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    FAQ/Walkthrough by Banjo_2553

    Version: Final | Updated: 09/12/09 | Printable Version | Search This Guide

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          \                   |     FAQ/Walkthrough     |                   /
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                              |  Created by: Banjo2553  |
                              |     Copyright: 2007     |
                              |_________________________|
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Welcome to my Metroid Prime FAQ/Walkthrough! I will strive to make this FAQ 
    the best and most famous Metroid Prime FAQ on GameFAQs, by providing you with 
    all the info you need! My walkthrough section is set up to ensure that you get 
    100% on items and scans. Plus, each FAQ I write, will be written in one go, so 
    you'll have the perfect walkthrough right there, plopped right in your hands! 
    Well, what are we waiting for? Let's get out our reading caps and read what is 
    meant to be written!
    
    *I based the Table of Contents off of something in the game...can you guess?
    
    CURRENT VERSION:
    Added a more in-depth Logbook section and an Inventory section, detailing all
    the Suit Upgrades in the game, including Expansion locations! Also fancied up
    the FAQ a bit. It's the least I could do considering my leaps I've made on my
    other Metroid FAQs. Also updated my Legal Notices.
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    _________________________              ____    _______________________________
     _                       \______      /    \__/                               \
     |able of Contents              \____/
    -------------------------------------------------------------------------------
     ________________________________________________________________________
     |      I. Intro                                                         \
      \       a. Gameplay                                                     |
       |      b. Story                                                         \
       |    II. Walkthrough                                                     |
       |      a. Unidentified distress signal....                               |
       |      b. Speedy Recovery                                                |
       |        1. Getting the Missile Launcher                                 |
       |        2. Grabbing the Morph Ball                                      |
       |        3. Acquiring the Charge Beam                                    |
       |        4. Getting the Morph Ball Bomb                                  |
       |        5. Catching the Varia Suit                                      |
       |      c. Exploring Extreme Temperatures                                 |
       |        1. Speed Ball acquired                                          |
       |        2. Space Jump Boots!                                            |
       |        3. Waving at the Wave Beam                                      |
       |        4. Super Missile add-on                                         |
       |        5. Thermal Visor                                                |
       |        6. Spider Ball                                                  |
       |      d. Infiltrating the Mines                                         |
       |        1. Wave Buster add-on                                           |
       |        2. A very 'Ice Beam                                             |
       |        3. Defying “Gravity”                                            |
       |        4. Someone set us up the Power Bomb!                            |
        \       5. Grappling for joy                                             \
         |      6. THE X-RAY VISORZ! THEY DO NOTHING!!!                           |
         |      7. Ice Spreader add-on                                            |
         |      8. The “Plasma”'s burning me alive!                               |
         |      9. Flamethrower add-on                                            |
         |      10. This Suit doesn't “Phazon” me!                                |
         |    e. Getting all the Artifacts                                        |
         |      1. Artifact of Truth                                              |
         |      2. Artifact of Strength                                           |
         |      3. Artifact of Elder                                              |
         |      4. Artifact of Wild                                               |
         |      5. Artifact of Lifegiver                                          |
        /       6. Artifact of Warrior                                           /
       |        7. Artifact of Chozo                                            |
       |        8. Artifact of Nature                                           |
       |        9. Artifact of Sun                                              |
       |        10. Artifact of World                                           |
       |        11. Artifact of Spirit                                          |
       |        12. Artifact of Newborn                                         |
       |        13. Final Surprise                                              |
       |      f. Final Bout                                                     |
       |    III. Logbook                                                        |
       |      a. Creatures                                                      |
       |      b. Pirate Data                                                    |
       |      c. Chozo Lores                                                    |
       |      d. Research                                                       |
       |    IV. Inventory                                                       | 
       |      a. Suit Upgrades                                                  |
       |      b. Missile Expansions                                             |
       |      c. Energy Tanks                                                   |
       |      d. Power Bomb Expansions                                          |
       |    V. Unlockables                                                      |
       |    VI. FAQ End                                                         |
        \_    a. Credits                                                        |
          \   b. Legal Notices                                                  |
           \  c. End                                       __________________   |
            \   _____________       ______________________/                  \__|
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      ___________________________
     / Intro                     \
    -----------< Gameplay         >------------------------------------------------
     \___________________________/
    
    The gameplay of Metroid Prime is like an FPS, but also with it being an 
    Adventure game.  So, it's an FPA (First-person Adventure).  It's very nice, and 
    has a lock-on feature, which is great for those who don't have a very good aim 
    (like me); but for those who don't want to use the lock-on, you can use the R 
    Button to aim instead of the L Button for Locking-on, but I warn you, when you 
    do decide to aim instead of lock-on, you won't be able to move, so that means 
    it'll be very difficult to survive.  It would be advisable to use the lock-on 
    more often, otherwise bosses will be extremely hard without the side dodging. 
    Yes, while locking-on, you can strafe around the enemy/object you are 
    locking-on to, and can do a quick sideways jump by pressing B while strafing 
    left or right. Anyway, onto other stuff.
    
    The whole setup of how the game works, is it lets you see what she sees from 
    her visor, which is pretty neat, but because of this, Retro had to cut down on 
    how some power-ups worked in the 2D games, like, say for instance, the Space 
    Jump allowed you to continually rise by excessive spinning, but in this game, 
    they changed it to Space Jump Boots, and all you can do with them is double 
    jump, no continual rising thing.  You'll have to expect that in 2D-to 3D 
    transition games.  Well, at least the Space Jump Boots are still required, and 
    you'll find that you'll be using it a lot, so who can complain?  The basic 
    Adventure part of it is collecting certain things to make yourself more 
    powerful for those stronger enemies ahead. Um, don't call it an RPG, because 
    that's not what it is.  Anyway.....
    
    ----------
    Visor Set-up:
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    The visor setup, has a mini-radar, a mini-map, a danger meter, energy bar 
    (including showing exactly how much units and extra Energy Tanks you have), 
    Missile bar (which shows you how many Missiles you have, including a number), 
    Beam weapon mini-menu, Visor mini-menu, and a tracking device to tell you where 
    to go next.  Yes....I know that's a lot, but thankfully, they've found a place 
    for all of that, and still allow a lot of room to see.
    
    First, let's talk about the mini-radar.  Basically, the mini-radar is used to 
    detect any enemies in the room you're currently in, it might be helpful if you 
    can't find a certain enemy, but it's almost always ignored, hopefully, they've 
    made a real use for it in the sequel.  It's located in the top left corner of 
    the screen, in case you want to look at it.
    
    Next, is the mini-map. I hardly see the use of this, since you can access your 
    main map by pressing the Z Button, but whatever. It basically shows the room 
    you're currently in in the main map, not really useful. It doesn't show any 
    important things like power conduits, doesn't detect enemies, (because the 
    Mini-radar does that) or any other important stuff. It's kinda useless,
    personally.
    
    Alright, next on the agenda is explaining the danger meter. Basically, what 
    this thing does, is it warns you how close you are to taking a hit. When the 
    “!” is at the bottom of the meter, that means you're in no danger, but, if it's 
    at the top of the meter, then you're taking damage, and/or very close to taking 
    damage. Say, you're near some toxic water, when you're almost stepping in it, 
    the meter will be almost at the very top, but not quite. When you step away 
    from it, the meter will lower, and if you're in the toxic water, the meter will 
    be at full, and you will be taking damage. To me, this is pretty useful, 
    especially when an enemy sneaks up behind you, you can detect that enemy. I'm 
    glad this extra has an actual use. The mini-radar kinda serves the same purpose 
    for enemies, but not as reliable...I think...I rarely look at it. This meter is 
    located on the left of the screen.
    
    Next is the energy mini-screen. This shows how many Energy Tanks and units of 
    energy you have. It coulda done without the energy bar, but whatever floats 
    your boat. Pretty basic. Also, if you're on your last Energy Tank, and are low 
    on health, it will give a warning that says you're low on health, so..yeah.  
    When all your energy is depleted, it's game over, and you'll have to start from 
    your last save. So, if you're doing a no-save game for whatever reason, best be 
    cautious. That's it for this part. This mini-screen is at the top of the main 
    screen.
    
    Next is the Missile mini-screen. This shows, as a bar and a number, how many 
    Missiles you have, it also has the same warning system that the Energy 
    mini-screen has, when you're at around 5 Missiles left, it'll say “Missiles 
    Low”, and it'll say “Depleted” when you've...uh...depleted all of your 
    Missiles. Nice. This one is located at the right side of the screen.
    
    Next is the Beam mini-menu, which is located at the bottom right of the screen. 
    This basically shows the Beams you have, and you can switch between them by 
    using the C-Stick, see? The beam that's placed in the mini-menu will decide 
    which direction you have to point the C-stick to select it. Like, say for 
    instance, you're using the Power Beam and want to switch to the Ice Beam, well, 
    just press down on the C-stick to switch to that weapon. You get what I'm 
    saying here, right? If so, then good, if not, then read the paragraph above 
    again. If you still can't get it, then you need to take a reading class all 
    over again. Anyway, I've explained the Beam mini-menu, now for the Visor 
    mini-menu.
    
    Ah, finally, the Visor mini-menu, located at the bottom left corner of the 
    screen. This one uses that oh so rarely used D-pad! This one works the same 
    way, pick a visor you want by pressing the correct direction on the D-pad. You 
    start off with two visors, Combat Visor, which displays all of the above I 
    mentioned, and the Scan Visor. The Scan Visor basically is a whole 'nother 
    screen in itself, as of the other visors. This one eliminates all info from the 
    Combat Visor, so this Visor can't be used for battle, so remember that. This 
    one basically lets you scan certain objects that are inside this magnifying 
    reticule on the center of the Visor, and you can scan stuff by holding the L 
    Button; continue holding the L Button to read what you scanned, which appears 
    at the bottom of the screen. If there's an A Button icon flashing below the 
    message for the scanned item, that means you can press A to continue reading. 
    
    This is useful for reading what the weaknesses of enemies are, and you can read 
    other stuff like Chozo Lore and Space Pirate logs, which actually shows the 
    story of the game. If you catch a certain Pirate Log right at the beginning of 
    the game, it'll tell of the fall of Zebes, which took place in the first ever 
    Metroid game. Pretty neat... Also, scanning certain things activates them, so, 
    the Scan Visor is really used a lot.
    
    The Thermal Visor basically lets you see in dark rooms, and it will illuminate 
    objects if they have a heat signature, thus spotting enemies in dark places. 
    Neat, huh? However, security stuff, such as guns, and drones, won't appear in 
    the Thermal Visor, so you'll have a pretty tough time spotting them. You can 
    also battle in this Visor, plus it shows all of the info that the Combat Visor 
    shows, but in different places. I'm not telling you where they're located, so 
    you'll have to figure it out yourself. The last visor, the X-Ray Visor, can let 
    you see behind false walls, which is very helpful, and also shows invisible 
    platforms. Super Metroid, anyone? You can also see enemies which don't show 
    themselves on the Thermal Visor. Examples are: Omega Pirate, Metroid Prime 
    (second form). Basically, you have a ton of stuff at your disposal.
    
    As for the controls, shooting/laying bombs is the A Button, Lock-on is the L 
    Button, Aiming is the R Button, B is to jump/dodge, X is to change into a Morph 
    Ball, which gets the camera to third-person view, Y button is to shoot a 
    Missile/lay a Power Bomb, D-pad is Visor switching, C-stick is Beam switching, 
    Control Stick's for moving, and Start button to bring up the Start menu, which 
    shows all of your Equipment, your scans stored in the Log Book, and Options, 
    which includes Quitting the game. Well, that's it for this lengthy section.
    
      ___________________________
     / Intro                     \
    -----------< Story            >------------------------------------------------
     \___________________________/
    
    NOTE: This is taken from the instruction booklet. Enjoy!
    
       The Chozo... Over millenia, this bird-like race of creatures made incredible
    technological and scientific leaps. Traveling at will through space, they built
    many marvels across the universe - technological wonders of unfathomable
    complexity and cities unmatched in beauty. They shared their knowledge freely
    with more primitive cultures and learned to respect and care for life in all
    its forms.
    
       Even as their society reached its technological peak, however, the Chozo
    felt their spirituality wane. Their culture was steeped in prophecy and lore,
    and they foresaw the decline of the Chozo coinciding with the rise of evil.
    Horrified by the increasing violence in the universe, they began to withdraw
    into themselves, forgoing technology in favor of simplicity. Tallon IV was one
    of several refuges they built - a colony bereft of technology, built of natural
    materials and wedded to the land and its creatures.
    
       The years passed, and in time a great meteor crashed into Tallon IV, sending
    a massive spume of matter into the atmosphere and impregnating the land with a
    cancerous element known as Phazon. This element immediately sank into the earth
    and water, poisoning life wherever it bloomed. Most plants and animals died,
    while others mutated into hideous forms.
    
       The Chozo called upon all of their knowledge and technology to control the
    power of the Phazon, but their efforts were doomed to fail. All they could do
    was build a temple over the crater at the impact site, seperate the Phazon 
    core, and seal it away. Believing that someday a savior would return to the
    planet, the Chozo left for an unknown destination, leaving behind nothing but
    engraved accounts of their time on Tallon IV.
    
    ....
    
       The Space Pirates were interstellar nomads, technologically advanced in both
    space travel and weaponry. When they plundred the Metroid population that had
    been discovered by the Galactic Federation on SR388, they recognized in them
    massive military and energy resource potential. They immediately invaded the
    nearby planet of Zebes, wiping out all life (including most of the indigenous
    Chozo) and building a massive network of research facilities below the planet's
    surface.
    
       Deep below the surface of Zebes, the Space Pirates researched Metroids for
    many years, even as a young girl orphaned by their raid on the neighboring
    planet K-2L was growing up among the Chozo. Trained as a warrior and infused
    with Chozo blood, Samus Aran donned a Chozo-made Power Suit and cut a swath
    through the Space Pirates' operation, destroying everything in her path,
    including the gargantuan mainstays of the Space Pirate army, Ridley and Kraid.
    She eventually made it to the core of their base, destroyed all the Metroids
    she saw, and seemingly blew up Mother Brain.
    
       But the Space Pirates were far from finished. They immediately split their
    survivors into two main camps. One headerd to Zebes to begin rebuilding their
    ravaged facility and resuscitating Mother Brain, Ridley, and Kraid. The second
    set out in search of a planet with powerful energy resources. They didn't 
    search far before they discovered Tallon IV, which was still emanating huge
    pulses of energy from the Phazon contained beneath the Chozo temple. Entranced
    by the massive potential of the strange mutagen, they immediately moved in,
    retrofitting their laboratories, transporters, and life-support systems into
    the Chozo Ruins.
    
       As the Space Pirates mined the Phazon and experimented with it, they found
    that its capacity to mutate was unlike anything they'd ever seen, and they
    promptly started combining it with indigenous life-forms. They refined their
    operation; powering their machinery with thermal-powered engines sunk into the
    molten depths of Tallon IV, they drove deep mineshafts and mined more and more
    Phazon, shipping it to their two main labs in the Phendrana Drifts, where sub-
    zero temperatures made specimen containment safer. Research leaped forward: by
    harnessing Phazon's power, they were able to create untold horrors that soon
    patrolled the dark caverns below Tallon IV's crust.
    
       The Space Pirates also transported many species to their orbiting ship for
    zero-G Phazon experiments, unaware that Samus Aran had finally tracked their
    ship to its low orbit. As they continued with their unnatural experiments, 
    Samus sped toward Tallon IV, preparing to wipe them out once and for all...
    
      ___________________________
     / Walkthrough               \
    -----------<                  >------------------------------------------------
     \___________________________/
    
    This walkthrough will ensure you 100% on items and scans, so please use this
    one. Remember, whenever I say to scan something, SCAN IT, because it will be 
    added to your Log Book, or if it's vital for story completion. Also, after each 
    subsection, I will list how many scans you should have gotten, and what the 
    scans are. I won't give the info shown in the scans, so you'll have to read 
    them yourself. Now for the walkthrough.
    
    ===============================================================================
    Unidentified distress signal....     /
    ====================================
    
    You'll start out at a damaged Space Frigate, the place where the distress
    signal came from. Samus will take a huge jump from her ship onto the frigate, 
    and you will control her once it gets in her visor view. To start off, you will 
    need to hit the four targets right in front of you to get rid of the force 
    field blocking your path. Use the L Button if you have trouble aiming. After 
    the force field is gone, proceed through to a pillar in the center of this 
    platform. Scan it, and 6 targets will appear. Hit them all to lower another 
    force field. Past that, jump up the stair, and head through the door after you 
    go through the path. Keep going until you head to the Air Lock. Scan the 
    machine beside the path to repressurize the room, so you can head into the 
    frigate itself. You will end up in the Emergency Evacuation Area.
    
    If you look around, you'll see a few dead Space Pirates and what appears to be 
    a dead Parasite Queen. (You'll encounter a live one, later.) If you look 
    closely, you'll see some lizard-like Parasites eating away at the dead bodies. 
    Since they're enemies, scan one of them before they leave. This creature will 
    be added to your Log Book. Alright, head through this room to the other side. 
    You'll find a partially alive Space Pirate laying down on the ground. Put him 
    out of his misery....yes...shoot him. Anyway, after you kill him, head through 
    the next door to come to a blockage in the hallway, use the Charge Beam to blow 
    it away. (Hold A 'til fully charged, then release) Apparently, a Space Pirate 
    was here, and got his head cut off because he got caught in that 
    debris....ech.. Anyway, head into the next hallway to find a couple of 
    Parasites going through a ventilation duct, follow them using your Morph Ball, 
    (X) to find a Map Station! But, before you use it, scan it first, THEN you can 
    use it.
    
    Oi, quite a big frigate, huh? Anyway, head back and head through the next door.
    In this hallway, you'll see wreckage, but you can't get rid of it with your 
    Charge Beam. The solution? Morph Ball through the small passageway to get to 
    the other side. Oh, and watch out for the electricity blocking the opening. 
    Head through the door at the end to end up in the Biotech Research Area 1. 
    You'll see another Parasite Queen, but it's in stasis hibernation. Don't worry
    about it, just walk around it. You'll see a Space Pirate walking around here 
    like a zombie, and one lying on the floor trying to get up, once again, put 
    them out of their misery. I know you would rather help them, but they are 
    ruthless, and will fire at you even if injured badly. That's why you need to 
    get rid of them. Anyway, go through the door across the room. Just around the 
    corner in this corridor, is an Auto-Defense Turret. Scan it first, then shoot a 
    Missile at it to destroy it. (Y) It should drop a Missile pick-up. (it glows 
    orange) Scan it then pick it up to get your Missile back.
    
    You'll end up in Biohazard Containment, where you'll see another Parasite
    Queen. It's stored in a stasis pod, but appears to be dead, so ignore it. The 
    computer in front of you should contain a Pirate Data Log, so scan it. If you 
    look around the stasis chamber, you'll see another turret, so shoot another 
    Missile at it. To pick up the ammo now, you have to charge your Charge Beam, 
    the ammo will come right to you like a tractor beam, so the Charge Beam is 
    useful for this, too. On your right once past the stasis chamber, is a 
    scannable computer thing, scan it to activate the elevator to the second floor. 
    Take it, and you'll find a Space Pirate on the floor, kill it, and it should 
    drop a purple sphere. It's a health pickup, which restores 10 health units.
    Scan it first before you pick it up. Head around here to find a couple more 
    Space Pirates, a little stronger than you've encountered so far. Kill them both 
    and collect their pickups, then head into the door at the end of the path, 
    after you kill the Space Pirate lying next to it.
    
    Go through the hallway to arrive at the Cargo Freight Lift to Deck Gamma. There
    will be another Defense Turret to your right, take care of it with another 
    Missile, then pick up the refill. There's a computer conduit right next to the 
    freight lift, scan it to open the lift. Head inside and touch the hologram to 
    get it moving. When you arrive at the bottom, a non-injured Space Pirate will 
    fall down and surprise attack, he's a lot tougher than the hindered ones you 
    came across, so heavy firepower is recommended.
    
    Once he's dead, scan the computer next to the door to open a hologram. “Please
    insert metallic sphere to open door.” Well, if that isn't obvious enough, roll 
    into the hologram with your Morph Ball. This will open the door up. Go through, 
    annihilate the turrets in that room, collect their pickups, then go to the left 
    door for a Save Station. Scan this, too, either after you're done with it or 
    before. Head back, and scan the next computer conduit to activate another Morph 
    Ball hologram. You know what to do. After you open the door and head through, a
    cutscene will show a Parasite Queen crawling down to where you're at, thus 
    starting a boss battle.
    
    ---------------------
    BOSS: Parasite Queen
    
    This boss isn't particularly hard, unless you absolutely suck at dodging, then
    you'll have a problem. First of all, scan this creature. Not only will it add 
    it to the Creatures log, but it will reveal it's weak point! When its mouth is 
    open, shoot at it to cause more damage than just shooting it's body. Its only 
    attack is a weapon-grade toxic blast, which can easily be jumped/dodged. The 
    only way to do this battle correctly is to lock on. This boss, like the other 
    FAQs say, just gets you familiar with the strafing and lock-on techniques. So,
    basically, shoot at it's mouth when it's open until it's dead. Seems simple, 
    right? Not very. A force field will surround it, with only two openings to 
    shoot through. You'll have to do this, otherwise you're shots will repel. Once 
    it's dead, a timer will start....
    ---------------------
    
    You have 6 minutes to escape! You will be pointed in the right direction, so
    head through the door, posthaste! Proceed through the hallways and the elevator 
    until you get back to the Biotech Research Area 1, except in the bottom floor. 
    You'll see a couple of Space Pirates shooting at the Parasite Queen that 
    escaped from stasis, and an explosion will blow away the Space Pirates (killing 
    them), and kill the Parasite Queen. That explosion caused the pathway above to 
    break, so climb up the debris to get back to the second floor. You'll see a few 
    Space Pirates hindering your progress out of here, so kill them and you'll see 
    a ventilation duct blow its cap off, so head through, because all doors here 
    are locked. You'll head through a series of ventilation ducts, with swarms of 
    Parasites coming out of openings. Just avoid them, if you spend your sweet time
    getting rid of them, you won't have enough time to escape. Shoot at ventilation 
    doors to open them.
    
    You'll eventually come to a room with two turrets: destroy them both, then you 
    can use the next door. Just keep going until you get to a shaft with a pusher. 
    It's hard to explain, but the shaft it's in seems red hot. Luckily, your Varia 
    Suit will protect you from heat. What you have to do here, is when the pusher 
    is revealing the exit out of this shaft, take it quickly, otherwise, it'll 
    block it up again. After you're past that, you'll head into the Biotech 
    Research Area 2, where you'll find Meta Ridley, and he'll escape. Now, in order 
    to get across here, you'll have to use your Grapple Beam to swing across the 
    Grapple points to the other side. (Press and hold L once near a Grapple point.) 
    Once here in this hallway, scan the computer conduit to deactivate the turrets 
    here, (neat, huh?) and scan the next one to activate the elevator, but as soon
    as you do, an explosion will knock Samus into the wall so hard, that her Varia 
    Suit, Morph Ball, Charge Beam, Grapple Beam, and Missile Launcher will all 
    malfunction.....Not good.
    
    Anyway, since it knocked you into the elevator, step into the hologram to head
    up. Once it's at the top, head through the twists and corners in the hallway 
    until you reach the Air Lock, and head left. The right is blocked by fire, 
    besides, it leads back inside the frigate, so yeah... Head towards the door and 
    the room will depressurize, wasting a few seconds. After it's done, you can 
    open the door, and escape just in time. The whole place will start exploding, 
    and Meta Ridley will come flying towards Tallon IV, and Samus will head into 
    her ship and chase him, but she loses the tracking on him, thus ground-based 
    recon is required. You'll proceed to land in the Tallon Overworld, Samus 
    checking out the place, then you'll be prompted to save, so save.
    
    -------------------------
    Number of scans obtained: 8
    
    Creatures: 3
    Parasite
    Auto-Defense Turret
    Parasite Queen
    
    Pirate Logs: 1
    Fall of Zebes
    
    Chozo Lore: 0
    
    Research: 4
    Map Station
    Missile Ammo
    Small Energy
    Save Station
    
    Total scans obtained: 8
    
    ===============================================================================
    Speedy Recovery                      /
    ====================================
    
    Yes, as if you blatantly didn't notice, this section will help you recover
    everything you lost, except for the Grapple Beam, which will be gotten later in 
    another section. Each subsection will tell you exactly what we'll get next, and 
    after every subsection, will be that “scans obtained” list, alrighty? Also, 
    from now on, I'll show how many items you've gotten, plus show your item 
    percentage after each subsection. I'm still not quite sure how you can see your
    scan percentage, though.... Continue reading...
    
    NEW INFO*
    I've figured out that you can only see your scan percentage and item percentage
    in-game in the European (PAL) version. In case you do have the PAL version, it 
    should be listed in the Log Book section of the Start Menu.
    
    NOTE*
    I will not be listing the Missile Launcher as a Missile Expansion in the item
    list, instead, it'll be in the “Suit upgrades obtained” list. I wanted to write 
    this down so I wouldn't have a bunch of people telling me that I missed a 
    Missile Expansion in the item list.
    
    -------------------------------------------------------------------------------
    Getting the Missile Launcher         /
    ------------------------------------
    
    Yes, the first thing you obtain is the Missile Launcher. First, jump off then
    scan your ship, then head to the door to the ship's right. You'll come to a 
    small sandy room, and two Beetles will pop out. Scan one, then destroy them. 
    (What? Your only weapon right now is the Power Beam..) Head left once you 
    defeat them to head into the exotic Tallon Canyon. To your left is a Sap Sac, 
    scan it to add it to your Creatures list. In front of you is a bunch of 
    platforms surrounding a pool of water, including a waterfall. Don't go up the 
    platforms yet because they lead to a door that you can't open yet. Instead, 
    head to the right of the platforms to get through a door, passing a half-pipe. 
    You'll also encounter a few Beetles, so kill them. In the next hallway, scan
    one of the Zoomers crawling up and down the walls, then kill both of them. 
    Ignore the Sap Sacs, as they blow up of you touch them/shoot them. Past the 
    next door is an elevator to the Chozo Ruins. Scan the conduit next to it to
    activate the elevator......use it!
    
    Now, once you're in Chozo Ruins, head forward, through the hallway, into a
    room, with two Beetles popping out of the ground. As you kill them, your 
    auto-tracking device will activate, telling you that there's some seismic 
    activity occuring in the Hive Totem, which is where you'll get the Missile 
    Launcher. Before you enter the next door, scan the Chozo Lore above it. (Chozo 
    Lore looks like a puddle of wavy water on the walls.) Now, enter the door to 
    enter the Main Plaza, and a cutscene will show up, showing you everything in 
    the Main Plaza....eerie music, huh? Anyway, once the cutscene is over, head 
    straight forward to come a large group of Beetles. Dispose of them, then past 
    the half-pipe, up the stairs, and head left to a door. Head through it to come 
    to a winding tunnel. Careful here, because a swarm of Scarabs will come 
    crawling through the walls, and will explode if you get too close to them. 
    First before you get the swarm, scan a Scarab, then proceed to clean them out 
    like an exterminator. Head through the hallway to come to the Eyon Tunnel. As 
    you can guess, it's filled with Eyons, which are eye-like creatures attached
    to the walls. They shoot a laser from their pupils, so they're enemies. Scan 
    one, then head through the hallway, shooting the Eyeons to stun them. No, you 
    can't kill them until you get the Charge Beam.
    
    Past the Eyeon Tunnel is the Ruined Nursery. In front and to the right of the
    tree here is a Chozo Lore, scan it. Your auto-tracking device will also detect 
    a save point nearby, which is right next to the Ruined Nursery, but not on the 
    main path. Head forward through the room after you scanned the Chozo Lore, and 
    two Beetles will pop out. You know what to do. After that, climb the stairs to 
    your right to get to the second and top floor of this room. Some War Wasps will
    come out of their nests on the other side of the room, scan one, and scan their 
    hive, then proceed to kill them. Now, overlooking the bottom floor, there is a 
    platform to your right, and a Morph Ball maze to your left. Ignore the Morph 
    Ball maze for now, and get on the platform to your right. You'll come to a door 
    around the bend, and you'll see the Save Point you were directed to. Save.
    
    Alright. Now, head back into the Ruined Nursery and go through the door on the 
    top floor. Head through the hallway, past the open room, killing the swarm of 
    Scarabs, and you'll arrive at the Ruined Gallery. Some War Wasps will come out 
    of their hive, so kill them. Well, there's really not much to do here, now, so 
    jump across the platforms on your right and head through the door on the other 
    side. In the Totem Access, you'll see some Plazmites, which are similar to 
    fireflies. Scan one, then destroy 'em. Although they really aren't harmful, 
    they block the path here, and will cause slight damage to you if you touch 
    them. Anyway, in the same Access, you'll come to a small room with a platform 
    in the middle, and it contains a few boxes, and Tangle Weeds. Scan the Tangle 
    Weeds, then destroy the boxes for some Missile or Energy pick-ups. (If you need
    them, that is.) Head throuh the rest of the Access to head toward the Hive 
    totem itself. This room is fairly large, has a big platform in the middle, and 
    a puddle of water full of toxins at your left side. (This room is tilted, 
    so...) Anyway, get on the platform, then proceed to cross the bridge to the 
    Missile Launcher.....wait...that's too easy....
    
    A cutscene will occur, showing the room getting filled up with that poisonous
    water, and a machine below the Missile Launcher will rise up, and connect with 
    the top one to create the Hive Totem. It will proceed to open, and will release 
    a swarm of War Wasps. You might notice these are different, so when you get the 
    chance, scan one. After you scan them, scan the machine. If you don't know 
    where to scan, try looking under the water towards the machine. After the
    scanning is done, proceed to kill the Ram War Wasps. Once they're dead, the 
    machine will open up, shoot at it until it gets to “round 2.” Even more Ram War 
    Wasps will appear, kill them, and the machine will open up, shoot it to get to 
    round 3. Do the same thing as last time, and the machine will be beaten, and 
    will allow you access to the MISSILE LAUNCHER.
    
    Now that you have the Missile Launcher, go ahead and scan the door, then blast
    it with a Missile. Open the door with your Beam, and collect the ENERGY TANK. 
    inside. Proceed out of the Hive Totem and head to the Ruined Gallery. Now that 
    you have the Missile Launcher, we can do a couple of things here! First, head 
    to the bottom floor, and turn around to see some Blast Caps on a platform in 
    the middle of the poisonous water. Scan one, then blast those Blast Caps, then 
    get on the platform that they were on. In front of you is a cracked wall. Blast 
    it with a Missile to uncover a MISSILE EXPANSION! Now that you've got that, 
    head to the door with the Blast Shield on it, and blast it open with a Missile. 
    Proceed inside to a....Map room! No need to scan this, because you already did 
    it on the Space Frigate, remember? Of course, this place is really huge... @_@.
    I think that's about it, so head to the Ruined Nursery, and save at the Save 
    Room. I'll end this subsection here. Let's look at what we've obtained in this 
    subsection.
    
    -------------------------
    Number of scans obtained: 16
    
    Creatures: 12
    Beetle
    Sap Sac
    Zoomer
    Scarab
    Eyon
    War Wasp
    War Wasp Hive
    Plazmite
    Tangle Weeds
    Ram War Wasps
    Hive Mecha
    Blastcap
    
    Pirate Logs: 0
    
    Chozo Lore: 2
    Fountain
    Exodus
    
    Research: 2
    Samus's Ship
    Blast Shield
    
    Total scans obtained: 24
    -------------------------
    
    Total Missile Expansions obtained: 1
    Total Energy Tanks obtained: 1
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 1
    Total percentage: 3%
    
    -------------------------------------------------------------------------------
    Grabbing the Morph Ball              /
    ------------------------------------
    
    Yes, we're going to get the Morph Ball. So, let's head back to the Main Plaza. 
    Head back right, destroying the Beetles in your way, heading towards the door 
    that you first entered the Main Plaza. To your right, once you are facing it, 
    just past the half-pipe, is a door with a Blast Shield on it. Proceed to open 
    it, and head through a twisting hallway with a couple swarms of Scarabs. Past 
    this hallway is the Ruined Shrine. Climb up the stairs then drop to the center
    to cause a massive swarm of Beetles to appear....
    
    Destroy them all, and a bigger Beetle will come out. This is a Plated Beetle. 
    Scan it first. Now, in order to kill this thing, you have to shoot at its red 
    tail. But you can't get to it because the Beetle knows it's weakness, so it 
    hides it from you. The thing you have to do is wait for it to charge at you, 
    then quickly dash to the side. (Yes, you're doing Lock-on.) It's tail will be 
    exposed, so shoot a Missile (or two if you have the time) at it. Two Missiles
    ought to get rid of it. That was a fairly easy fight, huh? Anyway, the path to 
    the Morph Ball will now appear. Grab the Morph Ball. Man, this was a small 
    subsection, huh? Anyway, now that you've got this move, you can exit this room. 
    If you want, go ahead and save at the Ruined Nursery, although you will have to 
    backtrack all the way to the Main Plaza. But hey, if you're enjoying this game,
    you might as well save!
    
    -------------------------
    Number of scans obtained: 1
    
    Creatures: 1
    Plated Beetle
    
    Pirate Logs: 0
    
    Chozo Lore: 0
    
    Research: 0
    
    Total scans obtained: 25
    -------------------------
    
    Total Missile Expansions obtained: 1
    Total Energy Tanks obtained: 1
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 2
    Total percentage: 4%
    
    -------------------------------------------------------------------------------
    Acquiring the Charge Beam            /
    ------------------------------------
    
    Alright! We're gonna get the Charge Beam! Head to the far end of the Main
    Plaza, and you'll find that you can climb up. Do that, and proceed to walk over 
    the half-pipe using a bridge made of vines and stones. (neat.) Some War Wasps 
    are up here, and will assault you, so take them out. In case you didn't know, a 
    Missile blast will get rid of a Hive, that way they won't come out again. I'd 
    advise you save your Missiles though, especially if you try Hard Mode. (Hard 
    mode will be unlocked after you beat the game.) There should be a door here, so 
    enter it. You'll come across another twisting tunnel, with two more swarms of 
    Scarabs. Get the first swarm, then use the Morph Ball to squeeze through the 
    vines. Just stay in Morph Ball mode and avoid the second swarm, because there 
    are some more vines you have to squeeze through. Proceed through the door into 
    the Ruined Fountain. Above the fountain is a Chozo Lore. Scan it, of course. 
    There are some more Plazmites here, but they provide light in this room, so 
    don't kill them. (Super Metroid, anyone?)
    
    There are two other doors here. One on the other side of this room, and one on
    your left. Let's take the one on the left. It's not very simple, though. The 
    platform to the door is too far for you to jump, and there is poisonous water 
    down below. What to do? The solution is, jumping across platforms working your 
    way around the room, to the door.  In the Arboretum Access, you'll see some 
    Shriek Bats. Scan one before they make a suicidal dive towards you. Don't worry
    if you didn't scan them in time, though, you'll encounter more. Enter the door 
    at the end of the Access and you will come to the Arboretum. The Arboretum is a 
    tall room, with toxic water surrounding a growing tree. You'll have to get 
    through the door behind the tree.
    
    To your left are platforms which will get you there. There's also a Reaper Vine 
    guarding each platform that's against a wall. Scan one, then shoot its eye to 
    make it retract. Climb across the platforms and the bridge to get to the other 
    side, and head through the door. Your auto-tracking device will also detect a 
    Save Station, which is beside the next room, the Gathering Hall. Head to the 
    Save Station to save. When you exit, you'll be attacked by Shriekbats, scan 
    them if you didn't get the chance, but if you've already scanned them, then 
    pummel 'em with your Beam. The door right in front of you is blocked by Blast 
    Caps, and we need to go through that door! Get rid of those unsightly 
    mushrooms, then head through the door to come to the Watery Hall Access, where 
    some Shriekbats will greet you.
    
    After you dispose of them, shoot a Missile at the cracked wall to your left at
    the bottom of the room to uncover a MISSILE EXPANSION. Proceed through the 
    Access to the Watery Hall. You'll see some platforms leading up, but ignore 
    them. Instead, hop on the island to your left, after you get rid of the Blast 
    Caps, of course. Once on the island, turn around and scan a runic symbol around 
    there. This is one of four. You have to scan all four runic symbols in this 
    hall to get access to the Charge Beam. After you scan it, jump across the 
    islands until you get to another Blast Cap growing area. Get rid of them all, 
    then scan the runic symbol that they were hiding. Keep going, and you'll see 
    another runic symbol at a dead end. Now, we need one more.
    
    So, let's go back to those platforms and climb up them. At the end of the high
    pathway, you'll come to the door that needs unlocking. The last runic symbol is 
    beside it. After you scan the last one, scan the door and it will open. Scan 
    the Chozo Lore, then grab the CHARGE BEAM. (Whew! That's a lot of scanning!) 
    After you grab the Charge Beam, the walls will come alive with Eyons! Now that 
    you have the Charge Beam, you can destroy them. (Yay) After you destroy them 
    all, return to the Gathering Hall and save at the Save Station.
    
    -------------------------
    Number of scans obtained: 4
    
    Creatures: 2
    Shriekbat
    Reaper Vine
    
    Pirate Logs: 0
    
    Chozo Lore: 2
    Hatchling
    Meteor Strike
    
    Research: 0
    
    Total scans obtained: 29
    -------------------------
    
    Total Missile Expansions obtained: 2
    Total Energy Tanks obtained: 1
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 3
    Total percentage: 6%
    
    -------------------------------------------------------------------------------
    Getting the Morph Ball Bomb          /
    ------------------------------------
    
    OK, we're gonna get the Morph Ball Bomb next. I will continue this section
    until we get every Missile and/or Energy Tank that we can get, even after we 
    get the main item in this subsection. Alright, we're gonna have to do some 
    climbing in the Gathering Hall. From the Save Room door, there will be a 
    section of raised ground beside the Arboretum door. Use that to start climbing. 
    Get to the top, jumping platforms and blasting Blast Caps and Shriekbats, and 
    head through the door. After a hallway, you should come to the Energy Core. 
    Let's observe what's here, shall we? First, there's a big pool of poisonous 
    water in front of you, and a locked door on the other side. Scan the locked 
    door to add it to your Research Log Book. There's a hallway on either side of
    you; the one on the right leads downward to a pool of poisonous water, and the 
    other leads to a Morph Ball hole. Observe the facts.
    
    If you answered correctly, then the only way to go is to the hallway on your
    left. About now, you should come to some red spheres which look like those 
    purple Energy pick-ups. These restore 20 units of Energy. Whenever you come 
    across one, scan it. Anyway, past the Morph Ball hole, will be another hole, 
    and past that is a door, which will lead you to the Burn Dome. A cutscene will 
    appear, showing an indestructible War Wasp Hive, and a machine will pop out.
    Scan the machine. Basically, this Mechanoid Incinerator Drone shoots out two 
    jets of fire. After a short while, it will expose its weak-point: shoot at it 
    with your Beam and it will shoot a jet of fire at the Hive, awakening the most 
    powerful of all War Wasps, the Barbed War Wasps. Scan one. Now this is where 
    things get a little tougher. While focusing on the Drone, you have to keep an
    eye out for the War Wasps. Whenever one comes out, you have to get it while 
    avoiding the Drone's flames. This can be very difficult, even I can't go 
    through it without taking quite a few hits. Basically, just kill the War Wasps 
    when you get the chance, and shoot at the weak spot once it shows itself until 
    the Hive gets destroyed by the flames, and when the machine explodes because it
    overloads. Now, you have the MORPH BALL BOMB!
    
    If you look closely, you'll see a blocked Morph Ball hole. Use a Bomb to break
    through and to get a MISSILE EXPANSION at the end. Now, let's head back to the 
    Energy Core. Once you exit the Morph Ball hole in the Core, you'll notice a 
    Stone Toad to your left. Scan it, then get in Morph Ball mode and approach it. 
    It should suck you in. Before it spits you out, plant a Bomb inside of it to 
    blow it away, everything splattering everywhere....nah, it's not that graphic. 
    Anyway, behind it hides a generator with a Morph Ball Slot. Scan the Slot 
    first, then use a Bomb to pop yourself up to it. Use another Bomb to activate 
    the Generator, which will lower the water in the main room. Another Generator 
    and Morph Ball Slot will be uncovered. Also a timer will start. Use the itty 
    bitty tunnel here to get to the main room quickly. Head to that next Morph Ball 
    Slot to activate another Generator. This one will raise some platforms. Quickly 
    take them and go through the small tunnel to get to another Slot and generator. 
    Use the Slot, and the generator will raise another set of platforms, and will 
    unlock the door that I showed you when we first entered this room.
    
    Head through the next tunnel to get to a Spider Ball track and a Morph Ball
    hole. Head through the hole to get an ENERGY TANK. Head back to the Gathering 
    Hall Save Station to save. Now, head all the way back to the Ruined Nursery. 
    Remember the Morph Ball maze here? Well.... At the bottom floor of this room, 
    there's a low entry to the maze. Use a Bomb to pop yourself in there. Go 
    through it, and get rid of the block there to clear the path. Now, head out, 
    and enter the maze from the top floor of the room. Go through the maze, bombing 
    blocks, until you get to another MISSILE EXPANSION. Now head into the Ruined 
    Gallery. There's two holes near some Tangle Weeds on the bottom floor. Enter 
    either, and you'll get another MISSILE EXPANSION. Now, head into the room that
    contained your first Energy Tank. (Past the Hive Totem.) There's a hole here. 
    Use the Morph Ball to get through. Head through the little maze with the 
    pistons to head into a Magmoor Caverns transport.
    
    Don't take it yet. Instead, take the door on the right, towards the Vault. Once
    you get to the Vault, find the Chozo Lore here and scan it, then look for three 
    Morph Ball Slots. The first two have weak locks on them. Blow them open and use 
    the Slots. The last one is a little high. You need to Double Bomb Jump to reach 
    it. Here's how: Plant a Bomb, and just before it explodes, plant another one. 
    When you pop up into the air, immediately set another Bomb. If successful, you
    should pop up with the second one, and the third one in the air should pop you 
    up once more. This will allow you to reach the last Slot. Once you've activated 
    all the Slots, the vault will open, exposing a MISSILE EXPANSION. Continue 
    through, until you get to an ENERGY TANK, overlooking the far end of the Main 
    Plaza. Alright. That should be it. Let's end this subsection. 
    
    -------------------------
    Number of scans obtained: 7
    
    Creatures: 3
    Incinerator Drone
    Barbed War Wasps
    Stone Toad
    
    Pirate Logs: 0
    
    Chozo Lore: 1
    Beginnings
    
    Research: 3
    Large Energy
    Door Lock
    Morph Ball Slot
    
    Total scans obtained: 36
    -------------------------
    
    Total Missile Expansions obtained: 6
    Total Energy Tanks obtained: 3
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 4
    Total percentage: 13%
    
    -------------------------------------------------------------------------------
    Catching the Varia Suit              /
    ------------------------------------
    
    Alright. This is probably going to be a short subsection...but anyway.. Head
    into the Arboretum. Now, we have to do the same task that we did in the Watery 
    Hall: find and scan all four runic symbols. First, get to that bridge that lead 
    to the door that lead to the Gathering Hall. (whew) While on the bridge, face 
    the tree, and turn on your Scan Visor. You should see the first runic symbol. 
    After you scan that, drop down to the platform on your right, turn around 
    facing the bridge, and look down. You should see red Tangle Weeds. Shoot at 
    them to uncover another runic symbol.
    
    Now it's time to climb up. Just climb up the side of the room from the bridge,
    getting to a Morph Ball tunnel and some War Wasps from the tree. Go through 
    this tunnel, without falling, and bombing the blocks, to get to another runic 
    symbol. The last one is at the top. Continuing upwards, you'll find some more 
    red Tangle Weeds. (They're real name is Venom Weeds.) Scan them, then shoot at 
    them so as to Morph Ball through the tunnel without getting damaged.
    
    You couldn't scan the first batch of Venom Weeds because all it says is that 
    they are hiding something. Alright, keep climbing and you should arrive at the 
    door that you need to unlock. Right behind you once you face the door is the 
    last runic symbol. This one should open the door, revealing a blocked Morph 
    Ball hole. Bomb it, then continue through the hallways filled with Venom Weeds 
    and Reaper Vines to come to the Sunchamber. A cutscene will come up, showing a 
    mutated plant called Flaaghra.
    
    ---------------------
    BOSS: Flaaghra
    
    This is the main boss of the Chozo Ruins. Scan it first. You can also scan one
    of Flaaghra's roots. Look around for it in Scan Visor if you don't know what to 
    look for. (Hint: It's blocking a tunnel at ground level.) Its attacks are 
    claw-swiping, toxic energy balls, and creating a small toxic garden, which 
    you'll have to stay away from, until the garden disappears. Now, for the 
    strategy. You can't beat him with your Beam or Missiles. Well, how to defeat
    him, you say? Look around, and you should see a sunlight contraption. Behind 
    each has a red target. Shoot the red target multiple times to disable it. 
    (Lock-on helps really well.)
    
    Once you disable it, Flaaghra will collapse and its roots will retract. Here's
    where you damage this boss. Morph Ball through the opening that the roots were 
    in, and place a Bomb at the Slot in the end. You'll seem to have defeated him, 
    but two sunlights will activate, reviving Flaaghra. Try the same proccess, but 
    you'll notice that as soon as you deactivate a sunlight, Flaaghra will activate 
    it again. What to do, now? Well, if you notice, when you shoot Flaaghra, he'll 
    flash yellow. Keep doing this, and you'll stun him. Use this opportunity to
    deactivate the sunlights. Proceed through this process, stunning him and 
    deactivating sunlights, until he's finally dead.
    ---------------------
    
    You'll be pointed to a coin with an S on it. Collect it to gain the VARIA SUIT!
    Now that you have the Varia Suit, we can explore Magmoor Caverns, so let's do 
    that. First, go through the door here. The one you originally entered is filled 
    with vines, meaning you can't enter. Go through the tunnel here until you come 
    to a blockage made of blocks. Break them, and you'll encounter a yellow Energy 
    pick-up. It's an Ultra Energy and it restores a full tank of Energy. (100 
    units) Very useful. Scan it before you collect it. Keep going and you'll 
    encounter a familiar enemy, called a Pulse Bombu. Scan it. Now, since you don't 
    have the appropriate weapon to kill this thing, just move on. You'll encounter 
    a Spider Ball Track on the ground, leading downward. Since you don't have it 
    yet, just fall. For some reason, you don't take damage for falling from high 
    distances. The next room is that same Magmoor transport you encountered. Scan 
    the conduit next to it to activate it, then use the elevator to descend into 
    the molten depths of the planet.....
    
    -------------------------
    Number of scans obtained: 5
    
    Creatures: 4
    Venom Weed
    Flaaghra
    Tentacle
    Pulse Bombu
    
    Pirate Logs: 0
    
    Chozo Lore: 0
    
    Research: 1
    Ultra Energy
    
    Total scans obtained: 41
    -------------------------
    
    Total Missile Expansions obtained: 6
    Total Energy Tanks obtained: 3
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 5
    Total percentage: 14%
    
    ===============================================================================
    Exploring Extreme Temperatures       /
    ====================================
    
    In this section, you'll be exploring hot and cold, acquiring new abilities as
    well. You will never be able to make it through Magmoor Caverns without the 
    Varia Suit, so that's why they directed you to this transport. Alright, let's 
    get started.
    
    NOTE FOR SPEED RUNNERS AND LOW %AGE RUNNERS:
    Done correctly, you CAN get through this section of Magmoor without the Varia
    Suit. This FAQ is not for speed runs or low %age runs, so look for another FAQ 
    that covers that.
    
    -------------------------------------------------------------------------------
    Boost Ball acquired                  /
    ------------------------------------
    
    First, after the elevator, fall down the next room, then continue through the
    hallways, busting those Shriekbats, until you reach a Save Room. (Behind a door 
    with a Blast Shield.) In the room ahead, you'll see your first pool of lava. A 
    platform is in the middle, and a Grizby scuttling around. Scan it first, then 
    hit it with a Missile. The reason to use a Missile, is because their shells are 
    too hard, so they can't be hurt with any kind of Beam. Anyway, continue beating 
    up the Grizbys and jumping across platforms, avoiding jets of flame, until you 
    reach a tunnel. There's a burrowing uh...Burrower here. Scan it. When it pops 
    out of the ground, hit it a few times with your beam to destroy it.  Keep going 
    until you reach Lava Lake, which a cutscene will show the whole room, including 
    some new enemies. After the scene is over, a Magmoor should pop out of the lava 
    in front of you. Scan it, then proceed to literally blow it's head off. There 
    are also some Puffers here. Scan one. These things can be blown up with one 
    shot, but they leave a puff of poisonous air. Wait for the puff to disappear 
    before you move on. Just continue through this part of the Lake, popping 
    Puffers and blowing the other Magmoor's head off, 'til you get to the other 
    side, which seems like a dead-end. Not to worry. You see the boxes here? 
    Destroy them to reveal a Sandstone wall. Do you remember that Sandstone walls 
    can be broken with Bombs? *hint hint*
    
    Just bomb your way through the tunnel until you get to the other part of the
    Lake, which you basically do the same thing. Pop the Puffers, and jump across 
    platforms to the other side. Oh, I almost forgot to tell you. If you're in 
    close range of a Puffer when it pops, you'll take damage, and the force of the 
    blast could knock you off a platform and into some lava. Double damage. Anyway, 
    you should eventually come to the Pit Tunnel. The room basically has a lava 
    cylinder in the middle, and an opening at the bottom of the room, filled with 
    Triclops. Scan a Triclops before you head into the Morph Ball opening. 
    According to the scan, their only weak spot is the mouth....you know what that 
    means? Place a Bomb near one of them, and it'll suck it up, thinking it's food, 
    and it'll blow up, right in its mouth. Also, if you are caught by one of the 
    Triclops, they will literally show you the exit, which is where you entered 
    this small opening. Just get to the other side of this room, blowing up those 
    Triclops' mouths. You should end up in the Triclops Pit, a similar room in that 
    it has a “lower floor”, but it's MUCH bigger.
    
    There are platforms leading up to the top, but here, we need to get a Missile
    Expansion. First, get to the opening of the lower floor. There should be a 
    tunnel in some rock that contains that. By the way, the tunnel has jets of hot 
    air shooting out of some holes, making it a little hard to see. Anyway, once 
    you get to the “lower floor”, look for a hole around here while 
    avoiding/destroying the Triclops. Once you do find the hole, go through it to 
    come to a room with a door. Climb up to it and open it. Walk through the small 
    tunnel to get to a lava pit with some grating acting as a passageway. Walk 
    through the “passageway” to get to that MISSILE EXPANSION. Now, head all the 
    way back to the Triclops Pit room and start climbing the platforms, being aware 
    of the Puffers up there. In case you're having trouble finding a way to the 
    platforms, try climbing up the rocks on the edge of the room. Once you do get 
    to the top, go through the door up there.
    
    DISCOVERY*
    I just found this out. If you get caught by one of those Triclops, rotate the
    Control Stick as much as you can. If successful, you should break free from the 
    Triclops' mandibles.
    
    Go through the Monitor Tunnel to the huge Monitor Station. The tower in the
    center is one of the Space Pirates'..um...bases. Once you enter, around three 
    or four Auto-Defense Turrets should activate. Uh-oh, better get rid of them! 
    They're the same as the ones on that Frigate, but are more powerful. Two 
    Missiles (instead of one) should get rid of each. Once they're gone, start 
    climbing around the exterior of the cavern. There should be another door to 
    your left, but we'll ignore it for now. Just focus on climbing up the rocks. At 
    the middle, you should encounter another Turret.  Take it out, then jump to the 
    extended catwalk to get to a lab-like room in the tower. You can scan the 
    computers here to see what the Space Pirates are up to in the Magmoor Caverns, 
    but you won't get anything added to your Log Book.
    
    Anyway, once you enter that little room, there should be another catwalk
    leading to a door. Go through the door to get to a hole, which will lead to a 
    Morph Ball Maze. Now, before we go through the bottom of this maze to the other 
    side, let's get the Energy Tank hidden here. As soon as you enter the maze, you 
    should be right on a block made of Sandstone. This Sandstone will be able to 
    withstand two blasts of Bombs. Standing on this block, do that Double Bomb Jump
    technique. (If you don't remember how, go back to where we were at the Vault in 
    the walkthrough.) Once done correctly, you should be able to reach a higher 
    ledge. Get on that to get to a dead-end with another rock. Double Bomb Jump up 
    to another ledge, and at the end of that ledge should be a dead-end with 
    another block. Double Bomb Jump one last time to grab the ENERGY TANK and fall 
    straight to the bottom floor. Take the exit to the next room, and you should 
    reach an elevator to Phendrana Drifts. Activate the conduit and use the 
    elevator.
    
    You should now be at Phendrana Drifts. The hallway ahead should be blocked with
    ice. You can break it with a Missile, but if you want to conserve Missiles, 
    (which would be pointless, considering you'll just gain the Missile back by 
    beating an enemy) use a charged shot. Keep destroying the ice in your path 
    until you get to Phendrana Shores. In front of you should be a Save Station, 
    and you might need it, depending on how tough you think you are. After saving, 
    we've got a couple of scans to accumulate. First, is the Crystallite. These are 
    those scuttling bugs similar to the Grizby, except the shell is made of ice. 
    Like the Grizby, it is vulnerable to concussion blasts. (Missiles) However, 
    once you acquire the Plasma Beam, they will be destroyed in one hit. The next 
    scan is the Flickerbat. Those are those bird-like creatures you see flying 
    above you. They aren't really harmful in the Shores, because they are too high. 
    Remember, I'm listing scans you have to get, so scan those two creatures. 
    There's an obstacle at the end of some river that can be destroyed with a 
    Missile. Behind it is something to scan, which actually unlocks the door above.
    
    Now, remember the entryway to the Save Station? Facing the shores while in that
    entry, there will be a bunch of ledges which create a stair-like obstacle. 
    Climb up them, destroying the Crystallites on the way up, and head into the 
    door at the top you just unlocked. In this tunnel, shoot the ice with a charged 
    shot/Missile. There should be some Scatter Bombus here. Scan one. Like the 
    Pulse Bombus, these electricity-emitting cousins cannot be destroyed with your 
    current weapon. To pass through their energy waves, just Morph through an open 
    spot. Through this tunnel should be the Ice Ruins East. As you move on, you'll 
    notice blue creatures will pop out of the ground. These are Baby Sheegoths. 
    Scan one. Their only weak spot is their back, so keep dashing side to side 
    while locked onto 'em to shoot their backs. Their only attacks are: ice breath, 
    ice projectile, and ram. You'll have to be careful with their ice breath 
    manuever, as it'll freeze you if you're fully caught in it. It's only a 
    short-range attack, though, so stray away from them. They'll use their ram move 
    when you're too far. Just do a quick dash to avoid damage. After their shells
    are destroyed, a few more shots to their back will do them in. If you notice, 
    it looks like the holes in their skin are filled with a blue-ish substance. 
    Trust me, you'll be seeing a lot more of that stuff, only this time, it's not 
    in those creatures.
    
    Anyway, you see the ruins? Climb up them, and basically go roof-hopping to the
    door at the end. In this tunnel are some Ice Burrowers. They're basically the 
    same as the Burrowers, but instead they live in a cold (read: very cold) 
    environment. Scan one, then shoot them when they pop out. As you progress 
    through the tunnel, getting rid of those Ice Burrowers, you'll see small traces 
    of that blue-ish substance. This stuff won't harm you now, since they're in 
    very small traces. The door at the end will lead you into a high alcove in the 
    Shores. There's another door to your left. Take it, and through the small open 
    area filled with Pulse Bombus, and you'll reach Ice Ruins West. There are a 
    couple more Baby Sheegoths here, but before you deal with them, enter the small 
    ruins to your right. Past a Crystallite, is a Chozo Lore, which is probably the 
    only Chozo Lore you'll find in this region. Anyway, scan it, then proceed back 
    to where the Baby Sheegoths are, and destroy them. Around the ruins here, 
    you'll find a door with a Blast Shield hidden in a little corridor.
    
    Head through the door to come to a tunnel full of Scatter Bombus, that leads to
    a LONG open area. There's a bridge below, drop down to it, then turn around.
    You should see a Chozo Lore. Scan it, then drop down to the floor at the end of 
    the bridge. Fight the Baby Sheegoth with the small space you have, and once 
    it's gone, find a snowy incline and climb up it. There should be a conduit. 
    Scan it, and the platforms will line up. Proceed across them with out stopping, 
    (otherwise you'll fall with the platform) and grab the item at the end. BOOST 
    BALL!! After you collect it, a cutscene should show a lake which has been 
    frozen into a half-pipe figure. Use the Speed Ball to get to the ledge above, 
    and proceed out of here. As you exit, your auto-tracking device will search for 
    more “half-pipe” configurations. It turns out, that there's one in particular, 
    in the Tallon Overworld, in the room, “Tallon Canyon.” Yes, that means we'll 
    have to go all the way back to where we first started this item hunt, in the 
    Overworld.
    
    Just head out of the Ice Ruins West and back to the ledge overlooking the
    Shores. Walk towards the edge, and a cutscene will show Meta-Ridley flying 
    right above Samus, heading towards the land above Magmoor Caverns, and 
    disappearing in the horizon. Then the cutscene will end........well, at least 
    we know he/it's on this planet, eh? Anyway, use the elevator to head back into
    the Magmoor Caverns, and retrace your path, backtracking all the way to the 
    elevator to the Chozo Ruins, as we've got a few Missile Expansions to get there 
    since we got the Boost Ball. You can save near the elevator if you want. (It's 
    recommended that you do, though. I mean, we did a lot since the last time we 
    saved.) Just head to the Chozo Ruins. Once you're there, read the next 
    subsection. This one is done.
    
    -------------------------
    Number of scans obtained: 11
    
    Creatures: 10
    Grizby
    Burrower
    Magmoor
    Puffer
    Triclops
    Crystallite
    Flickerbat
    Scatter Bombu
    Baby Sheegoth
    Ice Burrower
    
    Pirate Logs: 0
    
    Chozo Lore: 1
    Cipher
    The Turned
    
    Research: 0
    
    Total scans obtained: 52
    -------------------------
    
    Total Missile Expansions obtained: 7
    Total Energy Tanks obtained: 4
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 6
    Total percentage: 17%
    
    -------------------------------------------------------------------------------
    Space Jump Boots!                    /
    ------------------------------------
    
    Alright. Now, just take any route you wish, but you need to get back to the
    Main Plaza. (All paths will lead you there, except one which has a Spider Ball 
    track.) Once you're there, use the half-pipe in the middle. Be sure to be on 
    the center. You should be able to get on an alcove just below the bridge. The 
    alcove will have a MISSILE EXPANSION. Now head to the Ruined Shrine. There are 
    two (!) Missile Expansions to get in this room. First, use the half-pipe to get 
    to a tunnel that contains a MISSILE EXPANSION. (If you encounter a Spider Ball 
    track at the end of the tunnel, then you're on the wrong side.) There's also a 
    Sandstone blockage to a Morph Ball hole here. Blow it open (it's obvious to 
    see) and collect the MISSILE EXPANSION inside. Alright, we should be done 
    collecting things here for now, so head to the elevator to the Tallon 
    Overworld. Once there, make your way to Tallon Canyon. Use the half-pipe here 
    to reach a high ledge. Past a bridge up here is a Sandstone blockage. Bomb your 
    way through here until you reach a door that leads to a lush Gully. Even though 
    this particular room is beautiful, I hate walking through it. It's because of 
    the lush plant growth that I can't see those darn Zoomers.
    
    Anyway, through this short/lush passage, you will reach a ledge overloooking
    the Landing Site. (Notice the blue-ish substance on the wall of the Gully?) 
    Don't drop down yet. There's a door further left. Just jump across small gaps 
    when you come across them, and head to the door, which a large room contains 
    the Space Jump Boots. (Why not call them High Jump Boots? They could've done it 
    with the same height, except without the double jump. Well, the double jump is
    actually useful in crossing large gaps....oh well, maybe that is a reason they 
    call them Space Jump Boots.)  (Weird, there's even more of that blue-ish 
    substance here, too...) Head back to your ship in the Landing Site and Save and 
    restore everything in your stock. Now, before we leave to head BACK TO 
    PHENDRANA DRIFTS, let's look around for a small Morph Ball tunnel that has a 
    bunch of Tangle Weeds in it. There should be another MISSILE EXPANSION inside. 
    Now, save if you want, and head back to Tallon Canyon. Now, before we go any 
    further, notice the ledges surrounding the waterfall here? Climb up them, and 
    you'll encounter a red Zoomer, called a Geemer.
    
    NOTE: You can acquire the Space Jump Boots as the first item you get through
    means of a glitch. However, I will not tell you how. Look in MonsterERB's topic 
    in the Metroid Prime board with a title similar to “Space Jump Boots first: How 
    to get them.” (If it's still there....)
    
    Scan it. The only way to destroy a Geemer is to shoot a Missile. Its carapace
    has grown really hard to prevent damage from Beam weapons. Follow the rest of 
    the path to come to a door. There will be a large plant that is called a 
    Bloodflower that emits poisonous gas. Scan it, then proceed to shoot at one of 
    the Sap Sacs above the plant. The Sap Sacs should explode, thus killing that 
    plant.
    
    The door up ahead, past a pool of water, has a Blast Shield on it. Just do what
    you need to do to open it. Ah, the Root Cave. A tall, tower-like room full of 
    roots that create bridges. At the top is a Plasma Beam door, so, use the bottom 
    door. Just climb downward to the bottom. Or, if you risk getting stunned when 
    you land, drop all the way down. A bunch of Beetles will pop out of the ground 
    down here, but you can ignore them if you want. The door will lead to Transport
    Tunnel B. There's a bridge here, and a MISSILE EXPANSION is hidden beneath. 
    Past this tunnel is an elevator, which will lead to another part of Magmoor 
    Caverns. Scan the conduit and use the elevator.
    
    -------------------------
    Number of scans obtained: 2
    
    Creatures: 2
    Geemer
    Bloodflower
    
    Pirate Logs: 0
    
    Chozo Lore: 0
    
    Research: 0
    
    Total scans obtained: 54
    -------------------------
    
    Total Missile Expansions obtained: 12
    Total Energy Tanks obtained: 4
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 7
    Total percentage: 23%
    
    -------------------------------------------------------------------------------
    Waving at the Wave Beam              /
    ------------------------------------
    
    Alrighty. Now that we are in Magmoor Caverns, you have two places to go. Let's
    go to the right. There will be a Morph Ball corridor on the side of the wall. 
    Proceed through it to get to the other side, avoiding the Magmoor. Once you get 
    there, you can kill the Magmoor if you want. Head through the door and head 
    into the main part of Fiery Shores. A Magmoor should pop out of the lava. Kill 
    it, then destroy the boxes on your left. They block another Morph Ball passage.
    Go through the passage, Bomb Jumping and slowly moving across the catwalks, to 
    get another MISSILE EXPANSION. Drop down to a ledge with a Triclops. Make sure 
    he doesn't spit you into the lava. Just jump across the platforms, avoiding the 
    Triclops, and head through the door. After the tunnel here, you should end up 
    in the Monitor Station. What a fine shortcut there! If you notice, you came out 
    of that door I told you to ignore before. Now from here, just head into 
    Phendrana Drifts and into the Shores.
    
    Ok, proceed to climb up those “stairs”, but before you cross the gap using that
    pillar to reach the door, turn around and you'll see a platform. Space Jump to 
    it, and find a similar platform lower from where you're at. If you've watched 
    the demo playing at the Title Screen, then do the same thing. If you haven't, 
    here's what you do. Use the R Button to look down at the platform, then hold 
    the L Button to hold the position. (You can't move while holding the R Button,
    that's why you need to hold the L Button.) Seeing the platform is much better. 
    Use that view to help you Space Jump to the platform. Once you make it, Space 
    Jump to the ledge containing a huge Chozo Temple. Enter.
    
    There will be a Pulse Bombu here, and some ice blocking the hallway. You can't
    use a charged shot, because the Pulse Bombu will come right at you while you're 
    charging. Use a Missile to break the ice. Go through the tunnel to officially 
    enter the Chozo Temple. In the main hall, you'll see several platforms with 
    Crystallites leading upwards, a Baby Sheegoth on the ground, and a Statue 
    representing a Chozo holding the plane of existance on his hands. Climb up the
    platforms, getting rid of the Crystallites as you go. Eventually, you'll come 
    to a bridge-like platform with Ice Parasites climbing all over it. Scan one of 
    those Ice Parasites, and kill them, then Space Jump to the corridor ahead. 
    Notice that you'll see several headshots of different Chozo made of rocks. The 
    Chozo Statue in front of you has it's hands frozen, and there's a door blocked
    by a Chozo Gate. You can't break it at all, so scan it. I'll read what the scan 
    says.
    
    “A statue depicting the bust of a Chozo Shaman adorns this door. A symbol is
    carved into it's forehead. The translation reads: 'To pass my gaze, seek my 
    twin within this room.'”
    
    Hmm, “To pass my gaze, seek my twin within this room.” And it's a bust of a
    Chozo shaman....Alright. Scan each of those busts that I told you about while 
    walking towards the Statue with it's hands frozen. Scan each of them until you 
    encounter one that is a bust of another Chozo Shaman. You'll also see that 
    “several fractures are detected on the forehead.” Shoot a Missile at the bust 
    to open up a Morph Ball Slot. Use it, and the gate will unlock the door. Past 
    the door is another Morph Ball maze. Now, in order to go through this, you have 
    to get rid of the blocks that are below the blockage. There's a rock to lead 
    you down to clear the path. Just keep doing this until you reach a door that 
    leads to the icy Chapel of Elders. Head towards the power-up. Wait. What was 
    that shaking? Ah, probably nothing. Just keep heading towards it....well, now 
    it's gone. A couple of Baby Sheegoths have just appeared! Kill them and two 
    more Baby Sheegoths will reveal themselves.
    
    Kill them, and an Adult Sheegoth will break through an ice wall with extreme
    force. Wow, quite a big character, isn't it? Scan it first, and you'll realise 
    that the crystals on its back will absorb any shots you shoot at. The thing to 
    do is, you have to wait until he does an attack. (You can make it faster by 
    shooting the crystals, as he uses the stored power for his attacks.) After 
    the attack is over, he will start hyperventilating, indicating Adults have poor
    stamina. While he is hyperventilating, shoot him in the head with Missiles. You 
    can only shoot a few before he's back to normal again. Keep doing this, 
    shooting his head with Missiles while he's hyperventilating, until he's dead, 
    allowing you access to the WAVE BEAM. Note that the Adult might drop a pick-up, 
    especially an Ultra Energy, so wait around until the Adult's carcass 
    disappears. Now, you can switch to the Wave Beam by pressing right on the 
    C-stick! You're going to use this a lot, so keep it equipped. Also, now you can 
    destroy those Bombus! Just head back to the Shores and save at the Save 
    Station.
    
    DISCOVERY*
    I found out how to make your Missiles able to rapid-fire! Just keep pressing
    the Y and A buttons simultaneously to fire Missiles faster than normal! This is 
    great for those bosses that require Missiles to destroy, and that you want to 
    finish the battle quickly. (Example: Adult Sheegoth) But, in order for this to 
    work, you have to be switched to the Power Beam. Also, if you run out of
    Missiles, just use bombs on his underside.
    
    -------------------------
    Number of scans obtained: 1
    
    Creatures: 1
    Adult Sheegoth
    
    Pirate Logs: 0
    
    Chozo Lore: 0
    
    Research: 0
    
    Total scans obtained: 55
    -------------------------
    
    Total Missile Expansions obtained: 13
    Total Energy Tanks obtained: 4
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 8
    Total percentage: 25%
    
    -------------------------------------------------------------------------------
    Super Missile add-on                 /
    ------------------------------------
    
    Yes, unlike Super Metroid and Zero Mission, the Super Missiles aren't a
    different weapon. It's an add-on like Metroid Fusion, except you can still use 
    Missiles. Anyway, look around in the Ice Ruins East or Ice Ruins West. We're 
    looking for Ice Shriekbats. Once you find them, scan them, otherwise we won't 
    be able to get them after we get the Thermal Visor. Anyway, once that's done, 
    head into the Ice Ruins West. Here, do you remember the ruins that you got the 
    Chozo Lore? Well, since you have the Space Jump Boots, you can start climbing 
    up these small ruins from the inside. You should eventually reach a vantage 
    point, overlooking part of the Ice Ruins West. Right in front of you is a 
    stalactite, called a Stalactite. Scan it first, then shoot at it (with a 
    Missile) where your lock-on shows you, and the stalactite should fall to the 
    ground, providing a “stepping stool” to a higher place. Drop down and jump onto 
    the fallen stalactite, and to your left should be an alcove, jump up to it. 
    Now, just keep roof-hopping until you reach a purple door. These doors are Wave 
    Beam doors. Use your Wave Beam to open them.
    
    Go through the tunnel, getting rid of the Scarabs and the Pulse Bombu, and 
    you'll arrive at the Ruined Courtyard. Now, we need to do some work in order to 
    progress. If you notice, you'll see a Spider Ball track which leads upwards, 
    but we don't have the Spider Ball yet, so we'll have to do the hard work for 
    now. You see the devices on both ends of the Courtyard? Those are Spinners. 
    Scan one. Basically, Morph Ball into them, and repeatedly use the Boost Ball to
    activate them. Once you activate them both, the mouths of four statues will 
    open (they're at the top of the Courtyard) and a Slot will light up. Head over 
    to the Slot and place a Bomb in it to start filling the place with water. Cross 
    the floating sheets of ice over to the over side, and roll down the tube with 
    the Morph Ball and grab an ENERGY TANK. There's a hole to exit here. Fill up 
    the room again, because the water will have drained. Once you do that, jump 
    across the floating sheets of ice again, BUT, jump onto the wooden path 
    surrounding the middle pillar. (Be careful of Flickerbats.) Now, start climbing 
    to the top using your Space Jump.
    
    Now, there are three doors here. The one to your left is not powered yet, the
    one in front of you has an entrance to a Space Pirate base, and the one on the 
    right leads to a Save Station. If you're thinking correctly, the Save Station 
    should be your first priority. After you save, head into the Space Pirate base. 
    Immediately after you enter, an Auto-Defense Turret will activate. Use a few 
    Missiles to destroy it. All of a sudden, a Space Pirate will jump out of the
    shadows and attack you. This is a Shadow Pirate. Scan him before he gets too 
    close to you. Proceed to destroy him, and head through to the next room. A 
    cutscene should should you getting detected by a drone, the door behind you 
    will lock, and a bunch of Space Pirates will come flying out of corridors. 
    These are normal ones, so scan one. These ones fire at you, but in close range 
    they can do melee attacks as well. Just keep hitting them with anything you've 
    got to defeat them. After they're all gone, head into the door down here to get 
    a map of the whole Phendrana Drifts, including the SP (Space Pirate) base. 
    W00t!!
    
    There's a pathway to the upper floor in this room, (not the Map room) so head
    up. Also, be careful of the Defense Turret here, it'll knock you off if you're 
    not careful. Just use Missiles on one whenever you find one. Head through the 
    door at the top level. Through the tunnel, you should reach Research Lab Hydra, 
    but there's a force field here. The nearby conduit should unlock the force 
    field. Apparently, you came at just the wrong time, as there are Space Pirates
    in the Lab, so you must proceed to take them out. You'll have to search all 
    floors to get rid of all the Space Pirates. You'll know when you've got them 
    all when the music changes back to normal. Once they're all gone, head back to 
    the bottom floor of the Lab, and scan EVERYTHING. That includes scanning 
    everything on every floor. Some of the scans are actually Space Pirate Logs, so 
    scan them all. Once you're done scanning this Lab for info, you should have 
    accumulated about 5 Space Pirate Logs. Alright, shoot at the door in the roof 
    (at the top floor) and head on through. You'll be at an icy Observatory Access, 
    with a bunch of Turrets guarding the entry. Proceed to destroy all three, then 
    head into the Observatory, where you'll encounter a hoard of Space Pirates. -_-
    
    Kill them off, then head to the computers and start scanning. (Also, check the
    computers above and behind you once facing the computers on the ground. I'm not 
    sure if there are any scans to accumulate on those elevated ones, but check 
    anyway.) One of the computers should activate a Morph Ball Slot. You should 
    also have gained 2 more Space Pirate Logs. (Boy, we're swimming in those, 
    huh?) Anyway, use the Slot to activate another Slot, and use THAT one to turn
    on some Spinners. Use all four of the Spinners at the bottom of the contraption 
    to finally activate the holographic simulation of the solar system where all 
    the Metroids took place. Scan all the planets to grab some info, but only two 
    scans will be added to your Research: Zebes, and Tallon IV. At the top of the 
    Observatory is a Save Station. Save it, then grab the Super Missile add-on
    while heading towards the next room. (Or, you can grab the add-on before you 
    save....) Alright! Now you can use the powerful SUPER MISSILE! To use it, 
    Charge up a shot with your POWER Beam, (not your Wave Beam) and when it's fully 
    charged, press the Y button. This is great for blowing up things made of 
    Cordite. Note that this move uses 5 Missiles in order to work, so use them 
    sparingly. Let's end this subsection.
    
    -------------------------
    Number of scans obtained: 14
    
    Creatures: 3
    Shadow Pirate
    Space Pirate
    Ice Shriekbat
    
    Pirate Logs: 7
    Mining Status
    Security Breaches
    Phazon Analysis
    Parasite Larva
    Glacial Wastes
    Contact
    
    Chozo Lore: 0
    
    Research: 4
    Spinner
    Zebes
    Tallon IV
    Stalactite
    
    Total scans obtained: 69
    -------------------------
    
    Total Missile Expansions obtained: 13
    Total Energy Tanks obtained: 5
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 9
    Total percentage: 27%
    
    -------------------------------------------------------------------------------
    Thermal Visor                        /
    ------------------------------------
    
    Anyway, head through the door here, and keep goin' until you reach an elevator.
    This one will lead you to the Control Tower. As usual, you have to scan the 
    conduit next to the elevator if you want to use it. At the top, at the Control 
    Tower, you will be greeted to another small hoard of Space Pirates. Kill them 
    all, then you'll be treated to a cutscene showing Flying Space Pirates. Scan 
    one, then obliterate them. (Use Super Missiles.) After they're all gone, head
    forward, and use the elevator to reach Research Lab Aether. (Scan the consuit 
    to activate it, of course.) Once you enter Lab Aether, you'll see a cutscene 
    showing a Metroid in a tube. It doesn't seem too life-threatening when in the 
    tube, but you'd better be careful with them once they're loose. Scan this 
    Metroid, and it will break out of the tube! Hit it with Missiles as much as you 
    can to destroy it. (No need to use Ice Beam, since you don't have it.) Now, 
    apparently, a Space Pirate saw the fight you had with the Metroid, so he'll 
    come busting through the window here to try to take you out. Heh, tough luck 
    Spacey. Beat him to death with your Beams. Don't waste any Missiles on him,
    he's too weak for them. Anyway, since he broke a window in this room, the rest 
    of the Lab is accessible to you. There are some more Space Pirates here, so 
    proceed to destroy them all. Once they're all gone, head back to that room 
    where you encountered that Metroid, and scan everything. (Also, you could've 
    done that before you scanned the Metroid...) There are a total of 2 Space 
    Pirate Logs in this one room.
    
    By now, you should have 50% of your Log Book filled! Just halfway there to
    getting 100% scans! Alright. Drop down to the next floor. Scan the computers 
    here, and you should be able to obtain another Pirate Log. Keep going down the 
    catwalk, until you encounter another small catwalk above the one you're on. 
    Jump up to it, and roll through the catwalk using the Morph Ball, and grab the 
    MISSILE EXPANSION at the end. Head back to the catwalk you were on, and at the
    bottom, scan the two computers. (nothing will be added to your Log Book, 
    though) Now, at the bottom floor, scan EVERYTHING, just like you did in Lab 
    Hydra. Once all the scanning is done, you should've obtained around 2 more 
    Pirate Logs. There's also an ENERGY TANK inside a stasis pod. Simply break the 
    pod with a Missile and collect the prize. Alright. The rest should just be 
    Metroids in stasis pods, so let's move on. Use the Wave Beam door in the floor 
    around here to continue. You will encounter a couple of Ice Beetles here in 
    this tunnel, so scan one before you take them out. I suggest you use a charged 
    Wave Beam shot to take them out, because if you just fire at them, they'll 
    burrow back into the ground, thus making it tougher than the normal Beetle.
    
    Anyway, once the two are gone, head into the door here to enter the Research
    Core. As soon as you enter, a Space Pirate will detect you, so destroy him. 
    After that, two Flying Pirates will come up. You know what to do to them. 
    (Super Missiles) Once you defeat them, this room should be free of Space 
    Pirates. Now, scan the computer on this top floor to terminate the central tank 
    control circuit connection. This is step one to unlocking the Thermal Visor. 
    Proceed down the room using the pathways until you come to another computer. 
    Scan this one to terminate the central tank auxiliary circuit connection. This 
    is step two. Finally, scan a certain computer at the bottom floor to terminate 
    the central tank main circ connection. Now, you can grab the THERMAL VISOR. You 
    can now switch to the Thermal Visor by pressing down on the D-Pad! Now, the
    power to the whole base will shut off, meaning you'll be in complete darkness. 
    O_O (In case you're wondering, there are no Pirate Logs to download in the 
    Research Core.)
    
    Some Shadow Pirates will immediately start attacking you. You actually can't
    see these guys now, because the one that attacked you right when you entered 
    this place had a dysfunctional cloaking device. Since you have the Thermal 
    Visor, you can see these guys now. Proceed to destroy them, and get the hell 
    out of there, because Metroids are starting to break free of their holding 
    places. Once you get to the door at the top, you'll notice it won't 
    open.....switch to your Thermal Visor. There should be an icon beside the door. 
    This is a power conduit. In order to activate these, you'll first have to see 
    them with your Thermal Visor, and to actually activate 'em, shoot at it with 
    your Wave Beam. Now, in the tunnel ahead, some Sentry Drones should replace the 
    Ice Beetles, so scan one, then kill these things with charged Wave Beam shots. 
    Now, let's head back to the Hydra lab. At the top floor, there is a pod made of 
    Cordite. Blast it with a Super Missile to unveil a MISSILE EXPANSION. Now, 
    let's get the damn hell out of this base and head into the Save Station at the 
    Ruined Courtyard. Whew! (remember, you have to wear your new visor so you can 
    see the Shadow Pirates, and the way out.) End subsection.
    
    -------------------------
    Number of scans obtained: 9
    
    Creatures: 4
    Flying Pirate
    Metroid
    Ice Beetle
    Sentry Drone
    
    Pirate Logs: 5
    Meta Ridley
    Metroid Studies
    Phazon Infusion
    Metroid Forces
    Metroid Morphology
    
    Chozo Lore: 0
    
    Research: 0
    
    Total scans obtained: 78
    -------------------------
    
    Total Missile Expansions obtained: 15
    Total Energy Tanks obtained: 6
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 10
    Total percentage: 31%
    
    -------------------------------------------------------------------------------
    Spider Ball                          /
    ------------------------------------
    
    This is, once again, one of the shortest subsections in this walkthrough, like
    the Thermal Visor. Anyway, since we saved in the Ruined Courtyard, let's head 
    towards that door that wasn't powered. Now, remember what we did in the 
    Research Core? We'll have to find a power conduit right next to the door. 
    (Thermal Visor) Once you find it, you'll realise that it's blocked by Cordite. 
    Shoot the blockage with a Super Missile, then activate the power conduit. 
    (You'll need to always use the Wave Beam in order to activate a power conduit, 
    remember that.)
    
    The door should be openable now. Just head through the Quarantine Access, going
    through wooden Morph Ball bridges over a bottomless pit....don't worry, there 
    are boundaries on the bridge. Just keep going until you reach the Quarantine 
    Access. You'll see a huge pile of big rocks in the center. A cutscene will 
    occur, showing Samus walking towards the pile. All of a sudden, a rock will 
    break out of the ground behind Samus, and she'll turn around to it. Now, the
    big pile of rocks will form into a huge rock monster, named Thardus, the 
    subject of Project Titan. (If you read the Pirate Logs, you should know what 
    I'm talking about...)
    
    ---------------------
    BOSS: Thardus
    
    This guy may be a little hard if you don't understand his battle pattern.
    However, once you figure it out, he'll be a piece of cake. Scan this guy first. 
    Thardus only has a few attacks, and I'll explain each attack, and how to avoid 
    it. First is, he summons rocks out of the ground, and throws them at you. Just 
    shoot at the rocks to get rid of them. The rocks may also drop some pick-ups if 
    you need any. His second attack is pounding the ground and creating a line of 
    ice. Just dash to the side or double jump to avoid this. If you get frozen, 
    press B multiple times to break free. If you get frozen while in Morph Ball 
    mode, plant Bombs to escape. His third attack is morphing into a ball and 
    rolling around. Since he always rolls after you first, morph into a ball 
    yourself and use Boost Ball to escape. That's basically it for the attacks, now 
    I shall explain how to damage him. If you turn on your Thermal Visor, you'll 
    notice that a part of Thardus's body is lighted, indicating heat. Shoot at that 
    appendage until the outer sealing breaks open, revealing Phazon ore. Since 
    Phazon ore is exposed, your Thermal Visor will overload, thus all you can see 
    is gamma white. So, switch to your normal visor.
    
    Now that some Phazon ore is exposed, shoot at it until it blows up. Notice
    that his health goes down a little bit: this sequence is how to damage him. 
    He'll always use his third attack after you get rid of one of his appendages, 
    so be prepared. Also, make sure you don't have Thermal Visor on when you're 
    battling the rocks he summons, because explosions can also overload the Thermal 
    Visor. Anyway, after you destroy three of his appendages, he'll realise that he 
    needs to use strategy, so he starts summoning a blizzard, thus hindering your 
    view. Luckily, your Thermal Visor will allow you to still see his weak spots, 
    but you'll have to be dangerously close to Thardus when getting the exposed 
    Phazon ore. Anyway, continue through this until he has one appendage left, 
    which seems to be his head. He'll get really mad now, and will start using his 
    rolling attack more potently now. Luckily, the blizzard has ended at this time, 
    so you can see even better than before. (really) Since he's really mad now, be 
    prepared for a lot of dodging. Anyway, destroy his last appendage, and he will 
    fall, almost right on top of Samus.
    ---------------------
    
    Thardus will break open, revealing a few Ultra Energys, Missile pick-ups, and
    the....dun, dun, dun.....SPIDER BALL!! Now, you see the Spider Ball tracks 
    around here? Well, scan one first, then use it to head to an entrance to a 
    Magmoor Transport. We are not going to exit back to the Ruined Courtyard. Use 
    the elevator when you get there. We'll end this subsection, thus ending the 
    Extreme Temperatures section.
    
    -------------------------
    Number of scans obtained: 2
    
    Creatures: 1
    Thardus
    
    Pirate Logs: 0
    
    Chozo Lore: 0
    
    Research: 1
    Spider Ball Track
    
    Total scans obtained: 80
    -------------------------
    
    Total Missile Expansions obtained: 15
    Total Energy Tanks obtained: 6
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 11
    Total percentage: 32%
    
    ===============================================================================
    Infiltrating the Mines               /
    ====================================
    
    This section will cover everything you need to get in every world, and
    exploring the dangerous Phazon Mines. So, let's get busy. (Note: I decided to 
    add a little spice to the subsection names, so it's better to read without 
    getting bored.)
    
    -------------------------------------------------------------------------------
    Wave Buster add-on                   /
    ------------------------------------
    
    Once you arrive in Magmoor Caverns, you'll notice a Save Station is behind you.
    Might as well use it. Alright, head on through to the Magmoor Workstation, 
    being careful of the flamethrowers on the ceiling of the preceding tunnel. As 
    soon as you enter, a couple of Flying Pirates will assault you: take them out 
    as before, and head into the bottom floor. Now, turn on your Thermal Visor. 
    We'll need to search for three power conduits, but they aren't covered by 
    anything like Cordite or anything, so...do it. Once you do, a passageway filled 
    with lava in the “lower floor” with Triclops will cool, allowing access. You'll 
    also have a time limit to get there. So, find the way in the “lower floor”, and 
    head through that path that opened. At the end, is a scannable computer. Scan 
    it, and another path will open up, cooling the lava on that path as well. Go
    through that path to reach another computer. Scan that one to open yet another 
    path, cooling the lava on that one as well. Head through that tunnel to finally 
    grab a well-deserved ENERGY TANK. Now, head toward a door somewhere in the 
    Workstation to head forward. (If you come to a tunnel with blockage, you're 
    taking the wrong one.)
    
    You should come across a Puddle Spore, a large....creature...just scan it, and
    then shoot at it's....mouth to make it turn over so you can use it as 
    a....platform....wierd creature. Anyway, keep going, through the GeoThermal 
    Core using more of those Puddle Spores, 'til you get to the other side. The 
    only thing I'll tell you now, is that in the following rooms, sometimes you'll 
    have to lock-on and fire a Missile at a rock stalactite to make a path. Just 
    keep going through, knocking down stalactites when you need to, going through 
    rooms, until you come to a dead-end. There's a Spider Ball track hidden around 
    here. Use it to cross the lava. At the elevator, use it to reach the Tallon 
    Overworld. Save and refill your ammo at your ship, then once you get to Tallon 
    Canyon, head to the Chozo Ruins elevator and use it. Once at the Ruins, head to 
    the Main Plaza. *whew*
    
    Alright. In the Main Plaza, we have another Missile Expansion to grab. First,
    head up to the bridge. If you look to your right while facing the bridge, 
    (while “up” there, get my drift?) you should see a ledge. Jump to that, then 
    face the tree. Start shooting at it until you come to a point where your shots 
    repel. Use a Super Missile on that spot to blow it open and reveal the 
    MISSILE EXPANSION. You'll have to Space Jump to reach it. Now, head to the
    Ruined Shrine. Once there, use the half-pipe to reach a tunnel that leads to a 
    Spider Ball track. Use it, then head all the way to the Tower of Light. In 
    here, climb up the platforms until you can't climb anymore. Now, you see the 
    cracks on the pillars? Fire three Missiles at each crack to break the pillars, 
    and this will lower the Tower. Now, head up to the next platform quickly, 
    because some Plated Puffers will appear and circle the platform you were on. 
    These guys are different, in that they can't be destroyed with your Beam, so 
    scan one. A Missile will still get rid of them, but it's best you save your 
    Missiles for this job. Besides, they'll pop whenever you jump over them 
    for some reason. Anyway, keep climbing until you can't climb anymore, then 
    repeat the process. Watch out for the Oculus' though, they'll repel your 
    Missile shots if you hit them. Scan one first. Just keep going with this 
    process of lowering the tower, until you get to the Wave Buster.
    
    To use the Wave Buster, charge up a shot with your Wave Beam, then press Y.
    This will release a beam of energy at an enemy at the cost of 10 Missiles. If 
    you hold the A Button, you can continue shooting the beam at the cost of 5 
    Missiles every second. Since this beam has an auto-tracking feature, you don't 
    need to be locked-on to an enemy. Since this move is more costly than the Super 
    Missiles, only use this for special occasions. 
    
    -------------------------
    Number of scans obtained: 3
    
    Creatures: 3
    Puddle Spore
    Plated Puffer
    Oculus
    
    Pirate Logs: 0
    
    Chozo Lore: 0
    
    Research: 0
    
    Total scans obtained: 83
    -------------------------
    
    Total Missile Expansions obtained: 16
    Total Energy Tanks obtained: 7
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 12
    Total percentage: 35%
    
    -------------------------------------------------------------------------------
    A very 'Ice Beam                     /
    ------------------------------------
    
    Now let's head over to the Ruined Fountain. Here, we're gonna get a Missile
    Expansion. Jump into the fountain, and Morph. When water spews out, you will be 
    shot up to a Spider Ball Track. Use it to reach the MISSILE EXPANSION. Now, 
    let's head over to the Watery Hall. Head all the way to the part of the room 
    that you got the Charge Beam. There should be something blocking a Morph Ball 
    hole. Bomb it, then head through to get to the Dynamo. A little to your right
    should be some blockage. Shoot a Missile at it to uncover a MISSILE EXPANSION. 
    Now, look around here. You should find a Spider Ball track. Use that to grab 
    another MISSILE EXPANSION. Now, let's head to back to the Gathering Hall. Head 
    to the top entrance, and climb on on of those red things, then Space Jump to 
    the ledge above. Bomb the grating here to reveal yet another MISSILE EXPANSION. 
    Now, let's head to the Furnace.
    
    Once there, take the Spider Ball Track. Now, you'll be crossing disappearing
    bridges, so let's keep quick. Roll through across the bridge, and immediately 
    plant a Bomb when you reach the end, you should be popped up in the nick of 
    time. Cross the next disappearing bridge and go through the Morph Ball Tunnel 
    until you officially reach the Furnace. Once you enter, if you look, you'll see 
    an out-of-reach Spider Ball track with some Plated Parasites crawling on it.
    Scan one. Also, once you enter, some Beetles will pop up and attack you. Now, 
    there's an Ice Beam door here, and we can't go through those yet, so let's find 
    another Morph Ball hole. The one we're looking for has a Chozo Lore above it. 
    Scan the Lore, then head in. After the LONG tunnel, you'll notice the music 
    will have changed to a mystical, and somewhat scary track. Better tread 
    lightly. You should end up in the Crossway, in which you'll see a path leading 
    to an Ice Beam Door on your right, a half-pipe right in front of you, a ledge 
    past the half-pipe, and a hallway on the ledge that leads to a Blast Shield
    Door. Use the half-pipe to reach the ledge, and once on it, look to your left.
    
    There should be three Chozo Lores for you to scan right there. Scan them all,
    then turn on your Thermal Visor. We're looking for something that is generating 
    a lot of heat. If you think it's the right one, scan it. If it says that it is 
    made of Cordite, then blast it with a Super Missile. This should reveal 
    something to scan. Scan it, and a Spider Ball track and a Morph Ball Slot will 
    reveal themelves, high above the half-pipe. Now, if you haven't mastered the 
    art of catching air in half-pipes, you should learn how to do so. Basically, 
    charge up your Boost as you start heading downwards. When you touch the half-
    pipe, and you start to ascend, release, and you should be able to gain height. 
    Do this to reach the Spider Ball track, and when you get below the Slot, plant 
    a Bomb while still attached to the track, and you should pop up into the Slot. 
    Use the slot, and another Spider Ball track and Slot will appear. Do the same 
    thing as last time, and you should activate a slow-moving piston. Use your 
    Morph Ball to squeeze into the tiny compartment, and the piston will act as a 
    little “elevator”.
    
    Once at the top, roll through the tunnel to collect a MISSILE EXPANSION.
    Alright, head towards that Wave Beam door. Head through the tunnels until you 
    come to the Hall of the Elders. Before you drop down, go through the Morph Ball 
    hole up here. This will lead to a Missile Reload Station. There's only like, 
    three of these in the game, and they can be used infinitely, like the Save 
    Station, so you can scan it either before or after you use it. Anyway, after 
    you've done your business, (reload, scan) head into the Hall of the Elders and 
    fall down to bottom level. The light in the room will fade to total darkness, 
    the music will change to some type of battle music, and a Chozo Ghost will 
    appear. These are a real pain in the butt, so scan it first. You'll notice that
    this enemy can't be defeated by any elemental force, so you can't use your Wave 
    Beam, and, when you get them, Ice Beam and Plasma Beam.
    
    You can only damage them with your Power Beam, Missiles, or Super Missiles.
    Also, the ghost only appears for a little while to attack, then it disappears. 
    Just beat this ghost and the room will get back to normal, except for the blue 
    glow on the statue's hands. Now, you may be wondering, “Why are Chozo Ghosts 
    attacking me? The Chozo have raised Samus, but yet they're attacking 
    here....what gives?” Well, there's only one explanation. According to the Chozo 
    Ghost scan, it says that due to exposure to Phazon, the ghost's actions have 
    become erratic, thus, it doesn't have time to think who it's attacking. Another 
    part of the explanation is that they stay in holy areas and attack anybody who 
    enters. Yes, Phazon is so powerful that it will affect spirits....O_o
    
    Anyway, there's a Chozo Lore behind the statue, so scan it. Now, about the
    glowing on the statue's hands. If you Morph into a ball while on it's hands, it 
    will start to move.....and it will throw you onto a track, you'll hit a bump, 
    and go flying towards a Spider Ball Track. Follow it to a Slot, use it and 
    three color-coded Slots will appear. Now, head to those three slots by jumping 
    up platforms. Once you reach them, shoot at the purple Slot with your Wave 
    Beam, then place a Bomb inside. The track (not the Spider Ball track) will 
    change. Morph into the statue's hands again, and it will throw you to a track, 
    but this time, you'll be shot up to a tunnel high above. The track will change 
    back to normal, and the purple Slot will reset itself. Go through the tunnel to 
    a door. Before you use it, scan the conduit, and the force field behind you 
    will be gone, allowing access to the door by Space Jumping up from the path to 
    the color-coded Slots. Head through the door. Past the tunnel is the Reflecting 
    Pool. Now, when I first entered this room, I thought that someone was staring 
    right at me.......it turns out it's just a statue.
    
    Darn darkness. Anyway, if you scan the statue, it'll say something to the
    affect that the lock underwater is stable. Well, dive in and find the lock. 
    Once you do, Bomb it. This will drain all the water, and will reveal a half-
    pipe. Use it to get to the top floor. You might want to get rid of the Stone 
    Toads here before you try it, though. Anyway, at the top, enter the 
    Antechamber, (check the map) and you'll get the Ice Beam! Now, you can switch 
    to the Ice Beam by pressing down on the C-stick! This beam can be used to 
    freeze enemies in place. (obviously) This beam can also open those white doors 
    you kept on seeing. Anyway, since you got this beam, head back to the Hall of 
    the Elders. Now, you will probably fight a couple of Chozo Ghosts once you re-
    enter here. Just two Super Missiles should kill each ghost. Don't worry about 
    ammo here, as you've got that Missile Refill Station! Anyway, once they're 
    gone, climb back to the color-coded Slots, and shoot the white one with your 
    Ice Beam, and plant a Bomb in the slot. The track will change once again, so 
    Morph in the statue's hands, and he'll throw you to the track, and it'll drop 
    you off into a hidden part of the room, and it contains an ENERGY TANK! Anyway, 
    find a hole to get you back out, then head back to the Reflecting Pool and use 
    the Save Station there. Once you use it, Morph Ball through the tunnel next to 
    the Station to reach an elevator to Tallon Overworld East.
    
    -------------------------
    Number of scans obtained: 8
    
    Creatures: 2
    Plated Parasite
    Chozo Ghost
    
    Pirate Logs: 0
    
    Chozo Lore: 5
    Cradle
    Worm
    Hatchling's Shell
    Infestation
    Hope
    
    Research: 1
    Missile Station
    
    Total scans obtained: 91
    -------------------------
    
    Total Missile Expansions obtained: 21
    Total Energy Tanks obtained: 8
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 13
    Total percentage: 42%
    
    -------------------------------------------------------------------------------
    Defying “Gravity”                    /
    ------------------------------------
    
    Alright. Now we're in Tallon Overworld. Go through the tunnel, and soon you'll
    come to some vines. Morph Ball through there, and quickly roll through the 
    Venom Weeds, and grab a MISSILE EXPANSION along the way. Keep going until you 
    get to a ledge overlooking the Frigate Crash Site. (Yep, the same Frigate you 
    went through in the beginning.) A couple of Flying Pirates will appear, so 
    freeze them with a charged Ice Beam shot, and once he's frozen, shoot a Missile 
    at him to break him to smithereens. Do that with the other one, then dive ALL 
    the way down to the pool of water, and safely landing on a bridge made of 
    vines. (Don't worry, if you miss the bridge, you can just jump up to it.)
    Follow the right junction, and you'll emerge out of the water, into the shore. 
    Some Flying Pirates will spot you, but will mysteriously fly away.....if you 
    look closely at the box they were plundering, you'll see Phazon oozing out of 
    it....looks like they were taking some samples and left. Anyway, head into the 
    Landing Site and use your ship to restore all of your energy and supplies, and 
    to save your game. Now head all the way back to Phendrana Drifts. Most notably, 
    the elevator close to the Magmoor Workstation. Once there, if you look behind 
    you, you'll see a Spider Ball track.
    
    Climb up it and open the white door at the top. Keep going until you get to the
    Frozen Pike. (Notice the music changed....it's really cool...pardon the pun) 
    Anyway, once there, check your map. You should see three other purple doors. 
    Take the second one down. The next large room you should be at is the Frost 
    Cave, after some pathways filled with Ice Beetles and those old Scarabs. There 
    are two new enemies here. One is a Hunter Metroid, which is an adolescent 
    Metroid mutated with Phazon, and the other is a Glider, a floating creature, 
    capable of withstanding the energy of the Grapple Beam. A common “sport” that 
    these creatures are featured in sees which person can stay hanging with the 
    Grapple Beam for the longest time......well, that's what the scan says... 
    Anyway, you can't kill Gliders, so kill the Hunter Metroid. (You remember, in 
    the old games? Ice Beam and a Missile?) Once that Metroid is killed, look up at 
    the ceiling. You'll see some stalactites. Shoot Missiles at them in the 
    lock-on points, and they'll fall, allowing you to reach the Wave Beam door at 
    the other end.
    
    Anyway, after a LONG Morph Ball tunnel, you'll finally reach Phendrana's Edge,
    where you'll be greeted by two Flying Pirates. Remember, since you have the Ice 
    Beam, save your Missiles, you don't need to use Super Missiles anymore. Once 
    they're both gone, drop into the water. You might fall on an underwater enemy, 
    so don't jump if you do. Anyway, the underwater enemies down here are Jelzaps, 
    weird fish split into halves, linked only by electrical impulses. Their only
    weak point is when they open up, shoot a charged Wave Beam at them when they 
    open, and their electrical impulses will fail, thus splitting the fish apart, 
    thus killing it. There are two of those down here. Once you've taken care of 
    them/avoided them, head into the door down here. Head through the Scatter 
    Bombu-filled tunnel, Morph Balling through the tight space at the end, to reach
    the Hunter Cave. Shoot Missiles at the three stalactites on the ceiling. Two 
    will land in the water, creating island-like platforms, plus they'll crush the 
    two Jelzaps that are there.
    
    Jump across the fallen stalactites, and reach the Wave Beam door at the end.
    You should arrive at the Gravity Chamber after the next tunnel. Since it's very 
    hard to see in this mostly underwater room, turn on your Thermal Visor. Alas, 
    you'll see tentacles reaching from the bottom. These are Aqua Reapers. These 
    are similar to the Vine Reapers, just shoot at their tips to make them retract. 
    Use the Thermal Visor to get around this room, and to spot another coin, head
    towards it once you see it. This is the GRAVITY SUIT!!! Now, you can move 
    freely underwater, as if you were on land, plus visor configurations allow you 
    to see better underwater. The only ability this suit lacks, is the ability to 
    stay in lava without taking damage. Ah well, at least you don't have to go 
    through under-lava rooms in this game.
    
    Anyway, find your way out of the water, and head into the next door here.
    You'll eventually head back into the Hunter Cave, where some Flying Pirates lie 
    in ambush. Kill them, then walk along the path up here to head to another new 
    door. Past the door is a series of underwater tunnels. Past the tunnels, you 
    should come to the Frozen Pike. As soon as you emerge out of the water, even 
    more Flying Pirates will attack. Take them out, then climb all the way to the 
    topmost door, and head back to the elevator. Use the elevator to head back to 
    Magmoor Caverns. Save at the Save Station behind you, then head all the way to 
    the Tallon Overworld elevator. From the Tallon Canyon, head back to the Frigate 
    Crash Site, and dive into the water. (I know how all this backtracking gets to 
    you, but please bear it, backtracking is exactly the thing that Metroid games
    do.) Now, before you get to the other side, there's a MISSILE EXPANSION in an 
    alcove down here. Once you find it, start climbing rocks at the far end until 
    you come to a small tunnel. In it, is a Morph Ball tunnel. Once past that, you 
    should be at the other side.
    
    Head to the door here, and break the blocks. You should be able to go through
    now. Find your way to the next door, but its very hard to, so try moving around 
    in Morph Ball mode. This way, you can see better, since the the Morph Ball sets 
    off light. Anyway, once you got yourself to the next door, enter it to 
    officially be in the Space Frigate. Nice music, huh? Sort of a murky type of 
    track. Anyway, just drop down into the water here. Head through the tunnel down
    here to resurface. Morph Ball through the wreckage when you get to it, and open 
    the door to come to two Turrets. Destroy them, then look for a power conduit. 
    (Remember, Thermal Visor, then Wave Beam the conduit) Once you've found it and 
    activated it, you should be able to open the next door. Head through the 
    tunnel, and you might come across some Tallon Crabs. Scan one of them before 
    they all disappear, because if they do, you'll probably have lost your only 
    chance to nab a scan. (I really haven't taken a second trip down to the Sunken 
    Frigate, so I'm not really sure if those Tallon Crabs re-appear. Why don't you 
    try it, after you scan them?)
    
    NOTE: The Tallon Crabs do come back, every time you enter the Sunken Frigate.
    So you can't miss this scan.  Thanks to norman starzycki for letting me know.
    
    Anyway, if you're in these Crabs' way, you'll get hit, so, if you want to just
    let the Crabs go to where they need to go, then you can do it, just be sure to 
    scan 'em first. Anyway, contrinue on either way. The next room should be the 
    Reactor Core. Remember this room? This is where you fought the Parasite Queen. 
    Nah, don't worry, Parasite Queens don't live underwater, so you can safely move 
    around here. If I'm not mistaken though, there should be a few Aqua Pirates in 
    this room. Scan one, then proceed to obliterate them. Now, turn on your Thermal 
    Visor, as we've got four power conduits to find and activate. Once they're all 
    activated, you can enter the next room. In this room, there's that same old 
    Save Point here, the first one you've encountered in the whole game. Go ahead 
    and use it. Now, you have to find two more power conduits in this room. (This 
    one's fairly easy, each of them is beside the door you need to open.) 
    
    Once you've got them, head into the next room, which is the Cargo Freight Lift 
    to Deck Gamma. Now, if you'll see in the freight, there's an ENERGY TANK 
    inside. Bust the blockage open with a Missile, then head in to collect it. Now, 
    since the freight doesn't work, (obviously, we're underwater) we'll have to 
    start climbing up using the debris, while finding three more power conduits to 
    proceed. The first one is right on the freight. The second one is on the wall 
    of this room if you look behind you while climbing. The third one is at the 
    top, so start climbing. Oh, and be careful of the Aqua Reapers. Once you get 
    close to the top, a Space Pirate will emerge out of a vent explosion, so he's 
    dead. He'll slowly rise to the surface.....just keep moving. Anyway, once 
    you've found all three conduits, you can head through the next door. Through 
    this access, you should come to another familiar room, the Biohazard 
    Containment. Beware as soon as you enter, as a Turret will activate.
    
    There's a power conduit hidden in the machine to your right, so activate it.
    Continue through, blasting those Turrets, until you get underwater. (Note: 
    there's a power conduit really close to the spot where you get underwater.) 
    There should be an Aqua Drone here, so scan it. Proceed to destroy it now. 
    There should be one more power conduit here, so activate it. This'll allow you 
    into the next room. BUT, before you do enter the next hallway, look for a 
    scannable door in one of the holding cells. If it says it's made of Cordite, 
    then blast it with a Super Missile to unveil a MISSILE EXPANSION. NOW, you can 
    go through the next hallway to the next room, the Biotech Research Area 1. A 
    few more Aqua Pirates should assault you. Stay on the platform you are on, and 
    get rid of them.
    
    Now, once they're all gone, look to your left with Thermal Visor on to see a 
    power conduit. There are also two more power conduits. Once they are all 
    activated, you should be able to continue. Somewhere around here, depending on 
    how fast your are, your auto-tracking device should come up, detecting foreign 
    technology. (No, not the Frigate.) It'll also detect a transport to where that 
    technology is at, and that's where we are heading. (And the transport isn't 
    exactly in the Frigate, otherwise it would be plain weird.) Once you enter the 
    next tall room, an explosion will occur, and another dead Space Pirate will 
    slowly rise to the surface......ok, I had just about enough of that. Drop down, 
    and scan the Aqua Sacs down here, and enter through the next door. There should 
    be another Morph Ball tunnel here. Move along through it, and you'll come to a
    maze.
    
    Since this maze is underwater, you'll pop up MUCH higher with one Bomb. So, pop
    up to the ledge above, then drop down on the other side. Now, if you noticed, 
    there's a shaft leading upwards. Let's go up that. First pop yourself with a 
    Bomb. Now, study the jump. Determine how high you will go before you start 
    descending. What you have to do now, is to plant a Bomb when you're a second 
    close to descending. If done correctly, you should pop up again. Keep Bomb 
    Jumping in this manner, until you reach the top, where an ENERGY TANK awaits. 
    Now, you can head to the other side of the maze, and continue to the Great Tree 
    Hall. Find your way to the surface, and you should encounter an Ice Beam door 
    as soon as you emerge. Before you enter it, scan one of the Seedlings here. 
    (They're the weird crawling creatures that spit out deadly seeds that home in 
    on you.) Head through the door, and the music will change to a really weird 
    track, as if it's forewarning you of the dangers ahead. Continue, blasting 
    Seedlings. As you cross over a bridge, you'll see a large amount of blue Phazon 
    below, with it crackling and shooting streams of electricity. Your suit will 
    also say on the HUD, in red, “Intense Radiation Detected.” Keep going, and 
    activate the elevator, and head down......to the dangerous Phazon Mines....
    
    -------------------------
    Number of scans obtained: 8
    
    Creatures: 8
    Hunter Metroid
    Glider
    Jelzap
    Aqua Reaper
    Tallon Crab
    Aqua Drone
    Aqua Pirate
    Aqua Sac
    
    Pirate Logs: 0
    
    Chozo Lore: 0
    
    Research: 0
    
    Total scans obtained: 99
    -------------------------
    
    Total Missile Expansions obtained: 24
    Total Energy Tanks obtained: 10
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 14
    Total percentage: 48%
    
    -------------------------------------------------------------------------------
    Someone set us up the Power Bomb!    /
    ------------------------------------
    
    That is a joke of that famous game that had bad translation....I forget the
    name. Ask the message boards in GameFAQs what this reference means. Anyway, 
    this section is actually the hardest part of the game, in that being, the Save 
    Points are too darn far apart, and there are a lot of powerful Pirates and 
    defenses. Also, fighting the enemies will require some skill, and there are a 
    few fun puzzles, so let's get to work.
    
    NOTE*
    Like the Missile Launcher, I'm not listing the Power Bomb as an Expansion,
    it'll be listed in the “Suit upgrades” list. Just to let you know. However, any 
    other Expansions you get will be listed.
    
    Head through the next tunnel, seeing even more Phazon, and you'll arrive at the
    Main Quarry.....this sure looks like it's above ground, to me. It's because the
    Mines are close to the Impact Crater, so the ground is a little low down here. 
    Anyway, there's a Spider Ball track leading to a Save Point, so use it. You'll 
    have to scan the conduit to get access to it. After you save, head back to the 
    Quarry. You'll notice some Mega Turrets trying to fire at you. Scan one first, 
    then destroy each with three Missiles. Now, find the stairs around here, and 
    climb up them. Some Space Pirates up here will spot you, so kill them. Once you 
    get to the top, look for a power conduit. Once you activate it, the crane 
    controls will turn on. Head to the crane controls and scan the computer. You 
    should be able to move the magnetic crane close to a Missile Expansion. Now, 
    find the Spider Ball tracks around here, and use them to get to the end of the 
    crane, where it is close to the Expansion. Drop down to that magnetic thing, 
    then Bomb Jump to the MISSILE EXPANSION. (For some reason, you can't un-Morph 
    while on the crane.)
    
    Once you've got that, head to where those two Mega Turrets were, and scan two 
    consoles to unlock the force field, allowing access into the Mines. The next 
    tunnel will have two Mega Turrets. Knock them out, and proceed to the Mine 
    Security Station. Head further, and some Shadow Pirates will attack. Remember, 
    you can see them with thermal imaging. Once they're all dead, continue on, 
    ignoring the shield blocking the door. Soon, you should get to the top floor,
    where Wave Troopers will assault. Scan one. Now, the only way to beat these 
    guys is to use the Wave Beam, but you can make it easier by using partially 
    charged Wave Beam shots so that the electricity will keep them from moving. Get 
    rid of all of them, then continue on to the next room. In the next tunnel, turn 
    on your Thermal Visor. Now, use a charged shot on the barrier. A Shadow Pirate
    will appear as soon as you get rid of the barrier, so that's why I wanted you 
    to turn on your Thermal Visor. Get rid of the next barrier in the same manner, 
    and another Shadow Pirate will appear.
    
    Get rid of that one, then head into the next room: the Elite Research. There 
    are a couple of Space Pirates here, proceed to kill them. Now, scan the 
    computers. You should activate some platforms, plus get a Pirate Log. Climb the 
    platforms, and a couple of Wave Troopers should spot you. Kill them, then head 
    over to the computers they were at, and scan them. You should activate some 
    more platforms. Climb up them to encounter a Power Trooper. Scan this one. 
    These can only be killed with your Power Beam. These, to me, are the hardest 
    Troopers, unless you use a Super Missile...*hint hint* Once he's gone, use the 
    Spinner to point the Pulse Beam to the rock wall exactly opposite from where 
    you are. Now, scan the computer to activate the Pulse Beam, which will break 
    the rock wall and reveal a door. (If you can't figure out how to escape the 
    Spinner, just plant a Bomb.) Now, before you enter, use the Spinner to point 
    the Pulse Beam exactly left of where you are. Scan the computer to fire it 
    again, and you should reveal a MISSILE EXPANSION. (You should hear a sound 
    effect if you got the right one.) You should have about 50% items now! Now, 
    head into the door that was revealed. Past the next tunnel is the Ore 
    Processing. A couple of Power Troopers should appear. Kill both, then head to 
    the machine with the holo-replica of the Spider Ball tracks on the tower. Place 
    one Bomb in the slot to line up the blue Spider Ball track. Take the blue one 
    to get to the second floor with the second machine.
    
    Place two Bombs in the Slot, then head back to the bottom machine, and place
    three Bombs in it to line up the red Spider Ball track. Use the red track, and 
    head through the door at the end of the track. You might be assaulted by a Wave 
    Trooper. If so, proceed to kill him. Past the tunnel filled with Scatter 
    Bombus, is an elevator to Level Two of the Mines. Take in the view of the 
    Impact Crater as you descend. There are some boxes in the small nook that the 
    next door is in, but stay away from them when you fire at them, because they 
    will explode. Anyway, these boxes will contain Missile or Energy pick-ups, 
    whichever the game decides you need more. Anyway, in this tunnel, find the 
    explosive box on the ledge. Shoot at it once you find it, and it will blow 
    open, revealing a Missile Expansion and killing two Space Pirates hiding in the 
    ducts. Grab the MISSILE EXPANSION, and head to the next room, the Elite 
    Control. As soon as you enter, a cutscene will occur, showing an Elite Pirate 
    waking up from his stasis pod, and smashing it open. Thus, you'll have to fight 
    it. Scan it first. Two Super Missile shots to the head should kill him. Beware 
    when his hand glows: he absorbs shots when he does that. The best time to hit 
    him is when he's about to shoot Missiles or create a shockwave. When he dies, 
    he should blow up, (eww) thus deactivating the force field to proceed. (O_o)
    
    Anyway, once this happens, some Ice Troopers will notice, so start taking them
    all out. Scan one first, of course. The best way to kill these guys is to fire 
    a fully charged Ice Beam shot to freeze them, then shoot them with a Missile. 
    Once they're all gone, (Use the background music as a reference. If it changes 
    back to normal, you've got them all.) scan the computers on the bottom level. 
    You should gain two more Pirate Logs.  Close to the stairs to the next floor 
    are a bunch of other computers. You should gain another Pirate Log. Head up to 
    the top floor, (there are no Pirate Logs on the second floor) and scan the 
    computers there. You should be able to gain 5 (!!) more Pirate Logs, plus 
    you'll deactivate the Force field here. Once you've collected them all, proceed 
    through the next door to the Ventilation Shaft. As soon as you enter, toxic gas 
    and some Puffers will fill the room. Get to the other end quickly. Now, the 
    next room is filled with Wave and Power Troopers. If you're low on health, then 
    stand as close as you can to the main part of the Ventilation Shaft without 
    getting hurt, (watch your Danger Meter) and start killing some Puffers. They 
    will drop Energy and Missile pick-ups, so just charge your Beam to reel them 
    in. Keep doing this until you're filled up, then head to the next room. Ignore 
    the computers when you enter: they contain no Pirate Logs. Immediately, a 
    couple of Wave Troopers will drop in and attack. Kill them, then look down from 
    where the platform is.
    
    You should see a couple of Power Troopers. Kill them, then drop down to where
    they were. Open the force field just in case you want to get out. Down here, 
    scan the computers. You should gain yet another Pirate Log. Anyway, head 
    through the door down here, stroll through the tunnel, and arrive at the 
    Central Dynamo. Head to the central machine, and a Sentry Drone will activate. 
    This one has a cloaking device, thus you can't scan it. Just shoot at it until 
    it's dead. Wavebuster is the best weapon for dealing with this nuisance. (Its 
    guns give away where it is. Also, you can't lock-on to it.) Once it's dead, the 
    “lower floor” of the room will unlock, and a maze of electricity beams will 
    appear. Just head through this slowly to get to the center. (There are no 
    Triclops.) There are some electricity beams that will shut on and off, plus, 
    whenever you get to a puddle of water, place a Bomb in it to splatter the 
    water, thus short-circuiting some electricity beams to allow you through. Head 
    to the center to grab the POWER BOMBS! When in Morph Ball mode, press Y to set 
    a Power Bomb. The blast is strong enough to break Bendezium-made structures. 
    Now, head into the un-blocked Ice Beam door here to get to a Save Station. Oh 
    man, I bet you needed one of those! We'll end this subsection now.
    
    -------------------------
    Number of scans obtained: 15
    
    Creatures: 5
    Mega Turret
    Wave Trooper
    Power Trooper
    Ice Trooper
    Elite Pirate
    
    Pirate Logs: 10
    Elite Pirates
    Metroid Prime
    Hunter Weapons
    Prime Breach
    Chozo Ghosts
    Chozo Studies
    Chozo Artifacts
    Prime Mutations
    Omega Pirate
    
    Chozo Lore: 0
    
    Research: 0
    
    Total scans obtained: 114
    -------------------------
    
    Total Missile Expansions obtained: 27
    Total Energy Tanks obtained: 10
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 15
    Total percentage: 52%
    
    -------------------------------------------------------------------------------
    Grappling for joy                    /
    ------------------------------------
    
    Alright. About now, whenever you come across enemies, they will drop new
    pick-ups. These are basically yellow glowing....um....balls... Just...when you 
    see it, scan it. Anyway, let's head back to the Omega Research. Once you enter, 
    an Elite Pirate, free of his stasis pod, will smash the force field, disabling 
    it. Just hit him with two Super Missiles to the head. Get back to the top 
    level using the pathway past that now-gone force field, and jump across the gap
    with the platform hovering above. There's a door blocked by Bendezium rocks. 
    Power Bomb it, then enter the door to get a full map of the Mines. Now, head 
    back to the Ventilation Shaft, and Power Bomb the Bendezium grating to break 
    it, revealing a computer to stop the gas, and revealing an ENERGY TANK. Now go
    get it.
    
    Now, head back to the Ore Processing. There's a third machine to your right, so
    Space Jump to it and Power Bomb the Bendezium. Now, plant two Bombs in this 
    machine, then drop down to the second one, where you will plant three Bombs, 
    then drop down to the bottom one and plant one Bomb. This should line up the 
    yellow Spider Ball track. Climb up it, and if successful, you should reach the 
    top floor, with a door, leading to the Grapple Beam. This is The. Shortest.
    Subsection. Ever. The door on the other side will lead back to the Main Quarry, 
    use a Grapple Point to get to it. Scan the Grapple Point first. Take the door 
    to head back to the Main Quarry. Now, from here, after you kill the Space 
    Pirates, head into the Security Access A. The wall to your left when you enter 
    is made of Bendezium. Power Bomb it to reveal another MISSILE EXPANSION. Now, 
    exit the Phazon Mines....but we'll be back.
    
    NOTE: The Japanese seem to always get better things, screwing us Americans off.
    The JPN version of this game has a better, more original Grapple Beam 
    acquirement cutscene. If you want to see the differences between the two 
    cutscenes, head to www.metroid2002.com for videos.
    
    -------------------------
    Number of scans obtained: 2
    
    Creatures: 0
    
    Pirate Logs: 0
    
    Chozo Lore: 0
    
    Research: 2*
    Power Bomb Ammo
    Grapple Point
    
    Total scans obtained: 116
    
    * means that all scans of that section in the Log Book have been obtained
    -------------------------
    
    Total Missile Expansions obtained: 28
    Total Energy Tanks obtained: 11
    Total Power Bomb Expansions obtained: 0
    Total Suit upgrades obtained: 16
    Total percentage: 55%
    
    -------------------------------------------------------------------------------
    THE X-RAY VISORZ! THEY DO NOTHING!!! /
    ------------------------------------
    
    If you don't watch the Simpsons, then you won't get this joke of a joke making
    fun of Arnold Schwarznegger. *gasps for air* Anyway, head back to the Great 
    Tree Hall and start climbing. Somewhat at the top, you'll see a tower with a 
    Spider Ball track spiraling around it. Head to the top somehow, and head to the 
    Life Grove Access, which is really just a Morph Ball maze. You'll actually 
    notice a point in the maze where it is shaped like a full circle. Using the 
    Boost Ball, get to the top of the maze. Bomb around the top to uncover a 
    MISSILE EXPANSION. Continue to the Life Grove, where you can grab the X-RAY
    VISOR. ....Since that was short, I'll continue this subsection until we get a 
    few expansions. Anyway, to exit, place a Power Bomb once right smack in the 
    middle of the room to uncover the WHOLE Life Grove. Proceed to climb up and out 
    of here, and some Chozo Ghosts will appear. Take them all out to lunch, then 
    proceed to exterminate them. (o_o......j/k about the lunch part)
    
    Once they're all gone, head out of the Life Grove by heading through the exit
    that the cutscene showed you, then head to the Chozo Ruins. Alright, from here, 
    (you should be at the Reflecting Pool) head over to the Furnace. Once there, 
    kill the Chozo Ghosts, then look for the part of the ground that is really 
    cracked. Power Bomb that floor section. This should open up a half-pipe. Use 
    it to reach the elevated Spider Ball track. Head through the maze of Spider
    Ball tracks to get to a MISSILE EXPANSION at the end. Now, head to the Watery 
    Hall, then jump in the water. (which is free of toxins now since you beat 
    Flaaghra) Once you're at a deep end of the water, find a tunnel. This tunnel 
    should lead to another MISSILE EXPANSION. I also forgot to tell you: now that 
    you have the Ice Beam and everything, Chozo Ghosts will start to appear in most 
    of the rooms instead of the Hall of the Elders. The reason I pointed this out 
    is because someone on the message boards was wondering if this was supposed to 
    happen. So, anybody else wondering that and reading this will be informed... 
    Anyway, once you got that Expansion, head to the Ruined Fountain.
    
    Once there, head into the door that we haven't gone through yet. Head through
    the tunnels until you get to the Magma Pool. Grapple across, then plant a Power 
    Bomb once on the other side. The wall in front of you should break and reveal a 
    Chozo Lore, and a POWER BOMB EXPANSION. Get both, then head through the door. 
    In the following hallway, head to the next door, but don't open it. Instead, 
    Morph into a ball, and roll through the plant with red leaves. The red leaves
    hide a tunnel, which contains a MISSILE EXPANSION. Once it's grabbed, continue 
    into the Training Chamber, where two Chozo Ghosts will appear. Once you get rid 
    of them, the mouths of the statues on both sides of the half pipe will blow 
    open, revealing Morph Ball Slots.
    
    The Slot on the left will reveal the exit, the one on the right will lower a 
    piston. So, activate 'em, left to right, then head into the piston quickly, as 
    you've got a time limit once it's lowered. The piston will take you up to a 
    Spider Ball track. Use it to get to a tunnel, which in turn will get you to a 
    small room with “windows” overlooking the Chamber. This room holds an ENERGY 
    TANK. Now, head towards the exit, moving through the maze with the pistons, and
    emerge at another balcony overlooking the Main Plaza. Before you drop down, 
    though, use the Grapple Point up here to swing yourself to a MISSILE EXPANSION. 
    We should be pretty much done here....for now. Head to the Magmoor Caverns from 
    here, and I'll end this subsection.
    
    -------------------------
    Number of scans obtained: 1
    
    Creatures: 0
    
    Pirate Logs: 0
    
    Chozo Lore: 1
    Newborn
    
    Research: 0*
    
    Total scans obtained: 117
    -------------------------
    
    Total Missile Expansions obtained: 33
    Total Energy Tanks obtained: 12
    Total Power Bomb Expansions obtained: 1
    Total Suit upgrades obtained: 17
    Total percentage: 63%
    
    -------------------------------------------------------------------------------
    Ice Spreader add-on                  /
    ------------------------------------
    
    Alright, head to the Shore Tunnel, but while we're on the way, let's make a
    stop in the Triclops Pit. (I'm assuming you took the elevator that has the 
    three doors around it in Chozo Ruins.) Anyway, kill the Flying Pirates so they 
    won't be a nuisance to you while you're doing this. Alright, from the platform 
    you are standing on, stand on the boxes at the edge, and turn on your X-Ray 
    Visor. You should see an invisible platform. Space Jump onto it, then carefully 
    jump across platforms until you get to what seems like a MISSILE EXPANSION. 
    If you turn off your Visor, you'll see that it's a pillar. Shoot a Missile at 
    it to really reveal the Expansion, making it grabbable, so grab it.
    
    Alright, now you can head into the Shore Tunnel, once there, scan the tunnel to
    find it is made of Bendezium. Place a Power Bomb to blow it open. Head under 
    the tunnel to get the ICE SPREADER. Now, when you press the Y Button while your 
    Ice Beam is fully charged, you'll shoot a blast of ice, which, when it hits, 
    leaves a huge sheet of ice, freezing any foes that get caught in the ice. This 
    attack uses up 10 Missiles, so use this sparingly. Well, since there really
    isn't a way to lengthen this subsection here, then I guess we're all done.
    
    -------------------------
    Number of scans obtained: 0
    
    Creatures: 0
    
    Pirate Logs: 0
    
    Chozo Lore: 0
    
    Research: 0*
    
    Total scans obtained: 117
    -------------------------
    
    Total Missile Expansions obtained: 34
    Total Energy Tanks obtained: 12
    Total Power Bomb Expansions obtained: 1
    Total Suit upgrades obtained: 18
    Total percentage: 65%
    
    -------------------------------------------------------------------------------
    The “Plasma”'s burning me alive!     /
    ------------------------------------
    
    Head to the Geothermal Core, as this place holds the item we're looking for in
    this subsection. Find a place to climb up rock ledges, and use the Grapple 
    point to get to the first cylinder. Head inside the Spinner up here. Use it to 
    raise part of the cylinder, thus creating a higher platform. Jump to the next 
    cylinder, and do the same thing. Jump to the next cylinder and do the same 
    thing again, then use the Spider Ball track to get to the higher part of the 
    cylinder. Jump to the second cylinder, on the higher part, and use the Slot. 
    This will raise the roof of the room, revealing a whole mess of Spider Ball 
    tracks. Now, start moving on the Spider Ball track. Now, this is probably one 
    of the most fun things you'll do. You basically move around in a huge amount of 
    Spider Ball tracks in fascinating ways, also avoiding Plated Parasites. Just 
    follow the tracks, circling the whole room, until you get to the Ice Beam door 
    at the end. Behind it is the PLASMA BEAM. Welcome to the most broken beam in
    the game. And you know what? I LOVE it. Now, let's lengthen this subsection 
    by collecting everything else in the Phendrana region. Since we're close to the 
    Magmoor Workstation, use the elevator there to head to the Phendrana region.
    
    Once there, use the Spider Ball tracks and head up to the Ice door. In this
    pathway, where a Pulse Bombu hovers, shoot at the sheet of ice with your Plasma 
    Beam to melt it, revealing an ENERGY TANK. Now, head to the Frost Cave. Use the 
    Glider here to get to the other side of the room. Once on that other side, 
    shoot a Missile at the stalactite here to make it crash down to the frozen 
    lake, breaking the ice. Head down there and collect a MISSILE EXPANSION. Now, 
    we can head to Phendrana's Edge. Since you have the Grapple Beam, you can use 
    the Grapple points to head up to the top, where a POWER BOMB EXPANSION lies in 
    wait past a Morph Ball tunnel. Now, head to the Gravity Chamber. Get to the 
    top, and use the Plasma Beam on the ice in the ceiling to reveal a Grapple 
    point. Use it to reach yet another MISSILE EXPANSION. Now, head all the way 
    back to the Quarantine Cave, and use the Grapple points to get to another 
    MISSILE EXPANSION behind a Morph Ball tunnel. Now, let's head back to the 
    Phendrana Shoreline and save. You may notice that there are more Adult 
    Sheegoths now. Just destroy them with your Plasma Beam since you have it, no 
    need to use any Missiles.
    
    Also, don't think you're safe if you stand on a platform, away from their
    reach, because they'll stomp the ground, causing you to fall because of the 
    tremors. Anyway, once saved, act like you're going to enter the Chozo Temple, 
    except when you get there, use a Super Missile on some Cordite out here. (Use 
    Scan Visor in case you can't find it.) This will reveal a computer. Scan it, 
    and a way to a MISSILE EXPANSION will open up. Collect it. Now, inspect each 
    column on the lower ground. We're looking for a transparent sheet of ice. Once 
    you find the correct one, you'll see a MISSILE EXPANSION behind it. Use your 
    Plasma Beam to melt the ice so you can retrieve it. Now, head over to the Ice 
    Ruins East. Take out the Sheegoth, then search for another transparent sheet of 
    ice.
    
    Melt in the same manner as last time, and grab the MISSILE EXPANSION behind it.
    Now, start climbing the ruins. When you get to the little alcove area, find a 
    Spider Ball track. Follow it to grab another MISSILE EXPANSION. We've only got 
    9 more of these Missile Expansions to go! Now, head to the Ice Ruins West. Once 
    there, start roof-hopping. One roof has a sheet of ice on it. Melt it and 
    collect the POWER BOMB EXPANSION inside. Now, I guess we've got everything, so 
    let's head back to the Main Quarry of the Phazon Mines.
    
    -------------------------
    Number of scans obtained: 1
    
    Creatures: 0
    
    Pirate Logs: 0
    
    Chozo Lore: 0
    
    Research: 0*
    
    Total scans obtained: 118
    -------------------------
    
    Total Missile Expansions obtained: 41
    Total Energy Tanks obtained: 13
    Total Power Bomb Expansions obtained: 3
    Total Suit upgrades obtained: 19
    Total percentage: 76%
    
    -------------------------------------------------------------------------------
    Flamethrower add-on                  /
    ------------------------------------
    
    Alright. Head to the Mine Security Station. Now, search for a Bendezium-made
    wall and Power Bomb it. A computer should be behind it. Scan it to deactivate 
    the force field blocking the Plasma Beam door. Enter the door to grab the 
    FLAMETHROWER. The Flamethrower can now be used by charging up a Plasma Beam 
    shot, and pressing the Y button. Hold A for continuous fire. This move requires 
    10 Missiles to use, and then uses 5 Missiles with each second you use it. This 
    item is really useless. The only thing I can think of for using it for is when 
    you're stuck in a small room packed full of Space Pirates. I heard somewhere 
    that the Flamethrower actually enhances the distance of the Plasma Beam, but 
    that isn't even true. It's actually shorter of range than the beam itself. Head 
    all the way to the Central Dynamo and save. I'll end this short subsection 
    now.
    
    -------------------------
    Number of scans obtained: 0
    
    Creatures: 0
    
    Pirate Logs: 0
    
    Chozo Lore: 0
    
    Research: 0*
    
    Total scans obtained: 118
    -------------------------
    
    Total Missile Expansions obtained: 41
    Total Energy Tanks obtained: 13
    Total Power Bomb Expansions obtained: 3
    Total Suit upgrades obtained: 20
    Total percentage: 77%
    
    -------------------------------------------------------------------------------
    This Suit doesn't “Phazon” me!       /
    ------------------------------------
    
    Alright, in the Central Dynamo, break the blockage in front of the Ice Beam
    door. The next room has quite a few Mega Turrets really close together. A Super 
    Missile should destroy all of them. Head into the next room, where a cutscene 
    will occur. It'll show some Space Pirates and some Metroids, seperated by a 
    force field....hehe, time to get a little sneaky. Scan the computers here. One 
    of them will open the force field, thus releasing the Metroids. Now just sit 
    back and relax, and watch those Metroids and Space Pirates fighting each other. 
    This is a good break from you having to destroy every enemy. Of course, some 
    Metroids are likely to survive, and will search the room for some more 
    predators. Kill them when they find you. (Notice I said “when”, they will 
    always find you even if you try to hide.) Anyway, once all the enemies are 
    dead, proceed into the room that was blocked by the force field. Turn on your 
    X-Ray Visor, and you'll see invisible platforms. Use the mushrooms here to get 
    to a higher point, and jump across the platforms to the other side.
    
    Waste a few Metroids here, then start climbing using the mushrooms. Keep your
    X-Ray Visor off when fighting the Metroids, but when you aren't fighting, keep 
    the X-Ray Visor on. Anyway, keep climbing and using another invisible platform, 
    and you'll come to a Spider Ball track. Before you take it, Power Bomb the wall 
    to your left. It should break open. Keep going, and Power Bomb the next wall. 
    That one should break and reveal a Morph Ball bridge, complete with a Spider 
    Ball track to keep you on it. Cross it, then use your X-Ray Visor to spot 
    another invisible platform. Use it to hop across to another ledge with a 
    MISSILE EXPANSION. Get back to the first Spider Ball track and cross it to 
    get to a door. Just keep going until you get to an elevator that leads to Level
    Three of the Mines. You know what to do to activate an elevator. Again, take in 
    the sites of the Impact Crater as you descend.....
    
    The next room should be the Fungal Hall Access. Take care of the Space Pirate
    here. Now, you're going to have to act quickly with this move. Drop down all 
    the way into the Phazon. Look around and you should see a MISSILE EXPANSION 
    under a mushroom. Quickly grab it and head out of the Phazon. Head to the next 
    room, the Fungal Hall A. Nothing really special. Just use the mushrooms to 
    cross the pools of Phazon, killing Hunter Metroids as you go. At the end, use 
    the Glider to get to the door. In the Phazon Mining Tunnel, Power Bomb the 
    Bendezium, and head into the maze. There's one part where a bridge over some 
    Phazon disappears, so you'll have to use Boost Ball to get to the other side. 
    Just find your way out without getting in the Phazon, and head into the Fungal 
    Hall B. This room's a little more interesting. Although this room has mushrooms 
    to platform over Phazon like before, it's pitch black, except for the glow of 
    Phazon, which really doesn't light up the room.
    
    So, use your Thermal Visor to see where the mushrooms are. It's still hard to
    see, but please bear it. There are also regular Metroids here, just to be 
    aware. At the end, you'll see a circle of tiny mushrooms just on the “shore” of 
    the Phazon. Place a Bomb right in the center of the circle to uncover a MISSILE 
    EXPANSION. Alright, head back up to where the Glider was in this room. There's 
    a Missile Recharge room to your left once facing the Glider if your Missiles 
    need refilling. Anyway, the door at the end will get you to the Quarantine 
    Access B. There are some invisible Bombus here. (If they have an actual name, 
    let me know.) You can't scan these fellas, so no worry about missing a scan on 
    those guys. Just get rid of them. How, you ask? Turn on your X-Ray Visor, and 
    you'll see. Once they're gone, jump across the mushrooms to get to the Metroid 
    Quarantine B. You'll see some Plasma Troopers appear. Scan one. To beat these 
    guys is very simple and easy. At least two charged Plasma Beam shots should 
    kill them. Now, find the Spider Ball track here, and start climbin'.
    
    Once you get to the platform above the Phazon pool, look up, do a forward jump,
    and immediately Grapple the Grapple point when you can reach it. You may have 
    to get rid of the Plasma Troopers at the other side before you attempt this. 
    Once you get to the other side, scan the computer. This will open the force 
    field to the small lab down here. Also, you'll have to fight two Wave Troopers 
    and a Plasma Trooper. Once they're all gone, look around in your Scan Visor for
    a Cordite-made stasis pod. Shoot a Super Missile at it to unveil a MISSILE 
    EXPANSION. There's also a Pirate Log to get here. Head into the door at the 
    bottom for a Save Station. Save, then head to the top floor of the lab. Past 
    the door up here is the Elite Quarters Access. When you enter, a Plasma Trooper 
    will drop from a vent to start attacking. Kill him, then melt the ice at the 
    top of the barrier to allow access to the door into the Elite Quarters. Head 
    forward towards the large stasis pod....past the ominous surroundings of the 
    room. When you get close enough, the large Elite Pirate in the pod, the Omega 
    Pirate, will waken. It will catch sight of Samus, and break the pod open with a 
    smash....thus the battle begins....
    
    ---------------------
    BOSS: Omega Pirate
    
    Back in the days when there were no strategies for the game, Omega Pirate was
    one of the hardest bosses in the game. In fact, some people couldn't beat him 
    until after like...a bazillion times. But now, when strategies and walkthroughs 
    for this game are abundant, Omega Pirate is like a....wimp...let's put it that 
    way. Anyway, scan this ugly thing first. His attacks are basically the same as 
    an Elite Pirate's. He smashes the ground to create a shockwave, has a 
    missile-firing backpack on him, and has that glowing hand which absorbs all 
    weapon fire. You already know how to avoid those attacks. Now, for the 
    offensive strategy. Instead of shooting at his head like you did with the 
    Elites, you'll have to destroy his protective armor, which are basically Phazon 
    globules. You can use Missiles or Super Missiles to destroy his armor, but 
    another effective way without using up Missiles is to use charged Plasma Beam 
    shots. If shot correctly, two charged Plasma shots will get rid of each part. 
    Once you get rid of all his protective armor, he will send out some Pirate 
    Troopers to deal with you, and he'll disappear. (These are those color-coded 
    Troopers, to let you know.)
    
    Use the time he's invisible to quickly destroy the Troopers. If 10 seconds have
    passed and you haven't taken care of all the Troopers, ignore them and switch 
    to your Power Beam, and start charging. If you have taken care of all of them, 
    then do the same thing. Now, switch to your X-Ray Visor. There's a secret to 
    where he goes to rebuild his armor. There are three Phazon pools. One on 
    the north of where the entrance door is, one on the right, and one on the left.
    He should appear on the north one. When/if he does, shoot a Super Missile at 
    him immediately. (There should also be a strange noise accompanying his X-Ray 
    Visor appearance.) This will lower his health down by a lot. He should next 
    appear on the pool on the right of the door. When he appears, shoot another 
    Super Missile at him to get him a little below half health. By now, extra 
    color-coded Troopers should appear, but ignore them. Now, Morph into a ball, 
    head to the last Phazon pool. When you hear that strange sound (the sound of 
    him appearing in the X-Ray Visor) plant Bomb to pop you up, plant a Power Bomb, 
    then quickly un-Morph and switch to your X-Ray Visor. (For some reason, OP is 
    invincible to damage while invisible unless the X-Ray Visor is on. If done
    correctly, he should be dead. Of course, only if he follows that pattern. He 
    may do another pattern, but I'm not entirely sure. I've only fought him once or 
    twice. 
    
    *thanks to that one speedy video of beating Omega Pirate for this strategy*
    
    *NOTE:
    The Power Bomb strategy only seems to work on the PAL version of the game. So
    if you don't have the PAL version, just stick to firing Super Missiles at him.
    ---------------------
    
    Once he's beaten, the Omega Pirate will fall right on top of Samus. You'll see
    Phazon coming out of him, with a lot of bubbling. Finally, Samus will emerge 
    from the Omega Pirate, dripping Phazon, and her suit's color has changed, as 
    well. Since she has been exposed to pure Phazon, the Phazon has changed her 
    suit, allowing her to stand in most Phazon forms. Notice I said “most”, we will 
    encounter Phazon later on that will damage you. Samus has now acquired the 
    PHAZON SUIT! (If you notice, her suit now has a neat aura around it. This aura 
    also shows that the suit's shielding capacity has increased dramatically.) To 
    exit here, find the elevator and activate it, then walk along the catwalks, to 
    the door, which will lead to the last ENERGY TANK. Scan the conduit here to 
    unlock the gate. Walk through the Phazon, through the door, and into the Phazon
    Processing Center.
    
    NOTE: Once again, the JPN version gets a different Phazon Suit acquirement
    cutscene. Note, I said DIFFERENT. That doesn't mean it's better. *ahem* Check 
    www.metroid2002.com for videos of the differences.
    
    There will be quite a few color-coded Space Pirates here, so take them all out.
    Now, go on one of the ledges here. If you're on a ledge where you hear the 
    pulsing noise of an item the most, (it's at the right wall of the room when
    coming out of the door on the catwalk) Power Bomb the wall to collect another 
    MISSILE EXPANSION. Head up to the very top of the room, and head through, to 
    Magmoor Caverns. Just head through the tunnels and blast away at the Bendezium 
    rocks. Remember this place now? The Magmoor Workstation. Let's head all the way 
    back to the Tallon Overworld Landing Site, and restore everything at the ship 
    and save. Alright, we're going to clean up, now. First, head to the Root Cave. 
    Here, use the Grapple point to reach the other end, and start climbing. 
    Eventually, you'll see to come across a dead-end. Use the X-Ray Visor. While 
    standing on a platform, you should see a MISSILE EXPANSION. (If you have X-Ray
    Visor on.) Grab it, then head through the door up here for another MISSILE 
    EXPANSION. Now, head to the Great Tree Hall. At the top, use the X-Ray Visor to 
    spot an invisible platform. Use it to reach a door, which behind it is the last 
    MISSILE EXPANSION. Alright, head back to your ship and recharge and save. End 
    subsection and section.
    
    -------------------------
    Number of scans obtained: 3
    
    Creatures: 2
    Plasma Trooper
    Omega Pirate
    
    Pirate Logs: 1
    Special Forces
    
    Chozo Lore: 0
    
    Research: 0*
    
    Total scans obtained: 121
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 3
    Total Suit upgrades obtained: 21*
    Total percentage: 86%
    * means that you have acquired the maximum there is in the game
    
    ===============================================================================
    Getting all the Artifacts            /
    ====================================
    
    You may notice that after you get the Phazon Suit, you won't progress through 
    the game's storyline anymore. That is because there are 12 Chozo Artifacts to 
    find. Now, Artifacts that you collect are a little strange, because when you 
    collect one, it will add a scan to your Log Book, plus will add a percent in 
    your item percentage. (You can get the scan early by grabbing the Artifacts' 
    hint locations.) For this reason, just for this section, I added the Artifacts 
    as a seperate list in the scan box and the item list. Also, on the beginning of 
    each subsection, I will show the exact hint that the game gives you when you 
    scan it. Now, let's get busy.
    
    -------------------------------------------------------------------------------
    Artifact of Truth                    /
    ------------------------------------
    
    While on top of your ship, if you look straight ahead, you'll see a door on a
    high ledge. Now, look a little bit to your left, (past the waterfall) and you 
    should see some ledges. Climb up them, and when you get to the top, head 
    through the tunnel, and head into that door you saw. Go through the straight 
    hallway filled with Tangle Weeds and Seedlings, and you'll come to a scenic 
    glass-made tunnel, where you can see the Impact Crater. The symbol right in the 
    middle of the enlarged part of the tunnel is a Pirate Log, so scan it. Man, the 
    cutscene showed everything around here, huh? Anyway, head into the Temple, 
    which is mysteriously floating...... Once you enter the Artifact Temple, you 
    should see a window showing a platform below. Take the hallway to the right to 
    grab a Chozo Lore, and head into the left hallway to grab another Chozo Lore. 
    You'll notice this hallway leads downward, so take it, and step onto that 
    platform. You should see another one of those symbols, like it's a Pirate Log, 
    but it isn't, and is colored pale blue. Grab it, and you should have the 
    Artifact of Truth! Now, scan the totems here. You should grab the clues for all 
    Artifacts except 4. Once you've gotten them, head back to your ship and save. 
    Now, let's see what the Artifact of Strength clue gives us....
    
    -------------------------
    Number of scans obtained: 11
    
    Creatures: 0
    
    Pirate Logs: 1*
    Artifact Temple
    
    Chozo Lore: 2
    Statuary
    Binding
    
    Research: 0*
    
    Artifacts: 8
    Truth
    Strength
    Elder
    Wild
    Lifegiver
    Chozo
    World
    Spirit
    
    Total scans obtained: 133
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 3
    Total Suit upgrades obtained: 21*
    Total Artifacts obtained: 1
    Total percentage: 87%
    
    -------------------------------------------------------------------------------
    Artifact of Strength                 /
    ------------------------------------
    
    “The heat of Magmoor was a test for many
    warriors. A Shrine in their honor holds
    the Artifact of Strength.”
    
    Magmoor is an immediate clue right there, so let's go there. Head all the way
    to the Monitor Station. Climb up to the door like before, except, while on the 
    catwalk to the door, look around for a platform. Space Jump onto it, then Space 
    Jump to another catwalk above. Once at the top of the tower, get on top of the 
    Spinner and use it to extend a bridge. Once it's fully extended, get to its end 
    and Space Jump to the rock ahead. Follow the rock ledges until you reach a 
    door, which behind the door is the Shrine. Grab the Artifact. Now, plant a 
    Power Bomb right in front of the statue, and the floor should blow open, 
    revealing a path. Follow it to a POWER BOMB EXPANSION. Exit using the Morph 
    Ball hole and you'll get dropped off at the Fiery Shores.
    
    -------------------------
    Number of scans obtained: 0
    
    Creatures: 0
    
    Pirate Logs: 0*
    
    Chozo Lore: 
    
    Research: 0*
    
    Artifacts: 0
    
    Total scans obtained: 133
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 4*
    Total Suit upgrades obtained: 21*
    Total Artifacts obtained: 2
    Total percentage: 89%
    
    -------------------------------------------------------------------------------
    Artifact of Elder                    /
    ------------------------------------
    
    “Invaders have claimed Phendrana as their own.
    A Tower sits atop their fortress. Collapse it to
    reveal the chamber where the Artifact of Elder
    is held.”
    
    So, let's head to Phendrana Drifts, all the way to the Control Tower of the
    Space Pirate Base. Once there, get on top of a tower. (Space Jump while on top 
    of door. If the tower has some boxes inside, then you've got the right one. On 
    the other side of the boxes is a little vantage point to where you can see 
    outside. There will be some ice covering it. Melt it, then fire a Missile at 
    the explosives you see. This should cause the tower with those explosives to 
    fall, creating a passageway to the Artifact. Once you got the Artifact, climb 
    inside the fallen tower and roll through the small passageway to get back up to 
    the Control Tower. Let's look at the next clue.....
    
    -------------------------
    Number of scans obtained: 0
    
    Creatures: 0
    
    Pirate Logs: 0*
    
    Chozo Lore: 
    
    Research: 0*
    
    Artifacts: 0
    
    Total scans obtained: 133
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 4*
    Total Suit upgrades obtained: 21*
    Total Artifacts obtained: 3
    Total percentage: 90%
    
    -------------------------------------------------------------------------------
    Artifact of Wild                     /
    ------------------------------------
    
    “A Sunchamber high atop our ruined home became
    the nest of a great beast, and a source of corruption.
    Many Chozo Spirits have been drawn to this tainted place.
    Release their bond to the world to claim the Artifact
    of Wild.”
    
    This clue's not as clear as the others, but you can still guess that it's
    talking of the Chozo Ruins. Although, this one clearly states the name of the 
    room you should go to. So, head there. But, not the original way, because that 
    way is blocked. Instead, head to the Magmoor transport. Once there, take the 
    left door. You should come to a Sun Tower. Get rid of the War Wasps, then use
    Missiles to destroy their hives so that they won't harass you anymore. Now,
    scan the Chozo Lore here. (Last one, yay!) Now, there should be a plate of 
    Cordite on both sides of the room. Blast them both with Super Missiles, and 
    scan the runic symbols behind them. Now, turn on your Thermal Visor. Look all 
    around the four columns here for the last two runic symbols.
    
    Once they're all activated, the rest of the Spider Ball track should be
    revealed. Climb up them, being careful of the Oculus's, and head through the 
    door at the top. As soon as you do enter, a Chozo Ghost will see you, and 
    vanish through a wall...... Just keep moving, and into the Sunchamber. A number 
    of Chozo Ghosts will appear. Take them all out, using your X-Ray Visor to see 
    them. Once they're all defeated, the Artifact of Wild will appear where
    Flaaghra was planted. I know you hate to stand in a previously dangerous spot, 
    but please do so you can grab this Artifact. Now, let's see what the next hint 
    will give us.
    
    -------------------------
    Number of scans obtained: 1
    
    Creatures: 0
    
    Pirate Logs: 0*
    
    Chozo Lore: 1*
    
    Research: 0*
    
    Artifacts: 0
    
    Total scans obtained: 134
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 4*
    Total Suit upgrades obtained: 21*
    Total Artifacts obtained: 4
    Total percentage: 91%
    
    -------------------------------------------------------------------------------
    Artifact of Lifegiver                /
    ------------------------------------
    
    “There is a tower in the Ruins where Light always shines.
    Move through the waters there to find the Artifact of
    Lifegiver.”
    
    Well, this is obvious. Head to the Tower of Light, since “Light” is
    capitalized. Once there, drop into the water, move through the tunnel, and head 
    through the door once you emerge and grab the Artifact of Lifegiver. This one 
    was pretty self-explanatory, actually. Head all the way back to the Artifact 
    Temple in the Tallon Overworld. Walk to the center of the platform. A new 
    Artifact clue should be scannable! Grab it, and view the clue for the next one.
    
    -------------------------
    Number of scans obtained: 1
    
    Creatures: 0
    
    Pirate Logs: 0*
    
    Chozo Lore: 0*
    
    Research: 0*
    
    Artifacts: 1
    Warrior
    
    Total scans obtained: 135
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 4*
    Total Suit upgrades obtained: 21*
    Total Artifacts obtained: 5
    Total percentage: 92%
    
    -------------------------------------------------------------------------------
    Artifact of Warrior                  /
    ------------------------------------
    
    “A room of Research lies within the mines.
    A corrupted invader is trapped there.
    Defeat this creature to claim the Artifact of Warrior.”
    
    A room of Research in the mines...Phazon Mines! Head to the Elite Research room
    in the Phazon Mines, and you'll see an Elite Pirate in stasis. Blow open the 
    pod with a Power Bomb and he'll break out. This poor guy looks as if he's been 
    exposed to high levels of Phazon recently. Scan him first, then beat him like 
    any other Elite Pirate. (Except I think he's stronger.) When he's gone, 
    claim the Artifact of Warrior. It might be a good idea to save somewhere now.
    Alright, let's look at the next clue.
    
    -------------------------
    Number of scans obtained: 1
    
    Creatures: 1
    Phazon Elite Pirate
    
    Pirate Logs: 0*
    
    Chozo Lore: 0*
    
    Pirate Logs: 0*
    
    Artifacts: 0
    
    Total scans obtained: 136
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 4*
    Total Suit upgrades obtained: 21*
    Total Artifacts obtained: 6
    Total percentage: 93%
    
    -------------------------------------------------------------------------------
    Artifact of Chozo                    /
    ------------------------------------
    
    “In one of Tallon's far corners, a Grove of life lies.
    Reveal the pillar beneath the waves to find the
    Artifact of Chozo.”
    
    You heard the clue, get your butt over to the Life Grove, where you got your
    X-Ray Visor. Once there, head into the water and blow away the metal blockage 
    with a Bomb. (It should have some sort of a symbol on it.) A pillar should rise 
    and reveal a Spinner. Use it to reveal a small nook where the Artifact of Chozo 
    is held. Grab it, then head back to the Artifact Temple. Stand at the center 
    of the platform, and two more Artifact clues will be scannable! Get them, then
    read the next clue.
    
    -------------------------
    Number of scans obtained: 2
    
    Creatures: 0
    
    Pirate Logs: 0*
    
    Chozo Lore: 0*
    
    Research: 0*
    
    Artifacts: 2
    Nature
    Sun
    
    Total scans obtained: 138
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 4*
    Total Suit upgrades obtained: 21*
    Total Artifacts obtained: 7
    Total percentage: 94%
    
    -------------------------------------------------------------------------------
    Artifact of Nature                   /
    ------------------------------------
    
    “A molten Lake lies within the tunnels of Magmoor.
    Shatter the column at the lake's center to reveal the
    Artifact of Nature.”
    
    Alright, head into Magmoor Caverns, and into a room that has “Lake” in the
    name. If you can't find it, it's the Lava Lake room. Once there, turn on your 
    X-Ray Visor. If the column you're looking at is solid, then head into the other 
    part of the room. Once you find the hollow one, blast it with a Super Missile 
    to reveal the Artifact. Now, let's look at the next clue......
    
    -------------------------
    Number of scans obtained: 0
    
    Creatures: 0
    
    Pirate Logs: 0*
    
    Chozo Lore: 0*
    
    Research: 0*
    
    Artifacts: 0
    
    Total scans obtained: 138
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 4*
    Total Suit upgrades obtained: 21*
    Total Artifacts obtained: 8
    Total percentage: 95%
    
    -------------------------------------------------------------------------------
    Artifact of Sun                      /
    ------------------------------------
    
    “Near Phendrana's shores, a Temple stands.
    Thaw the frozen waters flowing from the Elder
    to find the Artifact of Sun.”
    
    Alright, head to Phendrana Shores in the Drifts, and enter the Chozo Temple.
    Remember that statue at the top of the Temple that had its hands frozen? Head 
    to the statue and melt the ice. (Plasma Beam) Once you do that, Morph into a 
    ball on the statue's hands, and a tunnel will open up. Head through and collect 
    the Artifact of Sun. Now, let's look at the next clue.
    
    -------------------------
    Number of scans obtained: 0
    
    Creatures: 0
    
    Pirate Logs: 0*
    
    Chozo Lore: 0*
    
    Research: 0*
    
    Artifacts: 0
    
    Total scans obtained: 138
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 4*
    Total Suit upgrades obtained: 21*
    Total Artifacts obtained: 9
    Total percentage: 96%
    
    -------------------------------------------------------------------------------
    Artifact of World                    /
    ------------------------------------
    
    “Within the ruins of our home, we honor out fallen Elders
    in a great Hall. A chamber beneath the statue holds the
    Artifact of World.”
    
    Alright, if you didn't know already, head to the Hall of the Elders in the
    Chozo Ruins. Once there, defeat the Chozo Ghosts, and head up to the 
    color-coded Slots. Shoot the red one with your Plasma Beam to open it, and 
    plant a Bomb in the Slot. The statue will move, revealing a chamber. Within 
    lies the Artifact. Read the next clue....
    
    -------------------------
    Number of scans obtained: 0
    
    Creatures: 0
    
    Pirate Logs: 0*
    
    Chozo Lore: 0*
    
    Research: 0*
    
    Artifacts: 0
    
    Total scans obtained: 138
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 4*
    Total Suit upgrades obtained: 21*
    Total Artifacts obtained: 10
    Total percentage: 97%
    
    -------------------------------------------------------------------------------
    Artifact of Spirit                   /
    ------------------------------------
    
    “A tall cave stands at Phendrana's Edge. Seek the unseen
    entrance at its top to find the Artifact of Spirit.”
    
    Basically, just head to Phendrana's Edge. Once there, start climbing to the
    top. Now, turn on your X-Ray Visor, and slowly descend down the ledges. You 
    should see one ledge that has a transparent wall. Power Bomb it to reveal the 
    holding place of the Artifact of Spirit. Now, head back to the Artifact Temple, 
    and when you stand at the center of the platform, one last clue should be 
    available! Scan it, then read the clue.....
    
    -------------------------
    Number of scans obtained: 1
    
    Creatures: 0
    
    Pirate Logs: 0*
    
    Chozo Lore: 0*
    
    Research: 0*
    
    Artifacts: 1*
    Newborn
    
    Total scans obtained: 139
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 4*
    Total Suit upgrades obtained: 21*
    Total Artifacts obtained: 11
    Total percentage: 98%
    
    -------------------------------------------------------------------------------
    Artifact of Newborn                  /
    ------------------------------------
    
    “Invaders mine the depths in their greed.
    Forge a tunnel of the Great Poison to claim
    the Artifact of Newborn.”
    
    Yep, we'll have to head back to the Phazon Mines, but in the deep area, into
    the Phazon Mining Tunnel. Once you get to the bottom of the maze, where the 
    Phazon is. Keep bombing the rocks to “forge a path.” At the end, you'll get the 
    Artifact of Newborn. Hooray! Now we have all 12 Artifacts! Now, head back to 
    the Artifact Temple, and stand in the center of the platform. All of the Chozo 
    Totems will glow, and the central Totem will reveal a mystic light, to allow 
    access to the Impact Crater....but something is definitely going wrong.....
    
    -------------------------
    Number of scans obtained: 0
    
    Creatures: 0
    
    Pirate Logs: 0*
    
    Chozo Lore: 0*
    
    Research: 0*
    
    Artifacts: 0*
    
    Total scans obtained: 139
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 4*
    Total Suit upgrades obtained: 21*
    Total Artifacts obtained: 12*
    Total percentage: 100%
    
    -------------------------------------------------------------------------------
    Final Surprise                       /
    ------------------------------------
    
    An object will appear over the horizon, and it's heading towards the Temple at
    a high speed...it's Meta Ridley! He flies right into the center column, 
    destroying it, thus canceling the Crater access. Then, he'll face Samus, ready 
    to fight.....
    
    ---------------------
    BOSS: Meta Ridley
    
    To me, this boss battle is the coolest of the game, as it plays a remix of the
    Super Metroid Ridley battle. W00t!! Scan this guy first. Now, this boss has a 
    number of aerial attacks. He has a Pulse Beam that he shoots from his mouth, he 
    also fires Missiles from his back. He can also fly by at a high speed and drop 
    bombs, which are hard to avoid. After hitting him a few times, he'll start 
    doing another attack, flying right over the platform, and performing a 
    crash-landing. Don't be in close vicinity to him or you'll get damaged by the 
    attack. When he lands, he'll roar, then take off and fly under the platform, 
    then he'll reappear again. Now, for the offensive. Basically, just shoot your 
    Plasma Beam at his chest. That's all you have to do. Anyway, keep dodging his 
    attacks and damaging him, and when he's down to one-fourth energy left, his 
    wings will burn off, and he will land, thus signalling the second part of the 
    battle, and he will reveal his attacking prowess on the ground....
    
    He now basically just starts to ram you. Frequently dash to the side to avoid
    it. After he does a few rams, he will stop, and open his mouth to roar. When he 
    does that, shoot a Missile at his mouth. He will open up the inner part of his 
    chest. Use the Rapid-Fire Missiles trick and start shooting at that part. His 
    chest will eventually close up, and will start the ramming again. Keep doing 
    this process until he's about a sliver left of health left, in which his rams 
    will be faster and more frequent. It is harder to avoid his rams now, so try as 
    hard as you can. Once you get another chance, a few more Missiles should cause 
    him extreme pain. The battle will end, and the statues of the Temple will glow, 
    and will fire lasers right at Ridley's chest, and he'll back up, and fall off 
    the edge, his robotic-self will be destroyed at impact.
    ---------------------
    
    Samus will look down at where Meta Ridley fell, and will turn around to see
    Chozo Ghosts filling the spots where the destroyed totems laid. They'll gather 
    up their power, and will create a portal. Step inside to be whisked off....
    
    -------------------------
    Number of scans obtained: 1
    
    Creatures: 1
    Meta-Ridley
    
    Pirate Logs: 0*
    
    Chozo Lore: 0*
    
    Research: 0*
    
    Artifacts: 0*
    
    Total scans obtained: 140
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 4*
    Total Suit upgrades obtained: 21*
    Total Artifacts obtained: 12*
    Total percentage: 100%
    
    ===============================================================================
    Final Bout                           /
    ====================================
    
    You'll now arrive at the Impact Crater. There will be a Save Point to your
    left, so use it. Now, head into the next room to find.....red Phazon. Avoid 
    this stuff, because it's actually too powerful for your Phazon Suit. Across the 
    room is a swarm of Lumigeks, Parasites that live in and around Phazon. Scan one 
    before the swarm leaves. Head into the next room after a couple of red Phazon 
    pools, and you'll get to a HUGE, tall room with a large pillar in the center. 
    Around here, you'll encounter Fission Metroids, Metroids that have been exposed 
    to powerful Phazon 24/7. Scan one of these guys, then proceed to kill them with 
    charged Plasma shots, as these have an immunity to cold. But, when you damage 
    it enough, it'll split up into two other Fission Metroids! The two that it 
    splits up into both are vulnerable to only one type of Beam. As an example, 
    when a Fission Metroid splits up, say the first Metroid is yellow, and the 
    other one is white. Use your Power Beam to get rid of the yellow Fission 
    Metroid, and use the Ice Beam to destroy the white Fission Metroid. Just like 
    the color-coded Space Pirates.
    
    It's better to start climbing than fighting them, because practically every
    time you deal with a Fission Metroid, another one will show up, so just start 
    climbing. (or you can use Power Bombs to blow them up if they get too close) 
    Make sure you grab a scan for these Fissions, though. Around halfway up, you'll 
    encounter a Missile Station. Use it, because you need your Missiles for the 
    final boss. Anyway, keep climbing, and you'll get to the top. Head through the
    door here and head through the series of Spider Ball tracks to reach the end. 
    The next room has...the enemy you've been searching for in the game.....Metroid 
    Prime. It right now looks like a mechanical scorpion of sorts, due to all the 
    Space Pirate technology it assimilated. (See one of the Pirate Logs for more 
    info.)
    
    ---------------------
    FINAL BOSS: Metroid Prime
    
    As soon as the battle starts, Prime will break through the wall behind him to
    head to a new area. He's not a coward, he just wants a wide-open room so he can 
    test all his weaponry on Samus. Just follow him, and Samus will do her classic 
    spinning jump, and land in the room below. Now, scan this ugly creature. Now, 
    like Meta-Ridley, this boss has a number of attacks. One is his Missile 
    barrage. Just double side dash to avoid that. He also slams the ground with his
    forelegs and creates a line of ice. Dash or jump over to avoid. He also has a 
    breath attack, he also has a tractor beam, (which he'll use as a last resort 
    when his health is low) use the Boost Ball to escape that. He can also fire 
    poison bombs, which when they explode, will send out poisonous gas in a wide 
    radius. Also, when you're too close to him, he'll use melee attacks. Now moving 
    on to the really deadly attacks. He can also ram you. Back up real far to avoid 
    this, or, if applicable, Morph into a ball and hide in one of the ditches.
    
    When he passes over you, he'll create tremors, which may throw you out of the
    ditch, so be careful. He also shoots energy balls. Concentrate on these when he 
    fires them, as if they touch you, they'll explode and will cause Samus to lose 
    her Visor sight, and you can't fire at all, for a few seconds. Plus, they do 
    high damage, so take them out. The type of energy balls he creates varies, 
    depending on what color he is, and I'll explain it in a minute. Also, watch for 
    Prime when dealing with the energy balls, as he might do an attack if you're 
    not looking. If so, dodge it any way you can. His last attack his firing a beam 
    from his mouth. Again, the effects of the beam vary depending on his color. If 
    he's yellow, you'll just take a lot of damage. If he's purple, your Visor will 
    malfunction, but you'll still be able to see. If he's white, you'll freeze, in
    which the same thing will happen if a white energy ball touches you. If he's 
    red, you'll catch on fire for a few seconds and get your energy drained really 
    quickly.
    
    Now, for an offensive. Just shoot at his eyes, but, his color will decide which
    beam you have to use, so it's the same as the Fission Metroids and/or the 
    color-coded Space Pirates in the Mines. When he's yellow, find an appropriate 
    firing time, and shoot Super Missiles at him. When he's purple, use your Wave 
    Buster. When he's white, use your Ice Spreader. When he's red, just use your
    Plasma Beam, as the Flamethrower in this battle is useless. He has to be
    practically right over you for it to work right. When he's taken enough damage, 
    he'll flash red and get knocked back, so if your using the Wave Buster, stop 
    when he gets knocked back. Keep draining his energy as both of you descend 
    deeper and deeper, until he's finally faster than before, when he has more than 
    a sliver of health left.
    
    Also, when he gets knocked back, he'll do a charge, so be ready to hide in the
    ditch whenever you knock him back. When his health is low, he'll use his ram 
    without getting knocked back, so beware. Anyway, when his health is fully 
    depleted, he'll stagger onto a wall, break it open, and fall down the hole. 
    Walk over to the open wall, and Samus will look down, and see an abyss.....O_O 
    She'll take a long drop, and land in a room. Metroid Prime will emerge from his
    mechanical coverings and reveal his true self, thus starting the second phase 
    of the battle. Scan him again, and you should get a message saying you have 
    collected 100% scans! Stop the dancing around, we've got a boss to finish up.
    
    OK, now, he's invulnerable to all of your Beam weaponry, so just lock-on to him
    to keep an eye on him. He'll send out numerous energy waves, just jump over 
    them. Easy. Soon, he'll create a puddle of pure Phazon, and will disappear. 
    Step into the puddle, and your Arm Cannon will be supercharged, capable of 
    shooting streams of Phazon. Switch to your X-Ray Visor to see Prime, and let 
    him have it with a stream of Phazon until you've drained all the Phazon from 
    the puddle.
    
    Keep jumping over his energy waves, and when he creates another puddle of
    Phazon, he'll also create a couple of Metroids. Just step into the puddle and 
    shoot Phazon at the Metroids to kill them with one shot. Now, switch to your 
    Thermal Visor to see him now. Let him have it with another stream of Phazon, 
    and he should have around half-health by the time you're finished. By now, when 
    he should create Hunter Metroids. Just kill them with the Phazon Beam. (That's 
    when you can shoot Phazon.) Hit him again, (he should be visible in normal 
    sight, now) he should have a quarter of his health left, in which he'll create 
    Fission Metroids. If you do get caught in one of them, a Power Bomb should kill 
    them all. Anyway, when you get the chance to hit him again switch back to your 
    X-Ray Visor and get him. Keep going until its health is fully depleted.
    ---------------------
    
    Prime will form into a spiky membrane, (no, I do not believe it's an X Parasite
    Core) and will grab onto Samus with one of his spikes. After a hard struggle, 
    Prime will take her Phazon Suit, and some of her DNA. He then will start to 
    explode, and Samus will escape back to the Artifact Temple. The temple will 
    start blowing up, so she calls her gunship, and she leaps off just when the 
    ledge explodes. Her ship will catch her in the nick of time. She'll then take 
    her helmet off, looking over the Temple with a look of concern, then will close 
    her eyes as if in disgust. (It's actually hard to describe.) She will then fly 
    off, with the Credits rolling.
    
    When the Credits are over, you will see Samus's Gunship taking off at warp
    speed once escaping the planet's atmosphere. You'll see the Congratulations 
    screen, showing your item %age and completion time. If you have 100% ITEMS, 
    then another cutscene will show up, showing a big bubbling pool of Phazon in 
    the room where you just fought Prime's second form. The camera will close in, 
    and a black hand with an eye on the back will break free of the pool. The hand 
    will open its eye, and with an ominous roar, the cutscene fades and gets you to 
    a Save prompt. Do so, and that's the end.
    
    -------------------------
    Number of scans obtained: 4
    
    Creatures: 4*
    Lumigeks
    Fission Metroid
    Metroid Prime (1)
    Metroid Prime (2)
    
    Pirate Logs: 0*
    
    Chozo Lore: 0*
    
    Research: 0*
    
    Artifacts: 0*
    
    Total scans obtained: 144*
    -------------------------
    
    Total Missile Expansions obtained: 49*
    Total Energy Tanks obtained: 14*
    Total Power Bomb Expansions obtained: 4*
    Total Suit upgrades obtained: 21*
    Total Artifacts obtained: 12*
    Total percentage: 100%
    
      ___________________________
     / Logbook                   \
    -----------< Creatures        >------------------------------------------------
     \___________________________/
    
    This will list all the scans in the game in the order the game lists them in
    for easy reference if you're missing something. This will also detail the
    Logbook entries, including where you can first get them. Here's the creatures
    section.
    
    ---------------------
    Mega Turret
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Main Quarry
    
    Scan: Mechanism: Mega Turret
    Perimeter defense turret reinforced with energy shielding. Frustrated with
    inferior 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.
    
    ---------------------
    Grizby
    ŻŻŻŻŻŻ
    Area: Magmoor Caverns
    Room: Burning Trail
    
    Scan: Morphology: 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.
    
    ---------------------
    Zoomer
    ŻŻŻŻŻŻ
    Area: Tallon Overworld
    Room: Transport Tunnel A
    
    Scan: Morphology: 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 direct attacks.
    
    ---------------------
    Plated Parasite
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Furnace
    
    Scan: Morphology: Plated Parasite
    Hardy member of the Parasite family. Invulnerable to most weaponry. A cousin to
    the Parasite, these creatures are known for their amazing resilience. Field
    studies suggest a weakness to Morph Ball-delivered weapon systems.
    
    ---------------------
    Pulse Bombu
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Sun Tower Access
    
    Scan: Morphology: 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 an
    instinctive attraction to other charged energy sources. Pulse Bombus produce
    energy constantly. All excess energy is shed, regardless of who or what may be
    nearby.
    
    ---------------------
    Ice Shriekbat *LIMITED TIME* (They disappear forever once you get the Thermal
     Visor)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Ice Ruins West/East
    
    Scan: Morphology: Ice Shriekbats
    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.
    
    ---------------------
    Parasite Queen *ONE TIME*
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Space Pirate Frigate "Orpheon"
    Room: Reactor Core
    
    Scan: Morphology: Parasite Queen
    Parasite female, genetically enhanced by unknown means. A weak spot has been
    detected in this 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.
    
    ---------------------
    Scarab
    ŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Nursery Access
    
    Scan: Morphology: 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.
    
    ---------------------
    Aqua Reaper
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Gravity Chamber
    
    Scan: Morphology: 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.
    
    ---------------------
    Triclops
    ŻŻŻŻŻŻŻŻ
    Area: Magmoor Caverns
    Room: Pit Tunnel
    
    Scan: Morphology: Triclops
    Hard-shelled creature with powerful jaws. The Triclops is a hunter-gatherer. It
    collects small creatures and bits of 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.
    
    ---------------------
    Puffer
    ŻŻŻŻŻŻ
    Area: Magmoor Caverns
    Room: Lava Lake
    
    Scan: Morphology: 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.
    
    ---------------------
    Glider
    ŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Frost Cave
    
    Scan: Morphology: Glider
    Docile, airborne creatures with unusual magnetic properties. Gliders live a
    relatively peaceful existence. They have a magnetic signature attuned to common
    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.
    
    ---------------------
    Auto Turret
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Space Pirate Frigate "Orpheon"
    Room: Deck Beta Security Hall
    
    Scan: Subject >> Auto Defense Turret
    Use Missiles to break outer casing.
    
    ---------------------
    Jelzap
    ŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Phendrana's Edge
    
    Scan: Morphology: 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.
    
    ---------------------
    Beetle
    ŻŻŻŻŻŻ
    Area: Tallon Overworld
    Room: Canyon Cavern
    
    Scan: Morphology: 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.
    
    ---------------------
    Tangle Weed
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Totem Access
    
    Scan: Species: 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.
    
    ---------------------
    Flying Pirate
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Control Tower
    
    Scan: Morphology: 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.
    
    ---------------------
    Hive Mecha *ONE TIME*
    ŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Hive Totem
    
    Scan: Mechanoid: 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.
    
    ---------------------
    War Wasp
    ŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Ruined Nursery
    
    Scan: Morphology: 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 stinger extended. Fast-working toxins from the stinger can incapacitate
    most small organisms.
    
    ---------------------
    Bloodflower
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Tallon Overworld
    Room: Root Tunnel
    
    Scan: Morphology: Bloodflower
    Able to eject toxic spores. Toxins are poisonous even to the Bloodflower 
    itself. Three mouth-nodules protrude from the stalk beneath 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.
    
    ---------------------
    Ice Beetle
    ŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Research Core Access
    
    Scan: Morphology: 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.
    
    ---------------------
    Reaper Vine
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Arboretum
    
    Scan: Morphology: 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.
    
    ---------------------
    Aqua Drone *ONE TIME*
    ŻŻŻŻŻŻŻŻŻŻ
    Area: Tallon Overworld (Crashed Frigate)
    Room: Biohazard Containment
    
    Scan: Mechanoid: Aqua Drone
    Security mecha adapted for use in 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 attack, making them vulnerable to the Wave Beam.
    
    ---------------------
    Ice Trooper
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Elite Control
    
    Scan: Morphology: 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.
    
    ---------------------
    Sap Sac
    ŻŻŻŻŻŻŻ
    Area: Tallon Overworld
    Room: Tallon Canyon
    
    Scan: Species: Sap Sac
    Chemical reaction within sac produces violent explosion when agitated. Because
    of its irresistable 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.
    
    ---------------------
    Flickerbat
    ŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Phendrana Shorelines
    
    Scan: Morphology: 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.
    
    ---------------------
    Wave Trooper
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Mine Security Station
    
    Scan: Morphology: 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.
    
    ---------------------
    Sentry Drone
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Research Core Access
    
    Scan: Mechanoid: 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.
    
    ---------------------
    Burrower
    ŻŻŻŻŻŻŻŻ
    Area: Magmoor Caverns
    Room: Lake Tunnel
    
    Scan: Morphology: 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.
    
    ---------------------
    Plazmite
    ŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Totem Access
    
    Scan: Morphology: Plazmite
    Small insect capable of storing and releasing thermal energy. Plazmites are
    attracted to sources of heat, thriving on the energy present there. They emit
    light when hunting, and will expel small bursts of thermal energy when 
    threatened.
    
    ---------------------
    Barbed War Wasp *ONE TIME*
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Burn Dome
    
    Scan: Morphology: 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.
    
    ---------------------
    Flaahgra *ONE TIME*
    ŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Sunchamber
    
    Scan: Morphology: Flaaghra
    This mutant plant is the source of toxic water in the Ruins. Flaahgra's growth
    cycle has been radically accelerated. As a result, it requires near-constant
    exposure to solar energy 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.
    
    ---------------------
    Scatter Bombu
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Ice Ruins Access
    
    Scan: Morphology: 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 the Morph Ball and slipping between the 
    rotating energy streams.
    
    ---------------------
    Space Pirate
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Research Entrance
    
    Scan: Morphology: 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.
    
    ---------------------
    Parasite *LIMITED TIME*
    ŻŻŻŻŻŻŻŻ
    Area: Space Pirate Frigate "Orpheon"
    Room: Emergency Evacuation Area
    
    Scan: Morphology: 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.
    
    ---------------------
    Tallon Crab
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Tallon Overworld (Crashed Frigate)
    Room: Main Ventilation Shaft Section A
    
    Scan: Morphology: 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.
    
    ---------------------
    Blastcap
    ŻŻŻŻŻŻŻŻ
    Area: Tallon Overworld
    Room: Tallon Canyon
    
    Scan: Species: 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 senses even slight contact.
    
    ---------------------
    Aqua Sac
    ŻŻŻŻŻŻŻŻ
    Area: Tallon Overworld (Crashed Frigate)
    Room: Connection Elevator to Deck Beta
    
    Scan: Species: 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.
    
    ---------------------
    Lumigek
    ŻŻŻŻŻŻŻ
    Area: Impact Crater
    Room: Crater Tunnel A
    
    Scan: Morphology: 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.
    
    ---------------------
    Incinerator Drone *ONE TIME*
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Burn Dome
    
    Scan: Mechanoid: Incinerator Drone
    Programmed for high temperature waste disposal. Device schematics indicate a
    high risk of malfunction when internal power core is damaged. Unit has minimal
    combat programming, but can defend itself if necessary. This drone's intense
    heat blasts compensate for its lack of battle prowess.
    
    ---------------------
    Eyon
    ŻŻŻŻ
    Area: Chozo Ruins
    Room: Eyon Tunnel
    
    Scan: Morphology: 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.
    
    ---------------------
    Fission Metroid
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Impact Crater
    Room: Phazon Core
    
    Scan: Morphology: 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 Phazon mutation.
    
    ---------------------
    Oculus
    ŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Tower of Light
    
    Scan: Morphology: 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.
    
    ---------------------
    Meta Ridley *ONE TIME*
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Tallon Overworld
    Room: Artifact Temple
    
    Scan: Morphology: 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.
    
    ---------------------
    Plasma Trooper
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Metroid Quarantine B
    
    Scan: Morphology: 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.
    
    ---------------------
    Aqua Pirate
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Tallon Overworld (Crashed Frigate)
    Room: Reactor Core
    
    Scan: Morphology: 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.
    
    ---------------------
    Baby Sheegoth
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Ice Ruins East
    
    Scan: Morphology: Baby Sheegoth
    Glacial predator. Ice shell protects vulnerable torso 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 the frozen victim.
    
    ---------------------
    Seedling
    ŻŻŻŻŻŻŻŻ
    Area: Tallon Overworld
    Room: Great Tree Hall
    
    Scan: Morphology: Seedling
    Plant-based ground feeder. Dorsal spines can be ejected in self-defense.
    
    ---------------------
    Plated Beetle
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Ruined Shrine
    
    Scan: Morphology: Plated Beetle
    Well-armored burrowing insect. Vulnerable only in the rear 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.
    
    ---------------------
    Sheegoth
    ŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Chapel of the Elders
    
    Scan: Morphology: 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 ensare their targets. They are also fond of ramming and trampling their
    hapless prey.
    
    ---------------------
    Stone Toad
    ŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Energy Core
    
    Scan: Morphology: 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 undigestible, it regurgitates.
    Stone Toads use their tusks as a last resort in combat.
    
    ---------------------
    Metroid
    ŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Research Lab Aether
    
    Scan: Morphology: Metroid
    Energy-based parasitic predator. The dominant species of planet SR388, Metroids
    can suck the life force out of living thins. 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.
    
    ---------------------
    Venom Weed
    ŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Arboretum
    
    Scan: Species: 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.
    
    ---------------------
    Phazon Elite *ONE TIME* (He's the guardian of a Chozo Artifact)
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Elite Research
    
    Scan: Morphology: 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 Cannons normally used by Elites. The direct fusing of Phazon
    into their bodies provides a tremendous level of energy. The drastically lower
    life span that comes with this process is of little concern to the Pirate
    Research team.
    
    ---------------------
    Metroid Prime *ONE TIME*
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Impact Crater
    Room: Metroid Prime Lair
    
    Scan: Morphology: Metroid Prime
    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-fuzed 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 it in battle, rendering itself invisible when it
    does so.
    
    ---------------------
    Ice Burrower *LIMITED TIME*
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Plaza Walkway
    
    Scan: Morphology: Ice Burrower
    Burrower adapted to subfreezing climates. A hardy life-form, the Ice Burrower
    has adapted to the frigid clime of Phendrana. It spends most of its time
    tunneling through the frozen soil, but will occasionally surface to attack
    passersby.
    
    ---------------------
    Flaahgra Tentacle *ONE TIME*
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Sunchamber
    
    Scan: One of Flaaghra's tentacles fills the narrow drainage channel. Analysis
    indicates that Flaahgra's central nervous system is located at the base of this
    structure.
    
    ---------------------
    Elite Pirate
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Elite Control
    
    Scan: Morphology: Elite Pirate
    Phazon-enhanced 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 comnbat and at a distance. Their massive size can
    be a weakness, and their sluggish speed allows for evasion and quick attacks.
    
    ---------------------
    Omega Pirate *ONE TIME*
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Elite Quarters
    
    Scan: Morphology: 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.
    
    ---------------------
    Puddle Spore
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Magmoor Caverns
    Room: South Core Tunnel
    
    Scan: Morphology: 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.
    
    ---------------------
    Chozo Ghost
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Hall of the Elders
    
    Scan: Aberration: Chozo Ghost
    Spectral entity. Bioelectric field invulnerable to natural energies. 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.
    
    ---------------------
    Thardus *ONE TIME*
    ŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Quarantine Cave
    
    Scan: Morphology: 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 strength make it a formidable opponent.
    
    ---------------------
    Shriekbat
    ŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Arboretum Access
    
    Scan: Morphology: Shriekbat
    Territorial ceiling-dweller. Body temperature peaks at 121 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.
    
    ---------------------
    Hunter Metroid
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Frost Cave
    
    Scan: Morphology: Hunter Metroid
    Adolescent Metroid. Energy-siphon tentacle 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.
    
    ---------------------
    Magmoor
    ŻŻŻŻŻŻŻ
    Area: Magmoor Caverns
    Room: Lava Lake
    
    Scan: Morphology: Magmoor
    Fire-breathing serpent that dwells in lava. Magmoors prefer extreme heat zones,
    and are susceptible to frigid attack forms. Sightless, they navigate the lava
    currents using their sonar receptors. Magmoors have a keen sense of smell, 
    enabling them to pinpoint targets with startling accuracy.
    
    ---------------------
    Hive
    ŻŻŻŻ
    Area: Chozo Ruins
    Room: Ruined Nursery
    
    Scan: 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.
    
    ---------------------
    Metroid Prime *ONE TIME*
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Impact Crater
    Room: Subchamber One
    
    Scan: Morphology: Metroid Prime
    Highly evolved, Phazon-producing life-form. The aberration 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.
    
    ---------------------
    Shadow Pirate
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Specimen Storage
    
    Scan: Morphology: 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.
    
    ---------------------
    Ram War Wasp *ONE TIME*
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Hive Totem
    
    Scan: Morphology: 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.
    
    ---------------------
    Ice Parasite
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Chozo Ice Temple
    
    Scan: Morphology: 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.
    
    ---------------------
    Geemer
    ŻŻŻŻŻŻ
    Area: Tallon Overworld
    Room: Tallon Canyon
    
    Scan: Morphology: 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.
    
    ---------------------
    Crystallite
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Phendrana Shorelines
    
    Scan: Morphology: 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.
    
    ---------------------
    Plated Puffer
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Tower of Light
    
    Scan: Morphology: Plater 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.'
    
    ---------------------
    Power Trooper
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Elite Research
    
    Scan: Morphology: 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.
    
      ___________________________
     / Logbook                   \
    -----------< Pirate Data      >------------------------------------------------
     \___________________________/
    
    This will list all the scans in the game in the order the game lists them in
    for easy reference if you're missing something. This will also detail the
    Logbook entries, including where you can first get them. This is the Pirate 
    Data section.
    
    ---------------------
    Metroid Prime
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Elite Control
    
    Scan: 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 Metroids, albeit on a highly 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.
    
    ---------------------
    Mining Status
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Research Lab Hydra
    
    Scan: 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.
    
    ---------------------
    Artifact Site
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Tallon Overworld
    Room: Temple Security Station
    
    Scan: 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 hunder future energy production operations on Tallon IV, we
    must dismantle it as soon as possible.
    
    ---------------------
    Special Forces
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Metroid Quarantine B (small lab area)
    
    Scan: Space Pirate encrypted data decoded.
    
    Log 11.369.4
    As we continue to observe the development of 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 Elite Pirates in the
    vanguard of an army of normal and Flying Pirates, we will have a near-
    indestructible backbone that should turn the tide in any engagement.
    
    ---------------------
    Metroid Forces
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Research Lab Aether
    
    Scan: Space Pirate encrypted data decoded.
    
    Log 11.550.6
    Studies of Metroid biology continue, 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'd consumed,
    we would have a near-limitless source of power at our disposal.
    
    ---------------------
    Chozo Studies
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Elite Control
    
    Scan: 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.
    
    ---------------------
    Fall of Zebes *ONE TIME*
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Space Pirate Frigate "Orpheon"
    Room: Biohazard Containment
    
    Scan: 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.
    
    ---------------------
    Prime Mutations
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Elite Control
    
    Scan: 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 Prime corrects this defect and renders
    itself invulnerable to all weaponry. Containment would be nigh impossible if
    this were to occur.
    
    ---------------------
    Security Breaches
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Research Lab Hydra
    
    Scan: 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 within our current 
    timetable.
    
    ---------------------
    Phazon Analysis
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Research Lab Hydra
    
    Scan: 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 to a meteor of
    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.
    
    ---------------------
    Omega Pirate
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Omega Research
    
    Scan: Space Pirate encrypted data decoded.
    
    Log 11.232.8
    Elite Pirate 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 out Phazon deposits and
    coats itself in the substance, which instantly mends the creature's wounds. The
    subject, which we are code-named 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.
    
    ---------------------
    Contact
    ŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Observatory
    
    Scan: Encrypted data found. Downloading to Log Book...
    
    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 reconnaissance 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.
    
    ---------------------
    Chozo Ghosts
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Elite Control
    
    Scan: Space Pirate encrypted data decoded.
    
    Log 11.664.2
    There have been numerous incidents involving spectral entities at Chozo Ruins
    sites. 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 in response 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.
    
    ---------------------
    Prime Breach
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Elite Control
    
    Scan: 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 raw Phazon in the lab from 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 effects 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.
    
    ---------------------
    Parasite Larva
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Research Lab Hydra
    
    Scan: Encrypted data found. Downloading to Log Book...
    
    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
    peroid, and most survivors of the third infusion state are so violent and
    uncontrollable that they have to be euthanized. Even still, we remain hopeful
    that further experimentation will result in success.
    
    ---------------------
    Meta Ridley
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Research Lab Aether
    
    Scan: Space Pirate encrypted data decoded.
    
    Log 10.091.0
    The reconstruction of geoform 187, code-named Ridley, was recently completed.
    After his defeat on Zebes, Command ordered a number of metagenetic 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 we will certainly relish.
    
    ---------------------
    Phazon Program
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Observatory
    
    Scan: 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.
    
    ---------------------
    Metroid Morphology
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Research Lab Aether
    
    Scan: 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 any 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.
    
    ---------------------
    Chozo Artifacts
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Elite Control
    
    Scan: Space Pirate encrypted data decoded.
    
    Log 11.452.8
    We are particularly interested in a number of curious 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 blocks 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.
    
    ---------------------
    Phazon Infusion
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Research Lab Aether
    
    Scan: 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. Benevolent 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 regeneration.
    
    ---------------------
    Metroid Studies
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Research Lab Aether
    
    Scan: Space Pirate encrypted data decoded.
    
    Log 10.444.4
    Initial transfer of Metroids to Tallon IV research facilities has been 
    completed. Three 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 creatures stay stable thereafter remains to be seen.
    
    ---------------------
    The Hunter
    ŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Elite Control
    
    Scan: 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.
    
    ---------------------
    Elite Pirates
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Elite Research
    
    Scan: Space Pirate encrypted data decoded.
    
    Log 11.001.9
    Initial Project Helix experiments with Space Pirate embyros 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 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.
    
    ---------------------
    Glacial Wastes
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Research Lab Hydra
    
    Scan: 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.
    
    ---------------------
    Hunter Weapons
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Elite Control
    
    Scan: Space Pirate encrypted data decoded.
    
    Log 11.222.8
    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.
    
      ___________________________
     / Logbook                   \
    -----------< Chozo Lores      >------------------------------------------------
     \___________________________/
    
    This will list all the scans in the game in the order the game lists them in
    for easy reference if you're missing something. This will also detail the
    Logbook entries, including where you can first get them. This is the Chozo 
    Lores section.
    
    ---------------------
    Infestation
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Crossway
    
    Scan: Chozo script translated.
    A second plague has come upon the land, dousing the last flickering hopes of
    our race. Drawn by the very force we Chozo 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 blinded by delusions of harnessing the
    Great Poison for their own designs. They walk about as masters of the planet,
    assimilating the ruins of our sanctuary into their experiments. We can but
    watch and wait for our doom.
    
    ---------------------
    Binding
    ŻŻŻŻŻŻŻ
    Area: Tallon Overworld
    Room: Artifact Temple
    
    Scan: 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.
    
    ---------------------
    Cradle
    ŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Furnace
    
    Scan: 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 as 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 
    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 hoipe 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.
    
    ---------------------
    Beginnings
    ŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Vault
    
    Scan: 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 by 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 in
    the knit of nature. It is our hope that such a state will bring with it 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.
    
    ---------------------
    Cipher
    ŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Ice Ruins West
    
    Scan: 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 Artifacts 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.
    
    ---------------------
    Worm
    ŻŻŻŻ
    Area: Chozo Ruins
    Room: Crossway
    
    Scan: 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.
    
    ---------------------
    Fountain
    ŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Ruins Entrance
    
    Scan: 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 fiture, 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.
    
    ---------------------
    Exodus
    ŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Ruined Nursery
    
    Scan: Chozo script translated.
    We Chozo are departing now, after so many years in peaceful seclusion here on
    Tallon IV. When we came, this places 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.
    
    ---------------------
    Hatchling's Shell
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Crossway
    
    Scan: 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 see her wounded eyes, and remember the child we found so long ago. What has
    she become, this 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 defile our sacred 
    home? Does she still live?
    
    ---------------------
    Hatchling
    ŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Ruined Fountain
    
    Scan: 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.
    
    ---------------------
    Meteor Strike
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Watery Hall
    
    Scan: 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 of
    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.
    
    ---------------------
    Contain
    ŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Sun Tower
    
    Scan: 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 ever 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.
    
    ---------------------
    The Turned
    ŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Phendrana Canyon
    
    Scan: 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 unexorable currents. The Chozo who cling to sanity fight 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 to
    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.
    
    ---------------------
    Hope
    ŻŻŻŻ
    Area: Chozo Ruins
    Room: Hall of the Elders
    
    Scan: Chozo script translated.
    More and more, our tormented minds 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 out 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.
    
    ---------------------
    Statuary
    ŻŻŻŻŻŻŻŻ
    Area: Tallon Overworld
    Room: Artifact Temple
    
    Scan: Chozo script translated.
    As we have done for millenia, 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 system. Some are merely reminders: silent emblems of
    the Chozo that serve as icons of peace in lands that know only war. Others
    wield subtle strength, exerting their influence 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.
    
    ---------------------
    Newborn
    ŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Magma Pool (hidden behind a Bendezium wall; Power Bomb it)
    
    Scan: 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.
    
      ___________________________
     / Logbook                   \
    -----------< Research         >------------------------------------------------
     \___________________________/
    
    This will list all the scans in the game in the order the game lists them in
    for easy reference if you're missing something. This will also detail the
    Logbook entries, including where you can first get them. This is the Research
    section.
    
    ---------------------
    Save Station
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Space Pirate Frigate "Orpheon"
    Room: Reactor Core Entrance
    
    Scan: Save Station
    Step into these stations to save your game and fully restore your energy.
    
    ---------------------
    Missile Door Lock *LIMITED TIME* (Must scan before destroying them all)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Hive Totem
    
    Scan: 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.
    
    ---------------------
    Map Station *LIMITED TIME* (Must scan before using them all)
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Space Pirate Frigate "Orpheon"
    Room: Map Facility
    
    Scan: Map Station
    Walk into Map Station holograms to download a map of the area you're in.
    
    ---------------------
    Spinner *LIMITED TIME* (Must scan before using them all)
    ŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Ruined Courtyard
    
    Scan: This is a standard Spinner device. The generator belts of the Spinner can
    be activated by rapid rotational force. Use the Boost ability of the Morph Ball
    when inside a Spinner to activate the device.
    
    ---------------------
    Missile Ammo
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Space Pirate Frigate "Orpheon"
    Room: Deck Beta Security Hall
    
    Scan: Missile Ammunition.
    Resupplies Missile Launcher with 5 rounds of ammo.
    
    ---------------------
    Large Energy
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Totem Access
    
    Scan: Large Energy.
    Replenishes 20 units of energy.
    
    ---------------------
    Small Energy
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Space Pirate Frigate "Orpheon"
    Room: Anywhere
    
    Scan: Small Energy.
    Replenishes 10 units of energy.
    
    ---------------------
    Stalactite *LIMITED TIME* (Scan one before breaking them all)
    ŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Ice Ruins West
    
    Scan: 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.
    
    ---------------------
    Missile Station
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Hall of the Elders
    
    Scan: Missile Station
    Step into these stations to fully reload your Missile Launcher.
    
    ---------------------
    Spider Ball Track
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts
    Room: Quarantine Cave
    
    Scan: Magnetic rail system track. In Morph Ball mode, press and hold [R] when
    close to this type of surface. Use [Control Stick] to move the Ball along the
    track. Release [R] to disengage from the surface. CAUTION: A Morph Ball Bomb
    will briefly disengage the Ball from the track.
    
    ---------------------
    Power Bomb Ammo
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Anywhere
    
    Scan: Power Bomb Ammunition. Resupplies Power Bomb with 1 round of ammo.
    
    ---------------------
    Grapple Point
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Phazon Mines
    Room: Ore Processing
    
    Scan: Analysis indicates a viable attach point for the Grapple Beam. To use the
    Grapple Beam, use [L] when the [Grapple Point] icon appears.
    
    ---------------------
    Zebes
    ŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Observatory
    
    Scan: 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.
    
    ---------------------
    Ultra Energy
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Sun Tower Access
    
    Scan: Ultra Energy.
    Replenishes 100 units of energy.
    
    ---------------------
    Morph Ball Slot *LIMITED TIME* (Have to scan this before activating one)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Energy Core
    
    Scan: Standard Morph Ball slot. This slot is active. Inserting the Morph Ball
    and detonating a Bomb will usually cause these slots to send electrical 
    impulses that can activate different types of devices.
    
    ---------------------
    Tallon IV
    ŻŻŻŻŻŻŻŻŻ
    Area: Phendrana Drifts (Space Pirate Base)
    Room: Observatory
    
    Scan: 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 UV will be a barren Class XIII wasteland in approximately 25
    years.
    
    ---------------------
    Locked Door *ONE TIME*?
    ŻŻŻŻŻŻŻŻŻŻŻ
    Area: Chozo Ruins
    Room: Energy Core
    
    Scan: Lock system engaged. Secure the area to unlock door.
    
    ---------------------
    Gunship
    ŻŻŻŻŻŻŻ
    Area: Tallon Overworld
    Room: Landing Site
    
    Scan: Hunter-class gunship registered to Samus Aran. You can return to your
    ship to recharge energy, reload weapons, and save progress in the game.
    
      ___________________________
     / Inventory                 \
    -----------< Suit Upgrades    >------------------------------------------------
     \___________________________/
    
    This is for the Suit Upgrades that you get in the game. This will also detail
    the stuff you already start off with after the Frigate section of the game. 
    Just for kicks. These are listed in the order the game lists them. If you want
    the locations of the Artifacts, just check the walkthrough's Artifact 
    collection section.
    
    ---------------------
    Power Beam
    ŻŻŻŻŻŻŻŻŻŻ
    Categorized: Arm Cannon
    Found: Start of game
    
    Scan: The Power Beam is the default Arm Cannon, it has the best rate of fire.
    Press [C-Stick Up] to select the Power Beam as your active weapon. The Power 
    Beam can be used to open Blue Doors. If you see your shots ricochet, cease 
    fire. The Power Beam is not working against that target. You can use the Power 
    Beam to quickly clear an area of weak foes.
    
    ---------------------
    Ice Beam
    ŻŻŻŻŻŻŻŻŻ
    Categorized: Arm Cannon
    Found: Chozo Ruins, Antechamber
    
    Scan: The Ice Beam can freeze enemies solid. Hits from the Ice Beam may also
    slow foes down. Press [C-Stick Down] to select the ice Beam as your active
    weapon. 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.
    
    ---------------------
    Wave Beam
    ŻŻŻŻŻŻŻŻŻ
    Categorized: Arm Cannon
    Found: Phendrana Drifts, Chapel of the Elders
    
    Scan: The Wave Beam fires powerful electric bolts. This weapon has a limited
    homing capability as well. Press [C-Stick Right] to select the Wave Beam as 
    your active weapon. Fire the Wave Beam to open Purple Doors. The Wave Beam 
    won't home in on targets without a lock-on. Press and hold L 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 moments.
    
    ---------------------
    Plasma Beam
    ŻŻŻŻŻŻŻŻŻŻŻ
    Categorized: Arm Cannon
    Found: Magmoor Caverns, Plasma Processing (accessed from Geothermal Core)
    
    Scan: The Plasma Beam fires streams of molten energy. This Beam can ignite
    flammable objects and enemies. Press [C-Stick Left] to select the Plasma Beam
    as your active weapon. 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.
    
    ---------------------
    Phazon Beam
    ŻŻŻŻŻŻŻŻŻŻŻ
    Categorized: Arm Cannon
    Found: Phazon Mines, Elite Quarters
    
    Scan: The viral corruption of the Power Suit has altered the Arm Cannon as 
    well. It is now capable of firing the powerful Phazon Beam. 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.
    
    ---------------------
    Morph Ball
    ŻŻŻŻŻŻŻŻŻŻ
    Categorized: Morph Ball
    Found: Chozo Ruins, Ruined Shrine
    
    Scan: The Morph Ball changes your Suit into a compact, mobile sphere. Press [X]
    to enter Morph Ball mode. Press [X] again to leave Morph Ball mode. Like the 
    Power Suit, the Morph Ball is modular. There are several modifications that can
    be added to improve performance.
    
    ---------------------
    Boost Ball
    ŻŻŻŻŻŻŻŻŻŻ
    Categorized: Morph Ball
    Found: Phendrana Drifts, Phendrana Canyon
    
    Scan: The Boost Ball can be used to increase the Morph Ball's speed for short
    periods. Press and hold [B] to charge, then release [B] to trigger a quick 
    boost of speed. When charging, the longer you hold [B], 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.
    
    ---------------------
    Spider Ball
    ŻŻŻŻŻŻŻŻŻŻŻ
    Categorized: Morph Ball
    Found: Phendrana Drifts, Quarantine Cave
    
    Scan: The Spider Ball allows you to move the Morph Ball along magnetic rails.
    Press and hold [R] to activate the Spider Ball ability. 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.
    
    ---------------------
    Morph Ball Bomb
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Categorized: Morph Ball
    Found: Chozo Ruins, Burn Dome
    
    Scan: The Morph Ball Bomb is the default weapon for the Morph Ball. Press [A]
    when in Morph Ball mode to drop a Morph Ball Bomb. 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.
    
    ---------------------
    Power Bomb
    ŻŻŻŻŻŻŻŻŻŻ
    Categorized: Morph Ball
    Found: Phazon Mines, Central Dynamo
    
    Scan: The Power Bomb is the strongest Morph Ball weapon. Press [Y] when in
    Morph Ball mode to drop a Power Bomb. 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.
    
    ---------------------
    Power Suit
    ŻŻŻŻŻŻŻŻŻŻ
    Categorized: Suits
    Found: Start of game
    
    Scan: The Power Suit is an advanced Chozo exoskeleton modified for use by Samus
    Aran. The Power Suit provides life-support functions and is well shielded from
    attack. The modular nature of the Power Suit allows for the addition of 
    weapons, Visors, and other gear as needed. The Power Suit's shielding loses
    energy with each hit: collect energy when possible to keep the shielding 
    charged.
    
    ---------------------
    Varia Suit
    ŻŻŻŻŻŻŻŻŻŻ
    Categorized: Suits
    Found: Chozo Ruins, Sunchamber
    
    Scan: The Varia Suit adds increased heat resistance to the Power Suit. This
    modification increases your defensive shielding. While the Varia Suit can 
    handle higher temperatures than normal, extreme heat sources and heat-based
    attacks will still cause damage.
    
    ---------------------
    Gravity Suit
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Categorized: Suits
    Found: Phendrana Drifts, Gravity Chamber
    
    Scan: The Gravity Suit eliminates the effects of liquid on movement. This
    modification improves your defensive shielding. The Gravity Suit allows for
    imporved 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.
    
    ---------------------
    Phazon Suit
    ŻŻŻŻŻŻŻŻŻŻŻ
    Categorized: Suits
    Found: Phazon Mines, Elite Quarters
    
    Scan: The Power Suit has been corrupted by viral exposure, turning it into the
    Phazon Suit. The viral corruption of the Power Suit has some beneficial side
    effects. The 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 Phazon
    resistance, the corruption has dramatically increased defensive shielding
    levels.
    
    ---------------------
    Energy Tank
    ŻŻŻŻŻŻŻŻŻŻŻ
    Categorized: Suits
    Found: Anywhere
    
    Scan: The Energy Tanks increase the power level available to your Suit's
    defense screens. 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.
    
    ---------------------
    Combat Visor
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Categorized: Visors
    Found: Start of game
    
    Scan: The Combat Visor is your default Visor. It provides you with a Heads-Up
    Display (HUD) containing rader, mini-map, lock-on reticules, threat assessment,
    energy gauge, and Missile count. Press [D-Pad Up] to select the Combat Visor. 
    Icons for the Arm Cannons you possess are shown in the lower-right corner of 
    the Combat Visor. Icons for the Visors you possess are shown in the lower-left 
    corner of the Combat Visor.
    
    ---------------------
    Scan Visor
    ŻŻŻŻŻŻŻŻŻŻ
    Categorized: Visors
    Found: Start of game
    
    Scan: The Scan Visor is used to collect data. Some devices will activate when
    scanned. Press [D-Pad Left] to select the Scan Visor. Move the Visor over 
    targets with this symbol [Scan Symbol], then press and hold [L] to scan. Use 
    [D-Pad] to select another available Visor or press [A] to turn the Visor off. 
    Mission-critical scan targets [Red Scan Symbol] will be red in color. Scanning 
    enemies with this Visor can reveal their vulnerabilities. You will be unable to 
    fire any weapons while the Scan Visor is active. Scanned data vital to the 
    success of the mission is downloaded and stored in the Log Book section of the 
    Pause Screen. Press [R] on this screen to access the Log Book.
    
    ---------------------
    X-Ray Visor
    ŻŻŻŻŻŻŻŻŻŻŻ
    Categorized: Visors
    Found: Tallon Overworld, Life Grove
    
    Scan: The X-Ray Visor can see through certain types of materials. Press [D-Pad
    Right] to select the X-Ray Visor. 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.
    
    ---------------------
    Thermal Visor
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Categorized: Visors
    Found: Phendrana Drifts, Research Core
    
    Scan: The Thermal Visor allows you to see in the infrared spectrum. Hot objects
    are bright in the Visor, while colder ones are dim. Press [D-Pad Down] to
    select the Thermal Visor. 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 this Visor.
    
    ---------------------
    Space Jump Boots
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Categorized: Secondary Items
    Found: Tallon Overworld, Alcove
    
    Scan: The Space Jump Boots increase the leaping capability of the Power Suit
    through the use of boot-mounted thrusters. Press [B] to jump, then press [B]
    again during the jump to use the Space Jump Boots. Timing is important when 
    using the Space Jump Boots. Experiment to discover ways to increase the height 
    and length of your jumps.
    
    ---------------------
    Grapple Beam
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    Categorized: Secondary Items
    Found: Phazon Mines, Storage Depot B (accessed from Ore Processing)
    
    Scan: The Grapple Beam allows you to swing back and forth from special points
    in the environment. Grapple Points appear in your Visor as a [Grapple Point]
    icon. Press and hold [L] to fire the Grapple Beam. Hold [L] down to stay
    connected: let go to release. The Grapple Beam can be used to cross large gaps.
    Use the [Control Stick] while grappling to swing in different directions.
    
    ---------------------
    Missile Launcher
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Categorized: Secondary Items
    Found: Chozo Ruins, Hive Totem
    
    Scan: The Missile Launcher adds ballistic weapon capability to the Arm Cannon.
    Press [Y] to fire the Missile Launcher. Press [A] to return to Beam mode. 
    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.
    
    ---------------------
    Charge Beam
    ŻŻŻŻŻŻŻŻŻŻŻ
    Categorized: Secondary Items
    Found: Chozo Ruins, Watery Hall
    
    Scan: The Charge Beam allows you to increase the damage and effectiveness of
    the Arm Cannon. Press and hold [A] to charge the Arm Cannon, then release [A]
    to fire. 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.
    
    ---------------------
    Beam Combo
    ŻŻŻŻŻŻŻŻŻŻ
    Categorized: Secondary Items
    Found: Phendrana Drifts, Observatory; Chozo Ruins, Tower of Light; Magmoor
     Caverns, Shore Tunnel; Phazon Mines, Storage Depot A (accessed from Mine 
     Security Station)
    
    Scan: The Charge Combos allow you to fire the Missile Launcher and Arm Cannon
    together. The combined attacks are stronger than normal blasts. The Arm Cannon
    must be charged to use a Charge Combo. When your Arm Cannon is charged, press
    [Y] to fire the Charge Combo. The Single Shot Charge Combos fire one blast at a 
    time. Each shot uses a number of Missiles. Sustained Fire Charge Combos will
    fire as long as you have Missiles. Hold [A] down after you fire. It takes ten
    Missiles to trigger these Charge Combos, then five Missiles per second 
    afterward. Page down for information on the individual Charge Combos. This data
    will download to the Log Book after each Charge Combo is acquired.
    
    The Super Missile is the Power Charge Combo. Super Missile is a Single Shot
    Charge Combo. Each shot costs 5 Missiles. Super Missiles can destroy objects
    made of Cordite.
    
    The Ice Spreader is the Ice Charge Combo. It can freeze targets in a wide area.
    Ice Spreader is a Single Shot Charge Combo. Each shot costs 10 Missiles. Ice
    Spreader is limited against aerial targets.
    
    The Wavebuster is the Wave Charge Combo. This potent blast auto-seeks targets
    in the area. 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.
    
    The Flamethrower is the Plasma Charge Combo. You can sweep its stream of flame
    across multiple targets. 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 tartgets in an area.
    
      ___________________________
     / Inventory                 \
    -----------<Missile Expansions>------------------------------------------------
     \___________________________/
    
    This lists all the Missile Expansions in the game, collected by chronological
    order. This also has checkmark boxes, in case you print this out.
    
    ---------------------
    Missile Expansion #1: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Ruined Gallery
    How to: Look across the water to see a platform with Blastcaps on it. Shoot 
     them down, then hop on the platform. Missile the cracked wall to blow open an
     alcove revealing this.
    
    ---------------------
    Missile Expansion #2: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Watery Hall Access
    How to: In the middle of the access is a cracked wall surrounded by a pool of
     water. Blow up this wall with a Missile to find this.
    
    ---------------------
    Missile Expansion #3: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Burn Dome
    How to: After getting the Bombs, there's a cracked wall the size of a Morph
     Ball in the Burn Dome, easily found if you follow the small stream of water.
     Bomb it and head through the tunnel to find this.
    
    ---------------------
    Missile Expansion #4: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Ruined Nursery
    How to: Notice the Morph Ball maze on one side of the room? Enter it from the
     lower floor and bomb the Sandstone block to clear the way. Now head to the top
     level and follow the fairly linear maze to this expansion.
    
    ---------------------
    Missile Expansion #5: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Ruined Gallery
    How to: There are two Morph Ball tunnel entrances in Ruined Gallery that can
     only be accessed through Bomb Jumps. As such, find the Morph Ball Bombs and
     enter through either entrance to go through a U-shaped tunnel, with this item
     in the middle of it.
    
    ---------------------
    Missile Expansion #6: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Vault
    How to: In the middle of the room lies this expansion. To get it, you must
     deactivate the locks. Find them, then do the following: Bomb the barricade
     from the first lock and enter it. Bomb while inside to break the first lock.
     On the next lock, Bomb Jump and plant a Bomb at the peak of your jump to bomb
     the barricade, then Bomb Jump again to enter. Bomb to break the second lock.
     Finally, do a Double Bomb Jump to reach the third one. Plant a Bomb, then just
     before it explodes, plant another. At the peak of your Bomb Jump, plant 
     another. Done right, the second bomb will propel you to the third, and the 
     third will propel you farther upward. Break the last lock and the expansion is
     yours.
    
    ---------------------
    Missile Expansion #7: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Magmoor Caverns, Storage Cavern
    How to: Storage Cavern can be accessed from Triclops Pit. While in the Morph
     Ball floor of Triclops Pit, there should be a Morph Ball tunnel you can go
     through. It will lead to a door. Enter it to enter Storage Cavern. Now just
     walk to the end to grab this.
    
    ---------------------
    Missile Expansion #8: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Main Plaza
    How to: In the center of the Plaza is a half-pipe structure. Use the Boost Ball
     to gain momentum, and enter an alcove just below the bridge that has this.
    
    ---------------------
    Missile Expansion #9: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Ruined Shrine
    How to: There's a half-pipe structure in Ruined Shrine. Use the Boost Ball to
     get on one of the side ledges. On one of these ledges is a tunnel. Go through
     it with the Morph Ball to find this.
    
    ---------------------
    Missile Expansion #10: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Ruined Shrine
    How to: In the same room as the above expansion, there is a tunnel blocked by
     Sandstone in the arena where you fought all those Beetles. Bomb the Sandstone
     and go through the tunnel to find this.
    
    ---------------------
    Missile Expansion #11: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Tallon Overworld, Landing Site
    How to: Behind your gunship is a Morph Ball tunnel guarded by Tangle Weeds.
     Enter the tunnel to find this.
    
    ---------------------
    Missile Expansion #12: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Tallon Overworld, Transport Tunnel B
    How to: This expansion can be found under the small bridge in this room, which
     is accessed at the bottom of Root Cave.
    
    ---------------------
    Missile Expansion #13: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Magmoor Caverns, Fiery Shores
    How to: From the side of the Fiery Shores leading to Transport to Tallon 
     Overworld West, you should see a stack of two crates blocking an entryway
     right by the shore of the lava. Break them, then head through. Bomb Jump up,
     and cross the catwalks carefully to reach this.
    
    ---------------------
    Missile Expansion #14: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phendrana Drifts, Research Lab Aether
    How to: While on the middle level of the room, while on a catwalk, you should
     see a smaller catwalk above you. Space Jump up to there, and carefully move 
     the Morph Ball across the small catwalk to reach this.
    
    ---------------------
    Missile Expansion #15: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phendrana Drifts, Research Lab Hydra
    How to: On the top floor of the lab, there is a cylindrical tank made of 
     Cordite. Destroy it with a Super Missile to reveal this.
    
    ---------------------
    Missile Expansion #16: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Main Plaza
    How to: Get up to the bridge. While looking around, you should find a ledge
     towards the entrance to the Tallon Overworld elevator. Jump there, then turn
     to fire the Power Beam at the tree. When you find a spot where your shots
     ricochet, fire a Super Missile there to blow open a part of the tree, 
     revealing this item. Space Jump to it.
    
    ---------------------
    Missile Expansion #17: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Ruined Fountain
    How to: Get inside the fountain using the Morph Ball, and hold R. The fountain
     will eventually shoot you up to a Spider Ball Track that you'll automatically
     connect to. Follow it to find this.
    
    ---------------------
    Missile Expansion #18: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Dynamo
    How to: The Dynamo can be reached through a Morph Ball hole near a Chozo Lore
     in Watery Hall. At the floor of the Dynamo, look for a grating. Shoot it with
     a Missile to gain access to this.
    
    ---------------------
    Missile Expansion #19: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Dynamo
    How to: In the same room is a Spider Ball Track leading upwards. Follow it to
     find this.
    
    ---------------------
    Missile Expansion #20: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Gathering Hall
    How to: At the top level of Gathering Hall, near the door leading to East 
     Atrium, hop onto one of the machines with red lights on either side. Now turn
     towards the door, and Space Jump to see a ledge above. Get up there, then Bomb
     the grating to find this.
    
    ---------------------
    Missile Expansion #21: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Crossway
    How to: On the side of the room that leads to a Missile door, there is a slab
     of Cordite on the wall. Super Missile it and scan what's behind it to reveal a
     Spider Ball Track and a Morph Ball Slot. Use the half-pipe to get up there and
     activate the Slot. This will make another Spider Ball Track and Morph Ball
     Slot appear. Get up to that using the half-pipe, and activate the Slot. This
     will make a piston nearby move downward for a brief time. Enter it using the
     Morph Ball, and have it take you up to the top. Follow the tunnel to find 
     this.
    
    ---------------------
    Missile Expansion #22: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Tallon Overworld, Overgrown Cavern
    How to: To reach Overgrown Cavern, you must use the elevator in Chozo Ruins to
     Tallon Overworld East. Follow the halls until you get to this room. The 
     expansion is found in plain sight amidst a field of Venom Weeds. Shoot at the
     Venom Weeds through the hole first, then use the Boost Ball to quickly move
     through it while grabbing the expansion.
    
    ---------------------
    Missile Expansion #23: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Tallon Overworld, Frigate Crash Site
    How to: Must need the Gravity Suit. While under the pool, if you look around,
     you can find this expansion in an alcove. Space Jump up there to get it.
    
    ---------------------
    Missile Expansion #24: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Tallon Overworld, Biohazard Containment
    How to: While underwater in this room, find a seal made of Cordite by using the
     Scan Visor, then Super Missile it to find this.
    
    ---------------------
    Missile Expansion #25: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phazon Mines, Main Quarry
    How to: Get to the top of the mining facility here, and find a power conduit by
     using the Thermal Visor. Power it with the Wave Beam to turn on the crane
     control. Scan it to move the crane over to a wall, breaking part of it,
     revealing this expansion. Use the Spider Ball Track to get over there and Bomb
     Jump to the expansion.
    
    ---------------------
    Missile Expansion #26: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phazon Mines, Elite Research
    How to: At the top of Elite research is a Pulse Beam device used for mining.
     Use the Spinner up here to spin the Pulse Beam around, and scan the computer
     to fire it. Do this until you find this expansion. You also need to use this
     to continue on.
    
    ---------------------
    Missile Expansion #27: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phazon Mines, Elite Control Access
    How to: Once you enter from Elevator A, look up and ahead to see an explosive
     crate. Shoot it down to blow open a grating revealing this, plus kill the two
     Space Pirates hiding in the ceiling vents. Might as well kill three birds with
     one stone, eh?
    
    ---------------------
    Missile Expansion #28: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phazon Mines, Security Access A
    How to: On the side leading to Main Quarry is a crudely-constructed wall made
     of Bendezium. Power Bomb it and MOVE AWAY, as there are explosive crates just
     behind that wall. After the smoke has cleared, go through the now-open tunnel
     to find this.
    
    ---------------------
    Missile Expansion #29: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Tallon Overworld, Life Grove Tunnel
    How to: In the 2-D section, there's part of the tunnel that forms a complete
     circle. Use the Boost Ball to get to the top, then Bomb the weak flooring to
     fall through and get this expansion.
    
    ---------------------
    Missile Expansion #30: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Furnace
    How to: On one side of the Furnace is a floor made of Bendezium. Break it open
     with a Power Bomb to reveal a half-pipe. Use the Boost Ball to get up to the
     Spider Ball Track. Make your way carefully across broad pipes and Spider Ball
     Tracks to find this expansion.
    
    ---------------------
    Missile Expansion #31: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Watery Hall
    How to: Now that Flaaghra is killed, all the water in Chozo Ruins is now not
     poisonous. Get into the water of Watery Hall to find a tunnel. Go through it
     and surface to find this.
    
    ---------------------
    Missile Expansion #32: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Training Chamber Access
    How to: Before entering the door leading to the Training Chamber, investigate
     the thick brush closeby to find a Morph Ball tunnel. Go through it to find
     this.
    
    ---------------------
    Missile Expansion #33: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Main Plaza
    How to: The Main Plaza sure holds a lot of Missile Expansions, eh? To collect
     this one, you must enter Main Plaza from the Training Chamber, where you'll
     end up on a secluded ledge. Grapple across with the Grapple Beam to get this
     expansion.
    
    ---------------------
    Missile Expansion #34: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Magmoor Caverns, Triclops Pit
    How to: Cloaked platforms can be seen in the room if you use the X-Ray Visor to
     look around. From the entrance to Pit Tunnel, Space Jump to the first 
     platform, then jump to the last one. You should see this expansion, but it's
     inside a pillar. Missile away part of the pillar so you can grab this. Be 
     quick though, as the platforms descend slowly as you stand on them.
    
    ---------------------
    Missile Expansion #35: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phendrana Drifts, Frost Cave
    How to: Once you have the Grapple Beam, swing across to the other side using
     the Glider, then find a stalactite to shoot down with a Missile. Doing so will
     make it fall onto the frozen water, breaking a hole in it. Drop down there and
     you will find this expansion just below the sheet of ice.
    
    ---------------------
    Missile Expansion #36: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phendrana Drifts, Gravity Chamber
    How to: There's a bunch of ice stalactites on the ceiling of Gravity Chamber.
     Plasma Beam them, then grapple up to the Grapple Point. Swing on it while
     looking around until you find this expansion on an outcropping.
    
    ---------------------
    Missile Expansion #37: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phendrana Drifts, Quarantine Monitor
    How to: From the ledge in Quarantine Cave that leads to Transport to Magmoor
     Caverns South, there is a Grapple Point. Grapple across, then enter the Morph
     Ball tunnel to enter Quarantine Monitor, where this is held.
    
    ---------------------
    Missile Expansion #38: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phendrana Drifts, Phendrana Shorelines
    How to: At the entrance to the Chozo Temple, find a panel of Cordite. Destroy
     it with a Super Missile and scan what's behind it to open up a Morph Ball path
     to a Spider Ball Track. Take it to find this.
    
    ---------------------
    Missile Expansion #39: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phendrana Drifts, Phendrana Shorelines
    How to: Just outside the entrance hall to the Save Station, look to your right
     to find a large rock pillar. Get behind it to find a sheet of ice. Melt it 
     with the Plasma Beam to find this expansion.
    
    ---------------------
    Missile Expansion #40: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phendrana Drifts, Ice Ruins East
    How to: Below the door to Plaza Walkway, facing the cliff, you should find a
     sheet of ice. Melt it with the Plasma Beam, then follow the new path to find
     this.
    
    ---------------------
    Missile Expansion #41: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phendrana Drifts, Ice Ruins East
    How to: Start climbing the ruins, but stop once you see Crystallites. Turn
     around and you should spot a Spider Ball Track. Go up it to find this hidden
     item.
    
    ---------------------
    Missile Expansion #42: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phazon Mines, Metroid Quarantine A
    How to: Just climb through it normally, but when you get to the Spider Ball
     Track, plant a Power Bomb near it to break open a wall. Use the X-Ray Visor to
     help you find the wall. Follow the new hall, break the next wall with a Power
     Bomb, and follow the new Spider Ball Track. Take an invisible platform up to
     find this.
    
    ---------------------
    Missile Expansion #43: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phazon Mines, Fungal Hall Access
    How to: At the bottom of this room is a Phazon pit and many mushrooms. This
     expansion is hidden under the largest mushroom here. Use the Morph Ball to get
     under it and grab this quickly. You can also wait until you get the Phazon
     Suit.
    
    ---------------------
    Missile Expansion #44: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phazon Mines, Fungal Hall B
    How to: Below the door leading to Quarantine Access B, there's a bombable floor
     surrounded by small mushrooms. Use the Thermal Visor to find it. Bomb it to
     get this.
    
    ---------------------
    Missile Expansion #45: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phazon Mines, Metroid Quarantine B
    How to: In the small lab area where the Save Station is, find a tube made of
     Cordite. Blast it open with a Super Missile to find this. Just like Missile
     Expansion #15.
    
    ---------------------
    Missile Expansion #46: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phazon Mines, Phazon Processing Center
    How to: Entering from the door in the Phazon, find your way up. Turn on your
     X-Ray Visor to spot a few invisible platforms. Use them to get to a ledge on
     the other side where, if you look in the X-Ray Visor, you'll see this 
     expansion hidden behind a wall. Power Bomb the wall to get this.
    
    ---------------------
    Missile Expansion #47: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Tallon Overworld, Root Cave
    How to: Climb up to the top of Root Cave until it seems you can't anymore.
     Switch on your X-Ray Visor to find invisible platforms. Hop up them, and you
     should find a glance at this expansion in an alcove.
    
    ---------------------
    Missile Expansion #48: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Tallon Overworld, Arbor Chamber
    How to: Right after getting the previous expansion, Space Jump to the Plasma
     Door and open it to arrive at the Arbor Chamber, where this expansion is
     sitting in plain sight.
    
    ---------------------
    Missile Expansion #49: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Tallon Overworld, Great Tree Chamber
    How to: From the upper level of the Great Tree Hall, find an invisible platform
     using the X-Ray Visor. Jump onto it, then jump to the ledge with the normal
     door. Enter it to find this in the Great Tree Chamber.
    
      ___________________________
     / Inventory                 \
    -----------< Energy Tanks     >------------------------------------------------
     \___________________________/
    
    This lists all the Energy Tanks in the game, collected by chronological order.
    This list has checkmark boxes beside each Energy Tank, so you can mark off the
    ones you've gotten, in case you printed this out.
    
    ---------------------
    Energy Tank #1: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Transport Access North
    How to: You can find this available immediately after grabbing the Missile
     Launcher in Hive Totem. There's also a Morph Ball tunnel right behind it.
    
    ---------------------
    Energy Tank #2: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Furnace
    How to: Enter the Furnace from West Furnace Access, from Energy Core. You'll
     find a Spider Ball Track and a Morph Ball tunnel. Head through the tunnel to
     find this.
    
    ---------------------
    Energy Tank #3: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Main Plaza
    How to: You may have noticed an Energy Tank sitting up on a balcony in the Main
     Plaza, if you bothered to stop and take in the atmosphere. To get there, you
     will have to take a roundabout route, starting with entering the Morph Ball
     tunnel behind Energy Tank #1. Once you enter the elevator, take a right and
     follow the path to reach this tank.
    
    ---------------------
    Energy Tank #4: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Magmoor Caverns, Transport Tunnel A
    How to: Enter the room from Monitor Station. As soon as the screen changes to a
     2-D perspective, stop where you see a shaft going up and Double Bomb Jump up
     there. (To Double Bomb Jump, see Missile Expansion #6.) Go left, Double Bomb
     Jump again, then go left once more. Double Bomb Jump to this tank.
    
    ---------------------
    Energy Tank #5: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phendrana Drifts, Ruined Courtyard
    How to: Activate both the Spinners, then activate the Morph Ball Slot to raise
     the water level. Cross to the other side, and enter the Morph Ball tunnel to
     find this.
    
    ---------------------
    Energy Tank #6: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phendrana Drifts, Research Lab Aether
    How to: At the bottom of the Research Lab, you will find several stasis tanks.
     One of them holds this Energy Tank inside. Blow open that tank with a Missile
     so you can grab this.
    
    ---------------------
    Energy Tank #7: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Magmoor Caverns, Magmoor Workstation
    How to: Scattered around the Workstation are three power conduits. Use the
     Thermal Visor to find them, and energize them with the Wave Beam. This will
     cool the lava in a path on the lower floor Morph Ball area. Get down there and
     follow the cooled path quickly to find a computer. Scan it to cool another
     path of lava. Go down that to find another computer. Scan that one to cool the
     last path of lava. Go down that to find this well-earned Energy Tank.
    
    ---------------------
    Energy Tank #8: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Hall of the Elders
    How to: After getting the Ice Beam, shoot the white color-coded Morph Ball 
     Slot, then activate it with a Bomb. Now morph into the statue's hands and 
     he'll throw you to this Energy Tank.
    
    ---------------------
    Energy Tank #9: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Tallon Overworld, Cargo Freight Lift to Deck Gamma
    How to: At the bottom of this room is the freight. Missile the obstruction to
     get this tank.
    
    ---------------------
    Energy Tank #10: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Tallon Overworld, Hydro Access Tunnel
    How to: In the 2-D view area of the room, on the left side, Bomb Jump over to
     the other side. Now, time your Bomb Jumps so that you keep rising here, until
     you reach this Tank high above.
    
    ---------------------
    Energy Tank #11: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phazon Mines, Ventilation Shaft
    How to: One of the sides of the shaft has Bendezium grating on the floor. Power
     Bomb it, then head through the tunnel to find a console to scan. Scan it and
     the fans will be activated, clearing the gas and revealing this Tank.
    
    ---------------------
    Energy Tank #12: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Training Chamber
    How to: Eliminate the Chozo Ghosts, then activate one of the Morph Ball Slots
     high above the half-pipe. One of them reveals a Spider Ball Track and a piston
     leading to it. Get there quickly with the Morph Ball, take the piston up, and
     follow the Spider Ball Track to a small room containing this.
    
    ---------------------
    Energy Tank #13: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phendrana Drifts, Transport Access
    How to: Once you have the Plasma Beam, the ice blocking a hall can be melted
     away. Melt the ice with the Plasma Beam, then just go and collect the prize.
    
    ---------------------
    Energy Tank #14: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phazon Mines, Processing Center Access
    How to: After defeating Omega Pirate, enter this room from Elite Quarters to
     grab this final tank.
    
      ___________________________
     / Inventory                 \
    -----------<P. Bomb Expansions>------------------------------------------------
     \___________________________/
    
    This lists all the Power Bomb Expansions, listed in chronological order. (The
    way my walkthrough gets them.) Like the previous two lists, every expansion
    here has a checkmark box to mark them off when you get them, if you printed 
    this out.
    
    ---------------------
    Power Bomb Expansion #1: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Chozo Ruins, Magma Pool (Accessed from Ruined Fountain)
    How to: Grapple across Magma Pool if you entered from Ruined Fountain, and
     Power Bomb the wall to find this along with a Chozo Lore.
    
    ---------------------
    Power Bomb Expansion #2: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phendrana Drifts, Security Cave
    How to: Security Cave branches off from Phendrana's Edge. Use the Grapple Beam
     to climb to the top of Phendrana's Edge, where you'll find a Morph Ball 
     tunnel. Go through it to end up in Security Cave, where this is held.
    
    ---------------------
    Power Bomb Expansion #3: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: Phendrana Drifts, Ice Ruins West
    How to: On the roof of the section of ruins left of the door (if you're facing
     away from the door), there's a sheet of ice. Melt it and fall down inside to
     find this.
    
    ---------------------
    Power Bomb Expansion #4: [ ]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Found: After getting the Artifact of Strength in the Warrior Shrine, find a
     Bendezium panel in front of the Chozo statue. Power Bomb it and fall down the
     hole to end up in a little enclosed room of Fiery Shores, containing this
     expansion.
    
      ___________________________
     / Unlockables               \
    -----------<                  >------------------------------------------------
     \___________________________/
    
    Metroid Prime has a few interesting unlockables...at least moreso than Prime 2.
    This section will detail the unlockables and how to get them.
    
    ---------------------
    Hard Mode
    ŻŻŻŻŻŻŻŻŻ
    What it is: A harder difficulty where enemies do 1.5 times the damage, and take
    twice the damage to kill.
    
    How to unlock: Beat the game once.
    
    ---------------------
    Complete Ending
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    What it is: You get to see Samus's face in all her carefully-rendered glory
    after beating the game.
    
    How to unlock: Get at least 75% items.
    
    ---------------------
    Bonus Ending
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    What it is: Metroid Prime is alive, but in a different form...
    
    How to unlock: Get 100% items.
    
    ---------------------
    Art Gallery 1
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    What it is: Just an art gallery showing various things.
    
    How to unlock: Get 50% scans in a single playthrough.
    
    ---------------------
    Art Gallery 2
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    What it is: Just an art gallery showing various things.
    
    How to unlock: Get 100% scans in a single playthrough.
    
    ---------------------
    Art Gallery 3
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    What it is: Just an art gallery showing various things.
    
    How to unlock: Beat the game in Hard mode.
    
    ---------------------
    Art Gallery 4
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    What it is: Guess.
    
    How to unlock: Get 100% items in a single playthrough.
    
    ---------------------
    NES Metroid
    ŻŻŻŻŻŻŻŻŻŻŻ
    What it is: You get to play the game that started it all! Um...if you want a
    walkthrough of it, don't look here, that's for sure.
    
    How to unlock: Finish Metroid Fusion on the GBA, then use a GCN-to-GBA link
    cable to link your GBA with Metroid Fusion inserted with your Gamecube with
    Metroid Prime in. Go to the "Metroid Fusion Connection Bonuses" option in the
    main menu, and this should appear permanently. Whenever playing the game, press
    L to quit the game. The good thing about this version is that whenever you die,
    it'll ask you if you want to save. No need for the passwords!
    
    ---------------------
    Metroid Fusion Suit
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    What it is: Play through the main game with a new-looking suit! Just a cosmetic
    change, but it's fun to see what the Fusion Suit looks like in 3-D. Ironically,
    the Arm Cannon isn't changed at all. Considering the Arm Cannon looked 
    different in Metroid Fusion, seeing the Fusion Suit with a different Arm Cannon
    looks a bit odd.
    
    How to unlock: Finish Metroid Prime, then use a GCN-to-GBA link cable to link
    your Gamecube with Metroid Prime in with your GBA with Metroid Fusion inserted.
    Boot up Metroid Prime and go to the "Metroid Fusion Connection Bonuses" option
    in the main menu, and this option will appear permanently. Now, in case you 
    want to start a game with this feature, make sure it's set to "Enabled" before
    creating a new file.
    
      ___________________________
     / FAQ End                   \
    -----------< Credits          >------------------------------------------------
     \___________________________/
    
    Nintendo: For making an awesome system.
    
    Retro Systems: For making this awesome game.
    
    All the people in the GameFAQs Metroid Prime board: Helping me with any scans
    that I missed.
    
    Myself: For making this FAQ.
    
    Devon: For pointing out a loophole in my Legal Notices. Thanks!
    
    And thanks to you for reading this!
    
      ___________________________
     / FAQ End                   \
    -----------< Legal Notices    >------------------------------------------------
     \___________________________/
    
    The words in this FAQ are copyrighted. Do not copy this FAQ and claim it as
    your own, or else you'll meet severe penalties. ONLY GameFAQs, Neoseeker, and
    Super Cheats are allowed to host/display this FAQ, no exceptions. Nothing 
    personal, it just gets confusing to keep track of which FAQ is up-to-date and 
    which is not, so I will decline any requests to put my FAQ on your site. Again, 
    nothing personal.
    
    My e-mail address is gmaster2647@gmail.com . You can email me for questions, 
    comments, or even suggestions, just make sure your emails are coherent. I will 
    not accept spam or hate mail, as they will get deleted. I will also delete any 
    emails that are not coherent. In other words, do not use l33t internet speak or 
    chatroom shortened words.
    
      ___________________________
     / FAQ End                   \
    -----------< End              >------------------------------------------------
     \___________________________/
    
    Well, this is the end of my FAQ. I hope you enjoyed reading this, as I've
    worked everyday to start and finish this. If you loved reading this FAQ, check
    out my Contributor Recognition profile on GameFAQs.
    
    ~ See you next mission! ~