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by lopp3

Metroid Prime 3: Corruption FAQ and Walkthrough
Copyright 2007 lopp3, all rights reserved.
[email protected]
Current version: 0.58

Copyright {0000}
This guide is legal property of lopp3, a.k.a Jed Estep. It may not be hosted 
at any location except for GameFAQs ( without my written 
consent. Any attempts at such are illegal, and I am authorized to take legal 
action if you attempt it. In other words, itís just better for everyone if you 
donít try it.

Version history {0001}
V0.02 Ė Began work. Very excited about writing another guide.
V0.11 Ė Reached partway through Planet Bryyo.
V0.16 Ė More Bryyo.
V0.22 Ė Bryyo completed.
V0.31 Ė Large portion of Elysia complete.
V0.33 Ė Better, more helpful logbook.
V0.41 Ė Elysia completed.
V0.53 Ė Pirate Homeworld completed. More logbook updates.
V0.58 Ė Updates.

Table of Contents {0002}

Section 0
  Copyright info {0000}
  Version history {0001}
  Table of Contents {0002}

Section 1
  Introduction to MP3 {1000}
  Introduction to this guide {1001}
  Walkthrough {1002}

Section 2
  Notes and Miscellaneous Information {2000}
  Sidequests and collectibles {2001}

Section 3
  Credits and References {3000}
  Special Thanks {3001}

Introduction to Metroid Prime 3: Corruption {1000}

Metroid Prime 3: Corruption is the third and final entry in the trilogy of 
games known as the Metroid Prime series. This series was the first to bring 
Samus Aran into the third dimension, and the first two entries were tremendous 
hits.  So this game has been eagerly awaited by fans of the series, everyone 
wanting to see the conclusion of the story.

-The G.F.S. Valhalla requires five or six Energy Cells to complete. You must 
complete this area to achieve 100%.
-The Logbook does not count toward your percentage total.

Introduction to this guide {1001}

This guide is not only a walkthrough, but also contains helpful information 
such as log book entries and information on all of Samusí weapons, armors, and 
upgrades. It will provide detailed strategies for all the gameís bosses, as 
well as help you progress through the main content of the game: the actual 

-I will often refer to rooms by their given names. I will try to avoid this 
until after you find a Map Station.
-It might be wise to see the Glossary before you use this guide, especially if 
youíre new to Metroid Prime. I did once receive a complaint regarding 
terminology (Iíll leave that anonymous).

Walkthrough {1002}

(Cue opening scene)
---Galactic Federation Starship Olympus---
Objective: Meet Admiral Dane
Welcome aboard, Samus Aran. This starts out simple and with a distinct lack of 
combat; finish the calibration test (make sure to do it right, for your own 
sake), and just trudge on through this nicely functional and suspiciously 
friendly starship. And make sure you scan. Scanning everything you see is 
always good, especially in the beginning of the game since there are often 
one-time only scans right at the beginning. Scan every person, every terminal, 
and, well, everything else. Itís really worth it to find something you may 
have otherwise missed. Anyway, thereís not much to say about the G.F.S. 
Olympus. Once you get to the bridge, youíll notice a soldier blocking your way 
to the ready room. This guy wants you to save first, so comply with orders and 
head into the ready room. Just as your briefing is finished, the G.F.S. 
Olympus comes under attack.

Objective: Reach Norion surface to aid ground troops
 Youíll now be thrust into your first encounter with Space Pirates. Beware of 
them; their bullets are big and quick. Fortunately, they arenít very strong, 
so you should have no trouble at all dispatching the lot of them. You may come 
upon a battle between some soldiers and some Pirates. The soldiers have the 
upper hand, but a Pirate dropship crashes through the window, exposing you all 
to the vacuum of space. This calls for quick thinking; shoot the button above 
the door to seal off the area.  Now, head back the way you had originally come 
when first going to the ready room. Some Pirates will courteously blow the 
crap out of a wall for you. This allows you to access a new door, as well as a 
new area. Take advantage of this. Go through and youíll come to a room with a 
power core at the bottom. Some Pirate Militia and some Armored Militia have 
just come in to take that nice pretty power core. Naturally, you ought to stop 
them. Once you dispatch all of them, pick up the power core and return it to 
its rightful place. But unfortunately, you just cued in a massive horde of 
little crawlers to swoop from the ceiling. Youíll have to fend them and some 
Crawltanks off for a while, but eventually theyíll start bursting through the 
floor. This should be your cue to hop into Morph Ball and make a miraculous 
escape. Once youíve managed that, use the waste disposal in this new location 
to flush yourself into space. Youíll grab on to a little valve and pull 
yourself back in. Here, youíll have to fight off a few pirates and make your 
way to the top of the room to acquire your Missile Launcher. With this, you 
can blow up the debris blocking the catwalk. Sneak through the catwalk and to 
your ship. But, surprise for you, youíre not getting away that easily. A big 
baddy known as a Berserker Lord is here to stop you.

0------------Berserker Lord-------------0
He looks tough, eh? Well, he really isnít. I hope I donít need to point out 
the large, glowing, red spots on his shoulders. Those are quite obviously weak 
points. Thus, you should shoot them while avoiding his sweep laser. Be careful 
to jump and not strafe; strafing wonít help in the least in terms of dodging. 
Once his shoulder pads are off, heíll start spitting large purple wads at you. 
Thus begins Metroid Prime 3ís first attempt at one of the strangest and most 
comedic boss tactics ever contrived: projectile ping-pong. You need to whack 
those big purple wads right back at him. They themselves cause minor damage, 
but thatís not the point. After two successful rounds of smacking him with a 
purple thing, his large, blue head cover will shatter, leaving his very 
vulnerable head completely exposed. Thus, you may smash the Berserker Lord to 
tiny pieces. The death he suffers is a fitting one: falling into space and 
being smashed by a Pirate dropship. I mourn not for the Berserker Lord.

Objective: Activate Generator C
Though you managed to make a nice dent in the forces up on the G.F.S Olympus, 
the planet Norion isnít in such good shape. You find out from one of the 
soldiers there that theyíve been relying on a massive cannon to keep them 
safe, but the whole cannon is offline. Youíll need to activate three different 
generators in order to do this. So letís start by marching on ahead, shall we? 
Thereís only one way you can go, so follow it. In a particular room, youíll 
need to yank away some debris revealing a Morph Ball tunnel. Once through the 
tunnel, youíll see four red panels. Keep this area in mind as it is the cannon 
control room. The top three panels each represent a generator, and the bottom 
will light up when all three generators are turned back on. Anyway, continuing 
down the path we were on. After a little bit of trekking, youíll come to the 
generator room. That nice circular platform in the middle should tell you 
exactly where you need to head next. Once you step into the circular area, a 
cadre of Jolly Roger sentries will pop up to attack you. These things are 
tough to hit and even tougher to scan, but donít worry; they periodically stop 
to fire at you and are extremely weak to attacks. It shouldnít take more than 
two or three well placed shots for a kill. In total, there are six Jolly 
Rogers. Once youíve dispatched them all, jump over to the other side and use 
the panel there. Then, jump back and use the panel to the left of the door. 
This will activate Generator C. Objective completed.

Objective: Activate Generator A
So now itís time to head on back. Trudge back to the control room area, and 
things are looking relatively uneventful (at least, for a meteor emergency). 
Completely without warning, two massive creatures burst out of a blast door. 
They completely ignore you and battle each other to the death. In case you 
thought youíd have to fight the victor yourself, think again: itís Ghor. He 
not only blocks your old path, but he cleared you a new one. So head down this 
new path to Generator A. Itís a relatively uneventful walk down to the second 
generator as well. This time, we donít even have to fight monsters when we get 
there, as Gandrayda is kind enough to take care of that for us. Instead, we 
need to do some Morph Ball work. Youíll notice the little purple gas vents in 
the track; those launch you into the air if you jump while on them. They not 
only help you scale the track, but theyíll launch you into the switches you 
need to hit as well. Oh, did I forget to mention? Before you can leave this 
track, you need to hit three Morph Ball switches. This will raise a nice sized 
track for you to wind along, making your way to the top of the generator. 
Also, be careful to keep moving, as a Jolly Roger is trying to pick you off 
and you can do nothing about it. Anyway, once youíve hit the top of the 
generator, it seems like thereís no problem. Until...

0--------------Meta Ridley--------------0
Samus Aran sat on a generator. Samus Aran had a great, great fall. And she 
wasnít the only one to have a great fall. Meta Ridley decided to have a great 
fall with you. This boss fight is more about mechanics than about real 
strategy. Your objective is quite obvious: kill Ridley before completing the 
16000 meter fall to your certain death. Ridley, however, is only vulnerable in 
the mouth. That leaves for a lack of options, yes? No. This fight cycles in 
between various stages: top, middle, and bottom. Youíll generally switch in 
the order of top, middle, bottom, middle, top. So letís start with top. In 
this stage, Ridley is in front of you. You can basically just keep firing, as 
heíll open his mouth quite often to attack you. Do as much damage as you can 
in this stage, because it wonít last long. Now we move into the middle stage. 
Youíre on equal footing with Ridley now. He has three attacks here. One is a 
breath attack. Obviously, hit his mouth before he does this. Then heís got a 
hand-based attack that looks like he might backhand you. Hit his hand when he 
does this one. The final attack is a slap attack. Heíll draw his hand pretty 
far back, making it a tough target. If you manage to damage his hand enough 
during this attack, youíll stun him and be able to damage him by hitting him 
in the mouth. Now, the bottom stage. The bottom stage isnít unlike top; just 
shoot a lot and go for the mouth. The 16000 meter distance limit shouldnít be 
very restraining, although it gets a bit shaky around 6000 meters. Once youíve 
finished Ridley, Rundas will come to save you from your great, great fall.

Ahem. Now then, letís activate that generator. Head over to the panel to the 
left of the door and activate this generator too.

Objective: Activate cannon
Now itís time to make a beeline for the control room. Rundas has already 
activated Generator B for you, so donít bother looking for it. Once you get to 
the control room, activate the bottom panel. This opens up a new door, one 
that leads to the control room. Gandrayda, Ghor, and Rundas are all here 
waiting for you, and just as youíre about to activate the cannon, your old 
nemesis Dark Samus shows up to ruin the fun. After your whole team gets 
blasted into near oblivion with a burst of concentrated Phazon, Dark Samus 
flies away. Fortunately for Norion, Samus managed to muster just enough energy 
activate the cannon before passing out. Phew.

+++One month later+++

---G.F.S. Olympus---
Youíre back home, but not for very long. The nurse here will tell you all 
about your awesome new PED suit, and I neednít tell you how cool you now look. 
Anyway, head back into the bridge from where you are, definitely save, and go 
to the AU room (the upper middle door in the bridge). The Aurora Unit itself 
will brief you for your mission today. It instructs you that two planets, 
Bryyo and Elysia, have come under similar attack as Norion. This time, 
however, the meteors managed to land and are infecting the worlds with Phazon. 
And, lucky for you, Ghor, Gandrayda, and Rundas are all missing. Thus, itís 
your job to go investigate. Letís start with Bryyo, shall we?

---Bryyo Cliffside---
Objective: Locate Map Station
Ahh, this place reminds me of Tallon IV. Anyway. You can do nothing but head 
straight until you reach a large, open room. Youíll see a strange lock on a 
door on the far side of said room. First off, head to that door. From there, 
turn right, onto the platforms there, then right again. Once here, Morph Ball 
up and head down the slot. Let yourself slide into place at the bottom of the 
track. This is a switch, so activate it to unlock part of the locked door. 
Once you activate this, youíll not only unlock half of the door, but youíll 
both create a new platform and summon some enemies too. The enemies you summon 
are quite strange. They live in groups of five, and are normally invulnerable. 
Eventually, theyíll start to make a circle and a large blob will appear in the 
center of them. Shoot the blob to kill all five. Simple as that. Anyway, get 
up onto the new platforms here, ignoring the door, and make your way to a new 
Morph Ball slot. This will fully unlock the door for ya. Head down this new 
path. Eventually youíll come to a room with one of those nice, massive golems 
on the floor. Donít worry, it wonít hurt you. So jump down to investigate it, 
only to be ambushed by two Reptilicus Hunters. Theyíre not that hard, so just 
shoot until they fall. This will open up a little nook. Inside this nook are a 
door and a stone lock you can use to uncover some Bryyonian Lore. Anyway, head 
through the door into a seemingly empty and useless room. But wait. Look on 
the side of the lowermost step you just went down. ĎTis a covered Morph Ball 
opening. Before you go in though, make sure to scan Snatcher and Korba. Once 
youíve done that, head through the track  You can acquire that Missile 
Expansion by using the Snatchers to float up a ways, dropping yourself 
literally atop the pickup. Once you come out the other side, yank the cover 
off the door and use a missile to open it. Inside is...the Grapple Swing! Now 
you can use those nice yellow diamonds to swing across pits and such. So head 
back to the large room and swing across (dispatch the Gel Puffers first). 
Looks like you canít get through to the door? Yank off the panels on the wall 
to reveal a Morph Ball track. Head up and out, then backtrack until you reach 
the open room. Some regular Reptilici will attack you here, but theyíre still 
cake. Anyway, head back through the door we ignored last time. Along this path 
is the Map Station. Now that weíve done that, letís head back to our ship.

---Bryyo Fire---
Open Objectives:
Destroy East power source
Destroy West power source
Magmoor Caverns, anyone? This part is relatively straightforward. There are 
some mechanical issues you should know about, however. The biggest one 
involves igniting Fuel Gel, which is abundant in these caves. To ignite Fuel 
Gel, hit a spout or other concentration of Fuel Gel with a Charge Shot. Donít 
use Missiles, they donít work. Possibly the toughest room at this point is a 
very tall room where you actually get to see Rundas (though he ignores you 
utterly). After defeating some enemies, make your way to the Morph Ball slot.
To activate it, ignite the two spouts on the sides of it. This will raise the 
middle platform a bit. As you scale the platform, youíll have to repeatedly 
raise it again. Eventually, youíll reach the top. Continue on this way, and 
eventually youíll end up in a room called Bryyo Temple. Large rooms should be 
cue to you at this point that fighting will ensue. Well, it does. Sure are a 
lot of Space Pirates in that crowd. Fend Ďem off, and just when it looks like 
the second wave is headed your way, the Pirates freeze in midair. Has Rundas 
made up for blowing you off before? ĎFraid not. Thatís not what heís here for.

I know you wanted to fight Rundas. I know you did. This is a very simple, 
though still difficult, boss, which is nowhere near as fun to fight as Meta 
Ridley was in that big pit. Start off by blasting him until he appears 
stunned. Once heís stunned, run up to him and yank his armor off. At this 
point, heís now completely vulnerable. So you just shoot him; all weapons have 
equal effectiveness. Youíll have to repeat this process multiple times. Most 
of Rundasí attacks are easy to dodge projectiles. The biggest one to beware is 
one he generally only uses while in Hypermode. Heíll create a giant club of 
ice, twirl it around his head, and throw it at you. Itís big and hard to 
dodge, but strafing to the right may work well, along with destroying his 
clubs. Thereís really no sure-fire way to dodge that one. Also, heís 
invincible in Hypermode, except to Hypermode. It may be wise (depending on 
your energy tanks) to just ride the Hypermode out. Other than that, thereís 
really not much strategy.

I almost feel sorry for poor Rundas. You knew him well. Kinda. Anyway, this 
fight earns you the long-awaited ice Missiles. Guess what: you can freeze 
stuff now! Anyway, head down the nice new elevator and down to the East power 
source control room. Activate the hand terminal like you know what youíre 
doing, only to find that you canít anything about the shield. Or 
at least not yet. So just head back to your ship; thereís some new shortcuts 
you can take as well.

---Bryyo Cliffside---
Open Objectives:
Destroy East power source
Destroy West power source
Now we head back to the Map Station. Why? Iím sure you noticed the room ďFalls 
of FireĒ directly behind the station. You also probably noticed that it was 
totally impassable. Now, though, you can freeze Fuel Gel. That means you can 
make some nice pretty platforms for yourself. Once you get to the other side, 
youíll get a transmission about some new intel.

Objective: Find Ship Upgrade station
This area is generally pretty linear. At one point, youíll come to a room with 
a war golem being tethered to a wall. The tethers are those nice flammable 
vines, so the objective should be clear. Trace each vine to its source and 
ignite. Note: youíll have to kill some Warp Hounds and get in the Morph Ball 
slot once before you can eliminate all the tethers. Once you have, the War 
Golem will open up a new space. Keep going through here until you reach the 
room in question. Note you canít land your ship just yet. Head to the control 
panel, only to trip the security alert. Youíll be hounded by some Warp Hounds 
first, then hunted by some Reptilicus Hunters. Once you finish with them, 
raise the upgrade equipment. Youíll now have to progress upward toward the new 
Morph Ball slot. You can also pull an Energy Cell to open up the red door to 
the side, but itís not really advantageous to you right now. So climb up to 
the very top of the room and open up the roof. Go back down to the control 
panel, lower the upgrade equipment, and land. At last, it is now truly time to 
raise the equipment, as it will upgrade your ship to equip it with missiles. 
Now, at certain Command Points, you can call for a missile strike.  So letís 
take advantage of this, no?

---Bryyo Fire---
Ugh, what a PAIN. We have to make the long, long trek all the way back to the 
East power source. When you get to the Temple, youíll have to destroy two 
jammers by yanking on them, then missile strike the large vessel atop the 
elevator. All while under fire from a never ending horde of Aero Pirates. Fun. 
Once youíre there, you can call in your fancy new missile strike and blow that 
generator to smithereens. Now that weíve accomplished that, the shield is 
weakened. We still canít penetrate it, however. In order to penetrate it 
completely, weíll need to destroy the West power source as well. The West 
power source is in Bryyo Jungle. And by the way, thereís a neat shortcut back 
to your ship if you freeze one of those drippy Fuel Gel spouts.

---Bryyo Jungle---
Objective: Destroy West power source
Start off by...going forward. In this next room, kill off the Pirates, and 
take note of the energy shield blocking the door. Also take notice of some 
areas of the walls with yellow crystals on them. There should be two: one near 
the ceiling on the left, one near the floor on the right. You can blow these 
walls up with Charge Shots. The one near the floor leads to an energy tank. 
The one near the ceiling leads to a little chamber that not only lets you see 
into the next room, but also has a switch which turns off the energy shield. 
Now we can proceed into the next room. Donít worry about the APC in here, it 
will fly away. Just deal with the Pirates. Then, youíll notice a solid Mardium 
wall and an electronic jammer. Your new missile strike can destroy this wall, 
but the jammer is preventing you from using the Command Visor. If you yank on 
the jammer, the dish will disappear until the arm of the jammer rocks back 
into place. This should give you just enough time to call in an air strike and 
blow that wall to tiny bits. A Berserker Knight, some Pirates, and an Assault 
Trooper will come flooding out. The least of your worries is actually the 
Knight. He works just like a Berserker Lord; play some ping-pong with him and 
bash his head. The Assault Trooper is probably the deadliest, so take him out 
first. Once youíve dispatched the enemies, head through your new opening. Head 
on out into the Jousting field. Here, we take on two Aero Pirates. Nothing 
special, right?

This oneís pretty big. And heís very, very ugly. So letís put him out of his 
disgusting misery, shall we? First of all, make sure to scan the Korakk and 
his rider (I missed the rider, unfortunately). Then, kill the rider. Now comes 
the actual fighting part of the fight. When his mouth glows blue, shoot at it. 
This will stun the Korakk for a few seconds. In this time, get into Morph Ball 
and go underneath his belly. Once there, unleash a full load of Morph Ball 
Bombs; thatís right, all three of them. This will knock him to the ground. 
Now, quickly run around back and grapple onto his tail. This will send him up 
onto his hind legs. Now his belly is exposed to shooting. Blast him as much as 
you can; assuming you get enough damage in, it should only take two 
repetitions of this process to finish off the Korakk.

Ah, so much better. But do the developers give us a break? Of course not. If 
the Korakk didnít take long enough, theyíll throw you some Shield Troopers to 
make up for it. How kind of them. Anyway, Go into the next room and turn right 
for a Save Station. Once youíve saved, head the other direction. As soon as 
you enter this room we have a stone lock with a Missile Expansion and some 
lore behind it. This also happens to be the room of the West power source. But 
wait; this time they caught on and installed some AA turrets. So now we have 
to go deactivate those.
Objective: Destroy AA turrets
But it looks like the blast doors are shut. Try to leave the way you came, 
only to be attacked by two Armored Troopers. Dispatch these and the doors 
open. I started off by heading south (thatís right coming out of the original 
entrance). Immediately in this room, youíll notice a bridge with some Fuel Gel 
on the underside of it. Blow this up to gain access to a green ledge. Dispatch 
the Trooper and Armored Trooper you find up here, then continue to the door. 
Now weíre in the room with the first AA. This is a never ending horde of 
enemies, so be careful. In order to destroy the AA, go directly to the 
underside and yank the plug there. Then, find the Fuel Gel canisters that 
popped out and destroy them. There should be four total. Once youíve destroyed 
all of them, the gun will explode. One down, one to go. From here, the 
progression to the next AA should be quite straightforward. But weíre playing 
a new game this time. Instead of yanking the plug at the bottom, we need to 
pull levers now. There are three large levers in this room. When all three are 
pulled, the Fuel Gel canisters will pop out. Simple? Well, some Aero Troopers 
are here to pull the levers back. So hereís how to do it. When all the levers 
are in a position where you can pull them, lure both Pirates over to you. Kill 
one, but leave one alive. Immediately pull the lever and dash for the next. 
Pull that one and dash for the final one. If you do it quickly enough, youíll 
pull all the levers. Now, just head back to the floor and destroy the 
canisters. Now to get rid of that power source. Thereís a missile expansion in 
the hallway leading back to the power source room, but I donít think itís 
acquirable yet. Once we destroy the generator, head back to your ship to make 
your final flight for Bryyo.

---Bryyo Seed---
Objective: Destroy the Seed
Itís only a little creepy in here, right? Well thereís only one way you can 
go, and no enemies except for some Scorchbugs on the floor of the first room. 
Progress a ways in and weíll soon meet someone whoís very...hospitable.

Heís a biggun. And heís almost definitely the toughest enemy youíll battle for 
a long time. Youíll see heís got four orbs. One is on his back. So what you 
need to do is blow them up. Itís tougher than it looks, though. Start by 
picking an orb and shooting at it. Heíll cover it when heís attacking, and he 
may move it to a different slot. Once it looks like it exploded, go into 
Hypermode and destroy it with Phazon. Then heíll coat his body in Phazon. When 
he does this, go into Morph ball and hit each foot with 3 Bombs. This will 
destroy his Phazon coating. Keep the process up for all four orbs. Heís a 
pretty simple boss, but very difficult nonetheless.

So that was the final boss of Bryyo. Looks like beating this guy really put 
some stress on poor olí Samus. But now we get a neat little device called the 
Hyper Ball. While in Hypermode and Morph Ball, hold A to turn yourself into a 
rolling wad of electric tendrils. Pretty destructive, to say the least. 
Anyway, just press A when youíre prompted to destroy the core of the 
Leviathan, officially saving Bryyo.

Objective: Repair AU 217
Well, for now anyway, Elysia Skytown seems like a nice place to be. Thereís a 
calm atmosphere reminiscent of Sanctuary Temple, but with almost no enemies. 
Head forward (make sure to scan everything you see, thereís a lot of stuff 
around). Make sure to scan Databots after you shoot them. Soon youíll come to 
a room with a grab ledge. Donít go up it just yet; instead, take the low road 
and dispatch the Tinbots you see there. Continue on that path, ignoring 
anything you might see in the piston room. Once you come to a Morph Ball 
cannon, get in. Itíll take you to a Morph Ball area, with a Missile Expansion 
you can get by double Ball jumping. Anyway, keep going along the platforms 
until you reach an elevator room. Go down the elevator and into the Morph Ball 
track you see. Thereís a missile expansion here that we canít acquire now, but 
thatís not all. Keep moving along and take the lower path when the road 
splits. This will deposit you in an odd room. Try to leave, and youíll be 
assaulted by A. Some Steambots and B. that Steamlord thatís been stalking you.

This hardly counts as a fight. Simply, youíre attacked by four Steambots, 
which are more durable Tinbots. When youíve killed off three or four of them, 
the Steamlord will appear to revive one. This is your chance to hit him. Itís 
so simple, I donít think it even merits an explanation.

Anyway, the kind Steamlord gives you an Energy Tank for your troubles. The 
doors are still locked, so yank on the new targets to open them. Head outside 
to a new zipline location. Across here is your target. Walk in, go to the ice 
door for a Save Station, then activate the lift and go down to find the Aurora 
Unit. But itís been locked out by a kinetic lock, which we canít open. So head 
out the other side. Head into the room ďspire dockĒ, then head to ďsecurity 
stationĒ. In Security Station, go through the Morph Ball track. There will be 
a door in front of you. Instead of going through it, head to the left and jump 
to the door you see there. Donít go through that one either, itís just a 
landing site you canít use. Instead, open the lock you see there. Now that 
weíve opened up a new space, go through the door that was originally right in 
front of you. Here we can scan some Steamspiders, but thatís it. So letís head 
back to the Spire Dock. Take the only zipline not yet taken here, passing poor 
old Ghorís sad and dejected armor, and head into this door. Weíll have some 
turbulence upon entering. Donít be alarmed, passengers. This is a ring-shaped 
room, as you can see. Letís take the ice door first. Through here is a bridge. 
The bridge has gates. Each time you yank a gate, youíll be confronted by some 
Dragoons, the Jolly Roger equivalent of Adult Gragnols. Youíll also see a 
Steamlord and some Steambots, but if you run past the bridge segment theyíre 
on and pull the gate, the segment will fall, dropping them to the wild yellow 
yonder. Continue your trek across the bridge. Weíll come now to a large room. 
Start up the platforms, but donít use the Grapple point yet. Charge Shot the 
cracked area, then jump up to the new platform. Go inside the Morph Ball track 
here. Each time you see a switch, activate it to drop a partition preventing 
you from Grappling across. Once youíve dropped them all, swing across. Be 
careful of the Shriekbats. As weíre doing this, weíre told that some 
technology to help us reach AU 217 is very nearby.
Objective: Find Chozo Cache
Letís head there, shall we? In the next room, activate the lift and head on 
down. Hey look, the Boost Ball! And ití! Oh, donít be so gullible.

0-------------Defense Drone-------------0
Heís not so tough. Those bouncy antennae should just scream vulnerability. 
Once all three are down, heíll have some form of seizure and you can grapple 
his eye. This will make him completely wig out and jump up to some higher 
ledges while exposing his weak point. From here, heíll shoot weird, bouncy 
vomit-bombs at you. His weak point seems a tad resistant to the plain old 
Charge Beam, but Phazon seems to do the trick quite nicely in comparison. Just 
make sure you have plenty of health before you use it; weíve learned from 
Mogenar that Hypermode at low health is more dangerous than it needs to be.

Now then. That Boost Ball is ours. Use it to activate the kinetic lock that 
appears on the floor. This will take you back up. From here, return to the 
ring shaped room. You can go through the other doors, for completionsí sake, 
but thereís nothing currently viable through either one. So keep heading back 
to the AU room. Once here, unlock the Kinetic Lock, head down the maintenance 
hatch, and get ready to play some House of the Dead. Itís just like Wave 1, 
except with Tinbots instead of zombies. Once youíre done, go into one of the 
areas in the wall to upload the vaccine. Once you do it, and it looks like 
weíre done, Ghor will show up to mess with you. But we donít even get to kill 
him yet! We get to watch him escape, powerless to do anything about it.
Objective: Find Ghor
Talk to the Aurora Unit, then start heading toward your ship. Youíll learn 
that weíre under attack! So put on the afterburners already! Also, in the room 
with the lasers you need to Morph Ball under, thereís a Missile Expansion you 
may not have previously noticed. Also, in the room ďArrival StationĒ, go up 
the Grab Ledge and activate the Kinetic Lock. Fire yourself across the abyss 
for an Energy Tank. Now itís time to head back to the ship and see what the 
problem is. It should be obvious.

Bleh. Quite obviously, Ghorís huge shield is invulnerable. The power unit for 
said shield, however, is on his back. Itís pretty tough to get around him, but 
itís doable. Destroying his generator will make his head vulnerable. For about 
a third of his health, youíll damage him like this. After a third, heíll 
sprout a glowy thing between his legs and start spinning around. To stun him, 
you need to run into this glowy thing with boost ball. Once heís stunned, use 
the same procedure. Youíll do this for a third of his health as well. For the 
final third, heís in Hypermode. Heís always vulnerable now. You donít need to 
match him with Hypermode, but itís much easier if you do.

You earn yourself a Plasma Beam for all this trouble. Your ship returns as 
well, though itís so damaged itís become naught more than a save station. Now 
we should go back to the Aurora Chamber. But note; a cannon that was once 
blocked by ďheat susceptible materialĒ can now be accessed. It will shoot you 
straight to the Aurora Room (almost). Boo-yah. Go downstairs to the 
maintenance area, then use your new beam to weld the busted fuses. Go back up 
and the AU will give you a map, as well as tell you to nuke the Leviathan. If 
weíre gonna build a nuke, we need parts. And theyíre not here. Theyíre east. 
So letís head back to our ship. Be aware that in the ship room is some heat 
susceptible material with a Missile Expansion behind it. But...our shipís 
still busted. So now what? Letís head back to the Spire Dock first. Here, 
weíll receive a transmission about some cool stuff on Bryyo.
Objective: Investigate energy signature
So head to Landing Site A (or the Docking Bay, either one), and fly to Bryyo.

---Bryyo Cliffside---
You should land at the Federation Outpost. If you havenít removed the Energy 
Cell protecting the red door, do so now. Anyway, go through the red door. In 
this new room, weíll deal with some Reptilicus, and then weíll activate some 
War Golems. One will open up a door with a Ship Missile expansion in it (you 
canít get it yet). The one up top will freeze the Fuel Gel permanently. This 
will allow you to climb to the very top. Once through the door, open up the 
cage, and then head for the halfpipe. On the right side of the halfpipe is a 
Missile Expansion and a door. Go through here. Keep following your map toward 
the ďstrange energy signatureĒ, until eventually we come to a room with 
nothing but a War Golem. Melt the frozen object near the ceiling, then 
activate the War Golem. Use the new spinner to put the opening in the wall 
near the huge crack. Activate the Golem again to bust through. Now we can use 
an odd little warp to take us somewhere entirely new.

---Bryyo Ice---
Bryyo Ice is very straightforward. When you see breakable ice, break it. 
Youíll end up falling quite far. Eventually weíll walk straight into the Screw 
Attack. This is the end of Bryyo Ice. Just use the Screw Attack to escape, and 
weíre done with Bryyo Ice...forever.

---Bryyo Cliffside---
Now we get a transmission about the old G.F.S. Valhalla, the one that got lost 
a while back. So truck on back to your ship and fly all the freakin way too 
the G.F.S. Valhalla.

---G.F.S. Valhalla---
This place looks a tad...despondent. There isnít actually much we can do here. 
So letís take a look around. Youíll find some Energy Cell info stations, but 
no Energy Cells to speak of. Thereís an Energy Cell slot to match each 
station. This should tell you pretty clearly that we can do little else here. 
So letís slink our way back to Elysia, heads hung low.

---Elysia Skytown---
If youíve opened up Landing Site A, thatís perfect. From Landing Site A, head 
to Security Station and open the fire door. Previously this room was 
inaccessible, but with the Screw Attack we can now wall jump up to the top. At 
the top, weíll come into a room with a Spinner. Activate the Spinner to open 
up a new area.

---Elysia Skytown East---
This place certainly dwarfs Bryyo Ice. Itís pretty large, but also quite 
linear. Beware of Space Pirates, they swarm heavily around here. Continue on 
your merry way down through Eastern Skytown. Youíll pass some of the 
components of the nuke weíre supposed to be making, but all of them are much 
too large for you to lift. Youíll also pass a room with a Missile Expansion 
thatís behind some gears. This is a Screw Attack oriented room. Donít try to 
get the Expansion yet. At a later time, a Pirate ATC will destroy those gears, 
allowing you access to the Expansion. So keep going...itís a long way. And at 
long, long, long last, we come to the Ship Grapple Beam. If this doesnít 
scream nuke lifting, then...well I donít know. Youíll get a transmission from 
the AU giving you coordinates for the three parts.
Open objectives:
Find first bomb component
Find second bomb component
Find third bomb component
Youíll notice that only two of them are in Eastern Skytown. One of these is 
the actual nuclear part, and one of them is...something else that Iím having 
trouble identifying. Letís start with the nonnuclear one. Basically, just head 
toward it on your map. Youíll come to a room youíve been in before. Thereís a 
target on the ground, but thatís not what we need. To do this, start by 
lifting the target on the ground. This will open up a Bomb Slot. Activate the 
slot, and then put the object back down. This raises some platforms. If you 
climb up these platforms and go through the door near the top, youíll come to 
the first component. Itís guarded by a Berserker Lord, however. This guy is so 
easy I donít think I even need to bother with a strategy. Heís exactly the 
same as last time. So just wipe him out, disengage the locks, and hoist away. 
One down. If you progress toward the second component, youíll notice we end up 
in a corridor beneath the componentís room. You can activate a lift via 
welding to go up to the component room. Do this first, then try to lift the 
component. Weíre told once we try that itís locked down, and we canít 
disengage the locks just yet. So head back down and go through the fire door. 
Continuing on, weíll end up in some weird and twisty research labs. Donít 
worry about the spinner you see; activate it, though it will never come back 
online. Continue up the elevator and, when it looks like all hope of progress 
is lost, look for a MB slot between some Metroids. Youíll keep finding MB 
slots, and eventually weíll progress to a solitary area with an upgrade and an 
Energy Cell in it. Pull the energy cell. This will shut off all the lights, as 
well as the tanks containing those nice Metroids. Now we can blow up that tank 
for the Seeker Missile. This will let you shoot several missiles at once, 
opening those strange yellow locks. Woot.  But thereís a sinister undertone to 
this triumph; youíve just unleashed a plague of Phazon Metroids larger than 
has ever been seen before. Before the day is done, youíll fight off 16 
Metroids. And though the strategy is the same, these are no normal parasites. 
They can phase out of the regular dimension, giving them a surefire way to 
dodge your Ice Missiles. Fun. So make a beeline for the exit, killing off 
every Metroid you see. Also, before you leave, make sure to get the Energy 
Tank in the containment unit right next to the exit. Now we can get that 
second component for our bomb. Once weíre out of the lab, open the multitarget 
lock directly to your left. This will take us to a zipline with some more 
Metroids. More fun. Anyway, the zipline leads us to the second component room, 
though a different part. First, disengage the elevator lock to the right, then 
head through the MB slot on the left for a Missile Expansion. From here we can 
also disengage one of the component locks. Head down and disengage the other 
two, then hoist away. Only one component remains. We canít fly to the last 
component, so we need to hoof it.

---Elysia Skytown---
Itís not that long, but itís even shorter now that we can unlock a cannon to 
shoot us straight there. Once youíre here, use Seeker Missiles to destroy a 
multitarget lock, then lift that final component up. All done.
Objective: Place bomb in Spire Pod
Back to the Spire Dock we go. Now that sheís all finished, we need to put her 
somewhere where we can launch her. And the Spire Dock is that very place. So 
what are we waiting for? Once youíve placed it, go talk to the AU. Pay 
attention to what he says. Your mission, should you choose to accept it, is to 
drop a bomb. It is quite likely you will die. Sound like fun?
Objective: Drop the bomb
Might be wise to save now. Once youíve saved, head to the Spire and get ready 
for a fight. Youíll be fighting off hordes of Space Pirates while attempting 
to prevent Pirate Assault Skiffs from blowing up the Spire. There are four 
skiffs in all. Once youíve destroyed the last one, itís time to escape. Head 
to the panel thatís revealed to you and press all the buttons to open the 
escape pod. Get in the pod and get ready to go when...the stupid Chozo 
technology breaks on you. Head through the maintenance hatch. Once youíre down 
here, blow into the maintenance area and start welding. There are three 
panels; two need to be revealed via yanking. Once all three are welded, hop 
back into the pod and fly away. Congrats, we just nuked the Seed.
Objective: Destroy the Seed
Well, that nice escape pod left you right near a dock, so flying here 
shouldnít be particularly difficult.

---Elysia Seed---
Itís just like the Bryyo seed, eh? Well, head the only way you can head and 
get ready for the final boss of Elysia.

Honestly, heís much easier than Mogenar. Helios is surrounded by a swarm of 
Swarmbots. Heíll first attack by rolling around on the ground, using his 
Swarmbots as a wheel. This is a good chance to destroy some Swarmbots, but you 
can hurt his armor as well. Heíll then form them into a ring and start firing 
lasers at you. Shoot at the ring to destroy Swarmbots, but donít shoot him or 
the five bots in the center. Heíll then group them into clumps and have them 
fire lasers, though he should be vulnerable during this part. Once his armor 
is destroyed, his bots leave and his core is open. Blast the core with 
Hypermode to take down approximately a third of his health. Two more reps of 
this and heís finished. He does have two other attacks heíll use toward the 
end, however. One is where heíll form a tornado out of his bots and chase you. 
You can hurt him with MB bombs in this stage. Another one is where heíll make 
a giant person with his bots and try to punch or kick you. Ignore the arm 
joints here; just go for the leg joints. Once his big sumo wrestler has 
fallen, heís vulnerable.

Thatís the end of Elysia, folks.

---Pirate Homeworld Command---
The least they could do is give this place a name. Anyway, head straight, 
watch out for the Hypermode Crawltanks, and dispatch the Remorse Turret you 
find. Once all thatís done, head into the elevator and go to the third floor. 
Ignore the acid rain platform to the right; go left for a fire door. Through 
here is a heavily-rained-upon plaza.
Objective: Bypass the acid rain
Thereís a very small path heading to the right side of the room. Follow it, 
then look for a Grab Ledge. Climb up here for a Morph Ball track. Thereís a 
Missile Expansion in this track, so donít miss it. Once youíve gotten the 
expansion, head all the way through the tunnel. Here we can access a new 
tunnel. Pull the tunnel cover away and head through. Thereís a missile 
expansion here too. Once youíve gotten that one, head to the end of the tunnel 
and drop out. Disengage the multitarget lock to acquire the X-Ray Visor. Once 
you got that, turn it on and go up to the terminal. Now we can see the correct 
code for the terminal. This will make a tank full of Phazon run by on the 
ceiling. Shoot it down when itís just above the cover to the MB track; this 
will drop it, destroying the cover. Head through here to end up in a new room. 
Use the security terminal here to open up a new door. Go through it, watch 
some Pirates doing some stuff, then head back. Go through the door that was 
nearest to the tunnel. Weíve ended up on Floor 2. Thereís a practically 
mandatory Missile Expansion here. Once youíve gotten that, use the X-Ray visor 
to unlock the rotating platform, and then get in the hologram to spin it. By 
now youíll have gotten a fuzzy transmission from another trooper in a 
different part of the planet.
Objective: Find the captured trooper
Once youíve spun the platform, go to the elevator and head to Floor 1. We can 
now unlock the Map Station, which will tell us how to get to that other 

---Pirate Homeworld Research---
For the first part, at least, itís quite straightforward. When you come to the 
Scrapvault, make sure to scan the Shriekbats here. Theyíre pretty tough. Once 
youíve done that, start scaling the room until you find an entrance to a Morph 
Ball area. Thereís a big track in here. Itís also quite self-explanatory; 
though watch for an Energy Tank you can get in here by double jumping. At the 
end of the tunnel (take the first exit), youíll be able to raise some stairs. 
To get to those stairs, go back to the MB area and take the second exit. 
Beware that the alarm has been triggered and youíll have a fight on your 
hands. Once youíve dealt with the Commandos, go up the new stairs, down the 
tunnel (watch for the lasers), and into the next room, where we find the 
Federation trooper. Kill off the Pirate Troopers, and follow the Federation 
Trooperís instructions on how to activate the lift. Heíll also tell you about 
a mysterious unit which protects one from acid rain.
Objective: Find Rain Shield Unit
Activate it and head up, only to discover that the trooper is actually...

Sheís had this coming for quite some time. First off, scan Gandrayda. Second 
off, scan her again every time she morphs. You should be able to scan a total 
of five forms: Rundas-G, Ghor-G, Berserker-G, Samus-G, and Swarmbot-G. At 
first, the fight is very simple. It revolves around you being adaptable to her 
forms (the only one of which sheíll take now is Berserker-G or Swarmbot-G). 
Soon, sheíll drop the walls, revealing some acid rain to encroach upon you. 
Itís not a huge obstruction, but sheíll also start transforming into Rundas-G 
and Ghor-G now. This makes her a bit tougher. After another while, sheíll 
transform into Samus-G. At this point sheíll abandon her other three forms. 
Watch out when she Boost Balls and attack when she doesnít. Once sheís at 
around a quarter health, sheíll stop transforming and go into Hypermode. 
Naturally sheís only vulnerable to Phazon now, so you need to match her. Just 
hope you have enough energy tanks left, though it should only take three 
Hypermodes at the most, since sheís dodgy.

She had it coming. Defeating her earns us the Grapple Voltage, allowing us to 
have fun with those little purple switches (and get health in the process). 
Use the switch in the boss room and go through the door. This takes you to a 
transit station which, in turn, takes you right to your ship. When you get off 
the train, youíll get a message about some important technology back on 
Elysia. Shall we head there, then?

---Elysia Skytown---
Land at Landing Site A. From here weíre going to head to a room called the 
Powerworks. Itís not far, though youíll have to cross the now-empty Spire Dock 
(by cannon, of course). Getting into the Powerworks is simple. What to do in 
there, however? Also simple. Thereís a large gear on the floor. You can 
grapple it, but you canít lift it from the floor. So jump up to a little ledge 
near the wall. Pull it into the air from here, and missile it just as itís at 
the top of its flight. This will knock it into place, opening access to the 
Spider Ball. Use the newly opened Spider Ball track to exit the Powerworks. 
But notice that when we get to the zipline station, our zipline is out of 
order. So Screw Attack to the nearest platform and get on the Spider Ball 
track. Somewhere along this is a little ring of track with an Energy Tank on 
it, which is only accessible via double jumping. Once youíre on the other 
side, head back to your ship.

---Pirate Homeworld Research---
Where to go from here resembles where we went before. In fact, itís the same 
for a while. Traverse the same path until you reach one of the objective 
rooms, specifically the one for ďfind shield unitĒ. Thereís a Spider Ball 
track here, so use it. It will take you to a rotary pillar. Rotate the bottom 
once and the top twice to reach the Hazard Protector, which will prevent acid 
rain damage. Rotate the top thrice to reach a Missile Expansion. I suggest you 
do both. Now that we have the Hazard Shield, we can go through that large 
energy shield near the beginning. The one with the objective behind it. So 
head all the way back and go through.

---Pirate Homeworld Command---
If you keep going, youíll notice that itís not long before youíre locked out. 
Not much else to do here, so just kinda...turn back. If you look on your map, 
you should see a room called Transit Station 4A. Thatís our next goal, so 
follow your map to that very location. This will take you to the mines.

---Pirate Homeworld Mines---
This area, much like Bryyo Ice or Elysia Skytown East, is very much a one-
trick pony. Itís also very short and straightforward. At the far end of the 
area, youíll come to a cylindrical, two-story room with a huge mining laser in 
the middle. The Nova Beam rests atop the mining laser, comfortably out of 
reach. All you can do is activate the elevator and head downstairs to 
experience a tremendous skirmish.

0-------Commando x ?, Assault x ?-------0
I think this deserves its own boss section, since this very well may be the 
most difficult fight youíve had since Mogenar. First of all, we need to talk 
environment. The laser in the middle has two modes. The first mode is the 
green cutting mode. This is basically no more than an environmental obstacle. 
Occasionally it will switch to the white cleanup mode. Here it becomes both 
dangerous and integral. It will suck anything living--you or a Pirate--up into 
that vent. So hereís what you do. There are an infinite number of Commandos 
and Assaults, organized into waves of three. There will be one Pirate in 
Hypermode during each wave. First of all, do NOT activate Hypermode and kill 
the Hypermode Pirate. Leave him alive. Dispatch the other two as quickly as 
you possibly can, and ride out until the beam switches from green to white. 
Once the beam begins cleanup mode, all remaining pirates will panic and hold 
on to the floor to save themselves. Hereís where you find a Pirate (preferably 
the Hypermode one as you conserve HP by not killing him normally) and start 
blowing him to smithereens. Just unleash every last ounce of firepower you 
have. If you dislodge him, and chances are you will, heíll be sucked into the 
vent, triggering an explosion. This lowers the command module for the laser. 
The command module has four little projections. Each one takes about three 
hits to kill, and killing one retracts the module. The rest should explain 

Congratulations, your tremendous efforts have earned you the Nova Beam. You 
can now use your amazing new Nova Beam to break yourself out of this room. 
This is the end for the Mining Facility as well, so take the tram back. And be 
sure to save before you do.

---Pirate Homeworld Command---
Coming out of Transit Station 4A, youíll notice weíre right next to the 
Phazite door thatís been blocking our way for so long. Now that we have the 
Nova Beam, however, we can simply eliminate it. Through this door is the final 
switch we need to activate in order to open up the Pirateís defenses. Scale 
the room, fighting off Remorse turrets and Assaults as you go, until you reach 
a rotary switch at the top. Activate it to reveal three Phazite panels, as 
well as unleash an infinite horde of Commandos. Inside each Phazite panel are 
three orbs. Break these to disengage one of the energy belts preventing you 
from accessing the Bomb Slot at the top. And make sure to fight off those 
Commandos. Once all three are done, activate the Bomb Slot to open up the 
Objective: Meet up with Dane
Youíll get another message from Admiral Dane, so go meet him at the 
coordinates he gives you. Itís quite a short walk, really. When you get there, 
heíll tell you that you need to defend some Troopers from the Pirates so they 
can blow up the blast shields.
Objective: Protect Demolition Troopers
Prepare for trouble. And make it...a massive number to which I donít wish to 
count. There are more Space Pirates of all breeds here that youíll ever see. 
And youíre the only thing preventing them from blasting those poor Demolition 
Troopers to kingdom come. So get with the destruction. Thereíll be a Berserker 
Knight among their ranks at one point. Heís not tough, though heíll 
immediately pick up and slaughter one of the troopers. At the very end youíll 
come face to face with a trio of Commandos. Thereís a nice little key to this 
fight though. Itís possible to take out two of the Commandos with one 
Hypermode, and deal some damage to the third. So much for a tough fight. If 
you managed to get four or more Troopers to the end (itís pretty easy), youíll 
blow open the blast door successfully. Open up the next door (the hand 
terminal is under the bridge), and head through for an interesting boss fight.

0------------Commander Squad------------0
Hey, heís that one whoís been stalking you this whole time. Heís just like 
that Steamlord back on Elysia. Except heís much harder and heís got plenty of 
Commandos on his side. Itís probably advantageous to use Hypermode quite a bit 
in this fight, at least when youíre attacking the Commander. Once you break 
his armor, he and all of his Commandos will go cloaked. X-Ray visor funtime. 
Shoot their little glowing spots for major damage (note that you canít exactly 
lock on). Once youíve eliminated them all, the fight is over.

Now then. Itís time to use some nice Ship Missiles to blow that final door to 
high heaven. Weíve made it to the Homeworld Seed.

---Pirate Homeworld Seed---
Ah, same old Seed. Looks just like the other two. Once youíve made your way 
through, get ready for a very fitting final boss to this planet.

0-------------Omega Ridley--------------0
Even the draconic lord of the Space Pirates (or something like that) is 
substantially easier than Mogenar. His weak point is exactly the same as 
before; shoot him in the mouth. After enough shots, heíll be stunned. Quickly 
(VERY quickly) run up and yank off his chest armor. This will expose a Phazon-
weak wound. Time for Hypermode. Blast away at his wound a few times, and 
eventually heíll pull on some fancy new armor. This armor seems resistant to 
everything. So what to do when you stun him? Go into X-Ray visor to see the 
weak spots near the shoulders. Blast these repeatedly to destroy this armor. 
His wound is now permanently exposed, though you wonít often get a shot at it. 
You could try one while heís flying overhead, though Iíve never made it 
successfully. Itís best to just stun him again. Once you stun him this time, 
heíll basically just stay on his hind legs. Thus, you have defeated Omega 

>>Walkthrough to be continued<<

Notes and Miscellaneous {2000}

All locations listed are the earliest locations available.


::Galactic Federation (13 total)::

[Demolition Trooper]
Location: Pirate Homeworld Command

[Federation Marine]
Location: G.F.S. Olympus


[Female Fleet Trooper]
Location: G.F.S. Olympus

[Fleet Admiral Dane]
Location: G.F.S. Olympus

[Fleet Mechanic]
Location: G.F.S. Olympus


[Hunter Gandrayda]
Location: Norion

[Hunter Ghor]
Location: G.F.S. Olympus

[Hunter Rundas]
Location: Norion

[Male Fleet Trooper]
Location: G.F.S. Olympus

::Bryyo (21)::
[Alpha Hopper]
Location: Bryyo Cliffside (mini-boss)


[Bryyonian Shriekbat]
Location: Bryyo Cliffside


[Fargul Hatcher]
Location: Bryyo Cliffside (federation outpost)

[Fargul Wasp]
Location: Bryyo Cliffside (federation outpost)

Location: Bryyo Cliffside

[Gel Puffer]
Location: Bryyo Cliffside


Location: Bryyo Cliffside (main plaza)

[Gragnol Adult]
Location: Bryyo Cliffside (main plaza)

Location: Bryyo Cliffside

Location: Bryyo MB slots

Location: Bryyo Seed (boss)

Location: Bryyo Cliffside

Location: Bryyo Cliffside

[Reptilicus Hunter]
Location: Bryyo Cliffside

Location: Bryyo Fire

Location: Bryyo Fire

Location: Bryyo MB slots

[Warp Hound]
Location: Bryyo Fire

::Skytown (14)::
[Aerial Repair Drone]
Location: Elysia Skytown

Location: Elysia

[Defense Drone]
Location: Elysia Skytown (mini-boss)

[ďDragoonĒ Drone]
Location: Elysia Skytown

[Elysian Shriekbat]
Location: Elysia Skytown

Location: Elysia Seed (boss)

[Repair Drone]
Location: Elysia Skytown

[Sky Puffer]
Location: Elysia Skytown

Location: Elysia Skytown (mini-boss)

Location: Elysia Skytown (mini-boss)

Location: Elysia Skytown (Escape Hatch)

Location: Elysia Seed (boss) (?)

Location: Elysia Skytown

[Transportation Drone]
Location: Elysia Skytown (Docking Bay)

::Space Pirate (42)::
[Advanced Aerotrooper]
Location: Pirate Homeworld Research

[Advanced Pirate Trooper]
Location: Bryyo Fire

[Advanced Shield Trooper]
Location: Bryyo Fire

Location: G.F.S. Olympus

Location: Bryyo

[Armored Aerotrooper]
Location: Elysia Skytown

[Armored Pirate Militia]
Location: Bryyo Cliffside

[Armored Pirate Trooper]
Location: Bryyo Cliffside


[Assault Aerotrooper]
Location: Pirate Homeworld Command

[Assault Pirate Trooper]
Location: Bryyo Fire

[Assault Shield Trooper]
Location: Pirate Homeworld Command


[Berserker Knight]
Location: Bryyo Jungle

[Berserker Lord]
Location: G.F.S. Olympus (boss)

[Commando Pirate]
Location: Pirate Homeworld Research

Location: G.F.S. Olympus

Location: G.F.S. Olympus


Location: Pirate Homeworld Research (boss)

Location: Elysia Skytown (boss)

[ďJolly RogerĒ Drone]
Location: Norion

Location: Bryyo Fire

[Korakk Beast]
Location: Bryyo Jungle (boss)

[Meta Ridley]
Location: Norion (boss)

[Omega Ridley]
Location: Pirate Homeworld Seed (boss)

[Phazon Harvester Drone]
Location: Pirate Homeworld Mines

[Pirate Cargo Drone]
Location: Pirate Homeworld Command

[Pirate Commander]
Location: Pirate Homeworld Command


[Pirate Militia]
Location: G.F.S. Olympus

[Pirate Trooper]
Location: Bryyo Cliffside

[Puffer Mine]
Location: Pirate Homeworld Research

[Remorse-Class Turret]
Location: Bryyo Fire

Location: Bryyo Fire (boss)

Location: Pirate Homeworld Mines


[Shield Pirate Trooper]
Location: Bryyo Jungle

[Space Pirate Assault Skiff]
Location: Elysia Skytown (mini-boss)

[Space Pirate ATC]
Location: Norion

[Space Pirate Boarding Pod]
Location: G.F.S. Olympus

The contents of this slot have not been found by anyone I know. Iíd be very 
grateful to anyone who could find it.


Double Bomb Jump
This is a very old school technique that was originally invented in Metroid 
Prime 1. It died out in Metroid Prime 2, and itís now been almost completely 
replaced by the Wiimote Ball Jump. But there are still a scant few Missile 
Expansions and Energy Tanks which require one to execute a double bomb jump. 
The technique is simple, but the timing is hard. If you watch the animation 
cycle of a Morph ball Bomb, youíll see that right before it explodes, it 
shrinks and disappears. To double jump, start by laying a bomb like youíre 
going to do a regular bomb jump. Just as it shrinks to explode, set another 
one. Then, at the top of your jump, lay your third bomb. This should, if 
executed correctly, hurl you twice the distance of a normal jump. Youíll need 
this often to get Missile Expansions or Energy Tanks, especially on Spider 
Ball tracks, though itís never directly integral to your progress.

Missile Strike
A ship-based missile attack. Use the command visor to call.

Multitarget Lock
A lock requiring use of Seeker Missiles to open.

Power Beam
Samusí starting weapon. Possesses no special properties.

Plasma Beam
Samusí first beam upgrade. Extremely hot.

Nova Beam
Samusí second beam upgrade. High frequency beam able to pass through Phazite.

Charge Shot
Powerful beam blast. Explosive impact.

Samusí missiles. Explosive.

Ice Missiles
Samusí upgraded missiles. Explosive. Low temperature.

Seeker Missiles
Allows for firing up to five missiles at once. Only applicable on special 
targets, not regular enemies.

Varia Suit
Samusí regular suit. Resistant to high temperatures.

PED Suit
Samusí suit with PED unit installed. Allows Hypermode. Susceptible to Phazon 

Hazard Shield
Suit upgrade. Prevents damage from Fuel Gel or Acid Rain.

Morph Ball
Ball mode for Samus.

Morph Ball Bomb
Only available weapon in Morph Ball.

Spider Ball
Morph Ball system allowing adhesion to magnetic rails.

Hyper Ball
Morph Ball weapon during Hypermode.

Hyper Missile
Hypermode missile weapon.

Hyper Grapple
Hypermode grapple ďattackĒ. Used to destroy certain biomasses.

-Power Bombs and Missile Combos are not present in this game.
-Beam switching and missile switching is not required; all powerups retain 
previous properties.
(Glossary space for rent, email for requests)

Sidequests and Collectibles {2001}

--Missile Expansionsó

#1; Bryyo Cliffside, near Grapple Swing upgrade. Use Snatchers to float up to 
#2; Bryyo Fire, mandatory acquisition. Use gel spitting head to burn vine, 
lowering platform with expansion.
#3; Bryyo Fire. In the Morph Ball room, go to the top left corner and drop 
down. Continue through the tunnel to reach the expansion.
#4; Bryyo Jungle. Behind stone lock.
#5; Bryyo Cliffside. Fuel Gel Pool (after lifting head).
#6; Bryyo Cliffside. Activate Grapple Voltage golem near Federation outpost 
and follow Spider Ball track (double jump).
#7; Bryyo Cliffside. Hidden Court.
#8; Bryyo Cliffside. Behind double dragon lock. Turn right instead of left in 
MB slot.

#1; Elysia Skytown. Double jump in a Morph Ball area.
#2; Elysia Skytown. Underneath a ledge in a room with moving lasers.
#3; Elysia Skytown. Dock room, behind heat susceptible metal.
#4; Elysia Skytown East. Concourse (enter from near lab).
#5; Elysia Skytown East. Gearworks (after ATC destroys gears).

-Pirate Homeworld-
#1; Pirate Homeworld Command. Morph Ball track in Command Courtyard.
#2; Pirate Homeworld Command. Morph Ball track near X-Ray Visor.
#3; Pirate Homeworld Command. Second floor, near platform spinner.
#4; Pirate Homeworld Research. Near the Hazard Protector.
#5; Pirate Homeworld Command. Morph Ball track underneath acid rain.

-G.F.S. Valhalla-
#1; G.F.S. Valhalla. Deposit 2 Energy Cells in Stairwell.
#2; G.F.S. Valhalla. Morph Ball slot in second floor Auxiliary Lift.

--Energy Tanksó

-G.F.S. Olympus-
#1; G.F.S. Olympus. Mandatory acquisition.

#1; Bryyo Cliffside, past double-dragon lock. Turn right instead of left in MB 
#2; Bryyo Jungle, blow up Fuel Gel crystal wall.
#3; Bryyo Cliffside. Fuel Gel Pool.


#1; Elysia Skytown, mandatory acquisition. Defeat Steamlord.
#2; Elysia Skytown. Activate Spinner in Arrival Station.
#3; Elysia Skytown East. Near lab exit, after shutting off power.
#4; Elysia Skytown. On a Spider Ball track near the Powerworks. Double jump.

--Ship Missile Expansionsó

#1; Bryyo Cliffside, Colossus Vista. Find Colossusí head in Fuel Gel Pool, 
then carry it here with Ship Grapple.

#1; Elysia Skytown, Security Station. At the end of a Morph Ball track.

Credits and References {3000}
-Biomouse, Iím sure.

Special Thanks {3001}
-Everybody on GameFAQs, for 8k hits on my first day.