****************************************************************************** _________ _ ,-Ã¯Â¿Â½\_______ `-,-Ã¯Â¿Â½/ _____ _____ __________ ___,Ã¯Â¿Â½___;\ _____`;Ã¯Â¿Â½ ,`. ______ ______ ________ `. `. ,Ã¯Â¿Â½ .Ã¯Â¿Â½ `. ____ || __ __ |\ __ `.Ã¯Â¿Â½ \Ã¯Â¿Â½ __ `. `. .Ã¯Â¿Â½ `. _ `. | . ` . | | |____`''Ã¯Â¿Â½/ | | `'| | ) | | / \ | | | | | \ | | |`. ,Ã¯Â¿Â½| | | ____| | | |,-Ã¯Â¿Â½Ã¯Â¿Â½| |,Ã¯Â¿Â½ ,| | | | | | | | | | | | | ` | | | | | | |`-. | |`. `| | | | | | | | | | | | | | | | '----Ã¯Â¿Â½| \ | |_,Ã¯Â¿Â½ | |,Ã¯Â¿Â½`. `.\ `--Ã¯Â¿Â½ / | | | '-Ã¯Â¿Â½ / Ã¯Â¿Â½----` Ã¯Â¿Â½----` Ã¯Â¿Â½---------' Ã¯Â¿Â½.--;Ã¯Â¿Â½ _;---` Ã¯Â¿Â½-,---``------Ã¯Â¿Â½ Ã¯Â¿Â½----` Ã¯Â¿Â½-------Ã¯Â¿Â½ _}Ã¯Â¿Â½ _,-Ã¯Â¿Â½\____,\Ã¯Â¿Â½ ,Ã¯Â¿Â½ /_,-Ã¯Â¿Â½-._________\-Ã¯Â¿Â½ P R I M E 3 _____ ______ _____ _____ _ _ _____ _______ _ ______ __ _ / ___\/ __ \| __ \ | __ \ | | | || __ \|__ __|| |/ __ \| \ | | | | | | | || |__| || |__| || | | || |__| | | | | || | | || \ \| | | | | | | || __ | | __ | | | | || ___/ | | | || | | || |\ \ | | |___ | |__| || | | || | | || |_| || | | | | || |__| || | \ | \_____/\______/|_| |_||_| |_|\_____/|_| |_| |_|\______/|_| \_| Title Art by: bananagirl and CyricZ ****************************************************************************** A FAQ/Walkthrough by CyricZ Version 1.1 E-mail: firstname.lastname@example.org ****************************************************************************** Table of Contents 1. Introduction 2. FAQ 3. Basics 3A. Controls 3B. Menus/Displays 4. The World of Samus 4A. Weapons and Items 4B. Samus' Gunship 4C. Surviving in This Crazy World 5. Walkthrough 5A. A Tale of Corruption (GFS Olympus) 5B. It's Not So Much the Fall (Norion) 5C. The Trail Goes Cold (Bryyo) 5D. Look Out Below (Bryyo) 5E. Raining on the Pirates' Parade (Bryyo) 5F. Castles in the Sky (SkyTown) 5G. Less Than Human (SkyTown) 5H. Screwed Up (Bryyo) 5I. Special Delivery (SkyTown) 5J. Drop a Train On 'Em (SkyTown) 5K. True Forms (?????? ?????????) 5L. Does Whatever a Samus Can (SkyTown) 5M. Going Nova (?????? ?????????) 5N. Collection Agency (All Planets) 5O. Twisted Wreckage (??? ????????) 5P. Seedless (?????? ?????????) 5Q. The End of All Things (??????) 6. Collectibles 6A. Missile Expansions 6B. Energy Tanks 6C. Ship Missile Expansions 6D. Energy Cells 6E. Quick Checklist 7. Logbook 7A. Creatures 7B. Research 7C. Lore 7D. Boss Strategies 8. Extras 8A. Endings 8B. Credit System 8C. Extra Unlockables 8D. Easter Eggs 9. Standard Guide Stuff 9A. Legal 9B. E-mail Guidelines 9C. Credits 9D. Version Updates 9E. The Final Word ****************************************************************************** 1. INTRODUCTION ****************************************************************************** Greetings, space travelers, and welcome to my FAQ/Walkthrough for Nintendo and Retro Studio's latest outing, Metroid Prime 3: Corruption, for the Nintendo Wii! This game concludes the story of the Prime Trilogy for Samus as she learns of a new plot that could rip asunder the entire Galactic Federation, as well as herself. In this guide, you'll find a complete walkthrough on completing the game, as well as full lists for finding all the collectibles, and the logbook entires. ****************************************************************************** 2. FAQ ****************************************************************************** Q: Just what is Metroid Prime 3 Corruption? A: The final game in the Prime Trilogy, and an action first-person game from Nintendo by Retro Studios. Q: Where does it take place in the Metroid timeline? A: Metroid Prime 3 occurs shortly after Metroid Prime 2: Echoes, which still takes place before Metroid II: Return of Samus for the Game Boy. The series progresses chronologically as follows: - Metroid (NES) or Metroid: Zero Mission (GBA) - Metroid Prime (GCN) - Metroid Prime: Hunters (DS) - Metroid Prime 2: Echoes (GCN) - Metroid Prime 3: Corruption (Wii) - Metroid II: Return of Samus (GB) - Super Metroid (Metroid 3) (SNES) - Metroid Fusion (Metroid 4) (GBA) Q: What has been changed in this game? A: The main concept is pretty much the same. It's still first-person. You'll have to hunt around for items and blow up bad guys like you've always had to. The most obvious change is the control scheme, which incorporates the Wii Remote and Nunchuk to the fullest of their capabilities. Q: How do I save the game? A: You need to find Save Stations scattered about your environment, or return to your Gunship. Q: Can I die from falling? A: No. If you fall into a "bottomless" pit, you'll merely lose a bit of energy and be returned to the last ground you touched. Q: Is there really voice acting in this game? A: Yes, but as always, in the interest of allowing the player to immerse himself in the experience, our dear Samus doesn't say a word, except for the usual grunts when attacked (voiced by veteran VA Jennifer Hale). Q: Is there multiplayer in this game? A: No. This is a single-player only experience. However, it is possible to go online with the Wii and exchange "Friend Vouchers" with your Friends. Q: What do I need for 100%? A: You need the following: All 6 new weapons: Missile Launcher, Ice Missile, Plasma Beam, Screw Attack, Seeker Missile, and Nova Beam Both Morph Ball upgrades: Boost Ball and Spider Ball The two suit upgrades: PED Suit and Hazard Shield The X-Ray Visor The three Grapple upgrades: Lasso, Swing, and Voltage The three Hypermode upgrades: Ball, Missile, and Grapple The two Gunship upgrades: Missile and Grapple 50 Missile Expansions (total of 255) 14 Energy Tanks 8 Ship Missile Expansions (total of 11) 9 Energy Cells (using them still counts as finding them) Q: I'm missing an expansion, but the maps show I have them all! Where is it? A: The maps that can be updated to show expansions are Norion, Bryyo, Elysia, and the Pirate Homeworld. The Valhalla cannot be updated to show expansions, so it might be there. Furthermore, the "Bryyo Ice" area cannot be accessed from the Map screen if you're not already there, so you won't be able to see the expansion until you're in Bryyo Ice. So, it's either on the Valhalla or Bryyo Ice. ****************************************************************************** 3. BASICS ****************************************************************************** The manual for this game is slightly bare-bones. I suggest you play through the game to discover the means of controlling Samus on your own. However, in the interest of completion, I will still provide info on the game's mechanics in this section. ============== 3A. Controls = ============== Wii Remote - Pointer: Used for aiming and selecting. Where the pointer is will determine where Samus will fire. Pointing towards the edge of the screen will have Samus look in that direction. A Button: Fire current beam weapon. If you're in Morph Ball mode, this will lay Bombs. To use the Charge Beam, hold down the A button to charge, then release to fire. Also used to make selections on menus. B Button: Make Samus jump. Press B again in midair to use Space Jump for an extra boost of height and length. While in Morph Ball mode, used to charge the Boost, once you have it. Also used to cancel selecting on menus. Control Pad: Push Down on the Control Pad to fire Missiles, once you are able to. + Button: Used for Hypermode, once it's obtained. Hold down for a couple of seconds to enter Hypermode. Hold down again to drop back out. More information on Hypermode is in Section 4A and 4C. - Button: Hold to bring up Visor Menu. From there, move the pointer and release to select new visors. More information is in Displays below and in Section 4A under the Visors. Home Button: Access the Wii Home Menu. Useful to pause the action. Don't reset without saving! 1 Button: Brings up the Pause/Map menu. See the section below for more info. Also used to skip through some dialogue. 2 Button: Hold to access "Hints" or "Help", depending on your situation. Motion Sensor: During normal play, if you flip it upwards while in Morph Ball mode, Samus will jump as if she used a Bomb Jump. This is also used in other specific situations, such as manipulating objects in the field. Nunchuk - Control Stick: Move Samus around. Up moves her forward, Down backward. Left and right strafe her in those directions. C Button: Switches between Morph Ball mode and standard walking mode. Z Button: If an enemy is near Samus' crosshair, holding down Z will lock onto it. While locked-on, Left and Right on the Control Stick will allow her to strafe around the enemy. If Samus has the Scan Visor up, holding down Z will allow her to analyze scannable objects. In Morph Ball mode, Z will use the Spider Ball, if you have it. Motion Sensor: Used with the Grapple Lasso, once you acquire it. Target an object with a grapple marking using Z and flip the Nunchuk towards the screen to use the lasso. Flip back to pull on the object you attach to. ==================== 3B. Menus/Displays = ==================== Main Menu: Pressing A on the title screen will bring you to the Main Menu. From there, select a file. NOTE on Files: Every file is its own "contained" world, as it were. Records of beating the game are saved to each file separately. The Extras Unlockables status is unique to each file. Also, Logbook stuff remains scanned when you start a new game after completing the game. Play Game: Begin the game or resume from your last save point. If you're starting a new game, you'll have an option of choosing the difficulty, with Normal or Veteran being selectable initially. After beating the game once, you'll be able to start in Hyper Mode difficulty. Options: Brings you to the Options Menu, which I will describe below. Extras: Brings you to the Extras Menu, which is described in section 8B. --- Options Menu Controls - Sensitivity: There are three settings to this: Basic, Standard, and Advanced. What this means is that as you move the Wii Remote's pointer, Samus will turn her body to adjust more. If on Basic, you'll have to move the pointer all the way to the edge to turn Samus. If on Advanced, even moving the pointer an inch or two from the center will turn Samus. Standard is a halfway point between the two. Lock-on Free Aiming: With this feature turned on, when you lock-on to an enemy, you can still move the crosshair and shoot anywhere in your point of view, even while holding your target in your center field of vision. When it's turned off, all shots fired will home in on your locked-on target, no matter how you aim. Basic and Standard have this feature off by default, and Advanced has it on. Switch Fire and Jump: Toggling this will switch the functions of the A and B button during gameplay (A will still select and B will still cancel on menus). Toggle this if you wish to use the trigger to fire, if it feels more natural to you. Switch Hypermode and Visors: Toggling this will switch the functions of the + and - buttons. This is largely a matter of taste, your dominant hand, and which one you think you'll be using more. Rumble On/Off: Toggling this will turn the rumble function on the Wii Remote off. This can also be done on the Wii Home Menu screen. Display - Brightness: Allows you to adjust how overall bright the screen is. You may wish to adjust your TV before adjusting this. Helmet Opacity: The closer this value is to 0, the more you can see through the "helmet" outline bordering the screen. Visor Opacity: The closer this value is to 0, the more you can see through the displays on the visor. HUD Lag: With this on, the HUD will "lag" behind when you adjust your viewing angle, as if it were a separate helmet attached to your head. Hint System: With this on, you'll routinely receive hints about where you're supposed to go and what you're supposed to do. Turn if off if you want to be flying blind. Bonus Credit Messages: With this on, you'll get little messages whenever you get a Credit. Turn them off if the little pop-up distracts you. For some reason, this Option only appears on the Pause Menu. Sound - Volume Levels: Adjust the volumes of music, speech, and sound effects. --- Pause Menu Access this by hitting 1 on the Wii Remote. The first screen brought up will be the Map Screen. You can use the tabs on the left side of the screen to access your Items, your Logbook, or the same Options as above. Map Screen - The 3D map is a wireframe affair, showing you the basic outline of each room. Use the Control Stick to rotate the map so you can get better a view of certain rooms. You can also hold Z and move the Control Stick to pan across the map. + and - zoom in and out. The tabs on the right-hand side allow you re-center the map on Samus, step back to the planetary view, or further back to the view from outer space, allowing you to switch planets. Hit A while highlighting a room to get a closer look at just the room. The tab in the lower-right corner will allow you to "bookmark" the room, if you want to remember it for later. Inventory Screen - Use this section to view what you have for items. You can view everything equipped on Samus or her ship (using the tabs on the right side). There's also a tab that shows you how many Credits you have. Logbook - There's much more information on this in Section 7, but this pretty much is where everything important goes when you scan it. You'll know something goes in here when you get a "Press 1 for Logbook" prompt after scanning it. --- Main Game Display Combat Visor: - 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 lower right corner has your current Missile count. - At the very top of the screen are four lights. These represent the battery life left in your Wii Remote. Scan Visor: - This view still has the Energy Reserve display. - Just for fun, you can also see Samus' reflection. As you progress through the game, you may notice subtle changes in her appearance. Command Visor: - This view still has the Energy Reserve display. - If it's possible to contact your ship, you'll see two holograms representing it. - The lower right corner has your current Ship Missile count once you get it. - The middle of this view also has a compass, which shows your current heading. X-Ray Visor: - This visor is largely the same as Combat in terms of positioning of the HUD. - If you target certain enemies with lit-up areas on them, a secondary HUD will pop up, giving you a closer view of these weak points. Fire at these with the Nova Beam to cause massive damage. Morph Ball: - While in this mode, your Energy Reserve is displayed in the upper-left corner of the screen. - Just below it is your Bomb count. You have three in reserve, which recharge after use. Hypermode: - This view still has the Missile Count. - Instead of an Energy Reserve display, there's now a Phazon level display across the top of the screen. If this depletes, you will revert to normal. ****************************************************************************** 4. THE WORLD OF SAMUS ****************************************************************************** Samus Aran has come a long way, baby. After all this, her upcoming jaunt (in continuity) to SR388 will seem rather tame in comparison. As always, the Federation is in trouble, and it's up our orange-clad heroine to right the wrongs. The final adventure of the Prime trilogy will test her abilities to their limits. One of the most enjoyable aspects of the Metroid series is finding items to equip on our dear bounty huntress. This game doesn't disappoint, with a wealth of hot weapons and cool items to snap on to her suit. ======================= 4A. Weapons and Items = ======================= Weapons Systems - Power Beam: - Samus begins with this weapon. It fires a small, straight shot of energy. Not all that special, but it still kills the bad guys. - In this game, the Charge Beam always remains with you. Holding down the A button will charge up your cannon. Release to fire an amplified shot. - There are several "stages" of charging for your beams. The longer you hold the A button down, the more damage you cause. - Charging your weapon activates a slight tractor system that can be used to draw free-floating powerups towards you. Missile Launcher: - You can find this weapon in Munitions Storage on the GFS Olympus. - Firing this weapon costs you 1 Missile. Press Down on the Control Pad to fire. - This weapon fires a destructive missile which can cause ballistic damage. It packs a greater punch than your basic beam, and some enemies can only be harmed by them. - If you're locked-on to an enemy, then a missile fired will home in on it. - Missiles can be used to destroy objects made of Brinstone, and can also remove RED blast shields on doors. Ice Missile: - You can find this weapon in the Temple of Bryyo in Bryyo Fire, after beating the boss that appears there. - Firing this weapon costs you 1 Missile. It replaces the standard missile. - In addition to the usual explosive power, this missile has the added kick of serious cold. Enemies can be slowed if hit by them, or even frozen solid. If frozen solid, a beam hit will shatter them. - Also, these Ice Missiles can be used to freeze things, including the flow of dangerous material, and creating ice platforms in liquid, which allow you to cross. - Ice Missiles can be used to remove WHITE blast shields on doors. Plasma Beam: - You can find this weapon in the Main Docking Bay on SkyTown, after beating the boss that appears there. - This beam replaces your Power Beam. It fires a superheated shot of energy which does more damage. - You can use the heat this beam generates to melt certain debris. Also, with the Plasma Beam, you can now open ORANGE doors. Screw Attack: - You can find this weapon in the Hall of Remembrance in Bryyo Ice. - When this is installed, you'll be able to greatly extend your horizontal jump distance. - After pressing B twice to Space Jump, press B once more while pushing forward on the Control Stick to initiate the Screw Attack. After that, you can continue pressing B up to five more times to continue the Screw Attack. It's a little tricky at first, as there's a special timing to it. You don't want to press B again until you've at least passed the apex of your last jump. To get the most out of your jump series, press B again once you reach the end of your jump's arc. - I'm sure it goes without saying, but anything caught in your whirling dervish of death will be damaged. Some enemies moreso than others. - Use the Screw Attack in conjunction with special walls and you'll be able to Wall Jump off them. Once again, this is a game of tough timing. You'll have about a second after you touch the wall to press B again to leap off. Seeker Missile: - You'll find this weapon in Xenoresearch B on Eastern SkyTown. - Hold Down on the Control Pad to charge up your Missile Launcher. Pass your reticle over enemies to lock-on to them. You can lock-on a maximum of five times. Release to fire. - You can use this item to lock-on to a group of enemies, or one enemy multiple times, delivering an added punch of multiple missile attacks. - This item can be used to remove MULTI-LOCK blast shields on doors by targeting the five locks for the shield all at once. It can also be used for any other object that requires multiple simultaneous contact. - As a note, if you wish to fire your Seeker Launcher without shooting a Missile with your first press of Down, you can jump right to it by firing a charged shot just before holding down Down. Nova Beam: - You'll find this final weapon in Main Cavern in the Pirate Mines. - This beam stacks on top of your Plasma Beam. It fires a high-frequency beam of energy. - In addition to an increase in power, this beam can also pass through the material Phazite. Combine this beam with the X-Ray Visor and you can see sensitive areas on systems that will need to be shot to activate. - Further, certain enemies wear Phazite armor or are encased in Phazite. Bringing up the X-Ray Visor will reveal their weak points. Shoot these points with the Nova Beam to cause great damage. - With this beam, you will now be able to open GREEN doors. --- Morph Ball Systems - Morph Ball: - This device is with you from the beginning of the game. - Press C and you can roll up into a ball about 1 meter in diameter. - Use this form to fit in small spaces and move slightly faster than running. - Flip the Wii Remote up slightly and you will hop off the ground, about the same distance that using a Bomb would boost you. Morph Ball Bomb: - You have this weapon from the beginning of the game. - Press A in Morph Ball form to release these unstable energy packets. You can lay up to three at a time. - Some enemies can only be defeated by Bombs, and they can break apart objects made of Talloric Alloy. - If you sit on top of a Bomb when it blows, you'll be propelled into the air. - You can effect a "Double Bomb Jump" if you time it properly. 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. - Of course, with the hopping you can do in Morph Ball mode, you don't really need to do the above most of the time. Simply hop in the air, lay a Bomb, then hop into it as it explodes to be propelled. Boost Ball: - You can find this modification in Ballista Storage on SkyTown. - While in Morph Ball form, hold B to charge the boost, then release to get a burst of speed. - Some enemies can only be damaged when hit with a boost. - This is primarily used for rolling up half-pipes scattered around the game. The best way to get enough speed to crest these pipes is to roll back and forth and release a boost as you start to lose momentum going up the other side. - Furthermore, there are Spinner devices that require using a Boost to charge them. Spider Ball: - You'll find this modification in the Powerworks on SkyTown. - When in Morph 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. - Setting a bomb will jump you up from the track slightly. - Activating the Boost while on a track will propel you directly away from the track. --- Suits - Varia Suit: - This is your starting suit of armor. The armor can withstand increases of temperature, but, unfortunately, the opportunity to test that doesn't arise in this game. - That's it, really. It's just the basic suit. Stop reading. Go on to the next entry! Space Jump Boots: - You begin the game with these boots, and hey! You don't lose them in this adventure! - Press B to jump in the air, then press B again to get an extra boost in midair. - Timing is important when using this. Jump again at the top of your jump to get the maximum height, or jump again once you've complete the jump arc to get the maximum distance. PED Suit: - You will be given this suit directly following your first outing to Norion. - This suit is powered by Phazon, so all your energy pickups will now be Phazon pickups. This is mostly cosmetic. - Hold down + to enter Hypermode. This will deduct one Energy Tank from your reserves. - While in Hypermode, everything will appear gray, except for certain objects, particularly those that are damaged only by Phazon bolts. You will be invincible as long as your bar at the top is white. - Hypermode is not limitless. After a certain number of shots or 25 seconds, you will revert out of it. The meter at the top of the screen monitors your remaining shot charge in Hypermode. - If you wish to revert out of Hypermode prematurely, simply hold down + again. This will restore some energy to your suit in the amount left on the meter on the top of the screen. - Overuse of Hypermode can lead to corruption, turning your meter red. This means that the Phazon is beginning to take over. If the red meter fills to capacity, you will be fully corrupted and the game will end. Also, while red, you will take damage, as opposed to being invincible normally. Firing your weapon will reduce the red meter. If the red meter empties or a certain amount of time passes, the corruption will fade, as will Hypermode. Hazard Shield: - This addition to your suit is found in the Craneyard on the Pirate Homeworld. - These kickin' shoulder pads generate a defensive shield around you, augmenting your ability to take hits. - Furthermore, you will not be damaged by Acid Rain or Fuel Gel while wearing this. --- Visors - Combat Visor: - Always with Samus, this is her basic visor for fighting in. Nothing really special about it. Scan Visor: - Samus always has this visor. To access it, hold - to bring up the visor menu, then point to the upper section and release -. - With the visor up, some objects will be lit up in vague colors. Blue means the object hasn't been scanned, yet. Red means the object is important. Green means you've already scanned it. - Hold Z to scan the object in view and you'll get a little description. - Some things you scan will be stored in the logbook. If so, a prompt appears at the top of the screen suggesting you press 1 to view it. - You cannot fire with this visor up. Pressing the A button will put you back in the Combat Visor. Command Visor: - While Samus does begin the game with this visor, you won't be allowed to use it until after you reach Cargo Dock A on Norion. - To access this visor, hold - to bring up the visor menu, then point to the lower right section and release -. - Once in this mode, if you see holograms of your ship in the corners, it means there's something here that your ship can interact with. Find the target (generally an orange pop-up on your HUD) in the area, then hold Z while pointing at it to command your ship. - Initially, you can only command your ship to land on any landing pads you discover. Opportunities for upgrades to your ship exist, and are explained in Section 4B. X-Ray Visor: - This visor upgrade is found in the Command Vault in Pirate Command. - To access this visor, hold - to bring up the visor menu, then point to the lower left section and release -. - Your vision will be largely dark in this mode. Special objects you can interact with are lit up brightly. Doors and pickups can also be lit up. - There are certain consoles that have buttons that you can only see with this visor up. - Furthermore, you can see through Phazite with this visor. Use this in conjunction with the Nova Beam to access controls behind the Phazite. - Also, certain enemies have particular weak points that are exposed using the X-Ray Visor. Focusing on these points brings up a "close-up" HUD where you can see targets that will take serious damage with the Nova Beam. --- Grapple Systems - Grapple Lasso: - This upgrade is found in Docking Hub Alpha on Norion. - This attachment to your left arm will allow you to pull objects. - This is used whenever your HUD displays a "grapple icon" on an object, or any object that shimmers. Lock-on to the object using Z and then cast the Nunchuk forward to attach to the object with the Grapple, then pull back on the Nunchuk to pull the object towards you. - This can be used to clear certain types of debris, and it can also be used to move objects from one place to another. - Furthermore, certain enemies can be grappled, such as shields on Shielded Pirate Militia. Grapple Swing: - This upgrade is found in Reliquary I (off Hillside Vista) on Bryyo. - The second upgrade to the Grapple allows you to swing on suspended grapple points. - When this is attached, Grapple Points in the environment will show up as a "grapple icon" in your HUD. As you approach them, they turn orange. When that happens, holding down Z while facing them will allow you to shoot your Grapple to the hook. You'll swing back and forth on the hook as long as Z is held down. Use the Control Stick to turn yourself while swinging. Release Z to let go. - You can fire while attached, but can't lock-on. - If you bump into a solid object while swinging, the grapple will immediately disengage. Grapple Voltage: - This upgrade is earned after beating the boss in the Proving Ground in Pirate Research. - The final upgrade to the Grapple allows you manipulate energy using the tether of the Grapple Beam. - Certain terminals will have a "grapple icon" in your HUD. Attach to them by targeting them then casting the Nunchuk towards them. Once attached, push Up on the Control Stick to transfer energy to the object, or Down to pull energy from it. - Giving energy to an object decreases your Energy Reserve, while taking it restores it. Neither is a great amount. --- Hypermode Systems - Hyper Beam: - This upgrade comes with the PED Suit after completing the mission on Norion. - While in Hypermode, you will be drawing pure Phazon from your suit. Firing your weapon will produce a severely damaging blue bolt. - This weapon drains a small amount of Phazon energy. - Charging your weapon will allow you to fire a series of Phazon shots. - This weapon is very effective against enemies that have gone into Hypermode themselves. It can also be used against certain Phazon growths to remove them. Hyper Ball: - This upgrade is earned after defeating the boss in the Seed on Bryyo. - While in Hypermode, enter Morph Ball mode, then hold down A to release a Phazon charge. - This charge seeks enemies to attack, but has limited range (about two meters). - This weapon drains a continuous amount of Phazon energy. - This weapon is very effective against enemies that have gone into Hypermode themselves. It can also be used against certain Phazon growths to remove them, particularly ones in cramped spaces. Hyper Missile: - This upgrade is earned after defeating the boss in the Seed on Elysia. - While in Hypermode, press Down on the Control Pad to release a missile charged with Phazon, far more powerful than a regular Hyper Beam. - This weapon drains a significant amount of Phazon energy, as well as one Missile. - This weapon is very effective against enemies that have gone into Hypermode themselves, as well as rocky Phazon growths. Hyper Grapple: - This upgrade is earned after defeating the boss in the Seed on the Pirate Homeworld. - While in Hypermode, target your foe, and if they have a grapple icon, cast the Nunchuk to latch onto them. Push Up on the Control Stick to pump Phazon energy into them. - This weapon drains a continous amount of Phazon energy. - This weapon isn't used often, but certain enemies and Phazon growths are affected by it. --- Miscellaneous - Energy Tank: - This item increases your energy reserve by 100 for each one you find. - There are 14 of these scattered throughout the game. Missile Expansion: - This item increases your missile stock by 5 for each one you find. - There are 50 of these scattered throughout the game, not including the original Launcher. Ship Missile Expansion: - This item increases your Ship Missile stock by 1 for each one you find. - There are 8 of these scattered throughout the game. Energy Cell: - This Energy Tank-looking item is used as a battery to power things. Once you take one, you can place it in another location to power it. - There are 9 of these in the game. - Take note that there are no long-term adverse effects to taking an Energy Cell, nor do you miss anything by placing it in a spot that receives it. There are enough spots for each cell, and they only need to be used once, anyway. --- Pickups - These are the small floating items you get for defeating enemies. As a general rule, the more you need of something, the more likely you are to get it. For example, you'll find better energy pickups when you're down to 20 energy, as opposed to when you're only missing 20. Note: Your "energy source" changes from "regular" energy to Phazon at a certain point in the game, and the pickups reflect that change, but it's only a cosmetic adding of a few blue spots on the ball, nothing major. Small Energy/Phazon Unit: - This unit is a purple ball. - It will restore 10 Energy. Medium Energy/Phazon Unit: - This unit is a red ball. - It will restore 25 Energy. Large Energy/Phazon Unit: - This unit is a blue ball. - It will restore 50 Energy. Ultra Energy/Phazon Unit: - This unit is a gold ball. - It will restore 100 Energy. Missile Ammo-5: - This unit is a brown missile with an orange halo. - It will restore 5 Missiles. Missile Ammo-10: - This unit is a larger brown missile with an orange halo. - It will restore 10 Missiles. Missile Ammo-25: - This unit is a large-sized missile. - It will restore 25 Missiles. Ship Missile Ammo: - This is a wide orange missile. - It will restore 1 Ship Missile. ==================== 4B. Samus' Gunship = ==================== Lucky girl gets a new ship every game. For the very first time, you'll be able to sit in the cockpit of Samus' Hunter-class Gunship, and the inside of it is its own environment of neat little gadgets. I've created this section so you can see what all these are. The tool you'll use the most in your ship is right in front of you looking down. This square is the Navigation console. Access it and select your destination, and you'll automatically be taken there. The circular readout above your head is the Communication console. Once you touch it, you can input a four-character code which will allow you to converse with anyone who's hailing you. You only need to use this once, but you can check the Extras section for Easter Eggs you can find while playing with it. There are two orange buttons to your right. The left-hand button raises the blast shield, completely blocking off visuals in the viewport (not used in the game). The right-hand button performs a diagnostic of your suit to see how corrupted you are. To properly use it, you need to twist the Wii-Remote to line up the two symbols, then hold it. There are also two orange buttons to your left. The left-hand button shows you a "status report" on your adventure, showing how many kills, how many shots fired, how many saves, the percentage of rooms visited, and how many times Hypermode has been used. The right-hand button brings up the weapons systems on the gunship (not used in the game). Below the orange buttons on the left is a console that allows you to manually activate thrusters. Only really used once. --- Ship Upgrades Gunship Missile System: - This item is attached to your ship in the Hangar Bay on Bryyo. - With these warheads on your Gunship, you now have the ability to rain fiery death on your enemies. - Each use of these warheads will cost you one Ship Missile. - Bring up the Command Visor, and if the option is there, hold down Z to initiate a bombing run, which will target any enemies that the Gunship can "see". - Also, it's possible to target your bombing runs on a specific target if the pop-up is displayed in your HUD for allowing an attack. Gunship Grapple: - This item is attached to your ship in the SkyTown Federation Landing Site on Eastern SkyTown. - This grapple allows you to grab and move heavy items to be set down elsewhere. - Bring up the Command Visor, and if a pop-up on an item is there, hold down Z to grapple it. Following the grapple, you can set the item down on a similar pop-up elsewhere. - Your Gunship cannot land or perform a bombing run while holding something. If you wish to do either of these, you'll receive a prompt saying that your Gunship will drop the item if you do this. If you select "Yes", then the Gunship will replace the item in its original location. =================================== 4C. Surviving in This Crazy World = =================================== If you've played both Prime games before this, I'd suggest the Veteran difficulty. It makes the game satisfyingly hard. Normal is a bit too easy, and is really meant for those who haven't played the other Prime games. From my observations, the things that difficulty changes is how much energy enemies take from you when you're hit, and how much punishment they can take, particularly bosses. There are Save Stations in this game, like in the previous games, but your chief location for restoration is your Gunship. Since this game requires you to move back and forth to different planets, your Gunship will see a lot more of you than in other games. 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. Combat is definitely different in this game. Experiment using the different controls until you find a setup that works for you. Personally, I use Advanced with Free-Aiming on. When fighting a bunch of small, fast enemies, try some manual shots, but keep tapping the Z 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. Don't forget to use Missiles for extra punch whenever you can, because the game has no problem giving you more to restore you. Ah, Hypermode. This is the first time we've had a weapon this dangerous in a Metroid game. On the one hand, it's crazy powerful, and if things go well, you're invincible while using it. On the other, you definitely lose energy by invoking it. So, there's a choice between risking losing energy by being less powerful, or definitely losing energy but having a serious power advantage. Tough choice. In normal circumstances, I say don't use it, personally. Most of the normal enemies are either weak or have a weakness which you can exploit without having to go hyper. However, once an enemy goes hyper itself, DEFINITELY turn it on, otherwise the hyper enemy will seriously frag you up and down, and you'll lose far more energy than Hypermode would cost you. ****************************************************************************** 5. WALKTHROUGH ****************************************************************************** As an opening note, I'll constantly be referring to compass directions for where you should travel. There are two compasses you can refer to. One is on the Map screen (an arrow pointing north), and the other is in your Command Visor, in the middle of your HUD, showing the direction you're facing. That out of the way, let's get this train wreck a-rollin'! ======================================== 5A. A Tale of Corruption (GFS Olympus) = ======================================== After the opening cutscene, you'll be inside your ship. First thing to do is look at the Navigation Console in front of you and press A. You'll automatically steer towards the Federation Fleet. The incoming ships will ask for your code. Look above you and press A to access your Communication Console. Tap the four buttons that match the code on the screen. Once that's done, look to your left and tap the thruster console in the lower corner. You'll automatically grab the thruster control. Push fowards on the Wii Remote to activate. You'll be carried to the Olympus. ==G.F.S. Olympus== Docking Bay 5 - New Scans: Hunter-Class Gunship, Landing Beacon, Galactic Federation Crate, Heavy Galactic Federation Crate, Fleet Mechanic, Federation Marine, Halberd-Class Turret, Galactic Federation Blue Door, Training Drone Begin by shooting the four panels for "weapon calibration". Yes, there's a lot of stuff to scan here. The only things that are easy to miss is the Turret (above the blast door on the west wall) and the Drones. Now, to get the drones going, step on the training pad. You can practice trying to keep the drone in midair if you wish for fun, and you get Gold Credits for every ten bounces. Continue up the northwest ramp to the door, and blast it to open it (yes, random weapons fire is no big deal to the GF). Docking Bay Access - New Scans: Male Fleet Trooper, Female Fleet Trooper As you enter, you'll hear a quick conversation between some techs. On the east wall, use a charged shot on each of the red markers to raise the ramps. Climb the ramps, then leave by the door on the north wall up here. Docking Bay 4 - New Scan: Blast Shield The console in the middle of the room has a data interface on it. Tap it to get a five digit code. Furthermore, you can tap each of the images on this screen to get more information about current technology. Listen well to all this info (no, no test later). Punch your five-digit code into the door behind you to open it. Security Station - New Scans: Hunter Ghor, "Olympus-Class Battleship" Hey, who's that fella? After he's done, go over to the lever and follow the directions to open it. Stand in the chamber and wait for them to finish, then go to the console for your own scan. Open the other lever to continue on through. There's your first Lore here. I refer to Lores in the Scans in quotes so they're not confused with physical objects. Leave by the blue door. Security Access - Not much to do in this room but jump, so head for the far door. Command Lift A - Tap the panel, then hop onto the lift. Flag Bridge Access - Exit by the only other door, here. Flag Bridge - Climb up to the upper floor of the bridge. There's a marine in front of the northeastern door that wants you to recharge, so take his advice and go southeast, through the door. Lift Access - New Scan: Save Station Blast away the crates to reveal the door, then step inside and save. Leave by the same door you came in. Flag Bridge - Speak to the Marine once again and he'll let you in. Meeting Access - Simply walk through this hall to the end. Ready Room - Watch the cutscene here, then exit. Meeting Access - Leave by the other door. Flag Bridge - New Scan: Fleet Admiral Dane Dane will tell you to get to your ship. Sounds like a plan. Drop to the ground floor and leave by the door down here. Flag Bridge Access - New Scan: Pirate Militia With a boom and a crash, the Pirates make their entrance. Waste the Militia here, then proceed through the hole, then the door to your right. Port Observation Deck - New Scan: Space Pirate Boarding Pod Watch as a Boarding Pod slams into the hull, then take out the two Militia that pop out of it. Once they're toast, proceed to the next room. Xenoresearch Lab - New Scan: Crawltank Blast the two Crawltanks in this room, then proceed through the hallway to the next one. Lab Access - Soon after you enter this room, a fighter will slam into the hull, creating a breach. Shoot the red light above the hall to close the blast door, then turn around and leave the way you came in. Xenoresearch Lab - New Scans: Armored Pirate Milita, Crawlmine As you enter this room, another Boarding Pod will crash into the ship, releasing two Armored Militia and one Militia. Blast them all and the last one should drop the Energy Cell they just stole. Grab it, then head to the station on the lower floor. Follow the instructions to insert the cell. Well, we're back online, but the exits are closed and it looks like we have company in the form of a ton of Crawlmines and some Crawltanks. After blasting a few, the hatches on the floor will open. Turn into the Morph Ball and drop into one of them before you're overwhelmed by the Crawlmines (to my knowledge, they don't stop coming). Roll to the north end of the tunnel. Ventilation Shaft - Watch Rundas help out, then bomb the fan in your way and drop down the shaft. You'll automatically grab an ENERGY TANK in your path. At the end, use a bomb to propel yourself into the air to reach the part that goes up, or just flip up the Wii Remote to toss yourself. Either way, proceed all the way to the end of this shaft. Disposal Chamber - New Scan: Bomb Slot Scan the console on one wall to activate the Bomb Slot on the other. Hop into it and lay a bomb to activate it. Yikes! Watch the cutscene. Repair Bay A - Blast the three Militia that show up here. Now, you need to open that door, but you can't with your current equipment. Head up the ramp on the south wall and double jump to the catwalk. You'll face three Crawltanks and three more Militia on your run around this catwalk. Jump onto the fighter in the middle of the bay, then to the west side catwalk. Destroy one more Crawltank, then head through the south door. Munitions Storage - Take the Missile Launcher, then leave. *** MISSILE LAUNCHER ACQUIRED *** Repair Bay A - Smash the debris blocking the hand scanner, then use it to open the bay doors. Repair Bay Shaft - New Scan: Aeromine A Militia will show up, as well as eight Aeromines. The way to beat these guys is to shoot the one whose shield drops to fire. Pretty simple. Once the room is clear, proceed. There's a Save Station to your left if you wish to use it. Hit the Hand Scanner at the back of this room to open the doors so you can move on. Docking Bay 5 - New Scan: (Boss) Hey! We're back! You'll automatically head for your ship, but get interrupted on the way. BOSS: BERSERKER LORD This behemoth attacks with its claws at close range, a constant mouth beam at range, and a stream of... well... Phazon puke at mid-range. He also has a Wave Quake that you need to jump to avoid. His weak points are his shoulders that very obviously glow red. Smash those and he'll try a new attack: spitting balls of energy. Shoot these slow-moving balls to knock them back into him to damage him. After he takes damage, he'll revert back to normal attack mode where you'll have to shoot his shoulders again. Watch out when he tries the spitting again. If he glows red, he'll shoot a fast shot instead of a slow one. If you can, try to get him to spit at least two shots before you fire them back at him to maximize the damage. After taking four of his own shots, his plating will explode, exposing his back. He'll continue to attack, so just hammer on his back until he falls back, where he'll finish the job for you. With your ship called back, hop on. Gunship - Tap your navigation and select "Docking Hub Alpha" on Norion. Time to go planetside. ======================================== 5B. It's Not So Much the Fall (Norion) = ======================================== Missiles: 5 Energy Tanks: 1 The fight's already going strong. You'll need to support the GF if you hope to repel this attack. ===Norion=== Docking Hub Alpha - New Scan: "Hunter Rundas" After the chat with the Marine, shoot each of the locks on the door to open it up, then head on inside. Shoot the next locked door and take the Grapple Lasso inside. Head to the doors, scan the console, and grab the lever to open the elevator. Ride up. *** GRAPPLE LASSO ACQUIRED *** Hub Access - New Scan: Mounted Blast Shield Smash the Crawltank, then head to the main room. Take out two more Crawltanks and a Militia, then hop up to the upper path. At the end, attach the Grapple onto the door by locking on to it, then casting the Nunchuk forward. Pull back on the Nunchuk to rip the panel off, then move through the door. Cargo Hub - There are 14 Aeromines total in this room. Once they're all scrap, head back to the northwestern door. Nearby is a panel you can rip off. Do so, then use the hand scanner underneath to open a hatch. Roll into the hatch. In this little maze, bomb the fans that are in your way, and use jumps to hop up the ledges. Watch out, because a Drone will be nearby waiting to blast you, so avoid his fire. Near the end, you'll find a MISSILE EXPANSION. Leave the tunnel after taking it, then work your way around the east side of the hub. Rip off the debris blocking your way and roll through. You can't go through to the Control Tower, so take the only other door here. Substation East - Turn into a ball, then hop up and take the obvious ENERGY TANK here. Wait for the panels to recede, then roll all the way across to avoid the hot stuff. At the far end, roll into the little room, then leave by the door. Conduit A - New Scan: Red Blast Shield Take out the Milita at the end of the hall. Before you turn left, fire a Missile at the Red Blast Shield to your right, then enter. Munitions Storage - New Scans: "Hunter Ghor", "Hunter Gandrayda", "Valhalla Incident" Step into the hologram to get the map for the area, then scan the three Lores here and leave. Conduit A - New Scan: Jumpmine Head around the corner, then down the ramp. Use a Charged Blast on the pipes that fall in your way, then again later down the hall. Watch out for the flame jet, as well as the Jumpmines at the far end of the hall. Clear any remaining debris and Jumpmines, then blast the shield at the far end and go through the door. Cargo Dock A - New Scans: Pirate Trooper, Space Pirate ATC, Shield Pirate Militia, Aerotrooper As you exit, you'll be attacked by a well-entrenched squad of two Militia and two Troopers. Once you take out a few of them, an ATC will float in and drop off two Shielded Militia. Use the Grapple Lasso to rip their shields away and trash them. Once all six are felled, two Aerotroopers will show up. Use either normal shots or Missiles on them. Once they're down, the ATC will return and attack you itself. It may seem daunting, but shoot its forward vent repeatedly and it will go down. Watch the cutscene after that. You'll now be able to use your Command Visor, so switch to it and target the icon on the landing pad to get your ship there. This will open the door on the east side, so save if you wish, then head on through. Generator A Access - Destroy the Crawltanks nearby, then shoot the lights on the far door in the order it gives you. After that, you can rip it off with your Grapple. Generator A - New Scan: "Jolly Roger" Drone After the Pirates finish making their mess, head into the central area and smash the Drones that pop up. Wait until they stop moving to shoot them with a Charged Blast to down them in one hit. Once six are scrap, you'll be able to access the far wall. Blast away the debris and hit the lever to bring up the generator. Head back to the other side and hit the hand scanner to fire up the generator. Watch the cutscene, then leave. Generator A Access - Blast the Crawltanks and move on. Cargo Dock A - New Scan: Federation PED Marine Watch the cutscene. Scary, eh? Move on to the next room. Hey! Do we know him? Conduit A - New Scan: Shield Pirate Trooper If you're quick, you can scan this guy as he appears around the corner before he gets nuked by the Marine, but don't worry if you miss it. You'll have plenty more chances. Watch out for Jumpmines and Crawlmines on your way back up. Substation East - Roll out this room the same way you rolled in. Cargo Hub - Roll through the debris to your left, then watch Ghor do his thing. Go through to the door he just opened the way to. Use Charged Blasts on each of the wires, then yank the door off and move on through. Maintenance Station - New Scan: White Blast Shield Proceed through this hall, getting support from the PEDs. Conduit C - Follow this hallway, smashing Drones and Crawlmines. After the second Drone, hop across to the platform with a ball tunnel. Roll in and all the way through the crawlspace to the bottom, which will put you past a glass shield. Proceed through the door. Cargo Dock C - Roll up to the panel in front of you and use a Bomb to blast it open. As you roll through the tunnel, you'll get a rude awakening from an old friend. Watch out for where he breathes plasma, then set bombs so he ends up biting down on them. Once he bites down on two, he'll lift a leg so you can keep moving. You'll do this once more further down the tunnel. After you chase him off a second time, you'll be able to roll to the end. Go through the door. Generator C Access - There are Crawltanks in this room and a Save Station, which you can use if you want to. At the end is another Mounted Blast Shield, so shoot all the lights it tells you to, then rip it off. Generator C - After a little help from Gandrayda, you'll be free to fire up the generator. This time, pulling the lever isn't enough. You have to go into the service tunnels to get this one going. Go back to the other side, then enter the tunnel. Use Bombs to activate gas lifts, and watch out for Drones. When you see a Bomb Slot, bomb yourself up to it. The maze is pretty easy, but watch for spots where you need to time your movements across the gas so you don't fall into the electricity. Once you activate three Bomb Slots, ride the tunnel and gasses up to the rails you extended. At the end, bomb once more to launch yourself to the generator and the Bomb Slot. Activate it, then prepare for one nasty fight. Generator Shaft - New Scan: (Boss) BOSS: META RIDLEY You're fighting your old nemesis at a disadvantage here. You're both falling down a rather long shaft. Constantly correct yourself so that you're not scraping against walls. When he's below you, he'll fire his plasma breath and try to knock debris into you. Blast him in his mouth to repel him. At some point, he'll grab you and stare right at you. Blast him wherever he lights up: on his hand or in his mouth. After a bit of that, he'll be above you, flying down at you. Keep blasting him in his mouth as he spits more plasma and flaming rocks. Shoot down the rocks if you can. This will rotate until you get his health down to almost empty. Naturally, make sure you finish him before hitting the bottom. Generator C - After the fight, activate the Hand Scanner. You now have four minutes to get to the Control Tower before the meteor smashes into the planet. Generator C Access - Rush through this area, smashing Crawltanks. Cargo Dock C - Roll into the tunnel on your right and Bomb to lift yourself up. Roll back to the other side. Conduit C - A Drone, a Militia, and some Crawltanks will try to slow you down, here. Once you hit the ramp going up, turn around to jump up to the door. Maintenance Station - Seven Aeromines will try to stop you here. Blast them all and move on. Cargo Hub - Roll through the debris to your right and use the hand scanner to open the gate. Go through the door. Tower Elevator - New Scans: Hunter Rundas, Hunter Gandrayda Hop into the elevator to meet your comrades. Make sure you scan them if you're going for the Logbook. Control Tower - Not much to do here but watch the cutscene. What will become of our beloved Samus? Tune in next week, loyal viewers! ===G.F.S. Olympus=== Medlab Delta - New Scans: "Phazon", "Phazon Enhancment Device" Listen to Talky McTalkerton for a bit, then hold down + to go Hyper, then blast all the little floaty things. Once that's all done, you'll hop out of your little bed. Head for the far door. *** PED SUIT ACQUIRED *** *** HYPER BEAM ACQUIRED *** Gunnery Station - You can blast more of those blue panels in Hypermode if you wish to practice, then head on to the next room. Command Lift B - Activate this lift and ride up. Lift Access - Pass through this area, saving if you wish. Flag Bridge - Go to the door on the east wall. Speak to the Marine and he'll open the door. Aurora Access - Step into the lift. Wait for the doors to open. Aurora Chamber - Step up to the platform and activate it to speak to the AU. Listen to her. After this, you will automatically go to your Gunship. Gunship - Activate your Nav Console and select Bryyo as your destination. You can go there, Norion, or Elysia, but there's no point in these other two destinations right now. ================================= 5C. The Trail Goes Cold (Bryyo) = ================================= Missiles: 10 Energy Tanks: 2 Rundas was the hunter sent to Bryyo, and he hasn't been in contact for a week. It's up to you to find him, as well as any means to remove the corruption on the planet. ===Bryyo=== Cliffside Airdock - New Scans: Nightbarb, Kashh Plant, Mature Kashh Plant, Bryyo Blue Door Although there's a ton to scan here, all you really need to do is head on through the door. Gateway Hall - New Scans: Gragnol, Small Bryyo Coffer, Large Bryyo Coffer On the ice bridge, you'll face some Gragnols. Simply blast them and move on to the next room. Gateway - New Scans: Phazon Nightbarb, Gel Puffer, Hopper Okay. Time for a small puzzle. You need to get through that door that they're showing you, and to do that, you need to set off two switches, one right above you, and the other above a similar doorway across the canyon. To your left is a platform you can jump to, then to the ledges on the far side. Move around south, then to the west. Watch out for the bridge that crumbles. Once it does, turn around and grapple a platform on the wall, which will allow you to make the jump back. Anyway, jump to the western ledge, then to the center. Roll into the tunnel and down to the node. Bomb it to unlock one of the locks, as well as lower some platforms. Also, this summons some Phazon Nightbarbs. To destroy them, wait for them to start an attack, then shoot the ball of energy. Head to the south wall so you can jump up to the new platforms, then to the center structure again. Roll down the tunnel and bomb the node at the end. The door is now unlocked. Make a beeline for it, by heading west on a now-open ledge, then south to the doorway. Inside this structure is a ball tunnel. The way to the right is blocked, so Grapple it three times to pull it out. Hop in, and roll all the way to the right. Take out the Hoppers in your way and go through the door. Reliquary II - New Scan: "Golden Age" Take the ENERGY TANK here, then rip the plating off the wall so you can scan the Lore. Leave. Gateway - New Scan: Bryyonian Shriekbat Roll back through to the left side. You may just have enough time to scan the Shriekbats before they hit. If not, don't worry, you have other chances. Blast the Red Shield, then go through the door. Grand Court Path - New Scan: Shelbug Head up the ledges here, blasting the Shelbugs if you wish. Turn around at the end and use a Charged Shot on the statue in the hallway behind you. Hop on the ledge, then onto the higher ledge. Proceed through the tunnel and then double jump across the gap to the MISSILE EXPANSION. Drop down and enter Hypermode. Use the Hyper Beam on the blue growths here to clear the passage. Take out the Hoppers behind, then head through the door. Grand Court - New Scan: Reptilicus Hunter, "Age of Science" Drop down into the court to face off against two Hunters. They take quite a few hits, and neither beams nor missiles seem to be more effective, so just keep slamming them until they die, opening the hatchway. Go through. To your left is a panel. Shoot the lit up parts to open it for another Lore, then head through the door. Hillside Vista - New Scans: Korba, Snatcher Dropping down the ledge, you'll see some Gragnols. Blast them, then take a look at the wall for some new foes. To get in there, look for a patch of rock that you can Bomb, then roll into the tunnels. The object is to not get lifted up into the Korba if the Snatchers inflate and go to the other end of the tunnel, but we've got a bit of business, here. Let a bunch of Snatchers latch onto you, then float to the left and up the shaft to find another MISSILE EXPANSION. Either jump up to the right or roll back down the bottom and to the right. Either way, you'll get to the other side. Grapple the shield on the statue, then blast it with a Charged Shot to reveal a door. Reliquary I - Take the Grapple Swing here, then leave. *** GRAPPLE SWING ACQUIRED *** Hillside Vista - New Scan: Grapple Swing Point Simply look at the Grapple Point and hold Z to attach to it, then let go once you reach the other side. Climb up the ledges and leave. Grand Court - By the feet of the Golem is a cavern. Go inside and climb up. You'll be able to reach the Grapple Points up here. Take care of the Gel Puffers, first, then swing across. On the other side, Grapple off all the panels, then roll into the tunnel and up to the top. Leave by the door. Grand Court Path - New Scan: Reptilicus Your exit from this room is blocked by a Reptilicus. Waste him, then leave. Gateway - Roll out of this area, then make your way to the southeast corner. Hop up to the door and go through. Fight or ignore the Reptilicuses. Crash Site - All right. We've found the downed ship. Head forward, blast the Shriek- bats, then swing across to the Theseus. The only way in is through the cracked spot on the bottom, so roll in. In the tunnel, don't bother going up, just go left. G.F.S. Theseus - New Scan: Atomic Use charged blasts to destroy the Atomic, then blast the two clamps on the panel. Now, the deal here is to connect the power rods together. Grapple one rod, then the corresponding one on the other side. Do the same for the other two, and a console will raise. Use the lever to fire up the satellite link. This will give you the map for the area, as well as two new locations for you to explore. Now, it's time to go back. Taking the southern door will just lead to an area you can't get through yet, so go to the north door. Crash Site - New Scan: Gragnol Adult Before getting too excited, let's go back into the tunnel. Watch out for the electrical currents, then hop up to the piston. Wait until it reaches the top, then do a Double Bomb Jump (or just jump and lay a bomb in midair, then jump into it again) to the ledge, then keep rolling to the end. Grab the MISSILE EXPANSION here, then drop down to the north side and leave through the door. If the Gragnol Adults bother you, Grapple them to pieces. Gateway - Swing across to the north side and make tracks. Gateway Hall - New Scan: Alpha Hopper Grapple one of the structures to make stairs for you to climb, then head onto the ice bridge. You'll face a mini-boss battle of sorts against a total of five Alpha Hoppers. The game suggests going hyper for this battle, and it's really not a bad idea, so do so. Make sure to collect any energy they drop. Once all five are mush, head north and out the door. Cliffside Airdock - Head back to your ship. It's time to find a new place to crash. Gunship - Okay, the way "forward" is to go to the Fiery Airdock in "Bryyo Fire", but let's take a slight detour. You'll thank me. Trust me (particularly if you're playing on Veteran). Select the Thorn Jungle Airdock. Thorn Jungle Airdock - Not much going on in this room, so head forward. Overgrown Ruins - Now, in this room, you'll come across two Pirates that immediately go into Hypermode. By the way, if anything's hyper, you can't scan it, only scan the fact that it's hyper. Anyway, go hyper and waste them. Now, certain parts of the walls have Fuel Gel in them, so blast the one on the west wall about halfway through to reveal a tunnel. Blast the Red Shield at the end and enter. Vault - Take the ENERGY TANK, here. Okay, now you can leave. That's all we needed. Go back to your gunship. Gunship - Select Fiery Airdock as your destination. ===Bryyo Fire=== Fiery Airdock - New Scan: Fuel Gel Look up and west. Ah, now whose ship could that be? Leave via the door. Imperial Hall - Fire a Charged Shot at the gel coming out of the disc to ignite it. This is a common tactic you'll employ in this area, so get used to it. Once both discs are out of the way, head up the ramp to the right. Gel Refinery Site - Destroy the two Reptilicuses (Reptilicii?) that show up, then head to the east alcove. Charge Blast both of the gel outputs on a nearby structure to rotate it so you can get on, then hop to the door and leave. Main Lift - New Scan: "Age of Schism" The panel on your right covers the Lore. Enter the tunnel in front of you. Inside the tunnel is a bunch of Snatchers and a Korba. Get a bunch of Snatchers on you and float all the way up to the Korba, but push left at the very top and bomb the Snatchers off you. Roll to the left and enter the tunnel to the left to find a MISSILE EXPANSION. Now, roll back. A Bomb will remove the plant in your way, then you can drop down one level to the lower tunnel (if you miss, just ride up on some Snatchers). Roll all the way through to a wider area. Turn left to find a lift. Use the Grapple on the lever in the lift to ride down to the Red Blast Shielded door. Corrupted Pool - Blast the two Hoppers here, then go hyper to take out all the growths in the pool. Something will happen here, so follow the directions and fire as fast as possible. Finish the job on the growths. If you want, you can actually use the pool to heal you (for the first time in three games). To cross the pool, you'll actually need to Grapple across, so do so, then leave by the door. Gel Processing Site - New Scans: Warp Hound, "Age of War", Grab Ledge, Phazon Pillbug After the quick cutscene (OMG it's HIM!) drop down to the center to face three Warp Hounds. They're not particularly difficult, but they take a lot of hits, so going hyper might not be a bad idea. Once all three are down, you can access the terminal near the Lore. Blast the two jets to ignite it and then you can jump in as a Morph Ball and bomb blast it. This will raise the center platform a little. Hop on and blast the three Gragnols that showed up, then Grapple each set of piping on either side to create a tunnel. Jump to the ledge on the east wall, then step up to the pump terminal. Push A to grab it, then move the Wii Remote back and forth repeatedly to pump it up (...) Once it's pumped, shoot the two spouts of Gel to rotate the tunnel so you can enter it. Roll through. Get the next terminal going the same way you did the first. Roll back out the tunnel and deal with the Gragnol Adults that just showed up. Face the south wall and Grapple the vent cap to open a flow of Gel. Shoot it, then shoot the next one after it rotates. Things will blow up, then you can access the south ledge. Enter the ball tunnel. Set bombs to blow up the Pillbugs. Jump up to the cracked block, then blow it to drop a solid block in the way of a flame jet. Drop down and watch the flames so you can jump through to the end. Activate the last terminal here (like the others) to raise the middle platform to the top. Take out the Gel Puffers that showed up, then hop to the platform, and then jump to the Grab Ledge. You'll automatically haul yourself up. Leave by the door. Gel Hall - New Scan: Gel Ray Blast the Gel pouring out of the statue's mouth to break the vine and drop a platform with a MISSILE EXPANSION on it, then cross to the other side. Getting a scan of the Gel Ray isn't easy, and can only be done once it hops out, but be patient, because this is the one of the few places it shows up. Save Station A - Take the opportunity to save, here. Cavern Entry - Blast the Hoppers here, using the trees for cover, then move on. Gel Cavern - There are not only pools of Gel, but also spouts that dispense it from the ceiling. Wait until they stop, then leap through. You can't head north, because that's a constant flow, so head west. Watch out for the Gragnols, then go through the west door. Temple Access - New Scan: Gelbug The little Gelbugs will bounce off the walls of the tunnel towards you, so smash them with a Charged Shot before they hit you. Once the place is clear, continue. Temple of Bryyo - New Scan: Large Space Pirate Crate, Armored Pirate Trooper, (Boss) As you enter this area, the Pirates will attack. You'll be set upon by one Militia, one Trooper, and one Armored Trooper, as well as an ATC. Blast them all. More ATCs will come in, but their troops will be put to rest by a certain someone, who now wants a piece of you. BOSS: RUNDAS Your former comrade has a lot of serious ice power. First of all, if you fire Missiles at him, he'll generate a quick field to freeze them. He's not perfect with it, but good enough that you should probably stick to beams. His attacks consist of the following: skating around on an ice stream, slashing you at close range, firing icy blasts that freeze you, and standing on one of the ice blocks and firing ice projectiles at you (which can be shot). Once he's down to about half, he'll also fire ice shots while on his ice stream (which can be shot), and his "super" attack is to create a big ice spike, then swing it around and fling it at you for a large amount of damage (quickly dodge-jump out of the way to avoid it). Now, damaging him isn't easy because you first have to knock off his armor, so repeatedly blast him until he's stunned, then use the Grapple to rip his armor off. This will allow you to actually damage him with shots, but it won't stop him from attacking. After a while, he'll replace his armor, and you'll have to start again. He'll more than likely cause quite a bit of damage on you, so make sure you shoot all his smaller ice shots for powerups, because you'll need them. Also, given the fact that he has a PED Suit, he will go hyper once you get his health down by 3/4ths. Just like yours, it's not infinite, but it's worth your while to go hyper yourself to hammer him hard, even if it reduces your energy down to next-to-nothing, because if you don't he WILL reduce your energy down to nothing. Once Rundas is fallen, take the Ice Missile he leaves behind, then hop into the lift that rides down, and through the door at the bottom. *** ICE MISSILE ACQUIRED *** Temple Reservoir - New Scan: Scorchbug You need to cross this little pool of Gel to move on, and the best way to do it is fire an Ice Missile into the Gel, making a small platform. Use it as many times as you need to cross to the other side. Temple Hall - Activate the pump to get the Gel flowing. Now, fire an Ice Missile at the Gel stream to freeze it to make a platform that you can step on. Do the same for the other streams to reach the door on the other side. Temple Generator - New Scan: "Downfall" Activate the hand scanner here to learn this whole trip was (almost) for nothing. You need a serious weapon if you hope to destroy the shield generator. Leave for now. Temple Hall - Cross to the next room. Temple Reservoir - Make ice platforms again to leave. Temple of Bryyo - Ride the lift up. Destroying the Hoppers reactivates the lift (if you want that), but leave by the other door. Temple Access - Watch a Pirate get owned by a Gelbug, then move on. Gel Cavern - You can use Ice Missiles to freeze the outlets on the ceiling, but it's not necessary, except for the one on the north end. Freeze that one, then roll into the tunnel. Imperial Hall - Think of this as a "warp back to the beginning". Unfortunately, it's only one way. There was some other stuff we could have got in that area, but we'll be making a return trip real soon, so don't worry. Leave by the northwest door. Fiery Airdock - Hop onto your ship. ============================ 5D. Look Out Below (Bryyo) = ============================ Missiles: 35 Energy Tanks: 4 Having put down one of your fellow hunters, you now need to find a way to deactivate the shield on the Leviathan Seed. ===Bryyo=== Gunship - Select the Cliffside Airdock. Cliffside Airdock - Now, it's time to make our way to our next item. Before we do that, let's make a small detour. Go to the Gateway room, then to the Grand Court (where you fought Reptilicus Hunters). Grand Court - Destroy the Reptilicuses here, then get to the second Grapple Point (the middle one). Swing from it to the south ledge and blast open the White Blast Shield with an Ice Missile. Reliquary III - New Scan: Geemer Take the MISSILE EXPANSION here. Now, return to the Gateway, and then to the G.F.S. Theseus. G.F.S. Theseus - Go all the way through to the far door. Falls of Fire - Now that you have Ice Missiles, you can blast these streams to freeze them and cross. Use the Bomb Slot on the golem to activate it and drop down to the next area (you can go back up using the same golem if you wish). Hidden Court - More Warp Hounds here. Use three Ice Missiles to drop them quickly. Once they're dead, a slot will open. Your objective now is to free the War Golem so it can do its stuff. To do that, you need to destroy four vines. Let's start with the vine that goes to the east wall. Fire at the Gel stream to burn it. Next, the one on the south wall. Blast away the rock near its endpoint with a Missile, then blast the pod inside that the vine originates from. For the north wall, first freeze the Gel stream, then hop into the ball tunnel right next to it and cross before it thaws. Go left at the junction, then into the tunnel on the back wall to find the pod to blast. Now, for the last one, which seems to be behind a solid grating. Go to the slot that activates the golem and bomb it. The golem won't get far, but the pod will be uncovered, so blast it. Activate the golem once again and it will move the pod you used to activate, revealing a door at the bottom. Go on through. Ruined Shrine - Before you do anything else, drop to the bottom of this shaft and set a Bomb near the tube-like golem arm (it lights up in your Scan Visor) to find an ENERGY TANK. Now, climb back up to the entrance. I suggest blasting the Gragnol Hives on the walls before proceeding, unless you want to be swarmed, but it's up to you. Your real target is the crystallized Gel to your right. Blast it to drop some rocks which reveal a Grapple Point. Swing across, then climb up on top using ledges, then to the next ledge on the east wall. You need to blast two crystals to make the next Grapple Point. One is all the way across from you, and the other is on the south wall, partially concealed by a Gragnol Hive from your vantage point. You might want to jump to shoot it. Cross the Grapple Point, then turn left and go up the ledges to reach the top. Blast the debris in your way to find part of the GF compound, then go through the door. Hangar Bay - New Scans: Energy Cell, Galactic Federation Orange Door All right. Head to the center of the area to trigger a fight. Two Warp Hounds and three Reptilicus Hunters will show up. Ice Missile them all. When the way is clear, a console will pop up. Push the up button to bring up the racks. Now, go to the north wall to find a lift. Push the hand scanner to activate it, then ride up. There are also two Gragnol Hives on the walls here, so you might want to clear those before proceeding. Anyway, you'll see two vents on the wall. Blast the metal plates blocking them, then ride up the one on the right. Walk up to the console and take the ENERGY CELL. Unlike the one you found on the Olympus, this one will stay with you until you find a good place to put it in. That place is an area late in the game, so let's focus on collecting them, not on using them, at the moment. Anyhoo, back to the racks. Go back down the vents to the ledge, then hop onto the racks, then to the Grab Ledge in the middle. From there, Grapple the panel on the east wall to pull it out, jump to it, then jump to the ledge in the southeast of the room, then to the next level of the center racks. From there, go to the northwest corner and into the ball tunnel. Follow the directions to flip the switch and open the bay doors. Now, drop down and use the console to lower the racks. Use the Command Visor to call in your ship, then push the missile button in the middle to attach them to your ship. Firepower is nice, eh? Hop in your ship. It's time to make some fireworks. *** GUNSHIP MISSILES ACQUIRED *** Gunship - Select the Fiery Airdock. ===Bryyo Fire=== Fiery Airdock - Okay. Time to make our way back to the end so we can blow up that Generator, but first, let's get a few items on the way. I won't say "leave by the door" or anything silly like that, anymore. I'll just touch on important stuff on the way. Imperial Hall - There's a Drone here. Hmm, wonder if the Pirates have moved in? Gel Refinery Site - Couple of Pirates here. It's particularly amusing to get them to jump into the Gel. Main Lift - Some Crawltanks and Jumpmines, now. Corrupted Pool - New Scan: Remorse-class Turret Yes, there's a Turret in this room. Use an Ice Missile to freeze it solid, then a few shots will shatter it. There's also a Drone. Gel Processing Site - More Drones and Turrets here. Gel Hall - Drones here. Now, start making ice platforms down the Gel stream to your left. You'll find a MISSILE EXPANSION at the end. Now, go back the other way to the White Blast Shield door at the other end of the room. Gel Purification Site - Okay. Shoot the red light on the thing in front of you to release a Grapple Point. Swing on it and hold on. Shoot another light to get another Grapple Point going... you know the drill. Head out the door at the other end. Gel Refinery Site - Rip off the little door to your right to both create a shortcut and allow access to a MISSILE EXPANSION. Go back to the Gel Hall the same way you got here. Gel Hall - Head out the door to the Save Station and onward. Cavern Entry - Pirate Trooper. Gel Cavern - Crawltanks. Temple Access - Trooper at the top. He might throw a Grenade which overloads you with Phazon and automatically corrupts you. Temple of Bryyo - New Scan: Space Pirate Crate, Armored Aerotrooper Here's where the fun is. Arm.Aeros floating around, and more come in if you blast them. What's a girl to do? Well, the point of this is to destroy that cannon that's being set up in the middle of the area. To get that done, go to each of the little radar dish setups. These are jamming beacons. The front of these have Grapple Icons, so Grapple both of them. Work quickly, as they don't stay offline forever. Once both are down, switch to the Command Visor and target the cannon in the center of the room to bring down the hellfire. Everything blows up and you're able to move on. Temple Reservoir - There are now a bunch of Aeromines in the middle of this area. You can go forward to scare them up, then back up to solid land and they'll follow you, so you don't have to worry about falling into the Gel. Temple Hall - Nothing new here. Temple Generator - There's a Trooper and a Militia here. Waste them, then head over to the window, switch to the Command Visor, and target the generator. Boom time. Now, it's time for the other one. Make your way back. On the way... Temple of Bryyo - New Scan: Advanced Shield Trooper, Advanced Pirate Trooper As you ride up the lift, you'll find more friends. One Militia and one Advanced Shield Trooper. Pull his shield off (this will give you the other scan) and blast his armor off with Missiles (beams won't work). Once they're trashed, keep going all the way back to your Gunship. Gunship - Select the Thorn Jungle Airdock. ============================================ 5E. Raining on the Pirates' Parade (Bryyo) = ============================================ Missiles: 50 Energy Tanks: 5 Ship Missiles: 3 Energy Cells: 1 One generator down. Looks the Pirates were trying to set up shop here. You'll find that, for the other generator, they're quite ready for you. Thorn Jungle Airdock - Head on forward. Overgrown Ruins - Ah, we've already been here, remember? If you haven't gone here already, there's an Energy Tank behind the Fuel Gel walls. Take out the hyper Troopers, then blow the Fuel Gel wall on the north wall about halfway down. This uncovers a ball tunnel. Jump up to it, then roll through. You're offically in the next room now, but it's easier this way. Use the lever to drop the shield, then roll back, and through the door. Ancient Courtyard - New Scans: Berserker Knight, Assault Pirate Trooper Take out the two Militia in here, then Grapple the jamming beacon and call your ship in to attack the wall. Behind the wall is the real fight: An Advanced Pirate Trooper (use Missiles), an Assault Pirate Trooper (use beams), and a Berserker Knight (basically a weaker version of the Lord). Destroying these guys isn't too complicated, but you should concentrate on one of the smaller guys while knocking back the Berserker's shots if you have an opening. Also, two Militia show up near the end of the fight, but they're just Militia. Once all are croaked, continue on. Enlightened Walkway - Crawltanks in this room. Watch out, because some are starting to go hyper, so respond in kind. Jousting Field - New Scans: (Bosses) As you enter this area, two Aerotroopers will attack. Floor them, then the main event will arrive. BOSS: PIRATE HUSSAR and KORAKK BEAST The rider of this mount is far weaker, so he'll be your first target. His attacks are to swipe with his lance and fire energy beams with it. Any kind of weapon will take him down rather quickly. Once he's dead, the Korakk gets kinda mad at you. He attacks by trying to ram you and by sticking his tongue out at you. If it hits, the tongue will latch on and drain energy from you, so shake the Remote and Nunchuk to shake it off. When he sticks his tongue out, dodge, then target his mouth and fire some quick regular shots at him. Once he's hit there, he's stunned and his underbelly glows. Get under there as a Morph Ball and set Bombs. Do this until he drops to the ground, then get behind him and Grapple his tail. This will yank him onto his hind legs, giving you a clear shot at his underbelly. Pound that for all your worth (go hyper if you feel like it). Repeat until it croaks. Once it's down, two Militia (one shielded) will show up. Waste them and press on. Field Access - Several Drones in here. On your right is a Save Station. I'd use it. Continue on to the left. Jungle Generator - New Scan: "The Hunted" Even if you don't like Lore, uncover the one in front of you so you can take the MISSILE EXPANSION behind it. Look out the window to see the generator. Call in your ship. Uh-oh. Well, looks like you'll need to give your ship a hand if you hope to destroy this one. Once you make the failed attempt, try to leave. The doors will lock, and the shutters on either side will open, each releasing an Arm.Trooper. Destroy them and go south (the door to the right of the window). Generator Hall South - New Scan: Space Pirate Blue Door Blast the Gel tanks on the underside of the bridge above you to allow access to the Grab Ledge. Once up, turn around and blast the Trooper and Arm.Trooper that show up. Jump across and either destroy the Turrets in front of the door or wait for the Fuel Gel tanks to get there and blast those instead. South Jungle Court - Okay. Time to take out the first cannon. Troopers and Militia are here and more come all the time (including some Arm.Troopers and Shield Troopers). Your objective is to get under the cannon and Grapple the bottom valve (you may need to scan the valve first). This will release the Gel tanks on the sides of the cannon. Blast one of those tanks and the cannon will be partly damaged. Don't be too hasty to go back under there, as a field goes up for a second that damages you. Once it's down, Grapple again and blast another tank. Do it one more time and the cannon will be scrap. Clean up the remaining Pirates, then continue on to the north. South Jungle Hall - New Scan: Phazon Fungus Drones and a Turret here. Blast them all and move on. Auxiliary Dynamo - Go around the front of the dynamo to find a piston you can Grapple. Do so, then rush back around to the ball tunnel. Roll over to the piston, then ride it up to a SHIP MISSILE EXPANSION. Leave by the north door. North Jungle Hall - Aeromines in here, plus a few mines on the ground. Blast them from a distance. North Jungle Court - The cannon here has a different setup. The valve is protected by armor. To remove this, you need to Grapple three clamps set up around the perimeter. Jump up to the platform around the cannon, then to any of the clamps. Grapple it from the back side. Now, be careful, because the Aerotroopers in the area will try to pull the clamps back, so you have to keep blasting them as you go to the next one. Once all three are pulled, drop down to the floor and destroy each of the tanks (you can do them all at once now). This will blow up the cannon and you can move on. Generator Hall North - Shield Trooper and a couple of Drones here. Before you drop down, look at the raised bridge in front of you. When Gel tanks pass over it, fire on the tanks to drop the bridge. Operate the pump behind it, then roll into the ball tunnel to grab another MISSILE EXPANSION. Head out by the lower door. Jungle Generator - Waste the two Troopers, then call in the airstrike on the generator. Okay. Time to return to your ship and fly into the Seed. There's nothing really new on your return trip, just some more Pirates and their ilk. Gunship - Select the Bryyo Seed. ===Bryyo Seed=== Landing Site Delta - New Scan: Leviathan Door The floor's crawling with bugs. Just hop up the platforms to the door. Core Access - Use a Charged Shot to blast the growth in your way. Bryyo Leviathan Core - New Scan: (Boss) Drop down and get ready for the fun. BIG BOSS: MOGENAR This War Golem is corrupted by Phazon. The four red balls on its armor (yes, four, one's on the back) are the source of its power. Without them, the things just a hunk of stone. Your objectives are to hammer those balls with normal shots until they crack, then blast the blue opening with Hyper Beams. Now, this thing won't just let you do that willy-nilly. For one thing, it will "cycle" the energy around its body. When you see green lights move around the balls, you'll have to switch targets so you're always attacking the weakest one. As for its attacks, it begins with a stomp that shakes blue stuff in a line in your direction, and it jumps making a big shockwave. Once you blast one of its balls away, it will temporarily switch tactics. It will concentrate energy in its feet, then chase you around the room. Quickly switch to Morph Ball and dodge his attacks. Lay Bombs in his wake so that he steps on them. Blast both of his feet to get him back to the standard mode, where you can work on another ball. On the second round, he'll also use telekinetic hands. Blast them away with your beam. On the third round, he'll slam the ground with his fist, making a big beam shoot straight up, which dislodges rocks from the ceiling. Avoid those. He can also generate shots of light which he'll fire at you and you can shoot for powerups. Lastly, he'll do the pounding chase without having the Phazon feet, which gives you a clear shot at his back if you want it. Once you have no balls left but his back, he does nothing but the chase, so take the opportunity and finish him. After destroying him, take the item left behind (and enjoy this rare look at Samus' humanity). Use the Hyper Ball to destroy pods around you, then watch yourself charge up. Press A to release your Phazon and destroy the Seed. *** HYPER BALL ACQUIRED *** Gunship - Now, it's time to head to Elysia. ================================== 5F. Castles in the Sky (SkyTown) = ================================== Missiles: 60 Energy Tanks: 5 Ship Missiles: 4 Energy Cells: 1 This research facility is the only solid point on the gas giant, Elysia. Its automated robotic staff maintains it. The cybernetic Ghor should feel right at home, here. Perhaps too much. ===SkyTown, Elysia=== Main Docking Bay - New Scans: SkyTown Storage Unit, Heavy SkyTown Storage Unit, Transportation Drone, Aerial Repair Drone, Databot, "Creators", SkyTown Blue Door All there is to do here is scan a ton of stuff and walk up the ramps to the next door. The way to get Lores is to shoot a Databot so that it outputs the file, then scan it. Main Docking Access - Roll up into the Chozo statue's hands and use the Hyper Ball to remove all the Phazon growths. Once the statue drops, blast the glass over the gap and Grapple to the other side. Zipline Station Alpha - New Scan: Zipline Cable Ah, the fun part. Your objective here is to Grapple to the zipline and hold on while it carries you to the other side. Of course, every time you get on one of these, enemies or obstructions get in your way, so you have to be prepared so you don't get knocked off. On this particular zipline, all there is to deal with is some doors that block your way. Shoot them once to open them. Arrival Station - New Scan: Tinbot, "Gift" Blast the Tinbots with whatever. They're not hard to knock down. Hop up to the outside area, then turn left to face three more Tinbots, the go down the path they're on to reach a new room with a Databot and the exit door. Hub Access - You may be able to scan that thing that's retreating down the room, but let's just say for now that you can't, because it is moving away pretty fast and you'll definitely get your chance. Keep moving forward. Transit Hub - New Scan: Kinetic Orb Cannon Hop in the cannon as a ball, wheeee! Roll into the ball tunnel, then double hop up to the MISSILE EXPANSION, and move along the tunnel to an area with some locks you can't open and a cannon you can't use. Hop on the Zipline, where you'll find a robot who drops bombs behind him and some more doors, both of which you should shoot. Barracks Access - There's that guy again. Roll into a ball so you'll fit under the moving lasers, but don't go forward yet. Roll a bit back to find another MISSILE EXPANSION, then go forward and out. Steambot Barracks - New Scans: Steambot, (Boss) Activate the lift to ride down to the next level. Some gears keep you from walking in a direction, so hop into the nearby ball tunnel. Avoid the piston and bomb all the obstructions in your way. You can't get the powerup, yet, and if you know MP games, you know what you need, so keep moving forward until you reach the exit. BOSS: STEAMLORD This floating mecha can render itself invisible to your sight while it lets the Steambots do the dirty work for it. Start smashing the bots, then watch for it to reappear to repair them. When it does, blast it good. This fight shouldn't take long, and you get an ENERGY TANK as a reward for your troubles. To leave this room, Grapple the three valves in the chambers that just opened up to move all the doors. Barracks Lift - New Scan: "Discovery" The door in this room leads to a dead end, for now, so activate the lift using the hand scanner, then hop on and leave by the door on the upper floor. Zipline Station Bravo - Zip across this gap. Your opposition will be some bots that float past you, then try to hover back and hit you, so try your best to shoot them down before they get too close. Aurora Lift - New Scan: Repair Drone There's a Save Station behind the White Blast Shield at the far end of the room. Once you're set there, use the hand scanner to activate the lift and ride to the next door. Aurora Chamber - You can't get to 217 as there's a big door blocking it that you can't open, so move on to the next area. Maintenance Shaft AU - New Scan: Sky Puffer Jump to the top, blast the Sky Puffers, then leap to the other side and exit. Spire Dock - Let the cannon fire you to the central spire. Hey, there's Ghor's armor. There are two ways to go, now. Let's go southwest, as that's where our particular item is. Junction - This large circular chamber has several Tinbots and several exits. The only exit that leads anywhere useful is the one behind the White Blast Shield (going west), so take it. Skybridge Hera - New Scan: "Dragoon" Battle Drone Another Steamlord running off. Rip the gate from its hinges and fight some of the Drones here by Grappling them to remove their thrusters. On this platform, you'll hear the obvious humming of a powerup. Face east and the one furthest east will have a hole on it. Hop in as a ball and jump up to grab a MISSILE EXPANSION. Rip off another gate and hop onto the dangerous-looking bridge. The Steamlord will fire up some bots, but ignore all those and move to the very end of the rickety bridge. Grapple the last gate to drop the bridge and everyone on it, then move ahead, destroy some more Drones, and exit. Maintenance Shaft GP - Hop across the gaps, here. Construction Bay - The small cutscene will clearly map out your intended path. Hop across the platforms to the top, but don't Grapple across yet. Look at the left side of the big floating structure and blast the weak point to open the hatch. Hop inside the ball tunnel, then activate each of the three Bomb Slots inside to drop all the obstructions underneath. Go back outside, and start grappling across. Watch out for the Shriekbats at the end. These are new ones, but in your position, you can't scan them, so don't worry about it right now. At the end, roll through the crane to the next platform, then roll up the tunnel on the shaft of the platform to reach the next level. Destroy the two Drones, then use the hand scanner to rotate the upper crane. Roll through it, then beat one more Drone before the exit. Ballista Lift - New Scan: "Slumber" Activate the lift and ride down. Ballista Storage - New Scan: (Boss), Spinner Try to take the item. Yeah, you knew this was coming. BOSS: DEFENSE DRONE This mechanical fellow tromps around the room. He can send out shockwaves with a big jump, or fire a tri-missile with his front cannon. Your targets are the very obvious blinking antennae on his head. Blast them with regular shots to make them all retract. At that point, Grapple him to open his head. He'll jump to a side platform to get away from you, but keep hammering on his exposed innards. While on the platforms, he'll fire missiles at you, or bouncing bombs that home in on you. These bombs are the biggest pain about this fight, as you need to shoot them up or risk getting hurt by them. Once you start wearing him down, he'll fire more bombs, as well as a larger shot from his cannon. Also, late in the fight, a mist will fill the room, reducing visibilty. Keep at the exposed head to finish him off eventually. Once it's scrap, take the item, hop into the Spinner, then start boosting around the circle to charge it up. Once it's fully charged, the lift will be back online, and you can leave. *** BOOST BALL ACQUIRED *** =============================== 5G. Less Than Human (SkyTown) = =============================== Missiles: 75 Energy Tanks: 6 Ship Missiles: 4 Energy Cells: 1 Now that you have the proper tools, it's time to fix the AU and fix your cybernetic compadre for good. ===SkyTown, Elysia=== Ballista Lift - Time to get back to the AU. Hop in the lift. Construction Bay - You can go to your left to find a ball tunnel which will drop you back down to the bottom. Maintenance Shaft GP - Watch out for extra Drones. Skybridge Hera - Activate the Spinner here to fire up a cannon which will shoot you back to the other side. Junction - More Tinbots. It's exceedingly enjoyable to boost into these guys. ^_^ From here, just make your way back to the Aurora Chamber. There are no real big surprises on the way. Aurora Chamber - Boost around inside the door to open it, then activate the panel to open a maintenance hatch. Roll inside it to find a lower room. Blast all twelve Tinbots that show up, then go into one of their hatches to find the terminal to upload the vaccine with. Once that's done, Ghor will show up and mess your efforts further. Roll through the tunnel back up to the chamber and talk with AU 217 to get the plan. You have to hunt Ghor down, now. Head back in the general direction of your ship (turn right after exiting the AU Chamber). Head back along lifts and ziplines until you reach... Steambot Barracks - New Scan: Half-pipe Roll into the charger on the wall and boost around inside it to raise a Half-pipe. To properly boost up Half-pipes, it's best not to move the Control Stick. Just boost up one side, then boost again as you begin your ascent on the other side. Once you reach the top, activate the lock for the gate. To open this, simply twist the Remote and press A when the tab is lined up with the slot. Once all three are lined up, the door opens and you can proceed up the lift and out. Proceed until you reach... Transit Hub - Fire up the Spinner here to make a cannon that will quickly shoot you back to the other side. Keep going until you reach... Arrival Station - Now, you can hop up to the Grab Ledge, activate the Spinner to get the cannon going, which will fire you over to the satellite so you can grab the ENERGY TANK over there. Fire back, then proceed with the backtracking. There are no real surprises all the way back to... Main Docking Bay - New Scan: (Boss) Wow. He's really going to town, isn't he? Run down to your poor ship. BOSS: GHOR Naturally, Ghor faces you in his exosuit. His primary attack is to spin his arms and charge you. He can also jump to create a shockwave. Your priority here is to hit his back, where his shield generator is. You can get a couple of hits in after a charge, but the real way to get this done is to freeze the Fuel Gel puddles on the ground with an Ice Missile so he careens out of control and slams into the wall, leaving you a good opening on the generator. Once you smash it, you'll be able to hit Ghor's main body (helpfully lit up for you). Once his shield is down, Ghor will switch attacks, using his plasma beams in his claws, and missiles which he fires straight up, after which they home in on you. Shoot down the missiles for powerups. He also has a constant plasma beam he fires from his chest. After a while, his shield will go back up and you start again, until you drain about a third of his life and the generator goes down for good. In this next phase, Ghor will fire a rotating plasma beam, and has a spinning attack, as well as missiles and beam shots. He also has a grapple cord to grab you if you're in Morph Ball form. If his head is lit up, fire at it. If a module drops from his bottom, boost into it. This will stun him for a bit, allowing you free hits. Keep this up until two thirds of his health are gone, after which he'll go hyper (of course). Go hyper yourself and hammer his head. If he drops out, his head will remain vulnerable, so keep up the attack with normal shots, as well, until he's a pile of bolts. Your ship is still damaged, so it'll be some time before you can move around. Take the Plasma Beam left behind and use it to melt the metal blocking the doorway. Easiest way is to charge up, then fire, because single shots may not be enough at times. Anyway, go up the ramp. Once you reach the area at the door, look north to see a red mark on the window. Melt it and take the MISSILE EXPANSION. Anyway, now that you have the Plasma Beam, you can go back to AU 217 and fix him, so let's get moving. *** PLASMA BEAM ACQUIRED *** Main Docking Access - New Scan: Elysian Shriekbat Yep. The ceiling has a small cluster of those guys, so scan them before they take flight, then blast them. Make your way forward to... Transit Hub - Shoot over to the far side, then melt the metal on the cannon so you can use it instead of the Zipline. This cannon actually shoots you all the way to... Zipline Station Bravo - And you're right outside the AU's pod. Continue forward, ever forward, until... Aurora Chamber - New Scan: Aurora Unit 217 Roll into the maintenance hatch and drop down to the lower chamber. Now, you need to fix the melted circuit boards. The way to do that is activate them, which brings up your Plasma Beam. Holding down A releases a welding stream. Basically, you need to draw a continuous line from one end to the other. If you break the line, you have to start again, so a steady hand is very important, here. Fix all three circuit boards and AU 217 will be back online. At this point, you can scan him for the entry. Talk to him again and he'll detail the plan for getting rid of the Leviathan. He'll also give you the map data for the area. Leave by the south door and make your way to... Spire Dock - You'll get the note here that your ship is ready for use. Now, let's head to that southeastern Zipline to reach the next area. Security Station - New Scan: SkyTown Orange Door Shoot the orange door right in front of you and enter the next room. You'll find that (once again), your forward progress is stymied. Looks like you'll need something else to get to the west area. Instead of going back the way you came, turn left after exiting the orange door. Shoot down the Puffers, then proceed to the lifting platform. Roll into a tunnel when the platform reaches the top. When you exit the tunnel, activate the door panel to open the way back. Also, melt the metal covering the pipe to the right of the door panel. Roll inside this relatively simple tunnel, and you'll reach a SHIP MISSILE EXPANSION at the end. Now, you're back at the entrance, so go southeast again, and leave by the south door. Landing Site A - New Scan: "Alone" Step forward and 217 will unlock the area, allowing you to use the Bomb Slot to remove the site covering, then call in your ship. Hop on. Gunship - Select Bryyo, then Fiery Airdock. ======================== 5H. Screwed Up (Bryyo) = ======================== Missiles: 80 Energy Tanks: 7 Ship Missiles: 5 Energy Cells: 1 Time for a little backtracking to get a new item. Are you excited? Of course you are! ===Bryyo Fire=== Fiery Airdock - Okay, your first destination on this little trip will be... Gel Refinery Site - New Scan: Bryyo Orange Door That ice on the walls can be melted with your hot beam. Clear out the lot of it and enter the ball tunnel. Use Bombs to fire up the Fuel Gel and propel yourself along the tunnel. Watch out for the flame jets from the ceiling once you reach them. At the end, smash the pipe with a Bomb, then roll back to the Gel and use another Bomb to toss yourself over to the orange door. Refinery Access - New Scan: "Prophecy" Get the Lore, watch out for Shelbugs, and move on. Imperial Hall - Once you reach the end of this path, roll into the ball tunnel to your right. Grapple down the platforms, then double jump across to the MISSILE EXPANSION. Now, let's go to... Main Lift - Roll through the tunnel and out to the lift area. Turn right and melt the ice on the ball tunnel. Roll through to the other side. Warp Site Alpha - Look up and use a Charged Shot to melt the hammer from the ceiling. Hop in the golem and activate it to raise a Spinner. Use that to rotate the walls so that the cracked wall is exposed, then activate the golem again to smash down the wall. Step into the teleporter. ===Bryyo Ice=== Warp Site Bravo - Cool, huh? Sorry, don't hit me. Smash all the ice here and move on. Imperial Caverns - New Scan: "Our Plea" Smash the ice floors to drop to the bottom, then go through the door. Imperial Crypt - Smash the ice floor. You don't really have to use the Spinner, here. Just move on. Hall of Remembrance - Hop across the platforms and collect your prize. All the platforms have fallen, so use your new toy to hop further east to the next room. *** SCREW ATTACK ACQUIRED *** Tower - New Scan: Wall Jump Surface Use the Screw Attack to bounce off the walls here to reach the top. Hall of Remembrance - Use a charged blast on the hand with the spot on it, then Screw Attack to the hand. Turn left and grab the SHIP MISSILE EXPANSION, then continue jumping over to the west door. Imperial Crypt - Jump across the expanse. Imperial Caverns - Wall Jump up to the top. Warp Site Bravo - Step into the teleporter. ===Bryyo Fire=== Warp Site Alpha - Well, there really is nothing to do here, at the moment, so make your way back to the ship. On the way, what's-her-face will tell you about the missing ship, Valhalla, and will give you the coordinates to investigate. Y'know what? You don't really need to go there until near the end of the game, so don't worry about it. Gunship - Select Elysia, then Landing Site A. ================================ 5I. Special Delivery (SkyTown) = ================================ Missiles: 85 Energy Tanks: 7 Ship Missiles: 6 Energy Cells: 1 Our mission now is to put together a little present for the Leviathan Seed, and we can finally get to where we need to go, so let's get moving! ===SkyTown, Elysia=== Landing Site A - Head up to the next room. Security Station - Go through the orange door and up the Wall Jump Surface. Security Tube - Roll onto the pressure plate and Hyper Ball the growths, then roll on through. Skytram West - Activate the skytram using the Spinner and hop on for adventure! ===Eastern SkyTown, Elysia=== Skytram East - Watch out, because the Pirates have found this area, and a couple of ATCs will take some potshots at you. Head on inside. Concourse Access A - An Aeromine just spotted you. Well, so much for sneaking in covertly. Roll through the little tunnel, then go through the door at the end. Concourse - Get ready for a good fight. You'll face an Arm.Trooper and a Militia, then a Trooper, another Arm.Trooper, and a Shield Trooper. Go through the doorway at the south end of the room, then turn left. Blast the doors as another Trooper flees through them to chase him. Ride the lift up to the second level. Three more Arm.Troopers will show up, and I suggest going hyper on them, as I'm sure at least one will take the opportunity as well. Stay on this level (or take the lift back up if you fell), then proceed across the center to the other side of the room. Go further around to the left. There are three Turrets in the next area, and they wake up when you go all the way in, but you can shoot them to wake them up early so you're not surrounded. Continue to the end and through the door. Concourse Ventilation - Use the Bomb Slots here to remove the floor to drop down to the bottom. Head outside and smash the ATC that shows up, then proceed through the door. Maintenance Shaft OB - Swing across and blast the Militia, then move on. Chozo Observatory - New Scan: Advanced Aerotrooper Two Advanced Aerotroopers float right down to attack. Missile them to pieces. Drop down and activate the hand scanner to turn a lift on. It certainly looks like you can do things here, just not now. Head down the lift and exit. Observatory Lift - Weld the panel here so you can use the lift. Watch out for the Jumpmines as you try to leave. Gearworks - New Scan: Swarmbot Swarmbots are pretty much just better Phazon Nightbarbs. Shoot their energy ball when it appears. Also, shoot the Puffer at the far platform so you don't crash into it when you Screw Attack over there. Jump from there to the far door and go through. Broken Lift - An aptly named room. Shoot down the Aeromines and move on, ignoring the lift. Turbine Chamber - Take out the Turret, then smash the glass. Shoot the nodes on either side of the turbine (they're red on the scanner) so you can jump through the chamber to the other side. Maintenance Shaft TR - New Scan: "Federation" Screw Attack across this expanse, avoiding the Puffers, or shooting them prior to jumping. Skybridge Athene - I suggest rolling up into a ball and boost across this bridge to completely trash as many bots as possible at once. It really works. Landing Access - Smash the glass and Screw Attack across. SkyTown Federation Landing Site - New Scan: "Agreement" Head down the lift, then roll into the Bomb Slot to clear the pad. Call your ship in, then head towards the nearby console and activate it to attach your new Grapple to your ship. Okay, now the important thing to note is that when you Grapple things with your ship, your ship can't do anything else, like Land or Attack, so make sure you don't need to take off to another area, or you'll risk having to drop your stuff. Anyway, you can save here, if you wish, but you don't need to ride anywhere, so go back inside. *** GUNSHIP GRAPPLE ACQUIRED *** Landing Access - We're going to make our way back. There might be a little extra in the way of Pirate opposition, but nothing serious, until... Gearworks - An ATC will swoop in and destroy some stuff. Shoot it down, then Screw Attack straight across, snagging the MISSILE EXPANSION on the way. Continue through the series of rooms until you reach... Chozo Observatory - New Scan: Ship Grapple Point Head up the lift to the main room. Call in your ship on the big thing in the middle to pick it up. Don't worry about the bugs. They disappear, and you'll get a chance to scan them, later. Drop down and weld the panel together, then return the projector to its spot by calling the ship. Now, use the Bomb Slot to turn on the projector. This will end up being an important room, because of all the Bomb Slots dotting the walls. Climb up using ledges onto the projector, then go towards the ball tunnel on the south side of the room and roll in. You can reach three Bomb Slots without needing upgrades. Each Bomb Slot you activate will launch a satellite, giving you important data. One gives you the full map for Elysia. The other two give you the location of pickups on Norion and Bryyo. Yes, you read that right. Go to the maps of Bryyo or Norion and you'll see little white circles representing pickups you have yet to collect (ones you've already collected are X's). Of course, getting these aren't absolutely necessary, particularly since I tell you how to get everything, but for those of you who like to explore, but not THAT much, this is great. Anyway, time to leave. Climb on to the very top of the projector, then leave by the orange door in this tunnel. Botanica - Pretty trees. There are Drones to take care of, as well as a Save Station off to your left when you enter. The thing you need to do is pull out the step in front of you so you can climb up. Continue on, pulling another step and beating up more Drones. Before you leave, though, turn around and Screw Attack back down the corridor to reach a high ledge in a corner. From there Screw Attack over to the MISSILE EXPANSION high above the entrance. Broken Lift - New Scan: "Aurora" You're now on top of that lift area. Proceed. Turbine Chamber - As soon as you enter this room, you'll be attacked by a Berserker Lord. The strategy is unchanged from the other one, with the exception that he tends to fire red shots a bit more often, so fight as you will. Once he's croaked, use the four Spinners to release the manual locks, then use the control panel to open the the module. Call in your ship to pick up the module. One down, two to go. Leave using the ball tunnel that just appeared. Turbine Access - Couple of Crawltanks in here. Piston Hall - Now, the trick to this room is to get into that spinning thing while Screw Attacking. What I suggest doing is to make your first jump right after it reaches its "closed" state. By the time you get there, it should be open. Go to the left to leave. Concourse - We're now under the Concourse. There are two panels down here that you'd need to weld to activate the lift, so do so if you want to. This will allow you to connect with the ground level of the Concourse, but we don't need to do that just yet. Continue on through the orange door. Maintenance Shaft CC - Jump up to the Grab Ledge to roll into it, then roll along to the next door. Zipline Station Delta - Ah, the great outdoors. Take out the Arm.Aero that pops up, then Screw Attack across two platforms. When you land on the last one, an ATC shows up, so vape it, then Screw Attack over to the platform with the rotating wall. Timing is everything, so start when the wall is almost completely facing you. Lastly, Screw Attack to the far door. Hope you recognize that little hologram floating above the door. Transit Tube A - Hope the Pirate didn't scare you. This area is a little creepy. Anyone who has played Super Metroid knows what this effect is all about. There's a Save Station nearby if you wish to use it, otherwise proceed forward. Research Pod Lift - Proceed through to the right. Xenoresearch A Lift - Hit the hand scanner and ride up, the proceed through the door. Don't worry. We'll be getting that Tank soon enough. Xenoresearch A - Ah, we've found the culprits. Don't worry. They can't hurt you at the moment, but neither can you hurt them. Just follow the path. Use the Spinner to move the doors, then follow the path to the end. Xenoresearch B Lift - Activate the lift and ride up. Man, how many times have I said that? Xenoresearch B - New Scans: Steamspider, Phazon Metroid There's a ball tunnel between the two tanks, here. Roll into it to the other side. Bomb the opening to drop down, then walk around to the right to find another ball tunnel to blast open, roll through, then walk all the way to the end (this last room is where you find a few Steamspiders). Grapple the panel to your left to remove it, then take the ENERGY CELL in the slot. This shuts down the containment tank in front of you, allowing you to take your prize. Of course, this shuts down ALL the containment tanks, but let's not get ahead of ourselves. Hold down Down on the Control Pad to charge up your Missiles, then pass the reticle over the five locks and release to fire all at once and open the door. Go back down the path the way you came in (through the ball tunnel). You'll face your first Phazon Metroid in front of the next multi-lock door. Ice Missile him while he's whole to freeze him, then beam him to shatter him. Alternately, you can just beam him repeatedly. Once he's dead, remove the multi-lock door and move on. Just before reaching the end, another one will show up. *** SEEKER MISSILE ACQUIRED *** Xenoresearch B Lift - Ride down. Xenoresearch A - You'll face two after making a right turn, then another two further down the hall. You can't go back through the door you used the Spinner on, so head left at that junction, then remove another multi-lock door. Just before the end of this room, you'll face four more. Fight smart, or just run and leave. Xenoresearch A Lift - Smash that glass and grab the ENERGY TANK, then ride down. Research Pod Lift - Blast open the multi-lock door to your right and ride up. Transit Tube B - There's an Arm.Trooper here. Bet your glad to see someone besides a Metroid! Still, blow him to smithereens and move on. Zipline Station Delta - Uh oh. Not out of the woods yet. Two more Phazon Metroids before you can hop on the Zipline, and two after you hop off it. Head inside the door to leave this freak show. Concourse Access B - New Scan: "Loss" My goodness. What a bare room, 'cept for the Databot. Move on. Concourse - Start by going to the right and blasting all the locks on the elevator power switch to turn it back on. Now, you can go back up here if and when you need to. Now, go back to the left and through the ball tunnel. Take the MISSILE EXPANSION at the end. Before going back or dropping down, look out this window and blast the four locks simultaneously on the module. Either jump out or lift down and blast similar sets of four locks in two other places on it. Once they're all kaput, you'll be able to Grapple this piece with your ship. That makes two pieces of the bomb. Now, it's time to return to the old country. Return to the Skytram East and hop on for the other area. =================================== 5J. Drop a Train On 'Em (SkyTown) = =================================== Missiles: 100 Energy Tanks: 8 Ship Missiles: 6 Energy Cells: 2 Okay. We've got a few new tricks and we've just faced a bunch of our favorite little lifesuckers, so it's time to complete this bomb and clear this mess up. ===SkyTown, Elysia=== Skytram West - Okay. Our destination is the Transit Hub. To get there, go through the Aurora Chamber until you hit... Zipline Station Bravo - Use the Seeker Missile on the cannon so it will shoot you all the way to... Transit Hub - Fire a Seeker blast at the thing holding the module down, then call in the ship for your final piece of the bomb. Now, it's time to place the bomb. Hop back into the cannon to travel back, then through the Auruora Chamber to... Spire Dock - Use the Command Visor on the dock to drop the bomb in the pod. Now, head back to the Aurora Chamber. You might want to save before you talk to him. Aurora Chamber - Speak to 217. He'll detail the final stage of the plan. If you're all set, accept, and head for the Spire Dock again. Spire Dock - All right. Here we go. Head to the center. Spire - New Scans: Space Pirate Assault Skiff, Armored Shield Trooper As you might expect, this won't go completely smoothly. SPIRE BATTLE: Okay. Your main targets in this battle are the three Assault Skiffs that will show up, because they're the craft that can destroy the Spire. The first one will show up largely unattended, except for some Drones that pop up (use Seekers on several at once). After the first Skiff is destroyed, the battle begins in earnest. Aerotroopers and ATCs show up, carrying Arm.Shield Troopers, Arm.Troopers, Troopers, Militia, etc. It's a pitched battle, but make sure you pay attention to when the spire starts taking damage again, because that's your cue to head for the Skiffs. It will probably help quite a bit to go hyper to take at least one out, if not both. Once all three skiffs are toast, your fight is over. But you're not out of the woods, yet. Go to the console and press the three buttons to shut off the engines to the Spire. This will raise the escape pod. Hop in and hit the scanner. D'oh. Hop out and roll into the tunnel. Podworks - Melt the rubble in your way. Now, you have to weld three panels. The first one is obviously to your left. The second one is behind a Grapple panel to your right, and the third is behind a Grapple gate in the middle. Be precise and take your time. You have a good four minutes to do it, so don't panic. Once all three are welded, head back to the surface. Spire - Simply hop up to the pod, activate the hand scanner, then push the Remote forward to leave. Wheee! Escape Pod Bay - Hop out and forward. Escape Pod Bay Access - Ride down the lift. Security Station - Head straight across. Landing Site A - Call in your ship, and off we go. Gunship - Select the Elysia Seed. ===Elysia Seed=== Landing Site C - New Scan: Phazon Leech Mind the floor, it's crawling. Hop up the platforms to the door. Core Access - This time you need to use Seekers on the growths. It's kinda tough because of the cramped quarters, but try your best. Elysian Leviathan Core - New Scan: (Boss) Hop on down. It's clobberin' time. BIG BOSS: HELIOS This seemingly innocuous droid is the commander of a large horde of Swarmbots, making him a serious threat. He has three attacks to open with. First, he forms the swarm into a ball and rolls around. Avoid that. Next, he spreads the swarm into a field, goes behind each piece and charges them to fire a shot. Destroy those shots with Charged Blasts. Lastly, he'll make a disc out of the swarm, and will have five spots to blast with the Seekers so that you can stun him. Your objective altogether is to just keep blasting him whenever you get an opening and he's not shielded by the swarm. Once that happens, he'll open up his body, meaning it's time to go hyper and rail on it. During this time, he'll try to slash you with his blades, so keep light on your toes. Eventually, he'll close up and start again. As you wear him down, his attacks become faster. Also, he'll add new attacks: he'll create a tornado, with himself at the bottom. Set bombs to faze him in this form. Also, he'll make his swarm into a humanoid shape, which can create shockwaves and fire blasts. Blast his arms and legs at the joints to knock him over and stun him, then repeat the hyper blasting once he opens up. He should drop in three rounds. Like before, you'll get a new toy, here. Use it on the spots on the upper walls to release the Leviathan. Destroy it as before. *** HYPER MISSILE ACQUIRED *** Gunship - Looks like we're heading for the Pirate Homeworld. =================================== 5K. True Forms (Pirate Homeworld) = =================================== Missiles: 100 Energy Tanks: 8 Ship Missiles: 6 Energy Cells: 2 Finally, it's time to take the fight to those bloody Pirates. Before the war can begin, you'll need to infiltrate the area to bring down the defenses. ===Pirate Command=== Landing Site Bravo - New Scans: Pirate Cargo Drone, Heavy Phazon Canister Step forward and enter. Lift Hub Access - Blast the Crawltanks and press on. Lift Hub - New Scan: "Our Mission", Space Pirate Orange Door The Turrets in this area are upgrades of previous ones. It takes about five Missiles to finish one. The Lore is that red disc on the wall. Get in the lift and push the third floor button to go to the top. Go out and turn left (to the right is no good). Go through the Orange Door at the end. Command Courtyard - This... is dangerous. Acid Rain everywhere. Best to keep a low profile for now. Keep under the catwalk and head for the right-hand alcove. You'll need to deactivate those fans. There's a Grab Ledge nearby, so hoist yourself up into the ball tunnel. This area is a small maze, but it's not too complicated. Once you reach the second area with glass above, you can go left or right. Go left to lead around to a MISSILE EXPANSION, then go back right to reach the end of the tunnel. Hop out and into the alcove. Take the ENERGY CELL from its housing to open up the hatch. Now, the fans are shut off, so roll down the hatch and then past the fans. Wait for the door at the end to open. Flux Control - Head down the passage on the right and blast the two Crawltanks, then drop down and blast two more in the next passage. At the end, use the Grapple on the hatch to flip it to the other side, then enter the ball tunnel and roll through the tunnel. Command Station - As you exit into the main tunnel under the floor, roll to the right to eventually end up at a MISSILE EXPANSION, then roll back to the left to go up a new shaft to the next room. Command Vault - Once you exit the tunnel, fire Seeker Missiles at the five dots near the ceiling to release a new item. Take the X-Ray Visor, then turn it on and go to the control panel. The point here is to copy the code on the screen with the buttons around it. Of course, the buttons are only visible in X-Ray. Anyway, once it's active, the conveyor will now run inside the room. Blast a Phazon tank when it's over the small plug at the far wall to blow it open. Enter the tunnel. *** X-RAY VISOR ACQUIRED *** Defense Access - New Scan: Space Pirate Green Door You'll roll into this room, which is kind of a partial hub area, as well. Use the X-Ray terminal near the far end to lower the lift, then ride up. Command Station - New Scan: "Stowaway" There's really not much to do here except look at the Lore. Also, you'll get word about a trapped Federation trooper, here. Head back down. Defense Access - Look out. Assault Troopers at the end. Blast them, then go through the blue door. Security Air Lock - Take the MISSILE EXPANSION right in front of you. Now, pull up the X-Ray and look for red dots popping up. Shoot all the red dots to unlock the gate. Now, roll into the ball spot to rotate it, then leave. Lift Hub - Press the first floor, then head out and turn right. Use the X-Ray Terminal to allow access to the Map Station. With this map data, you can now see new places to land your ship, so head back that way. Lift Hub Access - Pass on through. Landing Site Bravo - Hop on your ship. Gunship - Select Research Facility. ===Pirate Research=== Landing Site Alpha - Only one door is accessible to you, so take it. Scrapvault Lift - Activate it, and hop on. At the end, blast the small hatch, and go through the tunnel. From the other side, shoot the light to remove the field, then go back and press on to the door. Scrapvault - New Scans: Urtragian Shriekbat, Phazon Grub Oddly enough, this is the only place I've found to scan one of these guys, and they're hidden so you can only scan them after they start flying, so take care of them quickly. Also, they disappear later. What a lame scan. Anyway, business. Head around the path here. Near the open area, some Phazon Grubs will attack, so blast them. On the north wall is a platform that allows you to climb up the edges, then go through the big creature in the middle of the room. Keep climbing platforms. Just before the Grab Ledge, go further out to the right and Screw Attack to a platform on the north wall, then double jump up to a Grab Ledge below a MISSILE EXPANSION. Now, go back to the small Grab Ledge so you can roll up into the tunnel. Scrapworks - Roll through the tunnel to the right. Activate the first Bomb Slot to open a vent just to your right, then go to the left. Watch out for the red-lined areas, because the Turret in the room will attack you when you're in them. Hop up onto the moving platforms, then to the tunnel on the right. Take out the Pillbug, then hop up further. Up here at the top is an ENERGY TANK. Roll to the right through the red-lined area, then down the next Bomb Slot. Use it to lower a piston so you can get in that small vent. Scrapvault - Enter and roll all the way to the end to find a panel to weld, then an X-Ray Terminal. Take care of them to open the big door in the Scrapvault on the east wall. Roll back, now. Scrapworks - Roll to the right to enter a boost half-pipe. Boost up the right side, then drop down to the Bomb Slot. Enter the vent uncovered by it to eventually end up back at... Scrapvault - New Scan: Commando Pirate As you exit, you'll be found. Shoot the alarm and some new Pirates will pop up. These bad guys need a lot of hammering to take out, so be sure to not let up. Once both are dead, move to the east and up the stairs to the orange door. Processing Access - New Scan: "First Disciples" Turn on your X-Ray Visor in here to see some security beams. Don't trip them, or a Commando will show up. Roll under them instead, and move on. Metroid Processing - New Scan: Assault Shield Trooper As you enter this area, a Commando and two Ass.Shield Troopers will show up. I say take care of the Troopers first, because the Commando takes much longer to put down. Once they're all dead, the twist lock will activate. It's the same as the other ones, only you need the X-Ray to see it. Turning it on will raise a lift. Go down it. Weld the panel down here to get the central tank working properly. Also, take the ENERGY CELL. Yes, it will release the Metroids, but hey, we'll have to do it sooner or later. Slay the three Metroids upstairs, then take the MISSILE EXPANSION that was in one of the cages. Now, enter the central tank to ride up to the upper floor. Take the White Blast Shield door. Creche Transit - We're only stopping here for a quick item. Blow open the broken hatch and roll into the tunnel. Underneath the glass, go to the center and use the Spinner to rotate the tunnels so you can reach the other side and grab the MISSILE EXPANSION. Return the way you came. Metroid Processing - Now, exit by the orange door across from you. Airshaft - New Scan: Puffer Mine, "The Source Discovered" Use a Seeker blast on the four switches to open a Wall Jump Surface so you can go to the top. Blast all the Crawltanks and watch out for the Puffers as you make your ascent. At the end, jump up to the next platform so you can walk over to the door. Craneyard - You'll notice the things that will protect you from the acid rain in the nearby canisters, but there's little you can do about it, now, so continue to the next room. Proving Grounds Lift - Hey! It's that guy you're looking for! Trash the Militia firing on him and he'll spill the beans about the suit. Right now, though, the two of you need to activate a pair of levers, so follow his instructions so that you both move them at the same time, activating the lift. Ride up. Proving Grounds - New Scan: (Boss) Awww, man. Isn't that always the way? BOSS: GANDRAYDA As you might expect from her powers, Gandrayda can mimic other enemies you've faced. Under normal circumstances, she flips around the room. She'll fire a bolt of energy along the floor, throw energy chakrams at you, and jump onto you (shake her off with both the Remote and Nunchuk). She'll transform into a Berserker and an Aerotrooper at this stage, for which you'll use standard tactics for them. After a bit of fighting, she'll open up the area, so don't go in the acid rain. She'll now also transform into Rundas or Ghor, so be wary of those tactics. Once you've got her health down halfway, she'll also start transforming into you, with Power Beam and Boost Ball attacks. Wear her down further and she'll give up on transforming, and instead render herself invisible. Use the X-Ray to find her. If she overloads that, she's going hyper, so pound her with Hyper Beams. Keep up the assault and eventually, she'll fall. Take the Grapple Voltage left behind and use it on the door to this room. Grapple onto the switch in the corner, then pull down on the Control Stick to take energy from it so the barrier goes down. Leave by the door. *** GRAPPLE VOLTAGE ACQUIRED *** Transit Station 1-B - Activate the hand scanner to bring a tram. Hop on and activate it. Transit Station 1-A - New Scan: "The Leviathan" Hop off the tram and leave by the door. Landing Site Alpha - Drain the shield of power and hop onto your Gunship. Gunship - We need a new item. We're going to Elysia for it. Select Elysia, then Landing Site A. ========================================= 5L. Does Whatever a Samus Can (SkyTown) = ========================================= Missiles: 130 Energy Tanks: 9 Ship Missiles: 6 Energy Cells: 4 If you've looked at the map, you know there's one area on Elysia that still evades you. We're going back to get there. ===SkyTown, Elysia=== Landing Site A - Okay, first let's go to the Spire Dock. Spire Dock - Well, naturally, that big thing isn't here, anymore. There are some cannons, though, but they only shoot between this side and the Junction. Junction - The exit you want to take is the south exit, the one with the Chozo sculpture over it. Zipline Station Charlie - Use the Grapple Voltage to give energy to this lock (push Up on the Control Stick while grappled), then hop on the zipline. All you have to deal with is a few doors, until you reach the middle and it breaks. Oh well. You can still reach the opposite side with a Screw Attack, so do so. Powerworks Access - Use Grapple Voltage to remove this shield, then roll forward. Powerworks - New Scan: "Defeat", Spider Ball Track Seeker Blast the locks to enter. At the bottom here, you need to replace that big gear. Hop onto the ledge so you can get a good angle, then Grapple it to toss it into the air, then hit it with a Missile to knock it back into place. Take the Spider Ball. Now, drop down the holes to the bottom, then roll up and use the Spider Ball to crawl along the tracks. Watch out for bots and flame jets. If you wish to go down to another track, just let go and reattach. If you wish to jump up to an upper track, use a Bomb to propel yourself. Roll down, then to the left, then back up. Once you reach the top, there's another path on the opposite wall that leads back out. Use the Boost Ball to jump across the path when it stops and follow it around to a MISSILE EXPANSION, then go back. Now, at the end of this little tunnel, you crawl up and Boost across to reach a tunnel that takes you back to the beginning. Powerworks Access - Head back outside. Zipline Station Charlie - The zipline's still broken, so Screw Attack back to that platform off to the right, then climb the track on it. Use the Boost, etc. to move along the track. It's pretty straightforward. Make sure you don't boost across when there are electric beams in your path. About halfway, you'll see an ENERGY TANK above you, use a double jump to get up there, then roll around and drop to it. Continue to the right until you reach the very end, then Screw Attack to the Junction door. Junction - Now that we have our new toy, we COULD go back to the Pirate Homeworld, but let's stay here for a bit and get some more stuff, shall we? Head out the west exit. Skybridge Hera - Cross over using the Spinner cannon. Maintenance Shaft GP - Cross to the other side. Construction Bay - New Scan: Phaazoid, Red Phaazoid, "Phazon" That's not the sun over there, that's a living ball of Phazon which is pretty aggressive. Blast it with Hyper Beams to split it into two, then keep blasting until it's all dead. Sometimes, one of the pieces will be a Red Phaazoid. Those take a LOT more hits, but give up a Gold Credit when defeated. Anyway, the reason you're here. Near the entrance is a purple panel that needs Grapple Voltage, so fire it up to activate a ball lift. Ride it up. From the platform up here, you can Screw Attack over to the top of that big tube thing across the way. Do so to grab a MISSILE EXPANSION (and a Databot). Screw Attack back and enter the door up here. Go through the next room to... Ballista Storage - Ride down to find that someone else has moved in to this room. To easily beat the Steamlord, pull up your X-Ray Visor and you can easily track his movements. Blast him quickly to finish the fight. Use Grapple Voltage on the nearby panels to open up a panel with an ENERGY CELL behind it. Now, we can leave this area and go back to... Junction - Now, let's take the north exit. Hoverplat Docking Site - New Scan: "Invader" You can cross this wide expanse. Screw Attack to the nearest platform, then the next one. Once you reach the middle structure, destroy the Phaazoid, then climb the track. This track will take you around to a SHIP MISSILE EXPANSION. At the end is the Databot. Now, keep Screw Attacking to the platforms and the other end of this expanse. Barracks Lift - Head into the next room down here. Steambot Barracks - Boost up the Half-pipe and walk past the lift to the tunnel. Near the end, use the Spider Track to reach a MISSILE EXPANSION (if you fall past it, just double jump up. Okay, now it's time to leave SkyTown (for good, for this section). It really doesn't matter which way you go to leave. They're both about the same distance and/or cause the same amount of grief, so just pick a Landing Site and call in the Ship. Gunship - Select the Pirate Homeworld, then Pirate Research. =================================== 5M. Going Nova (Pirate Homeworld) = =================================== Missiles: 145 Energy Tanks: 10 Ship Missiles: 7 Energy Cells: 5 The Federation is ready for its assault. You just need to bring down the shields, and to do that, we're going to need one more awesome weapon. ===Pirate Research=== Landing Site Alpha - We need to go back to the Craneyard. Let's go by way of the Scrapvault Lift. Ride it up to the Scrapvault, then to the... Scrapworks - Use the Spider Track on your left to reach the Half-pipe, then ride up the left side and attach to the track. Drop onto the small platform, hop to the one to the right, then double jump up to the SHIP MISSILE EXPANSION. Now, we can leave the area, go back to the Scrapvault, then step on it all the way to... Craneyard - New Scan: Assault Aerotrooper Now, you can ride the Spider Track up to the rest of the room. You'll end up in a capsule, from which you can hop to a tunnel leading to the center of the room. There are two Spinners here, and you need to use them to rotate the tower so you can access the suit. First, spin the right-hand Spinner until you find a track that matches with the lower one. Ride up the tunnel to the right to find a MISSILE EXPANSION. Now, go back down. Rotate the left-hand spinner until the next track comes along, then rotate the right-hand spinner until the track that matches with it comes. Ride up the tunnel to the left to the end. Hit the hand scanner and your prize will just be brought right to you. Take the Hazard Shield. Your shoulders now look cooler, but the Pirates are jealous. A few Ass.Aeros will attack, so defend yourself. Once they're trash, hit the hand scanner to release a few more Pirates. Waste them and you can now go to the doors of this room. Head back to Metroid Processing. *** HAZARD SHIELD ACQUIRED *** Metroid Processing - Take the opposite door to... Creche Transit - New Scan: "Taking Valhalla" If you followed the walkthrough, we already got the expansion here. Anyway, jump up to the Grab Ledge, then blast the Phazon wall with a Hyper Missile. Metroid Creche - New Scan: (Boss) The far cell has an active Spinner, so roll into it and keep spinning to be tossed up to the Bomb Slot. Blast it to activate the next Spinner. Do the same there, and this will release the boss. BOSS: METROID HATCHER This odd entity likes to spin at you and poke you with its tentacles, and that's about all it does for direct attacks. Target it and fire multiple regular shots at its tentacles. Once all four are retracted, charge up a blast and wait for its mouth to open (purple vapor spits out). Nail the mouth with the charged blast to stun it. If you miss, it'll release a Phazon Metroid, then fly to another spot to spit out another, where you'll get another chance to shoot it. Eventually, it'll stick his tentacles out again, and you'll have to start over (after dealing with the Metroids). Anyway, once it's stunned, Grapple one of its tentacles to pull it off. You'll need to do this for all four tentacles to kill it. As the tentacles come off, it'll start moving faster, and will release more Phazon Metroids if you let it. With it dead, you're free to use the last Spinner to launch yourself into a tube. Once you regain control, don't roll all the way to the end, but watch for a Spider Track to come in range. Follow the track using Boosts all the way around to another tunnel with an ENERGY TANK at the end. Now, go back to the Spinner and use the tunnel again, this time rolling all the way to the end to a Bomb Slot, which will move some panels, uncovering Wall Jump Surface to jump up to the door. Transit Station 3-A - There's a Save Station in the room just off here. Activate the tram and hop on. ===Pirate Command=== Transit Station 3-B - Hop off the tram and leave. Hey, notice that music? It's originally from Super Metroid, in Pirate-controlled areas on Crateria. Yup. Lift Hub - Hop in the Bomb Slot and use it to rotate the room, then use the lift to go down to the first floor. Grapple Voltage the purple thing to open the lift. Step in, then out again, because it'll drop a bit. Blast the hanging cable, then jump across to the MISSILE EXPANSION. Now, go back into the lift, and go back to the third floor. Leave by the orange door. Command Courtyard - New Scan: "Disaster at Elysia" We've got Pirates. Three Ass.Troopers. Okay, forward is the way to go, right now, but first, let's head into that little tunnel on the right again. Flux Control - Watch out, because there are beams here now that set off the alarm, as well as Crawltanks. Anyway, at the end of the room, Grapple the hatch to the other side and roll in. Roll up the Spider Track in the center to find a MISSILE EXPANSION. Continue rolling up to the top. Activate the Grapple Voltage to remove the shield and start up a lift, but you don't need to go down or anything, just go back to the entry and roll back. Command Courtyard - Use the Grapple Voltage to remove the field, and proceed through the door behind. Courtyard Passage - New Scan: Scritter These vents here are just to make sure you didn't cheat and not get the Hazard Shield, because they'll tear right through you. Move on. Skyway Access - New Scan: "Purification" Walk forward. Oops. Yeah, you did that. Two Commandos will show up, then four Crawltanks, then two more Crawltanks. The hole one of them busted out of is low enough for you to access, so use it to leave. Defense Access - Aw, man. Back here? Remove the Grapple Voltage panel if you wish, but your real target is the Track behind you. Roll up it to the top. Transit Station 4-A - Call the tram and ride off. ===Pirate Mines=== Transit Station 4-B - There's a Save Station here. I'd use it. Leave by the far door. Phazon Quarry - Two Ass.Troopers and two Commandoes, here. Activate the terminal at the far end to bring in a drill. Push each of the two green brackets to drill away at the rock. One will reveal a MISSILE EXPANSION. The other will reveal the way out. Boost up to it. Mine Lift - New Scan: "Vanguard" Time for some fun with dropping elevators. Rip the fixture off the lift shaft, then hop on top of the lift. Roll up the track, then to either of the two sides. Activate the Spinner at the very end of both sides to drop the lift and SMASH. Drop down and leave. Phazon Harvesting - New Scan: Phazon Harvester Drone Okay. That big thing shooting the giant laser? You can't destroy it. Best thing you can do is stun it (red electricity around him), so do that, then start running. When you get to the other side, stun him again and run. Keep doing so all the way up this walkway to the end. Drill Shaft 1 - New Scan: "Victory and Loss" Shoot down the Drones, then wait until the beam is NOT firing to cross. Do the same for the other beam. Main Cavern - Well, there's what you came here for. Go around the enclosure to the hand scanner and hit it to activate the lift. Ride down to the drill chamber. DRILL BATTLE: Pirates will pop out of the hatches, but your main concern should be the drill. Here's how it works. Green means it's drilling. Purple means it's sucking. Instead of just wasting the Pirates like normal, instead destroy all but one. Wait for the sucking cycle to start, then pull back so you don't get sucked in yourself, but blast the Pirate left over so he DOES. He'll fly into the beam, and four red lights will appear at the very top of the drill. Blast one to start the whole thing again. Obviously, you need to destroy all four red lights to finish this. The only thing that gets harder about it is that they start throwing out more Commandoes instead of Ass.Troopers, so you'll probably need to go hyper a few times to clear the room. Also, don't be afraid to hide behind the pillar cover while waiting. Once all four red lights are down, the drill is busticated. Take your prize in your hot little hands. Now, bring up the X-Ray Visor, look at the Phazite door, and blast the two yellow circles. Now, use the X-Ray Terminal to open the door, then ride up the lift. Now, open the Phazite door in front of you the same way, then proceed through the blue door. *** NOVA BEAM ACQUIRED *** Drill Shaft 2 - Bring up the X-Ray Visor and fire at the ball amidst the drill to remove it from the shaft. Hop down and leave by the green door. Phazon Quarry - Walk on over to the ENERGY CELL and take it. You can now back down to the main part of this room, but why would you want to? Go back through the green door. Drill Shaft 2 - Climb up using the Grab Ledge and leave. Main Cavern - Head to the green door. Phazon Mine Entry - New Scan: "Bryyo Falls" X-Ray through the Phazite and shoot all four locks to open the door. Take the MISSILE EXPANSION and watch out for the Metroid. Repeated Nova shots actually make it a little easier than Ice Missiles, so you might want to do that. Landing Site Charlie - Look at this. Rubble all over the place. Clear the platform and call in your ship. Now that we've got the best weapons, it's time to clean house. Gunship - Select the Research Facility. ===================================== 5N. Collection Agency (All Planets) = ===================================== Missiles: 170 Energy Tanks: 11 Ship Missiles: 8 Energy Cells: 6 Sure, the GF may be chomping at the bit to attack, but let's let them cool their heels for a moment, because it's time to get all the other expansions we've been missing. A lot of this stuff you could have picked up hours ago, but most of it is stuff you aren't going to need until now, anyway. ===Pirate Research=== Landing Site Alpha - Head up the Scrapvault lift, then through the Scrapvault to... Processing Access - Shoot through both Phazite plates with the Nova Beam, then Wall Jump up the surfaces to reach a shield. Blast it with three Missiles and take the SHIP MISSILE EXPANSION. Well, that's it for the Pirate Homeworld. Head back to your ship. Gunship - Select Norion, then Docking Hub Alpha. ===Norion=== Docking Hub Alpha - Look behind your ship, then follow a little path to a Grapple Point. Swing across and grab the MISSILE EXPANSION. Now, head inside, and through the facility. Cargo Hub - Head south through the door. Maintenance Station - Blast the White Blast Shield, and collect the MISSILE EXPANSION. Now, go back. Cargo Hub - Go over to the west side and weld the panel so you can open the door. Substation West - Enter the little ball tunnel on the outer edge. Avoid the moving panels and roll over to the MISSILE EXPANSION, then head further west. Conduit B - New Scan: Liquid Phazon Follow this passage, blasting the Liquid Phazon and Grubs as they appear. On the lower floor, hang a left at the sign "Data Storage". Data Storage - New Scans: "Planet Bryyo", "SkyTown" Scan the Lores here if you wish. The Olympus-Class Battleship Lore is also here if you missed your chance. Conduit B - Continue west to the end. Cargo Dock B - New Scan: Hopping Metroid, Multi-Lock Blast Shield, "Planet Norion" These little fellas should look familiar if you played the original Metroid Prime. Blast them with Ice Missiles to freeze them, then shatter them. You can even use Seekers to take on a few at once. Once all are wasted (and there are quite a few), the mass of Phazon at the end of the room will disappear. Destroy the Liquid Phazon that's left behind, then blast the five locks with a Seeker blast to open the door. To get the Lore, you can call in your ship to the room, then jump on top of it to get to the upper platform. Generator B Access - You may be wondering what the point of the security gates is. I don't really know myself, but I think it's to imply that this is how Rundas got through last time, since he can't roll up into a ball and use the nearby tunnel. Generator B - Step forward to face a Metroid Hatcher. If you were smart and came here with the Nova Beam, all you have to do is pull up your X-Ray Visor, target the glowing heart, and fire to destroy the Hatcher very quickly. Roll into the tunnel that's uncovered to reach the ENERGY CELL at the end. Now, head back outside to... Cargo Dock B - Call in your ship. Gunship - Select Cargo Dock A. Cargo Dock A - In the southwest corner of the landing platform, you should be able to see a Spider Track going up. Ride it up and go through the simple tunnel to reach a MISSILE EXPANSION. Okay. Norion's done. Hop in your ship. Gunship - Select Bryyo, then Cliffside Airdock. ===Bryyo=== Cliffside Airdock - Head forward until you reach... Gateway - Head up to the western structure, then into the ball tunnel. Roll to the right. Melt the ice over the tunnel, then proceed through to a MISSILE EXPANSION. Proceed to the Theseus and then to... Falls of Fire - Drop down using the Golem. Before you leave, though, use the Wall Jump Surface to ascend to a MISSILE EXPANSION. Go to the next room. Hidden Court - Hop up on the platform on the east wall. The game wants you to lower another platform, but you can pretty easily make it up to the north ledge with a Screw Attack. Go through the orange door. Hidden Court Hall - New Scan: "Salvation" Blast the Hoppers, then roll into the tunnel, then blast more Hoppers. Fuel Gel Pool - Target the big golem piece in the Gel and use the Gunship Grapple on it. You'll be putting this back down elsewhere. Now, drop down into the Gel and move forward to find a cavern with a MISSILE EXPANSION. Go back out, then start freezing the streams of Gel. Climb up them to the top to find another MISSILE EXPANSION. Now, you may leave and go back to... Hidden Court - From up here, you should be able to hop over to the Half-Pipe. Boost up the right side to find a MISSILE EXPANSION. Now, drop down and leave through the very bottom door. Continue until you reach... Hangar Bay - Leave by the orange door. Hangar Bay Hall - Blast the Hoppers and leave by the far door. Hall of the Golems - New Scans: Fargul Hatcher, Fargul Wasp, "Victory" We'll tear this place apart shortly, but not just yet. Go to the Golem on the far wall (with the metal on its tummy), then melt it, and blast its Bomb Slot. This will allow you access to the next door. Colossus Vista - New Scan: "Decline" See that really big Golem back there? Drop the head you've been carrying with your Gunship on it. It will open the way to a SHIP MISSILE EXPANSION, and another door. Go through that door. Machineworks Bridge - Hop in the Spinner and operate it and rotate the bars, then go to the center of the room. Wait for the Wall Jump Surfaces to get close, then begin climbing up to get the ENERGY TANK at the top. This is as far as you can get from this side, so let's go back to... Hall of the Golems - The Fargul and its bugs can be a serious pain in the butt in this room, so hop up, go hyper, and blast him square in the mouth as soon as he opens it to destroy him quickly. Now, go to the Golem with purple on it and use Grapple Voltage to get it working. Use the Bomb Slot and it will charge up the Spider Track on the wall. Roll along the Track, avoiding currents, bomb jumping, dropping, and Boosting as necessary. Near the end, you'll have to do a Double Bomb Jump to reach a track above you. At the end is a MISSILE EXPANSION. Lastly, the golem with the white shield on it. Blast it with an Ice Missile, then activate it so it freezes the Gel-fall. Climb up the falls to the door at the top. Burrow - New Scan: "Struggle of Exiles" Roll into the tunnel, then bomb the crystal at the end. Drop down, and roll to the left, across the Gel. Hop up to the area with the plants. The leaves on them retract after a bit, so hurry across, then bomb the next crystal at the top. Hop back up to the top, and bomb a crystal to the left, which will allow you to drop down to an area with a Pillbug and a MISSILE EXPANSION you'll need to double jump to. Bomb the rest of the crystals in here to clear a path out to the right. Hidden Court - Shoot the locks on this gate to lower it. Now, make your way back to your ship. It's time for a roundabout means to get an Energy Cell. Gunship - Select Thorn Jungle Airdock. Thorn Jungle Airdock - Make your way to the Ancient Courtyard. Ancient Courtyard - The place is crawling with Phaazoids, so watch out. Roll up the Half-Pipe in this room to get a MISSILE EXPANSION. It's now time to take a rather long walk to... North Jungle Court - Told you it was long. Use the Gunship Grapple on the big battery in the room, then go to where the battery was to find a tunnel leading to a door. Machineworks Bridge - Ah, remember this place? Activate the Spinner so you can cross. Now, that you've completed this rather roundabout bridge, head back to... Hidden Court - Drop the battery in the mechanism, here, then climb up using the platforms and the Half-pipe to find an ENERGY CELL in a top corner. Now, go back to the nearest landing pad, then to your Gunship. Gunship - Select the Fiery Airdock ===Bryyo Fire=== Fiery Airdock - Now, make your way to... Warp Site Alpha - Warp to... ===Bryyo Ice=== Warp Site Bravo - Make your way to... Tower - Use the Spider Ball on the Track near the lower entrance. Now, this is a rather long run that will require bomb-jumping, Boosting, and dropping, but the trail is pretty obvious, and there's an ENERGY TANK at the end. Now, leave this area and return to... ===Bryyo Fire=== Warp Site Alpha - Time for a bit of a walk to... Temple of Bryyo - From one end to the other, eh? The only reason we did this second is because you can take the shortcut back. Take out the Warp Hounds and Reptilicus, then go to the area with the Phazite plating and blast the buttons to open a grating down to the Gel. Roll into the Gel and make your way around this pool to the MISSILE EXPANSION at the end. We're finally done on Bryyo, so return to your Gunship. Gunship - Select Elysia, then Landing Site B (out in Eastern SkyTown). ===Eastern SkyTown, Elysia=== Landing Site B - Your destination is now the Chozo Observatory. Go through the Turbine Chamber, and through the Gearworks. Should be pretty straightforward. Chozo Observatory - New "Scans": Planet Aether, Planet Tallon IV Blast the Phaazoid, then take a look through the small Phazite panel on the projector. Blast through it with the Nova Beam, then hit the hand scanner. This will give you expansion info on the Pirate Homeworld. Also, use the Spider Ball to go into all the little tunnels here and activate the rest of the Bomb Slots. You'll get info on SkyTown, and two new "scans". Now, head out the blue door at the same level as the projector (back towards the Concourse) and proceed to... Concourse Ventilation - Take out the Phaazoids here, then roll up the Spider Track to reach a MISSILE EXPANSION. You're done on SkyTown, now. In fact, you're done just about everywhere, with all this backtracking. Head to your Gunship in whichever direction you like best, either by going back to Landing Site B, or forward to the west SkyTown and Landing Site A. Gunship - Now, select that little star below Bryyo (the Gaflar System), then the G.F.S. Valhalla! ===================================== 5O. Twisted Wreckage (GFS Valhalla) = ===================================== Missiles: 240 Energy Tanks: 13 Ship Missiles: 10 Energy Cells: 8 Finally, it's time to follow the objective given to you so long ago, because we're now ready to fully explore this wreck and discover what happened and why. ===G.F.S. Valhalla=== Docking Bay 5 - Well, it's a fixer-upper, that's for sure. Take the ENERGY CELL near the crashed fighter. You should have all nine, now, and this is the place where you need to use them. Also, inside the ship in several locations are terminals that tell you exactly where to find each Cell. This is info that would have been useful if you came here much earlier, but we didn't bother. Place a Cell into the slot next to the bay doors, then hit the hand scanner to open it up. Hangar A Access - New Scans: Miniroid, Phazon Shriekbat Watch for the bad guys in this room. Grapple across, then activate the hand scanner near the far door. Repair Bay - Destroy the Phazon Metroids. With the Nova Beam, you can use the X-Ray Visor to target their nuclei for a quick kill. Also, be careful blasting crates in this area, as they could release Liquid Phazon. Head through the door at the back right of the ground floor. Stairwell - New Scan: Phaz-Ing, "Tallon IV Incident" Melt the metal in front of the two Cell Stations and put Cells in each. This raises the ramp and releases three Phaz-Ing. Use the Grapple on their physical forms, then proceed up the ramp. Head around the room and through the door. Weapons Cache - Grab the MISSILE EXPANSION. Now, let's return to... Repair Bay - Climb up the ramps, starting in the northwest, then circling around clockwise. Time your jump to avoid arcing electric current, then head through the door in the northwest corner. Security Station - More Phaz-Ing in this room. Shatter the broken glass, go through, then Bomb the next broken glass and roll through. Security Access - Turn right and head through the door at the end. MedLab Alpha - New Scan: Phazon Hopper Blast the debris at the far end with Missiles. Once it's all gone, three Phazon Hoppers will drop in. I suggest just going hyper, because they probably will at some point, and they take a lot of hits, otherwise. Once the room is clear, Grapple the panel covering the tunnel and roll in to find a MISSILE EXPANSION. Now, leave the room. Security Access - Deal with some more Phazon Hoppers, then go to the opposite door. Auxiliary Lift - Grapple the panel on the back wall, then insert another Cell. Ride the lift up. Before you go, roll into the tunnel on the back wall. Inside, ride the ball lifts down to the left to find the final MISSILE EXPANSION, then go back up by moving clockwise around the room using ball lifts. Port Observation Deck - Roll through the small hole in the debris, then open the door. Don't worry about the air sucking. It only affects you while a door's open. Use the X-Ray/Nova combo to blast the five Phazon Metroids, then use a Seeker Blast on the door, and go through the door behind it. Xenoresearch Lab - Go around the outside and blast the weakened metal panel with a Missile. Destroy the Atomic and several Phazon Hoppers. One of the generators needs a push, so rip the two panels off with the Grapple, then insert your last two Cells. Roll into the hole they open up and get after that expansion. Ventilation Shaft - Make your way along the shaft. It's easy enough. MedLab Aplha - The final SHIP MISSILE EXPANSION will get hung up here, so grab it. Bomb the box to keep moving down the shaft, which will run through to... Security Access - Basically a bit of a shortcut back. Now, return to... Port Observation Deck - Use a Cell on the door to your right and go through. Junction A - New Scan: Galactic Federation Green Door Destroy the Phaz-Ing and go through the blue door to the right. Munitions Locker - Take the final ENERGY TANK and leave. Junction A - Now, you can go through the green door. Aurora Access - Take care of the Liquid Phazon and go through the next door. Aurora Chamber - Ouch, what a mess. You can't use the Cell Stations just yet. First, head up the ramp to the corner platform. You should be able to see the control mechanism above the Stations through the hole in the wall. Blast it to release them, then put Cells in each spot. This will release a Metroid Hatcher. Remember, bring up the X-Ray Visor and fire at its heart to drop it in a jiffy. Now, head up the ramps to the lift, then across to the far door. Control Room Access - Blast the Phazon Metroids and move on. Control Room - New Scan: "Anhur Incident" This is the important room, in here. If you wish, you can look at the nearby datapad and punch the code into the console to hear the AU's last message before being captured, but your real objective is the Boarding Pod fused to the room. Restore power using Grapple Voltage, then use the X-Ray Visor to punch in the code on the terminal. This will allow you to access the final area of the game, later on. Now, it's time to backtrack. Go all the way back to your Gunship. *** PIRATE CODE ACQUIRED *** Gunship - Select Pirate Homeworld, then the Command Center. ================================= 5P. Seedless (Pirate Homeworld) = ================================= Missiles: 255 Energy Tanks: 14 Ship Missiles: 11 Energy Cells: 9 All right. You've got almost every single item, now. Time to open a can on these Pirate scum and destroy the last Seed. ===Pirate Command=== Landing Site Bravo - Make your way up the lift, then get off at the second floor and go to... Defense Access - Using the X-Ray/Nova combo, open the Phazite wall and go through the green door. Command Station - Okay, you need to climb this tower. Blast the Ass.Troopers and Turrets that get in your way to the top. Once you can't climb any higher, use the X-Ray Terminal. This will open three spots which you need to blast through Phazite, as well as summon Commandoes. Want a fun tip? Commandoes have Phazite armor. This means that you can blast through it with the Nova Beam. Bring up the X-Ray Visor and target their heads to blow them away nice and quick. You also need the X-Ray to see through the Phazite, which shows three balls bouncing around each wall. Blast the balls to remove part of the blockage on the Bomb Slot. Take care of all three walls and you can use the Bomb Slot to shut down the defenses, like, all over the planet. The Feds will move in. Hooray for orbital bombardment, eh? Drop down and leave by the green door. On the way, Dane will get on the horn with you. Follow his instructions and go to... Skyway Access - New Scan: Demolition Trooper Dane drops in and says good job and stuff. Now, it's crunch time. In this next area, you have 12 Demo Troopers, and you need to protect at least four until the end. Basically, the way to protect them is shoot the Pirates before they shoot the troops. Ready? Talk to the Demo Trooper in front of the door. Transit Station 1104 - Grapple Voltage the console here and you'll start the party. Hop up and to the right. You'll start with a Trooper right on your right. Waste him, then go through the door. Transit Station 0203 - A Trooper and an Arm.Trooper are right above you. Once they're dead, the tram finishes passing, but the door is closed. Another Trooper + Arm.Trooper will appear on the ledge across the gap, and two Arm.Aeros will pop over the wall. Use Seekers to take down the two Aeros quickly, and watch out for crash landings, because they can kill your Demos, too. Once they're all trash, the door opens. Watch out for the incoming tram. On the other side, blast the Trooper, Arm.Trooper, and Ass.Trooper, then go up the ramps (where the Demos are going), and follow them to the door. Transit Tunnel P68 - Shoot down the Crawltanks, then the Turret, then the Arm.Trooper and open the door. Transit Station 0204 - Blast the two Adv.Troopers, then go through the opening door and take out the Arm.Shield Trooper. After he's dead, look up and find the Arm.Trooper, then the area in front of you will blow up to reveal two Adv.Shield Troopers, and two Ass.Troopers behind them. After them, one more Trooper in front of the door. Transit Tunnel P69 - Watch out for Jumpmines. Near the end, you'll find a couple of Arm.Troopers. Transit Station 0205 - Blast the two Ass.Shield Troopers, then get back when the door blows and take out the Berserker Knight behind it. Behind him are an Arm.Trooper and an Adv.Trooper. Once they're gone, three Commandoes are summoned. Pull up the X-Ray and blast their noggins. Once all of them are dead, the mission to protect the Demo Troopers is offically complete. Watch as they bust down the blockages on the door, then use the nearby hand scanner to open it. Transit Tunnel P70 - New Scan: "Mistress Gandrayda" If you wish, hop into the Phazon to heal up, then hit the hand scanner nearby to open the door. Transit Station Leviathan - New Scan: (Boss) Hop up to the Grab Ledge and you'll start this fight. BOSS: PIRATE COMMANDER Yup. He's the guy in the red phazon suit. He'll summon Commandoes for support, but an X-Ray/Nova combo will destroy them quick enough. As for him, he's pretty much just a really resilient Pirate. He uses a teleportation device to move around the field, has the usual energy gun and scythe, and can go hyper, too. When he goes hyper, your X-Ray won't work, so concentrate with hyper fire on him when that happens and ignore the Commandoes. He's almost finished when you blast the armor off him. Just a few more hyper shots to finish. Now, you can access the Grab Ledge again. Use the lever to open the place up and fire your Ship's missiles on the big door. This will also automatically land it, so hop on, and ride into the Seed. ===Pirate Homeworld Seed=== Landing Site Delta - Jump up the platforms and go through the door. Core Access - Use the X-Ray Visor to find the weak points on the tentacles to make them retract and let you through. Pirate Homeworld Leviathan Core - New Scan: (Boss) Ready for this? BIG BOSS: OMEGA RIDLEY Your nemesis returns for one last battle, fully powered with Phazon. He has a lot of attacks: breath weapons that spit constant streams or single bubbles of plasma and shockwaves when he lands hard. Dodge these attacks, then wait for him to roar so you can nail him in the mouth with a charged blast. He'll rear up, exposing his chest. Grapple the armor off him, then go hyper and blast his exposed belly. After draining a third of his health, he'll create new armor on his chest. He has new attacks in this form: a dash when he spreads his wings, a combination plasma stream/tail whip, and forming two energy balls in his hands to use as weapons. When he makes those energy balls, blast both to stun him good. At that point, pull up your X-Ray and start pounding on the lit-up joints in his armor. Once both joints are off, his chest is completely exposed, and he'll switch tactics once again. He'll start flying off through the holes in the side, to come back elsewhere. Watch the radar in the upper-left corner to see where he'll come from, then dodge to avoid his bombs. Once he lands, he'll start dashing and tail-whipping. Hit him whenever he opens is mouth to make him stand up, exposing his chest to Phazon fire. Keep pounding him with Hyper Beams and eventually he'll give up the ghost. Take the Hyper Grapple. To use it, attach to those growths, then push Up to feed energy to overload them. The core will then come down, yadda yadda, push A. *** HYPER GRAPPLE ACQUIRED *** Gunship - You'll get a message from your friend, AU 242, who will tell you you need to go to the source of all Phazon, Phaaze. To do this, you need to warp through a wormhole. Get down to the surface, via the Command Center. ==================================== 5Q. The End of All Things (Phaaze) = ==================================== As the title says, this is it. You've been dealing with this glowing blue stuff for three games, and it's time to say goodbye, in spectacular fashion. ===Pirate Command=== Landing Site Beta - Make your way to the Command Station, once again. Command Station - Go to the growth nearby and use the Hyper Grapple on it. Go through the door beyond. Transit Station 2-A - Call a tram, then ride it. Transit Station 2-B - Head up to the door. Leviathan Access Portal - Bomb the grating on the back wall and roll through. Use Grapple Voltage to remove the shield. Step into the teleporter. Leviathan - Step up to the terminal to upload the Pirate Code into the Leviathan to gain control. Now, head back through the portal and to your Gunship. Gunship - Once you do this, there is no going back. If you're prepared, select Phaaze. Watch the long cutscene. ===Phaaze=== Landing Site - New Scan: Phaaze Door Well, this is it. You can't even get back on your Gunship anymore, because you're too corrupted. Like the game explained, that gold bar at the top is your corruption level. If it fills, you're dead. It fills when you get hurt and with time. To reduce it, pick up free-floating Phazon or use the Hyper Grapple on the Phaz-Ing enemies. That actually works pretty well. Anyway, head up and through the door. Entry Canyon - New Scan: Jelsac Blast the Phazon Hoppers that show up in this room, then Hyper Grapple the growth at the end, then drop down. Cavern Alpha - New Scan: Black Phazon Crystal Roll up into the Morph Ball to get under these tendrils. Watch out for the Phaz-Ing, then climb up the ledges and blow away the big purple growth with a Missile. Hop across the platforms until you reach the next door. Cavern Beta Access - New Scan: Phazon Puffer Roll into the tunnel, then use the Hyper Ball to get rid of all the red growths so you can open the way forward. Blast the Puffer at the end and move on. Cavern Beta - Hop across the ledges, avoiding Jelsacs. Blast the purple Phazon with a Missile, then Screw Attack to its ledge. Drop down and blast your way through to the door, watching out for Metroids. Drop Shaft - New Scan: Tangle Weed Roll into the area. Once you scan the Weed, use the Hyper Ball on all the red growths in this room to remove the cap, then drop down and do it again on two more levels. At the bottom, use the Hyper Ball on whatever that thing is to destroy it, then go through the door. Metroid Cavern - A well-advertised room. Metroids will keep coming out of the walls, here. Go to the very end. This weird door-thing will only open once you pound its moving eyes enough. The eyes will pop out of the holes surrounding it, so fire one it opens. Sooner or later, it will explode. Continue through the cavern to find a big Hopper nest. Destroy every last one of the Hoppers that pop out and the Phazon growth will vanish, leaving Phaz-Ing, which you can use your Grapple on to reduce your corruption. Continue on. Hatcher Shaft - Drop down. I don't know what that thing is. Just blast it in the mouth repeatedly until it drops you. Hatcher Tunnel - Blast the crystal floor with a Missile, then drop down. Genesis Chamber - New Scan: Leviathan Infant There are many Metroids here. Use the Grapple to rip the covers off the womb. You need to repeatedly blast the Infant inside the womb before you can move forward. Watch out for when it moves to the other side of the womb, because you'll have to follow it around. Don't fall on the floor, as the gas down there is painful. The Infant takes a LOT of hits. Just make sure you gun down the Metroids when they show up, because they'll cause more damage than time will. Once you finally make the Infant go boom, drop down. Sanctum - New Scans: (Bosses) This is it. BOSS: DARK SAMUS Your evil doppelganger has a constant beam attack and a homing shot attack to start with. All you can do is pound her with beams. When you knock down a third of her health, she'll start absorbing energy to replenish. Shoot her down to stop it. After that, she'll add a shockwave attack, as well as a close-range shield attack. Blast her further and she'll start creating clones of herself. These clones can also attack, and take fewer hits. I say just shoot the first one you see, and if takes damage, keep at it, otherwise, finish it and look for the next one. All the clones will try to recharge at once, meaning you have to find the right one to make it stop. Keep shooting the real one whenever you find her and wear down her energy to defeat her. FINAL BOSS: AURORA UNIT 313 I'm sure you know what they're trying to say with this battle. Anyway, the AU's main attack is a big purple beam that tracks you. It also attacks with the little tentacles that pop out of its side, which fling shots at you. Attack these tentacles, or anything else that pops out of the side, and the openings will turn yellow. That's your cue to shoot them repeatedly. Shoot it enough to stun the AU. It will fall, and you'll be able to Grapple the top of its head. Blast the open head with all you have. Once you get that done once, it will toss out some Dark Samus clones that you need to destroy. Remove them to start again. At some point, the AU will add an attack of retracting its neck, then firing red shots at you from the platform it's housed on. Keep opening the head and blasting it, and you should wear it down eventually. Of course, this starts the second part of this battle, where it's free-floating. It will drop a module down from its bottom, which fires a bomb. Blast the module to stun it. It also has a four-beam rotating attack, a ground spinning attack, and a straight Phazon shot from its front, which will stun it after it fires. Find any way you can to get behind it and blast the glowing rear part. That's the only weak point. Once you drain its health, the fight will be over. Congratulations! You've finally rid the galaxy of the Phazon menace! Now, go play on harder difficulties! You'll get more Gold Credits that way! ****************************************************************************** 6. COLLECTIBLES ****************************************************************************** Good old Metroid games never skimp on having a bunch of little things for Samus to pick up and add to her arsenal, and Corruption is no exception. Here follows a list of every pickup. The pickups are ordered according to when it's possible for Samus to find it, and what items are required to access it. Note that this order is not necessarily the order followed in the walkthrough. ======================== 6A. Missile Expansions = ======================== There are 50 Missile Expansions in the game. Added to the initial five the Missile Launcher gives you makes for a total of 255. These are all in order of when you can possibly pick them up (ie. after what item you just got). It's NOT the order that my walkthrough picks them up. 1: Norion - Cargo Hub: Clear the room of enemies if there are any, then head to the northwest corner. There is a panel here that you can rip off with the Grapple. Behind it is a switch that only operates when there are no enemies present. The switch opens a nearby hatch. Enter as the Morph Ball. This is a relatively simple maze that requires you to jump, bomb obstacles in your way, and use/avoid steam jets. 2: Bryyo - Grand Court Path: As you enter this room, you can see a statue oozing Fuel Gel on the side of the path. Destroy it, then hop up on its ledge, then to the ledge opposite. Double jump across the hole to reach this one. 3: Bryyo - Hillside Vista: In the ball tunnel, let a bunch of Snatchers attach to you, then pull left as you float up. Once you reach the upper area, bomb the Snatchers and roll to this one. 4. Norion - Docking Hub Alpha: You need the Grapple Swing. Behind the landing platform is a ledge that leads to a Grapple Point. Swing across to the expansion. 5: Bryyo - Crash Site: You need the Grapple Swing. Once you've reactivated the Theseus, go back outside and through the little ball tunnel once again. With the ship online, you can go further up in the tunnel where a piston will move out of your way. Double Bomb Jump up past it, then roll to the right and out to the upper platform, where this one is. 6: Bryyo Fire - Main Lift: In the tunnel area, let the Snatchers cluster on you, then float up towards the Korba. Pull to the left at the top, just before you reach the Korba. Keep rolling to the left to find it. 7: Bryyo Fire - Gel Hall: This one's tough to miss. Blast the Gel pouring out of the statue's mouth to ignite a vine dropping the platform with this expansion on it. 8. Norion - Maintenance Station: You need Ice Missiles. Blast away the White Blast Shield in this room. The expansion is right behind it. 9: Bryyo Fire - Gel Hall: You need Ice Missiles. Build a platform bridge south across the Gel. At the end of the room, you'll find this one. 10: Bryyo Fire - Gel Refinery Site: You need Ice Missiles. Go to the Gel Hall, and build an ice platform so you can get to the White Blast Shield door. Cross the Gel Purification Site to get to the upper area of the Refinery Site. Grapple the door covering the expansion. 11: Bryyo - Reliquary III: You need Ice Missiles. In the Grand Court, swing from the middle Grapple Point, then look south to see a White Blast Shield. Behind that door is the expansion. 12: Bryyo - Jungle Generator: You need Gunship Missiles to reach this area. Once you reach this room, shoot the lights on the Lore panel in front of you to open it up and expose this one. 13: Bryyo - Generator Hall North: You need Gunship Missiles and you need to have come from the east door. Blast the Gel tanks when the float above the bridge to knock it down, the operate the pump so you can roll through the nearby tunnel to this one. 14: SkyTown, Elysia - Transit Hub: You need the Hyper Ball to get to this area, and it's pretty tough to miss. After you get shot out of the first cannon, go into the ball tunnel, then double hop up to the expansion. 15: SkyTown, Elysia - Barracks Access: You need the Hyper Ball to get to this area. Simply roll below the lasers and roll under the near floor to easily find this one. 16: SkyTown, Elysia - Skybridge Hera: You need the Hyper Ball to get to this area. On the first platform, this is hidden in the first pillar. Simply hop into it, then hop up. 17: Bryyo - Ancient Courtyard: You need the Boost Ball. Ride up the half-pipe to reach this. 18: SkyTown, Elysia - Main Docking Bay: You need the Plasma Beam to get this. Near the door to this room, blast the red mark on the window to uncover this. 19. Norion - Substation West: You need the Plasma Beam. Weld the panel in the Cargo Hub to enter the room. Roll into the tunnel around the perimeter and avoid the moving panels to get to the end, where this is. 20. Bryyo - Gateway: You need the Plasma Beam. Roll into the ball tunnel in the building, then to the right. Melt the ice at the end, then enter the ball tunnel to reach this. 21. Bryyo - Fuel Gel Pool: You at least need the Plasma Beam, but it's easier if you also have the Screw Attack. In the Hidden Court room, hop up to the orange door, then go through to this room. Freeze the Gel streams and climb up to the top. 22. Bryyo - Burrow: You need the Plasma Beam for this one. You need to enter this room from the Hall of the Golems. Blow away as many of the crystals in the ball tunnels as you can, then go to the upper-left area to find the expansion, which you'll need to double jump to. 23: Bryyo Fire - Imperial Hall: You need the Plasma Beam to get this. Go to the Gel Refinery Site, melt the ice covering the tunnels, then ride the tunnel up to the orange door, then move through the next room, then to the Imperial Hall. Roll through the ball tunnel, pull down the platforms, then hop over to the expansion. 24. Bryyo - Falls of Fire: You need the Screw Attack. From the bottom of the room, jump up the surfaces to reach this. 25. Bryyo - Hidden Court: The Screw Attack is a big help, but you may just need the Plasma Beam. Make your way to the half-pipe, then boost up the right side to get the expansion. 26. SkyTown, Elysia - Construction Bay: You need the Screw Attack for this. From the upper door of the area, you can move out on the ledge and make a long Screw Attack leap over to the top of the big structure with Grapple Points on the bottom. It's right on top in the middle. 27. G.F.S. Valhalla - MedLab Alpha: You need the Screw Attack to gain access to the Valhalla. Once you get to this room, blast all the debris with Missiles, then bomb the last panel and roll underneath the bottom of the room. 28. G.F.S. Valhalla - Auxiliary Lift: You need the Screw Attack to gain access to the Valhalla, and you need at least two Energy Cells. At the top of this room, roll into the ball tunnel, then roll down to the left to find this one. 29. G.F.S. Valhalla - Weapons Cache: You need the Screw Attack to gain access to the Valhalla, and you need at least three Energy Cells to get to this room, which is just off the Stairwell. NOTE: For those last three, I know I said "two Energy Cells", "three Energy Cells" etc. What you should note is that you need that many just for a beeline trip to the expansion. If you make side trips and use Cells before that, you'll need additional Cells to get to the expansions. Furthermore, using Cells on one of the Expansions means you can't use them for the other ones until you get more. 30: Eastern SkyTown, Elysia - Gearworks: You need the Gunship Grapple to get this, but only to trigger an event. Once you enter the room from the south, an ATC will swoop in and blow away the gears. Screw Attack across the expanse and snag it on the way. 31: Eastern SkyTown, Elysia - Botanica: You need the Gunship Grapple to get to this room. The expansion is floating on a ledge high above the entrance. To get there, go to the opposite end of the room. Screw Attack to the corner ledge, then Screw Attack to the ledge with the expansion. 32: Eastern SkyTown, Elysia - Concourse: You need the Seeker Missile to get to this part of the Concourse. Once you reach the top floor, roll through the ball tunnel to the right of the door, which leads right to the expansion. 33: Pirate Command - Command Courtyard: You need the Hyper Missile to get to this planet. This expansion is hidden inside the upper catwalk. To get there, use the Grab Ledge near the fans, roll through the first glass-floored area, then on the second one, bear left, which will eventually bring you around to it. 34: Pirate Command - Command Station: You need the Hyper Missile to get to this planet. As you come from Flux Control on your first trip, you'll enter the Command Station through a ball tunnel. Roll to the right to get around to this expansion. If you miss it and come back to this room later, you can drop the shield with Grapple Voltage, allowing you easy access. 35: Pirate Command - Security Air Lock: You need the X-Ray Visor to get to this area from the south, which is the direction you need to come from to collect it. It sits right in the middle of the room. 36: Pirate Research - Scrapvault: You need the X-Ray Visor to get to this area. Climb the room using the perimeter platforms. Just before the small Grab Ledge that exits the room, look to the north wall to see a platform slightly higher than you. Screw Attack over to it, then double jump towards the middle of the room to find another Grab Ledge, with the expansion just above it. 37: Pirate Research - Metroid Processing: You need the X-Ray Visor to get to his area. Once you activate the lift going down, take the Cell at the left-hand passage. This releases the Metroids, and this Expansion is in one of their holding cages. 38: Pirate Research - Creche Transit: You need the X-Ray Visor to get to this area. Bomb the broken hatch near the room's entrance, then roll through to a Spinner floor. Use the Spinner to rotate the floor so you can reach the other side, where the expansion is. 39. Pirate Command - Lift Hub: You need Grapple Voltage. On the bottom floor, give power to the purple terminal. This opens the lift. Step in to drop it a bit, then blast the cable to drop it, revealing the expansion. 40. SkyTown, Elysia - Powerworks: You need the Spider Ball for this. After you collect it, roll out to the tracks outside. Once you finish the first set of tracks, look for another track leading back out opposite. Use Boosts to cross gaps until you reach the end. 41. SkyTown, Elysia - Steambot Barracks: You need the Spider Ball. In the lift, go into the ball tunnel. As you pass through, you'll see a track. Ride up to the top. 42. Norion - Cargo Dock A: You need the Spider Ball. Climb up the track in the west corner, which has this at the end. 43. Bryyo - Hall of the Golems: You need the Spider Ball. Use Grapple Voltage on the purple-dotted golem to fire up the track, then ride it all the way around the room to the top. 44. Eastern SkyTown, Elysia - Concourse Ventilation: You need the Spider Ball. In the outside area, ride up the tracks to the top. 45. Pirate Command - Flux Control: You need the Spider Ball. Go to the end of the room, where the ball tunnels are. Use the Grapple to move the hatch onto the left tunnel so you can enter the right tunnel, which will lead you to the inside area. Climb the tracks to reach the expansion. 46. Pirate Research - Craneyard: You need the Spider Ball. Roll up the track near the doors to enter the works. Spin the far right spinner to get the exit pointing to the right, then spin the left spinner to line it up. Ride up the vents to the expansion. 47. Pirate Mines - Phazon Quarry: You need the Hazard Shield to get here. Use the terminal in the back of the room to operate the drill. Drill the right-hand section to uncover this one. 48. Bryyo - Fuel Gel Pool: You need the Hazard Shield. Enter the Gel in this room, and the cavern at the end has this. 49. Pirate Mines - Phazon Mine Entry: You need the Nova Beam. Remove the Phazite wall using the X-Ray Visor and Nova Beam. The expansion is right behind it. 50. Bryyo Fire - Temple of Bryyo: You need the Nova Beam. Activate the buttons behind the Phazite panel, then roll into the Fuel Gel to the end to find this. ================== 6B. Energy Tanks = ================== There are 14 Energy Tanks in the game. These are all in order you can find them. 1: GFS Olympus - Ventilation Shaft: This one is impossible to miss. As you roll down the shaft, you'll automatically pick this up. 2: Norion - Substation East: Also pretty much impossible to miss (although I'm sure someone could manage it if they tried hard enough). This is very obviously at the entrance of the small passage that leads around the hot stuff. 3: Bryyo - Reliquary II: In the Gateway room, behind the double-locked door, there's a ball tunnel. The right-hand tunnel has an obstruction which you need to Grapple three times to remove. Once you do that, follow the tunnel and you'll find the door to the Reliquary II. 4: Bryyo - Vault: You'll need the Grapple Swing, as you'll need it to access the other Landing Pads on Bryyo. Go to the Thorn Jungle Airlock, then to the Overgrown Ruins. The walls have Fuel Gel in them and can be destroyed. Do so, and one will lead to a Red Blast Shield door, behind which is the tank. 5: Bryyo - Ruined Shrine: You'll need Ice Missiles to reach this area. Simply drop down to the bottom and use a Bomb on the golem arm on the floor to find this one. 6: SkyTown, Elysia - Steambot Barracks: You need the Hyper Ball to get to this area. Once you destroy the Steamlord, he leaves this behind. 7: SkyTown, Elysia - Arrival Station: You need the Boost Ball to get this one. Jump up to the Grab Ledge in this area, then fire up the Spinner to get the cannon online, which will shoot you over to where it is. 8. G.F.S. Valhalla - Munitions Locker: You need the Screw Attack to gain access to the Valhalla, and you need at least three Energy Cells to get to this room, which is off the room "Junction A". 9. Bryyo - Machineworks Bridge: You need the Gunship Grapple to get to this room from either direction. Work one of the Spinners to get to the middle, then Screw Attack up the moving walls to the top. 10: Eastern SkyTown, Elysia - Xenoresearch A: You need the Seeker Missile to get this. Once you remove the Energy Cell from Xenoresearch B, you can go back to to this room and smash the tank containing this. 11: Pirate Research - Scrapworks: You need the X-Ray Visor to get to this room. This is in a higher area of the ball tunnels that make up this room. Go up the moving platforms, then keep climbing above them and you should see this at the top. You'll need to double jump to get to it. 12. SkyTown, Elysia - Zipline Station Charlie: You need the Spider Ball for this. On your way back from getting the Spider Ball, you'll cross a large track in this area. About halfway through, the tank is above you. You need to double jump to get up to it. 13. Bryyo Ice - Tower: You need the Spider Ball. Climb the tracks in this room to the top. The path is pretty simple. 14. Pirate Research - Metroid Creche: You need the Hazard Shield to reach this room. Bounce off the third cell to go into the upper tubes. You can find a Spider Ball Track that connects to the tubes. Ride around the track and you'll find this at the end. ============================= 6C. Ship Missile Expansions = ============================= There are 8 Ship Missile Expansions in the game. Added to the initial 3 gives you a total of 11. 1: Bryyo - Auxiliary Dynamo: You need Gunship Missiles to reach this area. Use the Grapple on the piston, then hurry to the ball tunnel on the south side to get to the piston before it rises up. Roll from there to the expansion. 2: SkyTown, Elysia - Security Station: You need the Plasma Beam to get this. From the south part of the room, melt the metal blocking the broken pipe, then roll inside and all the way through the tunnel to the end. 3: Bryyo Ice - Hall of Remembrance: You need the Screw Attack to get this. From the top of the room (enter by using the Tower), hit the disc with a charged shot, then Screw Attack onto the hand. The expansion is right nearby. 4. Bryyo - Colossus Vista: You need the Gunship Grapple for this. You'll need it to assemble the golem in the area. Go to the Fuel Gel Pool and grab the head, then take it to the Colossus Vista. 5. G.F.S. Valhalla - Xenoresearch Lab: You need the Seeker Missiles and at least three Energy Cells, but probably more, if you spend some on the way. In this room, blast the panel with a Missile, then Grapple the panels off the generator and insert two Energy Cells. The expansion will actually leave for another room, but it would be silly to say it's "found" there, as you're supposed to roll after it. 6. SkyTown, Elysia - Hoverplat Docking Site: You need the Spider Ball for this. Use the Screw Attack to cross the platforms to reach the center tracks. Roll up the tracks to reach this expansion. 7. Pirate Research - Scrapworks: You need the Spider Ball. In this ball tunnel area, roll into the half-pipe section, then roll up the left side and attach to the track. Drop to the little platforms, then double jump up to the expansion. 8. Pirate Research - Processing Access: You need the Nova Beam. Activate the buttons behind the Phazite walls to open up a set of Wall Jump Surfaces. Screw Attack all the way up and use Missiles on the containment. ================== 6D. Energy Cells = ================== There are 9 of these in the game. You can also find info on where to find these on the Valhalla. 1: Bryyo - Hangar Bay: You need the Ice Missile to get this one. Go up the lift, then destroy the panels covering the vents. Roll up the right-hand vent to find this one. 2. G.F.S. Valhalla - Docking Bay 5: You need the Screw Attack before the option to go here will come up. It's right in front of you in the first room. 3. Bryyo - Hidden Court: You need the Gunship Grapple for this very long means to get the Cell. You need to activate the golem in Colossus Vista (see the Ship Missile Expansion above), then go to the Machineworks Bridge and activate the Spinner. Next, go to North Jungle Court and pick up the battery, then go through the Machineworks Bridge from the other way and all the way to the Hidden Court and drop the battery, and you can reach the Cell. 4: Eastern SkyTown, Elysia - Xenoresearch B: You need the Gunship Grapple to get this. This one is required to pick up. It's at the very end of the room, right next to the Seeker Missiles. 5. Norion - Generator B: You need the Seeker Missiles. Enter this room and defeat the Metroid Hatcher to remove the Phazon. Roll into the tunnel. The Cell is at the end. 6: Pirate Command - Command Courtyard: You need the Hyper Missile to access this area. This cell is required to take to continue. It's on the upper floor of the room, and it shuts off the spinning fans, allowing you to proceed. 7: Pirate Research - Metroid Processing: You need the X-Ray Visor to access this area. While it's not required to take, it's very easy to find. When you access the lift that takes you to the lower floor, turn left to find this quite easily. 8. SkyTown, Elysia - Ballista Storage: You need Grapple Voltage for this. Pump power into the two terminals in the bottom of this room to open up a panel. 9. Pirate Mines - Phazon Quarry: You need the Nova Beam for this. You simply need to enter the room from Drill Shaft 2. The terminal's right on the wall. ===================== 6E. Quick Checklist = ===================== If you remember my previous guides, you'll remember that I had one of these in there after a while to make it easy to check off what you've picked up so far. Here, once again, is a quick checklist (with cute little boxes) of all the previously listed items, their locations, and the item(s) required to get them. The order is not in how you'd get them, but rather, the order in which you'd normally visit the rooms, even if you can't get the item there, yet. Also, remember that in this game, a lot of places you can go are based on how far you progress in the story, so I'm basing that on items, even though you may not need the item to get the pickup, you may need it to unlock a location in the story. Key: [ ] Name of room: Object found (Required Item(s)) ME = Missile Expansion ET = Energy Tank SE = Ship Missile Expansion EC = Energy Cell ML = Missile Launcher GL = Grapple Lasso GS = Grapple Swing IM = Ice Missile GM = Gunship Missile HB = Hyper Ball BB = Boost Ball PB = Plasma Beam SA = Screw Attack GG = Gunship Grapple SM = Seeker Missile HM = Hyper Missile XV = X-Ray Visor GV = Grapple Voltage SB = Spider Ball HS = Hazard Shield NB = Nova Beam --- G.F.S. Olympus: [ ] Ventilation Shaft: ET --- Norion: [ ] Docking Hub Alpha: ME (GS) [ ] Cargo Hub: ME (GL) [ ] Substation East: ET (GL) [ ] Cargo Dock A: ME (SB) [ ] Maintenance Station: ME (IM) [ ] Substation West: ME (PB) [ ] Generator B: EC (SM) --- Bryyo: [ ] Gateway: ME (PB) [ ] Reliquary II: ET (GL) [ ] Grand Court Path: ME (GL) [ ] Reliquary III: ME (IM) [ ] Hillside Vista: ME (GL) [ ] Crash Site: ME (GS) [ ] Vault: ET (GS) [ ] Falls of Fire: ME (SA) [ ] Ruined Shrine: ET (IM) [ ] Hidden Court: ME (SA) [ ] Hidden Court: EC (GG) [ ] Hangar Bay: EC (IM) [ ] Ancient Courtyard: ME (BB) [ ] Jungle Generator: ME (GM) [ ] Auxiliary Dynamo: SE (GM) [ ] Generator Hall North: ME (GM) [ ] Fuel Gel Pool: ME (PB) [ ] Fuel Gel Pool: ME (HS) [ ] Hall of the Golems: ME (SB) [ ] Colossus Vista: SE (GG) [ ] Burrow: ME (PB) [ ] Machineworks Bridge: ET (GG) Bryyo Fire: [ ] Imperial Hall: ME (PB) [ ] Gel Refinery Site: ME (IM) [ ] Main Lift: ME (GS) [ ] Gel Hall: ME (GS) [ ] Gel Hall: ME (IM) [ ] Temple of Bryyo: ME (NB) Bryyo Ice: [ ] Hall of Remembrance: SE (SA) [ ] Tower: ET (SB) --- SkyTown, Elysia: [ ] Main Docking Bay: ME (PB) [ ] Transit Hub: ME (HB) [ ] Arrival Station: ET (BB) [ ] Barracks Access: EM (HB) [ ] Steambot Barracks: ET (HB) [ ] Steambot Barracks: ME (SB) [ ] Skybridge Hera: ME (HB) [ ] Construction Bay: ME (SA) [ ] Ballista Storage: EC (GV) [ ] Security Station: SE (PB) [ ] Zipline Station Charlie: ET (SB) [ ] Powerworks: ME (SB) [ ] Hoverplat Docking Site: SE (SB) Eastern SkyTown, Elysia: [ ] Concourse: ME (SM) [ ] Concourse Ventilation: ME (SB) [ ] Gearworks: ME (GG) [ ] Botanica: ME (GG) [ ] Xenoresearch A: ET (SM) [ ] Xenoresearch B: EC (GG) --- Pirate Command: [ ] Lift Hub: ME (GV) [ ] Command Courtyard: EC (HM) [ ] Command Courtyard: ME (HM) [ ] Flux Control: ME (SB) [ ] Command Station: ME (HM) [ ] Security Air Lock: ME (XV) Pirate Research: [ ] Scrapvault: ME (XV) [ ] Scrapworks: ET (XV) [ ] Scrapworks: SE (SB) [ ] Processing Access: SE (NB) [ ] Metroid Processing: EC (XV) [ ] Metroid Processing: ME (XV) [ ] Craneyard: ME (SB) [ ] Creche Transit: ME (XV) [ ] Metroid Creche: ET (HS) Pirate Mines: [ ] Phazon Quarry: ME (HS) [ ] Phazon Quarry: EC (NB) [ ] Phazon Mine Entry: ME (NB) --- G.F.S. Valhalla: [ ] Docking Bay 5: EC (SA) [ ] Weapons Cache: ME (SA) [ ] Auxiliary Lift: ME (SA) [ ] MedLab Alpha: ME (SA) [ ] Munitions Locker: ET (SA) [ ] Xenoresearch Lab: SE (SM) ****************************************************************************** 7. LOGBOOK ****************************************************************************** Following on the heels of Metroid Prime's "in no particular order" and Prime 2's "weird spike-based" system, the Logbook in this game is thankfully quite simple, so I won't bother discussing the whole tree. Suffice to say that you have sections for Creatures, Research, and Lore, and each has subsections based on areas (except for Research, which is one section) and they're all neatly alphabetized, except for Lore, which is organized chronologically. Now, for the past two games, I made a "One-Shot List" of stuff you had a limited time to scan before you miss your chance, but frankly, there are a LOT of those in this game. So, instead, I'll make a (*) mark next to entries where you have a limited chance, and then try to elaborate on said chance in the entry itself. =============== 7A. Creatures = =============== For the purposes of this game, if it moves, it's considered a creature. Some creatures don't attack you. Some creatures are mechanized. Some creatures are just humans. --- Galactic Federation - Aurora Unit 217*: In the Aurora Chamber in SkyTown, and he really doesn't go anywhere else. You can only scan him after you put the network online. Once you finish the area, you can't talk to him again, so he won't appear in his tube. Demolition Trooper: During the assault on the Pirate Homeworld Seed, you'll have to protect a number of these fellows. If you forget to scan, you can come back to the Transit Station Landing to find a couple. Federation Marine: These are the rank-and-file GF troopers. There are a good ton on the Olympus, but if you miss your chance, there are a couple stationed outside any landing pad on the Pirate Homeworld near the end of the game. Federation PED Marine: These are GF troopers with an added backpack of Phazon power. You'll first find one in Cargo Dock A on Norion, after turning on the generator. However, late in the game there are some that hang out on the Pirate Homeworld near landing pads. Female Fleet Trooper*: There aren't too many ladies employed in the great GF, but that hasn't stopped these career-motivated gals. Make sure you scan one in the opening, while on the Olympus. You don't get another chance, sadly. Fleet Admiral Dane*: After the meeting with Dane and the other hunters on the Olympus, he'll be on the Flag Bridge. This is your only chance to scan him. Fleet Mechanic: These hard-working gentlemen are always pounding away at something that recently blew up. You can find one in the very first room on the Olympus, but if you miss it, there are plenty on Norion cleaning up after the Pirate attack. Halberd-Class Turret*: You can find one of these Federation turrets in the very first room, even though it's retracted. They'll be open and firing later on in certain rooms. Make sure you take the chance to scan one while on the Olympus, because you won't get another shot. Hunter Gandrayda*: The only chance to scan her is in the Tower Elevator on Norion when you all meet up. Hunter Ghor*: You'll first find Ghor in the Security Station on the Olympus, then you'll get a second chance to scan him on Norion when the four of you get together on the lift. You missed the scan if you missed that chance. Hunter Rundas*: The only chance to scan him is in the Tower Elevator on Norion when you all meet up. Male Fleet Trooper*: Non-combatant technicians who pound away at instrument panels. You'll only find these guys on the Olympus, so make sure to scan them before you leave. Training Drone*: The very first room has Training Drones if you step on the training pad nearby. This is the ONLY place you can scan the Drones, and once you leave the Olympus, you missed it. --- Bryyo - Alpha Hopper*: These stronger Hoppers are a sort of miniboss found on Gateway Hall after you reactivate the Theseus. It's the only time you fight them in the game. The game suggests using Hypermode, so appease it, making this battle pretty easy. Atomic: These guys look suspiciously like Bombus. Remember those guys? A few charged blasts will destroy them, but be careful, because charging will draw them towards you. As an attack, they basically drop little parts of themselves, which explode. One appears in the Theseus, but it will disappear. You can find some more on the Valhalla, specifically the Xenoresearch Lab. Bryyonian Shriekbat: One of the four varieties of the screeching, dive-bombing pests. They take more hits than former Shriekbats, so your best bet might just be evasion. You can find some late in the game if you come into Gateway Hall from the south. Fargul Hatcher: This fellow is found in the Hall of the Golems. He's the only one of his kind, and that's probably a good thing, because he's freakin' annoying. He spits out wasps that go nuts all over you, and can't be harmed except when his mouth is open. Use that opportunity to blast him with Hyper Beams. Fargul Wasp: Spit out by the Fargul Hatcher, these buggies home in you, generally making life miserable if you're trying to get around. Geemer: This little guy has spikes and crawls on walls, but is otherwise non-aggressive. You can blast him with a Missile if you wish. You can ONLY find him in Reliquary III on Bryyo, which is behind the White Blast Shield door in the Grand Court. Gelbug: These wall-crawlers get riled up if you disturb them and start bouncing towards you, exploding if they come into contact. You can find them in Temple Access on Bryyo Fire. Gel Puffer: Puffers are another type of creature that are different depending on where you are. These ones are derived from Fuel Gel, so they tend to appear in places with lots of it. Blast them from a distance, because they explode rather violently. Gel Ray: These little swimmers are tough to scan. They live in Fuel Gel, and only jump once every fifteen seconds or so. There's one in the Gel Hall, and one in the Temple Reservoir. They jump up for about one second so you can get part of your scan. Gragnol: These flitting insects appear in several locations on Bryyo. They fire little shots at you, but that's about it. A few well-aimed shots will destroy them. Gragnol Adult: The more mature variety of Gragnol has a personal shield which repels attacks. To destroy it, use the Grapple to rip it to pieces. How harsh. Hopper: This common Bryyo animal is basically a mid-sized ground bug that fires shots at you. They don't take many hits; one Charged Shot should be enough. Korba: This is a ball-tunnel-dwelling creature. In that vein, scanning one can be tough, but you can see one on the Hillside Vista. It's basically connected with the Snatcher enemies. The Snatchers float you up to the Korba, which munches on you. Mogenar*: This is the big boss of Bryyo, found in the Leviathan Seed. More info is in the Boss Strategies section. Nightbarb: Tiny little bugs reminiscent of your trip to Aether. The very first room on Bryyo has a flock of these, but it's kinda easy to miss. Later on in the game, you can sometimes find flocks flying around the Gateway room. Remember, these guys are different than the Phazon variety, in that they use group attacks, so make sure you have the right ones. Reptilicus: The sentient population of Bryyo is not so much, these days. These lizard-like beings attack with energy whips at close range and energy chakrams at long range. They take quite a few hits, but Ice Missiles seem to effective against them. Reptilicus Hunter*: This more streamlined version of the Reptilicus has the ability to cloak itself. It takes about the same amount of hits. It's just harder to hit sometimes. Again, Ice Missiles are effective. Make sure you scan them when you get opportunities, because you only fight them in scripted battles, and then not again. Scorchbug: These tiny fellows are found in areas near the Temple of Bryyo, crawling all over the walls. They won't attack, but they hurt if you touch them. Shelbug: These blue fellows crawl along walls shooting out their spikes. A few hits are more than enough, so let's move on. They can be found in many places in Bryyo Fire. Snatcher: These small worms are found in ball tunnels. You can scan some on the Hillside Vista. If enough attach to you, they'll inflate and carry you up, intending you to go into a Korba, but you can still control yourself while floating. A simple bomb will pop them, dropping you back to the floor. Warp Hound: These aggressive puppies can warp around, fire blasts of Gel, and create little shockwaves to attack. They also take quite a few hits. If you miss the scan, go back to the Temple of Bryyo late in the game to find some. --- SkyTown - Aerial Repair Drone: These guys are seriously everywhere in SkyTown. Take your pick of rooms. They don't attack, but you can destroy them for a quick powerup. Databot: You can find these floaters in several locations around SkyTown. They contain the Lore for SkyTown. They don't attack, and can't be destroyed. When shot, they display the Lore. Defense Drone*: This is the boss found in Ballista Storage in SkyTown. More info in Boss Strategies. "Dragoon" Battle Drone: These Drones are spotted around SkyTown. They fire missiles at you to attack. While they can be hit with beams or missiles, the quickest way to destroy them is to Grapple them. Elysian Shriekbat: There aren't too many of these, but you can find some in Main Docking Access. Like other Shriekbats, they dive-bomb off the ceiling at you. Helios*: This is the big boss on Elysia, found in the Seed. More info in the Boss Strategies section. Repair Drone: These drones are ground-bound, but there are still quite a few running around in some maintenance areas. They don't attack and can be destroyed with one shot. Sky Puffer: The Puffer variety on Elysia is found in maintenance areas. Not too hard to find. Shooting them makes them explode rather violently, so keep your distance. Steambot: These guys are connected to Steamlord bosses, so make sure you scan them then. They're basically hardier Tinbots, so pound them well. If you miss the scan, return to Ballista Storage to find more. Steamlord: These are a kind of miniboss in SkyTown. There are only a few. There's more info in the Boss Strategies section. Steamspider: These little bugs aren't too common, but you can find them crawling around certain areas. You can first find them in Xenoresearch B in Eastern SkyTown. They don't do anything besides crawl, so either avoid or blast them. Swarmbot: These are basically hardier versions of Phazon Nightbarbs. They float around Eastern SkyTown in a couple of areas. Their main attack is to swarm together and fire a concentrated blast at you. Shoot the ball of light to destroy them all. Tinbot: These rather common bots roam SkyTown. They fire at you and march around, but that's about it. A few shots will drop them. It's also quite fun to Boost Ball through them. Transportation Drone: These drones simply carry stuff around. You can find them almost immediately in the Main Docking Bay out near your ship. --- Space Pirate - NOTE: Much of the Pirate forces are limited-time scans, because the battles with them are generally scripted, and returning to areas will not respawn them. Good rule of thumb is that whenever you get a Pirate attack, pull up your Scan Visor first and look for blue. Advanced Aerotrooper*: When you get right down to it, these are just Aerotroopers with better armor, since the idea against Aeros is to use Missiles, anyway, and that's what breaks apart the green armor. Advanced Pirate Trooper*: Advanced Troopers are roughly green in color, and their claim to fame is that beams work very poorly on them. Use Missiles to shatter their armor. Advanced Shield Trooper*: A green Pirate with a shield. Pull it off before hammering him with Missiles. Aeromine*: These floating mechanoids attack in groups. They have powerful shielding that they only drop to attack. Once they drop the shield, though, they can be destroyed with one shot. Aerotrooper*: These flying Troopers float around firing shots and missiles at you. It's tough to get a bead on them with the beams, so Missiles tend to be a better option. Just be careful you don't fire one as they shake your lock-on or you'll miss. Armored Aerotrooper*: Flying Troopers that can take a few more hits: about three Missiles before their armor is knocked off. Armored Pirate Militia*: These slightly hardier militia take about three charged shots to finish, but really aren't any more powerful. Armored Pirate Trooper*: You'll face quite a few of these guys in later areas. Their armor makes them hardier than regular Troopers. Armored Shield Trooper*: Troopers with armor and shields. Grapple the Shield. Assault Aerotrooper*: Aerotrooper with Missile-resistant armor. A deadly combination, as Missiles tend to be what works best against Aeros. Assault Pirate Trooper*: Assault Troopers have orange armor, which makes them particularly safe against Missiles. Fire beams at them repeatedly to disrupt the armor. You won't find these guys in earnest until the Pirate Homeworld. Assault Shield Trooper*: Hey, Grapple that Shield, then beam him to death. Aurora Unit 313*: The final boss is found at the end of Phaaze. Berserker Knight*: This is a lower-class version of the boss below. You'll usually have to fight this guy with other Pirates, so I suggest concentrating on the other Pirates while he shoots at you. When his shots get close, fire them back. Sometimes he'll get so mad that he'll throw another Pirate at you. This kills the Pirate in question, fortunately. Berserker Lord*: This is the boss of the Olympus attack. You'll also fight another one in SkyTown. More info is in the Boss Strategies section below. Commando Pirate*: These skilled Pirates are only found on the Pirate Homeworld. In addition to solid armor and decent attacks, they also can cloak themselves periodically. All you can do is repeatedly hammer them with your best weapon. Once you get the Nova Beam, though, you've got the advantage. Bring up your X-Ray Visor and blast the Pirate right in the head and one shot should do it. Crawlmine: These swarmy bots will crawl en masse straight for you, then detonate. They only take one hit, but they are persistent. If you miss the intial scan on the Olympus, then you can find some in the Phazon Mine Entry on the Pirate Homeworld. Crawltank: These mechanoids attach to the wall or ceiling and fire shots at you. These are one of the few non-Pirate creatures that can go Hyper. Despite their relative weakness, you should still go Hyper in kind to take them out. Dark Samus*: The penultimate boss, the Dark Samus is fought at the end of Phaaze. Gandrayda*: The boss Gandrayda is fought on the Proving Grounds on Pirate Research. Go to Boss Strategies for more info. Ghor*: The boss Ghor is fought after fixing the Aurora Unit in SkyTown. You fight him in the Main Docking Bay. Go to Boss Strategies for more info. "Jolly Roger" Drone: These drones can flit about rather quickly, but they're not very strong. Wait for them to stop, then smash them with a charged shot. Jumpmine: These tiny bots sit on the ground until you get close, then they jump up and spray shots all around them. Best option is taking them out from a distance while they're still on the ground. Korakk Beast*: This is a boss fought on Bryyo, in the Jousting Field. See Boss Strategies for more info. Meta Ridley*: The boss of Norion, your old nemesis hasn't changed much from your fight on Tallon. More info is in the Boss Strategies section. Omega Ridley*: The boss of the Pirate Homeworld Seed, Ridley's ultimate form is described in more detail in Boss Strategies. Phazon Harvester Drone: This big fella is found in the Phazon Harvesting room in the Pirate Mines. You can't destroy him when you first see him. All you can do is hit his little light to stun him. When attacking, he searches with a spotlight, then slams the spot with a big laser shot. Once you remove the defensive shields on the Pirate Homeworld, you can come back and bring Gunship Missiles on it to destroy it. Pirate Cargo Drone: These floaters can be found in landing pad areas on the Pirate Homeworld, carrying crates around. Pirate Commander*: This guy is the boss fought at the end of the GF's assault on the Pirate Homeworld. As always, more info in the Boss Strategies section. Pirate Hussar*: This is the guy riding the boss fought on Bryyo, in the Jousting Field. See Boss Strategies for more info. Pirate Militia*: These guys are the lowest of the Pirate forces. A Power Beam charged shot can lay them out. The have the basic pirate armament of an arm cannon and energy scythe. Pirate Trooper*: Hardier and more dangerous than the Militia, Troopers also have PED technology, allowing them to go hyper. They also have a preferred attack where they jump and hover in the air, raining shots on you. Try to drop them before they go hyper, but if they do, do not hesitate to go hyper yourself to clear the room. Puffer Mine: The Puffers of the Pirate planet, like the rest, aren't too difficult to spot. You can first find them in the Airshaft room in Pirate Research. Like all other Puffers, light and get away. Remorse-Class Turret: Found all throughout Pirate-controlled areas, these Turrets have a weakness for Ice Missiles. There are two types of Turrets. The ones found on Bryyo shoot red shots and only need one Ice Missile to freeze them. The ones on the Pirate Homeworld fire green shots and take about five Missile hits to freeze. Rundas*: The boss fought in the Temple of Bryyo on Bryyo Fire. More info in the Boss Strategies section below. Scritter: These little bugs are found in a few locations on the Pirate Homeworld. They don't attack, but are many in number, so avoid or shoot them all. Shield Pirate Militia*: These Militia have a shield which blocks shots, but can be ripped away with the Grapple Lasso. After that, they're simple Militia, so make sure to scan before removing the shield. Shield Pirate Trooper*: These are Troopers with shields. By now, you should know the drill about what to do with them. Space Pirate Assault Skiff*: You can only find these during the big Spire battle on SkyTown. They try to drop the Spire with their cannons, but otherwise don't attack you. Slam them on the front with quite a few shots to destroy them. Space Pirate ATC*: These craft are meant for transport, but can be used for combat in a pinch. Unfortunately for them, the pinch is on them. They have a cannon mounted on their front, and that front is where you should be aiming, as it has a vent that is the ATC's weak point. Space Pirate Boarding Pod: These pods crash into the sides of their targets to unload Pirates onto the enemy ship. They cannot be destroyed by you. If you miss early chances, there's one on the Valhalla. Urtragian Shriekbat*: This Shriekbat is actually quite rare and you have only one real chance to scan it. It's found in the Scrapvault in Pirate Research and then only the first time you visit the room. It divebombs pretty quickly, so if they die before you get the scan, backtrack two rooms so they respawn and try again. --- Phazon - Hopping Metroid*: These little fellows only appear on Norion in Cargo Dock B. They don't do much but bounce around and shoot. One Ice Missile will freeze them so you can shatter them. Jelsac: These guys are found in the Valhalla early on (but not later), and then later on Phaaze. They crawl along walls and attack by inflating and exploding. Shooting them will also make this happen, so you're best off just avoiding them. Leviathan Infant: There's only one of these bad boys near the end of Phaaze. They don't really do much of anything, but their womb is well-protected. Rip off the edges, then fire on them when they crawl into sight. Liquid Phazon: You'll find several of these puddles on the Valhalla and in Norion in the B area. They don't much apart from crawl around, but they toss out Phazon Grubs, which do attack. Metroid Hatcher*: There's more information on these boss enemies in the Boss Strategies section. However, if you have the Nova Beam, they're easy as pie. Pull up the X-Ray Visor and zap the heart once and it's over. Miniroid: These adorable little Metroids don't do much but float around. They're found in the Valhalla, and also on Phaaze. Phaazoid: These blue balls of light can be found in several areas on a planet where you've cleared out the Seed. They fire Phazon shots at you. They can only be harmed with the Hyper Beam, after which they split into two. Destroying the smaller pieces makes even smaller pieces, which can either be shot, or avoided as they dive-bomb you. Phaz-Ing: These offshoot of the Ing populate the Valhalla and Phaaze. The crawl around in their puddles, then stick out their little heads to shoot at you. You can Grapple the heads to kill them. Phazon Grub: These mid-sized bugs like to leap at you and latch on. They're created by Liquid Phazon as distractions, but you should still focus on them if they're created. Phazon Hopper: These grunts of the Phazon crew are found on the Valhalla and on Phaaze. They bounce around and shoot, and can also go hyper. They also take a lot of hits, so it's advised to go hyper to defeat them. Phazon Leech: These little bugs aren't much as attackers, but they can still be pretty annoying. You can find some crawling around the Valhalla, as well as the Seed on Elysia. Phazon Metroid: You'll definitely know these guys when you see them. This game's version of the titular enemy has two attacks: it can charge lightning and fire it at you, or it can lunge and start sucking on you. If the latter happens, lay Bombs to knock it off. Repeated shots can kill it, but one Ice Missile will also freeze it to be shattered with another shot. Unfortunately, the PM's can phase out of reality, making your shots pass right through. To counter this easily, wait until it lunges to fire an Ice Missile. Once you get the Nova Beam, just use the X-Ray Visor to target their nuclei, and kills will come easily. Phazon Nightbarb: These purple Nightbarbs are first found on Bryyo, in the Gateway area. These guys work together, unlike their non-corrupted relatives. They have small flocks which form together, then charge up and fire shots at you. Before they can fire, shoot the shot to make it explode, taking the Nightbarbs with it. Phazon Pillbug: Pillbugs are enemies that populate ball tunnels. Bombs are more than enough to flip them on their backs and destroy them. While they show up in many places, I believe the only place you can scan them is on your first trip to the Gel Processing Site on Bryyo. Phazon Puffer: There are a select few of these special Puffers on Phaaze. They suck energy from you in order to attack. Like all Puffers, attacking them causes them to explode. Phazon Shriekbat: I've only found these guys in one room on the Valhalla, in Repair Bay Access. If you miss the chance, just go out to your ship then come back in, as they only appear if you come in from the outside. Like all Shriekbats, they dive-bomb and explode. Red Phaazoid: This slightly rare type of Phaazoid has a small chance of appearing when you split a bigger Phaazoid in two. It takes a LOT more hits of Hyper Beams, and is no less tenacious than regular Phaazoids. Destroying one will earn you a Gold Credit. Tangle Weed: This glowy blue weed only appears on Phaaze, specifically in the Drop Shaft. It doesn't do much apart from hurt you if you get close. ============== 7B. Research = ============== Most of these are things you can interact with, particularly those you'll come across more than once. Some of these entries you can actually get without having to scan them. Some you can do either way. Acid Rain: The harsh Acid Rain on the Pirate Homeworld eats right through your suit unless you've got the Hazard Shield equipped. I don't think you can scan this. However, it's automatically stuck in your Logbook after the AU talks to you about it. Black Phazon Crystals: These crystals sometimes hold pickups, and are only found on Phaaze. Blast Shield*: This is your basic "locked door". The kind that requires you to beat all the bad guys or solve the puzzle to unlock. You'll first find them on the Olympus, but really, they're everywhere. Just make sure you scan one before they're all gone. Bomb Slot*: The sad thing is that not all slots you can bomb are "Bomb Slots". The first one is in Waste Disposal on the Olympus, and there are a few others that appear throughout the game, but not many, as most Bomb Slots are determined as part of the machine they're attached to. Bryyo Blue Door: Hey, a door on Bryyo. These ones are mostly stone with little blue faces in the center, to distinguish them. Bryyo Orange Door: Make sure you're scanning the ones that are specifically Bryyo doors, not the GF Orange Doors, because there are a few of those on Bryyo as well. Energy Cell*: These cells are used to charge things with power. Make sure you scan one before you take it out of the slot. Fuel Gel: Found just about everywhere in Bryyo Fire, this hot stuff will cut right through your suit's defenses. Galactic Federation Blue Door: The first door you see. You only need any kind of shot to open this. If you're really stressing, you can find plenty on Norion. Galactic Federation Crate: These are the smaller crates you find in GF- controlled areas. Plenty on Norion. Galactic Federation Green Door: The only one of these doors is on the Valhalla, and it can only be opened with the Nova Beam. Galactic Federation Orange Door: This is a door that can only be opened by the Plasma Beam. There's one on Bryyo in the Hangar Bay. Grab Ledge: These are marked by their bright green shiny color. There are a few sitting around all the planets. Grapple Swing Point: Found in many places, but can only be scanned once you get the Grapple Swing. Half-pipe: There are a few places to find this once you get the Boost Ball, like in the Steambot Barracks on SkyTown. Heavy Galactic Federation Crate: These are the larger crates you find in GF- controlled areas. Plenty on Norion. Heavy Phazon Canister: These are found on the Pirate Homeworld, sometimes carried by Cargo Drones. Heavy SkyTown Storage Unit: Found pretty much everywhere on SkyTown, the bigger crates. Hunter-Class Gunship: Samus' sexy ride. You'll have only about ten billion chances to scan it, so make it count! Kashh Plant: These are the smaller wall plants on Bryyo. You can find them just about anywhere. Kinetic Orb Cannon: These ball-shooters are found in various open-air places on SkyTown. Landing Beacon: Anywhere Samus can land, you'll find these little beacons in the corners. Large Bryyo Coffer: These are larger brown cylinder-ish boxes on Bryyo. Large Space Pirate Crate: You'll find plenty of these big conical crates in Pirate-controlled areas. Leviathan Door*: Make sure you scan one the doors when you visit the Leviathan Seeds. Mature Kashh Plant: These are the larger wall plants on Bryyo. You can find them just about anywhere. Mounted Blast Shield*: These are only found on your first trip to Norion, and it's a pain to figure out WHEN to scan them. The first one you can scan no problem, but others require you to blast the lights so that the Grapple Icon appears before you can scan. Unfortunately, there are only those few, so be sure to get the scan, then. Multi-Lock Blast Shield*: The only one I've found that can be scanned is on Norion in Cargo Dock B. If you blast it, it's gone. Phaaze Door: A door in the last area. Good times. Phazon Fungus: You can find this stuff growing in the South Jungle Hall on Bryyo, as well as a few other spots. Planet Aether: This is info you get from one of the Bomb Slots in the Chozo Observatory in Eastern SkyTown. You need the Spider Ball to get to it, though. Planet Tallon IV: This is info you get from one of the Bomb Slots in the Chozo Observatory in Eastern SkyTown. You need the Spider Ball to get to it, though. Red Blast Shield*: There aren't too many of these. Once you get the Ice Missiles, these pretty much stop appearing. You can find a few on Norion and Bryyo, but not later. Save Station: While there are fewer of these than in past games, there are more than enough to satisfy anyone who might have missed the scan for some reason. Ship Grapple Point*: Once you get the Gunship Grapple, go to the Chozo Observatory and scan the top of the projector to get it in the book. SkyTown Blue Door: A regular door in SkyTown, natch. SkyTown Orange Door: A door that needs the Plasma Beam in SkyTown. There's one in the Security Station. SkyTown Storage Unit: Small crates on SkyTown. Oh, they're everywhere. Small Bryyo Coffer: These are smaller brown cylinder-ish boxes on Bryyo. Space Pirate Blue Door: These are the doors that seal off Pirate-controlled areas. Space Pirate Crate: Plenty of these little cones in Pirate-controlled areas. Space Pirate Green Door: Found on the Pirate Homeworld, these can only be opened with the Nova Beam. Space Pirate Orange Door: Found on the Pirate Homewolrd, these can only be opened with a Plasma Beam. Spider Ball Track: Once you get the Spider Ball, you can scan any track for this entry. Spinner*: Make sure you scan one before you get rid of all these Boost Ball activated devices. Wall Jump Surface: Once you get the Screw Attack, scan any of the green-lit walls that you can bounce off of. White Blast Shield*: These shields require an Ice Missile to smash. Make sure you scan it BEFORE you smash them, because once you get rid of them all, no dice. Zipline Cable: Found in may open places on SkyTown. Used as a fun way to travel around, except for the bad guys that attack. ========== 7C. Lore = ========== Dotted around the planets and other locations are "Lores", which are basically data or transcripts. Some of them are reports and some of them are history lessons. For each type of Lore, you'll always find the same "type" of data format for each entry, which is explained below for each. All Lore shows up red in the scan visor, so you can use that as a baseline. --- Galactic Federation Data - This data is all in computer consoles that are slightly shorter than a human and have three screens. You can find some on the Olympus, some on Norion, and some on the Valhalla. This data is largely basic information about overriding things going on. Phazon*: This is in Medlab Delta on the Olympus, and it discusses the GF's information on Phazon. Phazon Enhancement Device*: This is in Medlab Delta on the Olympus, and it describes the PED technology, which will be poignant for your current position. Planet Norion: This is found on Norion in Cargo Dock B (helps if your ship is there so you can climb up to it). Simple details on Norion. Planet Bryyo: This is found in Data Storage in the B area of Norion. It describes Bryyo. SkyTown: This is found in Data Storage in the B area of Norion. It describes SkyTown on Elysia. Hunter Rundas: This is found on Norion in Docking Hub Alpha, right near where you pick up the Grapple Lasso. It talks about the Federation's dealings with Rundas. Hunter Ghor: This is in Munitions Storage on Norion, and describes the GF's take on Ghor. Hunter Gandrayda: This is in Munitions Storage on Norion, and describes Gandrayda and her dealings with the GF. Olympus-Class Battleship: You can find this in the Security Station on the Olympus, but also on Norion. This basically describes the awesomeness that is the OCB. Tallon IV Incident: This Lore is found in the Stairwell in G.F.S. Valhalla, and describes what you did in Metroid Prime. Valhalla Incident: This is in Munitions Storage on Norion. It talks about the wrecked and lost ship, Valhalla, where the Pirates stole an AU. Anhur Incident: This Lore is found in the Control Room in G.F.S. Valhalla, describing what happened soon after Metroid Prime 2. --- Bryyo Data - These historical documents are on a sort of lithograph-like wall carving. The carvings glow red before you scan them (even when not using the scanner), so they're easily spotted. Some are hidden behind obstructions, though. Golden Age: This Lore is in Reliquary II (where you find Energy Tank #3). It's hidden behind a panel you need to Grapple off. It details the ancient inhabitants of Bryyo and their days of harmony. Age of Science: This Lore is in the Grand Court, near the end of the room. There is a panel blocking that you need to shoot all the lights on in order so you can scan it. This Lore talks about the inhabitants and their advances in technology. Age of Schism: This Lore is in the Main Lift in Bryyo Fire, right by the entrance, covered up by a Grapple plate. It tells of the split between those of technology and those of tradition on Bryyo. Age of War: This Lore is found in the Gel Processing Site in Bryyo Fire, near the first terminal. It tells of how the two rival factions went to war. Downfall: This Lore is found in the Temple Generator in Bryyo Fire. It explains how the war on Bryyo was wiping out their species, and their planet. Victory: This Lore is found in the Hall of the Golems in Bryyo. It details the victory of the primal inhabitants of Bryyo, at the cost of their home. Struggle of Exiles: This is found in the Burrow in Bryyo. It tells of the last few scientists and their struggles to survive. Salvation: This is found in the Hidden Court Hall on Bryyo. This tells of the last effort of the scientists to save Bryyo, at the cost of revealing themselves to the Primals. The Hunted: This is found in the Jungle Generator in Bryyo. It describes the plight of the last remaining scientist. Decline: This is found in the Colossus Vista in Bryyo. It details how even the victorious Primals declined into barbarism. Prophecy: Found in Refinery Access in Bryyo Fire (both doors of the room are orange) in plain sight. It details the last scientist of Bryyo finding a successor. Our Plea: Found in the Imperial Caverns in Bryyo Ice, at the bottom of the room. This describes the final plea of the last scientist before he is finished by his primitive brethren. --- SkyTown Data - This data is stored in Databots; floating robots that look somewhat wider than the Repair Drones. Shoot them to get them to display their data, then scan it to read. Creators: This Databot is found in the Main Docking Bay at the top of the room. It describes how SkyTown was created by its Chozo masters. Gift: This Databot is in the Arrival Station in SkyTown, near the exit. It details how the Elysians were given sentience by the Chozo. Discovery: This Databot is found floating in the Barracks Lift. Its message describes the chance discovery of a sentient and living planet. Alone: This Databot is found at Landing Site A and tells how the Chozo left the Elysians after their work was finished. Slumber: Found in the Ballista Lift in SkyTown. This entry details the Elysians going into hibernation following the departure of the Chozo. Federation: This one's found in Maintanence Shaft TR in Eastern SkyTown. It describes the Elysians encounter with the GF. Agreement: Found in the SkyTown Federation Landing Site in Eastern SkyTown. This message details a treaty reached with the GF concerning information exchange. Aurora: Found in the upper area of the Broken Lift in Eastern SkyTown. This describes the adaptation of the AU to the Elysian way of life. Loss: This is in Concourse Access B. It describes how the Elysians discovered the threat of the sentient planet and its offspring. Phazon: This is found high up in the Construction Bay. It tells of the time when Elysia was struck with Phazon. Invader: This is found in the middle of the Hoverplat Docking Site. It describes the invasion of the Space Pirates on Elysia. Defeat: This Databot is in the Powerworks. It is the final entry of the Elysian who made the Databots, as he is hunted by the Pirates, Ghor, and his own brethren. --- Space Pirate Data - This data is collected in objects that look like bright red circles. They're pretty obvious in appearance. Also, you should be able to scan all of them "in order", so if you skip an entry in the Logbook, you missed one, and it's back along the path you took. Our Mission: The disc is found in the Lift Hub in Pirate Command on the bottom floor. It details what the Pirates have been up to for the last two games, in case you forgot. Stowaway: This Lore is in a special part of the Command Station in Pirate Command. From the Defense Access, use the X-Ray Terminal to lower a lift and ride up. The disc is in this little station at the end. It talks about how a certain black and blue demon infiltrated their ranks. First Disciples: This is in Processing Access in Pirate Research in the middle of the room. It talks about how the Pirates have suddenly changed sides. The Source Discovered: This one's in the Airshaft in Pirate Research at the very top of the room. It talks about how the Pirates, under the command of Dark Samus, discovered the source of all Phazon. The Leviathan: This entry is in Transit Station 1-A in Pirate Research, right outside the tram. It describes the Pirates' discovery of the Leviathan entity, and its potential. Taking Valhalla: This entry is in the Creche Transit in Pirate Research, near the door to the Metroid Creche. It describes the Pirate attack on the Valhalla, and the taking of the Aurora Unit. Purification: This entry is found in Skyway Acess in Pirate Command, right near the door. It speaks of the Pirate Homeworld being struck with the Leviathan. Vanguard: This entry is in the Mine Lift in the Pirate Mines. It tells of the final plan commencing, which brought about the opening of the game. Victory and Loss: This entry is in Drill Shaft 1 in the Pirate Mines. It describes the attack on Norion. Bryyo Falls: This entry is in Phazon Mine Entry in the Pirate Mines. It details Samus' coming to Bryyo and the defeat of Rundas. Disaster at Elysia: This is found in the Command Courtyard in Pirate Command, on the upper terrace. It details what happened on Elysia following Samus' arrival. Mistress Gandrayda: This is found in Transit Tunnel P70 in Pirate Command. It describes Gandrayda's work with the Pirates after her corruption. ===================== 7D. Boss Strategies = ===================== Y'know, I really couldn't find a better place to put this. Sorry. Here's a list of each boss and how to beat it. Note that I didn't just include boss enemies, but certain important fights, too, like against lots of Pirates. BOSS: BERSERKER LORD This behemoth attacks with its claws at close range, a constant mouth beam at range, and a stream of... well... Phazon puke at mid-range. He also has a Wave Quake that you need to jump to avoid. His weak points are his shoulders that very obviously glow red. Smash those and he'll try a new attack: spitting balls of energy. Shoot these slow-moving balls to knock them back into him to damage him. After he takes damage, he'll revert back to normal attack mode where you'll have to shoot his shoulders again. Watch out when he tries the spitting again. If he glows red, he'll shoot a fast shot instead of a slow one. If you can, try to get him to spit at least two shots before you fire them back at him to maximize the damage. After taking four of his own shots, his plating will explode, exposing his back. He'll continue to attack, so just hammer on his back until he falls back, where he'll finish the job for you. BOSS: META RIDLEY You're fighting your old nemesis at a disadvantage here. You're both falling down a rather long shaft. Constantly correct yourself so that you're not scraping against walls. When he's below you, he'll fire his plasma breath and try to knock debris into you. Blast him in his mouth to repel him. At some point, he'll grab you and stare right at you. Blast him wherever he lights up: on his hand or in his mouth. After a bit of that, he'll be above you, flying down at you. Keep blasting him in his mouth as he spits more plasma and flaming rocks. Shoot down the rocks if you can. This will rotate until you get his health down to almost empty. Naturally, make sure you finish him before hitting the bottom. BOSS: RUNDAS Your former comrade has a lot of serious ice power. First of all, if you fire Missiles at him, he'll generate a quick field to freeze them. He's not perfect with it, but good enough that you should probably stick to beams. His attacks consist of the following: skating around on an ice stream, slashing you at close range, firing icy blasts that freeze you, and standing on one of the ice blocks and firing ice projectiles at you (which can be shot). Once he's down to about half, he'll also fire ice shots while on his ice stream (which can be shot), and his "super" attack is to create a big ice spike, then swing it around and fling it at you for a large amount of damage (quickly dodge-jump out of the way to avoid it). Now, damaging him isn't easy because you first have to knock off his armor, so repeatedly blast him until he's stunned, then use the Grapple to rip his armor off. This will allow you to actually damage him with shots, but it won't stop him from attacking. After a while, he'll replace his armor, and you'll have to start again. He'll more than likely cause quite a bit of damage on you, so make sure you shoot all his smaller ice shots for powerups, because you'll need them. Also, given the fact that he has a PED Suit, he will go hyper once you get his health down by 3/4ths. Just like yours, it's not infinite, but it's worth your while to go hyper yourself to hammer him hard, even if it reduces your energy down to next-to-nothing, because if you don't he WILL reduce your energy down to nothing. BOSS: PIRATE HUSSAR and KORAKK BEAST The rider of this mount is far weaker, so he'll be your first target. His attacks are to swipe with his lance and fire energy beams with it. Any kind of weapon will take him down rather quickly. Once he's dead, the Korakk gets kinda mad at you. He attacks by trying to ram you and by sticking his tongue out at you. If it hits, the tongue will latch on and drain energy from you, so shake the Remote and Nunchuk to shake it off. When he sticks his tongue out, dodge, then target his mouth and fire some quick regular shots at him. Once he's hit there, he's stunned and his underbelly glows. Get under there as a Morph Ball and set Bombs. Do this until he drops to the ground, then get behind him and Grapple his tail. This will yank him onto his hind legs, giving you a clear shot at his underbelly. Pound that for all your worth (go hyper if you feel like it). Repeat until it croaks. BIG BOSS: MOGENAR This War Golem is corrupted by Phazon. The four red balls on its armor (yes, four, one's on the back) are the source of its power. Without them, the things just a hunk of stone. Your objectives are to hammer those balls with normal shots until they crack, then blast the blue opening with Hyper Beams. Now, this thing won't just let you do that willy-nilly. For one thing, it will "cycle" the energy around its body. When you see green lights move around the balls, you'll have to switch targets so you're always attacking the weakest one. As for its attacks, it begins with a stomp that shakes blue stuff in a line in your direction, and it jumps making a big shockwave. Once you blast one of its balls away, it will temporarily switch tactics. It will concentrate energy in its feet, then chase you around the room. Quickly switch to Morph Ball and dodge his attacks. Lay Bombs in his wake so that he steps on them. Blast both of his feet to get him back to the standard mode, where you can work on another ball. On the second round, he'll also telekinetic hands. Blast them away with your beam. On the third round, he'll slam the ground with his fist, making a big beam shoot straight up, which dislodges rocks from the ceiling. Avoid those. He can also generate shots of light which he'll fire at you and you can shoot for powerups. Lastly, he'll do the pounding chase without having the Phazon feet, which gives you a clear shot at his back if you want it. Once you have no balls left but his back, he does nothing but the chase, so take the opportunity and finish him. BOSS: STEAMLORD This floating mecha can render itself invisible to your sight while it lets the Steambots do the dirty work for it. Start smashing the bots, then watch for it to reappear to repair them. When it does, blast it good. This fight shouldn't take long, and you get an ENERGY TANK as a reward for your troubles. BOSS: DEFENSE DRONE This mechanical fellow tromps around the room. He can send out shockwaves with a big jump, or fire a tri-missile with his front cannon. Your targets are the very obvious blinking antennae on his head. Blast them with regular shots to make them all retract. At that point, Grapple him to open his head. He'll jump to a side platform to get away from you, but keep hammering on his exposed innards. While on the platforms, he'll fire missiles at you, or bouncing bombs that home in on you. These bombs are the biggest pain about this fight, as you need to shoot them up or risk getting hurt by them. Once you start wearing him down, he'll fire more bombs, as well as a larger shot from his cannon. Also, late in the fight, a mist will fill the room, reducing visibilty. Keep at the exposed head to finish him off eventually. BOSS: GHOR Naturally, Ghor faces you in his exosuit. His primary attack is to spin his arms and charge you. He can also jump to create a shockwave. Your priority here is to hit his back, where his shield generator is. You can get a couple of hits in after a charge, but the real way to get this done is to freeze the Fuel Gel puddles on the ground with an Ice Missile so he careens out of control and slams into the wall, leaving you a good opening on the generator. Once you smash it, you'll be able to hit Ghor's main body (helpfully lit up for you). Once his shield is down, Ghor will switch attacks, using his plasma beams in his claws, and missiles which he fires straight up, after which they home in on you. Shoot down the missiles for powerups. He also has a constant plasma beam he fires from his chest. After a while, his shield will go back up and you start again, until you drain about a third of his life and the generator goes down for good. In this next phase, Ghor will fire a rotating plasma beam, and has a spinning attack, as well as missiles and beam shots. He also has a grapple cord to grab you if you're in Morph Ball form. If his head is lit up, fire at it. If a module drops from his bottom, boost into it. This will stun him for a bit, allowing you free hits. Keep this up until two thirds of his health are gone, after which he'll go hyper (of course). Go hyper yourself and hammer his head. If he drops out, his head will remain vulnerable, so keep up the attack with normal shots, as well, until he's a pile of bolts. SPIRE BATTLE: Okay. Your main targets in this battle are the three Assault Skiffs that will show up, because they're the craft that can destroy the Spire. The first one will show up largely unattended, except for some Drones that pop up (use Seekers on several at once). After the first Skiff is destroyed, the battle begins in earnest. Aerotroopers and ATCs show up, carrying Arm.Shield Troopers, Arm.Troopers, Troopers, Militia, etc. It's a pitched battle, but make sure you pay attention to when the spire starts taking damage again, because that's your cute to head for the Skiffs. It will probably help quite a bit to go hyper to take at least one out, if not both. Once all three skiffs are toast, your fight is over. BIG BOSS: HELIOS This seemingly innocuous droid is the commander of a large horde of Swarmbots, making him a serious threat. He has three attacks to open with. First, he forms the swarm into a ball and rolls around. Avoid that. Next, he spreads the swarm into a field, goes behind each piece and charges them to fire a shot. Destroy those shots with Charged Blasts. Lastly, he'll make a disc out of the swarm, and will have five spots to blast with the Seekers so that you can stun him. Your objective altogether is to just keep blasting him whenever you get an opening and he's not shielded by the swarm. Once that happens, he'll open up his body, meaning it's time to go hyper and rail on it. During this time, he'll try to slash you with his blades, so keep light on your toes. Eventually, he'll close up and start again. As you wear him down, his attacks become faster. Also, he'll add new attacks: he'll create a tornado, with himself at the bottom. Set bombs to faze him in this form. Also, he'll make his swarm into a humanoid shape, which can create shockwaves and fire blasts. Blast his arms and legs at the joints to knock him over and stun him, then repeat the hyper blasting once he opens up. He should drop in three rounds. BOSS: GANDRAYDA As you might expect from her powers, Gandrayda can mimic other enemies you've faced. Under normal circumstances, she flips around the room. She'll fire a bolt of energy along the floor, throw energy chakrams at you, and jump onto you (shake her off with both the Remote and Nunchuk). She'll transform into a Berserker and an Aerotrooper at this stage, for which you'll use standard tactics for them. After a bit of fighting, she'll open up the area, so don't go in the acid rain. She'll now also transform into Rundas or Ghor, so be wary of those tactics. Once you've got her health down halfway, she'll also start transforming into you, with Power Beam and Boost Ball attacks. Wear her down further and she'll give up on transforming, and instead render herself invisible. Use the X-Ray to find her. If she overloads that, she's going hyper, so pound her with Hyper Beams. Keep up the assault and eventually, she'll fall. BOSS: METROID HATCHER This odd entity likes to spin at you and poke you with its tentacles, and that's about all it does for direct attacks. Target it and fire multiple regular shots at its tentacles. Once all four are retracted, charge up a blast and wait for its mouth to open (purple vapor spits out). Nail the mouth with the charged blast to stun it. If you miss, it'll release a Phazon Metroid, then fly to another spot to spit out another, where you'll get another chance to shoot it. Eventually, it'll stick his tentacles out again, and you'll have to start over (after dealing with the Metroids). Anyway, once it's stunned, Grapple one of its tentacles to pull it off. You'll need to do this for all four tentacles to kill it. As the tentacles come off, it'll start moving faster, and will release more Phazon Metroids if you let it. DRILL BATTLE: Pirates will pop out of the hatches, but your main concern should be the drill. Here's how it works. Green means it's drilling. Purple means it's sucking. Instead of just wasting the Pirates like normal, instead destroy all but one. Wait for the sucking cycle to start, then pull back so you don't get sucked in yourself, but blast the Pirate left over so he DOES. He'll fly into the beam, and four red lights will appear at the very top of the drill. Blast one to start the whole thing again. Obviously, you need to destroy all four red lights to finish this. The only thing that gets harder about it is that they start throwing out more Commandoes instead of Ass.Troopers, so you'll probably need to go hyper a few times to clear the room. Also, don't be afraid to hide behind the pillar cover while waiting. BOSS: PIRATE COMMANDER Yup. He's the guy in the red phazon suit. He'll summon Commandoes for support, but an X-Ray/Nova combo will destroy them quick enough. As for him, he's pretty much just a really resilient Pirate. He uses a teleportation device to move around the field, has the usual energy gun and scythe, and can go hyper, too. When he goes Hyper, your X-Ray won't work, so concentrate with hyper fire on him when that happens and ignore the Commandoes. He's almost finished when you blast the armor off him. Just a few more hyper shots to finish. BIG BOSS: OMEGA RIDLEY Your nemesis returns for one last battle, fully powered with Phazon. He has a lot of attacks: breath weapons that spit constant streams or single bubbles of plasma and shockwaves when he lands hard. Dodge these attacks, then wait for him to roar so you can nail him in the mouth with a charged blast. He'll rear up, exposing his chest. Grapple the armor off him, then go hyper and blast his exposed belly. After draining a third of his health, he'll create new armor on his chest. He has new attacks in this form: a dash when he spreads his wings, a combination plasma stream/tail whip, and forming two energy balls in his hands to use as weapons. When he makes those energy balls, blast both to stun him good. At that point, pull up your X-Ray and start pounding on the lit-up joints in his armor. Once both joints are off, his chest is completely exposed, and he'll switch tactics once again. He'll start flying off through the holes in the side, to come back elsewhere. Watch the radar in the upper-left corner to see where he'll come from, then dodge to avoid his bombs. Once he lands, he'll start dashing and tail-whipping. Hit him whenever he opens is mouth to make him stand up, exposing his chest to Phazon fire. Keep pounding him with Hyper Beams and eventually he'll give up the ghost. BOSS: DARK SAMUS Your evil doppelganger has a constant beam attack and a homing shot attack to start with. All you can do is pound her with beams. When you knock down a third of her health, she'll start absorbing energy to replenish. Shoot her down to stop it. After that, she'll add a shockwave attack, as well as a close-range shield attack. Blast her further and she'll start creating clones of herself. These clones can also attack, and take fewer hits. I say just shoot the first one you see, and if takes damage, keep at it, otherwise, finish it and look for the next one. All the clones will try to recharge at once, meaning you have to find the right one to make it stop. Keep shooting the real one whenever you find her and wear down her energy to defeat her. FINAL BOSS: AURORA UNIT 313 I'm sure you know what they're trying to say with this battle. Anyway, the AU's main attack is a big purple beam that tracks you. It also attacks with the little tentacles that pop out of its side, which fling shots at you. Attack these tentacles, or anything else that pops out of the side, and the openings will turn yellow. That's your cue to shoot them repeatedly. Shoot it enough to stun the AU. It will fall, and you'll be able to Grapple the top of its head. Blast the open head with all you have. Once you get that done once, it will toss out some Dark Samus clones that you need to destroy. Remove them to start again. At some point, the AU will add an attack of retracting its neck, then firing red shots at you from the platform it's housed on. Keep opening the head and blasting it, and you should wear it down eventually. Of course, this starts the second part of this battle, where it's free-floating. It will drop a module down from its bottom, which fires a bomb. Blast the module to stun it. It also has a four-beam rotating attack, a ground spinning attack, and a straight Phazon shot from its front, which will stun it after it fires. Find any way you can to get behind it and blast the glowing rear part. That's the only weak point. Once you drain its health, the fight will be over. ****************************************************************************** 8. EXTRAS ****************************************************************************** ============= 8A. Endings = ============= Your ending is determined by how many items you pick up in the game, which you can see in the upper-right corner on the Pause Menu. It has nothing to do with logbook scans. Standard Ending - AU 313 and Dark Samus destroyed, and the Phazon corruption leaves Samus' body. Phaaze begins to explode. Admiral Dane orders the fleet to retreat as Phaaze explodes behind them, taking the Leviathan with it. As reports come in on the status of the fleet, Samus buzzes the Olympus in her gunship, giving a thumbs-up and sending a message: Mission Complete. --- Over 75% Items Ending - Samus lands on SkyTown. She reclines on the ground and removes her helmet. She reminisces about the three Hunters who stood by her and were lost during the fight. --- 100% Items Ending - After the Credits roll and the "final status" screen, Samus gets up and walks back to her ship, removing her suit in the process. As she departs from Tallon, a ship appears behind her, obviously following her. This ship has been identified as Sylux's from Metroid Prime: Hunters. =================== 8B. Credit System = =================== A new feature in Metroid Prime 3 is the Credit System. This system has no bearing whatsoever on gameplay. All it affects is the extra stuff, which require credits to purchase. There are four types of credits in this game: Red Credits: Earned by scanning a Creature in the Logbook Blue Credits: Most are earned by scanning a Lore in the Logbook, but there are three special ones, listed below. Gold Credits: Earned by defeating a boss enemy or doing something particularly important Friend Credits: Earned by exchanging a Friend Voucher When you earn one of these credits, you'll get a little notification on the upper part of your HUD. Now, remember that you only get credit once for the scans per file, so don't think you can start a new game on the same file and get a bunch more. Of course, you don't NEED more than are given to you, and on subsequent plays, you keep the Logbook you ended with, so you'll know which ones you're missing. --- Extra Blue Credits GF Troopers Saved - There are three spots to do this on the Olympus, and you get an extra Blue Credit for each one. First spot is in the Port Observation Deck. When the Pirates board and attack, blast them before they can hurt the Troopers. The second one is in the Xenoresearch Lab, where one's pinned down by two Crawltanks. Blast them to save him. The last one is in the Repair Bay Shaft. He's pinned down by Aeromines. Get the blast doors open quickly, and the Mines taken out, and he should be okay. --- Gold Credits There are a total of 52 Gold Credits available per file. This is a list of the means to earn each Gold Credit. Bosses - Each boss will net you a Gold Credit. There is a set for the bosses on Normal and Veteran together, and another set for Hypermode difficulty. The list of bosses: Berserker Lord Defeated (works for both) Meta Ridley Defeated Rundas Defeated Korakk Beast Defeated Mogenar Defeated Steamlord Defeated Defense Drone Defeated Ghor Defeated Helios Defeated Gandrayda Defeated Metroid Hatcher Defeated (works for all three) Commander Squad Defeated Omega Ridley Defeated Dark Samus Repulsed Aurora Unit 313 Defeated Major Events - On the same token as bosses, you get Gold Credits for doing stuff: Generator Destroyed (the Shield Generators on Bryyo) Seed Shield Destroyed (the Seed on Elysia) Defense System Obliterated (in Command Station on Pirate Homeworld) Juggling Bonus - You get this for the Training Drones in the first room of the game. Shoot them with your beam, then again to keep them in the air. You get a Gold Credit for a score of ten. All Troopers Survived - During the GF assault on the Pirate Homeworld, ensure that none of your Demo Troopers die. Obviously, this is most easily attempted on Normal, but it's still a bit tricky, so definitely save first. My advice is to use Hypermode as often as you can. If you have enough Energy Tanks, you shouldn't be low at all. Thanks to Mario Cleanstuff for this info. Red Phaazoid Defeated - There are ten Phaazoids that make Red Phaazoids, and you only get credit for them the first time (this includes other difficulties). There are Phaazoids all over the place, but the Reds will only appear in the following rooms: Bryyo - Grand Court Bryyo - Jousting Field Bryyo Fire - Gel Processing Site SkyTown, Elysia - Construction Bay SkyTown, Elysia - Hoverplat Docking Site Eastern SkyTown, Elysia - Concourse Ventilation Pirate Research - Proving Grounds Pirate Research - Metroid Creche Pirate Mines - Phazon Harvesting Pirate Command - Transit Station 0204 --- Friend Vouchers These vouchers alone give you nothing. For them to be useful, you need to be online with your Wii. Find a Friend who also has MP3 and you can give him FVs, which will give him (not you) a Friend Credit. You need Friend Vouchers from other people to get Friend Credits for yourself, so be charming. Here's a list of how to earn Friend Vouchers: Juggling Bonus - After you get the Gold Credit for 10 juggles of the Training Drones, keep going up to 20, which will give you a Voucher. 100 Kills - Every hundred kills will net you a voucher up to 1000. Escape Meta Ridley - In the area where Meta Ridley attacks you while you're rolling in a ball tunnel, you get a Voucher if you take NO DAMAGE. This is a hard one to get, and requires patience and a good eye. GF Trooper Saved - You get this in the Olympus where the ship crashes into the ship. Shoot the blast door closed before the Trooper gets sucked out. Shorcut Discovered - You get this if you roll into the little statue on the north end of the Gel Cavern, Bryyo Fire. You'll need Ice Missiles to get through to it, though. Icy Reptilicide - Once you get Ice Missiles, wear down a Reptilicus, then wait for it to throw a chakram, then freeze it while the chakram's in the air. It will smash the Reptilicus. Thanks to David Park for being the first person to tell me about this. Perfect Execution - I got this in the North Jungle Court on Bryyo for opening all the clamps surrounding the cannon without having an Aerotrooper pull one back. Exterminator - This one is for the patient, and can be done on any Seed. In the first room, there's always a ton of bugs crawling around on the floor. Destroy them all. Thanks to Joe Safari for this one. Stylish Kill - I've only received this on SkyTown at Skybridge Hera by reaching the end of the collapsing bridge while the bots were still on it. The bridge detached and I got the credit for style. Bowling For Bots - I've received this once by Boosting through a large cluster of Tinbots. It ONLY works on Tinbots. Steambots get damaged, but not destroyed outright. New Area Discovered - This works on Bryyo and SkyTown, for discovering Bryyo Ice and Eastern SkyTown, respectively. Crash Landing - I've found this works best on Assault Aerotroopers, but it might work on any. Repeatedly smash them with beams until their jetpacks catch fire, then Grapple them to rip the jetpack off. Your seat cushion may be used as a floatation device. Harvester Destroyed - The Phazon Harvester Drone hangs out in the Phazon Harvesting area in the Pirate Mines. There's only one way to bring it down, and that's with Gunship Missiles. Of course, you can't do that on your first trip, as the defense grid is still up, so come back once you take it down. You can get a Voucher for this once on Normal/Veteran, and another on Hypermode. 20 Commandoes Defeated - Quite simple. Just beat 20 Commandoes. You should hit it no problem, unless you run from them, routinely. Secret Message Discovered - This is the message from Aurora Unit 313 in the GFS Valhalla. In the Control Room, find the nearby datapad with the code on it, and punch it into the console to hear the last message of 313. Leviathan Humiliated - Once you infiltrate the Leviathan ship near the end of the game, blast any of its smaller eyes around the area with any weapon repeatedly. You'll get this eventually. ======================= 8C. Extra Unlockables = ======================= This is the list of Extras you can purchase with your credits. With the exception of Friend Credits, of which you can have as many as you can get from others, you can only have JUST enough credits to purchase everything. R = Red Credit B = Blue Credit G = Gold Credit F = Friend Credit --- Concept Gallery - Samus Package: 3R, 2B, 1G Creature Package 1: 3R, 1B, 1G Creature Package 2: 3R, 2B, 2G, 1F World Package 1: 3R, 1B, 1G World Package 2: 3R, 2B, 2G, 1F Storyboard Package 1: 3R, 2B, 1G Storyboard Package 2: 3R, 2B, 2G, 1F These are all image galleries. --- Bonus Gallery - Ship Bumper Stickers: 3R, 1B, 3G, 2F Screen-shot Tool: 3R, 1B, 3G, 2F Mii Bobblehead: 3R, 1B, 3G, 2F Diorama 1: 3R, 1B, 3G, 1F Diorama 2: 3R, 1B, 3G, 1F Diorama 3: 3R, 1B, 3G, 1F Diorama 4: 3R, 1B, 3G, 1F Diorama 5: 3R, 1B, 3G, 1F Diorama 6: 3R, 1B, 3G, 1F The Mii Bobblehead goes on your dashboard. It's basically your Mii head in a Varia Suit. You can tap it to jiggle it. --- Soundtrack Gallery: Each track: 4R, 2B, 1G Now, this isn't every single track in the game, just the more prominent ones. ================= 8D. Easter Eggs = ================= There are a couple of cute messages you can get using the Communications Console. --- Message from Nintendo President Satoru Iwata - Press the buttons in the following order, going left to right: 2nd, 7th, 5th, 1st. You'll receive a message in Japanese. Here's a translation: "Hello, this is Iwata from Nintendo. A president has to take things really seriously, even if it doesn't seem like it. It's understandable if you lose weight from stress, but I get fatter instead. Nobody thinks I'm taking it seriously." --- Message from Nintendo Main Man Shigeru Miyamoto - Press the buttons in the following order, going left to right: 8th, 3rd, 5th, 4th. You'll receive a message in Japanese. Here's a translation: "Ah, can you hear me? This is Miyamoto. All of you playing Metroid, can you hear me? ItÃ¯Â¿Â½s fun, isnÃ¯Â¿Â½t it? IÃ¯Â¿Â½ve also worked on many [Metroid] games, but this one is the best yet, donÃ¯Â¿Â½t you think? Definitely play it all the way to the end. See you! --- Message from Nintendo Composer Kenji Yamamoto - Press the buttons in the following order, going left to right: 3rd, 6th, 4th, 8th. In addition to a little music sample of guitar and whistling, Yamamoto-san will also talk your ear off. The message is in the process of being translated. >_> Credit for these translations go to the folks who discovered the messages. I take no credit for that. My Japanese is just not that good. ****************************************************************************** 9. STANDARD GUIDE STUFF ****************************************************************************** =========== 9A. Legal = =========== This FAQ was made 100% by me, and is Copyright Ã¯Â¿Â½ 2007 Scott "CyricZ" Zdankiewicz. You may not take it in whole or in part and claim it as your own. You may not alter it in any way, even if you ask me first, and that includes putting it in HTML format. Please donÃ¯Â¿Â½t post this on your site unless you have express consent by me. IÃ¯Â¿Â½ve put a lot of time into this. Give me some credit. Currently, the following sites have permission to post my FAQ: www.gamefaqs.com www.gamewinners.com www.ign.com www.cheatplanet.com www.neoseeker.com I'm not going to allow people with small personal sites to post this FAQ. They may post the link on GameFAQs with all the MP3 guides, but, trying to keep updates, well, updated, I'll only allow large committed sites that I trust. ======================= 9B. E-mail Guidelines = ======================= If you wish to e-mail me, be sure to follow these guidelines: - Make ABSOLUTELY sure I haven't already answered your question in the guide. - Make sure it has something to do with Metroid Prime 3. I don't want spam, chain letters, offers for friendship. Compliment me on the FAQ all you want, though... - Make sure you say Metroid Prime 3 at one point in your e-mail. I have more than one FAQ, and asking a generic question such as "How do I kill the last boss?" doesn't tell me much. - Spell correctly and use proper grammar, please. If I can't understand your e-mail, it'll go to the junk pile. ============= 9C. Credits = ============= CJayC, SBAllen, and all webmasters for allowing this on their sites. My buddy bananagirl for an uber-sexy ASCII title. Retro Studios and Nintendo for this fine and awesome game. ===================== 9D. Version Updates = ===================== Version 1.0 - 9/11/07 - It's mostly done. The only reason I could see doing more updates is if people found scans that aren't limited time, and let me know, or different boss strategies. Oh, and I also need a bit more info regarding some of the bonus stuff. Attention, Wii Friends. Send me Vouchers! Version 1.1 - 9/16/07 - Hey, everyone. I've updated the credit system. It should be current and complete, now. Best of luck unlocking everything! ==================== 9E. The Final Word = ==================== Well, what a ride this was. I can only imagine what's in store for the Metroid franchise, now that they're no longer bound in the Phazon storyline.