FAQ/Walkthrough
Game: Metroid Prime
Console: Nintendo Gamecube
Author's Alias: Thiradell
Author's E-mail Address: taupefish@yahoo.com
Version #: 1.11
PROOFREAD

Table of Contents

.....I: Copyright Information............................

.....II: Introduction....................................

.....III: Version History................................

.....IV: Controls........................................

.....V: Menus............................................

.....VI: Understanding the Screen........................

.....VII: Samus's Equipment..............................

-----VII-A: Beam Weapons---------------------------------
-----VII-B: Morph Ball Equipment-------------------------
-----VII-C: Suits----------------------------------------
-----VII-D: Visors---------------------------------------
-----VII-E: Secondary Equipment--------------------------

.....VIII: Walkthrough...................................

-----VIII-01: The Space Pirate's Frigate-----------------
-----VIII-02: Getting the Missile Launcher---------------
-----VIII-03: Getting the Morph Ball---------------------
-----VIII-04: Getting the Artifact of Truth--------------
-----VIII-05: Getting the Morph Ball Bomb----------------
-----VIII-06: Getting the Charge Beam--------------------
-----VIII-07: Getting the Varia Suit---------------------
-----VIII-08: Getting the Boost Ball---------------------
-----VIII-09: Getting the Space Jump Boots---------------
-----VIII-10: Getting the Artifact of Strength-----------
-----VIII-11: Getting the Wave Beam----------------------
-----VIII-12: Getting the Super Missile------------------
-----VIII-13: Getting the Thermal Visor------------------
-----VIII-14: Getting the Spider Ball--------------------
-----VIII-15: Getting the Artifact of Nature-------------
-----VIII-16: Getting the Wavebuster---------------------
-----VIII-17: Getting the Artifact of Wild---------------
-----VIII-18: Getting the Ice Beam-----------------------
-----VIII-19: Getting the Gravity Suit-------------------
-----VIII-20: Getting the Artifact of Lifegiver----------
-----VIII-21: Getting the Power Bomb---------------------
-----VIII-22: Getting the Grapple Beam-------------------
-----VIII-23: Getting the X-Ray Visor--------------------
-----VIII-24: Getting the Artifact of Chozo--------------
-----VIII-25: Getting the Ice Spreader-------------------
-----VIII-26: Getting the Plasma Beam--------------------
-----VIII-27: Getting the Artifact of Sun----------------
-----VIII-28: Getting the Artifact of Elder--------------
-----VIII-29: Getting the Artifact of Spirit-------------
-----VIII-30: Getting the Artifact of World--------------
-----VIII-31: Getting the Flamethrower-------------------
-----VIII-32: Getting the Artifact of Warrior------------
-----VIII-33: Getting the Phazon Suit--------------------
-----VIII-34: Getting the Artifact of Newborn------------
-----VIII-35: Reaching the Impact Crater-----------------
-----VIII-36: Reaching Metroid Prime---------------------
-----VIII-37: The Final Battle---------------------------

.....IX: The Log Book....................................

-----IX-A: Pirate Data-----------------------------------
-----IX-B: Chozo Lore------------------------------------
-----IX-C: Creatures-------------------------------------
-----IX-D: Research--------------------------------------
-----IX-E: Artifacts-------------------------------------
-----IX-F: Alert Guide-----------------------------------

.....X: The Energy Tanks.................................

.....XI: The Missile Expansions..........................

.....XII: The Power Bomb Expansions......................

.....XIII: Bonus Image Galleries.........................

.....XIV: A Very Quick Overview..........................

.....XV: Questions You Might Ask.........................

.....XVI: Credits........................................

.....XVII: Conclusion....................................

-------------------------
I: Copyright Information
-------------------------

This FAQ is (c) 2003-2006. This FAQ may not be used for profitable pur-
poses, such as magazines, books, etc. It may not be used for ads. It
may only be used on the following two web sites.

www.gamefaqs.com
www.gamewinners.com

It may not be reproduced or reformatted in any way without prior
written permission from the author, myself. You may alter it for
personal use, but if it is publicly displayed, altered, without prior
permission from the author, myself, the consequences could be drastic.

I am not, in any way, associated or affiliated with any company that
was involved in the making of this game. All rights reserved.

-----------------
II: Introduction
-----------------

Hello. My alias is The Return of Raken and my e-mail address is
twishall@hotmail.com. The primary purpose of this guide is to help you
through the game of Metroid Prime. You should look at this FAQ for one
of the following three reasons...

1. You want to be a stupid person and spoil the game.
2. You have already beaten the game.
3. You are stuck or want some tips.

If you want this on your site or some other site, e-mail me with the
name of the web site in your e-mail. I'll check it out to see if it is
okay, then I'll get back to you.

---------------------
III: Version History
---------------------

1.00: The initial release of this FAQ. The only reason it will be updated is
if I stupidly forgot something. This version was not released.

1.01: Changed some words and added what you press to switch to the Plasma
Beam in the Samus's Equipment section. This version was not released.

1.11: Proofread the entire guide and fixed some stuff.

-------------
IV: Controls
-------------

Buttons are listed in alphabetical order. A 1 after the button means that
that is what that button does in the menu. A 2 after the button means that
that is what that button does during game play.

A 1: Confirms a selection/goes forward a screen, switches between Level Map
and World Map when viewing the map.

A 2: Fires whatever weapon you currently have out. Lays a Morph Ball Bomb in
Morph Ball Mode.

B 1: Cancels a selection/goes backward a screen.

B 2: Jumps, uses the Boost Ball in Morph Ball Mode, dashes while locked on.

C-Down 1: Pans the camera when looking at an Image Gallery, moves around when
looking at the map.

C-Down 2: Switches to the Ice Beam.

C-Left 1: Pans the camera when looking at an Image Gallery, moves around when
looking at the map.

C-Left 2: Switches to the Plasma Beam.

Control Pad 1: Moves the cursor.

Control Pad 2: Push up to switch to the Combat Visor, push left to switch to
the Scan Visor, push down to switch to the Thermal Visor, push right to
switch to the X-Ray Visor.

C-Right 1: Pans the camera when looking at an Image Gallery, moves around
when looking at the map.

C-Right 2: Switches to the Wave Beam.

Control Stick 1: Moves the cursor, browses when looking at an Image Gallery,
rotates when viewing the map.

Control Stick 2: Moves Samus around, strafes while locked on.

C-Up 1: Pans the camera when looking at an Image Gallery, moves around when
looking at the map.

C-Up 2: Switches to the Power Beam.

L 1: Zooms out when viewing the map.

L 2: Scans when in Scan mode, locks on to things, uses the Grapple Beam.

R 1: Zooms in when viewing the map.

R 2: Hold so that you can aim and look around, use the Spider Ball in Morph
Ball Mode.

Start/Pause 1: Unpauses.

Start/Pause 2: Pauses.

X 1: Absolutely nothing.

X 2: Switches into Morph Ball Mode, switches out of Morph Ball Mode in Morph
Ball Mode.

Y 1: Hides/displays the key/legend while viewing the map.

Y 2: Fires a Missile, lays a Power Bomb in Morph Ball Mode.

Z 1: Goes away from the map.

Z 2: Views the map.

---------
V: Menus
---------

Oh, BABY! This section will be SHORT!

Press Start/Pause at the start. Then press Start/Pause again when it says
Press Start. You'll proceed to the Main Menu. You have six options.

#1: Select File #1 and proceed to the game.
#2: Select File #2 and proceed to the game.
#3: Select File #3 and proceed to the game.
#4: Select Erase and erase the data on one of the files. Erased data CANNOT
be recovered, so be careful!
#5: Select Image Galleries and view all the Image Galleries you've unlocked.
#6: Select Metroid Fusion Connection Bonuses and proceed to the place where
you can access the Metroid Fusion Connection Bonuses.

That is all. Joyful, isn't it?

-----------------------------
VI: Understanding the Screen
-----------------------------

This small section is so you won't be completely clueless when you're looking
at the screen.

Radar: This is located in the upper left corner of the screen. I actually
never use it. You are in the center. Enemies within range appear as orange
dots.

Environmental Danger: This is on the left side of the screen. It is a
vertical bar that rises in accordance with how close you are to something
environmental that could damage you, such as Phazon or lava. The word Warning
will appear if you are extremely close to the threat. The word Damage will
appear if you're getting hurt by it.

Visors: In the lower left corner of the screen. This shows you what visor you
currently have equipped, and how many Visors are available. The Combat Visor
is on the top section, the Scan Visor is on the left section, the Thermal
Visor is on the bottom section once you get it, and the X-Ray Visor is on the
right section once you get it. Press the appropriate direction on the Control
Pad to switch to the corresponding visor.

Energy: Located at the top middle of the screen. This tracks how much
life/energy you have left. The lit squares above the bar indicate how many
full Energy Tanks you have in reserve. The bar indicates how much energy is
left in your current Energy Tank. The words Energy Low will appear if you are
dangerously low on energy. The numbers indicate how many units of energy you
have left in the current Energy Tank. Energy Tanks, Save Stations, and your
gunship completely refill all the Energy Tanks that you have.

Map: This is in the upper right corner of the screen. This shows the current
room you are in in orange. Press Z to display the entire map.

Entire Map: This isn't on the screen normally, but I'll deal with it now.
Press Z to go to the map. This also pauses the game. Press Y to display/hide
the key and legend. Press A to go to the World Map or Level Map, depending on
which you are in before you press A. The C-Stick moves around. The Control
Stick rotates and flips the map. Hold the L Button to zoom out. Hold the R
Button to zoom in. Z exits.

Blue Square: Blue door. Can be opened with any beam weapon and the Morph Ball
Bomb and the Power Bomb.
Purple Square: Purple door. Can be opened only with the Wave Beam.
White Square: White door. Can be opened only with the Ice Beam.
Red Square: Red door. Can be opened only with the Plasma Beam.
Gray Square: Door with Missile Shield or door with a Missile Shield that you
took off before. Missile Shields can only be removed with Missiles and Super
Missiles. Missile Shields only hide blue doors.
Green square: Opened door.
"E": Transport to a different area.
"S": Save Station or Gunship.
"M": Missile Station.
"?": Hint. If you don't know where to go, go here.

That covers it.

Missiles: On the right side of the screen. Tracks how many Missiles you have.
If you're dangerously low on Missiles, the words Missiles Low will appear.
The display glows more brightly when your Arm Cannon is opened because you
fired one or more Missiles, or you used a combo. If the number reaches 0,
Missiles can no longer be used, and the word Depleted will appear. After
being hit by the blast that causes the Missile Launcher to malfunction in the
Space Pirate's Frigate, this display will not appear until you re-acquire the
Missile Launcher.

Beam Weapons: In the lower right corner of the screen. Similar to the visors,
there are four beam weapons, and they can each be selected by pressing a
certain direction on the C-Stick. Press up to select the Power Beam, right to
select the Wave Beam, down to select the Ice Beam, and left to select the
Plasma Beam.

-----------------------
VII: Samus's Equipment
-----------------------

Ah, NOW we get to the exciting stuff. This section will discuss the equipment
that Samus uses to progress through the game. Please note that you start with
very little of this stuff.

/-------------------\
|VII-A: Beam Weapons|
\-------------------/

#1: Power Beam

Acquired: You always have this

The Power Beam is Samus's primary weapon. Sometimes, you may find yourself
reverting to the Power Beam, even with other, more powerful choices. Maybe
it's because the Power Beam is the only thing that can kill the enemy. Maybe
it's because the Power Beam is the only one that can fire blasts repeatedly
so quickly. Maybe it's for some other reason. Anyway, C-Up switches to it. It
can only open blue doors.

#2: Wave Beam

Acquired: Phendrana Drifts

The Wave Beam releases three electrical impulses of energy. Use the Thermal
Visor to find electrically activated targets invisible to the naked eye. Use
C-Right to switch to the Wave Beam. The Wave Beam can open blue and purple
doors. The Wave Beam is also the only weapon that can destroy Pulse and
Scatter Bombus.

#3: Ice Beam

Acquired: Chozo Ruins

The Ice Beam will seem really cool the first time you get it. It will freeze
a lot of enemies. Frozen enemies can be shattered when shot with a Missile.
Most can, anyway. Trust me, you'll love this weapon. Push C-Down to switch to
it. The Ice Beam can open blue and white doors. Its only cons are--it can't
open purple and red doors, and it's slow. It also can't remove Missile
Shields.

#4: Plasma Beam

Acquired: Magmoor Caverns

The Plasma Beam. Oh my gosh. Oh my stinking gosh. This weapon is SO cool the
first time you get it. You can ignite stronger enemies in flames and
eventually cause them to burn. You can ignite weaker enemies and quickly
cause them to burn. You can open all those red doors that you've been dying
to see what's behind, a numerous amount of them leading to Missile
Expansions, which can really help in the long run. You can stay on it to open
the normal blue doors. Oh, baby. C-Left switches to it.

#5: Phazon Beam

Acquired: Phazon Mines

You only use this when fighting Metroid Prime's second form. You acquire it
after defeating the Omega Pirate, but you can only use it while standing in a
unique pool of Phazon that Metroid Prime generates. The Charge Beam will not
work while this is present. The word Hyper-mode will appear on the screen
when the Phazon Beam is usable. Other Beam functions are not available and
cannot be switched to while using or having in effect the Phazon Beam. Other
Beam functions will return when the Phazon Beam's effect ends.

/-----------------------\
|VII-B: Morph Ball Stuff|
\-----------------------/

#1: Morph Ball

Acquired: Chozo Ruins

You get this prize for defeating all the Beetles and then getting rid of the
Plated Beetle in the Ruined Shrine. The Morph Ball allows you to open certain
doors by accessing Morph Ball Slots. It allows you to roll through tiny
tunnels. Push X to go into Morph Ball Mode.

#2: Morph Ball Bomb

Acquired: Chozo Ruins

Yes, the Morph Ball and the Morph Ball Bomb are gotten separately. You get
this one by defeating the Incinerator Drone and Barbed War Wasps. The Morph
Ball Bomb can propel the Morph Ball upwards, called a Bomb Jump, and there's
also a more complex technique called the Double Bomb Jump, explained in more
detail in the walkthrough. The Morph Ball Bomb also destroy certain
structures, allowing you to reach never-before-reached heights. Uh, sort of.
Push A to use a bomb. By the way, Morph Ball Bombs can easily destroy things
made of Sandstone or Talloric Alloy.

#3: Boost Ball

Acquired: Phendrana Drifts

Ah, the Boost Ball. This piece of equipment will allow the Morph Ball to
boost up half-pipe structures, which can lead to things such as the Space
Jump Boots and a Missile Expansion. The Boost Ball can also be used to avoid
things because of how fast you move. You'll want to be sure to hold B and
then release instead of simply tapping. The longer you hold B, the longer the
Boost Charge will last and the faster it will propel you.

#4: Spider Ball

Acquired: Phendrana Drifts

The Spider Ball allows you to attach onto Spider Ball Tracks, and also lets
Spider Ball Tracks become a Log Book entry. Press and hold R to attach onto a
Spider Ball Track. Spider Ball Tracks are in lots of places on Tallon IV, and
the Spider Ball will let you reach previously unaccessible areas. The Spider
Ball also makes the Morph Ball look cooler.

#5: Power Bomb

Acquired: Phazon Mines

The Power Bomb can destroy Bendezium, which is actually extremely crucial in
situations. If you couldn't destroy Bendezium, you couldn't get the Grapple
Beam, which is essential. You have a very limited supply of Power Bombs,
going only up to four, but this can be expanded with Power Bomb Expansions.
Press Y to lay a Power Bomb.

/-----------------\
|VII-C: The Visors|
\-----------------/

#1: Combat Visor

Acquired: You always have this

The standard visor. The visor you WILL spend a VAST majority of your time
using. This is the normal visor. Up on the Pad, my man.

#2: Scan Visor

Acquired: You always have this

Ooh, the Scan Visor. You'll be switching to this thing...a lot, but almost
always very briefly. If you want two of the Bonus Image Galleries, you're
going to have to scan a lot. Scanning can be very helpful. It can reveal what
a creature's name is, what its weak points are. It could reveal what a
material is, such as Cordite or Bendezium. Left on the Pad switches to it, by
the way.

#3: Thermal Visor

Acquired: Phendrana Drifts

The Thermal Visor is truly a freaky visor. It makes everything look really
weird and make anything that's hot glow bright pink or orange. The Space
Pirates did a lot of experimentation with the Thermal Visor. Push down on the
Pad to switch to it.

#4: X-Ray Visor

Acquired: Tallon Overworld

The freakiest thing in the game. I am totally serious, man. You know X-
raying? Everything gets black and white, right? EVERYTHING GETS BLACK AND
WHITE, RIGHT? Except it does a little more then go black and white. Using the
X-Ray Visor, you can see invisible platforms, and Chozo Ghosts never
disappear from your vision so long as they are within the vision of your
visor. Push right on the Pad to switch to it.

/------------\
|VII-D: Suits|
\------------/

#1: Power Suit

Acquired: You always have this

The normal suit, the pathetic one. This suit has no special abilities except
decreasing the amount of damage Samus takes by half. This is not taken away
in Hard mode. What is Hard mode? Check the Questions You Might Ask section.

#2: Varia Suit

Acquired: Chozo Ruins

You get this suit for defeating Flaaghra. You know the pathetic Samus that
only has the Power Suit? When you get this, it pushes out Samus's shoulders,
and makes the suit look a whole lot better. Besides look, what's better about
this suit? You can now freely explore Magmoor Caverns. Extremely hot
temperatures are no longer a problem with this suit on!

#3: Gravity Suit

Acquired: Phendrana Drifts

With this suit, going underwater is no longer a problem! You will move just
as if you were above water. It also makes Samus's suit look even better. It
has nothing to do with breathing underwater, seeing as how you can breathe
underwater fine with just the Power Suit.

#4: Phazon Suit

Acquired: Phazon Mines

You get the Phazon Suit and the Phazon Beam by defeating the Omega Pirate in
the Elite Research. The Phazon Suit, in addition to upgrading defense
systems, lets you walk in blue Phazon without getting damaged. It also turns
your suit black, mostly, which, in my opinion, makes the suit look better.

#5: Energy Tank

Acquired: Tallon Overworld, Chozo Ruins, Magmoor Caverns, Phendrana Drifts,
Phazon Mines

There are a total of 14 Energy Tanks. There are two in the Tallon Overworld,
five in the Chozo Ruins, two in the Magmoor Caverns, three in the Phendrana
Drifts, and two in the Phazon Mines. They give you 100 more units of energy,
making for a maximum total of 1500 units of energy. They also immediately
refill all Energy Tanks that you have.

/--------------------------\
|VII-E: Secondary Equipment|
\--------------------------/

#1: Missile Launcher

Acquired: Chozo Ruins

This is gotten by defeating the Hive Mecha and Ram War Wasps. Simply press Y
to shoot a missile, and you can destroy things you couldn't before! You can
also open Missile shields. Well, destroy them. If information about an enemy
mentions that it can be hurt by concussive blasts, it's talking about
Missiles. Missiles can easily destroy things made of Radion or Brinstone.

#2: Charge Beam

Acquired: Chozo Ruins

This is gotten by activating four runic symbols and then scanning the final
runic symbol on the gate to open the gate and then going in and getting it!
The Charge Beam is one of the best things in the game. Its value can be
easily underestimated. It will seem really annoying when you don't have the
Charge Beam. To use it, simply select any beam weapon and hold down A. If you
have the Charge Beam, a ball will appear on the end of your Arm Cannon. Well,
not a ball with all Beam Weapons. Release A to fire! The Charge Beam doesn't
work when the Phazon Beam is active. If you hold down A when the Phazon Beam
is active, a continuous blast will be emitted.

#3: Space Jump Boots

Acquired: Tallon Overworld

The Space Jump Boots are another thing that you'll love when you get them,
and then it's like "Yeah, I've got the Space Jump Boots. They're cool." When
you first get them, it is SO COOL. You know you can only jump once, right?
Push B, and then push B again, any time while you're in the air, after you
get them.

#4: Beam Combos

Acquired: Phendrana Drifts, Chozo Ruins, Magmoor Caverns, Phazon Mines

There are four Missile-Charge Beam-Certain Beam Weapon combinations, one for
each Beam Weapon. To use them, acquire one. Select the appropriate beam
weapon and charge it up. Once it's fully charged, press Y. The combination
for the Power Beam is called the Super Missile, the combination for the Wave
Beam is called the Wavebuster, the combination for the Ice Beam is called the
Ice Spreader, and the combination for the Plasma Beam is called the
Flamethrower. To use them, simply charge up the appropriate beam weapon, and
push Y!

The Super Missile and the Ice Spreader are Single Shot Charge Combos. They
fire once and stop. The Wavebuster and Flamethrower are Sustained Charge
Combos. They fire as long as you want them to, so long as you have enough
Missiles.

Each Super Missile costs 5 Missiles. Super Missiles are the only thing that
can destroy objects made of Cordite. The Super Missile is required.

The Wavebuster is not required. It costs 10 Missiles to activate, then 5
Missiles per second afterward. It seeks enemies without a lock on.

The Ice Spreader is not required. It costs 10 Missiles to shoot.

The Flamethrower is not required. It costs 10 Missiles to activate, then 5
Missiles per second afterward.

#5: Grapple Beam

Acquired: Phazon Mines

The Grapple Beam was damaged in the Space Pirate's Frigate, but you've got it
back now! Hip, hip, hooray! The Grapple Beam, by simply holding L, allows you
to grapple on available Grapple Points or available Gliders. You cannot reach
certain areas without grappling.

Anything else I missed? Want to point out something? My electronic mailing
address is twishall@hotmail.com.

------------------
VIII: Walkthrough
------------------

This is the main section of the guide. This section will guide you through
the game. To find a specific point, hold down Ctrl and push F. A Find thing
will be brought up. Type in the thing you want to go to and push Enter. Skip
the findings until you reach the point where it is listed in the walkthrough.

For example, you want to know how to get the Plasma Beam. Hold Ctrl and push
F. Now type in VIII-26 and push Enter. Skip the first one, which will be the
listing in the Table of Contents, the second one, which is the one listed
above (this doesn't apply to anything else) and push Cancel on the third
(almost always the second) one. Here we go!

NOTE: Room names are listed in all capital letters.

2nd NOTE: I guess it's about time to explain the Alerts.

Now, if you don't care about getting all the scans, you should ignore the
alerts. That is their purpose. Alerts are for scans that are either difficult
or you only have one chance to obtain. There are a total of 18 Alerts. Some
are Yellow Alerts. These are Alerts showing that the thing you need to scan
is rare. More commonly found, however, are Red Alerts. These are the ones you
only have one chance to scan--for example, the Parasite Queen. Those are the
Alerts. There are seven yellow alerts and eleven red alerts in my guide.

3rd NOTE: Missile Expansions, Energy Tanks, and Power Bomb Expansions are not
things that you REALLY need to get, though it is impossible to beat the game
without getting SOME OF the Missile Expansions and Energy Tanks, I'm pretty
sure.

/-----------------------------------\
|VIII-01: The Space Pirate's Frigate|
\-----------------------------------/

EXTERIOR DOCKING HANGAR

All right. Use the Control Stick to move Samus (the character you're
controlling) around. Move straight forwards at the start. Eventually, you'll
find a force field blocking your path. On the two pillars that are supporting
this force field are red switches, two on each pillar, making for a total of
four.

What you need to do is lock on and shoot these targets. To lock on, hold down
L when your targeting reticule thing is near or on one of the switches. Now
push A to fire a shot. If you hit the switch, it will turn from red to blue.
Make all four switches blue and the force field will disappear.

Now, go forwards and then turn left. You'll see another force field, with
more of those red switches. However, it seems that these switches are
offline, therefore, they cannot be deactivated. (?) Turn all the way around
and you should see a sort of panel thing sticking out of the wall of one of
the towers on the platform that you're on. Switch to your Scan Visor by
pushing Left on the Control Pad. Now, move the rectangle in the middle of the
screen over the blue icon thing. This will make a red square thing appear,
which indicates that you can scan it. Hold down L to scan it. Once it
activates the switches so that you can deactivate them, push A or up on the
Control Pad to switch back to the Combat Visor.

Watch the four--no, wait, six switches come online! Shoot the bottom four.
Now hold down R and look higher up to see the other two. Lock on to them and
shoot them and the second force field will deactivate.

Now run forwards. Eventually, you'll see a small step. Push the B button to
jump up onto it. Now turn left to see a ramp dangerously close to the edge,
but, don't worry, you can't fall off. Go up this ramp and turn to find a
door. To open it, shoot it and then approach it. It may not open, doors do
this sometimes. Repeatedly shoot it and move around near it until it does.

MAIN DOCKING BAY

You can switch to the Scan Visor and scan the things to the left to learn a
little about where you're at. You'll notice the indication that you can scan
squares are orange. Red squares usually activate something or go in your Log
Book, while orange squares usually tell you something that doesn't get
recorded in your Log Book or get a Creature entry for your Log Book. After
scanning or whatever, continue forwards and shoot the door and proceed.

AIR LOCK

There's some stuff floating around in this room. Since there is no air
pressurization, the door ahead has no power. Look around for another of those
blue icons. Scan it and the room will repressurize. The door now has power,
so shoot it and continue.

DECK ALPHA ACCESS HALL

Just go through the door ahead.

EMERGENCY EVACUATION AREA

Go down the steps here and turn to the left. Switch to your Scan Visor and
wait for a small creature to come. Quickly scan it before it disappears to
get your first Creature entry!

YELLOW ALERT!
YELLOW ALERT!
YELLOW ALERT!
Make sure you scan a Parasite! This is basically your only chance. They come
in other places, but this is the most convenient time!
YELLOW ALERT!
YELLOW ALERT!
YELLOW ALERT!

Alerts: 1/18 (Letting you know if you missed any scans later in the guide)
Yellow Alerts: 1/7 (Letting you know if you missed any yellow alert scans
later in the guide)
Red Alerts: 0/11 (Letting you know if you misssed any red alert scans later
in the guide)

NEW CREATURE LOG: Parasite

Interstellar vermin. Travel in swarms. Indigenous to Tallon IV, a single
Parasite is harmless to larger life-forms. However, they tend to travel in
large groups, swarming over potential prey. Such swarms can be dangerous.

Now that you've scanned a Parasite, go ahead, up the next ramp. Turn left,
walk, watch more Parasites eat a Space Pirate, turn left again, and walk down
the walkway. Kill the injured Space Pirate (the scan doesn't go in the Log
Book) before he attacks you. Now proceed through the door on your right.

DECK ALPHA UMBILICAL HALL

Hey, rubble! Move it! Well, the rubble can't hear you, so I guess you'll have
to move it yourself. Hold down A until an energy ball appears on the end of
your Arm Cannon. Release A aiming at the rubble and the Charge Beam (that's
what it is) will take care of it. Go through the next door.

MAP FACILITY

All right, now a cut-scene. It'll show a couple of Parasites going down a
small tunnel. The next paragraph is unnecessary, but, hey, downloading the
map helps.

Push X to go into Morph Ball Mode. You are now one meter in diameter. Roll
through the tunnel and get out of Morph Ball Mode by pushing X again. You
should now see a weird hologram in front of you.

YELLOW ALERT!
YELLOW ALERT!
YELLOW ALERT!
Scan the weird hologram BEFORE walking into it. There are only four in the
game!
YELLOW ALERT!
YELLOW ALERT!
YELLOW ALERT!

Alerts: 2/18
Yellow Alerts: 2/7
Red Alerts: 0/11

NEW RESEARCH LOG: Map Station

Walk into Map Station holograms to download a map of the area you're in.

Now step into the Map Station hologram to download the map. After
downloading, you'll automatically go to the map. Exit the map by pressing Z.
Go into Morph Ball Mode again and roll back through the tunnel. Get out of
Morph Ball Mode and turn right. Go through the door.

CONNECTION ELEVATOR

Right in front of you is another of those blue icons that activate something.
Scan it to activate the platform which takes you to Deck Beta. Step on the
hologram and the elevator will take you up. Once it reaches its destination,
go through the door ahead.

DECK BETA CONDUIT HALL

In this room, there's this freaky electricity beam that comes on, and then
goes back off. Go into Morph Ball Mode and wait for it to go off, then
quickly roll past and under the rubble here. Back to normal, through the
door.

BIOTECH RESEARCH AREA 1

Turn left and go down the path. There'll be a Space Pirate ahead. A few shots
will put him down. Now turn right and kill the other Space Pirate, who's
easy. Ahead is another door. Open it and continue.

DECK BETA SECURITY HALL

Okay. Normally, you should try to scan every new enemy THE FIRST TIME you
meet it. However, this enemy is an exception, because it's going to be a lot
easier to scan it later. Okay, there's a turret, called an Auto Turret,
around the corner. Strafe around the corner (hold L and move with the Control
Stick) and get a lock-on on it, then strafe back to safety. Quickly strafe
back and fire a Missile with Y. This should destroy it. You actually don't
need to do all that, but, hey. Head through the door ahead. By the way,
you'll need two Missiles to put it down on Hard Mode.

BIOHAZARD CONTAINMENT

When you get into this room there's a big tank in front of you. To the right
of this tank are some computer monitors. Switch to the Scan Visor and look
for a red square on one of them. Scan this one and you'll get some stuff for
your Log Book.

RED ALERT!
RED ALERT!
RED ALERT!
Scan the computer monitor! This is your only chance!
RED ALERT!
RED ALERT!
RED ALERT!

Alerts: 3/18
Yellow Alerts: 2/7
Red Alerts: 1/11

NEW PIRATE DATA: Fall of Zebes

(For further information on Pirate Data logs, go to the Log Book section of
the guide.)

Go back to the big tank that was in front of you when you came in. Near you
you should see another of those blue icons. Scan it from fairly far away to
disable a turret. Now go around the corner and scan the disabled turret,
which is a lot easier then scanning a turret that's firing at you.

NEW CREATURE LOG: Auto Turret

Subject: Auto Defense Turret. Use Missiles to break outer casing.

Because it's disabled, you don't need to destroy it. Scan the blue icon ahead
to activate an elevator. Ride it up.

Okay. There are four Space Pirates up here. Kill them all. If any of them
leave behind a glowing purple ball, scan it. If not, don't worry, there are
tons of these glowing purple balls. I bet they're the most common item. Just
make sure to scan one.

NEW RESEARCH LOG: Small Energy

Replenishes 10 units of energy.

The last Space Pirate is near the next door. Go through.

DECK BETA TRANSIT HALL

Go through the door ahead.

CARGO FREIGHT LIFT TO DECK GAMMA

What a long and unnecessarily complicated name. Anyway, there's a turret
firing at you from the right as soon as you come in, so be sure to kill it as
soon as possible. By the way, if any of the turrets have left behind little
orange things that sort of look like little Missiles, scan one for another
Research entry. If not, it's okay. Again, a very common item.

NEW RESEARCH LOG: Missile Ammo

Missile Ammunition. Resupplies Missile Launcher with 5 rounds of ammo.

To the right of the turret is another blue icon. Scan it to activate an
elevator. Whee! Going down! Step into the hologram, remember.

Okay. At point of departure, you're going to be attacked by a Space Pirate.
Kill him and then scan the blue icon on the panel nearby. "Please insert
metallic sphere to open door." it will say. A metallic sphere...do you have
one of those handy? Yes, indeed. Simply go into Morph Ball Mode and roll into
the metallic sphere hologram. Wait until the door opens and the clamps will
release you. Get out of Morph Ball Mode.

There are two turrets on the ceiling of the room you just unlocked passage
to, so be sure to take them out with Missiles before entering the room. Use
the Charge Beam to get any pickups they leave behind. Go through the door you
opened now.

REACTOR CORE ENTRANCE

Go through the door to the left.

SAVESTATION

Before walking into the hologram, scan the hologram for a new Research entry.

NEW RESEARCH LOG: Save Station

Step into these stations to save your game and fully restore your energy.

Step into the hologram, then head back through the door.

REACTOR CORE ENTRANCE

Scan the blue icon to the right. Insert a metallic sphere again and head
through the next door.

REACTOR CORE

WHOA! The cut-scene is showing some huge bug thing! Once the cut-scene is
over, scan the gigantic thing for a new Creature entry.

RED ALERT!
RED ALERT!
RED ALERT!
Make sure you scan the Parasite Queen! This is your only chance to get this
entry! Re-scan it if you die and come back!
RED ALERT!
RED ALERT!
RED ALERT!

Alerts: 4/18
Yellow Alerts: 2/7
Red Alerts: 2/11

NEW CREATURE LOG: Parasite Queen

Parasite female, genetically enhanced by unknown means. A weak spot has been
detected in the creature's mouth. Use your auto-targeting to acquire this new
target! Scans indicate the presence of a potent mutagen, origins unknown.
Creature exhibits the ability to fire weapon-grade blasts of energy from its
mouth, a trait not present in the standard parasite genome. It appears the
Pirates have begun a bioengineering program, with considerable results.

************************************************************************
BOSS FIGHT #1: Parasite Queen

Fittingly, this is one of the easiest bosses in the game. Her only attack is
to shoot a green blast from her mouth. She has no melee attacks, seeing as
how you can't get very close to each other. Why? The blue force field
rotating around the big parasite. Now, there are two open panels in the force
field. This is how you kill the Parasite Queen.

Get a lock-on to the creature's mouth. When you can see through one of the
open panels, fire crazily. You will hurt it repeatedly. Sometimes, the force
field and the open panels will start rapidly rotating. Shoot if you want to,
but you don't need to. By the way, the Queen's breath attacks can go through
the force field. Strafe or dash (tap B and move the Control Stick to the left
or right) to avoid this attack. You can also use Missiles to hurt her.

You can keep yourself up to date on how dead the Parasite Queen is by the
energy bar that says Parasite Queen below it. This energy bar is very close
to your own energy tracking. As the energy of the enemy is depleted, the
lighter color slowly moves to the left. When just dark is left, it's dead. If
you did this, good job!
************************************************************************

You may think the first part is over now. Nope. You have seven minutes to get
out of the frigate before it explodes! The door you entered this room through
is now blocked by a force field, so you'll need to exit through the only
other door.

DECK GAMMA MONITOR HALL

Jump up the steps, turn right and go through the door.

CONNECTION ELEVATOR TO DECK BETA

Scan the blue icon ahead to activate an elevator. Go up. Turn around and scan
the blue icon ahead from far away to disable a turret. Turn right and head
through the door.

BIOTECH RESEARCH AREA 1

Turn left to see some Space Pirates get killed by an explosion. Go behind the
huge thing that just blew up to find some debris that has extremely
conviniently stacked itself up to form a ramp. Go up this ramp and then kill
the Space Pirate in front of your face. Go straight forward and then right
around the next corner. Shoot the two Space Pirates here. Jump up into the
little passage at the end of the path. Go through this door.

SUBVENTILATION SHAFT SECTION A

Morph Balling through here is easier. Turn into a Morph Ball and quickly roll
through the tunnel, avoiding the various swarms of Parasites. On the left
wall there'll be an alcove to roll into after a little. Go through the door
here.

SUBVENTILATION SHAFT SECTION B

Follow this tunnel to the end, avoiding the enemies, and go through the door.

CARGO FRIEGHT LIFT TO DECK GAMMA

Wait for the door to open and go through it.

MAIN VENTILATION SHAFT SECTION A

Roll through quickly and go through the door at the end.

MAIN VENTILATION SHAFT SECTION B

Roll through until you get to the end. Get out of Morph Ball Mode and shoot
the two turrets here until they explode, then go through the door. Missiles,
remember.

MAIN VENTILAITON SHAFT SECTION C

Roll through quickly and go through the door at the end.

MAIN VENTILATION SHAFT SECTION D

Roll through quickly and go through the door at the end.

MAIN VENTILATION SHAFT SECTION E

To your left there will be a gigantic piston moving back and forth. Wait for
it to move forth, then follow it back. There will be an alcove on the right,
eventually. Quickly enter it before the piston moves forth again. If it
pushes you, try again until you get it.

MAIN VENTILATION SHAFT SECTION F

Roll through quickly and go through the door at the end.

BIOTECH RESEARCH AREA 2

As soon as you enter the room, you'll see a cut-scene involving Meta Ridley.
That's the big black bird-looking thing. Then some stuff will fall,
preventing further passage. Look up to see two sort of L-looking things. Run
nearer the first one until it turns blue. Push and hold down L and you will
grapple onto this hook. When the second one turns blue, release L and hold it
down again. You'll grab onto the second one. At the end of your swing,
release L. You'll fall onto the platform. Go through the next door.

CONNECTION ELEVATOR TO DECK ALPHA

Another blue icon. Scan it from far away. Disabling another turret, sweet.
Turn right and run down the hallway. Don't touch the magnetic poles. Scan the
blue icon here to activate an elevator. Walk into the holo...WHAT?!

You got hit by an explosion!

Missile Launcher malfunction.
Morph Ball malfunction.
Charge Beam malfunction.
Varia Suit malfunction.
Grapple Beam malfunction.

In other words, you can no longer fire missiles, you can't go into Morph Ball
Mode, you can't use the Charge Beam, your suit is no longer resistant to hot
places, and you can't grapple anymore! Step into the hologram to be
transported.

DECK ALPHA MECH SHAFT

Hurry through here and go through the next door.

AIR LOCK

Turn left and run through to the next door.

EXTERIOR DOCKING HANGAR

Run through this hallway and go through the door straight ahead. If you made
it out with time to spare, you've successfully escaped! Now watch the cut-
scene of the Frigate exploding. You will then see Meta Ridley again. You will
automatically get back in your Gunship and pursue Meta Ridley to Tallon IV.

/-------------------------------------\
|VIII-02: Getting the Missile Launcher|
\-------------------------------------/

LANDING SITE

Save your progress. Jump down from your Gunship. Turn around and look for one
of those squares indicating that you can scan it. Switch to your Scan Visor,
by the way. Scan your Gunship for a new research entry.

NEW RESEARCH LOG: Gunship

Hunter-class gunship registered to Samus Aran. You can return to your ship to
recharge energy, reload weapons and save progress in the game.

Head a little to the right and you'll notice a small cave with red lights and
some sort of curvy weed things. Scan them for a new Creature entry.

NEW CREATURE LOG: Tangle Weed

Plant life with basic sentience. Retracts into ground if threatened. Tangle
Weeds are only dangerous to small organisms. They are covered in tiny barbs
designed to trap potential meals. Tangle Weeds lack the strength to do
anything more than hinder larger life-forms.

Go back to your ship and face away from the front of it. On the left side of
your screen you should see a path leading up behind a magnificently flowing
waterfall. Head left to that path and jump from rock to rock. Once you're
behind the waterfall, follow the platforms around to the left to a door. Go
through it.

TEMPLE HALL

Look up to the ceiling to see another enemy. Scan it for its Creature entry.

NEW CREATURE LOG: Seedling

Plant-based ground feeder. Dorsal spines can be ejected in self-defense.

Shoot the three on the ceiling quickly. Go through the door at the end of the
hallway.

TEMPLE SECURITY STATION

Run forward until you see a strange-looking orange icon in front of you. Scan
it for your second Pirate Data entry.

NEW PIRATE DATA: Artifact Site

Once you've gotten that, head to the end of this room. Scan the weird thing
on the door for a new Log Book Entry.

NEW RESEARCH LOG: Missile Door Lock

There is a Blast Shield on the door blocking access. Analysis indicates that
the Blast Shield is invulnerable to beam weapons. Explosive weapons may
damage it.

Your Missile Launcher was damaged at the Space Pirate's Frigate and cannot be
used, so head back to the Landing Site now.

LANDING SITE

Go back to the front of your ship and face away from it. Go forwards to the
waters and turn left. Go forward, between the two rocks ahead. To your left
is a path. Go in here and through the door at the end of the path.

WATERFALL CAVERN

Switch to your Scan Visor and turn left. Scan one of the mushroom-looking
things for another Creature entry.

NEW CREATURE LOG: Blastcap

Volatile chemicals within this weed's toxic fungal cap may explode if
agitated. The poisonous flesh of the Blastcap helps keep it from being eaten.
It also detonates its fungal cap when it detects even the slightest contact.

Go back to the Landing Site.

LANDING SITE

Face the front of your ship and turn left. You'll see a door you haven't been
through yet, so go through it.

CANYON CAVERN

Walk into this room and some enemies will come out of the ground. Scan one
for a new Creature entry.

NEW CREATURE LOG: Beetle

Burrowing insect with a resilient carapace. Extremely aggressive. Insect's
massive mouth enables it to tunnel through solid rock at high speeds. Above
ground, Beetles can cover short distances rapidly. They attack anything that
moves near their lair.

Kill the Beetles by repeatedly shooting them. Pick up any energy pickups left
behind, turn left and go through the door here.

TALLON CANYON

To the left and up you'll notice a huge orange glowing bulb thing. Scan it
for a new Creature entry.

NEW CREATURE LOG: Sap Sac

Chemical reaction within sac produces violent explosion when agitated.
Because of its irresistible odor and sweet nectar, the Sap Sac was nearly
eaten out of existence. The evolution of an explosive chemical sac saved it;
now only brave or ingenious creatures dare to devour it.

Go forward and you'll see a new creature. Scan it.

NEW CREATURE LOG: Zoomer

Anchors itself to walls and other surfaces. Avoid contact with spikes. A
basic nerve center located directly above the Zoomer's mandibles detects
nutrients. Sharp spines protect it from casual predators, but the lack of a
reinforced carapace makes the Zoomer vulnerable to any indirect attacks.

Jump up the platforms where they were on after killing them. The third
platform will have a creature looking similar to a Zoomer. Scan it.

NEW CREATURE LOG: Geemer

Wall-crawling mollusk with retractable spikes. The Geemer is an evolutionary
offshoot of the Zoomer family. When threatened, it extends lethal spikes and
retracts its head deep into its armored carapace.

Ignore it. Jump onto the platform it's on. Turn right and follow the various
paths and platforms until you reach a door. Go through it.

ROOT TUNNEL

There's a big flower on the left--scan it.

NEW CREATURE LOG: Bloodflower

Able to eject toxic spores. Toxins are poisonous even to the Bloodflower
itself. Three mouth-nodules protrude beneath the stalk from the flower, each
with a rudimentary brain cluster and the ability to spew toxic fumes at
anything within a five-meter radius. The spores ejected from the stigma at
the center of the flower are sufficient to kill this creature if they explode
in its vicinity.

Turn around and head back through the door you just came from once you've
scanned it.

TALLON CANYON

Go off the platform and turn left. Kill the Beetles. Go through the door
ahead.

TRANSPORT TUNNEL A

Kill the Zoomers and go through the door ahead.

TRANSPORT TO CHOZO RUINS WEST

Scan the blue icon here and then step into the hologram to be transported to
the Chozo Ruins.

TRANSPORT TO TALLON OVERWORLD NORTH

Head through the door ahead.

RUINS ENTRANCE

Kill the Beetles. Go to the only door in the room, but before you go through
it, look near it and scan the weird symbols above to get the first Chozo Lore
entry.

NEW CHOZO LORE: Fountain

(For further information on Chozo Lore logs, go to the Log Book section of
the guide.)

Now head through the door.

MAIN PLAZA

Go forward and kill the Beetles. Walk across the half-pipe and jump up the
stairs. Head a bit to the right and continue on. When you get to the wall,
turn left and jump up the rubble. To the left, across the platforms. Turn
left and head across the bridge. At the end of the bridge, look up and scan
for another Creature entry.

NEW CREATURE LOG: Hive

Structure: War Wasp Hive. Primary War Wasp dwelling. Only vulnerable to heavy
weaponry. War Wasps build their homes over existing crevices, using whatever
materials are close at hand. They carry building fragments back to the
construction site with their forelegs and glue them into place with adhesives
secreted from their abdomens.

Turn right and go through the door.

RUINED FOUNTAIN ACCESS

See that swarm? Scan the orange square on it.

NEW CREATURE LOG: Scarab

Exploding parasites that can embed their bodies in solid rock. Scarabs think
nothing of sacrificing themselves for the safety of their swarm. When a
hostile life-form is sighted, they block its progress by embedding themselves
in floors and walls. Embedded Scarabs violently self-destruct when
threatened.

Run out of the room.

MAIN PLAZA

Go forwards and jump down. To your left is a door you haven't been through,
so head through it.

NURSERY ACCESS

Go through the tunnel, kill the Scarabs, and head through the next door.

EYON TUNNEL

Scan the weird thing in front of you that is shooting a green laser out of
its eye, its only body part.

NEW CREATURE LOG: Eyon

Immobile organisms entirely composed of ocular tissue. Capable of launching
sustained energy beams when active, the Eyon is sensitive to light and will
close shut if a bright flash ignites nearby.

Shoot one and run past it. Shoot another one and run past it. You'll have to
manually aim. Once you're past all five, head through the next door.

RUINED NURSERY

Head a little to the right and go towards the far wall. Kill the Beetles,
then look for another weird shape that has more weird symbols like before.
Remember, a new [Chozo Lore] entry was downloaded into your Log Book? Scan
this one.

NEW CHOZO LORE: Exodus

Turn around and head up the stairs to your left. When you see some flying
creatures that look like wasps, scan one for another Creature entry.

NEW CREATURE LOG: War Wasp

Airborne insect equipped with a venomous stinger capable of shearing steel.
The War Wasp rarely strays far from its hive unless it is pursuing an
immediate threat. It attacks with no regard for its own survival, dive-
bombing its enemy with its stinger extended. Fast-working toxins from the
stinger can incapacitate most small organisms.

Kill all of them, kill all the Beetles, then walk past the door on the wall
to the right. Jump to the platform on your left, turn right, and head through
the door.

SAVE STATION 1

Welcome to your second Save Station! Walk into the hologram and your progress
will be saved. Also, if you didn't scan the Save Station on the Space
Pirate's Frigate, now's your chance. Once you're done, head back through the
door.

RUINED NURSERY

Turn left at the end of this platform and go through the new door.

NORTH ATRIUM

Kill the Scarabs and go through the next door.

RUINED GALLERY

Kill the War Wasps above. Jump along the platforms to the right. Be careful,
because the water is toxic. Once you've reached the door, go through it.

TOTEM ACCESS

Around the corner is something to scan.

NEW CREATURE LOG: Plazmite

Small insect capable of storing and releasing thermal energy. Plazmites are
attracted to sources of heat, thriving on energy present there. They emit
light when hunting, and will expel small bursts of thermal energy when
threatened.

Shoot it and keep going down the tunnel. Kill the Plazmites as you continue
down the tunnel. Blow up the crate here. A red ball that looks like Small
Energy will come out. Before getting it, scan it.

NEW RESEARCH LOG: Large Energy

Replenishes 20 units of energy.

Don't worry if you don't scan it; there are plenty of others. Go through the
door at the end of this room.

HIVE TOTEM

Make your way across the platforms, being sure not to touch the toxic water.
Once you reach the middle platform, turn left and start walking across the
bridge. Watch the cut-scene ensue. The big mechanism over there will spit out
a new kind of wasp. Scan both a wasp and the mechanism. Look underwater to
scan the mechanism.

RED ALERT!
RED ALERT!
RED ALERT!
Make sure you scan the Ram War Wasps and Hive Mecha! This is your only
chance! Re-scan if you die during the battle!
RED ALERT!
RED ALERT!
RED ALERT!

Alerts: 5/18
Yellow Alerts: 2/7
Red Alerts: 3/11

NEW CREATURE LOG: Ram War Wasp

Airborne predator. Circles its prey and then strikes. The War Wasps are the
only species on Tallon IV to evolve a true hive mind. Nesting in damp, dark
places, Ram War Wasps emerge in small groups when threatened and circle their
enemy at high speeds, disorienting it. Striking from all sides as a single
intelligence, they can fell huge organisms.

NEW CREATURE LOG: Hive Mecha

Security unit programmed to work with predatory hive dwellers. A design flaw
makes the shielding on Hive Mecha weak around their access ports. These units
are second-generation combat drones, able to interface with organic units at
a higher level. They train, shelter, and work with hive-dwelling predators.
Unarmed, they rely on their hive beasts to handle any threats.

************************************************************************
BOSS FIGHT #2: Ram War Wasps and Hive Mecha

This fight is easy. At the start, the Hive Mecha will release Ram War Wasps.
Shoot as many of them as you can. The remainder of them will circle around
you. When they stop circling, shoot them. Then turn back to the Hive Mecha.
Part of it will be glowing red. Shoot this part until it explodes. Repeat
this process until the Hive Mecha blows up. You'll have to do this three
times.
************************************************************************

It will show something that looks like a missile. Run over and get your piece
of equipment!

------------------------------------------------------------------------
NEW SECONDARY EQUIPMENT: Missile Launcher
------------------------------------------------------------------------
The Missile Launcher adds ballistic weapon capability to the Arm Cannon.

Press the Y Button to fire the Missile Launcher. Press the A Button to return
to Beam mode.

Samus's Notes:

Missiles fired with a lock-on will seek their targets.

Missiles can destroy objects made from Radion or Brinstone.

There are Charge Combo enhancements scattered throughout the environment.
They use the Missile Launcher and the Charge Beam in tandem to fire more
effective blasts.

Each Missile Expansion you find will increase the number of Missiles you can
carry by 5.
------------------------------------------------------------------------

/-------------------------------\
|VIII-03: Getting the Morph Ball|
\-------------------------------/

You're still in the Hive Totem. Shoot the Missile Shield off the door ahead
and shoot the door with the Power Beam (your normal weapon) to open it.

TRANSPORT ACCESS NORTH

Hovering over some Tangle Weeds ahead is an item you haven't seen yet. Run
into it to get it.

------------------------------------------------------------------------
NEW SUIT ITEM: Energy Tank
------------------------------------------------------------------------
The Energy Tanks increase the power level available to your Suit's defense
screens.

Samus's Notes:

Each Energy Tank increases your Suit's energy by 100 units. The more energy
your Suit has, the longer you can stay alive.

You can fully recharge your Energy Tanks at Save Stations. Your gunship has
this capability as well.
------------------------------------------------------------------------

Energy Tanks: 1/14
Missile Expansions: 0/49
Power Bomb Expansions: 0/4

Those are the pickups that you must collect all of to get a bonus Image
Gallery.

Now use your map to make your way all the way back to the Ruined Gallery.

RUINED GALLERY

Look at the map for a gray door. Go to this door to find that gray means it
has a Missile shield on it. Break the shield and head through the door.

MAP STATION

If you didn't scan the Map Station on the Space Pirate's Frigate, scan this
hologram BEFORE you walk into it. Anyway, step into the hologram to download
the map for Chozo Ruins. Now head out of this room.

RUINED GALLERY

Make your way back to the Main Plaza. You can also pass by Save Station 1 on
the way if you want to.

MAIN PLAZA

Look at your Map. Find the gray door. Go to it, shoot off the Missile Shield,
and go through the door.

RUINED SHRINE ACCESS

Avoid the two swarms of Scarabs in this tunnel, then head through the next
door.

RUINED SHRINE

Jump up the steps and get over the half-pipe thing. Jump down to the other
side and a bunch of Beetles will come out of the ground. This will be
challenging because of how little you are equipped with, but just keep
moving. Jump over them if they've cornered you. Once you've killed them all,
a new foe will emerge. Scan it.

NEW CREATURE LOG: Plated Beetle

Well-armored burrowing insect. Vulnerable only in the read abdomen.
Creature's thick cranial plating can repel frontal attacks. This gives it an
advantage in combat, allowing it to make ramming attacks. Only surfacing when
it detects vibrations above, it then maneuvers itself so as to always face
its rival, keeping its exposed abdomen protected.

Lock on to it. Carefully strafe, waiting for it to charge. When it does
charge, shoot its red abdomen. Repeat until it dies. Now jump up and get your
new equipment. It's the Morph Ball!

------------------------------------------------------------------------
NEW MORPH BALL EQUIPMENT: Morph Ball
------------------------------------------------------------------------
The Morph Ball changes your suit into a compact, mobile sphere.

Press the X Button to enter Morph Ball Mode.

Press the X Button again to leave Morph Ball Mode.

Samus's Notes:

Like the Power Suit, the Morph Ball is modular. There are several
modifications that can be added to improve performance.
------------------------------------------------------------------------

/--------------------------------------\
|VIII-04: Getting the Artifact of Truth|
\--------------------------------------/

Now, when you first acquire the Missile Launcher, you can only carry five
Missiles. The full capacity is 250. How do you expand? By collecting Missile
Expansions. There are a total of 49 strewn about Tallon IV, and each
Expansion increases your capacity by 5, which you already know if you did the
math. We're going to get some right now. Head to the Ruined Gallery.

RUINED GALLERY

Stand near the door that goes to the North Atrium. Look away from it. Now, in
the bottom left corner of the screen, you should notice that the wall looks a
bit different then the surrounding wall. Shoot it with a Missile, jump down
and collect your very first Missile Expansion.

Energy Tanks: 1/14
Missile Expansions: 1/49
Power Bomb Expansions: 0/4

Now go to the Landing Site at the Tallon Overworld. Use the transport you
used to get to the Chozo Ruins to get back.

LANDING SITE

You can save in your Gunship if you want. Okay, head a little to the right,
behind your ship. You should notice a small cave with red lights inside.
Switch into Morph Ball Mode and roll in to find a Tangle Weed-infested cave
with a Missile Expansion near the middle.

Energy Tanks: 1/14
Missile Expansions: 2/49
Power Bomb Expansions: 0/4

Now head to the Waterfall Cavern.

WATERFALL CAVERN

Go to Morph Ball mode near the farthest wall in this room and you should see
a little tunnel. Roll through. Remove the Missile Shield and go through the
door.

FRIGATE CRASH SITE

You should see two creatures ahead of you. Scan them from fairly far away (so
they don't fly away) for a new Creature entry.

NEW CREATURE LOG: Flying Pirate

Pirates trained and equipped for airborne assault. Flying Pirates are
extremely agile in the air, but the heat signatures of their jet packs can be
tracked with Thermal Imaging. While their Missiles are extremely potent,
their jet packs can be even more so. If the pack fails, they will make a
suicide strike.

Remember the Temple Security Station? Go back there. It's in the Tallon
Overworld, where you are now.

TEMPLE SECURITY STATION

Now that you have the Missile Launcher, you can remove the Missile Shield at
the end of this hallway. Do so and go through this door.

TEMPLE LOBBY

Go through the far door.

ARTIFACT TEMPLE

Turn right and scan the symbols on the far wall.

NEW CHOZO LORE: Statuary

Go to the opposite hallway and scan the symbols here.

NEW CHOZO LORE: Binding

Turn left and run down the ramp. You'll see a bunch of pillars, and some sort
of blue icon underneath the pillar in the middle. Run into it to collect it.

------------------------------------------------------------------------
NEW ARTIFACT ACQUIRED: Truth
------------------------------------------------------------------------
Artifact acquired. This is the Artifact of Truth.
------------------------------------------------------------------------

/------------------------------------\
|VIII-05: Getting the Morph Ball Bomb|
\------------------------------------/

Scan as many pillars as you can to get the following Artifact hints:

NEW ARTIFACT HINT: Strength

NEW ARTIFACT HINT: Elder

NEW ARTIFACT HINT: Wild

NEW ARTIFACT HINT: Lifegiver

NEW ARTIFACT HINT: Chozo

NEW ARTIFACT HINT: World

NEW ARTIFACT HINT: Spirit

Now head back to the room where you fought the Hive Mecha for the Missile
Launcher earlier. This is in the Chozo Ruins.

HIVE TOTEM

Head through the door you had to blast the Missile Shield off of earlier.

TRANSPORT ACCESS NORTH

Get into Morph Ball Mode and roll through the small hole directly in front of
you. Use the moving platforms that are moving up and down to progress upward.
Now roll through the next hole and go through the door. Get out of Morph Ball
Mode after rolling through the hole, by the way.

TRANSPORT TO MAGMOOR CAVERNS NORTH

Scan the blue icon to activate the transport, but don't go in it yet. Head
through the door to the right of where you entered.

VAULT ACCESS

Go right and morph. Get into Morph Ball Mode is what that means. Use the
moving platform to get up and roll through the next tunnel. De-morph (get out
of Morph Ball Mode) and jump up the stairs, then morph and roll through the
next tunnel. De-morph and go through the next door.

VAULT

Scan the symbols on the wall to the right for a new Chozo Lore entry.

NEW CHOZO LORE: Beginnings

Go through the next door.

PLAZA ACCESS

Go through the next door.

MAIN PLAZA

On the ledge just ahead of you is another Energy Tank!

Energy Tanks: 2/14
Missile Expansions: 2/49
Power Bomb Expansions: 0/4

Fall off and go to the room that is called Ruined Fountain Access.

RUINED FOUNTAIN ACCESS

Roll quickly through the tunnel so as to get under the blocking branches and
to avoid the Scarabs. At the end, get out of Morph Ball Mode and go through
the next door.

RUINED FOUNTAIN

If you kill the Plazmites in this room, it will be very difficult to see, so
don't attack them if they don't attack you. Look behind the fountain spewing
toxic water to see some weird symbols.

NEW CHOZO LORE: Hatchling

Face the door you came from and turn 90 degrees right. Go through that door.

ARBORETUM ACCESS

Switch to your Scan Visor. As soon as you walk around the corner, scan one of
the creatures that is spinning around.

NEW CREATURE LOG: Shriekbat

Territorial ceiling-dweller. Body temperature peaks at 121 degrees
centigrade. Shriekbats have high internal temperature, making them easy to
spot with thermal imaging. They roost on cave ceilings while hunting for
small prey. Fiercely territorial, they dive-bomb anything that wanders near.

Kill them by shooting them quickly. Remove the Missile Shield ahead with a
Missile, and then go through the door.

ARBORETUM

Turn left and scan the vine thing that is moving around for a new Creature
entry.

NEW CREATURE LOG: Reaper Vine

Powerful rock-dwelling tentacle. A single eye upon the Reaper Vine keeps a
constant vigil, but its vision is limited to 10 meters. A scythe-like
appendage on its tip is honed to lethal sharpness. The Reaper Vine will swing
this blade wildly at anything that enters its zone of perception.

Lock on to it and shoot it once to make it retract. Jump onto the platform it
was "guarding," then lock on and shoot the next one. Jump onto the platform
it was hovering above, now jump to the right on the platforms encircling the
tree. Keep jumping up these platforms until you reach a wooden bridge. Cross
it and turn left. Retract the two Reaper Vines here, then continue on to the
door at the bottom of this ramp. Go through it.

GATHERING HALL ACCESS

Walk through the small tunnel and go through the door at the end of the
tunnel.

GATHERING HALL

Go right and up the ramp. Remove the Missile Shield and open the door.

SAVE STATION 2

Save your game if you want to (and scan the Save Station hologram if you
haven't yet) and then head back into the Gathering Hall.

GATHERING HALL

Kill the Shriekbats and jump onto the platform to your left. Turn right and
continue jumping up the platforms, killing the Blastcaps and Shriekbats as
you go. Once you reach a certain platform, you'll see a small tunnel with red
lights inside. Morph, roll through, and de-morph. Shoot the Shriekbats, and
then jump to the platform across from you. Go through the door here.

EAST ATRIUM

Progress through the room, killing the various Shriekbats as you go, and then
enter the door at the end of the tunnel.

ENERGY CORE ACCESS

Head forward and shoot the Eyons to close them. When you reach the end, go
through the door.

ENERGY CORE

Walk to the very edge of the platform you're on to see a strange-looking door
in the distance. Scan it for a new Research entry.

NEW RESEARCH LOG: Locked Door

Lock system engaged. Secure the area to unlock door.

Make sure you scan one of these. I think they're too common to be a yellow
alert, though. Turn around and head to the right. Jump across the toxic water
and morph and roll through the tunnel.

BURN DOME ACCESS

Roll through and enter the door at the far wall.

BURN DOME

Scan the big metal thing in front of you.

RED ALERT!
RED ALERT!
RED ALERT!
Make sure you scan the Incinerator Drone and Barbed War Wasps! This is your
only chance! Re-scan every time you die!
RED ALERT!
RED ALERT!
RED ALERT!

Alerts: 6/18
Yellow Alerts: 2/7
Red Alerts: 4/11

NEW CREATURE LOG: Incinerator Drone

Programmed for high temperature waste disposal. Device schematics indicate a
high risk of malfunction when internal power core is damaged. It has minimal
combat programming, but can defend itself if necessary. This drone's intense
heat blasts compensate for its lack of battle prowess.

Now shoot it some (more detail below) and it'll blow fire into a hive and
some wasps will come out. Make sure to scan one of them.

NEW CREATURE LOG: Barbed War Wasp

Airborne insect with the ability to launch its stinger at prey. A highly
aggressive member of the War Wasp family, this insect can propel the tip of
its stinger up to 20 meters. The stinger tips regrow seconds after launch and
contain an acidic compound designed to predigest prey.

************************************************************************
BOSS FIGHT #3: Incinerator Drone and Barbed War Wasps

Again, another easy boss fight. The Incinerator Drone will now start firing
some flames, rotating as it does so. Lock on and strafe around it until its
top, with a red light glowing on two sides of it, comes out. Shoot the red
part until it malfunctions and fires into the hives above. Some Barbed War
Wasps will come out. Kill them and continue with the Incinerator Drone.
Repeat this process a few more times to defeat it.
************************************************************************

Once the Incinerator Drone is gone, collect the new equipment in the middle
of the room. It's the Morph Ball Bomb!

------------------------------------------------------------------------
NEW MORPH BALL EQUIPMENT: Morph Ball Bomb
------------------------------------------------------------------------
The Morph Ball Bomb is the default weapon for the Morph Ball.

Press the A Button when in Morph Ball Mode to drop a Morph Ball Bomb.

Samus's Notes:

The Morph Ball Bomb can be used to break cracked walls and activate certain
devices.

If the Morph Ball is near a Morph Ball Bomb when it explodes, it will be
popped a short distance into the air. This is called a Bomb Jump.

When a Morph Ball Bomb explodes, it must be close to the enemy to be
effective.

The Morph Ball Bomb can easily break items made of Sandstone or Talloric
Alloy.
------------------------------------------------------------------------

/--------------------------------\
|VIII-06: Getting the Charge Beam|
\--------------------------------/

It's time to put your newly found Morph Ball Bomb to work! In this room, look
around for a tunnel blocked by some sort of material. Bomb this wall off.
Roll through the tunnel and collect your third Missile Expansion.

Energy Tanks: 2/14
Missile Expansions: 3/49
Power Bomb Expansions: 0/4

Now head back to the Gathering Hall.

GATHERING HALL

Go to the door opposite the Save Station 2 door. Go through this one,
watching out for the nearby Blastcaps.

WATERY HALL ACCESS

Go down the tunnel and kill the Shriekbats. Get on the little "island"
between the two ramps. Turn left and shoot the wall with a Missile and get
your Missile Expansion.

Energy Tanks: 2/14
Missile Expansions: 4/49
Power Bomb Expansions: 0/4

Now head up the ramp and through the next door.

WATERY HALL

Shoot the Blastcaps on the platform to the left and jump over there. Look to
the right of the door you entered from and scan what appears to be a runic
symbol. There are a total of four in the room, and you need to scan all of
them.

Turn around and shoot the boxes underneath the Reaper Vine. Then retract the
vine and jump over there. Jump to the platform to the right. Kill all the
Blastcaps on the next platform and then scan the ground where they were.
That's two runic symbols scanned!

Jump to where you scanned the first symbol and jump across the platforms, one
by one. Scan the runic symbol on the wall near the crate. You only have one
more to go!

Okay. Jump around on the platforms, attempting to progress sort of up and
right, until you see a big gate with three runic symbols glowing and one with
no light. Turn right and scan the last runic symbol. Now scan the new runic
symbol on the gate and it will fall down.

Jump in there and get what's at the end of the tunnel. The Charge Beam!

------------------------------------------------------------------------
NEW SECONDARY ITEM: Charge Beam
------------------------------------------------------------------------
The Charge Beam allows you to increase the the damage and effectiveness of
the Arm Cannon.

Press and hold the A Button to charge the Arm Cannon, then release the A
Button to fire.

Samus's Notes:

The Charge Beam has a limited "tractor beam" capacity. Use it to pull small
objects to you.

There are Charge Combo Enhancements scattered throughout the environment.
They use the Charge Beam and the Missile Launcher in tandem to fire more
effective blasts.

The Charge Beam increases the performance of each Arm Cannon mode.
------------------------------------------------------------------------

/-------------------------------\
|VIII-07: Getting the Varia Suit|
\-------------------------------/

Ignore the Eyons in front of you. Turn around to where the Charge Beam was
and look slightly above to see some weird symbols. Scan them for a new Chozo
Lore entry into your Log Book.

NEW CHOZO LORE: Meteor Strike

Now look in this area for a Morph Ball tunnel blocked by some sort of
material. Morph and bomb the material off. Roll through and de-morph. Remove
the Missile Shield and go through the door.

DYNAMO ACCESS

Use a Missile on the door at the end of the tunnel to remove the Missile
Shield, then shoot it with the Power Beam and go through.

DYNAMO

Look to the right of where you came in to notice some sort of gate. Shoot it
with a Missile and collect your Missile Expansion.

Energy Tanks: 2/14
Missile Expansions: 5/49
Power Bomb Expansions: 0/4

Now go all the way back to the Energy Core.

ENERGY CORE

Go left from the start and follow the path until you see a Morph Ball tunnel.
Turn right and scan for a new Creature entry.

NEW CREATURE LOG: Stone Toad

Preys on creatures smaller than itself. Vulnerable only from within. A Stone
Toad is able to remain still for days. It preys upon creatures smaller than
itself, inhaling them whole. Anything it finds undigestable, it regurgitates.
Stone Toads use their tusks as a last resort in combat.

Morph in front of it. Let it eat you and bomb it to kill it. This will open a
new way, so go through. There'll be some wires beating with energy, feeding
some sort of blue circular slot on the wall. Scan this slot for a new
Research Entry.

NEW RESEARCH LOG: Morph Ball Slot

Standard Morph Ball slot. Inserting the Morph Ball and detonating a Bomb will
usually cause these slots to send electrical impulses that can activate
different kinds of devices.

Morph and use a Bomb Jump to get inside the Morph Ball Slot. Push A to lay
another bomb and you will activate something. It happens to be a toxic water
drain. Yippee! But only temporarily. You must get to another Morph Ball Slot,
quickly! The side of the room opposite you entered has a hole in it, so go
ahead and roll through.

Once you hit the ground, roll over to the next slot, which is directly in
front of you. Use another Bomb Jump to rocket up into the slot, and activate
it with another bomb. This time, you raised up some platforms, giving you
access to a whole new area. Go to the door that you entered the Energy Core
in.

Look away from the door and you should see the platforms. Jump up them and
through the opening on the left wall. Follow this passage to the right to
find the final Morph Ball Slot. Activate it, quickly! This will raise two
more platforms. If you were too slow, repeat what is listed above.

Hop up your new platforms to find a new door. Go through.

WEST FURNACE ACCESS

Go to the next door.

FURNACE

Morph and roll through the tunnel you see in front of you. Once you're
through, use a Bomb Jump to get to the entrance of the next tunnel. Roll
through here and the end of it will dump you into a small room. This room has
an Energy Tank in the middle! Get it!

Energy Tanks: 3/14
Missile Expansions: 5/49
Power Bomb Expansions: 0/4

Now go all the way to the Ruined Shrine in the Chozo Ruins.

RUINED SHRINE

Morph and roll through the hole. De-morph and kill the Beetles. A small
tunnel is blocked off to your right. Bomb it and get a Missile Expansion!

Energy Tanks: 3/14
Missile Expansions: 6/49
Power Bomb Expansions: 0/4

Now head to the Ruined Nursery.

RUINED NURSERY

Face away from the door that takes you to the North Atrium. Walk forward a
bit, but don't fall off. Now turn left and run up to the wall. Morph and you
should now see the small tunnel. Bomb Jump up to get started. Continue going,
blowing up the Sandstone blocks as you go, until you reach a dark block. Go
back to the entrance and de-morph once you're out. Now, fall off the platform
to the slightly elevated platform below you.

Look at the wall to see an alternate entrance. Go in and Bomb Jump up. Bomb
the Sandstone block here to make the dark block fall, then go back to the
higher entrance and progress through the entire mini-maze. At the end of this
confusing tunnel is a well-earned Missile Expansion.

Energy Tanks: 3/14
Missile Expansions: 7/49
Power Bomb Expansions: 0/4

Now go to the Ruined Gallery.

RUINED GALLERY

Face away from the door that leads into the Map Station. You should see a
slightly elevated hole on the wall. Morph and Bomb Jump into the hole. Roll
through and collect your Missile Expansion.

Energy Tanks: 3/14
Missile Expansions: 8/49
Power Bomb Expansions: 0/4

Go to the Vault.

VAULT

Face away from the door that goes to the Plaza Access. You'll see three
circular slots, all sort of blocked up, with blue lights glowing. You need to
get into each of these slots and lay a Bomb to de-light the light. The first
one is easy. Just roll over, bomb the blockage, then roll in and lay a Bomb
to get rid of the light.

The next two aren't so easy, seeing as how you can't just roll in. You have
to Bomb Jump in. The second one is still pretty easy. Bomb Jump up, lay a
bomb at the top of your Bomb Jump, and you'll get rid of the blockage. Now
Bomb Jump up again and bomb again to get rid of the blue light.

The third one is hard. There's no blockage, but it's still hard. Now, you
need to do a difficult task. You need to Double Bomb Jump. How do you do
this? Lay a bomb. Just before this bomb explodes, lay another bomb in exactly
the same place. When you're shooting up, lay yet another bomb. If done
correctly, you will lay, lay, bounce, lay, fall, bounce, bounce and get in
the slot.

If you're having problems doing this (which is perfectly understandable)
you're laying the second bomb too early or the third bomb too late. It is
very difficult to lay the second bomb too late or the third bomb too early.
Lay the third bomb EARLY. It's surprising how early you have to lay the third
bomb the first time you pull it off. When you finally do, make sure to tilt
the Control Stick in the direction of the slot, so that you go in! Lay a bomb
in here and the light will go away. You will now have access to a Missile
Expansion. Go ahead and get it.

Energy Tanks: 3/14
Missile Expansions: 9/49
Power Bomb Expansions: 0/4

Oh, yeah. If you thought this was hard, watch out. There is an Energy Tank
which you have to do THREE Double Bomb Jumps, and in immediate succession,
never failing, to obtain. Anyway, go to the Arboretum.

ARBORETUM

From the entrance point, turn right. You should see some red-tipped weeds.
You can't scan them at this particular time, but you can later. Shoot them to
make them go down and then scan where they were. This will activate the first
of four runic symbols. Remember? Now turn left and jump up the steps
encircling the tree until you reach the wooden bridge. Once you're on it,
turn to the tree and scan to activate the second runic symbol. Cross the
bridge and turn right. Kill any enemies, then morph and blow up the
hindrances in the Morph Ball tunnel as you progress. Once you're through, de-
morph.

The next runic symbol is directly in front of you, so go ahead and scan it.
Jump up the steps and scan the red-tipped weeds for a new Creature entry.

NEW CREATURE LOG: Venom Weed

Poisonous plant that retracts into the ground if threatened. Venom Weeds
evolved to thrive in the habitats of large organisms. They lure prey with
brightly colored leaves, then detain it with tiny barbs that deliver a
powerful toxin. Venom Weeds rapidly decompose anything that succumbs in their
midst.

Shoot them to make them go down into the ground, then roll through the Morph
Ball tunnel. De-morph and jump up the steps. Turn around and jump up these
steps. You'll see a gate with three runic symbols glowing. Face the big tree
and you'll see the last, so go ahead and scan it. The gate will open to
reveal a blocked tunnel. Morph and blow it up, then roll through. Remove the
Missile Shield and go through the door after de-morphing.

SUNCHAMBER LOBBY

Shoot the Venom Weeds and Reaper Vines and get through the next door.

SUNCHAMBER ACCESS

Shoot the Venom Weeds and Reaper Vines and get through the next door.

SUNCHAMBER

It's another boss fight! Scan both Flaaghra and a Flaaghra Tentacle for new
Creature entries. To scan Flaaghra, look up at his head and get close. To
scan a Flaaghra Tentacle, scan one of the tentacle-looking things in one of
the tunnels around the room.

RED ALERT!
RED ALERT!
RED ALERT!
Make sure you scan both Flaaghra and a Flaaghra Tentacle! This is your only
chance! Re-scan every time you die!
RED ALERT!
RED ALERT!
RED ALERT!

Alerts: 7/18
Yellow Alerts: 2/7
Red Alerts: 5/11

NEW CREATURE LOG: Flaaghra

This mutant plant is the source of toxic water in the Ruins. Flaaghra's
growth cycle has been rapidly accelerated. As a result, it requires near-
constant solar exposure to remain active. This exposure has made Flaaghra's
outer shell thick and durable. Its lower root system is unprotected and
vulnerable, however. Exploit this flaw when possible. Concentrated weapon
fire can daze it for short periods.

NEW CREATURE LOG: Flaaghra Tentacle

One of Flaaghra's tentacles fills this narrow drainage channel. Analysis
indicates that Flaaghra's central nervous system is located at the base of
this structure.

************************************************************************
BOSS FIGHT #4: Flaaghra

This is harder then your previous boss fights, but it is still easy. Okay. At
the start, there is one sort of satellite thing shining solar energy on
Flaaghra. His Creature Log says that he requires near-constant solar exposure
to remain active. So, you need to point that solar energy away from him.

But first, his attacks. Flaaghra has two attacks. He can fire some sort of
disgusting green stuff from his mouth, and he can lunge down and block your
path with some poisonous plants that disappear before too long. Running into
a Flaaghra Tentacle will also hurt you.

Here's how to beat it. Run over to the thing shining light on it. Strafe
over, while locked on to Flaaghra, I should say. When you reach the light-
shiner, shoot the red dot located on the bottom outside of it. Shoot it
repeatedly until Flaaghra collapses. Now roll into one of the drainage
tunnels that the tentacles just retracted from, roll to the end and lay a
Morph Ball Bomb. This will hurt Flaaghra, but not kill him.

Okay, now two light-shiners are shining on him. Shoot one up and then shoot
him to momentarily daze him as you hurry to the other. When he collapses,
repeat the process you did before. Now three are shining on him, so make sure
you're always shooting him if you're not shooting a shiner. Then four, so
REALLY make sure you're almost always shooting him. The almost is for when
you're shooting shiners.

Anyway, once you bomb the end of the drainage tunnel after pointing four
shiners up, you have defeated Flaaghra!
************************************************************************
Jump up the nearby steps to collect your new equipment!
------------------------------------------------------------------------
NEW SUIT: Varia Suit
------------------------------------------------------------------------
The Varia Suit adds increased heat resistance to the Power Suit.

Samus's Notes:

This modification increases your defensive shielding.

While the Varia Suit can handle higher temperatures then normal, extreme heat
sources and heat-based attacks will still cause damage.
------------------------------------------------------------------------

/-------------------------------\
|VIII-08: Getting the Boost Ball|
\-------------------------------/

Jump up the steps and go through the door in front of you.

SUN TOWER ACCESS

Go through the room until you reach some crates. Shoot them. Two will give up
Missile Ammunition, and two others will give up a new type of energy. Scan
one for a new Research entry.

NEW RESEARCH LOG: Ultra Energy

Replenishes 100 units of energy.

Walk forward and you'll see a new enemy dropping bombs, so scan it.

NEW CREATURE LOG: Pulse Bombu

Life-form of raw energy. Periodically releases explosive segments from its
body. Pulse Bombus are energy beings, invulnerable to most known weapons.
Electrical energy can harm them, however. They lack any intelligence beyond
instinctive attraction to charged energy sources. Pulse Bombus produce energy
constantly. All excess energy is shed, regardless of who or what may be
nearby.

Electrical energy can harm them. This means the Wave Beam, which you do not
have yet. Just run past it, or charge it towards you and then run past, which
makes it not drop any explosives for awhile. Go through the next door.

SUN TOWER

Jump to the bottom and look around for some weird symbols. Scan them for a
new Chozo Lore entry.

NEW CHOZO LORE: Contain

Now head through the exiting door.

TRANSPORT TO MAGMOOR CAVERNS NORTH

If you followed the guide, then you'll have already activated this transport.
If not, do so, and then step into the hologram to be taken into the Magmoor
Caverns, which you didn't go to before because they're hot, and you didn't
have the Varia Suit before.

TRANSPORT TO CHOZO RUINS NORTH

Head through the door.

BURNING TRAIL

Kill the Shriekbats as you go, then turn left after awhile to find a door. Go
through.

SAVE STATION MAGMOOR A

Save your game if you want to, then head back out. Scan the Save Station
hologram if you haven't yet, also.

BURNING TRAIL

Continue following the trail in the direction you haven't been in yet,
killing the Shriekbats as you go, until you reach a platform with a new
Creature. Scan it for more Log Book information.

NEW CREATURE LOG: Grizby

Subvolcanic carrion feeder. Carapace can be breached by Missiles. The
Grizby's carapace has been fused together by superheated air. This barrier
stands up to everything but concussive blasts. Its intelligence is limited to
instinctive scavenging patterns.

Shoot it with a Missile to kill it, then jump across and go through the next
door.

LAKE TUNNEL

Kill the two Grizbys and then jump across. Also watch out for the flame-
blowing machines. There are two, and each are pointing just above the two
platforms. When they turn off, jump across as fast as you can so as to suffer
minimal damage. Now, you should see some sort of dirt tunnel movement. Scan
it for a new Creature entry.

NEW CREATURE LOG: Burrower

Tunneling insect predator. The Burrower is similar to the Beetle, though it
prefers to spend more time underground. It seeks seismic disturbances, then
surfaces to attack. It has enough cunning to realize when something is too
large for it to handle; beyond that, it is fairly ignorant. What it lacks in
brains, it makes up for with aggression.

Wait for it to surface and then shoot it with the Charge Beam, or just ignore
it. Continue through the next door.

LAVA LAKE

It will now show a brief cut-scene. When this is over, scan the huge worm-
like thing in the lava after it comes out.

NEW CREATURE LOG: Magmoor

Fire-breathing serpent that dwells in lava. Magmoors prefer extreme heat
zones, and are susceptible to frigid attacks. Sightless, they navigate the
lava current using their sonar receptors. Magmoors have a keen sense of
smell, enabling them to pinpoint targets with startling accuracy.

Shoot him with four Charge Beams, then turn right and scan one of the
floating things.

NEW CREATURE LOG: Puffer

Unstable gas-filled organism. Will rupture on contact. Puffers fill their
bodies with lethal meta-viprium gas and float about in search of food. If
ruptured, the gas within the Puffer is violently released. Despite their
fragile bodies, Puffers are aggressive hunters. The gas cloud they release
upon death is often fatal to the creature that brings them down as well.

Shoot as many Puffers as you can from here, then jump across the various
platforms until you can see more. Eventually, another Magmoor will pop its
head out, so be sure to take care of him. Once everything besides you in this
room is dead, jump to safe ground and shoot the crates for some Energy and
Missiles. Now morph and bomb the wall that looks a bit strange to reveal a
tunnel. Roll to the end and bomb this wall. Once you're out of the tunnel,
de-morph and dispatch all the Puffers here. Jump across the platforms and go
through the next door.

PIT TUNNEL

Upon entrance, you'll notice some creatures crawling around on the level
below you. Scan one for a new Creature entry.

NEW CREATURE LOG: Triclops

Hard-shelled creature with powerful jaws. The Triclops is a hunter-gatherer.
It collects small bits of creatures and foodstuff, then deposits them
elsewhere for later consumption. The hard tripartite mandibles it uses to
move earth and rock are quite strong and difficult to escape once ensnared.

Morph and roll down the ramp. Avoiding the Triclops, roll to the other side.
De-morph and go through the door.

TRICLOPS PIT

Jump down the step ahead. Destroy the crates to your right for some meager
supplies, then jump off again. You'll see a small cave with red lights
inside, so go ahead and morph and roll into it. Roll through here, avoiding
or killing (make them pick up a Morph Ball Bomb to kill them) the Triclops
until you reach another hole. Roll through here, de-morph, and go through the
door.

STORAGE CAVERN

Jump across the various platforms. At the end is another Missile Expansion.

Energy Tanks: 3/14
Missile Expansions: 10/49
Power Bomb Expansions: 0/4

Now head back into the Triclops Pit.

TRICLOPS PIT

Morph and roll back to the first hole. Roll through here and then get out of
Morph Ball Mode. Oh, I actually said something besides de-morph this late in
the walkthrough! How extraordinary! Anyway, go back to the Pit Tunnel door
and look for some platforms. Jump up them (the circular ones fall upon sense
of something standing on them) and go through the next door.

MONITOR TUNNEL

Kill the Puffers and then jump across the three moving platforms and go
through the next door.

MONITOR STATION

Kill all the Auto Turrets on the main structure, then look around for some
platforms. Jump up them and head through the door here.

SHORE TUNNEL

Go through the next door, ignoring the cracked glass in the middle of the
hexagonal glass tunnel. You'll deal with that later.

FIERY SHORES

Hop across the lava and get on the nearby platform. Wait for the flames to
turn off and then jump to the next platform. Kill this Magmoor, now go to the
platform where the Triclops is. Morph and kill it, then Bomb Jump into the
nearby Morph Ball tunnel. Once you're through, bomb the crates and roll
through the nearby Morph Ball passage. Bomb Jump up the elevator shaft-
looking thing, using the small platforms, until you reach a small Morph Ball
catwalk. Roll until you reach a wall. Bomb Jump up and then roll across the
rest of the catwalk for a Missile Expansion.

Energy Tanks: 3/14
Missile Expansions: 11/49
Power Bomb Expansions: 0/4

Roll off the side of the catwalk and kill the Triclops on this platform. De-
morph and jump back to the platform with the Morph Ball hole. Roll through,
now look away from the crates to find another passage. Jump across, being
cautious of the flames, and go through the door.

TRANSPORT TUNNEL B

Kill the Magmoor, morph and get on the rails. You can go as fast as you want,
don't worry, unless you purposely steer away. Now go through the next door.

TRANSPORT TO TALLON OVERWORLD WEST

Activate the transport by scanning the blue icon, and then walk into the
hologram to be taken to the Tallon Overworld.

TRANSPORT TO MAGMOOR CAVERNS EAST

Go through the only door in this room.

TRANSPORT TUNNEL B

Fall below the bridge and go directly under it for yet another Missile
Expansion.

Energy Tanks: 3/14
Missile Expansions: 12/49
Power Bomb Expansions: 0/4

Now go through the door.

ROOT CAVE

Go up the ramp and jump across the various platforms to reach a door.

ROOT TUNNEL

Kill the Bloodflower on the right, then head through the door.

TALLON CANYON

Go to the Landing Site.

LANDING SITE

Save and head back to the Transport to Magmoor Caverns East.

TRANSPORT TO MAGMOOR CAVERNS EAST

Step into the hologram.

TRANSPORT TO TALLON OVERWORLD WEST

Go back to the Monitor Station.

MONITOR STATION

Destroy the Auto Turrets, then head to the structure that they were on. Now
go up the nearby ramp. Jump across the platforms to your left and then go up
the next ramp. Kill this Auto Turret and jump to the platform just below you.
Jump to the broken bridge below you now. Go into the little structure with a
bunch of computer monitors. Go left and through this door.

TRANSPORT TUNNEL A

When you enter this mini-maze, stop over the first portion of the floor that
looks different. You now need to do a Double Bomb Jump. This is all for an
Energy Tank, by the way, so ignore if you're not up to the challenge of the
hardest Energy Tank to get in the game. And it's still easy, if you know how
to do it. The problem is, the discolored floor is destroyed when two bombs
have been detonated close to it. So, the first Double Bomb Jump needs to
work, or you'll fall into lava.

If it's successful, head left to the next discolored block. Double Bomb Jump
(if you fall you'll have to do the first one again also) and head left again
to the last discolored block you need to Double Bomb Jump at. Double Bomb
Jumping succesfully here will get you an Energy Tank.

Energy Tanks: 4/14
Missile Expansions: 12/49
Power Bomb Expansions: 0/4

Now head through the hole to the left in this mini-maze. Go through the door.

TRANSPORT TO PHENDRANA DRIFTS NORTH

Scan the blue icon and then step into the hologram.

TRANSPORT TO MAGMOOR CAVERNS WEST

Go through the only door in here.

SHORELINE ENTRANCE

Use your Charge Beam to destroy the icicles in front of you. Now go through
the door at the end of the tunnel.

PHENDRANA SHORELINES

After the brief cut-scene, look up in the sky. You should see some blue
streaks of light. Switch to your Scan Visor and scan one of these blue
streaks for a new Creature entry.

NEW CREATURE LOG: Flickerbat

Scavenger with optical camouflaging that renders it invisible to the naked
eye. Flickerbats are deceptive creatures. The only way to track them reliably
is with X-ray imaging. They fly ceaselessly, hunting insects and other small
prey that float on the air currents. Flickerbats tend to fly in cyclical
hunting patterns, using primitive sonar to navigate.

Head along the left side of this area and jump over the gap. Directly across
from the door you just came from (the Shoreline Entrance door) is another
door, slightly hidden inside of a cave. Crawling around the cave's wall is
another creature.

NEW CREATURE LOG: Crystallite

Territorial cold-weather scavenger. The shell of a Crystallite reflects beam
weapons, and can only be cracked by a concussive blast. They hang upside down
in an ice cave during their larval stage. Moisture runs off its body and
forms the hard ice shell, which the Crystallite retains for the rest of its
life.

Kill it with a Missile and then walk into the nearby door.

SAVE STATION B

Save your game (and scan the Save Station hologram if you haven't yet) and
then go back out.

PHENDRANA SHORELINES

Go into the gap you jumped over before. Shoot the weird structure with a
Missile and morph. Roll through here, de-morph, and scan the orange wall
thing here to unlock the door directly above. Exit this room and go near the
cave where Save Station B is. Face away from the cave and go left, following
the wall. Jump on the first platform you see and then turn so you're facing
the direction of the door you unlocked. Make your way to that door that you
unlocked by jumping up platforms, killing the Crystallites as you go.

ICE RUINS ACCESS

Shoot the ice that blocks your way with the Charge Beam and then scan the new
creature back here for a new Creature entry.

NEW CREATURE LOG: Scatter Bombu

Pulsing tendrils of energy extend from creature's body. Like all Bombus,
these creatures can only be harmed by electrical energy. Proximity to these
life-forms may result in electrical visor interference. It is possible to
avoid engaging Scatter Bombus by rolling into the Morph Ball and slipping
between the rotating energy streams.

Roll past Scatter Bombus until you reach a door. De-morph and go through.

ICE RUINS EAST

Go forward and right. See that shell-looking thing? Scan it.

NEW CREATURE LOG: Baby Sheegoth

Glacial predator. Ice shell protects its vulnerable dorsal area. Young
Sheegoths grow a resilient shell of ice on their backs which serves to
protect a layer of vulnerable flesh. With this being their only weak point,
Baby Sheegoths will turn quickly in order to not allow predators the
opportunity to strike at their backs. Powerful hunters, they fire bursts of
ultracold gas at potential prey, then feast on their frozen victim.

I recommend avoiding them. If you want to kill them, first run near them or
shoot them to wake them up. I also recommend fighting one at a time. Now, the
Baby Sheegoth is very protective of its back, as the Creature Log says. Wait
until it charges, avoiding its various attacks, then destroy the shell with
the Charge Beam. Then simply shoot the vulnerable flesh to defeat it. Repeat
with the other one.

When you're done with them, go to the right. Jump up the steps and go to the
left. Go down this path, killing the Crystallites, and then jump to that roof
right there to keep going. Kill the Crystallites here and then jump to the
door on your right and go through.

PLAZA WALKWAY

Remember the Burrower from Magmoor Caverns? Well, now you're looking at some
Ice Burrowers, so go ahead and scan one.

YELLOW ALERT!
YELLOW ALERT!
YELLOW ALERT!
Be sure you scan an Ice Burrower! They disappear later!
YELLOW ALERT!
YELLOW ALERT!
YELLOW ALERT!

Alerts: 8/18
Yellow Alerts: 3/7
Red Alerts: 5/11

NEW CREATURE LOG: Ice Burrower

Burrower adapted to subfreezing climates. A hardy life-form, the Ice Burrower
has adapted to the frigid climate of Phendrana. It spends most of its time
tunneling through the frozen soil, but will occasionally surface to attack
passersby.

Head through the door at the end.

PHENDRANA SHORELINES

Turn left and walk up this path and go through the door here. You just went
in a big circle to reach an otherwise unreachable door.

RUINS ENTRYWAY

Carefully roll under the numerous Pulse Bombus and go through the next door
quickly.

ICE RUINS WEST

Kill the two Baby Sheegoths to your left. After that, turn right and go into
a small cave with a Crystallite in it. There'll be some weird symbols on the
wall, so be sure to scan them.

NEW CHOZO LORE: Cipher

Go to the gray door in this room (gray on your map.) Remove the Missile
Shield and go through.

CANYON ENTRYWAY

Roll under the Scatter Bombus and get through the door at the end of the
tunnel.

PHENDRANA CANYON

Fall down to the broken bridge below and turn around. You'll see some crates
with some partially hidden weird symbols behind them, so be sure to scan the
weird symbols, because you'll never be coming back here.

NEW CHOZO LORE: The Turned

Walk off the end of the bridge and kill the Baby Sheegoth. Facing away from
the bridge, turn right and go up the path here. Scan the blue icon for some
successful platform realignment. Now quickly jump across them. If you're too
slow, go back and scan the blue icon again. When you get to the very end,
you'll see something that looks like a Morph Ball. Pick up some more
equipment!

------------------------------------------------------------------------
NEW MORPH BALL EQUIPMENT: Boost Ball
------------------------------------------------------------------------
The Boost Ball can be used to increase the Morph Ball's speed for short
periods.

Press and hold the B Button to charge, then release the B Button to trigger a
quick boost of speed.

Samus's Notes:

When charging, the longer you hold the B Button, the longer (and faster) the
Boost Charge will be.

Throughout the environment you will encounter U-shaped channels known as
half-pipes. Using the Boost Ball in these areas will let you reach higher
places.

Build a charge as you descend in the half-pipe, then trigger the Boost as you
ascend the other side. This will give you the speed and momentum you need to
reach new heights.
------------------------------------------------------------------------

/-------------------------------------\
|VIII-09: Getting the Space Jump Boots|
\-------------------------------------/

Guess it's time to put the Boost Ball to work. Fall down to the nearby half-
pipe structure. Boost up the half-pipe to the ledge with the Crystallite on
it. Now jump across the platforms back to your starting door and go through
it.

CANYON ENTRYWAY

Go back to the Phendrana Shorelines.

PHENDRANA SHORELINES

Enter Save Station B.

SAVE STATION B

Save if you want to, then head back out.

PHENDRANA SHORELINES

Head all the way to the Tallon Canyon on the Tallon Overworld.

TALLON CANYON

Go near the door that takes you to Transport Tunnel A. You'll see a half-pipe
structure nearby. Morph and start boosting up it. This is one is a lot harder
then the one in the Phendrana Canyon, so be ready to boost higher. Remember
to start charging early, and release as soon as the half-pipe starts going
vertical. Once you've gotten up, head left across the bridge. You now have to
Morph Ball Bomb three walls blocking your path, and now go through this door.

GULLY

Carefully progress through this room, because there are hard-to-see Zoomers.
Go through the door at the end of this small tunnel.

LANDING SITE

Carefully follow the ledge ahead of you, jumping over the gaps. If you fall,
go back to the Tallon Canyon and boost up again, then go through the Gully
again. Once you're at the end, go through the door.

ALCOVE

In the direct middle of this room is a very unique piece of equipment!

------------------------------------------------------------------------
NEW SECONDARY EQUIPMENT: Space Jump Boots
------------------------------------------------------------------------
The Space Jump Boots increase the leaping capability of the Power Suit
through the use of boot-mounted thrusters.

Press the B Button to jump, then press the B Button again during the jump to
use the Space Jump Boots.

Samus's Notes:

Timing is important when using the Space Jump Boots.

Experiment to discover ways to increase the height and length of your jumps.
------------------------------------------------------------------------

/-----------------------------------------\
|VIII-10: Getting the Artifact of Strength|
\-----------------------------------------/

Space Jump out of this room.

LANDING SITE

Head to the Main Plaza on the Chozo Ruins.

MAIN PLAZA

There's a half-pipe in the middle of the room, so go ahead and boost up to
the little alcove with the Missile Expansion.

Energy Tanks: 4/14
Missile Expansions: 13/49
Power Bomb Expansions: 0/4

Head to the Ruined Shrine.

RUINED SHRINE

Jump up on the step and to the half-pipe structure and boost up to the little
hole and roll through the tunnel for another Missile Expansion.

Energy Tanks: 4/14
Missile Expansions: 14/49
Power Bomb Expansions: 0/4

Now go to the Gathering Hall.

GATHERING HALL

Get up to the door that leads to the East Atrium. Jump on top of one of the
very small pillar things that have red lights. Now jump up again. Morph and
blow up the grating, now get your Missile Expansion.

Energy Tanks: 4/14
Missile Expansions: 15/49
Power Bomb Expansions: 0/4

Go to the Monitor Station in the Magmoor Caverns.

MONITOR STATION

Go to the door that takes you to Transport Tunnel A. Face towards it and turn
left. Space Jump up onto that platform right there. Walk a little, then turn
right. Jump up onto that platform. Turn around. Jump up onto that platform.
Walk over to the computer screens. There is a Spinner device nearby. Scan it.
It looks like a thing that can barely fit a Morph Ball.

NEW RESEARCH LOG: Spinner

This is a standard Spinner device. The generator belts of the Spinner can be
activated by rapid rotational force. Use the Boost Ball when inside a Spinner
to activate a device.

Morph and enter the Spinner. Spin until you are gently pushed out, and walk
across the elevated bridge. You just elevated it, by the way. And jump up
onto that platform. Follow this to the right. Now there's a door to the left.
Go through.

WARRIOR SHRINE

The Chozo statue seems to be holding something, so jump into his hands. It's
another Artifact!

------------------------------------------------------------------------
NEW ARTIFACT ACQUIRED: Strength
------------------------------------------------------------------------
Artifact acquired. This is the Artifact of Strength.
------------------------------------------------------------------------

/------------------------------\
|VIII-11: Getting the Wave Beam|
\------------------------------/

Go back to the Phendrana Shorelines in Phendrana Drifts.

PHENDRANA SHORELINES

Go to Save Station B.

SAVE STATION B

Save your game if you want to, and scan the Save Station hologram if you
haven't yet, then head out.

PHENDRANA SHORELINES

From the door to Save Station B, turn left. Head past the ice/snow steps you
used before. Now go to the left of that big ice pillar thing right there.
Following the wall, jump up to the next snowy area once you reach it. Now
Space Jump to the floating platform. Now Space Jump over to that temple-
looking place and go in the door that you can find on your map.

TEMPLE ENTRYWAY

Use a Missile to break the ice blocking your path, then charge the Pulse
Bombu towards you so that it won't drop bombs for a while. Roll under and
through the rotating electricity beams of the nearby Scatter Bombu. De-morph
once you're past it and charge that Pulse Bombu. Now roll under and go
through the door.

CHOZO ICE TEMPLE

Kill the Baby Sheegoth and then look on the various platforms for a white
creature that isn't a Crystallite. Go ahead and scan it.

YELLOW ALERT!
YELLOW ALERT!
YELLOW ALERT!
Be sure you scan an Ice Parasite! They disappear later in the game!
YELLOW ALERT!
YELLOW ALERT!
YELLOW ALERT!

Alerts: 9/18
Yellow Alerts: 4/7
Red Alerts: 5/11

NEW CREATURE LOG: Ice Parasite

Scavenger with a crystalline outer shell. Parasites are hardy creatures, able
to adapt to any environment within three generations. The Ice Parasite is a
prime example. Having adjusted to a frigid climate, this vermin now thrives
in it. Omnivorous, it can exist in areas hostile to most life-forms.

A few Power Beam shots are enough to bring it down. Jump up the various
platforms. Once you reach the statue's hands, jump to the next platform and
go behind the ice. Now jump across and jump as high as you can. Look around
for another Chozo statue with a long path leading to it. Jump there.

Now look left and right once you're on the start of the path to see four
Chozo statues. If you scan them, you'll find that one, the second one on the
right, is a bit weak and traces of either Radion or Brinstone, I can't
remember, have been detected. Shoot this with a Missile. Now morph, Bomb Jump
into the hole, and bomb the Morph Ball Slot.

This will make a gate open up, giving you access to a new area, so go ahead
and go through the door.

CHAPEL TUNNEL

Stop over the first discolored block on the floor. Bomb it twice to destroy
it and then move left until you're stopped. Bomb the two pale blocks so that
the dark blocks fall down. Go back, blow up the discolored floor again, and
Bomb Jump back up. Go left until you see another discolored block. Destroy it
with two bombs, destroy the pale blocks, destroy the discolored block again,
Bomb Jump back up, roll left and go through the door.

CHAPEL OF THE ELDERS

You see that in the back of the room? It's the Wave Beam! Go ahead and
grab...whoa! Get really close and two Baby Sheegoths will come! Defeat one
and another will come. Defeat one of these and another will come. Defeat the
last two. There are a total of four, always two at a time except when you've
killed three. Try not to get hurt too much, because the fight isn't over. You
now face...the Sheegoth!

When it comes out, be sure to scan it for a new Creature entry, although if
you play through the game more, some Baby Sheegoths will be replaced with one
Sheegoth throughout Phendrana Drifts, so this isn't an alert.

NEW CREATURE LOG: Sheegoth

Supreme predator of the Phendrana Drifts. Sheegoths are invulnerable to most
Beam weapons. The crystals on their back absorb energy, which they can fire
at prey. Sheegoths have poor stamina. They hyperventilate after using their
breath attack, making their mouth area vulnerable. The soft underbelly of a
Sheegoth is susceptible to concussive blasts. In battle, they expel blasts of
frigid gas to ensnare their targets. They are also fond of ramming and
trampling their hapless prey.

************************************************************************
BOSS FIGHT #5: Sheegoth

Here are the Sheegoth's three attacks.

The first is simply charging, hurting you A LOT if it hits you. Strafe or
dash around this. The second is firing quick white balls of ice at you.
Quickly jump, strafe or dash to avoid these. The third is a breath attack
that's sort of purple. Avoid this.

If you're doing it on Normal Mode, wait for it to do its purple breath
attack. Then fire Missiles at it until it looks like it isn't recovering its
breath anymore. On Hard Mode, morph and lay Morph Ball Bombs near it.

I am being absolutely serious. You can use Morph Ball Bombs on Normal Mode,
if you want. After two failures on Hard Mode, I went and used Morph Ball
Bombs. DEAD! Anyway, you can try doing it with Missiles if you want a hard
challenge, but I think using Morph Ball Bombs is much more fun, one of the
reasons being you don't have to wait until it does its breath attack. You can
lay bombs at any time, and as long as they explode in its vicinity, you'll
hurt it!
************************************************************************

After defeating it, go ahead and pick up your new equipment!

------------------------------------------------------------------------
NEW ARM CANNON WEAPON: Wave Beam
------------------------------------------------------------------------
The Wave Beam fires powerful electric bolts. This weapon has limited homing
capability as well.

Press Right on the C Stick to select the Wave Beam as your active weapon.

Samus's Notes:

Fire the Wave Beam to open Purple Doors.

The Wave Beam won't home in on targets without a lock-on. Press and hold the
L Button to lock on.

Charge the Wave Beam to fire a fierce electric blast. Enemies struck by this
blast will be enveloped in electrical energy for a few seconds.
------------------------------------------------------------------------

/----------------------------------\
|VIII-12: Getting the Super Missile|
\----------------------------------/

Go to Ice Ruins West, killing the Bombus along the way with your new weapon!
Pretty sweet, huh?

ICE RUINS WEST

Go into the building with the Crystallite in it. This building is a little to
the right of the entrance point. Jump to the top of the building by Space
Jumping. On the top floor, you'll see a Stalactite. Scan it before downing it
for a new Research entry. Don't worry if you didn't scan it, there are
others.

NEW RESEARCH LOG: Stalactite

This hanging rock structure appears to have a weak spot near its base. Some
stalactites can be dislodged from ceilings, allowing them to be used as
platforms to cross otherwise unreachable areas.

Lock on and shoot it with a Missile. Fall down and jump onto it, now jump
onto the roof of the building just ahead of you. To your left, kill the
Crystallites and continue. Now switch to the Scan Visor and look in the
nearby cave. You should see a bunch of orange scanning icon things. Scan one
for a new Creature entry.

YELLOW ALERT!
YELLOW ALERT!
YELLOW ALERT!
Be sure to scan an Ice Shriekbat! They disappear later!
YELLOW ALERT!
YELLOW ALERT!
YELLOW ALERT!

Alerts: 10/18
Yellow Alerts: 5/7
Red Alerts: 5/11

NEW CREATURE LOG: Ice Shriekbat

Ice-encased ceiling-dweller. Like standard Shriekbats, these creatures are
easily spotted with Thermal Imaging. They roost on cave ceilings, subsisting
on insects, reptiles and small mammals. Fiercely territorial, they will dive-
bomb anything that wanders near.

Kill them by shooting them with manual aim. Now jump across the various
rooftops until you reach a purple door, so go ahead and go through!

COURTYARD ENTRYWAY

Morph and boost through here so as to avoid the Scarabs and Pulse Bombus,
then go through the next door.

RUINED COURTYARD

Okay. There is an Energy Tank in here, and it's going to take a lot of work
to obtain it. The first thing you need to do is turn right. See that Spinner
device? Jump over to it and use the Boost Ball until two pipe-looking things
come. Directly opposite this platform is another platform with another
Spinner. Open two more pipes and you'll activate a Morph Ball Slot. Reach
this Morph Ball Slot by...start from the door that takes you to the Courtyard
Entryway.

Go left. Jump across the platforms made of ice or snow as they get taller and
taller. Now jump to the platform that has the slot hanging a little above.
Bomb Jump up into it and activate it with a bomb. This will make the pipes
pour out water and raise some insecure platforms. Jump across these to a
yellow-lighted tunnel. Morph and roll through this tunnel to find an Energy
Tank at the end!

Energy Tanks: 5/14
Missile Expansions: 15/49
Power Bomb Expansions: 0/4

Roll out of here and jump back to the Morph Ball Slot. Activate it again, but
this time, get to the structure in the middle before the water goes back
down.

Don't go through the purple door yet. First, look around for a door with a
Missile Shield on it. Remove the shield and go through the door.

SAVE STATION A

Save if you want to, scan if you haven't yet, then head out.

RUINED COURTYARD

Go to the purple door and go through.

SPECIMEN STORAGE

Destroy the turret with Missiles. When you see a pirate running towards you
that you can't see too well, quickly scan it before it assaults you.

NEW CREATURE LOG: Shadow Pirate

Pirate forces trained and equipped for stealth operations. A select group of
Space Pirates have access to sophisticated cloaking technology. This gear
drains high levels of power, however, forcing them to rely solely on melee
weapons in battle. Use enhanced detection gear when fighting these units.

Kill it with a bunch of shots, maybe a few Charge Beams, and a Missile here
and there. Head through the next purple door when he's dead.

RESEARCH ENTRANCE

Shoot the turret in the distance with some Missiles before it sees you. Now,
some pirates are going to come out, so be sure to scan one.

NEW CREATURE LOG: Space Pirate

Sentient aggressor species well trained in weapon and melee combat. Space
Pirates wield Galvanic Accelerator Cannons and forearm-mounted Scythes in
combat. This species seeks to become the dominant force in the galaxy, and
their technology may help them realize this goal. Ruthless and amoral, the
Pirates care little for the cost of their ambition. Only the results matter,
and they take these very seriously.

A lot of rapid-fire, some Charge Beams, and a Missile here and there should
be enough to put all the Space Pirates down AND unlock the doors. Go through
the Blue Door. It's blue on your map.

MAP STATION

Scan the Map Station hologram BEFORE stepping into it if you didn't already,
then step into it to download the map of Phendrana Drifts. Now go back out.

RESEARCH ENTRANCE

Go straight across the room to the opposite wall. Turn left, go up the ramp,
go across the path, and through the next door.

HYDRA LAB ENTRANCE

Kill the two Pulse Bombus and go through the next door.

RESEARCH LAB HYDRA

You'll see a blue force field blocking your path. Turn right and scan the
blue icon right there to deactivate it. After you've deactivated the force
field, Space Pirates will attack, so be sure to take care of them. There are
about five in the room, and make sure the battle music stops. Look around for
a ramp and go up it, because there are some more up here.

Once the battle music stops, go to the bottom. There are some Pirate Datas
logged into the computer monitors in the alcove, so scan until you have
downloaded the following. Or just count.

NEW PIRATE DATA: Phazon Analysis

NEW PIRATE DATA: Mining Status

/----------------------------------------------------------------------\
|If you have scanned everything that I have listed for you to scan so  | |far
in the guide, you will have just unlocked Bonus Image Gallery 1 by|
|downloading 50% of the Log Book Scans. You can view your new Image    |
|Gallery in the Main Menu.                                             |
\----------------------------------------------------------------------/

NEW PIRATE DATA: Security Breaches

Head to the top to find some more.

NEW PIRATE DATA: Parasite Larva

NEW PIRATE DATA: Glacial Wastes

After getting FIVE Pirate Data entries, look for a Purple Door on the map
that sort of looks like it's on the ceiling. That's because it is. Go the
top, manually aim up and shoot it, and then jump up into the next room.

OBSERVATORY ACCESS

Be sure you've taken out THREE turrets before proceeding. Four Missiles on
Hard Mode, two on Normal Mode. 12 Missiles total on Hard Mode, six on Normal
Mode. Or, you could conserve Missiles and simply use the Charge Beam. Anyway,
after defeating all THREE turrets, head through the next door.

OBSERVATORY

Kill all of the Space Pirates in here and a blue icon will appear. Scan it to
make a Morph Ball Slot go active. To the left and right of the blue icon,
there's a Pirate Data.

NEW PIRATE DATA: Phazon Program

NEW PIRATE DATA: Contact

Now Space Jump up to the Morph Ball Slot and activate it. This will activate
another Morph Ball Slot, so Space Jump up to that one and activate it as
well. This will activate four Spinners on the very bottom, so go and boost as
far as you can in all four. This will make a really cool holographic
projection of planets orbiting. There are two planets that will give you new
Research entries. They're holographic, remember. These planets will have red
icons on them instead of orange.

NEW RESEARCH LOG: Zebes

Planet Zebes. Mass: 4.8 trillion teratons. Profile: Planet's crust is
primarily Urthic ore, making it ideal for subterranean construction. A class
XIX planet, Zebes is inhospitable to most bioforms. The world was considered
unremarkable until it became a base for Space Pirate forces.

NEW RESEARCH LOG: Tallon IV

Planet Tallon IV. Mass: 5.1 trillion teratons. Profile: Ecosystem studies
indicate that Tallon IV was a biological paradise prior to the impact of an
extraterrestrial object. What remains of the biosphere is slowly fading due
to exposure to Phazon radiation. At current rate of decay, Tallon IV will be
a barren Class XIII wasteland in approximately 25 years.

After scanning those two planets, jump to the very top. You'll see a gray
door and purple door on your map. In between these is some new equipment!
Space Jump over and grab it!

------------------------------------------------------------------------
NEW BEAM COMBO: Super Missiles
------------------------------------------------------------------------
Switch to your Power Beam by pressing Up on the C Stick and then hold down
the A Button to charge. When you're completely charged, press the Y Button to
use the Super Missiles.

The Super Missile is the Power Charge Combo.

Samus's Notes:

Super Missile is a Single Shot Charge Combo. Each shot costs 5 Missiles.

Super Missiles can destroy objects made of Cordite.
------------------------------------------------------------------------

/----------------------------------\
|VIII-13: Getting the Thermal Visor|
\----------------------------------/

Remove the Missile Shield on the door that has one and go through.

SAVE STATION D

Save your game (scan the Save Station hologram if you haven't yet also), then
head back into the Observatory.

OBSERVATORY

Ignoring the Space Pirates, jump to the other side and go through the purple
door.

WEST TOWER ENTRANCE

Destroy the Scatter Bombu and the two Crystallites and remove the Missile
Shield on the next door, then go through.

WEST TOWER

Scan the blue icon to make the transport active, then step into the hologram.
Now go through the door once the transport stops.

CONTROL TOWER

Use Charged Wave Beam to take out the Space Pirates, then use Super Missiles
to down the five Flying Pirates. Go through the door you haven't been through
yet.

EAST TOWER

Scan the blue icon to make the transport active, then step into the hologram.
Now go through the door once the transport stops.

AETHER LAB ENTRYWAY

Kill the Scatter Bombus and go through the next door.

RESEARCH LAB AETHER

Scan the creature in the tank after the cut-scene.

NEW CREATURE LOG: Metroid

Energy-based parasitic predator. The dominant species of planet SR388,
Metroids can suck the life force out of living things. A Metroid will latch
onto its prey and drain energy, growing larger as it does. The only way to
shake an attached Metroid is to enter Morph Ball Mode and lay a Bomb.

If the Metroid didn't already break out of its tank, shoot the stasis tank
with a Missile to destroy it. To kill the Metroid, charge the Power or Wave
Beam up and then fire. Do this until it dies. As its Creature Log says, if it
attaches to you, quickly morph and lay a bomb as soon as you can. After
you've killed it, kill the Space Pirate that comes and scan the nearby
monitors for two more Pirate Data entries.

NEW PIRATE DATA: Meta Ridley

NEW PIRATE DATA: Metroid Studies

Jump to the next area and scan the monitor for another Pirate Data.

NEW PIRATE DATA: Phazon Infusion

Jump all the way to the bottom and kill all the enemies. The last two Pirate
Datas in Phendrana Drifts are located in an alcove directly across from a
purple door on the floor. Scan the monitors for two more Pirate Datas.

NEW PIRATE DATA: Metroid Forces

NEW PIRATE DATA: Metroid Morphology

Look around on the bottom floor for a stasis tank with an Energy Tank in it.
Go ahead and break the stasis tank with a Missile and collect another Energy
Tank.

Energy Tanks: 6/14
Missile Expansions: 15/49
Power Bomb Expansions: 0/4

Now head up the walkway, killing Pirates as you go, until you reach a point
where you have to jump across. You should notice a little catwalk below the
platform you have to jump to. Jump to the catwalk and morph. Now SLOWLY roll
across the catwalk. This is the narrowest catwalk in the game, by the way. At
the end of it is a well-earned Missile Expansion.

Energy Tanks: 6/14
Missile Expansions: 16/49
Power Bomb Expansions: 0/4

Now go through the purple door on the floor.

RESEARCH CORE ACCESS

There's a Beetle crawling around, but it looks like it has an ice spike on
top of it. Well, this is actually a new creature, so be sure to scan it for a
new Creature entry.

NEW CREATURE LOG: Ice Beetle

Burrowing insect with an ice-reinforced carapace. Averse to heat. This member
of the Beetle family has adapted to life in the subzero temperatures in the
Phendrana Drifts, growing a thick ice shell over its entire body. The ice is
extremely resilient, providing the Ice Beetle with extra protection and
augmented digging abilities.

If you want to defeat it, kill it in the same way you kill normal Beetles.
They dig underground more, by the way, probably to intimidate you with their
augmented digging abilities. Just kidding. Anyway, go through the next door.

RESEARCH CORE

Kill the Space Pirates and Flying Pirates. Now head right from the door
you came in from. Once you reach the computer monitors, scan the one
with the red icon to deactivate the first of three force fields
protecting...something. Anyway, jump down or head down the ramps until
you find another level of walkway with some more computer monitors.
Again, scan the one with the red icon to deactivate the second of third
monitors. Now jump all the way down and scan the red icon to deactivate
the final force field. Jump up and collect your new equipment! There
are some turrets on the bottom, by the way.

-----------------------------------------------------------------------
-
NEW VISOR: Thermal Visor
-----------------------------------------------------------------------
-
The Thermal Visor allows you to see in the infrared spectrum. Hot
objects are bright in the visor, while colder ones are dim.

Press Down on the Control Pad to select the Thermal Visor.

Samus's Notes:

The Thermal Visor will show the weak points of certain foes.

Use the Thermal Visor to see in total darkness and poor weather
conditions.

Brightly lit areas, explosions, and intense heat can impair the Thermal
Visor.

Enemies with temperatures close to their surroundings will be tough to
spot with the Thermal Visor.
-----------------------------------------------------------------------
-

/--------------------------------\
|VIII-14: Getting the Spider Ball|
\--------------------------------/

Okay, now all of the lights in the room are going to go out. Switch to
your Thermal Visor and kill all the enemies that come in the room. Now
walk back up using the walkway, killing the Metroids as they come. To
the right of the door at the top of the room there is a strange symbol.
If you scan it, you will see that it is a Power Conduit, although that
doesn't go into your Log Book. Shoot it with the Wave Beam to supply
power to the door, then go through.

RESEARCH CORE ACCESS

Scan the thing in front of you for a new Creature entry.

NEW CREATURE LOG: Sentry Drone

Well-armed and armored security mecha. Sentry Drones have limited
intelligence, but do their assigned tasks well. Being machines, they
are susceptible to electrical attacks. When alerted, Drones initiate a
security lockdown, then attempt to neutralize the intruder. Their
electronic warfare suit can scramble Visor technology as well.

Destroy both of them. Now it's time to head back to the Observatory,
Thermal Visor on the whole time.

OBSERVATORY

Go to Save Station D.

SAVE STATION D

Save and scan if you haven't yet, then head out.

OBSERVATORY

Now go back to the Ruined Courtyard.

RUINED COURTYARD

Head to Save Station A.

SAVE STATION A

Save, then head out.

RUINED COURTYARD

Jump over to the door that has no power. Shoot the Cordite above the
door with a Super Missile, then turn on the Thermal Visor. Shoot the
Power Conduit with your Wave Beam, then go through the now-not-
powerless door.

QUARANTINE ACCESS

Kill the two Pulse Bombus and go through the next door.

NORTH QUARANTINE TUNNEL

Morph and roll through, then open the next door. Try not to get hurt
too much because of the unkillable-because-of-their-position Pulse
Bombus.

QUARANTINE CAVE

Jump down and after the cut-scene, scan the rocks for a new Creature
entry.

RED ALERT!
RED ALERT!
RED ALERT!
SCAN THARDUS! THIS IS YOUR ONLY CHANCE! IF YOU DIE, SCAN AGAIN!
RED ALERT!
RED ALERT!
RED ALERT!

Alerts: 11/18
Yellow Alerts: 5/7
Red Alerts: 6/11

NEW CREATURE LOG: Thardus

An animated, sentient creature of stone charged with Phazon radiation.
The Phazon radiation given off by Thardus negates auto-targeting
systems, preventing lock-on. It may be possible to acquire alternate
targets with a different Visor. The chaotic nature of Phazon
irradiation leads to instability in its structural integrity. Thardus
can encase targets in ice, and its colossal size and strength make it a
formidable opponent.

***********************************************************************
*
BOSS FIGHT #6: Thardus

This battle is fairly easy on Normal Mode, and pretty hard on Hard
Mode. To defeat Thardus, switch to your Thermal Visor and lock on.
You'll lock on to the weak spot, which is the spot that appears to be
hotter. Now, let's deal with Thardus's attacks.

The first attack is simply swiping at you. He only does this if you get
very close, so don't worry about this one. The second attack is
summoning rocks from the ground and then firing them at you. This
attack is helpful on Normal Mode, and can be helpful or annoying on
Hard Mode. Shoot the rocks for some pickups. If you don't, you're going
to take a lot of damage.

The third attack is pounding the ground and nearly instantly making a
quick trail of ice spikes that will freeze you if you don't avoid it.
Tap B to break free of the ice. If you're in Morph Ball Mode, lay bombs
to break free. To avoid this attack, recognize how he lifts his arms,
and either dash or Space Jump out of the way. The fourth attack is
rolling up in a ball and rolling towards you. Recognize how he lifts
his arms and morph, quickly. Now use the Boost Ball to get out of the
way.

Here's how to defeat Thardus. First off, don't attack him while he's
rolling. It's nearly futile. Lock on and fire charged Wave Beam shots,
with the Thermal Visor, remember. When rocks come, stop shooting him
and shoot the rocks, especially on Hard Mode. Once the Thermal Visor
has been overloaded, switch to your Combat Visor by pressing up on the
Control Pad.

The vulnerable point is now exposed to the naked eye, so lock on and
shoot until it is destroyed. Now switch back to the Thermal Visor and
wait for another weak spot to appear. After destroying three of the
body parts, Thardus will make the arena brighter, making him harder to
see with standard vision. Hurt him three more times and he'll make it
darker, making him easier to see. Hurt him one more time and Thardus is
dead!
***********************************************************************
*

Collect the Ultra Energies and Missile Ammunitions and then get your
new equipment! It's the Spider Ball!

-----------------------------------------------------------------------
-
NEW MORPH BALL EQUIPMENT: Spider Ball
-----------------------------------------------------------------------
-
The Spider Ball allows you to move the Morph Ball along magnetic rails.

Press and hold the R Button to activate the Spider Ball ability.

Samus's Notes:

Follow the magnetic rails to explore new areas.

The Morph Ball Bomb can be used to trigger a Bomb Jump while attached
to a rail.
-----------------------------------------------------------------------
-

/---------------------------------------\
|VIII-15: Getting the Artifact of Nature|
\---------------------------------------/

Scan one of the magnetic tracks in here for a new Research entry. You
could've scanned before, but it's only a new Research entry after you
acquire the Spider Ball, just as a Grapple Point is only a new Research
entry after you acquire the Grapple Beam.

NEW RESEARCH LOG: Spider Ball Track

Magnetic rail system track. In the Morph Ball Mode, press and hold the
R Button when close to this type of surface. Use the Control Stick to
move the Ball around the track. Release the R Button to disengage from
the surface. CAUTION: A Morph Ball Bomb will briefly disengage the Ball
from the track.

Attach to the track that's on the ground that doesn't take you back to
the door you came in from. Move left until you can drop onto a ledge.
Do so, then go through this door.

SOUTH QUARANTINE TUNNEL

Roll through and go through the next door.

TRANSPORT TO MAGMOOR CAVERNS SOUTH

Scan the blue icon to activate the transport, and then step into the
hologram in the middle of the elevator to be taken to the Magmoor
Caverns, which is where you want to go.

TRANSPORT TO PHENDRANA DRIFTS SOUTH

The door with the Missile Shield on it leads to a Save Station.

SAVE STATION MAGMOOR B

Save if you want to, scan the Save Station hologram if you haven't yet,
then walk back out.

TRANSPORT TO PHENDRANA DRIFTS SOUTH

Go through the other door.

TRANSPORT TUNNEL C

Look out for the flames and head through the next door.

MAGMOOR WORKSTATION

Kill the three Flying Pirates and then jump all the way down. Now
switch to your Thermal Visor and look around here for three Power
Conduits. Activate them with the Wave Beam and a new Morph Ball path
will be opened. Roll in there. Now look around for a tunnel where the
lava has been cooled and the door opened. Now de-morph and scan the
orange monitor thing in here to cool another tunnel and raise another
door. Morph and exit here. The tunnel you want is the second one on
your right, the first being the entrance tunnel. Roll down here, de-
morph, scan the orange monitor thing, roll back out, roll in the tunnel
on your left, and get your reward, an Energy Tank!

Energy Tanks: 7/14
Missile Expansions: 16/49
Power Bomb Expansions: 0/4

Get out of this underground place and in front of you you'll see some
steps that have lights on them. Face away from the steps and you should
be able to make out a faint purple light within a small alcove. Head
towards the purple light, then turn right and jump up the rock steps.
Go through the blue door at the top to continue.

SOUTH CORE TUNNEL

There's a new Creature, so scan it for a new Creature entry.

NEW CREATURE LOG: Puddle Spore

Sentient floating lava mollusk protected by an impenetrable shell. A
Puddle Spore opens when approached, attempting to intimidate with its
size. When opened, direct fire to its mantle causes it to flip into a
defensive position. If it can slam shut, it ejects a spread of harmful
energy globules.

Lock on and wait for it to open. Once it opens, fire a shot with the
Power Beam or the Wave Beam, it doesn't matter which. It will flip
over, creating a temporary platform. Well, use it! Now go through the
next door.

GEOTHERMAL CORE

This is the room where you get the Plasma Beam, but you can't yet, so
just use the Puddle Spores to get to the blue door on the opposite
side.

NORTH CORE TUNNEL

Scan the Stalacite above the Magmoor if you haven't yet, then lock on
and fire a Missile at it to fell it and crush the Magmoor. Jump on the
Stalactite that you just fell and jump to the next door and go through.

TWIN FIRES

Shoot the Stalactite to your right with a Missile to fell it as well. I
love that word in that situation. Jump onto it and kill all the
Magmoors and Puffers that you can see. Wait for the fatal gas from the
Puffers to clear, then jump to the platforms on the right wall. Fell
another Stalactite and jump onto it, killing any enemies within your
range of vision. Jump to the boxes and flames coming out of the wall.
Morph and roll under the two flames.

Now, crush the Magmoor with another felled Stalactite. :) Go through
the next door, avoiding the flames as you go.

TWIN FIRES TUNNEL

Morph and roll in the small thing on your left. Use the Spider Ball
Track to cross the tunnel and then go through the next door.

LAVA LAKE

Shoot the pillar in the middle of this room with some Missiles or a
Super Missile to destroy it and reveal another Chozo Artifact! Jump
over there and grab it from a different platform!

-----------------------------------------------------------------------
-
NEW ARTIFACT ACQUIRED: Nature
-----------------------------------------------------------------------
-
Artifact acquired. This is the Artifact of Nature.
-----------------------------------------------------------------------
-

/-------------------------------\
|VIII-16: Getting the Wavebuster|
\-------------------------------/

Go back to the Transport to Phendrana Drifts North.

TRANSPORT TO PHENDRANA DRIFTS NORTH

Go to the Phendrana Drifts.

TRANSPORT TO MAGMOOR CAVERNS WEST

Go to the Phendrana Shorelines.

PHENDRANA SHORELINES

Go to the door that leads to the Temple Entryway. Face away from it and
head a little to the right. Look at the wall to see a Cordite statue.
Destroy it with a Super Missile and then scan where it used to be.
Something behind the wall seems to have been activated! Well, now you
have access to a Spider Ball Track in the nearby tower, so roll up and
collect your Missile Expansion!

Energy Tanks: 7/14
Missile Expansions: 17/49
Power Bomb Expansions: 0/4

Now go to Ice Ruins East.

ICE RUINS EAST

Face away from the door that goes to Ice Ruins Access and head straight
ahead. Turn right after walking past one building and jump up the steps
here. Now follow this path to the left. After jumping across the bridge
that is broken, walk through the little opening and turn to the left.
In the pillar to your left is...a Spider Ball Attachment Mechanism,
otherwise known as a Spider Ball Track! Roll to the Missile Expansion
at the end of the track.

Energy Tanks: 7/14
Missile Expansions: 18/49
Power Bomb Expansions: 0/4

Now go to Research Lab Hydra.

RESEARCH LAB HYDRA

Kill any enemies and then go to the top floor. Shoot the Cordite pillar
with a Super Missile and collect your Missile Expansion.

Energy Tanks: 7/14
Missile Expansions: 19/49
Power Bomb Expansions: 0/4

Go to the Main Plaza in the Chozo Ruins now.

MAIN PLAZA

Get to the platform on top of the door that goes to the Ruined Shrine
Access. On the tree in front of you, there should be a spot where your
Beam Weapons bounce straight off, as do Missiles. Shoot this spot with
a Super Missile to reveal a Missile Expansion, then Space Jump over to
collect it!

Energy Tanks: 7/14
Missile Expansions: 20/49
Power Bomb Expansions: 0/4

Now go to the Ruined Fountain.

RUINED FOUNTAIN

Roll into the ruined fountain itself and wait for it to spew water.
It'll spew you right up to a Spider Ball Track, so roll to the end to
find a Missile Expansion behind an indestructible metal gate.

Energy Tanks: 7/14
Missile Expansions: 21/49
Power Bomb Expansions: 0/4

Now head to the Dynamo.

DYNAMO

Look around for a Spider Ball Track. Roll up it, and at the end you'll
find a Missile Expansion!

Energy Tanks: 7/14
Missile Expansions: 22/49
Power Bomb Expansions: 0/4

Now go to the Ruined Shrine.

RUINED SHRINE

Jump up to the half-pipe and morph. Boost up to the side that doesn't
have a Missile Expansion in a tunnel. Roll through this tunnel until
you reach a Spider Ball Track. Attach to it and roll along it until it
ends. Drop off it and open the purple door, then go through.

TOWER OF LIGHT ACCESS

Go through the door a little ways ahead from the door that leads to the
Ruined Shrine.

TOWER OF LIGHT

Before attempting this feat, keep in mind that you need at least a 40-
Missile capacity with at least 36 Missiles available right now to get
this on Normal Mode, and at least a 60-Missile capacity with 60
Missiles available right now on Hard Mode. Okay. Jump onto the platform
ahead of you. Jump up platforms until you jump to a platform in the
middle of the room.

Now scan one of the cracked pillars around you. There are four. They
are weak in structure and made of Brinstone. Destroy the pillars. Four
Missiles each on Normal Mode, a Super Missile on Hard Mode. Now, some
new creatures that look like Puffers are going to come out once you
destroy the pillars, so be sure to scan them for a new Creature entry.

NEW CREATURE LOG: Plated Puffer

Mutated Puffer with reinforced epidermis. Phazon exposure has created a
mutant strain of Puffers on Tallon IV. They have developed plated skin,
making them harder to burst. Concussive weapons can still do the job,
however. The gas within the Plated Puffer is just as deadly as that
within their "cousins."

Jump up to the next platform in the middle before they can seriously
harm you. In other words, ignore them. Look around on the second set of
cracked pillars for a new Creature, then scan it for another Log Book
entry.

NEW CREATURE LOG: Oculus

Wall-crawler that generates electric pulses. The Oculus exposes its
single eye when active. The electrical field that covers it is enough
to deter most predators. If the Oculus detects anything capable of
presenting a real threat, it retracts into its impermeable shell.

Don't shoot these guys. Again, destroy the cracked pillars. Four
Missiles to each on Normal Mode, one Super Missile to each on Hard
Mode. Jump up again, avoiding the Plated Puffers again, and shoot these
pillars with Missiles/Super Missiles. By the way, if a Missile or Super
Missile is deflected by an Oculus crawling around, that's okay. If you
got all the Missile Expansions I told you to, you'll have more then 100
if you're full.

Destroy three sets of cracked pillars and then jump up to the highest
platform for another Beam Combo!

-----------------------------------------------------------------------
-
NEW BEAM COMBO: Wavebuster
-----------------------------------------------------------------------
-
This powerful attack uses Missiles while active! Using the Wave Beam,
press and hold the A Button to charge, then press the Y Button to fire.
Hold the A Button for continuous fire.

The Wavebuster is the Wave Charge Combo. This potent blast auto-seeks
targets in the area.

Samus's Notes:

The Wavebuster is a Sustained Fire Charge Combo. It costs 10 Missiles
to activate, then 5 Missiles per second afterward.

The Wavebuster will seek enemies without a lock-on.
-----------------------------------------------------------------------
-

/-------------------------------------\
|VIII-17: Getting the Artifact of Wild|
\-------------------------------------/

Go to Save Station 1.

SAVE STATION 1

Save your game if you want to. Scan the Save Station hologram for a new
Research entry into your Log Book if you haven't yet. Now go to the Sun
Tower. You can't reach it by the Sunchamber, so you'll have to take the
long way around.

SUN TOWER

Kill the War Wasps and then destroy the four Hives with Missiles.
Cordite statues are on the left and right walls, so destroy them with
Super Missiles and scan the runic symbols behind them. The other two
runic symbols are on two of the four pillars in the room. Make sure to
look on all sides of all pillars. After scanning all four runic
symbols, blow up the crate near the Spider Ball Track for an Ultra
Energy, then attach to the Spider Ball Track after morphing.

Roll up until the Spider Ball Track stops. Wait for the space to clear
(Oculuses are crawling around) and Bomb Jump up to the next section of
Spider Ball Track. Go up on this section a little bit, wait for space,
Bomb Jump. Go up a little bit, wait, Bomb Jump. Go up. Wait. As soon as
there's space, move forwards a bit more and Bomb Jump. Now roll on this
last section of Spider Ball Track up to the door, now go through.

SUN TOWER ACCESS

Ignoring the creature that just disappeared, continue walking and go
through the next door.

SUNCHAMBER

Once the creatures are done coming out of where Flaaghra used to be,
scan one for a new Creature entry.

NEW CREATURE LOG: Chozo Ghost

Spectral entity. Bioelectric field invulnerable to natural charges. As
these entities phase in and out of existence, the only way to track
them accurately is with X-ray scanning. This partially phased nature
makes them invulnerable to natural energy types, such as fire, ice, and
electricity. Their aggressive and erratic behavior is most likely due
to the corrupting effects of Phazon in the Tallon IV environment. They
appear to be drawn to Chozo religious sites, where they wreak havoc
upon anything that dares enter the area.

***********************************************************************
*
BOSS FIGHT #7: Chozo Ghosts

There are three of these punks. As their Creature log mentions, you
can't see them with normal sighting, and Thermal Imaging doesn't help.
You need the X-Ray Visor to see them the whole time, but you don't have
it. So you'll have to make do without it. Their Creature log also
mentions they are invulnerable to fire, ice, and electricity. Switch to
your Power Beam and charge it up. Wait for one to appear and fire a
Super Missile at it. Continue firing Super Missiles until all three are
dead. Oh, and try not to stand still too much, and stand with your back
to a wall if you can, so the Chozo Ghosts can't sneak up behind you.
***********************************************************************
*

Now Space Jump to the middle and get the Chozo Artifact!

-----------------------------------------------------------------------
-
NEW ARTIFACT ACQUIRED: Wild
-----------------------------------------------------------------------
-
Artifact acquired. This is the Artifact of Wild.
-----------------------------------------------------------------------
-

/-----------------------------\
|VIII-18: Getting the Ice Beam|
\-----------------------------/

Go to the Furnace, stopping by at Save Station 2 along the way if you
want.

FURNACE

Use the Spider Ball Track to get into the upper portion of the tunnel.
Now, roll out a little. Touch that first separated block and then move
back. It disappeared! Charge up the Boost Ball until it comes back,
then release and lay a Morph Ball Bomb when you're on the fourth block.
If done correctly, you'll just barely bounce up before you fall. Now
roll right and through the next hole.

Turn right and scan one of the creatures crawling around on the Spider
Ball Track for a new Creature entry.

NEW CREATURE LOG: Plated Parasite

Hardy member of the Parasite family. Invulnerable to most known
weapons. A cousin to the Parasite, these creatures are known for their
amazing resilience. Field studies suggest a weakness to Morph Ball-
delivered weapon systems.

You'll use that Spider Ball Track later. Jump down and kill the
Beetles. Turn left and walk forwards until you see some strange
symbols. Scan them for a new Chozo Lore entry.

NEW CHOZO LORE: Cradle

Morph and roll into the tunnel that is below the peculiar symbols.

CROSSWAY ACCESS WEST

Roll through the long tunnel and go through the purple door at the end.

CROSSWAY

Fall into the half-pipe and boost up to the other side. On the left
wall are three weird symbols-container things, so be sure to scan all
of them.

NEW CHOZO LORE: Infestation

NEW CHOZO LORE: Worm

NEW CHOZO LORE: Hatchling's Shell

Now, face those symbols and turn right. You should see a Cordite
statue, so shoot it with a Super Missile and then scan where it used to
be. This will flip over a Spider Ball Track so that you can attach to
it. Boost up to this Spider Ball Track. Roll over to the Morph Ball
Slot. Bomb Jump up to it. Now activate it. This will flip another
Spider Ball Track. Get on this one, roll over to just below the Morph
Ball Slot, Bomb Jump up into it, activate it with a bomb. This will
lower a piston, so roll onto the piston before time runs out! This will
raise you up, so roll left and collect the Missile Expansion!

Energy Tanks: 7/14
Missile Expansions: 23/49
Power Bomb Expansions: 0/4

Go back to where the Cordite and three Chozo Lores were. Remove the
Missile Shield on the nearby door and go through.

ELDER HALL ACCESS

Roll through so as to avoid the Scarabs, then go through the next door.

HALL OF THE ELDERS

Morph and roll into the tunnel on your left. There's a Save Station!
No...wait a minute! Scan the hologram for a new Research entry.

NEW RESEARCH LOG: Missile Station

Step into these stations to fully reload your Missile Launcher.

Do so, then head back out and jump down. Oh, no, another Chozo Ghost!
Defeat it the same way you defeated the other three. Now, the Chozo
statue's hands will start glowing, as if waiting for a gift. Look
behind the statue to see some weird symbols, so scan them for a new
Chozo Lore entry!

NEW CHOZO LORE: Hope

Now morph and Bomb Jump into the statue's hands. As soon as you're in
his hands, hold down R. The statue will throw you and you'll hit a
ramp, causing you to fly up into a Spider Ball Track. Roll to the end
and activate the Morph Ball Slot here.

This will make three circular Morph Ball Slots activate and each turn a
different color. One's purple, one's white, one's red. You can't do
anything with the white and red ones right now, but that purple one
just might be able to help you. Go back to the Missile Station tunnel.
Turn right and jump up to land on another platform. Shoot the circular
purple slot with your Wave Beam and the color will go away, revealing a
Morph Ball Slot. Activate it to open a new path. Get thrown from the
statue again and you'll go up to a new tunnel.

Roll through. De-morph and scan the blue icon to deactivate the safety
shield. Now you can get up here without doing all that Wave Beam stuff.
Go through the door to your left.

REFLECTING POOL ACCESS

Nothing significant in here, so just go through, walk or roll, your
decision, and head through the next door.

REFLECTING POOL

Morph and roll into the water. Morph Ball Bomb the drain in the middle
bottom of the pool. Wait until it has completely drained, then start
boosting. This is a half-pipe, by the way. If a Stone Toad swallows
you, bomb it so as not to get hurt and to get a supply. Once you've
boosted to the higher part, go through the door on the left. If you're
not on the left, carefully Space Jump to the other side.

ANTECHAMBER

Get the equipment in the middle of the room!

-----------------------------------------------------------------------
-
NEW ARM CANNON WEAPON: Ice Beam
-----------------------------------------------------------------------
-
The Ice Beam can freeze enemies solid. Hits from the Ice Beam may also
slow foes down.

Press Down on the C Stick to select the Ice Beam as your active weapon.

Samus's Notes:

Use the Ice Beam to open White Doors.

The Ice Beam is quite effective against fire-based creatures.

Charge the Ice Beam to increase the time an enemy will stay frozen when
hit.

Some frozen enemies can be shattered by Missile hits.
-----------------------------------------------------------------------
-

/---------------------------------\
|VIII-19: Getting the Gravity Suit|
\---------------------------------/

Exit this room.

REFLECTING POOL

Jump over to the other side, remove the Missile Shield, and go through
the door.

SAVE STATION 3

Save your game by walking into the Save Station hologram if you want
to, scan the Save Station hologram for a new Research Log Book entry if
you haven't yet, and then exit through the same door you came through.

REFLECTING POOL

Go back to the Hall of the Elders.

HALL OF THE ELDERS

Jump down and kill the three Chozo Ghosts with some Super Missiles.
After all three are dead, jump up. Morph and roll through the tunnel
that leads to the Missile Station. Refill your Missiles, then roll back
out. Jump over to the circular slots that have different colors on
them. Shoot the white one with your Ice Beam and then activate the
Morph Ball Slot to open a new path. Have the Chozo statue throw you
again and he'll toss you into a small room containing only an Energy
Tank!

Energy Tanks: 8/14
Missile Expansions: 23/49
Power Bomb Expansions: 0/4

Now use the small tunnel to get spouted back up into the Hall of the
Elders. Now go back to Save Station 3, which is connected to the
Reflecting Pool.

SAVE STATION 3

Save if you want, scan if you haven't, then morph and Bomb Jump into
the small tunnel in this room. Roll through. Now go through this door
to continue.

TRANSPORT TO TALLON OVERWORLD EAST

Scan the nearby blue icon to activate the transport, and then step into
the hologram to be taken to the Tallon Overworld.

TRANSPORT TO CHOZO RUINS EAST

Go through the white door that you're facing.

TRANSPORT TUNNEL C

Shoot the Geemers with Missiles if you want them dead, then morph and
roll under the branch obstructions. De-morph and go through the door.

OVERGROWN CAVERN

Shoot the Venom Weeds, morph, and roll under the branches here to
collect a Missile Expansion.

Energy Tanks: 8/14
Missile Expansions: 24/49
Power Bomb Expansions: 0/4

De-morph once you're through the branch obstructions, shoot the
remaining Venom Weeds, morph again and roll under, de-morph and go
through the white door.

FRIGATE CRASH SITE

Follow the left wall. When you see the Flying Pirates, nail them with a
shot from the Ice Beam, then fire a Missile to shatter them. Once
they're dead, head to the Landing Site.

LANDING SITE

Save your game in your gunship if you want to. Now go to the transport
to Magmoor Caverns East.

TRANSPORT TO MAGMOOR CAVERNS EAST

Step into the hologram to be taken to the Magmoor Caverns.

TRANSPORT TO TALLON OVERWORLD WEST

Go to the transport to Phendrana Drifts South.

TRANSPORT TO PHENDRANA DRIFTS SOUTH

Step into the hologram to be taken to the Phendrana Drifts.

TRANSPORT TO MAGMOOR CAVERNS SOUTH

A lot of transports, huh? Turn around to see a Spider Ball Track. Morph
and attach to it. Roll up all the way and de-morph, now go through this
white door.

TRANSPORT ACCESS

Kill the Pulse Bombu with the Wave Beam and head through the purple
door.

FROZEN PIKE

Submerge yourself in the water at the bottom of this room. Look around
for a new creature. Scan it to add it to your Log Book data.

NEW CREATURE LOG: Jelzap

Aquatic predator made of electrically bound skeletal halves. The
Jelzap's brain is located in the upper half of its body, while the
heart and digestive tract occupy the lower half. Linked only by
electrical impulses, the two halves somehow function effectively enough
to launch the Jelzap to the top of Tallon IV's aquatic food chain.

To kill it, switch to the Ice Beam and wait for it to open up. Shoot it
with a charged Ice Beam blast to freeze it. Then manually aim at one of
the halves and destroy it with a Missile. After dispatching or ignoring
the Jelzap, face towards the door you entered this room from and look
around for some steps. Jump up to the surface of the water and jump
out. Cross the vines, turn left, jump across the gap to the opening on
the other side, jump to the next platform, and jump to the platform
with the purple door on it. Go through the purple door.

FROST CAVE ACCESS

Morph and Bomb Jump into the little crevice just above you. Roll all
the way to the end, then de-morph. Kill the Ice Beetles and Scarabs
blocking your path, then go through the next purple door.

FROST CAVE

Wait a little for a creature with red on top to come up. Scan it for a
new Creature entry.

NEW CREATURE LOG: Hunter Metroid

Adolescent Metroid. Energy-siphon tentacles increases its threat level.
As Metroids develop, they become more efficient predators. An energy-
draining tentacle allows them to attack at a distance. Quick to anger,
a Hunter Metroid will charge troublesome prey and attempt to ram them
into submission. Cold-based attacks are still quite effective against
these creatures.

Switch to the Ice Beam and freeze it with a single shot. If it grabs
you with its tentacle, move the Control Stick and push buttons
frantically to break free. After freezing it, shatter it with a
Missile. Look on the ceiling of this room to see another new creature,
so go ahead and scan it.

NEW CREATURE LOG: Glider

Docile, airborne creatures with unusual magnetic properties. Gliders
live a relatively peaceful existence. They have a magnetic signature
attuned to Grapple Beam technology; the sport of "glider riding"
involves using a Grapple to attach to a Glider, then staying on it as
long as possible.

It's unkillable and you don't have the Grapple Beam, so ignore it for
now. Shoot down the Stalactite in the distance with a Missile, and scan
it BEFORE downing it if you haven't scanned one yet. Now jump down and
look for another Stalactite. Fell it and then jump on top of it. Go
through the door that isn't the door you came in here through and isn't
the door opposite the door you came in here through.

SAVE STATION C

Save your game by walking into the Save Station hologram if you want
to, scan the Save Station hologram for a new Research Log Book entry if
you haven't yet, and then go back into the Frost Cave.

FROST CAVE

Go to the purple door to the right by using the other Stalactite you
felled.

UPPER EDGE TUNNEL

Morph and roll through what may be the longest Morph Ball tunnel in the
game. Boost to make the experience shorter. Go through the purple door
after de-morphing after the last section of the tunnel to continue.

PHENDRANA'S EDGE

Kill the two Flying Pirates by nailing them with the Ice Beam and then
shattering them with a Missile. Jump into the water and use your map to
find an underwater door; go through it.

LOWER EDGE TUNNEL

Kill the Bombus with your Wave Beam. Ah, three electrical energy
impulses...anyway, roll down the rest of the tunnel until you reach a
door, which you should go through.

HUNTER CAVE

Nail the three Stalactites on the ceiling with Missiles to make them
fall. Jump into the water and kill all creatures. Climb the platforms
on the wall (you'll de-submerge yourself shortly) until you can jump to
one of the Stalactites you shot down. Jump to the shot-down Stalactite
nearby, and jump on the shot-down Stalactite that fell in the frozen,
not the water. Now jump up to the purple door and go through.

LAKE TUNNEL

Dispatch the Bombu and go through the next door.

GRAVITY CHAMBER

Walk underwater until you see moving vines, so scan them for a new
Creature entry.

NEW CREATURE LOG: Aqua Reaper

Powerful aquatic tentacle, part of a submerged organism. Similar in
nature to the surface-based Reaper Vine, the Aqua Reaper has adapted to
a liquid environment. It shares the poor vision of its rock-dwelling
"cousin," relying on a crude sonar sense to seek prey. Unhindered by
water, the Aqua Reaper has considerable speed and strength.

Lock on and make sure you get ALL the tips of the vines before jumping
down. And move fast, because they come back out quick! Now head left,
and go up the steps, killing the nearby Jelzap if you wish. Retract the
Aqua Reapers and kill the Jelzaps below, then jump down and jump up the
steps ahead and run into the icon for some new equipment and a cool
cut-scene!

-----------------------------------------------------------------------
-
NEW SUIT: Gravity Suit
-----------------------------------------------------------------------
-
The Gravity Suit eliminates the effects of liquid on movement.

Samus's Notes:

This modification improves your defensive shielding.

The Gravity Suit allows for improved movement in liquid environments,
but does not reduce damage delivered when exposed to hazardous fluids.

Visor modifications in the Gravity Suit make it easier to see
underwater.
-----------------------------------------------------------------------
-

/------------------------------------------\
|VIII-20: Getting the Artifact of Lifegiver|
\------------------------------------------/

Jump out of the water (easy with the Gravity Suit) and go through the
purple door you haven't been through yet. By the way, it was previously
impossible to jump out of the water, before you acquired the Gravity
Suit. In this room specifically, of course.

CHAMBER ACCESS

Die, Sentry Drone! Kill it and go through the next door.

HUNTER CAVE

Run along the path to the right and head through the purple door you
haven't been through yet, ignoring or killing the Flying Pirates.

HUNTER CAVE ACCESS

Run through the water, killing the Jelzaps if you want, and go through
the next door.

FROZEN PIKE

Kill the Jelzap in front of you, now go up the steps and around the
path. Destroy the two Flying Pirates with the Ice Beam and a Missile.
Make your way over the branch bridge and turn left once you're across.
Jump across the gap. Now keep jumping from platform to platform,
turning around if you don't see one. When you reach an ice wall, morph
and roll right, Bomb Jumping when necessary. When you reach the door
that leads to Transport Access, go through.

TRANSPORT ACCESS

Go all the way back to the Tower of Light in the Chozo Ruins. You
remember, the room where you got the Wavebuster.

TOWER OF LIGHT

Jump into the water. There's a tunnel opposite the door you entered
that you need to go through, so do so. When you reach the wall, Space
Jump out. Shoot the purple door on the ceiling and go through.

TOWER CHAMBER

In the middle of this room is another Artifact!

-----------------------------------------------------------------------
-
ARTIFACT ACQUIRED: Lifegiver
-----------------------------------------------------------------------
-
Artifact acquired. This is the Artifact of Lifegiver.
-----------------------------------------------------------------------
-

/-------------------------------\
|VIII-21: Getting the Power Bomb|
\-------------------------------/

Now go to the Watery Hall.

WATERY HALL

Face away from the runic symbol that is below where all the Eyons are.
Morph and roll into the water, straight ahead. Continue rolling
straight forwards until you hit the wall. De-morph. Now Space Jump out
of the water to see a Missile Expansion right in front of you! You
couldn't get this previously because you need the Gravity Suit.

Energy Tanks: 8/14
Missile Expansions: 25/49
Power Bomb Expansions: 0/4

Now go back to the Frigate Crash Site at the Tallon Overworld.

FRIGATE CRASH SITE

Get here through the Waterfall Cavern, remember. Kill the Beetles and
the two Flying Pirates, then jump into the water. Go over to the left
wall underwater and walk along it, looking at it until you see a little
alcove with a Missile Expansion. Jump to the branches on your right and
then Space Jump from these branches over to your Missile Expansion!

Energy Tanks: 8/14
Missile Expansions: 26/49
Power Bomb Expansions: 0/4

Now continue following the left wall. Once you reach some steps that
have lichen (scan them) on them, jump onto the first one, jump onto the
second one, turn right, and jump up here. Now go into the little cut-
out cave thing on your left and look for a Morph Ball hole in the right
wall. Once you see it, morph and roll through. De-morph and go towards
the nearest white door. Look to your map for help. Destroy the crates
blocking access, collect any pickups they left behind, then go in.

FRIGATE ACCESS TUNNEL

The tunnel is dark, so you may think there's some creature, lurking in
the darkness. Nope. Roll through if you want the extra light emitted
from the Morph Ball. When you reach the next door, go through.

MAIN VENTILATION SHAFT SECTION C

Jump to the bottom and morph. Roll through the tunnel. It'll decrease
in size after a bit, but we're already morphed! When you reach the next
door, de-morph and go through.

MAIN VENTILATION SHAFT SECTION B

Take care of the Auto Turrets. Now switch to the Thermal Visor and look
around for a Power Conduit. Shoot it with the Wave Beam to give power
to the door, now shoot it and go through.

MAIN VENTILATION SHAFT SECTION A

Ah, another swarm of new creatures, so be sure to scan them.

NEW CREATURE LOG: Tallon Crab

Crustacean native of Tallon IV. Hard-shelled swarm life-form. Once
harvested for food, exposure to Phazon has seen this practice diminish.
Creatures are timid and harmless alone, but can be a problem when
traveling in swarms.

If you want to kill them, go ahead. You can also ignore them. Anyway,
go through the door at the end of the tunnel. I can't see why this all
isn't already on your map! You explored all this before! Most of it,
anyway.

REACTOR CORE

Jump down. They may appear to be Flying Pirates, but they're
underwater, and they're new, so go ahead and scan one.

NEW CREATURE LOG: Aqua Pirate

Space Pirates with exoskeletons modified for underwater use. Using
modified thruster-packs and Gravity Suit technology, the Space Pirates
have armorsuits for use in liquid environments. Thermal tracking is
still very useful against these units, as the Pirate engineers have yet
to eliminate the thruster-pack's high heat signature.

One shot from the Ice Beam and shattering the ice with a Missile is
enough to dispatch them. There are two. After killing them, jump all
the way to the bottom of the room and switch to the Thermal Visor. We
are looking for four Power Conduits. The first one is on the wall near
the blue door that you haven't gone through yet. Now head to the wall
across from this one for the second one. Remember to use the Wave Beam
to activate the Power Conduits, and be sure heat lines appear.

The third one...you need to continue along the path that you followed
last time to get to the wall on the opposite side of the first Power
Conduit. The fourth one is higher up, so use the debris that is
extremely conveniently stacked up. Look around until you spot it, then
shoot it with the Wave Beam. Now go through the door that you just
supplied power to.

REACTOR ACCESS

Go through the door on your right.

SAVESTATION

Save your game if you want to, scan the Save Station hologram if you
haven't yet, then head out.

REACTOR ACCESS

There are two Power Conduits on either side of the door that you
haven't been through yet, so find them and activate them with
electricity, then go through the door.

CARGO FREIGHT LIFT TO DECK GAMMA

Walk straight forwards until you see a weird glass wall. Look behind it
to see an Energy Tank! Destroy the wall with a Missile and get your
Energy Tank!

Energy Tanks: 9/14
Missile Expansions: 26/49
Power Bomb Expansions: 0/4

Now switch to your Thermal Visor and head out of the little alcove
where the Energy Tank was. Look for a Power Conduit on the wall that
had the glass section that you just demolished. Shoot it with the Wave
Beam. Now jump on top of the alcove where you got the Energy Tank. Now
jump up the debris, left and right. There are two Aqua Reapers, so keep
an eye out for them. If you're stuck, turn around, and I'll bet you
you'll see a piece of debris behind you. On the way up, keep an eye out
for two more Power Conduits. Now go through the power-supplied door.

DECK BETA TRANSIT HALL

Head through the next door.

BIOHAZARD CONTAINMENT

Destroy the two turrets and look around for two Power Conduits after
switching to your Thermal Visor. One is on a certain side of a pillar
near your entrance point. The other you can find by following the
outside wall until you see it. To get to the final Power Conduit, first
jump into the water. Now scan one of the drones in here for a new
Creature entry.

YELLOW ALERT!
YELLOW ALERT!
YELLOW ALERT!
Be sure to scan an Aqua Drone! They disappear later!
YELLOW ALERT!
YELLOW ALERT!
YELLOW ALERT!

Alerts: 12/18
Yellow Alerts: 6/7
Red Alerts: 6/11

NEW CREATURE LOG: Aqua Drone

Security mecha adapted for underwater areas. The Space Pirates have
adapted a number of Sentry Drones for use in liquid environments. These
Aqua Drones utilize an arsenal and artificial intelligence suit similar
to their "cousins." The Pirates have been unable to properly shield
these Drones from electrical attacks, making them vulnerable to the
Wave Beam.

Destroy them with the Wave Beam, then! Now switch to the Scan Visor and
look around for a door made of Cordite. Switch back to the Combat Visor
and shoot the Cordite door with a Super Missile, then collect your
Missile Expansion!

Energy Tanks: 9/14
Missile Expansions: 27/49
Power Bomb Expansions: 0/4

Now use the Thermal Visor to find the last Power Conduit. Once you've
found it, go through the door that you just supplied power to.

DECK BETA SECURITY HALL

Shoot the Aqua Reapers as you make your way through, then head through
the door once you reach it.

BIOTECH RESEARCH AREA 1

Kill the three Aqua Pirates in this room, and then switch to the
Thermal Visor. There are three Power Conduits in this room. They're
REALLY EASY to find, so go ahead and do it yourself. Once all three
have been shot with the Wave Beam, go through the door that you just
supplied power to.

DECK BETA CONDUIT HALL

Try not to confuse this hall with Deck Beta Security Hall. Shoot the
Aqua Reapers as you make your way through, then head through the door
at the end.

CONNECTION ELEVATOR TO DECK BETA

Wait for a big explosion, then jump down and scan one of the blue
things that look like Sap Sacs for a new Creature entry.

NEW CREATURE LOG: Aqua Sac

Will burst when subjected to impact or trauma. Believed to be in the
same family as the Sap Sac, this plant has similar features. It will
burst when exposed to force. This protective response keeps most
creatures from feeding on it.

Now go through the next door. No Power Conduits! Hip, hip, hooray!

HYDRO ACCESS TUNNEL

Morph and roll into the small tunnel to reach the mini-maze. Go over to
where the bubbles are moving up. Bomb Jump here and the bubbles will
help you get to your next destination. Once you reach more bubbles
moving up, roll to the right side of this and Bomb Jump. You'll see
that it keeps going up.

To get as high as you need to go, you need to Bomb Jump. Just before
the peak of your jump, lay another bomb. If done correctly, you'll Bomb
Jump again. At this point, you should see the Energy Tank. Do it again
to get it!

Energy Tanks: 10/14
Missile Expansions: 27/49
Power Bomb Expansions: 0/4

Now fall back down and continue Bomb Jumping and moving right as
necessary until you reach a door. De-morph and open it and continue.

GREAT TREE HALL

Follow the wall on your left until you reach a pillar, which you should
go around. Now jump up the steps and out of this water. In front of you
is a door. It's white, so open it and head in.

TRANSPORT TUNNEL E

Walk across the bridge in the middle of the room and kill all the
Seedlings that hinder your progress. Now go through the door at the end
of the tunnel.

TRANSPORT TO PHAZON MINES EAST

Scan the blue icon to activate the elevator, and then step into the
hologram to be taken to a new area, the Phazon Mines.

TRANSPORT TO TALLON OVERWORLD SOUTH

Switch to the Wave Beam and go through the purple door.

QUARRY ACCESS

Get through this small room and go through the next door.

MAIN QUARRY

Go down the steps and keep an eye out to the left for some nasty
turrets. These are actually a different kind of turret, identifiable in
which they shoot white bullets instead of orange ones, so scan one for
a new Creature entry, the first Creature entry listed in the Log Book.
That's Mega Turrets comes first in the Creature section of the Log
Book.

NEW CREATURE LOG: Mega Turret

Perimeter defense turret reinforced with energy shielding. Frustrated
with interior armor plating on standard defense turrets, the Space
Pirates added energy shielding to a modified heavy Cannon. The new
shielding and increased Beam strength makes the Mega Turret an
efficient point defense weapon.

Increased efficiency? Ha! Take care of them with three or four Missiles
on Normal Mode, and a Super Missile on Hard Mode, for it's either a
Super Missile or six regular Missiles. Directly (maybe not DIRECTLY
directly) opposite the Mega Turrets is a pathway, with a few Space
Pirates along the way. Dispatch them by freezing them with an Ice Beam
shot and then a simple shatter with a Missile.

When you reach a big structure, go across the bridges and get on the
other side. It's a rocky ledge. Jump on top of the rock and then on top
of the structure.

Now switch to the Thermal Visor and look around for a Power Conduit.
Once you find it, shoot it with the Wave Beam to activate a control
console. Go over and scan this and this will make some crane controls
active.

This will turn a crane with a Spider Ball Track and Grapple Point on it
towards a Missile Expansion. Look around on the pillar nearby for a
Spider Ball Track. Attach onto this and roll to the end of it. Now
release and you'll fall onto the top of the end of the crane. Bomb Jump
into the little alcove with the Missile Expansion inside!

Energy Tanks: 10/14
Missile Expansions: 28/49
Power Bomb Expansions: 0/4

Jump down and go back to where the Mega Turrets were. Look around for
two blue icons. One is a secondary control for a force field blocking
access, another is primary. You need to scan both to gain access.
However, don't go through it yet. Use your map to find a purple door
that you haven't been through yet. Go near it to find a Spider Ball
Track. Roll up it and go through the purple door.

SAVE STATION MINES A

Scan the blue icon to gain access to the Save Station. Save if you want
to, scan if you haven't yet, then head back out into the Main Quarry.

MAIN QUARRY

Go to the white door you gained access to earlier, and now go through.

SECURITY ACCESS A

Kill the two Mega Turrets here, blow up the crates for some supplies,
and go through the next door.

MINE SECURITY STATION

Destroy the three Shadow Pirates. With Thermal Imaging, remember. One
charged Ice Beam and a shattering Missile. Walk by the force field
blocking a Plasma Beam door. Turn left. Now turn right into a small
tunnel and follow it to a ramp. Go up this ramp and turn right twice at
the end. Walk until a cut-scene plays, then scan the new creature.

NEW CREATURE LOG: Wave Trooper

Space Pirate armed with Wave Beam technology. Space Pirates have
reverse-engineered several of your weapons, including the Wave Beam. A
flaw in the design makes these Pirates vulnerable to their own Beam
weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.

You have to use the Wave Beam if you want to even damage them. I don't
think Missiles work, either. If you have a bunch of Missiles on hand,
it's okay to use the Wavebuster for some of them. There are a total of
three. Once you've killed them, go around the corner and go through the
purple door on the ceiling.

SECURITY ACCESS B

Switch to the Thermal Visor and shoot away some of the obstructions. Be
ready to face two Shadow Pirates. Remember, one charged Ice Beam and
then a shattering Missile. Now go through the white door on the
ceiling.

ELITE RESEARCH

Kill the two Space Pirates and scan the computer monitors to make a
platform system active and get some Pirate Data.

NEW PIRATE DATA: Elite Pirates

Jump up the platforms you just aligned and kill the two Wave Troopers
up here. Scan the monitors (you'll have to go around because of the
barrier) to make another platform system active. Jump up them and scan
what looks like a Wave Trooper, except it's yellow, for a new Creature
entry.

NEW CREATURE LOG: Power Trooper

Space Pirate armed with Power Beam technology. Space Pirates have
reverse-engineered several of your weapons, including the Power Beam. A
flaw in the design makes these Pirates vulnerable to their own Beam
weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.

One Super Missile on Normal Mode, a Super Missile and three Charged
Power Beams on Hard Mode. Morph and enter the Spinner device. Now,
you're rotating a huge pulse beam. You should see it--it's the thing
you start rotating when you start boosting. Spin it until it's facing
directly to the left. Bomb your way out of the Spinner device. Scan the
monitors until a message is displayed that the Pulse Beam's auto-firing
mode is engaged. It will now fire to the left, revealing a reward...a
Missile Expansion!

Energy Tanks: 10/14
Missile Expansions: 29/49
Power Bomb Expansions: 0/4

Now rotate the Pulse Beam so that it's facing directly away from the
monitors and scan the monitor that said that the Pulse Beam's auto-
firing mode is engaged. It will break yet another wall, revealing an
Ice Beam door, so go ahead and go through.

RESEARCH ACCESS

Morph and attach to the Spider Ball Track. Roll down, carefully
avoiding the spinning electrical devices, going through the openings.
Once you reach the very bottom, go through the white door.

ORE PROCESSING

Kill the two Power Troopers that attack you when you enter this room.
After killing them, head to the side of the room opposite the side with
the door that you entered this room through. Face away from the wall,
morph, and Bomb Jump into the yellow-lit slot that is on a weird-
looking structure.

Now, we're going to be rotating the tower in the middle. Lay Morph Ball
Bombs until the blue track is facing you. The track itself won't be
blue, just the edges of the track. Roll all the way up and detach once
you're at the end. De-morph and follow the outside wall along the
walkway until you reach another tower rotator. This rotator will rotate
the second section of the tower.

Morph and Bomb Jump into it. Lay Morph Ball Bombs until the track with
red edges is facing left. Now jump back down to the bottom and rotate
the bottom section three times. This will align the red track, so ride
it up. Walk along the walkway until you see a Wave Trooper, then kill
it.

You'll now see a third rotator. However, this one is blocked by some
sort of rubble. If you scan the rubble, you'll find that it's
Bendezium. Bendezium can only be destroyed by Power Bombs. Now turn
right and go through the white door to proceed. Don't worry, you're
approaching the room with the Power Bomb!

ELEVATOR ACCESS A

Aiming up and down, destroy all the Scatter Bombus with your Wave Beam,
then roll down the Spider Ball Track and go through the Ice Beam door
down here.

ELEVATOR A

Scan the blue icon to activate the transport, and then step into the
hologram to be taken to Level Two of the Phazon Mines. Up here, there
are some explosive crates that you can destroy for some supplies, but
stand far away so as you don't get hurt! Then go through the white
door.

ELITE CONTROL ACCESS

Move forwards until you see a box like the ones you just blew up for
supplies. It'll be on a ledge, higher up. Shoot it from far away to
kill two Space Pirates and reveal a little something. Jump close to it.
Wait awhile to do the Space Jump if you're having trouble. Now morph
and Bomb Jump into the little alcove for your Missile Expansion!

Energy Tanks: 10/14
Missile Expansions: 30/49
Power Bomb Expansions: 0/4

Now go through the purple door.

ELITE CONTROL

What's that big thing in the tank? Well, move forward a bit, and it'll
break out! AHHHHHH! Be sure to scan it for a new Creature entry!

YELLOW ALERT!
YELLOW ALERT!
YELLOW ALERT!
Be sure to scan the Elite Pirate! There are only three that you can
scan for a new Creature entry, so just do it now!
YELLOW ALERT!
YELLOW ALERT!
YELLOW ALERT!

Alerts: 13/18
Yellow Alerts: 7/7
Red Alerts: 6/11

NEW CREATURE LOG: Elite Pirate

Space Pirate. Incredibly strong, armored, and well armed. Elite Pirates
are potent foes. Their energy-siphon system absorbs Beam weapon shots,
which they use to fuel a massive Plasma Artillery Cannon. The nature of
this system makes them vulnerable to concussion-based weapons. Well
armed, the Elite Pirate is effective in close combat and at a distance.
Their massive size can be a weakness, and their sluggish speed allows
for evasion and quick attacks.

***********************************************************************
*
BOSS FIGHT #8: Elite Pirate

Okay, this fight isn't going to be hard. He has three attacks. The
first is simply swiping at you, which he'll only do if you're really
close. The second is creating a wave quake, which you should simply
Space Jump over. The third is firing missiles, which he only does if
you get a fair distance away. Just dash to avoid these. To defeat him,
lock on and make sure that his hand isn't outstretched. Two Super
Missiles WHILE HIS HAND IS NOT OUTSTRETCHED will beat him on Normal
Mode, four Super Missiles WHILE HIS HAND IS NOT OUTSTRETCHED will beat
him on Hard Mode.
***********************************************************************
*

The enemy music is continuing! Don't worry. Now go through the space
the force field that you just deactivated left. Go up the ramp and kill
all the enemies. Now, on Hard Mode, you'll be attacked by a new type of
creature, but to keep us together, let's not list the creature log for
now, although you can scan it. Once you've killed all the Pirates (wait
for the enemy music to stop playing) scan all the computer monitors you
can find until you've gotten EIGHT Pirate Data entries.

NEW PIRATE DATA: The Hunter

NEW PIRATE DATA: Hunter Weapons

NEW PIRATE DATA: Metroid Prime

NEW PIRATE DATA: Chozo Artifacts

NEW PIRATE DATA: Chozo Ghosts

NEW PIRATE DATA: Chozo Studies

NEW PIRATE DATA: Prime Breach

NEW PIRATE DATA: Prime Mutations

Now head through the white door on the ceiling of the top floor.

VENTILATION SHAFT

Go through and go through the white door.

OMEGA RESEARCH

There are five troopers, two Wave, three Power. Kill all of them. Look
around on the various monitors, scanning them until you get a new
Pirate Data entry.

NEW PIRATE DATA: Omega Pirate

Now go through the white door on the floor on the bottom.

DYNAMO ACCESS

Go through the door on the other side of the room.

CENTRAL DYNAMO

Now you'll have to fight a partially invisible enemy. Activate the
Wavebuster. Remember, it seeks enemies without a lock on. If you run
out of Missiles, use the rapid-firing Power Beam until death. Oh, and
you don't need to scan it, it doesn't go into the Log Book, and you
can't scan it anyway. Now roll into the newly opened Morph Ball maze
and roll through, avoiding the electrical beams. If you see a yellow
one, wait for it to go off, and then quickly roll through before it
comes back. If you find that the floor looks watery, lay a Morph Ball
Bomb. At the center of the maze is some new equipment!

-----------------------------------------------------------------------
-
NEW MORPH BALL EQUIPMENT: Power Bomb
-----------------------------------------------------------------------
-
The Power Bomb is the strongest Morph Ball weapon.

Press the Y Button when in Morph Ball mode to drop a Power Bomb.

Samus's Notes:

Power Bombs do not have unlimited ammo. Use them wisely.

The Power Bomb can destroy many materials, including Bendezium.

Each Power Bomb Expansion you find will increase the number of Power
Bombs you can carry by 1.
-----------------------------------------------------------------------
-

/---------------------------------\
|VIII-22: Getting the Grapple Beam|
\---------------------------------/

Go through the white door in this room that you haven't been through
yet that isn't blocked by Bendezium.

SAVE STATION MINES B

Save if you want to and then head out.

CENTRAL DYNAMO

Now go back to the Ventilation Shaft. To get to the door you entered
this room through, use the glowing blue platforms. And on your way
through Elite Research, you'll need to kill another Elite Pirate. Be
sure to scan this one if you didn't scan the first one! There's only
one more you can scan after this one!

VENTILATION SHAFT

At the end of the right wall, use a Power Bomb. This will blow up some
grating. Roll into the opening it opens up. Roll through the tunnel.
When you reach the other side, Bomb Jump out and de-morph. Scan the
blue icon to turn on the fan, blowing all the Plated Puffers and gas
away. Plus, the Plated Puffers will destroy a wall, revealing an Energy
Tank! Go get your Energy Tank!

Energy Tanks: 11/14
Missile Expansions: 30/49
Power Bomb Expansions: 0/4

Now go back to Central Dynamo.

CENTRAL DYNAMO

Four new creatures will jump down, so be sure to scan one for a new
Creature entry.

NEW CREATURE LOG: Ice Trooper

Space Pirate armed with Ice Beam technology. Space Pirates have
reverse-engineered several of your weapons, including the Ice Beam. A
flaw in the design makes these Pirates vulnerable to their own Beam
weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.

Shoot them with a Charged Ice Beam to freeze them, then shatter them
with a Missile to kill them. Now go back to Ore Processing. You'll need
to boost on the half-pipe in the Ventilation Shaft to get there.

ORE PROCESSING

Turn right and jump over to the rotator blocked by Bendezium. Destroy
the Bendezium with a Power Bomb, then Bomb Jump into the rotator and
lay Morph Ball Bombs to rotate it until the yellow track is facing away
from you. Jump down to the next level and rotate the middle section of
the track three times. Now jump down to the bottom level and rotate the
bottom section once.

Ride the yellow track all the way to the top and go through the white
door up here.

STORAGE DEPOT B

Get your new equipment!

-----------------------------------------------------------------------
-
NEW SECONDARY ITEM: Grapple Beam
-----------------------------------------------------------------------
-
The Grapple Beam allows you to swing back and forth from special points
in the environment.

Grapple Points appear in your visor as a "C" icon.

Press and hold the L Button to fire the Grapple Beam.

Hold down the L Button to stay connected; let go to release.

Samus's Notes:

The Grapple Beam can be used to cross large gaps.

Use the Control Stick while grappling to swing in different directions.
-----------------------------------------------------------------------
-

/--------------------------------\
|VIII-23: Getting the X-Ray Visor|
\--------------------------------/

Go back into the Ore Processing.

ORE PROCESSING

Head to the left or right and scan the grappling icon for a new
Research entry. You couldn't scan this before because it isn't a
Research entry until you re-acquire the Grapple Beam, just as a Spider
Ball Track isn't a Research entry until you acquire the Spider Ball.

NEW RESEARCH LOG: Grapple Point

Analysis indicates a viable attach point for the Grapple Beam. To use
the Grapple Beam, use the L Button when the "C" icon appears.

Grapple across to the other side and go through the door.

WASTE DISPOSAL

Morph and roll through the mini-maze, Bomb Jumping with the bubbles
moving up as necessary. After traversing the entire mini-maze, head
through the next door.

MAIN QUARRY

Go back to Security Access A.

SECURITY ACCESS A

Kill the Shadow Pirates. By the way, if an enemy has dropped something
that looks similar to a Power Bomb, which they should've by now, scan
one for a new Research entry. If not, keep your eyes open.

NEW RESEARCH LOG: Power Bomb Ammunition

Power Bomb Ammunition. Resupplies Power Bomb with 1 round of ammo.

Go to the far end of the room and use a Power Bomb on the grating. Roll
in and collect your Missile Expansion!

Energy Tanks: 11/14
Missile Expansions: 31/49
Power Bomb Expansions: 0/4

Now go back to the Great Tree Hall on the Tallon Overworld.

GREAT TREE HALL

From the door that goes to Transport Tunnel E, shoot the Seedling and
jump to the platform in front of you. Turn to the left a little, kill
the Seedling, and jump to the next platform. Jump to the platform
connected to the wall on your right. Shoot the Seedling that is to your
left and jump to the platform it was on. Now jump to the platform that
the waterfall is splashing on.

Morph and boost until you can't anymore in the Spinner to open a new
path. Go up into this new path. There are two Bloodflowers and another
Seedling around the corner, so be sure to take care of them. Jump to
the platform connected to the right wall, then jump to the platform
connected to the left wall. Now jump over to the ledge with the curving
Spider Ball Track on a pillar on it.

Attach to the track and ride up as far as you can, then release and
hold again R. If done correctly, you'll attach to a different portion
of the Spider Ball Track. Now roll up until you can drop off onto a new
platform. Drop off onto this platform and go through the white door.

LIFE GROVE TUNNEL

There's a Bendezium rock blocking your path, so take care of it with a
Power Bomb. Now roll into the small tunnel you just gained access to.
Bomb Jump over the first bump after rolling right for a little. Now
comes the hardest time of boosting in the entire game. This is a half-
pipe, but you can get on top of what helps make it a half-pipe. If you
can, get in the middle and lay a Morph Ball Bomb to fall down into a
Missile Expansion!

Energy Tanks: 11/14
Missile Expansions: 32/49
Power Bomb Expansions: 0/4

Now boost up to the right side and go through the door over here.

LIFE GROVE

Roll off and get the equipment in the middle of the room!

-----------------------------------------------------------------------
-
NEW VISOR: X-Ray Visor
-----------------------------------------------------------------------
-
The X-Ray Visor can see through certain types of materials.

Press Right on the Control Pad to select the X-Ray Visor.

Samus's Notes:

The X-Ray Visor can reveal invisible items, areas, and enemies.

Robotic enemies jam the X-Ray Visor's frequency. Eliminate them to
restore function to the Visor.
-----------------------------------------------------------------------
-

/--------------------------------------\
|VIII-24: Getting the Artifact of Chozo|
\--------------------------------------/

Get on the platform in the middle of the walls (the one the X-Ray Visor
was floating above) and use a Power Bomb to destroy some walls. Head
towards the waterfall and morph. You should see a drain underwater. Use
a Morph Ball Bomb on it to raise a pillar. There's a Spinner on the
bottom of the pillar, so enter it and boost up the Artifact! Space Jump
from the land to reach the thing connected to the pillar, and get it!

-----------------------------------------------------------------------
-
NEW ARTIFACT ACQUIRED: Chozo
-----------------------------------------------------------------------
-
Artifact acquired. This is the Artifact of Chozo.
-----------------------------------------------------------------------
-

/---------------------------------\
|VIII-25: Getting the Ice Spreader|
\---------------------------------/

Head to the platform that the X-Ray Visor was floating above and face
towards the pillar that you just raised to get the Artifact of Chozo.
Go left and start climbing the platforms. Morph and Bomb Jump your way
through the mini-maze. Get on the wooden bridge and de-morph. Start
walking across and some Chozo Ghosts will attack you! Switch to the X-
Ray Visor. You can see these guys all the time now! Finish them off and
get on the wooden bridge you were on before. Jump towards the waterfall
and then through it. Turn right and go across another wooden bridge.
Jump to the platform on your left and then jump to the next wooden
bridge. Jump to the platform ahead and jump to the platform with the
Chozo head statue on it. Morph and roll into the hole beneath it. Don't
roll off the side or you'll have to do all that again! Roll the other
way and you're back in the mini-maze. Boost up to the left side of the
half-pipe and roll back through. Now go to the curly Spider Ball Track
in the Great Tree Hall.

GREAT TREE HALL

From the curly Spider Ball Track, look at the white door across from
you. Jump to it and then face the white door across from the Spider
Ball Track again and activate the X-Ray Visor. You'll see an invisible
platform, so go ahead and jump onto it. Now turn right and go back to
the Combat Visor. You should see a blue door that you haven't been
through yet. Space Jump over, carefully timing the Space Jump, and go
through.

GREAT TREE CHAMBER

There is something in the middle of this room...it's a Missile
Expansion!

Energy Tanks: 11/14
Missile Expansions: 33/49
Power Bomb Expansions: 0/4

Go out of this room.

GREAT TREE HALL

Drop to the bottom of this room and go through the white door that you
haven't been through yet.

TRANSPORT TUNNEL D

Progress through the tunnel, killing the Seedlings as you go, and go
through the next door once you reach it.

TRANSPORT TO CHOZO RUINS SOUTH

Scan the blue icon to activate the transport, and then step into the
hologram to be taken to the Chozo Ruins.

TRANSPORT TO TALLON OVERWORLD SOUTH

Head to the Furnace.

FURNACE

Switch to the Scan Visor and look along the floor of this room until
you see a part you can scan. If it's cracked and made of Bendezium,
that's the part you're looking for. Morph and lay a Power Bomb in the
middle of the cracked floor to reveal a big half-pipe. Boost up the
right side to the Spider Ball Track and attach to it, being wary of the
various Plated Parasites crawling on it. Roll to the left. When you see
another Spider Ball Track above this one, Bomb Jump up to it.

Now roll along this track until you see your shadow on a path below.
Release R when your shadow is on the path and you'll drop down onto it.
Roll to the other side, avoiding the two Plated Parasites crawling
around this path. Now attach onto this Spider Ball Track and roll. Move
over the track and carefully watch for your shadow, because it'll be
harder to see this time. Drop down and roll across the path, avoiding
the two crawling Plated Parasites. Now attach onto this Spider Ball
Track and roll up into a small alcove containing a Missile Expansion!

Energy Tanks: 11/14
Missile Expansions: 34/49
Power Bomb Expansions: 0/4

Now go to the Ruined Fountain.

RUINED FOUNTAIN

Go through the door you haven't been through yet.

MEDITATION FOUNTAIN

Go through the next door.

MAGMA POOL

Grapple across to the other side. When you land, you should see that
part of the wall is covered in vines. This is Bendezium, so lay a Power
Bomb and blow it up! Collect your first Power Bomb Expansion!

Energy Tanks: 11/14
Missile Expansions: 34/49
Power Bomb Expansions: 1/4

Scan the weird symbols on the wall that are behind where the Power Bomb
Expansion used to be. This will give you the last Chozo Lore entry.

NEW CHOZO LORE: Newborn

Now go through the purple door on this side to continue.

TRAINING CHAMBER ACCESS

Near the next purple door are some red leaves. Morph and you'll find
that they are covering up a Morph Ball tunnel! So roll through and get
your Missile Expansion!

Energy Tanks: 11/14
Missile Expansions: 35/49
Power Bomb Expansions: 1/4

Now roll back through the tunnel and go through the purple door in this
room that you haven't been through yet.

TRAINING CHAMBER

Switch to your X-Ray Visor after the Chozo Ghost cut-scene. Kill them
all. Now morph and roll into the half-pipe. Boost up to the Morph Ball
Slot on the right side and activate it. Now quickly de-morph and jump
over to the elevator there before it goes back up, morphing to get in.
Now attach to the Spider Ball Track and roll along it until you reach a
tunnel. Detach and roll through the tunnel to get dumped into a small
room with an Energy Tank!

Energy Tanks: 12/14
Missile Expansions: 35/49
Power Bomb Expansions: 1/4

Now go back to the half-pipe and boost up the left side. Activate the
Morph Ball Slot here and go through the newly opened tunnel, Bomb
Jumping in the mini-maze. Now roll through the next tunnel.

MAIN PLAZA

De-morph immediately! It's very easy to fall off this ledge! You'll
find yourself on an otherwise unreachable ledge. Look around for a
Grapple Point. Space Jump so that you can attach to it, and then
grapple over to the Missile Expansion!

Energy Tanks: 12/14
Missile Expansions: 36/49
Power Bomb Expansions: 1/4

Go to the Magmoor Caverns by way of the Transport to Magmoor Caverns
North.

TRANSPORT TO CHOZO RUINS NORTH

Go to the Triclops Pit.

TRICLOPS PIT

Kill the two Flying Pirates and then go to the door that leads to the
Pit Tunnel. Face away from it and follow the wall to the right until
you see some crates. Blow them up and switch to your X-Ray Visor. Now
jump to the invisible platform. It'll start dropping, so hurry up and
jump to the next otherwise invisible platform! This one is no exception
to the dropping curse, so jump to the next one. You'll see a Missile
Expansion inside a pillar, so use a Super Missile to destroy the
correct section of the pillar and jump in to your Missile Expansion!

Energy Tanks: 12/14
Missile Expansions: 37/49
Power Bomb Expansions: 1/4

Go to the Warrior Shrine. Remember, where you got the Artifact of
Strength?

WARRIOR SHRINE

Use a Power Bomb at the base of the statue. This will bomb away a
covering. Roll into the hole and get your next Power Bomb Expansion!

Energy Tanks: 12/14
Missile Expansions: 37/49
Power Bomb Expansions: 2/4

Now go through the small tunnel to be dumped into the Fiery Shores.

FIERY SHORES

Go to the Shore Tunnel.

SHORE TUNNEL

Roll into the middle, where the glass has lost its color and sort of
cracked. If you scan it, traces of Bendezium are picked up, so use a
Power Bomb to destroy it. Now jump down onto one of the side platforms
down there. Turn around and look in the middle. Quite a nice reward,
wouldn't you say?

-----------------------------------------------------------------------
-
NEW BEAM COMBO: Ice Spreader
-----------------------------------------------------------------------
-
The Ice Spreader is the Ice Charge Combo. It can freeze targets in a
wide area.

Samus's Notes:

Ice Spreader is a Single Shot Charge Combo. Each shot costs 10
Missiles.

Ice Spreader is limited against aerial targets.
-----------------------------------------------------------------------
-

/--------------------------------\
|VIII-26: Getting the Plasma Beam|
\--------------------------------/

Go to the Geothermal Core.

GEOTHERMAL CORE

From the door that leads to the South Core Tunnel, jump up the two
platforms to the left. Look around for a Grapple Point and swing to the
platform that you can get to. Morph and get into the Spinner on the
pillar supporting the platform. Boost the platform as high as it can
go. You'll be dispensed from the Spinner after raising it as high as
possible. Now jump to the platform that you can jump to and raise this
one as well. Jump to the platform that you raised with the first
Spinner, then jump to the platform you haven't been on yet. Raise this
one and attach to the Spider Ball Track on the pillar. Roll up onto the
platform that you just raised. Now jump to the platform that's the
highest. Look for a Morph Ball Slot on this pillar and activate it with
a Morph Ball Bomb.

Now there's a pipe with a Spider Ball Track on it connected to this
pillar. Bomb Jump up to the Spider Ball Track and ride it as far as it
goes. Bomb Jump to the next track. Roll to the end, detach and attach
to the track below. Roll over and Bomb Jump to get to the next section
of track. Continue doing this until you reach a platform that you can
drop off to. Do so.

Bomb Jump up the track with the Parasites on it. Disconnect and go down
this path to proceed. Make sure you're holding the R Button while
rolling down this ramp. If not, you're sure to fall unless you get a
lucky miracle. Bomb Jump up to the top, and then drop down on the other
side. Now start following this track to your right, killing or avoiding
the Plated Parasites as you go. When you reach the end of this track,
release R and then press it down again. You'll connect to another track
that is below you.

Go all the way up this weird section. Now you have to make a very long
disconnection and re-connection to a track far below. Cross this area
with Plated Parasites and drop down to the platform below you once
you're far to the right. Go through the white door.

PLASMA PROCESSING

In the middle of this room is some new equipment!

-----------------------------------------------------------------------
-
NEW ARM CANNON WEAPON: Plasma Beam
-----------------------------------------------------------------------
-
The Plasma Beam fires streams of molten energy. This Beam can ignite
flammable objects and enemies.

Press Left on the C Stick to select the Plasma Beam as your active
weapon.

Samus's Notes:

Fire the Plasma Beam to open Red Doors.

The Plasma Beam is very effective against cold-based enemies.

Charge the Plasma Beam to fire a sphere of plasma. Enemies struck by
this blast will be engulfed in flames for a few moments.
-----------------------------------------------------------------------
-

/------------------------------------\
|VIII-27: Getting the Artifact of Sun|
\------------------------------------/

Now go to the Phendrana Drifts by way of the Transport to Phendrana
Drifts North.

TRANSPORT TO MAGMOOR CAVERNS SOUTH

Go up the Spider Ball Track in this room and through the white door.

TRANSPORT ACCESS

To your right is a wall of ice guarding an Energy Tank. Melt the ice
with your Plasma Beam and get the next-to-last Energy Tank!

Energy Tanks: 13/14
Missile Expansions: 37/49
Power Bomb Expansions: 2/4

Now go to the Quarantine Cave.

QUARANTINE CAVE

Look to the right to see some Grapple Points. If you don't see any, get
on the other platform with a door. Grapple across and morph and go
through the hole.

QUARANTINE MONITOR

There is something in the middle of this room...it's a Missile
Expansion!

Energy Tanks: 13/14
Missile Expansions: 38/49
Power Bomb Expansions: 2/4

Roll back through the tunnel.

QUARANTINE CAVE

Go to Ice Ruins West.

ICE RUINS WEST

Face away from the door that goes to the Courtyard Entryway. Jump
across the gaps until you reach a structure that has some crates on it.
Shoot the crates, melt the ice, and fall down the hole for your third
Power Bomb Expansion!

Energy Tanks: 13/14
Missile Expansions: 38/49
Power Bomb Expansions: 3/4

Space Jump out and go to the Phendrana Shorelines.

PHENDRANA SHORELINES

From the cave that leads to the door that leads to Save Station B,
follow the wall to the right until you walk between the wall and a
pillar. Turn left and you'll see a Missile Expansion behind some ice,
so go ahead and melt the ice and grab your Missile Expansion!

Energy Tanks: 13/14
Missile Expansions: 39/49
Power Bomb Expansions: 3/4

Now go to the Chozo Ice Temple.

CHOZO ICE TEMPLE

Go to the top of the room, where the statue with frozen hands is. Melt
the ice with the Plasma Beam and then get the Morph Ball into the
statue's hands. This will blow off a covering, creating an opening, so
roll in this tunnel and get your reward!

-----------------------------------------------------------------------
-
NEW ARTIFACT ACQUIRED: Sun
-----------------------------------------------------------------------
-
Artifact acquired. This is the Artifact of Sun.
-----------------------------------------------------------------------
-

/--------------------------------------\
|VIII-28: Getting the Artifact of Elder|
\--------------------------------------/

Go to Ice Ruins East.

ICE RUINS EAST

Stay on the ground and head towards the door that goes to the Plaza
Walkway. When you're directly below the door, turn right to see some
more ice. Melt it with the Plasma Beam and collect your Missile
Expansion!

Energy Tanks: 13/14
Missile Expansions: 40/49
Power Bomb Expansions: 3/4

Now go back to the Control Tower, using your very effective Plasma Beam
on the way.

CONTROL TOWER

Kill the Flying Pirates. Jump into the little room on the top of the
East Tower. Turn right and you'll see some crates, so blast them all
away. If you find that you can't get one or more away, try using the
Wave Beam to do so. Now, you'll see that there's some ice, so melt it.
Switch to your Scan Visor and you should be able to see some fuel
cells, scanning them to make sure. Go back to the Combat Visor and
shoot the cells with a Missile to fell the tower. Go through the hole
it creates after morphing and roll through this little part for your
reward!

-----------------------------------------------------------------------
-
NEW ARTIFACT ACQUIRED: Elder
-----------------------------------------------------------------------
-
Artifact acquired. This is the Artifact of Elder.
-----------------------------------------------------------------------
-

/---------------------------------------\
|VIII-29: Getting the Artifact of Spirit|
\---------------------------------------/

Head forward from where you got the Artifact. Morph and Bomb Jump up
into the little tunnel in the middle of the tower and roll out, now go
to the Frost Cave.

FROST CAVE

Kill the two Flying Pirates, and then use the Glider as a Grapple Point
to reach a ledge opposite the door that goes to Frost Cave Access. Now
look up at the ceiling. You should see a Stalactite, so lock on and
fire a Missile to fell it. This will destroy some of the ice in the
frozen pond, so jump down there. You'll see that you can fall through,
and down here is a Missile Expansion!

Energy Tanks: 13/14
Missile Expansions: 41/49
Power Bomb Expansions: 3/4

Now get out of the pond and head to Phendrana's Edge.

PHENDRANA'S EDGE

Kill the two Flying Pirates. Head left from the door you entered into
this room through, and jump across the gap to the platform over here.
Turn right and jump over the broken bridge. Now jump to the platform to
the left. Now you'll be able to reach a Grapple Point to your right.
Grapple and then grapple on the grappling point to your left, and now
to the platform on the wall ahead of you. Jump up the two floating
platforms and look around for another platform to jump to. Now use a
Power Bomb against the wall to reveal the first red door that you're
going to go through! Heroically switch to the Plasma Beam and go
through the door!

STORAGE CAVE

There's another Artifact in the middle of this room!

-----------------------------------------------------------------------
-
NEW ARTIFACT ACQUIRED: Spirit
-----------------------------------------------------------------------
-
Artifact acquired. This is the Artifact of Spirit.
-----------------------------------------------------------------------
-

/--------------------------------------\
|VIII-30: Getting the Artifact of World|
\--------------------------------------/

Go back through the red door.

PHENDRANA'S EDGE

There's a Glider on the top here, so grapple to the left. If you look
on your map, you'll see a little spike indented into the wall. This
indicates a Morph Ball tunnel, so grapple over and roll through.

SECURITY CAVE

What's in the middle of this room? The final Power Bomb Expansion!

Energy Tanks: 13/14
Missile Expansions: 41/49
Power Bomb Expansions: 4/4

Now head to the Gravity Chamber.

GRAVITY CHAMBER

Melt the icicles on the ceiling with the wonderful Plasma Beam. This
will reveal a Grapple Point, so grapple on it facing away from the door
that leads to Chamber Access. Swing over to the Missile Expansion!

Energy Tanks: 13/14
Missile Expansions: 42/49
Power Bomb Expansions: 4/4

Now go to the Transport to Magmoor Caverns South. Transport, then go to
the Transport to Tallon Overworld West and transport to the Tallon
Overworld.

TRANSPORT TO MAGMOOR CAVERNS EAST

Go to the Root Cave.

ROOT CAVE

Kill the Beetles here, and then start climbing to the left. Climb to
the door that goes to the Root Tunnel. Now grapple on the Grapple Point
across from this door. Now go to the platform on your right, now jump
up to the next platform. Kill the Zoomers and the Bloodflower, now jump
to where the Bloodflower was. Turn right and kill the Zoomer on that
platform, then jump over to where it was. Now switch to the X-Ray Visor
and jump to the first invisible platform. Once you get to the big area
that you can see without the X-Ray Visor on, turn around. Jump to the
invisible platform on your left, turn left, and jump in to the Missile
Expansion!

Energy Tanks: 13/14
Missile Expansions: 43/49
Power Bomb Expansions: 4/4

Now get back on the platform you jumped here from and jump to the red
door, going through using the Plasma Beam.

ARBOR CHAMBER

In the middle of this room is a Missile Expansion!

Energy Tanks: 13/14
Missile Expansions: 44/49
Power Bomb Expansions: 4/4

Now go to the Hall of the Elders in the Chozo Ruins.

HALL OF THE ELDERS

Kill the three Chozo Ghosts and then jump up to the differently colored
Morph Ball Slots. You already activated the purple one, you already
activated the white one, so it's time to activate the red one! Switch
to the Plasma Beam and fire until the red color goes away, then
activate the Morph Ball Slot to gain access to a white door below the
statue, so go through! With the Ice Beam, of course.

ELDER CHAMBER

There's an Artifact in the middle of the room!

-----------------------------------------------------------------------
-
NEW ARTIFACT ACQUIRED: World
-----------------------------------------------------------------------
-
Artifact acquired. This is the Artifact of World.
-----------------------------------------------------------------------
-

/---------------------------------\
|VIII-31: Getting the Flamethrower|
\---------------------------------/

Go to the Transport to Tallon Overworld South and transport, then go to
the Transport to Phazon Mines East and transport.

TRANSPORT TO TALLON OVERWORLD SOUTH

Go to the Mine Security Station.

MINE SECURITY STATION

Make your way through the station, killing the various Troopers as you
go. Once you reach the door to Transport Access B, turn around. You
should see a gate with a computer monitor behind it. This gate is made
of Bendezium, so destroy it with a Power Bomb and scan the computer
monitor. This will disable a force field, so go to the red door that
you just gained access to and go through!

STORAGE DEPOT A

Hey, what's that in the middle of the room? Get it and find out!

-----------------------------------------------------------------------
-
NEW BEAM COMBO: Flamethrower
-----------------------------------------------------------------------
-
The Flamethrower is the Plasma Charge Combo. You can sweep its stream
of flame across multiple targets.

Samus's Notes:

Flamethrower is a Sustained Fire Charge Combo. It costs 10 Missiles to
activate, then 5 Missiles per second afterward.

The Flamethrower is most effective against multiple targets in an area.
-----------------------------------------------------------------------
-

/----------------------------------------\
|VIII-32: Getting the Artifact of Warrior|
\----------------------------------------/

ELITE RESEARCH

There's a creature in a tank sealed with Bendezium alloy plates. Use a
Power Bomb to free it, and then scan it for a new Creature entry.

RED ALERT!
RED ALERT!
RED ALERT!
Scan the Phazon Elite now! This is your only chance to get this scan!
Re-scan if you die and restart!
RED ALERT!
RED ALERT!
RED ALERT!

Alerts: 14/18
Yellow Alerts: 7/7
Red Alerts: 7/11

NEW CREATURE LOG: Phazon Elite

Elite Pirate infused with energized Phazon. The Phazon-charged Elite
Pirates rely more on their Wave Quake Generators, opting not to carry
the vulnerable Plasma Artillery Cannon normally used by Elites. The
direct fusing of Phazon into their bodies provides a tremendous level
on energy. The drastically lower life span that comes with this process
is of little concern to the Pirate Research team.

***********************************************************************
*
BOSS FIGHT #9: Phazon Elite

This battle is going to be harder then the Elite Pirate battles, but
it's still not too difficult. Use Super Missiles while jumping over its
Wave Quakes. If you get hit by a Wave Quake when landing on the ground,
this means you're jumping too soon. The Phazon Elite will also walk
with his hand outstretched, usually with an energy ball on his palm. If
so, don't attempt to attack him, just wait until he stops.
***********************************************************************
*

After defeating it, get the Artifact that just appeared!

-----------------------------------------------------------------------
-
NEW ARTIFACT ACQUIRED: Warrior
-----------------------------------------------------------------------
-
Artifact acquired. This is the Artifact of Warrior.
-----------------------------------------------------------------------
-

/--------------------------------\
|VIII-33: Getting the Phazon Suit|
\--------------------------------/

Go to Dynamo Access on Level Two of the Phazon Mines.

DYNAMO ACCESS

There is an Elite Pirate that you have to kill in here, so do so. Also,
if you didn't scan either of the Elite Pirates before, be sure to scan
this one for a new Log Book entry, because this is your last chance!
Now go to the Central Dynamo.

CENTRAL DYNAMO

Kill the four Ice Troopers and blow up the Bendezium concealing a white
door, then go through.

QUARANTINE ACCESS A

Quick, quick! There are four Mega Turrets in here! Morph and roll into
the hole on your right! Roll through and then de-morph. Now scan the
blue icon as quickly as possible to disable all the Mega Turrets. Then
head through the purple door.

METROID QUARANTINE A

Scan the terminal with the red icon on it to release some Metroids.
Wait for them to kill the Space Pirates, then kill the Metroids! Go to
the area that you released the Metroids from to see a gigantic pit of
Phazon. Kill any remaining Metroids, then turn to the left to see some
large mushrooms.

Jump up onto the one that's closest to the Phazon pit and switch to
your X-Ray Visor to spot an invisible moving platform. Jump onto this
one and then to the next invisible moving platform, then down to safe
ground. Kill the Metroids here. Close to this side of the pit is
another big mushroom. Jump up onto it and switch to your X-Ray Visor
again.

You'll see a different moving platform over here, so jump onto it and
then jump to the platform with the Spider Ball Track on it. The
platform is on the left. Morph, but don't attach to the Spider Ball
Track. Instead, use a Power Bomb near the Spider Ball Track to reveal a
passage. Go into it and use another Power Bomb once you hit the wall.

This'll reveal another passage. Look around here for a Spider Ball
Track, attach to it and ride it to the top. Now de-morph and switch to
the X-Ray Visor yet again. Look for a previously invisible up-and-down
moving platform and jump onto it. Now look for another previously
invisible up-and-down moving platform and jump onto it, then jump to
the Missile Expansion!

Energy Tanks: 13/14
Missile Expansions: 45/49
Power Bomb Expansions: 4/4

Now go back to the first Spider Ball Track, where you blew up the first
wall with a Power Bomb. Attach to this Spider Ball Track and ride it to
the end. Now detach and attach to the Spider Ball Track just below this
one. Ride this one to the end and disconnect at the end, now go through
the white door.

ELEVATOR ACCESS B

Kill the Burrowers and jump across the gap, over to the red door. Go
through it.

ELEVATOR B

Scan the blue icon to activate the transport, and then step into the
hologram to be taken to Phazon Mines Level Three. Now go through the
Plasma Beam door to proceed.

FUNGAL HALL ACCESS

Dispatch the Pirate and then jump down to one of the mushrooms that are
below you. Now go to where the Pirate was standing and face away from
the door. There's a pretty darn big mushroom on your right. Beneath it
lies a Missile Expansion. There's Phazon down there, so you will suffer
some damage, but not too much. If you don't want to, come back here
after acquiring the Phazon Suit, which renders you invulnerable to blue
Phazon. Either way, good job on getting that Missile Expansion!

Energy Tanks: 13/14
Missile Expansions: 46/49
Power Bomb Expansions: 4/4

Now go through the red door that you haven't been through yet.

FUNGAL HALL A

Jump from mushroom to mushroom to progress through this room. If you
fall, run back to the start and jump back up. There are Hunter Metroids
strewn about the area, so freeze them with the Ice Beam and then
shatter them with a Missile to take care of them. When you reach the
Glider, grapple across to reach the white door. Now go through it.

PHAZON MINING TUNNEL

Morph and use a Power Bomb on the rock that's blocking your way. Now
roll through the small tunnel you just revealed. This will bring you
into a mini-maze. Roll as far left as you can. Now use the Boost Ball
to quickly get across the disappearing platforms. Now go through the
small hole on your left and through the red door. By the way, if you
fall, you'll start being hurt on Phazon. Bomb Jump up as soon as
possible.

FUNGAL HALL B

Switch to your X-Ray Visor or Thermal Visor if you're having problems
seeing, because this room is pretty dark. Also, use the Ice Beam,
because there are Metroids in here. Freeze and shatter, so easy, man!
Jump across the mushrooms, shooting the Metroids as you go. Underneath
the red door at the end is a circle of small mushrooms, so use a Morph
Ball Bomb there to reveal a Missile Expansion!

Energy Tanks: 13/14
Missile Expansions: 47/49
Power Bomb Expansions: 4/4

Now grapple on the Glider to reach the door on the left, so go through.

MISSILE STATION MINES

You can step into the Missile Station hologram to refill your Missiles.
Also, scan it for a new Log Book entry if you haven't yet, then go back
out.

FUNGAL HALL B

Grapple on the Glider to the only red door left in this room that you
haven't been through, and then head through it.

QUARANTINE ACCESS B

Switch to your X-Ray Visor. Switch to your Wave Beam. There are some
invisible Pulse Bombus in here, so kill them. You can't scan them, so
don't worry about that. Now jump from mushroom to mushroom in this
small room and go through the red door at the end.

METROID QUARANTINE B

Whoa! More Troopers! And they're red! So scan one for a new Creature
entry.

NEW CREATURE LOG: Plasma Trooper

Space Pirate armed with Plasma Beam technology. Space Pirates have
reverse-engineered several of your weapons, including the Plasma Beam.
A flaw in the design makes these Pirates vulnerable to their own Beam
weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.

Switch to the Plasma Beam and destroy them! See the Phazon pit? There
are two more Plasma Troopers across from it, so take them out from over
here. Now ride the Spider Ball Track. Now drop to the Spider Ball Track
below it. Attach to it and ride it to the end and drop to the platform.
Space Jump to the next platform, then Space Jump up on the edge of the
platform so you can grapple on the Grapple Point to a platform. Now
jump to the other side.

Scan the computer monitor on the right to deactivate a force field.
There are three Troopers behind it, two Wave, one Plasma. Now that all
the punks are gone, let's get some stuff. To the right of the second
area of this room is a Cordite shaft, so nail it with a Super Missile
and collect your Missile Expansion!

Energy Tanks: 13/14
Missile Expansions: 48/49
Power Bomb Expansions: 4/4

Close to the Cordite shaft are some monitors. One has a red icon, so
scan it for the final Pirate Data entry.

NEW PIRATE DATA: Special Forces

Now head through the red door that's on the same floor as the Missile
Expansion and the computer monitor containing the Pirate Data.

SAVE STATION MINES C

I highly recommend saving your game, then head out.

METROID QUARANTINE B

Head up the ramp near the Cordite shaft and continue following this
path until you reach a red door, then go through it.

ELITE QUARTERS ACCESS

Kill the Plasma Trooper and then shoot the ice on the device to open
the gate, then go through the red door.

ELITE QUARTERS

There's something humongous in that tank ahead of you, so be sure to
scan it for a new Creature entry.

RED ALERT!
RED ALERT!
RED ALERT!
Scan the Omega Pirate! This is your only chance! If you die, re-scan!
RED ALERT!
RED ALERT!
RED ALERT!

Alerts: 15/18
Yellow Alerts: 7/7
Red Alerts: 8/11

NEW CREATURE LOG: Omega Pirate

Most powerful of the Elite Pirate Forces. Omega Pirate can become
invisible to normal sight. It is vulnerable when cloaked, as all energy
is drawn from defense systems. By exposing itself to Phazon, it can
regenerate damaged tissue and organs. Considered the pinnacle of the
Elite Pirate program, this enemy should be handled with extreme caution
and maximum firepower.

Get closer and it'll break out of the tank. Prepare for one of the
hardest boss fights in the game.

***********************************************************************
*
BOSS FIGHT #10: Omega Pirate

This is hard on Normal Mode, very hard on Hard Mode. I had the
advantage of watching two other people do it. I beat it on my first try
on Normal Mode. It took me three tries on Hard Mode.

The Omega Pirate itself has only three attacks. If you get far away,
it'll fire Missiles at you. Get closer to it if it does so, because if
it does, you're too far away from it. It also does Wave Quakes as the
Elite Pirates and Phazon Elite did, except these are bigger. Jump over
them. The last attack is simply swiping at you, which he does if you
get too close.

To dispatch it, first lock on to it. You will lock on to one of the
four Phazon plates. When it moves around, with hand outstretched
sometimes, sometimes with a ball of energy on that outstretched hand,
don't attempt to attack it. Switch to the Plasma Beam and charge it up.

Wait until he does a Wave Quake. Fire the Charged Plasma Beam shot as
he's doing the Wave Quake. Continue doing this until all four Phazon
plates have been destroyed. There are various Phazon spots around the
room. Ignore these. If you find yourself taking damage and you hear the
sound of Phazon "crackling", quickly dash or jump out.

After removing all four Phazon plates, the Omega Pirate will summon
some Troopers to assist him. If they are Power or Ice on Normal Mode,
kill them. If they're Ice on Hard Mode, kill them. If they're Wave or
Plasma on Normal Mode, don't kill them. If they're anything but Ice on
Hard Mode, don't kill them. Just jump frantically.

Once he summons Troopers, kill them if applicable and switch to your X-
Ray Visor and Power Beam. Charge the Power Beam and wait for the Omega
Pirate to appear over one of the Phazon spots. Shoot a Super Missile at
it. On Hard Mode, shoot two Super Missiles. Now it'll reappear at
another Phazon spot. Shoot it with as many Super Missiles as you can
before it heals its Phazon plates. Now switch back to the Combat Visor
and destroy the four Phazon plates.

One Super Missile on Normal Mode does as much damage as two Super
Missiles on Hard Mode. Keep practicing--with a lot of persistence and
different strategies, you will succeed!
***********************************************************************
*

The Omega Pirate will fall on you, giving you some new equipment!

-----------------------------------------------------------------------
-
NEW SUIT: Phazon Suit
-----------------------------------------------------------------------
-
The Power Suit has been corrupted by viral exposure, turning it into
the Phazon Suit.

Samus's Notes:

The viral corruption of the Power Suit has some beneficial side
effects.

This suit is now resistant to the effects of Blue Phazon. The suit is
not invulnerable to the effects of all Phazon, however.

In addition to the Phazon resistance, the corruption has dramatically
increased defensive shielding levels.
-----------------------------------------------------------------------
-

-----------------------------------------------------------------------
-
NEW ARM CANNON WEAPON: Phazon Beam

The viral corruption of the Power Suit has altered the Arm Cannon as
well. It is now capable of firing the powerful Phazon Beam.

Samus's Notes:

The Phazon Beam appears to trigger in the presence of high
concentrations of Phazon.

Regular Arm Cannon functions return when Phazon is not present.

The Charge Beam does not function when the Phazon Beam is active.
-----------------------------------------------------------------------
-

/----------------------------------------\
|VIII-34: Getting the Artifact of Newborn|
\----------------------------------------/

Hey! You can't pick up those supplies with the Charge Beam, and they're
over hazardous Phazon! Well, guess what. You can safely walk on Phazon.
Get some Missiles and Energy. If you scanned Omega Pirate, head back to
Save Station Mines C and SAVE YOUR GAME. If not, and if you want it,
reset WITHOUT SAVING. You don't want to have to fight this guy again if
you scanned him and you want the entry. Now head to the Phazon Mining
Tunnel. Oh, by the way, you can't use the Phazon Beam until fighting
Metroid Prime's second form.

PHAZON MINING TUNNEL

Morph and roll to the right until a rock blocks your path. Lay a Morph
Ball Bomb and continue in this manner until you see an Artifact! Bomb
Jump up into the last Artifact!

-----------------------------------------------------------------------
-
NEW ARTIFACT ACQUIRED: Newborn
-----------------------------------------------------------------------
-
Artifact acquired. This is the Artifact of Newborn.
-----------------------------------------------------------------------
-

/-----------------------------------\
|VIII-35: Reaching the Impact Crater|
\-----------------------------------/

Now go back to Elite Quarters.

ELITE QUARTERS

Scan the blue icon to the right of you to activate a transport, and
then step into the hologram to be taken up. Now traverse the platforms
to a red door up here, then go through.

PROCESSING CENTER ACCESS

Directly in front of you is the final Energy Tank!

Energy Tanks: 14/14
Missile Expansions: 48/49
Power Bomb Expansions: 4/4

Scan the blue icon to open up the path, and then walk through the
Phazon (oh, yeah) to the red door, now go through it.

PHAZON PROCESSING CENTER

Kill all the Troopers and destroy the Mega Turret here. Now go over to
the floating platforms and begin making your way across them. When you
get to the third floating platform, switch to the X-Ray Visor and
attempt to locate an invisible platform. Jump to it, and then to the
platform above this one. Now make the long jump to the ledge on your
left. Morph and use a Power Bomb to reveal the last Missile Expansion!

Energy Tanks: 14/14
Missile Expansions: 49/49
Power Bomb Expansions: 4/4

/----------------------------------------------------------------------
\
|If you have been following this guide exactly, then you will just
have| |unlocked Image Gallery 4 by acquiring all Pickups (Energy Tanks,
|      |Missile Expansions, Power Bomb Expansions.) Access your new
Image     | |Gallery from the Main Menu.
|
\----------------------------------------------------------------------
/

Get back to the highest floating visible platform. From this platform,
jump to the platform with the pillar against the wall. Destroy any
remaining enemies. Now jump to the next platform. Morph and attach to
the Spider Ball Track. Go left by Bomb Jumping. When you reach the end,
face away from the white door that is right here and ride the Spider
Ball Track on the left. Drop down to the platform and de-morph. Kill
any remaining enemies, then jump on the platforms up here. Jump to the
platform that is on the pillar that is in the corner. Turn left and
jump across these platforms until you can get to the platform on the
pillar in the other corner. Switch to the X-Ray Visor if you're having
problems seeing the platforms. This will also show you an invisible
moving platform at the top of the room. Once you get on it, ride it to
the end, and then jump off on the platform over here. Go through the
white door here.

TRANSPORT ACCESS

Head through the next door.

TRANSPORT TO MAGMOOR CAVERNS SOUTH

Scan the blue icon to activate the transport, and then step into the
hologram to be taken to the Magmoor Caverns.

TRANSPORT TO PHAZON MINES WEST

Isn't it good to be out of the Phazon Mines?! Now go through the only
door in this room.

WORKSTATION TUNNEL

Kill the Zoomers and Power Bomb the Bendezium rubble away, then head
through the next door.

MAGMOOR WORKSTATION

Familiar territory! Head to the Tallon Overworld by way of the
Transport to Tallon Overworld West, then go to the Landing Site.

LANDING SITE

Save your game in your Gunship if you want, which will also replenish
energy and Missile and Power Bomb ammunition. Now go to the Artifact
Temple.

ARTIFACT TEMPLE

Walk down to the place where you got the Artifact of Truth. You will
return all the Artifacts, restoring power to all Chozo totems and the
totem pole in the middle! Whoa! That big bat thing that you saw at the
start of the game destroyed the middle totem pole! After the cut-scene
ends, scan this guy for a new Creature entry.

RED ALERT!
RED ALERT!
RED ALERT!
Make sure to scan Meta Ridley! This is your only chance! If you die,
re-scan him every time!
RED ALERT!
RED ALERT!
RED ALERT!

Alerts: 16/18
Yellow Alerts: 7/7
Red Alerts: 9/11

NEW CREATURE LOG: Meta Ridley

Genetically enhanced Ridley metaform. Reborn and evolved through Pirate
technology, Meta Ridley is a fearsome enforcer. Its armored hide is
extremely resilient, save for the chest, which has thinner plating. The
Pirates have fused a number of potent weapons to the creature,
including a Multi-Missile System, a Kinetic Breath Weapon, a Meson Bomb
Launcher, and an Ultrathermal Flamestrike Projector. Meta Ridley is
also a formidable melee combatant, making any sort of engagement a
risky proposition.

***********************************************************************
*
BOSS FIGHT #11: Meta Ridley

Yet another difficult boss fight. When Meta Ridley is flying around, he
can fire the Kinetic Breath Weapon from his mouth, drop Meson Bombs
when he flies over, and drop down and swipe at you, then take off
again. Don't forget the Multi-Missile System and Ultrathermal
Flamestrike Projector! To defeat him, charge up the Power Beam and fire
a Super Missile at his vulnerable mouth or chest. Continue this,
avoiding his various attacks.

When you have killed Meta Ridley until about four fifths of his health
is depleted, his wings will burn off and melee combat, the part which
most people have trouble with, begins. Now, if Meta Ridley opens his
mouth and rears back, that's your cue to get ready for him to charge,
which becomes faster as you kill him more. Space Jump or dash out of
the way.

If he opens his mouth without rearing back, fire a Missile at it, and
then fire Missiles at his chest until he goes back to normal. After
awhile, Meta Ridley will react more then usual from an impact of a
Missile to the chest. This is your cue to hit him in the mouth with a
Missile when he isn't rearing back and then use Charged Plasma Beam
shots on his chest instead of Missiles. When you have depleted all of
his energy, some Chozo statues glow red and push him off to his death.

A dozen Chozo Ghosts now come and open the way to the Impact Crater,
accessed by stepping into the blue light.

/-------------------------------\
|VIII-36: Reaching Metroid Prime|
\-------------------------------/

CRATER ENTRY POINT

There's a Save Station hologram in this room. Save your game. This is
your last chance to get the Research entry for the Save Station
hologram, so if you haven't scanned one yet, DO SO NOW. Now head
through the red door in here.

CRATER TUNNEL A

There's a new swarm of enemies on the other side of the orange Phazon
(the Phazon Suit only rendered you invulnerable to blue Phazon, so
watch out) so scan the swarm for a new Creature entry.

NEW CREATURE LOG: Lumigek

Phazon-charged reptiles. Natives of Tallon IV, the Lumigeks travel in
swarms to increase their odds of survival. They absorb and radiate
Phazon energy, making these swarms a threat.

Jump over the orange Phazon and go through the red door.

PHAZON CORE

Wait for what appears to be a Metroid to come, then scan it for a new
Creature entry.

NEW CREATURE LOG: Fission Metroid

Metroid with the ability to split into two forms. The Fission Metroid
is a mutant, capable of splitting in two. This split endows the new
creatures with invulnerability to most weaponry. This effect is
unstable, resulting in weakness to a type of weapon fire. The
vulnerability appears to be random, due to the chaotic nature of the
Phazon mutation.

I recommend ignoring these things. If they're really getting on your
nerves, shoot the gray one with Charged Plasma Beam shots until it
splits into two. Pay attention to the color of the two that come out,
for yellow means shoot it with the Power Beam, purple is Wave Beam,
white is Ice Beam, and red is Plasma Beam. If you're tiring of them,
get close to all of them and use a Power Bomb. There are Fission
Metroid generators in the room, by the way.

Directly opposite the door you entered the Phazon Core (this room)
through, there are some platforms connected to the wall. They look
similar to teeth. Jump up these platforms to some platforms floating
that are stationary. Jump across these until you reach a wooden bridge.
Well, not really wooden. Anyway, walk across it and go through the red
door.

CRATER MISSILE STATION

Step into the hologram to fully replenish your Missiles, which will be
250 if you've gotten all the Missile Expansions. Also, scan the
hologram if you haven't yet. Now head back out.

PHAZON CORE

From the door that goes to the Crater Missile Station, turn left and
head forward, following the wall. Once you reach some higher platforms,
jump across them. Continue jumping across these peculiar platforms
until you reach another bridge. Go across it and go through the red
door.

CRATER TUNNEL B

You could simply run through and use the Spider Ball Track at the end,
not taking TOO much damage from the orange Phazon. Or you could use the
more complicated Spider Ball system that allows you to get past
unscathed, which you should definitely do, especially on Hard Mode.
Just to the left of where you entered is a Spider Ball Track.

Morph and attach to this track by Bomb Jumping up to it. Roll to the
end of this track and Bomb Jump to reach the track above you. Roll to
the end, drop to the track below you, roll to the end, drop to the
track below you, roll to the end, Bomb Jump to the track above you,
roll to the end, drop to the track below you, roll to the end, detach,
de-morph, and go through the red door.

/-------------------------\
|VIII-37: The Final Battle|
\-------------------------/

PHAZON INFUSION CHAMBER

Follow Metroid Prime into the next room.

SUBCHAMBER ONE

Scan Metroid Prime to get a new Creature entry.

RED ALERT!
RED ALERT!
RED ALERT!
Scan Metroid Prime! This is your only chance! If you die, re-scan it!
RED ALERT!
RED ALERT!
RED ALERT!

Alerts: 17/18
Yellow Alerts: 7/7
Red Alerts: 10/11

NEW CREATURE LOG: Metroid Prime

Highly evolved, Phazon-producing life-form. The abberation known as
Metroid Prime is the source of Phazon, making it immensely powerful. A
genetic flaw makes it susceptible to certain weapons for brief periods.
Only its head is truly vulnerable; other attacks are a nuisance.
Offensively, Metroid Prime has a number of natural and mechanical
weapons at its disposal. These include Ultrafrigid Breath, Multi-
Missiles, Snare Beams, and Particle Wave Projectors. Its massive
strength and barbed carapace make it lethal in melee combat. Recommend
maximum firepower when engaging this enemy.

***********************************************************************
*
BOSS FIGHT #12: Metroid Prime

Lock on to it. Now, pay attention to whatever color those veins are. Or
they're something like veins. Yellow means Power Beam, purple means
Wave Beam, white means Ice Beam, and red means Plasma Beam. Shoot him
with Super Missiles until he rears back if yellow, with the Wavebuster
or Charged Wave Beam shots if he's purple, one Ice Spreader shot if
he's white, and Charged Plasma Beam shots if he's red. If two colored
ball things come out of the back of Metroid Prime, shoot those as soon
as possible. Not only do they hurt you a lot, they may provide
supplies. Make it rear back and you'll both automatically go to a
different room.

SUBCHAMBER TWO

Switch to the appropriate Beam weapon and shoot it until it rears back.
Now morph and roll into one of the three crevices in the ground so that
Metroid Prime doesn't hurt you with his new charging attack. Make him
rear back three times and you'll both go to a new room, again
automatically.

SUBCHAMBER THREE

You'll have to make it rear back four times, then follow it
automatically to the next subchamber.

SUBCHAMBER FOUR

You'll have to change Beam Weapons FAST now, because Metroid Prime
changes colors whenever he wants to.
***********************************************************************
*

Walk to where it fell to and you'll go to the next room.

METROID PRIME LAIR

Ooh, now it looks more like a Metroid, so scan it to get the final
Creature entry.

RED ALERT!
RED ALERT!
RED ALERT!
Be sure to scan Metroid Prime's second form! This is your only chance
to get this Log Book entry! Re-scan if you die!
RED ALERT!
RED ALERT!
RED ALERT!

Alerts: 18/18
Yellow Alerts: 7/7
Red Alerts: 11/11

NEW CREATURE LOG: Metroid Prime (Second Form)

The core essence of Metroid Prime. Scan indicates that the Phazon
energy form of Metroid Prime is invulnerable to all conventional
weapons; only attacks from a Phazon-fused Arm Cannon will damage it. It
generates pools of Phazon when it attacks; use these to fuel your
Suit's Phazon weapon system. The entity can also spawn Metroids to
assist in battle, rendering itself invisible when it does so.

/----------------------------------------------------------------------
\
|If you have been following this guide's instructions, you will just
|  |have unlocked Image Gallery 2 by downloading 100% of all Log Book
|     |scans. Access your new Image Gallery through the Main Menu.
|
\----------------------------------------------------------------------
/

***********************************************************************
*
BOSS FIGHT #13: Metroid Prime (Second Form)

Be advised that you won't need to use any Missiles to defeat this.
Remember, conventional weapons are harmless? You finally get to use the
Phazon Beam! First, avoid his various attacks. When he starts
generating a pool of Phazon, look for any Metroids, Hunter Metroids, or
Fission Metroids that he may spawn. If so, morph and quickly lay a
Power Bomb to dispatch them, then de-morph, walk into the pool of
Phazon, and switch to the X-Ray Visor.

The screen will say Hyper-mode and your beam will look a lot different
if the Phazon Beam is present. Fire a constant stream of Phazon energy
at Metroid Prime by holding down the A Button! Remember? The Charge
Beam isn't present when the Phazon Beam is. Once you stop damaging him,
don't switch back to the Combat Visor.

Avoid his attacks. When he generates another pool of Phazon, look for
any kind of Metroid, use a Power Bomb to destroy them after morphing,
de-morph, walk into the pool of Phazon, and switch to the Thermal Visor
so you can see him.

Then switch to the Combat Visor.

It keeps going like this: X-Ray Visor ---> Thermal Visor ---> Combat
Visor. Switch to the appropriate Visor to see him. This battle isn't as
hard as the first.
***********************************************************************
*

You now get to see a really cool death scene and one of three endings,
depending upon your percentage completion.

Ending #1: Less then 75%

Metroid Prime's cool death scene. Then he yanks off your Phazon Suit.
You run away, calling your Gunship as you do so. You jump to safety
just as the Artifact Temple is blown to smithereens. You look at the
ruins, and the screen fades away just before Samus removes her helmet.
The Gunship flies away, and it shows Samus in a victory pose, with her
helmet on.

Ending #2: 75% to 99%

Metroid Prime's cool death scene. Then he yanks off your Phazon Suit.
You run away, calling your Gunship as you do so. You jump to safety
just as the Artifact Temple is blown to smithereens. You look at the
ruins, and remove your helmet. The Gunship flies away, and it shows
Samus in a victory pose, with her helmet on.

Ending #3: 100%

Metroid Prime's cool death scene. Then he yanks off your Phazon Suit.
You run away, calling your Gunship as you do so. You jump to safety
just as the Artifact Temple is blown to smithereens. You look at the
ruins, and remove your helmet. The Gunship flies away, and it shows
Samus in a victory pose, with her helmet off. The game then shows a
black Phazon hand with an eye on it grab at nothing, frantically
looking around from the only Phazon spot remaining.

/----------------------------------------------------------------------
\
|If you just beat the game on Normal Mode, you have unlocked Hard Mode
| |by beating the game on Normal Mode.
|
\----------------------------------------------------------------------
/

/----------------------------------------------------------------------
\
|If you just beat the game on Hard Mode, you have unlocked Image
|       |Gallery 3 by beating the game on Hard Mode. Access your new
Image     |
|Gallery through the Main Menu.
|
\----------------------------------------------------------------------
/

-----------------
IX: The Log Book
-----------------

This section will list what can go into the Log Book, as well as an
alert guide, letting you know what needs to be scanned the first time
you see it, and what should be scanned the first time you see it, just
to be safe, because you won't be able to find it after progressing
through more of the game! Log Book entries are listed in the order they
appear in the real Log Book.

/-----------------\
|IX-A: Pirate Data|
\-----------------/

PIRATE DATA: Metroid Prime

Space Pirate encrypted data decoded.

Log 11.156.9

Test subject Z-d, hereafter referred to as Metroid Prime, was recently
discovered in a cavern by mining crews. It quickly dispatched the
miners, but was eventually contained by security units and drones. Once
contained, we were able to begin studies upon Metroid Prime. The
results have been astonishing. It is genetically similar to a Metroid,
albeit on a high evolved level. It displays a limitless capacity for
Phazon infusion and shows no Phazon-based degeneration whatsoever. It
continues to grow in size, and while it has manifested some psychotic
behavior, the cold fields we use to pacify remain effective.
Authorization for advanced studies on Metroid Prime have been approved.

PIRATE DATA: Mining Status

Space Pirate encrypted data decoded.

Log 10.587.7

Mining operations have begun near the crater where Phazon appears to be
most concentrated. Daily Phazon yields have increased 44%, and our
mining system becomes more streamlined as personnel and equipment flows
increase. Several incidents of Phazon-induced madness have been
reported, prompting augmented life-support regulations in the deeper
chambers. Symptoms include loss of equilibrium, erratic respiration,
muscle spasms, and in the most extreme cases, hallucinations. A
timeline reassessment for the refinery operation is recommended, as the
material proves more unstable than initial analysis indicated.

PIRATE DATA: Artifact Site

Space Pirate encrypted data decoded.

Log 10.308.0

Field team reports are in on an aged structure of alien design built on
the surface of Tallon IV. Studies show this structure projects a
containment field. This field bars access to a prime source of energy
within a deep crater. Science Team believes the field is powered by a
number of strange Chozo Artifacts. We have found some of these relics
and studies on them have begun. As this field could hinder future
energy production operations on Tallon IV, we must dismantle it as soon
as possible. If this means the destruction of the Chozo Artifacts, it
will be done.

PIRATE DATA: Special Forces

Space Pirate encrypted data decoded.

Log 11.369.4

As we continue to observe the development of the Project Helix's Elite
Pirates, it becomes increasingly obvious that these warriors will usher
in a new era of Space Pirate dominance. They are incredibly resistant
to damage, and their ability to transport and wield so many weapons at
once makes them the ideal mainstays of our ground forces. Though they
are not as quick as typical Pirates, it makes little difference. With a
platoon of Phazon Elite Pirates in the vanguard of an army of normal
and Flying Pirates, we will have a near-indestructible backbone that
will turn the tide in any engagement.

PIRATE DATA: Metroid Forces

Space Pirate encrypted data decoded.

Log 11.550.6

Studies of Metroid biology continues, though with limited progress. It
seems likely that we will be much more successful using the Metroids
for our means rather than trying to reproduce their powers. If they
could be adequately tamed, we would have no need of a proper
understanding of their metabolism. A small force of disciplined
Metroids could wipe out entire armies, and once we find a way to shield
them from cold-containment weapons, they will be invincible.
Furthermore, if we could then harvest the energy they've consumed, we
would have a near-limitless source of power at our disposal.

PIRATE DATA: Chozo Studies

Space Pirate encrypted data decoded.

Log 11.440.4

Results are in from field studies on extinct bioform group Chozo. We
believe that Tallon IV was once a stronghold in a great Chozo empire,
brought low by the meteor strike. Planetary devastation brought an end
to the Chozo, yet remnants of their society remain. We are studying
these relics in an attempt to harness their power. What is of no use to
us, we destroy. In time, we shall have all we need from this dead race,
and shall wipe this planet clean of their ugly Ruins. The dead should
serve the living, not hinder them.

PIRATE DATA: Fall of Zebes

Space Pirate encrypted data decoded.

Log 09.992.3

Zebes has fallen. All ground personnel are presumed dead, either killed
by the Hunter clad in metal or in the subsequent destruction of the
underground facilities. Our research frigates Orpheon Siriacus and Vol
Paragom were in orbit at zero hour and managed to retreat. Frigate
Orpheon is now docked at Vortex Outpost. Orpheon's cargo appears to
have a 100% survival rate; Metroids are healthy but on restricted
feeding schedules due to uncertain supply status. We are ready to begin
research on the Metroids and other promising life-forms. Security
status remains at Code Blue; no signs of pursuit from the Hunter.

PIRATE DATA: Prime Mutations

Space Pirate encrypted data decoded.

Log 11.402.5

Metroid Prime continues to feed and grow ever larger in the impact
crater caves. Its hunger knows no bounds, and it has begun to manifest
unusual mutations since its breach. These include armor plating on its
epidermis and mechanical outgrowths that generate defense screens.
These screens render it invulnerable to most weapon systems, but a flaw
in the mutation leads to increased vulnerability to certain weapons. It
compensates for this by shifting the screens quickly. This latest
development concerns Security units greatly; they feel it's a matter of
time before Metroid Prime corrects this defect and renders itself
invulnerable to all weaponry. Containment would be nigh impossible if
this were to occur.

PIRATE DATA: Security Breaches

Space Pirate encrypted data decoded.

Log 10.712.1

Most terraforming and retrofitting of security checkpoints on Tallon IV
is complete, but we continue to research the alarming epidemic of
breaches by local creatures. Door records show no unauthorized entries,
so we must presume the creatures are either slipping in undetected
during daily personnel moves or else finding their way in through
subterranean tunnels. We have found many small breaches of this latter
sort and plug them wherever we can, but it is unlikely that we will
ever achieve full extermination with our current timetable.

PIRATE DATA: Phazon Analysis

Space Pirate encrypted data decoded.

Log 10.344.8

We have codified the newfound energy source as Phazon, a V-index
mutagen of which we have very little reliable data. Indications point a
meteor of an unknown origin impacting approximately 20 years ago,
expelling Phazon into the environment. This material appears to possess
lifelike characteristics, mutating organic life-forms strong enough to
withstand its poison. These mutations appear promising, with abrupt
evolutionary leaps appearing in single-generation reproduction. Plans
to establish a full Science Team on Tallon IV are being finalized.

PIRATE DATA: Omega Pirate

Space Pirate encrypted data decoded.

Log 11.232.8

Elite Pirate's Upsilon's propensity for Phazon has enabled our research
team to infuse it far beyond our safety restrictions, and the results
have been extremely encouraging. Its constant Phazon diet has increased
its mass exponentially, but it has retained all mental faculties and
shows dexterity with all Elite weaponry, including Plasma Incendiary
Launchers and the Chameleon Manta issued for cloaking purposes. Elite
Pirate Upsilon exhibits miraculous healing abilities; when injured, it
seeks Phazon and coats itself in the substance, which instantly mends
the creature's wounds. The subject, which we are code-naming Omega
Pirate based on these developments, shows potential to be a new
standard for our armies. Our only concern at this point is its
potential overdependence on Phazon.

PIRATE DATA: Contact

Space Pirate encrypted data decoded.

Log 10.299.2

Scans of the Spiral Sector detected a massive energy spike emanating
from a Wanderer-class planet identified as Tallon IV. Scout
reconnasiance was immediately dispatched to the center of the spike, a
land mass at heading mark 40.08.02, returning with planetary samples
and atmospheric imaging. Analysis shows the energy source to be an
unstable radioactive material of enormous potential. We are unable to
form an accurate risk-assessment at this time, but we are unlikely to
find an energy source this powerful again. Analysis will continue, but
currently Tallon IV appears to be a viable secondary headquarters.

PIRATE DATA: Chozo Ghosts

Space Pirate encrypted data decoded.

Log 11.664.2

There have been numerous incidents involving spectral entities at the
Chozo Ruins site. Several personnel have been assaulted by these Chozo
Ghosts; few have survived. Survivors speak of swift attacks from
nowhere, brief sightings of the enemy, then nothing, only to be
followed by another attack. Science Team believes these attacks are
responsive to our efforts to recover Chozo relics and Artifacts.
Somehow, these entities are able to interact with the physical world,
and it appears they wish to keep their Artifacts to themselves. We will
make them pay for such arrogance, for even ghosts can be destroyed.

PIRATE DATA: Prime Breach

Space Pirate encrypted data decoded.

Log 11.377.1

Subject Metroid Prime's breach has been contained. Reports indicate
that it sensed a large batch of Phazon in the lab within its stasis
tank and broke through the glass, using previously unsuspected
strength. Besides consuming all of the Phazon, Metroid Prime
assimilated several weapons and defense systems from fallen security
units. It has suffered no ill effect from said assimilation; indeed, it
began to use its newly acquired weapons against us. Once we pacified
it, we were unable to remove the assimilated gear without threat to
Metroid Prime--the gear is now an integral part of its body. Command is
intrigued by this newfound ability, and has ordered further study to
commence at once.

PIRATE DATA: Parasite Larva

Space Pirate encrypted data decoded.

Log 10.515.8

Our initial tests exposing Tallon IV's indigenous parasites to Phazon
appear to be successful. Increases in strength, size and aggressiveness
are common in all test subjects, as well as unforeseen evolutions like
additional poison sacs within the abdomen and the appearance of a
second ring of mandibles in several subjects. These creatures were
chosen because of their resilience, and it appears possible that, given
enough exposure to Phazon, they may one day be able to survive on any
planet we transport them to. Our methods will have to be refined; we
currently have a 100% extinction rate after the fourth infusion period,
and most survivors of the third infusion stage are so violent and
uncontrollable that they have to be euthanized. Even still, we remain
hopeful that further experimentation will result in success.

PIRATE DATA: Meta Ridley

Space Pirate encrypted data decoded.

Log 10.891.0

The reconstruction of geoform 187, code-named Ridley, was recently
completed. After his defeat on Zebes, Command ordered a number of
metagenic improvements for him. Though aggressive, we were able to
implement these changes in a cycle. The metamorphosis was painful, but
quite successful in the end. Early tests indicate a drastic increase in
strength, mobility, and offensive capability. Cybernetic modules and
armor plating have been added as well. We believe our creation, now
called Meta Ridley, will become the mainstay of our security force, a
job he will certainly relish.

PIRATE DATA: Phazon Program

Space Pirate encrypted data decoded.

Log 10.401.7

Phazon mining is under way. Several garrisons have been established,
and terraforming of the Chozo Ruins is under way. Security systems are
operational, and Science Team continues to make progress in their
biotech research. The Phendrana Drifts have proven to be an optimal
location for Research Headquarters, and soon it will be joined by a
fully operational Combat base and starport. If Command's predictions
are half true, we shall rise to dominance in this sector within a deca-
cycle. Truly, these are glorious times.

PIRATE DATA: Metroid Morphology

Space Pirate encrypted data decoded.

Log 11.420.7

Metroid dissection continues to provide more questions than answers.
Our research teams have isolated the energy conduits that run from the
invasive twin mandibles to the energy core in the creature's
quadripartite nucleus, but the manner in which a Metroid actually
extracts the life force from its prey remains an utter mystery. The
victim does not lose blood or other vital fluids, and yet the Metroid
extracts energy; identifying this energy is our central problem. It
takes no physical form, and yet without it, the victim dies. We will
continue to research this matter, as the isolation of this life-giving
essence could be the key to our ascendance.

PIRATE DATA: Chozo Artifacts

Space Pirate encrypted data decoded.

Log 11.452.8

We are particularly interested in a number of Chozo Artifacts we have
been able to recover from a number of religious sites on Tallon IV.
These relics resonate with power, and yet we are unable to harness them
in any way. Science Team is attempting to fuse them together with
Phazon, believing that a link might exist between them. We know that
these Artifacts are linked to the Chozo Temple that block full access
to the Impact Crater. We have yet to crack this enigma, however.
Command grows impatient regarding this matter; results must be produced
soon.

PIRATE DATA: Phazon Infusion

Space Pirate encrypted data decoded.

Log 10.957.2

Confidence is high regarding Phazon applications. We know enough about
Phazon now to begin combining it with Space Pirate DNA. The code name
for this venture will be "Project Helix." Preliminary studies indicate
that Phazon infusion could produce radical new Pirate genomes.
Benovelent mutation levels are high in current test subjects. Phazon
madness is a concern, but refinements in the infusion process should
reduce or neutralize the odds of mental degeneration.

PIRATE DATA: Metroid Studies

Space Pirate encrypted data decoded.

Log 10.444.4

Initial transfer of Metroids to Tallon IV research facilities has been
completed. They were terminated in an incident at the landing site, but
the others were pacified and transported safely. Initial Phazon-
infusion testing is under way. We are eager to observe the effects of
Phazon on Metroids, especially their ability to absorb and process the
energy given off by Phazon sources. Early research suggests a
considerable growth in power and size. Whether the creature stays
stable therafter remains to be seen.

PIRATE DATA: The Hunter

Space Pirate encrypted data decoded.

Log 10.023.7

Security Command issued an all-points alert after the fall of Zebes.
The alert concerns bioform Samus Aran, also known as the Hunter.
Subject is a female hominid, and is heavily armed and extremely
dangerous. Subject uses a powered armorsuit of unknown design in
battle, along with a number of potent Beam and concussive weapons. All
combat units are instructed to terminate Aran on sight, preferably in a
fashion that will allow salvage of her powered armorsuit and weapons. A
considerable bounty will go to the unit who delivers Aran to Command.
Dead or alive, it matters not.

PIRATE DATA: Elite Pirates

Space Pirate encrypted data decoded.

Log 11.001.9

Initial Project Helix experiments with Space Pirate embryos were
disastrous. The Phazon-infusion process degenerated brain tissue even
as it augmented muscle mass. None of what we have termed "Elite
Pirates" lived to maturity; the few that survived their infanthood
suffered severe psychotic breakdowns as juveniles, killing anything
within their zone of perception. Research from team Sclera made a
recent breakthrough, in which Parasite studies with a Phazon strain
code-named "Vertigo" were highly successful. Since then, we have fused
Vertigo Phazon with Space Pirate DNA with great success. The latest
batch of Elite Pirates have reached maturity successfully and are ready
for field testing and training.

PIRATE DATA: Glacial Wastes

Space Pirate encrypted data decoded.

Log 10.664.2

Research outpost Glacier One in the Phendrana Drifts region of Tallon
IV's mountains is operating at 85% capacity. Sub-zero temperatures have
made the Metroids sluggish and easy to control, even those well into
Phazon-infusion cycles. Cold-containment stasis tanks are sufficient
for the juveniles, but some of the larger Metroids have been moved to
quarantined caves for safety purposes. Security doors remain an issue,
as malfunctions due to ice occur every day. Large predators in the
wastes are also a concern, as they continue to kill personnel and
breach secure areas. Unfortunately, it has become clear that our
containment teams cannot neutralize all of them without a vast increase
in munitions and soldiers.

PIRATE DATA: Hunter Weapons

Space Pirate encrypted data decoded.

Log 10.222.8

Science Team is attempting to reverse-engineer Samus Aran's arsenal,
based off of data acquired from her assaults on our forces. Progress is
slow, but steady. Command would dearly enjoy turning Aran's weapons
against her. We believe we can implement Beam weapon prototypes in
three cycles. Aran's Power Suit technology remains a mystery,
especially the curious Morph Ball function. All attempts at duplicating
it have ended in disaster; four test subjects were horribly broken and
twisted when they engaged our Morph Ball prototypes. Science Team
wisely decided to move on afterward.

/----------------\
|IX-B: Chozo Lore|
\----------------/

CHOZO LORE: Infestation

Chozo script translated.

A second plague has come upon the land, dousing the last flickering
hopes of our race. Drawn by the very force of Chozo we hoped to
contain, a host of marauding creatures descended from space and invaded
our temple, the Cradle. They try in vain to destroy it, but its power
remains beyond them for now. They possess some of the twelve Artifacts
we call the Cipher, yet do not comprehend their function. Ignorant
creatures, they are blinded by delusions of harnessing Great Poison for
their own designs. They walk about as masters of the planet,
assimilating the ruins of our sanctuary into their expirements. We can
but watch and wait for our doom.

CHOZO LORE: Binding

Chozo script translated.

The congregation of Artifacts that hold the Great Poison at bay still
hold strong. Fearful of the potential within the Artifact Temple, the
invaders known as Space Pirates tried to destroy it, only to fail in
every attempt. We scattered the Artifacts across the planet for their
protection, and only a few have fallen into invader hands. Failing to
understand them, they now seek to unmake them. Again, they fail. They
are right to fear these things. Great power sleeps inside them.
Prophecy calls for their union, come the day that the unholy Worm is
met by the great Defender. We can only hope the Artifacts are not
destroyed by the invader, for then all will be lost. So, we do what we
can to preserve the Artifacts, and to guide the Newborn to them. Time
wanes with our souls, yet hope remains.

CHOZO LORE: Cradle

Chozo script translated.

The cries of this dying land pulled us from our dreaming state, and now
we Chozo walk as ghosts while the Great Poison sinks into the trees and
waters, devouring all life. Some creatures survive, but their forms
grow twisted and evil as the force that fell from the sky. The heart of
the planet will succumb soon, and so will we, even in our ghostly
states. Already many Chozo have faded and passed into the unknown. The
Great Poison is unlike anything we have ever glimpsed in this or any
dimension. It eats relentlessly, worming out life wherever it blooms
and corrupting what it cannot kill. It will be our undoing. Our last
hope lies in the Cradle, the temple we hope might contain this
abomination. It is almost complete, hovering over the impact site, the
dark heart of the spreading evil. If we can finish before the last of
our kind drifts into madness or death, there is a chance for this
world. If we fail, we are doomed with it.

CHOZO LORE: Beginnings

Chozo script translated.

Our sanctuary grows by the day. We Chozo know much of technology, but
we have chosen to leave it behind on this journey. Our home here on
Tallon IV will be a place of simplicity; structures hewn from the
stone, bridges woven with branches, hallways caressed with pure waters.
We build around the ancient and noble trees, drawing from their
strength and giving them our own in return. All that is wild will flow
around us here; our race will be just one more group of creatures in
the knit of nature. It is our hope that such a state will bring it with
great wisdom, a greater understanding of the nature of the universe.
Once our city here is complete, we will peer inward and discover the
truth.

CHOZO LORE: Cipher

Chozo script translated.

None know if our temple, the Cradle, will prove powerful enough to
contain this evil forever. How can we Chozo hope for it to remain
intact when that which it guards writhes in the darkness, growing
always stronger? The fate of this world rests with the gathering of the
Artifacs we call the Cipher, but even it is not all-powerful. It is
strong, yes; an enchanted whole made of twelve links. Still, it is
finite in its reach, and we who guard it are slowly succumbing. When
our vigilance crumbles away into madness, the Cipher will be exposed
and the fate of Tallon IV will be beyond our influence.

CHOZO LORE: Worm

Chozo script translated.

The prophecies tell of the coming of the Worm. Born from parasites,
nurtured in a poisoned womb, the Worm grows, devouring from within,
until the world begins to rot. The words of the seers have come to
pass, for there, in the depths of the world, the ravenous Worm lurks
and feeds. From the stars it came, blighting Tallon with its Great
Poison. We can but watch as the Worm grows, watch and wait. For the
prophecies also speak of a great Defender, the one who delivers the
world from evil. The final days draw near. Is the Newborn the Defender
of which the seers spoke? We shall do all that we can to aid her, for
she bears our legacy as she bears the ancient armor and weapons of our
people.

CHOZO LORE: Fountain

Chozo script translated.

At the highest point of our city lies the fountain, a wellspring of
pure water that flows throughout our civilization. It is the jewel of
the Chozo, the life-giver, and yet its waters speak of a clouded
future. As we come to understand the paths of time and space more
clearly, we have begun to glimpse rough tatters of past and future,
glittering behind reality like soft lights behind a curtain. We have
seen the fountain in these glimpses, pouring darkness instead of water,
and we cannot guess what the visions mean.

CHOZO LORE: Exodus

Chozo script translated.

We Chozo are departing now, after so many years in peaceful seclusion
here on Tallon IV. When we came, this place was a refuge for our
spirits, a civilization built from native materials, bereft of the
trappings of our technology. We were linked to the land here, kindred
to the plants and animals, far away from the machines we had become so
dependent on. And so we leave it now, pristine, a testament to the
mortal forms we no longer need. We have drawn the veils of time and
space aside, and are withdrawing beyond the illusion. But we will never
forget this, the most sacred of our homes. And we will remain ever
watchful.

CHOZO LORE: Hatchling's Shell

Chozo script translated.

The Hatchling walks among us. Are these dreams? Memories? Foretellings?
Time and reality swirl together like estuary waters, and we Chozo know
not what to believe. She appears as ghostlike as the Chozo, but at
times the mists clear. We can see her wounded eyes, and remember the
child we found so long ago. What has she become, the Newborn? Clad in
Chozo armor, wielding weapons our hands once held, does she dream of
the Chozo as we once were? Does she long for her parents, lost to the
same creatures that even now defile our sacred home? Does she still
live?

CHOZO LORE: Hatchling

Chozo script translated.

As we struggle with the Great Poison, something stirs at the edges of
our vision. It is the Hatchling Samus. We feel her, across the void, as
she hunts the corrupted. Will our fates again be one? As our pride
shatters, will prophecy become real? When all strength wanes from the
Chozo, will it be the Hatchling who fulfills our legacy? True sight
eludes us, for the Poison gnaws at all vision, leaving seers blind and
filled with despair. Truth's blessing may come too late.

CHOZO LORE: Meteor Strike

Chozo script translated.

We have returned to Tallon IV, borne here against our will by a great
cataclysm from the reaches of space. A meteor came, casting a dark
shadow of debris over the land with the violence of its impact. Though
we perceived this from beyond space and time, it was but a curiosity; a
brief flare in the infinite march in the universe. But the meteor
brought with it corruption. A Great Poison burst forth into the land,
clawing at life with such violence that we were ripped from our
peaceful state and find ourselves wandering as shadows of the mortal
forms we left behind, searching for why we are here.

CHOZO LORE: Contain

Chozo script translated.

The world of living things feels strange to us, we who have existed so
long on the edges of time and space. It is clear now that we Chozo can
never return to our dimension, not while the Great Poison reaches even
further into the planet. It is so powerful, this creeping evil, that
our wills are crumbling and our minds beginning to fail. And so, before
it is too late, we now make our last stand. We have begun to build a
temple to contain this darkness; at its heart we will place a Cipher, a
mystical lock powered by twelve Artifacts, and filled with as much
power as we Chozo can harness in our ethereal states. Even when we are
done, it may be too late.

CHOZO LORE: The Turned

Chozo script translated.

Many Chozo have gone beyond now, and this is a mercy. Those of us who
remain suffer in dimensional flux, drifting helplessly across time and
space, guided by unseen and inexorable currents. The Chozo who cling to
sanity fight to the tide, but our minds are weakening. Soon we will all
be like the Turned. Chozo who have been utterly corrupted by the Great
Poison. The Turned still hold their Chozo forms, but their minds are
black with fell intentions. Gone is their respect for life. They honor
only destruction, and seek to disrupt the Artifacts holding the Great
Poison at bay. All life taunts them, and they do not rest. Before long,
they will be all that remain of the Chozo here.

CHOZO LORE: Hope

Chozo script translated.

More and more, our tormented mines turn to the Newborn. As the world
continues to shift into brutal, disconnected images, she remains
inarguably real; a fearless figure delving deeper into this blighted
world, unmindful of the terrors that await her. Was she this way
before? When we Chozo found her, a fledgling orphaned on a savaged
planet, did a warrior's pulse already beat in her veins, filling her
with righteous fury? Our hopes lie with her. We leave these messages
for her, that she may find our Artifacts and deliver the world from its
evils. Wraiths we may be, but our reach is still long indeed. We shall
fight the invaders, and the Poison they would master, until the end.

CHOZO LORE: Statuary

Chozo script translated.

As we have done for millennia, we Chozo work constantly on our
statuary. The statues are our sentinels; blind but ever watchful, they
are, and have always been, repositories for our most precious secrets
and strongest powers. The crafting of each is a long and sacred
process, performed only by those Chozo who have lifetimes of experience
in such things. We have left these relics on planets across the solar
systems. Some are merely reminders; silent emblems of the Chozo that
serve as icons of peace in lands that only know war. Others wield
subtle strengths, exerting their influence in ways beyond the
understanding of mortal creatures. Still others are guardians of our
secret ways, and these can be as terrible as they are beautiful. Those
who respect and honor these relics will know the friendship of the
Chozo. Those who deface or destroy them will know our wrath, unfettered
and raw.

CHOZO LORE: Newborn

Chozo script translated.

The power of our temple has been enough to halt the spread of the
poison on Tallon IV, but that which remains thrives and grows more
concentrated, gnawing on itself in the dark passages beneath the
planet's surface. Whether it can ever be truly destroyed is not for our
eyes to see. But there is something else. We Chozo are drifting,
tumbling through space and time as the Great Poison eats away at our
sanity. We wake in dreams. As the veil of lunacy descends, as past and
future blend and shuffle, one image appears and flickers through the
landscape, wraithlike. It is the Hatchling, the Newborn, walking the
path of corruption, a lone figure shining in the toxic shadows. She
comes dressed for war, and her wrath is terrible. Do our eyes look
backward, seeing the Hatchling as she once was? Or does she approach
even now, arriving in our race's last hour, a savior clothed in
machines crafted long ago by Chozo hands? Poisonous clouds drift across
our vision.

/---------------\
|IX-C: Creatures|
\---------------/

CREATURE: Mega Turret

Perimeter defense turret reinforced with energy shielding. Frustrated
with interior armor plating on standard defense turrets, the Space
Pirates added energy shielding to a modified heavy Cannon. The new
shielding and increased Beam strength makes the Mega Turret an
efficient point defense weapon.

CREATURE: Grizby

Subvolcanic carrion feeder. Carapace can be breached by Missiles. The
Grizby's carapace has been fused together by superheated air. This
barrier stands up to everything but concussive blasts. Its intelligence
is limited to instinctive scavenging patterns.

CREATURE: Zoomer

Anchors itself to walls and other surfaces. Avoid contact with spikes.
A basic nerve center located directly above the Zoomer's mandibles
detects nutrients. Sharp spines protect it from casual predators, but
the lack of a reinforced carapace makes the Zoomer vulnerable to any
indirect attacks.

CREATURE: Plated Parasite

Hardy member of the Parasite family. Invulnerable to most known
weapons. A cousin to the Parasite, these creatures are known for their
amazing resilience. Field studies suggest a weakness to Morph Ball-
delivered weapon systems.

CREATURE: Pulse Bombu

Life-form of raw energy. Periodically releases explosive segments from
its body. Pulse Bombus are energy beings, invulnerable to most known
weapons. Electrical energy can harm them, however. They lack any
intelligence beyond instinctive attraction to charged energy sources.
Pulse Bombus produce energy constantly. All excess energy is shed,
regardless of who or what may be nearby.

CREATURE: Ice Shriekbat

Ice-encased ceiling-dweller. Like standard Shriekbats, these creatures
are easily spotted with Thermal Imaging. They roost on cave ceilings,
subsisting on insects, reptiles and small mammals. Fiercely
territorial, they will dive-bomb anything that wanders near.

CREATURE: Parasite Queen

Parasite female, genetically enhanced by unknown means. A weak spot has
been detected in the creature's mouth. Use your auto-targeting to
acquire this new target! Scans indicate the presence of a potent
mutagen, origins unknown. Creature exhibits the ability to fire weapon-
grade blasts of energy from its mouth, a trait not present in the
standard parasite genome. It appears the Pirates have begun a
bioengineering program, with considerable results.

CREATURE: Scarab

Exploding parasites that can embed their bodies in solid rock. Scarabs
think nothing of sacrificing themselves for the safety of their swarm.
When a hostile life-form is sighted, they block its progress by
embedding themselves in floors and walls. Embedded Scarabs violently
self-destruct when threatened.

CREATURE: Aqua Reaper

Powerful aquatic tentacle, part of a submerged organism. Similar in
nature to the surface-based Reaper Vine, the Aqua Reaper has adapted to
a liquid environment. It shares the poor vision of its rock-dwelling
"cousin," relying on a crude sonar sense to seek prey. Unhindered by
water, the Aqua Reaper has considerable speed and strength.

CREATURE: Triclops

Hard-shelled creature with powerful jaws. The Triclops is a hunter-
gatherer. It collects small bits of creatures and foodstuff, then
deposits them elsewhere for later consumption. The hard tripartite
mandibles it uses to move earth and rock are quite strong and difficult
to escape once ensnared.

CREATURE: Puffer

Unstable gas-filled organism. Will rupture on contact. Puffers fill
their bodies with lethal meta-viprium gas and float about in search of
food. If ruptured, the gas within the Puffer is violently released.
Despite their fragile bodies, Puffers are aggressive hunters. The gas
cloud they release upon death is often fatal to the creature that
brings them down as well.

CREATURE: Glider

Docile, airborne creatures with unusual magnetic properties. Gliders
live a relatively peaceful existence. They have a magnetic signature
attuned to Grapple Beam technology; the sport of "glider riding"
involves using a Grapple to attach to a Glider, then staying on it as
long as possible.

CREATURE: Auto Turret

Use Missiles to break outer casing.

CREATURE: Jelzap

Aquatic predator made of electrically bound skeletal halves. The
Jelzap's brain is located in the upper half of its body, while the
heart and digestive tract occupy the lower half. Linked only by
electrical impulses, the two halves somehow function effectively enough
to launch the Jelzap to the top of Tallon IV's aquatic food chain.

CREATURE: Beetle

Burrowing insect with a resilient carapace. Extremely aggressive.
Insect's massive mouth enables it to tunnel through solid rock at high
speeds. Above ground, Beetles can cover short distances rapidly. They
attack anything that moves near their lair.

CREATURE: Tangle Weed

Plant life with basic sentience. Retracts into ground if threatened.
Tangle Weeds are only dangerous to small organisms. They are covered in
tiny barbs designed to trap potential meals. Tangle Weeds lack the
strength to do anything more than hinder larger life-forms.

CREATURE: Flying Pirate

Pirates trained and equipped for airborne assault. Flying Pirates are
extremely agile in the air, but the heat signatures of their jet packs
can be tracked with Thermal Imaging. While their Missiles are extremely
potent, their jet packs can be even more so. If the pack fails, they
will make a suicide strike.

CREATURE: Hive Mecha

Security unit programmed to work with predatory hive dwellers. A design
flaw makes the shielding on Hive Mecha weak around their access ports.
These units are second-generation combat drones, able to interface with
organic units at a higher level. They train, shelter, and work with
hive-dwelling predators. Unarmed, they rely on their hive beasts to
handle any threats.

CREATURE: War Wasp

Airborne insect equipped with a venomous stinger capable of shearing
steel. The War Wasp rarely strays far from its hive unless it is
pursuing an immediate threat. It attacks with no regard for its own
survival, dive-bombing its enemy with its stinger extended. Fast-
working toxins from the stinger can incapacitate most small organisms.

CREATURE: Bloodflower

Able to eject toxic spores. Toxins are poisonous even to the
Bloodflower itself. Three mouth-nodules protrude beneath the stalk from
the flower, each with a rudimentary brain cluster and the ability to
spew toxic fumes at anything within a five-meter radius. The spores
ejected from the stigma at the center of the flower are sufficient to
kill this creature if they explode in its vicinity.

CREATURE: Ice Beetle

Burrowing insect with an ice-reinforced carapace. Averse to heat. This
member of the Beetle family has adapted to life in the subzero
temperatures in the Phendrana Drifts, growing a thick ice shell over
its entire body. The ice is extremely resilient, providing the Ice
Beetle with extra protection and augmented digging abilities.

CREATURE: Reaper Vine

Powerful rock-dwelling tentacle. A single eye upon the Reaper Vine
keeps a constant vigil, but its vision is limited to 10 meters. A
scythe-like appendage on its tip is honed to lethal sharpness. The
Reaper Vine will swing this blade wildly at anything that enters its
zone of perception.

CREATURE: Aqua Drone

Security mecha adapted for underwater areas. The Space Pirates have
adapted a number of Sentry Drones for use in liquid environments. These
Aqua Drones utilize an arsenal and artificial intelligence suit similar
to their "cousins." The Pirates have been unable to properly shield
these Drones from electrical attacks, making them vulnerable to the
Wave Beam.

CREATURE: Ice Trooper

Space Pirate armed with Ice Beam technology. Space Pirates have
reverse-engineered several of your weapons, including the Ice Beam. A
flaw in the design makes these Pirates vulnerable to their own Beam
weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.

CREATURE: Sap Sac

Chemical reaction within sac produces violent explosion when agitated.
Because of its irresistible odor and sweet nectar, the Sap Sac was
nearly eaten out of existence. The evolution of an explosive chemical
sac saved it; now only brave or ingenious creatures dare to devour it.

CREATURE: Flickerbat

Scavenger with optical camouflaging that renders it invisible to the
naked eye. Flickerbats are deceptive creatures. The only way to track
them reliably is with X-ray imaging. They fly ceaselessly, hunting
insects and other small prey that float on the air currents.
Flickerbats tend to fly in cyclical hunting patterns, using primitive
sonar to navigate.

CREATURE: Wave Trooper

Space Pirate armed with Wave Beam technology. Space Pirates have
reverse-engineered several of your weapons, including the Wave Beam. A
flaw in the design makes these Pirates vulnerable to their own Beam
weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.

CREATURE: Sentry Drone

Well-armed and armored security mecha. Sentry Drones have limited
intelligence, but do their assigned tasks well. Being machines, they
are susceptible to electrical attacks. When alerted, Drones initiate a
security lockdown, then attempt to neutralize the intruder. Their
electronic warfare suit can scramble Visor technology as well.

CREATURE: Burrower

Tunneling insect predator. The Burrower is similar to the Beetle,
though it prefers to spend more time underground. It seeks seismic
disturbances, then surfaces to attack. It has enough cunning to realize
when something is too large for it to handle; beyond that, it is fairly
ignorant. What it lacks in brains, it makes up for with aggression.

CREATURE: Plazmite

Small insect capable of storing and releasing thermal energy. Plazmites
are attracted to sources of heat, thriving on energy present there.
They emit light when hunting, and will expel small bursts of thermal
energy when threatened.

CREATURE: Barbed War Wasp

Airborne insect with the ability to launch its stinger at prey. A highly
aggressive member of the War Wasp family, this insect can propel the tip of
its stinger up to 20 meters. The stinger tips regrow seconds after launch and
contain an acidic compound designed to predigest prey.

CREATURE: Flaaghra

This mutant plant is the source of toxic water in the Ruins. Flaaghra's
growth cycle has been rapidly accelerated. As a result, it requires
near-constant solar exposure to remain active. This exposure has made
Flaaghra's outer shell thick and durable. Its lower root system is
unprotected and vulnerable, however. Exploit this flaw when possible.
Concentrated weapon fire can daze it for short periods.

CREATURE: Scatter Bombu

Pulsing tendrils of energy extend from creature's body. Like all
Bombus, these creatures can only be harmed by electrical energy.
Proximity to these life-forms may result in electrical visor
interference. It is possible to avoid engaging Scatter Bombus by
rolling into the Morph Ball and slipping between the rotating energy
streams.

CREATURE: Space Pirate

Sentient aggressor species well trained in weapon and melee combat.
Space Pirates wield Galvanic Accelerator Cannons and forearm-mounted
Scythes in combat. This species seeks to become the dominant force in
the galaxy, and their technology may help them realize this goal.
Ruthless and amoral, the Pirates care little for the cost of their
ambition. Only the results matter, and they take these very seriously.

CREATURE: Parasite

Interstellar vermin. Travel in swarms. Indigenous to Tallon IV, a
single Parasite is harmless to larger life-forms. However, they tend to
travel in large groups, swarming over potential prey. Such swarms can
be dangerous.

CREATURE: Tallon Crab

Crustacean native of Tallon IV. Hard-shelled swarm life-form. Once
harvested for food, exposure to Phazon has seen this practice diminish.
Creatures are timid and harmless alone, but can be a problem when
traveling in swarms.

CREATURE: Blastcap

Volatile chemicals within this weed's toxic fungal cap may explode if
agitated. The poisonous flesh of the Blastcap helps keep it from being
eaten. It also detonates its fungal cap when it detects even the
slightest contact.

CREATURE: Aqua Sac

Will burst when subjected to impact or trauma. Believed to be in the
same family as the Sap Sac, this plant has similar features. It will
burst when exposed to force. This protective response keeps most
creatures from feeding on it.

CREATURE: Lumigek

Phazon-charged reptiles. Natives of Tallon IV, the Lumigeks travel in
swarms to increase their odds of survival. They absorb and radiate
Phazon energy, making these swarms a threat.

CREATURE: Incinerator Drone

Programmed for high temperature waste disposal. Device schematics
indicate a high risk of malfunction when internal power core is
damaged. It has minimal combat programming, but can defend itself if
necessary. This drone's intense heat blasts compensate for its lack of
battle prowess.

CREATURE: Eyon

Immobile organisms entirely composed of ocular tissue. Capable of
launching sustained energy beams when active, the Eyon is sensitive to
light and will close shut if a bright flash ignites nearby.

CREATURE: Fission Metroid

Metroid with the ability to split into two forms. The Fission Metroid
is a mutant, capable of splitting in two. This split endows the new
creatures with invulnerability to most weaponry. This effect is
unstable, resulting in weakness to a type of weapon fire. The
vulnerability appears to be random, due to the chaotic nature of the
Phazon mutation.

CREATURE: Oculus

Wall-crawler that generates electric pulses. The Oculus exposes its
single eye when active. The electrical field that covers it is enough
to deter most predators. If the Oculus detects anything capable of
presenting a real threat, it retracts into its impermeable shell.

CREATURE: Meta Ridley

Genetically enhanced Ridley metaform. Reborn and evolved through Pirate
technology, Meta Ridley is a fearsome enforcer. Its armored hide is
extremely resilient, save for the chest, which has thinner plating. The
Pirates have fused a number of potent weapons to the creature,
including a Multi-Missile System, a Kinetic Breath Weapon, a Meson Bomb
Launcher, and an Ultrathermal Flamestrike Projector. Meta Ridley is
also a formidable melee combatant, making any sort of engagement a
risky proposition.

CREATURE: Plasma Trooper

Space Pirate armed with Plasma Beam technology. Space Pirates have
reverse-engineered several of your weapons, including the Plasma Beam.
A flaw in the design makes these Pirates vulnerable to their own Beam
weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.

CREATURE: Aqua Pirate

Space Pirates with exoskeletons modified for underwater use. Using
modified thruster-packs and Gravity Suit technology, the Space Pirates
have armorsuits for use in liquid environments. Thermal tracking is
still very useful against these units, as the Pirate engineers have yet
to eliminate the thruster-pack's high heat signature.

CREATURE: Baby Sheegoth

Glacial predator. Ice shell protects its vulnerable dorsal area. Young
Sheegoths grow a resilient shell of ice on their backs which serves to
protect a layer of vulnerable flesh. With this being their only weak
point, Baby Sheegoths will turn quickly in order to not allow predators
the opportunity to strike at their backs. Powerful hunters, they fire
bursts of ultracold gas at potential prey, then feast on their frozen
victim.

CREATURE: Seedling

Plant-based ground feeder. Dorsal spines can be ejected in self-
defense.

CREATURE: Plated Beetle

Well-armored burrowing insect. Vulnerable only in the read abdomen.
Creature's thick cranial plating can repel frontal attacks. This gives
it an advantage in combat, allowing it to make ramming attacks. Only
surfacing when it detects vibrations above, it then maneuvers itself so
as to always face its rival, keeping its exposed abdomen protected.

CREATURE: Sheegoth

Supreme predator of the Phendrana Drifts. Sheegoths are invulnerable to
most Beam weapons. The crystals on their back absorb energy, which they
can fire at prey. Sheegoths have poor stamina. They hyperventilate
after using their breath attack, making their mouth area vulnerable.
The soft underbelly of a Sheegoth is susceptible to concussive blasts.
In battle, they expel blasts of frigid gas to ensnare their targets.
They are also fond of ramming and trampling their hapless prey.

CREATURE: Stone Toad

Preys on creatures smaller than itself. Vulnerable only from within. A
Stone Toad is able to remain still for days. It preys upon creatures
smaller than itself, inhaling them whole. Anything it finds
undigestable, it regurgitates. Stone Toads use their tusks as a last
resort in combat.

CREATURE: Metroid

Energy-based parasitic predator. The dominant species of planet SR388,
Metroids can suck the life force out of living things. A Metroid will latch
onto its prey and drain energy, growing larger as it does. The only way to
shake an attached Metroid is to enter Morph Ball Mode and lay a Bomb.

CREATURE: Venom Weed

Poisonous plant that retracts into the ground if threatened. Venom
Weeds evolved to thrive in the habitats of large organisms. They lure
prey with brightly colored leaves, then detain it with tiny barbs that
deliver a powerful toxin. Venom Weeds rapidly decompose anything that
succumbs in their midst.

CREATURE: Phazon Elite

Elite Pirate infused with energized Phazon. The Phazon-charged Elite
Pirates rely more on their Wave Quake Generators, opting not to carry
the vulnerable Plasma Artillery Cannon normally used by Elites. The
direct fusing of Phazon into their bodies provides a tremendous level
on energy. The drastically lower life span that comes with this process
is of little concern to the Pirate Research team.

CREATURE: Metroid Prime (Second Form)

The core essence of Metroid Prime. Scan indicates that the Phazon
energy form of Metroid Prime is invulnerable to all conventional
weapons; only attacks from a Phazon-fused Arm Cannon will damage it. It
generates pools of Phazon when it attacks; use these to fuel your
Suit's Phazon weapon system. The entity can also spawn Metroids to
assist in battle, rendering itself invisible when it does so.

CREATURE: Ice Burrower

Burrower adapted to subfreezing climates. A hardy life-form, the Ice Burrower
has adapted to the frigid climate of Phendrana. It spends most of its time
tunneling through the frozen soil, but will occasionally surface to attack
passersby.

CREATURE: Flaaghra Tentacle

One of Flaaghra's tentacles fills this narrow drainage channel.
Analysis indicates that Flaaghra's central nervous system is located at
the base of this structure.

CREATURE: Elite Pirate

Space Pirate. Incredibly strong, armored, and well armed. Elite Pirates
are potent foes. Their energy-siphon system absorbs Beam weapon shots,
which they use to fuel a massive Plasma Artillery Cannon. The nature of
this system makes them vulnerable to concussion-based weapons. Well
armed, the Elite Pirate is effective in close combat and at a distance.
Their massive size can be a weakness, and their sluggish speed allows
for evasion and quick attacks.

CREATURE: Omega Pirate

Most powerful of the Elite Pirate Forces. Omega Pirate can become
invisible to normal sight. It is vulnerable when cloaked, as all energy
is drawn from defense systems. By exposing itself to Phazon, it can
regenerate damaged tissue and organs. Considered the pinnacle of the
Elite Pirate program, this enemy should be handled with extreme caution
and maximum firepower.

CREATURE: Puddle Spore

Sentient floating lava mollusk protected by an impenetrable shell. A
Puddle Spore opens when approached, attempting to intimidate with its
size. When opened, direct fire to its mantle causes it to flip into a
defensive position. If it can slam shut, it ejects a spread of harmful
energy globules.

CREATURE: Chozo Ghost

Spectral entity. Bioelectric field invulnerable to natural charges. As
these entities phase in and out of existence, the only way to track
them accurately is with X-ray scanning. This partially phased nature
makes them invulnerable to natural energy types, such as fire, ice, and
electricity. Their aggressive and erratic behavior is most likely due
to the corrupting effects of Phazon in the Tallon IV environment. They
appear to be drawn to Chozo religious sites, where they wreak havoc
upon anything that dares enter the area.

CREATURE: Thardus

An animated, sentient creature of stone charged with Phazon radiation.
The Phazon radiation given off by Thardus negates auto-targeting
systems, preventing lock-on. It may be possible to acquire alternate
targets with a different Visor. The chaotic nature of Phazon
irradiation leads to instability in its structural integrity. Thardus
can encase targets in ice, and its colossal size and strength make it a
formidable opponent.

CREATURE: Shriekbat

Territorial ceiling-dweller. Body temperature peaks at 121 degrees
centigrade. Shriekbats have high internal temperature, making them easy
to spot with thermal imaging. They roost on cave ceilings while hunting
for small prey. Fiercely territorial, they dive-bomb anything that
wanders near.

CREATURE: Hunter Metroid

Adolescent Metroid. Energy-siphon tentacles increases its threat level.
As Metroids develop, they become more efficient predators. An energy-
draining tentacle allows them to attack at a distance. Quick to anger,
a Hunter Metroid will charge troublesome prey and attempt to ram them
into submission. Cold-based attacks are still quite effective against
these creatures.

CREATURE: Magmoor

Fire-breathing serpent that dwells in lava. Magmoors prefer extreme
heat zones, and are susceptible to frigid attacks. Sightless, they
navigate the lava current using their sonar receptors. Magmoors have a
keen sense of smell, enabling them to pinpoint targets with startling
accuracy.

CREATURE: Hive

Structure: War Wasp Hive. Primary War Wasp dwelling. Only vulnerable to
heavy weaponry. War Wasps build their homes over existing crevices,
using whatever materials are close at hand. They carry building
fragments back to the construction site with their forelegs and glue
them into place with adhesives secreted from their abdomens.

CREATURE: Metroid Prime

Highly evolved, Phazon-producing life-form. The abberation known as
Metroid Prime is the source of Phazon, making it immensely powerful. A
genetic flaw makes it susceptible to certain weapons for brief periods.
Only its head is truly vulnerable; other attacks are a nuisance.
Offensively, Metroid Prime has a number of natural and mechanical
weapons at its disposal. These include Ultrafrigid Breath, Multi-
Missiles, Snare Beams, and Particle Wave Projectors. Its massive
strength and barbed carapace make it lethal in melee combat. Recommend
maximum firepower when engaging this enemy.

CREATURE: Shadow Pirate

Pirate forces trained and equipped for stealth operations. A select
group of Space Pirates have access to sophisticated cloaking
technology. This gear drains high levels of power, however, forcing
them to rely solely on melee weapons in battle. Use enhanced detection
gear when fighting these units.

CREATURE: Ram War Wasp

Airborne predator. Circles its prey and then strikes. The War Wasps are
the only species on Tallon IV to evolve a true hive mind. Nesting in
damp, dark places, Ram War Wasps emerge in small groups when threatened
and circle their enemy at high speeds, disorienting it. Striking from
all sides as a single intelligence, they can fell huge organisms.

CREATURE: Ice Parasite

Scavenger with a crystalline outer shell. Parasites are hardy
creatures, able to adapt to any environment within three generations.
The Ice Parasite is a prime example. Having adjusted to a frigid
climate, this vermin now thrives in it. Omnivorous, it can exist in
areas hostile to most life-forms.

CREATURE: Geemer

Wall-crawling mollusk with retractable spikes. The Geemer is an
evolutionary offshoot of the Zoomer family. When threatened, it extends
lethal spikes and retracts its head deep into its armored carapace.

CREATURE: Crystallite

Territorial cold-weather scavenger. The shell of a Crystallite reflects
beam weapons, and can only be cracked by a concussive blast. They hang
upside down in an ice cave during their larval stage. Moisture runs off
its body and forms the hard ice shell, which the Crystallite retains
for the rest of its life.

CREATURE: Plated Puffer

Mutated Puffer with reinforced epidermis. Phazon exposure has created a
mutant strain of Puffers on Tallon IV. They have developed plated skin,
making them harder to burst. Concussive weapons can still do the job,
however. The gas within the Plated Puffer is just as deadly as that
within their "cousins."

CREATURE: Power Trooper

Space Pirate armed with Power Beam technology. Space Pirates have
reverse-engineered several of your weapons, including the Power Beam. A
flaw in the design makes these Pirates vulnerable to their own Beam
weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.

/--------------\
|IX-D: Research|
\--------------/

RESEARCH: Save Station

Step into these stations to save your game and fully restore your
energy.

RESEARCH: Missile Door Lock

There is a Blast Shield on the door blocking access. Analysis indicates
that the Blast Shield is invulnerable to Beam weapons. Explosive
weapons may damage it.

RESEARCH: Map Station

Walk into Map Station holograms to download a map of the area you're
in.

RESEARCH: Spinner

This is a standard Spinner device. The generator belts of the Spinner
can be activated by rapid rotational force. Use the Boost Ball when
inside a Spinner to activate a device.

RESEARCH: Missile Ammo

Missile Ammunition. Resupplies Missile Launcher with 5 rounds of ammo.

RESEARCH: Large Energy

Replenishes 20 units of energy.

RESEARCH: Small Energy

Replenishes 10 units of energy.

RESEARCH: Stalactite

This hanging rock structure appears to have a weak spot near its base.
Some stalactites can be dislodged from ceilings, allowing them to be
used as platforms to cross otherwise unreachable areas.

RESEARCH: Missile Station

Step into these stations to fully reload your Missile Launcher.

RESEARCH: Spider Ball Track

Magnetic rail system track. In the Morph Ball Mode, press and hold the
R Button when close to this type of surface. Use the Control Stick to
move the Ball around the track. Release the R Button to disengage from
the surface. CAUTION: A Morph Ball Bomb will briefly disengage the Ball
from the track.

RESEARCH: Power Bomb Ammo

Power Bomb Ammunition. Resupplies Power Bomb with 1 round of ammo.

RESEARCH: Grapple Point

Analysis indicates a viable attach point for the Grapple Beam. To use
the Grapple Beam, use the L Button when the "C" icon appears.

RESEARCH: Zebes

Planet Zebes. Mass: 4.8 trillion teratons. Profile: Planet's crust is
primarily Urthic ore, making it ideal for subterranean construction. A
class XIX planet, Zebes is inhospitable to most bioforms. The world was
considered unremarkable until it became a base for Space Pirate forces.

RESEARCH: Ultra Energy

Replenishes 100 units of energy.

RESEARCH: Morph Ball Slot

Standard Morph Ball slot. Inserting the Morph Ball and detonating a
Bomb will usually cause these slots to send electrical impulses that
can activate different kinds of devices.

RESEARCH: Tallon IV

Planet Tallon IV. Mass: 5.1 trillion teratons. Profile: Ecosystem
studies indicate that Tallon IV was a biological paradise prior to the
impact of an extraterrestrial object. What remains of the biosphere is
slowly fading due to exposure to Phazon radiation. At current rate of
decay, Tallon IV will be a barren Class XIII wasteland in approximately
25 years.

RESEARCH: Locked Door

Lock system engaged. Secure the area to unlock door.

RESEARCH: Gunship

Hunter-class gunship registered to Samus Aran. You can return to your
ship to recharge energy, reload weapons and save progress in the game.

/---------------\
|IX-E: Artifacts|
\---------------/

ARTIFACT: Truth

ARTIFACT: Strength

ARTIFACT: Elder

ARTIFACT: Wild

ARTIFACT: Lifegiver

ARTIFACT: Warrior

ARTIFACT: Chozo

ARTIFACT: Nature

ARTIFACT: Sun

ARTIFACT: World

ARTIFACT: Spirit

ARTIFACT: Newborn

/-----------------\
|IX-F: Alert Guide|
\-----------------/

#1: YELLOW ALERT: Be sure to scan a Parasite on the Space Pirate's
Frigate.

#2: YELLOW ALERT: Be sure to scan one of the Map Station holograms.
Chozo Ruins, the Space Pirate's Frigate, Phendrana Drifts, and the
Phazon Mines are where these are found.

#3: RED ALERT: Be sure to scan the monitor to the right of the tank in
Biohazard Containment in the Space Pirate's Frigate for the Fall of
Zebes Pirate Data.

#4: RED ALERT: Be sure to scan the Parasite Queen, the boss at the end
of the Space Pirate's Frigate.

#5: RED ALERT: Scan both Hive Mecha and a Ram War Wasp, the things you
fight to get the Missile Launcher again.

#6: RED ALERT: Scan both Incinerator Drone and a Barbed War Wasp, the
things that you fight to get the Morph Ball Bomb again.

#7: RED ALERT: Scan both Flaaghra and a Flaaghra Tentacle, the things
that you fight to get the Varia Suit again.

#8: YELLOW ALERT: Scan an Ice Burrower, man!

#9: YELLOW ALERT: Scan an Ice Parasite, man!

#10: YELLOW ALERT: Scan an Ice Shriekbat, man!

#11: RED ALERT: Scan Thardus in the Quarantine Cave. This is your only
chance! He's the big rock thing.

#12: YELLOW ALERT: Scan an Aqua Drone in the crashed Space Pirate's
Frigate before they disappear!

#13: YELLOW ALERT: Scan one of the three Elite Pirates that you fight
in the Phazon Mines, for there are but three chances!

#14: RED ALERT: Uh, you know the Phazon Elite that you fight for the
Artifact of Warrior? Once you've destroyed the Bendezium alloy plates
that force it to remain in the tank, be sure to scan it before
assassinating it.

#15: RED ALERT: Omega Pirate. The guy you fight for the Phazon Suit in
the Phazon Mines.

#16: RED ALERT: Meta Ridley, the guy who's flying around at the
Artifact Temple when you've got a dozen Artifacts? Scan him, buddy.

#17: RED ALERT: Metroid Prime's first form, one of two alerts contained
within the Impact Crater. The black spider-looking thing.

#18: RED ALERT: Metroid Prime's second form, one of two alerts
contained within the Impact Crater. The blue and red Metroid-looking
thing.

--------------------
X: The Energy Tanks
--------------------

Energy Tank 1 (Chozo Ruins)

In the Transport Access North. After defeating the Hive Mecha and Ram
War Wasps to get the Missile Launcher back in the Hive Totem, remove
the Missile Shield on the only door you haven't been through in this
room and go through. The Energy Tank is in front of your face, hovering
above some Tangle Weeds.

Energy Tank 2 (Chozo Ruins)

In the Main Plaza. It's on a ledge that can only be reached through the
room called Plaza Access, which can only be reached through the room
called the Vault.

Energy Tank 3 (Chozo Ruins)

In the Furnace. The small section of it. In the Energy Core, go left from the
start and follow the path until you see a Morph Ball tunnel. Turn right to
see a Stone Toad. Morph in front of it. Let it eat you and bomb it to kill
it. This will open a new way, so go through. There'll be some wires beating
with energy, feeding some sort of blue circular slot on the wall. This is a
Morph Ball Slot. Morph and use a Bomb Jump to get inside the Morph Ball Slot.
Push A to lay another bomb and you will activate something. It happens to be
a toxic water drain. Yippee! But only temporarily. You must get to another
Morph Ball Slot, quickly! The side of the room opposite you entered has a
hole in it, so go ahead and roll through. Once you hit the ground, roll over
to the next slot, which is directly in front of you. Use another Bomb Jump to
rocket up into the slot, and activate it with another bomb. This time, you
raised up some platforms, giving you access to a whole new area. Go to the
door that you entered the Energy Core in. Look away from the door and you
should see the platforms. Jump up them and through the opening on the left
wall. Follow this passage to the right to find the final Morph Ball Slot.
Activate it, quickly! This will raise two more platforms. If you were too
slow, repeat what is listed above. Hop up your new platforms to find a new
door. Go through. Run through this room and go through the next door. Now
you're in the Furnace. Morph and roll through the tunnel you see in front of
you. Once you're through, use a Bomb Jump to get to the entrance of the next
tunnel. Roll through here and the end of it will dump you into a small room.
This room has an Energy Tank in the middle. Get it!

Energy Tank 4 (Magmoor Caverns)

In the Transport Tunnel A. Get there from the Monitor Station. Morph and roll
into the tunnel, stopping over the first oddly colored block on the ground.
Now, you need to do a Double Bomb Jump. Lay a bomb, lay another bomb just
before the first one explodes. You'll bounce up. Lay another bomb in the air.
If done correctly, you will then bounce twice. The problem is, the oddly
colored block disappears after two bombs have been exploded and the radius
has reached it. If you fall into the lava, Bomb Jump out, quickly! You'll
need to Double Bomb Jump sitting on three oddly colored blocks. The last
Double Bomb Jump's reward is an Energy Tank!

Energy Tank 5 (Phendrana Drifts)

In the Ruined Courtyard. Okay. There is an Energy Tank in here, and
it's going to take a lot of work to obtain it. The first thing you need
to do is turn right. See that Spinner device? Jump over to it and use
the Boost Ball until two pipe-looking things open. Directly opposite
this platform is another platform with another Spinner. Open two more
pipes and you'll activate a Morph Ball Slot. Reach this Morph Ball Slot
by...start from the door that takes you to the Courtyard Entryway. Go
left. Jump across the platforms made of ice or snow as they get taller
and taller. Now jump to the platform that has the slot hanging a little
above. Bomb Jump up into it and activate it with a bomb. This will make
the pipes pour out water and raise some insecure platforms. Jump across
these to a yellow-lighted tunnel. Morph and roll through this tunnel to
find an Energy Tank at the end!

Energy Tank 6 (Phendrana Drifts)

In the Research Lab Aether, jump down to the bottom and look for a
stasis tank withholding an Energy Tank. Destroy the stasis tank with a
Missile and collect your reward.

Energy Tank 7 (Magmoor Caverns)

In the Magmoor Workstation. Kill the three Flying Pirates and then jump
all the way down. Now switch to your Thermal Visor and look around here
for three Power Conduits. Activate them with the Wave Beam and a new
Morph Ball path will be opened. Roll in there. Now look around for a
tunnel where the lava has been cooled and the door opened. Now de-morph
and scan the orange monitor thing in here to cool another tunnel and
raise another door. Morph and exit here. The tunnel you want is the
second one on your right, the first being the entrance tunnel. Roll
down here, de-morph, scan the orange monitor thing, roll back out, roll
in the tunnel on your left, and get your reward, an Energy Tank.

Energy Tank 8 (Chozo Ruins)

In the Hall of the Elders. Go to the colored Morph Ball Slots. Shoot
the white one with your Ice Beam to open a new path. Now insert the
Morph Ball into the statue's hands, (defeat the Chozo Ghosts so that
they're glowing, because they need to be glowing) and he'll chuck you
down into a small room containing an Energy Tank!

Energy Tank 9 (Tallon Overworld)

In the Cargo Freight Lift to Deck Gamma. In the crashed Space Pirate's
Frigate. At the bottom, shoot the glass window thing with a Missile and
get your Energy Tank.

Energy Tank 10 (Tallon Overworld)

In the Hydro Access Tunnel. Morph and roll into the small tunnel to
reach the mini-maze. Go over to where the bubbles are moving up. Bomb
Jump here and the bubbles will help you get to your next destination.
Once you reach more bubbles moving up, roll to the right side of this
and Bomb Jump. You'll see that it keeps going up. To get as high as you
need to go, you need to Bomb Jump. Just before the peak of your jump,
lay another bomb. If done correctly, you'll Bomb Jump again. At this
point, you should see the Energy Tank. Do it again to get it.

Energy Tank 11 (Phazon Mines)

In the Ventilation Shaft. At the end of the right wall, use a Power
Bomb. This will blow up some grating. Roll into the opening it opens
up. Roll through the tunnel. When you reach the other side, Bomb Jump
out and de-morph. Scan the blue icon to turn on the fan, blowing all
the Plated Puffers and gas away. Plus, the Plated Puffers will destroy
a wall, revealing an Energy Tank. Go get it.

Energy Tank 12 (Chozo Ruins)

In the Training Chamber. Switch to your X-Ray Visor after the Chozo
Ghost cut-scene. Kill them all. Now morph and roll into the half-pipe.
Boost up to the Morph Ball Slot on the right side and activate it. Now
quickly de-morph and jump over to the elevator there before it goes
back up, morphing to get in. Now attach to the Spider Ball Track and
roll along it until you reach a tunnel. Detach and roll through the
tunnel to get dumped into a small room with an Energy Tank.

Energy Tank 13 (Phendrana Drifts)

In Transport Access. From the door that leads to Transport to Magmoor
Caverns South, to your right is a wall of ice guarding an Energy Tank.
Melt the ice with your Plasma Beam and get the next-to-last Energy
Tank.

Energy Tank 14 (Phazon Mines)

In Processing Center Access. Get there from Elite Quarters. Directly in
front of you is the final Energy Tank!

---------------------------
XI: The Missile Expansions
---------------------------

Missile Expansion 1 (Chozo Ruins)

In the Ruined Gallery. Face away from the door that goes to the North
Atrium. In the lower left corner of the screen, you'll see that the
wall looks different. Shoot it with a Missile and collect your first
Missile Expansion.

Missile Expansion 2 (Tallon Overworld)

In the Landing Site. Face away from the rear end of your gunship and
walk straight forwards until you hit the wall. Turn left and morph.
Roll into the Tangle Weed-infested tunnel. In the middle is the
Missile! Oh, that was almost really cool. In the middle is the Missile
Expansion.

Missile Expansion 3 (Chozo Ruins)

In the Burn Dome. After acquiring the Morph Ball Bomb, morph and blow
up the hindrance blocking the Morph Ball tunnel. Roll through, on the
track, and nab the Missile Expansion at the end.

Missile Expansion 4 (Chozo Ruins)

In Watery Hall Access. Walk down one of the downward-leading ramps and
turn right. If you don't see a wall that looks different, you went down
the other ramp and you should've turned left. Anyway, shoot that wall
with a Missile.

Missile Expansion 5 (Chozo Ruins)

In the Dynamo. From where you got the Charge Beam, in the Watery Hall,
bomb off the hindrance blocking the Morph Ball tunnel. Roll through and
go through the door. Go through Dynamo Access and go through the next
door. Now shoot the wall blocking the Missile Expansion with a Missile
and get your reward.

Missile Expansion 6 (Chozo Ruins)

In the Ruined Shrine. Morph and roll through the hole. De-morph and
kill the Beetles. A small tunnel is blocked off to your right. Bomb it
and get the Missile Expansion.

Missile Expansion 7 (Chozo Ruins)

In the Ruined Nursery. Face away from the door that takes you to the North
Atrium. Walk forward a bit, but don't fall off. Now turn left and run up to
the wall. Morph and you should now see the small tunnel. Bomb Jump up to get
started. Continue going, blowing up the Sandstone blocks as you go, until you
reach a dark block. Go back to the entrance and de-morph once you're out.
Now, fall off the platform to the slightly elevated platform below you. Look
at the wall to see an alternate entrance. Go in and Bomb Jump up. Bomb the
Sandstone block here to make the dark block fall, then go back to the higher
entrance and progress through the entire mini-maze. At the end of this
confusing tunnel is a well-earned Missile Expansion.

Missile Expansion 8 (Chozo Ruins)

In the Ruined Gallery. Face away from the door that leads into the Map
Station. You should see a slightly elevated hole on the wall. Morph and
Bomb Jump into the hole. Roll through and collect your Missile
Expansion.

Missile Expansion 9 (Chozo Ruins)

In the Vault. Face away from the door that goes to the Plaza Access. You'll
see three circular slots, all sort of blocked up, with blue lights glowing.
You need to get into each of these slots and lay a Bomb to de-light the
light. The first one is easy. Just roll over, bomb the blockage, then roll in
and lay a Bomb to get rid of the light. The next two aren't so easy, seeing
as how you can't just roll in. You have to Bomb Jump in. The second one is
still pretty easy. Bomb Jump up, lay a bomb at the top of your Bomb Jump, and
you'll get rid of the blockage. Now Bomb Jump up again and bomb again to get
rid of the blue light. The third one is hard. There's no blockage, but it's
still hard. Now, you need to do a difficult task. You need to Double Bomb
Jump. How do you do this? Lay a bomb. Just before this bomb explodes, lay
another bomb in exactly the same place. When you're shooting up, lay yet
another bomb. If done correctly, you will lay, lay, bounce, lay, fall,
bounce, bounce, and get in the slot. If you're having problems doing this
(which is perfectly understandable) you're laying the second bomb too early
or the third bomb too late. It is very difficult to lay the second bomb too
late or the third bomb too early. Lay the third bomb EARLY. It's surprising
how early you have to lay the third bomb the first time you pull it off. When
you finally do, make sure to tilt the Control Stick in the direction of the
slot, so that you go in! Lay a bomb in here and the light will go away. You
will now have access to a Missile Expansion. Go ahead and get it.

Missile Expansion 10 (Magmoor Caverns)

In the Triclops Pit. From the door to the Pit Tunnel, jump down the
step ahead. Destroy the crates to your right for some meager supplies,
then jump off again. You'll see a small cave with red lights inside, so
go ahead and morph and roll into it. Roll through here, avoiding or
killing (make them pick up a Morph Ball Bomb) the Triclops until you
reach another hole. Roll through here, de-morph, and go through the
door. Jump across the various platforms. At the end is yet another
Missile Expansion.

Missile Expansion 11 (Magmoor Caverns)

In the Fiery Shores. From the door to the Shore Tunnel, hop across the lava
and get on the nearby platform. Wait for the flames to turn off and then jump
to the next platform. Kill this Magmoor, now go to the platform where the
Triclops is. Morph and kill it, then Bomb Jump into the nearby Morph Ball
tunnel. Once you're through, bomb the crates and roll through the nearby
Morph Ball passage. Bomb Jump up the elevator shaft-looking thing, using the
small platforms, until you reach a small Morph Ball catwalk. Roll until you
reach a wall. Bomb Jump up and then roll across the rest of the catwalk for a
Missile Expansion.

Missile Expansion 12 (Tallon Overworld)

In Transport Tunnel B. In the middle, there's a bridge. Fall down below it
and look directly underneath the middle to find a Missile Expansion.

Missile Expansion 13 (Chozo Ruins)

In the Main Plaza. There is a half-pipe near the middle of the room.
Boost up one side to find a little alcove with a Missile Expansion.

Missile Expansion 14 (Chozo Ruins)

In the Ruined Shrine. Get on the half-pipe separating the entrance
point from the place where you fought the Beetles and the Plated Beetle
for the Morph Ball. Boost up the right side and go in the little hole,
and get your Missile Expansion.

Missile Expansion 15 (Chozo Ruins)

In the Gathering Hall. Get to the door that leads to the North Atrium.
To the right and left you'll see small structures with red lights on
them. Jump on one of them, and then Space Jump up to the platform above
you. Morph and blow up the grating, then collect your Missile
Expansion.

Missile Expansion 16 (Phendrana Drifts)

In the Research Lab Aether. If you near the top, you should see a
narrow catwalk that you can jump to. Do so and then morph. Now you must
carefully roll along this extremely narrow catwalk to the end, which
has a Missile Expansion.

Missile Expansion 17 (Phendrana Drifts)

In the Phendrana Shorelines. Go to the door that leads to Temple
Entryway and walk forwards a bit, then turn right. You should see
something on the wall. If, when you scan it, you find that it is made
of Cordite, shoot it with a Super Missile and then roll up the Spider
Ball Track that you just revealed to your Missile Expansion.

Missile Expansion 18 (Phendrana Drifts)

In Ice Ruins East. Face away from the door that goes to Ice Ruins
Access and head straight ahead. Turn right after walking past one
building and jump up the steps here. Now follow this path to the left.
After jumping across the bridge that is broken, walk through the little
opening and turn to the left. In the pillar to your left is a Spider
Ball Attachment Mechanism, otherwise known as a Spider Ball Track. Roll
to the Missile Expansion at the end of the track.

Missile Expansion 19 (Phendrana Drifts)

In Research Lab Hydra, go to the top floor and look for a shaft made of
Cordite. Shoot it with a Super Missile and collect your well-earned :)
reward.

Missile Expansion 20 (Chozo Ruins)

In the Main Plaza. Get to the platform on top of the door that goes to
the Ruined Shrine Access. On the tree in front of you, there should be
a spot where your Beam Weapons bounce straight off, as do Missiles.
Shoot this spot with a Super Missile to reveal a Missile Expansion,
then Space Jump over to collect it!

Missile Expansion 21 (Chozo Ruins)

In the Ruined Fountain. Roll into the ruined fountain itself and wait
for it to spew water. It'll spew you right up to a Spider Ball Track,
so roll to the end to find a Missile Expansion behind an indestructible
metal gate.

Missile Expansion 22 (Chozo Ruins)

In the Dynamo. Look around for a Spider Ball Track. Roll up it, and at
the end you'll find a Missile Expansion.

Missile Expansion 23 (Chozo Ruins)

In the Crossway. Face the three Chozo Lore symbols in this room and
turn right. You should see a Cordite statue, so shoot it with a Super
Missile and then scan where it used to be. This will flip over a Spider
Ball Track so that you can attach to it. Boost up to this Spider Ball
Track. Roll over to the Morph Ball Slot. Bomb Jump up to it. Now
activate it. This will flip another Spider Ball Track. Get on this one,
roll over to just below the Morph Ball Slot, Bomb Jump up into it,
activate it with a bomb. This will lower a piston, so roll onto the
piston before time runs out! This will raise you up, so roll left and
collect the Missile Expansion.

Missile Expansion 24 (Tallon Overworld)

In the Overgrown Cavern. Shoot the Venom Weeds, morph, and roll under
the branches here to collect a Missile Expansion.

Missile Expansion 25 (Chozo Ruins)

In the Watery Hall. Face away from the runic symbol that is below where
all the Eyons are. Morph and roll into the water, straight ahead.
Continue rolling straight forward until you hit the wall. De-morph. Now
Space Jump out of the water to see a Missile Expansion right in front
of you! You couldn't get this previously because you need the Gravity
Suit.

Missile Expansion 26 (Tallon Overworld)

In the Frigate Crash Site. Get here through the Waterfall Cavern,
remember. Kill the Beetles and the two Flying Pirates, then jump into
the water. Go over to the left wall underwater and walk along it,
looking at it until you see a little alcove with a Missile Expansion.
Jump to the branches on your right and then Space Jump from these
branches over to your Missile Expansion.

Missile Expansion 27 (Tallon Overworld)

In the Biohazard Containment. In the crashed Space Pirate's Frigate.
Switch to the Scan Visor and look around for a door made of Cordite.
Switch back to the Combat Visor and shoot the Cordite door with a Super
Missile, then collect your Missile Expansion.

Missile Expansion 28 (Phazon Mines)

In the Main Quarry. Face away from the door that leads to Quarry
Access. Go down the steps and keep an eye out to the left for some
nasty turrets. These are actually a different kind of turret,
identifiable in which they shoot white bullets instead of orange ones,
so destroy them! Take care of them with three or four Missiles on
Normal Mode, and a Super Missile on Hard Mode, for it's either a Super
Missile or six regular Missiles. Directly (maybe not DIRECTLY directly)
opposite the Mega Turrets is a pathway, with a few Space Pirates along
the way. Dispatch them by freezing them with an Ice Beam shot and then
a simple shatter with a Missile. When you reach a big structure, go
across the bridges and get on the other side. It's a rocky ledge. Jump
on top of the rock and then on top of the structure. Now switch to the
Thermal Visor and look around for a Power Conduit. Once you find it,
shoot it with the Wave Beam to activate a control console. Go over and
scan this and this will make some crane controls active. This will turn
a crane with a Spider Ball Track and Grapple Point on it towards a
Missile Expansion. Look around on the pillar nearby for a Spider Ball
Track. Attach onto this and roll to the end of it. Now release and
you'll fall onto the top of the end of the crane. Bomb Jump into the
little alcove with the Missile Expansion inside.

Missile Expansion 29 (Phazon Mines)

In the Elite Research. Morph and enter the Spinner device at the top.
Now, you're rotating a huge pulse beam. You should see it--it's the
thing you start rotating when you start boosting. Spin it until it's
facing directly to the left. Bomb your way out of the Spinner device.
Scan the monitors until a message is displayed that the Pulse Beam's
auto-firing mode is engaged. It will now fire to the left, revealing a
reward...a Missile Expansion!

Missile Expansion 30 (Phazon Mines)

In the Elite Control Access. Face away from the door that leads to
Transport A. Move forwards until you see a box like the ones you just
blew up for supplies. It'll be on a ledge, higher up. Shoot it from far
away to kill two Space Pirates and reveal a little something. Jump
close to it. Wait awhile to do the Space Jump if you're having trouble.
Now morph and Bomb Jump into the little alcove for your Missile
Expansion.

Missile Expansion 31 (Phazon Mines)

In Security Access A. Go to the far end of the room and use a Power
Bomb on the grating. Roll in and collect your Missile Expansion.

Missile Expansion 32 (Tallon Overworld)

In the Life Grove Tunnel. Face away from the door that goes to the
Great Tree Hall. There's a Bendezium rock blocking your path, so take
care of it with a Power Bomb. Now roll into the small tunnel you just
gained access to. Bomb Jump over the first bump after rolling right for
a little. Now comes the hardest time of boosting in the entire game.
This is a half-pipe, but you can get on top of what helps make it a
half-pipe. If you can, get in the middle and lay a Morph Ball Bomb to
fall down into a Missile Expansion.

Missile Expansion 33 (Tallon Overworld)

In the Great Tree Chamber. To get there...from the curly Spider Ball
Track in the Great Tree Hall, look at the white door across from you.
Jump to it and then face the white door across from the Spider Ball
Track again and activate the X-Ray Visor. You'll see an invisible
platform, so go ahead and jump onto it. Now turn right and go back to
the Combat Visor. You should see a blue door that you haven't been
through yet. Space Jump over, carefully timing the Space Jump, and go
through.

Missile Expansion 34 (Chozo Ruins)

In the Furnace. The bigger section. Switch to the Scan Visor and look
along the floor of this room until you see a part you can scan. If it's
cracked and made of Bendezium, that's the part you're looking for.
Morph and lay a Power Bomb in the middle of the cracked floor to reveal
a big half-pipe. Boost up the right side to the Spider Ball Track and
attach to it, being wary of the various Plated Parasites crawling on
it. Roll to the left. When you see another Spider Ball Track above this
one, Bomb Jump up to it. Now roll along this track until you see your
shadow on a path below. Release R when your shadow is on the path and
you'll drop down onto it. Roll to the other side, avoiding the two
Plated Parasites crawling around this path. Now attach onto this Spider
Ball Track and roll. Move over the track and carefully watch for your
shadow, because it'll be harder to see this time. Drop down and roll
across the path, avoiding the two crawling Plated Parasites. Now attach
onto this Spider Ball Track and roll up into a small alcove containing
a Missile Expansion.

Missile Expansion 35 (Chozo Ruins)

In the Training Chamber Access. Grapple across the Magma Pool and go
through the purple door to get there. Near the next purple door are
some red leaves. Morph and you'll find that they are covering up a
Morph Ball tunnel! So roll through and get your Missile Expansion.

Missile Expansion 36 (Chozo Ruins)

In the Main Plaza. Go to the half-pipe in the Training Chamber and
boost up the left side. Activate the Morph Ball Slot here and go
through the newly opened tunnel, Bomb Jumping in the mini-maze. Now
roll through the next tunnel. De-morph immediately! It's very easy to
fall off this ledge! You'll find yourself on an otherwise unreachable
ledge. Look around for a Grapple Point. Space Jump so that you can
attach to it, and then grapple over to the Missile Expansion.

Missile Expansion 37 (Magmoor Caverns)

In the Triclops Pit. Kill the two Flying Pirates and then go to the
door that leads to the Pit Tunnel. Face away from it and follow the
wall to the right until you see some crates. Blow them up and switch to
your X-Ray Visor. Now jump to the invisible platform. It'll start
dropping, so hurry up and jump to the next otherwise invisible
platform. This one is no exception to the dropping curse, so jump to
the next one. You'll see a Missile Expansion inside a pillar, so use a
Super Missile to destroy the correct section of the pillar and jump in
to your Missile Expansion.

Missile Expansion 38 (Phendrana Drifts)

In the Quarantine Monitor. To get there, go to the Quarantine Cave and
grapple across the Grapple Points to the Morph Ball tunnel, then roll
through the Morph Ball tunnel.

Missile Expansion 39 (Phendrana Drifts)

In the Phendrana Shorelines. From the cave that leads to the door that
leads to Save Station B, follow the wall to the right until you walk
between the wall and a pillar. Turn left and you'll see a Missile
Expansion behind some ice, so go ahead and melt the ice and grab your
Missile Expansion.

Missile Expansion 40 (Phendrana Drifts)

In the Ice Ruins East. Stay on the ground and head towards the door
that goes to the Plaza Walkway. When you're directly below the door,
turn right to see some more ice. Melt it with the Plasma Beam and
collect your Missile Expansion!

Missile Expansion 41 (Phendrana Drifts)

In the Frost Cave. Kill the two Flying Pirates, and then use the Glider
as a Grapple Point to reach a ledge opposite the door that goes to
Frost Cave Access. Now look up at the ceiling. You should see a
Stalactite, so lock on and fire a Missile to fell it. This will destroy
some of the ice in the frozen pond, so jump down there. You'll see that
you can fall through, and down here is a Missile Expansion.

Missile Expansion 42 (Phendrana Drifts)

In the Gravity Chamber, get out of the water and melt the icicles on
the ceiling with the wonderful Plasma Beam. This will reveal a Grapple
Point, so grapple on it facing away from the door that leads to Chamber
Access. Swing over to the Missile Expansion.

Missile Expansion 43 (Tallon Overworld)

In the Root Cave. Kill the Beetles here, and then start climbing to the
left. Climb to the door that goes to the Root Tunnel. Now grapple on
the Grapple Point across from this door. Now go to the platform on your
right, now jump up to the next platform. Kill the Zoomers and the
Bloodflower, now jump to where the Bloodflower was. Turn right and kill
the Zoomer on that platform, then jump over to where it was. Now switch
to the X-Ray Visor and jump to the first invisible platform. Once you
get to the big area that you can see without the X-Ray Visor on, turn
around. Jump to the invisible platform on your left, turn left, and
jump in to the Missile Expansion.

Missile Expansion 44 (Tallon Overworld)

In the Arbor Chamber. To get there, go to the Root Cave. Jump to the
invisible platform you jumped on to get Missile Expansion 43 and then
Space Jump to the red door and go through. This is the Arbor Chamber,
and in the middle of this very small room is a Missile Expansion.

Missile Expansion 45 (Phazon Mines)

In the Metroid Quarantine A. Face away from the door that goes to
Quarantine Access A. Scan the terminal with the red icon on it to
release some Metroids. Wait for them to kill the Space Pirates, then
kill the Metroids! Go to the area that you released the Metroids from
to see a gigantic pit of Phazon. Kill any remaining Metroids, then turn
to the left to see some large mushrooms. Jump up onto the one that's
closest to the Phazon pit and switch to your X-Ray Visor to spot an
invisible moving platform. Jump onto this one and then to the next
invisible moving platform, then down to safe ground. Kill the Metroids
here. Close to this side of the pit is another big mushroom. Jump up
onto it and switch to your X-Ray Visor again. You'll see a different
moving platform over here, so jump onto it and then jump to the
platform with the Spider Ball Track on it. The platform is on the left.
Morph, but don't attach to the Spider Ball Track. Instead, use a Power
Bomb near the Spider Ball Track to reveal a passage. Go into it and use
another Power Bomb once you hit the wall. This'll reveal another
passage. Look around here for a Spider Ball Track, attach to it and
ride it to the top. Now de-morph and switch to the X-Ray Visor yet
again. Look for a previously invisible up-and-down moving platform and
jump onto it. Now look for another previously invisible up-and-down
moving platform and jump onto it, then jump to the Missile Expansion!

Missile Expansion 46 (Phazon Mines)

In the Fungal Hall Access. Face away from the door that goes to
Elevator B. Dispatch the Pirate and then jump down to one of the
mushrooms that are below you. Now go to where the Pirate was standing
and face away from the door. There's a pretty darn big mushroom on your
right. Beneath it lies a Missile Expansion. There's Phazon down there,
so you will suffer some damage, but not too much. If you don't want to,
come back here after acquiring the Phazon Suit, which renders you
invulnerable to blue Phazon. Either way, good job on getting that
Missile Expansion.

Missile Expansion 47 (Phazon Mines)

In the Fungal Hall B. From the door that goes to the Phazon Mining
Tunnel, switch to your X-Ray Visor or Thermal Visor if you're having
problems seeing, because this room is pretty dark. Also, use the Ice
Beam, because there are Metroids in here. Freeze and shatter, so easy,
man! Jump across the mushrooms, shooting the Metroids as you go.
Underneath the red door at the end is a circle of small mushrooms, so
use a Morph Ball Bomb there to reveal a Missile Expansion.

Missile Expansion 48 (Phazon Mines)

In Metroid Quarantine B. From the door that goes to Quarantine Access
B,  whoa! More Troopers! And they're red! So destroy those Plasma
Troopers with your Plasma Beam! See the Phazon pit? There are two more
Plasma Troopers across from it, so take them out from over here. Now
ride the Spider Ball Track. Now drop to the Spider Ball Track below it.
Attach to it and ride it to the end and drop to the platform. Space
Jump to the next platform, then Space Jump up on the edge of the
platform so you can grapple on the Grapple Point to a platform. Now
jump to the other side. Scan the computer monitor on the right to
deactivate a force field. There are three Troopers behind it, two Wave,
one Plasma. Now that all the punks are gone, let's get some stuff. To
the right of the second area of this room is a Cordite shaft, so nail
it with a Super Missile and collect your Missile Expansion.

Missile Expansion 49 (Phazon Mines)

In the Phazon Processing Center. From the door that goes to Processing
Center Access, kill all the Troopers and destroy the Mega Turret here.
Now go over to the floating platforms and begin making your way across
them. When you get to the third floating platform, switch to the X-Ray
Visor and attempt to locate an invisible platform. Jump to it, and then
to the platform above this one. Now make the long jump to the ledge on
your left. Morph and use a Power Bomb to reveal the last Missile
Expansion!

-------------------------------
XII: The Power Bomb Expansions
-------------------------------

Power Bomb Expansion 1 (Chozo Ruins)

In the Magma Pool. Grapple across to the other side. When you land, you
should see that part of the wall is covered in vines. This is
Bendezium, so lay a Power Bomb and blow it up. Collect your first Power
Bomb Expansion.

Power Bomb Expansion 2 (Magmoor Caverns)

In the Warrior Shrine. Use a Power Bomb at the base of the statue. This
will bomb away a covering. Roll into the hole and get your next Power
Bomb Expansion.

Power Bomb Expansion 3 (Phendrana Drifts)

In the Ice Ruins West. Face away from the door that goes to the
Courtyard Entryway. Jump across the gaps until you reach a structure
that has some crates on it. Shoot the crates, melt the ice, and fall
down the hole for your third Power Bomb Expansion.

Power Bomb Expansion 4 (Phendrana Drifts)

In the Security Cave. Go to Phendrana's Edge. From the door that goes
to the Storage Cave, there's a Glider on the top here, so grapple to
the left. If you look on your map, you'll see a little spike indented
into the wall. This indicates a Morph Ball tunnel, so grapple over and
roll through. What's in the middle of this room? The final Power Bomb
Expansion!

----------------------------
XIII: Bonus Image Galleries
----------------------------

Image Gallery 1: Scan at least 50% of the Log Book scans.
Image Gallery 2: Scan 100% of the Log Book scans.
Image Gallery 3: Complete the game on Hard Mode.
Image Gallery 4: Acquire all pickups (Energy Tanks, Missile Expansions,
Power Bomb Expansions).

---------------------------
XIV: A Very Quick Overview
---------------------------

Run through all the rooms in the Space Pirate's Frigate and defeat the
Parasite Queen. From the Landing Site, go to the Chozo Ruins and then
to the Hive Totem. Defeat the boss there, then go to the Ruined Shrine
and get the Morph Ball.

Go back to the Tallon Overworld and go to the Artifact Temple. Get the
Artifact of Truth, then go back to the Chozo Ruins. Go to the Burn Dome
and defeat the boss there, then pick up the Morph Ball Bomb. Now go to
the Watery Hall and get the Charge Beam. Now go to the Sunchamber and
defeat Flaaghra for the Varia Suit. Now go to the Magmoor Caverns, then
head to the Phendrana Drifts.

Go to the Phendrana Canyon and get the Boost Ball, then head back to
the Tallon Overworld. Go to the Alcove and get the Space Jump Boots.
Now head to the Warrior Shrine in the Magmoor Caverns and get the
Artifact of Strength. Now go to the Chapel of the Elders in the
Phendrana Drifts and defeat the Baby Sheegoths and the Sheegoth for the
Wave Beam.

Now go to the Observatory and get the Super Missile. Now go to the
Research Core and get the Thermal Visor. Now go to the Quarantine Cave
and get the Spider Ball by killing Thardus. Now go to the Lava Lake in
the Magmoor Caverns and get the Artifact of Nature.

Now go to the Tower of Light in the Chozo Ruins and get the Wavebuster.
Now go to the Sunchamber by way of the Sun Tower and defeat the Chozo
Ghosts for the Artifact of Wild. Now go to the Antechamber and get the
Ice Beam. Now go to the Gravity Chamber in the Phendrana Drifts and
acquire the Gravity Suit.

Now go to the Tower Chamber in the Chozo Ruins and get the Artifact of
Lifegiver. Now go to the crashed Space Pirate's Frigate in the Tallon
Overworld. Now go to the Transport to Phazon Mines East. Transport,
then go to the Central Dynamo and defeat the un-scannable partially-
invisible Sentry Drone to get the Power Bomb. Now use the rotating
Spider Ball mechanism in Ore Research to reach Storage Depot B and get
the Grapple Beam. Now go to the Life Grove in the Tallon Overworld and
get the X-Ray Visor. Now go outside the map to get the Artifact of
Chozo. Now go to the Shore Tunnel in the Magmoor Caverns and get the
Ice Spreader. Now go to the Plasma Processing and get the Plasma Beam.
Now go to the Chozo Ice Temple in the Phendrana Drifts and get the
Artifact of Sun.

Now go to the Control Tower and get the Artifact of Elder. Now go to
the Security Cave and get the Artifact of Spirit. Now go to the Elder
Chamber in the Chozo Ruins and get the Artifact of World. Now go to
Storage Depot A in the Phazon Mines and get the Flamethrower. Now go to
the Elite Research and get the Artifact of Warrior by destroying the
Phazon Elite. Now go to the Elite Quarters and kill the Omega Pirate
for the Phazon Suit/Beam. Now go to the Phazon Mining Tunnel and get
the Artifact of Newborn. Now go to the Artifact Temple in the Tallon
Overworld and defeat Meta Ridley.

Now make your way through the Impact Crater and defeat Metroid Prime.

----------------------------
XV: Questions You Might Ask
----------------------------

Q. Are there any push-button codes for this game, such as Infinite
Health?
A. Almost definitely not. None have been discovered so far, that's for
sure.

Q. How do I unlock Hard Mode?
A. Beat Normal Mode.

Q. How do I make it so that I can play NES Metroid on my Gamecube?
A. Beat Metroid Fusion on the Game Boy Advance and then connect the
Game Boy Advance to the Gamecube.

Q. How do I unlock the Fusion Suit?
A. Beat Metroid Prime and connect the Game Boy Advance to the Gamecube.

Q. How do I unlock Image Gallery 1?
A. Scan at least 50% of the things that go into the Log Book.

Q. How do I unlock Image Gallery 2?
A. Scan all the things that go into the Log Book.

Q. How do I unlock Image Gallery 3?
A. Complete the game on Hard Mode.

Q. How do I unlock Image Gallery 4?
A. Get all the pickups (Energy Tanks, Missile Expansions, Power Bomb
Expansions.)

Q. How many Energy Tanks are there?
A. 14.

Q. How many Missile Expansions are there?
A. 49.

Q. How many Power Bomb Expansions are there?
A. 4.

Q. How many more units of energy do I get by collecting an Energy Tank?
A. 100.

Q. How many more Missiles can I carry if I get a Missile Expansion?
A. 5.

Q. How many more Power Bombs does a Power Bomb Expansion enable me to
carry?
A. 1.

Q. How many places are there?
A. Seven. The Space Pirate's Frigate, Tallon Overworld, Chozo Ruins,
Magmoor Caverns, Phendrana Drifts, Phazon Mines, Impact Crater.

Q. How many rooms are there?
A. That is a ludicrous question that would take a long time to answer
and it would be a total waste of time to even think about doing that.
In short, I don't know, I don't care, I'm NOT going to find out unless
somebody tells me.

Q. How many Pirate Data Log Book entries are there?
A. 25.

Q. How many Chozo Lore Log Book entries are there?
A. 16.

Q. How many Creature Log Book entries are there?
A. 74.

Q. How many Research Log Book entries are there?
A. 18.

Q. How many Artifact Log Book entries are there?
A. 12, of course.

Q. How many alerts are there in your guide?
A. 18.

Q. How many yellow alerts are there in your guide?
A. Seven.

Q. How many red alerts are there in your guide?
A. 11. Therefore, there are eleven instances where you must scan the
first time you see something. It's almost always a creature. The only
exception is the Fall of Zebes Pirate Data on the Space Pirate's
Frigate.

----------------
XVI: Conclusion
----------------

Well. It's been fun, friends. Very, very fun. I guess. Boy, this is a
lengthy guide! I hope this guide assists you in the game of Metroid
Prime. The guide contains pretty much all the spoilers you could think
of in this game, so if, for some reason, you skipped to this section
first, or before you read anything that gives anything plot-related or
puzzle-related or something like that in the game, there's your
probably unneccesary almost definitely not yet possibly precautionary,
warning.

This guide is (c) 2003-2007.

To prove its length, this guide has a total of 56,663 words. Wow.