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Metroid Prime 3: Corruption FAQ/Walkthrough
Author: Brian Lundin (Paltheos@gmail.com)
Date: November 9, 2009
Version 1.8
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| Table of Contents |
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Quick Find: In order to arrive at exactly where you want to go as quickly as
possible, please copy the four character string in brackets on the right
associated with the desired section, press "Ctrl + F", paste that string in
the search bar, and press enter. Poof! You're there.
1. Introduction........................................................[0100]
2. Controls............................................................[0200]
3. Walkthrough.........................................................[0300]
New Prime, New Feel..............................................[0301]
Dashing Back to the Gunship......................................[0302]
Restoring the Generators.........................................[0303]
The Return of Samus' Archnemesis.................................[0304]
Corruption and the Mission to Bryyo..............................[0305]
Rundas and the Eastern Energy Signature..........................[0306]
In Search of More Firepower......................................[0307]
Destroying the Generators........................................[0308]
Bryyo's Leviathan Seed...........................................[0309]
The Mission to Elysia............................................[0310]
The Traitor and Reconnecting the AU to the Network...............[0311]
Chozo Technology on Bryyo........................................[0312]
In Search of More Carrying Power.................................[0313]
Building a Nuclear Bomb..........................................[0314]
Dropping the Bomb and Elysia's Leviathan Seed....................[0315]
The Mission to the Pirate Homeworld..............................[0316]
Meeting up with the GF Trooper...................................[0317]
Chozo Technology on Elysia.......................................[0318]
Acquiring Protection from the Acid Rain..........................[0319]
Getting Past the Acid Rain and the Trip to the Mines.............[0320]
The Investigation of the G.F.S. Valhalla.........................[0321]
Disabling the Defense System and the Race to the Seed............[0322]
The Pirate Homeworld's Leviathan Seed............................[0323]
Opening the Wormhole and Last Stops..............................[0324]
The Final Mission, Phaaze........................................[0325]
4. Bosses**............................................................[0400]
Docking Bay 5....................................................[0401]
Generator Shaft..................................................[0402]
Temple of Bryyo..................................................[0403]
Jousting Field...................................................[0404]
Bryyo Leviathan Core.............................................[0405]
Steambot Barracks................................................[0406]
Ballista Storage.................................................[0407]
Main Docking Bay.................................................[0408]
Elysian Leviathan Core...........................................[0409]
Proving Grounds..................................................[0410]
Metroid Creche...................................................[0411]
Transit Station Leviathan........................................[0412]
Pirate Homeworld Leviathan Core..................................[0413]
Sanctum..........................................................[0414]
Sanctum..........................................................[0415]
Sanctum..........................................................[0416]
5. Clean Valhalla Run..................................................[0500]
6. Scan Descriptions...................................................[0600]
7. Expansion Locations.................................................[0700]
Energy Tanks.....................................................[0701]
Missile Expansions...............................................[0702]
Ship Missile Expansions..........................................[0703]
Energy Cells.....................................................[0704]
8. Credit Collection...................................................[0800]
Red Credits......................................................[0801]
Blue Credits.....................................................[0802]
Gold Credits.....................................................[0803]
Friend Vouchers..................................................[0804]
9. Checklists..........................................................[0900]
Mini-Walkthrough.................................................[0901]
Expansions.......................................................[0902]
10. Extras..............................................................[1000]
11. Breaking the Game...................................................[1100]
Techniques.......................................................[1101]
Secret Worlds....................................................[1102]
Sequence Breaks..................................................[1103]
11. Frequently Asked Questions..........................................[1200]
12. Version History.....................................................[1300]
13. Legal Information...................................................[1400]
14. Closing.............................................................[1500]
** - To avoid spoilers as much as possible, rather than list boss names, I've
listed the room names in which the bosses are fought instead. Check the room
you're in when fighting a boss and cross reference it with this list to find
the strategy you're looking for.
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Introduction [0100]
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This Guide
----------
This walkthrough is generally arranged in order of earliest possible
acquisition. Items that enhance your combat ability are collected as soon as
possible. All other collectibles are obtained whenever it's most convenient.
I choose to make specific note of this because many other walkthroughs
implicitly balance early acquisition and shorter routes for *all* pickups and
collectibles while mine only does it for non-combat collectibles, and I
think it fair that you know this before deciding whether or not to use my FAQ.
If you're in the middle of gameplay, haven't really used a walkthrough, and
would like to know how many of possible x items you can have up to that point
you have right now, this walkthrough may be particularly useful for you.
If you'd like to follow a walkthrough from start to finish, being as strong
as possible for every upcoming threat in the game, you may prefer this FAQ.
If, on the other hand, you'd like not to detour as much for more upgrades and
play as you are, just aiming to finish the game or putting off item collection
until later, you may prefer another FAQ. I do take particular pride in the
detail I've put into boss strategies though, so if you like exhaustive
analyses, those parts of the walkthrough are worth a look at.
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Metroid
-------
If you're unfamiliar with the Metroid series and are interested in learning a
little about it before you begin, here's a quick run-down on what you should
know. Here's the chronology of Metroid canon material (slashes indicate
remakes or retellings of the same material):
Official Metroid e-manga (2003-2004)
Metroid / Metroid: Zero Mission (NES - 1986 / GBA - 2004)
Metroid Prime / Metroid Prime Pinball (GCN - 2002 / DS - 2005)
Metroid Prime: Hunters (DS - 2006)
Metroid Prime 2: Echoes (GCN - 2004)
Metroid Prime 3: Corruption (Wii - 2007)
Metroid II: Return of Samus (GB - 1991)
Super Metroid (SNES - 1994)
Metroid: Other M (Wii - 2010)
Metroid Fusion (GBA - 2002)
To get a basic grasp on the story up to Corruption, I'll give you a quick
run-down of important events prior to the first game, the original Metroid,
and the first two Metroid Prime games. Hunters is a side story that doesn't
have a big influence over the greater storyline, so I'll leave it out.
Samus Aran is a small girl when Space Pirates, an alien species of raiders,
led by Ridley, one of their generals, pillage and destroy her home colony
2-KL, killing all its inhabitants, including her parents. Samus, the only
survivor, is discovered amidst the wreckage by the Chozo, an ancient,
benevolent race of birdlike people, who decide to raise her as a warrior of
their people.
Many years pass. The Space Pirates have occupied the planet Zebes and under
the watchful eye of "Mother Brain" are cultivating energy-sucking creatures
called Metroids as biological weapons. Samus is conscripted for a mission to
destroy the Metroids there and eliminate Mother Brain. She encounters
resistances from high-ranking Space Pirates Kraid and Ridley but is able to
successfully kill the Metroid and put a stop to the breeding program and
defeat Mother Brain. A time bomb triggered by Mother Brain's defeat, intended
to destroy Aran, fails as she is able to escape the planet in time, and the
bomb succeeds only in destroying any traces of the Pirate facilities on Zebes.
Two years pass. Samus receives a distress signal from what is, as she
discovers when she arrives, a destroyed frigate from the Pirate fleet that
had been stationed on Zebes. The frigate Orpheon had been stationed in orbit
of Tallon IV, and the pirates had been conducting experiments of some kind.
More importantly, deeper inside the frigate, she finds Ridley, who has been
cybernetically reconstructed since his defeat on Zebes. Ridley flees to the
planet surface, and Samus chases in pursuit.
There, Samus learns that a Chozo civilization had once thrived on the planet,
but a meteor had crashed some time ago, spreading a horrible poison that
either killed or horribly mutated anything it came into contact with. Those
that retained their sanity sealed up the meteor to limit the scope of
contamination, but it was still only a matter of time before the whole planet
was endangered. Samus travels deeper into the planet to find that Space
Pirates have set up research and mining facilities. They too had discovered
the poison, which they dubbed "phazon", and were attempting to harness its
mutagenic properties in order to biological enhance their soldiers. Aran
destroys all the pirate facilities, defeats Ridley again, successfully
unseals the meteor impact crater, and ventures inside, where she comes face
to face with the source of the phazon, a creature the pirates had dubbed
"Metroid Prime". Samus successfully defeats Metroid Prime... or so she
believes, and leaves the planet.
More time passes. Samus receives a distress signal from a Galactic Federation
vessel that had been in pursuit of a Space Pirate vessel around the planet
Aether and makes planetfall to investigate. She discovers all the Federation
soldiers dead and possessed by some strange force, what appears to be a
"dark" version of the planet Aether with phazon on the other side of a
dimensional rift, and a dark doppelganger of herself with a love for the
mutagenic material. Samus then encounters the last remaining guardian of the
now dormant inhabitants of Aether, U-Mos, who explains what has happened.
20 years prior, [like on Tallon IV] a meteor had crashed into Aether that
caused great climactic and environmental mayhem to the planet. Only in
addition to the environmental catastrophe and phazon, a dimensional rift was
created on the planet, creating a dark version of Aether on the other side and
splitting the planetary energy (which is necessary to maintain the planet's
form) between them. Out of that rift came the Ing, a hostile, merciless race
of demonic creatures capable of possessing other beings. The Ing came in
hordes, possessing anything they could use to become stronger and killing
everything else.
After decades of conflict, the Ing had all but defeated the inhabitants of
Aether and stolen all its planetary energy for Dark Aether. However, Samus had
arrived right in the nick of time (so to speak). Right before speaking with
U-Mos, she had unwittingly destroyed the Ing bearer of the Energy Controller,
the only device which can transfer planetary energy from one side to the
other. U-Mos beseeches Samus to save them from this crisis, and Samus
acquiesces. One by one, Samus visits the Energy Controllers scattered about
both Aethers and restores it to the original Aether. Along the way, she
encounters and fights numerous times with her dark doppelganger, who she
discerns is the result of a fusion between the dying core of Metroid Prime and
a piece of her Power Suit that it had stolen from her while it was flailing
before what would have been its demise. Eventually, Samus defeats the Ing
leader and reclaims the last of Aether's planetary energy, completely
destabilizing Dark Aether. As she is escaping the collapsing dimension, she
battles Dark Samus one more time and, believing she has defeated her dark
copy, leaves the dark dimension and completely restores Aether. But Dark Samus
isn't dead, and she's about to put her plot into motion...
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Controls [0200]
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Samus
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Wiimote
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Wiimote Tip Motion : Moves crosshairs about the screen. Enables Samus to
change direction while staying in place.
A : Fire Power Beam. Holding A charges a single Power Beam blast, and
releasing A fires that blast. Changes visor to Combat Visor when Scan
Visor is enabled. Interacts with certain objects.
B : Jump. Pressing B a second time enables a Space Jump (mid-air jump). If
locked on to an enemy, tilting the analog stick in a direction and quickly
tapping (NOT a full press) the jump button yields a quick "Dash Jump" to
that side.
Down (Directional pad) : Fire missles. Pressing down when locked-on fires a
homing Missile. (only applies after acquiring Missile Launcher) Holding
down and aiming allows you to mark multiple targets and/or mark the same
target multiple times for up to five Missile strikes. (only applies after
acquiring Seeker Missiles)
- : Brings up visor select in real time. Center activates Combat Visor; upward
section activates Scan Visor; lower-right section activates Command Visor.
Does not pause the game.
+ : Press and hold to enter Hyper Mode. Hyper Mode continues until all of
alloted health is consumed, it is deactivated by pressing + again, or 25
seconds have passed since activation. (only applies after acquiring PED
Suit)
1 : Brings up the Map and Log Book screen. Pauses the game.
2 : Gives a hint.
Other Wiimote Motions: Toward the screen, away from the screen, and spins
while interacting with certain objects may perform key tasks.
Nunchuk
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Analog Stick: Move Samus. Turns Samus when she's latched onto a Grapple Swing
point. Inserts or syphons energy when she's latched onto a Grapple Voltage
point.
C : Transform into/Revert from Morph Ball mode.
Z : Lock on to Enemy/Target/Grapple Point. (the last only applies after
acquiring Grapple Lasso) When Grapple point is a Grapple swing point,
holding Z initiates the swing (only applies after acquiring Grapple Swing.
When Scan Visor is enabled, initiates scan. When Command Visor is
enabled, initiates ship command. (only applies after Command Visor is
unlocked)
Nunchuk Motion: When locked onto a target that can be Grappled, thrusting the
nunchuk forward will shoot forward the Grapple Lasso. Once the Lasso turns
yellow, pulling the nunchuk back removes the obstacle (Note: If the Lasso
is blue, the object cannot yet be removed; only applies after acquiring
Grapple Lasso).
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Morph Ball
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Analog Stick (Nunchuk): Move Samus.
A (Wiimote): Lay a Morph Ball Bomb. If Samus is in the same location as the
bomb at the time of its detonation, she will be propelled
upwards. It's possible to chain multiple "Bomb Jumps" in order to
reach greater heights via careful timing of laying the bombs.
Holding A uses Hyper Ball when in Hyper Mode (only applies after
acquiring Hyper Ball).
B (Wiimote): Holding B builds up a Boost. Releasing B releases that pent up
energy in the form of a speed boost (only applies after acquiring
Boost Ball).
Z (Nunchuk): Attaches Samus to magnetic rails (only applies after acquiring
Spider Ball)
Quick Upward Jerk of Wiimote: Jump/Spring Ball.
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Gunship (inside)
----------------
Center
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Lower panel: Move to destinations and map select.
Upper panel: Transmit data and communicate via radio.
Left
----
Green panel: Manual thrusters (in flight only).
Left orange button: Access miscellaneous game data.
Right orange button: Activates gunship's weapon systems.
Right
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Left orange button: Extends a blast shield around the cockpit.
Right orange button: Tool used to measure the level of corruption in Samus.
Align the two icons on-screen for an extended period to complete the
bioscan and give you the % of corruption.
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Pause Menu
----------
Pressing 1 in the middle of gameplay brings up an series of menus. They mostly
explain themselves, but I'll fill in the blanks and explain the format. The
four images on the left tab are primary menus that bring up their own sets of
images and sub-menus on the right tab when clicked upon. Clicking on those in
turn brings up anything from maps to research data to game settings on the
center screen that you can sort through.
The game is not explicit on some of the functions of the Controls submenus
under Options. Lock On/Free Aim controls the freedom you have when locked onto
a target. When it is off, you and the reticle are locked onto whatever you've
locked onto. When it's on, only you are locked into facing your lock-on. You
can freely move the reticle around the screen. (I advise you leave it on.)
Sensitivity controls how far to the edge of the screen you need to move the
reticle before Samus begins turning. Basic starts you off at having to move
the reticle to the very edge before you start turning; as you go up you don't
need to move the reticle as far to get the same effect. (Most people report
preferring Advanced. I *highly* recommend it. It may feel strong for a couple
minutes, but almost everyone grows to prefer it.) Boost Ball Aiming gives you
an option to gain further control over Morph Ball movement. When it's off, a
released Boost simply sends you in the direction of most momentum. If you turn
it on, you can control the direction of the Boost by aiming the Wiimote
without worrying about the direction of any momentum you have built up.
Some of the options under the Displays submenus do not explain themselves.
Helmet Opacity is a control for the visibility for the edges of Samus' helmet
in first person perspective. Values closer to 100 result in well-defined
edges; values closer to 0 result in opaque edges. Similarly, visor opacity is
a control for the visibility of the data that overlays your field of vision
in both first person perspective and Morph Ball mode (specifically, your
radar, health gauge, mini-map, missile counter, and bomb counter). Also like
Helmet Opacity, values closer to 100 result in a well-defined overlay while
those closer to 0 are opaque. The HUD Lag option controls whether or not any
lag is present by the edges of your visor and helmet when you move. Turning
the option off removes the lag.
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Walkthrough [0300]
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Start a new game, select a Mii (it doesn't really matter), and open your new
file. Before you start playing though, I advise going to Options, then
Options, and changing Sensitivity to Advanced (I also advise keeping the
Lock-On/Free-Aim control scheme when prompted). Now start the game and choose
your difficulty. The strategies in this walkthrough have been created on
Normal; however, they apply to all difficulty levels.
===================
New Prime, New Feel [0301]
===================
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Samus' Gunship
--------------
As soon as you wake up from cryostasis, you gain control of Samus' gunship.
There are allot of buttons in here, so you may feel intimidated your first
time. Don't sweat it; you can't even use most of them at the moment. For now,
simply press the lower display in the center, and your course will be altered
so that you rendevous with the Federtation fleet. As soon as they prompt you
to transmit your identification signal, press the upper circular display in
the center, and four blue symbols will pop up. Starting from left to right,
press the identical green symbols until you complete the code. Once you're
cleared, spin Samus to the left and press the lower, green display. A stick
for thruster control juts out of the cockpit. Interacting with it and pushing
the Wiimote toward the screen ignites your thrusters, and you fly off to the
Olympus.
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Olympus
=======
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Docking Bay 5
-------------
Finally, you have full control of Samus. If you're not already familiar with
the controls, then I advise looking at the Controls section and checking out
"Samus" and "Morph Ball". Note that the control listing is cumulative, so you
may not have access to everything there just yet. If it's too much trouble to
memorize them so quickly, you can take your time too. The game walks you
through this stage to familiarize you with the controls, and you can always
experiment too. Just bear in mind that there's a couple things the game
doesn't cover as well as some stuff which isn't so obvious.
Another important note: From this point onward, whenever there are new logbook
scans (that is, things you can scan with your Scan Visor and gain new entries
in your logbook, which isn't necessarily true for all scannable objects) in a
room, I'll place the name of the scan in brackets and give a brief description
of its location and any other tidbits of knowledge you'll need to get the
scan.
[Research - Hunter-Class Gunship] - Samus' gunship.
[Research - Galatic Federation Crate] - Small cubic crates beyond the bridge
on the left.
[Research - Heavy Galactic Federation Crate] - Large cubic crates beyond the
bridge on the left.
[Morphology - Federation Marine] - Either soldier at the other end of the
bridge.
[Morphology - Fleet Mechanic] - Standing by the crates on the left past the
bridge.
[Mechanoid - Training Droid] - The two small objects jutting out of the ground
on the right beyond the bridge.
[Device - Landing Beacon] - Beneath and behind Samus' gunship.
[Mechanism - Halberd-Class Turret] - Above the door opposite Samus' gunship
(and ahead of the bridge you cross over).
[Research - Galactic Federation Blue Door] - The door you use to exit the
room.
When you try to cross the bridge, four targets appear to orient you with
locking-on, aiming, and shooting. Destroy the targets and speak with the
marines, who will tell you to meet with Admiral Dane.
On your right after crossing the bridge is a yellow panel. Step on it and two
Training Drones pop up. You can juggle them in the air by shooting them, and
get a point in this game each time you bounce it. Score 10 points and you
earn a gold credit; score 20 and you get a friend voucher. If you don't care
about those extras, just ignore it. Whenever you're ready pass through the
blue door on the right.
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Docking Bay Access
------------------
[Morphology - Male Fleet Trooper] - Either two people on the left or the one
on the right.
[Morphology - Female Fleet Trooper] - The lone, moving NPC on the left.
Look at the two consoles on the right, now up. Lock-on and destroy the two red
markers. Two ramps drop down. Climb up one and go through the blue door.
-------------
Docking Bay 4
-------------
[Research - Blast Shield] - On the locked door near the console (must scan
before unlocking the door).
Go to the left side of pillar in this room and interact with it. Press the
center panel for your access code. Write down/remember the number it gives
you. Now go to the console near the door behind you and insert that same
number to open the door.
----------------
Security Station
----------------
[Research - Hunter Ghor] - Beyond the containment door (scan ASAP, as he
eventually leaves the room). If you miss him now, you can get his scan later
in Tower Elevator on Norion.
[Research - Olympus-Class Battleship] - After leaving the ID/biohazard check
chamber, it's the console on the right wall next to the door. If you miss it
here, you can get it later in Data Storage on Norion.
Approach the force field in front of you. See the lever on the left? Pull it
out, twist it counter-clockwise, and then push it back in to access the
containment area. After the ID check, a console will appear on the right side
of the room. Interact with it for a biohazard check. Another lever will appear
to the left of the exit of the containment area. Push, twist, and pull to get
out.
---------------
Security Access
---------------
Run straight through this room.
--------------
Command Lift A
--------------
Use the hand scanner on the right to turn on the elevator and then ride it
up.
------------------
Flag Bridge Access
------------------
You can't access the left door, so take the right exit instead.
-----------
Flag Bridge
-----------
Leave the corridor to reach the main foyer of the Olympus' bridge. Then
climb up either ramp on the side of the room. The briefing room is actually
to the left, but the guard won't let you pass for now. Since the center door
is locked, take the right door.
-----------
Lift Access
-----------
[Research - Save Station] - The glowing blue floor where you save.
A blast door prevents entry into the room at the opposite end of the corridor,
so you have to go right instead. Use your Charge Shot to destroy the crates
blocking the door. Save and then head right back to the Flag Bridge.
-----------
Flag Bridge
-----------
Talk to the guard and he moves aside so you can pass.
--------------
Meeting Access
--------------
Pass straight through to Admiral Dane's Ready Room.
----------
Ready Room
----------
As soon as you enter, a cutscene will trigger, during which Admiral Dane
briefs you and the other hunters. Mid-way into the meeting however, a
a sharp rumble interrupts the meeting.
It's a space pirate attack.
Admiral Dane orders you and the other hunters to get down to the planet
immediately to carry out your mission, so let's get backtracking.
===========================
Dashing Back to the Gunship [0302]
===========================
--------------
Meeting Access
--------------
The lights go out, but you're still safe to pass through.
-----------
Flag Bridge
-----------
[Morphology - Fleet Admiral Dane] - Standing right in front of you after the
cutscene.
After the cutscene of a Federation warship getting owned, continue
backtracking.
------------------
Flag Bridge Access
------------------
[Morphology - Pirate Militia] - Standing right in front of you after the
cutscene.
Moments after you enter the room, the walls ahead explode. It's space pirates!
These guys are pretty weak though, so you should take them out with minimal
trouble.
Unfortunately, the door you took to get in is blocked off by a bulkhead, so
take that door you couldn't access before.
---------------------
Port Observation Deck
---------------------
[Vehicle - Space Pirate Boarding Pod] - Jutting out of the ship at the end of
the room, although much of it is inside as well.
As soon as you enter, you'll see a Federation soldier running out of sight.
Pursue him as fast as possible, because a few more pirates burst through
the Olympus' hull on a boarding pod. Take them out with a pair of charged
shots before they have an opportunity to kill the marines to get a blue
credit; then pass through the blue door.
----------------
Xenoresearch Lab
----------------
[Mechanoid - Crawltank] - In your path on the floor.
Crawltanks are easy enough to take out. Take cover behind a nearby wall to
avoid their weapon fire and attack when they've stopped. If you want a blue
credit, you need to save the marines in this room - Don't worry about
waiting out the Crawltanks this time and just attack immediately. Once
they're gone, take the door at the end of the passage.
----------
Lab Access
----------
After you enter, you get to witness a dogfight between Federation troopers and
pirate militia. Unfortunately for the feds, moments after they conquer their
foes, a ship crashes into the corridor and pulls them out into the vacuum of
space. Ouch. One of them manages to hold on, but only for a few seconds. Above
where the ship crashed is a red marker. Shoot it, and a bulkhead will shut
and save the trooper. If you manage to save him, you're awarded a friend
voucher. If you don't, the bulkhead still shuts. Either way, your path
forward is blocked, so turn back.
----------------
Xenoresearch Lab
----------------
[Morphology - Armored Pirate Militia] - The bulkiest of the three initial
pirates that attack; be sure to scan before destroying his armor.
[Morphology - Crawlmine] - Numerous approach you after you restore power.
Disaster strikes again! The opposite wall on the lower level explodes, and
two armored pirate militia and one pirate militia burst through only to steal
the power cell charging the room (and by extension locking the doors) and
attack. Simply trying to retrieve the energy cell from the first pirate won't
work (plus, why wouldn't you kill them all?). The one holding the cell will
run will the other(s) take potshots at you, and even if you do destroy the
holder, the space pirates use the Force to yank the cell over to them.
Therefore, you need to kill all the pirates. Take out the weaker trooper
however you like, but use charged shots to destroy the armor on the armored
troopers. After you've taken out the pirates, pick up the energy cell they
drop and approach the pillar in the center of the room. Interact, push, and
clockwise twist does the job.
Right after you restore power, there's another ambush, by a giant horde of
Crawlmines. They infinite spawn too, but there's no way out at the moment, so
transform into Morph Ball and start laying bombs near their frontlines to keep
them at bay. As soon as you hear the sound of metal grating forcefully coming
off, search for red lights shining from open floor squares. Roll to either one
and down the pit into a circular shaft. Go in either direction until you see
a break in the circle, and head straight down the narrow path into a
ventilation shaft.
-----------------
Ventilation Shaft
-----------------
Continue rolling through until you hit a fan. Lay a Morph Ball Bomb to clear
the way and continue rolling downwards until you reach a glass wall, beyond
which is an Energy Tank. Energy Tanks increase Samus' total life points by
100, so blow that wall up and claim your prize.
--- Energy Tank acquired! --- (max health to 1 extra tank)
Lay a bomb to jump up to the next ledge at the end of the shaft and continue
on into a booster.
----------------
Disposal Chamber
----------------
[Device - Bomb Slot] - the slot you enter in Morph Ball.
The Morph Ball device is locked, so revert to humanoid form and scan the
console at the opposite end of the room to unlock it. This device is a Bomb
Slot, and, as the scan implies, using it is as simple as transforming into a
Morph Ball, bomb jumping up and into the slot, and laying another bomb to
activate the device. Do so, and the air lock opens, propelling Samus into
space, but Samus finds a maintenance door outside and re-enters the Olympus.
------------
Repair Bay A
------------
Open the door to Repair Bay A's main chamber to witness another set of
dogfights. This one locks you in (again) but now the console is blocked by
debris, and neither charged shot nor Morph Ball Bombs destroy them. Looks like
we'll need to find another way.
Start out by eliminating the Pirate Militia on the ground floor. Then approach
the obstructed console and turn around to see a ramp. Climb up the ramp and
jump across the platforms along the wall, all the while killing the crawltanks
and Pirate Militia that get in your way. Turn towards the suspended space
figher on the top platform and take out the two pirate militia that appear.
Then use the fighter as a platform to reach the opposite end of the room. Kill
the crawltank that spawns and enter the blue door.
-----------------
Munitions Storage
-----------------
Oh-ho-ho. What's that sparkling?
=== Missile Launcher acquired! === (max missiles to 5)
Samus can now fire off missiles. Time to clear away that debris.
------------
Repair Bay A
------------
Drop back down to the ground floor and shoot a missile at the debris. Now
approach the hand-scanner and interact with it to open the cargo bay door.
----------------
Repair Bay Shaft
----------------
[Mechanoid - Aeromine] - A colony of them jumps out at you as you begin to
cross the bridge.
Pass through the newly opened doorway to find... a giant chasm. No worries
though. Simply shoot the four red glowing markers to extend a bridge across
the gap.
However, before you can cross, new foes appear: Aeromines. These little guys
aren't that bad though. All of them have an impenetrable shield up at all
times, except one (who is also the only one attacking at this time). Aim at
whichever one has its shield down, destroy it, and then rinse/repeat until
they're all gone. Finally, destroy the pirate militia standing on an
outcropping at the opposite side of the bridge before crossing. If you can do
all this quickly enough, you can save the marine who was struggling here
earlier, and he rewards you with a blue credit.
Before passing through the next cargo door, access the save room on the left.
--------------
Save Station B
--------------
Save.
----------------
Repair Bay Shaft
----------------
Approach the hand scanner, open the cargo door, and go on through.
-------------
Docking Bay 5
-------------
[Morphology - Berserker Lord]
Finally, after somewhat of a detour, you're back to your gunship, but as you
approach it, the glass above you shatters and the battered corpse of a marine
comes flying out. Behind him, a gargantuan pirate trooper.
****************************
Boss Battle - Berserker Lord
****************************
Despite his intimidating design, the Berserker Lord's a cinch. Most of his
attacks are slow, have a slim hit box, and inflict pitifully small damage.
His ground sweeping beam is slow and, if you're on the move, he probably won't
even fire it wherever you are. Simply jump over it. The blue sludge he fires
is a bit more annoying as he actually pursues with it when firing, but
slowness tones this attack down as well. Just dash jump around and it won't
hit you. Berserker Lord also pounds the ground to generate an omnidirectional
wavequake, but this attack is easily jumpable and, like the others, inflicts
very little damage (plus, I've only seen it at the very beginning of the
battle). His most damaging attack is orange energy balls he shoots out of his
mouth. These usually take off a sizable 20 units of health or so. Fortunately,
after you get hit by one once or twice, it's easy enough to spot and dodge
because his shoulders and back glow orange and he's leaning back before he
fires.
Your targets are the two shining red spheres on his shoulder. Fire off charge
shots to quickly take those out, receive some health and ammo back from them,
and he'll switch another attack into his movepool. At a moderate pace, he'll
begin shooting purple energy balls out from his mouth. Hitting these with any
Power Beam shot from any angle deflects the purple balls right back at him
and slowly destroys the armor on his back. He fires up to three at a time
before he regenerates the shiny red spheres but doesn't fire a third one if
you hit him with the first two before he has a chance to fire it. It doesn't
matter much anyway. You need to hit his armor with four purple energy balls
before it shatters anyway, so you'll need to repeat this process at least
once. If there are any leftover purple energy balls still in mid-air when
his back armor breaks, repelling those back towards him will still count as
hits and reduce his health.
Once his back armor does shatter, his attack pattern completely changes. He'll
begin pounding the ground continually, sending omnidirectional shockwaves
about the field. Fortunately, you have plenty of time to see his arm begin the
motion of the groundpound though, and the shockwave itself can simply be
jumped over. Whenever you jump to dodge the shockwaves (or jump period),
target his now exposed back. He takes damage remarkably fast, so it shouldn't
be long before you defeat him.
*********
The defeated Berserker falls back into the electrical field around the
arena until it gives out, he falls into space, and is obliterated in a
collision with a stray fighter. After Samus calls back the gunship, enter and
save.
--------------
Samus' Gunship
--------------
Interact with the lower panel to bring up a map select screen. Point to and
choose Docking Hub Alpha.
========================
Restoring the Generators [0303]
========================
======
Norion
======
-----------------
Docking Hub Alpha
-----------------
[Lore - Galactic Federation Datafile RU-902 (Hunter Rundas)] - Right next to
the Grapple Lasso upgrade.
Upon arriving, a marine informs you of the situation. The pirate attack has
knocked out the generators and rendered the main cannon unusable. If you
don't reactivate all three generators, everyone on Norion is as good as dead.
Approach the locked door and shoot the four, glowing red locks to open it.
Beyond that there's a room with, lo and behold, another suit upgrade! Go into
the corner and shoot another glowing red lock to open the door and retrieve
it.
=== Grapple Lasso acquired! ===
The Grapple Lasso is used to pull devices off or into certain positions. Its
use resides solely in the Nunchuk. Whenever you see a a circle with a
hook-like symbol on the inside, that point is grapple-compatible. If it's
yellow, you're in range and can use it. If it's blue, then you're out of
range. Press the Z button to lock-on, shove the Nunchuk toward the screen to
latch on with the Grapple Lasso, and pull back to yank at whatever you
latched onto.
Now go to the other door in this room and scan the console to its left to
trigger a lever. Pull, counter-clockwise twist, and push it back in to open
the door to the elevator. After you enter the elevator, charge your power
beam.
----------
Hub Access
----------
[Research - Mounted Blast Shield] - Covering the door at the end of the room.
You can only get the scan before you yank it off the door.
Why? 'cuz there's a crawltank smack dab in front of you on the ceiling as soon
as the door opens, so fire at it immediately to destroy it before you take any
damage. Continue down the corridor until you see an open room. Stop before
entering and kill the Pirate Militia at the end of the room before proceeding
any further. Now enter the open foyer and take out the two crawltanks on each
end of the room. Go on up either set of steps into another corridor. At the
end, your first Mounted Blast Shield. Also note the symbol on it. Whenever you
encounter any symbol like this, it means that point can be grappled onto.
Remove the blast shield with the Grapple Lasso and go through the door.
---------
Cargo Hub
---------
Ouch. Dead marines, and lots of 'em. Oh well. Before you go off exploring this
room, look to the right to see a grapple point on a door. Pulling it off
reveals a hand scanner, but scanning reveals you can't use it until you
"eliminate the enemy presence" in the room. Momentarily continue on as you
would until you encounter an aeromine colony. Retreat and take cover behind
the circular wall to the left while taking them out one by one. Resume walking
forward to encounter two more groups of aeromines. Rinse and repeat. Now the
hand scanner should be active, so interact with it to open a hatch. Transform
into Morph Ball and go on in.
This puzzle's pretty straightforward. All the air vents in here have enough
strength to propel Samus to wherever she needs to go, but they have timed
intervals during which they're either on and off. That said, roll left until
you hit an obstacle. Bomb it and then let the adjacent fan take you up to the
next level. Roll up, around, and back down into a small pit. Jump out and keep
moving left until you can jump up again (and hurry so that the fan doesn't
blow you backwards). Continue scaling upwards until you reach another tunnel.
Bomb the obstacle and roll into a halfpipe which takes you to another fan
that blows you up and around into another path.
Unfortunately, now a sentry drone has appeared and is now out for your blood.
Fortunately, her attacks are pretty easy to avoid. Her targeting system
shines and aims a red light at your current location before firing at that
position. The light doesn't follow you either, so it's simply a matter of not
being there.
That said, in this portion of the puzzle, simply time your jumps over the
blocks with the periods of time the fans aren't blowing and the drone won't
disrupt your platforming. After clearing the first two blocks, you encounter a
fan beneath you. Bide time dodging the drone's attacks until it starts up,
then take it upwards up to another obstacle. Bomb it, but before you fall down
the shaft, wait for a fan in the middle of the shaft to start blowing. Then
drop down and ride the wind into the next path (If you miss the fan and fall
back down, simply roll left and jump to the floor fan from earlier. It
blows you right back up). Jump and grab the Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 10)
Roll right and bomb to obstacle. Jump up and roll down the tunnel to take you
back to the beginning of the puzzle. Now ride the wind of the fan to the right
to take you out of the puzzle and revert to human form. Now that you're back
to the main portion of this room, proceed forward until you reach a pile of
debris and use the Grapple Lasso to remove them one by one, revealing a hole
fit for Morph Ball. Roll on through and go through the blue door.
---------------
Substation East
---------------
The first thing you'll notice here is the shiny new energy tank to the right.
The second thing you'll notice is that the floor is made of lava. Well...
more like heated energy coils, but it's still *effectively* lava as you will
indeed feel the hurt for stepping on it. Instead, change into Morph Ball and
hop into the tunnel holding that Energy Tank.
--- Energy Tank acquired! --- (max health to 2 extra tanks)
Don't meander down this tunnel just yet though. Wait for the pistons ahead
to jut out, then roll up against them. The *instant* they withdraw, roll as
fast as you can to the end of the path and out. If you don't move as fast as
possible, the pistons will shove you onto the heated coils and you'll have
to scramble back to the beginning before taking massive damage and start all
over again.
---------
Conduit A
---------
[Research - Red Blast Shield] - There are two in this room, one of which you
have to pass through to leave. Be sure to scan it *before* firing a missile at
it; as afterwards it will become a normal blue door.
There are three marines in this room, but you can't save any of them. A pirate
militia blows up the crates nearby all of them killing them instantly. Take
out that pirate and head for the red door on the righthand side. Red doors
can be destroyed by Missile fire, so shoot a Missle at it and head on through.
-----------------
Munitions Storage
-----------------
[Lore - Galactic Federation Datafile GH-673 (Hunter Ghor)] - Next to the map
station.
[Lore - Galactic Federation Datafile GD-202 (Hunter Gandrayda)] - Next to the
map station.
[Lore - Galactic Federation Datafile VH-357 (Valhalla Incident)] - Next to the
map station.
A map station. Stepping into the hologram will allow you to download the map
information for this region. Once you've downloaded the data, return to
Conduit A.
---------
Conduit A
---------
[Mechanoid - Jumpmine] - After destroying the second set of debris that blocks
your path, two of them lay silent in front of you. Be sure to scan them from
afar, as getting too close will activate them and risk detonation.
Along the way to the other red door, debris falls from the ceiling.
Whenever this happens, simply fire a Missile to clear the way. Also, white
steam is harmless, but don't get caught in flames. That said, after you pass
the second set of falling debris, two Jumpmines lie dormant. A single shot
destroys each of them. If possible, always take out jumpmines from afar,
as they begin attacking and inevitably detonate based off of proximity. Two
more are ahead further down the path. Take them out similarly and then go
through the red door.
------------
Cargo Dock A
------------
[Morphology - Pirate Trooper] - Among the initial four space pirates, the
center two are pirate troopers. Try to get the scan before fighting them.
Get a lock-on one of them and scan while hiding behind some of the crates in
the back.
[Morphology - Shield Pirate Militia] - The space pirate gunship drops them off
eventually and if that doesn't give them away, the fact that their shields
repel all your attacks will.
[Morphology - Aerotrooper] - After eliminating the intial pirates (and any aid
they should receive), two of these troopers fly up from under underneath
the bridge
[Vehicle - Space Pirate ATC] - After you defeat the Aerotroopers, one of these
comes in to try to finish you off. It's actually scannable even earlier
(when it comes to drop off the Shield Pirate Militia), but it quickly leaves
scan range at the time and even if it didn't, you have bigger fish to fry at
that time anyway.
As soon as you enter the open field, a door slams down behind you, locking
you in, and four space pirates will appear ahead, hide behind the crates, and
start sneaking peaks to fire at you. It's important to act quickly here. If
you take too much time finishing these guys, a space pirate gunship comes
in to drop off backup. That said, charge at either of the two pirates at the
end of the line (they're the weakest) and kill him first. During this time,
the other Pirate Militia might charge at you to melee attack you. If that
happens, move away from the two pirates still hiding and take the charging
pirate militia out first. If not, then find and destroy the remaining Pirate
Militia anyway.
As for the remaining two enemies, they are Pirate Troopers, and they're not
quite as gruntish as their militia brethren. They have much more endurance
than militia, they can hover, and from what I can tell, they seem smarter too.
They seem to prefer attacking at long-range, but their attacks still don't
deal much damage. Regardless, you're still better off in a one-on-one
scenario, but if that's not possible, at least focus on one at a time. A
couple charged shots should do the trick, but if not, just hammer into them a
little more.
As for that support I mentioned earlier, it should be coming right about now
(assuming you were indeed speedy). More new enemies to boot - Shield Pirate
Militia. If you're nearly finished with the troopers, then finish them first.
If you've just barely started fighting the pirate troopers, however, move to
the back of the room where you can get cover from the trooper fire so that
you can tangle with these newcomers. The good news either way though is that
these guys rely solely on a gimmick for survivability and aren't difficult by
any means to bring down. As their name would imply, these guys are regular
Pirate Militia with nearly impenetrable handheld shields and they prefer
long-range attacking. The solution? Remove the shields. You can actually
grapple onto the shields and remove them like you would any ol' mounted blast
shield on a door and reduce them to ordinary Pirate Militia.
It's still not over yet though. Once you finish all of those pirates, yet two
more, again, new foes appear from beneath the bridge - Aerotroopers.
Aerotroopers are about as durable as Pirate Troopers, but that's the least
of your worries. First off, they have much more firepower than all the other
pirates thus far. They seemingly randomly alternate between a quicker dual
laser and a slower dual area bombing. To get around these attacks, your best
bet is to get and keep a lock-on and side dash regularly to one side or
another. However, you might have a tough time keeping that lock-on, which
brings us to the second problem - their manueverability. Unlike the Pirate
Troopers, Aerotroopers are fully flight-capable and exploit it by very
frequently and very quickly doing mid-air side dashes of their own. They can
become very hard to hit unless you predict their movements, and let's not
forget you're still dodging their attacks too, meaning you have to quickly
account for even more variables in your aim. Fortunately, there's one very
simple solution to this problem - Missiles. Quickly (re)acquire lock-ons after
their dodges and fire off a Missile, which homes in on their position. Rinse
and repeat until they're dead. If you don't have any missiles left, you
have to take them down the old-fashioned way (the more difficult way listed
above).
But you're not done yet. After the Aerotroopers are eliminated, the pirate
gunship (Space Pirate ATC) will swoop down and begin making rounds while
rapidly spewing out three rounds of fire at a time. Its invulnerable except
for the heat vent located in front (its "mouth", so to speak). Regular Power
Beam fire is your best choice here. It takes e a little longer than the
Aerotroopers to take down, but overall it's much easier.
Once the ATC explodes, four more pirate gunships descend and surround Samus,
but Rundas comes to save the day and takes care of them for you. Then he tells
you that the Federation is now permitting all Hunters to summon their gunships
whenever they like. Yay!
=== Command Visor enabled! ===
Before flying off, he tells Samus to take care of Generator A. First things
first though. Go to the visor select screen and move the cursor to the
lower right-hand portion of the screen to select the newly unlocked Command
Visor. Then look around the bridge for a ship icon, obtain and hold a lock-on,
and when you let go, your gunship will fly over and dock while simultaneously
opening the door on the other end of the bridge. First save in your ship and
then go through the now accessible blue door.
------------------
Generator A Access
------------------
There are four Crawltanks in this room, but they're all in plain view and most
of them alone to boot. Once you take them out, examine the door to the
generator room. This door is somewhat special (and appears more than once),
and since the game doesn't give any title to it, I'll refer to it as an optics
shield door. Before you can do anything to do an optics shield door, you need
to shoot the small lights that continually pop up on its corners. Just be sure
to shoot the lights quickly though, as otherwise the colors will reset, one by
one, forcing you to shoot them again. After you've done that, the door changes
into an ordinary Mounted Blast Shield door. Pull it off and proceed into the
generator room.
-----------
Generator A
-----------
[Mechanoid - "Jolly Roger" Drone] - After walking into the center of the room,
a number of these emerge from the surrounding pit. They're virtually
impossible to lock-on to while they're moving, so wait until they stop moving
before attempting a scan.
After you enter this room, a pair of Aerotroopers quickly fly away and
completely disappear. Up to mischief no doubt, and only moments later a
number of bombs detonate sabotaging the generator. We'll just have to fix it
then.
Try walking over to the panels on the far side of the room, but once you
step onto the center platform, you get interrupted by some "Jolly Roger"
drones. Outside of the scan, don't bother locking-on and firing at these guys.
The instant they start circling around you, you'll lose the lock. Your best
chance is to continually spin until you encounter one not moving, quickly aim
at him and then mash the fire button. Their armor is weak, so they go down
after a few ordinary Power Beam shots. Don't worry about their numbers either.
Their speed may make it difficult to keep track of them, but there are only a
total of six of them, and only three appear at a time.
After all the drones are gone, jump over to the platform at the far end and
fire a missile at the debris. Then pull, counter-clockwise twist, and push
back in the lever the appears. Now go back to the consoles to the left of
the entrance and place your hand on the scanner to reset the generator. One
down, two to go. After the generator turns back on, Admiral Dane contacts you
with an important message. The pirates disabled the defense system so that
they could smash a meteor into Norion! Time to really put on a hustle.
------------------
Generator A Access
------------------
Eliminate the three Crawltanks in your way as you pass through.
------------
Cargo Dock A
------------
[Morphology - Federation PED Marine] - The lone NPC on the right after the
cutscene.
After entering this room, you're treated to a cutscene of three Pirate
Troopers engaging three marines. Of course the pirates own the first two
marines in seconds, but the final marine begins fiddilng with his gear and
suddenly... one-shots all the pirate troopers? Kinda cool (and the scan
explains how) but for now hurry forward until you hear a loud rumbling and
watch an enormous shadow pass overhead. It's Ridley, back from the dead again,
and he wastes no time begining his assault of Generator C. Save at the gunship
and move on to Conduit A.
================================
The Return of Samus' Archnemesis [0304]
================================
---------
Conduit A
---------
[Morphology - Shield Pirate Trooper] - You're probably not even meant to get
this scan. If you hurry as fast as you can down the corridor with the scan
visor on and begin scanning the instant the shield trooper appears, you should
just barely finish the scan before a PED marine vaporizes him. If you miss the
scan here, don't sweat it. There's another opportunity coming up in a couple
minutes in Maintenance Station.
As you race down the corridor, behold as another pirate gets vaporized by
a PED marine. Keep on going until you encounter a hoarde of crawlmines. Just
keep firing at the members of the horde while slowly backing up until they're
all gone. Then continue on into Substation East while watching out for two
pairs of Jumpmines in the path.
---------------
Substation East
---------------
Go back the same way you got here. Change into Morph Ball, jump into the
tunnel on the left, push against the extended pistons and hurry back across
the path once they retract. Getting knocked onto the heated coils isn't as
punishing this time around though since you're heading in the direction
required to get off the coils anyway.
---------
Cargo Hub
---------
Go back through the Morph Ball tunnel and then return to human form. Before
you have time to think of exactly how you'll be getting to Generator C from
here though, Ghor and a Berserker Lord smash through the blast door that leads
to Generator C. After Ghor subdues the beast, approach the Mounted Blast
Shield. This one has an extra trick to opening it though. First you need to
shoot the "pegs" holding the cables that connect to the door (not the cables
themselves). Now grapple onto and remove the blast door and go through into
the Maintenance Station.
-------------------
Maintenance Station
-------------------
[Research - White Blast Door] - On the left between the middleground of the
PED marines and the shield troopers.
More pirates getting owned by PED marines. You can't yet open white doors, so
there's nothing more to do here. Pass through the blue door.
---------
Conduit C
---------
A few seconds' worth of steps into the room and you encounter a Jolly Roger
drone, but he's no match for you in these tight quarters, so quickly dispatch
him. Don't jump off the ledge you're on the area down below just yet though.
Jump forward and then back, and a swarm of Crawlmines appear below. Snipe them
all from above, then jump down and move forward (Going backward on the lower
level is fruitless right now; you're just met with more enemies and a dead
end). Around the corner is another Jolly Roger drone. Take it out and then
space jump across the chasm. If you fall down, you encounter the enemies
I mentioned a moment ago in that dead-end, irritable Jumpmines. To get back
to where you were simply round the bend ahead and you're back to the spot
where you landed after jumping off the ledge. Assuming that you do make the
jump however, change into Morph Ball and drop down into the hole. Follow the
path down here through another pair of holes which will drop you down on the
other side of the dead-end. Go through the blue door.
------------
Cargo Dock C
------------
Change into Morph Ball and bomb the cover to the tunnel directly ahead of you.
Roll through the tunnel. Jump up at the end and continue rolling onwards to
the exit.
Unfortunately, Ridley isn't going to let you simply get to Generator C. Soon
after your first jump in the passage, Ridley lands and traps you with his
talons in a confined area of the pipe. Ridley does one of three things here:
1) Charge and fire the mouth plasma laser; 2) Take quick snaps at the pipe;
3) Bite down on the pipe. The first is easy to avoid, as his laser has
significant charge time and not a very wide range. The second isn't so easy
to avoid but doesn't do much damage anyway, so it's okay if you get pecked at
a bit. The third is what you want. If he bites down on you, then you're
ironically exactly where you want to be. If he doesn't, simply roll over to
his beak. In both cases, lay a bomb. The detonation makes Ridley stumble back
momentarily, and repeating this process once more makes his left talon lose
its grip on the pipe and enables you to escape. Continue on down the tunnel a
little further and Ridley traps you again. Simply repeat the process from
before twice and you can escape to the left again. Once you're out of the
tunnel, revert to humanoid form and pass through the blue door.
Note: If you can manage to not take a hit from Ridley at all, you're
awarded a friend voucher.
------------------
Generator C Access
------------------
When you enter this room, you receive a radio transmission from Rundas -
He's managed to reactivate Generator B. Sweet. That just leaves Generator C.
Dispatch of the three Crawlmines in this room and save at the Save Station in
the room to the left. Then open the optics shield door and enter Generator C.
-----------
Generator C
-----------
Crap. A bucket load of Pirate Troopers in an open room, but wait... they're
owning each other? Ah, one of them was Gandrayda in disguise. After killing
all the pirates, she says she leaves reactivating the generator to you.
Er... thanks? Jump over to the platform on the far end of the room and
pull/twist/push the lever back into place. Unfortunately, this generator isn't
be as easy as the last one to fix. The generator's piston is jammed, even
after manual override, so you need to overide it at the top.
Jump back to the center platform and enter the Morph Ball tunnel on the right.
Moving around in this tunnel is somewhat similar to the tunnel with fans from
before, but with a key difference. The air blown in these tunnels is a gas you
can ignite at any time with a bomb, as opposed to intervaled wind, so in these
regards, moving is a little easier. Also like the last tunnel though, an enemy
drone appears and starts sniping at you from the outside. This one's fairly
useless though as you're inside a blast-proof pipe most of the time.
Bomb the first gas fan and ride the explosion up to the top. Continue rolling
right until you spot a bomb slot directly above you. Lay another bomb here
to trigger another explosion that propels you up to the slot. Place a bomb
inside to trigger platform movement above you. Drop back down and continue
moving right. The gas winds up ahead are decidedly interval-based, so just
wait 'em out and then cross over. Bomb the gas at the end to rise up again.
Keep on rolling rightwards back down the pipe again. Lay a bomb on the gas fan
at the bottom here and move left to another bomb slot. Repeat the bomb the
gas, then the slot process again to trigger more overhead platform movement.
Now roll hard right to skip over the gap. Wait out another set of gas that
only rises at intervals and use it as a path once it does shoot up. Across
here lies the final bomb slot. You know what to do. Keep on rolling right
afterwards to another gas fan that you need to bomb. A cap bars you from
reaching the very top of this pipe, so just take the rightward path instead.
Bomb another gas fan along the way to take you to the platform that was the
fruit of all your bomb slot bombing. Continue along there to reach yet
another set of pipes. Bombing both gas fans you encounter along this path
drops you off on top of the piston and into the emergency override (the final
bombslot).
Bombing it restores the piston to its proper position, but someone has an
objection to what you're doing here. Ridley, who was lurking above the piston
earlier, now charges and crashes into you, sending both of you plummeting into
the Generator Shaft.
---------------
Generator Shaft
---------------
[Morphology - Meta Ridley]
*************************
Boss Battle - Meta Ridley
*************************
Despite what you might first think here (or from what you've heard from other
sources), this 16800 meter plummet is actually much longer than one or two
minutes. Your actual terminal velocity is closer to 55 meters per second,
not 100+ meters per second. That said, the maximum alloted time for this
battle is actually about 305 seconds, or 5 minutes and 5 seconds, plenty of
time to toast Ridley.
Ridley cycles through five attack phases, but the distances from the bottom
at which time he changes phases aren't set in stone and are directly
influenced by how quickly you put on the hurt. The slowest I've seen the
phases last is 16800-11500 meters for the first, 11500-8350 meters for the
second, 8350-4200 meters for the third, 4200-1450 for the fourth, and 1450-0
for the last. When you really pound into him quickly, he can hit phase two by
15000 meters and the final phase by 11500 (presumably it's possible even
sooner actually, considering I'm not exactly perfect).
Now then, all the math aside, the *actual* strategy (ATTN, READ, etc.): The
only real constant in this battle is that the only way you can inflict damage
on Ridley is by shooting at his mouth when it's open. Even movement isn't a
constant, as you will discover soon enough. In this battle, the only movement
available to you is around the shaft with the analog stick (and, of course,
moving the reticule with the Wiimote).
The problem the first phase presents is distance. Ridley starts off very far
away and since you're falling extremely fast, any angle put on your shots can
become very exaggerated and miss the intended target completely. To remedy
this, whenever you're particularly far away from Ridley, you need to aim your
shots to miss. Say you're straddling the right edge of the shaft and the
best part of Ridley you can see is his mouth open and glowing preparing to
attack. Aim the reticle a little to the right of Ridley's mouth and the shot
will correct itself and (hopefully) hit the target. Sometimes the shaft bends
too, so try to include that into your calculations when you can see it coming.
If you miss, just try again.
Fortunately, things don't stay quite so difficult. Ridley isn't too satisfied
with the distance either, so he keeps his talons and claws dug into the
shaft's walls to slow himself down and get closer to you. Gradually aim more
and more on target until he's close enough that your shots easily hit where
the reticle is aimed. Hitting him is still a problem though. You're primarily
using charged shots here, but plenty of debris (spinning, orange rectangular
prisms that usually appear in groups of three) are being torn off the walls by
Ridley's appendages and are heading straight at you, usually obstructing your
chance for a clear shot. Taking the hit from these is your best choice. They
don't cause much damage and your shot is clear afterwards. If Ridley is firing
his mouth laser though, that's somewhat of a different story. Taking a hit
from the laser disrupts your charge, so you need to dodge it. It begins homing
a second or so after he fires too, so start circling around the shaft to avoid
it, going in whichever direction there's no debris.
If you're still having trouble hitting him though, you're not out of luck.
Ridley has a third attack which makes hitting him a cinch. If you go to long
without hitting Ridley, the game automatically centers you in center of
the shaft and disables your movement. At the same time, Ridley thrusts his
mouth forward and leaves it wide open for several seconds to charge his next
attack. Before he attacks, charge your Power Beam, aim right toward the center
of the screen and blast him away. Whenever you do hit Ridley with a charged
shot (during this attack or any other), he loses his grip on the wall and
falls almost out of sight before planting his limbs back into the wall again
and repeating the process. Pounding on him long enough takes you to the second
phase.
Eventually, Ridley pounces up and capture Samus, ensaring the two of you
together. Ridley has three attacks in this phase, but you can't move or dodge,
so the only thing you can do is prevent them by hitting him during their
charge time. This may seem especially difficult because the camera tends to
shake a bit, but don't let that deter you. My best advice here is, no matter
what, keep your aim steady. You may feel tempted to move your aim to
compensate for the camera. Don't. It will only make it harder to hit him, and
you only have enough time to fire one charged shot before he attacks. Also,
Ridley's switches between the attacks are predictable. He doesn't always start
on the same attack, but his pattern is always the same: 1st attack -> 2nd
attack -> 3rd attack -> 2nd attack -> 1st attack.
As for the attacks themselves, the first is a slap, before which he moves
his right hand across his chest and charges for it. Hitting his right hand
stops the attack. His second attack is firing his mouth laser at you point
blank. Like his earlier laser attacks, this one also has charge time. His head
moves around a bit, but it's still not that difficult to hit his mouth,
canceling the attack and inflicting some damage too. His third attack is
another slap, but this one's a bit harder to stop. Ridley moves his right hand
away from his body to his right (your left) and charges. The problem is that
his hand is also further away and with the shaking camera it's harder to feel
you've got a good shot. If you do hit however, not only do you disrupt the
attack, but Ridley also raises his head and screams in pain, during which time
you can attack. I can't recommend the charged shot here though, as his lower
beak blocks much of the hitbox. He does turn his head often here though, and
there are certainly times for clear shots (I've hit him with three charged
shots before), so if you think you can handle it, by all means go fo it. Once
you've pounded him enough, he shoves you away and you enter phase three.
In this phase, Ridley's above you now and taking full advantage of his flight
capabilities. Again, he has three attacks here. His mouth laser returns once
more (you know what to do by now, right?), but it rarely comes up. His main
two attacks are fireballs he shoots from his mouth. The first is a giant
fireball that can be destroyed by a charged shot (or allot of individual
shots) and the second is five mini-fireballs fired at once in a style
reminiscient of Megaman's Stone Man (except 3D). All the fireballs burst from
his mouth in an outward spiral and rapidly approach you. They're big targets
and a single Power Beam shot dissipates one, so they're easy to take out. As
for hitting Ridley, if you're slow in taking down his attacks, use ordinary
Power Beam shots on his mouth, since he should dodge your charged shot by the
time you fire or his all too often spinning around the shaft might make you
miss anyway. Once you've hit him enough, you enter the next phases.
Luckily for you, phases four and five are identical to phases two and one,
respectively, so you don't need to memorize a new strategy. The old ones work
perfectly. You should have plenty of health and time left at this point, so
if you had allot of trouble hitting Ridley in phase one, just wait for
Ridley's third attack (the one that centers both you and him and gives you a
free shot) and attack then.
*********
-----------
Generator C
-----------
Once you've defeated Meta Ridley, Marvel's Iceman comes to save you. Well,
actually, it's Rundas, but close enough. He says he's already activated
Generator B (yay), so all that's left is to reactivate Generator C and head
to the control room. Head to the consoles on your left and interact with the
hand scanner to reactivate Generator C; now start backtracking.
------------------
Generator C Access
------------------
As you take the Crawltanks in this room out, you receive radio notification
that all the attempts to stop the phazon meteor have failed. In four minutes,
the meteor will crash into the planet. You need to reactivate the defense
system before then. Forget about the save point now and hurry onwards.
------------
Cargo Dock C
------------
The Morph Ball tunnel you took to get here is locked, but there's another
tunnel to the right of it. Lay a bomb, ride the gas fan, and then roll
through the tunnel to the end and go through the blue door.
---------
Conduit C
---------
Take out the Jolly Roger Drone that appears as soon as you enter. Continue
onwards to meet a Pirate Militia who conveniently jumps through the glass that
had been blocking your path earlier. Kill him too, as well as the Crawltanks
you'll encounter ahead. After the third crawltank, turn around and Space Jump
up to the platform above you. Pass through the blue door ahead.
-------------------
Maintenance Station
-------------------
Eliminate the colony of Aeromines and proceed to the Cargo Hub.
---------
Cargo Hub
---------
Make a right at the fork and roll through the Morph Ball hole. Now that all
the generators are active, the hand scanner to open the control tower doors
is now active, so use it and enter the elevator.
--------------
Tower Elevator
--------------
[Research - Hunter Gandraydas] - Best to scan before entering the elevator,
but you can still scan her inside it too.
[Research - Hunter Rundas] - Best to scan before entering the elevator, but
you can still scan him inside it too.
Step into the elevator and the other hunters make chit-chat until you reach
the top.
-------------
Control Tower
-------------
Samus and all the other hunters scramble over to the control terminal to
reboot the planet's defense system until suddenly a large bluish mass crashes
through the glass. It's Dark Samus, and she effortlessly defeats Samus and
all the other hunters and then flies off. Before Samus loses consciousness,
she drags herself over to the control panel and fires the main cannon,
eliminating the meteor.
One month passes.
===================================
Corruption and the Mission to Bryyo [0305]
===================================
===
???
===
You awaken to a voice and a screen indicating "Status: Corrupted". A quick
check of the map shows that you're on the Olympus.
=======
Olympus
=======
------------
Medlab Delta
------------
[Lore - Galactic Federation Datafile PX-103 (Phazon Enhancement Device)] - On
the right side of the room ("right" from where you wake up). This is your only
chance to get this scan.
[Lore - Galactic Federation Datafile PD-001 (Phazon)] - On the right side of
the room ("right" from where you wake up). This is your only chance to get
this scan.
The doctor informs you that, after finding you on Norion, an investigation
indicated that you and the other hunters were now all self-generating Phazon,
with seemingly no negative side-effects. Therefore, the Federation decided to
integrate a PED Suit into Samus' Varia Suit. Time to give it a test run. Press
the + button to enter into a Hyper Mode.
Whenever you change into Hyper Mode, one Energy Tank's worth of health (100
units) is temporarily sapped away in exchange for a massive phazon-based power
boost in your attacks. Each shot you fire consumes 3 units, a full charge shot
consumes 51 units (although cancelling out hyper mode stopsthe syphon), and
semi-charges consume varying amounts. Whenever you choose to cancel out of
Hyper Mode, any remaining units will be converted back into its equal in
health units. Also, after 25 seconds, you automatically revert back to normal.
*** This final tidbit is the best piece of good news (although the game
doesn't tell you this one; you normally need to figure it out on your own). So
long as you are in Hyper Mode, you are completely invulnerable to damage. The
phazon bar which tells you how much firepower you have from that Energy Tank
you just consumed does more than that; it completely replaces your health bar.
And since taking damage doesn't reduce that bar, you're invincible. Since you
can also cancel Hyper Mode at any time and retain what energy is left from the
bar, this means you can simply activate Hyper Mode whenever you need to take a
hit and immediately cancel it afterwards at no cost whatsoever. There are
limits of course; if you take too many hits too quickly, Hyper Mode "fails"
and automatically reverts you. Still, that's certainly an acceptable price to
pay for such an invaluable ability.
Now destroy all the targets in Hyper Mode. Don't worry about your health; it
gets automatically refilled. Once you're done, the doctor releases you and
instructs you to visit Aurora Unit 242. Pass through the blue door whenever
you're ready.
=== PED Suit acquired! ===
=== Hyper Beam acquired! ===
---------------
Gunnery Station
---------------
If you want some target practice, there are a number of targets in here you
can destroy only in Hyper Mode and there's plenty of health here too. If not,
continue on.
--------------
Command Lift B
--------------
Use the hand scanner and ride the lift up.
-----------
Lift Access
-----------
Pass through to the Flag Bridge.
-----------
Flag Bridge
-----------
The guard in front of the door on your right (the old center door) allows you
to pass after you talk to him.
-------------
Aurora Access
-------------
Ride the elevator up and then go through the main doors after the marine opens
them.
--------------
Aurora Chamber
--------------
Step onto the center platform and interact with the center panel to speak
with Aurora 242. The other hunters had gone out on missions to other planets
while you slept but have not contacted the Federation in seven days. So,
Aurora 242 asks you to take up their missions for them and investigate what
happened to them. Samus runs off to her gunship to begin her mission.
--------------
Samus' Gunship
--------------
You don't have to learn them all right now, but I suggest you begin
familiarizing yourself with the basic controls of the gunship for now. See
the controls section for more details. Once you're ready, go to map select,
choose Bryyo, and land on the Cliffside Airdock.
=====
Bryyo
=====
-----------------
Cliffside Airdock
-----------------
[Research - Mature Kashh Plant] - On the right wall after crossing over the
bridge.
[Research - Kashh Plant] - In a corner on the right (or left) side before the
door.
[Research - Bryyo Blue Door] - The door to exit the room.
Moments after setting foot on Bryyo, you receive a radio communication.
Apparently, a currently impenetrable barrier shield is protecting the
leviathan seed, so you should head to the downed Federation ship in the area
to collect any data you can. Time to get moving.
------------
Gateway Hall
------------
[Morphology - Gragnol] - Three come flying out of the corridor on the other
side of the ice bridge.
[Morphology - Reptilicus Hunter] - Across the ice bridge on a ledge to the
right. You need to rush straight out into the center of the bridge (into
Gragnols) to be in scan range and only have a few moments to get the scan
right now, but plenty appear later, so don't worry if you miss the scan here.
[Research - Small Bryyo Coffer] - There are two of them on the right in the
small chamber before the door.
[Research - Large Bryyo Coffer] - There is one on the left in the small
chamber before the door.
Bodies frozen in ice. Rundas' work perhaps? Anyway, get moving onward until
you approach an ice bridge. Don't worry about the guy on the right ledge.
He disappears moments after you arrive (and you'll be seeing him later too).
Instead, concern yourself with the new flying enemies pouring out of the
opposing corridor. These are Gragnols. They tend to dodge around allot and
are limited to firing a single energy ball out of the tips of their tails at
a time. They're not particularly threatening our durable though, so just
lock-on to one, strafe back and forth a bit, and focus on one at a time. Once
they're all defeated, cross the bridge and drop down in the next chamber.
Turn around and yank the bottom platform out from under the top (thus
providing you with a future exit). Now go through the blue door.
-------
Gateway
-------
[Morphology - Phazon Nightbarb] - Appear around the room after bombing the
orange bomb slot.
[Morphology - Gel Puffer] - Appear to the right of the entrance after bombing
the green bomb slot.
[Morphology - Hopper] - In front of the door the blue door at the end of the
right morph ball tunnel past the dragon door.
Whew, big room. There's allot to do in this room, so let's take it step by
step. Jump to the platform on the left and then to the one on the right.
Approach and cross the dilipdated bridge over to a door with orange and green
dragon symbols. Do a 180 and you'll see a grapple point on the right wall.
Pull it out and and the bridge collapses, but the new platform makes
traveling around this room go much quicker. Now jump to the ledge on the left
and then to the platform attached to the center pillar. Change into Morph Ball
and roll into the orange hole. Now circle around inside and until you see a
break in the path. Head down it into the orange Morph Ball slot and lay a
bomb.
A group of platforms lower allowing you access to the higher levels, but with
them Phazon Nightbarbs appear as well. There are only two groups of them at
a time, but they infinite spawn and their attacks can be easily avoided (more
specifically, their attack is easily obstructed by any part of the
topography). If you wish to kill them though, first wait for their movement
pattern to change from randomized to a 2-D circular motion, and then, once
a green energy ball begins to form in the center of their circle, fire a
charged shot at it. Any other forms of attack against them will fail.
After you fall out of the bomb slot, head left to the platform that you
smashed down into the late bridge. Jump up the two connected platforms (left)
and run up the ramp. Don't make a left and go to the very peak though. Jump to
the platform directly ahead of you and keep going to the next one as well. If
you turn and face the pillar now, you'll see a platform within jumping range.
Hop over, transform into Morph Ball, roll into the hole, and bomb the green
slot at the end.
A few things happen now. First and foremost, the door with the dragon locks
opens up. Secondly, a piece of debris is removed from the platform to the
right of the entrance while one is dropped on the left. Finally, two Gel
Puffers appear on the right. Gel Puffers are harmless by themselves and fall
to a few shots. Just be sure not to be near them when they die as they
explode, have a wide blast radius, and take out a chunk of health if you're in
that blast radius.
Now then, since the left path is out, take the newly cleared right path once
you've taken out the Gel Puffers and follow that path to the doorway where
the dragon door used to be. There's a Morph Ball tunnel inside that forks off
in two directions, but the right side is blockaded. Approach the obstacle and
continually Grapple Lasso until you've pulled it out of the tunnel completely.
Now morph ball jump into the tunnel (its entrance is centered within the
glowing orange oval) and take the right-path. Two Hoppers lie at the exit, but
they're not a serious threat. Whenever they're moving they can't attack and
whenever they're attacking, usually by shooting individual balls of slow
venom, they can't move. A few Power Beam shots is enough to dispatch them.
Pass through the blue door.
------------
Reliquary II
------------
[Lore - Golden Age] - Right in behind the Energy Tank. You need to grapple
lasso off the grating cover it first though before you can get the scan.
Ooh, free stuff. Grab the Energy Tank sitting out in the open.
--- Energy Tank acquired! --- (max health to 3 extra tanks)
Head back to Gateway.
-------
Gateway
-------
Enter the tunnel again but this time ride it to its leftmost end. When you
come out, there are new enemy scans, but I'm fairly sure it's impossible to
get them at this time as all three of them suicide bomb you the instant they
get sight of you. Oh well. Fire a Missile at the red door and proceed.
----------------
Grand Court Path
----------------
[Morphology - Shelbug] - Crawling on the upper parts of the wall in front of
you as you enter.
More new enemies. Shelbugs are even less threatening than some of the other
enemies in the area. They're slow-moving, fire weak, individual spikes in your
direction, and die to a single hit. There are only a couple in this room too,
so kill them at your leisure as you pass through this corridor.
Once you see an ice formation, turn around for a moment. See a statue with
a yellow circle in the middle and a vertical yellow stripe? These statues
hold fuel gel, so firing a charged shot at them makes them detonate. Now jump
up to where the statue was and then into the passageway opposite of it. Take
out the shelbug on the wall, turn right, kill a shelbug deep into the next
passage, and finally space jump over to that final niche hiding a Missile
Expansion.
--- Missile Expansion acquired! --- (max missiles to 15)
Drop back down to the main chamber and face the vines blocking the way. To
destroy these types of vines, activate Hyper Mode and shoot all the pulsating
blue growths. Once you've cleared away the vines, two Hoppers appear at the
other end of the corridor. Feel free to blow them away with the Hyper Beam
before you revert. Now enter the next room.
-----------
Grand Court
-----------
[Lore - Age of Science] - After defeating both hunters, enter the opened
hallway, turn left, and shoot the large red dot. Memorize the order that the
three smaller red dots appear and shoot them in that order. If you fail, just
try again. Once completed successfully, all the tiles retract and you can get
the scan.
Jump down and approach the broken golem in the center of the foyer to trigger
a cutscene. Two Reptilicus Hunters leap down from the cliffs and ambush you.
You had a brief chance to scan these guys before, but this is your first time
actually fighting them. Reptilicus Hunters switch between two attacks. The
first is a long-range chakram (think "more deadly boomerang" or "oh yeah, just
like that chick from Tales of Symphonia"). That's the one you want, as it's
generally easy to dodge and they're not moving when they use it. The second
is a mid-range energy whip with enough range and area of effect to pretty much
guarantee a hit if you're anywhere near the reptile. That's bad. Try to stay
far away from these guys if you can, but not if it means extending the length
of battle too much, mainly because then their movement becomes a pain. In
short, if they're not attacking, they're on the move. If you plan on attacking
while they're moving, do so soon after they've started ordinary on-foot
movement. If you wait too long or attack at another time, they might cloak
themselves or exploit they're fantastic jumping abilities, both of which put
them out of sight. Reptilicus Hunters also have much more endurance than any
of the other opponents you've faced on Bryyo thus far - as in, you'd need a
few max power charged shots to take one down. That said, I recommend you
simply activate Hyper Mode and blow them away. It only takes a few shots to
take one down.
Once you've killed both Reptilicus Hunters, the blockade preventing access to
the next room will withdraw back into the wall, so enter that hallway and pass
through the blue door.
--------------
Hillside Vista
--------------
[Morphology - Snatcher] - Any of the numerous swarming creatures in the morph
ball tunnel.
[Morphology - Korba] - Directly above the swarming path of the Snatchers.
Kill the three Gragnols that appear to the left and then drop down both ledges
to the ground. Change into Morph Ball and bomb a destroyable portion of the
cliff near the base of the bottom ledge. Enter the tunnel. At the bottom, roll
over to the source of the Snatchers. Once a number of them have latched onto
you, you start floating. Steer left as hard as you can the instant you
start floating. If successful, you float up the shaft left of the Korba and
towards the Missile Expansion. If not, the Korba catches you and starts
munching away. Ouch. Try again. Once you've reached the top of the shaft, lay
a bomb to kill your pseudo-balloons and roll over to the Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 20)
Hop over back to the ledge on the left, then make a rolling jump up to higher
ledge on the right. Jump once more at the end and roll to the right, out of
the tunnel. Revert to normal form and Grapple Lasso away the object on the
statue. Now back up a little from it and then fire a charged shot at it,
revealing a door.
-----------
Reliquary I
-----------
A new upgrade awaits you in the pillar of light.
=== Grapple Swing acquired! ===
Another Grapple upgrade, the Grapple Swing enables you to cross chasms over
which there are grapple points but works somewhat differently from the Grapple
Lasso. To use the Grapple Swing, all you need to do is lock-onto the grapple
point, and the grapple beam automatically shoots and latchs onto the point for
you. You continually swing back and forth from this point as well until you
either take a strong blow, hit a wall, or let go of the Z button. You can also
change directions while swinging with the analog stick after your first swing
forward.
Leave the way you came.
--------------
Hillside Vista
--------------
[Research - Grapple Swing Point] - The branch and yellow light in the middle
of the gap.
Lock-on to the grapple swing point and press and hold Z to swing across the
gap. Let go of Z to release the swing as you approach the other side and
deliver you safely there. Scale the hill to the right, jump up the ledges, and
pass through the blue door.
-----------
Grand Court
-----------
Once you enter the main courtyard, head left for the hole in the wall beyond
the golem. Jump up the ledges inside and hop onto the platform at the end of
the cave. Turn toward the Grapple Swing Points, but before you begin crossing,
eliminate the two Gel Puffers that litter the path near the further down
grapple points. Now swing from grapple point to grapple point and aim to land
on top of the second to top ledge before the blue door before letting go of
the final grapple swing point.
It's impossible to get enough extension on that last jump to reach the very
top ledge, and even a well-timed space jump from the second ledge won't reach
the it either, so you need to make a path. All eight pieces of grating in
front of you each have their own grapple points, so pull them off one by one.
Voila! A Morph Ball tunnel! Enter the tunnel and roll and hop your way through
to the top. Once you're through, pass through the blue door.
----------------
Grand Court Path
----------------
[Morphology - Reptilicus] - In front of the door leading to Gateway.
Right near the door to Gateway lurks your first Reptilicus. These guys are
more or less identical to their hunter counterparts mechanically, only these
guys have an ability to teleport rather than cloak. Pretty much the same
strategies apply. For this particular Reptilicus, simply go Hyper Mode and
blast him three times.
-------
Gateway
-------
[Morphology - Nightbarb] - Swarms of them fly around the giant pillar in the
main foyer.
Head back to the main foyer where a pair of Reptilicus await you. Wait for
them to come to where you are and then take them out in hyper mode. Now jump
over to where orange bomb slot was (not the slot itself, just that area) and
reach the blue door ahead of it via a ledge on the left.
----------
Crash Site
----------
Don't worry about the bats that suicide you in this room. They're impossible
to scan for now, but they do come up later in a scenario where it is possible
to scan them. For now, just focus on getting through this room. First, Grapple
Swing across the gap. Change into Morph Ball and lay a bomb on the cracked
portion of the Theseus' hull. Enter the opened Morph Ball tunnel and
continually roll left, jumping over any obstacles that get in your way.
Eventually you come out deep inside the Theseus.
--------------
G.F.S. Theseus
--------------
[Morphology - Atomic] - Floating in front of you after you emerge from the
morph ball tunnel.
After you come out of the tunnel, the first thing you'll notice is the
floaty, spinny thing. This guy is an Atomic. They don't do all that much but
float around at random and lay bombs periodically. A charged shot easily
defeats it, but don't hold the charge for too long, as apparently your charge
shot is of opposite electrical polarity and it otherwise would pull him
straight toward you.
Once that Atomic is gone, turn your attention at the large gate with locking
clamps on each of its upper corners. Fire a missile at each of the clamps to
drop the gate. Now grapple onto and pull each of the power rods behind it
into place to restore power. The satellite uplink then rises up from behind
you and the ceiling opens up. Pull, twist, and pull the lever on the uplink
to complete your objective and download the map information for Bryyo.
Moments later, you receive a radio communication. Two distinct energy
signatures have been detected that are likely the power sources for the seed's
barrier. Therefore, the new objective is to eliminate them. To reach the new
areas however, you need to return the gunship, so head back to Crash Site.
----------
Crash Site
----------
[Morphology - Gragnol Adult] - Two of them are flying about after you leave
the morph ball tunnel.
Before you head all the way back though, we have one more errand to run in
this room. Re-enter the Morph Ball tunnel and roll down to before the first
jump. Now that the ship's power is back online, a number of conduits now send
electricity through these pipes, so jump over after the electricity's gone.
Continue rolling left, but instead of heading left back into the core of the
Theseus, on the second jump hop right instead. Hop right again when you're
clear and then left onto another ledge. Head for the open vertical shaft and
wait for the rod that periodically rises and lifts here to completely rise out
of sight. There are two ways to get up to the ledge on the right.
First, Spring Ball up. At the peak of your jump, lay a bomb. A moment after
you land, jump again. If you timed the jump right, the bomb should explode as
you rise up into it, propelling you even further upward and just in range of
your destination. The second method is an old staple of the Prime series
before Corruption, and you need to learn how to do this specific method later
anyway to acquire a specific expansion (Spring Ball method doesn't work
there) anyway, so you might as well learn how to do it now. It's called a
dbj, or a double bomb jump. It requires specific timing for the laying of
three Morph Ball Bombs. Here's how you lay them: 1) Lay bomb #1 at any point;
2) Now, right before bomb #1 explodes, lay bomb #2. There is some leeway here,
so get a knack for the timing. 3) Once you reach the apex from the boost given
by the first bomb, lay bomb #3. You then fall into the second bomb, which
explodes and boost you back up to third bomb which subsequently explodes as
rise up to it, giving you another boost all the way up to the expansion.
Double bomb jumping nets you twice the height of a normal bomb jump, and once
you get the knack of it, it's really very easy to do. If you don't already
know it, it's a skill worth mastering (and fun too).
For those of you who are new to the Prime games, you've never had to do
anything like this before, so you may need to practice a few times before
getting it down pat, but don't get discouraged. Once you're up there, head
right and drop down the ledge when you're clear. Now back up against the left
wall and then floor it to the right. If all goes well, you should jump the
gap. If not, just jump out before you take too much damage. Continue right and
out of the tunnel.
As you exit, two Gragnol Adults appear and engage you and, as you'd expect,
the adult is more difficult to tangle with than the child. The adults generate
a field that leaves them impenetrable to the conventional Power Beam. Instead,
you need to grapple onto their tail and pull hard back to tear them completely
apart. If you're having trouble finding an opportunity to grapple, hitting
them with a missile temporarily stuns them and gives you the time needed to
get the kill. Once you've taken out both, head for the edge of the ledge
and grab the Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 25)
Jump back down and return to Gateway.
-------
Gateway
-------
Ignore the Reptilicus and head for Gateway Hall.
------------
Gateway Hall
------------
[Morphology - Alpha Hopper] - Two appear on the ice bridge.
Blow open the crates in this room to refill on any supplies you might need;
now head for the ice bridge where a little surprise awaits you. Gates shut
down behind you, and an Alpha Hopper drops down on each end of the bridge.
These new baddies aren't that bad though. They're just bigger and tougher is
all, but that's nothing Hyper Mode can't handle. Enter Hyper Mode immediately,
charge your shot, and just hop around until they're together. Alpha Hoppers
can't really do anything to you when you're moving around so quickly in the
air so you're not in any real danger. Once they're together, unleash your
charged Hyper Beam. Three more drop down afterwards, so repeat the process
with the first two and then just attack the final Alpha Hopper normally. Both
gates rise again after you defeat them, enabling you to return to the
Cliffside Airdock.
-----------------
Cliffside Airdock
-----------------
Head straight for Samus' gunship. Save and enter. Before heading off to the
Fiery Airdock, make a quick detour to Norion and land at Docking Hub Alpha.
======
Norion
======
-----------------
Docking Hub Alpha
-----------------
Turn about 150 degrees to the right (in other words, make nearly a full
u-turn) and follow the path behind your ship. Swing across the chasm and
collect the Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 30)
Swing back across and return to the ship. We have one more detour to make
before going to the Fiery Airdock. Set course for the Thorn Jungle Airdock
on Bryyo.
=====
Bryyo
=====
--------------------
Thorn Jungle Airdock
--------------------
Head through the door ahead of you.
---------------
Overgrown Ruins
---------------
Not moments after you enter, the game pans to a cutscene of a space pirate...
entering Hyper Mode! Yup, that's right; enemies can enter hyper mode too.
Any enemy that enters Hyper Mode increases his fire power and durability
severalfold. The solution? Enter Hyper Mode yourself. For this particular
pirate, a few shots are enough to destroy his armor and a few more take him
out.
Now then, note all the stalagmites coming out of certain portions of the wall
(if you don't notice them, scan visor makes them readily apparent). Shoot
charged shots at them to destroy them and take the revealed path which leads
to a missile door. Blast it open and head on in.
-----
Vault
-----
Energy Tank. :)
--- Energy Tank acquired! --- (max health to 4 extra tanks)
Go back to Overgrown Ruins.
---------------
Overgrown Ruins
---------------
Now return to Thorn Jungle Airdock.
--------------------
Thorn Jungle Airdock
--------------------
Enter the ship, save, and finally fly over to Fiery Airdock.
=======================================
Rundas and the Eastern Energy Signature [0306]
=======================================
-------------
Fiery Airdock
-------------
[Research - Fuel Gel] - It lines the perimeter of the entire room.
That looks like Rundas' ship parked above yours? Does he lie further inside?
Interesting.
Anyway, before heading on to the next room, I should explain Fuel Gel.
Don't touch it. For our purposes, think of it as lava... lava that explodes
when you shoot it. >_> Seriously though, Fuel Gel hurts the longer you stay
in, so if you fall in try to get out as fast as you can.
-------------
Imperial Hall
-------------
The orange door is inaccesible for now, so focus on getting to the blue door.
There's a wheel blocking your way that's shooting out Fuel Gel towards the
pool below it. Aim a charged shot at the red cylinder shooting out the Fuel
Gel to ignite it and roll the wheel away.
Jump over the Fuel Gel pool and repeat with the next wheel. Then go through
the blue door.
-----------------
Gel Refinery Site
-----------------
Take out the two Reptilicus Hunters in here with Hyper Beam and refill health
from the crates left of the door.
The blue door is the only exit open right now is the blue door. Cross the fuel
gel gap, turn left, and head towards the exit. It's far too high to jump to
straight from here, but there is a solution. Turn right. See the red cylinders
shooting out Fuel Gel? Yeah. Shoot charged shots at each of them. The
mechanism will flip over, creating a platform. Use it to get to the door.
---------
Main Lift
---------
[Lore - Age of Schism] - Right before entering the morph ball tunnel, turn
right and grapple off the metal grating guarding it.
Enter the morph ball tunnel and roll through it until you encounter a herd of
snatchers. Let a number of them latch on and float up. Pass the first ledge
and continue floating up. Once you see the Korba, start moving left aim for
the ledge directly below and to the left of the Korba. Bomb away all the
Snatchers once you're above it. Hop up the next ledge to the left, hop down,
and ride the tunnel to its end and a Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 35)
Roll back down the path and bomb the plant in your way. Drop down and let a
bunch of Snatchers latch on again. Now head for the first ledge on your way up
and bomb away the Snatchers once you're above it. Roll through to the end of
the tunnel and return to humanoid form.
Ice blocks the path to the right so head for the elevator shaft on the left.
Grapple Lasso the lever on the left in the shaft to trigger the elevator to
go down a floor. Missile the door.
--------------
Corrupted Pool
--------------
Enter Hyper Mode and kill the two Hoppers in your way. Charge the Hyper Beam
and aim for the blue outgrowths on the Phazon vines to destroy them... but
suddenly, something goes horribly wrong. Samus falls back for a moment and her
suit overloads. It's a phazon overload! Fire repeatedly as fast as you can
until you've completely depleted your phazon bar and revert.
That was "Corruption". When you stay in hyper mode for too long (around 10
seconds, your phazon bar turns red and starts to increase continually. If it
fills all the way up and stays like that for more than a few seconds, Samus
becomes completely corrupted and transforms into Dark Samus. Game Over. Also,
no matter what happens, once you revert back to normal after Corruption, the
entire Energy Tank is gone.
There are however benefits to Corruption. Namely that your phazon bar is
continually increasing. Since it's always going up, you effectively get quite
a few more Hyper Beam shots per Energy Tank. That said, unless you have allot
of Energy Tanks left, there are plenty of health drops nearby, or you're safe
to just use it on a whim, you should think a little before abusing Corruption.
The best time to use it is in long-term combat against a multitude of enemies
which would be more easily taken down via Hyper Mode and Corruption than
normally.
Back in-game now, the Federation AU contacts you after you revert to find out
what's the matter. Once it's done talking to you, jump in the phazon to
recover all your lost health. Then go back to the first ledge and Grapple
Swing across the pool.
-------------------
Gel Processing Site
-------------------
[Morphology - Warp Hound] - Three appear when you approach the statue on the
far side of the room.
[Lore - Age of War] - Behind the fuel gel statue slightly above ground-level.
[Research - Grab Ledge] - On the top of the wall by the exit. More
specifically, there are a number of ice structures around it, and the Grab
Ledge itself is glowing a greenish color. The best time to scan it is anywhere
from when you raise the central platform the second time to when you leave
(you have to use it to leave anyway; it's hard to miss).
[Morphology - Phazon Pillbug] - After blowing up the boiler and opening up a
large Morph Ball track running around the room, these little guys will be
scurrying around inside the Morph Ball tunnel. It's only possible to scan
them from outside the tunnel though. Immediately after you blow up the boiler,
turn 90 degrees to the right to see them inside.
After you enter, there's a short cutscene where Samus catches sight of Rundas.
He looks back but then walks away. Mysterious. Once you regain control, you
can take a look around the room. More ice everywhere. Rundas' handywork of
course. Hop down the ledge and approach the statue on the opposite of the room
spewing fuel gel. Before you reach it though, three Warp Hounds appear.
Warp Hounds only do a few things. First off, as their name would imply, they
can teleport around the room freely, often right into your face. Secondly,
they cane expel long-range fiery blasts from their mouths. Finally, at
close-range, they can let out attacks I can best describe as attacks with
their auras.
When there's still allot of these guys on the field, a good way to counteract
them is to keep your back to the wall and strafe along the wall. It keeps them
all in sight, meaning they can't play teleportation mind games with you,
prevents them from hitting with their fire blasts, and generally keeps them
away from anything else they could throw at you.
Still, you need to keep a good eye on them. They usually won't teleport to
your side; they'll simply run over there instead. Also, some might get in the
way of your strafing. On that note, kill them quickly, so you don't need to
keep track of as much. Focus on one before moving onto another and don't
hesitate to use Hyper Mode. Once they're fewer in number, you have much more
freedom to move around freely.
As soon as you defeat them all, the room returns to normal. Fire charged shots
at the Fuel Gel cylinders on the statues to arms to ignite them and trigger
a Bomb Slot on the backside of the statue. Hop into and lay a bomb to raise
the central platform.
Four Gragnols emerge. Lock onto one and, one by one, take 'em out by fire
Missiles at them and dodging fire by hiding behind the statue. Once they're
all gone, hop onto the central platform. 90 degrees on your left and right
(more specifically on the outsides of the chambers to your left and right)
there are two grapple points. Pull them both out toward the platform.
Now, for the grapple point that had been on your left (the left that was
facing the blue door you came through), there should be a platform very
slightly to the right. Jump on it and enter the chamber.
On your left is a green pump you can interact with. Press A to do so, then
push and pull the Wiimote repeatedly from the screen. Each time you're
successful, a green knob juts out of the pump. Once four are out, then
you're done. Be quick though - if you're too slow, they go back in. If
you're unsure if you have the pump pulled all the way out, you'll know
because the pump makes a clanking sound once it's pulled all the way out and
likewise when it's done being pushed back in.
Two fuel gel streams fly out of the storage unit behind the pump. Aim for
the sources of the streams with charged shots (yes, the shot will go through
the cage). This will trigger the units to flip over, opening up a Morph Ball
tunnel to the right of the pump. Ride on through to the opposite chamber.
There's another fuel gel statue in here, so repeat what you did with the last
one - Charge shot the shoulders and lay a bomb in the Morph Ball slot. This
triggers the central platform to rise yet again.
Now roll through the morph ball tunnel back to the first chamber and jump onto
the central platform. There a number of Adult Gragnols out here, so you have
no choice but to Grapple Lasso them to death. Near the boiler (far above the
first fuel gel statue, for a point of reference) is a grapple point. Pull it
out to let out a Fuel Gel stream. Shoot a charged shot at the two Fuel Gel
streams to initiate a series of explosions that open up the ledge in front
of you.
Jump into the morph tunnel and roll along inside until you encounter some
Phazon Pillbugs. They're relatively harmless. They can only roll along on
their designated outcroppings. Regardless, kill them anyway so they don't get
in your way. One bomb knocks a pillbug off its ledge and a second bomb kills
it.
After killing the second pillbug, stay on top of the outcropping it was
circling and jump up the two ledges above you. Lay a bomb on the far right
after the second jump to free a block which will contain the flame on the
bottom of the puzzle. Fall back down to the bottom and use the block to
continue right. Wait out the next flame (it's timed), jump again, and exit
the tunnel.
There's one final Fuel Gel statue here. You know what to do. The central
platform rises one more time and with it four puffers. Blow them all up from
afar and then jump back to the central platform. Turn right and face the Grab
Ledge and Space Jump toward it. Don't worry if you don't seem close to the
ledge. You only need to be at eye-level with the Grab Ledge. Samus
automatically pulls herself up after that. Go through the blue door.
--------
Gel Hall
--------
[Morphology - Gel Ray] - This one's a bit of a pain. It lives inside the fuel
gel, meaning you can't pursue it, and only jumps up periodically and
momentarilyto the surface. Furthermore, it always jumps up in different
places, and it often jumps up in places where different scans in the room
interfere with getting a solid lock-on to it. This one takes a few minutes.
First off, kill the three puffers floating around. Now, you *could* jump into
the Fuel Gel and hurry across it before you take more damage, but there's a
safer way across. Look above and take note of three things - 1) A solidified
Fuel Gel cord; 2) the round platform above #1; 3) The rotating gargoyle head
spewing Fuel Gel. To drop the platform, you need to destroy the cord, which is
otherwise invulnerable to your weapon fire. Instead, use the gargoyle head.
Before the direction it's facing passes by the cord, shoot a charged shot at
its mouth. Fire will stream out of its eyes, consequently destroying the cord
and dropping the platform. And hey, what's that on the platform!
--- Missile Expansion acquired! --- (max missiles to 40)
Head through the blue door.
--------------
Save Station A
--------------
Save and continue on.
------------
Cavern Entry
------------
This room is... surprisingly empty. You'd really expect there to be more
in here for all the effort put into the design of the room itself. The only
thing in here is a few Hoppers. Take them out and head onward.
----------
Gel Cavern
----------
There are two openings on the ceiling from where fuel gel pours out.
Currently, you have no way to stop them. Shooting the source does nothing
and shooting the stream only results in an explosion that hurts you and still
doesn't stop the stream. Instead, time your jump across for when both the
streams have stopped. Once you're across there's a fork. The right side is
currently inaccessible. The stream never stops falling. The left side is free
though; those two streams are also timed. Before you pass though, kill the
Gragnol on the other side (Note: Do not shoot through the streams; either wait
until they've stopped or shoot at it from near the wall where the stream won't
get hit). Then cross. There's one more chasm, again with a Gragnol at the end.
Rinse and repeat to get across and pass through the door.
-------------
Temple Access
-------------
[Morphology - Gelbug] - They line the shaft ahead.
Gelbugs line the shaft ahead. Before crossing the shaft, snipe them from the
entrance and shoot them again while they're tumbling down. If you fail, they
detonate in your face, so focus your attention on one or two at a time so you
don't risk failing.
---------------
Temple of Bryyo
---------------
[Research - Large Space Pirate Crate] - The only blue objects that appear on
your Scan Visor in the main foyer of the room before the cutscene for combat.
If you miss scanning it beforehand; scan one immediately after the cutscene.
[Morphology - Armored Pirate Trooper] - One appears to the left of the shaft
where you enter after the pirate dropships release troops.
[Morphology - Rundas]
As soon as you enter the main foyer, a pair of pirate dropships flyby and
drop off a number of Pirate Troopers. One of the dropships flies away but the
other stays behind to aid in attacking you. My best advice here: Go Hyper Mode
on all the troopers. One Energy Tank is more than enough to dispose of all
these smallfry. Most importantly, don't bother attacking the dropship. Only
avoid its fire. Why? Well, once you take out the first wave of troopers, a
cutscene comes to save the day. The dropships release another wave of
troopers but suddenly Rundas comes to save the day! But wait, then he starts
attacking you! The aura of Dark Samus surrounds him.
********************
Boss Battle - Rundas
********************
So it's come to fighting your fellow Hunter. No choice in the matter. Rundas
starts off with a number of attacks. On the ground, he can fire an ice blast
which completely freezes you in place. Shake the Wiimote rapidly to free
yourself. At close-range he can also form an ice saber and slash through you
and any nearby icicles. The few times you're actually close to him when he's
on the ground he'll usually be doing something else though, so this attack
rarely comes up (nor does it do much damage). Aside from that, he can summon
more icicles to replace the ones he destroyed and he can create an ice slide
to fly about the arena. The latter in particular may not do much now, but
there's much more to it later. Finally, when he's on top of an icicle, he can
summon four giant ice balls and hurl them at you. Fortunately, these are
destroyable and there's a bit of lag time between the summoning time and the
throwing time, so you should have plenty of time to shoot all four down.
The first thing Rundas always does though is create ice armor to cover his
body, and that'll be the focus point of this battle. Rundas is invulnerable
when he's covered with ice armor, so you'll need to destroy it before you can
even begin to damage him. Use Hyper Mode to weaken his armor, but don't be
wasteful. You can fire at pretty much any time, but just not when he's riding
on his ice slide (a fairly often occurrence). Just keep wailing on him until
he stops moving and becomes dizzied. At this point, a grapple marker appears
on him. If you used Hyper Mode to weaken his armor, deactivate if you're low
on ammo and uncorrupted. If on the other hand you've been corrupted for a long
time and fear you might auto-vent at a bad time, expel all your remaining
ammo. Then use the Grapple Lasso to pull off his ice armor.
Now, the instant you pull it off, activate Hyper Mode (if it was off). Don't
lock-on though; you actually don't have time for that. As soon as you rip his
armor off, Rundas fires multiple freezing blasts at you to buy time so that he
can regenerate his armor. And after that he just starts running away. You need
to take advantage of the time he spends standing still trying to freeze you in
place. When you first trigger Hyper Mode, press the Z button to lock your view
forward. Now, jump about left and right and repeat until he stops firing
freezing blasts. While you're jumping, keep the reticle aimed squarely on
Rundas and mash the fire button as fast as you can. If all goes well, you can
take off as much as half his life with one Energy Tank on Normal difficulty.
As his health drops, Rundas becomes more brutal. The four ice balls he fires
atop icicles are replaced with an enormous and sharp icicle he swings from a
thin ice rope and launches at you. The icicle itself is indestructible, has a
large blast radius, and deals a ton of damage, but it's manageable. Rundas
always lets it go slightly left of center to you, so strafing right lands you
outside the blast radius. The other major change to his strategy is that he
starts attacking while on his ice slide. At first, he fires off a handful of
projectiles at once, but as he gets closer to death, he fires off a near
endless stream of them. These are actually more to your advantage than his.
They only travel from their firing point to their intended target point, not
their intended target point. In other words, as long as you move out of the
way, you're fine. More importantly, destroying them often yields health drops,
which are a welcome aid if you're low on health. Don't let the battle linger
on for too long though. If you let Rundas survive near-death for too long, he
goes into Hyper Mode himself.
*********
Once Rundas is defeated, the spirit of Dark Samus appears and whisks him
off... but it would seem Rundas left a little gift behind.
=== Ice Missiles acquired! ===
Ice Missiles are capable of freezing enemies (although often a few Missiles
are required to get the job done). They can also freeze liquids and open white
doors.
All the icicles that filled the arena melt away and an elevator opens up in
the center of the foyer. Draw in all the pickups and take the elevator down.
----------------
Temple Reservoir
----------------
[Morphology - Scorchbug] - An infinite number of them scurry about on the
opposite wall from the entrance.
"Freeze liquids" is really an understatement. Firing an Ice Missile at the
Fuel Gel creates an entire platform of ice. To get from this side of the room
to the other then, simply make one platform, jump on it, make another one from
on top of the first, and then repeat until you're on the other side. Be quick
though, as ice platforms made on top of a flammable, explosive, and corrosive
liquid like Fuel Gel naturally don't last long. Once you've made it to the
other side, go through the blue door.
-----------
Temple Hall
-----------
On your right when you enter the room is an interactive pump. Push and pull
the Wiimote toward and away from the screen until the four green knobs are all
out. Fuel Gel now pours forth from the drainage holes on the walls ahead. Fire
Ice Missiles at the source of the falls to freeze them and use the frozen
streams as platforms to get across.
----------------
Temple Generator
---------------
[Lore - Downfall] - On the right wall of the corridor right of the console.
Head toward the force field on the opposite end of the room and look at the
leviathan shield and shield generator far in the distance. As you leave the
room, the Federation AU contacts you to inform you that you currently have no
way to destroy the shield generator. We'll have to go fix that now, won't we?
Head back out the way you came.
-----------
Temple Hall
-----------
Ice Missile the fuel gel waterfalls and get back across.
----------------
Temple Reservoir
----------------
Same deal in this room. Kill some of the Scorchbugs if you're concerned about
health or ammo.
---------------
Temple of Brryo
---------------
There's quite a few Hoppers here now, but they're still the same gruntish
enemies they were before. Regular fire and strafing while locked on is more
than enough to take care of these guys.
-------------
Temple Access
-------------
Bwhaha, this room's setup is great. Down the shaft a shield pirate trooper
lies in wait for you, but why bother. Firing a single shot at a Gelbug causes
it to tumble down the shaft, collide into the trooper, and explode, killing
both of them simultaneously. Haha. Destroy the other Gelbugs and proceed
onwards.
----------
Gel Cavern
----------
Those openings in the ceiling are freezable now. A single Ice Missile
completely freezes them over. Next time you come back here you'll take that
route, so for now continue down the path to the save station and take out
the Gragnols on the way. If you really want to take that path now, go ahead,
but there's nothing you can do down there now and you'll have to backtrack
to get the stuff on the path I'm covering.
------------
Cavern Entry
------------
Go straight on through to the save station.
--------------
Save Station A
--------------
Save. We're not done yet though. Keep on going further.
--------
Gel Hall
--------
Now that you have Ice Missiles, this room is more open to exploration. Jump on
the platform in the Fuel Gel and turn right to face down that long, winding
corridor filled with Fuel Gel. Make a series of ice platforms and go to the
end of the tunnel. A little reward awaits you.
--- Missile Expansion acquired! --- (max missiles to 45)
Return back to the aforementioned non-ice platform in this room and look down
toward the white door. Make another series of ice platforms toward that door
and jump over to it. Be careful not to get caught in the gargoyle face's Fuel
Gel stream. Once you're over there, fire an Ice Missile at the door and enter
the new room.
---------------------
Gel Purification Site
---------------------
Before you can safely swing across these grapple points, you need to shoot
the red blips next to each one, but they only appear when you're very close
to the grapple point. Ergo, shoot the first red blip, Grapple Swing on the
first point to trigger the red blip on the second point, shoot it to activate
the second grapple point, grapple onto that point, and repeat again to get
across.
-----------------
Gel Refinery Site
-----------------
Turn right, Grapple Lasso off the metal foliage in your way, and grab the
Missile Expansion ahead.
--- Missile Expansion acquired! --- (max missiles to 50)
Drop down and take the door to Imperial Hall.
-------------
Imperial Hall
-------------
[Morphology - Bryyonian Shriekbat] - Clinging to the floor in the main
corridor. They're suicide-bombers, so scan them quickly before they extinguish
their own lives.
Those bats from Crash Site that were previously unscannable are back now, so
in case that was weighing on your mind, don't worry about it anymore. Head
straight back to the the ship. On the way, the Federation AU contacts you
telling you they've found a Federation base where you may be able to upgrade
your firepower to destroy the shield generators. Sounds like a good deal.
-------------
Fiery Airdock
-------------
Save and enter your ship. Before we search for the base though, we need to
make another quick detour to Norion. Set course for Docking Hub Alpha.
======
Norion
======
-----------------
Docking Hub Alpha
-----------------
Take the elevator up to Hub Access.
----------
Hub Access
----------
Head straight on through to Cargo Hub.
---------
Cargo Hub
---------
Take the door to Maintenance Station.
-------------------
Maintenance Station
-------------------
Shoot the Ice Missile door and grab the Missile Expansion inside.
--- Missile Expansion acquired! --- (max missiles to 55)
Now head back to Cargo Hub and head back to the ship.
---------
Cargo Hub
---------
Go back to Hub Access.
----------
Hub Access
----------
Keep on going.
-----------------
Docking Hub Alpha
-----------------
Save and enter the ship. That base the AU mentioned look closest to the
Cliffside Airdock, so that's our destination.
===========================
In Search of More Firepower [0307]
===========================
=====
Bryyo
=====
-----------------
Cliffside Airdock
-----------------
Head straight through to Gateway Hall.
------------
Gateway Hall
------------
Proceed through as normal. Grapple Lasso the Adult Gragnols to death if you'd
like.
-------
Gateway
-------
The way to the upgrade is in the direction of the Theseus, but since we're in
the vicinity, let's pick up a stray expansion. Head for the Grand Court Path
exit instead. Take out any Reptilici that get in your way via Hyper Beam.
----------------
Grand Court Path
----------------
Kill the Hoppers in this room and continue on to Grand Court.
-----------
Grand Court
-----------
Kill the Reptilici with Hyper Beam, then swing onto the second grapple point,
and turn left to face the ice door. Land on that ledge, Ice Missile the door,
and enter.
-------------
Reliquary III
-------------
[Morphology - Geemer] - Circling the missile expansion. Another is on the wall
to the left.
Grab the Missile Expansion and head back out.
--- Missile Expansion acquired! --- (max missiles to 60)
-----------
Grand Court
-----------
Head back to Grand Court Path.
----------------
Grand Court Path
----------------
Kill the Hoppers and return to Gateway.
-------
Gateway
-------
This time, take the path to Crash Site and Hyper Beam any Reptilici that get
in the way.
----------
Crash Site
----------
Grapple Swing across the chasm and take the blue door.
--------------
G.F.S. Theseus
--------------
Take the door at the other end.
-------------
Falls of Fire
-------------
This room was unpassable before, but Ice Missiles take care of that. Freeze
the Fuel Gel streams and jump over to the golem. Change into Morph Ball, jump
into the slot on the golem's belly, and lay a bomb. The golem then takes you
to the bottom of the shaft. Ice Missile the door and go on through.
------------
Hidden Court
------------
An enormous golem fills up most of this room. The key to solving this room
lies with the golem, but it's currently restrained by four solidified Fuel
Gel cables. Before solving the golem puzzle, kill the two stray Warp Hounds in
this room. 4 Ice Missiles each does the trick.
Now, to free the golem all four of these cables need to be removed. With the
death of the Warp Hounds, a bomb slot in front of the golem opened up, so
roll inside and lay a bomb. The golem begins moving and, as expected, is
completely stuck. It does however manage to break the grating protecting one
of the cables. Hop out of the slot and fire a charged shot at the base of that
cable in the wall to destroy it.
For the second cable, turn and face the decorative engraving in front of the
golem. In the center of it is a Fuel Gel pipe spewing Fuel Gel right in front
of one of the cables. Fire a charged shot at the Fuel Gel coming from that
pipe to ignite it and burn away that cable.
Turn your attention to the Fuel Gel waterfall to the golem's left (your
right). If you look carefully, you see that that entire wall is a Morph Ball
tunnel, and the ledge right next to the waterfall is the entrance. To even get
in though, you need to freeze the waterfall. Do so and then hurry into the
tunnel before the waterfall unfreezes. Once you pass the frozen waterfall,
jump up once more and continue rolling left until you spot another tunnel
heading deeper inside. Enter it and roll further in until you hit a dead-end
right next to a Fuel Gel cable. Lay a bomb at the end of the tunnel to destroy
it. Roll out, then hop left up another ledge and drop down back out of the
tunnel.
For the final cable, follow its path to a wall. Shoot a Missile at the wall to
blow it open, then jump inside and go to the end. Fire a charged shot at the
exposed base of the cable to destroy the last cable and free the golem.
Enter the bomb slot and lay a bomb once more. Samus then hops out of the slot
and the golem picks it up and moves it out of the way, opening the path below.
As you proceed to the door, the Federation AU contacts you explaining
Corruption, but I've already explained it better than they do, so don't pay it
any mind.
-------------
Ruined Shrine
-------------
Before doing anything else, drop down to the bottom of the shaft and bomb the
center of the golem arm to reveal an Energy Tank.
--- Energy Tank acquired! --- (max health to 5 extra tanks)
Now jump back to where you started from and look across the chasm. Slightly to
the left and beyond the golem in the wall is a Gragnol Hive. Destroy it with
a missile. On the right is crystalized Fuel Gel and a delicate structure.
Shoot a charged shot at the Fuel Gel crystals to trigger an explosion which
makes the structure collapse and reveals a grapple point. Swing across and
continue scaling the room. On the way up another Gragnol Hive hangs from the
wall. Missile it to destroy it and avoid the hassle of dealing with more
Gragnols. Eventually, you hit another impasse involving a chasm across the
room and, as scanning reveals, a delicate structure. This one however only
collapses after two Fuel Gel crystal chain explosion. The first Fuel Gel
crystal lay across the chasm. The second is below the collapsable structure
but barely in sight due to obstructions. Jump and look below the structure if
you're having trouble finding it. Once it collapses, swing across, and climb
to the top of the room. Missile the Gragnol and debris in your way and
head for the door.
----------
Hangar Bay
----------
[Research - Energy Cell] - Right next to the ventilation shafts on the upper
levels. You need to remove it from its slot for the game to progress, so you
really can't miss it. Just be sure to scan it before removing it.
[Research - Orange Door] - The orange door on the map.
Head for the elevator, but before you can do anything, you get ambushed. All
these guys are enemies you've seen before, but there's allot more of them this
time. Go Hyper Mode immediately and take out the duo of War Hounds. A number
of Reptilici appear next. Attack as much as you can without venting.
Corruption should offer you enough firepower to finish them in one round
(Normal mode, mind you).
To bring back the equipment that disappeared before the fight, approach the
bleeping terminal and press the up button. Now go over to the elevator shaft
(it's right by the door you came through to enter). Approach it and activate
the elevator. Now ride the elevator up and jump toward the ventilation shafts.
Bomb the grating on the them and jump into the white-rimmed shaft, which
shoots you up to the upper level. Right next to the shafts is an Energy Cell.
Twist and pull to remove it.
--- Energy Cell acquired! --- (1 cell total)
Ride the white-rimmed ventilation shaft back down. Jump toward the grab ledge
and climb up to the upper platform. Missile the Gragnol Hive in front of you,
then turn 180 and Missile the other one. Turn 90 degrees right to see a
grapple point. Grapple lasso it out to create a platform. Continue climbing
the room to the top. Look toward the first control room you were in, the one
with the energy cell. Now look just to the left of that to see a platform
below you. Jump to it. Enter the Morph Ball tunnel and come out in another
control room. Work the control panel by pulling the Wiimote away, then pushing
it back in. The roof then opens. Now you only need to do one more thing to
enable your ship to land. Re-enter the Morph Ball tunnel and exit this control
room. Drop back down to ground level and go to the control terminal where you
first pressed up. Now press down. Switch to the Command Visor and order your
ship to land. Now interact with the terminal one more time, and let the
machines do the rest.
=== Ship Missile Launcher acquired! === (max ship missiles to 3)
Save and enter the ship. It's time to take out those generators. Let's head
for the one in the west first, by Thorn Jungle Airdock.
=========================
Destroying the Generators [0308]
=========================
--------------------
Thorn Jungle Airdock
--------------------
Head straight to Overgrown Ruins.
---------------
Overgrown Ruins
---------------
Enter Hyper Mode and kill the two pirates in this room. Now enter the corridor
that leads to Vault. However, as soon as you enter the corridor, turn around
and look up. Assuming you destroyed all the Fuel Gel crystals that were here
last time, there are a few ledges higher up. Starting with the ledge below
them on the ground, climb them and enter the Morph Ball tunnel at the top. If
you didn't come here earlier, destroy all the Fuel Gel crystals and grab the
Energy Tank in Vault (behind the missile door). Then follow my instructions
above.
Demorph at the other end of the tunnel and interact with the terminal in this
chamber. Pull, counterclockwise twist, and push the lever back into place.
This deactivates the force field blocking your path. Go back through the Morph
Ball tunnel and drop back down to ground level. Go through the opened path.
-----------------
Ancient Courtyard
-----------------
[Research - Space Pirate Crate] - One box is on the right after you enter the
open foyer. It's right next to a large space pirate crate.
[Morphology - Berserker Knight] - Appears after you destroy the gate. Scan him
last.
[Morphology - Assault Pirate Trooper] - Appears after you destroy the gate.
Scan him first, along with the Advanced Pirate Trooper, as the Berserker Knight
tends to chuck him at you, instantly destroying him when hits the ground. A
general pattern for both is - if it stays close to the Berserker Knight at the
start of the battle, scan it first, no matter what.
[Morphology - Advanced Pirate Trooper] - Appears after you destroy the gate.
Scan him first, along with the Assault Pirate Trooper, as the Berserker Knight
tends to chuck him at you, instantly destroying him when he hits the ground.
As soon as you enter, the pirate ATC flies away but a pair of militia stay
behind. A couple of charged shots is more than enough to take care of them.
Face the front of the jamming device and Grapple Lasso out the large lever to
temporarily deactivate it. Turn and face the gate blocking your path, switch
to Command Visor, and lock on to the point on the gate to order your ship to
destroy it.
No sooner is the gate destroyed do pirate troops come pouring out. After you
get all your scans, face the jamming device again (if it's still in one
piece), pull it back out, and call your ship in to do a bombing run,
annihilating all of their forces instantly.
You didn't really have an opportunity to see it here, but it's around this
point in the game when many pirates add a new weapon to their arsenal: The
phazon grenade. Taking a hit from a phazon grenade forces you into a
Corrupted Hyper Mode with a full bar... but you don't lose an Energy Tank
for being in Hyper Mode. In other words, the pirates force you into Hyper Mode
at no cost to you (other than you not firing to release the excess phazon
before you die from Corruption). Phazon grenades are really a blessing;
you'll come to love 'em.
-------------------
Enlightened Walkway
-------------------
Hyper Beam to death the three Crawltanks in this room and disengage it before
you corrupt. Refill health from the crates and move on.
--------------
Jousting Field
--------------
[Morphology - Korakk Beast]
[Morphology - Pirate Hussar]
As soon as you enter the main foyer, two Aerotroopers become alerted to your
presence and initiate an attack. Lock-on to one, strafe about, and Ice Missile
it to death. Jump away from his kamikaze attack and then repeat on the other
one. As soon as they're defeated, a boss battle begins.
**************************
Boss Battle - Korakk Beast
**************************
Before you can do anything about the Korakk itself, you need to eliminate its
rider, the Pirate Hussar first. This phase of the battle is both the easiest
and simplest. All the duo does is thrash around a little and sometimes the
Pirate Hussar uses his laser when the Korakk is standing still, an attack
easily dodged by strafing. Furthermore, the Hussar himself has very little
health. A simple assault with Charge Beam shots is more than enough to take
him down.
Once the Pirate Hussar is defeated... things don't really change that much.
Instead of the laser, when it's standing still, the Korakk lashes its tongue
out at you and tries to suck you in. Other than that, the only other
difference is that you can't damage the Korakk normally - you have to find its
weak spot, and this is where his tongue comes in to play.
When the Korakk attacks you with its tongue, aim a charged shot at the tip
of its tongue. He may be resistant about giving you an opening though. Don't
strafe around him. Try to stay in front of Korakk, but back away and don't let
him get too close. If he backs you against a wall, then strafe around to the
center of the field, wait until he's facing you, and repeat. If he grabs you
with his tongue, shake the Wiimote and Nunchuk rapidly to break free, then
immediately jump back to avoid his subsequent charge.
Once you hit his tongue enough, he becomes dizzied and a light starts shining
beneath him. This is a signal for you to bomb him. Change into Morph Ball,
roll underneath him, lay all your bombs, and roll back out. Now one of two
things can happen: He either gets back on his feet and continues fighting
you or he falls down. If the former, repeat the "attack his tongue then bomb
underneath him" strategy until he falls down. Once he collapses, hurry to his
back side and Grapple Lasso his tail. Pull back with the lasso and he rises to
his hind feet. Now his weak point is exposed! Hurry back to his front side
while initiating Hyper Mode and fire as fast as you can at his underbelly. He
doesn't have much health and in Normal mode you can actually take off his
entire life bar in one round like this.
*********
Once he's defeated, pick up all the drops he leaves behind. A pair of Shield
Pirate Militia show up to try and stop you. Dispose of them how you see fit
and move on.
------------
Field Access
------------
There are a number of Jolly Roger Drones floating about in here. Normal fire
is more than enough to dispatch of all of them. Take the right the fork when
you're done and missile the ice door.
--------------
Save Station B
--------------
Save and head back out.
------------
Field Access
------------
Now take the other path.
----------------
Jungle Generator
----------------
[Lore - The Hunted] - Right behind the Missile Expansion, literally. Solve
the blip puzzle to get both.
The puzzle directly in front of you is another of those shooting puzzles that
only reacts to you shooting all the red blips in the order that they appear.
Behind it is a Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 65)
Approach the force field, face the generator, and order your ship to attack.
Unfortunately, before it can strike, a pair of anti-aircraft turrets release
a volley of blasts that repel your gunship. You have to stop them (as the
Federation AU also advises) before you can destroy the generator. For now,
head back towards the door to Field Access until it locks and the other two
pathways in this room open and pirates rush at you. Hyper Beam both pirates to
oblivion and refill health from the crates in the room. The door to Field
Access remains locked and the left path leads to an impasse, so take the right
path instead.
--------------------
Generator Hall South
--------------------
[Mechanism - Remorse-Class Turret] - Two of them hang from the ceiling by
the exit.
[Research - Space Pirate Blue Door] - The door you use to exit the room.
The ledges above are too high to reach, but there's a grab ledge beneath that
catwalk. Shoot a charged shot at the Fuel Gel canisters beneath the catwalk
to destroy it then jump up to the Grab Ledge. Enter Hyper Mode and kill all
the pirates that charge out at you. If you want the scan on the turrets ahead,
disengage Hyper Mode now, scan them, and then re-enter Hyper Mode to blow them
away. If not, then just become corrupted and kill them that way.
------------------
South Jungle Court
------------------
Destroy the turret in the corridor and enter the main foyer. A couple Pirate
Troopers are working on the anti-air turret and begin their assault as you
enter. Killing them... isn't entirely pointless, but they do infinite spawn,
although there is a little lag time inbetween. Your main goal here is to
destroy the turret, so the pirates are a secondary concern.
The turret is weak only to the Fuel Gel canisters locked inside it. To access
them, walk beneath the turret and grapple out the air vent beneath it. This
triggers one of the three (any one mind you) fuel canisters to come out.
Circle the turret until you find it. Once you destroy it, the vent overloads
spewing out corrosive air within the entire vicinity beneath the turret. Do
not walk under it; it hurts. Wait until the vent returns to normal; that's
your cue to walk under it, grapple again, etc. to repeat the process. There's
not much in time savers here, but you do get the benefit of not having to
check a side of the turret where you previously blew up a canister, since the
canister doesn't appear there again.
As for the pirates, your strategy depends on the difficulty level. These
pirates can be a big pain on Hyper but not so much Normal. Stay in Hyper Mode
the whole time on higher difficulties. On lower difficulties, you may opt
to never enter Hyper Mode. I would recommend it though once the enemies
change. These pirates use phazon grenades though, so you may get lucky and get
a free opportunity to sweep the field.
As you further damage the turret, the Pirate Troopers eventually get replaced
with Shield Pirate Troopers and Armored Pirate Troopers, who both take longer
to kill. Try to delay fighting the pirates for when the vent is overloaded.
You can't do anything else at that point anyway, so destroying them while the
vent is returning to normal gives you time to focus on destroying the turret
undistracted.
Once you blow up three canisters, the turret's gun explodes. One down, one to
go. Dispatch any remaining pirates and head to the next room.
-----------------
South Jungle Hall
-----------------
[Research - Phazon Fungus] - Near the end of the corridor, a number of these
blue growths are jutting out from the top of the wall near the phazon veins.
Destroy the turret as you enter the room. Destroy the Jolly Roger Drones that
get in your way and go on to the next room.
----------------
Auxiliary Dynamo
----------------
There's a Morph Ball tunnel ahead of you, but don't enter it just yet.
Track and follow the tunnel's path on foot until you see an obstruction. A
large piston is blocking the way. Grapple Lasso it down and then return to
the entrance of the tunnel. When you ride over the piston, it shoots you up.
Continue following the tunnel to reach a Ship Missile Expansion.
--- Ship Missile Expansion acquired! --- (max ship missiles to 4)
Drop down out of the tunnel and head through the door.
-----------------
North Jungle Hall
-----------------
Destroy the Aeromine colony while moving back so that you don't lose sight of
all of them. Trace the floor ahead of you carefully for a proximity mine
ahead. Blow it up from afar. It (or any other proximity mine in this game for
that manner) isn't hidden; it's in clear sight, so don't trudge through this
room very slowly in fear that you'll miss it. Continue on to encounter ahead
Aeromine colony. Dispatch of them as before. There are two more proximity
mines ahead. The first is on the wall past where the second Aeromine group
came from. The second is near where the last was, except on the floor. Enter
the next room.
------------------
North Jungle Court
------------------
Time to destroy the other turret. This one's a little trickier than the first
one though. Rather than grapple the vent directly, you need to lasso three
separate levers that control clamps to the vent. The levers are decently far
above you, each one on a separate ledge on separate sides of the room. To reach
them, Space Jump up the ledges scattered about the room and on the turret
itself. Pulling all three levers releases the clamps and reveals all the Fuel
Gel canisters at once.
The problem is that the Aerotroopers in this room aren't gonna let you
accomplish your goal all that easily. While you're pulling levers, they push
them back to their original positions. Furthermore, they infinite spawn, so
simply killing them doesn't get the job done. There is some lag time between
waves of Aerotroopers, so time your kills. As soon as you pull one lever,
wait for the next wave of Aerotroopers to arrive, kill them with the Hyper
Beam, revert, and jump over to the next lever, pull that one, and repeat. This
requires remembering where the levers in the room are positioned. Also, try
to pull the levers in an ordered manner - that is, since the levers are on
the southeast, southwest, and northwest corners of the room, start with either
the southeast lever or the northwest lever, then the southwest lever, and
finally the third lever. This should save you some time an ensure that
the pirates don't have any extra time to spawn and undo your work. If they do
muck up your plans though, the game doesn't explicitly indicate which lever
they've fiddled with. The quickest way to figure this out is to look at the
levers. If the lever is facing toward the turret, then you need to fix it.
If it's facing away from the turret, then it's fine.
Once you've pulled all three levers, drop back down to ground level, and blast
away all the Fuel Gel canisters to make the turret explode. Take out the
Aerotroopers and move on to Generator Hall North.
Note: If you can manage to destroy the turret without the Aerotroopers pulling
back any levers, you're awarded a friend voucher.
--------------------
Generator Hall North
--------------------
Kill the Shield Pirate Trooper and Jolly Roger Drones however you please.
Before dropping down to the blue door though, look toward the bridge. None
of your weapons can dislodge the clamps on the bridge; however, eventually,
several canisters of Fuel Gels pass by the top of the bridge on the track.
Shoot a charged shot at them when they're over the clamps to free the bridge.
Cross the bridge and interact and operate the terminal on the other side. Push
and pull the Wiimote back and forth until all four green knobs are up. Now
roll into the Morph Ball tunnel to the side and collect the expansion.
--- Missile Expansion acquired! --- (max missiles to 70)
Drop down out of the tunnel and return to Jungle Generator.
----------------
Jungle Generator
----------------
Kill the two Pirate Troopers in here however you like. Then order your ship to
attack the generator again. Since the turrets are no longer in the way,
you're successful this time. The shield around the leviathan seed weakens,
but it doesn't quite go down just yet. You need to destroy the other shield
generator in Bryyo Fire first. Take the door to Field Access.
------------
Field Access
------------
Destroy the Jolly Roger Drones with charged shots and head for Jousting
Field.
--------------
Jousting Field
--------------
Ignore the troopers in here and head straight for Enlightened Walkway.
-------------------
Enlightened Walkway
-------------------
Kill the Crawltanks in here as you pass through to Ancient Courtyward.
-----------------
Ancient Courtyard
-----------------
A Pirate ATC attacks you here, but only while it's fleeing. Hide behind the
corner from its fire until it's gone, then return to Overgrown Ruins.
---------------
Overgrown Ruins
---------------
Head straight for the airdock.
--------------------
Thorn Jungle Airdock
--------------------
Save and enter the ship. Time to take out the other sheild generator. To Fiery
Airdock.
-------------
Fiery Airdock
-------------
Enter Imperial Hall.
-------------
Imperial Hall
-------------
Enter Hyper Mode to kill the Jolly Roger Drone. Stay hyper even after killing
it and move on to the next room.
-----------------
Gel Refinery Site
-----------------
Pirates seem to have replaced the Reptilici. Kill them with Hyper Beam and
move on. Stay hyper.
---------
Main Lift
---------
You should already be corrupted at this point. Kill the Crawltanks in here
and expel your remaining phazon. Then enter the Morph Ball tunnel and go to
the elevator. Ride it down and blow up the crates (taking a hidden Jump Mine
along with them). Go into Corrupted Pool.
--------------
Corrupted Pool
--------------
Use Hyper Beam to wipe out any opposition in this room and then recharge in
the phazon pool. Go on to Gel Processing Site.
-------------------
Gel Processing Site
-------------------
A series of ledges on the central platform allow you to climb most the way up
this room. After the last one, jump to a ledge separate of the central
platform (the one where that morph ball tunnel with the first pillbugs was).
Then jump back from there to the top of the central platform. Space Jump
toward the grab ledge and leave the room. Any enemies you encounter along the
way kill however you like.
--------
Gel Hall
--------
Ignore the drone and head straight for Save Station A.
--------------
Save Station A
--------------
Save and move on.
------------
Cavern Entry
------------
Ignore the Pirate Trooper and press on.
----------
Gel Cavern
----------
Freeze the gel falls on the ceiling and cross as usual to Temple Access while
killing any Crawltanks in your way with charged shots.
-------------
Temple Access
-------------
The Pirate Trooper at the top of the shaft is kind enough to hit you with a
phazon grenade. Thank him for his generosity ;), then enter the Temple of
Bryyo.
---------------
Temple of Bryyo
---------------
[Morphology - Armored Aerotrooper] - Exclusively the enemies of this room (at
least until you destroy their armor).
You're greeted by a pair of Armored Aerotroopers and a ton of pirate
equipment. Additionally, the elevator isn't accessible. Lovely. The Armored
Aerotroopers infinite spawn, so there's only one way to deal with them.
Disable both jamming transmitters on the far ends of the room and call your
ship in to do a bombing run. All the pirates and their equipment are
destroyed, and the elevator opens up for use again. Ride it down.
----------------
Temple Reservoir
----------------
Be reserved about crossing the reservoir. Mid-way over two colonies of
Aeromines strike. Rather than try and fight them on this small, temporary
platform, retreat back to the entrance and fight them there. Once they're all
gone, you can safely cross.
-----------
Temple Hall
-----------
Cross as usual.
----------------
Temple Generator
----------------
Kill the two pirates in with Hyper Beam; then fire a Ship Missile at the
shield generator. The shield around the leviathan seed completely disappears
now. You're free to fly there now.
-----------
Temple Hall
-----------
Backtrack to Temple Reservoir.
----------------
Temple Reservoir
----------------
Take out the Jolly Roger Drone, then cross the Fuel Gel back to the door.
Refill on any lost health or ammo on the Scorchbugs. Return to the temple.
---------------
Temple of Bryyo
---------------
[Morphology - Advanced Shield Trooper] - There's only one of these guys here,
so be sure to scan him before you begin attacking. He's right in front of you
after you get off the elevator, slightly to the right.
Oh noes, another pirate attack. Nothing a little bombing run can't fix. Hide
behind the debris of the turret while your ship makes its bombing run, then
return to Temple Access.
-------------
Temple Access
-------------
Use Hyper Beam to kill the Crawltanks in the shaft and move on.
----------
Gel Cavern
----------
Freeze the Fuel Gel falls and kill the Crawltanks as before, but this time
take the other exit (not the one to Cavern Entry). Freeze the Fuel Gel fall,
cross over, and enter the morph ball hole. It takes you straight back to
Imperial Hall, and for finding this shortcut, you're given a friend voucher.
Nice.
-------------
Imperial Hall
-------------
Kill the Jolly Roger Drone and return to the airdock.
-------------
Fiery Airdock
-------------
Save and enter the ship. Set course for they Bryyo Seed!
======================
Bryyo's Leviathan Seed [0309]
======================
------------------
Landing Site Delta
------------------
[Research - Leviathan Door] - The door to the next room.
What a creepy atmosphere. Before moving on to the next room, look below the
ledge where you begin. There are tons of little creatures squirming around on
the floor below you. If you destroy all of them, you're awarded a friend
voucher. Whenever you're ready to go on, jump across the floating platforms to
the door.
-----------
Core Access
-----------
A series of three organic masses block up the way here, but they're otherwise
harmless. Fire charged shots at the blue core to take them down. Move on to
the next room.
--------------------
Bryyo Leviathan Core
--------------------
[Morphology - Mogenar]
Drop down from the ledge to trigger a cutscene. The core gives power to the
war golem, bringing it to life. Before you can destroy the core, you have to
take down this guy first.
*********************
Boss Battle - Mogenar
*********************
Mogenar has a simple set of attacks. Hist most used attack is a lateral jump
from side to side that results in a wavequake. A simple Space Jump in place
avoids that. He also fires off a mouth laser, but it's slow moving and
therefore easily avoidable by jumping to the side out of the way. Finally,
he can toss a green, magical hand at you, but it's not very threatening. It's
easily shot down and usually yields health drops.
But the battle against Mogenar isn't about his attacks; it's about yours.
Mogenar is very difficult to damage. First, you need to destroy any one of
the red orbs on his body. I'd recommend sticking to regular Power Beam shots
for this, not even charged shots. The target red spots are reasonably large,
but Mogenar moves so often that any charged shots you fire are likely to miss.
Furthermore, until you shatter the orb, it's constantly regenerating the
damage you've inflicted. To make it even worse, Mogenar can choose to close
a shutter over the orbs any time at will. He can even switch the placement of
the orbs whenever he likes as well. Finally, and this is the worst piece of
bad news at all, at any point, Mogenar can stop and summon two, green magical
hands to grab two fresh orbs from the sidelines and shove them into his body
to restore the orbs. You can destroy the orbs while Mogenar's pulling them
back to his body, but you need to be quick, especially because he's pulling
the orbs from opposite sides of the room, preventing you from getting close to
one orb and attacking at point blank while attacking the other from afar. The
simplest method is really the best here - Focus on one orb until it shatters.
Once the orb shatters, activate Hyper Mode and lay into it with hyper beam
until it explodes. That orb slot will stay aflame, unrestorable, and
"unmovable to" (that is, he can't move other orbs to that slot) for the
remainder of the battle.
The battle becomes a little more complicated now. In response to the
destroyed orb, Mogenar creates a phazon body armor that renders him and his
orbs impervious to attack. At the same time, he gains a bunch of new attacks.
One is a charge where he rushes at you from across the screen. Lock-on to him
and strafe out of the way. He can also summon 3 magical lights to attack you.
They all travel in straight lines are shootable. Finally, he can smash his
hands into the ground to cause a cave-in. The falling debris also has a small
blast radius, so you do your best to strafe away from any rocks falling from
the ceiling.
Taking care of that phazon armor is actually pretty simple. Change into
Morph Ball and approach Mogenar. When you start getting close to him, trigger
Hyper Mode. This way, if he moves suddenly or if you hit him by accident, you
won't take any damage. Once you're right next to his feet, lay all your bombs
to destroy the base of the armor on one leg. Quickly roll away and deactivate
Hyper Mode. Then approach him again and repeat on the other leg to strip him
of his armor. With the loss of his armor, his orbs are vulnerable again,
but he still retains all of his attacks. Repeat the strategy of focusing on
one orb at a time to destroy the two remaining orbs.
But destroying the three orbs isn't the end of the battle. He still has a
quarter of his life left. There's still one more orb remaining - right on
his back. This one's a real pain because he keeps it closed almost all the
time. Your best opportunity to attack it is right after he charges at you. For
several moments, he looks around for you while leaving the back orb open to
strike. Getting a lock onto it can be an even bigger pain though. Mogenar
doesn't simply move his head when he's looking side to side; he moves his
entire torso. Consequently, his entire back moves from side to side.
Fortunately, for at least a few moments, he remains still after moving to one
side, giving you enough time to blast away. If possible, also try to get a
lead on exactly when he'll move and his rate of movement to the other side.
This will enable you to get a few shots in while he's turning and to get a
quicker beat on him once he's stopped. Be sure to fire as quickly as possible
though; all the old rules of orb regeneration and full orb restoration still
apply (although at least now there's nowhere he can move that final orb to).
Once the red orb shatters, lay into it with Hyper Beam. Aim well and steady;
you're probably already low on health at this point.
Notes:
*In regards to those orbs, here are a few more specifics you may want to know.
Each orb completely restores one of Mogenar's shattered or damaged red orbs.
It does *not* restore flaming slots that you've already overloaded with the
hyper beam. Those are permanently offline. However, as I said, each orb
completely restores one of Mogenar's orbs. This means that as long as the orb
reaches him, he gets a full restore on his selected orb. Simply damaging it is
pointless. You need to completely destroy it.
*Also, once an orb in Mogenar is shattered, don't be too anxious about
completely destroying it with Hyper Beam immediately. If you fail and he
manages to restore the red orb, all the damage inflicted on that slot remains.
You, of course, stil have to completely obliterate the red orb again, but you
don't have to start from scratch after destroying the red orb again.
*********
After annihilating all the orbs, Mogenar explodes, releasing a giant wave of
phazon that smacks Samus. As a result, the Corruption level in Samus rises,
and moments later she coughs up quite a bit of phazon. That stinks. On the
plus side, the PED Suit's appearance has changed a bit for the better. Anyway,
Mogenar appears to have left a gift for you. Take it.
=== Hyper Ball acquired! ===
From now on, whenever you're in Hyper Mode in Morph Ball, you can no longer
lay Morph Ball Bombs. You can however, release what I can best describe as
force lightning (shameless Star Wars reference). A large number of
phazon-powered lightning bolts surge forth from the Morph Ball, automatically
striking at whatever is closest to it (and eating up your phazon bar while
it's at it).
Once the cutscene is done, the game gives you an infinite phazon meter to test
it out. Destroy all the phazoid plants around you with Hyper Ball (don't
bother trying with Hyper Beam; they regenerate too quickly to destroy them
all that way). Once they're all destroyed, a stream of phazon energy shoots
up from the ground into the core, and the core emerges from its cocoon. When
prompted, press A to send all that phazon energy you absorbed straight back to
the leviathan seed's core, completely obliterating it. Mission accomplished.
A cutscene shows you flying away on your gunship. The Federation AU then
briefs you on your next mission. You're to go to Elysia and: 1) Restore AU
Unit 217; 2) Investigate Ghor's disappearance; 3) Destroy the Leviathan
Seed on that planet. Let's get a-crackin'. Set course for the Main Docking
Bay on Elysia.
=====================
The Mission to Elysia [0310]
=====================
======
Elysia
======
----------------
Main Docking Bay
----------------
[Research - Skytown Storage Unit] - Either of the smaller containers to the
side of your ship.
[Research - Heavy Skytown Storage Unit] - Any of the large containers around
the docking bay.
[Mechanoid - Transportation Drone] - Look above when still in the open area of
the docking bay. Eventually, these flying drones will fly by while carrying
storage units.
[Mechanoid - Aerial Repair Drone] - These small robots fill the corridor
ahead of the dock.
[Mechanoid - Databot] - There is only one of these, right near the blue door.
It's distinguishable from all the Aerial Repair Drones in appearance and from
the small stack of steam gushing out below it.
[Lore - Creators] - Shoot Databots once and they display scan information for
you.
[Research - SkyTown Blue Door] - The exit.
Elysia is a bonified "City in the Sky", and the cutscene on the way in
displays its beauty. Once you land, head for the corridor ahead of you. You'll
see a number of small robots along the way, but these, like all the smaller
robots in Skytown, are all harmless. Near the end you'll spot a Databot -
These are the source of all Lore scans in Elysia, so keep an eye out for them.
Once you're done, head through the blue door.
-------------------
Main Docking Access
-------------------
This room is why we didn't make an earlier trip to Elysia. It's impossible to
get by this puzzle without Hyper Ball. Fortunately, that's no longer an issue.
Change into Morph Ball, jump through the hole into the Chozo statue's hands,
initiate Hyper Mode, and fire off Hyper Ball until all the phazoid plants are
destroyed. Once freed, the Chozo statue spirals away downwards and a floor
takes its place. As you Grapple Swing across the gap, fire charged shots at
the glass ornaments ahead of you to destroy them and open up the way. Once
you're across, take the door to the next room.
---------------------
Zipline Station Alpha
---------------------
[Research - Zipline Cable] - The grapple point above you, at the very tip of
the cable.
This is a zipline. By grappling onto it and holding the grapple, the zipline
whisks you across the entire cable to the next part of Skytown. There are a
number of ziplines through Elysia, but this one is one of the simplest. There
are still a few traps to watch out for though. Failing to shoot the various
"doors" on the ziplines and ramming into them causes some minor damage.
Fortunately, a single shot from anything will open them up immediately. Once
you've crossed the zipline, take the door ahead.
---------------
Arrival Station
---------------
[Mechanoid - Tinbot] - The two humanoid robots in the corridor.
[Lore - Gift] - This Databot is in the inside of the structure, in the small
chamber with the exit.
Finally, the first real enemies of Skytown. Tinbots are pretty tame though.
Their left arms are equipped with a small pistol with a low rate of fire and
weak output, their right arms are used for close-range combat but can only
damage at you at point-blank range. An interesting point about Tinbots is that
their body parts fall off as they take damage. Either their left or right arm
falls off first and then the other arm. As they lose arms, they switch to a
mid-range attack with which they spin around firing off steam at you. In any
event, they're weak and die easily. Charged shots from afar is more than
enough to take care of Tinbots.
Once those two are dispatched, head out to the exterior of the structure.
Ignore the Grab Ledge above for now and jump down to where three more Tinbots
are. Destroy them and go on ahead back inside. Enter the door inside.
----------
Hub Access
----------
Ahead of you is a floating mechanoid, but it disappears before you can
complete a scan. Nothing else in this room really. Proceed onwards.
-----------
Transit Hub
-----------
[Device - Kinetic Orb Cannon] - The large device on the ground in front of
the entrance.
I bet those among you who have played Echoes recognize this device
immediately. This is a Kinetic Orb Cannon, a cannon which shoots the Morph
Ball over certain distances. These cannons are a bit more powerful than the
ones in Echoes though - they'll shoot you much farther. Change into Morph
Ball, enter the hologram, and enjoy the ride.
Once you land, enter the Morph Ball tunnel. Jump up the first height, but
before going on, you need to get the Missile Expansion above. There's two ways
to do this. Rather than entirely repeat myself though, please use the Find
feature on your browser (Ctrl + F) to search for "dbj". That whole paragraph
has the explanation on how to get up there.
--- Missile Expansion acquired! --- (max missiles to 75)
Now continue down the Morph Ball tunnel and drop down out of it. There's
nothing you can do with the crate in front of you right now, so turn left and
traverse the platforms until you reach a zipline. Latch on. This zipline is a
bit more challenging than the last one. In addition to blasting open doors,
you have to watch out for energy bubbles that a fly-by enemy leaves in the
way on the track. Unlike the doors, these bubbles not only cause damage but
make you lose your grapple on the track. As a result, you fall and have to
start over. Therefore, it's paramount you destroy these bubbles. To your
advantage though, a single shot destroys them and they are directly in your
path, meaning they aren't too difficult to shoot. Once you've crossed the
zipline, go on to the next room.
---------------
Barracks Access
---------------
[Mechanoid - Steamlord] - The giant floating enemy ahead of you. If you don't
approach him after entering the room, he doesn't disappear and you can scan
him. If you accidentally approached him before reading this, don't worry; you
can still scan him again in the next room.
That floating enemy, now identifiable as a Steamlord from the completed scan,
floats off when you try to approach him again. Change into Morph Ball and drop
down the ledge. Before limboing beneath the security beams though, roll back
against the wall to acquire a Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 80)
Jump up and to the door.
-----------------
Steambot Barracks
-----------------
[Mechanoid - Steambot] - Any of the ground robots scattered about the room
after the cutscene. If you missed the Steamlord scan earlier, he can also be
scanned at this time.
Interact with the console to turn on the elevator and ride it down. Jump into
the Morph Ball tunnel and proceed onward. Avoid the pistons that stamp down on
the tunnel. When you reach obstacles in the tunnel, lay bombs but move away
from them. The objects release a corrosive gas when they explode. Once the
gas dissipates, then move onward. At one point in the tunnel, a stream of
steam shoots you up near a Missile Expansion. You can't get that right now, so
don't worry about it. Continue bombing the obstacles in your way and proceed
out of the tunnel. Approach the door but a shutter suddenly drops down to
impede your progress. A bunch of robots appear and challenge you.
***********************
Boss Battle - Steamlord
***********************
First, the Steambots. More or less, these guys are Tinbots 2.0. The big
difference is that these guys are much more durable. The bigger problem though
is the Steamlord. Most of the time, he remains completely invisible, and the
only times he does appear is to make trouble. He either appears to attack,
usually from the side since he's leaving most of the work to the Steambots,
or he appears to fully restore broken Steambots. My advisory - Use Hyper Beam
endlessly this whole battle (you'll understand why once it's over). Just
completely blow away all the Steambots, Steamlord then appears to heal them,
and you can mercilessly wail on him while he's helpless and motionless.
Steamlord's not a total tool though. He catches on to this plan quickly. If
you try to hit him with a charged Hyper Beam, he teleports away and tries to
reappear out of sight to heal the Steambots. Therefore, stick to normal Hyper
Beam shots so as not to waste ammo too much, and watch out for orange
electrical beams - These are the "heal beams" of sort that Steamlord uses to
heal the Steambots. Follow the beams and you find Steamlord, and you always
have the opportunity to get at least a few potshots in before he teleports
away. Also, whenever he's not in vision (usually after a teleport away),
destroy any Steambot he may have restored before the teleport.
*********
Once Steamlord is defeated, all the Steambots collapse too and he leaves
behind a whole Energy Tank!
--- Energy Tank acquired! --- (max health to 6 extra tanks)
See why I told you to just stick with Hyper Beam the whole time? Yay for
free full health restores. Now, after the battle, a number of shutters open,
but not the one leading to the exit. Walk over to the now exposed safety
valves and Grapple Lasso all three of them apart. The shutter blocking the
door opens up, allowing you to move on.
-------------
Barracks Lift
-------------
[Lore - Discovery] - This Databot is in plain sight hovering about on the
lower level of the room.
Interact with the hand panel near the glowing board to activate the elevator.
Ride the elevator up and go through the door.
---------------------
Zipline Station Bravo
---------------------
Latch on to the zipline and ride it across. This one also has a new trick.
As you fly across, a number of enemies will fly by and directly obstruct your
path. The trouble with these guys isn't just that they're in your path but
what they do. They move a little bit back along the track when you approach
them and more importantly they rotate around in a circle, ultimately making it
somewhat difficult to get a good bead on them with your aiming reticle. Also,
if you fail to destroy any one of them and crash into it, you get knocked off
the track and have to start over. Fortunately, this group is relatively easy
to hit, but they'll get more difficult to hit in deeper parts of Skytown. The
best advice I can give is to trust the reticle. With so much going on, it may
be difficult to keep track of the reticle, but it's your best guide in
countering these spinning bits.
-----------
Aurora Lift
-----------
[Mechanoid - Repair Drone] - A ground-based version of the repair drone. He's
the little robot with a wheel on the bottom. You can only spot him on the
upper level of this room.
On the far end of the room, fire a Missile at the ice door and go on in.
--------------
Save Station A
--------------
Save and go back to Aurora Lift.
-----------
Aurora Lift
-----------
Turn a smudge to the left after leaving the save station to spot a hand panel
near the glowing panel. Interact with it to activate the elevator. Ride it
down and go through the door.
--------------
Aurora Chamber
--------------
We finally found Skytown's Aurora Unit. Its inner chamber is locked out by a
door you can't open just yet though, so you have to move on for now and return
later.
--------------------
Maintenance Shaft AU
--------------------
[Morphology - Skytown Puffer] - A number of them are floating about above the
chasm.
Skytown's version of the puffer. Same standard deal as with all puffers -
Blow them up from afar and wait until their gas dissipates before treking
onward. Once they're all gone, jump over the gap and to the door.
----------
Spire Dock
----------
Enter the Kinetic Orb Cannon, and it launches you to the central platform.
Ghor's battle armor lies ahead, but Ghor himself is nowhere to be seen. Head
right and ride the zipline over to the door.
--------
Junction
--------
Ignore all the other doors for now (crossing them requires abilities you
don't have yet) and go straight for the ice door. Kill all the Tinbots that
get in your way with charged shots, Missile the ice door, and enter it.
--------------
Skybridge Hera
--------------
[Mechanoid - "Dragoon" Battle Drone] - Three appear after you rip apart the
gate in front of the entrance.
A Steamlord floats in front of the gate and vanishes when you approach it.
Ominous. Grapple Lasso apart the gate, and a number of Dragoon Battle Drones
appear. Outside of homing missiles, all these guys have is tough armor. To
get around the armor though, Grapple Lasso and yank them apart for an instant
KO. Once they're all gone, proceed forward. As soon as you pass the pillar
that had been right in front of you before, change into Morph Ball. There's
actually a hidden Morph Ball entry point on this side of the pillar. Jump up
and into it, then jump again once inside to get a Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 85)
Pop on out and proceed forward again. Rip apart another gate with Grapple
Lasso. Jump down onto the shakey catwalk and change into Morph Ball. Roll
past all the Steambots that rise up and keep on rolling until you reach
another gate. Grapple Lasso that one apart and the catwalk you used to get
here crumbles apart, taking all the Steambots with it. If you didn't injure
any of the Steambots or the Steamlord, you get a cutscene of them dropping
into the abyss and a friend voucher. Proceed forward, kill the three Dragoon
Battle Drones ahead, and take the door to the next room.
--------------------
Maintenance Shaft GP
--------------------
Traverse all the platforms in here and head straight for the door.
----------------
Construction Bay
----------------
To your right is another mechanism you can't work yet. Instead jump up all
the floating platforms ahead. Once you reach the top, you can see a bunch of
grapple swing points. Unfortunately, a series of walls block that path for
now. Instead, look up toward the end of the shaft above you to see a weakened
part of the structure. Shoot a charged shot at it and its end wall falls down,
revealing a Grab Ledge. Space Jump toward it and pull yourself up to the
ledge.
Enter the Morph Ball tunnel and lay bombs in all three bomb slots.
Subsequently, all the walls mentioned before are released and fall into the
distance. Exit the tunnel and drop back down to the platform below the Grab
Ledge. Now Grapple Swing across the grapple points. Destroy the enemies
before the third point though; otherwise, they divebomb you. Unfortunately,
for now, they're unscannable, but they do show up later.
Once you reach the last Grapple Swing Point, aim to land on the platform to
the left and roll on through the Morph Ball tunnel. On the other side, find
the entrance to the Morph Ball tunnel on the large central pillar and travel
through it. For the third "jump" in this tunnel, let the steam raise you up to
continue on. Once you're out, destroy the Dragoon Battle Drones and look for
a hand panel. Interact with it to move a Morph Ball tunnel into place. Roll
through said tunnel and kill the Dragoon Battle Drone on the other side. Then
jump up to the ledge with the door and leave.
-------------
Ballista Lift
-------------
[Lore - Slumber] - This Databot is hovering around on the upper level of this
room.
Interact with the hand panel by the glowing panel to activate the elevator.
Ride the elevator down. Destroy any crates here for lost health and ammo and
enter the next room.
----------------
Ballista Storage
----------------
[Mechanoid - Defense Drone]
[Research - Spinner] - The hologram that appears after you defeat Defense
Drone.
Ah, just what we were looking for. The Boost Ball lies on the pedestal in
front of you. Go ahead and grab it... or at least try to. The instant you
get close to the Boost Ball, it's locked and shimmied away, and the room
you're in is dropped to a lower chamber where a big, angry mech awaits.
***************************
Boss Battle - Defense Drone
***************************
Defense Drone's pretty simple. He starts off with only two attacks. One is
a quick stomp in place that generates a wavequake you can just Space Jump
over. The other is a projectile attack where he lowers his head, stays still
for a few moments and then fires at the position you were at when Defense
Drone lowered his head - easily dodged by strafing. The way to damage Defense
Drone isn't particularly new either. Target a stun point, grapple something
off, then attack the real weak point for massive damage.
He may be simple, but that doesn't mean he's easy. Defense Drone makes
everything a little harder for you. First you need to damage three points for
the stun, namely the three circular tips of the antennae poking out of his
head. Damage each one enough and it drops down out of sight. The problem is
that these points can be hard to hit as they they bounce allot in response to
motions from the drone. For that reason, I recommend you stick with normal
shots. Another thing you need to look out for is time. If you wait too long
between damaging the antennae, one of the old ones pops back up, completely
fresh, meaning you have to start over. If you're having that much trouble,
switch to the charged Hyper Beam for a sure thing, but you're probably gonna
want to save that life for later because damaging him can become quite
difficult.
Once you've gotten all the antennae down, he becomes stunned. Walk up in front
of him and Grapple Lasso him to remove the shielding on his head. While the
grapple is ending, initiate Hyper Mode, charge a shot, and Space Jump up. At
the apex of the jump let loose. Continue jumping and getting shots in until
Defense Drone jumps away onto one of the higher platforms. Stay in Hyper Mode
and continue jumping and firing your charged Hyper Beam. You really have no
choice; he never gives you very clear opportunities.
His pattern changes a little bit at this point as well. When he jumps onto
the platforms, he starts firing grayish blobs of gook. Since you were and will
be attacking with Hyper beam, simply stay in Hyper Mode and tank all the hits.
If you become Corrupted, that's fine. It's probably better that way actually;
you need all the shots you can get considering how many will miss.
Once enough time has passed (usually about a few rounds of him firing gook
and a jump from one platform to another), all his antennae reform and he jumps
back down to ground level. Repeat the same strategy as before. As the battle
drags on, a few things change. First off, he gets a new attack where he shoots
a giant orange ball at you. Fire an Ice Missile at it (not a charged shot) to
neutralize it. Secondly, his antennae begin popping back up faster and faster
as his health drops. If they're coming back too fast, go to Hyper Mode to take
care of them if you're still left with enough health to finish him afterwards.
Finally, if the battle lasts a long time when he's near-death, he summon a
curtain of fog over the arena. This is less of a hindrance and more of an
annoyance, considering Hyper Mode protects you from whatever he plans to do in
the fog anyhow.
The final notes I'd like to make concern timing attacks with the phazon bar
and Corruption. If your phazon bar would run dry from firing a charged Hyper
Beam at that moment and he's attacking you with gray gook blobs, don't fire
it. Wait until your Corruption bar rises enough so that you can; it's not
worth taking the damage from the blobs. If you're about to auto-vent instead
and there are gray blobs everywhere, try to destroy as many as you can. You
may take some damage, but the gray balls may drop some health.
Defense Drone can be a big pain in the butt on higher difficulties, mostly
because of your inability to tank hits as easily (Hyper Mode fails if you try
to tank all of his gray blobs and you end up taking most of the damage), but
I'll get to that in later updates.
*********
Once he's defeated, the Boost Ball arises up from wherever it was hiding,
allowing you to claim it.
=== Boost Ball acquired! ===
Boost Ball is a kinetic energy device. Basically, holding B when in Morph Ball
builds up a large amount of motion energy and letting go of B releases all
that energy in the form of a huge increase in speed. Boost Ball can also be
used to work a number of devices called Spinners, the first of which you're
about to see.
Enter the hologram in front of you as a Morph Ball. Hold B for a few moments
to build up energy, then let go to release the energy and trigger the device.
You're then dropped into a circular Morph Ball tunnel below. Choose a
direction and continue "boosting" around the tunnel while tracing the Morph
Ball's motion with the stick on the Nunchuk. Once you've inserted sufficient
energy into the device, you're popped out of the tunnel and the elevator
rises. Return to Ballista Lift.
-------------
Ballista Lift
-------------
Ride the elevator and go back to Construction Bay.
----------------
Construction Bay
----------------
Instead of taking the route you took to get here, turn left. Take out the
Dragoon Battle Drones and a little further down the way is a Morph Ball
tunnel. Enter it, bomb the obstruction at the end (remember to back away from
these particular obstructions before the bomb explodes) and then drop down by
the door.
--------------------
Maintenance Shaft GP
--------------------
Kill any Dragoon Battle Drones in your way and press on.
--------------
Skybridge Hera
--------------
Since you destroyed the bridge on the way here, you have to find another way
across. Fortunately, working the Spinner here triggers a Kinetic Orb Cannon to
activate. Enter it to get across.
--------
Junction
--------
Take the door to Spire Dock. Amusingly enough, Tinbots are weak to Boost Ball,
so feel free to knock 'em around a little. If you can manage to hit a few with
a single boost, you're given a friend voucher.
----------
Spire Dock
----------
Ride the zipline back to the central platform. Ghor's battle armor is still
here, but he's nowhere to be seen. Take the Kinetic Orb Cannon back to
Maintenance Shaft AU.
--------------------
Maintenance Shaft AU
--------------------
Destroy all four puffers, then Space Jump toward the Grab Ledge. Proceed to
the door.
==================================================
The Traitor and Reconnecting the AU to the Network [0311]
==================================================
--------------
Aurora Chamber
--------------
The Spinner blocking the door to the Aurora Chamber is slightly different
than any of the ones you've done thus far. Because it's a vertical rather
than horizontal tunnel, gravity has quite an effect on boosting around the
tunnel. When you choose a direction to boost in, instead of tracing the Morph
Ball's motion with the analog stick, hold the stick in the direction
you're boosting and get a rhythm on alternating between holding and letting
go of B. Once you're done with the Spinner, the doors to the chamber open
enough.
Approach the console and interact with it. An automated message informs you
that the Aurora is corrupted and that it needs repair. It opens a maintenance
shaft for you. Enter it as Morph Ball and ride it down to a subchamber. When
you try examining anything in the room though, Tinbots come out to attack.
They all come out of portals on separate ends of the room. An easy way to deal
with all of them is simply to boost into them one by one until they're all
defeated. Once they're all down, look for a console on the south side of the
room. Interact with it to upload the the vaccine for the corruption virus into
Skytown's AU.
No sooner do you repair the AU does Ghor arrive, and he wipes a laser beam
across all of the circuitry severing the AU's connection to Skytown's network
and then runs off. Go back to the Morph Ball tunnel you took to get down here
and go back up. Interact with Skytown's AU via the console, and he advises you
hunt down Ghor. For now, start heading toward the Save Station.
-----------
Aurora Lift
-----------
Ride the elevator up and head for the Save Station.
--------------
Save Station A
--------------
Save your game and return to the last room.
-----------
Aurora Lift
-----------
Take the other door, the one leading to Zipline Station Bravo. Your
destination for now is the ship.
---------------------
Zipline Station Bravo
---------------------
Ride the zipline across. The spiraling enemies are gradually becoming more
annoying, as they usually arrive on curves of the zipline's path, meaning most
of your shots will miss their target. Try overcompensating your aim to get
around the problem. Switch to Hyper Mode if it becomes unbearable and spam
charged Hyper Beam.
-------------
Barracks Lift
-------------
Hm, your ship notifies you someone's approaching. Ghor? Ride the elevator
down and take the door to Steambot Barracks.
-----------------
Steambot Barracks
-----------------
[Research - Half-Pipe] - Appears in the center of the room after you work the
spinner.
Work the Spinner on the far side of the room and a new device called a
Half-pipe will appears. Half-pipes work entirely on the principle of momentum
- The more momentum you build up, the harder you are to stop. Keeping that
idea in mind, your plan here is to boost up one side of the Half-pipe and
retain most of that momentum on the way down and up the other side, while
simultaneously building up another boost and releasing it as you come down to
build up even more momentum and rise even higher on the wall. Rinse and repeat
until you achieve the desired height to reach wherever you want to go. In this
case, we're aiming for the right side (from the perspective of inside the
Half-pipe. Continue boosting your way up the Half-pipe until you're there;
then interact with the console on the gate.
This console's also new (not a scan though :P). Here, you want to continually
tilt the Wiimote until the yellow region lines up with the empty portion of
the circle. The game gives you a hand here too - The Wiimote rumbles a bit
when they're in line, although your eyes more than suffice for this task. Do
that three times and the gate will open up. Move on forward to the elevator
and the door.
---------------
Barracks Access
---------------
The ship contacts you with another notice. It's being attacked! Morph Ball
beneath the security lasers and hurry onward.
-----------
Transit Hub
-----------
Rather than take the zipline, enter the Spinner right in front of you and
use Boost Ball until the Spinner's done. The Kinetic Orb Cannon that appears
shoots you straight to the next door, allowing you to skip both ziplines
completely.
----------
Hub Access
----------
There's really no reason to bother with these Dragoon Battle Drones right now,
but if they really get in your way, eliminate them. Then move on.
---------------
Arrival Station
---------------
Kill all the Tinbots here with charged shots and jump up to the higher ledge.
Before moving on though, turn around and look at that Grab Ledge. Space Jump
up to it, then enter and work the Spinner ahead. Enter the Kinetic Orb Cannon,
and it launches you to the structure in the distance. Up the stairs lies an
Energy Tank.
--- Energy Tank acquired! --- (max health to 7 extra tanks)
Ride the cannon here back to the main structure. Inside, boost through all the
Tinbots in your way and then proceed through the door.
---------------------
Zipline Station Alpha
---------------------
Ride the zipline across and enter the door.
-------------------
Main Docking Access
-------------------
Dispatch of the two Dragoon Battle Drones quickly, then refill health and ammo
from the nearby crates, and swing across the gap back toward Main Docking Bay.
The ship is taking some serious damage.
----------------
Main Docking Bay
----------------
[Morphology - Ghor]
Holy **** Ghor is laying into your ship. Get down there fast. As soon as you
get there, Ghor leaps off it and throws your ship at you. Samus orders the
battered ship to leave and the battle commences.
******************
Boss Battle - Ghor
******************
Ghor has two attacks at the beginning. For the first, he flies high into the
air and then stomps down, generating a wavequake. As usual, simply jump over
it. His other is a charge at you. Considering how speedy this charge is, I
advise staying locked on to Ghor so that you can easily side dash out of the
way.
As for damaging Ghor, he's quite invulnerable at the moment. He has an
impenetrable force field in front of him, powered by a generator on his back,
and he never gives you an opening to directly target it. Ergo, you have to
make one. The only way to do that is when he charges at you. Note all the Fuel
Gel on the ground left behind by your ship. If you place the Fuel Gel between
you and Ghor, he slips when he charges over it and crashes into the wall,
giving you a brief period to strike his back. There is another method as well,
although it runs along the same line of thinking. Before Ghor initiates his
charge, fire an Ice Missile at the Fuel Gel he'll be charging over. Because
the Fuel Gel's completely frozen over, Ghor spins utterly out of control when
he slides over it. When he crashes, he's out of commission for much longer
than if he had slid over it normally. The downside to this method is that you
have to keep said Fuel Gel frozen beforehand and keep that specific pool
between you and Ghor. If you think you can do it though, go for it.
After his back generator takes some serious damage (specfically, it lights on
fire), Ghor's shield temporarily drops and he's open to attack. Repeatedly
fire Hyper Beam blasts at the circles by Ghor's head until he recovers. At
this point, Ghor's attack pattern changes a bit. Now he starts rapid-firing
plasma blasts at you and traces your trail. Continually side dash while
locked-on to stay out of harm's way. Additionally, he sometimes stops and
fires missiles at you. Again, same idea, just side dash out of the way while
locked-on. His charge remains, but considering his new attacks, the latter
strategy of freezing over Fuel Gel and making him slide specifically over one
pool is considerably more difficult. Don't hesitate to switch to the other
strategy.
Once you've dealt enough damage to Ghor that way, the generator on his back
overloads and his frontal shield permanently drops. The overload however
shoots out electrical waves that dry up all the Fuel Gel. His fighting style
completely changes here. Ghor now employs a spin attack where he charges at
you slowly while spinning rapidly but tracing your general movement. This
attack is meant to hit if you only dodge to the side *once*. As such, you can
completely avoid it by side dashing all the way around Ghor. The charge attack
remains too, although this one is considerably more difficult to dodge. Ghor
spins his arms once and then charges at you at a ridiculously high speed. His
final attack is a spin laser where he fires a plasma laser and spins 360
degrees repeatedly.
You could Space Jump over this last attack, but there's something better to do
instead. Note the flashing ball that falls out of Ghor's bottom when he uses
this laser. As soon as he starts using the laser, change into Morph Ball and
boost into it repeatedly. Subsequently, Ghor becomes dizzied. Change into
Hyper Mode and lay into him with Hyper Beam.
Once Ghor reaches about a quarter of his life, a cutscene cues where Ghor
enters Hyper Mode himself. All of Ghor's attacks are much stronger now. In
addition, he now uses a combination of *all* of his old attacks (well, aside
from the original, slower charge). However, on the plus side, his head is now
always vulnerable. Therefore, in response, enter Hyper Mode yourself and
charge straight at him with an all-out offensive.
*********
Once Ghor is defeated, his battle armor detonates. A weakened Ghor floats in
the sky momentarily, but the spirit of Dark Samus arrives and, despite Samus'
best efforts, swoops Ghor away. Ghor does however leave a gift for you.
=== Plasma Beam acquired! ===
The Plasma Beam is a new beam weapon for your arm cannon. It stacks on top of
the Power Beam and Charge Beam and retains all their previous properties. The
Plasma Beam's additions include greater firepower, the ability to melt certain
objects, the ability to weld together certain materials, and the ability to
light many enemies on fire. :D
After acquiring the Plasma Beam, Samus calls back her gunship to land at the
dock. It's in no shape to go anywhere at the moment, but you can still save.
Do so. Now let's head back to Skytown's AU.
To access the corridor leading up, you need to destroy the debris in your
way. The only way to do that is melt it with your new Plasma Beam. Fire a
small charged shot at it to melt away (or repeatedly fire at it normally to
do the same thing, but that takes longer). Ascend up the spiraling corridor
to the door. Before you go in though, turn around and face the broken window.
This material is meltable, so fire a charged shot at it to reveal a Missile
Expansion. Change into Morph Ball and jump in to claim it.
--- Missile Expansion acquired! -- (max missiles to 90)
-------------------
Main Docking Access
-------------------
[Morphology - Elysian Shriekbat] - Three of them are hanging from the ceiling
in the middle of the chasm between the grapple points. FYI, these guys were
the unattainable scans in Construction Bay earlier.
Kill the shriekbats and swing across.
---------------------
Zipline Station Alpha
---------------------
Ride the zipline across.
---------------
Arrival Station
---------------
Kill the Tinbots in your way and carry on. Note that charged Plasma Beam shots
now melt Tinbots apart rather than send them flying.
----------
Hub Access
----------
The Dragoon Battle Drones here are excellent examples at demonstrating the
improved firepower of the Plasma Beam. Watch how much faster they die to
Plasma Beam than they would have to Power Beam. Once they're gone, proceed
forward.
-----------
Transit Hub
-----------
Take the Kinetic Orb Cannon and Morph Ball tunnel as usual. However, when you
reach the zipline, don't take it. Turn left from the zipline toward a number
of meltable metals. Eliminate them with Plasma Beam and enter the cannon
that's revealed. It shoots you straight to Zipline Station Bravo - quite a
neat shortcut.
---------------------
Zipline Station Bravo
---------------------
Take the door right next to you.
-----------
Aurora Lift
-----------
Ride the lift down and enter Aurora Chamber.
--------------
Aurora Chamber
--------------
[Research - Aurora Unit 217] - The giant floating head in a tank. No, not
Richard Nixon. Seriously though, for some odd reason you're not allowed to
scan Skytown's AU until you restore its connection to the network (a.k.a.
weld the circuit boards beneath it).
Enter the maintenance tunnel as Morph Ball and ride it down to the subchamber
below the AU. With Ghor's Plasma Beam, it's possible to repair the broken
conduits down here now. However, it's not as simple as shooting the circuit
boards. Approach a broken circuit board. Let's start with the one right next
to the maintenance shaft - the one with a single diagonal slash.
Once you interact with the circuit board, Samus draws her weapon and refines
it to a welding tool. Note the glowing spots along the ends of the line. To
mend the circuitry, aim at one end, one of these glowing spots, hold A, and
trace along the line to the other side. Once you're done, the circuit is
operational again. Be quick though; if you're too slow, the board
automatically reverts to its old configuration. Also, if you miss when
tracing, that is, if you move off the "path", you can still continue welding
from where you left off (assuming that time hasn't expired and reset the
puzzle) and you can continue holding the weld button the whole time even if
you miss. Oddly enough, welding random portions of the circuit board doesn't
damage the system at all (then again, this is a game after all).
Once that one is fixed, turn right a bit to spot another one on the same wall.
The damage there is also from a diagonal slash. Repair it likewise. The final
board is on the pillar behind your current position. This incision is arced,
but it's not too much different from the others. Keep trying and you'll get
the hang of it. Once you're done, Skytown's AU is reconnected to the network.
Ride the maintenance tunnel back up and interact with it.
Apparently the shield generator for this leviathan is inaccessible, so the
only alternative is to overload the shield... with a massive thermonuclear
bomb. You're not currently equipped to carry and put together the components
though, so you'll have to change that. The AU directs you to find a federation
landing site in the east and then gives you the map data to Skytown before
sending you off on your mission. For now, take the door to Maintenance Shaft
AU.
--------------------
Maintenance Shaft AU
--------------------
Destroy all the puffers in your way and proceed to Spire Dock.
----------
Spire Dock
----------
Take the Kinetic Orb Cannon to the central platform. This time however, take
the zipline on the left. Around this point, your ship sends you a notice -
repairs are complete. Excellent. Take the door to Security Station.
----------------
Security Station
----------------
[Research - SkyTown Orange Door] - The door directly in front of you when you
enter.
Orange doors can now be opened with the plasma beam, but the puzzle in the
next room isn't quite solvable yet, so stay in here for now. Turn right and
kill all the puffers in your way as you move ahead. Once you reach an
unpassable gate, look to the right side of it to catch sight of a descending/
ascending platform. Jump on top of it and enter the Morph Ball tunnel at its
apex. When you come out on the other side, look back toward the gate. To the
right of it is a panel you can interact with. Complete the circles on the
panel to open the gate. Now, to the right of this panel is some meltable
material. Get it out of the way and enter the Morph Ball tunnel behind it.
Ride it to its end to get a Ship Missile Expansion.
--- Ship Missile Expansion acquired! --- (max ship missiles to 5)
Drop down out of the tunnel near the beginning of the room. Traverse the room
again and go past the now open gate and through the door to the right of
the gate.
--------------
Landing Site A
--------------
[Lore - Alone] - The Databot is floating around above in front of the
entrance.
Ride the elevator down and enter the open area. Metal shutters shadow over the
landing pad at the moment, preventing docking. Skytown's AU then contacts you
to inform you that Ghor had likely locked down this landing site and that it
will open it for you now. A Morph Ball slot pops out of the ground. Enter it
and lay a bomb. You'll pop back out of the slot, and the metal shutters and
Morph Ball slot slide back below the platform. Summon your ship with the
Command Visor, then enter and save. We need to make another quick stop at
Norion. Set course for Docking Hub Alpha.
======
Norion
======
-----------------
Docking Hub Alpha
-----------------
Ride the elevator up to Hub Access.
----------
Hub Access
----------
Proceed on to the Cargo Hub.
---------
Cargo Hub
---------
Approach the broken circuit board by the marine and start welding. This is
your first broken circuit board with more than one slash across it, but it's
not any different from any of the previous panels. You only have to fix one
slash at a time. Once you completely weld one slash, even if you take time or
mess up with the others, the original alwayss remain in fixed condition. Once
you've welded all three, the door reactivates.
---------------
Substation West
---------------
Enter the Morph Ball tunnel to your left. The sliding panel puzzle here
isn't as easy as the one in Substation East, so follow my instructions
carefully:
1) Wait in front of the first panel. As it slides out, keeping pushing
against it. Roll past the first two panels and stop in front of the third.
(by "in front" I mean in the path of, not before the path of)
2) Wait for the fourth panel to slide out, then push against it as it
retracts. Stop in front of the fifth panel.
3) Wait for the sixth panel to slide out. Now, once it does, start building
up a boost. Continue pushing ahead. As soon as the eight panel retracts,
release the boost to grab the Missile Expansion at the end of the tunnel.
If at any point a panel knocks, spring ball off the energy coils and return
to the beginning of the tunnel to start over.
--- Missile Expansion acquired! --- (max missiles to 95)
Once you acquire the expansion, the obstruction at the end of the tunnel
retracts into the wall, allowing you easy exit. Move on to Conduit B.
---------
Conduit B
---------
[Morphology - Liquid Phazon] - The blue goo that scurries along the walls. You
first spot it mid-way down the left corridor.
[Morphology - Phazon Grub] - Small creatures seemingly spawned by Liquid
Phazon.
The right way leads to a dead-end (and a marine corpse) so take the left
route. Midway down an enemy composed entirely of liquid phazon scurries along
the wall past you, dropping Phazon Grubs in its wake. The Phazon Grubs are at
most an annoyance. All they can do is latch onto you and drain away your
life. Entering Morph Ball mode knocks them off. Simple Plasma Beam shots take
care of them. The Liquid Phazon is a little tougher. Despite its seemingly
large body, its actual hitbox is quite small. It doesn't help that it's
extremely mobile as well. If hitting it with Plasma Beam is too difficult,
switch to charged Hyper Beam blasts. Once you're done, go to the white door
and shoot an Ice Missile at it.
------------
Data Storage
------------
[Research - Skytown] - The console in the back.
[Research - Planet Bryyo] - The console on the right.
Scan the three consoles and head back out.
---------
Conduit B
---------
Turn left and take the door ahead.
------------
Cargo Dock B
------------
[Morphology - Hopping Metroid] - A number of them are on the ground floor
ahead when you first enter.
[Multi-Lock Blast Shield] - Revealed after the giant phazon mass is
destroyed. Is in place of the door to Generator B Access.
[Lore - Planet Norion] - After you call in your ship to land, jump on top of
it and face west toward Generator B Access. The console with the lore is
straight ahead.
The door locks behind you as you enter, and a number of Hopping Metroids
strike. This is the first taste of metroids yet, and these guys certainly
aren't conventional metroids. They jump at you, fire phazon balls at you, and
can even enter Hyper Mode (at which point they start repeatedly firing off
mini-wavequakes). They do however have the weakness all metroids share - ice.
Try to stay away from open areas. Stay in the more narrow corridors and focus
on fighting the metroids not in Hyper Mode. Simply fire an Ice Missile at it
to freeze it, then fire a charged Plasma Beam blast to shatter it. The Hopping
Metroids continue spawning for a while but just stay on the move, focusing on
one at a time until they're all down.
Once they're all defeated, the phazon mass in the back of the room explodes,
three Liquid Phazons scoot out, and the landing pad opens up. Enter Hyper Mode
and use Hyper Beam to dispatch of all of the Liquid Phazons, then call in
your ship to land. We can't access Generator B Access at the moment, but
opening up this landing site and, more importantly, getting that Missile
Expansion, was worth the trip. Enter and save. Then set course for the Fiery
Airdock on Bryyo. To advance on Elysia, you're gonna need some new gear.
=========================
Chozo Technology on Bryyo [0312]
=========================
=====
Bryyo
=====
-------------
Fiery Airdock
-------------
Head straight for Imperial Hall.
-------------
Imperial Hall
-------------
Go to Gel Refinery Site.
-----------------
Gel Refinery Site
-----------------
Kill the Reptilicus with Hyper Beam, then revert and take the door to Main
Lift.
---------
Main Lift
---------
[Research - Bryyo Orange Door] - The door to Warp Site Alpha.
Take the first Morph Ball tunnel all the way through. Instead of taking the
elevator though, turn toward the frozen structure on the other side. Destroy
the ice in the stone creature's mouth to reveal a Morph Ball tunnel. Roll
through it to get to a door.
---------------
Warp Site Alpha
---------------
Enter the chamber with the golem and look toward the ceiling. Blast away the
ice above until a giant stone column drops down. Change into Morph Ball,
enter the golem's bomb slot and lay a bomb. The golem comes to life, grabs the
column, and rams it into a gong, triggering a Spinner to rise out of the
ground. Use Boost Ball in the Spinner continually until the open section of
the bony structure that the Spinner is rotating passes over a weak section of
the wall. Sit there and wait while the structure rotates backwards until it
clickes and locks in to place, leaving the open area over the weak portion
of the wall. Lay a bomb to get out of the Spinner, then enter the golem's
bomb slot again and lay a bomb. The golem grabs the stone column again, this
time ramming it against the weak portion of the wall. The wall collapses,
revealing another small chamber. Inside is a teleportation device. Approach it
to be taken to the next area. For taking the warp, you are awarded a friend
voucher.
---------------
Warp Site Bravo
---------------
What a change of atmosphere. This is such a quiet, cold place, yet it's all
so strangely ambient and relaxing. I'm reminded of Phendrana Drifts. *sniffle*
Anyway, the icicles in your path can be destroyed with the Plasma Beam. Clear
the ice out of the way and take the door ahead.
----------------
Imperial Caverns
----------------
[Lore - Our Plea] - On the wall opposite from the exit.
More destroyable icicles fill this room. On the far end of the room, the icy
floor is also destructible. Destroy it, drop down onto another icy floor, and
repeat until you land on solid ground by the next door. As you fall down,
a cryptic message tries to reach you but fails. Who could it be?
--------------
Imperial Crypt
--------------
The door on the far end is locked, but the floor is icy and destructible.
Shatter it and drop down to the lower level and go through the door.
-------------------
Hall of Remembrance
-------------------
Massive Chozo and Reptilicus statues lie on both sides of the platforms. In
the very center is a blue pillar of light holding, yes, the Screw Attack.
=== Screw Attack acquired! ===
In the Prime games, the Screw Attack is primarily a movement system (in
particular, a horizontal movement system), although it does retain some of the
offensive power it had from the 2D games. After Space Jumping, pressing the
jump button a third time while pushing forward on the analog stick initiates
the Screw Attack. You switch to a third person perspective where you see Samus
somersaulting forward in the air, and you can press the jump button up to five
additional times to give the Screw Attack an extra jump's worth of height
(although obviously Samus will be losing height while she moves forward).
Additionally, you destroy or damage almost every regular enemy you come into
contact with while Screw Attacking. The Screw Attack operates under a very
tight set of parameters, and it's easier to understand how to use it properly
when you understand how it works.
First off, the analog stick on the Nunchuk does very little. The only thing
you can do is push left or right to very slightly nudge the Screw Attack in
one direction. Even optimizing all five somersaults' distance and pushing as
hard as you can to one side will not change Samus' general direction any more
than 15 degrees or so.
Secondly, holding the A button when performing the next somersault in the
sequence will have absolutely no effect on jump height. The only thing that
matters concerning A button presses is rate. Additionally, you can never jump
above a certain preset height on any particular Screw Attack, nor can you
drop below another certain height before somersaulting again without
cancelling the Screw Attack. It's probably best explained through a simple
diagram. "S#" is "Somersault #", "SA" is "Screw Attack", and "SAs" is
"Screw Attack starts".
Pre-set Screw Attack Jump Height
===========================================
/\ /\ /\ /\
/ \ / \ / \ / \
/ \ / \ / \ / \
/ \ / \/ S3 \ / \
SAs / \ / \ / \
/\/ S1 \/ S2 \ / \
/ \/ S4 \
/ Jump2 ===========================================\
/ Minimum Height before Automatic SA Cancel \
/ \ S5, but button
______/_ Jump1 \ press does
/ \ nothing.
Ledge / Note: Only the somersaults are to scale. I don't know
/ the precise placement of the pre-set height and
/ minimum height relative to the the height at which the
/ Screw Attack starts. It's simply estimated here for the
/ purpose of demonstrating the example and explainng the
/ mechanics of the Screw Attack.
/
That may look kinda intimidating, but it's not that bad. Here are my points
from the diagram: 1) Regardless of the height at which you start the next
somersault, you always rise up to the exact same height when you do
somersault. 2) Failing to somersault before you dip below a certain height,
as with S5, results in the Screw Attack failing and automatically cancelling.
In the case of an abyss being below, this means restarting from the last
touched platform. 3) The closer you are to that minimum height before you
press the jump button, the more distance you get on the somersault. In S3,
the fall from S2 was cancelled too earlier, lessening net distance.
Additionally, because it was started so high, it reached its apex sooner as
well and started falling sooner. S4 on the other hand waited as close to the
bottom as possible before somersaulting again. Starting the somersault so
low meant there was more fall time to S3 and more rise time for S4. In short,
if you want allot of distance, increase the gap in time between button
presses.
Wow, that was a mouthful, but hopefully you understand Screw Attacks pretty
well now. As soon as you grab the item, the platforms you used to get here
collapse. Screw Attack over to the door to the next room (not back to Imperial
Crypt).
-----
Tower
-----
[Research - Wall Jump Surface] - Directly ahead of you when you enter.
The Magnetic Rail to the left is currently unusable, but the Wall Jump
Surface ahead is usable now thanks to Screw Attack. Normally, when you Screw
Attack toward a wall, you're automatically bounced back, but these surfaces
are grippable for a brief time (a few seconds) while Screw Attacking and
allow you to continue the Screw Attack from that wall to reach higher heights.
Usually, you're given two such surfaces opposite of each other so that you
can continually Screw Attack off of them (touching a wall resets the
somersault counter, just in case you were wondering, meaning you can Screw
Attack more than a total five times between such surfaces) to reach a desired
height. To climb these walls, simply press the jump button once you land on
the opposite wall to Screw Attack back to the other side. Repeat until you
reach the top.
While you're climbing this particular track, you receive another cryptic
garble from that unknown source. Eerie. Open the door at the top to return to
Hall of Remembrance.
-------------------
Hall of Remembrance
-------------------
Shoot a charged shot at the blue circle on the Chozo statue's hand. The hand
then turns over, becoming a makeshift platform. Screw Attack over on to it
(2 mid-distance somersaults suffice). Turn left toward the Reptilican statue,
jump on top of its head, and grab the Ship Missile Expansion.
--- Ship Missile Expansion acquired! --- (max ship missiles to 6)
Drop back down onto the Chozo statue's hand, then Screw Attack over to the
top door to Imperial Crypt. Grapple Lasso the lever to open the lock and
head on in.
--------------
Imperial Crypt
--------------
Two options here. You can either Screw Attack across the gap, or you can drop
back down, work the Spinner below, and get shot up to the door via Kinetic
Orb Cannon.
----------------
Imperial Caverns
----------------
Screw Attack up both sets of Wall Jump Surfaces and head for the door.
---------------
Warp Site Bravo
---------------
Take the warp back to Bryyo Fire.
---------------
Warp Site Alpha
---------------
Take the door to Main Lift.
---------
Main Lift
---------
Take the route back to Gel Refinery Site. On the way, the Federation AU
contacts you. Apparently they were the ones trying to get in contact with you
that whole time. It tells you that the Federation has located the missing
ship Valhalla that was attacked by pirates five months ago and they want you
to investigate. Since you're missing a number of items to make key progress
there and acquire a number of items, we're gonna put that off until much
later.
-----------------
Gel Refinery Site
-----------------
Kill the Reptilicus with Hyper Beam, then revert, and look at the Morph Ball
tunnel at the far end of the room on the left side. A number of spots in the
tunnel, from the entrance to numerous shafts inside, are all covered with ice.
Destroy all of the ice with the Plasma Beam; then enter the tunnel.
Hop up, roll left, and drop down onto a fuming device in the Fuel Gel. Lay a
bomb to ignite the gas, propelling you far up the puzzle. Proceed forward in
the puzzle to encounter two more such devices. Repeat. When you're rolling
along in the tunnel high above the stage, watch out for the flamethrowers.
Time your passes during the periods flame isn't shooting out of them. Continue
on to one more Fuel Gel gas device. Bomb it to propel yourself up. You then
collide into a pillar. Bomb it to make the top portion fall over, revealing
that it's actually hollow inside. Don't roll it through it now though - Doing
so drops you back near the entrance. Instead, roll back to the gas device
again, bomb it, and you're propelled across a gap back into a new portion of
the tunnel. Roll through it and drop down in front of an orange door covered
in ice. Clear away the ice and pass on through.
---------------
Refinery Access
---------------
[Lore - Prophecy] - Solve the shooting puzzle in front of the entrance.
Pass straight on through back to Imperial Hall.
-------------
Imperial Hall
-------------
Proceed forward until you reach the edge of the ledge. Turn right to spot
a Morph Ball tunnel. Ride it to its end. On the other end are two Grapple
Lasso points. Yank the steel plates down then walk onto them. Face east and
space jump toward the Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 100)
Drop down and return to the docking bay.
-------------
Fiery Airdock
-------------
Save and enter the ship. It's time for us to go item collecting. Set course
for the Thorn Jungle Airdock.
--------------------
Thorn Jungle Airdock
--------------------
Proceed to Overgrown Ruins.
---------------
Overgrown Ruins
---------------
Enter Hyper Mode to kill the Reptilicus here. Move on to Ancient Courtyard.
-----------------
Ancient Courtyard
-----------------
[Morphology - Phaazoid] - The large, floating blue balls in the air.
Phaazoids have one attack and one attack only - a shockwave which they send
along two dimensions. As long as you're not on the plain of its attack,
you're fine. Phaazoids can only be damaged by Hyper Mode weaponry, so switch
to Hyper Beam to attack it. Once you inflict enough damage, they split into
two smaller versions. Inflict enough damage on those and they change into
mini-bombs that fly toward you and detonate. Be sure to be in Hyper Mode so
as to tank that damage.
Once the Phaazoids are gone, approach the spot where you fired Ship Missiles
at the blockading wall the first time you were here. The result was a
Half-pipe, even if you didn't know it at the time. Change into Morph Ball and
boost up the Half-pipe. Land on the left side and grab a Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 105)
Head back to Overgrown Ruins.
---------------
Overgrown Ruins
---------------
Kill the Reptilicus and return to the docking bay.
--------------------
Thorn Jungle Airdock
--------------------
Save and enter the ship. Set course for the Federation Outpost.
----------
Hangar Bay
----------
Take the now accessible orange door.
---------------
Hangar Bay Hall
---------------
Kill the three Hoppers in here and proceed.
------------------
Hall of the Golems
------------------
[Lore - Victory] - Solve the shooting puzzle between the two golems on the
ground level.
Kill the two Reptilici in here with Hyper Beam then revert back to normal.
There's a total of three golems in this room. One your suit is still
incompatible with. One is a plasma-related golem, but the path he opens up
at the moment is worthless. The final golem is ice-related and opens up
a desired path.
However, this last one is the golem on the top-level. To reach him, pass the
first two golems and climb the ledges by the wall on that side of the room.
Then turn around and face the opposite wall. Screw Attack over to the ledges
on that side of the room, then Space Jump up to the central platform. From
there, simply shoot an Ice Missile at the belly of the golem, hop in as Morph
Ball and lay a bomb.
The golem comes to life and permanently freezes over both the entire fuel gel
pool and the falls. In case you're wondering, "Why was that even remotely
necessary when I could just freeze over the Fuel Gel myself?" scans of that
Fuel Gel indicate it can't be frozen, and any attempts to do so would fail.
In any event, a Reptilicus appears after the falls freeze over. Hyper Beam
him to death. To get across the gap, Screw Attack over to the left frozen
waterfall, not the right one. The left one is considerably easier to land on
or bounce onto from a wall than the right frozen fall is. Once you land Space
Jump up to the top and go through the door.
------
Burrow
------
[Lore - Struggle of Exiles] - After exiting the morph ball tunnel, right
before the exit, turn around and solve the shooting puzzle.
Enter the Morph Ball tunnel and roll all the way to the end in the puzzle.
Lay a bomb next to the Fuel Gel crystals and drop down after the explosion.
Jump over the two Fuel Gel rivers and up onto the next ledge. Here, in
particular, there is another ledge above before the gray crystals. It's not
easy to see at first, but once you see it, jump up to it and then jump again
into a venus flytrap puzzle (this is the only one in this entire puzzle in
case you're confused or lost). The platforms beyond the venus flytrap retract
moments after the touch, so roll across them quickly and jump up to the next
level. Repeat here with the next set of platforms. Bomb the Fuel Gel crystals
at the top. From here, jump back up to the top of the puzzle and proceed left.
Drop down into more Fuel Gel crystals, bomb them, and drop down with the
explosion. On the left here is a pillbug. Lay a few bombs to kill it, then
jump on top of the hand it was circling around. To get the Missile Expansion
above, perform a double bomb jump (Ctrl + F "dbj" if you don't know or forgot
what I'm talking about; you can also use the other method listed there here)
and push the analog stick to the left after the third bomb explodes.
--- Missile Expansion acquired! --- (max missiles to 110)
Drop back down and bomb the Fuel Gel crystals. Drop down and boost over the
Fuel Gel rivers. Bomb the Fuel Gel crystals that get in your way and go down
that path. Ignore the pillbug along the way and continue onward out of the
tunnel. Take the door in front of you.
------------
Hidden Court
------------
Shoot the two locks at the top of the gate to make it drop down, then swing
across the gap and go to the orange door.
-----------------
Hidden Court Hall
-----------------
[Lore - Salvation] - On the left wall after exiting the morph ball tunnel.
Kill the three Hoppers, then enter the Morph Ball tunnel. When you exit the
Morph Ball tunnel, kill three more Hoppers, then enter the next room.
-------------
Fuel Gel Pool
-------------
Kill the puffer on the right, then jump across the two platforms. Turn left
and enter the golem's head. Destroy the puffer on the other side and turn left
when you exit the head. Freeze the two Fuel Gel waterfalls and use them as
platforms. From the second frozen waterfall, jump to a higher ledge ahead of
you, then jump on top of the golem's head. Turn right and claim the Missile
Expansion.
--- Missile Expansion acquired! --- (max missiles to 115)
Drop back down to ground level and leave.
-----------------
Hidden Court Hall
-----------------
Return to Hidden Court.
------------
Hidden Court
------------
Face the half-pipe on the right. Kill the puffer floating around above it and
Space Jump over to that Half-pipe. Boost up the right side of it and grab
the Missile Expansion up there.
--- Missile Expansion acquired! --- (max missiles to 120)
Drop back down to ground level and head for the door to Falls of Fire.
-------------
Falls of Fire
-------------
Screw Attack up the Wall Jump Surfaces and claim the Missile Expansion at the
top.
--- Missile Expansion acquired! --- (max missiles to 125)
Lay a bomb inside the bomb slot of the golem, and he takes you back up to the
very top of the shaft. Screw Attack across the gap and take the door ahead.
--------------
G.F.S. Theseus
--------------
Go to Crash Site.
----------
Crash Site
----------
Screw Attack across the gap and take the door to Gateway.
-------
Gateway
-------
Kill the Reptilici in here with Hyper Beam. From here, act as if you were
going to Reliquary II. However, after exiting the Morph Ball tunnel, turn
right and face the ice blocking the entrance to the Morph Ball tunnel down
that catwalk. Melt away the ice and enter the tunnel. Follow it to its end to
get a Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 130)
Take the door ahead of you to Gateway Hall.
------------
Gateway Hall
------------
Kill the shriekbats on the ice bridge and continue on to Cliffside Airdock.
-----------------
Cliffside Airdock
-----------------
Use the Command Visor to summon your ship. Save and enter. We're done on Bryyo
for now. Set course for the G.F.S. Valhalla.
========
Valhalla
========
-------------
Docking Bay 5
-------------
Whoa. This is horrible. Destruction is everywhere, and this place has the
smell and feel of death to it. Cross the connecting bridge and approach the
fighter to the right. An Energy Cell lies on the ground in front of it.
--- Energy Cell acquired! --- (2 cells total)
Go to the Energy Cell slot to the left of the door and interact with it. Push
forward and clockwise twist the Wiimote to insert the Energy Cell. The hand
panel to the right of the door activates. Interact with it to open the gates.
---------------
Hangar A Access
---------------
[Morphology - Miniroids] - Quite a few of them scurry across the chasm ahead
once you get close enough to it. There's ample time to scan them before they
disappear but hurry over to just within scan range (and not any further, for
purposes of the next scan). If you miss them, they also appear indefinitely in
the next room.
[Morphology - Phazon Shriekbat] - Getting the scan on these guys is a real
pain. When you try to lock on with the Scan Visor and you're out of range, the
game automatically retargets the scan onto either the gate in the background
or the grapple point, but once you're in range, the shriekbats drop and
divebomb you, while keeping themselves between the giant door and you, making
the scan impossible. Here's how you get around all that: First off, wait until
all the Miniroids have passed (after scanning one of course). Stick to the
left wall, try to keep a lock-on to the rightmost shriekbat, and inch toward
them. Once you're in range, stop moving. There's just enough to time get the
scan before they kill themselves.
[Energy Cell ID WI-78231-3] - The floating display panel on the right from
where you enter.
Countless Miniroids dash across the chasm ahead. Wait for them to pass and
then deal with the Phazon Shriekbats. Then Grapple Swing across the gap.
Two life-drained troopers lie on the other side. If there are baby metroids
everywhere, that can mean only one thing... Shoot the two corpses to get
them out of your way and interact with the hand scanner on the right to open
the gates.
----------
Repair Bay
----------
[Morphology - Phazon Metroid] - A number of them ambush you as soon as you
enter.
Oh shi-! Full grown metroids! Phazon Metroids have two abilities. They can
either fire an electrical beam at you, or, in classic Metroid style, they can
charge at you, latch onto your face, and drain the life force out of you.
There's nothing you can do against the first attack except attack yourself and
hope to repel it. Against the second, again in classic Metroid style, you can
change into Morph Ball and lay a bomb to force the metroid off. In any event,
you're still in luck. You're equipped with an ice weapon, the natural enemy of
any metroid. Just fire an Ice Missile at- OH MY GOD! HE DODGED IT! That's
right! Phazon Metroids can do more than just phase through walls. They can
phase through any solid object. It is possible to freeze them, but only by
either mixing up Plasma Beam and Ice Missile attacks well and getting lucky or
by hitting the metroid with an Ice Missile when it charges at you. It's much
more practical though to simply enter Hyper Mode and blast it away with Hyper
Beam.
As for the Miniroids, they're actually harmless but can get in your way simply
by being there when you're climbing this room. Therefore, use Nova Beam to
destroy every last one of them. Once they're all gone, climb up the ledges
around the side of the room. Once you reach an electrical field near the top
that periodically flips on and off, wait for it to stop, then jump across. Not
even Screw Attack can pass through the field whatsoever when it's on and you'd
only succeed in dropping down to the bottom. Once you've reached the top, go
through the door to the next room.
----------------
Security Station
----------------
[Morphology - Phaz Ing] - One is directly to your left after entering.
Upon entering, a Phaz Ing attacks you from the left. Metroid Prime 2 players
know this foe well. It roams around in a puddle form and spits balls of gook
out at you. Still, easy on the whole and as easy as they were then, they're
even easier now. Regular fire easily disposes of them, but Grapple Lassoing
them kills them instantaneously.
Destroy the Phaz Ing on the left, then fire a charged shot at the cracked
window. Jump through it and change into Morph Ball. Bomb the base of the door
by the dead pirate to open up a crack narrow enough for you to squeeze
through. Ignore the remaining Phaz Ing on this side and head straight for the
door.
---------------
Security Access
---------------
[Energy Cell ID DS-5310L-4] - Right next to the blue door on the right.
Turn right and head through the door ahead.
------------
Medlab Alpha
------------
[Energy Cell ID GC-9713A-5] - On your left after you enter.
[Morphology - Phazon Hopper] - Three drop down from the ceiling after you
destroy all the debris with Missiles.
Fire three missiles at the debris ahead and three Phazon Hoppers drop down
from the ceiling. On the large, they're identical to regular Hoppers except
they're more durable, more powerful, and have a tendency to enter Hyper Mode
if neglected for too long. Therefore take them out as quickly as possible via
Hyper Beam. Once they're gone, Grapple Lasso off the hatch beyond where the
debris was to open up a Morph Ball tunnel. Enter it and grab the Missile
Expansion at the end.
--- Missile Expansion acquired! --- (max missiles to 135)
Exit the tunnel the way you entered and return to Security Access.
---------------
Security Access
---------------
Now take the other door, the one you didn't enter previously. Kill the three
Phazon Hoppers in the way via Hyper Missiles.
--------------
Auxiliary Lift
--------------
Grapple Lasso off the paneling in the lift and insert an Energy Cell into the
revealed slot to restore power to the elevator. Interact with the console and
press up to ride the lift up. Now turn left from where the console was to
see a Morph Ball tunnel. Enter it and drop down. Ride the piston you fall onto
to the bottom and roll left into a Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 140)
Go back to the piston you rode down. Ride it up to its peak and roll right.
Continue rolling right and repeat with two more pistons. At the top of third
one, roll left and drop down out of the tunnel. There's nothing more to do on
the Valhalla for now, so ride the lift back down to Security Access.
---------------
Security Access
---------------
Hurry over to the door to Security Station before Phazon Hoppers down the hall
arrive.
----------------
Security Station
----------------
Ignore the Phaz Ing and return to Repair Bay.
----------
Repair Bay
----------
Kill the Phazon Metroids with Hyper Beam, then interact with the panel right
of the main gate to open it.
---------------
Hangar A Access
---------------
Screw Attack across the gap and interact with the hand scanner to right of
the exit to open the door.
-------------
Docking Bay 5
-------------
Save and enter the ship. Now set course for Landing Site A on Elysia.
======
Elysia
======
--------------
Landing Site A
--------------
There's just one more expansion to pick up before we move on, the one in
Construction Bay. Take the elevator to Security Station.
----------------
Security Station
----------------
Kill all the puffers that get in your way and take the door to Spire Dock.
----------
Spire Dock
----------
Ride the ziplines over to the door to Junction.
--------
Junction
--------
Take the door to Skybridge Hera.
--------------
Skybridge Hera
--------------
It's easier to work the Spinner and be shot across, but those of you who have
quickly become adept at Screw Attacking can get across this chasm that way
as well.
--------------------
Maintenance Shaft GP
--------------------
Take out the Dragoon Battle Drones and move on.
----------------
Construction Bay
----------------
[Lore - Phazon] - The databot is hovering above in front of the expansion.
Go to the end of this room as if you were on your way to Ballista Storage.
However, instead of taking the door as usual, turn around and approach that
Morph Ball tunnel. Don't go in it; just take the path by it. Now turn and face
the large shaft with the Grapple Swing Points and look on top of it. There's a
small ledge on top and a Databot too. Jump on top of the tunnel, Screw Attack
across the chasm, and grab the Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 145)
Drop back down to ground level and backtrack to Maintenance Shaft GP.
--------------------
Maintenance Shaft GP
--------------------
Destroy the Dragoon Battle Drones in here and move on.
--------------
Skybridge Hera
--------------
Cross the gap and return to Junction.
--------
Junction
--------
Take the door back to Spire Dock.
----------
Spire Dock
----------
Ride the ziplines back to Security Station.
----------------
Security Station
----------------
Before going on, return to the ship to save.
================================
In Search of More Carrying Power [0313]
================================
--------------
Landing Site A
--------------
Save. Then return to Security Station. Destroy the puffers in your way as you
head for the orange door. In the chamber beyond the door, Screw Attack off
the walls to reach the top. Head through the blue door.
-------------
Security Tube
-------------
Enter the Morph Ball slot on the ground, activate Hyper Mode, and blow apart
the phazon plants with Hyper Ball. Continue through the tunnel and the door
ahead.
------------
Skytram West
------------
Work the Spinner here to activate a tram which whisks you off to an entirely
new area of Skytown. For riding the Skytram, you are awarded a friend voucher.
------------
Skytram East
------------
A pirate ATC passes behind you and fire a few potshots before flying off.
Well, that answers the question of what to expect next.
------------------
Concourse Access A
------------------
A lone Aeromine flies off at the sight of you. Uh-oh. Change into Morph Ball
to roll beneath the obstruction in the way, then take the door.
---------
Concourse
---------
[Morphology - Space Pirate] - One of the pirates that appear in this room is
a new scan. He has no logbook entry (and is probably not intended by the
developers to even be a new scan), but you still receive a red credit for
the scan.
That Aeromine flies off again. Pursue it. When you enter the open area, you
get attacked by pirates. The range of enemies here is pretty remarkable. You
have enemies ranging from the gruntiest of the grunts, Pirate Militia, to
more respectable pirates, Advanced Pirate Troopers. As would be expected
though, they're all still easy. The Pirate Miltias are even partial to
throwing phazon grenades, so always kill them last.
Enter Hyper Mode and take out the first two pirates. Stay in Hyper Mode this
whole time; if you get Corrupted, that's fine. Continue forward, passing by a
small side bunker to the left (there's nothing else inside, in case you were
wondering). Further down near the end a couple more troopers ambush you. Hyper
Beam them and enter the corridor ahead. Blow apart the gates and kill the
fleeing pirate, then take the elevator up a level. Blow apart more gates to
come to a small catwalk leading to the center platform and more pirates. If
you've auto-vented by now, re-enter Hyper Mode to kill them. Before taking the
catwalk to the right to the next corridor, revert out of Hyper Mode. There are
a number of Remorse-class Turrets on the ceiling here. When they pop out,
smack them with an Ice Missile and then a charged shot to shatter them one by
one. Destroy any gates in your way and head on to the next room.
---------------------
Concourse Ventilation
---------------------
The drop down to the bottom is blocked by a large gear. Lay a bomb in the bomb
slot on the left wall to move it out of the way. Further down, a second set of
gears gets in the way. Repeat as before to get rid of it.
In the open area on the bottom level, a pirate ATC has the audacity to attack
you head on. Destroy it with Hyper Beam. There's more Magnetic Rails on the
side wall and a Missile Expansion much further up, but again, there's still
nothing you can do with that right now, so move on to the next room.
--------------------
Maintenance Shaft OB
--------------------
As you Grapple Swing across the gap here, a lone Pirate Militia attacks. Just
look at the balls on that guy. He must have been hiding somewhere before you
arrived, sees Samus Aran swinging across the chasm, and figures, "Yeah, I can
take her. No problem." A simple charged shot teaches him the error of his
ways. Take the door to the next room.
-----------------
Chozo Observatory
-----------------
[Morphology - Advanced Aerotrooper] - Two of them attack you overhead. This is
the only opportunity you have to scan them, so don't miss it.
A new brand of Aerotrooper. The scan hints at using Ice Missiles to destroy
their armor, but it's still more expedient to just kill them with Hyper Beam.
Once they're gone, hop down to the lower level. Everything here is either
broken or inaccessible at the moment, except for the elevator. Interact with
the hand panel by it to get the elevator up and running again; then ride it
down to the door.
----------------
Observatory Lift
----------------
Weld the broken circuit board back to functionality and ride the repaired
elevator to the second floor. As soon as it stops, destroy the boxes to the
right. Behind them are a couple of Jumpmines lieing in wait. Destroy them as
well and move on.
---------
Gearworks
---------
[Mechanoid - Swarmbot] - a number of them come flying out from the side of
the stage and hover about some arbitrary distance in front of you.
The path directly to the door is blocked at the moment (as is the Missile
Expansion). Instead, look to the lone platform to the right and kill the
puffer floating above it. At this point, Swarmbots, the Nightbarbs of Elysia,
fly out and attack. As you would with Nightbarbs, fire a charged shot into the
energy sphere they form before they fire it. There is a difference between
Swarmbots and Nightbarbs though - Swarmbots suicide run at you after their
attack is disrupted. Therefore, as soon as you disrupt their attacks, Screw
Attack over to that platform and to safety. From that platform, Screw Attack
over to the exit.
-----------
Broken Lift
-----------
As the name of this room would imply, the lift in here is broken. It can't be
fixed from here either. Take out the Aeromine colony that gets in the way and
move on.
---------------
Turbine Chamber
---------------
Freeze the Remorse-class Turret, then fire a charged shot at it. Now approach
the glass on the left wall and hit it with a charged shot to shatter it. To
get rid of the module in your way, you need to remove the cradle arms holding
it in place, and to do that, simply fire charged shots at the base of the
cables running along the cradle arms that plug into the left and right walls.
The cradle arms back away, and the module opens up, clearing your path. Fire a
charged shot at the glass ahead and drop down to the door.
--------------------
Maintenance Shaft TA
--------------------
[Lore - Federation] - This Databot is less obvious than the others, especially
among all these repair drones. He's hovering about below eye level, mid-way
across the chasm.
Screw Attack through all the Aerial Repair Drones and Skytown Puffers straight
to the door.
----------------
Skybridge Athene
----------------
You can either snipe all these Tinbots from the entrance, since they're all in
a perfect line on this narrow bridge, or you can boost through all of them.
The latter method is clearly shorter, but if you mess up the boost time or
the camera angle changes against you, you can easily fall off the bridge. Your
call; either method is fine.
--------------
Landing Access
--------------
You don't need to fire charged shots at the glass to break it. Simply Screw
Attack across and you break them as you go.
-------------------------------
Skytown Federation Landing Site
-------------------------------
[Lore - Agreement] - Walk toward the elevator and turn around before taking
it to the landing site. The Databot is floating above by the door.
Take the elevator down and approach the landing pad. Skytown's AU contacts
you, telling you that he'll unlock the area for you. The clamps on the
shutters drop down and a bomb slot rises up on the landing pad. Lay a bomb in
it. The shutters and the bomb slot then retract below the landing pad. Use the
Command Visor to summon your ship and then interact with the console out on
the catwalk. A number of machines spring out of the landing pad and fire a
light at your ship, giving it a new upgrade.
=== Ship Grapple Beam acquired! ===
The ship grapple beam is simple enough. Certain, pre-designated objects on the
field are removable. You can order your ship via the Command Visor to lift up
these objects and move them to other pre-designated locations. The only catch
is that you can't order your ship to land anywhere nor can you call for ship
missiles while your ship is holding onto the object. That said, there is one
quick detour to make now that we have the ship grapple. Set course for the
Federation Outpost on Bryyo.
=====
Bryyo
=====
----------
Hangar Bay
----------
Take the blue door to Ruined Shrine.
-------------
Ruined Shrine
-------------
Drop down the shaft and go to Hidden Court.
------------
Hidden Court
------------
Take the orange door to Hidden Court Hall.
-----------------
Hidden Court Hall
-----------------
Kill the Hoppers and proceed to Fuel Gel Pool.
-------------
Fuel Gel Pool
-------------
Summon your ship to carry the giant head in the pool away. Our destination now
is the Hall of the Golems, so head back to the previous room.
-----------------
Hidden Court Hall
-----------------
Return to Hidden Court.
------------
Hidden Court
------------
Take the door to Burrow (or, alternatively, return to the Hangar Bay and get
to Hall of the Golems that way).
------
Burrow
------
Climb back up the top of the Morph Ball puzzle and proceed to the Hall of
Golems.
------------------
Hall of the Golems
------------------
Kill the lone Reptilicus. Now go to the golem with the meltable metal covering
its bomb slot. Use Plasma Beam to clear it away and bomb the slot. The golem
then gets up and breathes fire at the gate blocking the way to the orange
door. Now take that orange door to the next room.
--------------
Colossus Vista
--------------
[Lore - Decline] - On the right wall as you enter.
Command your ship to drop the golem's head on top of that structure in the
background behind the Ship Missile expansion. The golem springs to life and
smashes his arm on top of the walls of the room, clearing away the rubble
blocking the door and destroying the gates encapsulating the Ship Missile
Expansion.
--- Ship Missile Expansion acquired! --- (max ship missiles to 7)
Take the now open blue door.
-------------------
Machineworks Bridge
-------------------
Work the Spinner to extend the bridge. Walk to the edge of the bridge and
you should notice a pair of Wall Jump Surfaces that move back and forth from
the bridge. Randomly Screw Attacking them would not be wise, even if they do
stay in a position closest to the bridge for a brief time before backing away.
Look at one of the walls. Note the gears next to the Wall Jump Surface. As
soon as the set of gears closest to the Wall Jump Surface starts coming out,
wait a couple seconds, then begin the Screw Attack up the surfaces and claim
your prize at the top.
--- Energy Tank acquired! --- (max health to 8 extra tanks)
You can't get to the other side of this room from here, so turn back. Change
into Morph Ball and hop through the hole in the gate. Go through the door.
--------------
Colossus Vista
--------------
Return to Hall of the Golems.
------------------
Hall of the Golems
------------------
Ignore the Reptilicus and head straight for Hangar Bay Hall.
---------------
Hangar Bay Hall
---------------
Kill the two Hoppers and return to the Hangar Bay.
----------
Hangar Bay
----------
Call back your ship to the landing pad, save, and enter. Set course for
Thorn Jungle Airdock.
--------------------
Thorn Jungle Airdock
--------------------
Proceed to Overgrown Ruins.
---------------
Overgrown Ruins
---------------
Kill the Reptilici and enter Ancient Courtyard.
-----------------
Ancient Courtyard
-----------------
Hurry over to Enlightened Walkway.
-------------------
Enlightened Walkway
-------------------
Run past the Phaazoid here to the next room.
--------------
Jousting Field
--------------
[Morphology - Red Phaazoid] - Comes from the split of one of three Phaazoids.
Obviously, it's red in appearance, as opposed to the normal blue color of
ordinary Phaazoids.
If you want the scan for Red Phaazoids (not to mention the gold credit), split
three larger Phaazoids in here apart until the Red Phaazoid emerges. Red
Phaazoids are much more durable than common Phaazoids and attack by sending
shockwaves on *two* perpendicular plains rather than one. On the plus side,
when defeated, they don't yield little bombs that try to ram into you and
increase your corruption bar; they yield gold credits instead. Red Phaazoids
only appear in order to give out gold credits once. After that, that
particular Red Phaazoid never appears there again.
Once you've taken care of the Phaazoids, scoot on over to Field Access.
------------
Field Access
------------
Take the left fork to the door to Jungle Generator. Kill the shriekbats
by the door and move on.
----------------
Jungle Generator
----------------
Take the left door to Generator Hall North.
--------------------
Generator Hall North
--------------------
Enter the Morph Ball tunnel and bomb jump up to the next ledge, then double
bomb jump (Ctrl + F "dbj" for explanation) to the top ledge and come out of
the tunnel. Take the door to North Jungle Court.
------------------
North Jungle Court
------------------
Climb the ledges up to the platform running along the remains of the turret.
Face the northeast end of the room and switch to Command Visor. Looks like
that generator can be carried away. Order your ship to come and pick it up.
Now enter the hole the generator leaves behind. Roll through the Morph Ball
tunnel at the bottom and go to the door ahead.
-------------------
Machineworks Bridge
-------------------
You're on the other side of that bridge now, and now you can extend it all the
way across to connect the Thorn Jungle and Cliffside portions of Bryyo.
Enter the Spinner ahead of you and boost inside of it until the two halves of
the bridge connect and you're automatically popped out. Cross the bridge, hop
through the hole on the other end as Morph Ball, and take the door to Colossus
Vista.
--------------
Colossus Vista
--------------
Pass straight through here to Hall of the Golems.
------------------
Hall of the Golems
------------------
Kill the Reptilici and then Screw Attack over to the frozen waterfalls.
Take the door to Burrrow.
------
Burrow
------
Drop down the Morph Ball puzzle and take the door to Hidden Court.
------------
Hidden Court
------------
Screw Attack across the gap and approach the orange door to Hidden Court Hall.
Now turn around, switch to Command Visor, and turn a little bit to the left to
see a drop-off point for the generator your ship is holding. Order your ship
to drop it there. As soon as it lands, the generator starts powering the Fuel
Gel pump. More importantly, the previous power source for the device, an
Energy Cell, spins into a retrievable position.
From your current position, Screw Attack to the ledge across the room.
Alternatively, you can also get there by boosting up the Half-pipe on the
right. Follow the path through the small cave and pull the Energy Cell out of
its slot.
--- Energy Cell acquired! --- (3 cells total)
Drop down and take the door to Ruined Shrine.
-------------
Ruined Shrine
-------------
Climb the shaft and return to Hangar Bay.
----------
Hangar Bay
----------
Since your ship was holding something before, it's no longer docked here. Use
the Command Visor to recall it to land. Save, enter, and set course for the
G.F.S. Valhalla.
========
Valhalla
========
-------------
Docking Bay 5
-------------
Use the hand scanner to open the way to Hangar A Access.
---------------
Hangar A Access
---------------
Screw Attack across the gap and interact with the console to enter Repair Bay.
----------
Repair Bay
----------
Kill the Phazon Metroids with Hyper Beam and scale the room to the Security
Station door.
----------------
Security Station
----------------
Ignore the Phaz Ing and proceed to Security Access.
---------------
Security Access
---------------
Take the door to Auxiliary Lift.
--------------
Auxiliary Lift
--------------
Ride the lift up and head through the door at the top.
---------------------
Port Observation Deck
---------------------
Roll through the Morph Ball tunnel and open the door to the next room. The
room depressurizes from the air outflow but it's no big deal. Just go with
the flow. On the right is an unactive door. Insert an Energy Cell into the
slot next to it to re-energize it. Before entering though, use Hyper Beam to
destroy the Phazon Metroids creeping up behind you.
----------
Junction A
----------
[Research - Galactic Federation Green Door] - The green door at the end of the
corridor across from the entrance.
Kill the two Phaz Ing and then take the blue door.
----------------
Munitions Locker
----------------
Grab the Energy Tank.
--- Energy Tank acquired! --- (max health to 9 extra tanks)
Return to Junction A.
----------
Junction A
----------
Return to Port Observation Deck.
---------------------
Port Observation Deck
---------------------
Hurry back to Auxiliary Lift.
--------------
Auxiliary Lift
--------------
Ride the lift down and return to Security Access.
---------------
Security Access
---------------
Take the door to Security Station before the Phazon Hoppers down the hall
arrive.
----------------
Security Station
----------------
Ignore the Phaz Ing and head back to Repair Bay.
----------
Repair Bay
----------
Kill the Phazon Metroids with Hyper Beam and use the hand scanner near the
main gate to open it.
---------------
Hangar A Access
---------------
Screw Attack across the gap and interact with the console by the door to open
it.
-------------
Docking Bay 5
-------------
We're done collecting for now. Save, enter the ship, and set course for
Landing Site B.
=======================
Building a Nuclear Bomb [0314]
=======================
======
Elysia
======
--------------
Landing Site B
--------------
With the locations of the bomb components given to you by the AU, tracking
them all down should be a cinch. Be forewarned now though - Since you'll be
using the Ship Grapple to gather the bomb components, you won't be able to
use the ship until the bomb is complete. Once you're ready, head on to
Landing Access.
--------------
Landing Access
--------------
Screw attack through the puffers to the door.
----------------
Skybridge Athene
----------------
Enter Hyper Mode and blast away at the Pirate ATC attacking. Then kill the
Tinbots on the bridge and continue on.
--------------------
Maintenance Shaft TA
--------------------
Screw Attack through the enemies to thee door.
---------------
Turbine Chamber
---------------
The roof is closed at the moment, so it's impossible to collect this bomb
component. Kill the Shield Pirate Trooper ahead and move on.
-----------
Broken Lift
-----------
Proceed to Gearworks.
---------
Gearworks
---------
A Pirate ATC flies up from below, destroying the platform ahead of you. Wait
a few moments while it attacks the gears to the side. As soon as it blows them
apart, initiate Hyper Mode and destroy the pirate ship. Now Screw Attack
through the Missile Expansion to the door.
--- Missile Expansion acquired! --- (max missiles to 150)
----------------
Observatory Lift
----------------
Ride the lift down and go through the door.
-----------------
Chozo Observatory
-----------------
[Research - Ship Grapple Point] - Before ordering your ship to carry away the
large cylindrical structure, climb up the ledges to the side of the room. This
scan is located on the top side in the center of that cylindrical structure.
On top of the cylindrical structure is a Ship Grapple Point. Switch to the
Command Visor, lock-onto that point, and order your ship to carry the
structure away. The circuitry beneath it is revealed to be damaged. Hop down
to the bottom and weld together the damaged portions of the circuit board. The
bomb slot then comes back online. Order your ship to drop the cylinder back in
place and then lay a bomb in the bomb slot.
The projector activates, raising a series of central platforms along with it.
Uoy can access the bomb slots higher up in the room now. Well, some of them
anyway. A number of them, mostly the ones on the west side but a few on the
east side as well, require an upgrade for traversing Magnetic Rails. For
now, jump to a high ledge by the southeast wall, enter the Morph Ball tunnel
there, and lay bombs in the three slots you can reach. Bombing the first slot
nets you the map to East Elysia, and bombing the remaining two gives you the
locations of all the remaining expansions on Bryyo and Norion.
Once you're done, drop out of the tunnel and climb up to the top of the
central platform. Now jump to the higher platform by the north wall and go to
the orange door.
--------
Botanica
--------
After turning right, there's a small alcove to the left with a door. Enter it.
--------------
Save Station B
--------------
Save and return to Botanica.
--------
Botanica
--------
Kill the two Dragoon Battle Drones that appear. Now face the wall below the
ledge that leads on in the room. The block at the bottom here can be pulled
out from its current position with the Grapple Lasso. Do so and use it as a
platfrom to jump up. Two more Dragoon Battle Drones appear. Kill them, pull
out the block in the wall ahead and jump up.
Before going on, turn 180 degrees around (to face south). See that ledge high
up on the opposite side? Screw Attack over to it. Get on the other side of
this ledge facing west toward a Missile Expansion. Space Jump toward it,
lose a little height as you go, and *then* initiate a Screw Attack over to it.
Jumping as high as you can and then starting the Screw Attack causes you to
smack into some tree branches and cancel back out of the Screw Attack.
--- Missile Expansion acquired! --- (max missiles to 155)
Proceed to the ice door and blow it open with a Missile.
-----------
Broken Lift
-----------
[Lore - Aurora] - This Databot is floating about past the broken elevator.
You're back in Broken Lift, the top side anyway.
---------------
Turbine Chamber
---------------
Another Berserker Lord attacks. This battle is virtually identical to the
last one, so please go to the Table of Contents and find my previous Berserker
Lord strategy in case you've forgotten how to fight him.
Once he's defeated, four Spinners appear at the edge of each locking clamp.
Work all of them to open up the control terminal. Interact with that terminal,
and complete the circles. The floor then opens up, freeing the bomb component.
Call in your ship to pick it up.
A force field still blocks the entrance, and another blocks the drop back down
to the lower level. Instead, enter a Morph Ball tunnel where the terminal used
to be to get back down and take the door in front of you.
--------------
Turbine Access
--------------
Use the Hyper Beam to eliminate these Crawltanks, then refill health from the
boxes and move on.
-----------
Piston Hall
-----------
The gate across the gap spins regularly and stops every few moments at either
a closed or open position. To reach it in the open position, begin Space
Jumping toward it as soon as the gate closes. Then Screw Attack right in. Take
the door on the left.
---------
Concourse
---------
Weld together the broken portion of the circuit board on the left. Walk down
the corridor and turn right before reaching the orange door to spot another
out of service circuit board. Repair the broken portions on it too to restore
the lift. Don't take it up yet though. For now, go through the orange door.
--------------------
Maintenance Shaft CC
--------------------
Look up to spot a Grab Ledge. Space Jump up to it and roll through the Morph
Ball tunnel to the far end of the room. Head on to the next room.
---------------------
Zipline Station Delta
---------------------
An Armored Aerotrooper lay in the distance on the right. Fire a few shots to
get his attention, then switch to hyper mode and blast him away the Hyper Beam
once he gets close. Now Screw Attack over to the first floating platform,
then the second one nearby. At this point, a Pirate ATC drops by and attacks.
Change back to Hyper Mode and blow him away.
The third floating platform is a little trickier. It has a gate spinning
repeatedly around i that blocks entry from over 50% of angles. Furthermore,
it's far away, making it difficult to time exactly when to start Screw
Attacking over to it. The best time to start moving toward it is the moment
that the entire platform is open to you from your current position. Here's a
simple diagram to help you along:
<- (Direction the gate is turning)
___
/ ___
/ / \ / \
| | | | | |
V | | | |S |
\ \___/ \___/
\___
-> S = Samus
That's the moment you start jumping toward the platform. If you're off, there
is a little bit of leeway, and you do have some directional influence over
Screw Attack as well.
Once you make it, Screw Attack over to the lower ledge of the next structure
and shoot the door. As you open it up, you see a petrified corpse that was
pushing up against the other side but that disintegrates moments later.
--------------
Transit Tube A
--------------
In here you find even more petrified bodies, all of them completely brittle
and lifeless. Metroids no doubt are to blame. For now, take the orange door.
--------------
Save Station C
--------------
Save and go back to the last room.
--------------
Transit Tube A
--------------
Take the other door, to Research Pod Lift.
-----------------
Research Pod Lift
-----------------
More petrified bodies in here. The door ahead of you cannot be opened at the
moment, so take the blue door to the elevator. Interact with the hand scanner
to activate the lift and ride it up. There's an Energy Tank in the first
containment tank on the left, but a force field prevents you from grabbing it
right now. Enter the next room.
-------------------
Xenoresearch A Lift
-------------------
Ride the lift and head through the next door.
--------------
Xenoresearch A
--------------
Metroids. Metroids fill the containment tanks down here. No doubt they were
the perpetrators behind the deaths downstairs. Fortunately, they're trapped
in their tanks, for now.
You can't scan them at the moment, so for now proceed through this room until
you reach another one of those special doors you can't open. Turn left instead
and go down that corridor until you reach another gate. This gate however can
be opened by a Spinner next to it. Work the Spinner to open the gate. However,
in doing so, the gate behind you that led to this room closes, and the Spinner
becomes inoperative as well.
At the fork, head straight. Heading right only takes you to the other side of
that unopenable door. At the next fork, turn left and continue following that
path to the blue door.
-------------------
Xenoresearch B Lift
-------------------
More metroids. Unsettling. Use the hand console by the elevator to turn it on;
then ride the lift up. Head through the door.
--------------
Xenoresearch B
--------------
[Morphology - Steamspider] - A number of them are scurrying along the walls in
the very last chamber of the room, the one with the Seeker Missiles.
Even more metroids. The path to the right leads to another unopenable door.
Instead, look between the two metroid tanks near the entrance to see a Morph
Ball tunnel. Enter it and roll forward until you reach a circular track.
Position yourself between the two wires drooping down through the track. Lay a
bomb there, opening a hole below you. Dropping through it puts you on the
other side of that door.
Keep pushing forward. Turn right at the fork and continue past all the
metroid tanks to a dead end. Near the base of the left wall is a weak portion
of wall. Change into Morph Mall and bomb it to reveal a Morph Ball
passageway. Roll through it and continue down the corridor on the other side.
In the final chamber, a number of Steamspiders dance around the walls.
They're harmless unless you intentionally crash into them. In front of you is
a chamber with a new item, but it's blocked by a force field. And as you've
probably guessed on the way down here, we're gonna have to turn off the power.
Just left of that tank is an Energy cell outlet. Grapple Lasso off the outer
casing, then twist and pull the Energy Cell out.
--- Energy Cell acquired! --- (4 cells total)
The lights dim, and a door closes behind you. The force fields are however
all out though, so you can now claim the item. Fire a charged shot at the
glass to shatter it; then grab the item.
=== Seeker Missiles acquired! ===
Seeker Missiles are an add-on to your missile-firing capabilities. The Seeker
Missile ability doesn't add any new powers to your Ice Missiles, but it does
change how you can use them. Holding down on the directional pad now alters
the reticle into "Seeker Missile mode" (sorry I couldn't think of a better
faux title; I know that sounds cheesy). In this mode, moving the reticle over
any target puts a mark on it such that when you let go of the down button, a
missile will be fired at it. Up to 5 marks may be placed at any time, but
that's the only limitation. In other words, you can put marks on up to five
separate targets, you can put up to five marks on a single target, or you can
put some marks on one target and some on another. Note however that when
you're marking the same target for multiple marks in a row, there's a bit of
lag before the next mark takes effect. This is not the case when marking
separate targets.
There is one thing you need to keep in mind though - The Missiles are still
bound by physics (well, game physics anyway). Suppose you mark a target and
then do a 180 degree turn. If you fire that Missile now, to get to that
marked target, the Missile needs to arc about to reach its destination. In an
open area, that's fine, since you have the space, but in any confined
location, that Missile's very likely gonna hit something else before it
reaches the target. Observe:
Open Area * Closed Area
* |
Missile Path ____ * Wall | __
____________/ \ * | \ Missile
/ / * / Path
Target Samus-- * Target Samus--
XO -> * :) ->
(Facing Right) * (Facing Right)
And that's that. The door in front of you is called a seeker door. To open it,
you need to mark all five targets on the door and hit all five simultaneously.
Seeker doors and, in fact, all inanimate objects meant for seeker marking, are
an exception to the marking rule. No target among them can be marked more than
once, so don't worry about making a mistake.
Oh, one more thing. Using the reasoning above about Missiles being restricted
by physics, the same applies to seeker doors. If you're standing at an awkward
angle to the door or too close to it, the missiles won't be able to alter
their trajectory sufficiently or time themselves properly to hit all the
targets at the same time. Try and stand back a little from seeker doors before
trying to open them.
Once the seeker door is open, return back to the Morph Ball tunnel. Roll
through it. The metroid tanks are broken. As you walk down the corridor,
the metroids scurry past you beneath the floor. Turn left at the fork to get
attacked by a Phazon Metroid! He must have the ability to phase through walls
if he got up here so quickly.
Once that metroid's gone, face the seeker door down the corridor. Open it and
proceed onward. Turn left at the fork, where another metroid ambushes you.
Hyper Beam it to death and enter the next room.
-------------------
Xenoresearch B Lift
-------------------
Ride the elevator down and head through the door.
--------------
Xenoresearch A
--------------
Two more metroids attack at the first fork. Hyper Beam them out of the way and
turn right. At the next fork, another two metroids attack. Dispatch them in
the same way and turn left. Open the seeker door ahead and continue moving
forward. Right before the exit, a total four metroids attack. Despite their
numbers, Hyper Beam still works just fine. Enter the next room.
-------------------
Xenoresearch A Lift
-------------------
Fire a charged shot at the containment tank holding the Energy Tank and grab
it.
--- Energy Tank acquired! --- (max health to 10 extra tanks)
Take the elevator down. Now open the seeker door on the right and ride the
elevator behind it up. Go through the door at the top.
--------------
Transit Tube B
--------------
Enter Hyper Mode and kill the Armored Pirate Trooper in this room. Stay in
Hyper Mode and hurry through the door to Zipline Station Delta.
---------------------
Zipline Station Delta
---------------------
Two Phazon Metroids rise up from the ground. Kill them, then exit Hyper Mode.
Ride the zipline across the chasm. Ignore the metroids that appear from the
wall ahead and go straight for the door.
------------------
Concourse Access B
------------------
[Lore - Loss] - This Databot is floating overhead in the center of the room.
Nothing but the Databot in here. Ice Missile the door and move on.
---------
Concourse
---------
Enter the Morph Ball tunnel to your left and grab the Missile Expansion at
the end.
--- Missile Expansion acquired! --- (max missiles to 160)
To free the next bomb component, you need to hit all three sets of seeker
targets around the top of it. Start with the set directly in front of this
Missile Expansion. Lock on to the four targets and fire, then roll back
through the Morph Ball tunnel. Shoot the four seeker targets at the end of
the corridor to trigger an elevator. Ride it down. Proceed forward and turn
left at the opening to the main chamber. Look up to spot the second set of
seeker targets. Lock on to all of them and fire. Cross the two catwalks here,
then turnround and look up. This is the final set of seeker targets. As with
the others, lock on and destroy them.
The roof opens up, meaning you can summon your ship now. Switch to the
Command Visor and lock-onto the point in the center of the waves in front of
you. Your gunship flies by, the first bomb component in tow, drops the first
component into the second component, and flies away with both of them.
Now to get the final component. Take the door to Concourse A Access.
------------------
Concourse A Access
------------------
Destroy the boxes for various refills and then go through the door to Skytram
East.
------------
Skytram East
------------
Ride the Skytram.
------------
Skytram West
------------
Go through the door.
-------------
Security Tube
-------------
Roll through the morph ball tunnel and take the door ahead.
----------------
Security Station
----------------
Drop down the shaft and take the door to Spire Dock.
----------
Spire Dock
----------
Ride the ziplines back to the main platform. Then enter the Kinetic Orb Cannon
to be shot back to Maintenance Shaft AU.
--------------------
Maintenance Shaft AU
--------------------
Kill all the puffers, then Space Jump to the Grab Ledge and head for the door.
--------------
Aurora Chamber
--------------
Take the door to Aurora Lift.
-----------
Aurora Lift
-----------
Take the door to Zipline Station Bravo.
---------------------
Zipline Station Bravo
---------------------
Blast all the seeker targets on the cannon to the right to make it available
for use. Hop in as Morph Ball to be shot to Transit Hub.
-----------
Transit Hub
-----------
Jump up the platforms ahead of you and turn left to face the seeker targets
on the box. Blast all of them. Switch to Command Visor and lock-onto where the
box used to be. Your ship flies in, drops the first two components on top of
the third one, and flies off with the now completed bomb.
Skytown's AU contacts you moments later with instructions on what to do with
the bomb. You are to drop the bomb in a spire pod at Spire Dock. Hurry back in
that direction. Take the cannon by the zipline back to Zipline Station Bravo.
---------------------
Zipline Station Bravo
---------------------
Take the door to Aurora Lift.
-----------
Aurora Lift
-----------
Enter the save station.
--------------
Save Station A
--------------
Save. Return to Aurora Lift.
=============================================
Dropping the Bomb and Elysia's Leviathan Seed [0315]
=============================================
-----------
Aurora Lift
-----------
Ride the lift down, refill missiles from the boxes, and enter Aurora Chamber.
--------------
Aurora Chamber
--------------
Head straight through to Maintenance Shaft AU.
--------------------
Maintenance Shaft AU
--------------------
Kill the puffers and then enter Spire Dock.
----------
Spire Dock
----------
Enter the Kinetic Orb Cannon to be shot over to the main platform. Switch to
Command Visor and lock-on to the point in front of you at the center of the
spire. Your ship flies by and drops the bomb in a holding chamber atop of the
Spire. Afterwards, Skytown's AU contacts you and requests that you return to
its chamber. Take the Kinetic Orb Cannon back to Maintenance Shaft AU.
--------------------
Maintenance Shaft AU
--------------------
Return to Aurora Chamber.
--------------
Aurora Chamber
--------------
Interact with the panel in front of the Aurora Unit. The AU tells you that the
only only way to drop the bomb on the leviathan is to move the pod directly
over the leviathan and shut off the pod's engine... manually. If you're
ready, say "Yes" to accept the mission. The AU then migrates the entirety of
Skytown over the leviathan. The AU then asks you if you understand what your
mission is, respond "Yes" (unless you don't, in which case say "No" to hear it
again). The AU apologizes for placing you in mortal danger but states that
there are no other options. Return to Maintenance Shaft AU.
--------------------
Maintenance Shaft AU
--------------------
Screw Attack through the puffers over to Spire Dock.
----------
Spire Dock
----------
Take the Kinetic Orb Cannon to the main platform. As soon as you land, the
cables connecting Spire Dock to the rest of Skytown detonate, isolating it
from Skytown, and the spire moves itself over the leviathan.
-----
Spire
-----
[Vehicle - Space Pirate Assault Skiff] - You may mistake them for Pirate ATCs
at first, but they're definitely different. They're slimmer crafts that fly
around the spire attacking it with charged shots.
[Morphology - Armored Shield Trooper] - After the first wave of Jolly Roger
Drones and Aerotroopers, a Space Pirate ATC drops these guys off. Be sure to
not be in Hyper Mode for the scan.
Skytown's AU contacts you to inform you that enemy units are on the way. The
pirates must have detected all this movement toward the leviathan. Moments
later, a Space Pirate Assault Skiff swoops by. The skiff (and the other
skiffs that come by) are your primary targets, as their focus of attack is the
spire itself. The spire has a health bar now, and if it drops to zero, it's
game over.
These skiffs share the same weakness as the Pirate ATCs - their "mouth"
section is their weak point. They're much meatier than the ATCs though, so
Hyper Beam is a must. The best opportunity to attack is when the skiff is
still and charging its attack. You won't be able to destroy the skiff during
its first attack, and hitting it while it's moving is much more difficult, but
stay in pursuit. Meanwhile, a platoon of Aerotroopers and Jolly Roger Drones
pop up to get in your way. If you're having too much trouble hitting the
skiff now, kill these grunts for now while keeping an eye on it and wait until
its next attack. After that, most of the new enemies are the new Armored
Shield Troopers and old versions of pirates you've encountered before.
Focus on the skiffs though and take out an ATC if you have the opportunity as
well. The best time to attack the latter is when it's dropping off troopers.
From as far as I can tell, destroying three space pirate vehicles ends the
encounter. The remaining space pirates leap off the spire, and you're free to
continue on.
Approach the hand panel on a wall by the center of the spire. Press the three
green-marked sections to cut power to the engines. An automated message tells
you you have five minutes to escape, and an escape pod rises up in the center
of the spire. Enter it and interact with hand scanner inside. But there's
a malfunction! Enter the maintenance tunnel that opens on the other side of
the escape pod. Roll through it and take the elevator inside down.
--------
Podworks
--------
Use the Plasma Beam to melt away the metal obstructions in your way. Turn left
and weld back to working order a circuit board on the left wall. Turn right
and grapple lasso off the gate to another broken circuit board. Likewise,
repair that one. Back out and look left toward the left wall. Grapple Lasso
off the shutter on the wall to reveal a third circuit board. Weld the broken
portions on it as well, and the automated message informs you that the escape
pod is back online. The elevator out opens up and a bunch of Swarmbots scurry
at you. Blast them, ignore them, whatever, and hurry back to the elevator.
-----
Spire
-----
Exit the Morph Ball tunnel and re-enter the escape pod. Interact with the
hand scanner inside. A thruster lever comes out. Push the Wiimote toward the
screen to fire the thrusters, and the escape pod launches right before the
spire crashes into the leviathan shield.
--------------
Escape Pod Bay
--------------
The escape pod lands here. Take the door ahead to the lift. Skytown's AU
contacts you to inform you of your success and gives you your next mission -
Fly to the leviathan seed and destroy it.
---------------------
Escape Pod Bay Access
---------------------
Interact with the hand scanner to activate the lift. Ride it down and take
the door.
----------------
Security Station
----------------
Take the door to Landing Site A.
--------------
Landing Site A
--------------
Ride the lift down and call in your ship to land. Enter and save. It's time
to destroy Elysia's seed. Set course for Elysia's Seed.
--------------
Landing Site C
--------------
[Morphology - Phazon Leech] - Hoards of them scurry about on the level below
the landing platform.
-----------
Core Access
-----------
The boney structures can only be destroyed with Seeker Missiles. Lock-on to
all five points and fire. Then fire charged shots at the center of the blue,
organic mass beneath it to obliterate the obstruction. Repeat with the second
boney structure and organic mass further down the tunnel. Open the door to
the core.
----------------------
Elysian Leviathan Core
----------------------
[Morphology - Helios]
Drop down from the ledge to trigger a cutscene. A corrupted mechanoid drops
down from the ceiling. It's go time.
********************
Boss Battle - Helios
********************
Helios can only be damaged by hitting him enough to stun him and open up his
core to attack. The problem is that Helios uses literally hoards of
phazon-enhanced Swarmbots to protect himself. Helios uses them for everything
from absolute defense to both defense and offense and even to the outright
bizarre. All of Helios' methods are clearly divided into several
phases in which he'll committ to one of a number of strategies employing
Swarmbots.
The most common phase is the "still ball" phase. Helios also always switches
to this phase, for at least some period of time (from a few seconds to well
over half a minute), between phases, although the longest times spent in this
phase are usually after he's closed its core after your stun. During this
phase, the Swarmbots simply surround Helios in the formation of a large
sphere. They don't do anything else, simply encircle him and fly about. For
the most part, the Swarmbots provide complete protection and absorb all of
your attacks. However, at the very beginning when they're first surrounding
Helios, there are openings everywhere in the formation (usually beneath it).
Repeatedly fire the Plasma Beam to take advantage of these openings.
Additionally, there are other periods during which the Swarmbots simply leave
openings in the formation for no apparent reason, but these openings may not
always be apparent to the naked eye. For that reason, I always advise firing
at Helios in this phase. You never know when you'll get lucky.
After the above stage, he switches to one of three other phases. It's worth
noting that Helios will not switch back to any phase he's already been in
again until he goes through the others or you stun him in the process, thus
reseting everything.
One possibility is the "rolling ball" phase. Helios takes a form akin to the
still ball, except now he's rolling around the field. Helios rolls about
in near-straight line arcs, a little up a wall, and then back down again. The
trick is predicting which way he'll roll when he comes down off the wall.
There doesn't appear to be any pattern to whether he rolls one way or another,
and since he travels relatively fast and is quite bulky, dodging by strafing
is a huge problem. There are two alternatives though. The first is Hyper
Mode - just tank the damage directly and revert once he's gone. The second is
Screw Attack. If you Screw Attack straight at him, the invincibility protects
you from taking damage. Even when you bounce off from hitting the outer layer
of Swarmbots, the invincibility doesn't wear off until your visor and HUD are
all back online. Helios may drag you with him a bit if you Screw Attack at
him, a particularly big problem if you're too close to a wall. Screw Attack
for the sides of the ball if possible and always make sure you're in the
center of the room. Anyway, there's absolutely no way to damage or stun Helios
at this time. He's completely invulnerable. All you can do is wait for him to
switch to the next phase.
Another possibility is the "swarmbot division" phase. Here, all the Swarmbots
divide into 12 individual attacking groups. Their attacks are identical as
if they were normal Swarmbots, but they can only act when Helios move behind
them. 10 seconds after Helios first moves behind them, they shoot their
energy ball. That said, since Helios needs to move behind them to enable them
to attack, you only need to worry about one at a time. As soon as you see
the Swarmbots divide into multiple, small rings, back away to a wall in order
to keep them all on-screen at once (any wall suffices; they rotate around the
room with you to prevent you from getting behind the formation). To break
apart their attacks, you only need to hit them with any form of charged shot
(briefest charge possible is ideal so that you save the most time). Not even
that, if you hit any part of them - their attack or even the very tip of one
member of their formation - they fall apart. When hit, these Swarmbots don't
suicide bomb you either; they simply wait by the sidelines until this phase
ends. It is possible to aim for Helios during this phase. When he's not behind
any of the Swarmbot formations, he's vulnerable. However, it's not advisable.
Helios moves quickly between formations, and to attack him would mean you
would have to neglect one of the formations he just called for an attack from.
Once he gets there too, that's a second formation's attack you need to stop as
well. Play it safe and stick to taking care of the Swarmbots here. Assuming
you don't take any hits and you dispel all attacking formations as they arise,
after 3 of the 12 or so are still intact, Helios exits this formation,
leaving itself vulnerable for a few moments, and enters the next phase. (Note:
He also inevitably exits this phase on its own given enough time, if you just
want to play the dodging game.)
The third possible phase he can switch to is your best chance to damage him.
All the swarmbots form a single, gigantic ring around Helios. The ring can
rotate across any dimension and also provides total protection to Helios.
Helios does one of two things here. The first is slow-moving charge attack
meant to take advantage of the ring's massive size and potential breadth.
The inside of the ring and Helios himself completely changes to a wavy white
color, the ring's motions accelerate and randomize, and Helios moves toward
you. Simply screw attack across the arena. Helios should pursue, so look
straight up afterwards to catch wind of his second possible attack. Helios
can also summon five red orbs to appear on the plain of the ring. After
summoning them, Helios either swtiches back to the white form or uses them to
charge a laser beam he fires at you. Here is your chance to damage Helios.
Mark all five orbs as seeker targets and fire. Your window of opportunity here
may be very slim if he decides not to use the laser beam, so be as swift as
possible. Once you hit all five with Seeker Missiles, the ring becomes
disrupted and the protection it granted Helios drops. Hit Helios hard and
fast. If you have allot of health, use Hyper Beam. This is your best chance
to use it.
Once Helios takes enough stun damage, all the Swarmbots fall to the ground and
disappear. Subsequently, Helios enters a Hyper Mode of his own. However,
his core opens up at the same time. It's only vulnerable to phazon-based
strikes, so stick with Hyper Beam. Helios is not helpless though. He
incessantly charges straight at you, claws drawn. Lock-on and strafe around
him to the other side. Don't waste your phazon ammo here; the only vulnerable
part of Helios is the front portion of the core, which he also opens and
closes on a frequent basis. As a general rule, after you get in all the stun
damage and he enters this phase, start attacking the instant he stops
pulsating and draws out his weapons. Always attack when you're in front of
him and he's either opening his mouth or it's already open. From the side or
the back, never attack, since it's impossible to hit him.
Once you take Helios down to half-health, he substitutes the three previous
phases with new ones, although the old rules still apply.
The first possibility is a variation of the phase mentioned in the previous
set, the phase when the Swarmbots split into 12 groups and attack. This form
is much deadlier though. Helios travels between the groups much faster now
and destroyed groups are quickly replaced by new Swarmbots. Unless you use
Hyper Mode here, it is impossible to defeat them directly. There is however
an alternative. As soon as you see this form get together, back up against
a nearby wall. When the first formation ordered to attack by Helios is about
to fire, start screw attacking. Space your Screw Attack so that you can cross
the whole arena. As you exit the Screw Attack (by landing or bouncing off a
wall), enter Hyper Mode to tank any attacks coming your way. Face the opposite
wall again. Begin Screw Attacking again and exit Hyper Mode. Re-enter Hyper
Mode when you land and repeat until this phase ends.
If you're thinking, "Whoa whoa whoa, that requires way too much coordination
and concentration to do consistently. Are you crazy?" There is an easier way
to do it. As soon as you begin the Screw Attack, let go of the Nunchuk. You
don't need it for anything anyway while you're Screw Attacking and flicking
around Hyper Mode. Put all your attention into what you're doing on the
Wiimote. Use your left thumb (if jump is A) or index finger (if jump is B) to
operate the Screw Attack, and use your right thumb to turn on/off Hyper Mode.
The order should go like this: 1) Begin Screw Attacking. 2) Drop the Nunchuk.
3) Activate Hyper Mode as you fall after the last somersault. 4) Here, the
game automatically turns you around to face Helios so you don't need to do it
yourself. Pick up the Nunchuk. 5) Start the next Screw Attack. 6) Drop the
Nunchuk. 7) Deactivate Hyper Mode while somersaulting across the arena. 8)
Repeat steps 3 through 7 until Helios is done with this phase. If all goes
well, you shouldn't take an ounce of damage.
The second possibility is a whole new phase. Helios rises to the top of the
Swarmbots and then sinks to the bottom, initiating a tornado of Swarmbots. If
you get too close to the blue speks tossed up by the whirlwind, you get sucked
in to the tornado and damaged. Helios is pretty easy to predict here. His
motions are entirely restricted to straight lines. Furthermore, whenever he's
about to change directions, he stops, hops, and then moves in the direction
where you were when he hopped - Easily evaded by dodging to the side after he
hops. There's only two ways to damage him here. You can either lay Morph Ball
Bombs by him or you can use Hyper Ball. Hyper ball is definitely the better
way to go here - His movement is harder to trace in Morph Ball, and you
yourself are harder to control due to the tornado. Other than that, a single
lightning bolt from Hyper Ball is enough to stop him. Once you hit him with
a Morph Ball Bomb/Hyper Ball, the Swarmbots vanish and Helios freezes for
several seconds. Attack him as fast as you can in hope of a stun.
The third and final possibility is yet another new phase. Helios turns the
Swarmbots into makeshift arms and legs and dons a humanoid form. In this form,
he can stomp his "feet" on the ground to generate wavequakes or fire out giant
energy balls from his "hands". However, the joints of this form are very weak,
particularly where the arms and legs meet the "body" (Helios himself). The
game marks them as glowing red spots. When he prepares for a wavequake or a
giant energy ball, there's a brief period of lag where he simply keeps the
limb raised in place, charging the energy for the attack. During this time,
that joint glows a particularly bigger red and is marked as an attackable
target by the aiming reticle. A single charged shot is enough to break it
apart, provided that you don't actually hit a Swarmbot. Don't fire as soon as
the joint starts glowing though. Wait for the limb to stop moving, then fire.
Since the joint moves along with the limb to some extent, you'll probably miss
by firing immediately. Should you miss completely and Helios gets off the
attack, strafe to the side away from the energy ball and space jump over the
wavequake. One final tidbit to keep in mind is that there's a specific order
to attack the limbs in. You can't take out the legs immediately, as once you
destroy one leg, Helios uses his remainings arm(s) and leg to lift himself
back up and proceeds to restore all his limbs. Instead, take out both arms
first, then take out a leg. With three limbs destroyed, Helios collapses.
Fortunately, as soon as he collapses, you get to bypass the "stun him" phase
and get to attack the core directly. Lay into him with Hyper Beam.
*********
Once Helios is defeated, he explodes, sending out a phazon shockwave. The
Corruption in Samus worsens and the physical appearance of her suit is
altered (for the much better might I add). Grab the item Helios leaves behind.
=== Hyper Missile acquired! ===
Sweet. With this hyper upgrade, you can now fire Missiles in Hyper Mode. These
Missiles have very different properties from your conventional Missiles
though. On the plus side, these Missiles are much, much faster than ordinary
Missiles. Their speed is easily comparable to that of a beam. Additionally,
Hyper Missiles are ludicrously strong, packing a remarkably bigger punch than
regular Missiles. On the down side, Hyper Missiles consume quite a bit of
your phazon bar (27% to be exact), have a slower rate of fire than ordinary
Missiles, and have lost the tracking ability of regular Missiles as well.
There is one more benefit to Hyper Missiles, one which really shines in
long-term combat when fighting allot of opponents. Let's say you're fighting
with Hyper Beam, and you're down to, oh, I don't know 10%, 15% of your
remaining energy. If you max-charged your Hyper Beam, the game would only
give you as much power and as many shots as there were ammo left in your
phazon bar. This is not the case with Hyper Missiles. As long as you have
energy in your phazon bar, you can fire off a Hyper Missile at full power but
at no cost to you. Even if you only had 1% of your bar left, that Hyper
Missile would still have all the potency as if it were running off that normal
27% cost. For that reason, if you're about to finish off your phazon bar in
combat, most of the time there's no reason not to finish with a Hyper Missile.
Once you grab the upgrade, four phazon crystal growths sprout out at the four
upper corners of the room. Fire a Hyper Missile at each of them. The spots
where they were then shoot out phazon streams at the core, and the core
emerges. Press A when prompted to release all your pent up phazon energy at
the core, completely overloading and destroying it. Elysia leviathan seed
destroyed. Mission accomplished.
Samus flies off, leaving Elysia. The Federation AU contacts you,
congratulating you on your success so far and then gives you your next
mission. The Pirate Homeworld has also been impacted by a leviathan. The
Corruption is spreading so rapidly that the entire planet may be transformed
into pure phazon. Your mission - Destroy the leviathan there and look out
for Gandrayda. The AU puts the location of the Pirate Homeworld on your map
and then signs out. Well, there are no other important items to get at the
moment, so set course for the Command Center on the Pirate Homeworld.
===================================
The Mission to the Pirate Homeworld [0316]
===================================
================
Pirate Homeworld
================
------------------
Landing Site Bravo
------------------
[Mechanoid - Pirate Cargo Drone] - One of these little guys floats around
below the deck on the right side of your ship. They cover a pretty wide area,
so it will take a little while to find him.
The Pirate Homeworld. So this is it, huh? The atmosphere works. Anyway, head
through the door ahead.
---------------
Lift Hub Access
---------------
Two Crawltanks are on the wall. As you'll soon learn, most things here on
the Pirate Homeworld enter Hyper Mode, and these guys are no exception. Take
them out with Hyper Beam and move on.
--------
Lift Hub
--------
[Lore - Our Mission] - On the right wall in the chamber before the elevator.
[Research - Space Pirate Orange Door] - The exit.
Fire two Ice Missiles at the Remorse-class turret to freeze it, then a charged
shot to break it apart. Not much else to do in this chamber, so go ahead to
the elevator. On the left wall are a series of elevator buttons. The first
level up leads to an impasse, so press the top button to go to the highest
floor. When you get off, the right path, again, leads to an impasse, so take
the left path instead through the orange door.
-----------------
Command Courtyard
-----------------
There's a brief cutscene showing a pirate passing through the force field
ahead. Afterwards, the Federation AU contacts you, telling you that there
should be a path straight to the seed from here... but that you need to find
protection from the acid rain first.
To say the rain around you is dangerous is an understatement. The acid rain
of the Pirate Homeworld is corrosive to kill you in literally a matter of
seconds. You do have the added benefit that it works on a J-curve (the damage
starts off small and gets greater the longer you're out there), but this
isn't the same J-curve as, say, Fuel Gel. You can only spend a couple seconds
out in the acid rain before the damage curve reaches a level where you start
losing energy tanks *per second*. Staying out even longer dooms you to losing
more than one energy tank per second. That said, don't touch the acid rain.
Just don't. If there's a path with acid rain on it, look for cover above.
If there is none, you're not meant to go that way. Period.
There's sufficient cover out here though; just don't stray beyond the reach
of the catwalk above. Head forward and then turn right where the catwalk above
ends. Turn left once you hit the wall and hug the wall until you reach a
small alcove with a number of fans swinging by a Morph Ball tunnel. To the
right and above is a Grab Ledge. Space jump up to it and enter the Morph Ball
tunnel.
Continue riding along the tunnel until you come up to a narrow portion of
tunnel that has two large, orange circles on both ends of the tunnel. Once
you leave that area, head left and follow the path through a small morph
ball chamber directly beneath the catwalk from before. Continue through it
to grab the Missile Expansion you saw earlier in the tunnel.
--- Missile Expansion acquired! --- (max missiles to 165)
Head back to those two orange lights and take the right fork this time. Ride
the tunnel to the end, hop out, and enter the small chamber to the side.
Trace the wires from the covering on the ground up to a spot on the wall.
Approach that socket and interact with it. After a simple counterclockwise
twist and pull, you acquire another Energy Cell.
--- Energy Cell acquired! --- (5 cells total)
The safety hatch opens, and the power to the fans is cut. Change into morph
ball and enter the new tunnel. At the end, you're droppe down in front of
the deactive fans. Enter the tunnel they were blocking before and roll through
to the next room.
------------
Flux Control
------------
Enter Hyper Mode and run through the corridor ahead, killing the two
Crawltanks in your path. Revert and drop down the hole at the end. Repeat as
above for the corridor down here. When you reach the end of this corridor
though, two Morph Ball tunnels lie ahead of you. The right one leads to a
dead end for now; you still have no means to traverse magnetic tracks. The
left path however holds promise. To access it, Grapple Lasso out the hatch
covering and then hop on in. Ride it through into the next room.
---------------
Command Station
---------------
Ride the elevator down. There are quite a few pirates right above you, but
none of them can spot you from this position. Turn right here and roll around
the room to a dead end. Spring jump up to a Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 170)
Roll back the way you came, right past the first elevator and straight to a
second one. Ride it up and continue on in the tunnel.
-------------
Command Vault
-------------
Continue rolling through the tunnel until you finally drop down and out. From
right where you exit the tunnel, look up to spot five seeker targets. Fire
Seeker Missiles at all of them and the crane past them releases a new item.
=== X-Ray Visor acquired! ===
In addition to giving the ability to see through walls, this model of x-ray
visor also enables you to see through phazite and interact with certain
terminals that can only be worked with x-ray vision. Most things are
color-coded gray, but the X-Ray Visor highlites important objects on the field
orange. Nifty.
To access the X-Ray Visor, switch to visor select and move the reticle to the
lower-left region. Deactivating this visor is different from the others. Only
manually changing at visor select, changing into Morph Ball, or activating
Hyper Mode turns off this visor. You retain all your normal fighting
capabilities with this visor equipped.
That said, turn on the X-Ray Visor and interact with the terminal across from
you. Interacting with it with any visor yields blank fuzz. On this terminal,
you need to press, from left to right, the four symbols that appear in the
center. With each button press, the position of each symbol resets, so only
focus on finding the next one.
Once you do the above on this terminal, a track above moves closer to the
opposite wall allowing phazon canisters to now be carried through this
portion of the room. When a canister is over the center of the room
(specifically, the hardened hatch blocking the Morph Ball tunnel ahead).
Enter the tunnel and ride it through to the end.
--------------
Defense Access
--------------
[Research - Space Pirate Green Door] - The green door opposite of the blue
door when you drop down.
If you want the scan for the green door, get it now, as phazite paneling
drops over it later, meaning you'd have to wait longer to get the scan.
Work the X-Ray Visor terminal on the left wall (as if you were facing the
green door) and take the elevator that appears when you're done.
---------------
Command Station
---------------
[Lore - Stowaway] - On the left wall by the window.
Not much in here other than the scan itself. Approaching the window triggers
a short cutscene showing the pirates working. That's about it. Ride the
elevator back down.
--------------
Defense Access
--------------
Blow away the two pirates down the corridor that jump out to attack you with
Hyper Missiles for a one-hit KO. Take the blue door.
----------------
Security Airlock
----------------
When you enter this room, you receive a transmission from a federation marine
who claims he's been captured but has information on how to get around the
acid rain and to the seed. You also receive his location and coordinates.
He's a fair distance away, so you need to return to the ship and fly off to
a closer dock to reach him.
Walk ahead and grab the Missile Expansion in the structure.
--- Missile Expansion acquired! --- (max missiles to 175)
Back away from where the expansion was and switch to X-Ray Visor. A small
blinking dot is pulsating on the structure and switching locations. Each time
you shoot it, it switches to another location, and part of lock is
unfastened. Once you shoot it five times, all the locks are freed, and a
hologram appears in front of you. Enter the hologram as Morph Ball to cause
the structure to whirl around, releasing you on the opposite side. Head
through the door.
--------
Lift Hub
--------
Access the floor terminal on the right wall of the elevator and ride it down
to the bottom. Turn right after leaving the elevator to spot an X-Ray Visor
terminal. Interact with and work the terminal to deactivate the force field
next to it. Step into the hologram to receive map data for the Pirate
Homeworld. Additionally, a new dock becomes available for use, one right
next to the captured GF Trooper. Take the blue door.
---------------
Lift Hub Access
---------------
Return to the landing site.
------------------
Landing Site Bravo
------------------
Save and enter your ship. There's one brief side trip to make before moving
on. Set course for the G.F.S. Valhalla.
========
Valhalla
========
-------------
Docking Bay 5
-------------
Interact with the hand scanner by the gate to open it.
---------------
Hangar A Access
---------------
Screw Attack across the gap and interact with the console right of the exit
to open it.
----------
Repair Bay
----------
Kill the Phazon Metroids with Hyper Beam but this time go right and head for
the door on the ground floor. Blow up the crate in your way with a charged
shot and enter the next room.
---------
Stairwell
---------
[Energy Cell ID GA-7485W-2] - After entering the room, on the first floor on
the left by the window.
[Lore - Tallon IV Incident] - On the second floor, on the ledge opposite of
the exit.
The only way to get to the second floor here is to power and activate the
ramps. Melt the metals on the right and insert two Energy Cells into the
slots to do so. Kill the Phaz Ing that come out of hiding, climb the ramp and
Screw Attack over to the exit.
-------------
Weapons Cache
-------------
[Energy Cell ID VB-3491Q-1] - On the left from the entrance.
Grab the Missile Expansion and head back out the way you came.
--- Missile Expansion acquired! --- (max missiles to 180)
---------
Stairwell
---------
Drop back down to ground level and return to Repair Bay.
----------
Repair Bay
----------
Kill the Phazon Metroids with Hyper Beam. Then interact with the hand scanner
near the gate to open the door.
---------------
Hangar A Access
---------------
Screw Attack across the gap and interact with the console to the right of the
main gate to open it.
-------------
Docking Bay 5
-------------
Save and enter your ship. Now set course for the Research Facility on the
Pirate Homeworld.
==============================
Meeting up with the GF Trooper [0317]
==============================
================
Pirate Homeworld
================
------------------
Landing Site Alpha
------------------
[Research - Heavy Phazon Canister] - The bluish canister on the catwalk ahead
of you.
Take the blue door ahead.
---------------
Scrapvault Lift
---------------
Interact with the hand scanner to turn on the elevator, then ride it up. At
the top, fire a charged shot at the hatch on the structure on the left. Enter
as Morph Ball and ride the tunnel to the end. Turn right and look out the
balcony. Shoot the pulsating light on the console to open the gate. Go back
through the Morph Ball tunnel and proceed past where the gate was to the door.
----------
Scrapvault
----------
[Morphology - Urtragian Shriekbat] - Probably the trickiest scan in the whole
game. The Pirate Homeworld's version of the shriekbat only appears in this
room the first time you visit this room. Fortunately, there are two groups of
them in this room, but if you miss them you must reset for the scan. The first
set of shriekbats appears down the end of the first corridor. Mid-way down
you hear their shriek and they start charging at you. Make sure to destroy all
the crates along this corridor so you don't actually scan them instead, and
run backwards when they do appear. The second set appears not too soon after.
Between the two floor phazon vents, after you jump up to the second platform,
these guys appear on the right.
Head down the corridor ahead. Scan the shriekbats rather than kill them if
you're going for all scans. Turn left and proceed past a phazon vent. Jump up
the platform nearby and continue scaling the platforms around this room. Kill
the shriekbats that appear, traverse the bridge through the giant creature in
this room, and continue platforming until you see a Grab Ledge in front of
you.
Instead of jumping to it, turn 45 degrees to the right to see a set of
platforms above you in the distance. Screw Attack over to them, then turn
around until you see another Grab Ledge with a Missile Expansion near it.
Space Jump over to it and grab the expansion.
--- Missile Expansion acquired! --- (max missiles to 185)
Space Jump down until you've lost enough height so that you can Screw Attack
back to the lower platform. Now Space Jump to the first Grab Ledge and roll
down the tunnel.
----------
Scrapworks
----------
Continue rolling down the Morph Ball tunnel. Use Hyper Ball on the Phazon Grub
that gets in your way, and continue forward to a bomb slot. Bomb it to open a
hatch on the other side of the wall as well as to remove the blockade on the
upper path to the left. Take that path left, boosting past the turret fire.
Spring Ball up the two rising/falling platforms into another path. Hyper Ball
the Phazon Grub ahead and take the fork up. Before the path heading right, an
Energy Tank lies above, too far out of reach. First, Hyper Ball the Phazon
Grub on the upper route, then perform a double bomb jump to reach the Energy
Tank. (Ctrl + F "dbj" to find an explanation).
--- Energy Tank acquired! --- (max health to 11 extra tanks)
Then take that upper path and drop down on the right. Lay a bomb in the bomb
slot above you to remove the obstruction blocking the way, then drop down and
go through the hatch.
----------
Scrapvault
----------
Boost through this tunnel to the end. The circuit board feeding power to the
X-Ray Visor terminal is broken, so weld it back together with Plasma Beam and
then operate the terminal. A gate lowers on the ground level and a set of
pistons shoot out of the walls to create ledges to reach the door to the next
room. Change back into morph ball and take the tunnel that brought you here
back to Scrapworks.
----------
Scrapworks
----------
Return to where the last bomb slot was here. Jump up and roll right into a
giant Half-pipe. There's nothing you can do on the left side (damn Magnetic
Rails), so boost up to the top of the right end of the pipe. Drop down
the first gap in this tunnel to a bomb slot. Bomb it to open up a hatch near
the Half-pipe. Return to it and jump up to the opened tunnel. Roll through it.
----------
Scrapvault
----------
[Morphology - Commando Pirate] - Two of them appear after the cutscene.
Drop out of the tunnel and revert. The pirate security system spots you and
a paior of Commando Pirates appear to fight you. Commando Pirates are much
more durable than any of the other pirate ground troops you've fought thus
far. They also have the ability to teleport around the room. Don't take them
lightly. Take them out with Hyper Beam ASAP.
From the area where you fought the Commando Pirates, turn left to spot the
now opened pathway. Jump up the ledges to the orange door.
-----------------
Processing Access
-----------------
[Lore - First Disciples] - On the left wall past the first set of three
security beams.
Security beams only visible to the X-Ray Visor comb this corridor between the
two sets of devices planted on each wall. Change into morph ball and roll
beneath all the security devices straight to the blue door. If you should
set off one the beams, an alarm gets sounded. Shooting it deactivates the
alarm, but if you take too long, a Commando Pirate appears to fight you.
------------------
Metroid Processing
------------------
[Morphology - Assault Shield Trooper] - Two of them appear on the right once
you enter the room.
The instant you enter this room, the pirates catch on to your presence, and
two Assault Shield Troopers appear. Grapple Lasso off their shields. Meanwhile
a Commando Pirate should appear. Once both the shields are off, engage Hyper
Mode, kill off the Assault (now Pirate) Troopers with Hyper Beam, fire off a
few more Hyper Beam shots at the Commando Pirate, and finish him off with a
Hyper Missile.
Switch to X-Ray Visor and find a terminal on the ground-level. Interact with
it and complete the circles. The wall nearby shifts back, revealing an
elevator shaft. Ride it down. Down here there's a fork. First take the right
fork and fix the circuit board. The elevator upstairs starts working normally
again. Now take the left fork and remove the Energy Cell.
--- Energy Cell acquired! --- (6 cells total)
The force fields on the metroid containment tanks go out. Oh noes. Ride the
elevator back up, at which the Phazon Metroids break free (big surprise) and
attack you. Use Hyper Beam to quickly dispatch of the three metroids. Now
search the containment tank on the east side of the room for a Missile
Expansion.
--- Missile Expansion acquired! --- (max missiles to 190)
Change into Morph Ball and circle around the central piston until you find an
opening. Wait for the piston to lower, revealing a Morph Ball slot at the
very bottom. Enter it, and the piston carries you to the top of the room.
Take the Ice Missile door.
--------------
Creche Transit
--------------
You can't advance very far in this room because of the acid rain, but there is
still one thing to do in this room. Bomb the weakened wall on the south side
and enter the Morph Ball tunnel. Roll through until you reach a Spinner in a
circular structure. Continue boosting in and until it locks into a new
position. Follow the new path up to a Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 195)
Go back down to the Spinner and work it again to restore it to its previous
position. Then proceed back to Metroid Processing.
------------------
Metroid Processing
------------------
Ignore the metroids and run straight for the Plasma door ahead.
--------
Airshaft
--------
[Morphology - Puffer Mine] - The best time to scan them is after you've Screw
Attacked up to the top ledge. Head out to the right-hand edge of the ledge,
kill any that are between you and the Wall Jump Surface and look left, where
another spawns to replace it. Scan the one that comes out.
[Lore - The Source Discovered] - After Screw Attacking up to the top of the
room, look on the righthand wall, the wall opposite of the passage leading
to the exit. This scan is below and between the other orange lights in the
wall.
Shoot the four targets with Seeker Missiles. A Wall Jump Surface forms from
where the targets were, complementing the one in front of you. Ignore the four
Crawltanks that emerge and simply Screw Attack to the Wall Jump Surface and up
the room. After making the last wall jump, mash the jump button to get around
the camera lag and to continue the Screw Attack to the far end of the room. If
you fail, simply climb the platforms ahead to the top. Head through the blue
door.
---------
Craneyard
---------
There's a cutscene here, where Samus observes a machine outside move an item
in a tank beyond the force field. Samus then turns around and stares at the
Magnetic Rails. A hint, mayhap? If you're diligent, poking around beyond the
force field with the Scan Visor lets you lock-on to the item. "Hazard Shield"?
Sounds like an item that could protect you from the acid rain.
There's not much else to do here. I would advise refilling on health and
ammunition from the crates though before entering the next room.
--------------------
Proving Grounds Lift
--------------------
The marine! He's hiding behind some of the consoles further down in the room
from two Armored Pirate Troopers. He's quite safe for now though, both he and
the troopers continually miss each other. Once you approach the troopers
from behind, they become alerted to your presence. Enter Hyper Mode and
eliminate them with Hyper Beam.
Now approach the marine. He thanks you for saving him and states that he can
help you get to the seed. He says the pirates are using a special shield that
protects them from the acid rain and that he knows where they make them. He
gives you the coordinates. And it's in Craneyard. Just as suspected. He does
state that he knows of a back entrance, but that he needs your help getting
the lift back online - the two of you need to pull the levers for the lift
simultaneously.
Get on the other side of console the marine is on and interact with the lever.
Follow the marine's command as he shouts them. Pull. Twist
(counter-clockwise). Pull. The elevator moves into position. Get on.
---------------
Proving Grounds
---------------
[Morphology - Gandrayda]
After the elevator stops, Samus begins walking forward... but the marine just
stands still. Samus suspects something is wrong and changes into Morph Ball
right before the marine's attack hits her. The marine reveals his identity.
It's actually Gandrayda!
***********************
Boss Battle - Gandrayda
***********************
Wow, Gandrayda is very agile. She's almost always tumbling, cartwheeling,
somersaulting, and otherwise bouncing around the arena. Her attacks are
surprisingly simple though. While she's jumping about, she can fire a number
of energy discs at you. Beforewarned. These discs have limited homing
capability. Unless they're fired at close to mid-range, there's a good chance
they're gonna home in on you, so shoot them down if you can. Fortunately, they
often leave behind health or ammo drops. Other than that, all of her attacks
can only begin once she's stopped a series of jumps and can all be identified
before she pulls them off, mainly because her body language drastically
differs from when she's simply jumping around normally. Rather than tumble or
spin in the air, Gandrayda's other aerial attacks have her body simply leaping
forward without any fancy acrobatics, more horizontally than vertically as
well, and without leaving a purple trail behind her. In the first, she leaps
forward and plants her fist into the ground to fire a shockwave at you. Easily
strafable. In the second however, she leaps straight for you, latches onto
your body, and forces you to shake the Wiimote and Nunchuk repeatedly to shake
her off. This latter attack is difficult to identify in time. By the time
you've figured it out, it's too late to move out of the way. In general,
regard any one of her "forward leaps" in your general direction as an attempt
to latch on to you. She never performs those leaps toward you for the other
attack. If you can't dodge in time, change into Morph Ball. She can't latch
onto Morph Ball, and aside from that, transforming disorients her landing
spot, oddly enough, and she usually lands a significant distance away from
you. Her final attack is inconsequential. She stands on the ground, does a 360
spin, and fires off an energy ball at you. The aim on the ball is wildly
erratic. In general, you should be okay if you just strafe (on way or another;
it's fine).
Considering how zippy she is, actually hitting her is quite challenging, and
it really doesn't help that she surprisingly takes hits quite well. Hitting
her while she's jumping about is extremely difficult, and if you're a
first-timer, always firing continually at her non-stop is gonna give you a
cramp. Your best chance to really mash the fire button is when she's stopped
tumbling about. Yes, that's the same time she goes on the offensive herself,
but there aren't many other options unless you're a really good shot.
Fortunately, the game does make things a little easier. From the start of the
battle, Gandrayda regularly morphs between three other forms - Berserker,
Aerotrooper, and Swarmbots. It should be noted though that the status of the
forms completely regenerates between morphs (although, obviously, Gandrayda's
health remains dropped from the damage), and Gandrayda can revert of her own
will, rather than just from damage, although she usually sticks to a form
until a certain amount of time has passed or damage has been taken.
The Berserker has all the attacks of its brethren and should be handled
similarly. This Berserker's phazite armor can be broken by only three of its
own phazon attacks. Considering you can prompt the Berserker to launch the
attack simply by approaching it after Gandrayda transforms, you should try for
all three at once. Approach the Berserker from whatever side leaves you the
most space behind you. Back up as soon as you hear the first phazon ball come
out and continue backing up as far as you can. Send the phazon ball back at
him the instant you hear the third one come out. Then send the other two back
as well and then start wailing on his exposed back until Gandrayda reverts to
normal form.
The same applies for the Aerotrooper morph; It's identical to an actual
Aerotrooper. Its armor can be tough to take out with the Plasma Beam
(Gandrayda usually reverts before you can deal any major damage if you just
stick with Plasma Beam). Ice Missiles work surprisingly well here, taking
apart his armor and dealing good chunks of damage per hit.
The Swarmbots are pretty different from your conventinal Swarmbots though.
They resemble Helios' tornado more than anything else, except these guys
aren't bound to moving in a straight line. They're not particularly easy to
run away from either. Sticking to Hyper Mode to tank the damage and firing off
a fully charged Hyper Beam blast right into the center of the Swarmbot
whirlwind works quite well, and the downed Swarmbots often leave drops too.
Continue battling Gandrayda as so until her health drops to 75%. At this
point, she opens the roof by lowering the four pistons in the room and expands
the arena beyond its original bounds. Now a large outer section is regularly
scorched by acid rain. Fortunately, the original portion of the arena doesn't
suffer a similar fate, nor are you bound to go into the acid rain to fight
(although you can if you're not careful). Even better is that this acid rain
is less caustic than what you've encountered throughout the rest of the Pirate
Homeworld. It takes a good few seconds longer before the J-curve really kicks
in and you start losing health fast. Getting knocked into the acid rain isn't
an instant game over here.
Gandrayda also adds two new morphs to her repertoire here, Rundas and Ghor,
and she uses these two the most extensively now. The good news is that these
incarnations only feature a fraction of the combat capability of their
real-life counterparts.
Rundas in particular is very easy. Gandrayda's version only retains the
ice armor, the freezing ice blasts on the ground, the ice slide around the
arena, and the ice bullets fired while on the slide. Hell, Gandrayda's Rundas
can even be sniped while on the ice slide because her path is a much more
predictable back and forth in the distance. You can hit Rundas while on the
slide by predicting his location based off his current trajectory and firing
ahead of it. Your main moment for attacking remains his ground form when he's
off the ground though. Plasma Beam more than suffices here. Grapple Lasso off
his ice armor when he's stunned, wail on him as he flees/fires freezing ice
blasts at you, rinse/repeat. On Normal Mode, by firing continually at him
while Rundas is reforming his armor, you can actually stun him automatically
again and immediately Grapple Lasso off his new armor.
Ghor isn't as simple. Gandrayda's version retains his fast charge, spin
charge, and spin laser, and you only have to fight the form of Ghor where you
Boost Ball into the flashing device below him and then attack his head, but
this Ghor is much smarter than the original. He always runs away whenever his
bottom is exposed so that you can't Boost Ball into it and uses the
opportunity to use anti-Morph Ball weaponry (mainly, a rapid-fire rope that
pulls you in and smashes you into the ground; also, plasma turrets and Ghor's
other attacks listed above). It's hard to get in on his bottom, but if you do,
use Hyper Beam on his head to get Gandrayda out of this morph ASAP.
Once Gandrayda's health drops to 50%, she changes her strategy yet again. She
recalls the pistons that previously dropped down below the floor, and she now
morphs exclusively into a Varia Suit wearing version of you, Samus Aran. She
has three attacks. The first is a super Boost Ball which bounces off of
objects quite a few times at super high speed before suddenly stopping.
Dodging it consistently borders on the impossible. There's absolutely no way
to turn fast enough to track her location this whole time when trying to
dodge. Your best bet is to crunch against the force field by the exit and try
to jump out of the way of the Boost Ball before it smashes into you. The
second is a short-range electrical shockwave sent out against any close-range
opponents, and the third is a giant laser that sweeps back and forth across
the field. The second is solved by just not getting close to her so she
doesn't have occasion to use it, and the third simply by jumping over.
Gandrayda's Samus is most vulnerable during the third attack because she's
completely still and, outside of the giant laser, completely defenseless.
Attack her as you will then.
When Gandrayda's health drops to 25%, she stops morphing altogether. At this
point, she starts switching between normal, hyper, and cloaked forms. The only
times she's ever in her normal mode here are when she's jumping around for
a few moments, switching to the other form, or leaping and latching onto you,
which oddly enough she can't do in the other two forms. Her Hyper Mode form
gives her allot of added durability but doesn't buff her attacks that much.
She does seems smarter though and often jums right over you to launch attacks
behind you that you can't even see, much less do anything about. Fighting her
cloaked form is the same as fighting her normal form, minus her latch-on
attack. To see her when she's cloaked, simply switch to the X-Ray Visor and
find her somewhere around the arena. When she turns off the cloaking device
(as evidenced by your HUD becoming covered with white fuzz), switch back to
Combat Visor.
Taking away that last 25% can be a problem though. Since Gandrayda is no
longer morphing, all you have to fight is the bouncy Gandrayda herself. The
same rules for fighting her earlier still apply with the added attack
opportunity of when she sits still to activate or deactivate her cloak.
Attack the most whenever she's not in Hyper Mode unless you have enough health
to go Hyper Mode yourself.
There is one other approach to this entire battle that I didn't offer earlier
because of how unconventional it is. It's possible to kill Gandrayda entirely
with the Screw Attack. Ghor is impervious to Screw Attack and thus needs to
be fought normally, but everything else is weak to Screw Attack. You can
somersault onto the Berserker's back and through the Aerotrooper and
Swarmbots completely taking off about 10% of Gandrayda's total health
automatically. The Rundas form, Samus form, and Gandrayda herself are handled
a bit differently though. For them, you initiate the Screw Attack, but you
don't somersault; you simply time the initiation of the Screw Attack so that
you fall into them as you come down. Alternatively, especially in the case of
the Samus form, if she's far away, you can somersault over and time the last
somersault so that you fall into her. The hitbox for the Screw Attack is as
wide as the orange veil around Samus, so you don't necessarily need to make
direct bodily contact. The invincibility from Screw Attack is a huge help as
well, as it allows you to venture out deep into the acid rain without worrying
too much about the J-curve. You take damage on the way out of the rain of
course, but the J-curve doesn't go into effect until your first-person
perspective and HUD are back online. Extremely successful Screw Attacks,
particularly ones against Gandrayda's normal form, can result in net damage of
over 30% of her health from that single hit. Screw Attack has been the
quickest and easiest way for me to dispatch of Gandrayda, but it may feel
awkward to you first-timers, so feel free to default to conventional beam
combat if you have trouble with it.
*********
Once you defeat Gandrayda, she overloads with phazon and collapses. She cycles
through a number of different transformations, finally changing into a mirror
image of yourself. She lets out a loud bellow while reaching out her hand to
you, but the spirit of Dark Samus appears and whisks her off. Pick up the item
she leaves behind.
=== Grapple Voltage acquired! ===
Grapple Voltage uses the grapple beam as a medium for electrical energy. It
can either pilfer energy from power conduits to deactivate devices and
increase your health, or it can insert your own bodily energy into the
conduits to power devices at the cost of your health. Only a marginal amount
of health is actually exchanged though; Grapple Voltage is chiefly an ability
used for opening up new paths. As an added bonus though, Grapple Voltage can
also be used on enemies you could tear apart with Grapple Lasso early. You can
insert your own energy into them to overload them and cause them to explode,
or you can drain them off their life energy and kill them that way.
To use Grapple Voltage, lock-on to a grapple point found on certain machines
and conduits and thrust forward the Nunchuk to latch onto it. A number of bars
then appear next to the device. If the bars are full and colored, you're meant
to syphon away energy. Pull back on the analog stick until all the bars are
empty. If the bars are empty and black, you're supposed to insert energy. Push
forward on the analog stick until all the bars are full. For enemies that can
be killed with Grapple Voltage, no such bars appear. Additionally, enemies
from whom you're draining energy from can break free.
Now then, pick up all the health and ammo drops left by Gandrayda and then
turn and face the force field in front of the blue door. Use Grapple Voltage
on the nearby console to syphon away the energy for that force field. The
force field promptly deactivates, the pistons return to their proper position,
and the elevator back down reactivates. Take the blue door that was behind
the force field.
-------------------
Transit Station 1-B
-------------------
Interact with the hand scanner below the map to summon a train. Enter it and
interact with the console inside. A simple up tilt then down tilt on the
Wiimote, and the train takes off for another part of the homeworld.
-------------------
Transit Station 1-A
-------------------
[Lore - The Leviathan] - Directly in front of you as you get off the train.
As you leave the train, the Federation AU contacts you to inform you that
Skytown's Aurora Unit has found evidence of Chozo technology there that may
help you in getting around the Pirate Homeworld. Interesting. Take the door
ahead to the next room.
------------------
Landing Site Alpha
------------------
And you're back at Landing Site Alpha. Syphon away the energy for the force
field at the end of the corridor and return to the ship to save and to set
course for Landing Site A on Elysia.
==========================
Chozo Technology on Elysia [0318]
==========================
======
Elysia
======
--------------
Landing Site A
--------------
Ride the elevator down and enter Security Station.
----------------
Security Station
----------------
Kill the puffers and take the blue door to Spire Dock.
----------
Spire Dock
----------
Yes, despite how the actual spire is gone, it's still possible to travel here.
A Kinetic Orb Cannon has taken the place of the ziplines here. Enter it to be
shot over to the door to Junction.
--------
Junction
--------
Turn left, roll beneath the obstacles as Morph Ball, and take the door to
Zipline Station Charlie.
-----------------------
Zipline Station Charlie
-----------------------
If you've stopped by this chamber before, you've probably tried Screw
Attacking over to the door from the trio of boxes on the platforms to the
right. Sorry, that's a no-go. Not even the heartiest Screw Attack quite makes
it. The only way is via the zipline which was previously inaccessible. Thanks
to Grapple Voltage though, that's no longer an issue. Grapple onto the
locking mechanism in front of the zipline and completely fill it with energy.
The lock splits apart, opening up the zipline. Ride it across. Mid-way however
it breaks aparts, stranding you on a platform. This platform however is more
than close enough to the door for you to Screw Attack over. Do so and go on
to the next room.
-----------------
Powerworks Access
-----------------
A force field blocks your path. Drain all the energy out of the terminal to
the left of it to open up the way. Pass through the Morph Ball tunnel and
take the door ahead.
----------
Powerworks
----------
[Lore - Defeat] - This Databot circles around the central pillar in the main
chamber.
[Research - Spider Ball Track] - After you land in the chamber past the first
Spider Ball puzzle, you can turn around and scan the track you just rode.
The shaft to the main chamber is locked. Fire Seeker Missiles at the four
nodes to open the way. Enter the Morph Ball tunnel that opens up and drop down
into the main chamber.
Turn right and jump up to the ledge. Now turn around and look up. The network
of gears is missing a piece. The cog lying on the ground must have fallen out
of the network. From this vantage point, you have just enough leverage to
lift the gear back up. Grapple Lasso onto the cog and yank up to send it
twirling into the air. But that alone isn't enough to set it back into place.
As soon as the grapple is broken, briefly charge your beam, just enough so
that it comes out as a charged shot. At the apex of the cog's twirling, fire
at it. The impact knocks the cog back and into place (if you hit it when it's
not at its apex, the impact does nothing and you can simply try again). Once
it's knocked back into place, all the gears start working properly again. The
central pillar then lowers, revealing a sitting Elder Chozo statue holding an
item in its outstretched palms (*that's* an old-school Metroid homage). Grab
the item.
=== Spider Ball acquired! ===
The Spider Ball is an expansion of your Morph Ball abilities. From now on,
holding Z near magnetic rails, henceforth called Spider Ball Tracks, when in
Morph Ball form allows you to stick to the tracks, and moving the analog stick
enables you to move on the track accordingly. Letting go of Z releases you
from the tracks.
This ability can also be combined with all your other Morph Ball abilities
except Spring Ball, which doesn't work because you're magnetically attached to
the rails. Hyper Ball functions normally when on Spider Ball Tracks, as do
Morph Ball Bombs, although the latter can be used to reach heights and
locations that the tracks don't directly lead you to. The Boost Ball functions
very differently on Spider Ball Tracks. Instead of increasing your speed along
the track, using Boost Ball shoots the Morph Ball away from the track at an
angle perpendicular to the track. If you're using Morph Ball Bombs or Boost
Ball to jump from one track to another, you needn't let go of Z when you're
not actually latched to the track. You can hold Z the entire time; you
automatically latch onto Spider Ball Tracks as long as the Z button is held.
Once you collect the item, the Chozo statue slides back, revealing the
underbelly of this room. Drop down to the bottom and enter the Morph Ball
tunnel. Use Spider Ball to latch onto the tracks here and start riding the
tracks around the room. Eventually you reach a missing part of the track where
fire periodically spews forth from. Wait for the fire to dissipate, let go of
Z to disengage Spider Ball, and press Z again once you've passed the fire and
returned to the track to latch on again. Continue on to reach another similar
setup and repeat. At one point, a stream of fire shoots out over a small
portion of the track. When until it dissapears before crossing the track.
Along the way, there is actually a third instance of a portion of the track
missing that you can drop down. Don't bother with it. There's really nothing
important there. If you do drop down though, you can bomb jump back up to the
top.
Ride the track to the end and look ahead to see a Spider Ball ahead. *DO NOT*
take it. Instead, face the wall opposite of the one you were just Spider
Balling across to see another Spider Ball Track. Ride the track down to the
end. Across from you is another Spider Ball Track, but there's only way to
reach it - Boost Ball off the track onto the other one. Charge a moderate
boost and then let go to get propelled across to the next track. Continue
along that track until you see another track across a chasm. Boost over to
that one as well and ride the track down to the end to find an expansion.
--- Missile Expansion acquired! --- (max missiles to 200)
Admiral Dane contacts you around this point, telling you that he intends to
gather an armada to strike the Pirate Homeworld. Cool.
Now ride the track all the way back to the chamber where the first Spider Ball
Track dropped you off (alternatively, to save time, you could choose drop down
into the abyss and the game automatically reloads you in the chamber) and go
over to that third track. Boost across the tracks as you climb up and let go
once you're in the tunnel at top. Ride it through and drop down back by the
entrance to the room. Take the door out.
-----------------
Powerworks Access
-----------------
Go through the Morph Ball tunnel to the door.
-----------------------
Zipline Station Charlie
-----------------------
With the zipline out of operation, you need to find another way back to
Junction. Screw Attack over to the platforms on the right and ride the Spider
Ball Track up the stage. Boost across the three missing portions of the track
and continue along until you reach a thin passageway you can land on. Roll
and hop across to the other side and reattach to more Spider Ball Track.
Electricity periodically surges across the next portion of missing track you
need to boost over. Wait until it disappears and then release the boost to
cross. Now you're at another portion of track you can drop down on. Roll
midway across until you see a Spider Ball Track above you that's out of range.
Perform a double bomb jump (Ctrl + F "dbj" for instructions) to reach the
track above. Roll around the circle to the top and let go of Z to drop through
the Energy Tank in the center.
--- Energy Tank acquired! --- (max health to 12 extra tanks)
Drop back down and continue right along the track. The remainder of the
puzzles are identical to the ones you've seen so far. Once you reach the
bottom, Screw Attack over to the door to Junction.
--------
Junction
--------
Alright, now that you have Spider Ball, *allot* of paths are now open to you.
The best choice here is to go expansion hunting. Before that, let's stop by
Ballista Storage to grab an Energy Cell. I'm saving most Energy Cell hunting
until the last major item is collected, but this Energy Cell is so close that
there's really no reason not to. Take the door to Skybridge Hera.
--------------
Skybridge Hera
--------------
Take the Kinetic Orb Cannon across and go through the door.
--------------------
Maintenance Shaft GP
--------------------
Screw Attack past the Dragoon Battle Drones and head to the next room.
----------------
Construction Bay
----------------
You can ignore the Phaazoids up ahead for now. Turn right from the door to
face a Grapple Voltage-compatible console. Grapple onto it and insert energy
into the device to fully charge it. A Morph Ball lift triggers next to it.
Ride the lift up and head through the door at top.
-------------
Ballista Lift
-------------
Ride the elevator down and head for Ballista Storage.
----------------
Ballista Storage
----------------
Enter the hologram to ride the elevator down to the subchamber where you
encounter another Steamlord! Yup, he's back, and he brought six Steambots with
him. The topography is a little larger this time around, but the battle is
otherwise the same. Your strategy is different though. X-Ray Visor enables you
to see Steamlord when he's invisible. More importantly, if you can hit
Steamlord with the Screw Attack, it's a one-hit KO. If that sounds like too
much trouble though, simply go to the Table of Contents and find the old
Steamlord strategy.
Once he's defeated, approach the two fans below the Chozo statue's head.
Grapple onto one and continually feed it energy until you can't anymore. The
fan overloads and comes to a stop. Repeat the process on the other fan, and
the bulkhead between them opens up, revealing an Energy Cell. Grab it.
--- Energy Cell acquired! --- (7 cells total)
Ride the lift back up and head out.
-------------
Ballista Lift
-------------
Take the elevator up and return to Construction Bay.
----------------
Construction Bay
----------------
Make the Phaazoid on the lower platform ahead split apart into a smaller
Phaazoid and a Red Phaazoid. Kill the latter and collect its gold credit.
Once you're done, head back to Maintenance Shaft GP whichever way you like.
--------------------
Maintenance Shaft GP
--------------------
Screw Attack past the Dragoon Battle Drones to the door.
--------------
Skybridge Hera
--------------
Ride the Kinetic Orb Cannon back to Junction.
--------
Junction
--------
Alright then. Now we can get back on track. Expansion hunting time. Turn left
and take the door to Hoverplat Docking Site.
----------------------
Hoverplat Docking Site
----------------------
[Lore - Invader] - After acquiring the expansion and leaving the Spider Ball
Track, this Databot circles around the platform you land on.
In this room, you need to Screw Attack across the platforms floating alone in
the abyss. Don't worry. As long as you're not completely wasteful with your
somersaults, you should have more than enough juice to get over. Just pay
close attention to your last somersault so that you don't accidentally
overshoot the platform.
Reaching the second floating platform puts you well in-range of the Phaazoid
on the third. Kill it and the Red Phaazoid too (for the gold credit). If it's
out of your reach, Charge Beam can pull it in, oddly enough.
Also on this third platform is the base of a Spider Ball Track. The puzzle
at the top may seem intimidating at first glance, but once you really get down
to it, it's as simple as riding to end of a segment of track and boosting over
to the other side. Acquire the expansion near the end.
--- Ship Missile Expansion acquired! --- (max ship missiles to 8)
Ride to the end of the track and drop down on the platform. From here, Screw
Attack over to the next platform in the direction of Barracks Lift and
continue crossing the platforms as such until you arrive.
-------------
Barracks Lift
-------------
Take the door on this level to Steambot Barracks.
-----------------
Steambot Barracks
-----------------
Boost up the Half-pipe to the top. Instead of taking the elevator, enter
the Morph Ball tunnel instead. Continue through the tunnel as usual until
you reach the Spider Ball Track. Latch on and roll to the top to claim a
Missile Expansion.
--- Missile Expansion acquired! --- (max missiles to 205)
Continue on through the tunnel and drop back down to the main floor. Take the
the door back to Barracks Lift.
-------------
Barracks Lift
-------------
Return to Hoverplat Docking Site.
----------------------
Hoverplat Docking Site
----------------------
Screw Attack back across the platforms to Junction.
--------
Junction
--------
Turn left and head toward the door to Spire Dock. Haha, we hit every door
Junction has in this trip.
----------
Spire Dock
----------
Enter the Kinetic Orb Cannon and let it shoot you across the chasm. Take the
door back to Security Station.
----------------
Security Station
----------------
Take the orange door right in front of you. Screw Attack up the Wall Jump
Surfaces and take the blue door at top.
-------------
Security Tube
-------------
Roll through the Morph Ball tunnel and take the door ahead.
------------
Skytram West
------------
Enter the hologram and ride the Skytram east.
------------
Skytram East
------------
Enter the door ahead.
------------------
Concourse Access A
------------------
Roll beneath the obstacle and head to the next room.
---------
Concourse
---------
All the pirates have been replaced by two Phaazoids. Use Hyper Beam to
quickly exterminate them and head up the elevator and through the corridors
to the door to Concourse Ventilation.
---------------------
Concourse Ventilation
---------------------
More Phaazoids here. Another Red Phaazoid emerges from this group. Take him
out as well for a gold credit. Then drop down the shaft and go to the outside
area. On the wall is a Spider Ball Track. Start climbing it, boost across
the first gap, bomb jump up the second one, and drop down at the top to a
platform with an expansion.
--- Missile Expansion acquired! --- (max missiles to 210)
Drop back down and go back to the inside portion of the room. Screw Attack up
the Wall Jump Surfaces and return to Concourse.
---------
Concourse
---------
Drop down and take the door to Concourse Access A.
------------------
Concourse Access A
------------------
Roll beneath the obstacle and enter the door at the end.
------------
Skytram East
------------
Ride the Skytram west.
------------
Skytram West
------------
Head to the next room.
-------------
Security Tube
-------------
Roll through the Morph Ball tunnel and go on to Security Station.
----------------
Security Station
----------------
Jump down the shaft and take the orange door. Kill the puffers on your way to
Landing Site A.
--------------
Landing Site A
--------------
Enter your ship and save. We're done on Elysia for now. Set course for Cargo
Dock on A on Norion.
======
Norion
======
------------
Cargo Dock A
------------
Head west toward Conduit A, but before climbing the ramp, head south to the
ridge of the catwalk and look northwest and up at the structure. There's a
Spider Ball Track. Climb it and cross the Morph Ball tunnel. At the end is
another Spider Ball Track. Climb that as well and grab the Missile Expansion
at the top.
--- Missile Expansion acquired! --- (max missiles to 215)
Leave the tunnel and return to the ship. We're done here. Set course for the
Fiery Airdock on Bryyo. We get to make one final trip to Bryyo Ice! :D
=====
Bryyo
=====
-------------
Fiery Airdock
-------------
Head straight to Imperial Hall.
-------------
Imperial Hall
-------------
Enter Gel Refinery Site.
-----------------
Gel Refinery Site
-----------------
Amusingly enough, Reptilici also fall in one hit to Screw Attack. Huh, "the
more you know". Proceed to Main Lift.
---------
Main Lift
---------
Go through the Morph Ball tunnel and take the passageway to Warp Site Alpha.
---------------
Warp Site Alpha
---------------
Enter the warp.
---------------
Warp Site Bravo
---------------
Enter Imperial Caverns.
----------------
Imperial Caverns
----------------
Drop down the shaft and take the door to Imperial Crypt.
--------------
Imperial Crypt
--------------
Drop down to the lower level and enter Hall of Remembrance.
-------------------
Hall of Remembrance
-------------------
Screw Attack across to the door on the other side.
-----
Tower
-----
Start climbing the Spider Ball track on the left. Boost across the first gap,
then drop down the second and third breaks in the track. Bomb jump up to the
next track, and boost through an icicle on your way up across three more gaps.
At the top of this track, drop down and fall into the Half-pipe. Boost up the
left side and latch onto the track there. Ride it up and then drop down into
a shaft. Bomb the three obstructions that get in your way and tumble down the
ramp until you hit a wall. Do *not* bomb the obstruction below you. Doing so
makes you fall out of the tunnel and start over. Instead, jump up to the
Spider Ball Track above you. Bomb jump up the next two tracks, and on the
track at the top, drop down once you're on the other side, but latch on to
the Spider Ball Track below. Failing to do so results in you falling out of
the puzzle.
Roll a little to the left and enter what I call a quarter-pipe. You need to
build up enough momentum from a single use of Boost Ball so that you climb
high enough on the ramp to reach the Spider Ball Tracks above. If you fail,
the momentum on the way down causes you to fall back down. Fortunately, you
can latch on to the Spider Ball Track near the base of the pipe before you
fall completely out of the puzzle. Once you make it, boost across that track
to the next and bomb jump up to the one above that. From the top of that
track, boost over into a small alcove. Jump up to the track inside and ride it
to an Energy Tank.
--- Energy Tank acquired! --- (max health to 13 extra tanks)
Drop down to the left out of the tunnel at the top of the room and take the
door next to you.
-------------------
Hall of Remembrance
-------------------
Shoot a charged shot at the Chozo statue's hand to change into a platform. Now
Screw Attack across over to the top door.
--------------
Imperial Crypt
--------------
Screw Attack across the gap and head into the next room.
----------------
Imperial Caverns
----------------
Screw Attack up the Wall Jump Surfaces to the top. Then take the door to
Warp Site Bravo.
---------------
Warp Site Bravo
---------------
Farewell, Bryyo Ice. Take the warp back to Bryyo Fire.
---------------
Warp Site Alpha
---------------
Take the orange door ahead.
---------
Main Lift
---------
Head back down the Morph Ball tunnel to Gel Refinery Site.
-----------------
Gel Refinery Site
-----------------
Kill the Reptilicus and return to Imperial Hall.
-------------
Imperial Hall
-------------
Head back to dock.
-------------
Fiery Airdock
-------------
Enter and save. Now set course for the Federation Outpost.
----------
Hangar Bay
----------
Take the orange door to Hangar Bay Hall.
---------------
Hangar Bay Hall
---------------
Kill the three Hoppers and proceed on to Hall of the Golems.
------------------
Hall of the Golems
------------------
[Morphology - Fargul Hatcher] - The large creature on the higher-up western
ledges.
[Morphology - Fargul Wasp] - Any of the small creatures that Fargul Hatchers
spews at you. They home in on you as well so you can't miss 'em.
That's right. We're here to work the last of those golems, but first you need
to eliminate the new Fargul Hatcher. The Fargul Wasps that it fires are
basically very slow homing rounds, but there are so many of them that the
damage totals up and dodging them isn't possible either. Although there are
allot of them, it is possible to shoot them all. They don't have any
endurance, so they fall easily. The Fargul Hatcher itself is invulnerable
everywhere except its mouth, which is only open when it's releasing more
Fargul Wasps. Fortunately, aside from that, the hatcher is defenseless. It has
no attacks of its own. Therefore, jump to the platform it's on, enter Hyper
Mode, and simply wait for its mouth to open. As soon as it does, let loose on
him with Hyper Beam. You should easily kill him with several rounds. Then
dispose of the remaining wasps and revert.
Now approach the last golem and use Grapple Voltage to overload the locking
mechanism with energy. The device blows apart, opening up the bomb slot for
you. Jump in and lay a bomb. The golem walks over to the left and energizes
the Spider Ball Tracks around the room.
Now approach the tracks yourself and start climbing. Bomb jump up the first
two tracks. On the spiral, wait for the electrical surges to stop before
proceeding on. After crossing two electrical surges, you come to another surge
which always has three electric waves and seemingly cycles around the track.
Wait for all three to appear on the track closest to you and then follow
behind it until you cross the arc. Drop down at the end of the arc and grab
the track on the way down, then bomb jump up to the track on the right. Ride
it to the top and drop down to the track below. Repeat dropping down and bomb
jumping up tracks for a little while as necessary. Eventually, you reach a
track you need to boost across to reach it. Do so, and at the end of that
track, drop down to another track.
Now, this track in particular is deceiving. At first glance, it may seem like
a dead end. The track above you is too far out of reach. There is one way
to reach it and only one way. You need to perform a double bomb jump. If
you've been following this guide the whole time, you've had an ample number of
opportunities to practice and learn this jump, even though there were
alternative solutions. Well, this is that one and only time in the game where
you must use a double bomb jump to proceed. To read my explanation on double
bomb jumping, Ctrl + F "dbj".
Once you've done it, it's one more simple "drop and bomb" across a couple more
Spider Ball Tracks to the last track, where a Missile Expansion awaits.
--- Missile Expansion acquired! --- (max missiles to 220)
Now head back to Hangar Bay Hall.
---------------
Hangar Bay Hall
---------------
Kill the Hoppers and return to Hangar Bay.
----------
Hangar Bay
----------
Enter and save at the ship. We're done on Bryyo for the moment. Set course
for the G.F.S. Valhalla.
========
Valhalla
========
-------------
Docking Bay 5
-------------
Interact with the hand scanner by the gate to open it.
---------------
Hangar A Access
---------------
Screw Attack across the gap and operate the hand console by the door to open
it.
----------
Repair Bay
----------
Kill the Phazon Metroids with Hyper Beam and climb up the room to Security
Station.
----------------
Security Station
----------------
Grapple Voltage actually makes Phaz Ing more helpful than annoying. You can
sap an enormous amount of energy from Phaz Ing with Grapple Voltage, nearly
half a tank before it breaks free and a full tank total before it dies. Once
you're done, proceed to Security Access.
---------------
Security Access
---------------
Take the door to Auxiliary Lift.
--------------
Auxiliary Lift
--------------
Ride the lift up to Port Observation Deck.
---------------------
Port Observation Deck
---------------------
Roll through the Morph Ball hole and open the door ahead. Then use Hyper Beam
to destroy all five Phazon Metroids. Go down the corridor (don't turn right
toward Junction A) and fire Seeker Missiles at the four targets on the
bulkhead to disengage the lock. Enter the door behind it.
----------------
Xenoresearch Lab
----------------
[Energy Cell ID AE-1202S-6] - After you enter, look through the window. The
scan is to the left of the energy generator on the bottom level and the
leftmost hopper often passes it by.
[Energy Cell ID GB-4913A-8] - Down the corridor on the top level, right next
to the destructible shutter.
Go down the corridor on the right and fire a Missile at the weak shutter to
open the way into the primary portion of the room. Charge the Nova Beam to
pull in an Atomic. Once the Nova Beam is charged to full power, fire it
straight at the Atomic to destroy it. By now, the Phazon Hoppers should have
already begun leaping up from the bottom level to attack you. Hyper Missiles
are more effective than Hyper Beam for taking these guys down, so stick to
that instead.
Once all four are defeated, drop down to the bottom level. Approach the
energy generator that is more shrunken into the ground than the other. Circle
around it until you find a grapple point. Grapple Lasso off the shutter and
insert an Energy Cell into the revealed slot. Circle around the generator once
more to find another shutter and repeat. After inserting the second Energy
Cell, the generator comes back online, revealing a Morph Ball tunnel and a
Ship Missile Expansion. Before you have a chance to grab it though, the vent
for the generator reboots and sends the expansions flying away. Enter the
tunnel and pursue it.
-----------------
Ventilation Shaft
-----------------
Continue through the tunnel.
------------
Medlab Alpha
------------
Keep on rolling through the tunnel until you reach the expansion.
--- Ship Missile Expansion acquired! --- (max ship missiles to 9)
It's not possible to backtrack to Xenoresearch Lab from here. You can't climb
all the way back up the tunnel no matter how good of a Boost Ball user you
are. Instead, from where the expansion was, lay a bomb to destroy an
obstruction and proceed further down the tunnel.
---------------
Security Access
---------------
Continue through the Morph Ball tunnel, being wary of the electrical current
that sometimes surges forth. The only places these surge out though are what
appear to breaks in the tunnel. There is no shattered glass at these points
although you can't exit the tunnel there either. Bomb the dead pirate who,
amusingly enough, tried escaping via the air vents and drop down out of
the tunnel. Hurry back to Security Station before the Phazon Hoppers down the
hallway arrive.
----------------
Security Station
----------------
If you're low on health, refill via Grapple Voltage from the Phaz Ing and then
head back to Repair Bay.
----------
Repair Bay
----------
Drop down to the bottom level, kill the Phazon Metroids with Hyper Beam, and
interact with the hand console by the gate to open it.
---------------
Hangar A Access
---------------
Screw Attack across the gap and interact with the hand console by the exit to
open it.
-------------
Docking Bay 5
-------------
The last expansions to collect for now are back on the Pirate Homeworld. Save
and enter your ship, then set course for the Command Center.
================
Pirate Homeworld
================
------------------
Landing Site Bravo
------------------
Head through the door ahead.
---------------
Lift Hub Access
---------------
Admiral Dane contacts you around now to inform you that the fleet is ready to
attack, but he needs you to disable the barrier protecting the planet from
attack. Right, well, you have a few more things to do first, so put that on
hold. Proceed on to Lift Hub.
--------
Lift Hub
--------
Take out the turret with a Hyper Missile, then face the console on the left.
Insert energy into the console via Grapple Voltage. In the opened shaft lies a
Missile Expansion on the other side of the lift's walls. Enter the lift and
it jostles around and drops a bit. Hop back out of the shaft and look above
the elevator. The wire holding it is frayed and weakened. Fire a charged shot
at it. The wire snaps and the elevators plummets down the shaft. Jump across
the shaft and grab the expansion.
--- Missile Expansion acquired! --- (max missiles to 225)
Ride the lift up to the top floor and enter Command Courtyard.
-----------------
Command Courtyard
-----------------
Pirate attack! Three phazite shutters rise up as well to provide them with
cover. Fortunately, these guys are pretty easy. Enter Hyper Mode and charge
straight down the pathway, blasting away until they're all gone and rendering
their cover useless. Once they're gone, take the Morph Ball tunnel, the one
by where the fans used to run, over to Flux Control.
------------
Flux Control
------------
You have two choices. You can either change into Morph Ball and boost beneath
the Crawltanks, avoiding the security lasers, but likely taking damage from
Hyper Crawltank fire, or you can plow through the Crawltanks with Hyper Beam
and set off the security anyway. I prefer the latter method. Only a single
Pirate Commando comes anyway, and considering this entire trip out here is
simply to pick up an expansion (the last one out here for now might I add),
there's no reason not to blow through your Energy Tanks at whatever pace you
want.
In either event, drop down to the lower level and cross over to the two
Morph Ball tunnels. You want to enter the righthand tunnel, so use the Grapple
Lasso to move the hatch onto the left one, then enter the tunnel. Roll around
by the generator until you find a Spider Ball Track. Bomb jump to the
expansion above.
--- Missile Expansion acquired! --- (max missiles to 230)
Bomb jump once more to the next track above and ride that to end. Drop down
and feed energy to the Grapple Voltage device in this chamber. The gate drops
down, allowing you access to the rest of this room and an elevator activates
allowing you to quick, free movement between the two levels of this room.
Take the Morph Ball tunnel back to Command Courtyard.
-----------------
Command Courtyard
-----------------
Ignore the pirates and just take the orange door back to Lift Hub.
--------
Lift Hub
--------
Enter the elevator and ride it down to the bottom floor. Run past the turret
straight to Lift Hub Access.
---------------
Lift Hub Access
---------------
Return to the landing site.
------------------
Landing Site Bravo
------------------
Enter your ship and save. Set course for the Research Facility. The last
expansions left you can pick up along the way to the device that grants
protection to the acid rain.
=======================================
Acquiring Protection from the Acid Rain [0319]
=======================================
------------------
Landing Site Alpha
------------------
Spider Ball in hand, you can now acquire the device that protects you from the
Acid Rain. Take the door to Scrapvault Lift.
---------------
Scrapvault Lift
---------------
Ride the lift up and head into the next room.
----------
Scrapvault
----------
Oh noes! A pirate attack. Enter Hyper Mode and blow away the Assault Pirate
Trooper, Armored Pirate Trooper, and pair of Commando Pirates that appear. If
you run low on ammo, wait for Corruption to kick in to build up enough to
take out the remaining pirates. Then refill on health from crates and scale
the platforms around the room. Jump over to the Grab Ledge that leads to
Scrapworks and ride the Morph Ball tunnel there.
----------
Scrapworks
----------
Proceed along throught this Morph Ball puzzle as usual until you arrive at
the Half-pipe. Boost up to the top of the left side of the pipe and latch
onto the Spider Ball Tracks at top. Roll to the right end of the track and
stop. *Then* let go and drop down to the platform on the left. Dropping while
moving on the track means you might bounce off the platform from momentum.
Now hop over to the higher platform on the right. If you fall off while
jumping, you need to fall back down and start over from the Half-pipe; it's
not possible to jump back up to the leftside platform from here, nor is it
possible to reach the higher platform on the right via any variation of bomb
jumping. Once you reach that second platform, perform a double bomb jump
(Ctrl + F "dbj" for explanation) to grab the expansion.
--- Ship Missile Expansion acquired! --- (max ship missiles to 10)
Drop back down to the base of the Half-pipe and jump into the hatch above.
Ride the tunnel out of Scrapworks.
----------
Scrapvault
----------
Take the orange door to Processing Access.
-----------------
Processing Access
-----------------
Roll beneath all the security beams as Morph Ball. Open the door to Metroid
Processing but don't enter just yet. The Phazon Metroids in the next room
don't notice you until you enter. Wait for the central piston to start
lowering. When it's almost down, change to Morph Ball and enter.
------------------
Metroid Processing
------------------
Enter the Morph Ball slot the piston creates when it drops and ride to the
top of the room. Ignore the metroids and head straight for the orange door.
--------
Airshaft
--------
Screw Attack up the Wall Jump Surfaces and head to the next room.
---------
Craneyard
---------
[Morphology - Assault Aerotrooper] - Two of them appear immediately after
acquiring the Hazard Shield.
Ride the Spider Ball Track to its end. Drop down onto the Morph Ball tunnel
and roll along inside until you're dropped into a chamber on the ground. Right
next to where you dropped is another Morph Ball tunnel. Hop inside and ride it
to a chamber with two Spinners on the right and another tunnel on the left.
The two Spinners on the right control two sections of the pillar above you.
Boosting inside these Spinners rotates the sections around, creating new paths
depending on what combination of sections is displayed in front. When you
enter either Spinner, the game pans to a camera angles that lets you see the
entire puzzle. At the top of the pillar, there are two exits. One to the right
and one to the left (no, there's no hidden third exit behind the pillar).
At the end of the right-hand path is a Missile Expansion, so that's your first
destination. Enter the Spinner on the right and Boost continually in it until
you've heard four distinct "clank" sounds. If you've been messing around with
the Spinners and have lost their original position, here's a diagram of how
you want the sections to appear:
Solution for Right-hand Exit (to the Missile Expansion)
___Top__| |__
___| |
| ___|
Upper Section | |
(Controlled by | |___
Right Spinner) |___ |
| |
________| |__
___| |
| ___|
| | Lower Section
__| | (Controlled by
| __| Left Spinner)
_| |_________
| | Ground Level
Once the sections are set into proper place, lay a bomb to exit the Spinner.
Enter the tunnel and ride the vented air up the shafts to the top. Roll right
and grab the expansion.
--- Missile Expansion acquired! --- (max missiles to 235)
Drop back down to the bottom of the pillar and enter the left-hand Spinner.
Boost in it until you hear two "clanks" and then lay a bomb to to exit it. Now
enter the right-hand Spinner and boost in it until you hear four "clanks". For
those of you who messed around with the Spinners again and lost the previous
position, here's a diagram of what the final position should look like:
Solution for Left-hand Exit (to new suit upgrade)
_| |__Top____
| |___
|___ |
| | Upper Section
| | (Conrolled by
| | Right Spinner)
| |
_____| |_____
___| |
| ___|
| | Lower Section
| | (Controlled by
| | Left Spinner)
_| |_________
| | Ground Level
Excuse the crudeness of the diagrams. Limitations of ASCII and whatnot.
The lengths and widths aren't perfectly to scale, but the shapes certainly
are, and there aren't any similar shapes in similar positions on any of the
sections, so you shouldn't have any trouble comparing your current position
to the diagram's.
Once the sections are in place, lay a bomb to leave whichever Spinner you're
in and ride the Spider Ball Track to the top. Ride through the Morph Ball
tunnel at top and drop down into a small chamber. Interact with the hand
scanner here. The cranehand outside activates, grabs the canister with the
new suit upgrade in it, brings it inside, and even opens it up for you. Grab
the new item.
=== Hazard Shield acquired! ===
Lights twirl about Samus and she gains a pair of very sleek-looking
shoulderpads (much better looking than the PED Suit's regular shoulderpads).
More importantly though, the Hazard Shield grants you complete and total
protection to hazardous environments - Namely, Acid Rain and Fuel Gel.
No sooner do you pick up the Hazard Shield than a volley of missiles come
flying your way and shatter the glass blocking off this chamber from the rest
of Craneyard. Pirate attack! Two Assault Aerotroopers commence their attack.
Hyper Beam them to oblivion.
Once they're gone, a hand scanner turns on down at ground level by the central
pillar. Drop down out of the chamber and interact with the scanner. The gate
to the ledge with the two exits opens up, but an Assault Pirate Trooper sounds
the alarm and two Commando Pirates come out too. Hyper Beam them to death,
then take the door back to Airshaft.
--------
Airshaft
--------
Drop down to the door.
------------------
Metroid Processing
------------------
Ignore the metroids and head straight across to the next room.
--------------
Creche Transit
--------------
[Lore - Taking Valhalla] - Dead ahead after you blow up the phazon crystals.
This room is crossable now thanks to the Hazard Shield. Kill the Jolly Roger
Drone and jump to the Grab Ledge ahead. Turn around the corner to encounter
an obstruction composed entirely of phazon crystals. These can only be
destroyed with Hyper Missiles, so fire them at the lower and upper sets of
crystals to blow up the obstruction. Enter the blue door beyond them.
--------------
Metroid Creche
--------------
[Morphology - Metroid Hatcher]
Wow, there's quite a bit in this room - Locked Wall Jump Surfaces, high-up
bomb slots, Spinners, Spider Ball Tracks all over the walls. Start with the
Spinner on the far end of the room in the middle of the circular device. Boost
repeatedly and rapidly while it in to raise the holding cell beneath it. If
you're too slow, the cell sinks back into the ground. Once you've raised it
to its peak, an explosion of pressure shoots you up into a bomb slot above.
Lay a bomb in it. The Spinner below you deactivates, and another by the
entrace turns on. Drop down out of the bomb slot and roll over to that second
Spinner. Repeat what you did for the first Spinner. After you bomb the slot,
a third Spinner turns on... but then flickers off. A Metroid Hatcher bursts
out of the holding cell and charges right at you.
*****************************
Boss Battle - Metroid Hatcher
*****************************
Metroid Hatcher has two attacks. The first is a close-range tentacle stab,
where he thrusts one of his tentacles at you and begins draining your life
(although oddly enough he doesn't actually gain any life back if he's taken
damage). If you get hit by this attack, shake the Wiimote and Nunchuk
furiously to break free. The second, by far the more common move, is a
charging spin attack. Given that the attack is moderately speedy and that his
tentacles are completely outstretched when he spins, it's easy to get hit by
this attack. To get around both these moves, don't fight Metroid Hatcher at
close range. Mid range, not long range is the best way to go. You can change
into Morph Ball to duck beneath the spin attack completely and revert when
he's done, but there is something else you can do here, which I'll get to
later.
You really can't stay too far away considering what you're expected to do.
Metroid Hatcher has lost the Phazon Metroid's ability to phase in and out
of time-space at will but in exchange has gained a thick phazite armor that
renders your attacks ineffective. The only vulnerable spot is his mouth, and
only when it's open. The only time he opens it is after you've damaged and
repelled all his tentacles. To do that, you need to target the tips of them
and attack there, but they move around constantly, making them somewhat
difficult targets to hit with Plasma Beam. Ice Missiles are naturally
extremely effective, but considering how slow they are and that you can't
even lock-on to Metroid Hatcher when using them (otherwise they home in on
the invincibile body of the hatcher), they're not very viable options.
There are however viable alternatives to attacking the tentacles. If you have
plenty of energy to spare, charged Hyper Beam does the trick. No amount of
dodginess can get around that much fire at once. Surprisingly, Boost Ball is
also very effective, but the hatcher's tentacles need to be close to the
ground for that to work. The camera angle for Morph Ball isn't exactly the
best either.
The absolute best alternative is definitely, yet again, the Screw Attack.
The Screw Attack's huge hitbox immediately repels whatever tentacle(s) it
comes into contact with. Getting to the tentacles can be a problem though. The
easiest time to hit Metroid Hatcher's tentacles with Screw Attack is when he's
relatively far above you, high enough so that you can start a somersault
beneath him. You want to start your Screw Attack on the way down from your
second jump but obviously before you hit the ground. If you can get a good
feel for this strategy, it's much quicker. Like with Gandrayda though, if it's
too weird for you, just stick with beams. There is one situation which I
advise using Screw Attack for no matter - If he's far away and aims his spin
attack right at you, rather than go Morph Ball, Screw Attack right at his
spinning tentacles. You may or may not hit the tentacles, by you always
bounce back out of harm's way and repel Metroid Hatcher.
Glitch: Retro likely didn't anticipate using Screw Attack against Metroid
Hatcher. As a result, if Metroid Hatcher hits you with his tentacle strike
while the camera is in the third person perspective, some funky stuff
happens. The camera sometimes freezes in place; other times it shows you
nearly inside the Hatcher. The constant however is that you're always
completely stuck. Shaking the Wiimote and Nunchuk does nothing to free you.
You need to wait for Metroid Hatcher to let go before you can continue
the fight normally, and you lose a moderate chunk of health as well.
No matter what you choose though, you do have an advantage in that his
tentacles only come back out after the next phase, after you've repelled all
of them. They cannot come back out individually, so you can take your time and
experiment with what you feel is the best way to go about fighting him.
Once you've damaged all of them, he switches to his second phase. He retains
his spin attack, although it's considerably less deadly and much more
easily dodged than before thanks to the lack of tentacles. His second move is
what you're looking for. Metroid Hatcher stops moving and faces in your
general direction (although he does spin very slowly). A small gas can be
seen coming forth from his mouth, and after a few seconds, he spits out Phazon
Metroids (one at a time, two max per use of the move). If you wait too long
without attacking, his tentacles resprout and he returns to his first attack
phase.
His second attack is your signal to strike. Fire a charged shot at his mouth.
If you have a good amount of health, use charged Hyper Beam instead. If he
gets out any metroids, immediately take them out with Hyper Beam. Don't let
them roam around freely. Once you've hit him enough, he becomes stunned. Run
up to him, Grapple Lasso onto one of his tentacles, pull it out. He loses a
quarter of his health and only three of his tentacles come back out, and he
returns to his first attack phase. Rinse and repeat for the other three
tentacles until he's down.
*********
Pick up all the health and ammunition drops he leaves behind. The third
Spinner has come back online, so enter it and continue boosting in it until
it shoots you up to a Morph Ball tunnel above. You fall out of sight for
several seconds and the camera pans around a bit as it estimates your unseen
position. Don't worry. There's nothing you can do right now, nothing to miss.
Once you're visible again, you're still in that tunnel and quite high up.
Ride across the tunnel but note the red lights above you. At one point,
there is none. A Spider Ball Track has taken its place. Postpone going further
down and jump onto the track first.
Ride it across to another Morph Ball tunnel. Roll across that one to another
Spider Ball Track. At the top of it, boost across to a track on the opposite
side. The remainder of the puzzle is simply riding to the end of tracks and
boosting across them to the other side. Do this until you reach a small Morph
Ball tunnel. At the end of it is an Energy Tank.
--- Energy Tank acquired! --- (max health to 14 extra tanks)
Drop out of this passageway back to the ground floor. Now enter the third
Spinner again and boost through it to get back up to that first Morph Ball
tunnel. Pass the Spider Ball Track this time and roll to the end where there's
a bomb slot. After you bomb it, the lock on the Wall Jump Surface is
disengaged and you drop down in front of it. Screw Attack up the walls over to
the door.
-------------------
Transit Station 3-A
-------------------
Take the door on the right to the Save Station.
------------
Save Station
------------
Save and head back out.
====================================================
Getting Past the Acid Rain and the Trip to the Mines [0320]
====================================================
-------------------
Transit Station 3-A
-------------------
With the Hazard Shield in hand, it's possible to get past the Acid Rain in
Command Courtyard and get to the marked location on your map. To get there,
summon a train here and take it back to Pirate Command.
Work the hand scanner by the map to call a train. Enter the train and interact
with the device inside. Tilt down, then tilt up, and the train takes off.
-------------------
Transit Station 3-B
-------------------
Head through the door down the corridor.
--------
Lift Hub
--------
Enter the bomb slot in the structure ahead of you. Lay a bomb in it to rotate
the entire thing and pop you out on the other side. Now head to the orange
door.
-----------------
Command Courtyard
-----------------
[Lore - Disaster at Elysia] - Before you take care of that force field, head
for the Grab Ledge by the fans that takes you to a Morph Ball tunnel. Roll
through it until you pop out on top of the room. You see this bunker next to
you, the one with the Energy Cell and other Morph Ball tunnel? There's another
bunker just like it on the opposite side of the room, although all it has is
this scan. Cross over the bridge through the Acid Rain and find it on the
north side.
Use Hyper Beam to dispose of the three pirates that try to ambush you here.
Now approach the Grapple Voltage device to the left of the force field. Sap
away all the energy from the device to make the force field drop. Before you
proceed on, there's one trip you should make to get an expansion. Head back
to Lift Hub.
--------
Lift Hub
--------
Ride the lift down to the bottom level and head to Lift Hub Access.
---------------
Lift Hub Access
---------------
Return to the landing site.
------------------
Landing Site Bravo
------------------
Save and enter your ship. Set course for the Federation Outpost on Bryyo.
=====
Bryyo
=====
----------
Hangar Bay
----------
Take the door to Ruined Shrine.
-------------
Ruined Shrine
-------------
Drop down the shaft and head for Hidden Court.
------------
Hidden Court
------------
Jump up onto the platform ahead of you and then Screw Attack over onto the
ledge by the orange door. Now go through that door.
-----------------
Hidden Court Hall
-----------------
Kill the three Hoppers with Nova Beam, then roll through the Morph Ball
tunnel. Kill the two Hoppers on the other side likewise and continue on to
Fuel Gel Pool.
-------------
Fuel Gel Pool
-------------
Jump right into the Fuel Gel. The Hazard Shield gives you complete protection
against its effects. Neat. Head straight ahead through a Fuel Gel waterfall
into a hidden alcove behind it. Climb the ledges inside and grab the Missile
Expansion inside.
--- Missile Expansion acquired! --- (max missiles to 240)
Leave the cave and head back to Hidden Court Hall.
-----------------
Hidden Court Hall
-----------------
Return to Hidden Court.
------------
Hidden Court
------------
Drop back down to ground level and return to Ruined Shrine.
-------------
Ruined Shrine
-------------
Climb the shaft and return to Hangar Bay.
----------
Hangar Bay
----------
That's it. Now save and enter your ship and set course for the Command Center
on the Pirate Homeworld.
================
Pirate Homeworld
================
------------------
Landing Site Bravo
------------------
Head to Lift Hub Access.
---------------
Lift Hub Access
---------------
Pass straight on through to Lift Hub.
--------
Lift Hub
--------
Destroy the Remorse-class Turret and ride the lift to the top level. Take the
door to Command Courtyard.
-----------------
Command Courtyard
-----------------
With that little excursion out of the way, ignore the pirates that appear and
head straight for the door beyond where the force field was.
-----------------
Courtyard Passage
-----------------
[Morphology - Scritter] - Midway down the passage, a hoard of them scurry
across walls, floor, and ceiling.
The Acid Rain drains in this room are harmless, and the Scritters that roam
around on the walls barely hurt at all. Shoot them for drops if you like, then
move on.
-------------
Skyway Access
-------------
[Lore - Purification] - On the right wall. Best scanned after eliminating
all the enemies.
As you enter, you trip off pirate security. Two Commando Pirates warp in and
begin attacking. Use Hyper Beam to take them out. Then four Crawltanks burst
out from the walls. Use Hyper Beam on them as well. Finally, two more
Crawltanks come out of the walls, but one of them smashes away a hatch to a
Morph Ball tunnel when he comes out. Kill them with Hyper Beam (become
Corrupted and let your meter build up if you're in risk of running out of
ammo) and then refill health from the crates around the room.
The gate that leads to Skyway and the leviathan seed is unfortunately not
unlockable right now. Instead, enter the Morph Ball tunnel that Crawltank
created when he arrived. The launcher inside blasts you off to Defense Access.
--------------
Defense Access
--------------
You find yourself behind the force field in Defense Access. Nifty. Approach
the Grapple Voltage device by the force field and drain it of its energy so
that you can use this passage later freely. Now turn around and ride the
Spider Ball Track up and bomb jump up any missing segments in the track. Take
the door at the top.
-------------------
Transit Station 4-A
-------------------
Work the hand scanner by the map to summon a train. Enter the train and
interact with the device inside. Tilt down, then tilt up, and the train takes
off to the Pirate Mines.
-------------------
Transit Station 4-B
-------------------
When the train stops, enter the door ahead of you and to the left.
------------
Save Station
------------
Save and head back out.
-------------------
Transit Station 4-B
-------------------
Now head down the corridor to the left and enter the next room.
-------------
Phazon Quarry
-------------
Once you enter, an Assault Pirate Trooper sets off the alarm. Use Hyper Beam
to kill him and the other Assault Pirate Trooper and two Commando Pirates that
come out.
After they're gone, go to the east side of the room, specifically the small
corridor behind red glass on the ground level. At the end of the corridor is
a control panel. Press anywhere on the terminal for a giant drill to descend
and move into position to cut out the phazon deposits in the walls. Interact
with the console again. This time, press the two green circles. Pressing
the right one makes the drill carve a path to a Missile Expansion in the wall.
Pressing the left one makes the drill carve a Half-pipe near the exit. Leave
the alcove with the console and climb the new ledges in the wall to the
expansion.
--- Missile Expansion acquired! --- (max missiles to 245)
Now go over to the Half-pipe. Boost up the left side and take the door at the
top.
---------
Mine Lift
---------
[Lore - Vanguard] - At the bottom of the shaft on the wall left of the door.
Grapple Lasso off the fixture blocking the way to the elevator. Two Crawltanks
appear, crawling down the wall from high up. Hyper Beam them to death. To get
to the Spinners on the opposite sides of this room, first ride the Spider Ball
Track to the top and bomb jump up up to the second track above. Go either way
on the track and drop down at the end into the Spinner. Boost continually
until the clamps are released and the elevator's grasp on the walls weakens.
Climb back up the Spider Ball Track and repeat in the other Spinner. The
elevator proceeds to plummet to the bottom of the shaft. Follow it down there
and then head to the next room.
-----------------
Phazon Harvesting
-----------------
[Mechanoid - Phazon Harvester Drone] - The giant flying mech that begins
attacking you moments after you enter the room.
The Phazon Harvester Drone is completely invincible right now. You can however
stun it by hitting the blue peg beneath it as hard as you can. Once you start
hearing a shorting-out sound effect and orange lightning bolts shoot over the
surface of the drone, you know it's stunned. Quickly cross the bridge before
it recovers, approach the next bridge, and stun it again as soon as it regains
control. Repeat until you get to the door.
Should you fail to stun him or decide to just make a run for it, the good news
is that it always signals where it's gonna strike with a giant white
searchlight and gives you further warning via a brief charging sound effect.
The bad news - the blast *hurts*. Furthermore, it can destroy portions of the
bridges. It can destroy the entire first and second bridges, the end of the
third bridge, and the beginning of the fourth bridge. Should the second and
fourth bridges be destroyed the game provides Grab Ledges for you to get
across. The first bridge can simply be Screw Attacked across if it's
destroyed, and the damage to third bridge is inconsequential enough so that
you can simply jump over to the other side. I advise you go with the "stun it,
run, stun it, run" method, but both are workable.
-------------
Drill Shaft 1
-------------
[Lore - Victory and Loss] - After the second Grab Ledge, when you're facing
the door, turn around. There's another platform at this height. Jump over to
it. The scan is on the wall.
Jolly Roger Drones attack. Oh noes? Amusingly enough, you don't have to
actually destroy them yourself. The massive beams periodically fired from the
ceiling fry quite a few of them. Still, if just so they don't get in your way,
eliminate any drones you see; there are only four total in the whole room, and
at least two of them usually die just from the beams overhead.
As for avoiding those beams yourself, once they stop firing, there's a four
second gap before they fire again. Immediately jump for the Grab Ledge ahead
once it's stopped. Then repeat for the next one ahead and head for the next
room.
-----------
Main Cavern
-----------
Oh-ho. The "Nova Beam" is beyond the glass, out of reach. Walk around to the
other side of the room, blowing up any crates you see and grabbing dropped
refills. Pass by the corridor with the green dor for now and continue rounding
the room. Near the end of the room is a hand scanner. Interact with it to
activate an elevator. Ride it down.
Surprise pirate attack! Three Assault Pirate Troopers jump down from the
ledges on the far ends of the room and attack. Don't kill them outright
though. They infinite spawn; it's a pointless effort.
The key to ending this battle lies above - You need to destroy the phazon
harvesting device on the ceiling. The phazon harvesting device above
alternates between two states. In the first phase, which it spends most of its
time in, it continually shoots a giant beam into the ground. On the whole, the
beam is virtually harmless. The only thing you really have to worry about is
the troopers.
Eventually though, the four pistons in the room drop. A few moments later, the
beam stops and the device instead turns into a giant vacuum sucking up
everything in the room. During this phase, you need to hold the analog stick
in the opposite direction of the suction. For example, if you're looking
straight at the vacuum, you hold directly back on the analog stick. However,
if the vacuum is to your left, you hold right to not get swept up. This may
all sound like a pain, but there is a plus side to this phase: The pirates are
completely immobile as well; they're desparately trying to hold onto handrails
on the floor so as not to get sucked in themselves.
Herein lies your opportunity. Mercilessly attack one of the troopers left on
the field. Once it's taken enough hits so that it would normally die, instead
of dieing, it lets go of what it was holding onto and is sucked headlong into
the harvesting device, exploding on impact. Four orange markers then appear
on the outside of the harvester. These are connected to the four tubes which
hold the harvester in place. Shoot a charged shot or regular Hyper Beam shots
if you're corrupted at any one of the markers to destroy it and the tube's
connection to the harvester.
As soon as the suction phase ends, the beam comes back, the pistons return,
and the fresh batch of new troopers arrive. *Only* after the suction phase or,
if you manage to knock a trooper into the harvester, the phase where the
markers are displayed, do new troopers arrive. Furthermore, the enemy limit
is capped at three. Ergo, since you only need one trooper for your task, Hyper
Beam to death any two of your choice so that you don't have to worry about
them and keep the remaining trooper alive. Damage him if you want, just be
sure not to kill him until the suction phase.
Addendum: For each marker destroyed, one Commando Pirate switches into the
replacements for Assault Pirate Troopers (two markers destroyed, two
replacements are Commando Pirates; three destroyed, all are Command Pirates).
I don't advise leaving Assault Pirate Troopers alive just to avoid the
hassle and increased firepower required to take down a Commando Pirate. It's
still easier to kill two and leave one alive. Just don't be wasteful, abuse
Corruption, and pray for phazon grenades.
One final reminder: Be careful of the vacuum. After the pistons drop into the
ground, never jump again until the suction phase ends. Even if you hold the
analog stick away from the vacuum, if you're in the air, you're still getting
pulled in. Even worse, if you get pulled in for any reason and hit the
harvester yourself, the harvester instantly resets to its first phase and
fresh troopers enter the field.
Once you destroy all markers, the supports holding the harvester in place
break apart, and the harvester smashes onto the field, decimating all the
remaining enemy forces. Pull-in the pickups left behind and then hop onto the
harvester and grab the new item.
=== Nova Beam acquired! ===
The Nova Beam is a new beam weapon for your arm cannon. It stacks on top of
the Power Beam, Charge Beam, and Plasma Beam and retains all their previous
properties. The Nova Beam's additions include greater firepower and the
ability to shoot through all substances composed of phazite.
One of its biggest features is its synergy with the X-Ray Visor. The X-Ray
Visor can see through walls and identify certain markers which needs to be
shot, often through phazite walls, which the Nova Beam can shoot straight
through. Additionally, locking onto enemies with phazite in or on them with
the X-Ray Visor equipped from now on enables you to see their weak point and
kill them with one hit. Awesome.
Once you pick up the Nova Beam, approach the phazite wall by the elevator.
Switch to X-Ray Visor and shoot the two markers behind the wall. The console
directly in front of you activates. Keep the X-Ray Visor on, interact with
that console ahead of you, and rearrange the parts to finish the circles to
open the gate. Ride the elevator up.
Turn right at the top of the elevator to encounter a similar puzzle. Shoot
the marker behind the door and interact with the console as before to open
the gate. Go through the door ahead to the next room.
-------------
Drill Shaft 2
-------------
The drill in here is jammed by an internal malfunction. Switch to X-Ray Visor
to see the insides of the device. When the internal mechanism drops, shoot
the ball. The mechanism explodes, and the drill rises up out of the pit where
it was digging. Ignore the Phazon Leeches that scramble out of the pit. Just
drop down and take the right path to the green door.
-------------
Phazon Quarry
-------------
Go to the end of the corridor and grab the Energy Cell sitting in a socket.
--- Energy Cell acquired! --- (8 cells total)
A gate opens beside you for you to drop down and leave quickly, but don't go
that way for now. Go back through the green door.
-------------
Drill Shaft 2
-------------
Return to where you jumped down and look around for a Grab Ledge. Space Jump
up to it and go through the blue door.
-----------
Main Cavern
-----------
*Now* take the green door out of this room.
-----------------
Phazon Mine Entry
-----------------
[Lore - Bryyo Falls] - After you grab the Missile Expansion, turn around and
face the wall left of the still upright phazite wall. The scan is on this
wall.
Go down to near the door to the landing site, where a hoard of Crawlmines
strike. Mash the fire button continually and take them out one by one. Then
switch to X-Ray Visor and walk in front of the phazite wall with a series of
gears in it. Shoot the red markers that appear one by one until the walls
drop down below the floor. A Missile Expansion lies inside but so does a lone,
stray Phazon Metroid, oddly enough. Kill it with Hyper Beam and then grab
the expansion.
--- Missile Expansion acquired! --- (max missiles to 250)
Now head for the landing site.
--------------------
Landing Site Charlie
--------------------
Your ship can't actually land here just yet. Blow up the phazon canisters and
melt the metals strewn about the landing pad. Once you're clear, the Landing
Beacons activate. Call in your ship, then enter and save.
With the acquisition of the Nova Beam, you now have all the abilities needed
to completely explore the Valhalla. However, you're still missing some items -
Namely Energy Cells, but this is a perfect time to get them, as well as all
the remaining expansions left in the game. First let's get those expansions.
Set course for the Research Facility.
------------------
Landing Site Alpha
------------------
Take the door to the lift.
---------------
Scrapvault Lift
---------------
Ride the lift up and head on to the next room.
----------
Scrapvault
----------
Ignore the troopers in here and head straight for Processing Access.
-----------------
Processing Access
-----------------
Roll beneath the first set of security beams but stop in the middle of the
room. Strips of phazite paneling lies on the opposite walls. Flip over to
X-Ray Visor and shoot the switches behind the phazite. The ceiling opens up
and Wall Jump Surfaces lower down. Screw Attack up them to the top where
a Ship Missile Expansion lies behind a shield. Shoot three Missiles at the
barrier to disable it and grab the expansion.
--- Ship Missile Expansion acquired! --- (max ship missiles to 11)
Now drop back down and return to Scrapvault.
----------
Scrapvault
----------
Hurry back to Scrapvault Lift.
---------------
Scrapvault Lift
---------------
Ride the elevator back down and return to dock.
------------------
Landing Site Alpha
------------------
Save and enter the ship. Now set course for Fiery Airdock on Bryyo.
=====
Bryyo
=====
-------------
Fiery Airdock
-------------
Head straight for Imperial Hall.
-------------
Imperial Hall
-------------
Proceed to Gel Refinery Site. If you slip into the Fuel Gel, you get to see
your invulnerability to it.
-----------------
Gel Refinery Site
-----------------
Kill the Reptilicus with Hyper Beam and move on.
---------
Main Lift
---------
Roll through the Morph Ball tunnel and puzzle, then ride the lift down and
take the door ahead.
--------------
Corrupted Pool
--------------
Use Hyper Beam to kill the Phaazoid in here and recharge in the phazon pool.
Then move on to Gel Processing Site.
-------------------
Gel Processing Site
-------------------
Completely obliterate both Phaazoids here with Hyper Beam, particularly the
Red Phaazoid, which drops a gold credit after being defeated. Then climb the
room and exit to Gel Hall.
--------
Gel Hall
--------
Screw Attack over to the door.
--------------
Save Station A
--------------
Head on to the next room.
------------
Cavern Entry
------------
Kill the four Hoppers in here with Nova Beam and move on.
----------
Gel Cavern
----------
You don't have to freeze the Fuel Gel on the ceiling anymore to proceed. Just
walk through the Fuel Gel to the door, killing the two Adult Gragnols in your
path.
-------------
Temple Access
-------------
Kill the Gelbugs in the shaft before passing through to the temple.
---------------
Temple of Bryyo
---------------
Use Hyper Beam to kill the Reptilicus and three Warp Hounds here. Once they're
all gone, go to the phazite panelling by the south wall. Switch to X-Ray Visor
and shoot the red switches with Nova Beam. A section of the floor opens up,
allowing you access to the Fuel Gel-filled area beneath the floor. This puzzle
is fairly complicated, moderately confusing, and overall frustrating, and I
can't help but feel any instructions I give might be inadequate if just
because the puzzle's a pain in the butt. Instead, I present you a perfect
to-scale diagram of the temple. "Entrance" is self-explanatory, and "M"
denotes the precise location of the Missile Expansion. All the dotted zones
are areas you can enter; they mark the "inside" on the map. Due to the
limitations of ASCII diagraming, the best way to plot this map and make it
helpful was to blow it up to such a large proportion. Ironically, doing so
also may cause you inconvenience. I apologize in advance.
__________
|..........|
|..........| Entrance
|..........| |..........|
|..........| |..........|
|..........| |..........|
|..........| ______ |..........|
|..........| |......| |..........|
|__........| |......| |..........|
|.......| |......| |..........|
____|...._..|__|..____| ____|..______..|__________
|........| |......| |......| |............|
|........| |......| __|......|______|............|
|........| |......| |.............................|
|____....|_|......|____|.................... __......|
|......................................| |.....|
|.............______.................__| |.....|
|............| |...............| |.....|
|__........__| |_____..........|__ |_____|
|......| |............|
|......| |............|
|......| |............|
__|......| |............|
|.........| |............|
|.........| |____________|
|.........|
|__.......|____ ________________
|...........| |................|
|__.........| |.............MM.|
|........| |.............MM.|
|........|__ |..............__|
|...........| |.............|
|...........| |______...____|
|...........| |.|
|...........|________|.|__________
|................................./
____|................................/
|..................................../
|.................................../
|................................../
|____..............____.........../
|............| |........./
|............|__ |________/
|...............|
|______.........|
|........|
|........|
|........|
|________|
Roll around beneath the floor and grab the expansion.
--- Missile Expansion acquired! --- (max missiles to 255)
Leave the Fuel Gel the way you came in and head back to Temple Access.
-------------
Temple Access
-------------
Go down the shaft to Gel Cavern.
----------
Gel Cavern
----------
Take the left fork to the shortcut. Unlike the other Fuel Gel waterfalls in
this room, the one leading to the shortcut must still be frozen to pass.
-------------
Imperial Hall
-------------
Kill the Shriekbats and return back to dock.
-------------
Fiery Airdock
-------------
Save and enter the ship. Now set course for Cargo Dock B on Norion.
======
Norion
======
------------
Cargo Dock B
------------
Approach the door to Generator B Access and fire Seeker Missiles at the five
targets around the door to break the lock. Head on in.
------------------
Generator B Access
------------------
Turn left at the fork and roll through the Morph Ball tunnel. Take the door to
Generator B once you're out.
-----------
Generator B
-----------
Phazon growths cover the walls of the room, and no sooner than you enter does
the door lock behind you. The phazon growths start glowing and then a Metroid
Hatcher emerges! Normally, this guy would be a serious pain considering that
you're fighting him in a confined space with lots of pits. Fortunately, his
outer armor is composed entirely of phazite, which offers you a major
shortcut. Switch to X-Ray Visor, lock-on to see his weak point, and fire a
single Nova Beam shot right at the orange, highlited section. Metroid Hatcher
is immediately felled in one hit! Subsequently, the phazon growths around the
room explode, allowing you free travel around the room, although the exit
remains locked for the moment. Enter the Morph Ball tunnel to your right and
roll through it to the end. Now pull out the Energy Cell in the wall.
--- Energy Cell acquired! --- (9 cells total)
The exit unlocks now. Roll back through the Morph Ball tunnel and return to
Generator B Access.
------------------
Generator B Access
------------------
Roll back through the Morph Ball tunnel and return to Cargo Dock B.
------------
Cargo Dock B
------------
Enter your ship and set course for the G.F.S. Valhalla in the Gaflar System.
========================================
The Investigation of the G.F.S. Valhalla [0321]
========================================
========
Valhalla
========
-------------
Docking Bay 5
-------------
Interact with the hand scanner to the right of the gate to open it.
---------------
Hangar A Access
---------------
Screw Attack across the gap and interact with the hand scanner to the right of
the exit to open it.
----------
Repair Bay
----------
Use Hyper Beam to dispose of all the Phazon Metroids, then scale the room and
head for Security Station.
----------------
Security Station
----------------
Regain lost health by draining the Phaz Ing and proceed on to Security Access.
---------------
Security Access
---------------
Take the door to Auxiliary Lift.
--------------
Auxiliary Lift
--------------
Ride the lift up and head to Port Observation Deck.
---------------------
Port Observation Deck
---------------------
Roll through the Morph Ball hole, then kill the Phazon Metroids with Hyper
Beam and take the door to Junction A.
----------
Junction A
----------
Drain the Phaz Ing for energy via Grapple Voltage. Now that you have the Nova
Beam, you can pass through the green door. Do so.
-------------
Aurora Access
-------------
A Liquid Phazon crawls along the walls here. Ignore it and go on to the next
room.
--------------
Aurora Chamber
--------------
[Energy Cell ID GB-6187C-9] - By the wall opposite of the two Energy Cell
slots.
[Energy Cell ID SA-3871S-7] - On the left after climbing up the first
bridge.
The exit is on the highest level of the room but is out of reach for now (bar
a glitch I'll mention a little later). Furthermore, the Energy Cell slots in
charge of the devices in this room are blockaded by a malfunctioning hatch.
To remedy this problem, go to the end of the room and climb the bridge on the
right. Turn around and lock-on to the exposed mechanism in the open portion of
the wall. Fire a charged shot at it. The hatches covering the Energy Cell
slots retract, giving you free access to them. Drop back down and insert two
Energy Cells into them.
The bridges drop down and the lift becomes operational again. However, as you
approach them, a Metroid Hatcher springs out from the depths of the Valhalla!
You actually don't have to fight him, since none of the doors lock and all
the devices you just restored to working order don't shut off. But then again,
considering he gives a Gold Credit for defeating him, there's really no reason
not to. Change to X-Ray Visor, lock-on, and fire the Nova Beam at his orange
weak spot to one-hit KO him. Pull in all his drops with Charge Beam, then
use the bridges and lift to reach the door at the top of the room. Push
through the air depressurizing into the next room.
-------------------
Control Room Access
-------------------
Kill the four Phazon Metroids however you like and head through the door
ahead.
------------
Control Room
------------
[Lore - Anhur Incident] - After looking at the marine's PDA with the access
code 78356, turn around. The scan is by the north wall.
Head past the console on the left toward a dead marine. Don't look at the
marine though; look at what's next to him. It's a PDA and a 5-digit code is
flashing on its screen - 78356. Return to the console and input that code
into it. The image of Valhalla's Aurora Unit appears and gives you a message.
The pirates attacked with the intention of stealing it. It also says something
about a wormhole and a planet which is the source of all phazon but is cut off
before it can finish its message.
Turn around 180 degrees from the console and go down the passage to the
grapple point. Insert energy into the device via Grapple Voltage. Once it's
fully powered, an X-Ray Visor console drops down. Interact with it and press
the buttons in the displayed configuration. Once you're done, a series of
screens flashes up and Samus automatically interacts with them to acquire some
data.
=== Pirate Code acquired! === (Percentage not effected)
The Federation AU contacts you to inform you that the pirate data appears to
be an entry code of some sort but that it's precise purpose cannot be
determined at this time. Oh well, for now, return to Control Room Access.
-------------------
Control Room Access
-------------------
Go back to Aurora Chamber.
--------------
Aurora Chamber
--------------
Ignore the metroids and drop down to the bottom level. Take the door ahead
back to Aurora Access.
-------------
Aurora Access
-------------
Ignore the Liquid Phazon and go on to Junction A.
----------
Junction A
----------
Regain any lost health by draining the Phaze Ing of energy via Grapple
Voltage; then take the door back to Port Observation Deck.
---------------------
Port Observation Deck
---------------------
Use Hyper Beam to destroy all five Phazon Metroids, then turn left and take
the door back to Auxiliary Lift.
--------------
Auxiliary Lift
--------------
Ride the lift down and take the door to Security Access.
---------------
Security Access
---------------
Take the door to Security Station before the Phazon Hoppers down the hall
arrive.
----------------
Security Station
----------------
Drain the Phaze Ing for energy and return to Repair Bay.
----------
Repair Bay
----------
Use Hyper Beam to destroy the Phazon Metroids, then interact with the panel
to the right of the gate to open it.
---------------
Hangar A Access
---------------
Kill the Phazon Hopper across the gap with Hyper Beam and then Screw Attack
across. Interact with the hand scanner by the door to open it.
-------------
Docking Bay 5
-------------
And that's all for the Valhalla. It's now 100% done. Now set course for the
Command Center on the Pirate Homeworld.
=====================================================
Disabling the Defense System and the Race to the Seed [0322]
=====================================================
================
Pirate Homeworld
================
------------------
Landing Site Bravo
------------------
Take the door ahead.
---------------
Lift Hub Access
---------------
Continue on.
--------
Lift Hub
--------
Kill the Remorse-class Turret, then ride the elevator up to the second level
and go through the door.
----------------
Security Airlock
----------------
Change into Morph Ball and enter the hologram. Once you're spun around the
barrier, head to the door.
--------------
Defense Access
--------------
A phazite wall was erected over the green door earlier. To remove it, switch
to X-Ray Visor and shoot the orange targets that appear one by one. The
phazite wall rises, giving you access to the green door. Go through it.
---------------
Command Station
---------------
The central pillar in this room is actually the generator responsible for
powering defense shield around the planet. To drop the shield, you need to
disable it. Start out by killing the Assault Shield Trooper and Remorse-class
Turret on the ground level. Then climb up the series of ledges around the
room to the very top, killing any other pirates and turrets that get in your
way. There's a Morph Ball slot near the top of the pillar, but it's protected
by three shields. On the opposite wall from the slot, there's an X-Ray Visor
terminal. Interact with it and input the denoted symbols. Three hatches on the
pillar promptly open, revealing three phazite panels, and in response, Pirate
Commandos warp into the room.
The Pirate Commandos infinite spawn. Only two appear at a time, and there is
some lag between respawn time and the time it takes for them to warp over to
you, but you should only target them when they're about to attack; don't
actively pursue them. Your primary targets here are the phazite panels, or,
more specifically, what's behind them. Three parts of the main energy core lie
on the opposite side of each set of phazite panelling, and you need to destroy
all of them. In general, you want to have X-Ray Visor on almost all the time
until you've destroyed all the parts of the energy core. It really doesn't
inhibit your vision much at all, but if you ever get lost and aren't sure of
where to go next, switch back to Combat Visor momentarily to regain your
bearings. Due to the the highliting ability of the X-Ray Visor, you can scout
Pirate Commandos easily by looking through platforms and keeping watch for
their orange marks. Sadly, you can't see through the pillar and to see where
the energy core parts are from the top, but you need to drop down the shaft
anyway to shoot them, so this isn't too much of a problem.
Drop down one platform at a time and look around for the energy core parts.
They're best described as balls that bounce around inside rectangular areas
within the pillar. They move quite fast, making them tough targets, but there
are brief intervals during which they slow down to a snail's pace. That's your
best opportunity to strike. The alternative to chasing them down is to simply
mash the fire button repeatedly and aim for the center of the rectangle, where
they must inevitably pass over. The downside to this strategy is that it takes
a bit longer, giving respawned Pirate Commandos plenty of time to catch up to
you. If several seconds have passed since you heard a pirate roar or warp,
check around the neighboring platforms for signs of them. Do the same each
time you drop down a platform after you check for phazite panelling. Also keep
your back to the wall and stay away from edges when you're attacking the balls
behind the phazite; there's no point in getting hit by distant commandos. If
you've fallen down all the way to the bottom, don't sweat it. You need to
climb back to the top after you're done with this task anyway, so just start
from the button and check for phazite panelling as you climb the ledges
instead.
Each time you destroy all the balls behind a phazite barrier, one of the
shields around the Morph Ball slot at the top of the pillar drops. Once you've
destroyed all of them, the shield around the slot drops completely. Scale back
to the top of the room quickly, only stopping to kill pirates that get in
your immediate way. Change into Morph Ball and lay a bomb in the slot. The
shield around the pirate facility drops and moments later the federation
begins its invasion. Admiral Dane contacts you to congratulate on your good
work and to meet him on the surface (specifically, Skyway Access).
The quickest way back there is through Flux Control. Drop down to the bottom
level. To the left of the organic mass (the one with long, spiky crystals
sticking out of it) is a Grapple Voltage device. Sap all the energy from it to
deactivate the force field on the Morph Ball tunnel next to it. Enter the
tunnel and enter the Morph Ball lift in the blue (just for clarification, not
the orange) shaft. Ride through that tunnel into Flux Control.
------------
Flux Control
------------
Drop out of the tunnel. Grapple Lasso the hatch off the Morph Ball tunnel next
to it and enter the newly opened tunnel. Climb the Spider Ball Track inside,
bomb jumping up all the gaps. Once you pass over a gate partitioning the
generator and the upper level of the room, release your hold on the track and
roll to the right (away from the Crawltank) over to the tunnel leading to
Command Courtyard.
-----------------
Command Courtyard
-----------------
Kill the Pirate Commando who ambushes you with X-Ray Visor lock-on + Nova Beam
and refill on health from the crates filling the room. Then take the door to
Courtyard Passage.
-----------------
Courtyard Passage
-----------------
Kill all the Scritters in your way and proceed to Skyway Access.
-------------
Skyway Access
-------------
[Morphology - Demolition Trooper] - After the cutscene, four appear, one of
which stands directly in front of the door you need to go through to proceed
and doesn't move until you talk to him.
After you enter, Admiral Dane's ship flies by and he comes down on a hovering
platform along with a platoon of marines. The marines proceed to blow up the
wall that was blocking your access to skyway, and Admiral Dane personally
tells you your next objective. The cargo supply line is up ahead and it
connects directly to the seed, but a security door blocks the way that only
heavy explosives can break apart. That's where the marines come in. These guys
are Demolition Troopers, experts with heavy explosives. You're given twelve of
them; you need to keep at least four alive to get through the gate. Admiral
Dane then wishes you luck and returns to his ship. Now go talk to the
Demolition Trooper standing in front of the door. He tells you that their
armor is weaker than normal troopers, so they'll depend on your protection,
and that some of their troops have already moved on ahead, so you better hurry
and catch up with them. Then he moves out of your way. Head through the door.
--------------------
Transit Station 1104
--------------------
Before beginning this escort mission, there's a few things you should know.
First and foremost, although keeping four alive is pretty easy, keeping all
twelve alive nets you a gold credit but can become quite hard on any
difficulty but Normal, so you're best off doing it now if you plan on
replaying the game on Hyper for all the remaining credits. The numbers beneath
your health bar displays the number of troopers still alive. If it isn't
obvious, the right number represents the original total while the left
represents how many are still alive. The troopers also appear as yellow blips
on your radar, but that's not as important as the Demolition Trooper you spoke
to would have you believe. In general, the best way to keep everyone alive is
to spam Hyper Mode. All the time. Any misplays could cost the life of a
trooper. That said, there are quite a few rooms ahead, not all of which
require being in Hyper Mode all the time or moving as fast as you can to keep
up with the Demolition Troopers, so I'll give you fair warning of when to
relax and when to hustle. On a positive note though, you only need to protect
two at a time although this is hardly relevant considering that they stick
together and that if any one dies you have to restart if you want the gold
credit.
That said, fill the Grapple Voltage device ahead of you to open up the gate
above you leading to the skyway. The gates by the troopers to both sides of
you open as well, and you're off. Jump up the ledge, enter Hyper Mode and
Hyper Beam the pirate who opens a gate on the right. Jump up that ledge and
enter the next room.
--------------------
Transit Station 0203
--------------------
Hyper Beam the pirates on the upper ledge. Once the train passes and those
pirates are dead, vent and then re-enter Hyper Mode. Cross the train tracks
and kill the pirates on the ledge here. Another pirate in addition to two
Aerotroopers appear, one at a time now. Hyper Beam them to death quickly. This
applies especially to the Aerotroopers. If you don't hit them hard and fast,
instead of detonating in mid-air they divebomb you and the Demolition
Troopers, and they're bound to die in the process. Once they're gone, another
train passes by. Vent and re-enter Hyper Mode, then run up the tracks. On the
left, three pirates ambush you. Quickly take them out with Hyper Beam. Now you
have some time to rest. The troopers don't move on without you. Blow up any
crates for refills and cross the bridge over to the door.
------------------
Transit Tunnel P68
------------------
This room is relatively quiet. You don't have to protect any Demolition
Troopers here, so you can take your time. Kill the two Crawltanks up the ledge
with Nova Beam, then blow up the crates for health refills. Continue through
the passageway until you get attacked by an Armored Pirate Trooper and a
Remorse-class Turret. Hyper Beam both to death and then vent. Enter the next
room.
--------------------
Transit Station 0204
--------------------
Two Demolition Troopers run ahead of you. Pursue them as fast as you can,
blowing up any crates along the way for health drops. Once you pass the
troopers and reach an open area, turn right and activate Hyper Mode. Charge
Hyper Beam, run straight in, and let loose on the pirates back here. Once
they're all dead, head through the passage through the train and look up to
the left-hand ledge. Kill the pirates up there with Hyper Beam. Moments later,
a blast opens up a passageway below the ledge, and a platoon of pirates busts
through. Rather than rush in there and fire repeatedly, fully charge Hyper
Beam and let loose on the two frontline pirates, then finish them off with
normal Hyper Beam shots. Charge again, fire at the ones in the back, and then
finish off the remaining pirates with normal Hyper Beam fire. Break time from
protection again. Head through the door ahead.
------------------
Transit Tunnel P69
------------------
Another quiet room. Blow up the crates for health drops and then turn toward
the bottom of the ramp. Before going down, shoot the two Jumpmines at the
bottom. At the base of the ramps, two Armored Pirate Troopers attack. Hyper
Beam them to death, then vent and pick up health drops from the crates. Head
to the next room.
--------------------
Transit Station 0205
--------------------
Two Demolition Troopers run ahead of you. Enter Hyper Mode, charge, and run
ahead. Release the charged Hyper Beam on the shield pirates on the left and
pick off any survivors with normal shots. After they're defeated, a Berserker
Knight busts through the main gate. Ignore him for now and hurry past him.
On the right side of the portion of the room behind him are two more pirates.
Take them out with normal Hyper Beam shots and then return your attention to
the Berserker Knight. If his attention isn't already on you, get it. Shoot
back the phazon balls he shoots at him. Once three hit his back, his armor
breaks. If you're not in Hyper Mode, change back to it not and lay into him
with Hyper Beam shots. The Demolition Troopers do not like his wavequakes.
Once it falls, three Pirate Commandos warp in. Standard X-Ray Visor + Nova
Beam works to take them down.
If all the men you were escorting survived up to this point, you get a gold
credit. Yay. The Demolition Troopers approach the security gate and blow up
the locks.
------------------
Transit Tunnel P70
------------------
[Lore - Mistress Gandrayda] - After you enter, drop down to the right onto the
lower ledge, before the phazon pool. From there, turn around and the scan is
right in front of you.
Another phazon pool. Haven't seen one of these in ages. Hop in and take a
soak until all your health is restored. On the ledge behind you is a Lore scan
and a deactive hand scanner leading back to Transit Station 0205 (which is
locked BTW ;P). On the other ledge is another hand scanner which can open the
gate to the next room. Interact with it and continue onward.
-------------------------
Transit Station Leviathan
-------------------------
[Morphology - Pirate Commander]
From the looks of things, the seed is very close. The map indicates this room
is a dock and the gate ahead can only be destroyed by Ship Missiles. However,
the ceiling is shut tight and equipment is covering the landing site.
Fortunately, there's a lever near the top of the room that can take care of
all that. Climb the platforms and jump over to the Grab Ledge. But as you pull
yourself up, a pirate smacks you back down to the ground and moves away the
platform you used to jump up to that ledge. Your assailant is that pirate
who's been seemingly stalking you around the entirety of the Pirate
Homeworld - Giving out orders and then teleporting away before you could do
anything about it. He's a Pirate Commander, more than a step up from Pirate
Commandos, and this time he's stickin' around.
******************************
Boss Battle - Pirate Commander
******************************
Bad news: While the Pirate Commander may be wearing phazite armor, it is,
evidently, made of an ultrarare "red phazite" which leaves him with no Nova
Beam weakness. He also has infinitely more durability than a regular Pirate
Commando, tanking Hyper Beam attacks like you were hitting him with a pea
shooter. On top of all that, he has a personal teleportation device, as you
already know, and he employs it to great extent.
The good news is that he's limited entirely to attacks used by Pirate
Commandos. Also, the five Pirate Commandos he summons at the start are the
only ones he summons. They don't infinite spawn. You're best off killing
the Commandos last, surprisingly enough. You do need to kill every pirate here
to end the battle, but the Pirate Commander's still best to take down first.
He enters Hyper Mode quite a bit, and his attacks really pack a whollop. It's
not something you should worry about while trying to X-Ray Visor + Nova Beam
snipe the Commandos. Aside from that, you depend entirely on Hyper Beam to
take down the Commander anyway, so you might as well take advantage of the
invincibility.
The Pirate Commander's endurance is quite high though. Even on Normal
difficulty, he takes a full two Energy Tanks worth of Hyper Mode attacks to
take down. Don't be wasteful. He teleports *allot*, meaning many of your shots
can miss if you fire them at the wrong time. In general, yes, mash the fire
button when you see him, but once you hear that teleportation sound effect
and see the swirling lights around him, stop and look around until you see his
destination point and the accompanying swirling lights. There's allot going
on, but you have plenty of time to find him, and the time spent searching only
builds up the Corruption bar in your favor. Furthermore, once you break his
phazite armor, he loses his ability to teleport. This is also a sign that he's
close to dieing, so relentlessly attack once you break apart his armor. Once
the Commander's gone, finish off the Commandos as normal. If you have ample
health left, Hyper Mode attacks are also viable options for them.
*********
Once all the pirates are gone, the marines enter and restore the platform from
earlier to its previous position. Now jump onto it and over to the Grab Ledge.
Interact with the console, push the Wiimote toward the screen, and then pull
it back. The platform retracts into the wall, a landing pad forms on the
floor, and the ceiling opens up. Drop down the hole by the console and switch
to Command Visor. Lock-on to the Ship Missile point in front of the gate and
fire. Your ship shoots out a volley of missiles obliterating the gate and
lands. Now save and enter the ship and set course for the Pirate Homeworld's
Leviathan Seed.
=====================================
The Pirate Homeworld's Leviathan Seed [0323]
=====================================
------------------
Landing Site Delta
------------------
Space Jump across the platforms and Screw Attack to the door.
-----------
Core Access
-----------
The path is blocked by a large, durable tentacle. Fortunately, it has an
internal weak point. Switch to X-Ray Visor and shoot the orange spot at the
tip of the tentacle. Repeat the process for a second tentacle further down the
tunnel and then enter the core.
-------------------------------
Pirate Homeworld Leviathan Core
-------------------------------
[Morphology - Omega Ridley]
Drop down the ledge to trigger a cutscene. Ridley swoops in from the sky and
attacks! He's back! After his defeat at Norion, he's been revived and
regenerated (again) through phazon and has been chosen as the guardian of
the homeworld seed. Well then, now you can kill two birds with one stone.
**************************
Boss Battle - Omega Ridley
**************************
Exposure to phazon has raised Ridley to a whole new threat level, and he has a
whole new assortment of attacks to throw out at you. What's worse is that many
of his attacks come out very quickly and leave no telltale signs beforehand
that they're about to be used. One of the more dangerous of those attacks is
his fire breath. Ridley moves his head toward one direction or the other and
unleashed a massive firey breath as he spins his head in the opposite
direction. Sometimes the arc of the spin is short, I've seen as short as a 45
degree turn. Usually though, his head turns somewhere between 120 and 150
degrees. The turn is far too fast to strafe around; you're better off Space
Jumping over it instead. When exactly to jump is a little tricky, considering
Ridley doesn't always begin this attack in the same spot, that his head turns
quickly, and that you can only avoid the fire at the peak of your second jump.
If you're close to Ridley and you see the breath start, double jump as fast as
you can. If you're far away, you have more time to space out your jumps. Jump
first a moment after you see it, and jump again before you fall but as the
breath approaches you, easily dodging the fire breath. If worse comes to worst
though, you can always enter Hyper Mode to tank the damage.
Ridley's projectiles are a little easier to deal with. The first is a set of
fireballs he launches, one by one. He can fire anywhere between two to five
at a time, and, unlike the ones on Norion, these ones home in on you, so
running is pointless. A single Nova Beam shot is enough to destroy them
though, and they often leave drops behind, so it's more worthwhile to destroy
them. Ridley's other projectile you need to watch out for. Ridley cocks his
head in one direction, seemingly harmlessly, and then lets loose a fast-fire
missile. If you're not moving, you *will* get hit, but the horizontal range of
the missile is negligible at best. For that reason (among others, which I'll
get into later), I advise always staying locked-on to Ridley. That way, you
can easily strafe out of the way if he does something unexpected. Also, don't
stand too close to the wall. Under those circumstances, even if the missile
missed you, the blast radius would still get you.
Ridley also has a charge attack, but he gives himself away. When he's
preparing for the charge, he bends down closer to the ground and blue phazon
particles rise up into the air. At this point, he's selected his direction to
charge in already, so strafing around him easily dodges this attack. Ridley
does combine this attack with his fire balls often though. He launches the
fire balls first and then, while your attention is off of him, he builds up
his charge and rushes into you. Whenever you see his fire ball attack, always
keep his charge in the back of your mind as well. If you make a mistake and
can no longer dodge the entire hitbox of the charge, the charge does do less
damage the further out of the center of its hitbox you are.
He also has two wavequake techniques. The more common one sees him leaping
into the air and then crashing back down onto the center of the field,
generating a massive wavequake. In the second, less common one, he forms a
large energy ball in his hand and quickly smashes it into the ground to
generate a similar wavequake. Both are easily evaded via Space Jumps.
Outside of all that, Ridley also has two counterattacks. If you get too close
to his back, he swipes at you with his tail, and if you get too close to his
front or side, he snaps at you. At random, he also jumps from side to side
occasionally or extends his head out for a few moments and roars while turning
it.
The only vulnerable spot on Omega Ridley's entire body is his mouth, and you
can only hit it when it's open and glowing orange. There are two ways to go
about hitting that target. In the first method, you bide your time waiting for
Ridley to drop his guard. You stay far away from Ridley and strafe around him
most of the time, except when you need to deal with an immediate threat from
him, and hold a charge on the Nova Beam. As soon as Ridley leaves an opening,
stop (provided you can for that specific opening), and release the charged
shot and then mash the fire button.
The game actually gives you an ample number of opportunities to strike at his
mouth. His harmless roar is a freebie. If you don't already have a charged
shot ready, you even have enough time to briefly charge firing. Some of his
attacks also leave his mouth wide open. When he fires off a high-speed
missile, his mouth remains open for several moments after he fires. When he
flies up into the sky before smashing into the ground to wavequake, his mouth
is open for much of the time, but there's only one good moment to attack.
After he flies into the air and stops at a certain height, he dips down a few
inches and then soars higher up before wavequaking on the ground. As he's
soaring up, there's a brief moment where he almost stops rising. If you fire
your charged shot at where the apex *will be* before he gets there, your
attack should hit him. He can also be hit the instant he begins the actual
attack portion of his charge and he roars afterwards if you hit him too, but
you need to move out of the way before trying to hit him when he charges. The
massive damage you can take isn't equal to a miss. Outside of those
opportunities, none of Ridley's other attacks leave any openings (not even,
surprisingly enough, the fire breath).
The second method skips the tedium of the first method but is more precise
and luck-oriented. Ridley's snap counter-attack when you get too close to
him is actually exploitable. Most of the time, when you get within range,
Ridley automatically stops whatever he's doing just to snap at you. Right
before he snaps at you, fire and then approach again to bait him before he
tries something else. You're probably gonna get hit, but you're dealing much
more damage to him than he is to you, and his bite is definitely the lesser of
his attacks on the power spectrum. Rinse and repeat. Quite a few things can go
wrong though. First off, he doesn't always counterattack if you're in range.
Sometimes he jumps to the side and you have to quickly regain a lock before he
attacks. Other times he just carries on as normal and you have to momentarily
back away to deal with the threat he poses at the time. You also have a very
brief span to hit him - only the period when his mouth is shining orange can
you do so. If you miss or just don't fire, he gets a free hit and you have to
recharge for nothing (you lose the charge when he hits you). Regardless, this
is a very quick and effective alternative of getting around Ridley's attacks.
Once you've dealt enough damage to Ridley's mouth (on Normal, "enough" is
equivalent to the power of a fully charged Nova Beam), he recoils back onto
his hind legs and starts flailing his arms. Now's the time to strike his true
weak point. Run up to him and Grapple Lasso or Grapple Voltage (overload or
drain, although drain isn't guaranteed to open the armor and overload is just
a waste when Lasso works) him to open the armor plating on his chest and
reveal his weak point. Enter Hyper Mode and lay into him with Hyper Beam.
Eventually his chest armor closes back over the weak point and you start over
again.
Once Ridley's health drops to 75%, he wisens up and generates a thick layer of
phazite armor to complement his chest armor. He gains an assortment of new
attacks in addition to all his old ones as well. Ridley's fire breath ability
has improved drastically. Now he combines it with a tail sweep to cover the
entire field. He can start with either but then adds the second one (or both
from the beginning) to the sweep and makes three 360 degree turns after that
while gradually accelerating the spin. The first two spins are handled easily
enough via Space Jumps, but by the time he's making his third spin, his sweeps
are coming too fast to dodge haphazardly. You need to land as soon as possible
after the first dodge and have as much space between you from the next
sweeping attack as possible. If the fire breath is coming your way, space jump
over it as usual but after you're over, tilt the analog stick in the direction
the fire breath is going so that you land closer to it and further away from
Ridley's tail. If Ridley's tail is on the way, a single jump works and gives
you more time to dodge the fire breath, but a quick double jump (via mashing
the jump button) is more likely to succeed. Getting more time by tilting the
analog stick in the direction of the sweep after you're over and are coming
down also works for the tail.
His energy ball to wavequake has also changed, now into something quite
different. Now he forms two energy balls, one in each hand, and combines them
together to form a "super wavequake". This wavequake isn't circular in shape
though; it's hexagonal. At each of the six vertices of the hexagon is a tall
(tall enough so that you can't simply Space Jump over it), electric pillar.
More problematic though is that any three of the six sides may have an
electrical wall that smashes into you as the wavequake spreads out. You can
get around the attack via Hyper Mode or Screw Attack tanking, but it's much
easier and better to just stop Ridley from completing the attack. It has a
lengthy charge time, more than enough to blast away both orbs in Ridley's
hands. Furthermore, destroying both automatically stuns Ridley. Should you
only destroy the one though, the attack at least ceases to be a
wavequake - Only the six electric pillars remain and it no longer has any
effect on the floor.
Outside of destroying both orbs, you can still stun Ridley as you did before
by simply waiting for that orange glow in his open mouth. Once you stun him,
he recoils onto his hind feet and flails his arms like before. This time
though, his weak point is elsewhere. The phazite armor is only weak at the
shoulders, and you can only hit it with X-Ray Visor activated, so switch over
to that visor, lock-on, and attack with Nova Beam. His flailing arms may get
in the way sometimes, but focus on one of the orange spots beneath the
shoulder armor at a time. Once the stun wears off repeat the strategy to stun
him again. Then attack the shoulders again until you've blown off both pieces
of phazite there.
All of Ridley's phazite armor and his chest plate blow off. He only has 25% of
his health remaining and his weak point is completely exposed. Ridley becomes
desparate now, and the battle shifts to a whole new venue. Ridley shifts
between a flying and a ground phase now but always starts things off with a
flying phase.
There are a few moments you can attack him during his flight phase, but your
major concern here should be staying alive and just waiting things out until
he switches to ground phase. Everything he can do is connected to the four
holes on the walls of the arena. He randomly exits any one of the holes,
including the one he enters. From the holes, he can do one of four things:
1) Do nothing and simply fly by; 2) Land in the center of the arena and
initiate ground phase; 3) Land in the center of the arena briefly to wavequake
and then fly off again; 4) Fly by while shooting volleys of missiles at you.
He can either do a single fly-by before leaving or he can make a u-turn in the
arena and fire off another volley of missiles before leaving. Also, if
Ridley is in the same half of the arena as you are when he fires his missiles,
they all automatically home in on you and hit for massive damage. Easily his
most devastating attack.
The first two are obviously no problem, but it's the latter two, or more
specifically, that they both exist in the same set that's a problem. If he
had only the wavequake, you could just sit in a corner, wait for him to
come, jump over it. If he had only the missile volleys, you could make the
longest Screw Attack possible, right across the center of the arena and not
have to worry about a thing. Fortunately, there's a solution. The following is
a diagram of the arena with a few markings I explain below:
___________
/ 2 \
/A B\
/ \
| ___ |
| / \ |
|1 | Z | 3|
| \___/ |
| |
\ /
\D C/
\___________/
4
A, B, C, and D represent the corners of the arena. 1, 2, 3, and 4 represent
the holes that Ridley can fly to and fro. Z represents the center circle in
the arena where Ridley can land. Any time after Ridley flies through one of
the holes, go to any of A, B, C, or D. For the purposes of my example, suppose
you went to A. Once you reach A, you have a clear view of 3 and 4. From there,
constantly shift your view back and forth to check 1 and 2. Once Ridley comes
out, begin Screw Attacking to either 3 or 4. If you hear missiles being shot
off in the background, tilt the analog stick toward C while you're
somersaulting so that you can increase the total distance this Screw Attack
travels. If you don't hear missiles in the background, just keep on going
straight. You'll skim by the rim of Z and go to 3 or 4, whichever you chose,
and if Ridley happened to land and/or wavequake, you still have plenty of time
to dodge, recover, and get to another corner. If you ever think you're
cutting it close, activate Hyper Mode on the way down to tank whatever attacks
remain on the field. Note that Normal players can skip this whole process
though, as Hyper Mode easily tanks all the damage from everything.
For his ground phase, his moveset is essentially his initial moveset
(otherwise, before he generated phazite armor) plus a few additions and
alterations. His fire breath can but not necessarily will swing back the way
it came after the initial pass. He can fire multiple high-speed missiles in
quick succession now. His fireball ability shoots out eleven instead of two to
five balls. For the fire breath, after you clear the second jump, continue
tilting the analog in the direction away from the fire breath's current
heading so you have more time to jump after you land. For the high-speed
missiles, they still only move in straight lines, so you're fine as long as
you keep moving and your back isn't to the wall. The fire balls you just have
to shoot one by one. Strafe around Ridley while you're doing it though; if you
try to take out all eleven from one spot, Ridley's bound to try something in
the meantime. Strafing allows you to see what he's doing and react
accordingly.
The additions to Omega Ridley's moveset are all melee-related, which makes
sense considering he's desparate. He's much more prone to use his charge now.
He also uses two claw swipe attacks now, one of which has mini-wavequake
capabilities when it hits the ground and the other of which is a quick
downard-diagonal slash with extra range, and he now walks or leaps right over
to you to use them and his previous bite attack to fight you at close-range.
Treat the charge just as you did before. As for all his quick movement and
attacks right over to you, the best you can do is strafe, strafe, strafe. If
you're standing still, you're gonna get hit. Strafing at least gives you a
chance.
Once you stun him, enter Hyper Mode. He breathes out an innocuous blue gas at
the start of the stun but is completely vulnerable otherwise. Lay into him
with Hyper Beam. After he's done spewing out the gas, while still vulnerable,
he runs straight at you to swipe at you with his claws. Simply strafe out of
the way and continue attacking. If his stun runs out, just stun him again like
you did before. Eventually he'll fall.
Important Addendum: Definitely worth noting this. During any of his ground
phases - Initial, with phazite, final - if your distance from him is mid to
long range, he's not in a stun phase, and you Screw Attack toward him, he
immediately stops whatever he's doing and either jumps to the side out of the
way or into the air to wavequake on the way down. Always. 100% of the time.
It's really remarkable. If you plan on using this little tidbit to your
advantage, two tips. 1) Don't Screw Attack straight at him. If he jumps to
the side, you'll land too close to him and he'll attack you before you can
retreat. Somersaulting more doesn't help, considering he can set-up another
attack in the mean time. 2) If he jumps up into the air to wavequake,
continue somersaulting over to the wall if it's a fair distance away to avoid
the damage. If you're very close to it, land and try to dodge as best you can,
but since he's probably right above, you won't be able to get a good view in
time so you'll just have to guess in your movements and hope you go and
jump at the right times.
*********
Omega Ridley falls back, obviously in horrendous pain, and shuts himself
behind his wings before he explodes, sending out a massive phazon shockwave.
The corruption in Samus' body worsens yet again, and the PED suit undergoes
another radical change (as always though, to the cooler). Pick up the item
Ridley leaves behind.
=== Hyper Grapple acquired! ===
The Hyper Grapple allows you to insert and overload certain objects with
phazon energy via the grapple beam when in Hyper Mode. Enemies that could be
killed by energy overload via Grapple Voltage in the past die quicker to Hyper
Grapple. Hyper Grapple functions identically to Grapple Voltage, except that
Hyper Grapple can only insert energy, not remove it. You do however retain the
draining capability of Grapple Voltage when in Hyper Mode. Hyper Grapple's
practical uses are more limited than even the Hyper Ball's, but it's better
than nothing.
Two oragnic masses covered with crystals drop down and hang from the ceiling.
Use the grapple beam to latch onto one. Then press and hold forward on the
analog stick to overload it with phazon energy. Once all the crystals explode,
the organic mass goes along with them. Repeat the process on the other mass.
Phazon energy then shoots out at the core, and it descends in response. You
know what to do. When prompted, press A to send all the phazon energy pent up
in you straight back at the core, obliterating it completely. Mission
accomplished. Samus then flies off, away from the Pirate Homeworld.
Along the way, the Federation AU contacts you, telling you that you've
destroyed the last of the seeds as detected by their systems and have stopped
the spread of corruption. However, one mission remains. Skytown's AU has
discovered the source of the seeds and the location of Dark Samus and the
bulk of her forces. However, it's so far away that you'll need to make a
wormhole to reach it. Fortunately, the pirates have a leviathan battleship in
orbit of their homeworld that can do just the task. Your mission: Find a way
onboard that leviathan, hijack it, create a wormhole leading to the source of
phazon, and put an end to Dark Samus and this phazon source once and for all.
===================================
Opening the Wormhole and Last Stops [0324]
===================================
Let's get those last stops out of the way first, shall we? Set course for
Cliffside Airdock on Bryyo.
=====
Bryyo
=====
-----------------
Cliffside Airdock
-----------------
Head straight for Gateway Hall.
------------
Gateway Hall
------------
Kill the Gragnol in your way and proceed to Gateway.
-------
Gateway
-------
Kill the Reptilici with Hyper Beam and then head for Grand Court Path.
----------------
Grand Court Path
----------------
Kill the two Hoppers with Nova Beam and take the door ahead.
-----------
Grand Court
-----------
Jump down to ground level and get behind the golem's head. Switch to X-Ray
Visor to operate the terminal on its head. Move around the segments to
complete all three circles. Once you're done, the golem awakens and moves off
to the side, revealing a small phazon pool beneath where it was laying. Two
Phaazoids pop out. Enter Hyper Mode and blow them away with Hyper Beam. A
Red Phaazoid pops out of one of them as well. Kill it and collect its gold
credit. Take out any other remaining Phaazoids and then enter the pool to
recharge your health.
Now enter the cave behind the phazon pool and climb to the top. You can
Grapple Swing across and climb up to the door via the Morph Ball tunnel, but
another viable alternative is Screw Attacking straight to it. Be careful to
keep yourself out of line with any of the grapple points or the walls. Try
Screw Attacking low and to the side of the grapple points, but high enough so
that you reach the door.
----------------
Grand Court Path
----------------
Kill the two Hoppers and return to Gateway.
-------
Gateway
-------
Ignore the Reptilici and Screw Attack straight for the door to Gateway Hall.
------------
Gateway Hall
------------
Proceed through as normal to Cliffside Airdock. When you reach the ice bridge,
however, Screw Attack through the shriekbats. Then continue on to the door.
-----------------
Cliffside Airdock
-----------------
That's all for Bryyo. Now set course for Landing Site B on Elysia.
======
Elysia
======
-------------------------------
Skytown Federation Landing Site
-------------------------------
Head up the lift and through the door at the top.
--------------
Landing Access
--------------
Around this point, the Federation AU contacts you with new information.
Skytown's AU has determined that the source of all phazon and the seeds is
actually a planet that it has dubbed "Phaaze". Interesting. For now though,
stick to the task at hand. Screw Attack through the puffers to the other side
and head through the door.
----------------
Skybridge Athene
----------------
Stand on the side of the bridge and hit all the Tinbots with charged Nova Beam
shots to take them down. Then cross the bridge and enter Maintenace Shaft TA.
--------------------
Maintenance Shaft TA
--------------------
Screw Attack through the puffers to the other side. Enter the next room.
---------------
Turbine Chamber
---------------
Cross the gap and head for Broken Lift.
-----------
Broken Lift
-----------
Ignore the perpetually broken lift and continue on to Gearworks.
---------
Gearworks
---------
Screw Attack across the chasm. Ignore the Swarmbots and head for the next
room.
----------------
Observatory Lift
----------------
Ride the lift down and take the door to Chozo Observatory.
-----------------
Chozo Observatory
-----------------
[Research - Planet Aether] - Lay a bomb in the third bomb slot on the higher
up Morph Ball tunnel whose entrance is on the southwest wall.
[Research - Planet Tallon IV] - Lay a bomb in the bomb slot up the Spider Ball
Track at the end of higher up Morph Ball tunnel whose entrance is on the
southwest wall.
Head through the corridor and ride the lift up. After you step off the lift,
look left to see some phazite panelling. Switch to X-Ray Visor and shoot the
orange spot with Nova Beam. A wall on the cylinder drops down, revealing a
hand scanner. Interact with it to obtain all the expansion data for the Pirate
Homeworld.
High up on the southwest and south walls are entrances to Morph Ball tunnels.
Enter the southwest tunnel and ride the Spider Ball Track up to the top. The
third bomb slot you encounter up here is active. Bomb it to obtain the logbook
data on Planet Aether. Continue rolling down the tunnel to the very end. Ride
the Spider Ball Track there up to another bomb slot. Bomb it to obtain the
logbook data on Planet Tallon IV.
Now leave that tunnel and head for the tunnel whose entrance is on the south
wall. Hop up into it and then ride up the first Spider Ball Track you see.
Bomb the bomb slot at the top to obtain all the expansion data for Elysia.
That's it. That's all we came for. Leave the tunnel and drop down to the
bottom of the room. Take the elevator down and return to Observatory Lift.
----------------
Observatory Lift
----------------
Ride the lift up and head back to Gearworks.
---------
Gearworks
---------
Screw Attack across the chasm. Ignore the Swarmbots and enter the next room.
-----------
Broken Lift
-----------
Head straight through to Turbine Chamber.
---------------
Turbine Chamber
---------------
Cross over to Maintenance Shaft TA.
--------------------
Maintenance Shaft TA
--------------------
Screw Attack through the puffers to the other side of the chasm and enter the
next room.
----------------
Skybridge Athene
----------------
Boost Ball across the bridge, through the Tinbots and over to the door.
--------------
Landing Access
--------------
Screw Attack through the puffers across the gap and head through the door.
-------------------------------
Skytown Federation Landing Site
-------------------------------
Ride the lift up, then save and enter your ship. We're done with Elysia now
too. Just a few loose ends to wrap up on the Pirate Homeworld. Set course for
the Research Facility.
================
Pirate Homeworld
================
------------------
Landing Site Alpha
------------------
Take the door to the right, to Transit Station 1-A.
-------------------
Transit Station 1-A
-------------------
Ride the train over to Transit Station 1-B.
-------------------
Transit Station 1-B
-------------------
Head for Proving Grounds.
---------------
Proving Grounds
---------------
There are three Phaazoids in this room. Lay into all of them with Hyper Beam
and kill the Red Phaazoid that comes out for a gold credit. Then return to
Transit Station 1-B.
-------------------
Transit Station 1-B
-------------------
Ride the train back.
-------------------
Transit Station 1-A
-------------------
Return to the landing site.
------------------
Landing Site Alpha
------------------
Save and enter your ship. Now set course for the Mining Site.
--------------------
Landing Site Charlie
--------------------
The Federation really has things under control. They even have men posted
here. Pass them by and go on to Phazon Mine Entry.
-----------------
Phazon Mine Entry
-----------------
Ignore the Phazon Metroid and Crawlmines and proceed to Main Cavern.
-----------
Main Cavern
-----------
Head straight down the corridor to Drill Shaft 1.
-------------
Drill Shaft 1
-------------
Enter Hyper Mode and kill the Phaazoids in here. Then cross the platforms over
to Phazon Harvesting.
-----------------
Phazon Harvesting
-----------------
Even though there are only two Phaazoids in front of you from the entrance,
a third lies further down on the other end of the room (and contains a Red
Phaazoid) Enter Hyper Mode, take out all three, and collect the gold credit.
Then go to Main Lift.
---------
Main Lift
---------
Screw Attack up the Wall Jump Surfaces up to the top. By this point, you
should have already heard the game disc loading something. Drop back down the
shaft and return to Phazon Harvesting.
-----------------
Phazon Harvesting
-----------------
The harvester drone is back, but this time you can take him out. Switch to
Command Visor and order your ship to fire a volley at the drone. The drone is
obliterated by the Ship Missiles, and you receive a friend voucher. Return to
Main Lift.
---------
Main Lift
---------
Screw Attack up the Wall Jump Surfaces again. Once you reach the top, head
through the door across from the Spider Ball Track to Phazon Quarry.
-------------
Phazon Quarry
-------------
Drop down the ledge on the left and head for the door to Transit Station 4-B.
-------------------
Transit Station 4-B
-------------------
Ride the train over to Transit Station 4-A.
-------------------
Transit Station 4-A
-------------------
Head through the corridor on the right and take the door to Defense Access.
--------------
Defense Access
--------------
Drop down the shaft and head to the fork. Now turn right and enter Command
Station.
---------------
Command Station
---------------
Approach the organic mass from before, enter Hyper Mode, and overload it with
phazon energy via Hyper Grapple to make it explode. Head through the door
behind where it was.
-------------------
Transit Station 2-A
-------------------
Scan the circle next to the hand scanner to make it active again and then
interact with it to summon a train. Enter the train and, as usual, interact
with the console inside and push and pull the Wiimote toward and then away
from the screen to get the train going.
-------------------
Transit Station 2-B
-------------------
Head through the corridor on the left and enter the next room.
-----------------------
Leviathan Access Portal
-----------------------
Force fields block the way to the warp to the leviathan as well as the way to
the Grapple Voltage device to turn the force fields off. Climb the ramp to the
right and look at the wall opposite of the force field for a weakened vent.
Change into Morph Ball and lay a bomb to break apart the grating, then enter
the hole and drop down next to the Grapple Voltage device. Now drain it of all
its energy. The force fields drop, and the warp to the leviathan reactivates.
Enter the hologram at the top of the room to warp to the leviathan.
--------------
Leviathan Ship
--------------
Do you remember the Pirate Code you acquired from the Valhalla? Taking control
of this leviathan was its purpose. Approach the console in front of you and
interact with it to insert the Pirate Code and take control of the leviathan.
Admiral Dane contacts you afterwards informing you of such. He then instructs
you to rendevous with the fleet so that you can all set off to Phaaze.
Before you enter the warp and leave the leviathan though, look to any one of
its "eyes", aside from the large blue one behind the console. Shoot any one of
them 60 times to earn another friend voucher. Now you can take the warp back
out.
-----------------------
Leviathan Access Portal
-----------------------
Return to Transit Station 2-B.
-------------------
Transit Station 2-B
-------------------
The Federation AU contacts you and tells you that once you go to Phaaze,
there's no turning back. Once it's done speaking, ride the train back to
Transit Station 2-A.
-------------------
Transit Station 2-A
-------------------
Head down the corridor and back to Command Station.
---------------
Command Station
---------------
Rather than head for Landing Site Bravo, we're gonna head for Transit Station
Leviathan. Your last errand for the game is on the way.
Turn right after you enter the room and roll into the Morph Ball tunnel. Ride
the lift up in the blue shaft and continue on into Flux Control.
------------
Flux Control
------------
Drop out of the tunnel. Grapple Lasso the hatch off the Morph Ball tunnel next
to it and enter the newly opened tunnel. Climb the Spider Ball Track inside,
bomb jumping up all the gaps. Once you pass over a gate partitioning the
generator and the upper level of the room, release your hold on the track and
roll to the right (away from the Crawltank) over to the tunnel leading to
Command Courtyard.
-----------------
Command Courtyard
-----------------
Exit the Morph Ball tunnel. Ignore the Commando Pirate and head for Lift Hub.
--------
Lift Hub
--------
Make a left at the fork and trigger the bomb slot. Pass through the door to
Transit Station 3-B.
-------------------
Transit Station 3-B
-------------------
Work the train.
-------------------
Transit Station 3-A
-------------------
Head to Metroid Creche.
--------------
Metroid Creche
--------------
From here, you can see a group of Phaazoids. In one of them is Red Phaazoid.
Destroy it and claim its gold credit. Now head back to the train station.
-------------------
Transit Station 3-A
-------------------
Ride the train back to the Command Center.
-------------------
Transit Station 3-B
-------------------
Go through the door to Lift Hub.
--------
Lift Hub
--------
Work the bomb slot and turn right back toward Command Courtyard.
-----------------
Command Courtyard
-----------------
Pass through to Courtyard Passage.
-----------------
Courtyard Passage
-----------------
Ignore the critters and proceed straight on to Skyway Access.
-------------
Skyway Access
-------------
Refill on health from all the crates around the room, then proceed to Transit
Station 1104.
--------------------
Transit Station 1104
--------------------
Enter Hyper Mode to kill the Crawltank on the wall, then vent and head to the
next room.
--------------------
Transit Station 0203
--------------------
Use Hyper Beam to kill the two Phaazoids in this room and then move on to the
next room.
------------------
Transit Tunnel P68
------------------
Refill on health from the crates and then head to the next room.
--------------------
Transit Station 0204
--------------------
Almost immediately after you enter the room, you enter a small break in the
tunnel in which there are two orange barriers on the top and bottom
preventing exploration of the area beyond. This does not, however, stop the
three Phaazoids beyond that barrier from attacking you. You need to take out
all three, particularly the Red Phaazoid which appears, but the infuriating
part is that standing too close to those partitions for some unknown reason
warps your shots. You need to stand farther back from the orange barriers and
wait for the Phaazoids to move into your rather limited firing range. Once
they're all gone, use Charge Beam to pull in the gold credit the Red Phaazoid
leaves behind.
Now leave this chamber and press forward. When you reach the train tracks,
simply cross them and then turn left to find the door.
------------------
Transit Tunnel P69
------------------
Proceed through the corridors onto the next room.
--------------------
Transit Station 0205
--------------------
Interact with the hand scanner to the right of the gate to open it.
------------------
Transit Tunnel P70
------------------
Use Hyper Beam to kill the lone Phaazoid here. Then drop down the ledge on
the opposite side of the bridge and interact with the hand scanner there to
open the gate to the landing site.
-------------------------
Transit Station Leviathan
-------------------------
Switch to Command Visor and order your ship to land. Enter and save. It's
time for the final showdown. Remember - This is the point of no return,
there's no turning back now. Set course for Phaaze.
=========================
The Final Mission, Phaaze [0325]
=========================
The leviathan opens up a wormhole, and Samus and the fleet travel through it,
taking them directly to Phaaze. A massive pirate fleet is defending the
planet, but the Federation fleet keeps them at bay so that you can safely land
on the planet.
======
Phaaze
======
------------
Landing Site
------------
[Research - Phaaze Door] - The exit.
Of all the worlds so far, Phaaze definitely looks the most alien-like. The
skies are pitch black but the stars and battles above the planet are
distinctly visible and life is sprouting from every pore of the planet. It
feels eerie and unsettling at the same time.
The instant you step off the ship, the mere exposure to Phaaze's atmosphere
causes the corruption in Samus' body to worsen yet again. Press A when
prompted in order to vent all your Energy Tanks. For now at least, that
prevents total corruption. As a result though, you are now permanently in
Hyper Mode. You no longer need to use an Energy Tank. However, in exchange,
the vent function on the PED Suit is no longer operational. Mere exposure to
Phaaze's atmosphere in addition to damage you take from enemies will
continually raise your corruption level. You can no longer tank damage for
free in Hyper Mode. The use of your Hyper Mode abilities by themselves will
not decrease your corruption level either. If the yellow bar at the top of the
HUD fills out before you complete your mission, it's game over.
There are a few other differences that the game neglects to mention. Despite
what the game tells you, your Energy Tanks remain with you, in a form. The
amount of damage you can take and the amount of time you can spend on Phaaze,
as displayed by the yellow bar at the top, is directly proportional to the
number of Energy Tanks you had beforehand. You also retain your normal HUD
display and the ability to switch visors, even though you're in Hyper Mode.
Hyper Mode abilities that outright override normal ones now have permanent
precedence over your original abilities. Specifically, Plasma Beam, Nova Beam,
Ice Missiles, and Morph Ball Bombs are no longer at your disposal, only their
Hyper Mode replacements are.
Once you're ready, head toward the Phaaze door around the bend. Don't bother
returning to your ship though. Due to your near total corruption, it no longer
identifies you as Samus Aran, so you can't use it. Now head through the door.
------------
Entry Canyon
------------
[Morphology - Jelsac] - On the left wall in front of you when you enter.
[Research - Black Phazon Crystals] - Drop down the ledge by the entrance and
turn around. One of these is sitting by the wall.
A Jelsac is on the left wall when you enter. Jelsacs do one thing and one
thing only - explode. They're high-damage proximity mines, but since they
expand before exploding, you have sometime to get further away from the center
of the blast radius. They can however be destroyed by afar by shooting their
sacs to force them to expand and explode. Kill the two Jelsacs and then drop
down the ledge.
A number of Hopper Metroids and Phazon Hoppers roll down from the left wall.
Hit them with Hyper Missiles to take them out. By now, one of these should
have dropped an "Anti-Phazon Unit". Basically, it's health, lowering your
corruption bar for every unit you collect. However, unlike Health Units and
Phazon Units, which could come in units of 10, 25, 50, or 100, Anti-Phazon
Units only come in units of 25 or 50. Like with other health drops, destroying
enemies and natural fauna on the planet yields these.
Now approach the organic mass with crystals at the end of the canyon. Overload
it with phazon energy via Hyper Grapple. Hyper Grapple is the only one of your
abilities that still decreases internal phazon levels, so use it whenever you
can. Now drop down the shaft and take the door at the bottom to the next room.
------------
Cavern Alpha
------------
The tendrils in front of you tangle you up if you try to cross them directly.
Instead, change into Morph Ball and Boost Ball past them. Revert once you
traverse the passageway safely.
Climb the ledges in this chamber. A number of Phaz Ing come out and attack.
Instead blasting them to death, grapple onto them and insert energy into them
with Hyper Grapple to lower your corruption level. At the top of the ledges,
an enormous crystal structure blocks your path. Fire a Hyper Missile at it to
destroy it, then jump across the gap to the ledge on the other side. Kill
the Phaz Ing here and jump across another gap to another small ledge. Repeat
until you reach a door.
------------------
Cavern Beta Access
------------------
[Morphology - Phazon Puffer] - The enemy right near the exit after dropping
out of the Morph Ball tunnel.
Walk down the pathway until you see a Morph Ball tunnel by the left wall.
Enter it. Hold down A to use Hyper Ball the whole time you're in here. A
hardened flowery structure blocks the path down, and only by destroying all
the blooms in the tunnel can you blow apart the structure. When you drop
further down, repeat the process to destroy the flowery structure here as
well. Now drop down out of the tunnel.
By the door is a Phazon Puffer. Other than its ability to hover and float
around in mid-air, it shares nothing in common with its relatives. The Phazon
Puffer's threat isn't in exploding; it's in a super-charged phazon energy
blast. The Phazon Puffer drains your corruption bar to a certain extent and
once it's drained a sufficient amount of energy, sends it all straight back
at you for massive damage.
Fortunately, there are a bunch of loopholes around it. The Phazon Puffer can't
actually initiate the attack until it's drained X amount of energy. In other
words, if your corruption bar is low enough, all it can do is empty it, much
to your benefit. Furthermore, the attack can be evaded, as it only travels in
a straight line, and he gives you sufficient warning too. Even if you do get
hit by it, the attack doesn't actually do much more than what he drained, and
he starts draining again almost immediately afterwards. In other words, the
Phazon Puffer is pretty much a freebie from the developers to help keep your
phazon level low.
Wait for the puffer to drain as much phazon from you as it can (or empty your
bar, if your corruption is that low), then kill it with Hyper Beam and go
through the door.
-----------
Cavern Beta
-----------
Kill the Jelsac in front of you and find another Jelsac on a platform lower
down and slightly to the right. Before killing it though, turn your attention
to the Phazon Metroids in the room. They infinite spawn but only three can be
in the room at once, and there's a little time in between where they don't
spawn. Kill them and then the Jelsac and jump over to where that second Jelsac
was. Now turn around and face the west wall. A crystal structure blocks the
path across, so shoot a Hyper Missile at it to open the way. Kill the
respawned Phazon Metroids and then Screw Attack across. Turn left and kill the
Jelsac, while backing away a little to get out of its blast radius. Then
Hyper Missile the crystals beyond it to open the way to the next room.
----------
Drop Shaft
----------
[Morphology - Tangle Weed] - Roll through the Morph Ball hole in front and
quickly revert. These come out of the floor as soon as you enter this part of
the chamber. Scan them first before doing anything else - destroying all the
supports to the bulbous structure in the center first makes them disappear
when it explodes. They also appear on the next level below.
Roll through the Morph Ball hole in front of you. In this chamber, you need to
destroy all the blooms around the room with Hyper Ball to blow up the central
structure. Tangle Weed is there to muck up your progress though. It's an
old staple in the Prime series that slows down movement almost to a
standstill. Normally, a bomb would disrupt it and make it temporarily retract
into the ground, but that's obviously not an option here. All you can do is
avoid it and fortunately that's not so hard. The Tangle Weeds are only
positioned directly between the blooms, which are already on the outer rim of
the room. Ergo, just stay closer to the inside of the room and attack the
blooms from there.
Beware the Hopper Metroids; each respawns immediately after you kill one. Only
two can be present at a time though, so they're not too difficult to avoid. If
they're far apart, you can also kill one with Hyper Ball and hope that it
respawns next to the other one. That way, you can play cat and mouse with
them, running away whenever you encounter one and attacking stray blooms in
the process. Once you've destroyed all the blooms, the center structure
detonates, taking all the Hopper Metroids with them. Collect all the drops and
enter the hole left by the explosion.
The second chamber sees more of the same, except the Hopper Metroids have been
replaced by the deadlier Phazon Hoppers and now there are three at once. It's
really not practical to fight them in any way, and most tactics aren't
effective either. The best scenario you can hope for is only having one
close to you and only at mid-range while you attack nearby blooms. Once all
the blooms are gone, the explosion kills all the Phazon Hoppers. Pick up all
the drops and fall down the hole in the center.
The third chamber is a rest stop. There's not even any Tangle Weed, only a
Phazon Puffer who cleans up your corruption bar. Let him soak up your damage
while you destroy the blooms down here. After the explosion, let him finish
reducing your corruption bar, then kill him and drop down the hole.
While following down, hold forward on the analog stick and hold down A so that
you're continually using Hyper Ball. At the bottom of the shaft is maw-like
creature that literally swallows you whole if you do otherwise, and you'd be
forced to Hyper Ball inside of him until he dies, racking up damage in the
meantime. Hyper Balling and holding forward while falling inevitably results
in you bouncing on top of him a few times before landing in front of the door.
The creature has no logbook scan, oddly enough, so you can just head straight
through the door.
--------------
Metroid Cavern
--------------
Phazon Metroids infinite spawn from the membrane on the left wall, although
only three can be present at a time and there's some lag between respawns.
Ignore the first batch at the moment and Screw Attack over to the end of the
corridor. Now turn around and Hyper Beam to death the three metroids. Before
they respawn, turn left toward a door with an eye at its center. Shooting that
eye directly won't do anything; instead, turn your attention to the eyes
surrounding the door. Shoot them when they open up. After shooting three of
these eyes, the door overloads and explodes. Ignore the metroids that have no
doubt spawned at this point and go through the passage.
A cutscene triggers where Phazon Hoppers drop down from cocoons the ceiling.
The metroids have vanished now, but your progress is tied down to these
hoppers. A blockade lies ahead that's literally tied to their lives so you
need to kill all the hoppers that continue spawning from the ceiling. Sit near
the back of this room and simply Hyper Missile them to death one by one. If
you miss and some of them enter Hyper Mode, focus on the one(s) not in Hyper
Mode and move around the room a bit to evade their attacks, keeping your back
to the wall.
Once they're all defeated, the phazon wall on the far side of the room
explodes and three Phaz Ing come out. Lower your corruption meter by Hyper
Grappling them to death and then go through the door.
-------------
Hatcher Shaft
-------------
Charge your beam and head through the corridor. Once you reach a drop shaft,
leap down. Mid-way down the shaft, a creature grabs you. Unleash the charged
Hyper Beam straight at his mouth. He has no logbook scan, so just continue
firing Hyper Beam at his mouth until the five nodes above his head are
destroyed and he releases you. Destroy the fauna at the bottom of the shaft
for health drops and head on to the next room.
--------------
Hatcher Tunnel
--------------
Charge Hyper Beam and unleash it on the three Phazon Metroids that appear. Now
turn right and fire a Hyper Missile at the markedly weak portion of the floor.
A swarm of Miniroids scurries up and away. Once they're gone, jump down the
shaft before more Phazon Metroids arrive and take the door at the bottom.
---------------
Genesis Chamber
---------------
[Morphology - Leviathan Infant] - After Grapple Lassoing off the hatches on
the leviathan womb in the center of the room, this scan lies inside the
structure. It may not be on the side you're on at the moment, so switch over
to the other if you don't see it. You will encounter some trouble acquiring
a lock-on as the entire womb itself is also scannable. Move the reticle over
the creature as it moves around inside and you will inevitably obtain a
lock-on.
Head through the corridor and drop down to the main section of the room. A
large leviathan womb fills up the center of the room, and a young infant lies
inside. To proceed, you need to destroy it. There are two ledges in the room
and across from each ledge is a hatch on the womb. Kill the Jelsac on the
other end of the ledge and the Phazon Metroids, then Grapple Lasso the hatch
off and look inside. The Leviathan Infant is a small yet distinct creature
that moves around inside. If you don't see it, it has the ability to swtich
back and forth between sides of the womb. It may have just gone to the other
side. If need be, you can use X-Ray Visor to identify it or see if it's gone
over to the other side of the womb. If that's the case, Screw Attack over to
the opposite ledge, kill the Jelsac on the far end of the ledge, Grappple
Lasso off the hatch, and attack with Hyper Beam.
The Leviathan Infant by itself is defenseless and just sits there while you
wail on it. However, it is guarded by a crew of three infinite spawning
Phazon Metroids. Fortunately, there's a lag time between their respawning.
Attack the infant continually with Hyper Beam (preferably, charged, if you
get the timing for the respawn down), crossing between the two ledges as
needed when the infant switches sides in the womb, but as soon as you hear
the screech of a metroid or see any other sign of them, stop what you're doing
and destroy all three metroids.
Once the infant has taken enough damage, the entire womb explodes, taking
out all the remaining metroids along with it and leaving behind a slew of
anti-phazon units. Use Charge Beam to pull them all in while a flock of
Miniroids flies up out of the shaft that the womb left behind and then jump
down into it.
-------
Sanctum
-------
[Morphology - Dark Samus]
[Morphology - Aurora Unit 313]
Samus drops down into the shaft and lands on a large mechanical hatch. The
center of the hatch suddenly opens up and Dark Samus rises up from beneath it.
After an intense staredown, the final showdown begins!
******************************
Final Boss Battle - Dark Samus
******************************
Ever since your last battle on Aether in Echoes, Dark Samus has grown in leaps
and bounds. At the start of the battle, she raises her right hand, a bolt of
electricity flies up into the air, and four phazon pillars drop into the
arena. The pillars always appear in this formation:
___________
/ \
/ \
/ P \
| |
| |
| P |
| |
| P P |
\ /
\ /
\___________/
(Forgive me for the diagram; that formation is supposed to be centered on the
field, but text-only prevents me from going into more detail.)
You can destroy pillars with a Hyper Missile or simply by repeatedly firing
at them with Hyper Beam. Destroyed pillars yield drops, but pillars still
in-tact can be used as cover against a majority of Dark Samus' attacks. If
one pillar is destroyed, Dark Samus may restore at some future point. If two
or more pillars are destroyed, Dark Samus' next action will be to replace
them. These replacements only come for pillars destroyed before her summon;
pillars destroyed during her summoning are not replaced at that time.
Sometimes, for no apparent reason, a total five pillars appear on the field,
the fifth appearing on the circle that the three outward pillars form,
equidistant from two of them. This is uncommon and largely inconsequential,
but I'll update if I find out more information. It is however important to
note that if you're in the location of where a pillar was on the field when
Dark Samus summons its replacement, the game clips you out of the way. You
don't take any damage, but you do lose lock-ons, which becomes troublesome
because Dark Samus moves immediately after the summoning and even more
troublesome later in the battle for reasons I'll get into it then.
As for her attacks, she starts off the battle with a modest number of
abilities. The first are four homing bombs fired from her arm cannon. Before
starting the attack, she stops moving, and raises her arm diagonally into the
air. Four distinct firing sounds are heard, and the attacks are off. Aside
from being able to home in on you, these bombs can slow down quite a bit to
slide off any pillars that get in their way but suddenly rapidly accelerate
once they're off to ram into you without leaving you much time to react. How
they slide off does make sense - If the line between you and where they were
released is slightly to one side of the pillar, it'll slide off that side -
but that doesn't make shooting them much easier if you're not used to it. To
avoid this nuisance, as soon as you hear/see Dark Samus begin this attack,
get/stay in a straight line and shoot down all the bombs. You don't have to
actually shoot all of them; a single Hyper Beam shot goes through any that are
in a line, but you still want to fire a full volley to be sure. Once they're
gone, you can pick up any drops they leave behind.
Her second attack is your charged Hyper Beam, but there are a couple
differences. First off, Dark Samus is a perfect shot. She does a single 90
degree sweep in one direction and alters the height on her aim so that she'll
always hit you if you're in her line of fire, regardless of whether you Space
Jump or go Morph Ball. If you're at mid-range, you can usually side dash
around the attack, but stage obstructions may prevent you from doing so.
You're better off taking advantage of the second difference between your Hyper
Beams - hers can't penetrate the phazon pillars. As soon as you see Dark Samus
hold her arm cannon to the side at waist height or hear that rapid fire from
charged Hyper Beam, strafe behind a pillar until the firing arc passes you.
The remainder of Dark Samus' behavior is reactionary. Whenever you get close
to her, she alternates between two behaviors, in strict A -> B -> A -> B
fashion. She either leaps away from you, or she generates a protective field
around herself that repels and damages you if you're nearby (but not
necessarily in or on) the field. If Dark Samus is currently performing another
action, she will not react to your position until she's done with that action.
Surprisingly, Dark Samus is vulnerable to each and every one of your damaging
moves, even Boost Ball. That and Hyper Ball however are completely
impractical. They deal very little damage - Dark Samus may damage you more
simply by repelling you with her barrier. Hyper Missiles inflict damage and
knock Dark Samus back when she's idle or moving, if you can connect. When you
fire one in her general direction and she's on the ground, she usually stops
what she's doing and immediately throws up her barrier to deflect it. There
are however a few moments when she's vulnerable. You can hit her when she's
jumping backwards to dodge and near the end of most of her animations
(including the barrier itself). By shooting a missile near her feet, you can
avoid the barrier while still damaging and stunning her from the explosion
itself, although you must be precise. Unfortunately, Hyper Missiles themselves
don't deal much damage, and even the free moments to attack you gain from the
stun don't really make up for the effort put in to connect with the missile.
Hyper Missiles are better used to stop her from acting and holding her still
- allowing you to avoid a possible hit and giving you an opportunity to
strike. Her barrier may deflect missiles, but it doesn't block beams which,
incidentally, are in general your best way of inflicting damage. Despite
extensive testing, I still haven't discovered how to manipulate her barrier
100% of the time. Sometimes she simply doesn't use it, for a reason I have
not been able to discern. Should you use Hyper Missiles, bear that in mind.
Like Gandrayda, Dark Samus is also susceptible to the Screw Attack, and you
can shave off huge chunks of her health, as high as 30%, with a successful
attack, but there's little room for error in the execution. If you approach
Dark Samus head on with it, you need to end the attack at a sweet spot a bit
in front of her to deal any significant damage. Finishing anywhere else will
barely scratch her. Skimming past her and sliding the far edge of the Screw
Attack against her is slightly easier and generally results in more damage,
although like the head-on approach, there's a sweet spot next to her you need
to land on to maximize damage. Due to the tight control and precision needed
for this technique, you may wish to opt for Hyper Beam as your primary means
of damage.
Once Dark Samus' health drops to 85%, she'll dash to a corner of the arena,
leap up into the air and generate a bubble around herself that renders her
impervious to damage while she recovers health. Attacking the bubble with
Hyper Beam is the quickest way to shatter it. Once it's destroyed, she stops
regenerating, drops back down to the ground, and the fight continues. From now
on, she can execute that technique whenever she needs to recover health. She
also adds a new attack to her repertoire - she can now jump into the air,
charge for a moment, and then come crashing to the ground generating a
wavequake. As usual, simply jump to avoid it. Unfortunately, during this
attack, Dark Samus is glowing a blue tint. During this attack and at any other
point in the battle she's glowing blue, Dark Samus is invulnerable to all
forms of damage. Once the wavequake ends, the blue glow disappears and battle
proceeds as normal.
When Dark Samus' health drops to 75% (or higher if she was able to regenerate
health), she generates an "Echo", a doppelganger of herself that inherits
most of her techniques and can work together with Dark Samus herself to use
new attacks. Damaging the Echo won't damage Dark Samus, but there are three
ways to tell it apart from Dark Samus. Under the X-Ray Visor, Dark Samus is a
bright orange while the Echo is the same color as the background, and under
the regular combat visor, Dark Samus' visor appears as blue while the Echo's
is black. Finally, as I mentioned before, the Echo does not inherit all of
Dark Samus' abilities. When they're free roaming and working independently,
the clone cannot fire homing bombs or use the wavequake.
An Echo is much less durable than Dark Samus and can be destroyed relatively
quickly and easily. Like Dark Samus, it is susceptible to all your attacks,
and it knows and uses its defensive techniques in the same manner. As such,
Hyper Beam will likely be your most effective means of damaging it. However,
if you're particularly adept at feeling out how and where it will move, you
can also Screw Attack it to death. Smashing into a clone with the Screw Attack
instantly destroys it.
When the Echo splits from Dark Samus, one of three attack patterns are carried
out. 1) They'll attack independently and alternate randomly between
their attacks. The first time they split, this pattern is always used first.
2) The two will have their backs face each other (with some free area between
them) and spin along together in a circle, firing a powerful orange beam that
smashes all the pillars. To avoid this, you can morph or jump above it and
attack. Should you jump, however, you will be unable to avoid all of the
attacks unless you kill the clone though, since the spin accelerates quickly
and rapidly after it starts. 3) They'll position themselves on the far side of
the arena, charge a blue aura around themselves, and then charge across the
screen to the side of the arena you were standing on when they started the
attack. They're also vulnerable during this attack, but you may want to
prioritize avoiding it by either moving to the side or Screw Attacking above
and over it. For the first pattern, once some amount of time has passed and
for the second and third patterns, once they're done executing their
combination attack, Dark Samus and the Echo will recombine. Dark Samus will
carry out her normal attack routine - however, she will be invincible until
she and her Echo split again. Once they split, they will carry out the next
pattern (in order of 1 -> 2 -> 3 -> 1 -> etc.) ad infinitum or until you
destroy an Echo.
Once you destroy an Echo, Dark Samus will resume her normal attack pattern
until you knock her down to 65%, at which point she generates another Echo.
They carry out their previous attack pattern. However, this time, if you
dawdle too long, instead of splitting into two, they split into three and
all use the regeneration technique. Destroying a bubble with an Echo in it
destroys the Echo but gives Dark Samus time to regenerate health. If you aim
for Dark Samus immediately, once you shatter her bubble, the doppelgangers'
will also be destroyed, but they themselves will survive and continue the
attack. Choose whichever path you prefer.
Should both Echos survive, they will merge and split with Dark Samus (again
granting her invincibility while fused) and randomly alternate between the
following attack patterns: 1) Attack independently. The same as before, only
much more deadly with an additional doppelganger on the field. 2) Charge
attack across the field, the same as the third pattern from Dark Samus and a
single Echo - now with two. 3) Split to different corners of the arena and use
the health regeneration technique. Treat these three patterns as you would
before. There are two new combination attack patterns now. 4) Dark Samus
floats high above the arena and splits with her doppelgangers. Together they
float about in circular patterns, firing off slow-moving bombs in your
direction. You can destroy a bomb with a single Hyper Beam shot, but hitting
Dark Samus and the doppelgangers can be tricky since they're decently far away
and continuously moving and because Dark Samus sometimes merges with one or
both of the doppelgangers mid-flight for invincibility. Charged shots are more
likely to hit and are your best (and only, really) choice for damaging them.
5) Dark Samus and the doppelgangers quickly flutter about toward your general
direction, crashing into you repeatedly after bouncing off the wall. Their
range of movement is bound in a circle. It's the circle you need to watch out
for. Once you're inside, Dark Samus and the Echos *will* hit you, since they
move far too quickly for you to possibly dodge. They move too quickly for
reliable damage from Hyper Beam. When they're far away, use Hyper Missiles in
hopes of catching an Echo in its attack radius, and once they get close,
Screw Attack through them to the opposite side of the arena and repeat until
they stop.
If you destroy one or both Echos, Dark Samus and the remaining Echo, if it's
still alive, revert to their respective attack patterns. If (or when) Dark
Samus is alone (and only if she's alone, for some reason), she displays a
new attack that she mixes in with her others. She lurches forward and leaps to
some part of the arena at random and releases a slow moving bomb that travels
along the ground in a straight line toward wherever you stood when she had
released it. Simply side-step or jump out of the way to avoid it and then
attack her. Before selecting a new attack, she repeats this one several times.
Once you knock her down to 50%, Dark Samus begins generating 2 Echos on her
own instead of one as a response to damage. Their patterns remain the same,
and every time you destroy both Echos, she'll only produce more after reducing
her health by an additional 10% or 15%.
At 30% health, Dark Samus gains two new attacks (both of which she uses
whether there are or there aren't Echos on the field). With the first, she
glows blue and becomes invincible, leaps into the air, fires a powerful beam
at your current position, and then drops back down. You have plenty of time to
distinguish this attack from her wavequake as she charges it up for a moment
and can easily avoid it by strafing to the side. In the second attack, she
leaps toward you, throws up her barrier to knock you back, and then kicks
forward while throwing up her barrier again. She doesn't leap too far forward,
so unless you're close to her, you're safe from the attack. If you are close
to her, there's little you can do to avoid the first hit, but you can still
back out of the way of the second. Around this time she also stops using the
attack that launches four homing bombs at you.
Nothing else changes until you knock her down to the last 10% of her lifebar.
At this point, she replaces both the wavequake and fiery blast in the air with
a combination of the two. Strafe away from the blast, and double jump to avoid
the wavequake. Everything else remains the same for the rest of the battle.
Keep pounding away at her until she falls back.
*********
Dark Samus is blown back from your assault and falls to a knee, but behind her
a monstrosity arises from the pit beneath you. It's the Valhalla's stolen
Aurora Unit! Dark Samus rises up and merges with it. The battle continues!
***********************************
Final Boss Battle - Aurora Unit 313
***********************************
Aurora Unit 313 has only one weakness - at the point where the cable joins
with its head. Unfortunately, that area is protected at the moment. To open it
up for attack, you need to target the core, but that also is protected, by a
hatch. If you can stun the AU however, you can get close enough to Grapple
Lasso open the hatch.
Look at the AU and you'll notice four circular ports, two on each side of its
head. In order to stun the AU, you need to shoot those ports when they're
open. There are two ways to go about this. During some rounds of its attack
(more often every other turn earlier on in the fight and less often as its
health drops), Aurora Unit 313 sends out two tentacles from the ports to fire
energy balls at you, but they require several seconds to charge their attacks.
Hit one once (preferably with Hyper Beam), and it retracts back into the head,
but the port remains open and continues to be open for the next few seconds
until it stops shining yellow.
"Blast it with everything you have" is what I'd like to say, but it's not that
easy. The angle of the target works against you here. If you were standing far
back to keep a close eye on the tentacles, you're in a particularly bad spot.
You'll need to aim a little bit off target. For ports on the left, aim a
little further to the left and vice versa for those on the right. If you don't
aim far enough to the side, your shot just bounces off the AU's head. If you
were standing close, you're probably in a slightly better position, but be
mindful of your shots. You need to land several Hyper Beam blasts to down the
AU, more than you'll have time for on a single port, so switch to the other
tentacle before it fires and withdraws.
Alternatively, you can usually down the Aurora Unit in one hit with a Hyper
Missile, but for some reason you need to angle the shot differently. If you're
far away from the AU, you need to angle it so far to the side that the reticle
isn't physically on the port at all. If you're close, you have more leeway,
but the angle may still be odd.
As I mentioned before, there is one other way to stun the AU. Often,
immediately before or while the tentacles are out, a small bot may emerge from
another port. You only have about a second, but if you can land a hit on it,
the AU becomes momentarily dizzied, swinging its head to and fro while the
ports randomly alternate between open and closed, leaving you ample time to
get enough hits to stun the AU. If you miss the bot the first time, it
frequently pops up again from another port each round, although it's not
guaranteed. If you're having difficulty hitting it (or landing Hyper Missiles
on open ports), don't feel too pressured - the game remembers stun damage
you've built up between rounds.
Once you've stunned the AU, Screw Attack over to in front of its head and yank
the hatch open with Grapple Lasso. Don't fire recklessly at it. The core stops
you from hitting it any more after it's taken a certain amount of damage
(although, yes, it also has a time limit), and Hyper Missiles in particular
inflict allot of damage, so you want to manipulate the game's damage detection
to maximize damage. The core closes up after taking the equivalent damage of 1
Hyper Missile + 5 Hyper Beam shots. Therefore, you want to hit it with a
single Hyper Missile and 4 Hyper Beam shots (in any order) and then finish off
the combo with a Hyper Missile. On Normal difficulty, this allows you to
defeat the core in just two rounds. The head swings around while it's
vulnerable though, so if it's difficult for you to do this, just use a charged
Hyper Beam to get in as many hits on the core as possible before the
hatch closes. Tentacles drop Anti-Phazon Units and Missiles, so use the Charge
Beam to pull them in as the AU recovers from a stun.
Between tentacle rounds (and after the AU recovers from a stun), it may do any
of four things (at random). 1) Give you another round of tentacles (although
you will never get three in a row). 2) Use, by far its deadliest attack, its
laser, capable of inflicting heavy damage even on the lowest difficulty. The
laser sweeps from the edge of a barrier the AU puts up around itself during
the attack to the far side of the arena, and it traces you as you move about.
Fortunately, the laser is slow-moving, so you can easily dodge it simply by
strafing to the side until it stops. 3) Release three Dark Samus Echos. Early
on in the battle, they can only fly around the arena, stopping to fire single
energy balls that land at your position at the time they fired it. Moving
constantly whenever the Echos are out is enough to avoid their attacks because
the energy blasts are fired in arcs that only bring them close to the ground
at the time of impact. As the Aurora Unit's health drops, one of them (once
health <75%) and then two (once health <25%) use the Morph Ball ability and
Boost around the arena, becoming nuisances. Use Hyper Beam to take out
unmorphed Echos and hope to catch one of the Boosting Echos in the radius of a
Hyper Missile explosion. They're too fast to hit with Hyper Beam. Any Echos
you manage to destroy before the AU reabsorbs them drop health. Pull them in
with Charge Beam.
Only two other things change as the Aurora Unit loses health. It gradually
gives you fewer and fewer opportunities to attack the ports. This is
especially true once its health drops under 50%, as it gains a new attack.
The Aurora Unit ducks its head to the ground, activates a series of energy
cannons surrounding itself, and fires a volley of eight shots into the air
toward wherever you are. The blast radius of the balls the cannons fire are
too big to avoid simply by strafing out of the way, so you can either Screw
Attack to the other side of the field or you can aim upwards and destroy them
one by one. You may prefer the latter since the balls drop Anti-Phazon Units
and Missiles.
*********
Once you empty out Aurora Unit 313's life bar, the cord attached to the base
of the unit's head destabilizes and explodes. Now its weak point is exposed!
It's time to finish this.
******************************************
Final Boss Battle - Aurora Unit 313 (Head)
******************************************
The destroyed cord has left in its stead a ton of Anti-Phazon Units. These are
the last health drops available for the rest of the game, so suck them all in
with Charge Beam before going on.
The AU's weakness is at the base of its head, but it's on the backside, and
if you try to get around to the other side, the AU will just turn its head to
stop you or, if you're under it, block a clear shot. The best way to create an
opening to attack is to stun it, and thankfully most of the Aurora Unit's
attacks either stun itself simply by using them or have a weakness you can
exploit to stun it yourself.
Aurora Unit 313 has a total of four attacks that it picks at random. Neither
any of the attacks (but one) nor the AU's attack pattern change through the
course of the battle. 1) The most common attack AU 313 uses is a super-charged
wavequake. A small nodule juts out of the bottom of its head and after several
seconds releases a bomb that generates a massive wavequake when it hits the
ground. If you can connect several Hyper Beam hits or a single Hyper
Missile you can destroy it and stun the unit. Screw Attack also works, but
adjusting your height so as not to bounce off his face is tricky and the other
methods are easier. 2) The big red circle on its face begins glowing blue, and
it fires an energy ball at you. Strafe out of the way and around the unit
because once it's done, it is automatically stunned for a few seconds. As its
health drops, it may fire up to three volleys before it's stunned, but they're
always in slow succession and all easily dodgable. 3) Four wirey protrusions
at the corners of its head begin firing sweeping long-range lasers and the AU
head begins swirling around and moving about the arena. It doesn't stun itself
from this attack, but you can still cause some damage during this attack. If
you can keep up with its movements, you have several opportunities to hit it.
Hyper Beam is your best choice - Hyper Missiles don't do enough damage to
outweigh the recoil time and it's difficult to hit the weak spot because of
how quickly the AU is spinning. 4) This is the only attack exempt from being
chosen randomly. It only and always follows the last attack. The AU drops to
the ground, starts spinning, and then bounces off the walls repeatedly. Its
weak spot is mometarily vulnerable here and there, so you can aim for it, but
the best tactic you can employ here is Screw Attacking into the head. If you
connect with Screw Attack, you instantly stun it. The AU moves quickly, so try
predicting where it *will be* when you start Screw Attacking.
Except for when it drops to the ground to spin around the room or is using the
laser attack, you should always stay as close enough to the AU as you can, so
long as its face is still in view. This position gives you the clearest shot
at the protrusion that drops wavequake bombs while still allowing you to
scout for the blue energy ball attack and, most importantly, requires the
least time to strafe around the head once it's stunned. Once you get behind
it, lay into with Hyper Beam.
*********
Once you defeat Aurora Unit 313, that's it. You've finished the game. Enjoy
the ending. 75% and 100% item collection each add additional scenes to the
ending. If you didn't collect everything in the game and want to see the full
ending, get hunting.
Once the credits finish rolling, you're offered an opportunity to save. Doing
so will fill in the dot next to your save file on the main menu signifying
you've completed that difficulty. It also unlocks the Hypermode difficulty
level. Note however that you will no longer be able to load your save from
this playthrough on that file. If you want to still be able to play through
the final sequences, make a copy of the file to another open slot. Opening the
completed game file (should you have saved) puts you at the beginning of the
game again, although all the scans and credits from the last playthrough carry
over.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Bosses [0400]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Bosses are indexed by order of encounter. Recurring encounters have been
omitted since the battles are negligibly different.
******************************
Docking Bay 5 - Berserker Lord [0401]
******************************
Despite his intimidating design, the Berserker Lord's a cinch. Most of his
attacks are slow, have a slim hit box, and inflict pitifully small damage.
His ground sweeping beam is slow and, if you're on the move, he probably won't
even fire it wherever you are. Simply jump over it. The blue sludge he fires
is a bit more annoying as he actually pursues with it when firing, but
slowness tones this attack down as well. Just dash jump around and it won't
hit you. Berserker Lord also pounds the ground to generate an omnidirectional
wavequake, but this attack is easily jumpable and, like the others, inflicts
very little damage (plus, I've only seen it at the very beginning of the
battle). His most damaging attack is orange energy balls he shoots out of his
mouth. These usually take off a sizable 20 units of health or so. Fortunately,
after you get hit by one once or twice, it's easy enough to spot and dodge
because his shoulders and back glow orange and he's leaning back before he
fires.
Your targets are the two shining red spheres on his shoulder. Fire off charge
shots to quickly take those out, receive some health and ammo back from them,
and he'll switch another attack into his movepool. At a moderate pace, he'll
begin shooting purple energy balls out from his mouth. Hitting these with any
Power Beam shot from any angle deflects the purple balls right back at him
and slowly destroys the armor on his back. He fires up to three at a time
before he regenerates the shiny red spheres but doesn't fire a third one if
you hit him with the first two before he has a chance to fire it. It doesn't
matter much anyway. You need to hit his armor with four purple energy balls
before it shatters anyway, so you'll need to repeat this process at least
once. If there are any leftover purple energy balls still in mid-air when
his back armor breaks, repelling those back towards him will still count as
hits and reduce his health.
Once his back armor does shatter, his attack pattern completely changes. He'll
begin pounding the ground continually, sending omnidirectional shockwaves
about the field. Fortunately, you have plenty of time to see his arm begin the
motion of the groundpound though, and the shockwave itself can simply be
jumped over. Whenever you jump to dodge the shockwaves (or jump period),
target his now exposed back. He takes damage remarkably fast, so it shouldn't
be long before you defeat him.
*****************************
Generator Shaft - Meta Ridley [0402]
*****************************
Despite what you might first think here (or from what you've heard from other
sources), this 16800 meter plummet is actually much longer than one or two
minutes. Your actual terminal velocity is closer to 55 meters per second,
not 100+ meters per second. That said, the maximum alloted time for this
battle is actually about 305 seconds, or 5 minutes and 5 seconds, plenty of
time to toast Ridley.
Ridley cycles through five attack phases, but the distances from the bottom
at which time he changes phases aren't set in stone and are directly
influenced by how quickly you put on the hurt. The slowest I've seen the
phases last is 16800-11500 meters for the first, 11500-8350 meters for the
second, 8350-4200 meters for the third, 4200-1450 for the fourth, and 1450-0
for the last. When you really pound into him quickly, he can hit phase two by
15000 meters and the final phase by 11500 (presumably it's possible even
sooner actually, considering I'm not exactly perfect).
Now then, all the math aside, the *actual* strategy (ATTN, READ, etc.): The
only real constant in this battle is that the only way you can inflict damage
on Ridley is by shooting at his mouth when it's open. Even movement isn't a
constant, as you will discover soon enough. In this battle, the only movement
available to you is around the shaft with the analog stick (and, of course,
moving the reticule with the Wiimote).
The problem the first phase presents is distance. Ridley starts off very far
away and since you're falling extremely fast, any angle put on your shots can
become very exaggerated and miss the intended target completely. To remedy
this, whenever you're particularly far away from Ridley, you need to aim your
shots to miss. Say you're straddling the right edge of the shaft and the
best part of Ridley you can see is his mouth open and glowing preparing to
attack. Aim the reticle a little to the right of Ridley's mouth and the shot
will correct itself and (hopefully) hit the target. Sometimes the shaft bends
too, so try to include that into your calculations when you can see it coming.
If you miss, just try again.
Fortunately, things don't stay quite so difficult. Ridley isn't too satisfied
with the distance either, so he keeps his talons and claws dug into the
shaft's walls to slow himself down and get closer to you. Gradually aim more
and more on target until he's close enough that your shots easily hit where
the reticle is aimed. Hitting him is still a problem though. You're primarily
using charged shots here, but plenty of debris (spinning, orange rectangular
prisms that usually appear in groups of three) are being torn off the walls by
Ridley's appendages and are heading straight at you, usually obstructing your
chance for a clear shot. Taking the hit from these is your best choice. They
don't cause much damage and your shot is clear afterwards. If Ridley is firing
his mouth laser though, that's somewhat of a different story. Taking a hit
from the laser disrupts your charge, so you need to dodge it. It begins homing
a second or so after he fires too, so start circling around the shaft to avoid
it, going in whichever direction there's no debris.
If you're still having trouble hitting him though, you're not out of luck.
Ridley has a third attack which makes hitting him a cinch. If you go to long
without hitting Ridley, the game automatically centers you in center of
the shaft and disables your movement. At the same time, Ridley thrusts his
mouth forward and leaves it wide open for several seconds to charge his next
attack. Before he attacks, charge your Power Beam, aim right toward the center
of the screen and blast him away. Whenever you do hit Ridley with a charged
shot (during this attack or any other), he loses his grip on the wall and
falls almost out of sight before planting his limbs back into the wall again
and repeating the process. Pounding on him long enough takes you to the second
phase.
Eventually, Ridley pounces up and capture Samus, ensaring the two of you
together. Ridley has three attacks in this phase, but you can't move or dodge,
so the only thing you can do is prevent them by hitting him during their
charge time. This may seem especially difficult because the camera tends to
shake a bit, but don't let that deter you. My best advice here is, no matter
what, keep your aim steady. You may feel tempted to move your aim to
compensate for the camera. Don't. It will only make it harder to hit him, and
you only have enough time to fire one charged shot before he attacks. Also,
Ridley's switches between the attacks are predictable. He doesn't always start
on the same attack, but his pattern is always the same: 1st attack -> 2nd
attack -> 3rd attack -> 2nd attack -> 1st attack.
As for the attacks themselves, the first is a slap, before which he moves
his right hand across his chest and charges for it. Hitting his right hand
stops the attack. His second attack is firing his mouth laser at you point
blank. Like his earlier laser attacks, this one also has charge time. His head
moves around a bit, but it's still not that difficult to hit his mouth,
canceling the attack and inflicting some damage too. His third attack is
another slap, but this one's a bit harder to stop. Ridley moves his right hand
away from his body to his right (your left) and charges. The problem is that
his hand is also further away and with the shaking camera it's harder to feel
you've got a good shot. If you do hit however, not only do you disrupt the
attack, but Ridley also raises his head and screams in pain, during which time
you can attack. I can't recommend the charged shot here though, as his lower
beak blocks much of the hitbox. He does turn his head often here though, and
there are certainly times for clear shots (I've hit him with three charged
shots before), so if you think you can handle it, by all means go fo it. Once
you've pounded him enough, he shoves you away and you enter phase three.
In this phase, Ridley's above you now and taking full advantage of his flight
capabilities. Again, he has three attacks here. His mouth laser returns once
more (you know what to do by now, r