Metroid Prime Guide GC

====Metroid Prime Guide====

by Tim

 1. Introduction
 3. History and Plot
 4. Controller Setup
 5. Gaming Basics
 6. Walkthrough Intro
 7. The Orpheon
 8. Poison In The Ruins
 9. Fire 'n' Ice
 10. Infiltration
 11. Back to the Ruins
 12. Gravity Emissions
 13. A Watery Grave
 14. Deadly Experiments
 15. A Scavenger Hunt
 16. Once More Unto The Breach...
 17. The Last Artifacts
 18. Unlocking The Crater
 19. Final Showdown
 20. Power Suit Upgrades
 21. Samus' Abilities
 22. Item Checklist
 23. Log Book Data Locations
 24. Endings
 25. Secrets And Tips
 26. Contributions
 27. Legal

1. Introduction:
Welcome to the official Metroid Online guide for Metroid Prime. Developed in cooperation
with Retro Studios and Nintendo, the classic 2D sidescrolling gameplay of Metroid has
now become an astounding blend of a first person shooter, action/adventure, and plat-
former genres of gaming. Refer to the index above for a handy reference guide, and go
to for assorted guides to all the other Metroid
games. Happy gaming.

2. History And Plot:
The Metroid series has taken place over five games. This one is, to be specific, the
fourth one to be released, but takes place second in the actual timeline. Metroid Prime
occurs, at best, a few years after the events described in the original Metroid. The
evidence for this placement can be found in the game manual:
"...But the Space Pirates were far from finished. They immediately split their survivors
into two camps. One remained on Zebes to begin rebuilding their ravaged facility..."
By the events described, it by definition can't take place after Super Metroid because
Zebes was completely destroyed in that game, and it must take place prior to Metroid II:
Return of Samus because Metroids still exist, and in rather large quantites. The games
after this make it well known that the Metroids are an extinct species.

Thus, the progression of the Metroid series looks like this:

- Metroid (1987 - Nintendo Entertainment System)
  "Stop the Space Pirates and preserve galactic peace!"
- Metroid Prime (2002 - Nintendo Gamecube)
  "Evil waits below the surface..."
- Metroid II: Return of Samus (1991 - Nintendo Game Boy)
  "Exterminate all remaining Metroids!"
- Super Metroid (1994 - Super Nintendo Entertainment System)
  "Destroy the Space Pirates and save the last Metroid!"
- Metroid Fusion (2002 - Game Boy Advance)
  "Exterminate the X parasites and save the universe!"

Here's the introduction to the game's story as told in the manual:

The Chozo
The Chozo... Over millennia, this bird-like race of creatures made incredible techno-
logical and scientific leaps. Traveling at will through space, they built many marvels
across the universe-technological wonders of unfathomable complexity and cities un-
matched in beauty. They shared their knowledge freely with more primitive cultures and
learned to care for and respect life in all its forms.
Even as their society reached its technological peak, however, the Chozo felt their
spirituality wane. Their culture was steeped in prophecy and lore, and they foresaw the
decline of the Chozo coinciding with the rise of evil. Horrified by the increasing
violence in the universe, they began to withdraw into themselves, forgoing technology
in favor of simplicity. Tallon IV was one of several refuges they built-a colony bereft
of technology, built of natural materials and wedded to the land and its creatures.
The years passed, and in time a great meteor crashed into Tallon IV, sending a massive
spume of matter into the atmosphere and impregnating the land with a cancerous element
known as Phazon. This element immediately sank into the earth and water, poisoning life
wherever it bloomed. Most plants and animals died, while others mutated into hideous
The Chozo called upon all their knowledge and technology to control the power of the
Phazon, but their efforts were doomed to fail. All they could do was build a temple
over the crater at the impact site, separate the Phazon core, and seal it away. Believ-
ing that someday a savior would return to the planet, the Chozo left for an unknown
destination, leaving nothing but engraved accounts of their time on Tallon IV.

The Space Pirates
The Space Pirates were interstellar nomads, technologically advanced in both space
travel and weaponry. When they plundered the Metroid population on SR388, they recog-
nized in them massive military and energy resource potential. They immediately invaded
the nearby planet of Zebes, wiping out all life (including most of the indigenous Chozo)
and building a massive network of research facilities below the planet's surface. Deep
below the surface of Zebes, the Space Pirates researched Metroids for many years, even
as a young girl orphaned by their raid on the neighboring planet of K-2L was growing up
among the Chozo. Trained as a warrior and infused with Chozo blood, Samus Aran donned a
Chozo-made Power Suit and cut a swath through the Space Pirates' operation, destroying
everything in her path, including the gargantuan mainstays of the Space Pirate army,
Ridley and Kraid. She eventually made it to the core of their base, destroyed all the
Metroids she saw, and seemingly blew up the Mother Brain.
But the Space Pirates were far from finished. They immediately split their survivors
into two camps. One remained on Zebes to begin rebuilding their ravaged facility and
resuscitating Mother Brain, Ridley, and Kraid. The second set out in search of a planet
with powerful energy resources. They didn't search long before they discovered Tallon
IV, which was still emanating huge pulses of energy from the Phazon contained beneath
the Chozo temple. Entranced by the massive potential of the strange mutagen, they
immediately moved in, retrofitting their laboratories, transporters, and life-support
systems into the Chozo Ruins. As the Space Pirates mined the Phazon and experimented
with it, they found that its capacity to mutate was unlike anything they'd ever seen,
and they promptly started combining it with indigenous lifeforms. They refined their
operation; powering their machinery with thermal-powered engines sunk deep in the molten
depths of Tallon IV, they drove deep mineshafts and mined more and more Phazon, ship-
ping it to their two main labs in the Phendrana Drifts, where sub-zero temperatures
made specimen containment safer. Research leaped forward: by harnessing Phazon's power,
they were able to create untold horrors that soon patrolled the dark caverns below
Tallon IV's crust.
The Space Pirates also transported many species to their orbiting ship for zero-G Phazon
experiments, unaware that Samus Aran had finally tracked their ship to its low orbit.
As they continued with their unnatural experiments, Samus sped toward Tallon IV,
preparing to wipe them out once and for all...

3. Controller Setup:
The Gamecube's controller certainly makes good use of all the buttons, but it won't
take long before you're rapidly switching between this and that on the fly. Here's the
layout of the buttons (it's a shame that you can't experiment and switch the buttons
around; but you can alternate the functions of the Control Pad and C-Stick by switching
which one controls the Visor and Beam functions...).

- L Button: Lock on to enemies, Scan objects (with Scan Visor equipped), and use the
  Grappling Beam (only when the Grapple icon appears).
- R Button: Pan Camera, Aim (with the Control Stick), Activate Spider Ball tracks (in
  Morph Ball mode).
- Z Button: Call up the Map Screen.

- Start/Pause: Pause game and bring up Samus' databanks.

- Control Stick: Move Samus, Look around, and Aim (with the R Button).
- Control Pad: Switch between available Visors.
- C Stick: Switch between available Beam weapons.

- Y Button: Fire Missiles, Beam Combos (when charged), lay Power Bombs (only in Morph
  Ball mode).
- X Button: Switch in and out of Morph Ball mode.
- A Button: Fire Beam weapon, lay Bombs (only in Morph Ball mode).
- B Button: Jump, Activate Boost Ball (in Morph Ball mode), Dash side-to-side while
  locked on (strafe move).

4. Gaming Basics:
Retro Studios did a masterful job preserving the classic exploration element of the
Metroid games in this installment. You play from the first person perspective, but
you'll still encounter plenty of the fierce action and platforming style that defines
Metroid. You'll find that over half the game is about learning your surroundings and
exploiting them: searching high and low, bombing obstacles out of the way, and looking
for more efficient routes is integral to the game. The 3D maps can get a tad confusing
at times, but with patience, you'll make it through. Now here's a brief list of some
things to consider that might make your journey through Tallon IV a bit less hair-

General Tips:
1. Like in almost every Metroid game, you'll often deal with not just one enemy, but an
   entire horde of them. Make liberal use of the L Button during a swarm to constantly
   target and pick off the nearest threat to you. In later cases such as with Auto
   Defense Turrets, Flying Pirates, and Fission Metroids, you can sometimes use doors to
   your advantage to provide cover. Flying Pirates and Fission Metroids, due to their
   size, cannot fit through the doors, so it's really easy to stay on the opposite side
   and pick your targets off from there.
2. Your Combat HUD is your life-saver. While it's difficult to focus on the huge influx
   of information, it will definitely help you to check out the various readings from
   time to time. Your Radar (upper left) will tell you of impending enemies, your Map
   (upper right) will display a small cross-section of where you are, you have your
   Missile Count on the right hand side, your Threat Assessment (left hand side), and
   your Targeting Reticules that appear when enemies are in the vicinity.
3. Once you gain the Charge Beam, you can charge it up to draw refills to you, but the
   tractor range is limited. In cases where you can defeat smaller enemies or obstacles
   during boss battles, you can use the Charge Beam to nab those refills without going
   all the way to them (this also works for refills higher up than you can jump).
4. Make sure you master or at least have passing familiarity with some of the stuff
   listed under "Samus' Abilities" since there are a few ares where you must perform
   some type of trick to proceed.
5. Scan everything!! Often you'll discover new stuff or methods of beating bosses by
   scanning them. Keep in mind that there are several things in the game that are one-
   shot items: miss them once, and you forfeit them for the remainder of the game. For
   convenience, I have not only marked each of these one-timers in their appropriate
   Log Book subcategories, but you'll find a compiled list of them at the very end of
   the Log Book section.
6. Every single room in the game has a name. So during the walkthrough, you'll often
   find references to these names to make navigation a lot easier. To view what room
   you're in, press Z to call up the map. You can then use the C Stick to scroll
   along the different rooms from there.
7. Unlike previous titles, Metroids will only attack if you get close (this goes for
   the normal variety only; Hunter Metroids will attack from farther away, and Fission
   Metroids don't seem to give a darn where you are). This fact coupled with the rate
   at which the Ice Beam fires can make approaching a group of Metroids somewhat risky.
   If you have Missiles to spare, you can always lock on and blast one with a concussion
   blast to lure it to you, where it'll be easier to defeat.

Areas of Tallon IV:
You'll traverse six "worlds" on your journey through Tallon IV, all of which have their
own unique environmental conditions and hazards. Just as in Super Metroid, all of the
worlds here interconnect through the use of the Transports. However, unlike Super
Metroid, there are often multiple transports within a particular area, giving you more
than one route (heck, sometimes three) back to any other area. What follows is a short
sample list of the areas of Tallon IV.

- Tallon Overworld: Damp surface of the planet; somewhat of a jungle environment. Think
  Crateria here.
- Chozo Ruins: Ancient ruined Chozo cities. You'll get a lot of stuff in this area, so
  keep on the lookout. Most of the Ruins is sandy and desert-like, but deeper in you
  reach watery areas.
- Magmoor Caverns: Think Norfair, except larger and much more hazardous. Magmoor is a
  bit of a bore since its only real use in the game is to reach various Transports...
- Phendrana Drifts: The icy mountain region of Tallon IV, this frozen wasteland is home
  to the Space Pirates' Research Labs.
- Phazon Mines: The primary stronghold for the Space Pirates, this area is full of their
  Phazon experiments, plus lots of Phazon just lying about. You'll find many a twisted
  enemy here.
- Impact Crater: A very small area consisting of but four rooms; this final area is
  very difficult to traverse. The source of all Phazon resides deep in this area (cue
  the spooky music).

There are various means of transportation around Tallon IV. Traveling from world to
world is accomplished through the use of Transports or elevators. Moving from area to
area is accomplished through passages or doors. Transports must be scanned before they
can be used, and then remain active for the remainder of the game. There are four main
types of doors, but certain conditions can affect the use of them. Other than transports
and doors, there are tunnels you can access with the Morph Ball and Magnetic Rails that
you can travel along with the Spider Ball. Refer below to see a good list of the means
you'll be using to move from place to place.

- Blue - requires a Bomb or normal Beam to open up.
- Purple - Only the Wave Beam will open these hatches.
- White - Only the Ice Beam will open thes hatches.
- Red - Only the Plasma Beam will open these hatches up.
- Blast Shield - A red shield blocks these doors. Shatter the shieldin with a Missile.
- Locked - You must complete some objective or scan some type of console to unlock
  these doors. You'll receive a message when the objective has been achieved.
- Transport: You'll use the Scan Visor to activate these giant platform lifts that take
  you from place to place around Tallon IV. Once a particular Transport is activated,
  it remains online for the duration of the game.
- Morph Ball Tunnel: Once the Morph Ball has been acquired, you can and will use these
  small passages to travel new places. Some tunnels are blocked, and the obstructions
  must be removed.
- Magnetic Rail: You'll still use these to navigate certain areas once you have the
  Spider Ball. Hold R when near a Rail to attach and use them.
- Power Conduit: Found only after acquiring the Thermal Visor, these are used to power
  inactive doors (which you'll start finding a lot of). Power them up with the Wave
  Beam; once all Power Conduits in a given room have been activated, power will be
  restored to the door.

Power-Up Stations:
(Note: Scanning these stations do count as Research Data, so get the first two out of
the way while on the Space Pirate Frigate).

- Map Station: Scan or step into the hologram and Samus will download the Map for the
  area she's in. Explored regions show as orange, while unexplored areas remain blue.
- Save Station: Step into the pad to replenish all your Energy and save your game's
- Missile Station: Step into the pad to reload your Missile complement.

As you upgrade your items and progress, you'll find more and more things that block
your path. Here's a list of the rocks you'll find and how to get around them.

- Sandstone: Use Morph Ball Bombs to destroy this type of rock.
- Talloric Alloy: Morph Ball Bombs will get rid of this.
- Radion Stone: Concussive Missile blast.
- Brinstone: Concussive Missile blast.
- Cordite: Weak to Super Missile blasts.
- Bendezium: Only Power Bombs will destroy this type of rock.

Visual Aids:
As should be obvious, you will spend the vast majority of the game in the Combat Visor.
Your three other available Visors include the Scan Visor, Thermal Visor, and X-Ray
Visor. Each is important to particular segments of the game. Check below for the major
information you should know about the extra Visors.

- Scan Visor: Press Left on the Control Pad to select this. When active, a small mag-
  nifer appears in the center of the Visor. Anything that can be scanned will appear as
  a recognizable symbol. Orange symbols account for miscellaneous data and a majority
  of Creature Data. Red symbols, on the other hand, are mission-critical: they either
  are boss data, Pirate Data, Chozo Lore, or in some other fashion necessary to the
  completion of your current objective. Once your reticule has locked on, hold the L
  Button to download information about it.
- Thermal Visor: The Thermal Visor allows you to see in the infrared spectrum and track
  heat signatures. Anything that the Visor identifies as abnormal shows up as a bright
  spot, similar to heat signatures. You can see in the dark this way, track invisible
  enemies to a degree, and acquire alternate targets on some foes. You'll need this
  Visor to activate Power Conduits later in the game.
- X-Ray Visor: Think the X-Ray Scope from Super Metroid, from the first-person pers-
  pective. You can see through walls, locate hidden passages, and track certain
  invisible enemies (the Shadow Pirates, for some reason, can only be seen with thermal
  imaging). The X-Ray Visor can also aid in alternate target acquisition.

Combat System:
The Combat system in Metroid Prime is fairly straightforward. When you're fighting,
you'll normally use the Combat Visor. Later on, you'll be asked to call on the Thermal
and X-Ray Visors to track heat and cloaked signatures, but the basic idea remains the
same. Hold L to lock on to your target so you can always be facing it. If you tap B
while locked on, you'll "strafe" around the enemy, allowing you to circle and dodge
most attacks. This is made a bit easier once you have the Space Jump Boots, so you can
double jump out of the way. Occasionally you'll face enemies that you can't lock on to
(Eyons, cloaked enemies), so you'll have to use the R Button to manually aim at your
target. It's *extremely* important to know your enemy's weaknesses. There are a lot of
opponents that are weak to Ice, Fire, or Electricity. Know these weaknesses and then
exploit them with your different Beam weapons. Knowing how to defeat an enemy quickly
may often make the difference between life or death. As I mentioned earlier, you may
sometimes have to track heat signatures (Shadow Pirates, Thardus, Prime) or spectral
anomalies (Chozo Ghosts, Prime) to acquire target lock, so know what Visor you have to
use in the right situations.

Environmental Hazards:
Tallon IV has hazardous evironmental sections aplenty. For starters, know where enemies
are and how to eliminate them quickly so you can conserve energy and munitions. Lava
and Phazon are two biggies in the game; try not to swim too much in the lava, and avoid
all blue Phazon like the Plague until you get the Phazon Suit.
There are certain enemies and hazards that will also adversely affect your progress in
other ways besides simply harming you. Scatter Bombus will interfere with your Visor,
turning it to static. In Magmoor, the steam vents will fog your Visor up, as will
traveling through a waterfall. Until you have the Gravity Suit, movement through liquid
is also hindered a great deal, as is your vision capability.. The last bit of advice
for this section is to constantly be aware of your surroundings; often knowing what's
around the bend will make a crucial difference in your ability to survive.

6. Walkthrough Intro:

This guide is broken down into various subsections encompassing major areas of the game.
Any time you enter a new world, such as when you progress from Tallon Overworld into
Chozo Ruins, you can check the Mission Outlooks that accompany each section of the
guide to get a quick heads-up on anything and everything you should know about what
you'll find there. The Outlooks include any major objectives you must complete, as well
as an item tracking system (broken down into "Upgrades", "Energy Tanks/Missile
Expansions/Power Bombs", "Chozo Lore", "Chozo Artifacts", "Pirate Data", and "Log Book
Scans"). I felt that it might be beneficial to know just what you'd need to do without
having to memorize exactly what to do, or waste time getting lost in a general walk-
through. From time to time, I'll also make references about data that you'll be
alerted to throughout the game. Oftentimes it will appear just as I describe, but if
the Hint system is turned on, a few of these will only appear if the computer decides
you're spending too much time in an area. It is actually possible to get through the
game without ever having your computer alert you of things like the odd gravity
patterns, or the location of the Research Core, and whatnot.
Finally, I have included every single creature and data scan along the way so you know
when to scan items, as well as the ones that are the famed "one-time" scans. Follow
the directions and you'll have no problems.

Item Numbering
You'll notice that I numbered just about every item in the game during the course of
the walkthrough. While this was originally designed for my record-keeping purposes, I
found it quite handy to keep in there so it would be easier to keep track of one's item
progress through the game. The numbering follows the format of just listing the number
you should have after the pickup, i.e. MISSILE EXPANSION (250) or ENERGY TANK (14),
and so forth.

Hard Mode
This guide primarily runs you through the Normal Mode, but all boss strategies have
a short blurb on the Hard Mode differences you shuld be aware of. The enemies in the
areas you explore will remain the same, except they'll be twice as strong (so if you
used one charged shot in Normal, you'll generally use two in Hard). Therefore, I didn't
alter any of the main walkthrough sections. Also, don't be surprised if you see random
commentary from me about how some foes will behave in Hard Mode, since there's quite a
few that get nastier in Hard.

7. The Orpheon:
This section of the guide will detail Samus' landing on the Pirate Frigate, investi-
gating the disaster there, and her subsequent race to flee the destructing complex.

Space Pirate Frigate
- Determine source of specimen breach on Frigate.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: N/A.
- Chozo Lore: N/A.
- Pirate Data: Fall of Zebes.
- Scans: Parasite, Auto Defense Turret, Map Station, Small Energy, Missile Ammunition,
  Save Station, Parasite Queen.

Once you start a new game, you'll be informed of distress signals being intercepted
from a derelict ship in orbit of the planet of Tallon IV. Watch (and listen to the cool
music) as Samus Aran's ship approaches the badly-damaged Pirate Frigate and cycle
through a rather nifty jumping animation. You'll assume control once the sequence is
finished. This level serves only as a practice session for you to get familiar with the
You'll start out on Deck Alpha, which houses the Frigate's docking bays and storage
facilities. From your starting point, you'll see a blue forcefield in front of you.
Lock on to and shoot each of the four orbs to deactivate it so you can advance. Next,
scan the console to the right of the second forcefield. This will activate the orbs so
you can deactivate them. There are six this time, so use R to assist you in targeting
the high ones, then continue on through up the ramp and through the blue door. Scan
the consoles as you go; you'll need to repressurize the airlocks before you can move on.
The next room is the Emergency Evacuation Area. Head down the ramp and activate your
Scan Visor to locate the "Parasite" near the floor. It'll be too busy feasting on its
Space Pirate dinner to worry about you, so you can safely scan and destroy it. Scan it
now; you won't get any more chances after this level, and you don't have the time to
waste trying to scan the swarms during the escape sequence.
Head to the opposite side of the room and through the blue door at the end. In the next
hallway, you'll reach an impasse; use the Charge Beam to blast through the rubble and
head deeper into the Frigate. The next hallway will show a short cinema of three
Parasites escaping into a small tunnel. Follow them in using the Morph Ball to find the
first [Map Station]. Scan and download the Map for the Frigate, then head back out and
on into the elevator room. Scan the console to activate it and travel to Deck Beta.
On Deck Beta, you'll have to use the Morph Ball to navigate some damaged tunnels. Once
you reach Biotech Research Area 1, you'll find a couple of injured Space Pirates, but
none pose too much of a threat. Take your opportunity here to practice strafing so
you'll be better at it later. As you defeat them, they'll leave [Small Energy] and
[Missile Ammunition] refills; be sure to scan them for the Log Book first. Through the
next door and around the bend lies a deadly new enemy known as an "Auto Defense Turret".
Hold L and sidestep so you can scan it, then fire two Missiles (three in Hard) to
destroy it. Once you reach the Biohazard Containment (the room you reach that has a lot
of computer terminals in it), scan one near the entrance to download a PIRATE DATA log
entry, "Fall of Zebes" (01/25). This entry is another one-timer; miss it here and for-
feit it for the rest of the game. Take out the Defense Turret lurking around the corner,
and check out some of the "easter eggs" in the room. The giant creature in the central
tube vaguely reminded me of Draygon from Super Metroid, and scanning the banging door
definitely nets you a description of a Zebesian Sidehopper (though the game labels it
only as a "dangerous xenotropic lifeform". Continue on through the next few areas until
you reach the lift down to Deck Gamma.
Scan the console to activate the lift, then ride down and have a charged shot ready for
the Space Pirate that will attack. Scan the consoles on the wall, and you'll be prompted
to "insert the metallic sphere". This means use the Morph Ball to unlock the door
(which then raises the question of how the Space Pirates use these doors since you'll
learn later on that the Morph Ball technology is a complete mystery to them...)
Behind Door # 1 lies Door # 2, but you should head into the left-hand room first to
scan the [Save Station]. Exit out and head through the next large door to the boss in
the Reactor Core.

Parasite Queen Strategy
Despite what you may think upon seeing this monster, the "Parasite Queen" is quite a
pushover. This battle will get you comfortable with the strafing technique. First
things first, aim up and scan the boss, not only to add it to your Log Book, but to
identify her weak point, the mouth. During this battle, the only attack you'll have to
dodge is a searing energy beam.
Once you target the mouth, strafe around the room in a circle while constantly shooting
your Power Beam. Your shots are quick enough to penetrate the breaks in the forcefield.
Whenever you encounter the large gap in the forcefield, either send some Missiles or
charged shots into the mouth to deal serious damage. This fight will be over after a
few rounds.

Not much is different in this battle, other than the fact that the beam ray does a bit
more damage. The Parasite Queen takes slightly less damage, but the pattern still
remains the same. Constantly strafe to avoid the more-frequent ray attack, and launch
Missiles at the open forcefield until you run out; then resort to charged Beams.

The "time bomb set, escape immediately" sequence is almost a dogmatic part of Metroid;
every game has it. Of course, you'll get a feel for the size of the game when you see
the 7 minute timer as opposed to the normal 2-3 minutes. The upper door is sealed, but
the camera will automatically point you in the direction you need to go. Run through
the cooridors and scan the console in front of you to deactivate a Defense Turret up
ahead. As you reenter Biotech Research Area 1, some Space Pirates will be busy fighting
off a giant monster. Let the explosion kill them, then climb the wreckage and run past
the Space Pirates to the open hatch at the very back. Climb down to the subventilation
shafts, and use the Morph Ball in the downhill segments to make your trip slightly
You'll deal with Parasite swarms in the subventilation areas that can stain your Visor -
if you're running. This is another good reason to stay morphed. You'll pass through
SubVentilation Shafts A-E and a few more access tunnels (one has Defense Turrets in it)
before you reach the large Cargo Bay Access. Follow the giant crates and exit out the
right-hand tunnel to work your way through to Biotech Research Area 2. Here, you'll
find a more-than-vaguely-recognizable enemy hanging out on some top girders. Dispense
with the fond memories, and as Meta Ridley flies off, use the Grappling Beam to latch
onto the Grapple Points above you. Use L to latch onto the first one, and as the second
one lights up during your swing, let go of L and immediately hit it again to swing to
the next Point. At the end, you can deactivate another Turret and run down the hallway
to the Deck Alpha Elevator. Just as you activate the elevator, a massive power surge
slams you against the wall, causing your Varia Suit, Morph Ball, Missile Launcher,
Charge Beam, and Grappling Beam to malfunction (and disappear, of course. You didn't
think the game was going to give you all those items from the start, now did you?).
Take the lift up and squeeze through narrow winding tunnels where you have to wait what
seems like an eternity for the airlock to pressurize. As soon as the door glows blue,
blast it and keep running to the door in the distance, which finally leads back out to
the Hangar. As you exit, a cinema will take over as Samus sprints to her ship and tails
Meta Ridley to the surface of Tallon IV.

8. Poison In The Ruins:
This section will detail Samus' initial recon mission on Tallon IV, her exploration of
the Overworld and the mysterious Chozo Ruins, culminating with her defeat of the giant
plant Flaahgra.

Tallon Overworld
- N/A.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: N/A.
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: Gunship, Beetle, Blastcap, Zoomer, Sap Sac, Geemer.

A short cinema will ensue as Samus speeds through the atmosphere and lands on the
surface. Immediately upon exiting the ship, drop down, turn and scan your [Gunship] to
add it to your Research logs. Head to the right and enter the blue door. In the cave,
you'll face some "Beetles"; scan them, then pop off some Power Beam shots at them. Make
your way into Tallon Canyon and scan the "Zoomers" (high on the cliffs) and "Blastcaps"
(down near the water). Keep looking up to get the "Sap Sac" hanging from a tree, then
keep panning to the right to scan the lone "Geemer" that's crawling on a far ledge.
Head towards the door at the far end, dealing with more Beetles. Head through the
access tunnel into the Transport Room beyond. Scan the switch to activate the Transport
and take it to the Chozo Ruins.

Chozo Ruins
- Investigate seismic disturbances in Ruins.
- Assess threat of increased Hive presence and investigate.
- Determine source of toxins and eliminate threat.

Items to get:
- Upgrades: Missile Launcher, Morph Ball, Charge Beam, Morph Ball Bomb, Varia Suit.
- ET/ME/PB: Energy Tank (2), Missile Expansion (6).
- Chozo Lore: Fountain, Exodus, Hatchling, Meteor Strike, Contain.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: Scarab, Eyon, War Wasp, Hive, Plazmite, Tangle Weed, Large Energy, Hive Mecha,
  Ram War Wasp, Missile Door Lock, Plated Beetle, Shriekbat, Reaper Vine, Locked Door,
  Incinerator Drone, Barbed War Wasp, Stone Toad, Morph Ball Slot, Venom Weed, Flaahgra,
  Flaahgra Tentacle, Ultra Energy, Pulse Bombu, Oculus.

Moving on up to the Chozo Ruins, you'll encounter some Beetles in the Ruins Entryway.
Dispatch them, then scan for the first CHOZO LORE entry, "Fountain" (01/16). Head
through the door into the Main Plaza, where you'll deal with more Beetle swarms, then
move on to the back area. Enter the blue door on the left into the Nursery Access,
scanning the "Scarabs" that get in your way, and follow it into the Ruined Nursery.
Another piece of CHOZO LORE, "Exodus" (02/16), awaits you here. Climb up and scan both
the "War Wasp" and the "War Wasp Hive", then head through the door up top (ignore the
Save Station for now; you don't need it). You'll be able to scan the "Eyons" in the
aptly named Eyon Hall, then keep heading through the next few rooms until you reach
Totem Access. The room slants sharply to the right as you enter the door. Immediately
add the "Plazmite" to the Log Book, then circle around the room and scan the group of
"Tangle Weeds". The crate near the Tangle Weed sometimes yields [Large Energy] refills;
if one appears, scan it and continue on down the hallway into Hive Totem. Your computer
has pinpointed this room as the source of unusual seismic readings, so head on across
the half-sunken platform to investigate. Before you can get much farther, the first of
many mini-boss fights begins.

Hive Mecha Strategy
Start off by scanning below the water to add the "Hive Mecha" to your Log Book, then
try and target one of the "Ram War Wasps" that are rapidly circling about. The first
round has about three, and each subsequent round adds 2 more. Try to target as many
Wasps as you can as they swarm out of the Mecha - this cuts down on the amount of
circling and targeting you have to execute during their primary attack phase.
Speaking of the Ram War Wasps, this is the ONLY time they'll ever appear in the game,
so if you don't scan them or the Hive Mecha now, you're screwed if you want 100% of the
Scans. Scan one during the first round to make it easier.
The battle plan is fairly simple. The Hive Mecha is merely a giant mechanical Hive. As
it registers a potential threat, it'll release War Wasps to defend the hive, but be
forewarned: The Ram War Wasps are the only ones to have evolved a collective hive mind.
In simpler terms, you're no longer dealing with Wasps that attack you as they see fit;
members of the Ram variety will attack in tandem, making targeting and eliminating them
quickly essential. A combined assault of three or more Wasps is almost guaranteed to
knock you off the platform and into the toxic waters below (a fate that in turn guar-
antees you certain death, as you can barely see and your energy is drained so quickly
that if you do escape without dying, the next Wasp attack most almost surely will).
Strafing is the best solution to this battle: position yourself in the center and
constantly spin around on your own axis. The Wasps will emit a distinct chirp when
they're about to attack, and you have a three second window to lock onto a few while
some more move into position. Quickly pull locks an any Wasps that are hovering - these
are the ones who are in position to attack. After you've destroyed a wave, quickly spin
to the Mecha and pump the exposed weak spot full of Power Beam shots. Eventually, the
Mecha will close up and spin, revealing a new port. As more War Wasps come out to
attack, repeat the same exact battle plan as before for two more rounds until you
destroy the mechanical Hive. Destroying it rewards you with the MISSILE LAUNCHER along
with your first MISSILE EXPANSION (005).

More Ram War Wasps take part in this battle; the initial round has, I think, five, and
you get two or three more per round after that. And as if that wasn't enough, the Wasps
are far more vicious in their attacks, and don't give you as much set-up time as in
Normal Mode. Don't throw a fit if you start getting nailed by some of them. Use the
same circling strategy, then start targeting as you hear the chirping sounds. Pull locks
on them as quickly as possible, then turn to the Mecha and blast away. Try your best to
stand directly in the middle of the submerged platform; the Wasps are far more effic-
ient at ramming you into the toxic water, where it is indeed certain death at the rate
your energy is drained. The Mecha itself is as vulnerable as before, lasting about
three rounds. Your primary concern in this battle is dealing with the Wasps.

Having just acquired the powerful munitions upgrade, cross to the door at the far end
and scan it to download data regarding the Missile [Blast Shield]. Once it's logged,
use a Missile on the door to fracture the shielding and head inside to collect the
first ENERGY TANK (01) of the game. Leave Hive Totem the way you came in and make a pit
stop in the Ruined Gallery. Deal with the War Wasps (and take out their Hive with a
Missile), then drop to the door on the other side and use a Missile on it. Inside the
small alcove you can download the Map Data for the Chozo Ruins, then return to the main
chamber. Take out the Blastcaps on a small platform in the water, then aim a Missile at
the damaged wall near the back. Break the wall and cross to a MISSILE EXPANSION (010),
then backtrack to the Main Plaza. Deal with the Beetles and cross to the Blast Shield-
protected door on the right hand side near the entrance to the Ruins. Break the shield
and head through the Scarab-laced tunnel to reach the Ruined Shrine.
A horde of 20 or so Beetles will surface and attack (they'll generally attack in groups
of 8 or 9) you - this part gets pretty tough in Hard Mode; the best possible strategy
is to strafe while jumping so you can try to avoid any ramming attacks. Make very
liberal use of the L Button to lock onto whatever's nearest you (if in Hard, be sure to
grab the energy refills or else the Beetles will kill you long before the next mini-boss
surfaces). When the last one has been destroyed, the large mutant "Plated Beetle" will
join the fracas.

Plated Beetle Strategy

This one is ridiculously easy, even more so than the Hive Mecha. Your newly-acquired
Missiles will come in real handy here. Scan the boss to learn that it has armor plating
on its front, making it invulnerable to conventional attacks. The only place this thing
is vulnerable is its tail, and the Plated Beetle is fairly decent at protecting itself.
Stand your ground and let it charge you. As it stops, it'll strafe left, then right. As
soon as you see the vestigial wings flutter, dash out of the way and fire off a Missile.
It'll fly true to its new target and impact rather nicely square in the middle of that
exposed red spot. Do it again to watch the Plated Beetle explode in a gooey mess.

The only thing to watch out for here is that there will often be one or two normal
Beetles left when the Plated version surfaces. You'll have to watch the Plated Beetle
while picking off the remaining little Beetles in order to not get rammed to death.
Once that's done, three Missiles to its abdomen will destroy it.

As the wall lowers, jump up and grab the MORPH BALL upgrade, then use it to exit out
and return to the Main Plaza. This time, head to the back of the area and start heading
up the stairs here, making your way up to the bridge overhead. There's a lone War Wasp
circling about; destroy it, then lock onto each of the two Hives and destroy them before
proceeding. Continue on through the blue door into the Fountain Access. More Scarabs
and blocked passages await you in this tunnel; make it easy and use the Morph Ball the
entire time. The Ruined Fountain is darkened, making it tough to see where you're going.
There are, however, a few Plazmites circling around. As long as you don't bother them,
they'll generally leave you alone. Allow the Plazmites to light your path, then hop
around the perimeter of the room to the Fountain at the back. Scan the upper wall for
the CHOZO LORE, "Hatchling" (03/16), then continue on to the other side of the room and
through the door, which leads to the Arboretum. In here, immediately turn left and scan
the "Reaper Vine". Shoot the two that appear and make your way to a set of ledges
winding around the center tree. Cross the wooden bridge and head left down the incline
to reach the door leading into the Gathering Hall. You should be getting a message
regarding a Save Station near you, but ignore it for now. Once in the Gathering Hall,
cross along the lower right path (where the cluster of Blastcaps are) into the Water
Hall Access. As you round the corner, quickly scan the "Shriekbats", then duck for
cover or shoot them. At the lowest point in the room, shoot a Missile at the left wall
to break it and reveal a MISSILE EXPANSION (015). Once in the Watery Hall, you must
locate and scan four runic symbols to activate a gate high above you. Jump to the ledge
near the entry door and turn around. As you pan to the right, you should see the first
rune. Hop back down and cross the platforms on the water until you reach a Blastcap
cluster. Destroy them and find a second rune on the floor. Head to the back of the room
where the third symbol lies on the wall. Finally, return to the entry point and navigate
the ledges up and over to the large gate. Scan the wall near it to find the fourth rune,
then turn and scan the gate itself to unlock it. From your vantage, scan the far wall
for the next CHOZO LORE, "Meteor Strike" (04/16). Now cross to the CHARGE BEAM upgrade
lying at the back of the unlocked room. As you grab it, eight Eyons will come to life
and try to stop you from leaving. Use charged Beam shots to wipe them out, and backtrack
to the Gathering Hall. Head up the ramp to the Save Station this time, then you'll
start your climb up the ledges in the room to reach the Energy Core at the top. The
ascent is full of Blastcaps and Shriekbats; destroy each of them as you climb. At the
top lies a Morph Ball Tunnel leading to another side of the room. Once out of the tun-
nel, fire away at the multiple Shriekbats, then jump across the pit to the door on the
other side. Inside the Energy Core, scan the [Locked Door] on the door in the
distance, then head to the left until you reach a Morph Ball Tunnel. Roll on through
this and the next one to reach the door leading to the Burn Dome - the location your
computer indicates is the site of a very strong Hive presence.

Incinerator Drone Strategy
Just like the Hive Mecha battle, you'll encounter a new variety of War Wasps that
appear exclusively in this battle. You'll get your chance to scan the "Barbed War Wasps"
after the first phase of the fight is over. The battle starts off with the mechanoid
shooting two jets of flame. Strafe side to side and stay in between the two jets. When
it stops, a red orb will appear. Get in front of it and fire until the mechanoid mal-
functions and shoots its flame straight up. The Barbed War Wasps in the hive above get
pretty teed off that their home is being set aflame, and naturally come after you. Scan
one as it emerges, then start making a point of taking them apart as they come out of
the hive. Keep an eye on the Drone though; the flame jets are now tilted at severe
angles that can make it tougher to dodge. The trick is to avoid the high jet, and jump
the low jet. Keep your attention focused more on the Wasps, but check the Drone every
five seconds or so; as soon as that red orb pops back into view, drop the Wasps like a
bad habit and focus all firepower on the Incinerator Drone. It'll malfunction again,
and the process will start over. After 4 rounds, the Drone will really go on the fritz
and vaporize the entire Hive.

Not much difference, really (boss battles won't get tough until Thardus...). You'll of
course, take more damage, the War Wasps are quicker and deadlier - but I didn't notice
any particular change in their numbers (I can't really recall if they swarmed out one
after another in Normal Mode). This battle is a piece of cake; just keep an eye on the
Wasps and shoot them down to win here.

Collect the MORPH BALL BOMB upgrade and use one on the weak wall near the back, then
roll to a MISSILE EXPANSION (020). Exit the Burn Dome and scan the "Stone Toad" hidden
in a small alcove. Morph, let it eat you, then set a Bomb to destroy it, and head into
the adjoining room. Stop and scan the [Morph Ball Slot], then Bomb Jump into it and set
a Morph Ball Bomb to activate it. This will trigger the water to drain, so roll through
the small tunnel into the large room. Quickly roll to the next slot and repeat to raise
a set of platforms. Working against the clock, hop from platform to platform and head
inside the alcove to reach the third Slot. Bomb Jump into it and activate it to raise a
final series of ledges and unlock the door on the upper right side. Enter the door to
make your way into the Furnace. Roll through the Morph Ball Tunnel and follow it to a
second one, where you land in a room containing an ENERGY TANK (02). Collect it and
head back to the Arboretum (saving along the way in the Gathering Hall is a good idea).
Remember how you found four runes to get the Charge Beam? You'll have to find four more
in the Arboretum to activate a gate far up top...but not just yet. For now, ignore this
room and backtrack to the Main Plaza so you can collect a couple of upgrades that'll
make the next boss a bit easier (especially if in Hard). Return to the Ruined Shrine
where you found the Morph Ball. Bomb the weak part of the wall to reveal a MISSILE
EXPANSION (025), then head back to the Ruined Nursery (a room you found on your way to
the Hive Totem). There's a Morph Ball maze in the wall, so enter it at the low point to
destroy a sandstone obstruction, then climb to the upper level and enter the maze again.
From here, you can roll through the maze to reach the MISSILE EXPANSION (030) at the
end. Exit and backtrack to the Ruined Gallery, where you found your first Missile
Expansion. Hop to the first right-hand ledge, and Bomb Jump into the hole on the wall.
Roll through the piping and you'll fall into a room with a MISSILE EXPANSION (035).
Now return to the Arboretum and hop over to the right near the patch of red Venom Weed
(you can't scan this patch, for some reason). Shoot it to make it retract, shoot the
nearby crates, then scan the rune on the floor. Now ascend the ledges again to reach
the wooden bridge. At the top on the tree bark is the second rune. As you work your
way up through the Morph Ball passages in the rock, you'll find "Venom Weed" you can
scan, along with a couple of War Wasp Hives. Keep on heading up and you'll find the
third rune on the left-hand wall near a series of stairs. Climb all the way to the top
and stand on the wooden bridge, then pan your Scan Visor up and around to locate the
fourth rune; with all four active, the gate near you will unlock and you can use a
Morph Ball Bomb to destroy the rubble and gain access into the Sunchamber Lobby. The
following two rooms are filled to the brim with Reaper Vines and Venom Weeds. Take out
the Weeds first, and then lay assault to the Vines as you progress. Right near the door
to the Sunchamber are two crates - shoot them for refills (if you need any). Head inside
with the Scan Visor active and gear up for the fight against the mighty boss of the
Chozo Ruins.

Flaahgra Strategy
The gargantuan mutant plant known as "Flaahgra" is the sole creature responsible for
the high levels of toxins present in the Chozo Ruins. Like all plants, Flaahgra derives
his power from photosynthesis, and his location in the Sunchamber provides him ample
amounts of sunlight. To defeat this boss, you must disable the solar panels to rob
Flaahgra of his power source, then use Morph Ball Bombs to destroy his weakened root
Data-wise, Flaahgra contributes two entries to the Log Book. First scan the giant
creature himself, then look off and scan one of the tentacles to learn the real secret
to beating the boss. Flaahgra may have very thick skin that is resistant to every
attack you have, but his central nervous system in his roots is quite vulnerable. Any
time Flaahgra's solar energy is cut off, he retracts his roots from the Tunnels,
allowing you to roll inside to the Morph Ball Slot at the end and set Morph Ball Bombs.
The resulting explosion to his vulnerable base deals hefty damage to Flaahgra (1/4 off
his meter) and causes the beast to shrivel and collapse.
However, it's not long before Flaahgra revives with the help of more solar panels. Pay
attention to the reanimation cinema; look for which panels are activated, then look for
the closest Morph Ball Tunnel in relation to the panels. You want to time this so that
you're able to reach said tunnel within 6 seconds of disabling the panels.
The trick in the battle comes in the form of Flaahgra's increasing resistance to your
attempts to knock him out. He doesn't get very happy when you try to cut him off, and
will bombard you with some pretty nasty attacks. To disable each panel, lock on to the
red light and shoot it until it's knocked out of position. Flaahgra will always attempt
to knock the solar panels that you disable back into a position that will benefit him,
so you must dually concentrate on keeping Flaahgra woozy. You may not be able to harm
him with your weapons, but rapid-firing the Power Beam and launching Missiles does a
good job of keeping Flaahgra from counterattacking. The strategy to use is to stun
Flaahgra, strafe around while taking potshots until you reach a solar panel. Knock it
out of commisssion and *immediately* lock back onto Flaahgra. Strafe around some more
while keeping him dizzy until you reach another active panel. Knock it out, and repeat
for as many panels have to be deactivated. As I said earlier, try to make the last one
you disable near an available Morph Ball Tunnel so you can damage Flaahgra much easier.
Flaahgra's other attacks involve a poison breath attack (which can be easily avoided by
strafing), a ramming move (he bends down and slams his head into you), and his thorn
vine - he lays this down in random places around the room hoping for an unwary adver-
sary to get caught. If you do happen to get stuck in it, repeatedly move the Control
Stick around to free yourself (and do it fast - you rapidly lose energy when stuck).
Repeat the battle for a total of four rounds. When you've delivered a fourth Morph Ball
Bomb blast to Flaahgra's roots, the mutant keels over and dies once and for all.
With Flaahgra no longer polluting the waters of the Ruins, the waters clear and turn a
crystal blue, restoring one aspect of the former beauty of the Chozo cities...

Flaahgra may be the first real boss that you may have to approach a bit differently.
For starters, there are a few things different in the Hard version; including Flaahgra's
resistance has been upped (making him harder to stun - Missiles are about the only thing
that do the trick reliably), his downtime has decreased, and he is much more prone to
knocking panels back into position, sometimes without you even knowing. His thorn vine
attack is a bit more prevalant. Constantly switching lock-ons between Flaahgra and the
panels is crucial; you must always keep him off balance when attempting any sort of
attack on his power sources. Make sure he is reeling prior to and immediately following
disabling a panel, and launch a few Missiles to keep him that way while you scramble to
the next panel.
Except for these little bits, the battle pretty much proceeds the same way. The battle
still goes for four rounds, but during the last round, Flaahgra goes into a sort of
"desperation" mode in which he commonly launch flurries of attacks at you (multiple
rammings, repeated breath attacks, or combination attacks (as a particularly mean
example, ramming you into his thorn vine). Bear these in mind, but you shouldn't have
any real problems with this battle

After defeating Flaahgra, the VARIA SUIT is revealed, so hop up the ledge to claim the
suit upgrade that now allows you to survive in extreme temperate zones, and leave the
Sunchamber and proceed through the Sun Tower Access until you reach a stack of crates.
Shoot them for energy refills; you'll most likely find an [Ultra Energy] here. Scan it
for the Log Book, then collect it to refill a whole Tank. As you round the corner,
you'll run into a new enemy called a "Pulse Bombu"; you can't damage it yet, so just
Morph and roll on past. As you enter the Suntower, you'll have to make the leap all the
way to the bottom. Deal with the War Wasps (and the four Hives) before scanning the
CHOZO LORE, "Contain" (05/16) on the wall near the blue door. Leave the Sun Tower and
head into the Transport room, then scan the console and take the Transport down to the
fiery lava world of Magmoor Caverns.

9. Fire 'n' Ice:
This section will detail Samus' excursion into the fiery Magmoor Caverns, and her trek
to reach the icy world of the Phendrana Drifts before heading back to her Gunship for
a short break.

Magmoor Caverns
- N/A.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: Energy Tank (1), Missile Expansion (2).
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: Grizby, Burrower, Magmoor, Puffer, Triclops.

As soon as you arrive in Magmoor Caverns, drop down the platforms and head to the nearby
Save Station. It would be a shame for you to die while attempting to get something here
and lose your progress before Flaahgra...
Moving out of the Save Station, you'll deal with some Shriekbats before finding your
first new enemy, the "Grizby". This little twerp likes crawling along the floors and
generally making life a pain. Shoot them from a good vantage point with Missiles. After
getting across the two platforms with Grizbies, you'll encounter a "Burrower". Just
ignore these and roll to the blue hatch beyond. You'll enter Lava Lake, and the extreme-
ly kick-ass music will start - it's a remix of the Lower Norfair theme from Super
Metroid (which I still consider the best track in the game). In fact, you can put the
game on Pause and just kick back and listen to it. But then you wouldn't get much
accomplished, so... Continuing on into Lava Lake, you'll encounter your first "Magmoor"
- a huge fire-breathing serpent. Target its head and let it eat two charged shots to
literally blow its head off. Move on around the curve and start dealing with the float-
ing "Puffers". Each Puffer releases toxic gas when destroyed, so it's best to let the
gas dissipate before moving on. Make your way across the platforms and bomb the wall to
reach the second room of Lava Lake. Beyond this lies a small area with a grated floor.
Scan the small "Triclops" in the area below, then morph and roll along the far left
side to avoid getting munched by one of them. It's slightly irritating when they pick
you up and deposit you somewhere else in the room...Exit through the door on the other
side to reach the large Triclops Pit. Move on through the steam vents and start target-
ing the Puffers in your path. Drop off the ledge and look behind you to find a secluded
cave entrance. Go through and Bomb yourself into the Morph Ball tunnel to access the
the area underneath the mesh flooring. Roll along the right side and into the small
offshoot tunnel to reach a new cave. Find the Morph Ball tunnel near the back and roll
in. Head into the Storage Cavern at the top to find another MISSILE EXPANSION (040) near
the back, then backtrack to the start of the area. Now head across the suspended plat-
forms to the door at the far end and on into Monitor Station. Approach with caution -
there are three Defense Turrets just itching to blow you away. As soon as you get a
lock on them, let each one have it with 2 Missiles (advance slowly to ensure that you
lock on before they do). Take out all three and move to the door on the left to reach
Shore Tunnel. Make your way through the hazardous lava sections and into Fiery Shores.
Blast the crates on your right to give you some standing room, then jump over and
assault the Magmoor that pops up. Jump to the ledge with the Triclops, and Bomb Jump
into the Morph Ball tunnel. Follow it around to land in front of some more more crates.
Destroy these and proceed to use the steps to bomb yourself up to a precarious catwalk
perch. Roll along the catwalk network to reach the MISSILE EXPANSION (045) at the end,
then drop down and return to Monitor Station. Arm yourself near the door as the Defense
Turrets have returned, and take them out systematically. When all three have been
destroyed, head up the bridge and jump to the rock formation on the other side. Aim up
until you locate a fourth Defense Turret, and blast it out of the sky. Ascend the rock
and metal ledges until you have a safe spot from which you can leap to make it to the
suspended catwalk below. Jump to it and head across the long metal bridge to the door
far beyond. Morph into the passage and into Transport Tunnel A where you can attempt to
get one of the most difficult items in the game. There's an Energy Tank hidden far
above you, but you must flawlessly Double Bomb Jump over three sections to reach it.
There's a small area that you can use to practice it on the lower level, so if you're
not an expert at Double Bomb Jumping, practice the technique there. When you're ready,
move to the metallic block just near the start of the tunnel, and perform the first
Double Bomb Jump. Crank the Control Stick to the left so you land on the ledge above.
Roll to the far end and perform the second Double Bomb Jump, again holding left to roll
onto another ledge. Roll to the end and finish off the combo by doing another Double
Bomb Jump to grab the ENERGY TANK (03) at the peak of your jump. Drop back down and
roll into the Transport area to travel to Phendrana Drifts.

Phendrana Drifts
- N/A.

Items to get:
- Upgrades: Boost Ball.
- ET/ME/PB: N/A.
- Chozo Lore: Cipher, The Turned.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: Crystallite, Flickerbat, Scatter Bombu, Baby Sheegoth, Ice Burrower.

As you enter the icy world of Phendrana Drifts, you'll have to use your Missiles to
blast through some ice structures. Beyond lies the Phendrana Shorelines. Scan the
"Crystallites" patrolling the ledges, and the "Flickerbats" high in the sky to add them
to your Log Book, then you'll be able to locate a Save Station almost directly across
from you - you can use it to save after nabbing that particularly nasty Energy Tank
back in Magmoor. As you proceed to the Save Station, you'll come across a metal gate on
a building. Blast the gate with a Missile and scan the panel at the very back to unlock
a door above you. Go ahead and save; then from the Save Station, head left around the
curve and look for a series of ledges leading up and over. Hop up and across them to
reach a door. Take the door and proceed through the access tunnel into Ice Ruins East,
scanning and avoiding the "Scatter Bombus" along the way. As you enter Ice Ruins East,
two nasty "Baby Sheegoths" will come out to play. These little creatures are not to be
taken lightly. Charge up a shot and strafe around them until you can blast the ice
shield on their backs. Destroy the shield and blast their exposed backsides with more
Power Beam shots to kill them. Once they're dead, go and head up the ledge to the right.
Follow it to the left and you'll enter a door leading to the Plaza Walkway, which in
turn will lead you to back to Phendrana Shorelines. Stay on the high ledge and go left
to reach a door leading to Ice Ruins West. Once inside, head immediately right and
enter the building. Search the walls to find another entry of CHOZO LORE, "Cipher"
(06/16). Now run past the two Baby Sheegoths to the door in the far right corner. You'll
encounter a new enemy called "Ice Burrowers" in the following cave that are merely icy
versions of the Burrowers you found in Magmoor, so just roll past them. The next tunnel
will drop you into Phendrana Canyon. Drop just below the entrance and enter the small
cave behind you to find another CHOZO LORE entry, "The Turned" (07/16). After reading
it, drop all the way down and run past the Baby Sheegoth up the ledge where a console
sits. Scan it to align a set of platforms leading off into the distance. Hop over them
quickly as they collapse under your weight, and you can reach the BOOST BALL upgrade at
the end. This upgrade more or less replaces the Speed Booster, amd allows you to execute
quick Boosts in Morph Ball mode. You'll test this out almost immediately by Boosting out
of a half-pipe (U-shaped) structure back to high ground. Once you learn the inner
workings of this item, you can return to the Phendrana Shorelines, where you'll have
another brief, but ominous, encounter with Meta Ridley as he passes by overhead. After
he flies off, drop down and backtrack to the Transport to return down to Magmoor

Magmoor Caverns
- N/A.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: N/A.
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: N/A.

From the Transport, backtrack to Monitor Station. Dispatch the Defense Turrets once
more, and head back through Shore Tunnel to Fiery Shores. Reenter the Morph Ball tunnel,
but follow the path leading in the opposite direction through the dangerous lava area.
Enter the door at the rear to find a Magmoor. Destroy it and roll through the tight
Morph Ball passage, across the rail (don't worry - you can't fall off) to the door on
the other side into another Transport Room. Take this one back up to Tallon Overworld.

Tallon Overworld
- Locate "half-pipe" configuration.

Items to get:
- Upgrades: Space Jump Boots.
- ET/ME/PB: Missile Expansion (2).
- Chozo Lore: N/A..
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: Bloodflower.

You'll exit the Magmoor transport near Tallon Overworld's Root Cave. Proceed through
Transport Tunnel B and you can pick up another MISSILE EXPANSION (050) under the bridge.
As you enter the Root Cave, pick off all the Beetles that attack you, then ascend the
roots on the other side. Hop from platform to platform (destroy the Zoomers prior to
each jump to reach the door up top. Immediately upon entering, you'll come face-to-face
with a giant "Bloodflower" that spits toxins at you. Just run past it for now; exit out
the door to reach Tallon Canyon once more. Proceed across the waterful and jump down.
Head back towards the door that led to the Chozo Ruins and destroy the Beetles. You'll
find yourself in the half-pipe structure that your map was directing you to, so start
using the Boost Ball to ascend the walls and reach the ledge on the left hand side.
Follow it, destroying the sandstone you come across with Morph Ball Bombs, then proceed
through the series of doors that leads back out to the Landing Site. Head to the left,
jumping across the small gaps to reach another door leading into the Alcove where the
SPACE JUMP BOOTS await you at the bottom. With this upgrade, you can double jump and
reach previously inaccessible areas. Use the Space Jump to double jump back to the door,
then drop off the ledge towards your ship. Near the back, you'll find a small tunnel;
roll on through the Tangle Weeds to reach the MISSILE EXPANSION (055), then roll out and
jump in your Ship your ship to save and reload. Now head back through Tallon Canyon and
through the Root Cave to return to Magmoor Caverns.

Magmoor Caverns
- N/A.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: N/A.
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: N/A.

Retrace the steps you took to get here back into Monitor Station. Yes, you'll battle
those Defense Turrets again, so take them out and return to Phendrana Drifts the same
exact way you did last time through Transport Tunnel A.

10. Infiltration:
This section picks up with Samus' return to the Phendrana Drifts to collect the Wave
Beam and assault the Space Pirate research labs, and challenging the rock monstrosity
that lies in wait in the Quarantine area.

Phendrana Drifts
- Investigate the increased predator activity.
- Locate and infiltrate the Pirate Labs.
- Determine source of seismic disturbance in Quarantine area.

Items to get:
- Upgrades: Wave Beam, Super Missile, Thermal Visor, Spider Ball.
- ET/ME/PB: Energy Tank (2), Missile Expansion (2).
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: Mining Status, Phazon Analysis, Security Breaches, Glacial Wastes,
  Parasite Larva, Contact, Phazon Program, Metroid Studies, Meta Ridley, Metroid Forces,
  Metroid Morphology, Phazon Infusion.
- Scans: Ice Parasite, Sheegoth, Stalactite, Ice Shriekbat, Spinner, Shadow Pirate,
  Space Pirate, Zebes, Tallon IV, Flying Pirate, Metroid, Ice Beetle, Sentry Drone,
  Thardus, Magnetic Rail Track.

Start heading towards the Save Station (don't bother saving unless you think you might
die) and then get ready to enter the Chozo Ice Temple. Head back along the ledges that
led to Ice Ruins East, but stop and look around you to see floating platforms leading
to that giant building in the distance. Use the Space Jump to reach the ledges so you
can cross to the Ice Temple. As you reach the others side and enter the door, morph
and roll past all the Bombus in this short hallway. In the next room, you'll face off
against a Baby Sheegoth, and the close quarters makes combat a bit tough. Strafe around
the best you can to defeat it and move on. There are a few ledges at the end, so start
climbing and pick off the enemies as you come across them. On your ascent, you'll start
encountering "Ice Parasites", frosty versions of normal Parasites that have adapted to
frigid temperatures. Move past them and keep going. Once you reach the top, you'll find
a gate blocking a door. Go back a little ways and start scanning the walls until you
find the bust of a Chozo Shaman. (If you're facing the giant iced statue, it's the
first one on your right.) Destroy the bust with a Missile so you can Bomb Jump into the
Morph Ball slot behind it. Activate the slot with a Bomb to open the gate. Go inside
and morph to get through the next section, which involves bombing stone columns out of
your path. Once you've successfully cleared the path, head on into the Chapel of the
Elders, where you'll have to fight another two-part mini-boss fight to claim the strange
upgrade that just got pulled into the floor. Four Baby Sheegoths will attack from the
corners of the room, but thankfully you'll only face two at a time. Lock on to one of
them and start strafing around while pounding its shell with the Power Beam. When you
destroy one, another one enters, so keep picking them off until you've killed the whole
quartet, and get ready for the larger, meaner version...

Sheegoth Strategy
Mommy Sheegoth now bursts through the rear wall of the Chapel, and my bet is she's not
too happy that you just killed her babies. You should prepare a little bit; this
battle's a tad tough at this stage of the game. (But once you have the Plasma Beam -
pbth...) First thing you should know is that the Sheegoth is invulnerable to your
current Beam weapons. The ice crystals on its back will absorb the energy, converting
it into some other kind of energy, then the Sheegoth spits it right back at you. It's
not pretty...Start off by scanning the boss so you have that part out of the way, then
stay locked on to it as you strafe around in a circle, avoiding each of the Sheegoth's
attacks until she starts to use freezing breath. The Sheegoth has very poor stamina, so
she gets worn out after using this attack. Quickly move in and let loose a couple of
Missiles into the sides of the head (where you see little gills come out). Fire about
two or three off, then back up and repeat the process all over again. Should you get
frozen, tap B as fast as you can to break free, otherwise the resulting ramming attack
will do some major damage. It takes roughly 17 Missiles to kill the Sheegoth, if I
remember correctly.

Of course, the Babies are tougher, and the Sheegoth will take more damage (roughly 34
Missiles, since everything in Hard is doubled), as well as be a bit faster and more
aggressive. However, it seemed to me that the Sheegoth took more to using only the
frosty attacks, making her quite simple to defeat. Space Jump the beam attack, and
strafe around the frigid breath, and launch Missiles when she starts to hyperventilate,
just as in the Normal Mode fight. A seemingly simpler method to beating this boss, in
both modes, is a "hit-and-run" attack involving Morph Ball Bombs. If you run out of
your Missile stock, or just plain don't want to use them, you can roll into a ball and
lay Bombs near the Sheegoth's tail end to inflict damage. Done correctly, this will
actually kill the boss faster, since you don't have to really wait for her to hyper-

Once she collapses and dies, you'll be able to claim that upgrade from earlier, which
turns out to be the powerful WAVE BEAM. Now you can deal with those Bombus you've been
avoiding until now, but... as a result of you acquiring the Wave Beam (an item which
decreases the difficulty of what you've been fighting), the game's difficulty level
gets tweaked a bit now. The first major difference you'll notice is the sudden increase
in Baby Sheegoths wandering around most of the Phendrana areas. Later on, you'll start
facing full-grown Sheegoths (the Plasma Beam kills them super fast) and Plated Beetles
in the Chozo Ruins.
Now get ready to infiltrate the Space Pirates Research Labs. From the Phendrana Shore-
lines, head back to Ice Ruins West (through Ice Ruins East as you did previously). Once
you reach the West Ruins, head up the ledges to your right side (through the building
you found "Cipher" in). Near the top, look out and up to find a [Stalactite]; make sure
you scan it to add it as Research data, then fire a Missile to dislodge it and bring it
to the ground. Use it to reach the platforms high above you and scan your first batch
of "Ice Shriekbats" for your Log Book. Do it now (and quickly!), since they will not
reappear once Thardus has been beaten. Follow the new path to a purple door that you
can open with the Wave Beam.
Head through into the Ruined Courtyard. Try to target and destroy a few Flickerbats to
make maneuvering a bit easier, then hop along the platforms until you locate two
sections with [Spinner] devices. Make your way to each and activate them using the
Boost Ball. This move opens up the aqueducts high above you. Now hop up and over a
group of snow ledges to find a Morph Ball Bomb Slot. Hop in and activate it to raise the
water level. Cross the platforms to a Morph Ball tunnel on the other side. Bomb Jump
into it and roll to a room containing the ENERGY TANK (04), then head back out into the
Ruined Courtyard. Activate the Bomb Slot a second time, then cross the platforms again
and work your way up the ledges around the central structure leading to the top. To the
right of your location is a Save Station; you will want to use it since the Research
Labs get fairly nasty (and I doubt you'd want to lose all the progress you made just
because some Space Pirates cornered you in front of a Defense Turret...).
Once you've saved, use the Space Jump to get back to the tower, then Space Jump again
to the Wave Beam door and into Specimen Storage. As you enter, a Defense Turret
immediately attacks you, so quickly destroy it before advancing any further. Switch to
the Scan Visor and get a quick read-out on the "Shadow Pirate" that leaps at you. Later
on in the Phazon Mines, these types of Pirates will actually be cloaked - here it seems
their cloak screens are apparently offline. Use 3 Missiles or the charged Wave Beam to
destroy it, then move on into the Research Entrance. As you enter, you'll be able to see
a lone Defense Turret high in the ceiling. Take aim and destroy it; this way you won't
have the thing blasting at you during the upcoming Space Pirate engagement. Move on a
little ways more and a short cinema will take over where a Sentry Drone (you can't scan
them yet) alerts a group of "Space Pirates" to your intrusion. Stay near the door and
engage the Space Pirates from a distance to make it easier for you to hit them (Pirates
often just go all out and attack melee-style, so you almost never have to worry about
them lurking about behind any corners). Use charged Wave Beam shots from afar, and
Missiles if they start getting too close. After you defeat all five, move on through
the area, and be sure to visit the blue door on the far right: it contains the Map data
for Phendrana Drifts.
Leave and head up the ramp walkways to reach the core areas of the Pirate Labs. Continue
through the Hydra Lab Entryway (taking out the multiple Scatter Bombus along the way)
into Research Lab Hydra. Scan the console nearby to deactivate the forcefield, then get
ready for a brief Pirate attack. Remember that there's a lot of PIRATE DATA in the Labs,
so start adding to you databanks by scanning the console bank near the ground level;
here you can find "Mining Status" (02/25), "Phazon Analysis" (03/25), and "Security
Breaches" (04/25).

                          50% of Log Book Scans Acquired.
If you have followed the scan order of this guide exactly, you'll get the pop-up noti-
fying you that you have reached the 50% mark for Log Book data. This also unlocks Image
Gallery 1, which can be accessed via the Main Menu.

Activate the elevator and head up the ramps to the top console bank, where you can add
"Glacial Wastes" (05/25) and "Parasite Larva" (06/25) to your Log Book.
The entrance to the Observatory Access is in the ceiling, so jump up and right into a
hail of fire from three Defense Turrets. Seek cover behind the crates for the first one,
then use the walls to avoid the second and third ones. As you enter the Observatory,
five more Space Pirates will attack you; take cover near the entrance and pick them off
one by one. After they're eliminated, head across to the bank of consoles near the back.
Scan the left and right sides to download more PIRATE DATA logs, "Contact" (07/25) and
"Phazon Program" (08/25), then scan the central terminal to initialize the holo seq-
uencer. Two Morph Ball Slots will appear; one is right on the platform to your left,
and the other is to your right, a bit higher up on the next ledge. Activate each with a
Morph Ball Bomb, then drop down to the floor and use each of the four Spinners to lock
the panels into place. Once the last panel is online and active, the sequence will be
complete, and you will see a massive three-dimensional rotating display above you of
the surrounding solar system. Scan for the two red symbols to add [Zebes] and [Tallon
IV] to your Log Book, then work on jumping up the platforms to reach the very top. In
the middle of the room lies the SUPER MISSILE upgrade for you to collect, as well as a
Save Station behind you (the blue door). Ignore it, then cross to the other purple door
into the West Tower. Scan the elevator to activate it, and head up to the Control Tower.
Ready your Wave Beam as you proceed on through the door so you'll be prepared for the
Pirate onslaught. Take down the three normal ones, then prepare for five "Flying
Pirates" to lay an aerial assault on you. Use Super Missiles on them so they explode in
mid-air (they otherwise attempt a suicide dive on you), then refill using the crates
and head on through the opposite door into the East Tower, then take the Elevator down
into Research Lab Aether. As you enter, advance slowly so you can get the two PIRATE
DATA logs, "Metroid Studies" (09/25) and "Meta Ridley" (10/25); "Meta Ridley" is on the
left, and "Metroid Studies" is high up on the right. Then continue on in to confront
your first "Metroid" of the game. Watch the cinema pans in on the floating freak, then
go ahead and scan it. Quickly scan it and switch to the Power Beam; you only have about
five seconds before it breaks loose and comes after you. As it breaks out, end its life
quickly by firing a Super Missile at it, then switch back to the Wave Beam and prepare
for the next batch of Space Pirates to come and attack. Two of them will run and jump
to your location, so eliminate them, then Space Jump off the edge of the doorway so you
land on a ledge below with some computer terminals. Scan them for your next PIRATE DATA,
"Metroid Forces" (11/25), and continue on down the ramps. Check out the central tube,
near the top, and you'll spot the remnants of an Alpha-class Metroid. You can't scan it;
it's just another "easter egg" of sorts.
Make sure to look over the ramps as you head down them; oftentimes the Space Pirates
will be on the ground level taking potshots at you. As you reach the first level above
the ground, pick off the Pirates you can see, then Space Jump directly up to a small
ledge. Morph into a ball and give the Control Stick a quick push to get yourself up a
small incline, then carefully roll across the winding track to reach the tricky MISSILE
EXPANSION (060) at the end. Roll back out, drop off the catwalk, and engage the remain-
ing Pirates down here (try to avoid shooting up any tubes that Metroids are in). Look
around to see an ENERGY TANK (05) encased in a stasis tube, then blow it open with a
Missile to collect it. Before leaving Research Lab Aether, scan the computer banks on
this lowest level to collect two more PIRATE DATA logs, "Metroid Morphology" (12/25) and
"Phazon Infusion" (13/25).
Leave Research Lab Aether through the door in the floor into Research Core Access.
You'll immediately be attacked by an "Ice Beetle" in here; destroy the first one
quickly, then scan the second one as it pops up farther away. Missiles are the only
thing that work on them due to their hard ice shells. Defeat them and continue on into
the Research Core. Quickly take aim at the Space Pirate hiding out on the other side of
the room, then charge up the Power Beam for the group of Flying Pirates. Use Super
Missiles to get rid of them, then cross to the bank of consoles near the Metroid
containment tank. Scan the red symbol to terminate the auxiliary circuit control for
the central tank, then head down the sets of ramps at the end. There are two Defense
Turrets waiting at the bottom, so take them out and locate two more forcefield controls
on the last two floors to completely disable the sequence, allowing you to reach the
THERMAL VISOR. You'll now be able to see in the infrared spectrum, and of course, you'll
be testing it out almost immediately. The power suddenly and mysteriously goes out, and two Space Pirates drop down for an
offensive. Use your thermal imaging to track their heat signatures and counterattack.
Once they're gone, head to the ramps and start climbing back to the top. You'll en-
counter three Metroids during your ascent, so either have a Super Missile (if you have
the reserves), or charged Power Beam shots waiting for them (fortunately for you, the
Metroids can't see in the dark either, and therefore will have a difficult time trying
to latch on to you). Defeat each and move on towards the very top. Find the nearby
Power Conduit and power it up with the Wave Beam to activate the door. The Access tunnel
beyond (and all others from here on out) is being patrolled by two "Sentry Drones";
switch to the Scan Visor to download them, then back to the Thermal Visor. Track and
disable them with the Wave Beam, then continue backtracking through Research Lab Aether
(you'll have to make somewhat of a leap of faith near the top as the ledge is nearly
invisible even to the Thermal Visor), while engaging all the Pirates in your way. As
you reach the door out to the East Tower, you can deactivate the Thermal Visor since
you'll be back outside. Have the Power Beam ready for the Flying Pirates out in the
Control Tower, then head back across down into the Observatory. Take a leap of faith
out into space, falling all the way down to the bottom. From there, just ignore the
Pirates as you weave your way back to the door you first came in through. More Sentry
Drones await you in the Observatory Access, so deal with them and move back into
Research Lab Hydra. Take out any Pirates near the entrance, then scan for the Cordite
tank near your location. Cordite rock can be shattered with blasts from Super Missiles,
so fire one off at the tank to reveal the hidden MISSILE EXPANSION (065), then descend
the rest of the way through Hydra into the next tunnel. Eliminate the Scatter Bombus
here and head back to the Research Entrance, where there's a gang of Space Pirates near
the door, along with a Turret. Keep moving back and forth to keep the door from closing
while destroying the Pirates. When the first wave is gone, focus on the Defense Turret
above. A second wave will attack you on the way down; deal with them and continue your
descent. With all of the major threats out of the way, you can safely navigate back
through Specimen Storage back out to the Ruined Courtyard. Make sure you visit that Save
Station again, not only because of the work you just endured, but the upcoming boss
battle can be pretty difficult.
Upon exiting the Save Station, you're alerted to the large disturbance in the Quarantine
Cave, which lies beyond the other door. Head across the top platform to this new door,
and scan for a Cordite statue above the door. Use a Super Missile to break it, then
switch to the Thermal Visor, locate the Power Conduit, activate it with the Wave Beam,
and power is restored to the door. Head inside to North Quarantine Tunnel and use the
Boost Ball to quickly accelerate past the Bombus; you want to get to the door with all
of your energy. Beyond the door lies your toughest encounter yet...

Thardus Strategy
You'll quickly learn that "Thardus" is one tough boss. Defeating it means slowly chip-
ping away at its stone body, while it's unleashing attack after devastating attack upon
you. The Boost Ball will come in handy asyou'll be able to use it to escape from a
couple of the more deadly ones. At the start, scan him, then switch to your Thermal
Visor, which enables you to see the weak point you had trouble locking onto with your
Combat Visor. Thardus has seven of these weak points you must target and destroy.
Start blasting away at it with normal and charged Wave Beam shots (whatever you can get
off) until you destroy it. The resulting explosion will overload the Thermal Visor, so
switch back to the Combat Visor, lock on the newly-exposed weak point and fire off a
single Super Missile (so naturally, you'll need at least 35 Missiles to make it through
this fight on this weapon alone) to completely pulverize the Phazon chunk. Once you
destroy one of those weak points, Thardus will make some indication of the injury, and
most likely start his most devastating attack where Thardus rolls into a giant boulder
and attempts to bulldoze you. If you see him do this, quickly roll and lay your Bombs
then move out of the way. The resulting explosion will damage Thardus enough that his
rock shielding is knocked off, so you only have to do the legwork of firing upon the
Phazon chunks.
You should keep in mind Thardus' several other attacks - his Ice Wave, which he creates
by slamming his fists into the ground. You can see this coming and strafe to the side,
and his Rock attack is fairly easy to avoid, but if you see any indication of it coming,
let loose your lock on Thardus and start free-targeting the rocks, then use your Charge
Beam to draw in the powerups left behind. As with the Sheegoth battle, if you should
get frozen, tap B rapidly to escape, and keep repeating the process of locking on to the
weak point, exposing it, then destroying it with Super Missiles. Once you destroy the
third one, Thardus will gain a new Blizzard Attack which, in the Combat Visor, makes it
very difficult to see the boss. The Thermal Visor will allow you to still keep track of
Thardus during the snowstorm, but keep in mind that this Visor is completely useless
for the period of time that a weak spot of Phazon is exposed. After you've destroyed
the third chunk of Phazon, Thardus becomes really injured and stops the snowstorm,
opting instead to throw rocks at you in a fit of anger. Move in close now and fire off
two final Super Missiles to bring the beast down.

For Hard Mode, I'd recommend sacrificing the bit of time and bringing the Energy Tank
found in Chozo Ruins, in the Plaza Access (near the Vault). Thardus on crack is not an
easy opponent by any means. The battle follows the same strategy as before (seven
rounds of Phazon rock-chipping), but the attacks Thardus unleashes are a lot more
devastating and tougher to avoid. He still telegraphs a lot; you know he's using the
ice wave when he throws his arms back. You'll have plenty of time to prepare a counter-
attack if he raises boulders out of the ground, but his rolling attack is as deadly as
ever. Continue to use the Bomb method to help in cutting down on the destructiveness
of this attack.
The only thing you have to be concerned with is getting a good lock on Thardus and using
the Power Beam to chip away at the stone. You will have to leave your perch to move in
close and fire Super Missiles, though. The best times to do so are when he's either
wide open, or when he's raising his arms in preparation for a rock chucking attack. One
of rocks is located on his upper back, so you may have to Space Jump to get a direct
hit. Two Super Missiles per Phazon rock will destroy them. Repeat for six rounds. When
the snowstorm attack ends after the sixth boulder is destroyed, Thardus will go hyper
on you and start summoning rocks in groups of 8, 9, and even 10. You'll need to be very
quick on the L and Fire buttons to take them out. Tractor in the refills and then move
in close for the final two Super Missiles to bring the stone beast down.

Thardus leaves behind the SPIDER BALL; with it in hand, you can now navigate those
Magnetic Rails you first saw in Chozo Ruins. Scan one to add it to the Log Book, then
roll to the one leading from the floor and hold R to attach to it. Move along the track
to the Wave Beam door leading through South Quarantine Access. You'll wind up in another
Transport room; take this and head down into Magmoor. Make note of this transport's
location, both in Phendrana and in Magmoor, as you'll return to this particular spot at
least twice more in the game.

11: Back to the Ruins:
This section details Samus' return to the Chozo Ruins for an item-gathering quest before
moving on to the next phase of her mission.

Magmoor Caverns
- N/A.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: Energy Tank (1).
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: Puddle Spore.

Yay. Another trip into Magmoor to navigate to a different area. I know I'm not alone in
wondering why Magmoor has no boss...but at least you get to listen to the rockin'
instrumental. As you leave the transport area and into Magmoor Workstation, a trio of
Flying Pirates will attack you. Stay inside the door and pick them off, then continue on
down to the bottom. You'll have to complete the intricate puzzle here if you want the
Energy Tank at the end, so start off by heading to each of the three colored channel
areas at the bottom and inspect them with the Thermal Visor and locate Power Conduits.
Use the Wave Beam to give them power, which will trigger one of the lava rivers to cool.
Quickly morph and roll into the pit, then into the channel to reach a panel. Scan it and
another channel of lava will cool. Race back through and enter the second channel, where
another panel awaits. Scan it to cool the third lava channel. Now run back outside and
into the third channel to claim the ENERGY TANK (06) that lies inside. From here, head
to the rear of the area and ascend the ledges to reach the door leading to South Cave
Tunnel and scan the "Puddle Spore", then shoot its core to make it flip over, giving you
a platform. Use it to reach the Geothermal Core, then head into Twin Fires. You'll have
to break a couple of stalactites from the ceiling to use as platforms, then cross into
the Twin Fires Tunnel and use the Magnetic Rail hidden just inside a section of the wall
to reach another transport up to Tallon Overworld.

Tallon Overworld
- N/A.

Items to get:
Upgrades: N/A.
Chozo Lore: N/A.
Chozo Artifacts: N/A.
Pirate Data: N/A.
Scans: N/A.

From the transport, return to your Ship to reload and save your game, then go back
through the tunnel to reach the Chozo Ruins once again.

Chozo Ruins
- Investigate abormally cool temperatures near the Furnace.

Items to get:
Upgrades: Ice Beam.
ET/ME/PB: Missile Expansion (4).
Chozo Lore: Cradle, Hatchling's Shell, Infestation, Worm, Hope.
Chozo Artifacts: Wild.
Pirate Data: N/A.
Scans: Oculus, Chozo Ghost.

There's a lot of stuff you could collect while here, but in the sheer interest of time
and the annoyance factor of making multiple trips to one area, we're only grabbing a
couple items here. Starting from the entry point in the Main Plaza, use the half-pipe in
the middle to boost yourself up to a MISSILE EXPANSION (070), then climb up the bridge
that leads to the Ruined Fountain. Without crossing it, you can look down a bit to see a
small awning you can stand on. Do so, and scan the huge tree there in front of you. Your
scan will reveal a knot that can be destroyed with a powerful concussive blast. Destroy
it with a Super Missile, then use your Space Jump to reach the MISSILE EXPANSION (075)
sitting inside the tree. Now return to Hive Totem and take the Morph Ball tunnel to reach
the Sun Tower. Destroy the War Wasp Hives in here, then scan around for four runic
symbols. The first two are hidden behind Cordite wall decorations, so use Super Missiles
to expose them. The last two are high on the pillars, so stand with your back to the
Chozo Lore you found earlier and look up to find the third symbol. The fourth is directly
opposite your position on the other pillar. Once the gate is unlocked and removed, you
can use the Spider Ball to crawl your way up. Before starting your climb, look up and
add the "Oculus" to your Log Book, then roll up the Magnetic Rail. It's broken in several
places, so you'll have to Bomb Jump in between sections. Once up top, you'll just barely
catch sight of something faint fly off, so follow it and you'll reenter the Sunchamber,
where you battled Flaahgra earlier. Here, the Chozo spirits have become restless, and as
some Pirate Data will reveal later on, these "Chozo Ghosts" have begun attacking anything
that dares venture near their religious sites. These spectral aberrations are invul-
nerable to everything save for the Power Beam, so charge it up and let them eat Super
Missiles whenever they appear. It's tough at this part of the game since they phase in
and out of dimensional flux, and you don't have the X-Ray Visor to accurately track them.
Lock on the best you can, and listen for sound cues - they'll make some sort of noise
before attacking - then fire away at them. Watch out for their attacks - those EMP
(electromagnetic pulse) waves play havoc with your Power Suit by stunning you for about
four seconds - time during which your Visor is inoperable and you can't move. Each Ghost
takes two Super Missiles to kill, and after you've defeated them, you can ascend the
flower in the middle to find the ARTIFACT OF WILD.
Now head to the Gathering Hall. Work up the ledges as if you were going to the Energy
Core, but after you cross the gap, you can look to your left and find a small ledge you
can jump onto. Jump to it, then turn and Space Jump up above the door leading to the
Energy Core. Bomb the grating from the wall to reveal the hidden MISSILE EXPANSION (080),
then drop down into the Energy Core and return to the Furnace Access. Use the Magnetic
Rail to climb up, then charge the Boost Ball to blast across the set of vanishing blocks,
laying a Bomb just as you reach the end so as to pop you over the obstruction. At the
end, you'll reach a new area of the Furnace. Defeat the Beetle horde, then scan the wall
for another CHOZO LORE, "Cradle" (10/16), then enter the door to the left to reach the
Crossway. Here, you can use the half-pipe structure to reach a Magnetic Rail high up.
Take the rail to a Morph Ball slot and activate it. Now drop and Boost again to reach
another Rail that leads to another Morph Ball slot. Activate it and quickly make your
way to the elevator lift on the floor that will take you up to a MISSILE EXPANSION (085).
While in here, scan the walls to download three CHOZO LORE scripts "Worm" (10/16),
"Infestation" (12/16), and "Hatchling's Shell" (12/16). Head on into the Hall of the
Elders, then into the small tunnel on the left to find a [Missile Station]; scan and
replenish your stock, then exit out and drop to the bottom. A Chozo Ghost will challenge
you here, so make short work of it, then scan around for the CHOZO LORE, "Hope" (13/16),
near the giant Chozo statue. Next, leap into the Chozo statue's hands and morph.
(Familiar, anyone?) The Chozo will clutch you, then bowl you across the floor. Hold R as
you bounce off to attach to a Magnetic Rail track, and follow it to a Morph Ball Bomb
Slot. Activate it to turn on three colored Morph Ball slots near the back of the room,
then drop down. Climb the ledges in the Hall to reach the ledge with the colored slots,
then use the Wave Beam on the purple slot and Bomb Jump into it to activate it and cause
a structure to rise out of the floor. Head back down to the Chozo and repeat the bowling
maneuver, but this time, you'll roll through a pipe in the new structure that will
deposit you on a ledge high above the room. Deactivate the forcefield here and head into
the Reflecting Pool. Drop into the water and use a Morph Ball Bomb on the drain slot
(it's made of Talloric Alloy). Now you have to use the Boost Ball to reach the highest
set of ledges; if any Stone Toads on the lower level grab you, Bomb them. Try and aim for
a Toad on the top level, so if you get swallowed, you're guaranteed a chance of landing
on the ledge. Once up there, enter the door leading to the Antechamber, where you'll find
the ICE BEAM. You could use the Ice Beam to activate the white slot back in the Hall of
the Elders, but you'll be back here later anyway, and I prefer not to waste time with
any more Chozo Ghost encounters unless absolutely necessary. From the Antechamber, head
directly across the room to the other door where a Save Station and a Morph Ball tunnel
are located; use the Morph Ball tunnel to reach a Transport back up to Tallon Overworld.

Tallon Overworld
- N/A.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: Missile Expansion (1).
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: N/A.

As you head back into Tallon Overworld, you'll pass through the Overgrown Cavern, where
there's a MISSILE EXPANSION (090) dead in your path amongst the Venom Weed. As you exit
out, you'll see the wreckage of the Space Frigate (the Wrecked Ship? Tee hee...) you
started this whole adventure on. A couple of injured Space Pirates lay strewn around the
wreckage (how they surived the crash is totally beyond me...) Head across the water and
through Waterfall Cavern at the end to end up back in the Landing Site. Make a pit stop
at your Ship to restock and save, then it's back to the Phendrana Drifts. Make your way
through Tallon Canyon and into Magmoor Caverns (again...)

12. Gravity Emissions:
This short section details Samus' journey back to the Phendrana Drifts to analyze the
mysterious gravity patterns and claim the Gravity Suit.

Magmoor Caverns
- N/A.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: N/A.
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: N/A.

From the transport, head south through the Twin Fires area once more, proceed into the
Geothermal Core, and backtrack through Magmoor Workstation to the door at the top, which
leads back to Phendrana Drifts, near the Quarantine Cave. This is an exact reversal of
the route you took when exiting Phendrana Drifts the last time, so you shouldn't get

Phendrana Drifts
- Analyze source of abnormal gravity patterns.

Items to get:
- Upgrades: Gravity Suit.
- ET/ME/PB: N/A.
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: Ice Burrower, Glider, Hunter Metroid, Jelzap, Aqua Reaper.

As you come up into Phendrana, turn around behind you and look for a Magnetic Rail. Take
it to reach a new section of Phendrana, and head through Transport Access and into Frozen
Pike. You probably saw that Energy Tank frozen in the wall when you entered Transport
Access, right? Don't worry, you can't get it yet. Now, this section can get a bit frus-
trating because it's either (a) vertical and difficult to plan a route, or (b) under-
water, and you don't have the Gravity Suit yet. Pay attention to the names of the rooms
and you should be able to make it through. Once you reach Frozen Pike, hop to the middle
ledge, then lock your view so you're aiming directly down. You should see a purple door
beneath you. Drop to the ledge, then continue working your way down to another Wave Beam
door. Head on into Frost Cave Access, where you'll be swarmed by vicious Ice Beetles and some
"Ice Burrowers" near the back. Maneuver on through to make it to Frost Cave. Scan the
"Glider" from right near the entrance, then move more cautiously; there's a "Hunter
Metroid" lurking just around the corner (what this thing is doing in an ice cave when
Metroids are supposed to be averse to cold is beyond me, but...). Scan and freeze it with
the Ice Beam before it can latch onto you with its siphon-tentacle, then shatter it with
a Missile. This is the only Metroid you'll find here, so you can advance without the
fear of one of the screeching energy suckers ambushing you. Analyze your current surr-
oundings and check for some stalactites hanging on the ceiling, then shoot them down with
Missiles. The one on the far right leads to a Save Station; use it if you want to, then
move on across the other two stalactites into Phendrana's Edge.
There are a couple of approaches you can take when in here. There are three Flying
Pirates sitting around just hanging out on the bridge. You can stealthily approach them
and use the Ice Beam to freeze each one, following up with Missile attacks, or you can
just make a run for it, jumping down and into the watery depths below. Either way, you
have to get underwater, so I say forgo the battle. Underwater, you'll battle it out with
some "Jelzaps"; wait until they open up to blast them with a charged shot. Find the
underwater door leading into Hunter Cave, where you must target two more stalactites to
use as platforms. There are a few Flickerbats zooming around that make life difficult,
so get to the bottom of the room, preferably on the ice near the back, and use the Power
Beam to rapid-fire shots in a spread around the room. Eventually the three annoying bats w
ill get caught and die.
After they're gone, make your way across and up to reach the Wave Beam door leading into
Lake Tunnel, which in turn leads directly into the Gravity Chamber (what an odd name...).
Due to your impaired vision down here, the path to the gravity emissions is rather
complex. At the start, you'll drop off the ledge, then thread your way across a field of
"Aqua Reapers" (underwater Reaper Vines) and Jelzaps to a staircase of ledges in the
distance. Ascend the steps up and around the central pillar; once at the edge, stop and
activate the Scan Visor to adequately get your bearings. Ignore the whipping orange
symbols indicating the Aqua Reapers and focus on the lone symbol in the distance that
doesn't move (it should show up as "Object out of scanning range"). Drop down and work
across the field of Aqua Reapers to that symbol in the distance, which is ultimately
revealed to be the GRAVITY SUIT, sitting inside an alcove. Now water has no effect on
your movement, and modifications to your Visor eliminate the murkiness from the water.
From here, head back the the ledge you scanned the Suit from, and leap up and follow it
around to get out of the water. Climb up the ledges to the upper door, then take on the
Sentry Drone in the next hallway. As you reenter Hunter Cave, three Flying Pirates will
lay it on you; answer back with Super Missiles, then hug the right wall as you make your
way to the door leading back to Frozen Pike. Climb up the walls to the very top to work
back through Transport Access and back down into Magmoor Caverns.

Magmoor Caverns
- N/A.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: N/A.
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: N/A.

Return to Magmoor Workstation and work your way north through the Geothermal Core, Twin
Fires, and Twin Fires tunnel to the Transport leading back to Tallon Overworld. Remember,
it's the same exact path you took after beating Thardus, so the route should be rather
familiar to you by this point.

13. A Watery Grave:
In order to reach the core of the Pirate operation, the Phazon Mines, Samus must re-
navigate the Frigate Orpheon, which now lies wrecked on Tallon's surface.

Tallon Overworld
- Investigate intercepted distress signals.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: Missile Expansion (1).
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: N/A.

Once back in Tallon Overworld, head to your Ship to save your progress and restock energy
and ammunition, then head through the little passage just to your left to reach the
Frigate Crash Site. As you enter, a trio of Flying Pirates attacks, so dispatch them with
Super Missiles and you'll be able to move on. Since you have the Gravity Suit, you can
now make the journey underwater to reach the submerged Frigate, so go and jump into the
water. Work to the center and climb up on the roots, then look up and to the left to spot
a glowing object. Position yourself on the edge of the roots and Space Jump to the ledge
containing the MISSILE EXPANSION (095). Drop back down and battle your way to the other
side, heading up the rocky ramp to a new ledge. Look around and you'll find a small Morph
Ball tunnel leading through the wall, so pop inside and work your way back to dry land.
The Space Pirates out here are another thing apparently decided at random, since there
are times I've found them and times I haven't. Head left and through the white door to
reach the inside of the sunken Frigate.

Space Pirate Frigate
- Investigate foreign technology and locate Transport.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: Energy Tank (2), Missile Expansion (1).
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: Tallon Crab, Aqua Pirate, Aqua Drone, Aqua Sac.

As you enter the main site of the wreck, you'll have to roll into the Morph Ball to
access the subventilation shafts. Heading through this area will look very familiar, and
almost spooky since you're basically traversing the underwater version of the opening level. As you make
your way through the subventilation shafts (the same ones you used to escape, no less)
you'll encounter some "Tallon Crabs"; scan them and move on into a room where you'll
discover two functioning Defense Turrets. Disregard the fact that they shouldn't work
underwater and concern yourself more with destroying them. The door at the bottom is
powerless, so use the Thermal Visor to locate the Power Conduit over the door, then
activate it with the Wave Beam (you'll be doing this a whole lot in this area). Beyond
here lies the submerged Reactor Core (back where you fought the Parasite Queen), as well
as a couple of new "Aqua Pirates". These nasties use stolen Gravity Suit technology and
jetpacks to become a lethal aquatic menace. Target them and use Super Missiles to get
them out of your way. The door at the bottom of the Reactor Core requires you to activate
four Power Conduits in the room. Switch your Thermal Visor on, and look just to the left
of the door to find the first one, the second one is a little ways off the main walkway, then
the last two are on the far wall, so approach the railing and look out and around to
find them. Once all four are activated, go back and enter the door. There's a Save
Station in Reactor Access here (also the one you first scanned as research data...), so
use it if you want, then look around with the Thermal Visor to locate two Power Conduits
to give the next door power. As you enter the Cargo Freight Lift to Deck Gamma, blast the
broken grate away near the entrance with a charged shot to reach an ENERGY TANK (07),
then use the Thermal Visor to locate the Power Conduit just to the right of the shattered
grate. You now have to work your way up the lift shaft, as the elevator long since ceased
to function. Beware - the vertical ascent is laced with debris and Aqua Reapers. Look
above you to shoot them out of the way before hopping up the platforms. About midway up,
switch to the Thermal Visor again to locate the second Power Conduit, then continue the
ascent all the way to the top, where a dead Space Pirate will crash into the water. At
the top, look on the wall to find the third Power Conduit, then head on through the now-
active door into the upper levels of Biohazard Containment.
As you enter the room, there are two Defense Turrets active on the ceiling; take cover
(it's not like there's any shortage of it), and blast them away. Belowdecks, you'll find
two "Aqua Drones" swimming around; these act very much like Sentry Drones, so take them
out with the Wave Beam. Before moving on, check around you with the Scan Visor to locate
the Cordite block on the lower deck and launch a Super Missile at it to reveal the next
MISSILE EXPANSION (100), then start looking for Power Conduits. Two are on the upper
deck area, and the third is on the far wall on the lower level. Continue on through the
Aqua Reaper-infested subtunnels into Biotech Research Area 1; destroy the Aqua Pirates
that attack, then locate three more Power Conduits in the walls to advance (anyone else
grow tired of this part?) The first one is right near the door, a second is opposite the
door, just down a little ways, and the third is on the deck below you. Activate them,
then head into the Elevator to Deck Beta.
This broken shaft leads to a new area of Deck Beta you hadn't explored during the opening
level. Descend the tunnel, scanning and avoiding the new "Aqua Sacs" you encounter on
the way. They cling to the rubble, so you'll have to do some fancy footwork to clear
them. At the bottom of the shaft is the entrance to Hydro Access Tunnel, where you have
to Bomb Jump over obstacles. Don't get in a hurry though; the buoyancy has a nice effect
on your Bomb Jumps. As you reach the second tall obstruction, you'll get to perform a
underwater Double Bomb Jump. Your timing must be quite precise to succesfully pull this
off. Start off by setting a single Morph Ball Bomb. As it explodes and pops you far up,
watch and wait for your upwards momentum to slow, then immediately set the second Bomb.
As you stop and fall back down, the second Bomb will detonate, sending you much higher.
Repeat the sequence for setting the third Bomb, and as you start your descent again, the
third Bomb will blow you skywards again. Hold left as you ascend off the third Bomb to
roll onto the ledge holding the ENERGY TANK (08). Now exit this tunnel and ascend the
spiraling ramps to reach the Great Tree Hall. There's a few Seedlings on the tree that
waste no time in firing their projectiles at you, so take them out and head across to
the Ice Beam door that takes you to a Transport leading down to the Phazon Mines. If you
thought the game has been tough until now, get ready for it to get a whole lot tougher...

14. Deadly Experiments:
This section details Samus' exploration of the deadly Phazon Mines, and her encounters
against the horrors the Pirates have managed to create using Phazon radiation.

Phazon Mines
- Determine cause of power surge near Central Dynamo.
- Investigate the mining technology detected.

Items to get:
- Upgrades: Power Bombs, Grappling Beam.
- ET/ME/PB: Energy Tank (1), Missile Expansion (3).
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: Elite Pirates, Metroid Prime, The Hunter, Hunter Weapons, Prime Breach,
  Prime Mutations, Chozo Artifacts, Chozo Studies, Omega Pirate.
- Scans: Mega Turret, Wave Trooper Power Trooper, Elite Pirate, Ice Trooper, Power Bomb
  Ammo, Grapple Point.

As you enter the Main Quarry, you'll attract the attention of two "Mega Turrets" on the
far left. Far more efficient than ordinary Auto Defense Turrets, these pack a more
powerful punch and take more of a beating before being destroyed. Strafe back and forth
behind the pillar so the Turrets can't hit you, while you fire off Missiles at them.
Afterwards, you can proceed across the Quarry to the ramps on the other side. On your
way up, the Space Pirates will come out and attack; take each one out with the Ice Beam
and fire Missiles to shatter them. At the top, use the Thermal Visor to find a Power
Conduit, then use the Morph Ball to reach the control booth. Upon activating the crane,
it'll swing and crash into a wall. Head out of the control booth and use the Magnetic
Rail to roll to the crane; carefully drop off the track and Bomb Jump up to the MISSILE
EXPANSION (105), then drop all the way down, back to the Magnetic Rail along the left-
hand wall to reach a Save Station (one you will most definitely need). As you exit, the
Mega Turrets have already respawned, so use the wall to your left as cover while taking
them out, then scan the computers at the end to deactivate the forcefield. Head into
Security Access A, and peek around the corner to alert two Defense Turrets to your
location, then take them out with Missiles.
It will start getting tough...right..about now....
A bunch of Shadow Pirates will attack - use the Thermal Visor and charged Wave Beam shots
to defeat them, then move on through until you round a corner. A short cinema will ensue
introducing the newest line of Space Pirates, ones that have reverse-engineered your own
Beam weapons, not only enabling them to turn your weapons against you, but they're also
vulnerable to their own Beam. The first batch is a group of nasty "Wave Troopers" - fire
charged shots to stun them, then pop off half-charged shots to keep them from attacking.
Move on up, facing more and more Wave Troopers until you reach the exit in the ceiling.
Inside the Elite Research area, scan the computers to align several platforms, as well
as locate another PIRATE DATA log entry, "Elite Pirates" (14/25). Next, start making your
way up the platforms. On the second level, you'll fight two Wave Troopers, then scan
another console to align a second set of platforms. As you reach the top of this set,
you'll see a new enemy lurking behind a console bank. Quickly hop up to scan it as a
"Power Trooper", then get it out the way just as quickly by feeding it a Super Missile.
Climb up to the deck and morph into the Spinner. Use the Boost Ball to make the Pulse
Cannon aim at the wall opposite you. Bomb yourself out of the Spinner and scan the firing
controls to destroy the wall and reveal the exit. Morph back into the Spinner and rotate
the Cannon around so that it faces the wall directly to your left. Fire it again to
destroy the wall and reveal the MISSILE EXPANSION (110). Hop out and across to the exit,
which leads into Ore Processing. Inside, you'll be attacked by a few Power Troopers.
Eliminate them, and head to the back where you have to use the Morph Ball to align the
central tower. Bomb Jump into the Slot, and set off a single Bomb. Head out and use the
blue Magnetic Rail to reach a balcony and the next control panel. Set off two Bombs in
the second one to align the middle section, then drop back down and set off three Bombs
in the bottom one to complete the alignment sequence. Roll up the red Magnetic Rail to
reach Elevator A Access, where you have to drop down a Scatter Bombu-laced tunnel that
leads to the actual Elevator leading down to Level 2 of the Phazon Mines.
Exit the transport and into Elite Control Access. At the top is a grate spewing toxic
gas. Manually aim at the explosive crate on the ledge and launch a Missile at it to blow
it up, kill two Power Troopers that would've otherwise ambushed you, as well as reveal
the hidden MISSILE EXPANSION (115). Use the Space Jump to reach it, and collect any of
the refills the Power Troopers left behind before continuing on into Elite Control,
where a huge "Elite Pirate" is sleeping in his tank. Scan the terminals around to pick up
the PIRATE DATA, "The Hunter" (15/25) and "Metroid Prime" (16/25), then continue on into
the room where the Elite Pirate will break loose and challenge you. Approach him care-
fully so you can scan him before the battle begins.

Elite Pirate Strategy
As a warning, you'll face two more of these later on, so just use the same strategy to
get past them. This huge hulking mutated Space Pirate is actually a lot easier than he
looks. The only things that make him a potential menace are the Plasma Artillery Cannons
and his ability to absorb Beam weapons and use them to fuel aforementioned Cannons. When
the fight starts, scan it and lock on. Constantly back up while charging the Power Beam
so that the slow Elite trails after you. While he has his palm facing you, don't do
anything. After a while, the Elite Pirate will pound the ground, sending out a Quake
Wave. Space Jump it and launch a Super Missile right into the head. Repeat the process
to kill it; two Super Missiles are enough to defeat an Elite.

In Hard Mode, the Elites will attack similarly to the Phazon Elite mini-boss described
below. Either refer to that strategy or follow the above one, keeping in mind that it
will take 4 or sometimes 5 Super Missiles to bring the Hard Mode incarnations down. The
Elites this time around will also spent a lot more time with their absorption weapon
active, so you'll have to spend more time circling the room and keep your fingers at the
ready to fire Super Missiles when they let their guard down.

Upon defeating the Elite Pirate, the forcefield into the next room will short-circuit,
giving you access further into the Mines. As you access the second area of Elite Control,
you can scan the console bank near the ramps for the PIRATE DATA "Hunter Weapons"
(17/25). Move with caution up the ramps; a new Trooper breed will confront you here. Use
charged Ice Beam shots against the "Ice Troopers", then shatter their frozen forms with a
Missile. At the top, you can scan the computer banks in the area for more PIRATE DATA
logs, "Prime Breach" (18/25), "Prime Mutations" (19/25), "Chozo Ghosts" (20/25), "Chozo
Studies" (21/25), and "Chozo Artifacts" (22/25). Scan the last red symbol to deactivate
the forcefield, then exit via the Ice Beam door in the ceiling to reach the Ventilation
Shaft. This area quickly fills with toxic gas, so quickly get out of there by taking the
route near the back. Continue onwards into Omega Research, where you'll have to deal with
two pesky Wave Troopers on the top level. Inch towards the walkway and you can snipe out
the three Power Troopers below, then drop down and scan the consoles to pick up the
PIRATE DATA "Omega Pirate" (23/25). Head through the door in the floor to reach Dynamo
Access, which leads right into the Central Dynamo. As you drop down, a Beta Drone
attacks - this invisible enemy cannot be scanned or logged, meaning you can't track it.
Charge up the Wave Beam and fire your shot whenever you see the firing lights on the
Drone flash; it should take about three direct hits to bring this down. Once it's
defeated, a panel on the floor will open, revealing an electrified maze.
At the center of this maze lies the Power Bomb, but you'll have to reach them first.
Start off rolling through the open areas, and time your movements to go through the
flickering sections. As you reach a pool of green liquid, roll into it and set a Morph
Ball Bomb to create a splash that shorts out a few electric walls, effectively opening up
new paths for you. Continue doing so until you reach the POWER BOMB (4) upgrade at the
very center. The demo will show you the nifty animation, and get you out of the maze in
the process. The Ice Beam door that is now unlocked leads to a Save Station, so go in
and save your game, then go back to the Central Dynamo. Go to the other side and Space
Jump up the glowing platforms to the door you originally came in through. As you reenter
Omega Research, another Elite Pirate decides to test its might. Space Jump the Waves and
hit it with two Super Missiles to send it packing, then ascend to the top of the room.
At this point, you can Space Jump to the other side of the room and use a Power Bomb to
clear the Bendezium from a door. The blast will destroy the crates around you; if one of
them leaves a [Power Bomb Ammo] behind, scan it first to add it to the Log Book, then go
in and download the Map data for the Phazon Mines. As you reenter the Ventilation Shaft,
you'll take damage from the gas, so quickly roll to the vent straight ahead and Power
Bomb it to drop through to safety. Roll to and scan the ventilator controls to clear the
gas, then watch as all Puffers are sucked in to a rather grisly death. The grille on the
front of one of the fans explodes after this, revealing the ENERGY TANK (09) inside for
you to collect. Use your Boost Ball in the half-pipe to get to the ledge at the top so
you can return to Ore Processing. Stay on the top level, and Space Jump to the control
panel. Set off a Power Bomb to clear the Bendezium, then Bomb Jump into the slot and set
two Morph Ball Bombs in the slot to align the top section of the pillar. Drop to Level 2
and set off three Bombs in the slot there to align the middle section, then drop to
Level 1 and set off one Bomb in that slot. Now climb the yellow Magnetic Rail to reach
the top and enter Storage Depot B to find the GRAPPLING BEAM. Exit the room, scan the
[Grapple Point] high up, then use the Beam to swing across the large gap to a door that
leads into Waste Disposal. Yes, you're going out with the trash. Morph into a ball to
reach the watery tank, and just roll your way through the simple maze to reach the other
end and get back outside. As you try to leave, Shadow Pirates and Space Pirates will
begin to attack again; either fight them off or just make a run for the exit, and head
back to Tallon Overworld.

Tallon Overworld
- N/A.

Items to get:
- Upgrades: X-Ray Visor.
- ET/ME/PB: Missile Expansion (2).
- Chozo Lore: N/A.
- Chozo Artifacts: Chozo.
- Pirate Data: N/A.
- Scans: N/A.

You exit the Phazon Mines to end up back in the Great Tree Hall. Perfect. Hop up the
platforms to locate a Spinner device. Use it to unlock a metal gate, then continue on up.
Ride the twisted Magnetic Rail to reach a door above you. Take it and make your way
through Life Grove Tunnel. Near the middle, you can charge the Boost Ball in the half-
pipe to land on top of the oval-shaped rock. Use a Morph Ball Bomb in the center of it
to drop to a MISSILE EXPANSION (120), then drop back down and continue on through the
Tunnel to reach the Life Grove, where the X-RAY VISOR sits at the bottom. Upon your
acquisition of this device, use it to see the passages beyond, then set a Power Bomb to
blast away the walls. Head into the small pond near the rear and Bomb the drain slot. A
pillar rises up that has a Spinner device at the bottom. Use it to activate a bridge,
then exit and Space Jump to the ARTIFACT OF CHOZO. Now head out of the Life Grove by
climbing up the tunnel walls. As you near the top, three more Chozo Ghosts will appear,
unhappy that you're just trying to make off with their Artifact. Teach them the lesson
they so desperately need using the X-Ray Visor and Super Missiles, then continue on out
of the Life Grove back to the Great Tree Hall. Destroy the few Seedlings and work to the
ledge of the highest Bloodflower. Destroy it and hop on up, then look out with the X-Ray
Visor to spot an invisible ledge. Space Jump to it, then Space Jump again to the obscured
ledge that leads to a MISSILE EXPANSION (125) behind the door. From here, hop back down
to the Ice Beam door that leads to Transport Tunnel E, which will take you back to the
Chozo Ruins.

Chozo Ruins
- N/A.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: N/A.
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: N/A.

As you reenter Chozo Ruins, you'll wind up back in the Reflecting Pool. Head left into
the Save Station, then Bomb Jump into the Morph Ball tunnel to return to Tallon

Tallon Overworld
- N/A.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: N/A.
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: N/A.

You'll return to Tallon Overworld through a familiar passage. Work your way through the
Overgrown Cavern back to the Frigate Crash Site, then cross over the water, back through
Waterfall Cavern to the Landing Site. Restock at your Ship if you need to, then return
to the Root Cave and Transport Tunnel B to reach Magmoor Caverns again.

15. A Scavenger Hunt:
This interlude section finds Samus returning to Magmoor Caverns to grab the Plasma Beam
and a few important items, then heading back to the Chozo Ruins for another major item-
gathering run.

Magmoor Caverns
- Investigate seismic readings from Geothermal Core.

Items to get:
- Upgrades: Plasma Beam, Ice Spreader.
- ET/ME/PB: Missile Expansion (1), Power Bomb Expansion (1).
- Chozo Lore: N/A.
- Chozo Artifacts: Strength, Nature.
- Pirate Data: N/A.
- Scans: Plated Parasite.

When you arrive in Magmoor, you'll need to get to the Geothermal Core. Head south to do
so, then Space Jump from one side of the giant cave to the other (the Puddle Spores are
gone, so you'll have to risk taking damage and get to the other side). Once there, start
jumping up the ledges on the left wall, then use the Grappling Beam to swing to the large
disk that's lowest to the floor. Locate the Spinner device and activate it to start
locking mechanisms into place. Space Jump to the next highest one and do the same thing,
then once more on the third disk. Now, roll up the newly-revealed Magnetic Rail on the
third disk and ever-so-carefully, drop off onto the raised disk (it's real easy to
miss and plunge to the lava below...). Up here, Space Jump to the highest disk and find
the Morph Ball Slot; detonate a Bomb inside it and the whole ceiling raises off of a
track, revealing a huge Magnetic Rail maze. The disk you're on has a Magnetic Rail
leading to it, but be sure and scan the "Plated Parasites" before moving on. Circum-
navigate the maze, remembering that the electric walls will also support you. At the end,
maneuver along the final three Magnetic Rail cubes to reach the door leading to Plasma
Processing, where you can collect the PLASMA BEAM upgrade. Return to Fiery Shores and
enter the Shore Tunnel. Set off a Power Bomb in the middle to destroy the tube (more
memories of Super Metroid come flooding back...), then you can drop down to locate the
ICE SPREADER. Hop back up and reenter Monitor Station. Head back to the top and across
the catwalk, then Space Jump up near the end to reach a new ledge. Continue your way up
to a new deck where you'll find computer banks and a Spinner device. Use it to activate a
suspension bridge near your location, then head across it to reach the Warrior Shrine.
Inside, you'll find a Chozo statue holding high the ARTIFACT OF STRENGTH. After securing
it, drop down and Power Bomb the front of the statue to reveal a hole leading to a POWER
Next, backtrack through Monitor Station into the Triclops Pit. Work your way back to
near the beginning, then look off to the right to see some crates. Blast them, then turn
on the X-Ray Visor to see some invisible platforms leading off in the distance. Hop on
board and follow them to a central pillar that you can fracture with a Missile, revealing
a MISSILE EXPANSION (130). Return all the way back to Lava Lake, using the Grappling Beam
to cross to the other side. Bomb through the wall to reach the very first part of the
Lake, then head around to the ledge where the door is. Face the central stone column and
X-Ray scan it to line up your shot. Fire off a Super Missile to blow the column apart,
then Space Jump to collect the ARTIFACT OF NATURE. Return to where you first entered
Magmoor Caverns and head back up to Chozo Ruins.

Chozo Ruins
- N/A.

Items to get:
- Upgrades: Wavebuster.
- ET/ME/PB: Energy Tank (3), Missile Expansion (9), Power Bomb Expansion (1).
- Chozo Lore: Beginnings, Newborn.
- Chozo Artifacts: Lifegiver, World.
- Pirate Data: N/A.
- Scans: Plated Puffer.

The Transport room you end up in leads through the Vault into the Main Plaza, so head
directly ahead until you reach the Vault. Scan the walls for another CHOZO LORE,
"Beginnings" (13/16), then locate the three Morph Ball Slots. Activate each by Bomb
Jumping into them; the third one requires a Double Bomb Jump, then grab the MISSILE
EXPANSION (135) after the gates are lifted. Head on out into Plaza Access, where you'll
run right into the ENERGY TANK (10). Drop down into the Main Plaza and head into the
Ruined Shrine. Some Chozo Ghosts will attack; own them and send them back to Chozo Hell
with Super Missiles. Hop on top of the half-pipe and Boost your way up the right hand
side and Bomb through the rock to find another MISSILE EXPANSION (140), then retreat and
Boost up the left side. Enter the tunnel and attach to the Magnetic Rail that winds
around the ceiling. Take it to the Wave Beam door and head through Tower Access into the
the Tower Of Light. Start climbing the platforms and locate the weak areas of the rock,
then target each of them and fire three Missiles apiece to collapse one level of the
tower. Repeat this for two more levels, and scan the "Plated Puffers" that start popping
out of the walls. Keep "bringing down the house" (that was really bad, I know...) to
reach platforms leading to the top. Space Jump up to find the WAVEBUSTER hidden on a high
center platform.
Once you have it, take a deep swan dive into the water below and head into the Meditation
Chamber to find the ARTIFACT OF LIFEGIVER. Now return to the Ruined Fountain. The water
is free of toxins now, so jump in the fountain, morph and hold R to be rocketed skyward
and attach to a Magnetic Rail. Ride the track to a MISSILE EXPANSION (145), then drop
back down and head for the Magma Pool behind the door you've been avoiding for so long.
Grapple across the hot lava pool and Power Bomb the far wall. Enter the new room to
locate another POWER BOMB EXPANSION (6), and another piece of the CHOZO LORE scripts,
"Newborn" (14/16). Keep going into Training Chamber Access, and roll into the hidden
tunnel at the end to discover another MISSILE EXPANSION (150), then head on into the
Training Chamber. Battle some Chozo Ghosts here, then use the Boost Ball to activate the
newly-revealed Morph Ball slots. One of them will activate the exit, and the other will
activate a lift that will take you to a room where an ENERGY TANK (11) sits. Now use the
Morph Ball tunnel to leave the area through Piston Tunnel, which deposits you right back
in the Main Plaza, directly across from another MISSILE EXPANSION (155). Inch forward
until you see the Grapple Point light up, then swing over to the other side to collect
the upgrade. Head left across the awnings (so you don't have to go all the way down and
then back up) to reach the bridge; take out the War Wasps here and return to the Gather-
ing Hall. Backtrack along the lower-right path into the Watery Hall, where you found the
Charge Beam. Continue on into the underwater section and you'll locate a hidden passage
deep under. Head through here to reach the hidden area containing the MISSILE EXPANSION
(160), then resurface and work your way back to the ledge where you physically picked up
the Charge Beam. Use a Morph Ball Bomb to blow away part of the wall and gain access to
the Dynamo. First, use a Missile on the metal decoration in the room to unveil one
MISSILE EXPANSION (165), then use the Magnetic Rail to climb up to the second MISSILE
EXPANSION (170). Head back to the Gathering Hall now and work your way back to the Energy
Core, then into the Furnace. Once in there, you'll tango with a few Chozo Ghosts. When
they're gone, use a Power Bomb on the right wall to blow part of the floor away, reveal-
ing a half-pipe. Use the Boost Ball to grab onto the Magnetic Rail, then follow it along
a series of narrow walkways to another Magnetic Rail. Follow this rail up and around to
the MISSILE EXPANSION (175). Drop down and go back to the Hall of the Elders. Visit the
Missile Station to restock, then drop and fight more Chozo Ghosts in the Hall. Return to
the ledge with the colored slots, and activate the white one that you bypassed earlier.
Activate it, then have the Chozo toss you into a room with an ENERGY TANK (12), then
reenter the Hall. Work your way up to the ledge again, this time activating the red slot.
Drop down once more and into the Chozo's hands to move the statue out of the way,
revealing an Ice Beam door. Drop down and claim the ARTIFACT OF WORLD. From here, hop
back up the ledges, return to the Reflecting Pool and save, then continue on through the
Ice Beam door at the very back to reach the Transport back down to Tallon Overworld.

Tallon Overworld
- N/A.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: N/A.
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: N/A.

Return to the Great Tree Hall and use the lowest Ice Beam door to reach the Transport
back to the Phazon Mines.

16. Once More Unto The Breach...
This section outlines Samus retracing her path through the Phazon Mines, using her new
upgrades to infiltrate deeper into the Pirate operation.

Phazon Mines
- Investigate massive source of mobile Phazon.

Items to get:
- Upgrades: Flamethrower, Phazon Suit, Phazon Beam.
- ET/ME/PB: Energy Tank (1), Missile Expansion (6).
- Chozo Lore: N/A.
- Chozo Artifacts: Warrior, Newborn.
- Pirate Data: Special Forces.
- Scans: Phazon Elite, Plasma Trooper, Omega Pirate.

As we return to Phazon Mines, reenter through the Main Quarry. Take out the Space Pirates
in here and head back into Security Access A. Take out the initial batch of Shadow
Pirates, then Power Bomb the cracked wall near your immediate location to reveal the
MISSILE EXPANSION (180). Head into the Mine Security Station and battle the Troopers
until you get to the second floor, where you can use a Power Bomb to destroy a grate and
access a control panel. It unlocks a gate on the first floor, so go back down and enter
the newly revealed red door to find the FLAMETHROWER. It's a fairly useless item, but
pick it up anyway. Continue on through to Elite Research, and use a Power Bomb to destroy
the stasis tube holding the Elite Pirate so he can come out to play.

Phazon Elite Strategy
This Elite is a bit stronger than the last ones; and as such has been classified as a
different breed, the "Phazon Elite". His strength lies in his Wave Quake attack as he
possesses no Plasma Artillery like the standard Elites. Try not to get hung up in the
machinery around the room, and strafe around while launching Super Missiles at his head.
Scan him for the Log Book, then practice the same strategy on this one that you learned
against the normal Elites. Don't fire anything while Phazon Elite is holding out his
palm, since anything Beam-based will be absorbed. This battle is what the normal Elite
Pirates will be like on Hard, so if you want to take the time to familiarize yourself
with advanced tactics, go ahead. Approximately 4 Super Missiles will put him out of his

This time around, the Phazon Elite is a bit less sluggish and makes up for his pathetic-
ness the last time with intensified attacks. About 8 or 9 Super Missiles will bring this
version down, but you'll spend a lot of time dodging the Wave Quakes and waiting out the
beam-absorption phases before getting your chance to attack. Try to escape this battle
with as much health as possible, as it helps in the Troopers yet to come.

After the Phazon Elite has been put down and you've claimed the ARTIFACT OF WARRIOR, you
can go about ascending the platforms in the room. Take cover as you get to the second
level; two Mega Turrets are hanging from the ceiling. After you destroy them, you can
aim up and take out a third on the top level. Climb the platforms up to the top level,
and take out the fourth Turret up here before heading across to the Ice Beam door. Return
to Ore Processing and simply climb the yellow Magnetic Rail, then drop down to the second
floor from the top; this saves time wasted on realigning the tracks. Return to the second
level of Phazon Mines and through the Elite Access tunnel, detonating the crate at the
top again to kill a waiting Power Trooper before entering Elite Control. Once inside,
three Shadow Pirates attack. Dispatch them, move on to the fight against the second
Elite Pirate, and move on up the walkways past two more Shadow Pirates into the Vent-
ilation Shaft. Continue on through Omega Research, destroying the two Wave Troopers and
four Power Troopers bfore getting back to the Dynamo Access. The third and final Elite
Pirate will attack here; hang out in one of the tunnels and let two Super Missiles fly
before the Elite has a chance to activate its energy siphon. Kill it and move on to the
Central Dynamo, where four Ice Troopers want to kill you. Tell them "like hell", kill
them instead, then Power Bomb the Bendezium out of the way blocking another Ice Beam
door. Save at the Save Station first, then head into the access tunnel. The only problem
is this Access is laced with Mega Turrets (I think I counted about five). As you enter,
quickly get to the right and morph into the small tunnel that allows you to roll under
the Turrets. Once on the other side, scan the console nearby to deactivate them, then
move on into Metroid Quarantine A.
In here, you'll find a rather nasty combination of captive Metroids and Space Pirates.
The Pirates will deal far more damage to you if you try to engage them, so play nice and
scan the console bank to deactivate the forcefield. Now sit back and watch as the Pirates
wig out as the wicked Metroids attack them en-masse. Just hang out at the top while the
Metroids snack on the Space Pirates; a few will soon come after you. Metroids are still
vulnerable to cold, so use the Ice Beam to freeze them, then shatter them with a Missile.
Provided you can get a decent group of Metroids close enough, you can actually freeze
whole groups by using the Ice Spreader (though it has limited effect against aerial
targets), then destroy them one by one with Missiles. Deal with however many Metroids
head your way, then make your way inside the Quarantine Bay. Use your preferred method
of eliminating the Metroids from this area, then use the X-Ray Visor to spot the invis-
ible platforms and make your way up the Saturnines. Use the X-Ray Visor again to spot
some more invisible platforms leading up the wall. Once on the solid ledge near the
Magnetic Rails, use two Power Bombs to destroy the walls to the left and reveal more
Magnetic Rails. Ride these new ones until you reach a new ledge, then scan with the
X-Ray Visor to locate another moving invisible platform. Hop on and let it take you to a
MISSILE EXPANSION (185). Now return and roll along the first set of Magnetic Rails to
reach the Ice Beam door leading into a Phazon-laced access tunnel. You'll also encounter
a few Void Bombus here (another entity that can't be scanned), so hop the best you can
through the area to the door on the far side and take the Transport down to Phazon Mines,
Level 3.
These next few sections get a bit tough, so try to stay up. The next room you come into
is the Fungal Hall Access. There's a normal Space Pirate a little ways down; take it out
and drop down to the bottom of the area, morphing along the way. You'll land and roll
down a slight incline into a patch of searing Phazon, so quickly roll and grab the
MISSILE EXPANSION (190) under the Saturnine, then get out of the damaging radiation and
head back up to reach Fungal Hall A. You'll deal with a whole family of Hunter Metroids
here, so keep your distance (so as to avoid that siphon tentacle) while using the Ice
Beam + Missile attack, then use the flying Glider to Grapple across to the far ledge. Set
off a Power Bomb to reveal the entry to the Phazon Mining Tunnel, then charge the Boost
Ball as much as possible to rocket quickly across the bridge of disappearing blocks near
the bottom. Keep doing small Boosts as you go across to avoid a painful encounter with
the deep Phazon pits below.
Exit through the left (you can't reach the area to the right just yet) end of the Tunnel
to reach Fungal Hall B, which is quite a change in pace. The environment here is totally
dark, and you can barely see the Metroids floating around. Switch to your Thermal Visor
to make seeing a lot easier. There are two major things you'll want to look for in here,
but only after you eliminate the Metroids. After that's done, maneuver your way to the
very back of the room (on the ground). Look under the Saturnine near the exit door with
the X-Ray Visor to locate the MISSILE EXPANSION (195) under the rock. Use a Power Bomb to
break the rocks in the floor so you can collect the upgrade, then climb back up and use
the Glider to grapple to the left, which leads to a Missile Station - use it if not at
full capacity; or swing straight ahead to land on a Saturnine that leads into Metroid
Quarantine B.
Once you make it into the next Quarantine, you'll finally come face-to-face with the
final variant of Beam Troopers - the "Plasma Trooper". These are honestly weaker than the
Ice Troopers if you really lay into them - blast them with a charged Plasma Beam and
they'll catch on fire, which is really funny to watch (especially if you knock them off
a perch and into the Phazon...). Their Hard Mode incarnations, on the other hand, are a
force to be reckoned with. Anyway, take them out, then use the spiraling Magnetic Rail to
reach a small platform, then Space Jump to another ledge off to your left (if you're
facing the back of the room where you can see the forcefield). Aim up and locate the
Grapple Point, then jump at it until it glows blue. Latch on and swing over the Phazon
pit to solid ground. Scan the console to deactivate the Quarantine forcefield, and engage
the Plasma Trooper that rushes out at you. Head inside and kill the Wave Trooper that
tries to snipe you, then quickly scan the back row of computers for the last PIRATE DATA,
"Special Forces" (24/25), as well as blast the Cordite stasis tank for another MISSILE
EXPANSION (200), then run to the very back to the Save Station to replenish your
probably-depleted life meter. Once back out in the Quarantine, destroy any Metroids that
attack (they seem to be quite random, honestly), then head up the ramp and through the
red door into Elite Quarters Access, where you'll challenge one last Plasma Trooper.
Defeat it and use the Plasma Beam to melt the ice surrounding the control mechanism for
the door. Once the door is back online, head on through into Elite Quarters to see a
fearsome sight in the stasis tank beyond. Slowly inch towards it to scan it as the
"Omega Pirate", then gear up for the fourth major fight of the game.

Omega Pirate Strategy
The Omega Pirate is a massive Elite Pirate that has eaten too much Phazon, it looks like.
Despite its size, the Omega Pirate is quite a pushover once you actually get the hang of
fighting him (size, power, and Trooper assaults aside, this is really no different than
fighting the Phazon Elite).
Offensively, the Omega Pirate has quite a few nasty attacks. The first is the Elite
trademark Wave Quake. Space Jump over it to avoid it and make sure you stay far away
enough so that he can't reach you, but close enough so that you're still looking up at
him. The reason for this is that your position in relation to the Pirate triggers attacks
2 or 3. The second one is to punch the living hell out of you if you're fool enough to
wander in his reach, and the third is to launch homing bombs from his Artillery Cannons
if you get too far. These two attacks are positively devastating in Hard Mode, so it's
imperative that you don't allow him to get either one off. The fourth attack is using
Beam Troopers as combat aides, something you'll have the pleasure of dealing with soon
Start the battle by locking on to one of the four Phazon deposits on his armor and
destroy each with a Super Missile. After all four have been eliminated, the Omega Pirate
will go into his absorption phase. The first time around, only two Troopers (of the same
variety) will attack; eliminate them and switch to the X-Ray Visor to scan for the
wounded Pirate. Fire off a Super Missile to drain a quarter of his health, and make him
relocate. Run around in circles until the Pirate appears over a second patch, and fire
another Super Missile off at him. You've now drained the Omega Pirate of about half its
energy, and you've barely been scathed. The battle will resume with eliminating the
Phazon deposits; do so once more to challenge more Troopers. This time, three Troopers
will generally appear (sometimes four), and they'll be split up into random combinations
(you may get two Wave and one Plasma; one Power, two Ice, and one Plasma; or one of each
- you get the idea). Pick out the easiest ones and switch back to Power Beam and X-Ray
Visor. Start constantly jumping so as to make yourself a harder target to hit, then look
for the Pirate again. Repeat what you did last time with two more Super Missiles to kill
the pesky Omega Pirate, proving that the bigger they are, the harder they fall (and
you'll see him take one heck of a fall, too).

HARD MODE STRATEGY:  The Omega Pirate takes a real beating in this go-round; eight Super
Missiles to the weakened form will be needed to bring the beast down, but it's easier
said than done. First, have all 12 of the Energy Tanks just to be safe from the Troopers
and all 200 Missiles so far - you'll be using a lot of Super Missiles here. Each of the
Phazon deposits takes two Super Missiles to destroy, so eliminate them and get ready to
take on the Troopers. One word of advance caution: this is Hard Mode, so naturally
you'll be facing the hardest enemies. The first round will start off with two Plasma
roopers (usually). Use charged Plasma Beams while Space Jumping like crazy around them.
If you have the time, kill maybe one of them, then switch to X-Ray and scan for the
Pirate. Use a Super Missile on him and then engage the Troopers again. It's the same
exact strategy as before, with harder and more lethal enemies.
The next round of Troopers will generally be the Power variants. During the course of
the fight, you will be fighting a horde of Troopers at the same time you're evading the
Omega Pirate - it is purely inevitable. Your primary goal during this phase is to keep
them off the walls (they will cling and snipe you from up high). As you're jumping around
the perimeter, the Wave Quakes will usually take care of the Troopers for you. Be sure
to grab any and all refills you can during the fight. This fight gets really, really
tough. With practice, you should be able to persevere.

The last Super Missile proves too much for the Omega Pirate, and he stumbles forward a
little bit before collapsing right on TOP OF YOU!! As you're struck by the massive Omega
Pirate, he dissolves into pure Phazon, which is somehow absorbed directly into your Suit,
corrupting and changing its appearance. The end result of this high-level exposure is
the PHAZON SUIT, a black and silver suit of coolness that further reduces the damage you
receive, makes you immune to blue Phazon, and gives you a special weapon, the PHAZON
BEAM, available only under certain environmental conditions (i.e. the final battle).
You'll immediately put this Suit to use by heading back down through Metroid Quarantine
B and Fungal Hall B back into the Phazon Mining Tunnel. As you enter, you'll see some-
thing glowing at the back, so drop into the Phazon-laced tunnel and start bombing the
Brinstone blocks out of your way to reach the bottom, where you can locate the ARTIFACT
OF NEWBORN. It's pretty funny at this point, because I'm not sure if the game intended
this trip through Phazon Mines to be the last area prior to Meta Ridley, but you'll
still have three Artifacts left to get, but you'll get the incoming scan data telling
you to return the Artifacts to the Temple and unlock the Impact Crater. I thought it was
funny...if anyone wants to give it a shot and see if anything happens, go ahead.
Now return to Metroid Quarantine B, save your game, and head back into Elite Quarters.
Head to the right-hand side of the cave and scan the panel to activate the lift; ride it
up to the top level, then go on through the door at the back into Processing Center
Access, where you'll find an ENERGY TANK (13) as a reward for defeating the Omega Pirate,
then continue on into the Phazon Processing Center. You're immediately set upon by a
Mega Turret, a Power Trooper, and a Plasma Trooper. Eliminate the Plasma Trooper first,
then the Power Trooper, and finally, the Mega Turret. Use the center platform to reach
the ledge the Plasma Trooper was standing on, then circle around the wall platforms. As
you can't go any higher, switch to the X-Ray Visor to spy hidden platforms. Hop to the
second one leading up, then Space Jump off to the wall ledge in front of you. As you
land, you'll see the MISSILE EXPANSION (205) behind the wall, so use a Power Bomb to
destroy the wall and claim the upgrade. Continue jumping up to the second level. Deal
with the Troopers up here, and roll up the spiraling Magnetic Rail on the left to reach
a small walkway. Roll out of the Morph Ball and kill the Power Trooper, then hop across
the ledges and start Space Jumping your way up the ledges that zig-zag back and forth a
bit. At the top, jump off to the horizontally moving platform, and ride it to the ledge
on the left. Exit through the Ice Beam door to escape to Magmoor Caverns.

17. The Last Artifacts:
This section has Samus returning to Phendrana Drifts and basically finishing up her
item collection before heading to the Artifact Temple.

Magmoor Caverns
- N/A.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: N/A.
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: N/A.

Once you arrive in Magmoor Caverns from the Phazon Mines, you'll have to Power Bomb the
wreckage out of the way in the tunnel. As you exit, you'll find yourself back in Magmoor
Workstation. Deal with the Flying Pirates (toast them with the Plasma Beam), then head
up to the Wave Beam door to reach the nearby Transport to Phendrana Drifts the same way
you've done about four times already (doesn't this get really annoying after a while?).

Phendrana Drifts
- N/A.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: Energy Tank (1), Missile Expansion (7), Power Bomb Expansion (2).
- Chozo Lore: N/A.
- Chozo Artifacts: Spirit, Elder, Sun.
- Pirate Data: N/A.
- Scans: N/A.

Once in the Transport area, return through South Quarantine Access to the large Quaran-
tine Cave. Use the Grappling Beam to grapple across the two Grapple Points in the ceiling
to the ledge in the distance. Roll inside the tunnel to find a MISSILE EXPANSION (210),
then exit out and re-grapple across back to the Transport. This time, take the Magnetic
Rail up to reach Transport Access. Melt the ice with the Plasma Beam to collect the last
ENERGY TANK (14), and head into Frozen Pike. Drop into the water and head into Hunter
Cave. Kill the Flying Pirates and pass on into the Gravity Chamber. Go above the water
and locate the icicles on the ceiling. Melt them with the Plasma Beam to reveal a
Grapple Point that you can use to swing over to the MISSILE EXPANSION (215) on the left,
then return to Hunter Cave, this time grappling over to the door leading out to Phen-
drana's Edge. Climb out of the water and up the platforms until you can go no farther.
There are two Grapple Points you can use to reach the floating platforms and reach solid
ground once more. Use the X-Ray Visor to make sure you got to the correct ledge, then
use a Power Bomb to blast the rock away from the door and head into the Storage Cave to
get the ARTIFACT OF SPIRIT. From here, continue your upwards climb through Phendrana's
Edge until you see a small Morph Ball tunnel you can grapple to. Head inside to get
another POWER BOMB EXPANSION (7), then return to Frost Cave. Work your way across the
lower platforms up to the original entrance, then use the Glider to grapple to the ledge
off to your left (it's the one with the crates). From there, you can aim up and shoot
down the last stalactite to crack the ice, and open up the path to the MISSILE EXPANSION
(220) under the water.
Return to Frozen Pike and back into the Research Labs. Keep your Thermal Visor on as the
power is still out. In the Research Core, you'll deal with about four Defense Turrets
and three Metroids (one on each floor) before you can exit into Research Lab Aether.
Tons of Shadow Pirates attack you as you make your way back through the Labs, so destroy
them as they attack. Continue on out into the Control Tower. Eliminate the few Flying
Pirates and go up above the East Tower (the one you just came out of). Destroy the large
crate inside, melt the ice in the window with the Plasma Beam, and scan the tower there
to find some fuel cell near the bottom. Target the fuel cells and blow them up with a
Missile, and the whole tower will collapse onto the Control Tower yard. Head to it, morph
inside to find the ARTIFACT OF ELDER, then use the passage at the top to escape the
Now backtrack through the West Tower back through Research Lab Hydra, Research Entrance,
and Specimen Storage back out to the Ruined Courtyard, then drop down and head back into
Ice Ruins West. Hop along the ledges directly in front of you until you reach the end.
Look down and melt the ice below you to fall into a room holding the last POWER BOMB
EXPANSION (8). Continue on to Ice Ruins East, and drop down to the ledge beneath you.
Find the iced-over wall and use the Plasma Beam to claim another MISSILE EXPANSION (225),
then hop along the platforms until you reach one with two Crystallites. Fire upon them,
then turn around and start jumping to the structure behind you. There's a Magnetic Rail
hidden inside the wall that leads directly to another MISSILE EXPANSION (230) higher up.
Once you collect it, drop back down and head through the exit at the opposite end back
into Phendrana Shorelines. Drop down to where the Save Station is and find the iced wall
near that area; melt it to find yet another MISSILE EXPANSION (235), then backtrack up
the ledges and across to the Chozo Ice Temple. Scan for the Cordite statue on the outer
wall and destroy it with a Super Missile, then scan the revealed symbol to unlock a
Magnetic Rail inside the tower to your left. Head over and use the track to reach a
MISSILE EXPANSION (240) at the top. Drop down and enter the Temple. Avoid all the Pulse
Bombus and retrace your steps back to the large Chozo statue near the Chapel of the
Aim manually and use the Plasma Beam to melt the ice, then jump up and morph into its
hands. The movement will pull its palm down like a lever, and a Morph Ball tunnel will
be revealed at the bottom. Drop down and roll on through for the ARTIFACT OF SUN, then
exit the Temple into Phendrana Shorelines, then use the Transport near the bottom to
return to Transport Tunnel A and back into Magmoor Caverns for one final trip.

Magmoor Caverns
- N/A.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: N/A.
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: N/A.

Head back through Transport Access A into Monitor Station. Drop to the bottom and enter
the door across from you to reach Shore Tunnel, then take this to Fiery Shores. Follow
this path to the Morph Ball tunnel, then head back to Tallon Overworld towards the Root

18. Unlocking The Crater:
In this short section, Samus returns to the Artifact Temple, and meets an old enemy.

Tallon Overworld
- Return Chozo Artifacts to Artifact Temple.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: Missile Expansion (2).
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: N/A.

As you reenter the Root Cave, start ascending up the platforms on the sides. Once at the
top (or at least as high as you can go), you'll have grapple to the opposite side of the
cave. Then use the X-Ray Visor to locate invisible platforms leading higher up. Stop at
the fourth one up, and scan around to find another MISSILE EXPANSION (245) hidden in an
alcove behind some vegetation. Space Jump up and grab it, then hop back to the invisible
platforms. Ascend the platforms to the top to reach a door leading to Arbor Chamber,
where you'll find the very last MISSILE EXPANSION (250) of the game.
Head out of the Root Cave and stop at your ship to save your game and get a full reload.
From your vantage point atop your Ship, you can see a door high on the other side. Near
the ship is a waterfall, and if you keep looking around, you'll see some ledges on the
left side leading up to approximately where the door is. Head that way, using the Space
Jump to get up to where you're going, and follow the path around to that blue door, which
leads into the Temple Hallway. Quickly lock on to, scan, and destroy the three "Seed-
lings" on the ceiling, then proceed past the Tangle Weed to reach the Temple Security
Station. As you enter, a short cinema will cue as it always does when you enter a new
area, except you get the slightly-ominous words "IMPACT CRATER". Inside the Temple
Security Station, you'll see a strange object in your path. Scan it to reveal it as the
last PIRATE DATA log, "Artifact Site" (25/25). Continue on into the Artifact Temple and
locate both of the CHOZO LORE scripts on the left and right walls, "Binding" (15/16) and
"Statuary" (16/16). Head down and outside to pick up the ARTIFACT OF TRUTH...

                           100% of Item Pick-ups Acquired.
At this point in the game, your statistics should be at 14 Energy Tanks, 250 Missiles, 8
Power Bombs, and 12 Chozo Artifacts. If they are, you'll receive the pop-up notification
informing you that 100% of the Item pickups have been acquired, meaning Image Gallery 4
has been unlocked. You can view the Gallery from the Main Menu.
                                     ********** with all 12 Artifacts in place, the unlocking sequence will begin Temple and watch
the unlocking of the Impact Crater, but you won't get very far past this. The fantastic
light show attracts Meta Ridley, the giant dragon who will now personally challenge you
(it's about time; we only saw him at the very beginning...)

Meta Ridley Strategy
Meta Ridley is a heavily armored melee combatant. He has only one weak spot - his chest -
and he generally prefers not to let you at it. Start off by scanning him (you'll have to
get close) to see just what you'll be up against: multi-missiles, kinetic breath, meson
bombs, and an ultrathermic flamestrike projector (whatever that is...) doesn't sound
pretty. The first part of this battle is ridiculously easy, so much so that you may get
him down to 1/4 of his bar left and still have all 14 of your Tanks.
The main idea of the fight is to get Meta Ridley to expose his weak spot, then lay waste
to him while it's open. You'll be using charged Plasma Beams for the first phase of the
fight, during which Meta Ridley hovers directly in front of you with his chest wide open.
Phase 1: Meta Ridley will hover directly in front of you, occasionally using his flame-
strike projector. Charge the Plasma Beam and Space Jump the beam attack if it comes
toward you, then pelt away at his exposed chest with the charged shots. You'll probably
get in three per round, totalling up to around 1/4 off his life meter.
Phase 2: This phase begins when Meta Ridley flies off into the distance. You can't harm
him when he's far away, so don't bother trying. The basic method of attack involves Meta
Ridley literally dive-bombing you; he flies by at high speeds, using his beam attack and
launching three to four Meson Bombs at you. Morph and roll around to avoid the bombs,
then switch to the Power Beam and fire off Super Missiles whenever Meta Ridley starts
hovering again; this will quickly move him into Phase 3, where he'll alternate between
attacks used in phases 2 and 3.
Phase 3: Meta Ridley's primary attack in this phase is to land in the center of the
temple and viciously claw you. Keep an eye on Meta Ridley's shadow and use the Boost
Ball to rocket out of the way if you see it settle above you or the center. The Meson
Bombs will have destroyed most of the Chozo statues by now, so you'll have plenty of
maneuvering space. Switch to the Plasma Beam for this phase; whenever Meta Ridley act-
ually lands, lock on to his chest and literally hammer down with rapid-fire shots to
reduce his health down. This phase ends when you've successfully taken 3/4 off his life
meter. A short cinema will ensue showing Meta Ridley's wings burning off. The battle
will now move to the ground, and you'll see just how good Ridley's melee combat is.
Phase 4: Switch back to the Power Beam and ALWAYS keep Meta Ridley in your sights. The
worst thing you can do is run around to try and avoid him, or get cocky if you still have
almost all of your health left. Meta Ridley's primary attack is so furious and swift
that you can lose up to one or two Energy Tanks in a matter of seconds if you don't get
out of the way. Aforementioned attack consists of a stunningly quick ramming move that
can strike you up to three times; you can be hit from the initial charge, get struck by
his claws, and then again by his thrashing tail. You can try to sidestep it by giving
yourself room, then locking onto the head and performing a sideways double dash. Keep in
mind that this sequence of attacks is always preceded by Meta Ridley rearing his head
back; if you see him do this, get out of the way as fast as you can (without morphing of
course; that takes far too long). You'll also notice that Meta Ridley is far more
effective at protecting his weak spot; in fact, you can only get him to expose it by
landing a direct concussive blast to his open jaws. The best times to do this are when
Meta Ridley cranes his neck around or opens his mouth to do anything besides rear back.
Quickly fire off a Missile; if it connects properly, Meta Ridley will be stunned and fall
back on his haunches, revealing his weak spot. Move in close and let a Super Missile fly
right at it (you have to hit it almost dead-on to do damage). The blast will severely
damage Meta Ridley, and get him pretty angry, so get ready to dodge a quick flurry of
ramming attacks.
You may get extremely lucky and Meta Ridley will get stuck in a pattern of opening his
mouth repeatedly; this happened on my third attempt and I was able to repeatedly fire at
him, concluding this last phase of the battle in roughly a minute. Continue to avoid his
pattern attacks while landing direct hits and you'll beat him. Once in the final phase,
it takes about three direct Super Missile hits to defeat Meta Ridley. Good luck with the
Hard Mode version (read below).

Super Missiles are about the only way to go in this beefed-up version. Prepare for Meta
Ridley to be a whole lot meaner than he was before, and his melee combat to be much more
refined and deadly. The first three phases proceed like normal, except that Meta Ridley
will use his weapons much more often than just Phase 2. In fact, you'll undoubtedly be
dodging Meson Bombs and the laser attack a lot in the first phase. Keep the Power Beam
charged for practically the duration of the battle, except when you're firing to stun or
you're dodging. Launch Super Missiles anytime Meta Ridley exposes that weak point, except
during Phase 3; resort to rapid-firing the Plasma Beam the same as in Normal Mode.
After you destroy his wings, it will really heat up. First off, Meta Ridley doesn't
telegraph his attacks nearly as much as before; you can literally get trampled before you
even see the charge coming your way. ALWAYS be facing Meta Ridley, unless you happen to
be dashing away from a ramming. Anytime Meta Ridley opens that mouth and isn't rearing
back, let a Missile fly, and start charging up for the Super Missile attack in case you
stun him. Launch away with those ballistics and repeat until you beat him. Meta Ridley
will charge a lot more in this version of the fight, so be prepared to lose a lot more
of your health.

After you strike the final blow, Meta Ridley will screech and howl just in time for all
of the Chozo statues to come to life and concentrate a single laser attack on Meta Ridley
that pushes him backwards and off the edge, presumably plummeting him to his death.
Afterwards, twelve Chozo Ghosts appear (you don't have to fight these, don't worry) and
resume the unlocking sequence. Head inside to travel down to the core of the Impact
Crater, where you'll meet the source of all that is evil on Tallon IV...
(Oh yeah, get ready for a short, albeit extremely tough last level...)

19. Final Showdown:
This final area guides Samus through the radioactive Impact Crater, and has her meeting
the deadly Metroid Prime, then escaping the world of Tallon IV.

- Defeat Metroid Prime.

Items to get:
- Upgrades: N/A.
- ET/ME/PB: N/A.
- Chozo Lore: N/A.
- Chozo Artifacts: N/A.
- Pirate Data: N/A.
- Scans: Lumigek, Fission Metroid, Metroid Prime, Prime.

As you leave the transport, head immediately to the Save Station at the bottom, then head
through the adjacent Plasma Beam door. Inside Crater Tunnel A, scan and shoot the
"Lumigeks" that cover the floors and walls, and Space Jump over the orange Phazon - your
Phazon Suit isn't powerful enough to protect you from this stuff, and you will lose
energy very rapidly if you make contact with it. Proceed into the Phazon Core and slowly
walk forward. As you near the edge of the rock, a lone Metroid will emerge from the
Phazon on the floor. Backpedal to the door and open it, then turn back and scan the
"Fission Metroid" that's beelining towards you.
As it gets close, go back through the door and let it close. Reopen it and the freakish
Metroid will be there waiting for you. Blast it until it splits, then attack each twin
with the appropriate Beam weapon. As soon as you kill the second Metroid, run across the
center spire and jump to the white looking platforms in the back. Ascend them, ignoring
the screech behind you; DO NOT STOP or else the Fission Metroid hot on your tail will
attack. Space Jump from platform to platform in the clockwise path to the bridge near
the middle. Escape into the Missile Station to escape the Fission Metroid giving chase.
Take some time to reload your Missiles and catch your breath.
Reopen the door and destroy any Fission Metroids hanging around outside, then head out
and start running to the left, where you'll see another one of the genetic freaks bobbing
in the distance. Fire upon this one to make it split, then let one of the twins grab you.
Try your best to get the second one to hang around while you set a Power Bomb; with some luck
you'll destroy both of the Metroids. You may even get real lucky and catch the Fission
Metroid floating around the platform above you in the blast. At the end of this short
road, jump out to the platform near where that last Fission Metroid was busy hovering,
then spin to the right and start dashing up the next few platforms until you reach the
second bridge leading into Crater Tunnel B. Take another breather, then stop at the edge
of the rock and Space Jump across the Phazon Pit (rolling along the Magnetic Rail takes
too long) to reach the other side. Head on inside to the Phazon Infusion Chamber to start
the final battle...

Metroid Prime Strategy
As you enter the Phazon Infusion Chamber, you'll confront a rather cool looking black
head hanging from the ceiling. Watch as the black head unfolds into a giant spider-like
creature. The resulting horror is the much-talked about "Metroid Prime" that the Space
Pirates have been so utterly fascinated with. As Metroid Prime sees you, she screeches
and burrows through the back wall into Subchamber One. Let's get started and hope you
fare better then the Space Pirates...
Metroid Prime's only weak point is her eyes. Any attack that hits elsewhere will simply
reflect off (beware of your own shots coming back and harming you). She has also ab-
sorbed the abilities of everything that has engaged her thus far - including durable
armor plating - basically making this battle sort of a giant 'Super Trooper', if you
will. Fortunately for you, Metroid Prime hasn't managed to correct the flaw inherent in
the defense screens she assimilated yet, meaning that, for a time, you'll still be able
to injure Metroid Prime with Beam weapons. Just like the Beam Troopers and Fission
Metroids, you'll be able to tell what weapon you should use based on his color, but the
catch to the fight is that Metroid Prime can switch her weakness on the fly (and will
do so a lot during the last phase).
Attack-wise, Metroid Prime has around four major ones, though they vary in strength and
power depending on the armor she's using. The first one is a tractor beam of sorts
(Prime will pull you in; stop the attack with a hard shot to the eyes, or try to resist
using the Boost Ball), the second is a claw slash (used only if you venture too close),
and the third and fourth attacks are using powerful multi-missile attacks and shooting
seeking bombs at you, respectively. The Missile and Bomb attacks are quite deadly;
avoid the Missiles by staying as close as you can to Metroid Prime without getting too
close (just like with the Omega Pirate), and shoot the Plasma Beam at any bombs fired
your way (these bombs are the most deadly of all attacks Prime uses on you).
Now like I said, Metroid Prime's attacks vary depending on the armor she's using: Check
the following lists to see the attack variants.
- Power Armor: Yellow means use Super Missiles, however you'll want to wait until just
  after Metroid Prime launches an attack and pauses. This guarantees you the best
  chance of hitting it in the eyes. The Bomb attack for this armor is similar to what
  the Chozo Ghosts use on you: it disrupts all functions of your Power Suit for about 5 or so
- Wave Armor: The Wave armor is pretty tough to beat. Metroid Prime's attacks will
  often interfere with your ability to engage in the most basic of combat. The beam
  attack will confuse your targeting system by making you lose your lock-on ability,
  and being hit by the Bomb attack here scrambles your Visor really bad. During this
  phase, you'll definitely want to go off with the Wavebuster so as to force Prime out
  of this armor as quickly as possible.
- Ice Armor: The Ice Spreader will save your hide when Metroid Prime equips this armor.
  Metroid Prime has a ice wave attack similar to Thardus', and every attack she launches
  encases you in ice. Whenever you see Prime turn white, charge up and let the Ice
  Spreader freeze Prime's face; then launch a Missile to disrupt the attack phase and
  move Metroid Prime into the next color phase (it'll take 2 Missiles in Hard Mode).
- Plasma Armor: The deadliest armor Metroid Prime possesses; this one is somewhat
  difficult to defend against. The homing bombs, if struck by them, will set you on
  fire and rapidly deplete your energy. (Say goodbye to about 5 or 6 Energy Tanks if
  playing on Hard). Her beam attack does pretty much the same thing of burning you up.
  Move in relatively close and blast away with the normal Plasma Beam to inflict damage
  quickly, and use a charged shot any time Metroid Prime pauses.
Basic combat against Metroid Prime involves you targeting the eyes, then blasting away
with whatever Beam weapon corresponds to his beam armor. Use your Charge Combos to rip
into Metroid Prime; you'll rapidly eat through your Missiles, but you won't need them
past this battle, so feel free to go wild.
Finally, the fight against Metroid Prime takes place in several phases. In fact, it's
almost as "scripted" as Super Metroid's final battle was, though it's far easier to
die here. Once the battle begins, you must move Metroid Prime through a series of color
changes and ram attacks before she'll dig through a wall into another chamber where the
fight continues. The battle will move through a total of five rooms before the first
battle is over. Pay attention to the requirements for each Subchamber, and try not to
lose a lot of energy here (though as long as you make it out with two or three Energy
Tanks left, you'll be able to hold your own in the final battle).
- Subchamber One: Metroid Prime will change color once in this battle. Start off using
  the Power Beam (and Super Missiles) to damage her; once you've scored a bad enough
  hit on her, she'll scream and turn purple. Switch to the Wave Beam and use the Wave-
  buster in short bursts to whittle her down some more. After you wound Metroid Prime
  again, the giant Metroid digs through the floor into Subchamber Two.
- Subchamber Two: There will be two color changes here, along with a new ramming attack.
  Metroid Prime uses this attack after being seriously injured, so use one of the three
  small grooves in the floor to morph and dodge the ram attack. This battle starts off
  again with the Power Beam, moves on to the Ice Beam, then the Wave Beam again. The
  second major difference in this round is the use of homing bombs. If you see them
  coming your way, disengage your lock on Metroid Prime, then target the small bombs
  and try to destroy them. At the ice phase, you can use the Ice Spreader and a Missile
  to trigger the next color change. After you've dealt with these three phases, the
  beast will dig through the floor again.
- Subchamber Three: This round involves three color changes and three ramming attacks.
  Drop in here, and start with the Power Beam, then go to the Wave Beam, the Plasma
  Beam, and lastly, the Ice Beam. Prime's ramming and Bomb attacks still survive to
  this round, but Metroid Prime gains another one (surprise!) in the form of a tractor
  beam. If you get ensnared, launch a powerful attack at her face to make her let go
  (alternately, you can (a) use the Boost Ball to escape, or (b) set a Power Bomb
  directly underneath Prime's mouth; this will almost always rock you loose. Otherwise
  for the rare times when Metroid Prime gets incredibly stubborn (read: Hard Mode),
  you'll just have to wait it out until she gets bored of you just hanging out in front
  of her. This round concludes with Metroid Prime burrowing into the floor yet again.
- Subchamber Four: There are a whopping 11 color phases here, along with between 5 and
  7 ramming attacks. Metroid Prime uses all the attacks she used in the previous round,
  but is far less predictable. Metroid Prime will no longer charge across the room only
  after being damaged; her ramming attacks come at random times. The color phases will
  also occur quite randomly. The most annoying part comes when you're busy charging up
  a combo and Prime switches armors on you. Just pay close attention and adjust your
  weapon to match. After you damage Metroid Prime for the final time, the screeching
  creature will be blown backwards (as opposed to fleeing on her own) through the back
  wall into Subchamber Five, where she escapes down a hole.

It's really not a whole lot different than the first fight; Metroid Prime merely
attacks faster, will charge you more, and takes much more of a beating. Her attacks
also rape you if you're not careful. Study the strategy above and try to lose as little
energy as possible in this one. Left-to-right strafing will be an essential part to a
successful offensive here. All Metroid Prime's attacks and patterns remain the same,
with the exception of some slight variations on her color patterns. For instance, I
note how the third phase starts with the Power Beam - my first attempt it started with
the Wave, and my second attempt started with the Ice - so you'll be relying much more
on looking at her color than what a guide tells you.
Aside from that, Metroid Prime's attacks are far more difficult to avoid, particularly
her tractor beam one. The homing bombs (particularly the Plasma versions) MUST be shot
down - two or three impacts will kill you, and her multi-missiles are a bit deadlier.
They, however, can still be avoided by moving in close to Metroid Prime.
In terms of the amount of Missiles you'll go through, it was just around the 240 mark
for me, so getting all of the items in the game is a darn good idea. Grit your teeth
and press on through to the final form.

Now chase the monstrosity down the tunnel, watch Metroid Prime shed her carapace, and
get ready for the *real* battle...Watch yourself as you'll probably be a bit low on
energy at this point. Switch to the Scan Visor to add "Prime" to your Log Book as soon
as she starts moving.

                            100% of Log Book Scans Acquired.
At this point in the game, if you've successfully scanned everything you came across in
the game and have completely filled your Log Book (that equates out to 25 Pirate Data
logs, 16 Chozo Lores, and 74 Creature Morphologies), you'll receive the pop-up notice
informing you that you have acquired 100% of the Log Book scans, thus opening up Image
Gallery 2. Like the others, you access this via the Main Menu.

Prime Strategy
This final battle can be easy or tough, depending on your skills at strafing/dodging,
and the amount of energy you have left from the last bout with Metroid Prime.
Wait for Prime to launch a few Phazon Waves; these will destroy the pillars in the room
(and they leave behind Ultra Energy units). Metroids that you destroy will often leave
behind refills as well. Use the Charge Beam to tractor them in.
All combat tips and strategy aside, this fight is very much the opposite of the first.
In the last round, it was all about tactical advantage and strategic positioning; here
it's just an no-holds-barred brutal assault from which only one of you will walk away
victorious. Prime isn't in the best of spirits now that her shelled carapace is gone.
The good news? This battle is really predictable. The bad news? You only possess one
weapon that will work against Prime, and you can't always use it (how strategic...and
Prime possesses only three simple attacks (as opposed to her last form). The most
common of these is his Phazon Wave, which you can see coming a mile away. Space Jump as
the Wave moves towards you, and try to keep Prime in your sights (even when invisible)
to make sure she doesn't try to ram you into the wall. Eventually Prime will pause and
create a small Phazon pool on the ground. The creation of this pool is the cue to begin
your counter-offensive.
Your Phazon Beam can only be triggered by standing in these pools, so watch for Prime
to create one, then switch to the Power Beam and head for the pool. Watch for the words
"Hyper Mode" to flash on your display, and watch as Prime disappears. She'll cycle
through the various spectra, following a pattern of Combat, X-Ray, Thermal, then back
to Combat. If you can't see Prime, keep cycling until you can locate her. Once she's
visible to you, lock on and hold down the A button to fire a devastating stream of
Phazon energy that puts a heavy drain on Prime.
Once Prime's had enough of the onslaught, she'll break away and you'll have to repeat
the battle all over again until Prime creates a second pool. As you drain Prime of half
her energy, she'll begin spawning some Metroids to help out much like the Beam Troopers
in the Omega Pirate fight. The first time, you'll face a pair of normal Metroids, the
second time you'll face two Hunter Metroids, and the third time you'll face two Fission
Metroids. After that, it's randomly determined which Metroids Prime spawns. Use the Ice
Beam and a Missile to eliminate the pair if you get Normal or Hunter; Fissions need to
be destroyed quickly with the Phazon Beam, then resume looking for Prime. This time
around, Prime will hover near the pool for a bit longer, so wait for her to move before
attempting your attack again, otherwise Prime will lash out at you and knock you across
the room. If this happens, Morph and use the Boost Ball to quickly get back to the pool,
then reattempt your Phazon attack.
As you continue to drain more of his energy, Prime intensifies her attacks; ironically
enough, this serves to help you instead of hinder you. As Prime launches attack after
attack, she'll start creating multiple pools of Phazon, giving you plenty of chances to
acquire a good lock and take her out. As you drain one pool, simply Morph and roll to
the next closest one, then locate Prime and redouble your attack. On the whole, this
battle typically lasts three or four rounds (depending on how fast you got locked on
and let loose with the Phazon Beam). The battle is finally over when you've completely
wasted Prime and she collapses to the floor in a quivering puddle of Phazon. If you got
100% (like this guide suggests), you'll get to see a rather interesting ending cinema...

Prime is a lot meaner this time around. It's near impossible to get to a Phazon pool
without some form of distraction, and if you do, you can almost count on Prime being
nearby to smack you.
Prime will also create Metroids sooner, and you'll invariably get combos of the three
variants. If you get stuck with Normal or Hunter Metroids, use the Ice Beam along with
a Missile to take them out, then spend time searching for Prime before attempting to
reach the Phazon pool. If Prime spawns Fission Metroids, you'll just have to throw
caution to the wind and use the Phazon Beam to eliminate them quickly (use Power Bombs
if they attach to you first).
While the same basic strategy applies the same here, Prime is much more difficult to
track and lock on to this time around. She spends less time in each spectral phase, and
launches constant attacks while in her invisible mode. You'll have to learn to multi-
task by watching for Prime, locating available Phazon pools, and dodging the ramming
and Phazon Wave attacks.
Once you've locked onto Prime, waste away with the Phazon Beam, and continue to dodge
attacks in a careful manner until you claim victory over Hard Mode (it won't take much
longer than Normal most eight rounds).

Congratulations! You destroyed Metroid Prime, and the Chozo's prophecy of the Newborn
defeating the unholy Worm has come true at last. Perhaps the Chozo will finally rest in
peace? Judging from the 100% ending, I seriously doubt it...

                                Hard Mode Completed!
As you defeat the monster in the Hard Mode, you'll finally get to unlock Image Gallery 3.
You'll receive the standard pop-up notification, and then you can access it using the
option on the Main Menu. Well done!

20. Power Suit Upgrades:
Samus' most powerful weapon is her Power Suit. You lost over half of it in the Elevator
accident back in the Frigate, and naturally, you'll spend the remainder of the game
earning the stuff back.

Beam Upgrades
- Power Beam (Default):
  The Power Beam is the default Arm Cannon. It has the best rate of fire. The Power
  Beam can be used to open Blue Doors. If you see your shots ricochet, cease fire. The
  Power Beam is not working against that target. You can use the Power Beam to quickly
  clear an area of weak foes.
- Ice Beam (Chozo Ruins):
  The Ice Beam can freeze enemies solid. Hits from the Ice Beam may also slow foes down.
  Use the Ice Beam to open White Doors. The Ice Beam is quite effective agains fire-
  based creatures. Charge the Ice Beam to increase the time an enemy will stay frozen
  when hit. Some frozen enemies can be shattered by Missile hits.
- Wave Beam (Phendrana Drifts):
  The Wave Beam fires powerful electric bolts. This weapon has a limited homing capacity
  as well. Fire the Wave Beam to open Purple Doors. The Wave Beam won't home in on
  targets without a lock-on. Charge the Wave Beam to fire a fierce electric blast.
  Enemies struck by this blast will be enveloped in electrical energy for a few moments.
- Plasma Beam (Magmoor Caverns):
  The Plasma Beam fires streams of molten energy. This Beam can ignite flammable objects
  and enemies. Fire the Plasma Beam to open Red Doors. The Plasma Beam is very effective
  against cold-based creatures. Charge the Plasma Beam to fire a sphere of plasma.
  Enemies struck by this blast will be engulfed in flames for a few moments.
- Phazon Beam (Phazon Mines):
  The viral corruption of the Power Suit has altered the Arm Cannon as well. It is now
  capable of firing the powerful Phazon Beam. The Phazon Beam appears to trigger in the
  presence of high concentrations of Phazon. Regular Arm Cannon functions return when
  Phazon is not present. The Charge Beam does not function when the Phazon Beam is

Morph Ball Upgrades
- Morph Ball (Chozo Ruins):
  The Morph Ball changes your Suit into a compact, mobile sphere. Like the Power Suit,
  the Morph Ball is modular. There are several upgrades that can be added to improve
- Morph Ball Bomb (Chozo Ruins):
  The Morph Ball Bomb is the default weapon for the Morph Ball. The Morph Ball Bomb can
  be used to break cracked walls and activate certain devices. If the Morph Ball is
  near a Bomb when it explodes, it will be popped a short distance into the air. This
  is called a Bomb Jump. The Morph Ball Bomb can easily break items made of Sandstone
  or Talloric Alloy.
- Boost Ball (Phendrana Drifts):
  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 Speed Boost. 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 you need to reach new heights.
- Spider Ball (Phendrana Drifts):
  The Spider Ball allows you to move the Morph Ball along magnetic rails. Press and
  hold R to activate the Spider Ball ability. Follow the magnetic rails to explore new
  areas. The Morph Ball Bomb can be used to trigger a Bomb Jump while attached to a
- Power Bomb (Phazon Mines):
  The Power Bomb is the strongest Morph Ball weapon. Power Bombs do not have unlimited
  ammo. Use them wisely. The Power Bomb can destroy many materials, including Bendezium.
  Each Power Bomb Expansion you find will increase the number of Power Bombs you can
  carry by 1.

Suit Upgrades
- Power Suit (Default):
  The Power Suit is an advanced Chozo exoskeleton modified for use by Samus Aran. The
  Power Suit provides life support functions and is well shielded from attack. The
  modular nature of the Power Suit allows for the addition of weapons, Visors, and other
  gear as needed. The Power Suit's shielding loses energy with each hit. Collect energy
  when possible to keep the shielding charged.
- Varia Suit (Chozo Ruins):
  The Varia Suit adds increased heat resistance to the Power Suit. This modification
  increases your defensive shielding. While the Varia Suit can handle higher temper-
  atures than normal, extreme heat sources and heat-based attacks still cause damage.
- Gravity Suit (Phendrana Drifts):
  The Gravity Suit eliminates the effects of liquid on movement. This modification
  improves your defensive shielding. The Gravity Suit allows for improved movement in
  liquid environments, but does not reduce damage delivered when exposed to hazardous
  fluids. Visor modifications in the Gravity Suit make it easier to see underwater.
- Phazon Suit (Phazon Mines):
  The Power Suit has been corrupted by viral exposure, turning it into the Phazon Suit.
  The viral corruption of the Power Suit has some beneficial side effects. The suit is
  now resistant to the effects of Blue Phazon. It is not invulnerable to the effects of
  all Phazon, however. In addition to Phazon resistance, the corruption has dramatically
  increased defensive shielding levels.
- Energy Tank (Scattered):
  The Energy Tanks increase the Power level available to your Suit's defensive screens.
  Each Energy Tank increases your Suit's energy by 100 units. The more energy your Suit
  has, the longer you can stay alive. You can fully recharge your Energy Tanks at Save
  Stations. Your gunship has this capability as well.

Visor Upgrades
- Combat Visor (Default):
  The Combat Visor is your default Visor. It provides you with a Heads-Up Display (HUD)
  containing radar, mini map, lock-on reticules, threat assessment, energy gauge, and
  Missile count. Icons for the Arm Cannons you possess are shown in the lower-right
  corner of the Combat Visor. Icons for the Visors you possess are shown in the lower-
  left corner of the Combat Visor.
- Scan Visor (Default):
  The Scan Visor is used to collect data. Some devices will activate when scanned. Move
  the Visor magnifier over targets with the orange symbol, then press and hold L to
  scan. Press A to turn the Visor off. 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 Log Book section of the Pause
  Screen. Press R on this screen to access the Log Book.
- X-Ray Visor (Tallon Overworld):
  The X-Ray Visor can see through certain types of materials. The X-Ray Visor can
  reveal invisible items, areas, and enemies. Robotic enemies jam the X-Ray Visor's
  frequency. Eliminate them to restore function to the Visor.
- Thermal Visor (Phendrana Drifts):
  The Thermal Visor allows you to see in the infrared spectrum. Hot objects are bright
  to the Visor, and cooler objects are dim. The Thermal Visor will show the weak points
  of certain foes. Use the Thermal Visor in total darkness and poor weather conditions.
  Brightly lit areas, explosions, and intense heat can impair the Thermal Visor. Enemies
  with temperatures close to their surroundings will be tough to spot with this Visor.

Secondary Upgrades
- Space Jump Boots (Tallon Overworld):
  The Space Jump Boots increase the leaping capability of the Power Suit through the
  use of boot-mounted thrusters. Press B to jump, then press B again during the jump to
  use the Space Jump Boots.
- Grappling Beam (Phazon Mines):
  The Grappling Beam allows you to swing back and forth from special points in the
  environment. Grappling Points appear in your Visor as the little Grapple Hook icon.
  Press and hold L to fire the Grappling Beam. Hold L to stay connected; let go to
  release. The Grappling Beam can be used to cross wide gaps. You can alter your path
  while swinging from the Grappling Point as well.
- Missile Launcher (Chozo Ruins):
  The Missile Launcher adds ballistic weapon capability to the Arm Cannon. Missiles
  fired with a lock-on will seek their targets. Missiles can destroy objects made from
  Radion or Brinstone. There are Charge Combo enhancements scattered throughout the
  environment. They use the Missile Launcher and the Charge Beam in tandem to fire more
  effective blasts. Each Missile Expansion you find will increase the number of Missiles
  you can carry by 5.
- Charge Beam (Chozo Ruins):
  The Charge Beam allows you to increase the damage and effectiveness of the Arm Cannon.
  The Charge Beam has a limited 'tractor beam' capacity. Use it to pull small objects
  to you. There are Charge Combo enhancements scattered throughout the environment.
  They use the Missile Launcher and the Charge Beam in tandem to fire more effective
  blasts. The Charge Beam increases the performance of each Arm Cannon mode.
- Beam Combo (Scattered):
  The Charge Combos allow you to fire the Missile Launcher and Arm Cannon together. The
  combined attacks are stronger than normal blasts. The Arm Cannon must be charged to
  use a Charge Combo. When your Arm Cannon is charged, press Y to fire the Charge Combo.
  The Single Shot Charge Combos fire one blast at a time. Each shot uses a number of
  Missiles. Sustained Fire Charge Combos will fire as long as you have Missiles. Press
  A down after you fire. It takes 10 Missiles to trigger these Charge Combos, then five
  Missiles per second afterwards.
  - The Super Missile is the Power Charge Combo. Super Missile is a Single Shot Charge
    Combo. Each shot uses 5 Missiles. Super Missiles can destroy objects made of Cor-
  - The Ice Spreader is the Ice Charge Combo. It can freeze targets in a wide area. Ice
    Spreader is a Single Shot Charge Combo. Each shot costs 10 Missiles. Ice Spreader
    is limited against aerial targets.
  - The Wavebuster is the Wave Charge Combo. This potent blast auto-seeks targets in
    the area. The Wavebuster is a Sustained Fire Charge Combo. It costs 10 Missiles to
    activate, then 5 Missiles per second afterward. The Wavebuster will seek enemies
    without a lock-on.
  - The Flamethrower is the Plasma Charge Combo. You can sweep its stream of flame
    across multiple targets. The Flamethrower is a Sustained Fire Charge Combo. It
    costs 10 Missiles to activate, then 5 Missiles per second afterward. The Flame-
    thrower is most effective against multiple targets in an area.

21. Samus' Abilities:
Most of the miscellaneous moves that Samus can utilize are covered here, from standard
Bomb Jumping to mid-air Morphing - it's all here. If you have problems with any par-
ticular trick, you can use this as a handy reference. Note that none of the tricks
used to effect Speed Runs or Low Percent Runs are listed here, since this guide takes
you through the game on the prescribed path.

Double Bomb Jump
Unlike previous titles, this is a required move in this game if you want to get all the
items. To pull it off, set a Bomb and carefully watch the animation. Every time you set
off a Bomb, the Bomb shimmers for a little bit prior to exploding. In the split second
that the shimmering stops, set the second Bomb, and let the first pop you up. At the
peak of your Bomb Jump, set a third Bomb. As you come back down, the second one will
detonate, popping you up into the third Bomb's explosion, which will send you higher.

Triple Bomb Jump
Note: This move is normally used for speed/low runs, but seeing as it has since been
mostly outclassed, it's included in this normal run should you want to experiment with
This particular move requires absolute precise timing on the controls, so pay attention.
You'll be setting a total of 6 Morph Ball Bombs for this. Set the first Bomb and let it
pop you up. As soon as you land (I mean immediately) set the second Bomb. As the shim-
mering stops, set the third (just like a Double Bomb Jump). Please note that you must
execute these first three Bombs before your Bomb Counter refills; you must be able to
set 6 consecutive Bombs, and if your Counter refills before you set the third Bomb,
you won't be able to pull this off. Anyway, as the second Bomb pops you up, set the

fourth at the peak of your jump, then fall down and let the third Bomb send you up. Set
the fifth Bomb right before you reach the fourth's location, and let the fourth Bomb
pop you up; at the peak of this jump, set the sixth and final Bomb, then fall into the
fifth Bomb's explosion just in time to get popped up into the sixth explosion, which
sends you even higher. This is one of those moves that requires extensive practice;
however, should you master it, you'll start finding numerous places where you can use

This one is really easy, and actually gains you a bit of height. The best places to use
it are the times when you need to make extremely precise jumps.
To lock your view, simply hold the L Button and pan downwards until you are literally
staring at your feet. As you get your desired angle, let go of the Control Stick and
the R Button and you'll be able to make precision jumps while not losing sight of what
you're trying to reach.

Lock-On Dashing
Hold L to lock on to a target, then tap B while locked on to move from side to side
around them in a circle. This comes in handy during...the entire game... and is up-
graded once you find the Space Jump Boots.

Tractor Beam
Once you find the Charge Beam, you can tractor refills to your location by aiming at
them and charging up. If they're within range, they'll be pulled to you, eliminating
the need for you to go to them.

22: Item Checklist:
Here is a quick list of all of the Energy Tanks, Missile Expansions, and Power Bomb
Expansions in the game, and their room locations and hints on how to add them to your

Percentage Glitch
There are exactly 100 items in the game; each one counts as 1%. However, if you actually
play the game, you'll discover that there are only 99 items that get counted in your
totals. "What?" you ask? A Metroid game with only 99 items? Read below to find out the
operation of this quirky glitch and how it's rectified.

The breakdown of the items is as follows:
- 50 Missile Expansions
- 14 Energy Tanks
- 12 Chozo Artifacts
- 5 Morph Ball Enhancements
- 8 Beam Enhancments (counting Charge Combos)
- 4 Power Bomb Expansions
- 3 Suit Upgrades
- 2 Visor Upgrades
- 2 Misc. (Grappling Beam & Space Jump Boots)
100 Items.

Now, anyone who's played the game and stopped before gathering the last couple items
knows that for some reason, the game tallies you at 98% right before the last upgrade
(whether it be a Missile Expansion or Artifact, or anything else). Then to your sur-
prise, you collect the last item and receive the "100% of Item Pick-Ups" notification.
Why? For some odd reason for which I'm at a loss to explain, the Phazon Suit does not
get added to your totals until the very last item has been picked up. This was discov-
ered during an item-by-item analysis and it was determined that your percentage does
not increase when the Phazon Suit is acquired.
The most logical explanation I can come up with for it is that in all technicality, the
Phazon Suit is not an item pick-up, rather it is an accidental corruption of your Power
Suit. So technically speaking, there are only 99 items in the game, since you lose the
Phazon Suit upon beating Metroid Prime...

Energy Tank Locations
You have a maximum total of 14 Energy Tanks. Each Tank you acquire adds 100 units of
energy to your meter (and of course, another percentage point to your item totals).

Tallon Overworld
01) Cargo Freight Lift to Deck Gamma: You need the Gravity Suit and the Charge Beam to
    get this during your trek through the Wrecked Frigate. Blast the door of the broken
    lift inside this area to claim this Tank.
02) Hydro Access Tunnel: While heading through here, execute an underwater Double Bomb
    Jump to reach the Tank far in the ceiling.

Chozo Ruins
03) Transport Access North: Coming from the back, you need nothing, so grab this Tank
    as you're coming down from near the Sun Tower.
04) Plaza Access: Use the Morph Ball and access this Tank via the Plaza Access Tunnel
    (from the Vault).
05) Training Chamber: You need the Boost Ball, Spider Ball, and the Bombs. Use the half
    pipe to reach the Morph Ball slot on the right, then use the lift at the bottom
    near the door to reach the Tank.
06) Furnace: Use the MoBombs to solve the puzzle in the Energy Core.
07) Hall of the Elders: You need the Ice Beam. Activate the White Slot and have the
    Chozo Elder bowl you into the room containing the Tank.

Magmoor Caverns
08) Transport Tunnel A: You need the Morph Ball and Bombs to do three separate Double
    Bomb Jumps to reach the Tank.
09) Magmoor Workstation: Use the Wave Beam to activate three power conduits, then use
    the Morph Ball and Scan Visor to solve the puzzle leading to the Tank.

Phendrana Drifts
10) Ruined Courtyard: Use Bombs to activate a Morph Ball slot that raises a series of
    platforms, giving you access to a Morph Ball tunnel that leads to the Tank.
11) Research Lab Aether: You need Missiles to blast this free from a container.
12) Transport Access: You need the Plasma Beam; it'll be frozen in some ice as you make
    your way through.

Phazon Mines
13) Ventilation Shaft: Use Power Bombs to reach the fan controls, then roll through
    exposed grate to the Tank.
14) Processing Center Access: Once you've beaten the Omega Pirate, you can use the
    elevator off to the side to reach the upper catwalks. Head into the red door at the
    end to find the Energy Tank right in your path.

Missile Expansions
Upon acquiring your first Expansion, you're given a starting count of 5 Missiles. Each
of the subsequent 49 Expansions adds another 5 Missiles to the total stock, allowing
for a maximum count of 250. The list is organized by the area they're found in. The
walkthrough section details getting all of the Expansions in a timely manner, so if
you're confused as to when you can get a particular Expansion, check the Speed Run for
the much more detailed version.

Tallon Overworld
01) Landing Site: Behind your ship is a small Morph Ball tunnel; roll into it and
    through the Tangle Weed to find the Expansion.

02) Transport Tunnel B: As you cross the narrow bridge leading back to Tallon Canyon,
    it's under the bridge. Drop down and pick it up.

03) Overgrown Cavern: It's stuck amongst some Venom Weed. Charge up the Boost Ball and
    rocket through the poisonous plants to pick up the Expansion along the way.

04) Frigate Crash Site: Head underwater and trek to the center of the lake (where the
    roots are). Stand on the roots and Space Jump to the small alcove containing the

05) Biohazard Containment: Use a Super Missile to break through one of the containment
    capsules to find the hidden Expansion.

06) Life Grove Tunnel: You need the Boost Ball to boost to the top of an oval rock
    structure, then break the rock in the middle with a Bomb.

07) Great Tree Chamber: Use the X-Ray Visor to spot hidden ledges inside the Great Tree
    Hall to find this Expansion.

08) Root Cave: Use the X-Ray Visor to see the hidden ledges leading up this vertical
    area. Scan around for the Expansion behind some plants.

09) Arbor Chamber: Ascend to the very top of the Root Cave, then enter the Plasma Beam
    door at the top to get this Expansion.

Chozo Ruins
10) Main Plaza: Use the Boost Ball to roll up the half-pipe structure.

11) Main Plaza: Climb up to the bridge, then drop onto an ledge to the right. Use a
    Super Missile to destroy the knot on the tree, then Space Jump to the Expansion.

12) Main Plaza: Use the pathway through the Magma Pool, exit out through
    Piston Tunnel and use the Grappling Beam to swing across the Plaza
    to this Expansion.

13) Ruined Shrine: Break the sandstone near the bottom with a Bomb and roll to the
    Expansion. Be wary of Beetles following you into the tunnel.

14) Ruined Shrine: Use the half-pipe to roll up the right side and Bomb through to the
    tunnel where the Expansion is hidden.

15) Ruined Gallery: Destroy the sandstone in the lower left wall with a Missile to
    reveal the Expansion.

16) Ruined Gallery: Bomb Jump into a small Morph Ball tunnel on the lower floor, then
    roll through the tunnel to the Expansion.

17) Watery Hall Access: Use a Missile to crack the wall on the left by the water.

18) Watery Hall: Use the Gravity Suit to go underwater, then Space Jump
    up the short cliff to reach the Expansion.

19) Dynamo: Use a Missile on the metallic decoration to uncover the path
    to this Expansion.

20) Dynamo: Use the nearby Magnetic Rail to roll up to the Expansion.

21) Burn Dome: Immediately after beating the Incinerator Drone, use a Bomb on the stone blocking entrance to a Morph Ball tunnel
    that leads to the Expansion.

22) Ruined Nursery: You need to use Bombs in two separate places to clear sandstone
    blocks from the wall maze, eventually allowing you access to the Expansion.

23) Vault: Bomb Jump into each of three Morph Ball slots to deactivate the gates block-
    ing the Expansion.

24) Gathering Hall: Use the Space Jump to get to the ledge above the door leading to
    the Energy Core, then use a Morph Ball Bomb to blow up the grating covering the

25) Crossway: Use the half-pipe to activate a Morph Ball slot, then use a piston to
    reach a ledge with the Expansion.

26) Ruined Fountain: Hop into the center of the Fountain, in Morph Ball form, and hold
    R to stick to a Magnetic Rail that leads to the Expansion.

27) Training Chamber Access: Near the exit is a small Morph Ball tunnel obscured by
    foliage. Roll on through to collect the Expansion.

28) Furnace: Power Bomb the right hand floor, use the half-pipe to cling to a Magnetic
    Rail, then navigate a precarious walkway to reach the Expansion at the end.

Magmoor Caverns
29) Storage Cavern: Roll under the Triclops Pit and into the Morph Ball slot to the
    right to find a new room. Enter the door at the top; the Expansion is at the back.

30) Fiery Shores: Jump to the ledge with the Triclops, then Bomb Jump into the tunnel.
    Take it, then bomb your way up the small maze to the right. Lastly, slowly roll
    along a narrow track to reach the Expansion at the end.

31) Triclops Pit: Space Jump out to an invisible ledge, then use 45 degree angle leaps
    of faith and a Missile to reveal the Expansion.

Phendrana Drifts
32) Phendrana Shorelines: It's hidden in some ice in a pillar near the first Save

33) Phendrana Shorelines: Climb to the Chozo Ice Temple, destroy the Cordite with a
    Super Missile, scan the wall, then take the Magnetic Rail up to the Expansion.

34) Ice Ruins East: Use the Magnetic Rail in the building directly across from the
    entrance to roll up to the Expansion.

35) Ice Ruins East: Beneath the door leading to Plaza Walkway, use the Plasma Beam to
    melt the ice.

36) Research Lab Hydra: Use a Super Missile to break the Cordite wall on a stasis tank,
    revealing the hidden Expansion.

37) Research Lab Aether: Space Jump up to a small ledge, then roll along a convuluted
    narrow track to reach the Expansion at the end.

38) Quarantine Monitor: Use the Grappling Beam in Quarantine Cave to swing across to
    the ledge leading to this room. The Expansion is just inside the Morph Ball tunnel.

39) Gravity Chamber: Climb to the top, then use the Plasma Beam to melt some icicles.
    Use the newly revealed Grapple Point to swing over to the Expansion.

40) Frost Cave: Grapple to the far ledge, shoot a stalactite to break the ice below,
    and head underwater to find the Expansion.

Phazon Mines
41) Main Quarry: Activate the crane and let it crush a wall, then use the Magnetic Rail
    on the crane to roll over to the Expansion.

42) Security Access A: Near the entryway, face the rear wall and set a Power Bomb to
    destroy the grating, giving access to the Expansion.

43) Elite Research: On the top level, use the Spinner to rotate the Pulse Cannon so
    that it faces the left wall. Fire the Cannon to reveal the Expansion.

44) Elite Control Access: Destroy the explosives on the ledge, then Space Jump up to
    the ledge and roll inside to find the Expansion.

45) Metroid Quarantine A: Once you get to the ledge on the far side, use two Power
    Bombs to destroy walls leading to a new set of Magnetic Rails. Follow the rails to
    a platform on the others side, then use another invisible moving platform to find
    the tricky Expansion.

46) Fungal Hall Access: Drop to the very bottom and roll under the giant Saturnine.
    Make it quick to get out of the Phazon patch.

47) Fungal Hall B: At the very end, use the X-Ray Visor to spy the Expansion hidden
    underneath the floor by the patch of Saturnines. Use a Power Bomb to clear the rock
    out of the way, drop and collect.

48) Metroid Quarantine B: Get through the Quarantine section, and fire a Super Missile
    at the Cordite pillar to reach this Expansion.

49) Phazon Processing Center: As you make your way up the first set of invisible plat-
    forms, you can see the Expansion hidden behind a wall on a ledge. Space Jump to the
    ledge from the second invisible platform and use a Power Bomb to open a path to it.

Power Bomb Expansions
There are a total of 8 Power Bombs; the main upgrade gives you 4 of them, and the
remaining 4 Expansions each add 1 Power Bomb.

Chozo Ruins
01) Magma Pool: You'll need the Grappling Beam and Power Bombs. Use the Grappling Beam
    to swing over, then detonate a Power Bomb at the wall to reveal the Expansion.

Magmoor Caverns
02) Warrior Shrine: You need the Power Bombs. Detonate one underneath the Chozo statue
    where you picked up the Artifact of Warrior to find the Expansion.

Phendrana Drifts
03) Security Cave: You may want the Grappling Beam. Climb to the top of Phendrana's
    Edge, then use the Morph Ball tunnel.
04) Ice Ruins West: Heading out of the Ruined Courtyard, you'll have to hop across the
    rooftops and use the Plasma Beam to melt the ice on the last roof.

Chozo Artifacts
You must recover all 12 of these to finish the game. Once you collect all of them,
you'll receive new scan data directing you back to the Artifact Temple.

Tallon Overworld
01) Truth: Artifact Temple; head up to the temple and it'll be sitting in plain view
    near the center.
02) Chozo: Life Grove; you need to Power Bomb the walls away, then go in the lake and
    Bomb the drain to reveal a bridge containing the Artifact.

Chozo Ruins
03) Wild: Sunchamber; return to where you fought Flaahgra and battle three Chozo Ghosts
    for the Artifact.
04) Lifegiver: Tower Chamber; while it's recommended that you have the Gravity Suit to
    get this Artifact, you can use the Space Jump to get it. It's under the water in
    the Tower of Light.
05) World: Elder Chamber; activate the red Morph Ball slot in the Hall of the Elders to
    be thrown into a room containing this Artifact.

Magmoor Caverns
06) Strength: Warrior Shrine; Space Jump up to the uppermost section of Monitor Station
    and jump atop the computers, then make a huge Space Jump across the gap to land on
    a ledge leading to the room where this Artifact is kept.
07) Nature: Lava Lake (section 1); use 2 Missiles to break a rock column near the
    beginning, then Space Jump to the Artifact.

Phendrana Drifts
08) Spirit: Storage Cave; return to Phendrana like you were going to the Gravity Suit.
    Once you reach Phendrana's Edge, you'll have to use the Grappling Beam to climb up
    a few ledges. Near the middle, use the X-Ray Visor to locate a hidden door off a
    ledge, then set a Power Bomb to reach the door leading to the Artifact.
09) Elder: Control Tower; once you have the Plasma Beam, return here via Frozen Pike.
    Look around to see a tower that's leaning to one side. Jump into the open area
    above East Tower, destroy the crate, then melt the ice in front of the window. Look
    to find a fuel cell near the tower, and fire a Missile at it to collapse the tower.
    Climb inside to find the Artifact.
10) Sun: Chozo Ice Temple; use the Plasma Beam to melt the ice off the Chozo statue
    near the Chapel of the Elders. A Morph Ball slot leading to the Artifact is at the

Phazon Mines
11) Warrior: Elite Research. On your second trip to the Mines, you'll have to Power
    Bomb the tube containing the Phazon Elite. Defeat it like the other Elite Pirates
    to earn the Artifact.
12) Newborn: Phazon Mining Tunnel; you have to backtrack here after you obtain the
    Phazon Suit. Enter the tunnel and follow the alternate path, bombing your way
    through a lot of Radion to reach the Artifact at the bottom.

23. Log Book Data Locations:
The previous section spelled out each Pirate Data and Chozo Lore; here is the short
guide to finding each one, if you don't want to read the actual guide to find them.

Pirate Data
These 25 entries detail the Pirate operation on Tallon IV.

Space Pirate Frigate
01) Fall of Zebes: Biohazard Containment; first set of computer consoles
    you see upon entering room.

Tallon Overworld
02) Artifact Site: Temple Security Station; right in your path.

Phendrana Drifts
03) Contact: Observatory; on the rear deck.
04) Phazon Program: Observatory; rear deck.
05) Mining Status: Research Lab Hydra; lower computer bank.
06) Security Breaches: Research Lab Hydra; lower computer bank.
07) Phazon Analysis: Research Lab Hydra; lower computer bank.
08) Parasite Larva: Research Lab Hydra; upper level.
09) Glacial Wastes: Research Lab Hydra; upper level.
10) Metroid Studies: Research Lab Aether; on the upper right wall near
    the Metroid.
11) Meta Ridley: Research Lab Aether; on the left wall near the Metroid.
12) Metroid Morphology: Research Lab Aether; first bank of computers
    after the deactivated forcefield, Space Jump to it.
13) Phazon Infusion: Research Lab Aether; lower level computer bank.
14) Metroid Forces: Research Lab Aether; lower level computer bank.

Phazon Mines
15) Elite Pirates: Elite Research; in computer bank near elevator.
16) Metroid Prime: Elite Control; near entrance before Elite Pirate.
17) Chozo Studies: Elite Control; huge computer bank.
18) Prime Mutations: Elite Control; huge computer bank.
19) Chozo Ghosts: Elite Control; huge computer bank.
20) Prime Breach: Elite Control; huge computer bank.
21) Chozo Artifacts: Elite Control; huge computer bank.
22) The Hunter: Elite Control; near entrance before Elite Pirate.
23) Hunter Weapons: Elite Control; near the ramps leading up, scan the
    group of consoles facing away from you.
24) Omega Pirate: Omega Research; on the ground floor.
25) Special Forces: Metroid Quarantine B; scan the terminals as you
    enter in the section containing the Save Room.

Chozo Lore
These 16 entries give insight to the spiritual culture of the ancient Chozo.

Tallon Overworld
01) Binding: Artifact Temple; head east to find it near the far wall.
02) Statuary: Artifact Temple; same location on the west side of room.

Chozo Ruins
03) Fountain: Ruins Entrance; a little above the door.
04) Exodus: Ruined Nursery; dead ahead of the entrance.
05) Hatchling: Ruined Fountain; it's right above the Fountain.
06) Meteor Strike: Watery Hall; above the Charge Beam.
07) Contain: Sun Tower; on the wall near a Wasp Hive.
08) Beginnings: Vault; on the eastern wall from the entrance.
09) Cradle: Furnace; above the Morph Ball tunnel.
10) Infestation: Crossway; on the western wall.
11) Hatchling's Shell: Crossway; on the western wall.
12) Worm: Crossway; on the western wall.
13) Hope: Hall of the Elders; behind the Chozo statue.
14) Newborn: Magma Pool; near the Power Bomb Expansion.

Phendrana Drifts
15) Cipher: Ice Ruins West; from the entrance, head to the right into the small building.
    The Lore is on an upper wall in here.
16) The Turned: Phendrana Canyon; it's right under the door where you come in. Carefully
    hop off the ledge onto the bridge so you don't fall all the way down.

Pirate Data Transcriptions
These can be found at for NTSC entries.
or for PAL entries.

Chozo Lore Transcriptions
These can be found at for NTSC entries.
or for PAL entries.

Research Entry Transcriptions
These can be found at

Creature Morphologies
These can be found at

However, here's a brief listing of the order in which the creatures appear in the Log
Mega Turret, Grizby, Zoomer, Plated Parasite, Pulse Bombu, Ice Shriekbat, Parasite Queen,
Scarab, Aqua Reaper, Triclops, Puffer, Glider, Auto Turret, Jelzap, Beetle, Tangle Weed,
Flying Pirate, Hive Mecha, War Wasp, Bloodflower, Ice Beetle, Reaper Vine, Aqua Drone,
Ice Trooper, Sap Sac, Flickerbat, Wave Trooper, Sentry Drone, Burrower, Plazmite, Barbed
War Wasp, Flaahgra, Scatter Bombu, Space Pirate, Parasite, Tallon Crab, Blastcap, Aqua
Sac, Lumigek, Incinerator Drone, Eyon, Fission Metroid, Oculus, Meta Ridley, Plasma
Trooper, Aqua Pirate, Baby Sheegoth, Seedling, Plated Beetle, Sheegoth, Stone Toad,
Metroid, Venom Weed, Phazon Elite, Metroid Prime, Ice Burrower, Flaahgra Tentacle, Elite
Pirate, Omega Pirate, Puddle Spore, Chozo Ghost, Thardus, Shriekbat, Hunter Metroid,
Magmoor, Hive, Prime, Shadow Pirate, Ram War Wasp, Ice Parasite, Geemer, Crystallite,
Plated Puffer, Power Trooper.

One-Time Scans
There are quite a few entries for the Log Book that can only be scanned once; you must
scan them the first time you encounter them, or forfeit them for the game (23 to be
exact). Here's a list of these "red-flags" or "one-time scans".

01) Aqua Drone: Wrecked Frigate; Biohazard Containment (lower level).
02) Aqua Sac: Wrecked Frigate; directly in front of you in the shaft before the Hydro
    Access Tunnel.
03) Barbed War Wasp: Chozo Ruins; Incinerator Drone fight.
04) Flaahgra: Chozo Ruins; Sunchamber.
05) Flaahgra Tentacle: See above.
06) Hive Mecha: Chozo Ruins; Hive Totem.
07) Ice Burrower: Phendrana Drifts; Plaza Walkway. You first encounter them as you head
    from East Ruins through to the West Ruins.
08) Ice Parasite: Scan these in the Chozo Ice Temple as you make your way to the Wave
    Beam; they never reappear here again.
09) Ice Shriekbat: Phendrana Drifts; Ice Ruins West. After you have the Wave Beam and
    start heading towards the Ruined Courtyard, you'll see a group of them on a ceiling
    a little to the left of the the Wave Beam door. Scan them while they hang; it's
    difficult to get them mid-dive.
10) Incinerator Drone: Chozo Ruins; Burn Dome.
11) Lumigek: Impact Crater; Crater Tunnel A. Only lifeform here, but they aren't scan-
    nable once they settle in the Phazon. Make it quick.
12) Meta Ridley: Tallon Overworld; Artifact Temple.
13) Metroid Prime: Impact Crater; Phazon Infusion Chamber.
14) Omega Pirate: Phazon Mines; Elite Quarters.
15) Parasite: Space Pirate Frigate; Subventilation Shafts.
16) Parasite Queen: Space Pirate Frigate; Reactor Core.
17) Phazon Elite: Phazon Mines; Elite Control.
18) Prime: Impact Crater; Metroid Prime Lair.
19) Puddle Spore: Magmoor Caverns, Core Access Tunnel. While these stick around for a
    while, they will usually disappear by the next time you come through. Scan them as
    you leave from Phendrana after Thardus.
20) Ram War Wasp: Chozo Ruins; Hive Mecha fight.
21) Tallon Crab: Sunken Frigate; Subventilation Tunnels C and D. They look like Parasite
22) Thardus: Phendrana Drifts; Quarantine Cave.
23) PD: Fall of Zebes - Space Pirate Frigate; Biohazard Containment. It's in one of the
    consoles near the entrance.

24. Endings:
There are three endings for Metroid Prime, and unlike previous (smaller) titles, they
don't depend on your ending time, but rather on your item percentage (this only counts
for item pick-ups, not Log Book scans).

Ending 1: 0-74% (bad ending) - Samus destroys Prime, and fights off
a tugging attack from the remains of Prime. The beam literally rips the
Phazon Suit off of Samus, leaving her in the Gravity Suit. Samus takes
off running, and signals for her Ship to arrive as she leaves the Impact
Crater. The Artifact Temple explodes behind her, and as she hops on to
her Ship, she turns to gaze at the destruction, then the scene cuts as
she starts to remove her helmet.

Ending 2: 75-99% (good ending) - Samus destroys Prime, and fights off
a tugging attack from the remains of Prime. The beam literally rips the
Phazon Suit off of Samus, leaving her in the Gravity Suit. Samus takes
off running, and signals for her Ship to arrive as she leaves the Impact
Crater. The Artifact Temple explodes behind her, and as she hops on to
her Ship, she turns to gaze at the destruction1, then descends inside and
flies off. The credits roll, then a scene showing Samus without her
helmet cues. The game's congratulations screen loads with Samus in a
victory pose.

Ending 3: 100% (best ending) - (by far the coolest one of all). Samus destroys Prime, and
fights off a tugging attack from the remains of Prime. The beam literally rips the Phazon
Suit off of Samus, leaving her in the Gravity Suit. Samus takes off running, and signals
for her Ship to arrive as she leaves the Impact Crater. The Artifact Temple explodes
behind her, and as she hops on to her Ship, she takes off her helmet to gaze at the
destruction before heading inside and flying off. Cue the same credits and congratulatory
screen with the victory pose, then you see a scene with a pulsating blob of Phazon.
Suddenly, a black and red metal hand (eerily resembling that of the Phazon Suit) bursts
out while a small eye twitches in the palm (right about where the circular globe is on
Samus' hand). Spooky...

25. Secrets and Tips:
1. Use the Fusion Suit: To do this, you must have a Game Boy Advance, a Gamecube Link
   Cable, and Metroid Fusion. Beat Metroid Prime and then hook up your GBA to the Game-
   cube (with Fusion inside) and go to the menu titled "Metroid Fusion Connection
   Bonuses". Select the Fusion Suit option and activate the uplink. Once complete, you
   can use the Fusion suit in Prime, and it'll change colors upon getting the Varia/
   Gravity/Phazon suits as well. Note that the Fusion Suit must be manually selected
   each time you begin play, even if you are continuing a saved game.
2. Play NES Metroid: Play the classic game that started it all on your Gamecube. To do
   it, repeat the same steps above, except you must finish Metroid Fusion first. Then
   select the "NES Metroid" option and select it to play the old game. The controls are
   a bit different here, so I'll go over them real quick. If you need help guide-wise,
   check out our guides here at
     NES Metroid Controls
     - L Button - Quit Game.
     - Control Stick/Pad - Move Samus, Aim Up, Morph into Morph Ball.
     - Start - Pause game.
     - B Button (X also works) - Jump.
     - A Button (Y also works) - Fire Weapon, Lay Bombs as Morph Ball.
     - Z Button - Switch from Beam to Missiles, and vice-versa.
   The old Password system has been preserved, so you can use all the old cheats if you
   so desire, but you can also save your progress to the Gamecube Memory Card. When you
   want to continue a game, press Z to highlight "CONTINUE" and then press Start. Your
   game will automatically pick up from the last major starting point.
3. Hard Mode: Did you beat Metroid Prime thinking the game was just a bit too easy?
   Here is your answer: Upon beating it the first time around, you'll unlock the Hard
   Mode. Start a new game and you'll be given the option for Hard. In this new mode of
   play, enemies are twice as tough, you are twice as vulnerable, and everything is all-
   around more of a nightmare. Have fun....
   Actually, here's a short list of some tips that should make the journey a bit less
   - Get 100%. Really, it's darn near a gospel requirement (unless you possess the mad
     skillz it takes to complete a Hard Low Percent game). Given that all enemies take
     twice as much effort to kill, and you take twice as much damage makes for an
     incredibly tough time.
   - Once you acquire the Charge Beam, start using it to take out the minor enemies. A
     single charge shot is better than peppering with lots of little shots (particularly
     in Beetle swarms).
   - The Space Pirates are incredibly beefed up, particularly the Beam Troopers you
     find in the Mines. Here's a quick guide to the major differences in the Pirate
      - Normal Pirates: Expect much more melee combat from these fellas. However, the
        charged Plasma Beam disintegrates them in one shot. Until you get the Plasma
        Beam, use charged Ice Beam shots to take them out in a single hit.
      - Shadow Pirates: Just like above, except you'll need to use the Thermal Visor to
        track their infrared heat signatures. Deal with them the same as Normal Pirates
        by using charged Ice Beam shots on them. Once you get the Plasma Beam, you can
        vaporize them instead.
      - Wave Troopers: Oy...My only word of advice for the first couple of rounds is to
        try to get them to attack one at a time (this means slowly advancing through
        the areas they occupy), then resort to pulsing the Wave Beam at them. If you
        get a group of them during the Omega Pirate battle, just hop back and forth
        until the Omega Pirate appears over a Phazon patch, then ignore them.
      - Power Troopers: These Troopers will without a doubt beat the crap out of you.
        They always take two Super Missiles to kill, and some of them survive past that
        point as well! These are the most lethal of the Hard Mode bunch; handle them
        with extreme care. A gang of them could easily (and quickly) cost you your life
        if you don't watch it every step of the way. During the Omega Pirate fight, you
        should Space Jump around and only fire off your Super Missiles if you have Power
        Bombs to use on Omega and Missiles in reserve.
      - Ice Troopers: Still the easiest of the bunch, Ice Troopers' firepower is more
        refined: three hits is easily one and a half Energy Tanks. Use the same strategy
        as before of freezing them, then using a Missile on them. During the Omega
        Pirate fight, use the Ice Spreader (if reserves are available), but only if
        there's more than two.
      - Plasma Troopers: These Troopers are much more refined in their attacks, and not
        nearly as sloppy as they were in Normal Mode. Their Plasma Beam does major
        damage, and the quick mobility of the Plasma Troopers isn't exactly to your
        benefit. You should still attempt to attack from afar while rapid-firing the
        Power Beam (charging up takes an eternity, during which you're vulnerable to
        attack). In the Omega Pirate fight, DO NOT use the Flamethrower; it barely works
        as an attack, and consumes needed Missile stocks far too rapidly.
     While I described brief methods for going about the Troopers in the Omega Pirate
     battle, it is not enough to simply describe how to kill them. In Normal Mode, it
     was perfectly acceptable to ignore the Troopers near the end since the Pirate only
     took four hits from the Super Missile to kill. This time around, evading the
     Troopers will almost surely mean your death since you face them in much larger
     groups, and more tend to swarm in any time the Omega Pirate gets damaged. Sometimes
     it is honestly better to deal a bit of damage to the Omega Pirate, then spend a
     whole round picking off the Troopers while you allow the Pirate to repair himself.
     Just keep at the forefront of your mind that the Space Pirates are your most deadly
     enemy in the entire game during Hard Mode, and should be approached with extreme
     caution at all times.
   - Crates are your lifesaver: blast them for refills when you need  them, though it's
     such sweet irony that you can be reduced to a single Energy Tank and get nothing
     but un-needed Missile refills...
   - The Metroids are far more aggressive in Hard Mode - the normal ones respond to
     threats much quicker, the Hunter Metroids will attack you viciously and without
     abandon, and the Fission Metroids get nastier than ever. If you had problems going
     up against the Fission Metroids in Normal mode, then you'll have quite a fun time
     confronting them in Hard. Not only will they spawn faster, but they take almost
     exclusively to latching on to you mid-jump, which in the wrong places sends you
     plummeting towards the bottom of the room.
4. Bonus Features: By completing certain requirements within Metroid Prime, you'll
   unlock four very cool image galleries that can be accessed via the Main Menu. Each
   gallery contains concept art, CG and wire-frame models used in the construction,
   drawing board sketches, and lots of other nifty stuff. To unlock each, you must
   complete each of the following requirements:
   - Image Gallery 1: Get 50% of the Log Book Scans.
   - Image Gallery 2: Get 100% of the Log Book Scans.
   - Image Gallery 3: Beat the game's Hard Mode.
   - Image Gallery 4: Get 100% of the Item Pick-ups.
5. Unscannable "Easter Eggs": There are a few creatures you'll encounter throughout the
   game that will be quite familiar to fans of the Metroid series. While a few, like
   the Geemer, are only minor, there are a few rarer "easter eggs" of sorts. I'll
   detail the ones I know about.
   - Alpha Metroid: I'd heard rumors about these mutant Metroids being discovered in
     the powerless Phendrana Research Labs. It is true that one of the dead Metroids
     scans as an Alpha-class, but it is merely a morphological error as this Metroid is
     clearly not an Alpha. However, near the top of the central stasis tube in Research
     Lab Aether, there is a dead Alpha Metroid floating around; though you can't get
     any sort of readings on this one.
   - Sidehopper: You can find this in Biohazard Containment on the Space Pirate Frigate
     (first time around). It's fairly easy to find; just look or listen for the thing
     beating up one of the containment doors. Scan it and you'll get an image of what
     is clearly a Zebesian Sidehopper (!).
6. Miscellaneous Bonus Material: There's a bit of stuff that won't really help you per
   se, but it's fun to do sometimes when you're bored. This last section catalogues the
   miscellaneous stuff you can do to "spice" up the game if your journey gets too
   tedious (though I don't see why it should - if you're using this guide, you're
   already blasting through the game...)
   - Mega Metroids: This works best for Hunter Metroids, particularly the first one you
     find in Frost Cave. Fire Power Beam shots at it until it sizzles, then the Metroid
     will mutate into a huge version of its former self. Do note that as the Metroids
     get larger (from absorbing energy I suppose) they do get more powerful.
   - "Secret World": This one is really interesting. Anyone familiar with the "secret
     worlds" in the original Metroid will know that there were spaces of left-over
     programming that, under the right conditions could actually be accessed and
     explored. The downside of these lost areas was that exploring one often meant you
     got stuck in there for the remainder of your game.
     Metroid Prime, too, has one of these "secret worlds". Here's how to access this
     glitch place, and a few tips to keep in mind should you decide to mess around a
     What you have to do is get to Transport Tunnel C (via the Chozo Ruins Reflecting
     Pool area) - it's the one near the Save Station. Once you get inside the tunnel
     (the one filled with Geemers and Zoomers), head to the tree in the center. Look
     for some gnarled roots that give you just enough room to stand on, jump up on the
     top root, and angle your view all the way up using the R Button. Lock your view
     when it's as high as it'll pan, and look for a crack in the tree. Get under this
     crack and start Space Jumping; one of your jumps should squeeze you into this crack
     and set you down inside the glitched-up area.
     Keep these two things in mind when exploring this new world.
     - Do NOT use the Morph Ball under any circumstances: if you do, you'll get stuck
       in an endless fall, and the game will lock up or freeze you if you try to get out
       of Ball mode. So don't Morph at any time.
     - Second, you have to lock your view and aim anytime you want to jump; the game
       gets extremely weird if you don't do this.
   - Misc. Animations: There are a couple of animations in the game that appear when
     you do certain things, like if you rapid fire the Power Beam a lot, smoke will
     eventually start coming out of it. It doesn't affect you in any way, but it's
     pretty cool to see a "smoking gun". A second one occurs if you sit in one place
     for a while. If you don't move, Samus will eventually get "bored" and start
     fiddling with the controls on her Beam Cannon.

26. Contributions:
Here's the section where I thank the people that helped me through this guide (ongoing
as it still is). Much thanks go out to...

- Nintendo and Retro Studios for creating such an incredible game in the Metroid
  series (and for announcing a follow-up GCN title).
- All the staff members of Metroid Online who gathered around to make this endeavor
  work. You guys really mean more to me than you know. Keep it up, and we'll have one
  of the biggest Metroid sites on the Net.
- My family and friends for putting up with me while I wrote this guide and began the
  process of thinking big thoughts for the site. In no particular order: Reeve from
  MMN for letting me devote time off from that site to do this; Jason R. - for showing
  me that I can push my vocal chords to a new limit (you keep me screaming like LP and
  I'll destroy said vocal chords. Then I'll sue you); Bonnie S. - you always managed to
  keep me semi-inspired, even when I was down in the pits; my parents for the occasion-
  al support and for telling me I couldn't pull this off - now I have something to show
  off; and everyone else important to me that I might have forgotten - you have my
- CJayC and GameFAQs for having such an easy to use site and message board system.

27. Legal:
This guide must always be shown in full form with credit given to the author, and a link
and credit must be given to Metroid Online ( All
associated characters and games are copyright to Nintendo.