GetDotted Domains

Retro Game Walkthroughs For
"Metroid Prime"
(Gamecube)

Retro Game Walkthroughs for Metroid Prime (Gamecube)
Submitted By: ChELseA 4 Evr
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Table of Contents

1. Introduction 2. FAQ 3. Basics 3A. Controls 3B. Menus/Displays 3C. Tips/Tricks 4. The World of Samus 4A. Weapons and Items 4B. Enemies *REVISED* 4C. Bosses 5. Walkthrough 5A. Frigate Orpheon - Distress 5B. Tallon Overworld/Chozo Ruins - Basic Items 5C. Chozo Ruins - Capture the Flaahgra 5D. Magmoor Caverns/Phendrana Drifts - Fire and Ice 5E. Tallon Overworld/Phendrana Drifts - Rocky Research 5F. Chozo Ruins - The Fate of the Chozo 5G. Phendrana Drifts - The Cold is Winter! 5H. Tallon Overworld - Memories 5I. Phazon Mines - The Canary's Dead! 5J. Tallon Overworld/Chozo Ruins - X-Ray-ted 5K. Everywhere - Plasma and Pickups 5L. Phazon Mines - The Pirate Purge 5M. Tallon Overworld - Showdown 5N. Impact Crater - The Newborn Returns 6. Game Collectibles 6A. Missile Expansions 6B. Energy Tanks 6C. Power Bomb Expansions 6D. Chozo Artifacts 6E. Quick Checklist 7. Log Book Entries 7A. Research (Includes locations of Save, Missile, and Map Stations) 7B. Chozo Lore 7C. Pirate Data 7D. List of Enemies 7E. The "One-Shot" List (things you cannot go back for if you miss them) 8. Extras 8A. Original Metroid Mini-FAQ 8B. Endings

****************************************************************************** 1. INTRODUCTION ******************************************************************************

Heyo, and welcome to my guide on Nintendo and Retro Studios latest masterpiece, Metroid Prime, the latest chapter in the Metroid saga, returning after an eight-year hiatus. In this installment, our heroine, Samus Aran has recently defeated the Metroid menace on the planet Zebes, by destroying the Mother Brain (as depicted in the original Metroid). Before the events of Metroid II, however, Samus is further tailing the exploits of the Space Pirates to the world of Tallon IV. This simple text file will be your guide as you help Samus defeat them once again.

****************************************************************************** 2. FAQ ******************************************************************************

Q: Just what is Metroid Prime? A: The newest action first-person game from Nintendo by Retro Studios.

Q: Where does it take place in the Metroid timeline? A: Metroid Prime occurs soon after the events of the original Metroid, and before Metroid II.

Q: Why a first-person shooter? Where's my 2D Metroid? A: Quit the bellyaching. In order for the series to move forward, the GCN outing had to be 3D. Changing a game from 2D to 3D is a very tricky process. Given the fact that a lot of the Metroid series invovled shooting, much of the game takes place from inside her helmet, looking out her visor. This allows for excellent precision during combat. The only time you'll be in third-person is when Samus rolls up in her Morph Ball. After hours of playing, I'm happy to say the transition is actually quite smooth and easy to pick up on. And, if you're desparate for 2D Metroid, just get Metroid Fusion. It also rocks.

Q: How do I save the game?

A: You need to find Save Stations scattered about Tallon, or return to your Gunship.

Q: How do I do a Double Bomb Jump?

A: The gist of it is that you lay a Bomb, and right before that Bomb explodes, set a second one, then set a third just before you reach the very top of the jump. You should fall and land on the second Bomb, then ride up to the third. An easier way, I feel, is to count out to four at a medium pace: "1, 2, 3, 4". Lay Bombs on counts 1, 3, and 4. Just keep practicing and you should get it down.

Q: Where is (insert random item)? Is it hidden well?

A: No. None of the major items are hidden all that well in this game. The Missile Expansions, Energy Tanks, Power Bomb Expansions, and Beam Combos are hidden pretty well, but you really shouldn't be asking me about any of the other items. If you have no idea which item to find next, turn on the Hints. Follow where the hint points you and you'll find the next item.

Q: What are the Artifacts for?

A: Read some Chozo Lores to find out what they are specifically, but if you just want a simple answer, you need all twelve of them to get to the last area of the game.

Q: How do I get the different endings?

A: It's not the time, as with every other game, but with percentage of items collected. Scans in the Log Book don't count towards that percentage, so you'll still get that good ending even if you missed a scan.

Q: What do I need to have for 100%?

A: You need to find: The other four beams: Wave, Ice, Plasma, and Phazon The other three suits: Varia, Gravity, and Phazon The five Morph Ball upgrades: Morph Ball, Bombs, Spider Ball, Boost Ball, and Power Bombs The two additional visors: Thermal and X-Ray The Charge Beam The Grapple Beam The Space Jump Boots 250 Missiles (The Missile Launcher and 49 Expansions) 14 Energy Tanks (They will complete the line across the bar) 8 Power Bombs (The original four and 4 Expansions) 4 Beam Combos (Super Missile, Wavebuster, Ice Spreader, Flamethrower)

Q: I'm close to 100%, so I counted up the items I have left to get, and if every item counts as 1%, I'm short one item! Which one am I missing?

A: Although there are 100 items to pick up in this game, there's a weird glitch involved in the way they're counted up. Somewhere in the game, there's one item that doesn't count for any percent, so if you get to, say 92%, count what you're missing, and only come up with seven things missing, then you're fine, because the last item you get will count for two percent, boosting you to the full 100% when you get them all. Weird glitch, but it works out in the end...

****************************************************************************** 3. BASICS ******************************************************************************

Most of this stuff is available from your manual, but we all know how much some people hang onto those, much less read them, these days...

============== 3A. Controls = ==============

Control Stick: Move Samus around. Up moves her forward, Down backward. Left and Right turn her in those directions. A Button: Fires Samus' Beam Weapon. If you're in Morph Ball mode, this will drop Bombs (once you get them). Once you earn the Charge Beam, hold down the A Button to charge it up, then release. B Button: Make Samus jump. If Samus has Space Jump, press again in mid-air to double jump. If Samus is in Morph Ball mode, then this will activate Boost Ball if she has it. Also, if locked-on to an enemy, pressing B will cause Samus to make a quick dodge to the side. X Button: Switches between Morph Ball mode and standard walking mode. Only works after you get the Moprh Ball. Y Button: Fires a Missile, once Samus finds them. There's a small amount of downtime between firing Missiles. If in Morph Ball mode, this will cause Samus to drop a Power Bomb (if she has them). L Button: If an enemy is near Samus' crosshair, holding down L will lock onto it. While locked-on, Left and Right on the Control Stick will allow her to strafe around the enemy. If no enemy is targeted, then holding down L and moving Left or Right will be a standard strafe. If Samus has the Scan Visor up, holding down L will allow her to analyze scannable objects. If Samus has the Grappling Beam, hold down L while pointed at an appropriate object to fire it. Release to drop. R Button: While holding this button, the Control Stick will have Samus look around as opposed to move. If in Morph Ball mode, this will activate the Spider Ball function, if Samus has it. Z Button: Brings up the Map Screen. START Button: Brings up the Pause Menus. Control Pad: Allows Samus to switch visors. See the Visors section under Items for more info. C-Stick: Allows Samus to switch beam weapons. See the Weapons section for more info.

==================== 3B. Menus/Displays = ====================

Main Menu: Pressing START on the Title Screen will bring you to the Main Menu, where you can select a game file to play, or Erase existing game files. Also, you can select Metroid Fusion Connection Bonuses or the Image Gallery, if you've unlocked it. Those are explained in the Extras section of the guide.

---

Main Visor Display: Across the top of Samus' display is her Energy Reserve Meter. The long lower bar is the remaining energy in your active Energy Tank, and any squares above that bar are how many reserve Energy Tanks you have.

The top left corner of the display is a mini-radar. Orange dots represent enemies, and the cone at the top indicates Samus' forward field of vision.

The top right corner has a small, current section of the level map.

The left side of the display is the Threat Assessment. As you get near dangerous areas (lava, acid, what have you), the meter will increase.

The right side of the display is the Missile Reserves. Your count of Missiles will be tracked here.

The lower left corner of the display shows your visors. Use the Control Pad to switch.

The lower right corner of the display shows your Beam Weapons. Use the C-Stick to switch.

The very center has the Targeting Reticle, if you hold the R button. It's pretty much where you shoot.

---

Pause Menu: There are three main screens on the Pause Menu.

Inventory: Use this to get a look at items and weapons you've collected.

Log Book: Analyzing certain stuff in the game will put entries in your Log Book. Access the entries here. Further information on the entries in the Log Book is available in its own section near the end of the guide.

Options: (These are also available when you start a new game.) Visor: You can use this to change the visor opacity, helmet opacity, and the HUD lag time. Display: Change the brightness and dimensions of the game screen. Sound: Adjust volume and switch between sound modes. Controller: Switch look direction on the Y-axis, toggle the rumble feature, or switch Beam and Visor controls.

================= 3C. Tips/Tricks = =================

There are rooms in the game that can help you out. The biggest help is the Save Station rooms. Enter one and you can save your progress and restore your energy. There are also some places with Map Stations, where you can download a map of your current area. There are a few stations that can refill your Missiles, too. If you go to your Gunship, you'll save, restore energy, and all ammo.

Whenever entering a new room, it's advisable to bring up your Scan Visor and poke around the room. Sure, you may be chomping at the bit for action, but you can miss very important stuff by not taking a breather and scanning (don't worry about the excessive volume of stuff to scan at the beginning, there's a lot less later on).

Combat can become hectic and complicated at first, but it's basically a matter of remembering all your abilities. When fighting a bunch of small, fast enemies (such as War Wasps), hold down the R button to try some manual shots, but keep tapping the L button to lock onto the nearest one. When facing a large or slow enemy, remember your strafing and dodging, because many of the slowest ones can shoot fast and quite straight. You'll have to be the quick, annoying one. Oh, and don't forget your Missiles.

****************************************************************************** 4. THE WORLD OF SAMUS ******************************************************************************

Samus. Miss Aran if you're nasty. Born on an Earth colony called K-2L, she lost her parents when the Space Pirates attacked. The Chozo found her, and trained her in the art of the warrior, including the infusion of Chozo blood. They gave her a Power Suit designed to act as a second skin. She uses the suit in her profession as a bounty huntress. More often than not, her skills are called on to help defend the galaxy.

======================= 4A. Weapons and Items = =======================

Arm Cannon

Power Beam: Samus always has this weapon. It fires a straight shot of energy. Not all that special, but it still kills the bad guys. One big advantage this beam has over others is that it has the highest rate of fire. The disadvantage would be the relative lack of stopping power.

Wave Beam: Found in Phendrana Drifts after getting the Space Jump Boots. This beam fires three wavy electricity shots. It can momentarily stun some enemies, and others can only be killed with the Wave Beam. There are also purple doors that can only be opened with the Wave Beam. It has the second lowest rate of fire of the four main beams. The charged Wave Beam can momentarily immobilize bad guys.

Ice Beam: Found in Chozo Ruins after you get the Spider Ball. This beam can freeze certain enemies, making them immobile before you destroy them. It can also open white doors. The charged Ice Beam has a greater chance of freezing enemies, and it will last for longer. If you freeze something, firing a Missile will shatter them. The drawbacks to this beam are the slowest rate of fire of the four, as well as the slowest travelling shot.

Plasma Beam: Found in Magmoor Caverns, in a room near the Geothermal Core. You need the Grapple Beam to get it. Once you get this beam, you should use it as your main beam. It's very powerful and very fast. It can also melt ice and ignite things. Probably the only downside is that it doesn't have a huge reach unless you charge it up. It has the second highest rate of fire of the beams.

Phazon Beam: Earned from defeating the Omega Pirate. You can only use this at the very end of the game. You'll find Phazon pools to stand in. Once on the pool, just hold down the button to constantly fire in hyper mode.

---

Morph Ball

Morph Ball: Found in the Chozo Ruins after you lose it in the opening. Tap X and you'll roll up in a ball and be able to fit in tight spaces.

Morph Ball Bomb: Found in the Chozo Ruins after you lose them in the opening. When you roll up in the Morph Ball, press A to drop these unstable energy packets. The blast can damage most enemies, and is effective against certain ones. If you sit on top of a Bomb when it blows, you'll be propelled into the air. You can only drop three at a time, and can even get a "double Bomb jump" going. The most effective way is to count out loud at about a medium pace "1, 2, 3, 4". Lay bombs on counts 1, 3, and 4, and you should get a double boost. Helpful for hard to reach items.

Boost Ball: Found in Phendrana Drifts on your first visit there. While in ball form, hold B to charge the boost, then release. This is primarily used for rolling up half-pipes scattered around Tallon. The best way to get enough speed to crest these pipes is to roll back and forth and release a boost as you cross the lowest point. It doesn't really matter that much, but if you release as you're changing direction, you might mess up and flub the boost.

Spider Ball: Found in Phendrana Drifts, after beating Thardus. When in ball form, hold R and you'll attach yourself to magnetic tracks in the area, allowing you to crawl around places you couldn't before.

Power Bombs: Found in the Phazon Mines, after beating the Shadow Drone. Press Y in ball form to detonate a huge blast. These are good for breaking apart stuff made of Bendezium.

---

Suits

Power Suit: See the top of the this section. Once you take a beating in the opening area, this is what you'll be left with. You can still survive in space and underwater, but you won't be able to take extreme temperatures.

Varia Suit: After you lose it, you'll find this after beating the Flaahgra. With this suit, you can enter areas of high temperature, such as the Magmoor Caverns.

Gravity Suit: Found in Phendrana Drifts, in the Gravity Chamber (you must have the Ice Beam to get it). In this suit, you can navigate underwater as easily as if you were in air.

Phazon Suit: Earned after defeating the Omega Pirate. This stylish black and red suit will negate the effects of most poisonous Phazon on your system. Good deal.

Energy Tanks: Scattered throughout Tallon, these will add an extra 100 units of energy for you to blow.

---

Visors

Combat Visor: Always with Samus, this is her basic visor for fighting in. Nothing really special about it.

Scan Visor: Also always with Samus. You cannot fire while in this mode, although any kind of firing will put you back in the Combat Visor. With the visor up, focus on objects and if you can scan them, you'll see an orange or red square. Red squares are very important, and usually have something to do with moving ahead in the game. Orange is not as important, but you're still encouraged to scan everything. Anyway, hold L to scan the object in view and you'll get a little description, or something will be logged in your Log Book for future reference.

Thermal Visor: With this up, you'll be able to detect heat signatures. Anything that gives off warmth (lava, bad guys, plants) will be a brighter color than the background. This can allow you to see enemies that have any kind of cloaking ability. Also, you can use this to see certain targets for your Wave Beam. Be careful when using it in mechanized areas, as mechanical enemies will not show up on thermal scan. You'll find it in the Phendrana Drifts Research Core.

X-Ray Visor: This is in the Tallon Overworld Life Grove, which you can only get to after you find Power Bombs. Using this, you can track most any enemy. Also, there are objects concealed with a form of cloaking. Using this will allow you to see those objects.

---

Secondary Items

Missile Launcher: Samus' secondary weapon is found in the Chozo Ruins after you lose it in the opening. Some enemies are best destroyed using Missiles. By and large, they cause more damage than a standard beam shot. There are several Missile Expansions in the game besides the first one you find, so keep an eye open for hidden paths.

Charge Beam: Regained in the Chozo Ruins after the opening. Hold down the A Button to charge up any of your beams. Release to fire. Some enemies can only be destroyed with a charged shot. Also, charge up your beam and point it at nearby floating pickups and they'll be tractored to you if you're close enough.

Space Jump Boots: Although it's found in the Tallon Overworld, you won't be able to get to it until after taking a trip to the Phendrana Drifts. Once you earn this, press B a second time after jumping to jump again.

Beam Combo: There are four of these in the game, one for each beam, and you have to find them to use them. To use, charge up the Charge Beam, then press Y. Each combo uses a number of Missiles. Here's the lowdown on each: Super Missile: Used with Power Beam and 5 Missiles. Can destroy Cordite. Found in Phendrana Drifts, Observatory. Wavebuster: Used with Wave Beam and 10 Missiles, plus more for holding the A button down for a constant stream. Shoots a stream of electricity. Found in Chozo Ruins, Light Tower. Ice Spreader: Used with the Ice Beam and 10 Missiles. You'll shoot a blast of ice that will freeze up an entire area. It's found in the Shore Tunnel in Magmoor Caverns after you lay a Power Bomb in the glass tunnel there. Flamethrower: Used with Plasma Bema and 10 Missiles, plus more for holding the A button down for a constant stream of flame. Found in the Phazon Mines, Mine Security Station.

Grapple Beam: This handy electric beam is found in the Phazon Mines as you head out after earning the Power Bombs. To use it, you must first find a Grapple Point. Once you do, face it and hold L to shoot the beam. Use the Control Stick to manuever yourself in flight and release L to let go. It's pure fun.

============= 4B. Enemies = =============

For the sake of ease, I've arranged these guys in a grouped order, according to their relative danger. If you're looking for a list in the order of the Pause Menu's list, I moved it down to the Log Book area. I put boss enemies in the next section. If an enemy says "*ONE-SHOT*" after it, you should scan it the first time you see it, because there's no (or a limited) chance you'll see it again.

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Swarmers

Generally not a huge problem. These guys hide in small nooks in passage-like areas and swarm out in large clusters. Alone, all of them are exceedingly weak.

Parasite: A standard lizard-type enemy. They splatter on your visor if you get too close. The Pirates were futzing around with these guys and Phazon when a big one decided not to take their orders anymore. Found: Frigate Orpheon (only in the opening) *ONE-SHOT*

Scarab: Standard swarmer types that you'll face in tunnel areas. Found: Chozo Ruins in tunnels

Tallon Crab: A native of Tallon, these guys are much like Parasites or Scarabs in their swarm tendencies. Found: Tallon Overworld (Main Ventilation Shaft Section A)

Lumigek: These guys look like geckos and are found in the Impact Crater. Found: Impact Crater (Crater Tunnel A)

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Crawlers

These guys hug floors, walls, and ceilings. Usually, their body is their only weapon. There are some with ranged attacks, though. They're generally not very strong.

Zoomer: A staple of the Metroid universe. This spiked bugger clings to walls and ceilings. He basically walks around, and that's it. A few shots will waste him. Found: Tallon Canyon, in many places

Geemer: The tougher brother to the Zoomer. They have red shells, and cannot be killed with the usual beams, but they can be killed with a Missile or the Plasma Beam. Found: Tallon Overworld (Tallon Canyon, Root Cave)

Seedling: These are somewhat like Zoomers, except they can, and will, fire their spikes out at you. Found: Tallon Overworld (Temple Lobby)

Oculus: Another bad guy that hangs out mostly near Morph Ball areas. He's indestructible, and exists solely to prevent you from where you're going. Found: Chozo Ruins (Sun Tower, Tower of Light)

Grizby: Found in Magmoor Caverns. This little guy has a rock-hard shell. He mostly wanders around on small platforms, and can be taken out easily enough with a Missile. Found: Magmoor Caverns (Burning Trail, Lake Tunnel)

Triclops: Similar to the Grizby. It likes round stuff a lot. If it sees you rolling around in ball form, it'll try to bite you. If you drop Bombs, it'll go for those instead, with nasty results. Found: Magmoor Caverns, in several locations

Crystallite: These crawlers are recognized by the hunk of reflective ice on their backs that reflect beams. A Missile will bust one. A Plasma Beam will also work. Found: Phendrana Drifts, several locations

Ice Parasite: Really no more than a wall crawler for the Drifts. A few shots will take out this crystalline lizard-type guy. Found: Phendrana Drifts (Chozo Ice Temple, Frozen Pike) *ONE-SHOT*

Plated Parasite: These guys like to hang out near Morph Ball areas. They look like other parasites, only gray. You can bust them up with Bombs. Found: Chozo Ruins (Furnace)

---

Predators

Definitely too vicious to be considered Crawlers, even though most of them are land-locked. These bad boys will actively attack you, as opposed to passively defending themselves.

Beetle: Not your common garden variety. These guys are about a third your size and have a nasty bite. Take them out from afar with several shots. Found: Tallon Overworld and Chozo Ruins in several locations

Plated Beetle: A miniboss at first, but more common later on. These guys will get close to you. Shift to one side, shift back, then roar and charge you. As soon as they roar, dodge to the side and open up on their vulnerable red butts. One Charge Beam shot will kill them. Found: Chozo Ruins (Ruined Shrine, Main Plaza after destroying Flaahgra)

Ice Beetle: A resident of the Phendrana Drifts. Much like normal Beetles, except it takes several more hits. Found: Phendrana Drifts, in a few places

Burrower: An inhabitant of the Magmoor Caverns. They like to hang out underground a lot, but you can follow their movements. When they pop out, peg them. They only take one shot. Found: Magmoor Caverns (Lake Tunnel)

Ice Burrower: Seriously just like the Burrower from the Caverns, except he's in the Drifts. Make sure you scan one of these guys before you get the Thermal Visor, otherwise they'll disappear. Found: Phendrana Drifts (Plaza Walkway)

Baby Sheegoth: These snowbeasts fire blasts of icy acid. Their only weak spot is their back. To get to it effectively, you'll need some room to do a side dodge (with B). It's a lot easier with the Space Jump, but it can be done without, Keep hammering the back, and the Sheegoth will croak. Found: Phendrana Drifts in several locations

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Fliers

As their name suggests, these beings float, flit, flutter, and flap around the area. Some have ranged attacks, and some just charge right at you.

War Wasp: You'll learn to hate these guys. Coming out of hives, they buzz and flit about before going in for a sting. They don't take many hits, you just have to hit them. Found: Chozo Ruins, in many places

Plazmite: A floating luminescent bug. You'll take damage on contact, but it's generally wise to leave them alive, as they may be the only light source in some rooms. Found: Chozo Ruins (Ruined Fountain, Totem Access)

Shriekbat: Another old Metroid alumnus, except they fly horizontally now. From the ceiling they screech down towards you. One shot will waste them, though. Found: Chozo Ruins, in multiple locales

Ice Shriekbat: These are just like normal Shriekbats, except they're in Phendrana Drifts. If you get the Thermal Visor before scanning these things, you won't see them again. Found: Phendrana Drifts (Ice Ruins West) *ONE-SHOT*

Puffer: These floating green thingies explode into poison gas on contact. It must be corrosive, because Samus has her own oxygen supply, so she shouldn't be technically "inhaling" it. Anyway, one shot kills them, and wait for the cloud to dissapate. Found: Magmoor Caverns, everywhere.

Plated Puffer: A tougher cousin of the Puffer. Alike in every way except that the only thing that can burst its shell is a Missile. Found: Chozo Ruins (Tower of Light)

Flickerbat: Tiny and annoying best describes these guys. They fly around leaving little blue sonic trails, and they'll bump you off if you're in the middle of jumping. You can track them with the X-Ray Visor, but they're easy enough to see without. Found: Phendrana Drifts, in a few locations

Chozo Ghost: Despite the disconcerting appearance of these nasty boys. All you have to do to kill them is just shoot them with your Power Beam. Just the Power Beam or Super Missiles (which derive from the Power Beam). Nothing else will work. Watch out for their dancing around and spectral blasts. Once you find the X-Ray Visor, you can track them even if they disappear. Found: Chozo Ruins (Hall of the Elders, among other places)

Glider: A harmless creature, and if you have a Grappling Beam, you can attach to it with it. Found: Phendrana Drifts and Phazon Mines, in a few areas.

---

Squatters

These guys don't move, period. Most of them have ranged attacks to defend themselves, but some just sit and wait for you to run into them.

Eyon: The patented laser eye of the game. Their constant beams will zap you if you get in front of them. Shoot them to have them close their eyes for a second. Use a Charged shot to blow them to pieces. Found: Chozo Ruins, in a few different locations

Stone Toad: A weird fella. He likes round stuff and he mostly just sits around. If you get near in ball form, he'll try to eat you, unless you use Bombs to bust him open. Found: Chozo Ruins (Energy Core, Reflecting Pool)

Magmoor: These are big fire snakes that live in the Caverns of the same name. They rise out of the lava and breathe fire at you. They can't move around, but they can take a lot of hits before you blow their heads off. Found: Magmoor Caverns, in several lava pools

Puddle Spore: This big blobby guy floats around in lava and spits stuff at you. He can pretty easily be flipped over with a few shots to the maw when he opens, after which he can be used as a platform. He isn't killed at that point, and he'll flip back over, so be quick. Found: Magmoor Caverns (South Core Tunnel)

Jelzap: A jellyfish-like creature living in the water. If you get close, it'll try to suck you towards it. Respond by blasting its nucleus. Found: Tallon Overworld and Phendrana Drifts, in certain water areas.

---

Plants

Tallon is home to much vegetation, some of it a little more than nasty. Like Squatters, these enemies don't move, but some try to attack you.

Tangle Weed: This gray stuff is harmless. It just slows you down. If you want to make it retreat, just shoot at it. Found: Tallon Overworld and Chozo Ruins, in several locations

Venom Weed: This red cousin of the Tangle Weed will hurt you if you touch it, so shoot it to make it retract. Found: Chozo Ruins (Arboretum, and other places before the Flaahgra)

Blastcap: One bad shroom. They usually hang in clusters. They won't attack or anything, but if you touch them, they explode. The spores aren't harmful, but the blast is. Shoot the clusters from afar to pop them. Found: Chozo Ruins and Tallon Overworld, in several locations

Sap Sac: Not an active enemy, but if you shoot these Overworld dwellers, the sap inside will violently explode. Found: Tallon Overworld (Tallon Canyon, among other places)

Aqua Sac: Kinda like a Sap Sac, except underwater. Don't be near it when you blow it up. Found: Tallon Overworld, in the Crashed Frigate

Hive: The War Wasp Hive should be taken out if you don't want to be annoyed by the little buggers. A Missile is enough to bust it open. Found: Chozo Ruins, in several places

Reaper Vine: An inhabitant of the Chozo Ruins. You cannot kill it, but a shot at its vulnerable spot will make it retract for several seconds. Watch holes in the wall for them. Found: Chozo Ruins (Arboretum, among other places)

Aqua Reaper: An aquatic vine thingy. Hit it in the targeted spot to make it retreat. Found: Tallon Overworld, in corridors in the Crashed Frigate

Bloodflower: A rare enemy. It spits toxic gunk at you. If there are Sap Sacs nearby, use them to blow it up. Otherwise, shoot its own toxic stuff when it fires to give it a taste of its own medicine. Found: Tallon Overworld (Root Tunnel, Great Tree Hall) --- Pirate Tech Mechanical and energy bas
Submitted By: Unknown
Main Visor Display: Across the top of Samus' display is her
Energy Reserve
Meter. The long lower bar is the remaining energy in your
active Energy Tank,
and any squares above that bar are how many reserve Energy Tanks
you have.

The top left corner of the display is a mini-radar. Orange dots
represent
enemies, and the cone at the top indicates Samus' forward field
of vision.

The top right corner has a small, current section of the level
map.

The left side of the display is the Threat Assessment. As you
get near
dangerous areas (lava, acid, what have you), the meter will
increase.

The right side of the display is the Missile Reserves. Your
count of Missiles
will be tracked here.

The lower left corner of the display shows your visors. Use the
Control Pad
to switch.

The lower right corner of the display shows your Beam Weapons.
Use the
C-Stick to switch.

The very center has the Targeting Reticle. It's pretty much
where you shoot.


Inventory: Use this to get a look at items and weapons you've
collected.

Log Book: Analyzing certain stuff in the game will put entries
in your Log
Book. Access the entries here.

Options: (These are also available when you start a new game.)
Visor: You can use this to change the visor opacity, helmet
opacity, and the
HUD lag time.
Display: Change the brightness and dimensions of the game
screen.
Sound: Adjust volume and switch between sound modes.
Controller: Switch look direction on the Y-axis, toggle the
rumble feature, or
switch Beam and Visor controls.

There are rooms in the game that can help you out. The biggest
help is the
Save Station rooms. Enter one and you can save your progress
and restore your
energy. There are also some places with Map Stations, where you
can download
a map of your current area. There are a few stations that can
refill your
Missiles, too. If you go to your Gunship, you'll save, restore
energy, and
all ammo.

Whenever entering a new room, it's advisable to bring up your
Scan Visor and
poke around the room. Sure, you may be chomping at the bit for
action, but
you can miss very important stuff by not taking a breather and
scanning
(don't worry about the excessive volume of stuff to scan at the
beginning,
there's a lot less later on).

Combat can become hectic and complicated at first, but it's
basically a
matter of remembering all your abilities. When fighting a bunch
of small,
fast enemies (such as War Wasps), hold down the R button to try
some
manual shots, but keep tapping the L button to lock onto the
nearest one.
When facing a large or slow enemy, remember your strafing and
dodging, because
many of the slowest ones can shoot fast and quite straight.
You'll have to be
the quick, annoying one. Oh, and don't forget your Missiles.

. Weapons and Items

Arm Cannon

Power Beam: Samus always has this weapon. It fires a straight
shot of
energy. Not all that special, but it still kills the bad guys.
One big
advantage this beam has over others is that it has the highest
rate of fire.
The disadvantage would be the relative lack of stopping power.

Wave Beam: Found in Phendrana Drifts after getting the Space
Jump Boots.
This beam fires three wavy electricity shots. It can
momentarily stun some
enemies, and others can only be killed with the Wave Beam.
There are also
purple doors that can only be opened with the Wave Beam. It
has the second
lowest rate of fire of the four main beams. The charged Wave
Beam can
momentarily immobilize bad guys.

Ice Beam: Found in Chozo Ruins after you get the Spider Ball.
This beam can
freeze certain enemies, making them immobile before you destroy
them. It
can also open white doors. The charged Ice Beam has a greater
chance of
freezing enemies, and it will last for longer. If you freeze
something,
firing a Missile will shatter them. The drawbacks to this beam
are the
slowest rate of fire of the four, as well as the slowest
travelling shot.

Plasma Beam: Found in Magmoor Caverns, in a room near the
Geothermal Core.
You need the Grapple Beam to get it. Once you get this beam,
you should use
it as your main beam. It's very powerful and very fast. It
can also
melt ice and ignite things. Probably the only downside is that
it doesn't
have a huge reach unless you charge it up. It has the second
highest rate
of fire of the beams.

Phazon Beam: Earned from defeating the Omega Pirate. You can
only use this
at the very end of the game. You'll find Phazon pools to stand
in. Once on
the pool, just hold down the button to constantly fire in hyper
mode.

Morph Ball: Found in the Chozo Ruins after you lose it in the
opening. Tap
X and you'll roll up in a ball and be able to fit in tight
spaces.

Morph Ball Bomb: Found in the Chozo Ruins after you lose them in
the opening.
When you roll up in the Morph Ball, press A to drop these
unstable energy
packets. The blast can damage most enemies, and is effective
against certain
ones. If you sit on top of a Bomb when it blows, you'll be
propelled into
the air. You can only drop three at a time, and can even get a
"double
Bomb jump" going. The most effective way is to count out loud
at about a
medium pace "1, 2, 3, 4". Lay bombs on counts 1, 3, and 4, and
you should
get a double boost. Helpful for hard to reach items.

Boost Ball: Found in Phendrana Drifts on your first visit there.
While in
ball form, hold B to charge the boost, then release. This is
primarily used
for rolling up half-pipes scattered around Tallon. The best
way to get
enough speed to crest these pipes is to roll back and forth and
release a
boost as you cross the lowest point. It doesn't really matter
that much,
but if you release as you're changing direction, you might mess
up and flub
the boost.

Spider Ball: Found in Phendrana Drifts, after beating Thardus.
When in ball
form, hold R and you'll attach yourself to magnetic tracks in
the area,
allowing you to crawl around places you couldn't before.

Power Bombs: Found in the Phazon Mines, after beating the Shadow
Drone.
Press Y in ball form to detonate a huge blast. These are good
for breaking
apart stuff made of Bendezium.


Suits

Power Suit: See the top of the this section. Once you take a
beating in the
opening area, this is what you'll be left with. You can still
survive in
space and underwater, but you won't be able to take extreme
temperatures.

Varia Suit: After you lose it, you'll find this after beating
the Flaaghra.
With this suit, you can enter areas of high temperature, such
as the Magmoor
Caverns.

Gravity Suit: Found in Phendrana Drifts, in the Gravity Chamber
(you must have
the Ice Beam to get it). In this suit, you can navigate
underwater as easily
as if you were in air.

Phazon Suit: Earned after defeating the Omega Pirate. This
stylish black and
red suit will negate the effects of most poisonous Phazon on
your system.
Good deal.

Energy Tanks: Scattered throughout Tallon, these will add an
extra 100 units
of energy for you to blow.


Visors

Combat Visor: Always with Samus, this is her basic visor for
fighting in.
Nothing really special about it.

Scan Visor: Also always with Samus. You cannot fire while in
this mode,
although any kind of firing will put you back in the Combat
Visor. With the
visor up, focus on objects and if you can scan them, you'll see
an orange
or red square. Red squares are very important, and usually
have something to
do with moving ahead in the game. Orange is not as important,
but you're
still encouraged to scan everything. Anyway, hold L to scan
the object in
view and you'll get a little description, or something will be
logged in your
Log Book for future reference.

Thermal Visor: With this up, you'll be able to detect heat
signatures.
Anything that gives off warmth (lava, bad guys, plants) will be
a brighter
color than the background. This can allow you to see enemies
that have any
kind of cloaking ability. Also, you can use this to see
certain targets for
your Wave Beam. Be careful when using it in mechanized areas,
as mechanical
enemies will not show up on thermal scan. You'll find it in
the Phendrana
Drifts Research Core.

X-Ray Visor: This is in the Tallon Overworld Life Grove, which
you can only
get to after you find Power Bombs. Using this, you can track
most any enemy.
Also, there are objects concealed with a form of cloaking.
Using this will
allow you to see those objects.
Secondary Items

Missile Launcher: Samus' secondary weapon is found in the Chozo
Ruins after
you lose it in the opening. Some enemies are best destroyed
using Missiles.
By and large, they cause more damage than a standard beam shot.
There are
several Missile Expansions in the game besides the first one
you find, so
keep an eye open for hidden paths.

Charge Beam: Regained in the Chozo Ruins after the opening.
Hold down the A
Button to charge up any of your beams. Release to fire. Some
enemies can
only be destroyed with a charged shot. Also, charge up your
beam and point
it at nearby floating pickups and they'll be tractored to you
if you're
close enough.

Space Jump Boots: Although it's found in the Tallon Overworld,
you won't be
able to get to it until after taking a trip to the Phendrana
Drifts. Once
you earn this, press B a second time after jumping to jump
again.

Beam Combo: There are four of these in the game, one for each
beam, and you
have to find them to use them. To use, charge up the Charge
Beam, then press
Y. Each combo uses a number of Missiles. Here's the lowdown
on each:
Super Missile: Used with Power Beam and 5 Missiles. Can
destroy Cordite.
Found in Phendrana Drifts, Observatory.
Wavebuster: Used with Wave Beam and 10 Missiles, plus more for
holding the
A button down for a constant stream. Shoots a stream of
electricity. Found
in Chozo Ruins, Light Tower.
Ice Spreader: Used with the Ice Beam and 10 Missiles. You'll
shoot a blast
of ice that will freeze up an entire area. It's found in the
Shore Tunnel
in Magmoor Caverns after you lay a Power Bomb in the glass
tunnel there.
Flamethrower: Used with Plasma Bema and 10 Missiles, plus more
for holding
the A button down for a constant stream of flame. Found in
the Phazon
Mines, Mine Security Station.

Grapple Beam: This handy electric beam is found in the Phazon
Mines as you
head out after earning the Power Bombs. To use it, you must
first find a
Grapple Point. Once you do, face it and hold L to shoot the
beam. Use the
Control Stick to manuever yourself in flight and release L to
let go. It's
pure fun.


All the enemies are arranged in the same order as the Log Book,
which, to be
honest, doesn't seem to follow any particular order. I put boss
enemies in
the next section.

Mega Turret: The third type of Turret you'll encounter. This
one has powerful
shielding and a nasty beam. A couple of Missiles can blow it
up. Found:
Phazon Mines.

Grizby: Found in Magmoor Caverns. This little guy has a
rock-hard shell.
He mostly wanders around on small platforms, and can be taken
out easily
enough with a Missile. Found: Early parts of Magmoor Caverns.

Zoomer: A staple of the Metroid universe. This spiked bugger
clings to walls
and ceilings. He basically walks around, and that's it. A few
shots will
waste him. Found: Tallon Canyon

Plated Parasite: These guys like to hang out near Morph Ball
areas. You can
bust them up with Bombs. Found: Chozo Ruins, Furnace

Pulse Bombu: A floating nasty. These guys are pure energy. You
won't have
the Wave Beam when you first meet them, so you'll have to avoid
their energy
droplets. Be careful not to use your Charge Beam near them, as
they'll be
attracted to it. Found: Phendrana Drifts

Ice Shriekbat: These are just like normal Shriekbats, except
they're in
Phendrana Drifts. The Ice Ruins West, to be exact, and if you
get the
Thermal Visor before scanning these things, you won't see them
again.

Scarab: These guys are kinda cool. You'll find them in small
passages,
mostly. They swarm out in huge clusters. Walking through them
will result
in some stings from their explosions, but it's not a huge deal.
Bust them if
you're low on energy to get a lot quick. Found: Chozo Ruins in
tunnels.

Aqua Reaper: An aquatic vine thingy. Hit it in the targeted
spot to make it
retreat. Found: The Crashed Frigate

Triclops: Similar to the Grizby. It likes round stuff a lot.
If it sees you
rolling around in ball form, it'll try to bite you. If you
drop Bombs, it'll
go for those instead, with nasty results. Found: Magmoor
Caverns, under
gratings.

Puffer: These floating green thingies explode into poison gas on
contact. It
must be corrosive, because Samus has her own oxygen supply, so
she shouldn't
be technically "inhaling" it. Anyway, one shot kills them, and
wait for the
cloud to dissapate. Found: Magmoor Caverns, everywhere.

Glider: A harmless creature, and if you have a Grappling Beam,
you can attach
to it with it. Found: Phendrana Drifts, Phazon Mines

Auto Turret: Kind of a pain. These guys can punch right through
your suit if
you let them hammer you enough. Try to take them out from afar
if you can.
The only thing that works is Missiles. Found: Frigate in
Orbit, Phendrana
Research Center.

Jelzap: A jellyfish-like creature living in the water. If you
get close,
it'll try to suck you towards it. Respond by blasting its
nucleus. Found:
in the water in several areas.

Beetle: Not your common garden variety. These guys are about a
third your
size and have a nasty bite. Take them out from afar with
several shots.
Found: Tallon Overworld and Chozo Ruins

Tangle Weed: This gray stuff is harmless. It just slows you
down. If you
want to make it retreat, just shoot at it. Found: Tallon
Overworld

Flying Pirate: Space Pirates with jetpacks. In addition to a
pulse cannon,
they also have missile launchers mounted on their packs.
Concentrated fire
will cause the pack to malfunction, which is when the Pirate
will go for a
kamikaze run. Found: Phendrana Research Center

War Wasp: You'll learn to hate these guys. Coming out of hives,
they buzz and
flit about before going in for a sting. They don't take many
hits, you just
have to hit them. Found: Chozo Ruins

Bloodflower: A rare enemy. It spits toxic gunk at you. If
there are Sap Sacs
nearby, use them to blow it up. Otherwise, shoot its own toxic
stuff when
it fires to give it a taste of its own medicine. Found: Tallon
Overworld

Ice Beetle: A resident of the Phendrana Drifts. Much like
normal Beetles,
except it takes several more hits. Found: Phendrana Drifts

Reaper Vine: An inhabitant of the Chozo Ruins. You cannot kill
them, but a
shot at their vulnerable spot will make it retract for several
seconds.
Watch holes in the wall for them. Found: Arboretum, among
other places

Aqua Drone: Much like Sentry Drones, only underwater. Found:
Crashed Frigate

Ice Trooper: Space Pirates are copying your stuff. They've
outfitted their
bad boys with Ice Beams, and can only be killed by them. By
far the easiest
of the copying troopers. Just hit them with a charged Ice
Blast and Missile
them into pieces... Found: Phazon Mines

Sap Sac: Not an active enemy, but if you shoot these Overworld
dwellers, the
sap inside will violently explode. Found: Tallon Overworld

Flickerbat: Tiny and annoying best describes these guys. They
fly around
leaving little blue sonic trails, and they'll bump you off if
you're in the
middle of jumping. Found: Phendrana Drifts

Wave Trooper: The Space Pirates, being the jerks they are, have
copied your
stuff. These guys are armed with Wave Beams, and are only
susceptible to
them. Use charged up shots for best effect. Found: Phazon
Mines

Sentry Drone: A nasty mechanical foe. It zips around and fires
repeating
cannons at you. Use the Wave Beam to disrupt its circuits and
take it out
down relatively quickly. Found: Phendrana Research Center

Burrower: An inhabitant of the Magmoor Caverns. They like to
hang out
underground a lot, but you can follow their movements. When
they pop out,
peg them. They only take one shot. Found: Magmoor Caverns

Plazmite: A floating luminescent bug. You'll take damage on
contact, but it's
generally wise to leave them alive, as they may be the only
light source in
some rooms. Found: Chozo Ruins, Ruined Fountain or Totem
Access

Scatter Bombu: These balls of energy can only be harmed by the
Wave Beam.
If you don't have such weaponry, you'll have to avoid them.
They generally
hide in pipes and roam back and forth, with energy trailing.
Use ball form
and quickly time your roll safely past them. Found: Phendrana
Drifts, in
several places.

Space Pirate: No particular weakness, but the scourge of the
galaxy does have
decent attack capabilities. It can fire Galvanic Accelerator
Cannons from a
distance, and has a Scythe on its arm for close combat. Found:
Phendrana
Research Center

Parasite: Very similar to a Scarab. They travel in large
swarms, but are very
weak. Found: ONLY in the opening sequence

Tallon Crab: A native of Tallon, these guys are much like
Parasites or
Scarabs in their swarm tendencies. Found: Tallon Overworld,
Crashed Frigate

Blastcap: One bad shroom. They usually hang in clusters. They
won't attack
or anything, but if you touch them, they explode. The spores
aren't harmful,
but the blast is. Shoot the clusters from afar to pop them.
Found: Chozo
Ruins

Aqua Sac: Kinda like a Sap Sac, except underwater. Don't be
near it when
you blow it up. Found: Tallon Overworld, Crashed Frigate

Lumigek: Another swarmy enemy found in the Impact Crater.
Found: Impact
Crater.

Eyon: The patented laser eye of the game. Their constant beams
will zap you
if you get in front of them. Shoot them to have them close
their eyes for a
second. Use a Charged shot to blow them to pieces. Found:
Chozo Ruins

Fission Metroid: Found in the Impact Crater, these guys are a
total pain.
Shoot one enough, and it will split into two different colored
Metroids,
each only susceptible to the beam of its color. Sounds
interesting, until
you start zapping one, and the other starts latching onto you.
A Power Bomb
while it's attached will kill it outright, but it's wasteful.
Sometimes it's
best just to try to ignore it, and only setting Bombs to shake
it off if it
attacks. Found: Impact Crater, Phazon Core

Oculus: Another bad guy that hangs out mostly near Morph Ball
areas. He's
indestructible, and exists solely to prevent you from where
you're going.
Found: Chozo Ruins, Sun Tower or Tower of Light

Plasma Trooper: Pirates are stealing your cool ideas and using
plasma
technology. Only your Plasma Beam can defeat these guys.
Found: Phazon
Mines, lower levels

Aqua Pirate: Flying Pirates, only underwater, and actually quite
a bit slower,
and thus easier, than their counterparts. Use the Ice Beam,
then a Missile
to bust them open. Found: Tallon Overworld, Crashed Frigate

Baby Sheegoth: These snowbeasts fire blasts of icy acid. Their
only weak
spot is their back. To get to it effectively, you'll need some
room to do a
side dodge (with B). It's a lot easier with the Space Jump,
but it can be
done without, Keep hammering the back, and the Sheegoth will
croak. Found:
Phendrana Drifts

Seedling: These are somewhat like Zoomers, except they can, and
will, fire
their spikes out at you. Found: Tallon Overworld: Temple
Lobby

Plated Beetle: A miniboss at first, but more common later on.
These guys will
get close to you. Shift to one side, shift back, then roar and
charge you.
As soon as they roar, dodge to the side and open up on their
vulnerable red
butts. One Charge Beam shot will kill them. Found: Chozo
Ruins, Ruined
Shrine (Main Plaza afterwards)

Stone Toad: A weird fella. He likes round stuff and he mostly
just sits
around. If you get near in ball form, he'll try to eat you,
unless you use
Bombs to bust him open. Found: Chozo Ruins, Energy Core

Metroid: The dominant species of SR388, and one of the most
dangerous beings
in the galaxy. Metroids have an uncanny ability to attach to a
prey and suck
its energy out. Multiple Missiles can kill one, or one Ice
Beam shot and one
Missile. If you're attacked, quickly roll up in a ball and
drop a Bomb to
shake the Metroid off. Found: Phendrana Research Center

Venom Weed: This red cousin of the Tangle Weed will hurt you if
you touch it,
so shoot it to make it retract. Found: Chozo Ruins, on the way
to the
Flaagrah.

Ice Burrower: Seriously just like the Burrower from the Caverns,
except he's
in the Drifts. Found: Phendrana Drifts, make sure you scan it
before
cleaning out the research center.

Elite Pirate: A major pain enemy. It has a pulse cannon, a wave
attack, and
is really strong. Use Thermal Visor to find that the pulse
cannon is the
weak point, then blow it up with Missiles, then target the
Pirate itself and
Missile it to kingdom come. Found: Phazon Mines

Puddle Spore: This big blobby guy floats around in lava and
spits stuff at
you. He can pretty easily be killed with a few shots to the
maw when he
opens, after which he can be used as a platform. Found:
Magmoor Caverns

Chozo Ghost: Despite the disconcerting appearance of these nasty
boys. All
you have to do to kill them is just shoot them with your Power
Beam. Just the
Power Beam. Nothing else will work. Watch out for their
dancing around and
spectral blasts. Found: Chozo Ruins, Hall of the Elders

Shriekbat: Another old Metroid alumnus, except they fly
horizontally now.
From the ceiling they screech down towards you. One shot will
waste them,
though. Found: Chozo Ruins

Hunter Metroid: This evolved Metroid is more of a danger than
the larva. It
has a tentacle attack for draining energy. Ice it up, then
fire a Missile to
bust it open. Found: Phendrana Drifts (Frost Cave) and Phazon
Mines.

Magmoor: These are big fire snakes that live in the Caverns of
the same name.
They rise out of the lava and breathe fire at you. They can't
move around,
but they can take a lot of hits before you blow their heads
off. Found:
Magmoor Caverns

Hive: The War Wasp Hive should be taken out if you don't want to
be annoyed
by the little buggers. A Missile is enough to bust it open.
Found: Chozo
Ruins

Shadow Pirate: These Pirates rely on their cloaking technology
(and can be a
total pain to try to scan). They only use their scythes. Use
your strongest
weapons to drop them quickly. Found: Phendrana Drifts Research
Center

Ice Parasite: Really no more than a wall crawler for the Drifts.
A few shots
will take out this crystalline lizard-type guy. Found: Chozo
Ice Temple

Geemer: The tougher brother to the Zoomer. They have red
shells, and cannot
be killed with beams, but they can be killed with a Missile.
Found: Tallon
Canyon

Crystallite: Another floor/wall/ceiling crawler. They're
recognized by the
hunk of reflective ice on their backs that reflect beams. A
Missile will
melt one. Found: Phendrana Drifts

Plated Puffer: A tougher cousin of the Puffer. Alike in every
way except that
the only thing that can burst its shell is a Missile. Found:
Chozo Ruins,
Tower of Light.

Power Trooper: Space Pirates that use your Power Beam. Only the
Power Beam
will work against them. Found: Phazon Mines.

Void Bombu: Just like a Pulse Bombu, only invisible, and you can
only see
them with the X-Ray Visor. Don't worry about scanning them,
because you
can't.

Sammy will pull into the space craft, hop out of her snazzy
Gunship, and
you'll immediately take control to find out why the heck there's
so much
distress in the world...

For the record, in addition to your basic equipment of the Power
Suit, Power
Beam, Combat Visor, and Scan Visor, you'll also have the Varia
Suit, the Morph
Ball, Morph Ball Bombs, the Charge Beam, the Grappling Beam, and
15 Missiles.

Exterior Docking Hangar: Use L to lock onto the four red lights.
Shoot all to
turn them green and drop the force field. After passing the
field, you'll
soon come upon another, but the lights are offline. Use the
Scan Visor on the
nearby console to activate them. There are six lights for this
field, and
you'll have to use R to aim up and shoot the higher two. Jump
up the ledge
and walk up the pathway to the door. Shoot it to open it. Scan
some of the
data points on the wall if you wish, and shoot the door on the
far end to
enter the next room.

Air Lock: Scan the console to repressurize the air lock. Head
through the
far door.

Deck Alpha Access Hall: Shoot far door to continue.

Emergency Evacuation Area: In this room are a couple of
Parasites that won't
really bother you, but you can practice shooting them. Note all
the dead
things in the area. Freaky, eh? Watch out, the last Space
Pirate in this
room is only mostly dead. Finish him off and move on.

Deck Alpha Umbilical Hall: Charge up your beam by holding A and
bust down the
rubble. Continue on.

Map Facility: Watch the nearby Parasites run through a little
tunnel. Press X
to drop into your Morph Ball and follow them in the little
pathway. Hop on
the map pedestal to download the map of this place. Roll back
out and take
the other door to the next room.

Connection Elevator to Deck Beta: Scan the console to activate
the elevator.
Step in the hologram and ride down. Leave by the other door.

Deck Beta Conduit Hall: Hop into your Morph Ball. Watch out for
the fire and
electricity and roll through the small path and head to the next
room.

Biotech Research Area 1: There must have been some kegger last
night, because
the two Space Pirates in this area are not looking too well.
Blast them and
head through the next door.

Deck Beta Security Hall: Around the left turn is an Auto Turret.
Lock on and
quickly fire a Missile using Y to blow it to pieces. Head to
the next room.

Biohazard Containment: Another Auto Turret to bust open here.
See what you
can scan in this area. Of particular note is one of the
consoles that has a
red square, which upload a Pirate Data in your Log. Activate
the elevator at
the other end of the room and ride up. Take out the Space
Pirates up here.
Use Missiles or Charge Beams on the standing ones, as they're
not as bad off.
Take the other door out of here.

Deck Beta Transit Hall: Scan some of the data points on the wall
if you wish,
then head through the other door.

Cargo Freight Lift to Deck Gamma: Blast the Auto Turret, scan
the console and
ride the elevator down to the next deck. Take out the Pirate at
the bottom,
scan the console, roll up into the Morph Ball, and drop into the
hologram to
open the door.

Reactor Core Entrance: Once inside, quickly use Missiles on the
Auto Turrets
here. Head through the door on your left and use the Save
Station. Head back
out, scan the console, and roll into the switch to open the door
to the
Reactor Core.

Reactor Core: Walk in and you'll find your first nasty boss
person, the
Parasite Queen. Check the Bosses section to find out how to
defeat her. Once
she's down, she'll fall into the core, making it very unstable.
Bad. You
have seven minutes to evacuate, so get moving. Head to the door
you're now
facing.

Deck Gamma Monitor Hall: Don't mind the monitors flashing near
you. Just
hop up the ledges and head to the opposite door.

Connection Elevator to Deck Beta: Scan the console and quick hop
into the
hologram to ride up. Scan the next console you see to shut down
the Auto
Turret in the hallway. Head through the door.

Biotech Research Area 1: Back here now. You can't leave by any
of the ways
that were open before. You'll see some Pirates fighting another
huge
Parasite, then an explosion will kill them all. Hop up the
broken platforms
at the far end of the room, then kill the two Pirates up here.
A hatch will
bust open. Head into it.

Subventilation Shaft Section A: Head down the pipes. You may
find it
quicker if you hop into your ball form and roll the whole way.
The path is
rather obvious. Watch out for the clusters of Parasites that
pop out, but
don't fret too much if you get gooped. Head through the door at
the end of
this shaft.

Subventilation Shaft Section B: Roll down more pipes.
Eventually, you'll
reach the Cargo Freight Lift, but you won't be able to go down
anywhere.
Just cross into the next room.

Main Ventilation Shaft Section A: Run (or roll) up the pipes.

Main Ventilation Shaft Section B: Blast the two Auto Turrets
here and move
on.

Main Ventilation Shaft Section C: Move on through the pipes,
watching out for
Parasites.

Main Ventilation Shaft Section D: Keep moving. You're getting
close.

Main Ventilation Shaft Section E: There's a big piston here.
Follow it as it
retracts and slip into the exit on the right.

Main Ventilation Shaft Section F: Nothing special here. Just
move.

Biotech Research Area 2: Hey, do we know that guy? After he
leaves, face the
icons hanging out across from you and hold L to start grappling.
Let go and
press again to latch onto the next one, then let go and exit the
other side.

Connection Elevator to Deck Alpha: Scan the console to shut off
the Auto
Turret, then head through the tunnel. Watch the electricity,
then scan the
console to activate the elevator. Oh, crap. That hit you took
wasn't too
good. In fact, it was so bad that you lost all your cool stuff
(besides
Power Suit, Power Beam, Combat Visor, and Scan Visor). Ride up
the elevator.

Deck Alpha Mech Shaft: Run through these little tunnels to get
back to...

Air Lock: Depressurization will happen automatically. Open the
door and
head out.

Exterior Docking Hangar: Just run. You're at the end. As soon
as you get
outside, Samus will take over. You'll see your friend again,
then jump onto
your Gunship and give chase.

================================================
5B. Tallon Overworld/Chozo Ruins - Basic Items =
================================================

You'll make a speedy entry onto the surface of Tallon IV, then
hop out and
deploy your rugged independence. You lost your target that you
were
tracking, so you'll have to do the old-fashioned walk-around
recon.

NOTE: From here on out, if the way out of the room is quite
obvious, I won't
bother telling you to "leave" or "go into this door". I think
you guys will
live... ^_^

Landing Site: There five doors in this area, and you can go
through three of
them. Don't bother with the one up near the waterfall, as you
won't get far.
There's one tucked away to the back left of your ship, which you
don't need to
bother with either. So, for now, just head to the right of your
ship, hop up
the ledges, and through the door there.

Canyon Cavern: As you approach the sand, two Beetles will pop
out. Proceed to
through the next door.

Tallon Canyon: Lots of Zoomers, and one Geemer crawling around.
Don't
bother with any climbing right now. Just walk through the
canyon to the other
end, taking out more Beetles in the ground. Head through the
far door.

Transport Tunnel A: A couple of Zoomers.

Transport to Chozo Ruins West: Scan the nearby console to get
the lift going.
Ride up to the Ruins.

Ruins Entrance: More Beetles in the sand. Notice that wavy wall
above the
exit? Scan it, and you'll learn a piece of Chozo Lore...

Main Plaza: Still more Beetles, and you'll find some War Wasp
Hives if you
start climbing up the far end. Don't do so, yet. Head to the
far end of the
plaza and bear left to the next room.

Nursery Access: Scarabs line this corridor. Shoot carefully.

Eyon Tunnel: Just like it says. There are several Eyons lining
the walls.
Shoot them to get them to let up the beams.

Ruined Nursery: There's a weird wavy wall across from you. Scan
it to get
your first Chozo Lore. Take out the Beetles in this room. As
you hop up the
platforms, a couple of War Wasps will get snippy. Stop by the
nearby Save
Station if you wish, or move on.

North Atrium: More Scarabs.

Ruined Gallery: Some War Wasps above you, and Blastcaps and
Tangle Weed below
you. Head for the door on the far side of the room.

Totem Access: Some Plazmites. Bask in their glow, then move on.
Shoot the
nearby crate for some energy.

Totem Hive: Watch the water here. It's nasty. Head up to the
pedestal and
get ready to tango with a bunch of Ram War Wasps. The water
will fill,
trapping you on the pedestal. Take out the Wasps that come out,
being sure to
scan them first, then shoot up the Hive Mecha at the far end,
making sure to
scan it first (the actual scan point is below the part you
shoot). Keep doing
this until you shoot out three red lights on the Mecha, and
you'll be able to
get the Missile Launcher. Shoot the Blast Shield off the door
at the far end.

*** EARNED MISSILE LAUNCHER ***

Transport Access North: All there is to do here is collect your
first ENERGY
TANK. Woohoo! Now, backtrack until you reach the...

Ruined Gallery: There's a weak wall right near the floor in the
poisoned
water. Bust it open with a Missile to get a MISSILE EXPANSION.
Also, blast
open the Missile Door to get the map of the Ruins. Continue on
back.

Main Plaza: There's a Missile Door on ground level, here. Bust
it open.

Ruined Shrine Access: Mind the Scarabs.

Ruined Shrine: Hop up and over the low wall. In this area,
you'll have to
take out about twenty Beetles and one Plated Beetle. Once
they're dead, you
can take the Morph Ball. Yay! Head back to the Main Plaza.

*** EARNED MORPH BALL ***

========================================
5C. Chozo Ruins - Capture the Flaagrah =
========================================

Main Plaza: Now, it's time to climb up those rocks around the
outside of the
plaza, and cross the root to that door near the War Wasp Hives.

Ruined Fountain Access: Curl up in your Morph Ball and just ride
on through
the whole mess of Scarabs, under the roots, and all the way to
the door,
unless you feel like taking them out, which is entirely up to
you.

Ruined Fountain: That doesn't look healthy... Note all the
Plazmites floating
around. Note that it's also pretty dark in here. If you blow a
lot of them
up, you won't be able to see, so be careful. Circle the stones
around the
right side, past the fountain and take the door on the left.
Oh, and there's
another Chozo Lore on the wall for you to read, behind the
fountain.

Arboretum Access: Watch out. Incoming Shriekbats.

Arboretum: There are Reaper Vines to your left. Shoot their
bulbs to make
them retreat, then hop across the platforms to the center tree.
Climb up the
platforms around the tree, then hop onto the little bridge.
Take a left at
the wall and make your way down to the door, shooting the Reaper
Vines in the
way.

Gathering Hall Access: Just some steam. No big...

Gathering Hall: There's a Save Station here (you'll have it
marked on the map,
already). To the right of where you came in are some platforms
leading
higher up. Make sure you blow up the Blastcaps sitting on them
before you
jump. Also, you'll be dive-bombed by Shriekbats. Climb up and
roll into a
little red tunnel. You'll be across a door, with more
Shriekbats on the
other side. Take them out, then jump across.

East Atrium: A few Shriekbats.

Energy Core Access: There are three Eyons. Blast them and move
on.

Energy Core: You'll be playing more with this place later. For
now, just
turn left, head down the tunnel. Roll into the little shaft.

Burn Dome Access: Just keep rolling.

Burn Dome: This is the Incinerator Drone. Scan it to find its
weak point,
which is the red eye that pops up. Try to avoid the flames as
it rotates.
Shoot its eye once you get a clean shot. You'll stun it and it
will burn the
hive on the ceiling. Barbed War Wasps will pop out. Scan them
now, because
you won't get another chance. Keep shooting the red eye and
fending off the
Wasps and you'll bust the Drone open, and you'll receive the
Morph Ball Bombs.
Use them right away to bomb the wall in the little water canal.
Roll through
and get a MISSILE EXPANSION. To get out of the Burn Dome, just
elevate
yourself with Bomb blasts to get up to high pipes. Make your
way back to...

EARNED MORPH BALL BOMBS

Energy Core: Head back through the pipe and have a chat with the
Stone Toad.
Roll up and have him swallow you and Bomb him from the inside.
You'll bust
down the wall behind him. Roll and Bomb Jump into the switch,
then Bomb it to
lower the water. Roll out the little socket into the main room,
then into
the second Bomb switch. That will raise some platforms. Climb
back up to the
beginning of this room and hop up the platforms to the passage
indicated when
you blew the second switch. Run all the way up and blow the
third switch.
The platforms will rise high enough so you can pass to the next
room.

West Furnace Access: Next room, please...

Furnace: Roll into the little ball course. Bomb Jump into the
next room,
which has an ENERGY TANK. Yay! Now, you can go back to...

Energy Core Access: Nothing huge, but you can blow the box
before the ledge
for a little shortcut past the Eyons.

Gathering Hall: Your next destination is the only remaining door
in the room.

Watery Hall Access: You can take a scan at some of the orange
thingies if you
wish. There are a few Shriekbats here, as well. At the bottom,
blast a
Missile into the brick wall to find a MISSILE EXPANSION.

Watery Hall: At the other end of this large room is a gate, and
you need to
find and scan four runes to open it. The first rune is to the
right of the
entry door, and you can see it if you hop to a platform near the
water. The
second is under a pile of Blastcaps at water level. The third
and fourth are
both near the gate itself, one near water level, and the other
next to the
gate. Once all four are scanned, scan the fifth rune that
appears on the
gate, and grab yourself the Charge Beam. Don't worry about the
Eyons that
pop up just yet. There's a small wall that you can Bomb nearby.
Blow it
and head through to the next room.

EARNED CHARGE BEAM

Dynamo Access: Head to the next room.

Dynamo: Not much to be done here but bust open the gate across
the way with a
Missile. Grab the MISSILE EXPANSION and head back out. It's
time to
backtrack all the way to the Arboretum.

Arboretum: There are four more runes to scan in this room. The
first is at
water level, underneath a bunch of Venom Weed. Shoot to get
them to
retreat and scan the rune. The second is about halfway up the
tree, where you
can take the path to the Gathering Hall. Get on the bridge, and
look at the
tree. The third rune is further along the path. Head higher
along the
outside of the room. Use Missiles to take out War Wasp Hives so
they don't
bug you. Roll into the small crevice and Bomb the boxes in your
way. After
you get out, scan the rune that's right on the near wall.
There's another
crevice after that has Venom Weed. Shoot it and roll through.
The last rune
is up at the top near the door, right on the tree in front of
it. Once the
door opens, Bomb the small wall behind it and roll through to
the next room.

Sunchamber Lobby: Shoot all the Reaper Vines and Venom Weed in
your way and
push forth.

Sunchamber Access: More Reaper Vines and Venom Weed. Shoot the
nearby boxes
to refill supplies.

Sunchamber: You'll face off against Flaagrah here. If you're
going for all
the Enemy scans, make sure to scan both him and his Tentacles
near the floor.
Although shooting him directly won't harm him, a lot of shots
will daze him.
To defeat him, you must shoot the red button on the sun panel
that's warming
him up. Flip it all the way up and he'll collapse to the
ground, and his
roots will retract from the canals near his bottom. Roll into
one of those
canals, attach yourself to the socket at the end, and set a
Bomb. For the
next round, you'll have to flip two sun panels. Be sure to
shoot him to keep
him dizzy, because he'll flip the panels back down given a few
seconds to
compose himself. Once both panels are flipped, you'll have to
pick a different
canal, since you blew up the last one. Then, you know how it
goes, you have
to do three sun panels, canal, boom. Lastly, all four, and
Flaagrah will be
but a memory. The water will be purified, and you'll be able to
take the
Varia Suit. Head out the other door.








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