Metroid Prime
No Space Jump FAQ
by Mr Potter

This guide is for the NTSC version of the game. Things listed
in this guide may or may not work in the other versions of the
game. I have no idea what would work in other versions and what
wouldn't, as I don't have any other versions.

Oh, and also please note this guide isn't for 98% items (with
SJ boots and Phazon Beam not counting to the percentage).

1. Introduction
2. Techniques
3. Normal moves
4. No SJ walkthrough
 4a. Intro
 4b. Chozo Ruins
 4c. Phendrena Collecting
 4d. The Ice Beam
 4e. Magmoor Journey and More Phendrena Collecting
 4f. Phazon Mines
 4g. Geothermal Core: The Dead End
5. FAQ
6. More Sequence Breaking
7. Contact
8. Closing

---------------
1. Introduction
---------------

Hi. I'm Mr Potter, and this is a no space jump FAQ for Metroid
Prime. In this type of run, you would go through the game
without collecting the space jump boots. This is much easier
said than done, as many techniques must be mastered to do this
type of run. On to the FAQ!

-------------
2. Techniques
-------------

BOMB JUMPS

Bomb Jump: Lay a bomb and let it blast you into the air.

Double Bomb Jump: Lay a bomb. Just before it explodes, lay a
second bomb. At the peak of your bomb jump lay the third bomb.
Now stay still and wait.

3-Bomb Jump: Lay a bomb. Right before it explodes, lay a second
bomb. Right before that explodes, lay a third bomb. Right before
that explodes, your bomb stock should refill, so lay all three
bombs in a stack. Wait.

Triple Bomb Jump: Lay a bomb and let it blast you into the air.
When you land, lay a second bomb. Right before that explodes,
lay bomb 3. At the peak of your jump, lay bomb 4 (your bomb
stock should have come back). When bomb 3 explodes, lay bomb 5
just above bomb 3. Bomb 4 should now explode; while still
ascending, lay bomb 6 right above where bomb 4 was. Now you 
should fall down into bomb 5, which should send you into bomb 6. 
Congrats. Doing this against a wall allows for greater height,
as it lets you delay the placement of bombs 5 and 6. This is
called a "wall triple bomb jump".

JUMPS

L-Lock Spring Space Jump: L-lock your view down. Now jump in
the desired direction, release your l-lock, and space jump.
We will be using some of these, just without the space jump.

Ghetto Jump: Find a slanted wall. L-lock your view down and push
into the wall. Jump, pull away from the wall, space jump, and 
move back toward the wall. The result is a glitch that gives you
extra height.

Dash Jump: Lock onto an enemy and do a dash. Then release L and
turn Samus so she's facing the direction you're going. Space
jump if you have the boots. That is a dash jump.

Scan Dash Jump: Basically just a dash jump using the scan visor.
See Dash Jump.

OTHER

Rapid-Fire Missiles: Annoyed with that delay between missiles?
Just press A in between Y's. For example pressing Y, then A,
and then Y (Yay!) would let you fire two missiles with no
delay. Note that this only works with the power beam.

---------------
3. Normal moves
---------------

These are all the "normal" moves. A * next to a move means an
upgrade must be collected to use this move.

Shoot: Press A in the combat, thermal, or x-ray visor.

Jump: Press B.

Space Jump*: Press B in midair.

Charge Beam*: Press and hold A to hold a charge shot.

Super Missiles*: Charge the Power Beam and press Y to fire
a super missile.

Missile*: Press Y to fire a missile.

Wavebuster*: Charge the Wave Beam and press Y to fire the
Wavebuster.

Ice Spreader*: Charge the Ice Beam and press Y to fire the
Ice Spreader.

Flamethrower*: Charge the Plasma Beam and press Y to fire the
flamethrower.

Change Beams*: Use the C-stick to change your beam weapon. (must
have another beam to use)

Change Visors: Use the D-pad to change your visor.

Morph Ball Mode*: Press X to morph, and press X again to unmorph.

Morph Ball Bombs*: Press A while in morph ball mode to lay a
bomb.

Boost Ball*: Press and hold B while in morph ball mode to charge
a boost and release B to release it!

Spider Ball*: Press and hold R when against spider ball tracks
when in morph ball mode to use.

Power bomb*: Press Y in morph ball mode to use.

Map: Press Z to view the map.

Grapple*: Press L when you see a blue grapple sign to use.

Aim: Press and hold R to aim.

Lock on: Press and hold L to lock on.

Control Stick: Use the control stick to move. (obviously)

Scan: Lock onto a scan point when in the scan visor.

--------------------
4. No SJ walkthrough
--------------------

***********
*4a. Intro*
***********

You will start on Space Frigate. Up ahead you'll see four red
circles. Shoot them and continue on. Scan the scan point and
shoot the next six circles. Now it's a small walk to the door.
Go through it to find a hallway. At the end of the hallway is
a door. Go through it.

Here is another scan point. Scan it and the room will
depressurize. Now head through the door and head through the
next hallway.

Here is a large room. Reaching the door should be no problem.
Once at the door shoot the door and head through it. Hold
a charge shot and shoot the rubble. Continue on through the
door.

When you enter this room a cinema will trigger where two
parasites run through a small hole. Follow them in morph ball
mode to reach the map station of Frigate. Download it and head
back. Go through the door.

Here you will find the game's first elevator. Scan the scan
point to activate it, and simply step into the hologram to start
it. Once the elevator stops, head through the next room. Here
is some electricity and some rubble. Switch into morph ball mode
and avoid the electricity and head through the rubble. At the
end, unmorph and go through the door.

Here is a room with a two space pirates, one walking and one
lying down. Kill them both and head through the next door. In
this next room is an auto defense turret. The game will tell
you to kill it with a missile. Ignore it! Kill the turret with
a charge shot. We're saving our missiles for the upcoming boss.

In the next room, there is a turret. Use another charge shot to
take it out and head to the scan point. Scan it to activate the
elevator, which will take you to the next level of this room.

On the next level, watch out for the space pirates! Take them out
with charge shots and continue through the door. The next room
is an empty hallway; head through it to the next door.

Watch out for the turret in the next room! Take it out with
a charge shot. Scan the scan point to activate the elevator,
and step into the hologram. When the ride is over, a space
pirate will drop down. Get rid of it with charge shots and scan
the scan point. A morph ball hologram will appear. Go into
morph ball mode and roll into it. A door will open. Go through
it. There are two turrets in this room. Kill them with charge
shots, and look to your left. You will see a door. Through that
door is a save station, so save if you want. Then go back and
scan the scan point and roll into the morph ball hologram. The
next door will open. Roll through it.

----------------------
-BOSS: Parasite Queen-
----------------------

The boss is a phazon-mutated Parasite. Scan it, as this makes
the fight easier. How, you ask? Well, its mouth is its weak spot,
and scanning it lets you lock onto its mouth. So once you can
lock onto the mouth, use rapid-fire missiles. If it attacks you,
get out of the way with a dash jump.


When the queen is gone, you will need to evacuate immediately.
The game will place you in front of a door, so go through it.
In this room are a bunch of steps. Not very many, so don't worry.
When you reach the top, you'll find a door. Head through.

The next room is an elevator. Scan the scan point to activate the
elevator and step into the hologram. The elevator will take you
up. At the top is a door (and a turret). Keep going.

In the next room you'll see a bunch of space pirates shooting
the giant thing in a glass case you saw earlier. Ignore them, as
they won't attack you. Soon an explosion will kill them all.
Jump up the rubble to reach the top of the room, a part you've
been to previously. Both doors you used before are blocked off,
so you'll need to find another way. Head toward the two space
pirates that are shooting you. The one closer to the circle
in the wall will automatically die when the circle blows up,
revealing a new passage. Run into it.

There are a ton of parasites in the next room. Ignore them and
head through the room as fast as you can. When you reach the
door, open it and head through it to reach a room similar to
the room you just went through. When you reach the end, another
circle thing in the wall will blow up. Run through it to find
yourself in the elevator room, on top of the elevator. You'll
be looking at a circle thing in the wall. Wait for it to blow up
and run through it. Run through this room to find a door. Open it
and run into the larger part of the room. Here are two turrets.
Kill them with missiles, if you have enough. If not, use charge
shots. The grey door will regain color. Shoot it and run through.

Run through the ventilation shafts to reach another large part.
Ignore the parasites and run through the door. Here is a piston.
it moves back, follow it and pay close attention to your right,
because a door will show up there soon. Don't worry if the piston
smashes you. It doesn't hurt. Run through the door and keep
going. Soon you'll reach a door. Head through it to trigger a
cinema.

It's Ridley! He'll fly away. Have Samus grapple across the gap.
Shoot the door and run through. Here you'll find a scan point.
Ignore it and shoot the turret with a missile or charge shot.
Past the turret is another scan point near an elevator. Scan
it to activate the elevator and trigger a cinema. An explosion
knocks Samus into the wall. You'll lose all your upgrades except
Combat Visor, Scan Visor, Power Beam, jump, aim, and lock on.
The explosion will also give you all your health back (???).
Now walk forward into the hologram to start the elevator. At the
top, head through the door.

Run through the path and soon it will say the room is
depressurizing. Wait for it to finish and run through the door.
Then run through the door. Here is a hallway; run through it to
the next door. When you get through it, run forward. You made it!
A cinema is triggered. Samus runs out and sees Ridley fly toward
Tallon IV. She jumps onto her ship and follows him. Soon the
tracking is lost and Samus must land. Save.

*****************
*4b. Chozo Ruins*
*****************

Now we're going to get back most of the stuff you lost, plus get
to Phendrena. Head through the door on your right. Destroy the
beetles and head through the next room to reach Tallon Canyon.
Run through to the door past the half pipe to reach a tunnel.
Head through this to reach an elevator. Scan the scan point and
step into the hologram to start the game's first "real" elevator.

When you arrive in the ruins, head through the door to find
a small room with a couple of beetles. Kill them and head to the
next room to trigger a cinema. It's nothing big, just showing you
around Main Plaza (the room you're in right now). Head past the
half pipe, killing the beetles on the way. On your left is a
door. Head through it. Run through the various rooms containing
Eyons, War Wasps, Tangleweeds, plazmites, all that stuff, until
you reach the room known as "Hive Totem". Jump across the
platforms here until you reach the center, and start across the
bridge leading to the Missile Launcher to trigger the Hive Mecha
battle.

-----------------------
-MINI-BOSS: HIVE MECHA-
-----------------------

As soon as the battle begins, Hive Mecha will open up and release
Barbed (or Ram, I forget) War Wasps. These creatures will circle
you until finally stopping. After a second of hovering, they will
attack you. This is your chance to kill them. When they're all
gone, Hive Mecha will open up again. Shoot it until it turns
and releases more Barbed/Ram War Wasps. Repeat for two more
rounds to win the Missile Launcher.

If you don't feel like fighting Hive Mecha, stand by the bridge
and look at the mouths that the water comes out of. Switch to
scan visor and lock onto it, and dash jump across. Then
do another dash jump back to the main platform. (thanks go
to LeCoureur103 for telling me that you could do this.)

Now walk across the bridge and collect the missile launcher.
There is a door with a missile lock behind you. Destroy the
missile lock with a missile and go through the door to find
an energy tank. Grab it and head back to Main Plaza.

When you get there, go past the half-pipe to trigger the beetles
again. Kill or ignore them and turn right to see a missile lock
door. Destroy the lock and enter. Run through the hallway filled
with scarabs to reach another door. Go through it to reach Ruined
Shrine. Jump up to the halfpipe. You should be able to see the
morph ball up ahead.

Here, you have two options.

A: Jump into the pit and run across to trigger a battle with a
ton of beetles, ending by you killing a plated beetle.
B: Get up against the right side of the half-pipe and turn
around. Switch on the scan visor to see the half-pipe has a scan
point on it. Scan-dash off this scan point to pass the beetle 
battle trigger and grab the morph ball without fighting for it.

In either case, once you have the morph ball, roll back into the
pit (triggering the beetle battle if you took path B) and roll
through the pipe in the bottom of the half-pipe to reach the
door.

Go back to Main Plaza. Go to the side with the door you used to
get the Missile Launcher. There will be a bunch of steps here.
Jump up them to see a lone war wasp and two hives. Kill the wasp
and then the hives (a missile takes out the hives). Now go
through the door.

In this hallway is a ton of scarabs and some tree branches
blocking the way. The branches have holes in the bottom of them,
so morph and roll through. Next is Ruined Fountain. There are a
bunch of plazmites here. Ignore them and get to the door closest
to the missile expansion. Run through it. Here is a hallway with
a few shriekbats. Kill those and at the end of the hallway is a
missile door lock. Shoot it with a missile and go through the
door to the Aboretum.

Later we'll have to reach the top of this room, but for now, just
enter the door on the other side of the room. The next room is
a hallway, nothing big. Through this hallway is Gathering Hall.
At Gathering Hall turn left and run through the door. Watery Hall
Access is a hallway, as you might expect. But wait! There's more!
When you reach the middle of the room, shreikbats will attack,
but that's not what I was talking about. When you reach the
middle of the room, you'll also hear the sound of an expansion.
You should have only one missile left, so use it on the wall to
your left. It will crumble, revealing a missile expansion. Grab
it to get five more missiles and be able to carry 10 missiles!

At the end of WHA is a missile door lock. Destroy it and head
through the door. In this room (Watery Hall), you need to scan
four runic symbols. Turn left, switch on the scan visor, and walk
to the right. Soon the first symbol will come into view; scan it.
Now switch back to combat visor and jump up the platforms.
Looking down, you'll soon see a bunch of Blastcaps. Shoot them
with a missile and scan the symbol underneath them. Now keep
jumping up the platforms. Soon you'll see a Reaper Vine. Shoot it
jump to the next platform.

On the next platform is another Reaper Vine. Instead of going up
there, turn right and look down to see symbol 3. Scan it. Now 
continue up the platforms until you reach the last one. Turn
right to see the last symbol. Scan it and the gate in front of
you will grow a hammer symbol on the center of it. Scan that and
the gate will open. Now jump to the Charge Beam.

A bunch of Eyons will appear when you get the Charge Beam. A
charge shot will kill them, so do so and get back to Gathering
Hall.

When you reach GH, use the platforms to reach the top of the
room. Run through the door here. Now go through the two hallways,
the first containing shriekbats, the second containing eyons.
When you get through each of them you'll reach Energy Core. Turn
left here and walk through the hallway. Soon you'll reach the
door leading to Burn Dome Access. Use the morph ball tunnels to
reach another door. Go through it to find Burn Dome. As soon as
you enter, the Incinerator Drone will appear.

------------------------------
-MINI-BOSS: INCINERATOR DRONE-
------------------------------

The drone will begin by activating its flames and spinning
around, sending very dangerous flames toward you. (What were
the Chozo thinking, making a machine like that for garbage
disposal?) Soon it will stop and a red spot will show up. Fire
a missile at this spot to hurt it, and then the drone will
get mad and attack the wasp hive above it. This will send out
Ram/Barbed War Wasps. Now repeat, with the addition of killing
the wasps that attack you.
The weak spot will face the wall, then the door, then the wall,
then the door. When it gets hit four times, it will completely
destroy the hive and any wasps that are out. Then it'll blow up,
leaving the Morph Ball Bombs.


Grab the bombs and use them on the bombable hole in the wall.
Roll through to find a Missile Expansion (15 missiles). Now
go back to Gathering Hall. When you get there, turn left. You
will see a red thing. Jump on it, then morph and do a DBJ onto
the ledge above, and then bomb the gate to get another expansion
(20 missiles). Now go save at GH's save station.

When you get out, kill the shreikbats that attack, and then go to
the aboretum. Normally you'd have to scan runic symbols here, but
let's skip that. Make your way to that top of the room where the
gate is and do either a 3BJ or a wall TBJ. Although it may take a
couple tries, soon you'll get past the gate.

Bomb the sandstone and roll through the tunnel. Destroy the
missile door lock and head through the door. The next room is
a hallway. There are a few Reaper Vines and Venomweeds here, so
be careful. The room after this is basically the same, except
with more Reaper Vines and only one section of Venomweeds.
Through the next door is Sunchamber; before going in, refill
from the crates and start the battle with Flaaghra.

----------------
-BOSS: FLAAGHRA-
----------------

Flaaghra is a huge plant boss powered by beams of light from the
mirrors. When the battle begins, immediately turn left and fire a
missile at the mirror. Now Flaaghra will fall down; roll through
the revealed morph ball tunnel and activate the bomb slot. This
will take away 1/4 of Flaaghra's health. Repeat this while
dodging Flaaghra's attacks, with the addition of one mirror each
round. Please note that Flaaghra can and will knock mirrors back
into position. To prevent this. fire missiles and charge shots at
Flaaghra until stunned. Soon Flaaghra will fall, the water will
return to normal, and you get the Varia Suit.


Right in front of you is the Varia Suit. Grab it and head through
the door that is now behind you. Refill from the crates in the
next room and drop down the Suntower in the room after that.
You will now be in an elevator room. Scan the scan point and
get into the hologram to activate the elevator.

When you arrive in Magmoor, go through the door to find Burning
Trail. Fall down the long shaft with moving platforms and kill
the attacking shriekbats. Continue down the hallway. Soon you'll
see a door and a missile door lock on your laft. Destroy the lock
and enter the door. Save your game.

Now get out of the station. Further down the hallway, two more
groups of shriekbats will attack and you'll encounter a new
enemy, Grizbys. Grizbys can be taken out with a missile.

Keep going until you reach Lava Lake. When the cutscene ends, a
Magmoor will come out of the lava. Kill it and then kill all the
puffers. You will notice a bunch of platforms. Jump up them
until you reach a black platform that is a bit higher up than the
other platforms. Now turn left to see a big pillar. Fire two
missiles at it to reveal the Artifact of Nature. But how to get
it? The artifact was designed to be collected with the SJ boots!

Lock your view down and get to the edge of the platform, and
turn right. You will see a Magmoor. DO NOT KILL IT! We need the
Magmoor for what we are going to do next.

Acquire a combat lock on the Magmoor and dash to the left. With
luck, you'll dash right into the Artifact and collect it.

It won't be too hard to get from here to Moniter Station. So find
your own way there. When you get there, turrets will attack.
These are the same machines you saw on Space Frigate, but for
some reason now they take two missiles instead of one. Two charge
shots will also work. Kill all four turrets and jump up the
platforms. Cross the bridge and enter Transport Tunnel A.

When you get there, enter the morph ball tunnel. You will notice
a gap above you. Get under it and do a DBJ up there. The ground
you're on when you do the DBJ is breakable and will be broken
with two morph ball bombs, so get the DBJ right the first time.
From there roll left, do another DBJ, roll left, and do a final
DBJ to get an energy tank. Now do a normal bomb jump to the left
and roll out. Run through the door and activate the elevator
to Phendrena Drifts. Step in it to activate it.

**************************
*4c. Phendrena Collecting*
**************************

When you arrive in Phendrena, shoot the icicles with charge shots
or missiles and continue through the next door. When you get to
Phendrena Shorelines, head straight until the river, then turn
left and shoot the gate with a missile. Walk up to where it used
to be and scan the thing behind the pile of snow. This will
unlock a door. Now jump up the steps and get to the door.

The next room is a hallway. Run through it, avoiding the pulse
bombus, and get to the first Ice Ruins. At this room you will
encounter a new enemy, the Baby Sheegoth. Shoot its back with a
charge shot and then shoot it with three regular shots to take
it out. Now hop up the platforms. Soon you will reach a door;
take it. In the next room there are many Ice Burrowers. Shoot
them to take them out, and continue to the next door. Head up
the slope to the left and take the door. The next room has more
pulse bombus; ignore them, as you can't kill them yet.

On the other side of the room is a door leading to more Ice
Ruins. There are two more Baby Sheegoths here, so run through.
run past them and turn right to see a missile door lock. Shoot it
off with a missile and run through the door. The next room is
a hallway with the next kind of bombu: Scatter Bombus. Avoid
their rays by slipping between them in morph ball mode. At the
end of the hallway is a door to Phendrena Canyon; take it.

Phendrena Canyon is a long room that doesn't go anywhere except
the way you just came in, but it does have the boost ball, which
we're going to need. Hop down to wake up a Baby Sheegoth. Kill it
and run up the slope. Shoot the Crystallite with a missile and
scan the scan point. The platforms will now come down. Hop up
them and to the boost ball.

When you get the boost ball, you'll have to boost up the
half-pipe. Do so and get onto the platforms. Get rid of the
Crystallites and go back to the door you came in from. Head all
the way back to Phendrena Shorelines and save.

It's time for the Wave Beam.

Jump in the water. There is a small platform just out of reach;
board it with a DBJ. Now get into the corner and to a wall TBJ.
If done correctly, Samus will be on the platform. Head through
the door to Ice Temple Access.

Shoot the icicles with a MISSILE. Not a charge shot, a MISSILE.
Why, you ask? Because there's a pulse bombu right there and it
will hurt you if you shoot it with a charge shot, that's why!
Run through and head through the other door to reach the
Ice Temple. Upon arrival, a Baby Sheegoth will wake up. Kill it
and then kill all the Crystallites and Ice Parasites in the room.
Do a DBJ onto the small platform. Looking around, you'll see
another one coming out of the wall right next to your platform.
DBJ onto it. Now turn to face the Chozo statue. Do a 3BJ onto its
plate, and then do another 3BJ onto its head. Then jump onto the
next platform. Run behind the ice wall and do another DBJ onto
the next platform.

Do a normal jump (jump, not bomb jump) to the next platform.
You're getting close! Do another DBJ to the next platform and
the one after that. Now do a second-to-last DBJ onto the platform
sticking out of the wall. Normal jump to the other platform
coming out of the wall, and do a DBJ onto the final platform.
Jump onto the top of the ice temple and shoot the head on the far
right with a missile. Use the bomb slot to move the gate and
roll through Chapel of the Elders Access. When you arrive at
Chapel of the Elders, head for the wave beam to trigger the
fight. You will have to fight four Baby Sheegoths, two at a time.
When they're all dead, the Sheegoth will break out.

---------------------
-MINI-BOSS: SHEEGOTH-
---------------------

The Sheegoth isn't really a miniboss, but right now it will feel
like one. The Sheegoth has two attacks: it can use its breath
attack which will freeze you upon contact, or it can use its
other attack that the babies use. The one where he spits ice
at you... Anyway, there are also two ways you can beat it (well,
actually 3, but right now there's only 2). The first way is
to wait for it to attack and then rapid-fire missiles in its
face. The second way is to lay morph ball bombs by it.
The third way if to fire the Plasma Beam at it, which you can't
do because you don't have the plasma beam... Anyway, pick a
method and defeat the Sheegoth. The Wave Beam is your prize.

Collect the wave beam and do a DBJ back onto the platform with
the Wave Door. Shoot the wave door with the Wave Beam and go
all the way to Ice Ruins West. At Ice Ruins West enter the ruined
building and DBJ to the top of it. Shoot the stalactite with a
missile. It will fall down. Jump down and DBJ onto it, and then
DBJ onto the next platform. The next platform is more of an
alcove and has two Crystallites in it. DO NOT KILL THE
CRYSTALLITES! Like the Magmoor in Lava Lake, we are going to use
it for the next thing we will do. Hop to the next platform. Now
look to the right. You will see a wave beam door. Align yourself
so the wave door is to your left. Soon you will see one of the
Crystallites I told you not to kill. Acquire a combat lock on it
and dash to the left.

Hopefully you'll land on the platform. Head through the wave
door. The next room has scarabs and a Pulse Bombu in it. Kill
them all (the bombus can be killed with the Wave Beam) and keep
going to Ruined Courtyard.

As soon as you get in, shoot all of the flickerbats. You don't
want them bothering you, as they can knock you right off the
platform. Find the two spinners and activate them, and then
activate the bomb slot to raise the water. Hop across the
platforms to the middle structure and hop up the ledges here.

Somewhere around here is a quite large ledge. DBJ onto it and 
then do a DBJ onto the next ledge. Finally, do a DBJ onto the top
of the center structure. Looking around, you'll see a wave beam
door. Jump onto the fence surrounding the structure, and turn
so you're facing the door without power (the one that leads to
Thardus). Switch on the scan visor and lock onto the door. It
should say it's out of scanning range. Do a dash jump to the
right. With luck you'll end up right in front of the wave door.
Head through it to enter the research labs.

As soon as you get in, a Shadow Pirate will attack you. Kill it
with charge shots and continue. In the next room, a sentry drone
will catch you and cause four or five space pirates to run out
and attack you. Kill them with charge shots to unlock the door.
Head through the door at the top of the room.

The next room is a hallway with scatter bombus. Head to the end
of it and into the next room. This room is the first research
lab. Switch the scan visor on and scan the scan point to cause
the force field to deactivate and head through it. Now activate
the elevator and head to the top of the room, killing any enemies
that get in your way. When you get to the top of the room, shoot
the wave door in the ceiling and head through it.

The next room is an open hallway with a bunch of snow, crates,
and turrets. Blow the turrets up as you head through the room.
And now we reach our destination: the Observatory. The pirates
will attack you as soon as you come in, so take care of them and
scan the scan point. This will activate a bomb slot. Bomb your
way up to it and activate it, which will activate another slot.
Bomb that one and it will activate four spinners. Boost those
to get the observatory to activate, lowering the super missiles.

Now that the super missiles are down, leave. Go back to Monitor
Station in Magmoor. It's time for the Ice Beam!

******************
*4d. The Ice Beam*
******************

As soon as you enter Monitor Station, a turret will attack you.
Take it out with two missiles and look to the right. You will
see a bridge out of jumping range. Do a DBJ onto it, turn
around, and do another DBJ back onto the structure. Head to the
right to find a spinner. Use it to raise a bridge. Once the
bridge is raised, go to the end of it and look down and to the
right. You will see a Puffer floating around. Get a combat
lock on it and dash to the left. You will hopefully land on the
rocks. DBJ up to the door and head through it. Jump up and grab
the Artifact of Strength.

Now head back to the Chozo Ruins using whatever method you want.
The room is Energy Core. When you get there, head toward Burn
Dome, but when you reach the door leading to BDA, turn right
to see a Stone Toad. Go into morph ball mode and let it suck you
up, and then lay a bomb inside of it to kill it. Past the toad
is a generator. Use the bomb slot to activate it and lower the
water level.

Roll through the tunnel to the next generator and activate that
one to cause some platforms to raise. Jump up them and activate
the final generator, which will raise some more platforms and
unlock the door. Jump up to the door and enter West Furnace
Access, which is just a hallway. At the end of it is Furnace.
Go into morph ball mode through the hole and get the E-tank
at the end and then head back. You should notice a spiderball
track that is normally used to get to the main part of Furnace.
But we won't do that, will we? :D Push yourself so your walking
into the left side of the spiderball track and start jumping.
If done right, you'll activate the clipping glitch that will
push you up the track. At the top, morph and roll through.

At the main part of Furnace some beetles will attack. Kill them
and head to the left, where you'll see a Chozo Lore. Roll through
the tunnel and unmorph, jump over the pit, remorph, roll through
the rocks, and open the wave beam door. Through this door is
Crossway. Use the half-pipe here to get up and keep going through
the missile lock on the next door. Head through Elder Hall
Access and to Hall of the Elders.

Congratulations! You've reached your first Chozo Ghost fight!
When you arrive, the ghost will appear. Get out the Power Beam,
as the ghosts cannot be harmed by the Wave Beam, Ice Beam, and
Plasma Beam. When it's dead, the statue will activate and the
room will return to normal.

Okay, you don't have space jump and you don't have spider ball.
So how do you get behind the force field? Simple enough. Near the
morph ball tunnel leading to the missile refill station (which
you should use if you're low on missiles) is a large ledge which
you should DBJ onto. Look around up here; you will see a few
small pillars. The last one from the right is right next to the
edge, or so it seems. Look behind it to see there's actually
a small platform. Look above the platform to see the fence
around the morph ball tunnel doesn't start until after the
pillar.

What does this have to do with getting behind the morph ball
tunnel, you ask? Stand on the ledge, morph, and do a wall
TBJ into the tunnel. It may take a few tries, but it's certainly
possible and gets easier the more you do it. When you get in,
roll behind the force field. Scan the chozo head to deactivate
the force field and head through the door. Walk through the
hallway and enter Reflecting Pool. Reflecting Pool is the only
place in the game (other than Energy Core) that has Stone Toads!
Hop into the water and bomb the small hatch to drain the water,
and boost to the top level (when you come in, the side you want
is on the left). When you get there, shoot the missile lock off
the door and enter to find the Ice Beam! Leave and shoot the
missile lock off the other door. Boost to that side and enter to
find a save station. Use it. Now continue through the morph ball
tunnel right next to the save station. Soon you'll reach an
elevator going to Tallon Overworld East. This will take you
to Frigate Crash Site, which is conveniently located one room
away from Landing Site, where your ship is.

The inconvenient part is there are a few space pirates, four
flying pirates, and a box of phazon.

When you arrive in Tallon Overworld, go through the door to
Transport Tunnel C. Run through this hallway of zoomers,
geemers, blastcaps, and trees. After this you'll encounter
Overgrown Cavern. Roll through this hallway of morph ball holes,
venom weeds, and a missile expansion (It's right in front of
you. 25 missiles). The next room is Frigate Crash Site. Run
through this room of Flying Pirates, water, and jelzaps, and...
Okay, so it's getting old. Kill the flying pirates with an ice
beam shot and a missile, and kill the regular pirates with a few
ice beam shots. Once every enemy in this room is dead, two of
the flying pirates and all of the regular pirates are gone
forever.

Ignore the Crashed Frigate that we'll never touch. Head across
the room to Waterfall Cavern. You'll soon be at Landing Site.
Save at your ship if you want. It's going to be rough.

***************************************************
*4e. Magmoor Journey and More Phendrena Collecting*
***************************************************

Go to Tallon Canyon. There are a set of platforms here, as you
may have already noticed. Jump up them, killing the zoomers and
geemer along the way, and head through the door. This next room
holds yet another new enemy for you: the Bloodflower. There are
two ways to beat it right now; you can either shoot it with the
Ice Beam and then a missile, or you can wait for it to try to
attack you with poisonous spores and shoot the spores to poison
the bloodflower, killing it. Anyway, through the door is Root
Cave. If you look up here, you'll see on the bridge... Oh no! Not
another bloodflower! Oh well. The bridge is out of reach and
the bloodflower will leave you alone, so you do the same. Hop
down to the bottom of the room, take care of the beetle ambush,
and head through the door down here.

Transport Tunnel B. Leading to Magmoor. The stuff under the
bridge may look like it will hurt you, but jump down to not only
find out it doesn't hurt you, but also that there's a missile
expansion down here! Collect it (30 missiles). Now head through
the next door, which is an elevator to Magmoor. When you get
to Magmoor, turn left and head through the door. There are
spiderball tracks here, but ignore them, because we can't use
them yet. Morph and boost into the lava. Get to the other
end as fast as you can, and do a DBJ. With luck, you'll end up
back on land, but here's the trick: DON'T LAY THE LAST BOMB UNTIL
YOU START DESCENDING. If you're still ascending when you lay it,
you won't make it out. So head through the next door. Morph and
roll under the flame jets and shoot the stalactite with a
missile. Hop across to Twin Fire's next segment. Kill the
Magmoor here and do a dash jump to the right. You will land
in the lava, right next to the next platform. Bomb jump onto it.

Head through the wave door where you'll see a Magmoor. First
instinct may be to kill it. If that is the case, ignore your
first instinct. How about crushing it instead? Shoot the
stalactite about the Magmoor with a missile. Wait and soon the
Magmoor will be crushed! :D Now look a bit to the right to see
some red stuff. Jump on it, then to the stalactite, then to the
door leading to the core (that rhymes! :p) Geothermal Core
is one of the two unsolved rooms (well, it's actually basically
solved, but we'll get into that later). For now, hop across
the puddle spores.

Now you may be asking, "What are puddle spores?" If you already
know, good for you. For those who don't, they're a new kind of
enemy. They float in the lava and open up when you get close.
If you allow them to close, they will eject harmful spheres of
lava. Shoot them when they're open and they'll flip over and can
be used as platforms to cross the lava. This is not a permanent
effect. Soon they will flip right-side up and return to normal.
If you are on a puddle spore when it flips back, you will not
be hurt, but instead you'll be flung to the side of the room and
land in the lava, which will hurt. There are two puddle spores
here and one normal platform between them.

When you get to the other side, head through the door. I want you
to meet someone special... it's another puddle spore. Cross it
and into Magmoor Workstation.

Workstation is the home to two flying pirates. Take them out and
look around. You see three different colored gates, yes? Shoot
each with a charge wave beam shot to activate the power
conduits right next to them. This will cool some of the lava.
Roll under and be careful of the Triclops, which are here in
a twosome.

Cross the cooled lava to find a computer screen. Scan it to
cool some more lava. Cross that to find another computer screen.
Scan that to cool some more lava, and then cross the final
set of cooled lava for an energy tank! Now exit. Bomb jump
up the grating in Workstation and head through the wave beam
door. Watch out for the 10 flame jets here (may not be ten, but
it's pretty close to that). The next room is an elevator to
Phendrena. Ignore it and walk past. Shoot the missile door lock
off the door and head through. This room is a save station. Save
and go back to the elevator room. Activate the elevator and go
to Phendrena.

When you arrive, the first thing you'll notice is that there
are two doors in this room. The first one is a wave beam door
and can be easily accessed. The second is an ice door and is at
the top of a spiderball track. So what to do? Head through the
wave door, of course.

The next room is a morph ball tunnel with a couple of Pulse
Bombus bombing the tunnel. Get to the end of it and enter this
wave door. The first thing you'll notice is that this room is a
huge arena. The second thing you'll notice is a bunch of rocks
in the middle of the room. The third thing you'll notice is
a bunch of spiderball tracks.

Jump down and head to the left.

***************
*BOSS: THARDUS*
***************

Thardus is a rock boss held together by phazon. It will begin
by roaring a bit and then the battle will start. Thardus's
attacks are pretty easy to follow. He can go into morph ball mode
and roll into you, he can send a bunch of icicles your way that
will freeze you, or he can make some rocks rise out of the ground
and attack you. If he sends icicles, jump out of the way. If
he morphs, you also morph and hit him with bombs. If he sends
rocks after you, shoot the rocks until they disappear. The rocks
will drop energy, so remember to shoot them every time he
sends it to you. Thardus has seven weak spots, only one
of them being active at a time. Here are the spots, in the order
they are active:
1: right leg
2: right arm
3: left arm
4: left leg
5: smaller rock on his back
6: larger rock on his back
7: the center rock
Hitting Thardus with bombs will make his weak spot visible,
allowing you to get a lock-on to them. You can also make his
weak spots visible by shooting them enough (they don't need
to be visible for you to be able to cause damage). Don't use
the ice beam, as it does no damage at all. Use either the wave
beam or the power beam.
When all of Thardus's weak spots have been destroyed, Thardus
will fall, leaving you a few ultra energies and the spider ball.

Grab the spider ball and use the tracks to exit the way you came
in. Back in the elevator room. Take the elevator back to Magmoor
and save. Then go back to Phendrena. Take the spiderball tracks
up to the ice door and head through it. You will see an energy
tank in the next room. But right now we can't get it, as it's out
of reach without the plasma beam. The next room: Frozen Pike.

Frozen Pike is a rather tall room. Check the map. You want the
second to last door from the top. Find it on the map and go 
through it. Frost Cave Access. Roll through it for two reasons:
1. morph ball holes, and 2. scatter bombus. When you reach
Frost Cave, you will hear a new sound: the screech of a Metroid.
A Hunter Metroid will attack as soon as you come in. What
happened to the normal Metroids, you ask? Well, you were
supposed to have already seen normal Metroids, but you didn't
because we never got past the Observatory in the Phendrena labs.
More on that later. Anyway, the Hunter Metroid can be taken out
with the ice beam+missile combo. Use it and jump off the
ledge to land on the frozen lake.

Jump up the platforms until you see a stalactite above you. Now
morph and DBJ up to the next platform, unmorph, turn around,
look up, shoot the stalactite with a missile, DBJ onto it, and
DBJ up to the door.

This next room is very tricky, so don't blame me if you mess up.
You must morph and roll through the morph ball tunnel, and then
unmorph and enter through the next door. Sounds hard, huh? ...no?
Well, it didn't sound hard for me either. The next room is
Phendrena's Edge!

Remember how earlier I said Geothermal Core was one of the two
unsolved rooms? This is the other unsolved room. An artifact
rests here, but there is no known way to get it for two reasons.
One, getting to the ledge, and two, getting the Plasma beam
to open the door. But we'll get into that later. Just kill
the flying pirates, hop into the water, and head through the
door down there.

This room is just as tricky as Upper Edge Tunnel (the one
with the long morph ball tunnel), so it's pretty easy. Avoid
the scatter bombus while rolling through the tunnel.

The next room is Hunter Cave. No Hunter Metroids here, though. :P
First off, check out the ceiling and use three missiles on
the three stalactites (one missile for each). This will form a
bridge across the lake. But before you cross the lake, KILL EACH
AND EVERY FLICKERBAT. If you don't, they will knock you into the
water, and getting out requires a medium-hard ghetto jump. So
kill them to reduce your chances of falling in. When both
of these tasks are done, use the first two stalactites as a path
to cross the lake. No, you don't have to morph to cross them.

If you do fall in, then look around. Soon you'll see stairs to
get out. You need SJ to get up them, though! To the left of the
stairs is a slope; lock your view all the way down and ghetto
jump off this slope and onto the second step, where you'll be
out of the water. This jump may take a bit to work, but I have
done it before, and it works, just keep trying.

Use the third one as a stair to reach the next door, to Lake
Tunnel. Is all this underwater movement starting to be annoying?
Yes? Well, it's almost over. Well, not really, but it'll be much
easier.

Lake Tunnel is a simple hallway. Cross to the other end and enter
Gravity Chamber. Gravity Chamber is a large room. Not as large
as Main Plaza or Lava Lake or Phendrena Shorelines, but still
large. (okay, maybe not Lava Lake.) You'll already be in water by
the time you get here, so at least you won't have to dive into
the water! :P Anyway, head forward. Ahead are three Aqua
Tentacles forming a circle around a Jelzap. Take out the Jelzap
with a charge shot, and shoot the tentacles to get rid of them.
Now ghetto jump up. Look to the left. You will see some fish
frozen in the ice. Remember this spot.

Now turn to the right and face the next Aqua Tentacle/Jelzap
ambush (yes, the tentacles are forming a circle around the Jelzap
again). Kill the Jelzap and temporarily take out the tentacles
and ghetto jump up to the Gravity Suit. Now you can move through
water like you're on land! :D

Do you still remember that spot I told you to remember? Go to it
and turn to look at the fish. Morph and do a wall TBJ out of the
water. Hop over to the wave beam door that's not in the water
and head through it.

When you get here, immediately face the wall and charge your
wave beam. When the Sentry Drone comes into view, let it have
your charge shot (and I don't mean saying to it "Hey, would you
like this charge beam I found at Watery Hall?"!). Get to the end
of the hallway and through the wave door.

Now you're back at Hunter Cave. Flying Pirates are now here
taking the place of the flickerbats, so take them out with the
ice missile combo. DO NOT FALL DOWN. Walk across the narrow
path to the next door leading to Hunter Cave Access. Morph and
boost through the Jelzap-filled hall. Now unmorph and head
through the door to be back at Frozen Pike.

As soon as you poke your head out of the water, you'll find out
that while you were swimming, apparently the flickerbats in this 
side of Phendrena retired, and the Flying Pirates took their
place. Take care of the pirates and walk up the bridge.

Now this is where it gets tricky.

Turn left and you'll see a small alcove in the wall. DBJ into it.
Now look at the next ledge. Do a DBJ onto that. This platform
is why it's so tricky. If you don't do it right, you won't see
the unmorph animation, and more times than not, you'll fall down.
It seems to help to stay close to the right wall, so do that.
Get onto the ice that sticks off the platform, morph, and DBJ
onto the next platform. You will now be in front of a wave beam
door. Close, but not close enough. Turn right and look down.
You'll see a point where part of the ledge starts to move out
a bit further. Stand RIGHT ON THIS POINT.

Look up and switch on the scan visor. There will be a floating
platform up there. Lock onto it. It will say it's out of scanning
range. Dash to the right. When done right, you will be in the
next small alcove. Now morph and DBJ to the next platform, turn,
and DBJ up. You're on a bridge now; cross it to find the next
wave beam door. You've made it this far; don't give up! Go
through the door. You did it!!!! Now head to the end of this
room. Open the ice door and check out the next room.

When you look in, you will see two flying pirates not flying.
Use the ice missile combo on one of them. The other will now
start flying. Run in and start firing at it while avoiding the
turret fire. When it's gone, take care of the turrets. Now jump
up. Soon you'll get attacked by a normal space pirate. Kill it
and get to the top. Run through the door.

On a side note, the room you were just in has the Thermal Visor
in it. You're quite capable of getting it right now, but
we're going to ignore it until the next time we visit the labs.

This room has ice beetles in it. These are stronger versions of
regular beetles, and they look a bit different, but they're still
quite easy. Head to the next wave beam door, which is in the
ceiling. When you shoot the door, hold A for a charge shoot. When
the door opens, release it so it goes through the door and jump
in.

The reason you just did that was because a bunch of crates were
blocking the way in. Go figure... When you get in, a space pirate
attack will be here. Shoot the pirates and get through. Now at 
the top of the room is some broken glass. You need to get through
it, but how? Easy.

On your right is a thin rail. DBJ onto it, as it's standable and
level with the broken glass. This part of the room has... OMG,
a Metroid! Shoot the wave beam door and bravely start the cinema,
which is just a cinema of Samus staring at the Metroid. Now when
the cutscene ends, immediately turn around and head through the
wave door, because if you wait to long, the Metroid will break
out of the case and the door will lock. Then when the Metroid's
dead, the battle music starts, but there won't be enough space
pirates to unlock the door, no matter how little you killed.

So don't linger too long unless you want to backtrack to Research
Core and back.

The next room is easy enough. A couple Scatter Bombus are here,
nothing much. Keep going and soon you'll reach the elevator.
But this elevator is supposed to be activated at the top!
How do you use it? Simple enough. When you come in, the elevator
will already be activated. Just step in the hologram and let it
take you up.

Next room: Control Tower. When you get here, look around the
room. Big tower in the distance. Lots of crates. No enemies.
No enemies? Yes, no enemies. No space pirate ambush, as you
would expect. Now walk up to the next door. As soon as you touch
it, a door lock will appear on it and four space pirates will
appear out of nowhere. Defeat them and watch the small cinema
where you will be "introduced" to flying pirates, even though
you've already seen them. Defeat the flying pirates to unlock
the doors, and go through the next one. I advise checking the map
to see which door to go through, as you might go through the
wrong one if you're not careful.

The next room is an elevator. Like the last elevator, this one
is already activated. Take it up and head through the next door.
It's just a simple hallway. No tricks... unless you count the
scatter bombus and Crystallites as tricks. At the end of this
room, you'll be at the top of the Observatory. The super missiles
are already lowered and are right in front of you. Yes, that
was the point of the first visit to the labs. Jump to the super
missiles and grab them, and then jump to the save station
that's being guarded by a missile door lock. Save.

Now jump to the bottom of the observatory. Head out and get to
Tallon Canyon in Tallon Overworld. You've made your way out this
way before and you can do it again. 

And that ends this section.

******************
*4f. Phazon Mines*
******************

When you reach Tallon Canyon, turn left and enter the Chozo
Ruins. You're going to take the same path that you took for
the ice beam. Do you remember that ice beam door at the top of
Reflecting Pool that you didn't go through last time? Yeah, we're
going through that door.

But first...

Go to Ruined Shrine. Instead of the usual collection of beetles
or the Plated Beetle here, you will see that two Chozo Ghosts
have made this room their home. Defeat them using a Super Missile
and a Charge Shot, and use the half pipe to get up the left side
of the half-pipe (left side when you come in). Up here is a
small hole. Roll through it to get a Missile Expansion (35
missiles). Now jump off and bomb the bombable hole here and
collect another missile expansion (40 missiles). Now use the
half-pipe to get up the other side of the half-pipe and roll
through the hole here while holding R. At the end of this hole
is a spiderball track which there is no way you can miss
because you're holding R. It will take you right in front of the
wave beam door.

Run through it to Tower of Light Access. This room has no tricks.
Just get through it to the Tower of Light. At the Tower, jump
into the water that you won't mind jumping into now that you
have the Gravity Suit. Head through the hidden underwater
passage and DBJ back onto land. Shoot the wave door in the
ceiling and jump through to find the Artifact of Lifegiver. Grab
it and head back to Ruined Shrine, where you'll find out the
Chozo Ghosts have risen from the dead. Again. Ignore them this
time and get to Main Plaza. At Main Plaza, use the half-pipe
to get a missile expansion (45 missiles). Now start your way
along the Ice Beam path.

At Ruined Fountain, pause for a moment to get a missile. Morph
and roll into the fountain and hold R. The next time it spews
water, you will be sent up where you can latch onto a spiderball
track and roll into a missile expansion (50 missiles).

When you reach Aboretum, stop. Before going in, look around.
Anything different? ...no? How about lack of life? That's right.
The reaper vines, venom weed, and war wasps are all gone. Now
before thanking Retro and continuing, here's something. Rooms
with Chozo Ghosts don't have any enemies in them. EVER. With the
exception of Furnace and Life Grove. So when you walk into the
Aboretum, prepare to run to the next door as fast as you can.

I would like to throw out the same warning for Furnace. The
Plated Parasites are still there, so there is no warning that
the ghosts now hold Furnace. This time around, take the ice door,
which you need to DBJ onto.

When you reach Hall of the Elders, you will notice that there are
no Chozo Ghosts. Hop into the statues hands, morph, and hold R.
The statue will send you into a spiderball track. Go up it and
activate the bomb slot at the end. This will activate the beam
slots. Jump up there. There is a purple slot, a white slot, and
a red slot. Activate the white slot by shooting it with the ice
beam and bombing it, then roll into the statue's hands. It will
send you into an energy tank. Now keep going the way you were
going before.

When you get to the top of Reflecting Pool, save at the nearby
save station and then head through the white door. Soon you will
reach an elevator to Tallon Overworld South. Activate and start
the elevator.

When you arrive in Tallon Overworld, exit the elevator and as
soon as you enter the next room, you'll see a Seedling. Take it
out with the Ice Beam and keep going to Great Tree Hall. You can
only use one part of the Hall now; that's what we're going to
fix. There are two Bloodflowers and a Seedling in this part of
the room; take them out. Head under the spiderball pole to find
your progress stopped by a gate.

Normally you would head through the Crashed Frigate and end up
at the bottom of this room. Since we didn't go through the
Frigate, we never activated the spinner that gets rid of the
gate.

Get into the right corner right by the gate. Don't get so close 
that you're touching it; move back, and do the same with the 
right wall. Morph and do a DBJ. This one, like the one you used
in Twin Fire Tunnels, has a trick. Lay the third bomb while
you're still ascending, and as soon as the third bomb explodes,
don't unmorph, immediately hold the control stick in the
northeast position. When done right, Samus will either get 
stuck, or pass through the corner and land by the spinner. If
Samus gets stuck, get her out with a bomb.

Keep trying until you get it, and use the spinner to remove
the gate. At least we'll never have to do that again! :D Now
carefully jump down the platforms, killing every seedling you
come to. But leave the Sap Sacs alone. Just out of the water is
a white door. Head through it.

If you should happen to fall in the water, then just jump up the
steps. If any are to difficult for you to jump, then DBJ up them.

Run across the bridge. There is some stuff underneath you called
Phazon. There was some Phazon at Frigate Crash Site, but we
ignored it, because it didn't serve any purpose. It still
doesn't. Now head through the next door and get going to the 
mines.

You're at Phazon Mines. Run through the wave beam door. Morph and
boost through this hallway, and then unmorph and run through the
wave beam door. Main Quarry (it's where you are right now) is
where Phazon Mines's cinema is. Watch it show you around Main
Quarry, and then morph and boost over to the spiderball track
a bit up and to your left. Roll up it and head through the door.
Save.

You definetely noticed the two turrets attack you. These are
Mega Turrets, not auto-defense turrets, so if you're going
for maximum scans, scan them. These guys take three missiles
each, so destroy them and activate the two nearby scan points
to disable the force field. Turn on the ice beam, shoot the ice
door, and switch to the Power Beam. Start charging up.

In the next room are a few Mega Turrets attacking you. Fire a
Super Missile or two at them. Now switch the Ice Beam back on.
Head through the next door and hold a charge shot.

This room holds a Shadow Pirate ambush and a Wave Trooper ambush.
Defeat the Shadow Pirates with ice beam, and destroy the Wave
Troopers with three charged wave beam shots each. Now keep
going to the ice door in the ceiling.

Kill the Shadow Pirates in the next room and head through the
next ceiling door. This room has a large tank in the middle.
Two Space Pirates are walking around, but not noticing you.
Kill one with the ice missile combo to alert the other, and kill
that with the ice missile combo.

Now you should notice a few computers around here. There are
two red scan points. One will lower the platforms, which you
want. The other is deadly. What is it, you ask? It's... a Pirate
Data. If you're going for maximum scans, scan it. Now jump up
the platforms. Two Wave Troopers will notice you and upper
a gate. Run behind it from the other side of the room. The
Troopers split up after noticing you, so you'll come across one
as you get behind the gate, and the other will keep running until
it sees you, stops, and starts shooting. Get rid of them both
and head behind the computer. Scan the two scan points, as one
will lower the next set of platforms, and the other is useless.

Switch to Power Beam and start charging up as you jump up the
platforms. As soon as you can lock onto the Power Trooper
up here, hit it with a super missile. There might also be a Mega
Turret up here. I can't remember if there is. :( If there is,
get rid of it with three missiles and use the spinner to turn
the cannon all the way to the left. Now unmorph and activate the
scan points and the computer. One will start the cannon. The
other is useless. Now the cannon will break the wall, uncovering
a Missile Expansion. Stand so it's to your left, switch to scan
visor, and look at wall the walkway runs right into. This wall
has a scan point on it. Use it to dash to the left. (55 missiles)

To get back, simply scan-dash jump off the spinner. Turn the
cannon so it's facing the wall the walkway runs into and activate
it again. Now it will destroy the wall, revealing a door. Head
through this door and you will enter a high room. Morph and fall
down this shaft and when you hit the bottom, unmorph and shoot
the ice door with the ice beam, and switch to the power beam and
start charging. When you get in, walk to the other side of the
room, where a Power Trooper is, and calmly hand it your Super
Missile. Then charge up again and shoot the other with a Super
Missile, too.

Use the machine to align the blue tracks with the next level,
and then take the blue spiderball tracks up. Use the machine up
here to align the red tracks with the next level, jump down,
and use the first machine to align the red tracks with the other
red tracks. Now take the red tracks up and head through the door
up here, taking out the wave trooper on the way.

In this room, use the spiderball track to slip through the
scatter bombus in this room and head through the white door at
the bottom. The next room is an elevator. Activate it with the
scan point and step in the hologram. At the bottom, head through
the white door. Now keep going until you can see an explosive
box on a ledge, and stop. Shoot that box until it explodes. The
result is it will kill two Space Pirates that were about to
attack you, and it will uncover a missile expansion! Get under
the ledge and do a 3BJ onto it and roll into the expansion (60
missiles).

Head through the wave beam door at the end of the room. When you
get into this room, a cinema will trigger. It shows you the tank
in the middle of the room.

See the tank. See the Elite Pirate in the tank. See the Elite
Pirate punch the tank open... See Samus fire super missiles at
it. Yes, fire super missiles at it. When it's dead, a force field
will deactivate. Switch to the ice beam and charge up and walk
up. Every time you encounter an ice trooper, shoot it with a
charged ice beam shot, and then a missile to kill it. At the top
of this room is a force field. Scan the computers; one of them
will remove the force field. Head through the ice door in the
ceiling. This room is some ventilation shafts. When you get close
to the next door, gas and puffers will be released. So get
through the next door quickly.

This room is Omega Research. You will be attacked by two Wave
Troopers and three Power Troopers here, so either kill them or
ignore them and get through the door in the floor to Dynamo
Access. We're getting close to the Power Bombs! :) Now run
through this room. There are no tricks here... for now. Get
through the room and you'll see a door. Head through it. Now...
Central Dynamo. The Power Bombs are here! Jump down to alert
the invisible sentry drone of your being here.

The drone will attack you with all the moves drones usually use.
The only difference with this one is that it has more life, and
it's invisible. Fire charge shots at the lights when you see
them. Two charge shots will kill it and part of the machine
you may have seen. The part of the machine that is destroyed
is one of its "legs". Under this "leg" is a hole. The drone's
death caused an electrical maze under the grating, so when you
enter the hole, this is a maze, except you can't touch the walls.
Lay a morph ball bomb whenever you come to a puddle. And watch
out for the yellow electricity; it will appear and disappear, so
get through when it disappears.

When you get the power bombs, save (through the door that isn't
blocked by Bendezium). Now we need to get out of the Mines and
to Magmoor. Jump onto the computers. Get to the highest part
of the computer and do a wall TBJ. If you did it right, you will
be on the ledge with the door. Head through it.

When you reach Omega Research, an Elite Pirate will attack you.
Kill it with Super Missiles, and DBJ back up to the door you
came out of.

At Ventilation Shaft, powerbomb the grate while being poisoned.
Roll through the tunnel and scan the scan point to activate the
fan. The fan will send the puffers crashing into the other side
of the room. This will remove the gas and reveal an energy tank.
Grab it and boost up the half-pipe. Now head through the ice
door to Elite Research. This room is now home to five Shadow
Pirates. Take them out and head back through the wave door you
used to come in the first time.

Now just journey back to Ore Processing. When you get there,
notice the bendezium blocking the machine on this floor. There
is a fence surrounding the platform you're on. Jump on the fence,
and jump to the part with the machine on it. Now morph and
destroy the bendezium. Align the yellow tracks by bombing the
machine three times. Hop down to the second level and use the
machine there once, and get to the bottom floor and use that
machine twice. Now take the yellow track up and grab the Grapple
Beam from the machine up here.

Now get back to Elite Research. In this room there is a white
door behind the tank. Get to it, killing the three Shadow Pirates
down here, and head through it to Maintenance Tunnel. Powerbomb
the bendezium here and continue to Processing Center. Before
going in, notice the two normal space pirates hanging on the
ceiling. Shoot each with a charged ice shot and then enter. Stand
right in front of the door and look up. Lock onto the mega turret
at the top of the room and destroy it. Then use the spiderball
pole on the left. When you drop off of it, roll up the platform
and do a DBJ onto the next platform. Unmorph and look around.

See that platform in the corner? Jump over to that, and get on
the very edge. Morph and DBJ to that platform over there. Turn
around and DBJ onto the platform just above the one you were just
on. On your left is a higher platform. DBJ onto it. If you
didn't kill the Mega Turret up here, it would start attacking you
right now, so remember to kill it every time you die. Now look
back to see there's yet another platform above the one you were
just on. DBJ onto it, and look at the platform attached to the
wall. Before bomb jumping, look at it. There are a few things
keeping it on the wall, and there's space behind the platform!
So normal jump behind it, and then on the platform. Now look at
the moving platform. L-lock your view all the way down and make
sure you're on the edge, release the L-lock, wait for it to
come...

When it gets close enough, lock your view straight ahead and jump
onto it. Now wait for it to take you over to the ice door.
Congratulations! This is a difficult trick, and took me a couple
days to get, but after doing it a few times, it gets easier.
If you happen to fall, then follow the following steps to get
back up with minimum effort.

First, hope you don't fall in the Phazon. If you do, DBJ onto
a platform. Second, kill the Mega Turret that noticed you. Third,
make your way over to the platform with all the crates on it.
Jump to the top of the crate stack. IF YOU DESTROY ANY OF THE
BIG CRATES, YOU ARE STUCK. So don't do that. At the top of the
stack is a large crate and... uh... something (tell me what it
is if you know). Get on the crate and make sure you're at the
corner closest to the floating platform just ahead, morph, and
DBJ onto the floating platform. Normal jump to the platform on
your left, morph, and DBJ onto the platform near the one you're
on. Now spiderball up to the white door you used to come in.

When you get to the top, go through the white door. Grapple
across the phazon and enter the elevator room to Magmoor.
Activate and use the elevator. In the next room is a tunnel with
zoomers and bendezium. Powerbomb the bendezium and enter
Magmoor Workstation. Flying pirates will attack, so hope you
have enough health to kill them. Now DBJ up to the Phendrena
elevator. Save at the save station. And that's the end of this
section...

***********************************
*4g. Geothermal Core: The Dead End*
***********************************

This is where the FAQ ends. Yes, I know we haven't gotten into
Impact Crater, or Omega Pirate. But to continue we have to get
the plasma beam. And as of right now, not a single person has
managed to get the Plasma Beam without the boots.

What you can do right now is head to Geothermal Core, DBJ up to
the grapple platform, grapple to spinner 1, and raise it. That's
it. So far, no one has been able to do the DBJ from Spinner 1
to Spinner 2 when spinner 1 was raised.

If you have information on where and when to place the bombs to
get to spinner 2 when spinner 1's raised, don't hesitate to
email me about it.

This FAQ will be updated when I have collected the plasma beam
without the boots.

Don't give up. The DBJ is very hard, not impossible. Keep trying;
you may be the first to get the plasma beam without the boots!

------
5. FAQ
------

Q: You keep saying to do a DBJ/3BJ/TBJ/wall TBJ but I can't
make it onto the platform! What do I do?
A: When I say to do a bomb jump, unless you're bomb jumping into
a morph ball tunnel (HOTE) or I say not to unmorph (DBJ over
bars), you're supposed to unmorph.

Q: I figured out how to do something not mentioned in your FAQ.
What do I do?
A: Send it to me (see contact) and if it's good advice it will
be put up on the FAQ.

Q: I did the DBJ onto Spinner 2 in Geothermal Core! What do I do?
A: First make sure spinner 1 was raised. If it was, and you know
where you put the bombs and when you placed them, then email me
with that information. And you WILL get credit for making this
incredibly hard bomb jump and supplying information for it.

-------------------------
6. More Sequence Breaking
-------------------------

*********************************
*Get the Space Jump Boots First!*
*********************************

Stand on your ship on the back right, facing the artifact temple.
Switch on the scan visor and lock onto a plant a bit to the
right of the temple and dash jump to the right. When done right,
you will be on the ledge normally accessed from Tallon Canyon.
Hop across the ledges and claim the space jump boots!

This sequence break opens the following possibilites:
*Skip the missile launcher!
*Get an early energy tank at Main Plaza!
*Get the wave beam before the boost ball!
*Get both artifacts in Magmoor in the first visit!

**************************************************
*Get the Artifact of Wild without the spiderball!*
**************************************************

When you enter the suntower after the Flaaghra fight, turn right.
See that corner? Jump into it and morph. You will fall on an
oculus. Now hold the control stick in a northwest position. Hold
it there until I say you can let go. Now just as it's about to
turn right, lay a bomb. When it explodes, lay another bomb
just above it. This is known as an infinite bomb jump, as you
can keep laying bombs. The corner slows your fall, so the bomb
stock as time to refill and you can get to the top of Suntower.
When you're level with the platform you came out on, lay a final
bomb and hold the control stick in northeast position. As soon
as the bomb explodes, unmorph. With luck you'll be back on the
ledge. Now go back to Suntower to find out the Chozo Ghosts are
now here. Defeat them and collect the Artifact of Wild.

This sequence break opens the following possibilites:

*Skip the super missiles!
*Skip  the charge beam!
*Skip the spiderball!
*Never have to revisit Suntower!

*************************************
*Get the Plasma Beam before Thardus!*
*************************************

When you get the Ice Beam, head to Geothermal Core. On the side
closer to Tallon Overworld, there are some rocks next to the
door. Jump on them and then look at the box. Jump on that, and
jump to the stalagmite. Now jump to the first spinner and raise
it. Jump to the second spinner and raise it. Now jump back to
the first spinner and then to the third spinner. Raise that. Now
you will notice that there is a spiderball track here. It looks
a little like this:

|: spiderball track
_: spiderball track

     |
     |
    _|
   |
   |

Jump where the _ is and then jump up the spinner. Hop to raised
spinner 2 and activate the bomb slot. Now look at the spiderball
blocks on the huge spiderball track. Notice the metal rim
underneath it? Jump to that. Now ghetto jump off the slanted wall
and onto the block. Jump to the next block, and jump to the 
ice door. Go into Plasma Processing and collect the plasma beam.

This sequence break opens the following possibilities:

*Skip the spiderball!
*Skip the grapple beam!
*Use the plasma beam against Thardus for high damage!
*Make only one trip through Phazon Mines!

******************************
*Get to Waste Disposal early!*
******************************

We all know about Waste Disposal, the room that connects Main
Quarry to Ore Processing. When you enter Phazon Mines the first
time, climb to the top of Main Quarry. Set yourself so Waste
Disposal is to your left. Do a scan-dash jump off either the
spiderball track or the computer by the track. Now head through
the door. Congrats! You're in Waste Disposal!

This sequence break opens the following possibilites:
*Skip first meeting with wave troopers!
*Skip security rooms altogether!
*Get the Grapple Beam before the powerbombs!

----------
7. Contact
----------

If you have any questions or comments, then email me at
mr_potter_19@hotmail.com. Advice, praise, comments, and questions
are all welcome. What isn't welcome is criticism, flooding, and
viruses.

If you have a question, please make sure it isn't already
answered on the FAQ. If it isn't, ask me and I will gladly
answer.

----------
8. Closing
----------

Well, it's the end of this FAQ, and I'd like to thank:

CJayC, who owns GameFAQs, for putting this up
Myself, for writing this
All the sequence breakers, who discovered how to make it as far
as we've gotten
And last but not least, you, for reading this guide.

Good luck on your no-SJ run.

This FAQ is to be printed on GameFAQs.com and Samus.co.uk only. 
You may not print and sell this guide. You may not copy it and 
say you wrote it. Tell me if you see this FAQ on any site other 
than GameFAQs.com and Samus.co.uk.