F.S. Valhalla --------------- Energy Tank #9 Room: Munitions Locker Requirements: Energy Cell in Main Docking Bay, Energy Cell in Auxiliary Lift, Energy Cell in Port Observation Deck How to Obtain: In Port Observation Deck, insert an Energy Cell into the slot by the inactive door to Junction A to repower it. Enter Junction A and then Munitions Locker, where the Energy Tank awaits. ================== Missile Expansions [0702] ================== -------------- G.F.S. Olympus -------------- Missile Launcher Room: Munitions Storage Requirements: Power Beam How to Obtain: It's right in front of you when you enter the room. Can't miss it. Literally and figuratively. ------ Norion ------ Missile Expansion #1 Room: Cargo Hub Requirements: Morph Ball, Bombs, Grapple Lasso How to Obtain: On the left wall by the door to Hub Access is a Grapple Lasso point. Yank off the hatch to reveal a hand scanner. However, it only becomes active if the room is clear of enemies. Once it's active, interact with it to open another hatch. Transform into Morph Ball and go on in. This puzzle's pretty straightforward. All the air vents in here have enough strength to propel Samus to wherever she needs to go, but they have timed intervals during which they're either on and off. That said, roll left until you hit an obstacle. Bomb it and then let the adjacent fan take you up to the next level. Roll up, around, and back down into a small pit. Jump out and keep moving left until you can jump up again (and hurry so that the fan doesn't blow you backwards). Continue scaling upwards until you reach another tunnel. Bomb the obstacle and roll into a halfpipe which takes you to another fan that blows you up and around into another path. Unfortunately, now a sentry drone has appeared and is now out for your blood. Fortunately, her attacks are pretty easy to avoid. Her targeting system shines and aims a red light at your current location before firing at that position. The light doesn't follow you either, so it's simply a matter of not being there. That said, in this portion of the puzzle, simply time your jumps over the blocks with the periods of time the fans aren't blowing and the drone won't disrupt your platforming. After clearing the first two blocks, you encounter a fan beneath you. Bide time dodging the drone's attacks until it starts up, then take it upwards up to another obstacle. Bomb it, but before you fall down the shaft, wait for a fan in the middle of the shaft to start blowing. Then drop down and ride the wind into the next path (If you miss the fan and fall back down, simply roll left and jump to the floor fan from earlier. It blows you right back up). Jump and grab the Missile Expansion. --------------- Missile Expansion #5 Room: Docking Hub Alpha Requirements: Grapple Swing How to Obtain: From the drop-off point on your ship, turn 150 degrees to the right and follow the path behind it. Swing across the chasm and collect the expansion. --------------- Missile Expansion #10 Room: Maintenance Station Requirements: Ice Missiles How to Obtain: Blow open the white Missile door in Cargo Hub. The item's dead ahead inside. --------------- Missile Expansion #18 Room: Substation West Requirements: Plasma Beam, Morph Ball How to Obtain: Weld the door controller in Cargo Hub to fix the door to Substation West. Inside, enter the Morph Ball tunnel to your left. The sliding panel puzzle here isn't as easy as the one in Substation East, so follow my instructions carefully: 1) Wait in front of the first panel. As it slides out, keeping pushing against it. Roll past the first two panels and stop in front of the third. (by "in front" I mean in the path of, not before the path of) 2) Wait for the fourth panel to slide out, then push against it as it retracts. Stop in front of the fifth panel. 3) Wait for the sixth panel to slide out. Now, once it does, start building up a boost. Continue pushing ahead. As soon as the eight panel retracts, release the boost to grab the Missile Expansion at the end of the tunnel. If at any point a panel knocks, spring ball off the energy coils and return to the beginning of the tunnel to start over. --------------- Missile Expansion #42 Room: Cargo Dock A Requirements: Spider Ball How to Obtain: Land here and head west toward Conduit A, but before climbing the ramp, head south to the ridge of the catwalk and look northwest and up at the structure. There's a Spider Ball Track. Climb it and cross the Morph Ball tunnel. At the end is another Spider Ball Track. Climb that as well and grab the Missile Expansion at the top. --------------- Cliffside Bryyo --------------- Missile Expansion #2 Room: Grand Court Path Requirements: Power Beam (Charge), Space Jump Boots How to Obtain: Coming from Gateway, once you see an ice formation, turn around for a moment. See a statue with a yellow circle in the middle and a vertical yellow stripe? These statues hold fuel gel, so firing a charged shot at them makes them detonate. Now jump up to where the statue was and then into the passageway opposite of it. Take out the shelbug on the wall, turn right, kill a shelbug deep into the next passage, and finally space jump over to that final niche hiding a Missile Expansion. --------------- Missile Expansion #3 Room: Hillside Vista Requirements: Morph Ball, Bombs How to Obtain: From the Grand Court door, drop down both ledges to the ground. Change into Morph Ball and bomb a destroyable portion of the cliff near the base of the bottom ledge. Enter the tunnel. At the bottom, roll over to the source of the Snatchers. Once a number of them have latched onto you, you start floating. Steer left as hard as you can the instant you start floating. If successful, you float up the shaft left of the Korba and towards the Missile Expansion. Once you've reached the top of the shaft, lay a bomb to kill the pseudo-balloons and roll over to the expansion. --------------- Missile Expansion #4 Room: Crash Site Requirements: Morph Ball, Bombs, Grapple Lasso/Swing How to Obtain: Once you've restored power to the G.F.S. Theseus, re-enter the Morph Ball tunnel and roll down to before the first jump. Now that the ship's power is back online, a number of conduits now send electricity through these pipes, so jump over after the electricity's gone. Continue rolling left, but instead of heading left back into the core of the Theseus, on the second jump hop right instead. Hop right again when you're clear and then left onto another ledge. Head for the open vertical shaft and wait for the rod that periodically rises and lifts here to completely rise out of sight. There are two ways to get up to the ledge on the right. You can either Spring Ball Bomb Jump or Double Bomb Jump up there (search "dbj" for details). Once you're up there, head right and drop down the ledge when you're clear. Now back up against the left wall and then floor it to the right. If all goes well, you should jump the gap. If not, just jump out before you take too much damage. Continue right and out of the tunnel. As you exit, two Gragnol Adults appear and engage you. Once you've taken out both, head for the edge of the ledge and grab the Missile Expansion. --------------- Missile Expansion #11 Room: Reliquary III Requirements: Ice Missiles, Grapple Swing How to Obtain: In Grand Court, swing across the Grapple points and drop down to the white Missile door. Blast it open and grab the expansion inside. --------------- Missile Expansion #21 Room: Burrow Requirements: Plasma Beam, Morph Ball, Bombs How to Obtain: Enter a Morph Ball tunnel (enter the room from Hall of the Golems) and roll all the way to the end in the puzzle. Lay a bomb next to the Fuel Gel crystals and drop down after the explosion. Jump over the two Fuel Gel rivers and up onto the next ledge. Here, in particular, there is another ledge above before the gray crystals. It's not easy to see at first, but once you see it, jump up to it and then jump again into a venus flytrap puzzle (this is the only one in this entire puzzle in case you're confused or lost). The platforms beyond the venus flytrap retract moments after the touch, so roll across them quickly and jump up to the next level. Repeat here with the next set of platforms. Bomb the Fuel Gel crystals at the top. From here, jump back up to the top of the puzzle and proceed left. Drop down into more Fuel Gel crystals, bomb them, and drop down with the explosion. On the left here is a pillbug. Lay a few bombs to kill it, then jump on top of the hand it was circling around. To get the Missile Expansion above, perform a double bomb jump (Ctrl + F "dbj" if you don't know or forgot what I'm talking about; you can also use the other method listed there here) and push the analog stick to the left after the third bomb explodes. --------------- Missile Expansion #22 Room: Fuel Gel Pool Requirements: Ice Missiles, Space Jump Boots How to Obtain: Kill the puffer on the right, then jump across the two platforms. Turn left and enter the golem's head. Destroy the puffer on the other side and turn left when you exit the head. Freeze the two Fuel Gel waterfalls and use them as platforms. From the second frozen waterfall, jump to a higher ledge ahead of you, then jump on top of the golem's head. Turn right and claim the Missile Expansion. --------------- Missile Expansion #23 Room: Hidden Court Requirements: Space Jump Boots, Boost Ball, (Grapple Swing/Screw Attack) How to Obtain: If you're coming from Hidden Court Hall, simply face the Half-pipe and Space Jump over to it, then Boost up the right side to the expansion. If you're not coming from Hidden Court Hall, either Grapple Swing over to the ledge by Hidden Court Hall or Screw Attack over to the Half-pipe. --------------- Missile Expansion #24 Room : Falls of Fire Requirements: Screw Attack How to Obtain: At the bottom of the shaft, Screw Attack up the Wall Jump Surfaces to an alcove with the expansion. --------------- Missile Expansion #25 Room: Gateway Requirements: Plasma Beam, Morph Ball How to Obtain: Head to the forking Morph Ball tunnel and take the right path. Once you're out, turn right and face the ice blocking another tunnel down the catwalk. Melt it away and take the tunnel to its end where another Missile Expansion awaits. --------------- Missile Expansion #43 Room: Hall of the Golems Requirements: Grapple Voltage, Morph Ball, Bombs, Boost Ball, Spider Ball How to Obtain: Now approach (what is likely) the last golem and use Grapple Voltage to overload the locking mechanism with energy. The device blows apart, opening up the bomb slot for you. Jump in and lay a bomb. The golem walks over to the left and energizes the Spider Ball Tracks around the room. Approach the tracks yourself and start climbing. Bomb jump up the first two tracks. On the spiral, wait for the electrical surges to stop before carrying on. After crossing two electrical surges, you come to another surge which always has three electric waves and seemingly cycles around the track. Wait for all three to appear on the track closest to you and then follow behind it until you cross the arc. Drop down at the end of the arc and grab the track on the way down, then bomb jump up to the track on the right. Ride it to the top and drop down to the track below. Repeat dropping down and bomb jumping up tracks for a little while as necessary. Eventually, you reach a track you need to boost across to reach it. Do so, and at the end of that track, drop down to another track. Now, this track in particular is deceiving. At first glance, it may seem like a dead end. The track above you is too far out of reach. There is one way to reach it and only one way. You need to perform a double bomb jump. If you've been following this guide the whole time, you've had an ample number of opportunities to practice and learn this jump, even though there were alternative solutions. Well, this is that one and only time in the game where you must use a double bomb jump to proceed. To read my explanation on double bomb jumping, Ctrl + F "dbj". Once you've done it, it's one more simple "drop and bomb" across a couple more Spider Ball Tracks to the last track, where a Missile Expansion awaits. --------------- Missile Expansion #47 Room: Fuel Gel Pool Requirements: Hazard Shield How to Obtain: Jump right into the Fuel Gel and head straight ahead through a Fuel Gel waterfall into a hidden alcove behind it. Climb the ledges inside to find the expansion at top. ---------- Bryyo Fire ---------- Missile Expansion #6 Room: Main Lift Requirements: Morph Ball, Bombs How to Obtain: Enter the morph ball tunnel and roll through it until you encounter a herd of Snatchers. Let a number of them latch on and float up. Pass the first ledge and continue floating up. Once you see the Korba, start moving left aim for the ledge directly below and to the left of it. Bomb away all the Snatchers once you're above it. Hop up the next ledge to the left, hop down, and ride the tunnel to its end and a Missile Expansion. --------------- Missile Expansion #7 Room: Gel Hall Requirements: Power Beam (Charge) How to Obtain: The expansion rests on a platform raised up to the ceiling that is supported by a Fuel Gel cord. Unforunately, the cord is impervious to all of your weaponry. You can however still destroy it. Once the rotating gargoyle head is about to pass by the cord, fire a charged shot at it to raise its head and let the Fuel Gel streaming from its mouth ignite the cord and drop the platform. --------------- Missile Expansion #8 Room: Gel Hall Requirements: Ice Missiles How to Obtain: If you haven't already acquired expansion #8, now's a fine a time as any. From the platform with the expansion (or anywhere, really), shoot Ice Missiles at the Fuel Gel pool to make a series of a platforms leading through the tunnel on the side and grab the expansion at the end. --------------- Missile Expansion #9 Room: Gel Refinery Site Requirements: Ice Missiles, Grapple Lasso/Swing How to Obtain: You can only reach this expansion coming from Gel Purification Site, which in turn you can only reach through Gel Hall. Create a series of Ice Missile platforms toward to the door to Gel Purification Site and cross over. Then blast the white Missile door and enter. Before you can safely swing across these grapple points before you, you need to shoot the red blips next to each one, but they only appear when you're very close to the grapple point. Ergo, shoot the first red blip, Grapple Swing on the first point to trigger the red blip on the second point, shoot it to activate the second grapple point, grapple onto that point, and repeat again to get across. Then enter Gel Refinery Site. Now turn right, Grapple Lasso the metal foliage out of your way, and grab the Missile Expansion ahead. --------------- Missile Expansion #19 Room: Imperial Hall Requirements: Plasma Beam, Morph Ball, Bombs, Grapple Lasso, Space Jump Boots How to Obtain: Enter Gel Refinery Site. Kill the Reptilicus with Hyper Beam, then revert, and look at the Morph Ball tunnel at the far end of the room on the left side. A number of spots in the tunnel, from the entrance to numerous shafts inside, are all covered with ice. Destroy all of the ice with the Plasma Beam; then enter the tunnel. Hop up, roll left, and drop down onto a fuming device in the Fuel Gel. Lay a bomb to ignite the gas, propelling you far up the puzzle. Proceed forward in the puzzle to encounter two more such devices. Repeat. When you're rolling along in the tunnel high above the stage, watch out for the flamethrowers. Time your passes during the periods flame isn't shooting out of them. Continue on to one more Fuel Gel gas device. Bomb it to propel yourself up. You then collide into a pillar. Bomb it to make the top portion fall over, revealing that it's actually hollow inside. Don't roll it through it now though - Doing so drops you back near the entrance. Instead, roll back to the gas device again, bomb it, and you're propelled across a gap back into a new portion of the tunnel. Roll through it and drop down in front of an orange door covered in ice. Clear away the ice and pass on through. Now walk through Refinery Access to get back to Imperial Hall, only now you're on the upper level. Proceed forward until you reach the edge of the ledge. Turn right to spot a Morph Ball tunnel. Ride it to its end. On the other end are two Grapple Lasso points. Yank the steel plates down then walk onto them. Face east and Space Jump toward the Missile Expansion. --------------- Missile Expansion #50 Room: Temple of Bryyo Requirements: Morph Ball, Hazard Shield, X-Ray Visor, Nova Beam How to Obtain: Go to the phazite panelling by the south wall. Switch to X-Ray Visor and shoot the red switches with Nova Beam. A section of the floor opens up, allowing you access to the Fuel Gel-filled area beneath the floor. This puzzle is fairly complicated, moderately confusing, and overall frustrating, and I can't help but feel any instructions I give might be inadequate if just because the puzzle's very intricate. Instead, I present you a perfect to-scale diagram of the temple. "Entrance" is self-explanatory, and "M" denotes the precise location of the Missile Expansion. All the dotted zones are areas you can enter; they mark the "inside" on the map. Due to the limitations of ASCII diagramming, the best way to plot this map and make it helpful was to blow it up to such a large proportion. Ironically, doing so also may cause you inconvenience. I apologize in advance. __________ |..........| |..........| Entrance |..........| |..........| |..........| |..........| |..........| |..........| |..........| ______ |..........| |..........| |......| |..........| |__........| |......| |..........| |.......| |......| |..........| ____|...._..|__|..____| ____|..______..|__________ |........| |......| |......| |............| |........| |......| __|......|______|............| |........| |......| |.............................| |____....|_|......|____|.................... __......| |......................................| |.....| |.............______.................__| |.....| |............| |...............| |.....| |__........__| |_____..........|__ |_____| |......| |............| |......| |............| |......| |............| __|......| |............| |.........| |............| |.........| |____________| |.........| |__.......|____ ________________ |...........| |................| |__.........| |.............MM.| |........| |.............MM.| |........|__ |..............__| |...........| |.............| |...........| |______...____| |...........| |.| |...........|________|.|__________ |................................./ ____|................................/ |..................................../ |.................................../ |................................../ |____..............____.........../ |............| |........./ |............|__ |________/ |...............| |______.........| |........| |........| |........| |________| Roll around beneath the floor and grab the expansion. --------- Bryyo Ice --------- None. ------------------ Thorn Jungle Bryyo ------------------ Missile Expansion #12 Room: Jungle Generator Requirements: Power Beam How to Obtain: Shoot the red blips on the wall to reveal a Lore. Behind the Lore is the expansion. --------------- Missile Expansion #13 Room: Generator Hall North Requirements: Morph Ball How to Obtain: Coming from North Jungle Court, look toward the bridge. None of your weapons can dislodge the clamps on it; however, eventually, several canisters of Fuel Gels pass by the top of the bridge on the track. Shoot a charged shot at them when they're over the clamps to free the bridge. Cross the bridge and interact and operate the terminal on the other side. Push and pull the Wiimote back and forth until all four green knobs are up. Now roll into the Morph Ball tunnel to the side and collect the expansion. --------------- Missile Expansion #20 Room: Ancient Courtyard Requirements: Boost Ball How to Obtain: Destroy the Phaazoids, then approach the spot where you fired Ship Missiles at the blockading wall the first time you were here. What was left behind is a Half-pipe, even if you didn't know it at the time. Change into Morph Ball and Boost up the Half-pipe. Land on the left side and grab a Missile Expansion. ------ Elysia ------ Missile Expansion #14 Room: Transit Hub Requirements: Morph Ball, Bombs How to Obtain: Enter the Morph Ball tunnel. By the start of the tunnel (coming from Hub Access), the expansion is on top of a ledge a fair distance up. Use a double bomb jump (Ctrl + F "dbj" for an explanation) to reach it. --------------- Missile Expansion #15 Room: Barracks Access Requirements: Morph Ball How to Obtain: Enter Morph Ball and drop down to the part of the floor swept by the laser grid. Toward the back wall toward Transit Hub the expansion is tucked away into a small alcove. Roll into it. --------------- Missile Expansion #16 Room: Skybridge Hera Requirements: Morph Ball How to Obtain: This expansion is inside the pillar closest to Junction and along the center of the catwalk. From Junction, you won't be able to see the expansion. Enter Morph Ball in front of it and spring backward into it. --------------- Missile Expansion #17 Room: Main Docking Bay Requirements: Plasma Beam, Morph Ball How to Obtain: Across from the door to Main Docking Access is a broken window. The material behind it is meltable. Blast it with the Plasma Beam and hop into the burrow in Morph Ball form to grab the expansion behind the wall. --------------- Missile Expansion #28 Room: Construction Bay Requirements: Screw Attack How to Obtain: Go toward the door to Ballista Lift. Before going in, turn around and approach the Morph Ball tunnel instead. Don't go in it; just take the path by it. Now turn and face the large shaft with the Grapple Swing Points and look on top of it. There's a small ledge on top and a Databot too. Jump on top of the tunnel, Screw Attack across the chasm, and grab the Missile Expansion. --------------- Missile Expansion #39 Room: Powerworks Requirements: Spider Ball How to Obtain: Drop down the shaft where the Chozo statue holding the Spider Ball had originally been and enter the Morph Ball tunnel. Latch onto the tracks here and start riding them around the room. Eventually you reach a missing part of the track where fire periodically spews forth from. Wait for the fire to dissipate, let go of Z to disengage Spider Ball, and press Z again once you've passed the fire and returned to the track to latch on again. Continue on to reach another similar setup and repeat. At one point, a stream of fire shoots out over a small portion of the track. Wait until it dissapears before crossing the track. Further on, there is a third instance of a portion of track missing that you need to drop down. Don't bother with it. There's really nothing important there. If you do drop down though, you can bomb jump back up to the top. Ride the track to the end and look ahead to see a Spider Ball ahead. *DO NOT* take it. Instead, face the wall opposite of the one you were just Spider Balling across to see another Spider Ball Track. Ride the track down to the end. Across from you is another Spider Ball Track, so boost acros to reach it. Continue along that track until you see another track across a chasm. Boost over to that one as well and ride the track down to the end to find the expansion. --------------- Missile Expansion #40 Room: Steambot Barracks Requirements: Spider Ball How to Obtain: Take the Morph Ball tunnel by the top of the elevator down until you cross a Spider Ball Track. Latch onto and grab the expansion at the top of the track. ----------- Elysia East ----------- Missile Expansion #29 Room: Gearworks Requirements: Screw Attack, Ship Grapple Beam How to Obtain: The first time you come through this room, the expansion is covered up by a series of gears and is completely out of reach. After you collect the Ship Grapple Beam, the next time you come through the room, a Pirate ATC attacks and destroys the gears, and you can safely Screw Attack over to the expansion. --------------- Missile Expansion #30 Room: Botanica Requirements: Grapple Lasso, Screw Attack How to Obtain: From Chozo Observatory, pull out the two blocks with the Grapple Lasso. Atop the second block, make a 180 degree turn (to face south). See that ledge high up on the opposite side? Screw Attack over to it. Get on the other side of this ledge, facing west toward a Missile Expansion. Space Jump toward it, lose a little height as you go, and *then* initiate a Screw Attack over to it. Jumping as high as you can and then starting the Screw Attack causes you to smack into some tree branches and cancel out of the Screw Attack. --------------- Missile Expansion #31 Room: Concourse Requirements: Grapple Swing, Ice Missiles, Seeker Missiles How to Obtain: Come from Concourse Access B, unless you've already dropped the Seeker gate by the door (of the same room). Enter the Morph Ball tunnel left of the door. The Missile Expansion is on the other side. --------------- Missile Expansion #41 Room: Concourse Ventilation Requirements: Morph Ball, Bombs, Boost Ball, Spider Ball How to Obtain: Go to the outside ledges. On the wall is a Spider Ball Track. Start climbing it, Boost across the first gap, bomb jump up the second one, and drop down at the top to a platform with an expansion. -------------- Pirate Command -------------- Missile Expansion #32 Room: Command Courtyard Requirements: Space Jump Boots, Morph Ball How to Obtain: By the Morph Ball tunnel leading to Flux Control (or a fan blocking a Morph Ball tunnel leading to some non-descript location, if you haven't turned off the fan yet) is a Grab Ledge. Jump up to it and enter the Morph Ball tunnel above. Ride along the tunnel until you come up to a narrow portion of tunnel that has two large, orange circles on both ends of the tunnel. Once you leave that area, head left and follow the path through a small morph ball chamber directly beneath the catwalk from before. Continue through it to grab the Missile Expansion you saw earlier in the tunnel. --------------- Missile Expansion #33 Room: Command Station Requirements: Morph Ball How to Obtain: From whichever room you entered (Flux Control, if it's your first time in the room), you can reach this expansion easily inside the tunnel. Roll around until you find a small alcove above you with the expansion. If you haven't gotten this expansion as soon as possible, when you enter this room later on foot, you can use Grapple Voltage to deactivate the shield covering one of the tunnel exits and drop into the expansion. --------------- Missile Expansion #34 Room: Security Airlock Requirements: None How to Obtain: Enter the room from Defense Access. The expansion is sitting in the center of the structure. --------------- Missile Expansion #44 Room: Lift Hub Requirements: Power Beam (Charge), Grapple Voltage How to Obtain: On the bottom level, face the console on the left and insert energy into it via Grapple Voltage. In the opened shaft lies a Missile Expansion on the other side of the lift's walls. Enter the lift and it jostles around and drops a bit. Hop back out of the shaft and look above the elevator. The wire holding it is frayed and weakened. Fire a charged shot at it. The wire snaps and the elevators plummets down the shaft. Jump across the shaft and grab the expansion. --------------- Missile Expansion #45 Room: Flux Control Requirements: Grapple Lasso, Morph Ball, Bombs, Spider Ball How to Obtain: Approach the two Morph Ball tunnels on the bottom level. You want to enter the righthand tunnel, so use the Grapple Lasso to move the hatch onto the left one, if it's not already there, and then enter the tunnel. Roll around by the generator until you find a Spider Ball Track. Take it up and bomb jump to the expansion above. --------------- Pirate Research --------------- Missile Expansion #36 Room: Scrapvault Requirements: Space Jump Boots, Screw Attack How to Obtain: From Scrapvault Lift, head down the corridor ahead. Turn left and proceed past a phazon vent. Jump up the platform nearby and continue scaling the platforms around this room. Traverse the bridge through the giant carcus in this room, and continue platforming until you see a Grab Ledge in front of you. Instead of jumping to it, turn 45 degrees to the right to see a set of platforms above you in the distance. Screw Attack over to them, then turn around until you see another Grab Ledge with a Missile Expansion near it. Space Jump over to it and grab the expansion. --------------- Missile Expansion #37 Room: Metroid Processing Requirements: None How to Obtain: Remove the Energy Cell in this room to drop the force fields on the Metroid containment tanks, then search the eastside tanks for the expansion. --------------- Missile Expansion #38 Room: Creche Tranist Requirements: Morph Ball, Bombs, Boost Ball How to Obtain: Bomb the weakened wall on the south side and enter the Morph Ball tunnel. Roll through until you reach a Spinner in a circular structure. Continue boosting in it until it locks into a new position. Follow the new path up to the Missile Expansion. --------------- Missile Expansion #46 Room: Craneyard Requirements: Morph Ball, Bombs, Boost Ball, Spider Ball How to Obtain: Ride the Spider Ball Track to the end. Now drop down onto the Morph Ball tunnel and roll along inside until you're dropped into a chamber on the ground. Right next to where you dropped is another Morph Ball tunnel. Hop inside and ride it to a chamber with two Spinners on the right and another tunnel on the left. The two Spinners on the right control two sections of the pillar above you. Boosting inside these Spinners rotates the sections around, creating new paths depending on what combination of sections is displayed in front. When you enter either Spinner, the game pans to a camera angle that lets you see the entire puzzle. At the top of the pillar, there are two exits. At the end of the right-hand path is the Missile Expansion. Enter the right-hand Spinner and Boost continually in it until you've heard four distinct "clank" sounds. If you've been messing around with the Spinners and have lost their original position, here's a diagram of how you want the sections to appear: Solution for Right-hand Exit (to the Missile Expansion) ___Top__| |__ ___| | | ___| Upper Section | | (Controlled by | |___ Right Spinner) |___ | | | ________| |__ ___| | | ___| | | Lower Section __| | (Controlled by | __| Left Spinner) _| |_________ | | Ground Level Once the sections are set into proper place, lay a bomb to exit the Spinner. Enter the tunnel and ride the vented air up the shafts to the top. Roll right and grab the expansion. ------------ Pirate Mines ------------ Missile Expansion #48 Room: Phazon Quarry Requirements: Space Jump Boots How to Obtain: Go to the east side of the room, specifically the small corridor behind red glass on the ground level. At the end of the corridor is a control panel. Press anywhere on the terminal for a giant drill to descend and move into position to cut out the phazon deposits in the walls. Interact with the console again. This time, press the right green circle to order the drill to carve a path to the Missile Expansion in the wall. Leave the alcove and climb the new ledges in the wall to the expansion. --------------- Missile Expansion #49 Room: Phazon Mine Entry Requirements: X-Ray Visor, Nova Beam How to Obtain: Stare at the phazon wall covered in gears and switch to X-Ray Visor and shoot the red markers that appear. The wall will drop and now you can reach the Missile Expansion behind it. --------------- G.F.S. Valhalla --------------- Missile Expansion #26 Room: Medlab Alpha Requirements: Missile Launcher, Grapple Lasso, Morph Ball, Energy Cell in Main Docking Bay How to Obtain: Fire three missiles at the debris ahead and three Phazon Hoppers drop down from the ceiling. Take them out with Hyper Beam. Once they're gone, Grapple Lasso off the hatch beyond where the debris was to open up a Morph Ball tunnel. Enter it and grab the Missile Expansion at the end. --------------- Missile Expansion #27 Room: Auxiliary Lift Requirements: Grapple Lasso, Morph Ball, Energy Cell in Main Docking Bay, Energy Cell in Auxiliary Lift How to Obtain: Grapple Lasso off the paneling in the lift and insert an Energy Cell into the revealed slot to restore power to the elevator. Interact with the console and press up to ride the lift up. Now turn left from where the console was to see a Morph Ball tunnel. Enter it and drop down. Ride the piston you fall onto to the bottom and roll left into a Missile Expansion. --------------- Missile Expansion #35 Room: Weapons Cache Requirements: Plasma Beam, Energy Cell in Main Docking Bay, 2 Energy Cells in Stairwell ======================= Ship Missile Expansions [0703] ======================= -------------- G.F.S. Olympus -------------- None. ------ Norion ------ None. --------------- Cliffside Bryyo --------------- Ship Missile Launcher Room: Hangar Bay Requirements: Morph Ball, Grapple Lasso, Command Visor How to Obtain: From the booth in which you acquired Energy Cell #1, ride the white-rimmed ventilation shaft back down. Jump toward the grab ledge and climb up to the upper platform. Missile the Gragnol Hive in front of you, then turn 180 and Missile the other one. Turn 90 degrees right to see a grapple point. Grapple Lasso it out to create a platform. Continue climbing the room to the top. Look toward the first control room you were in, the one with the Energy Cell. Now look just to the left of that to see a platform below you. Jump to it. Enter the Morph Ball tunnel and come out in another control room. Work the control panel by pulling the Wiimote away, then pushing it back in. The roof then opens. Now you only need to do one more thing to enable your ship to land. Re-enter the Morph Ball tunnel and exit this control room. Drop back down to ground level and go to the control terminal where you first pressed up. Now press down. Switch to the Command Visor and order your ship to land. Now interact with the terminal one more time, and let the machines do the rest. --------------- Ship Missile Expansion #4 Room: Colossus Vista Requirements: Command Visor, Ship Grapple Beam How to Obtain: Head to Fuel Gel Pool and use the Command Visor to order your ship to pick up the giant golem head. Now head over to Colossus Vista (through Hall of the Golems, if you've never been there before) and drop the head on top of the headless golem in the background. The golem springs to life and smashes his arm on top of the walls of the room, destroying the gates encapsulating the expansion. ---------- Bryyo Fire ---------- None. --------- Bryyo Ice --------- Ship Missile Expansion #3 Room: Hall of Remembrance Requirements: Power Beam (Charge), Screw Attack How to Obtain: Enter Hall of Remembrance from the top of Tower. Now shoot a charged shot at the blue circle on the Chozo statue's hand. The hand then turns over, becoming a makeshift platform. Screw Attack over on to it (2 mid-distance somersaults suffice). Turn left toward the Reptilican statue, jump on top of its head, and grab the Ship Missile Expansion. ------------------ Thorn Jungle Bryyo ------------------ Ship Missile Expansion #1 Room: Auxiliary Dynamo Requirements: Morph Ball, Grapple Lasso How to Obtain: Don't enter the Morph Ball tunnel here immediately. Track and follow the tunnel's path on foot until you see an obstruction. A large piston is blocking the way. Grapple Lasso it down and now enter the tunnel. When you ride over the piston, it shoots you up. Continue following the tunnel to reach a Ship Missile Expansion. ------ Elysia ------ Ship Missile Expansion #2 Room: Security Station Requirements: Plasma Beam, Morph Ball How to Obtain: To the right of the panel that operated the gate is some meltable material. Blast it to reveal a Morph Ball tunnel. Take it to the end and the expansion. --------------- Ship Missile Expansion #5 Room: Hoverplat Docking Site Requirements: Screw Attack, Boost Ball, Spider Ball How to Obtain: In this room, you need to Screw Attack across the platforms floating alone in the abyss. As long as you're not completely wasteful with your somersaults, you should have more than enough juice to get over. Just pay close attention to your last somersault so that you don't accidentally overshoot the platform. On the third platform is the base of a Spider Ball Track. The puzzle at the top may seem intimidating at first glance, but once you really get down to it, it's as simple as riding to end of a segment of track and boosting over to the other side. Acquire the expansion near the end. ----------- Elysia East ----------- None. -------------- Pirate Command -------------- None. --------------- Pirate Research --------------- Ship Missile Expansion #7 Room: Scrapworks Requirements: Morph Ball, Bombs, Boost Ball, Spider Ball How to Obtain: Enter from Scrapvault and proceed along through the Morph Ball puzzle here as usual until you arrive at the Half-pipe. Boost up to the top of the left side of the pipe and latch onto the Spider Ball Tracks at top. Roll to the right end of the track and stop. *Then* let go and drop down to the platform on the left. Dropping while moving on the track means you might bounce off the platform from momentum. Now hop over to the higher platform on the right. If you fall off while jumping, you need to fall back down and start over from the Half-pipe; it's not possible to jump back up to the leftside platform from here, nor is it possible to reach the higher platform on the right via any variation of bomb jumping. Once you reach that second platform, perform a double bomb jump (Ctrl + F "dbj" for explanation) to grab the expansion. --------------- Ship Missile Expansion #8 Room: Processing Access Requirements: Morph Ball, Missiles, X-Ray Visor, Nova Beam, Screw Attack How to Obtain: Roll beneath the first set of security beams and stop in the middle of the room. Strips of phazite paneling lie on the both opposing walls. Flip over to X-Ray Visor and shoot the switches behind the phazite. The ceiling opens up and Wall Jump Surfaces lower down. Screw Attack up to the top where the expansion lies behind a shield. Shoot three Missiles at the barrier to disable it. Now grab the expansion. ------------ Pirate Mines ------------ None. --------------- G.F.S. Valhalla --------------- Ship Missile Expansion #6 Room: Medlab Alpha Requirements: Missiles, Grapple Lasso, Seeker Missiles, Energy Cell in Docking Bay 5, Energy Cell in Auxiliary Lift, 2 Energy Cells in Xenoresearch Lab How to Obtain: Take Auxiliary Lift to Port Observation Deck and enter Xenoresearch Lab, destroying the Seeker targets in Port Observation Deck if you haven't already. Missile the shutter at the end of the hall and clear the room of enemies. Now drop down to the lower level. Approach the energy generator that is more sunken into the ground than the other. Circle around it until you find a Grapple point. Grapple Lasso off the shutter and insert an Energy Cell into the revealed socket. Circle around the generator once more to find another shutter and repeat. After inserting the second Energy Cell, the generator comes back online, revealing a Morph Ball tunnel and the Ship Missile Expansion. Before you have a chance to grab it though, the vent for the generator reboots and sends the expansion flying away. Enter the tunnel and pursue it. Take the tunnel through Ventilation Shaft and into Medlab Alpha, where you find the expansion. ============ Energy Cells [0704] ============ -------------- G.F.S. Olympus -------------- None. ------ Norion ------ Energy Cell #9 Room: Generator B Requirements: Morph Ball, Plasma Beam, Seeker Missiles How to Obtain: If you haven't already, weld open the conduit controlling the door to the B portion of Norion. If you already have, then just land at Cargo Dock B. Blast open the Seeker door to Generator B Access and continue on to Generator B. Defeat the Metroid Hatcher inside (X-Ray Visor + Nova Beam on his weak spot enables you to kill him in one hit), then enter the Morph Ball tunnel that appears after the phazon growths explode. Roll to the end and extract the Energy Cell from the socket. --------------- Cliffside Bryyo --------------- Energy Cell #1 Room: Hangar Bay Requirements: Morph Ball, Bombs How to Obtain: Once the room is clear of enemies, ride the elevator up and jump toward the ventilation shafts. Bomb the grating on them and jump into the white-rimmed shaft, which shoots you up to the upper level. Right next to the shafts is an Energy Cell. Twist and pull to remove it. --------------- Energy Cell #3 Room: Hidden Court Requirements: Screw Attack, Command Visor, Ship Grapple Beam How to Obtain: This Energy Cell requires by far the most work to obtain and requires some prerequisites before you can get it. First, the door to Machineworks Bridge from Colossus Vista (the Cliffside half) must be cleared and the spinner on that side must have already been operated - that half of the bridge must be extended. For instructions on doing that, go through all the steps for obtaining the Energy Tank in Machineworks Bridge. With that out of the way, land on Thorn Jungle Airdock and head for North Jungle Court. Climb the ledges up to the platform running along the remains of the turret. Face the northeast end of the room and switch to Command Visor. There's a generator in the corner (that can be carried away!). Order your ship to come and pick it up. Now enter the hole the generator leaves behind. Roll through the Morph Ball tunnel at the bottom and go to the door ahead. You're now on the other side of Machineworks Bridge. Work the Spinner here to connect the two halves and cross over to Cliffside Bryyo. Now head to Hidden Court. Screw Attack over to the door to Hidden Court Hall, but turn around, switch to Command Visor, and turn a little bit to the left to see a drop-off point for the generator your ship is holding. Order your ship to drop it there. As soon as it lands, the generator starts powering the Fuel Gel pump. More importantly, the previous power source for the device, an Energy Cell, spins into a retrievable position. From your current position, Screw Attack to the ledge across the room. Alternatively, you can also get there by boosting up the Half-pipe on the right. Follow the path through the small cave and pull the Energy Cell out of its slot. ---------- Bryyo Fire ---------- None. --------- Bryyo Ice --------- None. ------------------ Thorn Jungle Bryyo ------------------ None. ------ Elysia ------ Energy Cell #7 Room: Ballista Storage Requirements: Grapple Voltage How to Obtain: Enter the hologram to ride the elevator down to the subchamber where you encounter another Steamlord! Yup, he's back, and he brought six Steambots with him. The topography is a little larger this time around, but the battle is otherwise the same. Your strategy is different though. X-Ray Visor enables you to see Steamlord when he's invisible. More importantly, if you can hit Steamlord with the Screw Attack, it's a one-hit KO. If that sounds like too much trouble though, simply go to the Table of Contents and find the old Steamlord strategy. Once he's defeated, approach the two fans below the Chozo statue's head. Grapple onto one and continually feed it energy until you can't anymore. The fan overloads and comes to a stop. Repeat the process on the other fan, and the bulkhead between them pops open, revealing the Energy Cell you came for. Grab it. ----------- Elysia East ----------- Energy Cell #4 Room: Xenoresearch B Requirements: Grapple Lasso How to Obtain: It's at the very end of this very long room, in the same chamber as the Seeker Missiles upgrade. To the left of the Seeker Missiles is a casing that can be Grapple Lassoed off. Do so, then pull out the Energy Cell. -------------- Pirate Command -------------- Energy Cell #5 Room: Command Courtyard Requirements: Space Jump Boots, Morph Ball How to Obtain: By the Morph Ball tunnel leading to Flux Control (or a fan blocking a Morph Ball tunnel leading to some non-descript location, if you haven't turned off the fan yet) is a Grab Ledge. Jump up to it and enter the Morph Ball tunnel above. Ride along the tunnel until you come up to a narrow portion of tunnel that has two large, orange circles on both ends of the tunnel. Once you leave that area, take the right fork this time. Ride the tunnel to the end, hop out, and enter the small chamber to the side. Trace the wires from the covering on the ground up to a spot on the wall. Approach that socket and interact with it. After a simple counterclockwise twist and pull, you acquire another Energy Cell. --------------- Pirate Research --------------- Energy Cell #6 Room: Metroid Processing Requirements: X-Ray Visor, Plasma Beam How to Obtain: Switch to X-Ray Visor and find and operate a terminal on ground level to trigger an elevator. Ride it down and fix the circuit board at the end of the right fork. Now go back, take the left fork, and remove the Energy Cell. ------------ Pirate Mines ------------ Energy Cell #8 Room: Phazon Quarry Requirements: Nova Beam How to Obtain: Take the green door from Drill Shaft 2 and pull out the Energy Cell at the end of the corridor. --------------- G.F.S. Valhalla --------------- Energy Cell #2 Room: Docking Bay 5 Requirements: None How to Obtain: It's lieing on the ground next to the downed fighter. Just walk up to it and pick it up. ______________________________________________________________________________ ������������������������������������������������������������������������������ 8. CREDIT COLLECTION [0800] ______________________________________________________________________________ ������������������������������������������������������������������������������ Throughout the course of gameplay, you accumulate red, blue, and gold credits. Credits can be traded in on the Extras menu in your file for bonus material (for details on this bonus material, please see the Extras section). Generally, each type of credit is earned by performing one kind of task. Red credits, for example, are earned from Creature scans, and almost all the blue credits are earned from Lore scans. However, a handful of blue credits are earned from saving marines on the Olympus at the beginning of the game. Most of the gold credits are earned by defeating major bosses once and then a second time on Hypermode difficulty. Many others are earned from killing creatures called Red Phaazoids and manually collecting them, while a few are also rewarded for fulfilling specific tasks (all of which are required except for "Juggling Bonus 10" and "All Troopers Survived"). You may have also noticed that you can also acquire Green Credits. These are the trickiest to get. You can only get them by trading Friend Vouchers with a friend over WiiConnect24. However many vouchers your friend gives you is the number of credits you get and vice versa. Over half the vouchers are not acquired in the course of normal gameplay and need to be sought out, and many of them can only be acquired during one-time-per-game events. Fortunately, unlike the other credits, you're not expected to collect all of them to get all the unlockables. You only need a little more than half of them. The following is a list of all the credits, in the same order you would acquire them following the walkthrough. =========== Red Credits [0801] =========== ----------------------------------------------------------------------- Red Credit #1 - Scan Federation Marine in Docking Bay 5, G.F.S. Olympus ----------------------------------------------------------------------- Description: After leaving your gunship, two stand together on the far end of the bridge. -------------------------------------------------------------------- Red Credit #2 - Scan Fleet Mechanic in Docking Bay 5, G.F.S. Olympus -------------------------------------------------------------------- Description: One is standing by the crates on the left past the bridge (coming from your gunship). -------------------------------------------------------------------- Red Credit #3 - Scan Training Droid in Docking Bay 5, G.F.S. Olympus -------------------------------------------------------------------- Description: Two of them jut out of the ground on the right of the bridge (coming from your gunship). -------------------------------------------------------------------------- Red Credit #4 - Scan Halberd-Class Turret in Docking Bay 5, G.F.S. Olympus -------------------------------------------------------------------------- Description: One is above the door opposite your gunship. ----------------------------------------------------------------------------- Red Credit #5 - Scan Male Fleet Trooper in Docking Bay Access, G.F.S. Olympus ----------------------------------------------------------------------------- Description: Coming from Docking Bay 5, either two people on the left or the one on the right. ------------------------------------------------------------------------------ Red Credit #6 - Scan Female Fleet Trooper in Docking Bay Access,G.F.S. Olympus ------------------------------------------------------------------------------ Description: Coming from Docking Bay 5, the lone, moving NPC on the left. -------------------------------------------------------------------- Red Credit #7 - Scan Hunter Ghor in Security Station, G.F.S. Olympus -------------------------------------------------------------------- Description: Beyond the containment door on the left. Scan him immediately, as he leaves the room once his bioscan is complete. If you miss him now, you have an opportunity to scan him later in Tower Elevator with the other hunters. ---------------------------------------------------------------------- Red Credit #8 - Scan Fleet Admiral Dane in Flag Bridge, G.F.S. Olympus ---------------------------------------------------------------------- Description: A one-time scan you can only get after the full-scale pirate invasion begins. ------------------------------------------------------------------------- Red Credit #9 - Scan Pirate Militia in Flag Bridge Access, G.F.S. Olympus ------------------------------------------------------------------------- Description: As you leave the Flag Bridge to hurry back to your gunship, one pops out right in front of you. ------------------------------------------------------------------------------ Red Credit #10 - Scan Space Pirate Boarding Pod in Port Observation Deck, Oly. ------------------------------------------------------------------------------ Description: Moments after you enter the room, it crashes through the walls of the Olympus. ------------------------------------------------------------------- Red Credit #11 - Scan Crawltank in Xenoresearch Lab, G.F.S. Olympus ------------------------------------------------------------------- Description: A number of them lie on your path. ----------------------------------------------------------------------------- Red Credit #12 - Scan Armored Pirate Militia in Xenoresearch Lab, GFS Olympus ----------------------------------------------------------------------------- Description: Two of them are here, trying to keep a power cell away from you. ------------------------------------------------------------------- Red Credit #13 - Scan Crawlmine in Xenoresearch Lab, G.F.S. Olympus ------------------------------------------------------------------- Description: After restoring power, hordes of them skitter out of the vents. ------------------------------------------------------------------ Red Credit #14 - Scan Aeromine in Repair Bay Shaft, G.F.S. Olympus ------------------------------------------------------------------ Description: After you extend the bridge, a group of them block your way. --------------------------------------------------------------------- Red Credit #15 - Scan Berserker Lord in Docking Bay 5, G.F.S. Olympus --------------------------------------------------------------------- Description: Boss. --------------------------------------------------- Red Credit #16 - Scan Jumpmine in Conduit A, Norion --------------------------------------------------- Description: A pair of them appear on your path when you first cross through the room. Scan them from afar. They detonate if you get too close. ------------------------------------------------------------ Red Credit #17 - Scan Pirate Trooper in Cargo Dock A, Norion ------------------------------------------------------------ Description: The center two pirates of the first wave in this room are these enemies. -------------------------------------------------------------- Red Credit #18 - Scan Space Pirate ATC in Cargo Dock A, Norion -------------------------------------------------------------- Description: One drops off several Shield Pirate Militia after you destroy the first wave of pirates and appears again if you take out the remaining pirates. ------------------------------------------------------------------- Red Credit #19 - Scan Shield Pirate Militia in Cargo Dock A, Norion ------------------------------------------------------------------- Description: They appear in the second wave of enemies, dropped off by the pirate ATC. --------------------------------------------------------- Red Credit #20 - Scan Aerotrooper in Cargo Dock A, Norion --------------------------------------------------------- Description: Two show up after you've killed all the other pirates. ---------------------------------------------------------------- Red Credit #21 - Scan "Jolly Roger" Drone in Generator A, Norion ---------------------------------------------------------------- Description: A group appears after you walk to the center of the room. You can scan it only when it stops moving. ------------------------------------------------------------------- Red Credit #22 - Scan Federation PED Marine in Cargo Dock A, Norion ------------------------------------------------------------------- Description: He's the NPC standing to the right after the cutscene plays. ---------------------------------------------------------------- Red Credit #23 - Scan Shield Pirate Trooper in Conduit A, Norion ---------------------------------------------------------------- Description: You only have a few seconds to get this scan before PED Marines vaporize him. If you miss the scan, you have another chance in Maintenance Station coming up. ------------------------------------------------------------ Red Credit #24 - Scan Meta Ridley in Generator Shaft, Norion ------------------------------------------------------------ Description: Boss. ---------------------------------------------------------------- Red Credit #25 - Scan Hunter Gandrayda in Tower Elevator, Norion ---------------------------------------------------------------- Description: She's the purple shapeshifter. ------------------------------------------------------------- Red Credit #26 - Scan Hunter Rundas in Tower Elevator, Norion ------------------------------------------------------------- Description: He's the alien who manipulates ice. -------------------------------------------------------------- Red Credit #27 - Scan Gragnol in Gateway Hall, Cliffside Bryyo -------------------------------------------------------------- Description: Three fly out of the corridor ahead as you cross the ice bridge. ------------------------------------------------------------------------ Red Credit #28 - Scan Reptilicus Hunter in Gateway Hall, Cliffside Bryyo ------------------------------------------------------------------------ Description: One stands on a ledge to the right on the far side of the ice bridge. However, he leaves almost immediately. If you miss him, you have ample opportunites to get a scan on one of these creatures later. ------------------------------------------------------------------ Red Credit #29 - Scan Phazon Nightbarb in Gateway, Cliffside Bryyo ------------------------------------------------------------------ Description: They appear and fly around the room after you've bombed the orange bomb slot. ------------------------------------------------------------ Red Credit #30 - Scan Gel Puffer in Gateway, Cliffside Bryyo ------------------------------------------------------------ Description: They appear to the right of the entrance from Gateway Hall after you've bombed the green bomb slot. -------------------------------------------------------- Red Credit #31 - Scan Hopper in Gateway, Cliffside Bryyo -------------------------------------------------------- Description: Two lie at the end of the right path of the Morph Ball tunnel. ------------------------------------------------------------------ Red Credit #32 - Scan Shelbug in Grand Court Path, Cliffside Bryyo ------------------------------------------------------------------ Description: A couple of them crawl on upper parts of the wall in front of you as you enter from Gateway. ----------------------------------------------------------------- Red Credit #33 - Scan Snatcher in Hillside Vista, Cliffside Bryyo ----------------------------------------------------------------- Description: Before entering the Morph Ball tunnel, look inside the puzzle. There are many of these swarming in the lower half. -------------------------------------------------------------- Red Credit #34 - Scan Korba in Hillside Vista, Cliffside Bryyo -------------------------------------------------------------- Description: It's above the Snatchers in the Morph Ball puzzle. --------------------------------------------------------------------- Red Credit #35 - Scan Reptilicus in Grand Court Path, Cliffside Bryyo --------------------------------------------------------------------- Description: One's standing in your way to Gateway. ----------------------------------------------------------- Red Credit #36 - Scan Nightbarb in Gateway, Cliffside Bryyo ----------------------------------------------------------- Description: Swarms of them fly around the great pillar in the main foyer. --------------------------------------------------------------- Red Credit #37 - Scan Atomic in G.F.S. Theseus, Cliffside Bryyo --------------------------------------------------------------- Description: One's floating in front of you after you emerge from the Morph Ball tunnel. ------------------------------------------------------------------ Red Credit #38 - Scan Gragnol Adult in Crash Site, Cliffside Bryyo ------------------------------------------------------------------ Description: Two of them are flying on the roof of the ship (that you can reach from the Morph Ball tunnel). ------------------------------------------------------------------- Red Credit #39 - Scan Alpha Hopper in Gateway Hall, Cliffside Bryyo ------------------------------------------------------------------- Description: Waves of them appear on the ice bridge as you make your way back to the gunship after restoring the satellite uplink in the Theseus. ------------------------------------------------------------------- Red Credit #40 - Scan Warp Hound in Gel Processing Site, Bryyo Fire ------------------------------------------------------------------- Description: Three appear when you approach the statue on the far side of the room. ----------------------------------------------------------------------- Red Credit #41 - Scan Phazon Pillbug in Gel Processing Site, Bryyo Fire ----------------------------------------------------------------------- Description: After blowing up the boiler and opening up a large Morph Ball track spiraling around the room, these little guys can be seen scurrying around inside the tunnel. Immediately after you blow up the boiler, turn 90 degrees to your right to see them inside. ----------------------------------------------------- Red Credit #42 - Scan Gel Ray in Gel Hall, Bryyo Fire ----------------------------------------------------- Description: This one's a bit of a pain. This creature lives inside the fuel (meaning you can't pursue it) and only jumps up periodically and momentarily to the surface. Furthermore, it always jumps up in different places, and it often jumps up in places where other scans in the room are liable to interfere with a clean lock-on. This one takes a few minutes. --------------------------------------------------------- Red Credit #43 - Scan Gelbug in Temple Access, Bryyo Fire --------------------------------------------------------- Description: They line the shaft ahead. --------------------------------------------------------------------------- Red Credit #44 - Scan Armored Pirate Trooper in Temple of Bryyo, Bryyo Fire --------------------------------------------------------------------------- Description: One appears to the left of the shaft where you enter after the pirate dropships release troops. ----------------------------------------------------------- Red Credit #45 - Scan Rundas in Temple of Bryyo, Bryyo Fire ----------------------------------------------------------- Description: Boss. --------------------------------------------------------------- Red Credit #46 - Scan Scorchbug in Temple Reservoir, Bryyo Fire --------------------------------------------------------------- Description: An unlimited number o number of them scurry about on the walls opposite the entrance. ---------------------------------------------------------------------- Red Credit #47 - Scan Bryyonian Shriekbat in Imperial Hall, Bryyo Fire ---------------------------------------------------------------------- Description: Several of them are clinging to the floor in the main corridor. They're suicide bombers, so scan them before they extinguish themselves. -------------------------------------------------------------- Red Credit #48 - Scan Geemer in Reliquary III, Cliffside Bryyo -------------------------------------------------------------- Description: One is circling around the Missile Expansion. Another is on the wall to the left. ------------------------------------------------------------------------------ Red Credit #49 - Scan Berserker Knight in Ancient Courtyard, ThornJungle Bryyo ------------------------------------------------------------------------------ Description: It appears after you blow up the gate with Ship Missiles. It appears with two other new creature scans but kills them moments after. It resembles the Berserker Lord boss while the two new scans are pirate foot soldiers. Scan the big guy last. --------------------------------------------------------------------------- Red Credit #50 - Scan Assault Pirate Trooper in Ancient Courtyard, TJ Bryyo --------------------------------------------------------------------------- Description: One appears with the Berserker Knight. Scan either it or the Advanced Pirate Trooper first, then the other. ---------------------------------------------------------------------------- Red Credit #51 - Scan Advanced Pirate Trooper in Ancient Courtyard, TJ Bryyo ---------------------------------------------------------------------------- Description: One appears with the Berserker Knight. Scan either it or the Assault Pirate Trooper first, then the other. ------------------------------------------------------------------------ Red Credit #52 - Scan Korakk Beast in Jousting Field, Thorn Jungle Bryyo ------------------------------------------------------------------------ Description: One of two components of a boss. It is the creature being ridden. ------------------------------------------------------------------------- Red Credit #53 - Scan Pirate Hussar in Jousting Field, Thorn Jungle Bryyo ------------------------------------------------------------------------- Description: One of two components of a boss. He rides the creature. ---------------------------------------------------------------------------- Red Credit #54 - Scan Remorse-Class Turret in Generator Hall South, TJ Bryyo ---------------------------------------------------------------------------- Description: Two hang from the ceiling by the exit to South Jungle Court. ------------------------------------------------------------------------ Red Credit #55 - Scan Armored Aerotrooper in Temple of Bryyo, Bryyo Fire ------------------------------------------------------------------------ Description: They appear to attack when you're on the way to destroy the eastern shield generator. ---------------------------------------------------------------------------- Red Credit #56 - Scan Advanced Shield Trooper in Temple of Bryyo, Bryyo Fire ---------------------------------------------------------------------------- Description: After destroying the eastern shield generator, one appears among a group of pirates after you get off the lift. In particular, he's ahead of you, just a little off to the right. ------------------------------------------------------------ Red Credit #57 - Scan Mogenar in Bryyo Leviathan Core, Bryyo ------------------------------------------------------------ Description: Boss. ---------------------------------------------------------------------- Red Credit #58 - Scan Transportation Drone in Main Docking Bay, Elysia ---------------------------------------------------------------------- Description: In the open landing site zone, look above to see some of these drones carrying boxes. --------------------------------------------------------------------- Red Credit #59 - Scan Aerial Repair Drone in Main Docking Bay, Elysia --------------------------------------------------------------------- Description: Many of these small robots fly above your head in the corridor leading to Main Docking Access. --------------------------------------------------------- Red Credit #60 - Scan Databot in Main Docking Bay, Elysia --------------------------------------------------------- Description: There is only one of these in this room, right near the door to Main Docking Access. Ordinarily you extract Lore scans from them, but if you don't shoot them, you get a creature scan for the bot itself instead. ------------------------------------------------------- Red Credit #61 - Scan Tinbot in Arrival Station, Elysia ------------------------------------------------------- Description: They're the humanoid robots in the corridor. ---------------------------------------------------------- Red Credit #62 - Scan Steamlord in Barracks Access, Elysia ---------------------------------------------------------- Description: A giant floating enemy that appears in front of you as you make your way to Steambot Barracks. If you don't approach him after entering the room, he doesn't disappear and you can scan him. You can also scan him later in the next room. ----------------------------------------------------------- Red Credit #63 - Scan Steambot in Steambot Barracks, Elysia ----------------------------------------------------------- Description: Several of them are scattered around the room after the cutscene that plays when you first pass through the room. You can also scan Steamlord again here. --------------------------------------------------------- Red Credit #64 - Scan Repair Drone in Aurora Lift, Elysia --------------------------------------------------------- Description: It's a ground-based variant of the Aerial Repair Drone. You can spot him wheeling himself around on the upper level of the room. -------------------------------------------------------------------- Red Credit #65 - Scan Skytown Puffer in Maintenance Shaft AU, Elysia -------------------------------------------------------------------- Description: Several are floating above the chasm. ---------------------------------------------------------------------- Red Credit #66 - Scan "Dragoon" Battle Drone in Skybridge Hera, Elysia ---------------------------------------------------------------------- Description: Three appear after you rip apart the gate in front of the entrance from Junction. --------------------------------------------------------------- Red Credit #67 - Scan Defense Drone in Ballista Storage, Elysia --------------------------------------------------------------- Description: Boss. ------------------------------------------------------ Red Credit #68 - Scan Ghor in Main Docking Bay, Elysia ------------------------------------------------------ Description: Boss. ---------------------------------------------------------------------- Red Credit #69 - Scan Elysian Shriekbat in Main Docking Access, Elysia ---------------------------------------------------------------------- Description: Three are hanging from the ceiling in the middle of the chasm between Grapple points. These appeared earlier in Construction Bay but were too far away to be scanned at the time. --------------------------------------------------------------- Red Credit #70 - Scan Aurora Unit 217 in Aurora Chamber, Elysia --------------------------------------------------------------- Description: It's the giant floating head in a tank. For some reason, you're not allowed to scan it until you restore the conduits Ghor damaged that connects it to the network. --------------------------------------------------------- Red Credit #71 - Scan Liquid Phazon in Corridor B, Norion --------------------------------------------------------- Description: It's the blue goo that races along the walls. ------------------------------------------------------- Red Credit #72 - Scan Phazon Grub in Corridor B, Norion ------------------------------------------------------- Description: They're spawn left behind by Liquid Phazon. ------------------------------------------------------------- Red Credit #73 - Scan Hopping Metroid in Cargo Dock B, Norion ------------------------------------------------------------- Description: More than a dozen of them attack you on the ground floor when you first enter. ----------------------------------------------------------------------- Red Credit #74 - Scan Phaazoid in Ancient Courtyard, Thorn Jungle Bryyo ----------------------------------------------------------------------- Description: They're large, floating blue balls that are in clear sight from wherever you enter the room. ------------------------------------------------------------------- Red Credit #75 - Scan Miniroids in Hangar A Access, G.F.S. Valhalla ------------------------------------------------------------------- Description: Once you get close enough to the chasm, quite a few hurry past you. There's ample time to scan them before they disappear, but hurry over to just within scan range (any further risks disturbing the next scan). If you miss them here, they're always in Repair Bay. -------------------------------------------------------------------------- Red Credit #76 - Scan Phazon Shriekbat in Hangar A Access, G.F.S. Valhalla -------------------------------------------------------------------------- Description: Getting the scan on these guys is a real pain. When you try to lock-on and you're out of range, the game automatically retargets the scan onto either the gate in the background or the Grapple point, but once you're in range, the shriekbats drop and divebomb you, while keeping themselves between you and the giant door, making the scan impossible. Here's how you get around all that: First off, wait until all the Miniroids have passed. Now stick to to the left wall, try to keep a lock-on to the rightmost shriekbat, and inch toward them. Once you're in range, stop moving. There's just enough time to get the scan before they kill themselves. ------------------------------------------------------------------- Red Credit #77 - Scan Phazon Metroid in Repair Bay, G.F.S. Valhalla ------------------------------------------------------------------- Description: A number of them ambush you as soon as you enter. ------------------------------------------------------------------- Red Credit #78 - Scan Phaz Ing in Security Station, G.F.S. Valhalla ------------------------------------------------------------------- Description: One is directly to your left when you enter. -------------------------------------------------------------------- Red Credit #79 - Scan Phazon Hopper in Medlab Alpha, G.F.S. Valhalla -------------------------------------------------------------------- Description: Three drop down from the ceiling after you destroy all the debris with Missiles. ------------------------------------------------------------ Red Credit #80 - Scan Space Pirate in Concourse, Elysia East ------------------------------------------------------------ Description: During the first time you pass through Concourse, one of these pirates is a new scan. Note that it has no logbook entry (and is probably not even intended to be a scan by the developers), but you still receive a red credit for scanning it anyway. ---------------------------------------------------------------------------- Red Credit #81 - Scan Advanced Aerotrooper in Chozo Observatory, Elysia East ---------------------------------------------------------------------------- Description: Two attack you overhead. This is the only opportunity to scan them, so don't miss it. -------------------------------------------------------- Red Credit #82 - Scan Swarmbot in Gearworks, Elysia East -------------------------------------------------------- Description: A number of them come flying out from the side of the stage and hover about some arbitrary distance in front of you. ------------------------------------------------------------------------ Red Credit #83 - Scan Red Phaazoid in Jousting Field, Thorn Jungle Bryyo ------------------------------------------------------------------------ Description: It's one of the Phaazoids that comes from the split of one of the larger ones except, obviously, it's red. ---------------------------------------------------------------- Red Credit #84 - Scan Steamspider in Xenoresearch B, Elysia East ---------------------------------------------------------------- Description: A ton of them are scurrying along the walls in the very last chamber of the room, the one with the Seeker Missiles upgrade. ----------------------------------------------------------------- Red Credit #85 - Scan Space Pirate Assault Skiff in Spire, Elysia ----------------------------------------------------------------- Description: You may mistake these for Pirate ATCs at first, but they're definitely different. They're slimmer crafts that fly around the spire attacking it with charged shots. You can only acquire this scan here while you're dropping the bomb on the Leviathan Seed's shield. ------------------------------------------------------------- Red Credit #86 - Scan Armored Shield Trooper in Spire, Elysia ------------------------------------------------------------- Description: After the first wave of Jolly Roger Drones and Aerotroopers, a Space Pirate ATC drops these guys off. Be sure not be in Hyper Mode for the scan. You can only acquire this scan here while you're dropping the bomb on the Leviathan Seed's shield. ------------------------------------------------------------ Red Credit #87 - Scan Phazon Leech in Landing Site C, Elysia ------------------------------------------------------------ Description: Hordes of them scuttle about on the level below the landing platform. -------------------------------------------------------------- Red Credit #88 - Scan Helios in Elysian Leviathan Core, Elysia -------------------------------------------------------------- Description: Boss. ------------------------------------------------------------------------------ Red Credit #89-Scan Pirate Cargo Drone in Landing Site Bravo,Pirate Command,PH ------------------------------------------------------------------------------ Description: One of these little guys floats around below the deck on the right side of your ship. They cover a pretty wide area, so it will take a while to find him. ---------------------------------------------------------------------------- Red Credit #90 - Scan Urtragian Shriekbat in Scrapvault, Pirate Research, PH ---------------------------------------------------------------------------- Description: Probably the trickiest scan in the whole game. The Pirate Homeworld's version of the shriekbat only appears in this room the first time you visit this room. Fortunately, there are two groups of them in this room, but if you miss them you must reset for the scan. The first set of shriekbats appears down the end of the first corridor. Mid-way down you hear their shriek and they start charging at you. Make sure to destroy all the crates along this corridor so you don't actually scan them instead, and run backwards when they do appear. The second set pops up not too soon after. Between the two floor phazon vents, after you jump up to the second platform, these guys appear on the right. ------------------------------------------------------------------------ Red Credit #91 - Scan Commando Pirate in Scrapvault, Pirate Research, PH ------------------------------------------------------------------------ Description: After you finish the Morph Ball puzzle in Scrapworks and drop backdown into this room, two of these enemies appear after the cutscene finishes. ------------------------------------------------------------------------------ Red Credit #92 - Scan Assault Shield Trooper in Metroid Processing, PirRes, PH ------------------------------------------------------------------------------ Description: Two appear on the right once you enter the room. ------------------------------------------------------------------------------ Red Credit #93 - Scan Puffer Mine in Airshaft, Pirate Resarch,Pirate Homeworld ------------------------------------------------------------------------------ Description: The best time to scan them is after you've Screw Attacked up to the top ledge. Head out to the right-hand edge of the ledge, kill any that are between you and the Wall Jump Surface and look left, where another spawns to replace it. Scan the one that comes out. ------------------------------------------------------------------------------ Red Credit #94 - Scan Gandrayda in Proving Grounds, Pirate Research, PirateHo. ------------------------------------------------------------------------------ Description: Boss. --------------------------------------------------------------------------- Red Credit #95 - Scan Fargul Hatcher in Hall of the Golems, Cliffside Bryyo --------------------------------------------------------------------------- Description: It's the large creature on the higher-up ledges to the left. It only appears later on in the game. ------------------------------------------------------------------------ Red Credit #96 - Scan Fargul Wasp in Hall of the Golems, Cliffside Bryyo ------------------------------------------------------------------------ Description: These creatures are spewed out of the Fargul Hatcher's mouth. They home in on you too so you can't miss 'em. --------------------------------------------------------------------------- Red Credit #97 - Scan Assault Aerotrooper in Craneyard, Pirate Research, PH --------------------------------------------------------------------------- Description: Two of them bomb the windows to the chamber you're in after acquiring the Hazard Shield. ---------------------------------------------------------------------------- Red Credit #98 - Scan Metroid Hatcher in Metroid Creche, Pirate Research, PH ---------------------------------------------------------------------------- Description: Boss. ------------------------------------------------------------------------------ Red Credit #99 - Scan Scritter in Courtyard Passage, Pirate Command, PirateHo. ------------------------------------------------------------------------------ Description: Midway down the passage, a horde of them scuttles along the walls, floor, and ceiling. ------------------------------------------------------------------------------ Red Credit #100-Scan Phazon Harvester Drone in Phazon Harvesting, Pirate Mines ------------------------------------------------------------------------------ Description: It's the giant flying mech that begins attacking you moments after you enter the room. ------------------------------------------------------------------------------ Red Credit #101 - Scan Demolition Trooper in Skyway Access, Pirate Command, PH ------------------------------------------------------------------------------ Description: After you've disabled the planetary defense system, travel here, and speak with Admiral Dane, four of them take positions in the room, and one is blocking the door you need to go through to continue progressing through the game. ------------------------------------------------------------------------------ Red Credit #102 - Scan Pirate Commander in Transit Station Leviathan, PirateH. ------------------------------------------------------------------------------ Description: Boss. -------------------------------------------------------------------------- Red Credit #103 - Scan Omega Ridley in Pirate Homeworld Leviathan Core, PH -------------------------------------------------------------------------- Description: Boss. ------------------------------------------------ Red Credit #104 - Jelsac in Entry Canyon, Phaaze ------------------------------------------------ Description: One is on the left wall right in front of where you enter. ------------------------------------------------------------------ Red Credit #105 - Scan Phazon Puffer in Cavern Beta Access, Phaaze ------------------------------------------------------------------ Description: He's the only enemy in this room, right near the exit after dropping out of the Morph Ball tunnel. -------------------------------------------------------- Red Credit #106 - Scan Tangle Weed in Drop Shaft, Phaaze -------------------------------------------------------- Description: Roll through the Morph Ball hole in front and quickly revert. These come out of the floor as soon as you enter this part of the chamber. Scan them first before doing anything else - destroying all the supports to the bulbous structure in the center first makes them disappear when it explodes. They also appear on the next level below. ------------------------------------------------------------------ Red Credit #107 - Scan Leviathan Infant in Genesis Chamber, Phaaze ------------------------------------------------------------------ Description: After Grapple Lassoing off the hatches on the leviathan womb in the center of the room, this scan lies inside the structure. It may not be on the side you're on at the moment, so switch over to the other if you don't see it. You will encounter some trouble acquiring a lock-on as the entire womb itself is also scannable. Move the reticle over the creature as it moves around inside and you will inevitably obtain a lock-on. ---------------------------------------------------- Red Credit #108 - Scan Dark Samus in Sanctum, Phaaze ---------------------------------------------------- Description: Boss. --------------------------------------------------------- Red Credit #109 - Scan Aurora Unit 313 in Sanctum, Phaaze --------------------------------------------------------- Description: Boss. ============ Blue Credits [0802] ============ ------------------------------------------------------------------------------ Blue Credit #1-Scan Olympus-Class Battleship in Security Station,G.F.S.Olympus ------------------------------------------------------------------------------ Description: After passing the biohazard scan, you can access terminal with this scan, which is placed near the door to the next room. If you miss it now, you can still get this scan later in Data Storage on Norion. ------------------------------------------------------------------------------ Blue Credit #2 - Save Federation Marine in Port Observation Deck,G.F.S.Olympus ------------------------------------------------------------------------------ Description: Chase the marine you spot as you enter and kill the two pirates who come out of the boarding pod before *they* can kill him. --------------------------------------------------------------------------- Blue Credit #3 - Save Federation Marine in Xenoresearch Lab, G.F.S. Olympus --------------------------------------------------------------------------- Description: Attack the Crawltanks in this room immediately to save the marines taking cover behind crates. --------------------------------------------------------------------------- Blue Credit #4 - Save Federation Marine in Repair Bay Shaft, G.F.S. Olympus --------------------------------------------------------------------------- Description: After extending the bridge, defeat the Aeromine colony as quickly as possible and save the marine. ---------------------------------------------------------------- Blue Credit #5 - Scan Hunter Rundas in Docking Hub Alpha, Norion ---------------------------------------------------------------- Description: The terminal with the scan is right next to the Grapple Lasso upgrade. -------------------------------------------------------------- Blue Credit #6 - Scan Hunter Ghor in Munitions Storage, Norion -------------------------------------------------------------- Description: The terminal with this lore is right next to the map station. ------------------------------------------------------------------- Blue Credit #7 - Scan Hunter Gandrayda in Munitions Storage, Norion ------------------------------------------------------------------- Description: The terminal with this lore is right next to the map station. -------------------------------------------------------------------- Blue Credit #8 - Scan Valhalla Incident in Munitions Storage, Norion -------------------------------------------------------------------- Description: The terminal with this lore is right next to the map station. ------------------------------------------------------------------------------ Blue Credit #9 - Scan Phazon Enhancement Device in MedLab Alpha,G.F.S. Olympus ------------------------------------------------------------------------------ Description: The terminal is on the right side of the room ("right" from where you wake up). This is your only chance to get this scan. ------------------------------------------------------------- Blue Credit #10 - Scan Phazon in MedLab Alpha, G.F.S. Olympus ------------------------------------------------------------- Description: The terminal is on the right side of the room ("right" from where you wake up). This is your only chance to get this scan. -------------------------------------------------------- Blue Credit #11 - Scan Golden Age in Reliquary II, Bryyo -------------------------------------------------------- Description: The mural with this lore is right in behind the Energy Tank in this room. Grapple Lasso off the grating covering it first to reveal it. --------------------------------------------------------------------- Blue Credit #12 - Scan Age of Science in Grand Court, Cliffside Bryyo --------------------------------------------------------------------- Description: After defeating both hunters, enter the opened hallway, turn left, and shoot the large red dot. Memorize the order that the three smaller red dots appear and shoot them in that order. If you fail, just try again. Once completed successfully, all the tiles retract and you can get the scan. ------------------------------------------------------------- Blue Credit #13 - Scan Age of Schism in Main Lift, Bryyo Fire ------------------------------------------------------------- Description: Right before you enter the Morph Ball tunnel, turn right and Grapple off some metal grating concealing the mural. -------------------------------------------------------------------- Blue Credit #14 - Scan Age of War in Gel Processing Site, Bryyo Fire -------------------------------------------------------------------- Description: The mural is directly behind the Fuel Gel statue. --------------------------------------------------------------- Blue Credit #15 - Scan Downfall in Temple Generator, Bryyo Fire --------------------------------------------------------------- Description: The mural is on the right wall and to the right of the console. ------------------------------------------------------------------------- Blue Credit #16 - Scan The Hunted in Jungle Generator, Thorn Jungle Bryyo ------------------------------------------------------------------------- Description: The scan is directly behind a Missile Expansion. Solve the blip puzzle to get both. ----------------------------------------------------------- Blue Credit #17 - Scan Creators in Main Docking Bay, Elysia ----------------------------------------------------------- Description: The Databot is at the top of the spiral hallway. Shoot a Databot once for it to display its lore scan. ------------------------------------------------------ Blue Credit #18 - Scan Gift in Arrival Station, Elysia ------------------------------------------------------ Description: This Databot is inside the structure, in the small chamber by the exit to Hub Access. --------------------------------------------------------- Blue Credit #19 - Scan Discovery in Barracks Lift, Elysia --------------------------------------------------------- Description: The Databot is in plain sight, hovering on the lower level of the room. ------------------------------------------------------- Blue Credit #20 - Scan Slumber in Ballista Lift, Elysia ------------------------------------------------------- Description: The Databot is drifting on the upper level of this room. ------------------------------------------------------ Blue Credit #21 - Scan Alone in Landing Site A, Elysia ------------------------------------------------------ Description: The Databot is floating around in front of the entrance. ------------------------------------------------------ Blue Credit #22 - Scan Skytown in Data Storage, Norion ------------------------------------------------------ Description: The console in the back has this scan. ----------------------------------------------------------- Blue Credit #23 - Scan Planet Bryyo in Data Storage, Norion ----------------------------------------------------------- Description: The console on the right has this lore. ------------------------------------------------------------ Blue Credit #24 - Scan Planet Norion in Cargo Dock B, Norion ------------------------------------------------------------ Description: Call your ship to land, jump on top of it, and face Generator B Access. The console with the lore is dead ahead. ---------------------------------------------------------- Blue Credit #25 - Scan Our Plea in Imperial Caverns, Bryyo ---------------------------------------------------------- Description: The mural is on the wall opposite the exit. --------------------------------------------------------- Blue Credit #26 - Scan Prophecy in Refinery Access, Bryyo --------------------------------------------------------- Description: Solve the shooting puzzle in front of the entrance to reveal the mural. ----------------------------------------------------------- Blue Credit #27 - Scan Victory in Hall of the Golems, Bryyo ----------------------------------------------------------- Description: On the ground level, there's a blip puzzle between the two golems. Solve it to uncover the lore. ---------------------------------------------------------- Blue Credit #28 - Scan Struggle of Exiles in Burrow, Bryyo ---------------------------------------------------------- Description: A shooting puzzle hangs over the entrance to the Morph Ball tunnel near the exit to Hidden Court. Solve it to reveal the mural with the scan. ------------------------------------------------------------ Blue Credit #29 - Scan Salvation in Hidden Court Hall, Bryyo ------------------------------------------------------------ Description: By the exit to the Morph Ball tunnel on the side leading to Fuel Gel Pool, the lore is on the left wall. --------------------------------------------------------- Blue Credit #30 - Scan Phazon in Construction Bay, Elysia --------------------------------------------------------- Description: The Databot with the scan is hovering above a Missile Expansion. Anywhere but the platform with the expansion is too far away to allow you to scan the bot. To reach it, stand on top of the Morph Ball tunnel near the door to Maintenance Shaft GP and Screw Attack over to it. ---------------------------------------------------------------------- Blue Credit #31 - Scan Federation in Maintenance Shaft TA, Elysia East ---------------------------------------------------------------------- Description: Among all the repair drones, this Databot is less obvious than most of his brothers. He's hovering about below eye level, mid-way across the chasm. ------------------------------------------------------------------------------ Blue Credit #32 - Scan Agreement in Skytown Federation Landing Site,ElysiaEast ------------------------------------------------------------------------------ Description: Walk toward the elevator and turn around before taking it to the landing site. The Databot is floating above, by the door. ----------------------------------------------------------------- Blue Credit #33 - Scan Decline in Colossus Vista, Cliffside Bryyo ----------------------------------------------------------------- Description: The mural hangs on the right wall when you enter from Hall of Golems. --------------------------------------------------------- Blue Credit #34 - Scan Aurora in Broken Lift, Elysia East --------------------------------------------------------- Description: On the top level, this Databot is floating near the door to Turbine Chamber. -------------------------------------------------------------- Blue Credit #35 - Scan Loss in Concourse Access B, Elysia East -------------------------------------------------------------- Description: This Databot is floating overhead in the center of the room. ------------------------------------------------------------------------------ Blue Credit #36 - Scan Our Mission in Lift Hub, Pirate Command, Pirate Homewo. ------------------------------------------------------------------------------ Description: On the bottom level, coming from Lift Hub Access, this lore hangs on the right wall in the chamber before the elevator. ------------------------------------------------------------------------------ Blue Credit #37 - Scan Stowaway in Command Station, Pirate Command, PirateHom. ------------------------------------------------------------------------------ Description: The lore is on the left wall by the window. Note that you can only reach this scan from the elevator from Defense Access. ----------------------------------------------------------------------- Blue Credit #38 - Scan Tallon IV Incident in Stairwell, G.F.S. Valhalla ----------------------------------------------------------------------- Description: The console is on the second floor, on the ledge opposite to the door to Weapons Cache. ------------------------------------------------------------------------------ Blue Credit #39 - Scan First Disciples in Processing Access,Pirate Research,PH ------------------------------------------------------------------------------ Description: In the small chamber in the center of the room, the scan hangs on the left wall (coming from Scrapvault). ----------------------------------------------------------------------------- Blue Credit #40 - Scan The Source Discovered in Airshaft, Pirate Research, PH ----------------------------------------------------------------------------- Description: On the top level of the room, the scan hangs on the wall opposite the exit to Craneyard. ------------------------------------------------------------------------------ Blue Credit #41 - Scan The Leviathan in Transit Station 1-A,Pirate Research,PH ------------------------------------------------------------------------------ Description: The lore is on the wall opposite the the train. --------------------------------------------------- Blue Credit #42 - Scan Defeat in Powerworks, Elysia --------------------------------------------------- Description: The Databot circles around the central pillar in the main chamber. ---------------------------------------------------------------- Blue Credit #43 - Scan Invader in Hoverplat Docking Site, Elysia ---------------------------------------------------------------- Description: The Databot is around the platform you land on after dropping off the other end of the Spider Ball track. ----------------------------------------------------------------------------- Blue Credit #44 - Scan Taking Valhalla in Creche Tranist, Pirate Research, PH ----------------------------------------------------------------------------- Description: The lore is dead ahead after blowing up the phazon crystals and right of the door from Metroid Creche. ------------------------------------------------------------------------------ Blue Credit #45 - Scan Disaster at Elysia in Command Courtyard, Pirate Command ------------------------------------------------------------------------------ Description: Before you take care of the force field (if you haven't yet), head for the Grab Ledge by the fans that takes you to a Morph Ball tunnel. Roll through it until you pop out on top of the room. You see this bunker next to you, the one with the Energy Cell and other Morph Ball tunnel? There's another bunker just like it on the opposite side of the room and inside is this lore. Cross over the bridge through the Acid Rain and find it on the north side. ------------------------------------------------------------------------------ Blue Credit #46 - Scan Purification at Skyway Access, Pirate Command, PirateH. ------------------------------------------------------------------------------ Description: Coming from Courtyard Passage, it hangs on the right wall. ---------------------------------------------------------------------------- Blue Credit #47 - Scan Vanguard in Mine Lift, Pirate Mines, Pirate Homeworld ---------------------------------------------------------------------------- Description: The lore is at the bottom of the shaft on the wall left of the door to Phazon Harvesting. -------------------------------------------------------------------------- Blue Credit #48 - Scan Victory and Loss in Drill Shaft 1, Pirate Mines, PH -------------------------------------------------------------------------- Description: From Main Cavern, there's a platform across the pit with this lore. ------------------------------------------------------------------------- Blue Credit #49 - Scan Bryyo Falls in Phazon Mine Entry, Pirate Mines, PH ------------------------------------------------------------------------- Description: From the ledge on the phazite wall where there is (or was) a Missile Expansion, turn around and face the wall left of the still upright phazite wall. The scan is on this wall. ---------------------------------------------------------------------- Blue Credit #50 - Scan Anhur Incident in Control Room, G.F.S. Valhalla ---------------------------------------------------------------------- Description: On the other side of the room from marine PDA. The scan is on the north wall. ------------------------------------------------------------------------------ Blue Credit #51 - Scan Mistress Gandrayda in Transit Station P70,PirateCommand ------------------------------------------------------------------------------ Description: Drop down onto the lower ledge right above the phazon pool. The lore is by the wall closer to Transit Station 0205. ============ Gold Credits [0803] ============ ------------------------------------------------------------------- Gold Credit #1 - Juggling Bonus 10 in Docking Bay 5, G.F.S. Olympus ------------------------------------------------------------------- Description: At the very start of the game, after getting off your gunship and crossing the bridge, a yellow panel lay to the right at your feet. Step on and two Training Drones pop up. You can juggle them in the air by shooting them, and get a point each time you bounce it. Score 10 points to earn this credit. ------------------------------------------------------------------------------ Gold Credit #2 - Berserker Lord Defeated in Docking Bay 5, G.F.S. Olympus Gold Credit #3 - Berserker Lord Defeated in Docking Bay 5, G.F.S. Olympus (HM) ------------------------------------------------------------------------------ Description: See bosses section for strategies. ---------------------------------------------------------------------------- Gold Credit #4 - Meta Ridley Defeated in Generator Shaft, Norion Gold Credit #5 - Meta Ridley Defeated in Generator Shaft, Norion (Hypermode) ---------------------------------------------------------------------------- Description: See bosses sections for strategies. ---------------------------------------------------------------------------- Gold Credit #6 - Rundas Defeated in Temple of Bryyo, Bryyo Gold Credit #7 - Rundas Defeated in Temple of Bryyo, Bryyo (Hypermode Diff.) ---------------------------------------------------------------------------- Description: See bosses sections for strategies. -------------------------------------------------------------------- Gold Credit #8 - Generator Destroyed in Temple Generator, Bryyo Fire -------------------------------------------------------------------- Description: Acquired automatically once you destroy the eastern shield generator. ------------------------------------------------------------------------------ Gold Credit #9 - Korakk Beast Defeated in Jousting Field, Thorn Jungle Bryyo Gold Credit #10 - Korakk Beast Defeated in Jousting Field, TJ Bryyo(Hypermode) ------------------------------------------------------------------------------ Description: See bosses section for strategies. ----------------------------------------------------------------------------- Gold Credit #11 - Generator Destroyed in Jungle Generator, Thorn Jungle Bryyo ----------------------------------------------------------------------------- Description: Acquired automatically once you destroy the western shield generator. ----------------------------------------------------------------------------- Gold Credit #12 - Mogenar Defeated in Bryyo Leviathan Core, Bryyo Gold Credit #13 - Mogenar Defeated in Bryyo Leviathan Core, Bryyo (Hypermode) ----------------------------------------------------------------------------- Description: See bosses section for strategies. ----------------------------------------------------------------------------- Gold Credit #14 - Steamlord Defeated in Steambot Barracks, Elysia Gold Credit #15 - Steamlord Defeated in Steambot Barracks, Elysia (Hypermode) ----------------------------------------------------------------------------- Description: See bosses section for strategies. ----------------------------------------------------------------------------- Gold Credit #16 - Defense Drone Defeated in Ballista Storage, Elysia Gold Credit #17 - Defense Drone Defeated in Ballista Storage, Elysia (Hyper.) ----------------------------------------------------------------------------- Description: See bosses section for strategies. ------------------------------------------------------------------------------ Gold Credit #18 - Ghor Defeated in Main Docking Bay, Elysia Gold Credit #19 - Ghor Defeated in Main Docking Bay, Elysia (Hypermode Diffi.) ------------------------------------------------------------------------------ Description: See bosses section for strategies. ----------------------------------------------------------------------------- Gold Credit #20 - Red Phaazoid Defeated in Jousting Field, Thorn Jungle Bryyo ----------------------------------------------------------------------------- Description: Inside one of the Phaazoids. Find and destroy it. ------------------------------------------------------------------------------ Gold Credit #21 - Berserker Lord Defeated in Turbine Chamber, Elysia East Gold Credit #22 - Berserker Lord Defeated in Turbine Chamber, ElysiaE (Hyper.) ------------------------------------------------------------------------------ Description: Defeat in the same manner as the first Berserker Lord. ----------------------------------------------------------------- Gold Credit #23 - Seed Shield Destroyed in Escape Pod Bay, Elysia ----------------------------------------------------------------- Description: Acquired automatically once you drop the Theronian bomb on the Leviathan's shield. ---------------------------------------------------------------------------- Gold Credit #24 - Helios Defeated in Elysian Leviathan Core, Elysia Gold Credit #25 - Helios Defeated in Elysian Leviathan Core, Elysia (Hyper.) ---------------------------------------------------------------------------- Description: See bosses section for strategies. ------------------------------------------------------------------------------ Gold Credit #26 - Gandrayda Defeated in Proving Grounds, Pirate Research, PH Gold Credit #27 - Gandrayda Defeated in Proving Grounds, Pirate Research (HM) ------------------------------------------------------------------------------ Description: See bosses section for strategis. ------------------------------------------------------------------- Gold Credit #28 - Red Phaazoid Defeated in Construction Bay, Elysia ------------------------------------------------------------------- Description: By the door to Ballista Lift. ------------------------------------------------------------------------- Gold Credit #29 - Red Phaazoid Defeated in Hoverplat Docking Site, Elysia ------------------------------------------------------------------------- Description: Out amongst the platforms in the abyss. ----------------------------------------------------------------------------- Gold Credit #30 - Red Phaazoid Defeated in Concourse Ventilation, Elysia East ----------------------------------------------------------------------------- Description: Several Phaazoids roam around in this room. Find the one with the Red Phaazoid and eliminate it. ----------------------------------------------------------------------------- Gold Credit #31 - Metroid Hatcher Defeated in Metroid Creche, Pirate Research Gold Credit #32 - Metroid Hatcher Defeated in Metroid Creche, PR, PH (HM) ----------------------------------------------------------------------------- Description: See bosses section for strategies. -------------------------------------------------------------------------- Gold Credit #33 - Red Phaazoid Defeated in Gel Processing Site, Bryyo Fire -------------------------------------------------------------------------- Description: There are several Phaazoids in this room. Find and eliminate the one with the Red Phaazoid. ------------------------------------------------------------------------------ Gold Credit #34 - Defense System Obliterated in Command Station, PirateCommand ------------------------------------------------------------------------------ Description: Automatically acquired once you destroy the planetary shield. ------------------------------------------------------------------------------ Gold Credit #35 - Metroid Hatcher Defeated in Aurora Chamber, G.F.S. Valhalla Gold Credit #36 - Metroid Hatcher Defeated in Aurora Chamber, Valhalla (Hyper) ------------------------------------------------------------------------------ Description: Easier than the previous incarnation, as it can be OHKOed by targetting its weak point with a combination of X-Ray Visor and Nova Beam. ------------------------------------------------------------------------------ Gold Credit #37 - All Troopers Survived in Transit Station 0205, PirateCommand ------------------------------------------------------------------------------ Description: Earned only if all twelve Demolition Troopers survive the gauntlet from Skyway Access to Transit Station 0205. See the walkthrough for specifics. ------------------------------------------------------------------------------ Gold Credit #38 - Commander Squad Defeated in Transit Station Leviathan, PC,PH Gold Credit #39 - Commander Squad Defeated in TSL, Pirate Command, PH (Hyper.) ------------------------------------------------------------------------------ Description: See bosses section for strategies. ------------------------------------------------------------------------------ Gold Credit #40 - Omega Ridley Defeated in Pirate Homeworld Leviathan Core, PH Gold Credit #41 - Omega Ridley Defeated in PHLC, PH (Hypermode Difficulty) ------------------------------------------------------------------------------ Description: See bosses section for strategies. ----------------------------------------------------------------------------- Gold Credit #42 - Metroid Hatcher Defeated in Generator B, Norion Gold Credit #43 - Metroid Hatcher Defeated in Generator B, Norion (Hypermode) ----------------------------------------------------------------------------- Description: See bosses section for strategies. ----------------------------------------------------------------------- Gold Credit #44 - Red Phaazoid Defeated in Grand Court, Cliffside Bryyo ----------------------------------------------------------------------- Description: Jump down to ground level and get behind the golem's head. Switch to X-Ray Visor to operate the terminal on its head. Move around the segments to complete all three circles. Once you're done, the golem awakens and moves off to the side, revealing a small phazon pool beneath where it was laying. Two Phaazoids pop out. Enter Hyper Mode and blow them away with Hyper Beam. A Red Phaazoid pops out of one of them as well. Kill it and collect its gold credit. ------------------------------------------------------------------------------ Gold Credit #45 - Red Phaazoid Defeated in Proving Grounds, Pirate Research,PH ------------------------------------------------------------------------------ Description: There are three Phaazoids here. Find the one with the Red Phaazoid and take its gold credit. ------------------------------------------------------------------------------ Gold Credit #46 - Red Phaazoid Defeated in Phazon Harvesting, Pirate Mines, PH ------------------------------------------------------------------------------ Description: In a Phaazoid by the exit to Main Lift. ------------------------------------------------------------------------------ Gold Credit #47 - Red Phaazoid Defeated in Metroid Creche, Pirate Research, PH ------------------------------------------------------------------------------ Description: There are many, many Phaazoids here. Find the one with a Red Phaazoid and retrieve the gold credit. ------------------------------------------------------------------------------ Gold Credit #48 - Red Phaazoid Defeated in Transit Station 0204, PirateCommand ------------------------------------------------------------------------------ Description: Almost immediately after you enter the room, you enter a small break in the tunnel in which there are two orange barriers on the top and bottom preventing exploration of the area beyond. This does not, however, stop the three Phaazoids beyond that barrier from attacking you and standing too close to those partitions for some unknown reason warps your shots. You need to stand farther back from the orange barriers and wait for the Phaazoids to move into your rather limited firing range. Once you've defeated the Red Phaazoid, use Charge Beam to pull in the gold credit the it leaves behind. ------------------------------------------------------------------------------ Gold Credit #49 - Dark Samus Repulsed in Sanctum, Phaaze Gold Credit #50 - Dark Samus Repulsed in Sanctum, Phaaze (HypermodeDifficulty) ------------------------------------------------------------------------------ Description: See boss section for strategies. ------------------------------------------------------------------------------ Gold Credit #51 - Aurora Unit 313 Defeated in Sanctum, Phaaze Gold Credit #52 - Aurora Unit 313 Defeated in Sanctum, Phaaze (Hypermode Dif.) ------------------------------------------------------------------------------ Description: See boss section for strategies. =============== Friend Vouchers [0804] =============== ---------------------------------------------------------------------- Friend Voucher #1 - Juggling Bonus 20 in Docking Bay 5, G.F.S. Olympus ---------------------------------------------------------------------- Description: At the very start of the game, after getting off your gunship and crossing the bridge, a yellow panel lay to the right at your feet. Step on and two Training Drones pop up. You can juggle them in the air by shooting them, and get a point each time you bounce it. Score 20 points to earn this voucher. ------------------------------------------------------------------ Friend Voucher #2 - GF Trooper Saved in Lab Access, G.F.S. Olympus ------------------------------------------------------------------ Description: When you enter, you witness a dogfight between Federation troopers and pirate militia. Unfortunately for the feds, moments after they defeat their foes, a ship crashes into the corridor and pulls them out into the vacuum of space. Ouch. One of them manages to hold on, but only for a few seconds. Above where the ship crashed is a red marker. Shoot it, and a bulkhead will shut, save the trooper, and get a friend voucher. ----------------------------------------------------------- Friend Voucher #3 - Flawless Escape in Cargo Dock C, Norion ----------------------------------------------------------- Description: When going through to Morph Ball tunnel to start up Generator C, Meta Ridley attacks you twice. In order to get this voucher, you cannot lose any health and cannot touch him at all (in other words, even contact that doesn't reduce your health counts as a hit). His mouth beam is easy to avoid, and you *want* him to latch onto the pipe wit his mouth, as he's most vulnerable then, but watch out for his quick snaps. They're the trickiest to avoid and you need to reset if you get hit even once. ------------------------------------------------------------------------------ Friend Voucher #4 - Icy Reptilicide in any room with Reptilicus Hunters, Bryyo ------------------------------------------------------------------------------ Description: After acquiring Ice Missiles, go to any room that has Reptilicus Hunters. Wait for one of them to throw its Boomerang, then fire a volley of Ice Missiles at him until he's completely frozen. When the boomerang comes back, it shatters him, and you get the friend voucher. ------------------------------------------------------------------------------ Friend Voucher #5 - Perfect Execution in North Jungle Court,Thorn Jungle Bryyo ------------------------------------------------------------------------------ Description: Another tricky voucher. You need to destroy the large anti-aircraft turret in the center of the room without allowing any of the Aerotroopers to pull back any of the levers at the top of the room to hide the Fuel Gel loading cells. To that end, use Hyper Beam to eliminate Aerotroopers on site, always giving priority to the ones not attacking you and going for the levers. ----------------------------------------------------------------- Friend Voucher #6 - Shortcut Discovered in Gel Cavern, Bryyo Fire ----------------------------------------------------------------- Description: Between the "Fuel Gel falls" and pools between Cavern Entry and Temple Access is a fork in the road. On this path is a gelfall that never stops pouring Fuel Gel. Once you have Ice Missiles (and it's convenient to take a shortcut back to Imperial Hall), shoot the base of the gelfall to freeze it shut and Spring Ball into the mouth of the statue on the other side to take a warp and get a voucher. ------------------------------------------------------------------------ Friend Voucher #7 - Exterminator in the first room of any Leviathan Seed ------------------------------------------------------------------------ Description: In any landing site inside any Leviathan Seed, the bottom floor is littered with hundreds of little creatures. Dispose of every last one of them in any seed to get a friend voucher. --------------------------------------------------------------------- Friend Voucher #8 - Bowling for Bots in any room with Tinbots, Elysia --------------------------------------------------------------------- Description: After acquiring the Boost Ball, go to any room with Tinbots. Build up a Boost and release it into a group Tinbots. Manage to hit at least three with a single Boost (which isn't difficult, since you mow a bot down with a single hit) and you get this voucher. ---------------------------------------------------------- Friend Voucher #9 - Stylish Kill in Skybridge Hera, Elysia ---------------------------------------------------------- Description: The first time you're crossing this room, the namesake bridge itself is still very much intact. As you're crossing it, you encounter an army of Steambots and a Steamlord. Do no harm them. Roll, run, and otherwise pass them by as you cross to the other side. When you pull out the last support of the bridge, you're treated to a cutscene of all the bots plummeting into the abyss, and you get a friend voucher for doing it. --------------------------------------------------------------------- Friend Voucher #10 - New Area Discovered in Skytram East, Elysia East --------------------------------------------------------------------- Description: You acquire this voucher automatically for riding the skytram to Eastern Skytown. You're required to do this, so you can't miss it. ---------------------------------------------------------------------- Friend Voucher #11 - New Area Discovered in Warp Site Bravo, Bryyo Ice ---------------------------------------------------------------------- Description: You can't miss this one either. You're required to take the warp from Fiery Bryyo to Bryyo Ice in order to pick up a suit upgrade, and you get a friend voucher once you enter the area. ------------------------------------------------------------------ Friend Voucher #12 - Crash Landing in any room with an Aerotrooper ------------------------------------------------------------------ Description: Approach any Aerotrooper and destroy its armor through whatever means are preferable (if it's not an ordinary Aerotrooper) and then light it on fire with the Plasma Beam. Then use the Grapple Lasso to pull the jetpack off his back, and he'll plummet to his doom, giving you a friend voucher too. ------------------------------------------------------------------------------ Friend Voucher #13 - 20 Commandos Defeated in any room with CommandoPirats, PH ------------------------------------------------------------------------------ Description: During the course of your infiltration of the Pirate Homeworld, kill at least 20 Commando Pirates. This isn't particularly difficult, as you encounter allot of pirates during your stay. Command Station is one of the best rooms to wrack up kills quickly on these guys. While you're disabling the planetary defense shield, they infinite spawn, and you can easily get enough kills before then. If you're waiting or haved waited until later on, it's still very much doable. Even after the Federation has taken control of the planet and there are virtually no pirates anywhere, a Commando Pirate continues to spawn in Command Courtyard. ------------------------------------------------------------------------------ Friend Voucher #14 - Harvester Destroyed in Phazon Harvesting, Pirate Mines,PH ------------------------------------------------------------------------------ Description: Blow up the Phazon Harvester Drone. You can't do this until the planetary shield is down, but once it is, lay into the harvester with a Ship Missile for another friend voucher. ------------------------------------------------------------------------------ Friend Voucher #15 - Secret Message Discovered in Control Room,G.F.S. Valhalla ------------------------------------------------------------------------------ Description: In the last room of the Valhalla, there's a fallen marine with a PDA nearby him that lists a five-digit number. Remember it, write it down, or whatever you need to hold onto it, and look at the nearby console that asks for a security clearance code. Insert that five-digit number and listen to the message to get a friend voucher. ----------------------------------------------------------------------------- Friend Voucher #16 - Leviathan Humiliated in Leviathan Ship, Pirate Homeworld ----------------------------------------------------------------------------- Description: In the Leviathan in orbit of the Pirate Homeworld, look to any of its "eyes", aside from the large blue one behind the console. Shoot any one of them 60 times to earn another friend voucher. ------------------------------------------- Friend Voucher #17 - 100 Kills in anywhere Friend Voucher #18 - 200 Kills in anywhere Friend Voucher #19 - 300 Kills in anywhere Friend Voucher #20 - 400 Kills in anywhere Friend Voucher #21 - 500 Kills in anywhere Friend Voucher #22 - 600 Kills in anywhere Friend Voucher #23 - 700 Kills in anywhere Friend Voucher #24 - 800 Kills in anywhere Friend Voucher #25 - 900 Kills in anywhere Friend Voucher #26 - 1000 Kills in anywhere ------------------------------------------- Description: Accumulate x number of kills through the game to get the respective voucher. They may seem high, but consider that even those little guys like Scritters, Crawlmines, and the like also go toward the figures. It's not tough to get what you need. If you're concerned, go to any room that spawns lots of tiny enemies that all die in one hit and farm them for the vouchers. ______________________________________________________________________________ ������������������������������������������������������������������������������ 9. CHECKLISTS [0900] ______________________________________________________________________________ ������������������������������������������������������������������������������ The following are a pair of checklists. The first is a miniaturized version of the main walkthrough. Instead of detailing what to do in each room, it only lists the room, the names of any scans there, and any expansions or credits that may be available. Perfect for that completionist who doesn't want to slog through mountains of text or who wants to do the nitty gritty by himself and doesn't want to miss anything. The second is a list of all the expansions in the game and the rooms they're in. Helpful before and after the Chozo Observatory - sometimes you just miss thoses marks on the map. Also helpful for the Valhalla, which has no "expansion locations revealed" option. ================ Mini-Walkthrough [0901] ================ G.F.S. Olympus Docking Bay 5 [Research - Hunter-Class Gunship] [Research - Galatic Federation Crate] [Research - Heavy Galactic Federation Crate] [Morphology - Federation Marine] [Morphology - Fleet Mechanic] [Mechanoid - Training Droid] [Device - Landing Beacon] [Mechanism - Halberd-Class Turret] [Research - Galactic Federation Blue Door] (Gold Credit - Juggling Bonus 10) (Friend Voucher - Juggling Bonus 20) Docking Bay Access [Morphology - Male Fleet Trooper] [Morphology - Female Fleet Trooper] Docking Bay 4 [Research - Blast Shield] Security Station [Research - Hunter Ghor] [Research - Olympus-Class Battleship] Security Access Command Lift A Flag Bridge Access Flag Bridge Lift Access [Research - Save Station] Flag Bridge Meeting Access Ready Room Meeting Access Flag Bridge [Morphology - Fleet Admiral Dane] Flag Bridge Access [Morphology - Pirate Militia] Port Observation Deck [Vehicle - Space Pirate Boarding Pod] (Blue Credit - Save Federation Marine) Xenoresearch Lab [Mechanoid - Crawltank] (Blue Credit - Save Federation Marine) Lab Access (Friend Voucher - GF Trooper Saved) Xenoresearch Lab [Morphology - Armored Pirate Militia] [Morphology - Crawlmine] Ventilation Shaft ---Energy Tank (1)--- Disposal Chamber [Device - Bomb Slot] Repair Bay A Munitions Storage ===Missile Launcher (5)=== Repair Bay A Repair Bay Shaft [Mechanoid - Aeromine] (Blue Credit - Save Federation Marine) Save Station B Repair Bay Shaft Docking Bay 5 [Morphology - Berserker Lord] Norion Docking Hub Alpha [Lore - Galactic Federation Datafile RU-902 (Hunter Rundas)] ===Grapple Lasso=== Hub Access [Research - Mounted Blast Shield] Cargo Hub ---Missile Expansion (10)--- Substation East ---Energy Tank (2)--- Conduit A [Research - Red Blast Shield] Munitions Storage [Lore - Galactic Federation Datafile GH-673 (Hunter Ghor)] [Lore - Galactic Federation Datafile GD-202 (Hunter Gandrayda)] [Lore - Galactic Federation Datafile VH-357 (Valhalla Incident)] Conduit A [Mechanoid - Jumpmine] Cargo Dock A [Morphology - Pirate Trooper] [Morphology - Shield Pirate Militia] [Morphology - Aerotrooper] [Vehicle - Space Pirate ATC] ===Command Visor=== Generator A Access Generator A [Mechanoid - "Jolly Roger" Drone] Generator A Access Cargo Dock A [Morphology - Federation PED Marine] Conduit A [Morphology - Shield Pirate Trooper] Substation East Cargo Hub Maintenance Station [Research - White Blast Door] Conduit C Cargo Dock C (Friend Voucher - Flawless Escape) Generator C Access Generator C [Morphology - Meta Ridley] Generator C Access Cargo Dock C Conduit C Maintenance Station Cargo Hub Tower Elevator [Research - Hunter Gandraydas] [Research - Hunter Rundas] Control Tower G.F.S. Olympus Medlab Delta [Lore - Galactic Federation Datafile PX-103 (Phazon Enhancement Device)] [Lore - Galactic Federation Datafile PD-001 (Phazon)] ===PED Suit=== ===Hyper Beam=== Gunnery Station Command Lift B Lift Access Flag Bridge Aurora Access Aurora Chamber Bryyo Cliffside Airdock [Research - Mature Kashh Plant] [Research - Kashh Plant] [Research - Bryyo Blue Door] Gateway Hall [Morphology - Gragnol] [Morphology - Reptilicus Hunter] [Research - Small Bryyo Coffer] [Research - Large Bryyo Coffer] Gateway [Morphology - Phazon Nightbarb] [Morphology - Gel Puffer] [Morphology - Hopper] Reliquary II [Lore - Golden Age] ---Energy Tank (3)--- Gateway Grand Court Path [Morphology - Shelbug] ---Missile Expansion (15)--- Grand Court [Lore - Age of Science] Hillside Vista [Morphology - Snatcher] [Morphology - Korba] ---Missile Expansion (20)--- Reliquary I ===Grapple Swing=== Hillside Vista [Research - Grapple Swing Point] Grand Court Grand Court Path [Morphology - Reptilicus] Gateway [Morphology - Nightbarb] Crash Site G.F.S. Theseus [Morphology - Atomic] Crash Site [Morphology - Gragnol Adult] ---Missile Expansion (25)--- Gateway Gateway Hall [Morphology - Alpha Hopper] Cliffside Airdock Norion Docking Hub Alpha ---Missile Expansion (30)--- Bryyo Thorn Jungle Airdock Overgrown Ruins Vault ---Energy Tank (4)--- Overgrown Ruins Thorn Jungle Airdock Fiery Airdock [Research - Fuel Gel] Imperial Hall Gel Refinery Site Main Lift [Lore - Age of Schism] ---Missile Expansion (35)--- Corrupted Pool Gel Processing Site [Morphology - Warp Hound] [Lore - Age of War] [Research - Grab Ledge] [Morphology - Phazon Pillbug] Gel Hall [Morphology - Gel Ray] ---Missile Expansion (40)--- Save Station A Cavern Entry Gel Cavern Temple Access [Morphology - Gelbug] Temple of Bryyo [Research - Large Space Pirate Crate] [Morphology - Armored Pirate Trooper] [Morphology - Rundas] ===Ice Missiles=== Temple Reservoir [Morphology - Scorchbug] Temple Hall Temple Generator [Lore - Downfall] Temple Hall Temple Reservoir Temple of Bryyo Temple Access Gel Cavern Cavern Entry Save Station A Gel Hall ---Missile Expansion (45)--- Gel Purification Site Gel Refinery Site ---Missile Expansion (50)--- Imperial Hall [Morphology - Bryyonian Shriekbat] Fiery Airdock Norion Docking Hub Alpha Hub Access Cargo Hub Maintenance Station ---Missile Expansion (55)--- Cargo Hub Hub Access Docking Hub Alpha Bryyo Cliffside Airdock Gateway Hall Gateway Grand Court Path Grand Court Reliquary III [Morphology - Geemer] ---Missile Expansion (60)--- Grand Court Grand Court Path Gateway Crash Site G.F.S. Theseus Falls of Fire Hidden Court Ruined Shrine ---Energy Tank (5)--- Hangar Bay [Research - Energy Cell] [Research - Orange Door] ---Energy Cell (1)--- ===Ship Missile Launcher (3)=== Thorn Jungle Airdock Overgrown Ruins Ancient Courtyard [Research - Space Pirate Crate] [Morphology - Berserker Knight] [Morphology - Assault Pirate Trooper] [Morphology - Advanced Pirate Trooper] Enlightened Walkway Jousting Field [Morphology - Korakk Beast] [Morphology - Pirate Hussar] Field Access Save Station B Field Access Jungle Generator [Lore - The Hunted] ---Missile Expansion (65)--- Generator Hall South [Mechanism - Remorse-Class Turret] [Research - Space Pirate Blue Door] South Jungle Court South Jungle Hall Auxiliary Dynamo ---Ship Missile Expansion (4)--- North Jungle Hall North Jungle Court (Friend Voucher - Perfect Execution) Generator Hall North ---Missile Expansion (70)--- Jungle Generator (Gold Credit - Generator Destroyed) Field Access Jousting Field Enlightened Walkway Ancient Courtyard Overgrown Ruins Thorn Jungle Airdock Fiery Airdock Imperial Hall Gel Refinery Site Main Lift Corrupted Pool Gel Processing Site Gel Hall Save Station A Cavern Entry Gel Cavern Temple Access Temple of Bryyo [Morphology - Armored Aerotrooper] Temple Reservoir Temple Hall Temple Generator (Gold Credit - Generator Destroyed) Temple Hall Temple Reservoir Temple of Bryyo [Morphology - Advanced Shield Trooper] Temple Access Gel Cavern (Friend Voucher - Shortcut Discovered) Imperial Hall Fiery Airdock Landing Site Delta [Research - Leviathan Door] (Friend Voucher - Exterminator) Core Access Bryyo Leviathan Core [Morphology - Mogenar] ===Hyper Ball== Elysia Main Docking Bay [Research - Skytown Storage Unit] [Research - Heavy Skytown Storage Unit] [Mechanoid - Transportation Drone] [Mechanoid - Aerial Repair Drone] [Mechanoid - Databot] [Lore - Creators] [Research - SkyTown Blue Door] Main Docking Access Zipline Station Alpha [Research - Zipline Cable] Arrival Station [Mechanoid - Tinbot] [Lore - Gift] Hub Access Transit Hub [Device - Kinetic Orb Cannon] ---Missile Expansion (75)--- Barracks Access [Mechanoid - Steamlord] ---Missile Expansion (80)--- Steambot Barracks [Mechanoid - Steambot] ---Energy Tank (6)--- Barracks Lift [Lore - Discovery] Zipline Station Bravo Aurora Lift [Mechanoid - Repair Drone] Save Station A Aurora Lift Aurora Chamber Maintenance Shaft AU [Morphology - Skytown Puffer] Spire Dock Junction Skybridge Hera [Mechanoid - "Dragoon" Battle Drone] ---Missile Expansion (85)--- (Friend Voucher - Stylish Kill) Maintenance Shaft GP Construction Bay Ballista Lift [Lore - Slumber] Ballista Storage [Mechanoid - Defense Drone] [Research - Spinner] ===Boost Ball=== Ballista Lift Construction Bay Maintenance Shaft GP Skybridge Hera Junction (Friend Voucher - Bowling for Bots) Spire Dock Maintenance Shaft AU Aurora Chamber Aurora Lift Save Station A Aurora Lift Zipline Station Bravo Barracks Lift Steambot Barracks [Research - Half-Pipe] Barracks Access Transit Hub Hub Access Arrival Station ---Energy Tank (7)--- Zipline Station Alpha Main Docking Access Main Docking Bay [Morphology - Ghor] ===Plasma Beam=== ---Missile Expansion (90)--- Main Docking Access [Morphology - Elysian Shriekbat] Zipline Station Alpha Arrival Station Hub Access Transit Hub Zipline Station Bravo Aurora Lift Aurora Chamber [Research - Aurora Unit 217] Maintenance Shaft AU Spire Dock Security Station [Research - SkyTown Orange Door] ---Ship Missile Expansion (5)--- Landing Site A [Lore - Alone] Norion Docking Hub Alpha Hub Access Cargo Hub Substation West ---Missile Expansion (95)--- Conduit B [Morphology - Liquid Phazon] [Morphology - Phazon Grub] Data Storage [Research - Skytown] [Research - Planet Bryyo] Conduit B Cargo Dock B [Morphology - Hopping Metroid] [Multi-Lock Blast Shield] [Lore - Planet Norion] Bryyo Fiery Airdock Imperial Hall Gel Refinery Site Main Lift [Research - Bryyo Orange Door] Warp Site Alpha Warp Site Bravo (Friend Voucher - New Area Discovered) Imperial Caverns [Lore - Our Plea] Imperial Crypt Hall of Remembrance ===Screw Attack=== Tower [Research - Wall Jump Surface] Hall of Remembrance ---Ship Missile Expansion (6)--- Imperial Crypt Imperial Caverns Warp Site Bravo Warp Site Alpha Main Lift Gel Refinery Site Refinery Access [Lore - Prophecy] Imperial Hall ---Missile Expansion (100)--- Fiery Airdock Thorn Jungle Airdock Overgrown Ruins Ancient Courtyard [Morphology - Phaazoid] ---Missile Expansion (105)--- Overgrown Ruins Thorn Jungle Airdock Hangar Bay Hangar Bay Hall Hall of the Golems [Lore - Victory] Burrow [Lore - Struggle of Exiles] ---Missile Expansion (110)--- Hidden Court Hidden Court Hall [Lore - Salvation] Fuel Gel Pool ---Missile Expansion (115)--- Hidden Court Hall Hidden Court ---Missile Expansion (120)--- Falls of Fire ---Missile Expansion (125)--- G.F.S. Theseus Crash Site Gateway ---Missile Expansion (130)--- Gateway Hall Cliffside Airdock G.F.S. Valhalla Docking Bay 5 ---Energy Cell (2)--- Hangar A Access [Morphology - Miniroids] [Morphology - Phazon Shriekbat] [Energy Cell ID WI-78231-3] Repair Bay [Morphology - Phazon Metroid] Security Station [Morphology - Phaz Ing] Security Access [Energy Cell ID DS-5310L-4] Medlab Alpha [Energy Cell ID GC-9713A-5] [Morphology - Phazon Hopper] ---Missile Expansion (135)--- Security Access Auxiliary Lift ---Missile Expansion (140)--- Security Access Security Station Repair Bay Hangar A Access Docking Bay 5 Elysia Landing Site A Security Station Spire Dock Junction Skybridge Hera Maintenance Shaft GP Construction Bay [Lore - Phazon] ---Missile Expansion (145)--- Maintenance Shaft GP Skybridge Hera Junction Spire Dock Security Station Landing Site A Security Station Security Tube Skytram West Skytram East (Friend Voucher - New Area Discovered) Concourse Access A Concourse [Morphology - Space Pirate] (non-logbook, glitch) Concourse Ventilation Maintenance Shaft OB Chozo Observatory [Morphology - Advanced Aerotrooper] Observatory Lift Gearworks [Mechanoid - Swarmbot] Broken Lift Turbine Chamber Maintenance Shaft TA [Lore - Federation] Skybridge Athene Landing Access Skytown Federation Landing Site [Lore - Agreement] ===Ship Grapple Beam=== Bryyo Hangar Bay Ruined Shrine Hidden Court Fuel Gel Pool (Command Visor on golem head) Hidden Court Hall Hidden Court Burrow Hall of the Golems Colossus Vista [Lore - Decline] ---Ship Missile Expansion (7)--- Machineworks Bridge ---Energy Tank (8)--- Colossus Vista Hall of the Golems Hangar Bay Hall Hangar Bay Thorn Jungle Airdock Overgrown Ruins Ancient Courtyard Enlightened Walkway Jousting Field [Morphology - Red Phaazoid] (Gold Credit - Red Phaazoid Defeated) Field Access Jungle Generator Generator Hall North North Jungle Court Machineworks Bridge Colossus Vista Hall of the Golems Burrow Hidden Court ---Energy Cell (3)--- Ruined Shrine Hangar bay G.F.S. Valhalla Docking Bay 5 Hangar A Access Repair Bay Security Station Security Access Auxiliary Lift Port Observation Deck Junction A [Research - Galactic Federation Green Door] Munitions Locker ---Energy Tank (9)--- Junction A Port Observation Deck Auxiliary Lift Security Access Security Station Repair Bay Hangar A Access Docking Bay 5 Elysia Landing Site B Landing Access Skybridge Athene Maintenance Shaft TA Turbine Chamber Broken Lift Gearworks ---Missile Expansion (150)--- Observatory Lift Chozo Observatory [Research - Ship Grapple Point] (Expansion Locations Revealed - Norion & Bryyo) Botanica Save Station B Botanica ---Missile Expansion (155)--- Broken Lift [Lore - Aurora] Turbine Chamber Turbine Access Piston Hall Concourse Maintenance Shaft CC Zipline Station Delta Transit Tube A Save Station C Transit Tube A Research Pod Lift Xenoresearch A Lift Xenoresearch A Xenoresearch B Lift Xenoresearch B [Morphology - Steamspider] ---Energy Cell (4)--- ===Seeker Missiles=== Xenoresearch B Lift Xenoresearch A Xenoresearch A Lift ---Energy Tank (10)--- Transit Tube B Zipline Station Delta Concourse Access B [Lore - Loss] Concourse ---Missile Expansion (160)--- Concourse A Access Skytram East Skytram West Security Tube Security Station Spire Dock Maintenance Shaft AU Aurora Chamber Aurora Lift Zipline Station Bravo Transit Hub Zipline Station Bravo Aurora Lift Save Station A Aurora Lift Aurora Chamber Maintenance Shaft AU Spire Dock Maintenance Shaft AU Aurora Chamber Maintenance Shaft AU Spire Dock Spire [Vehicle - Space Pirate Assault Skiff] [Morphology - Armored Shield Trooper] Podworks Spire Escape Pod Bay (Gold Credit - Seed Shield Destroyed) Escape Pod Bay Access Security Station Landing Site A Landing Site C [Morphology - Phazon Leech] Core Access Elysian Leviathan Core [Morphology - Helios] ===Hyper Missiles=== Pirate Homeworld Landing Site Bravo [Mechanoid - Pirate Cargo Drone] Lift Hub Access Lift Hub [Lore - Our Mission] [Research - Space Pirate Orange Door] Command Courtyard ---Missile Expansion (165)--- ---Energy Cell (5)--- Flux Control Command Station ---Missile Expansion (170)--- Command Vault ===X-Ray Visor=== Defense Access [Research - Space Pirate Green Door] Command Station [Lore - Stowaway] Defense Access Security Airlock ---Missile Expansion (175)--- Lift Hub Lift Hub Access Landing Site Bravo G.F.S. Valhalla Docking Bay 5 Hangar A Access Repair Bay Stairwell [Energy Cell ID GA-7485W-2] [Lore - Tallon IV Incident] Weapons Cache ---Missile Expansion (180)--- Stairwell Repair Bay Hangar A Access Docking Bay 5 Pirate Homeworld Landing Site Alpha [Research - Heavy Phazon Canister] Scrapvault Lift Scrapvault [Morphology - Urtragian Shriekbat] ---Missile Expansion (185)--- Scrapworks ---Energy Tank (11)--- Scrapvault Scrapworks Scrapvault [Morphology - Commando Pirate] Processing Access [Lore - First Disciples] Metroid Processing [Morphology - Assault Shield Trooper] ---Energy Cell (6)--- ---Missile Expansion (190)--- Creche Transit ---Missile Expansion (195)--- Metroid Processing Airshaft [Morphology - Puffer Mine] [Lore - The Source Discovered] Craneyard Proving Grounds Lift Proving Grounds [Morphology - Gandrayda] ===Grapple Voltage=== Transit Station 1-B Transit Station 1-A [Lore - The Leviathan] Landing Site Alpha Elysia Landing Site A Security Station Spire Dock Junction Zipline Station Charlie Powerworks Access Powerworks [Lore - Defeat] [Research - Spider Ball Track] ===Spider Ball=== ---Missile Expansion (200)--- Powerworks Access Zipline Station Charlie ---Energy Tank (12)--- Junction Skybridge Hera Maintenance Shaft GP Construction Bay (Gold Credit - Red Phaazoid Defeated) Ballista Lift Ballista Storage ---Energy Cell (7)--- Ballista Lift Construction Bay Maintenance Shaft GP Skybridge Hera Junction Hoverplat Docking Site [Lore - Invader] ---Ship Missile Expansion (8)--- (Gold Credit - Red Phaazoid Defeated) Barracks Lift Steambot Barracks ---Missile Expansion (205)--- Barracks Lift Hoverplat Docking Site Junction Spire Dock Security Station Security Tube Skytram West Skytram East Concourse Access A Concourse Concourse Ventilation ---Missile Expansion (210)--- (Gold Credit - Red Phaazoid Defeated) Concourse Concourse Access A Skytram East Skytram West Security Tube Security Station Landing Site A Norion Cargo Dock A ---Missile Expansion (215)--- Bryyo Fiery Airdock Imperial Hall Gel Refinery Site Main Lift Warp Site Alpha Warp Site Bravo Imperial Caverns Imperial Crypt Hall of Remembrance Tower ---Energy Tank (13)--- Hall of Remembrance Imperial Crypt Imperial Caverns Warp Site Bravo Warp Site Alpha Main Lift Gel Refinery Site Imperial Hall Fiery Airdock Hangar Bay Hangar Bay Hall Hall of the Golems [Morphology - Fargul Hatcher] [Morphology - Fargul Wasp] ---Missile Expansion (220)--- Hangar Bay Hall Hangar Bay G.F.S. Valhalla Docking Bay 5 Hangar A Access Repair Bay Security Station Security Access Auxiliary Lift Port Observation Deck Xenoresearch Lab [Energy Cell ID AE-1202S-6] [Energy Cell ID GB-4913A-8] Ventilation Shaft Medlab Alpha ---Ship Missile Expansion (9)--- Security Access Security Station Repair Bay Hangar A Access Docking Bay 5 Pirate Homeworld Landing Site Bravo Lift Hub Access Lift Hub ---Missile Expansion (225)--- Command Courtyard Flux Control ---Missile Expansion (230)--- Command Courtyard Lift Hub Lift Hub Access Landing Site Bravo Landing Site Alpha Scrapvault Lift Scrapvault Scrapworks ---Ship Missile Expansion (10)--- Scrapvault Processing Access Metroid Processing Airshaft Craneyard [Morphology - Assault Aerotrooper] ---Missile Expansion (235)--- ===Hazard Shield=== Airshaft Metrid Processing Creche Transit [Lore - Taking Valhalla] Metroid Creche [Morphology - Metroid Hatcher] ---Energy Tank (14)--- Transit Station 3-A Save Station Transit Station 3-A Transit Station 3-B Lift Hub Command Courtyard [Lore - Disaster at Elysia] Lift Hub Lift Hub Access Landing Site Bravo Bryyo Hangar Bay Ruined Shrine Hidden Court Hidden Court Hall Fuel Gel Pool ---Missile Expansion (240)--- Hidden Court Hall Hidden Court Ruined Shrine Hangar Bay Pirate Homeworld Landing Site Bravo Lift Hub Access Lift Hub Command Courtyard Courtyard Passage [Morphology - Scritter] Skyway Access [Lore - Purification] Defense Access Transit Station 4-A Transit Station 4-B Save Station Transit Station 4-B Phazon Quarry ---Missile Expansion (245)--- Mine Lift [Lore - Vanguard] Phazon Harvesting [Mechanoid - Phazon Harvester Drone] Drill Shaft 1 [Lore - Victory and Loss] Main Cavern ===Nova Beam=== Drill Shaft 2 Phazon Quarry ---Energy Cell (8)--- Drill Shaft 2 Main Cavern Phazon Mine Entry [Lore - Bryyo Falls] ---Missile Expansion (250)--- Landing Site Charlie Landing Site Alpha Scrapvault Lift Scrapvault Processing Access ---Ship Missile Expansion (11)--- Scrapvault Scrapvault Lift Landing Site Alpha Bryyo Fiery Airdock Imperial Hall Gel Refinery Site Main Lift Corrupted Pool Gel Processing Site (Gold Credit - Red Phaazoid Defeated) Gel Hall Save Station A Cavern Entry Gel Cavern Temple Access Temple of Bryyo ---Missile Expansion (255)--- Temple Access Gel Cavern Imperial Hall Fiery Airdock Norion Cargo Dock B Generator B Access Generator B ---Energy Cell (9)--- Generator B Access Cargo Dock B G.F.S. Valhalla Docking Bay 5 Hangar A Access Repair Bay Security Station Security Access Auxiliary Lift Port Observation Deck Junction A Aurora Access Aurora Chamber [Energy Cell ID GB-6187C-9] [Energy Cell ID SA-3871S-7] Control Room Access Control Room [Lore - Anhur Incident] ===Pirate Code=== (non%) (Friend Voucher - Secret Message Discovered) Control Room Access Aurora Chamber Aurora Access Junction A Port Observation Deck Auxiliary Lift Security Access Security Station Repair Bay Hangar A Access Docking Bay 5 Pirate Homeworld Landing Site Bravo Lift Hub Access Lift Hub Security Airlock Defense Access Command Station (Gold Credit - Defense System Obliterated) Flux Control Command Courtyard Courtyard Passage Skyway Access [Morphology - Demolition Trooper] Transit Station 1104 Transit Station 0203 Transit Tunnel P68 Transit Station 0204 Transit Tunnel P69 Transit Station 0205 (Gold Credit - All Troopers Survived) Transit Tunnel P70 Transit Station Leviathan [Morphology - Pirate Commander] Landing Site Delta Core Access Pirate Homeworld Leviathan Core [Morphology - Omega Ridley] ===Hyper Grapple=== Bryyo Cliffside Airdock Gateway Hall Gateway Grand Court Path Grand Court (Gold Credit - Red Phaazoid Defeated) Grand Court Path Gateway Gateway Hall Cliffside Airdock Elysia Skytown Federation Landing Site Landing Access Skybridge Athene Maintenance Shaft TA Turbine Chamber Broken Lift Gearworks Observatory Lift Chozo Observatory [Research - Planet Aether] [Research - Planet Tallon IV] (Expansion Locations Revealed - Elysia & Pirate Homeworld) Observatory Lift Gearworks Broken Lift Turbine Chamber Maintenance Shaft TA Skybridge Athene Landing Access Skytown Federation Landing Site Pirate Homeworld Landing Site Alpha Transit Station 1-A Transit Station 1-B Proving Grounds (Gold Credit - Red Phaazoid Defeated) Transit Station 1-B Transit Station 1-A Landing Site Alpha Landing Site Charlie Phazon Mine Entry Main Cavern Drill Shaft 1 Phazon Harvesting (Gold Credit - Red Phaazoid Defeated) Main Lift Phazon Harvesting (Friend Voucher - Harvester Destroyed) Main Lift Phazon Quarry Transit Station 4-B Transit Station 4-A Defense Access Command Station Transit Station 2-A Transit Station 2-B Leviathan Access Portal Leviathan Ship (Friend Voucher - Leviathan Humiliated) Leviathan Access Portal Transit Station 2-B Transit Station 2-A Command Station Flux Control Command Courtyard Lift Hub Transit Station 3-B Transit Station 3-A Metroid Creche (Gold Credit - Red Phaazoid Defeated) Transit Station 3-A Transit Station 3-B Lift Hub Command Courtyard Courtyard Passage Skyway Access Transit Station 1104 Transit Station 0203 Transit Tunnel P68 Transit Station 0204 (Gold Credit - Red Phaazoid Defeated) Transit Tunnel P69 Transit Station 0205 Transit Tunnel P70Transit Station Leviathan Phaaze Landing Site [Research - Phaaze Door] Entry Canyon [Morphology - Jelsac] [Research - Black Phazon Crystals] Cavern Alpha Cavern Beta Access [Morphology - Phazon Puffer] Cavern Beta Drop Shaft [Morphology - Tangle Weed] Metroid Cavern Hatcher Shaft Hatcher Tunnel Genesis Chamber [Morphology - Leviathan Infant] Sanctum [Morphology - Dark Samus] [Morphology - Aurora Unit 313] ========== Expansions [0902] ========== Organized in the same manner as the expansion locations: First obtainable are listed first within their respective subsections. -------------- G.F.S. Olympus -------------- Energy Tanks [ ] Ventilation Shaft Missile Expansions [ ] Munitions Storage (Launcher) ------ Norion ------ Energy Tanks [ ] Substation East Missile Expansions [ ] Cargo Hub [ ] Docking Hub Alpha [ ] Maintenance Station [ ] Substation West [ ] Cargo Dock A Energy Cells [ ] Generator B --------------- Cliffside Bryyo --------------- Energy Tanks[ ] Reliquary II [ ] Ruined Shrine [ ] Machineworks Bridge Missile Expansions [ ] Grand Court Path [ ] Hillside Vista [ ] Crash Site [ ] Reliquary III [ ] Burrow [ ] Fuel Gel Pool (1) [ ] Hidden Court [ ] Falls of Fire [ ] Gateway [ ] Hall of the Golems [ ] Fuel Gel Pool (2) Ship Missile Expansions [ ] Hangar Bay (Launcher) [ ] Colossus Vista Energy Cells [ ] Hangar Bay [ ] Hidden Court ---------- Bryyo Fire ---------- Missile Expansions [ ] Main Lift [ ] Gel Hall (1) [ ] Gel Hall (2) [ ] Gel Refinery Site [ ] Imperial Hall [ ] Temple of Bryyo --------- Bryyo Ice --------- Energy Tanks [ ] Tower Ship Missile Expansions [ ] Hall of Remembrance ------------------ Thorn Jungle Bryyo ------------------ Energy Tanks [ ] Vault Missile Expansions [ ] Jungle Generator [ ] Generator Hall North [ ] Ancient Courtyard Ship Missile Expansions [ ] Auxiliary Dynamo ------ Elysia ------ Energy Tanks [ ] Steambot Barracks [ ] Arrival Station [ ] Zipline Station Charlie Missile Expansions [ ] Transit Hub [ ] Barracks Access [ ] Skybridge Hera [ ] Main Docking Bay [ ] Construction Bay [ ] Powerworks [ ] Steambot Barracks Ship Missile Expansions [ ] Security Station [ ] Hoverplat Docking Site Energy Cells [ ] Ballista Storage ----------- Elysia East ----------- Energy Tanks [ ] Xenoresearch A Lift Missile Expansions [ ] Gearworks [ ] Botanica [ ] Concourse [ ] Concourse Ventilation Energy Cells [ ] Xenoresearch B -------------- Pirate Command -------------- Missile Expansions [ ] Command Courtyard [ ] Command Station [ ] Security Airlock [ ] Lift Hub [ ] Flux Control Energy Cells [ ] Command Courtyard --------------- Pirate Research --------------- Energy Tanks [ ] Scrapworks [ ] Metroid Creche Missile Expansions [ ] Scrapvault [ ] Metroid Processing [ ] Creche Transit [ ] Craneyard Ship Missile Expansions [ ] Scrapworks [ ] Processing Access Energy Cells [ ] Metroid Processing ------------ Pirate Mines ------------ Missile Expansions [ ] Phazon Quarry [ ] Phazon Mine Entry Energy Cells [ ] Phazon Quarry --------------- G.F.S. Valhalla --------------- Energy Tanks [ ] Munitions Locker Missile Expansions [ ] Medlab Alpha [ ] Auxiliary Lift [ ] Weapons Cache Ship Missile Expansions [ ] Medlab Alpha Energy Cells [ ] Docking Bay 5 ______________________________________________________________________________ ������������������������������������������������������������������������������ 10. EXTRAS [1000] ______________________________________________________________________________ ������������������������������������������������������������������������������ Throughout the course of gameplay, you accumulate red, blue, and gold credits and friend vouchers (the last of which can be traded with friends over wi-fi for green credits (for details on how to obtain credits, please check the Credits section). Credits can be traded in on the Extras menu in your file for bonus material. There are a grand total of 109 red credits, 51 blue credits, 52 gold credits, and 26 friend vouchers. To unlock all the bonus content, you need all the red, blue, and gold credits (except for one red credit - the 109th is an unintentional and missable glitch). You only have leeway with green credits. You only need 15 out of the possible 26. If you've missed during the course of the game or aren't interested in playing again on Hypermode difficulty (which is required for many of the Gold credits), you have to pick and choose what bonus content you take as you go along. You can't read the names, descriptions, or cost of a purchase until you've passed certain points of the game, and often times you won't know how valuable a purchase is until after you've bought it. Therefore, I offer you a list of all the bonus content along with prices and descriptions for each of them. After the extras menu, I share some easter eggs that can be found in the game. ============================================== / Name Red Blu Gol Gr \ |================================================| | Concept Gallery | |================================================| | Samus Package | 3 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | Creature Package 1 | 3 | 1 | 1 | 0 | |------------------------|-----|-----|-----|-----| | Creature Package 2 | 3 | 2 | 2 | 1 | |------------------------|-----|-----|-----|-----| | World Package 1 | 3 | 1 | 1 | 0 | |------------------------|-----|-----|-----|-----| | World Package 2 | 3 | 2 | 2 | 1 | |------------------------|-----|-----|-----|-----| | Storyboard Package 1 | 3 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | Storyboard Package 2 | 3 | 2 | 2 | 1 | |================================================| | Bonus Gallery | |================================================| | Ship Bumper Stickers | 3 | 1 | 3 | 2 | |------------------------|-----|-----|-----|-----| | Screen-Shot Tool | 3 | 1 | 3 | 2 | |------------------------|-----|-----|-----|-----| | Mii Bobblehead | 3 | 1 | 3 | 2 | |------------------------|-----|-----|-----|-----| | Diorama 1 | 3 | 1 | 3 | 1 | |------------------------|-----|-----|-----|-----| | Diorama 2 | 3 | 1 | 3 | 1 | |------------------------|-----|-----|-----|-----| | Diorama 3 | 3 | 1 | 3 | 1 | |------------------------|-----|-----|-----|-----| | Diorama 4 | 3 | 1 | 3 | 1 | |------------------------|-----|-----|-----|-----| | Diorama 5 | 3 | 1 | 3 | 1 | |------------------------|-----|-----|-----|-----| | Diorama 6 | 3 | 1 | 3 | 1 | |================================================| | Soundtrack Gallery | |================================================| | MP3 Title Music | 4 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | In the Cockpit | 4 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | GF Battle Theme | 4 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | Bryyo | 4 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | Bryyo Thorn Jungle | 4 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | The Corruption | 4 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | Skytown | 4 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | Steamlord | 4 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | Valhalla | 4 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | Metroid Battle Theme | 4 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | Helios | 4 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | Pirate Homeworld | 4 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | Gandrayda | 4 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| | Omega Ridley | 4 | 2 | 1 | 0 | |------------------------|-----|-----|-----|-----| \ Phaaze | 4 | 2 | 1 | 0 / ============================================== =============== Concept Gallery =============== ------------- Samus Package ------------- Contains mostly alternative designs for Samus - in particular, suit, morph ball, and arm cannon designs. Also some sketches, a gunship picture, and a few stylized pictures of Samus without her helmet. 12 images total. ------------------ Creature Package 1 ------------------ Art and alternate designs of Ghor, what look like Crawltanks, Federation personnel, Reptilicus, Rundas, battle drones, a Steambot, a Steamlord, a Federation trooper (or maybe an alternate Rundas design), and what appears to be Korakk. 12 images total. ------------------ Creature Package 2 ------------------ Art and alternate designs of Mogenar, Dark Samus, Ridley, Gandrayda, Helios, a Pirate Commando, the room Sanctum, a golem, Defense Drone (or maybe an ordinary bot), and Admiral Dane. 12 images total. --------------- World Package 1 --------------- Art and alternate designs of Skytown's floating constructs, the room Gateway, more of Bryyo, the Norion command room, the Elysian Leviathan Seed from the outside along with Skytown, the Olympus, a Chozo statue, some sketches of Skytown, the room Powerworks (although the focus is on the Torizo, Spider Ball upgrade, and the magnetic rails), and the Skytram. 12 images total. --------------- World Package 2 --------------- Art and alternate designs of some location I can't identify at all, Elysian maintenance units, the room Hillside Vista, Powerworks (again), the planet Phaaze, miscellaneous concept art, what I believe is either the Bryyo or Pirate Homeworld Leviathan Seed, and the Pirate Homeworld in general. 8 images total. -------------------- Storyboard Package 1 -------------------- Black and white storyboards of Samus landing the ship, Samus speaking with Aurora Unit 242, Dark Samus awakening, Samus defeating Helios, Samus' gunship landing on a planet, Samus calling her gunship (with Ghor in one frame for some reason), and the Federation and Pirate fleets fighting. 7 images total. -------------------- Storyboard Package 2 -------------------- Black and white storyboards of a Leviathan Seed appearing through a wormhole, Ridley ambushing Samus, Samus destroying the Bryyo Leviathan Seed's core and vomiting, Rundas' arrival on the battlefield (before fighting him yourself), and Rundas' defeat and "deliverance" by Dark Samus. 5 images total. ============= Bonus Gallery ============= -------------------- Ship Bumper Stickers -------------------- Adorns your gunship with stickers for all of the following games for which you have save data on your Wii: -Excite Truck -Mario Party 8 -The Legend of Zelda: Twilight Princess -Metroid Prime 3: Corruption -Super Mario Galaxy -Super Paper Mario -Super Smash Bros. Brawl -Wario Ware: Smooth Moves -Wii Play -Wii Sports ---------------- Screen-Shot Tool ---------------- Allows you to take a screenshot during gameplay by pressing up on the directional pad of the Wiimote. The image is sent to the message board you can access from your main Wii menu. You can also send these screenshots to your friends. -------------- Mii Bobblehead -------------- Puts a bobblehead toy in your gunship. The body of the toy is the Varia Suit, but instead of having Samus' head, it has the head of whatever Mii you chose when you made your file. You can poke the head with your finger and make it dance. It also rattles whenever your ship takes off. Unfortunately, you cannot change the Mii head to another one (or replace it with Samus') -------- Dioramas -------- 3D, fully rotatable depictions of scenes from the game (or what could have been!). Diorama 1 - Samus and Ridley battling each other in the generator shaft. Diorama 2 - Samus sitting on a throne on Bryyo as Reptilici bow to her and offer tribute. Diorama 3 - Morph Ball Samus zipping around a perturbed Mogenar. Diorama 4 - Samus leaping off a downed Steambot to attack its Steamlord. (while a second Steambot approaches from the side) Diorama 5 - Samus clinging onto Ghor's battle armor. Four Chozo Ghosts hover around them. Diorama 6 - Samus facing off against Aurora Unit 313. 3 Dark Echoes prepare to attack. ================== Soundtrack Gallery ================== Fifteen select tunes from the game. You can only listen to them here in the Soundtrack Gallery, but they're yours if you want them. =========== Easter Eggs =========== The radio has one other use outside the very beginning of the game. Certain frequencies let you listen to messages from certain developers and Nintendo executives. All the people you can listen to speak Japanese, but it's still there if you'd like to listen. You can reach the following people by pressing the buttons on the radio in the following order (buttons are numbered from left to right): Shigeru Miyamoto - 8, 3, 5, 4 Yoshio Sakamoto - 4, 6, 1, 7 Kensuke Tanabe - 1, 3, 8, 5 Kenji Yamamoto - 3, 6, 4, 8 Satoru Iwata - 2, 7, 5, 1 ______________________________________________________________________________ ������������������������������������������������������������������������������ 11. ABILITY MECHANICS [1100] ______________________________________________________________________________ ������������������������������������������������������������������������������ This section is devoted to understanding the specific mechanics of Samus' abilities. Abilities are organized as they are in the pause menu, with a few modifications. I list the in-game description first and follow up with my own in-depth analysis. ========= Hypermode ========= You enter Hypermode by exchanging 100 hit points for an equivalent 100 "phazon points". Conversely, you can exit Hypermode and transform all remaining phazon points (possibly the full amount) back into hit points. While Samus is in Hypermode, she is impervious to damage, except on Phaaze, although she still benefits from health restoring items. After the cutscene at Corrupted Pool, Samus becomes corrupted if she remains in Hypermode for longer than 10 seconds. While corrupted, her phazon points regenerate at a rate of approximately 5 points per second. If phazon points regenerate beyond 100, Samus is put at risk of total corruption. ---------- Hyper Beam ---------- "The Hyper Beam fires bursts of Phazon Energy. "While in Hypermode, press B to shoot. To charge the Beam, press and hold B. Release to fire a poweful attack. "Notes: Each shot of the Hyper Beam will drain a small portion of Phazon from your PED tank." Hyper Beam supercharges your ordinary beams with power. It retains most of the properties of the Power and Charge Beams but loses all those of the Plasma and Nova Beams. Uncharged shots roll through a cost cycle of 4 -> 4 -> 3 phazon points. The only known difference between an ordinary Charged attacks and those fired in Hypermode is the style of the attack. Ordinary Charged attacks come out in a single blast, Hypermode Charged shots come out as a rapid volley of beams. Duration and cost of Charged attacks are directly proportional to each other. The weakest and shortest blasts cost 8 phazon points; the strongest and longest cost 50. Should there be insufficient phazon for a Charged shot, the attack and Hypermode are cancelled as soon as the phazon is fully depleted. ---------- Hyper Ball ---------- "The Hyper Ball allows you to attack multiple targets while in Morph Ball. "While in Hypermode, enter Morph Ball and press A to attack all nearby enemies. Press and hold A to fire a constant attack. "Notes: The Hyper Ball attack will constantly drain Phazon from your PED tank while being used." Hyper Ball replaces the Morph Ball Bomb as your primary Morph Ball weapon when in Hypermode. Lightning colored red denotes attacks hitting an enemy; lightning colored blue denotes free-flowing lightning. The Hyper Ball has a maximum range as far as "four Morph Balls away" and consumes phazon points at a rate of approximately 28 points per second. Hyper Ball can attack multiple enemies at once; however, it focuses almost all of its power on the closest opponent. The direction of the lightning slightly influences the Morph Ball's position. For example, lightning heading northwest inches the Morph Ball northwest. Lightning heading northwest and northeast makes the Morph Ball spin clockwise in place (if the amount of lightning is equal between them; otherwise it edges in the stronger direction). Lightning heading opposite directions has the Morph Ball wobbling back and forth. Manual movement largely subjugates Hyper Ball's directional influence. ------------- Hyper Missile ------------- "The Hyper Missile adds Phazon-enhanced Missiles to your Hypermode arsenal. "While in Hypermode, press down on the directional pad to fire. "Notes: Each Hyper Missile fired will drain a large portion of Phazon from your PED tank." Hyper Missile supercharges your ordinary Missiles with power. It retains all the properties of ordinary Missiles but loses all the properties and abilities of Ice and Seeker Missiles. However, in return it gives you the ability to shatter phazon crystals. Hyper Missiles have a cost cycle of 27 -> 27 -> 26 phazon points. Regardless of how many phazon points are left in the PED tank, a Hyper Missile can still be fired so long as Hypermode is active. That is, if you have fewer phazon points remaining than would ordinarily be consumed when firing, a Hyper Missile may still be fired. The missile's power is not impaired and Samus suffers no health penalty. ------------- Hyper Grapple ------------- "The Hyper Grapple enhances your Hypermode Grapple Beam with Phazon energy. "While in Hypermode, press and hold Z while targeting a Grapple Point to attach. While still attached, pull the Control Stick down to siphon energy and push the Control Stick up to send energy. "Notes: The addition of Phazon energy to the Grapple Beam also increases its effectiveness against enemies. "The Hyper Grapple is the only way to energize objects with Phazon energy." Hyper Grapple has no effect on draining energy from enemies. ======= Weapons ======= ---------- Power Beam ---------- "The Power Beam is the default Arm Cannon. It has the best rate of fire. "Press B to shoot the Power Beam. Press and hold B to charge the Arm Cannon, then release to fire a charged shot. "Notes: If you see your shots ricochet, cease fire. The Power Beam is not working against that target. "Unlike previous versions, this model of the Power Beam has been augmented with a Charge module. Charged shots are more powerful and deal more damage than normal shots. "Charging also has a limited 'tractor beam' that will pull small objects to you." Charged shots vary in power based off the amount of time spent charging, although there is a cap on how powerful a charge can become. A Charged shot also has a brief stun effect on many enemies. ----------- Plasma Beam ----------- "The Plasma Beam is able to fire superheated Beams of energy. "Press B to shoot the Plasma Beam. Press and hold B to charge the Arm Cannon, then release to fire a charged shot. "Notes: The Plasma Beam can be used to ignite some enemies and burn them to ash. "Certain materials are also susceptible to extreme temperatures and can be melted. "In addition to its destructive capabilities, the Plasma Beam may also be used to repair damaged devices." Plasma Beam retains all the properties of the beams before it. Materials that can be melted must be shot repeatedly with regular shots or once with a powerful Charged shot to melt. --------- Nova Beam --------- "The Nova Beam is a high frequency Beam that can shoot through certain objects. "Press B to shoot the Nova Beam. Press and hold B to charge the Arm Cannon, then release to fire a charged shot. "Notes: The Nova Beam can shoot through objects made of Phazite and hit enemy weak points or hidden targets. "Many of these can be found by using the X-Ray Visor. "The Nova Beam retains all the abilities of your previous Beam weapons." Enemies wearing phazite whose weakness can be identified with the X-Ray Visor are killed in one hit if shot there. ---------------- Missile Launcher ---------------- "The Missile Launcher adds ballistic weapon capability to the Arm Cannon. "Press down on the directional pad to fire the Missile Launcher. Target and lock on with Z to fire a Homing Missile. "Notes: Missiles can destroy objects made of Brinstone. "Each Missile Expansion you find will increase the number of Missiles you can carry by 5." A Missile is significantly more powerful than a single beam attack. ----------- Ice Missile ----------- "The Ice Missile enhances your current Missiles and allows the freezing of enemies and certain liquids. "Press down on the directional pad to fire an Ice Missile. Target and lock on with Z to fire a Homing Ice Missile. "Notes: Enemies struck by an Ice Missile will be enveloped in shards of ice for a few moments, slowing their movement. Enemies who have been weakened in combat may freeze entirely and be unable to move or attack. "Some liquids, such as Fuel Gel, are highly susceptible to cold and will freeze when shot. Frozen gel will only remain for a short period of time before shattering." The number of Missiles required to freeze enemies varies greatly. Some enemies are destroyed instantly, others frozen by a single Missile, and others can take many, many Missiles to freeze. It is not possible to freeze a target that has entered Hypermode. Frozen enemies can be shattered with a strong beam attack. An ice platform in Fuel Gel lasts for approximately 8 seconds before disintegrating. It can also be destroyed prematurely by attacking it. -------------- Seeker Missile -------------- "The Seeker Missile allows you to fire upon multiple targets simultaneously with the Missile Launcher. "Press and hold down on the directional pad to charge the Seeker Missile and release to fire. "Notes: While charging the Seeker Missile, move the cursor around your area. You will lock on to each enemy you pass over, to a maximum of five targets. "The Seeker Missile requires space to spread to its targets, so it is recommended to fire it from a distance. "You can also lock on to single targets multiple times with the Seeker." When marking the same target multiple times, there is sometimes a small delay before the next mark takes effect. This is not the case when marking separate targets. Samus does not need to be facing or be locked on to marked enemies for the missiles to home in on them. Missiles can turn and arc into any enemy regardless of their position, so long as no obstruction blocks the missile's path. Observe: Open Area * Closed Area * | Missile Path ____ * Wall | __ ____________/ \ * | \ Missile / / * / Path Target Samus-- * Target Samus-- *harmed* -> * *unharmed* -> (Facing Right) * (Facing Right) ------------ Screw Attack ------------ "The Screw Attack allows you to transform into a mobile ball of deadly energy." "After executing a Space Jump, press A repeatedly to initiate and perform the Screw Attack." "Use the analog stick to steer while in Screw Attack mode. "Notes: The Screw Attack has a limited number of consecutive jumps. "Striking enemies with the Screw Attack will damage them. "Performing a Screw Attack while facing and touching a wall unit will execute a Wall Jump. Use the Wall Jump to travel great vertical distances. After Space Jumping, pressing the jump button a third time while pushing forward on the analog stick initiates the Screw Attack. The perspective switches to third person where Samus is seen somersaulting forward in the air. The jump button can be pressed up to five additional times to extend the length of that Screw Attack. Nearly every regular enemy Samus comes into contact with while Screw Attacking is heavily damaged or instantly destroyed. Many boss characters are also heavily damaged by the Screw Attack. Pushing left or right on the analog stick slightly nudges the Screw Attack in one direction or the other. Samus' direction can be changed more the longer a Screw Attack is active. A Screw Attack in which the distance of all the somersaults' distances are optimized allows a change in direction at most of approximately 15 degrees. The length of time the A button is held has no bearing on jump height (a divergence from the 2D Metroid games). Somersaults have a pre-set height to which they always rise. The A button instead controls distance travelled. Specifically, the rate the A button is pressed controls distance. Delayed presses result in greater distances; more rapid presses result in shorter distances. Dropping below a certrain threshold height before somersaulting again cancels the Screw Attack. The proceeding diagram puts together all this information. "S#" stands for "Somersault #", "SA" for "Screw Attack", and "SAs" for "Screw Attack starts". Pre-set Screw Attack Jump Height =========================================== /\ /\ /\ /\ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \/ S3 \ / \ SAs / \ / \ / \ /\/ S1 \/ S2 \ / \ / \/ S4 \ / Jump2 ===========================================\ / Minimum Height before Automatic SA Cancel \ / \ S5, but button ______/_ Jump1 \ press does / \ nothing. Ledge / Note: Only the somersaults are to scale. I don't know / the precise placement of the pre-set height and / minimum height relative to the the height at which the / Screw Attack starts. It's simply estimated here for the / purpose of demonstrating the example and explaining the / mechanics of the Screw Attack. / ========== Morph Ball ========== "The Morph Ball changes your suit into a compact, mobile sphere. "Press C to enter Morph Ball mode. Press C again to leave Morph Ball mode. "Notes: Like the Varia Suit, the Morph Ball is modular. There are several modifications that can be added to improve performance." There are a number of exploits related to the Morph Ball. Please see the Techniques section for more information. ---- Bomb ---- "The Morph Ball Bomb is the default weapon for the Morph Ball. "Press A when in Morph Ball mode to drop a Morph Ball Bomb. "Notes: The Morph Ball Bomb can destroy items made of Talloric alloy and activate certain devices. "If the Morph Ball is near a Morph Ball Bomb when it explodes, it will be popped a short distance into the air. This is called a Bomb Jump. It is also possible to jump while in Morph Ball by flicking the Wii Remote up quickly. "When a Morph Ball Bomb explodes, it must be close to the enemy to hit." It is possible to perform a Bomb Jump in the air to gain more height. Search "dbj" for more details. Bomb jumping in midair has been limited (a divergence from previous games). Samus can be affected by only one midair bomb until she comes to a standstill again. Other parameters for bomb jumps have been modified. Samus must be in the position of or almost exactly in the position of where the bomb was placed in order to bomb jump (Samus previously only required to be in contact with some part of the bomb). ---------- Boost Ball ---------- "The Boost Ball can be used to increase the Morph Ball's speed for short periods. "Press and hold B to charge, then release B to trigger a quick boost of speed. "Notes: When charging, the longer you hold B, the longer (and faster) the boost charge will be. "Throughout the environment you will encounter U-shapes channels known as Half-pipes. Using the Boost Ball in these areas will let you reach higher places. "Build a charge as you descend in the Half-pipe, then trigger the Boost as you ascend the other side. This will give you the speed and momentum you need to reach new heights. "Some mechanisms will have circular channels that the Morph Ball can boost around. Repatedly boosting through these channels will build a kinetic charge which will activate these devices. "You can damage some enemies by boosting into them." The Spring Ball may also be used while boosting without disrupting the boost's momentum. ----------- Spider Ball ----------- "The Spider Ball allows you to move the Morph Ball along magnetic rails. "While next to a magnetic rail, press and hold Z to activate the Spider Ball ability. "Notes: Follow the magnetic rails to explore new areas. "The Morph Ball Bomb can be used to trigger a Bomb Jump while attached to a rail. "You can use the Boost ability to rapidly propel the Spider Ball away from magnetic rails." No additional comments. ====== Visors ====== ------------ Combat Visor ------------ "The Combat Visor is your default visor. It provides you with a Heads-Up Display (HUD) containing radar, minimap, lock on reticules, energy gauge, and Missile count. "Press and hold - to bring up Visor Select. Move the cursor into the middle zone and release - to enter Combat Visor. "Notes: Your current Missile amounts will be displayed in the loewr-right corner of the Combat Visor." No additional comments. ---------- Scan Visor ---------- "The Scan Visor is used to collect data. Some devices will activate when scanned. "Push and hold - to bring up Visor Select. Move the cursor into the top zone and release - to enter Scan Visor. "Notes: Mission-critical scan targets will be red in color. "Scanning enemies with this visor can reveal vulnerabilities. "You will be unable to fire any weapons while the Scan Visor is active. "Scanned data vital to success of the mission is downloaded and stored in the Logbook section of the Pause Screen." Sight and even lock-on are not sufficient to enable scan downloads. The object must be within a certain range before scan data is obtainable. ------------- Command Visor ------------- "The Command Visor is used to send commands to your gunship. "Push and hold - to bring up Visor Select. Move the cursor into the lower-right zone and release - to enter Command Visor. "When in Command Visor, you will be able to see Command icons. Target and lock on to these icons with Z to send orders to your gunship. "Notes: Much like the Varia Suit, your gunship's abilities are expandable. As you gain more abilities, you will be able to use the Command Visor to send your ship new commands." All weaponry is disabled while this visor is active. Attempting to fire prompts an automatic switch to Combat Visor. ----------- X-Ray Visor ----------- "The X-Ray Visor can be used to see through objects made of Phazite. "Push and hold - to bring up Visor Select. Move the cursor into the lower-left zone and release - to enter X-Ray Visor. "Notes: The X-Ray Visor can be used to see the inner workings of devices and hidden weak points behind Phazite armor. Targets behind Phazite will require a high frequency beam to hit." Most topography is displayed as blue. Many enemies and mission critical objects appear orange. Enemies with phazite armor and a weak point can be zoomed in upon with this visor and killed in one hit with the Nova Beam. ===== Suits ===== ---------- Varia Suit ---------- "The Varia Suit is an advanced Chozo armorsuit modified for use by Samus Aran. "Notes: The Varia Suit provides life-support functions and is well-shielded from attack. "The modular nature of the Varia Suit allows for the addition of weapons, visors, and other gear as needed. "The Varia Suit's shielding loses energy with each hit: collect energy when possible to keep the shielding charged." No additional comments. -------- PED Suit -------- "The PED Suit is a fusion of your Chozo armorsuit and GF technology. "The defining characteristic of the PED Suit is the ability to enter Hypermode: a temporary supercharged state that enhances your offensive capabilities. Press and hold + to enter Hypermode. "Notes: In order to enter Hypermode, one full Energy Tank must be expended. "During Hypermode your Phazon reserves will be depleted with each attack. Carefully manageing your reserves will allow you to remain in Hypermode for a longer period of time. "Once your Phazon reserve is depleted or after a certain amount of time, the suit will exit Hypermode." See the description below the Hyper Mode header for information related to Hyper Mode. ------------- Hazard Shield ------------- "The Hazard Shield protects against toxic materials. "Notes: This modification increases your defensive shielding. "The Hazard Shield can resist the caustic effects of both acid rain and Fuel Gel, allowing you access to previously inaccessible areas." The Hazard Shield provides 100% protection from harmful environments. ---------------- Space Jump Boots ---------------- "The Space Jump Boots increase your leaping capability through the use of boot-mounted thrusters. "Press A to jump, then press A again during the jump to use the Space Jump Boots. "Notes: Timing is important when using the Space Jump Boots. "Experiment to discover ways to increase the height and length of your jumps." Jump height varies based on how long the jump button is held. The longer it's held, the greater the jump height (until its cap). See the Techniques section for more information on exploits related to the Space Jump Boots. ======= Grapple ======= ------------- Grapple Lasso ------------- "The Grapple Lasso allows you to pull objects in the environment. "Lock on to a Grapple Point and cast the Nunchuk forward to fire. Pull the Nunchuk back quickly to grapple. "Notes: Objects in the environment that shimmer (yellow) can also be grappled. Blue indicates a limp grapple. Yellow indicates a taut grapple ready to be pulled. Pulling back with the Wiimote tightens grapples and readies them for use at removing or tugging out. ------------- Grapple Swing ------------- "The Grapple Swing allows you to swing back and forth from special points throughout the environment. "Target a Grapple Point and press and hold Z to fire the Grapple Beam. Hold Z down to stay connected and let go to release, then turn the analog stick left or right to turn while swinging. "Notes: The Grapple Swing can be used to cross large gaps. "Look for special points that shimmer (yellow) to swing from." Weapons and Hyper Mode are both available for use while swinging. Simply spying a grapple point is not sufficient enough to --------------- Grapple Voltage --------------- "The Grapple Voltage ability allows you to give or take energy from certain objects. "Press and hold Z while targeting a Grapple Point to attach. While still attached, pull the Control Stick down to siphon energy and push the Control Stick up to send energy. "Notes: The Grapple Voltage ability is tied into your suit's power. Draining energy from an object will replenish yours and sending energy into an object will drain energy from you. "Objects in the environment that shimmer (purple) can be given energy or have it taken away." A purple beam denotes that the Grapple Voltage is attached to a target and waiting, blue denotes that it is siphoning energy, red denotes that it is inserting energy. Captured enemies escape the grapple after a time has passed. Energy insertion can kill most grappleable enemies before they have an opportunity to escape. Many enemies who are siphoned of energy escape a number of times from the grapple (assuming they are not damaged in any other way). ======= Gunship ======= ------------ Save Station ------------ "Your gunship is equipped with a Save Station. "Enter your gunship to save your game. "Notes: Like Normal Save Stations, saving at your gunship will fully replenish your energy." Unlike normal Save Stations, the gunship's Save Station fully restores your Missiles in addition to your health. It does not restore expended Ship Missiles. ------- Missile ------- "Your gunship is now capable of firing a salvo of Missiles. "While in Command Visor, lock on with Z to a Ship Missile Command Icon. Your gunship will fly over the area and bombard the environment with Missile attacks. "Notes: Ship Missiles can destroy objects made of Maldium. "Each Gunship Missile Expansion you find will increase the number of Missiles your gunship can carry by 1." *Any* enemy hit by a Ship Missile is instantly destroyed. Ship Missiles may be used in the following rooms: Norion ------ Cargo Dock B Cliffside Bryyo --------------- Gateway Hall Gateway Hillside Vista Hidden Court Bryyo Fire ---------- Temple of Bryyo Thorn Jungle Bryyo ------------------ Ancient Courtyard Generator Hall North Generator Hall South South Jungle Court Pirate Homeworld ---------------- Command Courtyard Craneyard Phazon Harvesting Note: The planetary barrier around the Pirate Homeworld must be deactivated before Ship Missiles may be used in any of the rooms that allow them. Thank you Da Dood for the list of rooms Ship Missiles work in. I'm not sure if you compiled the list yourself or copied it from another source as I did from you, but it's certainly appreciated. ------- Grapple ------- "The Ship Grapple Beam will allow you to pick up and move large objects. "While in Command Visor, lock on with Z to a Ship Grapple Command Icon. Depending on the icon, you will be able to lift or drop objects in the environment. "Notes: Your gunship will be unable to use all other abilities while carrying cargo. "Using another Command Icon while carrying an object will prompt you to return your current cargo to its original location. If you confirm the new command, the cargo will automatically be returned to where it was first found. "Objects in the environment that shimmer (dark blue) can also be grappled with your ship." No additional comments. ______________________________________________________________________________ ������������������������������������������������������������������������������ 12. BREAKING THE GAME [1200] ______________________________________________________________________________ ������������������������������������������������������������������������������ Every Metroid game has had many exploits and glitches that have allowed players to reach places not intended by the developers to *be* reached or acquire items or perform events in orders also not intended by the developers. Corruption is the lightest and cleanest entry in the series (except for Fusion), but there are still a few tricks. Most of these will require the use of advanced techniques. Learn about those first before moving on to the Secret Worlds or Sequence Breaks sections. Special thanks to fans at metroid2002.com for finding all this stuff. This is their work. I'm just compiling it. Note: Not everything possible in the original version of Corruption is possible in the Trilogy release. This especially applies here. If you're playing using a copy of Metroid Prime Trilogy, please refer to the version differences section to see what's been changed. It's allot. ========== Techniques [1201] ========== The level of technique I'm talking about is a bit above a simple double bomb jump or plotted timing of screw attack somersaults. All these techniques exploit the game's programming in one way or another and to perform them consistently, you need some understanding of how they work and what's going on. I'll start with the basics and move my way up. ----------- Ghetto Jump ----------- Basic height gain technique when jumping. By jumping against certain walls, objects, or even inclines, your maximum jump height increases. Hold Z, walk toward what you aim to ghetto jump off of, and then jump as you walk into it. Any object that can be walked over that increases Samus' height on the field, can also used for a ghetto jump. You can still perform the technique on objects you can't walk over, but you must pull away immediately from it, as the game's engine cancels the second jump because you're "hitting it". (This is, for that matter, a new addition to the engine. Previous Prime games allowed you to jump again.) In some cases, continuing to push against a wall or object while you're jumping may continue to increase jump height. ----------------- Instant (Un)morph ----------------- A means to skip the morph and unmorph animations. The instant unmorph has an interesting side-effect of momentarily fooling the game into thinking that you're standing no matter where you actually are. Applications are discussed in greater detail further on in more advanced techniques. The instant morph lets you reach some higher Morph Ball tunnels that you wouldn't be able to reach without other tools or via some other path. The conditions to perform the two are different. To get an instant morph, you need to morph at a point where showing the animation would show Samus' body clipping through the level boundaries. For an instant unmorph, you need to obstruct the camera such that there's not enough room between the camera and Samus to show the animation. Also, the camera mustn't swerve around to another angle instead to show the unmorph, which often happens when Samus get too close to it. The camera should be directly behind her. ----------------- 2 Bomb Jump (2bj) ----------------- A variation of the double jump (dbj). Contrary to its name, it actually employs 3 bombs. Place the first and then as it explodes, place the next. The third bomb is placed during your ascent from the first's explosion. Unlike the dbj's third bomb, which is placed at the peak of the ascent, the 2bj's third bomb is placed midway up. The effect is greater velocity on the way up. Like the instant unmorph, it has little utility by itself and needs to be combined with more advanced techniques to really be useful. --------------------- Bomb-Space Jump (bsj) --------------------- A means to continue jumping in human form after a bomb or spring jump that allows you to reach much greater heights than an ordinary space jump would. But it only works only if you can get an instant unmorph in mid-air. To perform it, bomb or spring jump and halfway up the ascent, tap down on the control stick (hold it for the spring jump), then instant unmorph and, as you press C, space jump. The bsj can be combined with the 2bj (and *not* the dbj) to reach even greater heights. Perform a 2bj and instant unmorph halfway up the ascent from the last bomb, then space jump. Alternatively, you can spring jump into a bomb instead of 2bjing, but, like the 2bj, the midair bomb must be placed halfway your jump height. List of the jumps: Bomb-Space Jump (bsj): bsj with a bomb Spring-bs Jump (spring-bsj): bsj with a spring jump substituted for the bomb 2bj bs Jump (2bsj): bsj out of a 2bj Spring Bomb bs Jump (sb-sbj): 2bsj with spring jumps substituted for all but the last midair bomb Notes: The bsj was a staple technique in Echoes, but the new spring jump renders it largely obsolete to the spring-bsj. These jumps, particularly the bsjs using bombs, work less consistently in Corruption than in Echoes. There is some leeway in unmorphing time (and midair bomb placement) - you can wait a little longer but increase the chance of compromising the jump. Finally, remember to keep your cursor on screen so that you can move freely after you unmorph. --------- Roll Jump --------- Allows you to cross gaps too wide to cross with space jump alone. Roll off a ledge, get an instant unmorph, and then use the space jump afforded to you to increase your total jumping distance. Increase total distance even more if you have Screw Attack. The only difficult part of the technique is getting the instant unmorph. Half the Morph Ball should be covered by the ledge when you unmorph. Also, rolling off the ledge at too high a speed will compromise the jump. However, rolling too slowly will cut much of the distance you could have gained. You need to strike a tenuous balance. This is best done by letting go of the stick a split second right before you roll off, then holding forward again right before you unmorph. Some roll jumps may require the full distance. In these instances, don't hold back at all. Notes: If you do get an instant unmorph but still can't jump, the ball's position may have been off or that the unmorph was too late. Some ledges can't be used for roll jumping. ============= Secret Worlds [1202] ============= Secret Worlds refer to zones outside the conventional game map. The name is a bit of a misnomer as they're still very much a part of the game world - you've simply left the boundaries the developers have made, but the name stuck, so what can you do? Accessing Secret Worlds is a matter of finding and traveling through holes in the game map. Some of them are big enough that you can simply jump through them. Others are very minute and demand straining the game's clipping detection to slip through. Since the original version of Echoes, where there were well over 100 of such holes, and the original Prime (where there were still many, but not quite so many), Retro Studios has taken particular note to Secret Worlds and covered up the means and opportunities by which players can reach them. There are far fewer in Corruption and most of them require a fair bit of effort to enter. But the effort is worth it. Secret Worlds allow you to literally walk over and around rooms and all the puzzles within to go further on and provide many opportunities for Sequence Breaking. For more information on Sequence Breaking, read on in the next section. You don't need to acquaint yourself with all the Secret Worlds to do so - only some breaks use them - but you may want a rudimentary understanding of how they work. My explanation is long, but I couldn't think of any way to make it briefer. Important terms are starred. Physics in Secret Worlds are dramatically different than within the game boundaries. You're standing on what seems to be thin air, called *aether*, all the time, and you can almost never jump. Rather, you'll hear the jump sound when you try, but nothing happens. If you engage Morph Ball out in the abyss, you start falling, indefinitely. Eventually you stop but (according to tests), only after many hours. Everything else about you - shooting, aiming, changing gear - is all right. But things get confusing when you're close to the map you just left... if you don't know how this world works. If you walk toward the map you just left, you start falling. Eventually you stop somewhere near the bottom of the game world's room (it varies), the inside world. This bottom is called the *standard*, and you won't drop any further no matter what you do unless you engage Morph Ball. There is a way to not fall when you approach the room though. At some height above the game room (or just near the physical top), there is a point where you can walk freely above and around the room. This height and above is referred to as the *skywalk*. There are two ways to reach the skywalk. One way is to *float* up to it. If you walk far away from the room, Samus altitude relative to the room slowly, very slowly, increases. For a moderately sized room, you may need fifteen to twenty minutes to float up to the skywalk. The other, faster way is to *aether jump*. Approaching the room below the skywalk does not always doom you to falling to the standard. If you keep pushing toward you may land on some area above the standard and with a little moving around on the snag, you may regain your ability to jump. The actual mechanics behind the matter aren't fully understood, but in general you can jump again if you're jumping through the map boundaries, and by then going back through the boundary again you can land on a spot higher up in the aether. You can also aether jump from the standard to higher places on the aether. If you get stuck in the boundaries (which is sometimes, actually, the goal), you can engage Morph Ball and bomb your way up the wall or out of the boundary (remembering to disengage once you're out so you don't fall back down again). The process of manually climbing a room, whatever method used, is referred to as *wallcrawling*. But the skywalk is only a means to an end. Usually, your goal is to use the Secret World to skip a problematic room or level boundary. Like the "real" world, you still need to use the doors to get to the next room. On the skywalk, position yourself above a door and drop down by Morph Ball on top of the door and blast it. Once it turns gray, move and jump around on top of the door until two things happen. First, the room next to you loads and appears. Second, the map indicates that you are in the room you just loaded. The latter step is especially important for long distance travel. If the game tries to load three rooms at once, it will crash. This step allows the room you were just in to disappear once you leave. Sometimes, using the skywalk to reach the top of a door won't work as there's an obstruction between the skywalk and the door. In these instances, the only way to proceed is to aether jump up to the door instead. If you still can't stand on top of the door, then you need to jump through the base of the door (after shooting it) and hope that the game loads and registers you in the room you wanted. There are a few ways out of the Secret World back into the game map. The most common method involves approaching the door from above, dropping down in front of it, shooting it, and letting the room load around you. In some cases, you can fall right back into the room by going Morph Ball on the skywalk somewhere above the room. Often times this won't work and you'll get stuck on an invisible ceiling. Other times you can do the same thing and fool the game into thinking you've fallen off a ledge and have it respawn you inside the room. You can also load another room and have the game register you as in it, but go back to the first room instead and clip through a glitchy ceiling, although this method takes more time. That covers the basics. Now I'll cover all the known entrances to the Secret World, by order of discovery. ----------------------------------------------- Secret World 1 - Chozo Observatory, Elysia East ----------------------------------------------- After obtaining the Ship Grapple Beam but before fixing the projector in this room, return here, jump on top of the stacked crates, and do a spring-bsj to the nearby ledge. Then do another spring-bsj and Screw Attack out of the second jump over to the top ledge. Call in your ship to pick up the projector and then drop it. Now jump on top of your ship before it leaves and ride it out into the Secret World. Note: As soon as you solve the puzzle in this room, you can no longer access use this entrance to the Secret World. ------------------------------------------------ Secret World 2 - Creche Transit, Pirate Research ------------------------------------------------ Return here once you have the Hazard Shield. Go to the top of the room and face the grab ledge by your feet. Now do a spring-bsj and Screw Attack out of it across the room and over the ceiling ahead of you (the lowest part of it) into the Secret World. ------------------------------------------------ Secret World 3 - Zipline Station Charlie, Elysia ------------------------------------------------ This one's easy. Once you have Spider Ball, ride the spider tracks out to an open vertex you can boost from and position yourself at the edge. o____ | | | | The important part is that the track is not bounded by anything on the outside. Once you're in position, boost from the track, at what should be close to a 45 degree angle. Unmorph at the peak of the boost to enter the Secret World. ---------------------------------------------- Secret World 4 - Skyway Access, Pirate Command ---------------------------------------------- After you obtain the Hazard Shield but before destroying the gate, return here. Look at the top of either side of the gate to see a series of thin red prongs jutting out a the top of the gate (each setting pointing toward its respective nearby wall). The first step is to reach them, but an ordinary bsj won't cut it. You need an extra boost. There are four snake-adorned pillars, two by each side of the gate. Line yourself up with a pillar farther away from the gate, while facing the pillar's cousin on the opposite side. Leave yourself plenty of room behind and engage Morph Ball. Now roll back toward the pillar, and perform the spring jump in a spring-bsj. Unmorph at the peak of the spring, then use your first jump to pull away from the pillar. If all went well, you should have gotten a ghetto effect to increase your jump height. Now use your second jump to approach the the prongs by the top of the gate. Initiate Screw Attack to slide over the first set of them and then let it die out without any additional somersaults. Now the second step. Go to your options menu and be sure boost ball aiming is on. You'll need it. Once the Screw Attack's done, move over all the pointy prongs toward the part of the wall they're pointing toward. Enter Morph Ball once you reach the wall and immediately start boosting because you start sliding backwards once you morph. Once you have enough for a boost, aim for where you just were, lay a bomb, and charge your boost because you start sliding down again as soon as the first boost is finished. Now boost toward the bomb and let it send you up. Unmorph at the peak of the bomb jump to enter the Secret World. You only have one chance to enter the Secret World if you hit the bomb. Subsequent bombs will have no effect (it's a mechanical reason and the reason why a 2bsj or sb-sbj isn't used to land on top of the gate to begin with - the game hasn't recognized Samus as touching ground since you started and it places a limit on how bombs may effect her until she does). If you fail to get into the Secret World, you must drop down and start over again. If you miss the bomb on the boost though, you may try again without dropping down. Note: This Secret World entrance becomes unusable once the gate has been destroyed as the prongs by the top of the gate are destroyed along with it. ----------------------------------- Secret World 5 - Powerworks, Elysia ----------------------------------- Even easier than SW3. Anywhere along the spider puzzle, boost off and away and unmorph to enter the Secret World. Alternatively, after exiting the puzzle, jump into the hole you came up from, then jump out again once you pass the barrier. -------------------------------------------- Secret World 6 - Temple of Bryyo, Bryyo Fire -------------------------------------------- At any point after destroying all the pirate gear here with Ship Missiles, return here and approach the giant destroyed turret. Jump on top of the rectangular crate next to it and then to the cyldindrical container nearby. Put your back to the giant turret and walk to the edge of the container. Now do a spring-bsj into the Secret World. ----------------------------------------- Secret World 7 - Piston Hall, Elysia East ----------------------------------------- Walk toward the pit from the center of the piston. Position yourself on the middle of the edge and turn around to face it again (looking a bit to the left). When the piston closes on your side, move the reticle right past the bar in front of you (on the right edge). Now walk forward and touch the piston the *instant* it starts moving. The yellow circles around the piston clue you in that it's about to move, but you still need to wait a moment before moving forward. If you time this correctly, the spinning shutter should knock you off the map. ------------------------------------------------ Secret World 8 - Gel Processing Site, Bryyo Fire ------------------------------------------------ You can enter this Secret World the first time you come to this room. Jump to the central tower after triggering the first bomb slot. Face east and grapple lasso the shaft down to the pump. Now turn west and walk to the edge of the platform. Drop down to a small crevice by the edge. Be sure to hug the edge as there's little room for you to stand on. Grapple lasso out the shaft ahead of you. You should be obstructing its path. As soon as it hits you, enter Morph Ball and head back west through the tunnel. Near the very end of the tunnel slow down. If you're rolling too quickly, you won't be able to unmorph. That said, unmorph once you exit the tunnel to enter the Secret World. Note: Once you've completed the puzzle in this room, you can no longer enter the Secret World here. ------------------------------------------------------- Secret World 9 - North Jungle Court, Thorn Jungle Bryyo ------------------------------------------------------- Once you have Screw Attack but before moving the generator, return to this room. Climb to the alcove in the southeast corner and face the generator at the northeast end. Spring-bsj and then Screw Attack over to it, taking care to avoid the bar hanging near your path. Aim for the top of the generator - you should hit an invisible wall near the end of it that cleanly bounces you back on top. Now face northeast and just jump through the wall and out of the map. Note: This entrance becomes inaccessible once you move the generator here to Hidden Court. ------------------------------------------------- Secret World 10 - Hillside Vista, Cliffside Bryyo ------------------------------------------------- From the Grand Court entrance, face the northwest wall. A root circles around the canyon wall and a series of cracks radiates out from it. Focus on the large, lone crack running up the side. You can jump straight through this crack, but you won't enter the Secret World, you'll just fall normally and be respawned inside the map. Instead, when you jump toward the crack, make a hard turn right (while still holding forward) to stick to the wall. If you're having trouble getting through the crack, jump from the top ledge by the door to Grand Court and save your second jump to when your face is inches away from the crack. Once you're on the wall, morph and place a bomb. When the bomb shoots you up, nudge yourself a little forward and to the left and unmorph at the peak. You should land on a small ledge, and from there you can space jump forward and into the Secret World. It's possible and likely that you'll experience problems after the unmorph - "you won't be able to jump and move normally and standing still causes you to 'bounce' on the ledge. During each bounce, you can move on the way down but only have a moment to do so. Wait until you suddenly pop into the air, then immediately move the stick and let go as you hit the ground. If you repeat this, you may find a spot that cancels the bouncing and allows you to space jump, but be ready to fall off the ledge if it doesn't happen soon. Falling will take you back inside the room so you can start over." (metroid2002) ---------------------------------------------- Secret World 11 - Grand Court, Cliffside Bryyo ---------------------------------------------- After acquiring the Screw Attack, come back to this room and use the Grapple Swing to reach the ledge with the door to Reliquary III. West and above you is a long branch with a grapple point on it. 2bsj, Screw Attack out, and try to land on top of the grapple point. You should bounce off after the initial somersault into a standing position on the branch. Face north and perform another 2bsj, jumping backwards after the unmorph onto a southern ledge. Now jump backwards, out of the room. ---------------------------------------- Secret World 12 - Gearworks, Elysia East ---------------------------------------- After acquiring the Screw Attack, cross onto the far, central platform (the one, face towards the moving gears, and position yourself on the left end of the platform. Lock on to a group of Swarmbots, and jump back and away to the left, using the the base of the vault behind you for a ghetto effect. Use your second jump to go farther and enter the Secret World. Don't let go of your lock-on until you've left the map. Note: This entrance becomes inaccessible once the Pirate ATC destroys the central platform. ---------------------------------------- Secret World 13 - Landing Site A, Elysia ---------------------------------------- You can enter this Secret World only once you have the Boost Ball. Summon your ship to land and engage Morph Ball. Look to the gray nubs toward the back of your ship (the ship's primary thrusters). Roll behind them to the backside of your gunship and jam the camera behind one of the thrusters. Note that the camera may be very uncooperative, so it may take you some time to get it stuck. Once it's jammed, charge a boost, and fire it away from the platform. Almost immediately after boosting, spring jump, and almost right after that, disengage the morph. The time elapsed between letting go of the boost and unmorphing should be about one second. As soon as you unmorph, you should be able to jump again, so use your two jumps to keep moving out and away to exit the map. Aim to clear the brown outer ring. =============== Sequence Breaks [1203] =============== Sequence breaks are action that deviate from the intended order(s) of events in a game. They either switch the order of some events or skip them entirely. In Metroid, this usually means skipping or obtaining items early, although it sometimes involves events as well. The breaks in the proceeding section are ordered as follows: Early major items (chronological), early missile expansions (chronological), early energy tank, early ship missile expansion, skippable events and items (chronological). All of these sequence breaks except the early missile expansion in Burrow and the Hazard Shield skip can be performed the first time you enter any of the related rooms. ----------------------------------------------------- Early Ship Missiles - Hillside Vista, Cliffside Bryyo ----------------------------------------------------- It is possible to collect Ship Missiles as soon as you can reach the room Hillside Vista in Cliffside Bryyo (as a point of reference, this room is a throughway you pass through on to the way to Reliquary I, where the Grapple Swing upgrade lays). The point of interest is Secret World 10, which you can use to wallcrawl past all the rooms between Hillside Vista and Hangar Bay (the room where you collect the Ship Missile Launcher). This allows you to collect Ship Missiles before obtaining Grapple Swing, restoring the transmitter on the Theseus, and fighting Rundas and collecting Ice Missiles (although there's no reason not to collect Grapple Swing at the time since it *is* right there). Unfortunately, I have not personally performed this wallcrawl, nor can I find any description of the difficulties of the trip or a video. I have the word of some reputable players and a video of the fruits of their labor (of particular importance is the video that shows using a Ship Missile on Rundas, which is a one-hit kill, by the way). I cannot provide much more help. Good luck. ---------------------------------------------------------------- Early Seeker Missiles/Missile Expansion - Concourse, Elysia East ---------------------------------------------------------------- Seeker Missiles can be collected as early as your first trip across the Skytram and your first visit to Concourse. Go to the second floor and stand by the doorway that lets the missile expansion on the third floor to be to the left of the central column. Use the edge of the doorway to perform a spring-bsj and screw attack over to the the ledge and the expansion. From here you can roll through the the tunnel and take the ice door toward Xenoresearch B and the Seeker Missiles. ------------------------------------------------------------------------------ Early Seeker Missiles/Missile Expansion (No Screw Attack) - Concourse, Elys. E ------------------------------------------------------------------------------ The Seeker Missiles can be reached without the Screw Attack. Refer to "Early Elysia East" on how to get here. Climb to the central pillar and have your back face the alcove with the expansion. Morph, charge a boost, and fire it backwards toward the expansion. Spring jump before you drop off the second level, and the momentum from the boost should bring you close to the wall. Unmorph (you must instant unmorph) and double jump up to alcove. Those playing for low percent should be cautious in avoiding the expansion. Head on to Xenoresearch B and Seekers. ------------------------------------------ Early Spider Ball - Landing Site A, Elysia ------------------------------------------ Grapple Voltage is not necessary to collect the Spider Ball. It can be recovered as soon as you collect Seeker Missiles. Enter Secret World 13 and wallcrawl over to Powerworks Access. It's worth noting that this wallcrawl is very long and arduous, particularly in zipline rooms where a single mistake could trigger terminal fall and respawn you inside the map. Be cautious. Once in Powerworks Access, pass the Morph Ball tunnel and ceiling warp into the room. Now pass through to Powerworks, destroy the Seeker lock, and collect the Spider Ball. To escape, enter Secret World 5, wallcrawl back to Zipline Station Charlie, position yourself above the platform with the door to Junction, morph, and fall back down into the map. Expansions associated with Spider Ball can now be collected early. Hazard Shield can now be collected before Grapple Voltage, but you must, however, reload Craneyard before you can pick it up. An interesting bug replaces the Hazard Shield with an uncollectible image of a Missile Expansion until you do. --------------------------------------------------- Early Missile Expansion - Docking Hub Alpha, Norion --------------------------------------------------- This expansion can be obtained without the Grapple Swing. Stand on the center of the edge of the gap and turn 90 degrees. Now morph and move the camera a bit more clockwise. To quote m2k2, "When ready, hold down-right and do a spring-bsj into the wall. Unmorph a bit after the peak and immediately move the stick to up-left, otherwise you'll hit the wall and won't be able to jump in human form. Delay the second jump to avoid hitting your head on the ceiling. "After getting the missile, use another spring-bsj to get back. This time, you'll want to turn right 90 degrees before morphing and move the camera a bit to the left. Spring jump into the wall holding down-left, then up-right just after the unmorph. As before, use your second jump a bit later than usual." --------------------------------------------------- Early Missile Expansion - Imperial Hall, Bryyo Fire --------------------------------------------------- This expansion can be obtained the first time you pass through this room. If you don't obtain it then, you must wait until you get the Plasma Beam to get it "properly". To reach it, perform a bsj to land on top of the first gate (one of the gates spouting fuel gel which you're meant to shoot to clear away). From there, you can jump to the ledge behind you and take the morph ball tunnel there (or jump to the second gate and onto the ledge at the other end of the tunnel). Either way, once there, use the Grapple Lasso to pull down the right wall and from there jump to the expansion. ------------------------------------------------------- Early Missile Expansion - Gel Refinery Site, Bryyo Fire ------------------------------------------------------- This expansion can be collected the first time you pass through this room. Approach the pillar of ice on the right in the morph ball puzzle opposite the door to Imperial Hall. Stand right by the base of the slope (one the ice), turn so that the column is directly to your right and wait for the Reptilicus to approach you. Jump when it hits you with its whip, and jam back while holding Z - the horizontal momentum will be converted for enhancing your ghetto jump. Jump again to reach the upper ledge. Grapple off the obstruction and grab the expansion. ---------------------------------------------- Early Missile Expansion - Gel Hall, Bryyo Fire ---------------------------------------------- There are two missile expansions in this room. I'm referring to the one at the end of the bend of a fuel gel-lined path. Without Ice Missiles, you must make do with space jumping repeatedly back there to minimize damage. Once you reach the scaffolding beneath the platform. Turn the camera so that it's behind you and spring-bsj up to it. The spring jump affords very little height, but it's enough to get you out of the fuel gel and let your space jump take you to the expansion. -------------------------------------------------------- Early Missile Expansion - Hidden Court - Cliffside Bryyo -------------------------------------------------------- First be sure the golem in this room has been activated and revealed the path to Ruined Shrine. Now, face the ledge right of the fuel gel waterfall closer to the half-pipe and adjacent to the morph ball tunnel. Jump up that ledge and ghetto jump or spring-bsj up to the one above it. Walk past the red door to the stylized column right of the half-pipe, at the end of the walkway. Now ghetto jump or spring-bsj up it to the expansion. -------------------------------------------------- Early Missile Expansion - Burrow - Cliffside Bryyo -------------------------------------------------- The Plasma Beam is not required for this expansion. You can reach it as soon as you have the Hyper Ball. At some point after defeating Mogenar, return to Hidden Court. From the ledge closest to the gate by the door to Burrow, jump forward and left to bars next to the gate. Push up against the side of the gate, morph, enter hyper mode, spring, and destroy the bolt from outside with hyper ball. Go to the other side of the gate and do the same to destroy the other bolt and drop the gate. Proceed to Burrow and navigate the morph ball tunnel to the expansion. -------------------------------------------------------- Early Missile Expansion - Weapons Cache, G.F.S. Valhalla -------------------------------------------------------- In Stairwell, there are four bars partitioning the windows. Focus your attention on the one immediately behind the floating data terminal. From there, you can spring-bsj up to the ledge to Weapons Cache. Alternatively, you can also run toward the bar and ghetto jump up off and screw attack over the top of the ledge. ------------------------------------ Early Energy Tank - Tower, Bryyo Ice ------------------------------------ From the top of the room, jump off the ledge, turn left, and jump again to land in the nearby morph ball tunnel lined with the spider track. Turn until the energy tank would be in front of you (if you were at that height) and now morph (you should instant morph). "Do a 2bsj or sb-bsj, and as long as you don't wait until the peak to hit C, you should always get an instant unmorph. Pull back as you ascend in human form, then move forward as you use the second jump, morphing a bit before the peak so you don't hit your head. Continue moving forward during the instant morph and you'll get into the last part of the tunnel if all goes well, but it's far from easy." (m2k2) ----------------------------------------------------------- Early Ship Missile Expansion - Scrapworks, Pirate Homeworld ----------------------------------------------------------- On the screen with the expansion in display, charge a boost, drop down from the left and release at the midpoint of the half-pipe. Charge a boost again and on your way back down release it again at the same point and immediately hold left. Once you hit the wall (clunk), hold right and you'll be sent over the obstacle. If you've hit the ceiling, you'll drop back down again. It means you went too far, either releasing too late or putting too much into the boost. ------------------------------------------ Early Elysia East - Landing Site A, Elysia ------------------------------------------ Use of this route enables you to enter Elysia East without the need for the Screw Attack. Enter Secret World 13 and wallcrawl through Security Station over to Security Tube. Set the map to Security Station and ceiling warp into Security Tube. Proceed normally to the skytram. ------------------------------------------------------ Turret Skip - Generator Hall North, Thorn Jungle Bryyo ------------------------------------------------------ The shield generator in Thorn Jungle Bryyo can be bombed as soon as you destroy the turret in North Jungle Court. Destroying the one in South Jungle Court is not necessary. To avoid the path through South Jungle Court, you need to leap over the canyon wall in Generator Hall North. A spring-bsj gives enough height to get you over. The right wall in particular is more conducive to giving you instant unmorphs. Alternatively, you can also ghetto jump over the wall. Look toward the pile of rocks to the right of the morph ball tunnel. Get a running start and ghetto jump off them to land on top of the canyon wall. When you reach North Jungle Court, the Aerotroopers will appear but won't attack unless you do, so you can pull the levers and destroy the turret without bother. If you plan on going on toward the other turret (for whatever reason), approach that door *before* you destroy the turret, because the doors lock and won't open again until you destroy a turret, which you can't do if you've already blown it up, and you'll be forced to reset. Once you get back to Jungle Generator, you should be able to target the shield generator. If you can't, go back a room, wait for the door to close, come back, and try again. You should be able to attack it now. ------------------------------------------------------------ Skipping the Hazard Shield - Several rooms, Pirate Homeworld ------------------------------------------------------------ There are several obstacles to skipping this item. Let's start from the top. Command Courtyard is the first problem room. It's not possible to drain the barrier of energy while taking damage from the rain. Fortunately, there's *one* safe spot within range of the grapple device. From the center of the room, turn toward the right side of the barrier, space jump straight up (delay your second jump for a second), and do a quick pair of screw attack somersaults to land in the corner made by the barrier and the wall. Now snake along the edge of the barrier until the grapple icon shows up, and drain the shield. Skyway Access may pose a problem if you're playing low%. Samus takes damage from the acid rain during cutscenes irregardless of anything else you do. To minimize damage, creep along the left wall until you trigger the security beams and the cutscene. As soon as the cutscene's over, move back, enter hyper mode, and take out the two pirates. The left one tends to be more problematic, so kill him first. Before taking out the second one, check that you have enough health to survive the next cutscene (you need at least 43). You may want more health anyway, in case any in the wave of Crawltanks go hyper. Watch the cutscene, and take out the four Crawltanks. Before killing the last one, fill up on health again for the next cutscene. A minimum of 171 health is required to survive the last cutscene. Destroy the two Crawltanks that arrive before you leave. In Mine Lift, work the left spinner first. After boosting the second one, hold down-right with the control stick to land in a safe spot at the bottom of the shaft. Not necessary if you have allot of health. Phazon Harvesting is another room that poses allot of trouble if you don't have many Energy Tanks or are low on health. You can skip the first two sets of bridges by turning left at the start of the first bridge and screw attacking up to the ledge above you (Should you fail to get on top of it, you are still respawned there as if you'd made it). From there, turn toward the segmented bridge. Jump across the first segment to the base of the second. Once you land, jump again and screw attack over to the other side to a safe spot. Be quick. The acid rain damage accelerates rapidly once you start crossing the segmented bridge. From the safe spot, climb up the series of ledges through the acid rain and into a corner to cut off the damage. Now face the last bridge and the exit. Instead of crossing the bridge directly, stand by the right side of the bridge and screw attack across the gap. You won't and can't land on the ledge, but you will be respawned on the ledge by the exit. After defeating the Pirate Commander in Transit Station Leviathan, summon your gunship before you step into the acid rain. After the cutscene, you're placed out into the rain again, but your ship's nearby, so take cover beneath it. That's it. Those are all the problem rooms. Note: Upon the defeat of Omega Ridley, you are automatically awarded the Hazard Shield, irregardless of whether or not you actually collected the item. This does not contribute to your completion percentage, and you can in fact still collect the Hazard Shield (and the one percent point for it). -------------------------------------------------- Energy Cell Skip - Aurora Chamber, G.F.S. Valhalla -------------------------------------------------- A respawning exploit here enables you to pass through the Valhalla with a minimum three energy cells as opposed to the usual five. Use three energy cells to reach Aurora Chamber, then climb the walkway at the far end of the room. Turn around and face the ledge with the upturned, inactive bridge and the door to the next room. Screw attack toward it, aiming for the left edge. If you hit it right (there's a fair amount of leeway), you'll be respawned on the ledge. -------------------------------------------------------------------- Energy Cell Skip (No Screw Attack) - Aurora Chamber, G.F.S. Valhalla -------------------------------------------------------------------- The Energy Cell skip can be performed successfully without the Screw Attack, although the method to do so is more difficult. Climb the ramp on the far side of the ramp and morph at the top. Now morph and frame the camera so that it's facing diagonally away from the wall, up the ramp. The camera should be positioned like so: __ / \ | | \__/ . '.r . w. /|\'.a'. a'.| '.m'. l '. ' p' l| camera Now charge a boost and aim it towards the camera (along your projected path should be the portion of ground by the top-left corner of the ramp). Fire off the boost, spring jump, and instant unmorph by the wall. Now space jump over to the ledge by the exit. As in the Screw Attack method, you won't make it, but if you followed all the steps correctly, you should be respawned up there after terminal fall. ------------------------------------------------------------ Skipping the Screw Attack - Several rooms, various locations ------------------------------------------------------------ Skipping the Screw Attack is a difficult, complicated affair and a break I only advise attempting if you're skilled or patient. First use Secret World 13 to reach Elysia East and use the alternate method listed further above to collect Seeker Missiles early. These skips avoid the requirements for Screw Attack in Security Tube, Gearworks, Chozo Observatory, and Zipline Station Delta. Now double back across Zipline Station Delta but take the lower path across Maintenance Shaft CC and head over to Piston Hall. Enter Secret World 7 here and wallcrawl to the Skytown Federation Landing Site to pick up the Ship Grapple Beam (allowing you to avoid the Screw Attack requirements in Maintenance Shaft TA and Landing Access). Now take your ship back to Landing Site A, use Secret World 13 again to collect the Spider Ball early. This needs to be done now as later on the only route to Powerworks passes through Hoverplat Docking Site, which is impossible to cross without Screw Attack. After recovering the Spider Ball, enter Secret World 13 *again* in order to reach the skytram. In Elysia East, take the normal route to Chozo Observatory to collect the first bomb component and pass Piston Hall by using the Aerial Repair Drone as a platform to cross the chasm. When you reach to Concourse, shoot the Seeker targets from the first floor and collect the second component. The worst is over. Now complete Elysia normally. On your way to Gandrayda, Airshaft will pose a problem. Put your back to a wall by the chasm and 2bsj up to the ledge above. Reaching the door in Landing Site Delta in the Pirate Homeworld Seed is your last challenge. Turn on Boost Ball aiming. Now jump over to the third floating platform and look below and to the right of it to see a large circular gland. Switch to Scan Visor. Frame your visor onto it, start strafing left, lock-on momentarily onto it (such that the text comes up on it), then dash, and let go of the lock. Use your second jump not to aim for the ledge, but for the crevice to the right of it. Morph as soon as you get close and when you land, you should begin sliding down. Immediately begin charging a boost and aim it up to the ledge. You won't and can't make it. But you can continue boosting up indefinitely. Once you're ready, lay a bomb near the apex of a boost, boost into it to bomb jump, push toward the ledge while in mid-air, and demorph at the top of your jump to land safely on solid ground. Proceed to Omega Ridley. Those players attempting low% need still to perform the Energy Cell skip, which is detailed further above. ______________________________________________________________________________ ������������������������������������������������������������������������������ 13. VERSION DIFFERENCES: ORIGINAL CORRUPTION VS. TRILOGY CORRUPTION [1300] ______________________________________________________________________________ ������������������������������������������������������������������������������ Between the original and trilogy releases of Metroid Prime 3, the developers have modified the game. For most of you, these changes will not affect your experience. For anyone interested in sequence breaking, most of these changes have a big impact on the game. ________________ Gameplay Changes ���������������� All bsjs and variants can no longer be performed. This blocks off several secret worlds - in particular, secret worlds 1, 2, 4, 6, 9 and 11. It also prevents you from collecting the following items early - Seeker Missiles, the Energy Tank in Tower, and the Missile Expansions in Gel Hall, Hidden Court, and Imperial Hall. The rotating cage in Piston Hall has been replaced with an energy barrier. This seals the entrance to secret world 7. An invisible wall has been erected in Aurora Chamber (Valhalla) over the ledge near the door to Control Room Access. It is no longer possible to Screw Attack on to the ledge to skip the Energy Cell puzzle, nor will the game spawn you on the ledge if you fall nearby. You are now required to collect at least five Energy Cells, instead of the previous minimum of three. The alcove in Command Courtyard in which you could safely stand out of the acid rain but by the Grapple Voltage point is no longer free of the damaging rain. You are now required to collect the Hazard Shield. An invisible wall blocks the way up out of the canyon in Generator Hall North. You are now required to destroy both turrets in Thorn Jungle Bryyo instead of only the one in North Jungle Court. When the hint system is disabled, you continue to receive coordinates for the next destination. The AU simply doesn't interrupt gameplay and bring up the map screen. The meltable debris in Security Station (Elysia) has been removed. ____________________ Non-Gameplay Changes �������������������� During the space pirate attack on the Olympus, Admiral Dane exclaims, "Damn!" in the original version of the game. In Trilogy, he shouts, "No!" The track played in Thorn Jungle Bryyo has been changed. Leviathans blow up after defeating the seed's guardian. When the theronian bomb is assembled, the voice that says, "Commencing skytown migration," is now the voice of Aurora Unit 212 instead of a generic computerized voice. The sound effect Grapple Voltage makes is different. ______________________________________________________________________________ ������������������������������������������������������������������������������ 14. FREQUENTLY ASKED QUESTIONS [1400] ______________________________________________________________________________ ������������������������������������������������������������������������������ Q: I'm having trouble assembling the Theronian bomb. I'm at a bomb part, but I can't collect it. A: There are three parts to the bomb, and they must be collected in order. The first part is in Turbine Chamber, the second part is in Concourse, and the final part is in Transit Hub. Once you've got them all together you shouldn't have any more problems. Q: How do I obtain the Missile expansion in Hall of the Golems? There's a spider track above the one I'm on now, but it's too high for me to reach with a bomb jump. A: You need to perform a technique that's a staple of the old Prime games but has been rendered largely obsolete thanks to Spring Ball. The technique is called a dbj, or a double bomb jump. It requires specific timing for the laying of three Morph Ball Bombs. Here's how you do it: 1) Lay bomb #1 at any point; 2) Now, right before bomb #1 explodes, lay bomb #2. There is some leeway here, so get a knack for the timing. 3) Once you reach the apex from the boost given by the first bomb, lay bomb #3. You then fall into the second bomb, which explodes and boosts you back up to third bomb which subsequently explodes as you rise up to it, giving you another boost all the way up to the the spider track. There you go. And as always, remember to hold Z the whole time so you don't fall off the track. Q: Do Ship Missiles come in handy for anything else? I can't remember the last time I used one. A: Unfortunately, no, they don't. There are, by my count, thirteen rooms in which you can use them, and most of the time, you've either already experienced any real challenge the room has to offer, there's a jammer or barrier preventing your ship from attacking, or the room is so unthreatening that you'd only use a missile for novelty. Aside from destroying plot-related walls, the only times I ever recall using it to practical effect against enemies is in Ancient Courtyard, during the first visit, and in Temple of Bryyo. The latter is the only room in which I consistently use Ship Missiles to clear away enemies. Q: I have 9x% completion. What am I missing? A: I can't tell you, but I can help you narrow down the possibilities. If you haven't hit all the bomb slots in Chozo Observatory, do so now. They give you almost all the expansion location data in the game. Look over all the maps of those areas. You can access almost all of them from the pause menu. If you've combed over all the maps and determined you've found all those expansions, that leaves two possibilities. The first is that you're missing expansion(s) in Bryyo Ice. Expansion location data is available there, but you have no means of accessing its map without physically being there. If you're missing an Energy Tank or a Ship Missile Expansion (Bryyo Ice has one of each, but no Missile Expansions), then go to Bryyo Ice. The other possibility is that you're missing expansions from the Valhalla (Phaaze has no expansions, and none of the items on the Olympus can be skipped). Valhalla has no expansion location data though, so search the ship manually for what you're missing. ______________________________________________________________________________ ������������������������������������������������������������������������������ 15. VERSION HISTORY [1500] ______________________________________________________________________________ ������������������������������������������������������������������������������ Version 0.1 (8/29/07) ��������������������� First version. Standard header, Table of Contents, Introduction, Controls, Walkthrough, Version History, Legal Information, Credits, and closer added. Walkthrough goes up to Berserker Lord. 20KB Version 0.25 (9/4/07) ��������������������� Fixed some inaccuracies on the first Olympus visit. Revised the Berserker Lord strategy. Listed all the new controls. Extended the walkthrough up to the end of the Cliffside area on Bryyo. Listed new sites that can host this FAQ. 80KB Version 0.4 (12/20/07) ���������������������� Walkthrough now goes up to post-Ghor. Listed all the new controls. 176KB Commentary: My apologies for the wait, everyone. After the first couple releases, a number of incidences persuaded me to drop this project for quite some time. First off, school started up again and I didn't want that to detract from the quality of this work. Secondly, I really wanted to finish this game myself and around the same time a number of people put up quite a few acceptable full guides. Thus, there was no reason for me to rush and put one up myself. I took my time and beat the game for 100% twice since then, once on Normal, the other on Hyper. When I looked back on this guide over these past few months though, I kept thinking to myself, "I still really want to finish this, and I know there's plenty I can offer that other writers haven't done yet." So here I am. My first step is to finish up with the basic structure of the walkthrough itself before doing anything else. I still have a long way to go, but I hope you'll like the final result. I'll be revealing little tidbits of the extras I plan on including along the way. 'til next time. :) Version 0.5 (12/22/07) ���������������������� Walkthrough now goes up to the completion of the Theronian thermonuclear bomb. Listed all the new controls. 239KB Commentary: I'd intended for the next update to be bigger, but I don't know precisely when Sailor Bacon takes a break for the Christmas and New Year holiday, if at all. This is his first year as the new admin of GameFAQS, and I don't know how the admission policy has changed from CJayC's old administration. Ergo, I decided to get in at least one more update before then. With any luck, I'll still get the next one in before year's end (and maybe even more). If I don't get another one in before then, Merry Christmas and Happy Holidays. Version 0.7 (12/28/07) ���������������������� Walkthrough now goes up to the beginning of the Valhalla (along with every item acquirable after the Nova Beam). Listed all the new controls. Reformated the text. 367KB Commentary: There we go. I thought I'd update once more before the end of the year and overall I'm satisfied with how it turned out, although there are still a number of details I need to iron out. I still have a ton more material to add too. I'm not even close to done yet, so look forward to it in the upcoming year. Happy New Year, everyone. Version 0.75 (1/8/08) ��������������������� Walkthrough now goes up to pre-Pirate Homeworld Leviathan Seed. Reorganized walkthrough to reflect a different implementation of Valhalla. Added missing scans for Data Storage (Norion), Airshaft (Pirate Homeworld), and Transit Station 1-A (Pirate Homeworld). 419KB Commentary: :S Whoops. Sorry about that. To everyone who has been following me so far, I actually missed the above scans. Some of them were pretty obvious too. Don't worry though. Everything else you would expect from me is still in working order, and none of those scans are missable. One important change I've made is the implementation of the Valhalla in the walkthrough. Originally, I'd planned on simply saving the Valhalla for last, but when I thought about it, that contradicted this guide's theme of "Get everything as soon as you can". The only exception to this rule in the walkthrough is the Energy Cell in Generator B which you gain by defeating a Metroid Hatcher. Since this is much more difficult to do at the time it becomes available and the upgrades gained by pushing it back are still obtained very shortly afterwards and are of relatively inconsequential importance, I pushed the fight back. Reformatting the whole guide in terms of scans and expansion numbering was a pain, but it looks alright. For those of you who were waiting for me to finish from that point, I have not let you down. Right next to the now default Valhalla walkthrough, I also posted another walkthrough for Valhalla that details the fastest way to go through it if you'd been following this guide religiously before. Everything after the Valhalla is the same for everybody. The only difference after all is order of expansion collection, and there's only one left after Valhalla either way. In future versions though, this alternate walkthrough will be moved away from there so as not to disrupt the flow of the guide. Don't worry though. I'll leave it in, at least for a while, and I'll leave a quicklink in the table of contents too. Through all that mess though, there are a few things I'm unsure about which are impossible to check with my current file. I intend to play through the game again shortly once I'm done with the main walkthrough, so I'll fix any errors if they exist then, but if anybody spots anything, give me a heads up. Version 0.8 (1/9/08) �������������������� Walkthrough now goes up to pre-Phaaze. 454KB Commentary: Just a quick release I thought I'd let out, if just for the hell of it. Because this came out so soon since the last one, I decided it wouldn't be fair to mix around the Valhalla walkthroughs just yet. My next release will see the end of the frame of the walkthrough, so look forward to it. Version 1.0 (8/25/09) ��������������������� Walkthrough completed. Made a proper introduction to the guide. 516KB Commentary: The scale and amount of analysis needed on the final bosses put me off for a *very* long time, but the release of Metroid Prime Trilogy has given me enough motivation to finish it. It's taken a long time, but the basic skeleton of the guide is finally complete. Expect allot more to come soon. Yes, really. Version 1.2 (8/27/09) ��������������������� Bosses split off from main walkthrough in table of contents and given a devoted section. Split old clean Valhalla run into independent section. Added Frequently Asked Questions section. Added unlisted credits and friend vouchers to the walkthrough. Explained miscellaneous options from the pause screen. Listed and explained details of unlockable content. 638KB Commentary: Allot of reorganizing and clean-up. Some credits and friend vouchers were not in the walkthrough, which of course needed to be cleaned up immediately. I gave the bosses their own section for convenience's sake. The old format for the Table of Contents looked messy and unprofessional, and I didn't want that. The clean Valhalla run I already had in the guide before (for a no longer important reason), and I had planned on deleting it, but there is merit in keeping it, so I split it off from the main walkthrough. Plenty more material to come shortly. Version 1.3 (8/29/09) ��������������������� Completed implementing credits section. 711KB Commentary: "In the middle of things" update. More to come soon. Version 1.6 (10/27/09) ���������������������� Completed expansions locations section, completed mini-walkthrough, partial inclusion of logbook and inventory data. 936KB Commentary: Whew. That took awhile. Not having an expansions locations section in a supposedly comprehensive guide for a Metroid game borders on sac-religious. I'm glad that's done (although like most things, it'll need some heavy prose editing in the future). Mini-walkthrough seemed like a good idea, so I made one of those too. In the future, I'd like to go into more detail (specifically on limited or one-time scans). Logbook and inventory data is partway done. Version 1.8 (11/8/09) ��������������������� Completed techniques and secret worlds subsections for "Breaking the Game", completed expansion checklist, gave mention to radio easter eggs. 963KB Commentary: First two took allot of me. Later two were simple and easy -little things I had yet to take care of. Next update will include a full sequence breaking section, a list of version differences, and the full logbook. Version 2.0 (1/6/10) �������������������� Added version differences, completed sequence breaking section, added ability mechanics section. 1019KB Commentary: I've thought of a few new things along the way that I'd like to add on, but I accomplished every reasonable goal I listed out for myself two years ago, so I feel okay calling this version 2.0. But I'm still not satisfied. There's allot of inconsistencies that need fixing and little things that may be a big help. Version 2.1 (3/21/10) ��������������������� Added info on new secret worlds and sequence breaks, drew ASCII title art, made minor corrections and change to format. 1033KB Commentary: I had known of a few minor improvements that needed to be made, but some recent major sequence breaks prompted this update (thanks, Paraxade). I also changed the look. I hope you like it. I do! There's one other big project I've been working on. It's a necessity that currrent Corruption guides are sorely lacking in. It should be done soon. ______________________________________________________________________________ ������������������������������������������������������������������������������ 16. LEGAL INFORMATION [1600] ______________________________________________________________________________ ������������������������������������������������������������������������������ This section is just some legal information. This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. No section of this guide can be used without my permission. This includes, but is not limited to posting on your website, making links to my guide, including parts of my guide in your own, or making reference to any material contained within. All the sites mentioned below have permission to do the above. Please email me at [email protected] to enquire about gaining permission to use this document. This document may be exhibited only on the following websites: www.GameFAQs.com. www.neoseeker.com www.supercheats.com www.gamerhelp.com ______________________________________________________________________________ ������������������������������������������������������������������������������ 17. CLOSING [1700] ______________________________________________________________________________ ������������������������������������������������������������������������������ Thanks to Retro Studios for creating another excellent game. Thanks to metroid2002.com and its contributors for picking this game apart. Thanks ShadowMario3 for pointing out faulty information in my Dark Samus strategy and suggesting an alternative. Thanks Loren Ziem for reminding me to note that Hyper Ball works on the 'door' in Metroid Cavern. Thanks to all the host sites for hosting this MP3 FAQ/Walkthrough. Finally, if anyone has any questions, contributions, or comments about this guide, please e-mail me at [email protected] ________________________________ Copyright 2007-2010 Brian Lundin