Metroid Prime 3: Corruption This guide was written, contributed and copyrighted by me, known here as lighterfluid6. Don't plagiarize, or use this guide giving yourself credit. This guide is not to be posted in any website other than gamefaqs.com, ign.com and associated websites. To contact me, email me at email@example.com or IM me at redshift71388 (do not contact my previous addresses, ChaosUnit22). If you do contact me, do it only to ask for help that you feel isn't covered in my guide, or for any constructive criticism and appraisal. Do not, under any circumstance, contact me asking me to join your special forum, be part of some special group, or make small talk. If you ask a question about the game, make sure the guide doesn't cover that. That is all. ----------------------------------------------------------------------- Introduction. The galaxy is at war. Forces of iniquity have united to spread chaos across the stars. The avaricious Space Pirates, an alien race that seeks domination in the universe, have inexplicably joined forces with Dark Samus, the vengeful rival of bounty hunter Samus Aran. They have begun to overtake planetary systems using mighty dreadnaught vessels known as Leviathan Seeds, used to distribute corruptive Phazon wherever they land. One by one, each system will fall under their might unless they can be stopped. To this end, the Galactic Federation has summoned the most seasoned bounty hunters in the galaxy and given them the task to defend and reclaim the fallen worlds. Samus will join forces with these bounty hunters and the Galactic Federation's wondrous Aurora Units to accomplish her objectives. However, they face danger from not only their enemies, but from themselves as well.... ----------------------------------------------------------------------- Walkthrough. This section of the guide provides a full and detailed game walkthrough. CAPITALIZED words indicate important objects, such as power-ups, new Logbook entries and Energy Cells. There are twelve chapters to the walkthrough: 1. The G.F.S. Olympus. 2. Light Corrupted. 3. Land of Lizards. 4. The Leviathan Seed. 5. Eye of the Storm. 6. New Discoveries. 7. Building the Ultimate. 8. The Pirate Homeworld. 9. The Nova Beam. 10. Resurrected Nemesis. 11. Dark Origins. 12. Twilight. ============= Chapter 1: The G.F.S. Olympus. ============= The game Metroid Prime 3: Corruption takes place after the events of Metroid Prime 2: Echoes. The war between the Galactic Federation and the Space Pirates is already well underway. Samus Aran is flying towards the Galactic Federation fleet above the planet Norion. You begin your game at the seat of her gunship, controls at the ready. Look down and press the orange panel flashing in front of you. This will direct the ship towards the Galactic Federation fleet. In moments, you will receive a transmission from them. You must input a security code in order to dock safely with the vessel. Look upwards towards the round, green panel above you, and press it. A small screen will appear in front of you. There are four green symbols within the screen, as well as several more orange ones around the edge of it. Locate the orange symbols that match the green ones and input them in their correct order. Once you've been cleared, you'll be told to dock with the G.F.S. Olympus. To activate your ship's thrusters, look to your left and hit the button that is now flashing. A lever will extend in front of you now. Grab it and push the Wii Remote forwards to activate the lever. The ship will finally begin heading towards the Olympus, escorted by a few GF fighters. Samus will emerge from her gunship within the Olympus's Docking Bay 5. You will be asked to calibrate your weapon as soon as you set foot on it. All you have to do is shoot the four targets ahead of you. It's as simple as pointing and shooting, but you can also lock on to the targets in order to hit them easier. Once that's done, one of the Federation Marines at the end of the walkway will welcome you to the flagship, and tell you that an Admiral Dane is waiting for you in the briefing room. The marine will then upload the room's location to your map. Now that you have full control over Samus, familiarize yourself with the basic controls. Make sure you know how to use the Morph Ball and the Scan Visor. Speaking of which, you can use the Scan Visor now to collect plenty of data for your Logbook. Turn around and scan Samus's HUNTER-CLASS GUNSHIP. You can save and restore energy and ammo by reentering it. Next, scan the four flashing LANDING BEACONS beneath it on the landing platform, which indicate places where the gunship can land. Now make your way across the walkway, but scan one of the two FEDERATION MARINES as you go for additional data. Turn left and scan the GALACTIC FEDERATION CRATES, HEAVY GALACTIC FEDERATION CRATE (these can be shot and destroyed to uncover health pickups) and the FLEET MECHANIC working on the nearby cargo truck. The marines, mechanics and anyone else you meet can be talked to for information or pleasant conversation in addition to being scanned. Afterwards, turn and start heading back towards the north end of Docking Bay 5. You may notice a large cargo-bay door on the west wall, but there's no way to open it right now. You can, however, scan the inactive HALBERD-CLASS TURRET just above it. This turret will only attack you if you open fire on any nearby ally. While easy enough to evade and destroy, there's no reason to provoke the turret's attack. Also, stand on the glowing yellow pad next to the landing walkway to make two TRAINING DRONES appear. They are also good for a scan, and you can play a sort of training mini-game with them by juggling them with your Power Beam. Continue up the ramp at the north end of the room to reach a glowing GALACTIC FEDERATION BLUE DOOR. Blue doors can be opened with any sort of weapon, so shoot it and step through to the next room. The next room is the Docking Bay Access. Keep updating your Logbook by scanning the MALE FLEET TROOPERS and the FEMALE FLEET TROOPER standing in front of the west-side windows. There's another trooper on the other side of the room, and he's got important information for you. He says that the mechanisms controlling the walkway to the upper level are jammed, so you'll have to clear them up. Just above this trooper is a pair of red switches. A strong blast will get them working again. Target each of them and charge your Power Beam to deliver a stronger hit. Once both of them have been loosened, the ramps on either side will reposition themselves. Use them to get to the upper level, and then use the north blue door. The Docking Bay 4 walkway has a lovely view of a federation craft docked outside. Walk forward to where the troopers are and turn left to face a door. This door, unlike the previous ones, is blocked by a BLAST SHIELD (scan it). The Blast Shield cannot be destroyed by any of your weapons, but it can be removed if you input the correct access code into the terminal to the left of it. To find the access code, turn around. There's another terminal directly across from the door that will tell you the code. Scan and approach the terminal. When you get close enough to interact with the screen, press the button to make the numerical code flash up. Now return to the input terminal to punch in the code. Once you have removed the Blast Shield, go through the door. The Security Station, which is next, is where you have to be cleared before proceeding. HUNTER GHOR is already being cleared as you enter. Immediately scan him now, because opportunities for his Logbook entry won't come around very often. After he's finished, your turn will come. You'll be told first to enter the containment area by pulling a lever to the left of the door. Walk up to the lever and follow the instructions on how to activate it properly. You'll need to pull it outwards, rotate it, and then push it back in. When you enter the containment area, let the troopers do what they have to do. All you're required to do for the biohazard scan is approach the terminal when asked. After you've been cleared, exit the containment area by rotating a lever similar to the one you used to enter, located next to the opposite entryway. Before exiting through the blue door, scan the computer screen along the wall for Logbook data on the OLYMPUS-CLASS BATTLESHIP. There's nothing to do in the Security Access except have a friendly chat with the patrolling marine. You'll need to jump in order to get past the ledge halfway through. When you enter Command Lift A on the other side, press the nearby blue panel to activate the lift. The lift will take you upwards once you step in the blue hologram that appears. When you get to the top, enter the Flag Bridge Access. This room is also devoid of anything interesting, so use the door to the west. The Flag Bridge offers a splendid view of the Galactic Federation fleet. There are a few Fleet Troopers working diligently inside, but nothing else too important. Turn and walk to either side of the room and use the ramps to get to the balcony above. There are three doors up here: the one on the left is guarded by a marine, the one ahead is sealed off by a gate, and the one on the right is unblocked. Head towards the right-hand door first. The passage beyond this door has another door at the end sealed by a Blast Shield. However, there's a second door along the right wall blocked by some crates. Use a charged Power Beam shot to destroy the crates, and go through the door. Inside is a SAVE STATION. Step into its light to save your game and heal damage. Don't forget to scan it either. Now return to the Flag Bridge and talk to that marine in front of the left-hand door. He'll step aside and tell you that Admiral Dane is waiting just ahead. Walk down another passage similar to the one you were just in, and use the blue door at the very end. Samus enters the Ready Room, where Admiral Dane and three other bounty hunters are already waiting. One is Ghor, the cybernetic hunter you saw earlier in the Security Station. Another is Rundas, a hunter who can manipulate ice in various ways. And the third is...another Samus!? Admiral Dane spots Gandrayda's tricks and tells her to knock it off. Gandrayda, who is a shape-shifter, switches back to her normal self. Now that everyone is here, Admiral Dane introduces Aurora Unit 242 through a holographic projector. 242 is the ship's AU, which is a biological supercomputer. The Federation's core network is comprised of these technological wonders. They serve as the network's master control; however, the network is currently down because of a mysterious virus that incapacitated all of the other Aurora Units. Unit 242 is the only one that has been purged of the virus. The virus, which is believed to be of Space Pirate origin, is still infecting the other units. Admiral Dane explains that the pirates boarded a GF training vessel known as the G.F.S. Valhalla. They eliminated the crew and took control of the onboard AU, Unit 313. Admiral Dane believes they used this unit to hack into the network and upload the virus to the other Aurora Units. Because the network is still down, the Galactic Federation is still vulnerable. The admiral wants the four bounty hunters to travel to each of the systems where Aurora Units are located and deliver the vaccine to them. Suddenly though, a boom rocks the ship. Unit 242 announces that the Olympus is under attack! Space Pirates have arrived, and are headed towards the planetary defense base, Sector Zero. Admiral Dane orders Samus, Ghor, Rundas and Gandrayda to get down to the planet and prevent the pirates from disabling the defense system. Exit the Ready Room and return to the Flag Bridge. Admiral Dane, who is waiting there, tells Samus to get to her ship immediately. Just then, one of the other flagships visible from the bridge window is decimated. You'd better hurry. As soon as you can, scan FLEET ADMIRAL DANE for a rare Logbook entry. If you want to save now, head towards the Save Station you used earlier. The door at the end of that hallway is still sealed however, so your only option is to go back through the Flag Bridge Access. The door is located at floor level in the Flag Bridge. Federation Marines and PIRATE MILITIAS are already battling within the Flag Bridge Access. They will shatter a part of the window across from the door, allowing you to use the southeast one. First though, scan and defeat the Pirate Militias. Militias are the weakest of the pirate forces, and are lightly-armored. The room's Halberd-Class Turret will also help you take them down. After they have been eliminated, gather up any health pickups they may have left behind. Keep in mind that you can use your charged beam weapon to draw in nearby pickups. Now use the southeast exit. The next passage, the Port Observation Deck, is a new one. Walk until you see a group of marines fending off a pair of militias that just crashed in through a SPACE PIRATE BOARDING POD. Defeat the pirates before any friendly forces get killed, and continue towards the other end of the room. There's nothing valuable inside the boarding pod, but you should scan it before exiting. In the Xenoresearch Lab, turn left along the passage to find a few CRAWLTANKS firing upon a marine. Try to defeat these machines before they kill the marine. Like the pirates, they can shoot energy pulses at you from a distance, but don't take long to destroy. Now go to the end of the passage and enter the Lab Access. Here, more Galactic Federation and Space Pirate forces are in conflict. Before you can get too far in though, a Galactic Federation fighter smashes into the hull of the ship, leaving a gaping hole into space. The marines and pirates are killed, but the emergency doors shut before you are sucked out. Unfortunately, that also means you can no longer use the blue door at the end of the passage. Return to the Xenoresearch Lab. As you reenter this room, a small band of Pirate Militias and ARMORED PIRATE MILITIAS break into the lower part of the room. They remove an Energy Cell from the device in the middle of the room and try to make off with it. Access ramps will now allow you into the lower part of the room, where the pirates will try to play keep-away with the Energy Cell. Find the one carrying the cell and take him down. The Armored Pirate Militias take longer to kill, since you have to shoot their armor off before they become regular militias. After you defeat the pirate carrying the Energy Cell, another one will use a tractor beam to draw it in before you can reclaim it. That just means you'll have to defeat them all before you can restore the room's power. They often like to move between the lower and upper parts of the room, so try to kill them quickly so that you aren't chasing them all over the place. After the last pirate is defeated, pick up the dropped Energy Cell. Return it downstairs and place it in its designated socket. You must push it in and then twist it to lock it into place. Doing so will bring back the power to this room. That means that the access ramps can no longer be used, and you're stuck down here. What's worse, an angry horde of CRAWLMINES will enter through vents in the walls and ceiling. Crawlmines aren't as aggressive as Crawltanks, but they explode on contact. Their sheer numbers make them just as dangerous as their larger counterparts. After a few seconds, three Crawltanks will join the attack. Concentrate on them. After they are all destroyed, another pair will enter through grating panels on the floor. This is your way out. Head over to an exposed hole and roll into your Morph Ball. Now drop into the channel beneath the floor and exit through the north side. As you roll through the rest of the Morph Ball tunnel, you'll get to see Rundas making short work of a few pirates in a hallway above. Your tunnel is blocked by a small turbine, but it can easily be removed by a Morph Ball Bomb. Continue rolling down until you get to another obstacle barring your path. This time, it's a capsule containing an ENERGY TANK. Bomb it open and collect this power-up. Energy Tanks fully restore your energy, but more importantly, increase your maximum energy capacity by 100. Roll past and let the orb cannon shoot you through the rest of the tunnel. The tunnel will deposit you in the Disposal Chamber, a dingy room full of a foul-looking green liquid. A security lock prevents you from moving on, but this can be removed if you scan the terminal at the other end of the chamber. The lock will fall off the exit door, exposing a BOMB SLOT. Bomb Slots are round devices that power certain mechanisms when a Morph Ball Bomb is set inside them. To do this, roll into the Morph Ball and use a bomb to propel yourself into the slot (this is called a bomb-jump). Set another bomb once you are secured within the slot. This Bomb Slot will cause the Disposal Chamber door to open. Unfortunately, it leads into open space! You'll get sucked out, along with the other contents of the chamber. Samus tumbles through space along the underside of the flagship, but fortunately manages to grab a hold of an access hatch before she is doomed. She reenters the Olympus through this hatch, emerging in a room called the Repair Bay A. Go through the blue door ahead. The Repair Bay is within sight of Docking Bay 5. You can see several pirates and marines doing battle in front of your ship. Before you can get through this room though, the gates close and a trio of Pirate Militias enters. Dispose of them and the Crawltanks that follow. Now head to the south end of the room and climb onto the walkway ramp there. Thanks to your Space Jump Boots, you can use a space jump (a jump followed by another in midair) to reach the upper walkway. Keep making your way around the room, using space jumps when necessary. When you reach the east walkway, turn towards the Galactic Federation fighter hanging in the middle of the room. You can leap over to that, and then to another ledge on the other side. It's likely you'll have to deal with more Pirate Militias and Crawltanks up here. Now turn along the west walkway and head towards the southwest door. The Munitions Storage chamber is tiny, but it contains your first true upgrade, the MISSILE LAUNCHER. This weapon lets you fire concussive missiles from your Arm Cannon. Missiles are about as powerful as a charged Power Beam shot, but have homing capabilities on locked targets. Be careful though, as you don't have an unlimited number of them. If you find ammo pickups, collect those to restock you supply. Take your prize and go back to Repair Bay A. Now that you have missiles, you can properly exit the room. Walk over to the sealed gate on the east side and locate the pile of debris blocking the control terminal. Shoot a missile at the debris to get it out of the way. Now activate the control terminal and go through the opened gate. The Repair Bay Shaft has a large chasm below. If you fall, you will restart from where you fell with three less energy points. To get across, shoot the four red nodes on the wall ahead of you. This will extend a bridge to the opposite side, but it will also alert a few pirates and a swarm of AEROMINES to your presence. Aeromines are explosive drones that always fly in synchronized groups. They are constantly protected by blue energy shields, and only drop them to launch an attack. Each Aeromine will randomly fire off an energy blast from time to time. When you see one drop its defense shield, shoot it down before it can use its own weapon. You can also destroy the mines by making contact. However, this isn't advisable, as it will cause damage to you as well. After you destroy the Aeromine group, head to the other side of the bridge. The gate ahead can be opened by a control panel next to it, but don't go through until you use the Save Station off to your left. When you're ready, enter Docking Bay 5. As you approach your gunship, a Federation Marine is brutally thrown from a window above you. The culprit is an enormous BERSERKER LORD. The beast leaps from the window ledge and prepares to attack you. The Berserker Lord is the first mini-boss you have to fight. Since you will rarely see one after this encounter, it's important that you scan the beast immediately so that you don't miss its Logbook entry. Scanning it will also reveal ways to defeat this imposing beast. Berserker Lords are severely-mutated creatures that are highly resistant to damage. Their main weak spot is their head, but it is protected by plating made of durable Phazite. This substance can only be destroyed by the Berserker Lord's own projectiles. In the meantime, you can target the Lord's other weak points; its shoulders. Lock on to them and fire away, but make sure you dodge the creature's attacks. It can shoot a concentrated beam of energy from its mouth, which it will sweep over the ground. Jump into the air to avoid getting hit. The Berserker Lord can also spit out a stream of vile liquid that you can dodge by dashing around it. Once the two shoulder pads are destroyed, the Berserker Lord will start firing stronger energy blasts. It will also shoot off purple orbs that can be rebounded to their originator if you shoot them. They will hit the Berserker Lord's Phazite plating and damage it. After some time, the Lord will regenerate its shoulder pads. Repeat the process so that you can continue damaging its Phazite plating. After the plating is destroyed, the Berserker Lord's main weak spot will be exposed and you will no longer have to shoot at its shoulders. Target the new weak spot and start shooting to drain the creature's energy bar. To defend itself, the angered Berserker Lord will unleash new attacks against you. It will sometimes generate a powerful shockwave that will travel along the ground. Jump over this to avoid damage. Also, remember to circle it constantly so that you don't get cornered. Just keep shooting at the Berserker Lord's weak spot and the battle will be over in no time. After you kill the Berserker Lord, it will fall into space and get hit by a passing fighter. Your gunship will reappear, so you can heal and save right away. Enter your gunship and hit the navigation panel in front of the seat to select a new destination. You can now land on Norion, so go there to help defend against the Space Pirate assault. ============= Chapter 2: Light Corrupted. ============= Sector Zero is a Galactic Federation base located on planet Norion, which is where the Olympus is orbiting. The base is set within a deep canyon that runs through the planet's characteristic forests. When you touch down at Docking Hub Alpha, a Federation Marine will meet you. He tells you that the pirate attack has knocked out the base's generators and disabled the defense system, and asks you to restore power to these generators. The marine will upload the locations of these generators to your map. After he gets out of your way, walk south towards the door with four red locks. This door can be opened by destroying all four of the locks. After it opens, walk into the small passage and shoot open the second locked door. This one only has a single lock to destroy. The small chamber it guards has a GRAPPLE LASSO waiting for you. This Grapple attachment can be used to forcibly yank things backwards. These objects will be identified by the Grapple icon that appears on them. Inside the same room that held the Grapple Lasso is a computer terminal that can be scanned for Lore data on HUNTER RUNDAS. Now exit the small room and proceed down the adjacent passage until you reach a sealed door. Scan the terminal nearby to reveal the lever that will open the door. Grab the lever, pull it out, twist it counterclockwise, and then push it back into its socket. The door will open. Take the small lift on the other side up a blue door, leading to the next room. A Crawltank will attack you as soon as you enter the Hub Access. Gun it down and proceed down the passage to the main part of the room. There are two more Crawltanks on the walls, as well as a Pirate Militia up ahead. Shoot them all and go around the bottomless pit to reach the back hallway. Make sure you jump across the gaps in the walkway. When you reach the next door, you'll find that it has a MOUNTED BLAST SHIELD on it. As indicated by the Grapple icon, this type of shield can only be removed with the Grapple Lasso. Lock on to the door and thrust the lasso outwards to grab it with the beam of energy. Now yank back hard to rip the Mounted Blast Shield off. You can now use the door regularly. Enter the Cargo Hub. This room consists of a long, curved hall with multiple doors. Walk in a little and locate the hatch along the right wall that is concealing a control panel. Yank the hatch off with the Grapple Lasso and then scan the panel. The panel is shut down until the enemy threat in the room is taken care of. This enemy will become apparent as you walk further into the room. Three groups of Aeromines will pop out from around a corner and begin to advance. Destroy them and the panel will be operational again. Walk back to it and press it to raise a vent cover next to it. You can enter the hidden tunnel here using your Morph Ball. When you get behind the wall, roll to the left before the fan on the floor pushes you back out again. Bomb your way past the first obstacle, then use the second fan to reach the next part of the tunnel. Fans that blow horizontally will push you back, so wait for them to shut off before continuing. Bomb-jump up the tunnel steps and destroy any obstacles in your way. As you get further into the tunnel, a hovering battle drone will start attacking you. There's nothing you can do about it except dodge its energy blasts. Continue onwards and let the next vertical air jet push you up to the top of the loop. The next fan, a horizontal one, will push you sideways into the next tunnel if you time your fall correctly. Lastly, use a bomb-jump to receive the yellow MISSILE EXPANSION. This power-up increases your maximum missile capacity by five, and is the first of many. Now you can carry up to ten missiles. Roll back out of the tunnel so that you can continue through the Cargo Hub. At the end of the room is a pile of debris. The loose pieces that are glowing yellow indicate pieces that you can remove with the Grapple Lasso. There are three of them piled on top of one another, blocking another Morph Ball tunnel. Since the other doors in the room are sealed, this is your only way out. Get your lasso going to clear your path, and then go through. You will emerge in front of a door with three red generator symbols. This door will open once the power to the generators has been restored. For now, turn and use the blue door on your right. The floor ahead in Substation East is laden with heated energy coils, making contact with it painful. Luckily, there's a Morph Ball tunnel along the outer wall that lets you pass safely. The entrance is just before the start of the hazardous floor, and is marked by a free ENERGY TANK. Bomb-jump into the tunnel to claim it, but don't go through just yet. The walls of the tunnel have automated pistons that will push you back out into the heated floor if you have bad timing. Wait for them all to retract before going through as fast as you can. The pistons alternate every five seconds. When you make it across, unroll and go through the door. There is a firefight raging in the next hallway. A blast will kill most of the Federation Marines, but the pirates will still have to be killed by Arm Cannon weaponry. Blast the crates if you need health. When you get about halfway through the room, look for an alcove on your right that leads to a red door. This is a door sealed with a RED BLAST SHIELD. These can be destroyed with missiles. When you get inside the Munitions Storage chamber, step into the hologram to download a full map of Sector Zero. Also, don't forget to scan the computers here for Lore data on the VALHALLA INCIDENT, HUNTER GHOR and HUNTER GANDRAYDA. Exit the room and follow the previous passage up to a u-turn. The path will loop back around to the other end of the passage, and then once again back this way. As you walk, beware of falling debris from the ceiling, flame spouts from the sides and JUMPMINES on the floor. Use missiles if you need to blast away any debris in your way. The Jumpmines may take you by surprise; they spring up from the ground and start shooting rapidly before falling and detonating. If you missed their scan entry, there is another group up ahead. You can shoot them before they notice you to prevent getting hurt. Past the Jumpmines is another red door. Spend a missile and go through it. Cargo Dock A is on the other side. This open-air room is filled with spare crates, perfect cover for a pirate ambush. Sure enough, two Pirate Militias and two PIRATE TROOPERS will attack you. Pirate Troopers have Phazon-enhanced armor that makes them tougher to defeat. Nevertheless, they aren't much of an improvement over the militias and should be less than a match for you. The pirate assault won't stop there though. Two SHIELD PIRATE MILITIAS will sneak up from behind, where you came in. These pirates use handheld shields to protect themselves against you. However, their ability to defend themselves with them is only as good as their ability to hang on to them. You can use the Grapple Lasso to easily rip away a pirate's shield, leaving it as vulnerable as ever. Once the shielded militias are done in, a pair of deadly AEROTROOPERS will arrive. These much-feared pirates use jetpacks to fly agilely through the air. They don't use melee weapons like ground-based forces, but they can shoot rockets as well as the usual energy blasts. Aerotroopers can dodge missiles, but not all the time. They take longer to kill, and when they finally do give in, they may try to dive-bomb you before their jetpacks explode. The final pirate wave consists of a single SPACE PIRATE ATC (short for Armored Tactical Carrier). This craft is well-armored and quite dangerous. While formidable, it is not without a weakness. The red heat vent at the front of the ATC is its weak spot, so concentrate your fire there. Dodge its cannon blasts and try to gather pickups when you can. After a while (unless you get lucky and manage to hit the ATC with missiles or charged shots a few times), the craft will go down. You can tell it's about to be destroyed if it starts smoking around the sides. In the cut-scene that follows after the destruction of the Space Pirate ATC, several more of the crafts appear and surround the platform. This battle seems lost until Rundas arrives, gliding through the air on a trail of ice. He destroys the ATCs with ice blasts before turning to Samus. He tells her that the Federation has allowed for ship-command devices to be used. You can now use the Command Visor to call your ship to this site. Rundas leaves to take care of Generator B, while Generator A, which is just ahead, is left in Samus's capable hands. Anyway, pull up your Command Visor (the lower right selection in the Visor Select screen). You'll notice that four Landing Beacons have appeared on the platform, and a landing icon can be seen with the Command Visor. Scan the icon to call in your gunship. Use it to heal and save, then continue east. Take the door into Generator Access A, a short, twisting passage crawling with Crawltanks. At the end you'll find a sealed door. The type of blast shield covering this door is new to you, but doesn't have its own proper Logbook entry. To destroy it, you have to shoot the three colored nodes that appear on it in quick succession. After that, the shield turns into an ordinary Mounted Blast Shield. Rip it off with the Grapple Lasso and then go into the generator room. When you enter Generator A, you will take two Aerotroopers by surprise. They set off an explosion to cover their escape. The generator itself retracts into the ceiling, so you must find its manual override controls. As you step onto the round center platform, a group of "JOLLY ROGER" DRONES appears. This is the type of drone you probably saw earlier in the Morph Ball tunnel with the Missile Expansion. Jolly Rogers are weak and easy to destroy, but something of a nuisance when in groups. They circle you at high speeds, trying to confuse you. Instead of falling for their plan and spinning wildly around to try to get a shot at one, stay still and watch your radar. You'll be able to use the radar to see when a Jolly Roger stops circling you. At this time, locate it and shoot it before it shoots you. Repeat this process to destroy all of the drones. Now you can jump to the back platform, where the override controls are located. Find the lever on the back wall. After you pull, twist and push the lever handle, the plasma generator will return to its original position. All that remains to be done here is restore its power. Return to the front of the room where the exit is and find the computer terminal bay nearby. Among the screens is a control panel that can be pushed. Doing so will reactivate the generator. Your work here is done. Just then, in a cut-scene, a wormhole appears in space above Norion, and a strange, Phazonous object emerges from it. Admiral Dane contacts you, saying that the pirates are intending to smash this large object, whatever it is, into the base. That doesn't sound good. You must hurry to get those other generators back online so that the defense system can destroy the object. Retrace your steps to Cargo Dock A. You'll see a few Federation soldiers battling Space Pirates near your ship. One of the soldiers suddenly begins to glow with blue energy. He uses his enhanced powers to eradicate the pirates. Once he gives the all-clear, scan him. This is a FEDERATION PED MARINE. He's using a PED (Phazon Enhancement Device) to boost the powers of his battle armor. It looks as if the Federation has finally begun to take advantage of the useful properties of Phazon. Start walking towards your gunship to save and heal. Suddenly, something big and ferocious swoops by. It looks disturbingly similar to a foe who was supposed to have died on planet Tallon IV.... Continue backtracking through the base. Conduit A, the hallway just before the Cargo Dock, is infested with Crawlmines, along with the usual Jumpmines. You may also run into a SHIELD PIRATE TROOPER, but it's likely that the PED Marine he is battling will kill him before you get a chance to scan him. Don't worry though; there are more to come. Go through Substation East to reach the Cargo Hub. Now use the Morph Ball to slip underneath the debris so that you are in the main part of the room. Here, you will witness Ghor, outfitted with a giant battle suit, sparring with a Berserker Lord. They will crash in through a door at the south end of the bend. After Ghor defeats the Lord, approach him. He tells you to go after Generator C, which is located at the end of the path from which he entered from. Remember to scan Ghor if you didn't before. This is your second-to-last chance for that particular entry. Anyway, the door you must use is covered by another specialized Mounted Blast Shield. This one is held in place by four cables. Shoot the cable attachments to turn the shield back to normal, and use the Grapple Lasso to get in. In the Maintenance Station, Aurora Unit 242 will give you an update about the meteor, as it is being referred to as now, that is approaching Norion. It is filled with Phazon, and Unit 242 believes it may be some kind of bomb. You have little time to spare. Run through to find more Shield Pirate Troopers. Once again, you don't have to do much to fight these guys with the PED Marines here, but you have more time to scan them. Also scan the WHITE BLAST SHIELD covering a door on your left. Although it can't be destroyed now, it's never a bad idea to scan. Conduit C is similar to Conduit A, looping around several times before you actually reach the exit. It too is also patrolled by Crawlmines and Jumpmines, as well as Jolly Rogers. Thankfully, the drones are much easier to kill here because they lack room to maneuver in. Anyway, when you get to the portion of the room with the glass floor, make sure you clear the gap in the middle. Otherwise, you'll have to go all the way around to get back to where you just were, through a passage below. When you get to the other side of the gap, roll into the Morph Ball tunnel on your right and take that to the exit. Enter Cargo Dock C. Stay in Morph Ball form and roll towards the closed hatch in the structure ahead. A Morph Ball Bomb can destroy it, letting you into the tunnel. The winged form of Ridley will swoop by, much closer than before, but don't worry about him just yet. Bomb-jump up to a new piece of tunnel and start following that. At this point, Ridley will decide to drop by and deal with you. He lands on the tunnel, trapping you within a small space between his feet. He'll try to shoot beams of plasma at you, or else bite you, but both attacks can be avoided. When Ridley bites, he might get his jaws stuck on the sides of the tunnel. Bomb his head when this happens to stun him. If you do this enough, Ridley might lift his leg up in pain. Take that opportunity to wiz by him before he recovers. Now continue traveling through the tunnel. Ridley will trap you one more time before you reach the end of it, so do the same thing again to free yourself. After you leave the tunnel, unroll and go through the door. Rundas will get in touch with you now and inform you that he was able to get Generator B back online. That means you only have to do C before your objective is complete. Walk through Generator Access C and shoot the Crawltanks inside. The door on the left side leads to a Save Station. Use it before going through the end door. This one is sealed by a blast shield similar to the one that blocked Generator A. Shoot the five colored nodes as they appear on the shield before yanking it off with the lasso. Enter Generator C now. Pirate Troopers are here to defend the generator, but you don't have to fight any of them. As they advance, one of them suddenly turns on his bewildered fellows and kills them all. This rogue trooper turns out to be Gandrayda in disguise. She claims to be inept when working with machines, so she'll leave you to get the generator back online. Cross the room and approach the manual override lever. Pull, twist and push it onto place so that a Morph Ball tunnel reveals itself along the generator's walls. There are Bomb Slots throughout the tunnel, so you must use them to repower panel that will in turn recharge the plasma generator. Head back to the other end of the room and enter the Morph Ball tunnel near the computer terminal bay. The tunnel contains jets of energy that will push you upwards when needed. The jets activate periodically, but can be forced with a bomb. Such a jet will allow you to reach the first Bomb Slot, located a short ways into the tunnel. A catwalk will extend above you when you activate it. Jolly Rogers will show up as well, having waited to appear until after you made yourself vulnerable. Dodge their shots as best you can. Soon you'll get to an electrical hazard. You can stay safe from it by rolling across the jet streams that blow from it. Otherwise, you'll fall and get hurt. Afterwards, go up, over and then down, but then try to go back up into a passage on your left; another Bomb Slot is hidden there. Use it to extend another portion of the catwalk up above. Eventually, after crossing another electrical hazard and bombing another slot just after, you'll be pushed up into the catwalk you extended. If you didn't miss any Bomb Slots, the catwalk will let you reach the next portion of the tunnel. Be careful as you cross, as there are parts with no sides to them. At last, the tunnel will put you into another Bomb Slot located on the plasma generator itself. Bomb it to lower the generator. Suddenly, as Samus unrolls from the tunnel, Ridley swoops down from above and grabs her! Together, they tumble down the enormous shaft below. A boss fight like no other will commence as you and Ridley continue to plummet down the seemingly endless shaft. The dragon-like Ridley is the military leader of the Space Pirates. He was first encountered by Samus during her operation on the planet Zebes, and was then met again on Tallon IV. Both times, Ridley was seemingly destroyed, but revived through Space Pirate technology. Ridley still has the cybernetic enhancements that made him into Meta Ridley before, as well as new Phazon-based infusions. You'll be able to scan META RIDLEY as soon as the battle begins. The shaft is about 17,000 meters deep, and you must defeat Meta Ridley before you reach the bottom. As you fall, you can move around so that you don't hit the sides of the shaft. Ridley will be below you, so start shooting at his only weak spot, his mouth. In return, Ridley will fire off jets of plasma and small explosives up at you. Don't stop shooting at his mouth for anything. You should see a decent drop in his health before long. The next phase of the battle will being when Ridley swoops up to grab you in his claws. You'll be face-to-face with him now, and it will be easier to hit his mouth when he opens it. First, Ridley may try to take swipe at you with his free hand. It will glow when he's about to do this. Shoot at his hand to stop him from attacking. When Ridley opens his jaws, fire away to deal damage. If you're too slow, Ridley will shoot his plasma beam at you. Repeat until Ridley lets go of you. Next, Ridley will be above you, and you'll be looking up at him. The advantage to this is that you'll be traveling as fast and in the same direction as the plasma blasts he shoots at you, so they'll seem slower and thus be easier to dodge or shoot down. Keep hitting his mouth as you did during the initial phase. Ridley will grab you again before long and the close-up battle will start anew. Keep your eye on the distance you have left before you hit bottom. If Ridley's health isn't past the halfway point at around 8,500 meters, you're in trouble. The final phase will be identical to the first; you falling above Ridley. Keep shooting until the last of his health is gone. In the cut-scene that follows, Samus shoots Ridley in the mouth at point-blank range. As the pair tumbles into the depths of Norion, Rundas shows up and rescues Samus once again while Ridley is swallowed up in darkness. Back at the generator room, Rundas drops Samus off and tells her that she owes him one. He'll leave you to get this generator back online, and tells you to meet him in the control room afterwards. All you have to do to get this one working again is press the terminal near the door. After that's settled, leave the room. Now all three generators are up and running, but Unit 242 has bad news. All efforts to stop the meteor have failed, and it is set to crash in four minutes. You have that much time to get to the control room. Race back through Generator Access C. When you step out into Cargo Dock C, the meteor will be clearly visible in the sky. Use the Morph Ball tunnel to the right of the one you used previously to get through the room. Now dash through the other 'C' rooms until you get back to the Cargo Hub. Don't bother fighting anything that gets in your way. In the case of the Aeromines, you can just roll beneath them with the Morph Ball. When you reach the hub, head to the northeast end. Roll through the debris and activate the panel on the door with the three generator symbols. This opens the way to a lift. Ghor, Gandrayda and Rundas will join you inside. This is the only chance you get to scan HUNTER RUNDAS and HUNTER GANDRAYDA as Galactic Federation entries, and the last chance to get Ghor's such entry too if you missed the last two opportunities. Don't miss any of them! When the four hunters reach the top, they begin to ready the controls for the defense cannon. Just then, a ball of Phazon energy smashes through the tower window. The ball reveals itself to be none other than Dark Samus, a creature of pure evil that, like Ridley, has fought Samus countless times in the past. As an entity originally known as Metroid Prime, Dark Samus first tried to use Phazon to devastate the planet Tallon IV. After she stole Samus's Phazon Suit and became Dark Samus, she stalked the planet Aether, searching for Phazon to sustain herself. Now, despite conflict with them in the past, it seems she has joined forces with the Space Pirates (or perhaps is controlling them). Samus, Rundas, Ghor and Gandrayda open fire on Dark Samus, but their attempts seem to do nothing. Dark Samus releases a burst of intense Phazon energy, and all three hunters are incapacitated. Samus retains her wits long enough to finish activating the defense cannon and save the planet from the Phazon meteor, and then loses consciousness.... A month has passed since the assault on Norion. Samus wakes up in the G.F.S. Olympus's MedLab Delta. The female trooper attending Samus tells her that after the battle, the four hunters were found unconscious. After a medical examination, it was found that their bodies had begun producing Phazon energy. Strangely, this corruption seemed to have no negative impacts on their health, so the Federation decided to put that to their advantage. You, along with the other hunters, have been given a PED SUIT. These devices were used by the Federation PED Marines you saw on Norion. While they had to rely on external Phazon reserves, the Phazon you are producing in your body will allow you to use the PED Suit more efficiently. With it, you can enter a state known as Hypermode. To do this, you have to inject a whole Energy Tank into the system. While in Hypermode, you won't take any damage, and you will have access to Hyper weapons. The only one you have at the moment is the HYPER BEAM, but it's much stronger than the ordinary Power Beam. Hypermode lasts as long as you have Phazon energy to spend; a meter will replace your health bars and tell you how much Phazon you have left. Using the Hyper Beam will deplete your Phazon stores. You can enter and exit Hypermode by pressing and holding the Plus Button. Exiting Hypermode will replenish some of the energy from the Energy Tank you injected to initiate it. Hypermode also automatically ends after 25 seconds. You will now be put through a brief tutorial so that you can test the PED Suit. A ball comprised of Phazon plates is assembled in front of you. You have to destroy them using the Hyper Beam. Start by entering Hypermode. Now start shooting at the Phazon ball. You'll have to destroy all of the pieces in order to finish the tutorial, but it's unlikely that you'll do it in one go. After each session, your health will be fully restored so that you aren't wasting any Energy Tanks. Try again until the last pieces of the Phazon ball are destroyed. Once you pass the tutorial, your attendant will tell you that Unit 242 wants to meet with you. The Aurora Chamber is located off the Flag Bridge. Feel free to exit the room now, but don't forget to scan the side panels for Logbook data on PHAZON and the PHAZON ENHANCEMENT DEVICE. As you traverse the Gunnery Station, you can use Hypermode to destroy the Phazon plates that have been set up along the corridor. These will release pickups. Notice that you can no longer find regular Energy Unit pickups. Instead, you'll see Phazon Units, which are essentially the same thing. Use the door along the right wall of the station to get to a small lift. This will take you to the hallway with the Save Station, right next to the Flag Bridge. Save your game before continuing. Go into the Flag Chamber and turn right to find the center door, guarded by a Federation Marine. Talk to him to get clearance into the Aurora Chamber. The door behind him will open. There's a lift on the other side that will take you up. Ride it and let the marines at the top open the next door for you. When you finally enter the Aurora Chamber, walk up to the computer terminals in front of the AU's tank and activate the panel in the middle. Unit 242 will appear from the hazy liquid within her stasis tank. After her welcome, she informs Samus that during the attack on Norion, two other planets nearby, Bryyo and Elysia, also suffered similarly. The meteors, now dubbed Leviathans, impacted the planets and began spreading the Phazon from within their massive bodies. They must be destroyed. Rundas and Ghor have already been dispatched to Bryyo and Elysia, respectively, while Gandrayda was sent to locate the Space Pirate stronghold. They too were given PEDs, but contact with them was lost a week ago. Unit 242 wants Samus to go to these planets and finish the other hunters' missions, as well as try to find out what happened to them. Samus hurries off to her gunship to begin her mission. Good luck Samus.... ============= Chapter 3: Land of Lizards. ============= While in your ship, Unit 242 will tell you that the fleet is moving out of orbit from Norion, so you will no longer be able to visit the G.F.S. Olympus. Now it's time to get going to planet Bryyo. Call up the navigation panel and select the new planet labeled Bryyo. Currently, it has only one landing site. Select it to be on your way. Note that you could go back to Norion or even to Elysia if you wanted to, but it'd be pointless without the necessary suit upgrades. Bryyo is a planet that is aligned in orbit so that the same side always faces its star. One half of the planet is a scorching desert, while the other lies in perpetual darkness. Only a thin band in between the two halves is temperate enough to harbor life and it is there that the ancient Reptilicus civilization rose and fell. The planet is important to the Galactic Federation because of the large amounts of Fuel Gel found on it. You will land at the Cliffside Airdock. Off in the distance ahead, you can see what Unit 242 will point out to you; the Leviathan Seed is protected by an energy shield. There isn't enough information for 242 to figure out how to get by it yet, so she wants you to investigate the wreckage of a downed Federation vessel in the area. After she sends you the coordinates, set off down the path. There are some things you can scan here. Try, if you can, to get one of the fast-moving NIGHTBARBS that fly overhead. Also, scan the cactus-like KASHH PLANTS and the larger MATURE KASHH PLANTS growing on the walls of the path. They sometimes contain pickups, and the only way to get them is to shoot the plants open. At the path's end, scan and open the BRYYO BLUE DOOR. Signs of Rundas's recent presence are evident inside the Gateway Hall, with pieces of ice and frozen Bryyo natives here and there. Turn left at the end of the hall and start crossing the bridge made of ice. The GRAGNOLS here can easily be destroyed by a few well-placed shots, but that's only because they aren't fully-grown yet. They can still shoot Phazon pulses at you though. Cross the bridge and enter the temple. Jump down into the pit ahead and turn so that you can make a way to get back up if you need it. Just use the Grapple Lasso on the base of the platform to pull it outwards and make a step. Now head towards the south exit, but scan the SMALL BRYYO COFFER and the LARGE BRYYO COFFERS (non-biological versions of the Kashh Plants) before you go through. Enter the Gateway. A short cinematic will introduce Bryyo when you enter, as well as show you the door you need to use. The said door is sealed and is engraved with dragon symbols. Turn left and jump to a platform in the corner, and then to another one to its right. Use it to reach the south part of the room. Now walk across the crumbling stone bridge towards the dragon symbol door. The bridge is clearly unstable, so try not to stay on it for too long. Once across, turn around and use the Grapple Lasso on a section of stone from the wall to the right of the bridge. When pulled out, the bridge will give way at last, but the stone wall will become a platform back to the other side. Turn left from the dragon symbol door and jump to another platform nearby. From it, jump to the center structure and enter the Morph Ball tunnel around its base. The tunnel will take you to a Bomb Slot. Bomb it to lower a set of platforms from the top of the room and unlock one of the two dragon symbols on the door. Less rewarding are the swarms of PHAZON NIGHTBARBS that also make an appearance. Unlike the relatively harmless Nightbarbs, the Phazon strain is quite vicious. They fly around in small groups, attacking by firing a ball of collective energy. They are hard to hit individually, but you can destroy all in a group by shooting the ball of energy they form right before they shoot it at you. Since the Phazon Nightbarbs will continue to appear indefinitely, it's not a bad idea to ignore them. Go back to the platform that you made by pulling it out with the Grapple Lasso. Use the nearby ledges to reach an inclined walkway overlooking the room. Go to the end of it and jump to the nearest of the two platforms that you lowered with the last Bomb Slot. From the second one, jump to the very top of the central structure. There's a new Morph Ball tunnel entrance up here that lets you reach the second Bomb Slot that controls the locks to the dragon symbol door. Activate it to release the lock. To get back to the door quickly from the northern doorway, jump to the southeast platform that was just made when the piece of metal fell away. Watch out for the two GEL PUFFERS there. They explode when ruptured and leave behind a corrosive cloud of Fuel Gel vapor. Wait for the cloud to dissipate before walking through. When at last you reach the dragon symbol door, or rather, the now open doorway, you'll see a Morph Ball tunnel up ahead. There's a metal sphere stuck along the right path that must be pulled out before you proceed. Use the Grapple Lasso to yank it along the path until it gets to the tunnel opening. Give it one final tug to pull it free of the tunnel and smash it. Now go into your Morph Ball and bomb-jump into the tunnel. Take the right-hand path. When you exit from it, head towards the door up ahead. Before you can go through, gun down the two HOPPERS coming at you. Hoppers are well named; they hop around everywhere. They aren't difficult to destroy, so finish them off and enter the small Reliquary II room. Inside is another easy ENERGY TANK. Also, use the Grapple Lasso to rip off the piece of metal covering the panel on the back wall. This will expose the Lore piece GOLDEN AGE to your Scan Visor. Once that's been scanned, return to the Morph Ball tunnel in the Gateway and take the left path from the entrance. When you unroll, a group of BRYYONIAN SHRIEKBATS will dive-bomb you. Shriekbats are well-known for sacrificing themselves in order to defend their territory. It is difficult to scan these short-lived creatures, but there will be more opportunities later. Use a missile to destroy the Red Blast Shield on the door ahead so that you can exit the Gateway. Go into the Grand Court Path and hop up the stone steps. Creatures called SHELBUGS roam the walls of this passageway, and they're actually quite common on Bryyo. They don't like you being near them though, and will fire Phazon spines at you if you get close. At the top of the steps, turn around and find the statue in an alcove on the wall filled with Fuel Gel (your Scan Visor will help). Fire a missile at it to make it explode, leaving behind a small ledge to jump over to. Turn around on it and leap across the main path into a hidden passage in the wall. Follow it and leap over to an alcove where a MISSILE EXPANSION is waiting. Now return to the main path and go up to the top. The way is blocked by a strange group of Phazon vines. You need to use the Hyper Beam (while in Hypermode, obviously) to destroy it. Switch to Hypermode and shoot the four blue globs that are the vines' weak spots. The vines will then dissolve, so deactivate Hypermode immediately to get as much energy back from the spent tank. Kill the Hoppers in the next chamber and go through the door at the end. The Grand Court has a short drop coming in, making it impossible to return to the Grand Court Path just yet. Go down to where the giant stone golem is lying. Two REPTILICUS HUNTERS will suddenly ambush you from the alcoves above. Reptilicus Hunters are native warriors who have been corrupted by Phazon. They are tough to beat and have unusual powers. Primarily, they'll use their energy whips and throwing chakrams against you, but can also leap great distances and make themselves invisible for short periods of time. Moving around helps to avoid getting hurt. A path to the west will be revealed after you bring the Reptilicus Hunters down. Take it and turn left. There is a panel on the wall with a glowing red spot. Shoot the spot, and the three others that appear, to make the panel shift into another piece of Bryyo Lore (AGE OF SCIENCE). Now take the door at the other end of the path. Leap down to the rocky ledge when you enter the Hillside Vista and scan to locate a piece of cracked Talloric alloy rock set along the base of the wall. Use a bomb to blast it apart. Now enter the Morph Ball-sized tunnel. This tunnel is home to two strange Bryyo creatures that are never found apart. The small, glowing wormlike things are SNATCHERS while the creature clinging to the rock above is a KORBA (you'll be able to scan them shortly). When the Snatchers stick to you, they accumulate and inflate themselves. When that happens, you'll float up like a balloon towards the feeding Korba. You can use a Morph Ball Bomb to shake off the Snatchers, but they're actually useful for getting to the top of the tunnel. If you go up the narrow left shaft, you can find a MISSILE EXPANSION. Go to the lower left path to get to the exit, which you'll have to bomb yourself through. When you unroll from the tunnel, turn around to scan the Snatchers and the Korba. Now face the statue behind you and use the Grapple Lasso to yank off its chest plate. You can then shoot it and make it explode like the one in the Grand Court Path. Use the doorway afterwards. Reliquary I contains the GRAPPLE SWING upgrade. This thing increases the abilities of the Grapple feature. Now you can swing from special Grapple attachments to reach new areas. Back in the Hillside Vista, you no longer have to use the Morph Ball tunnel to get to the other side of the cliff. Just use the GRAPPLE SWING POINT (a scan-able) hanging over the chasm to trapeze across. Climb up to the door and reenter the Grand Court. The Grand Court has three Grapple Swing Points that will let you reach the exit, but they're out of range from the ground. Take the north path from the clearing and head left up a set of steps. The final platform is close enough to the Grapple points. Before going across, shoot the Gel Puffers floating around the points. They may make things hard for you if you leave them alive. Swing out to the first point, then let go at the end of the swing and immediately reattach your Grapple beam to the next one. Repeat this to reach the east ledge. The wall in front of you is covered in eight metal panels. They can be pulled away with the Grapple Lasso to reveal a tunnel in the wall. Use your Morph Ball and its bombs to ascend this tunnel and reach the exit. There's nothing Grapple-related in the Grand Court Path, but you will find a new enemy, a REPTILICUS. A standard Reptilicus appears to be no different from a Reptilicus Hunter, except for one thing. A Reptilicus doesn't waste time making itself invisible; it can actually teleport from one spot to the other. Luckily, there really isn't enough room in the Grand Court Path for this one to pull off its trick effectively, so just waste him. More of them, along with native Nightbarbs, now reside in the Gateway. If you need to get across the room from the eastern part of the room (to return to your gunship, for example), you can use the Grapple Swing rather than having to jump all over the place. Anyway, head into the southeastern hallway and go to the north end so that you can climb onto the back ledge. The door up there hasn't been used yet, so go through. Enter the Crash Site and try to scan the Shriekbats if you didn't scan them earlier. If you did, then by all means avoid getting hit by them. Use the Grapple Swing to cross over to the wing of the crashed G.F.S. Theseus. There's a door to the north, but you can't get through it. Instead, bomb your way into the Morph Ball tunnel farther down the wall. The tunnel splits into two paths, but you can only take the lower one right now. Use it to gain entry into the Theseus. The first thing you should do inside the G.F.S. Theseus is kill the ATOMIC. The Atomic is only vulnerable to charged beam shots, but it gets dangerously excited whenever you charge your beam. Shoot it quickly before it touches you. The Atomic is also capable of dropping explosives, so don't go underneath it. After you destroy the Atomic, turn towards the north wall. The panel covering it is held in place by two locks, so shoot them with charged shots to get it down. This will reveal the workings behind it. Use the Grapple Lasso to connect the disabled power rods above and below the active pair. You have to couple each pair at a time before doing the other two. When all six power rods are active, the satellite interface unit will pop up. Approach the lever on its side and twist it around to give the unit power. Once that's done, the unit will send out a broadcast, and your objective will be complete. Two more landing sites will also become useable on Bryyo. Unit 242 will tell you that the satellite data has revealed that two energy signatures are powering the Leviathan Seed's energy field. These energy signatures must be destroyed for the shield to be removed. Their locations will be uploaded to your map. It's time to return to the Cliffside Airdock. Use the door taking you back to the Crash Site. Wait, was that Rundas flying away from the cliff? It seemed so. Anyway, before heading back across the chasm, reenter the Morph Ball tunnel you used to get into the Theseus. Now that the power is back, you can take the path that goes upwards. However, that also means that there will be electrical hazards to avoid inside the tunnel. Go through and bomb-jump your way up to a ledge next to a moving piston. When the piston goes all the way up, you can perform a double-bomb-jump to get to the ledge above. To do this tricky maneuver, set a bomb and wait until it is just about to explode before setting the second. At the time you do that, the first one will blast you upwards a bit. Set the third bomb when you reach the height of your jump. When you fall, the second bomb will push you back up. And, if you timed it right, you'll hit the third bomb and be pushed even higher. After you master the double-bomb-jump, go right to exit the tunnel. From this part of the Crash Site you can walk up and grab the MISSILE EXPANSION sitting above the Grapple point below. You will also be harassed by some GRAGNOL ADULTS. These bugs are immune to your Arm Cannon weaponry, but can be killed quickly by shooting the Grapple Lasso at them. After you have the expansion, leap down to the doorway into the Gateway. Cross it and reenter the Gateway Hall. As you try to cross the ice bridge Rundas made, a new enemy will shut you in for a battle. Meet the two ALPHA HOPPERS. These creatures are rare, so don't do anything to them before one is scanned. Fortunately, Alpha Hoppers require no change in strategy to defeat when compared to regular Hoppers. They have more health, but are vulnerable to any kind of weaponry. Watch out for their venomous spit and sharp claws. After you defeat them, more will emerge from the nest hanging above. You may think to shoot the nest to stop more Alpha Hoppers from emerging, but that won't really work. Just keep killing them until there are no more left, then continue heading back to the Cliffside Airdock. When you get to the landing site, climb aboard the gunship and get ready to fly to a new location. The two new landing sites are the Fiery Airdock and the Thorn Jungle Airdock. You must go to the Fiery Airdock first, which is within the Bryyo Fire region of the planet. As you land in this area, you'll see how different the environment is here. Large quantities of Fuel Gel make this place very hot, and the types of creatures found here are better adapted to live in such conditions. Exit your ship and look around. Rundas's Phrygisian-Class Gunship is parked nearby, so he must be in the area. Avoid touching the caustic FUEL GEL all around the landing platform, but scan it for a Logbook entry. Afterwards, take the only door out of the Fiery Airdock. Turn left inside the Imperial Hall and shoot the gel spout on the stone disk blocking the path with a charged shot. The spout will ignite and push the disk sideways. Jump over the pool of Fuel Gel and do the same thing to the second stone disk. Afterwards, turn right and exit. The Gel Refinery Site is a spacious, open room with lots of Fuel Gel in it. There are also two Reptilicus in here. Defeat them before heading towards the eastern part of the room. To get to the door on the high ledge there, you'll have to create a platform that will let you reach it. To the right of the door is a rotational valve with two gel spouts coming out of it. Ignite these spouts quickly to make the valve flip over. It can be used as a platform now to reach the east door. Enter the Main Lift. Before going into the tunnel ahead, look to your right and use the Grapple Lasso to expose the data of AGE OF SCHISM. Now roll up and enter the Morph Ball tunnel in the wall. This tunnel is home to another colony of Snatchers and a Korba. To proceed, you'll simply need to have the Snatchers float you up to the nearest ledge on the left side of the tunnel. However, like last time, you can obtain an expansion by exploring the other path. Rise up as far as you can go until you are almost at the hungry Korba. Shift over to the topmost ledge and free yourself from the Snatchers so that you can take the path. It will bring you to a MISSILE EXPANSION located in the next part of the room. After you have it, return through the tunnel and bomb the little plant so that you can get to where the Snatchers are. Use them to reach the end of the tunnel. When at last you exit, turn left and walk to the end of the path. This is a lift that will take you to the next room, but it is held in place by a lever. Simply use the Grapple Lasso to loosen it and be on your way down. The door to leave is protected by a Red Blast Shield, so use a missile on it. You'll be attacked by Hoppers inside the Corrupted Pool, but they shouldn't be a problem. Turn the corner to find a large pit full of blue Phazon, and an enormous growth of Phazon vines blocking the way across. Activate Hypermode and go after the vines' blue weak points. Then, after a few seconds of being in Hypermode, something strange will happen. Your Phazon meter will climb to a critical level, and you'll be at risk of being completely corrupted. Quickly fire the Hyper Beam repeatedly to vent off the excess Phazon. When you get your Phazon levels back down to nothing, Hypermode will deactivate normally. Unit 242 will message you and begin analyzing the situation. Whatever just happened didn't look good. As it turns out, the Phazon levels in your body have reached a point where you will no longer be able to use the PED Suit like you used to. After being in Hypermode for more than a few seconds, you will become corrupted and be unable to abort the mode manually. Your Phazon levels will climb steadily, and as a result of enemy attacks, and your game will end if you become fully corrupted. As you did just now, using Hyper weapons can keep your Phazon levels in check. You can even use corruption to your advantage by letting the rising Phazon levels continue to fuel your weapons. However, Hypermode will still end after 25 seconds. Just be careful and watch your Phazon meter when you decide to use your PED Suit from now on. Well anyway, now that the Phazon vines are gone, you can swing across the Phazon pit via Grapple point. Given Samus's past experiences with Phazon, you may be keen to avoid the glowing pool below, but contacting it will actually heal you and recover you energy. If your health is low, take a quick Phazon bath before continuing (exit the pool using the steps on the north side). After swinging across, locate the exit on your right. Enter the next room. This is the Gel Processing Site. The door you want to take is up at the top, where Rundas just went through. Mysteriously, he seems to be trying to avoid you. The only way to get to the exit is by crossing the room. Before you reach the back ledge however, three fierce WARPHOUNDS will enter the scene. These are the beasts the Reptilicus use as guards. They share a few of their masters' traits, including the ability to warp from one location to another (hence the name) and their resilience. They also shoot fire balls from their mouths. Warphounds are weak to cold-based weaponry, but currently you have nothing of the sort in your arsenal. Missiles, charged Power Beam shots and the Hyper Beam are the way to go. They will go down eventually. Return to the back of the room and hop up to the ledge. After scanning AGE OF WAR, face the Bomb Slot. It is inactive at the moment, but igniting the two gel spouts on either side of it will fix the problem. When the device is used, a large metal platform will rise up from the floor of the room. Space jump over to it and eliminate the Gragnols. Now face the west side of the room. Use the Grapple Lasso to pull out a rail set it the wall to connect it to the center platform. Do the same on the east side of the room. The rails form a tunnel that the Morph Ball can get through, but you have to find its entrance first. Jump over to the platform on the east wall and find the pumping station inside the small alcove. Grab the pump's handle and start pumping (pushing it in and out) to charge power. When it is fully pumped, spouts of Fuel Gel will turn on behind it. Ignite these to expose the entrance to the Morph Ball tunnel. Now go through it so that you can get into the alcove on the west side. This one has a Bomb Slot similar to the one on the ground. Ignite the spouts to give it power. Now use the slot to raise a part of the center platform even higher. Go back through the tunnel and unroll so that you can jump over to the top of the platform. This time, you'll have to fend off some Gragnol Adults that were disturbed by the platform's activities. Remember to use the lasso on them. You are now almost at the top. Face south and use the Grapple Lasso on the little green valve underneath the large Fuel Gel vat. With the valve gone, Fuel Gel will spill freely from the pipe. Shoot it to make another small stream of gel begin flowing. Now, when you shoot this one, an explosive reaction will occur and the gel vat will be out of your way. Jump over to the ledge and enter the Morph Ball tunnel on the right side. The tunnel is fairly typical, but there are PHAZON PILLBUGS roaming the inside of it. These creatures roll around the tunnel's loops, looking for food. A few bombs will be enough to destroy one. Avoid the jets of Fuel Gel as well. Just above the first one is a cracked stone block. Bomb-jump up to the path next to the block. Use another bomb to destroy it and make the sturdier one on top of it fall down. Now you can safely continue through the tunnel. At the end, unroll and scan the Pillbugs. Finally, activate the Bomb Slot on the ledge to raise the last piece of the center platform (and summon a few Gel Puffers). Jump back to the platform and face west. The ledge you saw Rundas on before still seems too high up to reach, but there's a green GRAB LEDGE there that lets you get up. Jump to the Grab Ledge to hoist yourself up to the doorway. Exit at last. The Gel Hall is almost completely filled with searing Fuel Gel, and there doesn't seem to be any way to cross safely. However, notice the revolving golem statue spewing Fuel Gel from its mouth in the middle of the pool. Shooting the gel will make a fire jet erupt horizontally from the statue's head. Wait for the statue to be facing left before igniting the gel stream. The jet of fire should destroy the yellow fuel line hanging there, and a platform will come down. This platform not only lets you get across to the door, but it also has a MISSILE EXPANSION on top of it. Claim your prize and head towards the west door, but don't go through yet. Turn back and watch the Fuel Gel's surface for the occasional leap of a GEL RAY. Gel Rays are completely harmless unless touched, and aren't worth the effort to kill. They are also a pain to scan because they are visible for only a few seconds when they leap and appear in a random spot each time. It will take a few tries to get a full scan of a Gel Ray. When you have its Logbook entry, use the exit. You can save inside Save Station A and recover your energy. Get out through the opposite end of the room after you are done. The next room is the Cavern Entry. Just shoot the Hoppers and go right through to the next room. The Gel Cavern is another thin passage, but you have to watch out for the Fuel Gel pouring from above this time. When the cascades stop, jump across before they begin again. There are some Gragnols near the end too. The Temple Access tunnel is home to many GELBUGS. These creatures are filled with volatile Fuel Gel, and will start bouncing around if disturbed. Try to shoot them before they hit you. Walk through the tunnel and use the door at the top to reach the next room. This is the Temple of Bryyo. It starts as a small tunnel, but opens up into a much larger clearing. As soon as you go out into the open, a massive Space Pirate war cruiser will fly across the sky and bombard the temple with laser bolts. Don't worry too much about the cruiser, as there are more pressing matters at hand. Two Space Pirate ATCs have also shown up, and will deploy their squads of ARMORED PIRATE TROOPERS straightaway before flying off. This leaves you to fight the troopers. Armored Pirate Troopers are a new type of pirate, but don't require a new strategy. Like the Armored Pirate Militias, the troopers are equipped with stronger armor that prevents damage to them, but is not indestructible itself. Missiles are the best way to destroy the troopers' armor. After that, they become regular Pirate Troopers. Watch out for the Phazon grenades they use too. Getting caught up in a blast will force you into Hypermode corruption and can catch you off guard. The good news is that you won't be forced to spend an Energy Tank (but the blast itself will still damage you) and you will be able to kill the pirates quickly with the Hyper Beam. After you defeat them, more trouble approaches. But as an additional wave of pirate forces shows up, help also arrives. A giant block of ice appears from the center of the floor and the pirates scatter in fear. Rivers of ice track them and freeze them in place. After the pirates are taken care of, Rundas makes his appearance from the large block of ice. You can now scan Rundas to make the unnecessary confirmation that he is who he is. After that though, Rundas will generate a new ice flow, aiming not at a hostile, but at you! It's clear that Rundas isn't his usual self at the moment. He's being controlled by Dark Samus, and unfortunately you're going to have to battle your ally in order to get by. As soon as you begin fighting, scan RUNDAS once more to add him to your Logbook as a Space Pirate entry. As you have witnessed in the past, Rundas can manipulate ice in a variety of ways. Now that you have been forced to battle him, you'll see just how skilled he is. The very arena is shaped by the ice he has created, giving both of you plenty of cover. Like the armor-wearing pirates, Rundas is invulnerable as long as he is protected by his armor, but he can be stunned after enough punishment. Target him immediately and give it your all. While you may be tempted to charge the Power Beam in order to do more damage to Rundas's armor, his speed will make hitting him with that difficult. Use missiles instead. Rundas gets around in two ways; he can fly through the air by ice-surfing, and he can run around on the ground. Obviously, because he's faster while airborne, you'd be better off attacking him while he's on foot. Once you manage to stun Rundas, you can use the Grapple Lasso against him. Yank his armor off to expose his vulnerable body. Start shooting immediately, because Rundas will regain his senses once his armor is off and resume his attacks. While his body is exposed, you may want to switch to Hypermode in order to do more damage quickly. As always though, don't overuse it, or you may find yourself with less health than desirable. It won't be long before Rundas's armor regenerates, but you should have enough time before then to dent his health bar. Reattempt to stun him so that you can take his armor off and continue damaging him. All the while, you're going to have to avoid his attacks. Most of the time, Rundas will fire blasts of icy vapor at you, and they'll freeze you if you take a direct hit. If you get trapped in ice, the only way to free yourself is to tap the B Button repeatedly. Other times, Rundas will shower you with similar blasts while he zooms around the room. And, if your foe perches himself on top of an ice formation, he may be trying to hurl ice boulders at you (three or four at a time; they can be shot at and destroyed for pickups) or swing a massive ice club around to demolish anything nearby. Rundas will use this latter attack when he enters Hypermode, using his own PED. Your own Hypermode weapons will be more effective against him then. Keep up the attack until Rundas takes his last hit. Once Rundas has been defeated, shards of ice will impale him. Then, like a phantom, the true villain appears. The shadowy form of Dark Samus absorbs Rundas's remains and then glides away. She leaves behind a prize for you; the ICE MISSILE upgrade. This weapon gives your missiles freezing capabilities. Missiles can now freeze enemies and other objects solid, as well as open White Blast Shields. After you grab the upgrade, collect the pickups left behind from battle and use the lift indicated by a hologram in the center of the temple. Take it to a door and go through. The eastern energy signature is just ahead, but first you have to get through the Fuel Gel-filled Temple Reservoir and the room after it. From the bank of the gel pool, scan a SCORCHBUG ahead of you. Scorchbugs explode when hit with something, but are otherwise unexciting. You can also scan a Gel Ray if you didn't earlier, since they appear here more frequently than in the Gel Hall. Now the question remains as to how to cross the Temple Reservoir's Fuel Gel pool. The answer is to use an ice missile. Shooting the Fuel Gel with a missile now will freeze some of it and make a temporary platform of solidified gel. Make a platform to jump across to, and then shoot another missile ahead to make the next one. Keep doing this (it should only take around two platforms to reach the other side) until you get to the next blue door. Enter the Temple Hall. On your right is a pumping station that is used to control the flow of gel from the spouts along the sides of the chasm ahead. Pump it four times to turn it on. Now Fuel Gel will pour from the three spouts. Use missiles to freeze the gel flows so that they form solid platforms. Like the ones you made in the Temple Reservoir, these formations will last only a few seconds. Jump from one to the other until you get to the other side. Use the door here. You've finally reached the Temple Generator. On the other side of the structure ahead, through a large window, you can see one of the shield generators that keep the Leviathan Seed protected. You must destroy it somehow. Go back to the front of the room and use the control panel with the Space Pirate handprint on it. A hologram of the shield generator will show up, but nothing else will happen. Soon, Unit 242 will speak to you. She says that since the generator is made of durable Maldium metal, it cannot be destroyed by any of your weapons. You must find a weapon that will do the job for you. It isn't in the Bryyo Fire region, so you'll have to backtrack all the way to the Fiery Airdock and return to the first part of Bryyo you explored. Before you leave the Temple Generator room, scan the side panel for data on DOWNFALL. ============= Chapter 4: The Leviathan Seed. ============= Start making the long walk back to your gunship. The rooms you have to go back through may have different enemies this time. The Temple of Bryyo, for example, is inhabited by Hoppers now. When you reach the Temple Access, shoot at the Gelbugs to send them tumbling towards a lone pirate near the end. The Gelbugs should blow up in his face and kill him. Make your way back through the next two rooms until the Save Station is reached. Note that in the Gel Cavern, there is a new shortcut that lets you skip right to the Imperial Hall, but taking it now will make you miss out on expansions you could do with. Head towards the Gel Hall instead. Enter the Gel Hall and hop over to the round platform that you cut loose earlier. Face south and shoot missiles into the Fuel Gel down the corridor to make icy platforms. You can use them to reach a hidden ledge where the room's second MISSILE EXPANSION rests. Now go back to the main chamber and use more makeshift ice platforms to get to the north door, covered by a White Blast Shield. Another missile will get the shield down. Use the door afterwards. This new room is the Gel Purification Site. It connects to the Gel Refinery Site, saving you the trouble of having to backtrack through three extra rooms. To cross this room, shoot the red switch ahead of you. A Grapple Swing Point will appear to its left. Use it to begin swinging. To get to the next swing point, shoot the next red switch before swinging over. Repeat one more time and then go through the blue door at the end. Don't jump down from the ledge when you enter the Gel Refinery Site. Turn right and use the Grapple Lasso to rip a few pipes away. This will make the larger one next to them collapse. Now you can walk on the pipe to reach this ledge from below whenever you come back through. Also, walk to the end of the ledge and pick up another MISSILE EXPANSION. Now return to the Fiery Airdock. During the walk back to your gunship you will have received a transmission from Unit 242. Your next destination is the Hangar Bay, a Federation outpost and landing site located near the place where the G.F.S. Theseus went down. You'll be able to upgrade your ship somehow when you get there. You can't fly to this new landing site directly because its beacons aren't active yet, so you'll have to reach it on foot. Fly to the Cliffside Airdock instead. Nothing has really changed in any of the rooms from the landing site to the Theseus, so zip through them until you get to the downed ship. After entering it, head directly across to a new door that takes you into the Falls of Fire. You couldn't go through this room previously without the Ice Missile upgrade. Now you can freeze the gel streams coming out of the wall spouts to create platforms, exactly like you did in the Temple Hall back in Bryyo Fire. Before making your way across though, blow up the Gel Puffers. They have a knack for getting in your way. Proceed down a short hallway after the chasm and check out the golem standing guard at the end. It has a Bomb Slot set into its stomach, so roll up and use a bomb-jump to get inside. The Bomb Slot will energize the golem and make it come to life. Each golem you find is preprogrammed to perform a specific task when activated, and this one will charge through the wall behind it and drop down a long shaft. It will power down and release you at the bottom. Fire a missile at the exit door to get it open. The Hidden Court is the next room. It is dominated by a war golem even larger than the last one, but restrained by several thick vines. Before you can worry about the golem though, two Warphounds will pounce. Use Hypermode if you want them dead quickly. After they are gone, a hole will appear on the floor in front of the golem. This acts as the Bomb Slot used to power the golem, but it can't do anything useful with those vines restraining it. You have to get rid of them before setting the golem to work. However, as the golem struggles against its bonds the first time you try it out, a hatch will loosen where the vine connected to its right leg is attached to the wall. Shoot the pockets of Fuel Gel at the base of the vine to burn it down. Now one of the golem's legs is free. Go after the left leg attachment next. The vine tied to it is connected to a Morph Ball tunnel along the north wall. The problem getting into it is that there is an active gel spout near its entrance. You can fix this problem by freezing the spout solid with an ice missile. Hurry into the tunnel and get across the frozen spout before it melts again. Work your way through until you find a hole that takes you behind the wall. The Fuel Gel attachment is located there. A bomb will set off the chain reaction to disintegrate the vine. Now only the arms remain. Roll back out of the tunnel and look towards the upper east wall. There is a gel spout burning near another vine. This one is simple to destroy; shoot the spout so that the intense flames ignite the vine. The left arm of the golem is now free. The last vine is attached to the wall near the entrance, but its base is covered by a chunk of Brinstone rock. This mineral is susceptible to your missiles, so use one to destroy the rock and expose a small alcove. Jump into it and locate the vine's base. Destroy it to free the golem once and for all. Go back to the golem's Bomb Slot now and activate it to power up the golem. This one will pick up an entire section of the floor (with you still inside) and place it in the wall behind it, which will in turn retract (this will be important later). The golem will step to the side and deactivate, while the place where the Bomb Slot used to be now leads to the room's exit. Listen to Unit 242's report on your Hypermode condition before entering the next room. Drop to the bottom of the Ruined Shrine when you get inside and look for the arm of another golem. Age has damaged the alloy that the arm is composed of, making it weak to Morph Ball Bombs. Use one to uncover an ENERGY TANK hidden beneath the arm. Now use the steps to get back up to the ledge. To both sides of the ledge are large golem statues. The right-hand one has a strange gel crystal formation on it. Though solid, the Fuel Gel is still volatile. Shoot it and a bridge above the golem will fall into place as a result of the blast. The bridge has a Grapple Swing Point beneath it. Use the Grapple Swing to reach the opposite ledge. Now turn back around and jump to a ledge on your left, near the golem's head. It will put you on top of the new bridge and allow you to cross. Jump onto more platforms on your left so that you are level with the upper west ledge across from you. You should be able to see another Fuel Gel crystal there. Destroy it to sever the vine attached to a stone pillar on your left. There is another vine holding the pillar in place. This one can be destroyed by shooting the gel crystal located near the base of the pillar. When both vines are burned away, the pillar will fall and make another bridge with a Grapple Swing Point underneath it. Swing over to the west ledge and turn left yet again. Ascend the stairs to reach the top of the bridge and start walking across. Use missiles to kill the Gragnols and get the pile of rubble on the other side of the bridge out of the way. Make a final left inside the short passageway and use the blue door there. This room is the Hangar Bay; you've reached your destination. Head to the back of the room, where a lone control panel sits within a semicircular enclosure. When you approach it, enemies will appear to stop you. You can't interact with the panel until the room is clear. Start with the pair of Warphounds. As before, Hypermode is the quickest way to deal with them. Four Reptilicus Hunters will replace the hounds after they are killed. Kill them in turn to return the room to normal. Now there is work to be done. Go back to that panel and press the button with the upward-pointing arrows. This will raise the missile racks around the landing platform. They will be used soon to upgrade your ship. Now head to the room's northeastern corner. There is a lift here you can use. Activate the control panel in front of it to power up the lift and take it up to the second floor. From the ledge up there, jump over to the central missile rack and then leap again to reach a Grab Ledge. Once on top of the ledge, face east and lasso out a platform from the wall. Jump onto it and then over to the southeastern platform. You can use it to get back to the highest part of the central missile rack. Then, jump from there over to a ledge on the northwest side of the room. Use the Morph Ball tunnel there to enter an enclosed control room. A control system is waiting for you in front of the window. Grab the lever and pull back, and then slide it to the right before pushing it forward again. The bay doors above will open up. It's time to bring in your ship. Exit the control room and drop back down to the ground. Return to the panel that raises and lowers the missile racks and press the downward-pointing arrow button to clear the landing zone. Everything is ready for your gunship now, so pull up the Command Visor and call it in. From now on, you can fly from any other landing zone to this one. You're not done here yet though. Go back to the panel one more time and set the missile racks back up. With your ship already docked, the devices will immediately begin upgrading your ship. After they are finished, your ship will be able to fire missiles. Hurray! SHIP MISSILES can be used in open locations using the Command Visor. The gunship will fly overhead and bombard any enemies and obstacles in the area. The best news of all is that these missiles are particularly effective against Maldium objects, which is what the Leviathan's shield generators are made of. Enter the ship and return to the Fiery Airdock straightaway. Back in Bryyo Fire, start heading towards the Temple of Bryyo. If you took the shortcut through the Gel Purification Site earlier, you can use that to save some time. If you didn't take that way before, or if you used the other shortcut from the Gel Cavern, you'll be less fortunate. Not only can that shortcut not be used from the Imperial Hall end, but you'll also be unable to get to the Gel Purification Site from the Gel Refinery Site because you didn't pull out the loose pipes from the ledge that make the walkway. Many of the native enemies in most of the rooms have now been replaced with Space Pirates and their drones, but nothing major to worry about. Eventually you'll get to the Temple of Bryyo again. The Space Pirates have been hard at work remodeling the temple to suit their needs. They are building an anti-aircraft turret to prevent people like you from doing exactly what you're planning to do with your gunship. They've left the project under the guard of a few ARMORED AEROTROOPERS. This is a different type of pirate, so scan it for your Logbook. The pirates won't stop appearing no matter how many of them you lay to rest, so ignore them unless they are directly in your way. The armor these have make them tougher to kill than regular Aerotroopers anyway. Locate the two jamming beacons on either side of the turret base. These beacons prevent you from calling your gunship for a bombing run, so they must be deactivated. Use the Grapple Lasso to yank down the lever on the beacon to shut it off. Repeat this quickly with the other beacon, and then use the Command Visor to call forth the ship for attack by scanning the icon in front of the turret base. If you aren't quick enough, the beacons will reactivate themselves. But once your gunship is on its way, this pirate operation will be ended. The gunship will destroy the turret and the remaining pirates, exposing the lift that will take you to the Temple Reservoir. Before leaving, scan the cone-shaped SPACE PIRATE CRATES and LARGE SPACE PIRATE CRATES near the ruined turret base. Watch out for the Aeromines as you try to go through the Temple Reservoir. It isn't easy to fight them without getting hurt while standing on an unstable ice platform. Go through the Temple Hall as usual and enter the Temple Generator. Two pirate troopers are inside. Take them out, but be careful of their Phazon grenades. Now go to the back window and use the Command Visor to call your ship for another bombing run. This time, the ship's missiles will destroy the shield generator helping to protect the Leviathan Seed. The energy field around it is weakened now, but not yet finished. Start heading back to the Fiery Airdock once more. In the Temple of Bryyo, take the lift back up to the main area. Pirate reinforcements have arrived to inspect the damage you've done to their precious anti-aircraft turret, and are none too pleased that you wrecked it. Look out for the ADVANCED SHIELD TROOPER in their midst. This trooper has additional protective armor like an Armored Pirate Trooper, but carries around a deflective shield as well. Use the Grapple Lasso to take his shield away and then attack with missiles to crack his armor. After he no longer has his shield, the trooper becomes an ADVANCED PIRATE TROOPER. You can scan him now for another Logbook entry. When you defeat the pirates, keep moving through the region. Stop when you get to the Gel Cavern. Unless you didn't already get the two expansions in the Gel Hall and Gel Refinery Site, there's no reason not to take the shortcut here. You'll earn a bonus just for using it anyway. Halfway through the room is a continuous Fuel Gel cascade blocking a side path on your left. Shoot an ice missile at the top of the cascade to freeze the gel. The short path revealed by this has a statue facing you. Roll into your Morph Ball and bomb-jump into the statue's mouth. The statue will warp you all the way back to the Imperial Hall, saving you even more backtracking then the Gel Purification Hall passage. Again though, this shortcut can only be used one way. Enter your gunship in the Fiery Airdock and set a course for the only available landing site on Bryyo that hasn't been visited, the Thorn Jungle Airdock. This section of Bryyo is characterized by dense vegetation and heavy pirate activity. The western energy signature is located at the end of this rugged jungle trail. After landing, enter the Overgrown Ruins ahead. An Armored Pirate Trooper will charge at you, activating his own pirate-based Phazon Enhancement Device to enter Hypermode. Enemies in Hypermode are very tough to kill unless you activate your own PED Suit. Defeat the first pirate and then find the second one further down the path so that you can destroy him before you get corrupted or run out of Phazon. Now look for the Fuel Gel crystals on the right-hand side of the path. Shooting them will cause an explosion that reveals the pathway to the hidden Vault room. There is an ENERGY TANK inside, so shatter the Red Blast Shield to go through. Now go back to the Overgrown Ruins and head to the end of the main path. The door ahead is blocked by a shimmering blue energy shield. The controls seem to be somewhere up above, so you must find an alternate way around. Go back to the path leading to the Vault and look across from it. Another hidden path can be uncovered by shooting the gel crystals on the wall there. Jump on the stone block next to you to reach the path and then go into the Morph Ball tunnel at the end. This tunnel will take you to the energy shield's controls. Activate the control terminal to deactivate the shield. Now go back through the tunnel and take the new door. The room ahead is the Ancient Courtyard. There is an ATC there, as well as a few troopers and a jamming beacon. The pirates obviously don't want you destroying that wall in the back. Use the Grapple Lasso to disable the jamming beacon, and then command your ship to attack the wall. The gunship will destroy the wall and the pirates, but also release the fresh wave of pirate forces from the back of the room. These enemies are all new to you. Scan the hulking BERSERKER KNIGHT and the ASSAULT PIRATE TROOPER bobbing in its wake. Also, if you didn't scan the Advanced Pirate Trooper after you took his shield away in the Temple of Bryyo, scan the third pirate for that entry. Assault Pirate Troopers have energized armor that deflects missiles, making them vulnerable only to beam weapons. They are tough to take down, but not as tough as the Berserker Knight. Although weaker than the Berserker Lord, the Knight is still a formidable force to be reckoned with. You can only hurt it by shooting the purple energy spheres it shoots at you so that they bounce back at its head. After the Phazite armor cracks open, the creature's softer flesh will be exposed. Defeating these new enemies will be tough, but there is a simple and effective way to get rid of them all. Use the Command Visor to bring your ship back for yet another airstrike. Even though there are no icons to scan, pressing the Z Button will still let you call your ship and attack the enemies. They will all be obliterated by the bombardment of missiles. Keep in mind that you are limited to the amount of airstrikes you can perform (this amount can be viewed when you wear the Command Visor). Look for gunship-shaped ammo pickups and expansions to increase your ship missile capabilities. Anyway, proceed to the back of the room and exit. Destroy the Crawltanks in the Enlightened Walkway and continue to the end to find another door. You will enter the Jousting Field next. Two Aerotroopers spot you and seal off the exits. Take them out with missiles. Then, something far more threatening than even an Aerotrooper enters the clearing. This hideous creature is a KORAKK BEAST, a new mini-boss. Space Pirates use them as cavalry mounts. This one is under the control of a PIRATE HUSSAR wielding a deadly energy lance. Both the rider and its mount will only appear this one time, so scan them before you start fighting. Take out the Pirate Hussar first. His energy lance can hit you even from a distance. Fortunately, it doesn't take long to kill him. The Korakk will continue to fight you even after its master is defeated. Its head is protected by Phazite armor, but its mouth remains vulnerable. Most of the time the beast will try to slash at you with its sharp claws or trap you with its long tongue. If it gets a hold of you, shake your Wii Remote to free yourself from its grip. Try to hit the Korakk's mouth whenever it opens it. If you do enough damage, the beast will be stunned. As it sways dazedly on the spot, roll into the Morph Ball and lay a full salvo of bombs under the belly of the beast. This will stun the creature further, but none of its health will be lost yet. After the Korakk regains consciousness, repeat the process so that you can bomb its fleshy stomach. Eventually, the Korakk will no longer be able to stand and will fall on its side. Immediately target its tail with the Grapple Lasso and pull on it. The Korakk won't like that at all. It will stand up on its hind legs, exposing its true weak spot at last. Unleash your might upon the Korakk's underside to inflict massive damage. You may even defeat it in one go if you're good enough. If not, do the whole process over again until the Korakk finally dies. The shields blocking the exits will disappear, but a pair of outraged Shield Pirate Militias will enter to try to avenge the fallen allies. Kill them and exit through the south door. The Field Access passage is filled with Jolly Rogers. Take the right path up ahead to reach Save Station B, which you'll need an ice missile to get to. After saving, take the left path to get to another door. The room further along is the Jungle Generator. Inside it, start by shooting the panel ahead of you so that you can scan THE HUNTED and grab a MISSILE EXPANSION. Now go around to the window where the shield generator and the Leviathan Seed can be seen. It's time for another airstrike. When you try to call in your gunship though, anti-aircraft turrets nearby open fire on your ship. Woops. You'll have to find a way to disable the turrets before calling another airstrike. Try to head back to the previous room. At this point, Armored Pirate Troopers will appear through two side doors and seal off the west one. Take them out, and then go through the south door. Enter Generator Hall South. Although the ledges on the side are too high to reach, the walkway above you has a pair of Fuel Gel tanks strapped to it. Blow them up to destroy the walkway, thus exposing the Grab Ledge on the right side. Use it to reach the upper ledge. Some pirates will attack you from the other side. Shoot them down and jump across. Now walk down the path that the pirates emerged from. The door at the end is guarded by a pair of REMORSE- CLASS TURRETS. The good thing about them is that their accuracy is very poor, despite being a supposed improvement over the "Humility" turrets the pirates used to use. You can beat these turrets the regular way (lock on and shoot), or you can shoot one of the Fuel Gel tanks that goes by every so often to destroy them. Before exiting, also scan the SPACE PIRATE BLUE DOOR you must go through. The path ahead leads to the South Jungle Court. The passage before the clearing is guarded by another turret, but this one's accuracy is as bad as any other one. One of the anti-aircraft turrets is sitting in the middle of the clearing, and it's up to you to destroy it. The pirates guarding the turret will spot you before you can come in too far, so take care of them first. Now scan the turret to learn that it has an underside valve. Go underneath the turret and use the Grapple Lasso to pull out the valve in question. This will force out the turret's Fuel Gel canisters from vents on the side. Locate one of the three canisters and blow them up before they retract again. Now fight off the pirate reinforcements as the underside valve is placed back into its socket. You won't be able to approach the valve again for a few seconds because of the intense wave of heat it releases. After the heat has dissipated enough, repeat the process twice more to destroy the remaining two Fuel Gel canisters. The last canister will cause the turret to overheat and explode. That's one turret taken care of. Exit the South Jungle Court through the east side. Shoot your way through the turrets and drones in the South Jungle Hall. Near the end, scan one of the blue blobs, which is a PHAZON FUNGUS. Phazon Fungi serve no real purpose, but can be shot for pickups. Now enter the Auxiliary Dynamo. To get through this tiny room, go left around the center structure and use the Morph Ball to roll under the beams and cables. If you want a new expansion, go to the west side of the room and use the Grapple Lasso to bring down a piston on the side of the center structure. The piston will only stay down for a few seconds. Go back to the entrance of the tunnel (in front of the door you came in through) and use the Morph Ball to get in. When you get to the piston, wait for it to push you back up. Continue down the path and get the SHIP MISSILE EXPANSION at the end. This increases the number of missiles your gunship can carry, and therefore increases the number of airstrikes you can perform. Now exit the room. The North Jungle Hall is another short passage. There are Aeromines inside, as well as a few proximity mines the pirates left out for you. Shoot them before you get too close. Take the door at the end when you make it through. The North Jungle Court contains the second anti-aircraft turret. The underside valve on this one is held down by three clamps, so you'll have to activate the release mechanisms for all three before you can go about destroying the cannon. An Aerotrooper will demonstrate how this works; three levers located on ledges around the room have to be pulled back in order for the clamps to release. This is easier said than done thanks to the Aerotroopers. Not only will they attack you, but they'll also try pushing the levers back on you after you get them down. They are unlimited in number, so you have to try to kill all the ones in sight and work quickly before more arrive. To get to the ledges where the levers are located, jump onto one of the two platforms on the north and south side before jumping to the turret platform itself. From there, jump to any one of the ledges with levers on them. Use the Grapple Lasso when you get behind them to pull them back. You will have to watch the Aerotroopers and make sure they don't head back towards a pulled lever. If you see a dot on your enemy radar heading away from you rather than towards you, shoot the pirate down immediately. When you manage to release all three valve clamps, the three Fuel Gel canisters will be exposed. Circle the turret's base and destroy the canisters one by one. It too will overheat and explode. Both anti- aircraft turrets are now permanently offline. Go west to exit and take a lift up to the door. Generator Hall North takes you back to the Jungle Generator. Kill the Shield Pirate Trooper and the Jolly Rogers inside. Before you leap down to where the exit is, look up towards the raised walkway next to the opposite wall. As a line of Fuel Gel tanks passes, shoot one of them to release the walkway. Now go across and use the pumping station to rotate a section of the Morph Ball tunnel on your right. Follow it to obtain the MISSILE EXPANSION. Now jump down to the lower path and exit. Reenter the Jungle Generator and take out the opposition. Now move in front of the window and use the Command Visor to call another airstrike. With the anti- aircraft turrets gone, the gunship will have no trouble blowing up the shield generator. Behind it, the Leviathan Seed's energy shield will disappear. Return to the Thorn Jungle Airdock and enter your ship so that you can select the Bryyo Seed as your next destination. You can see as you enter Landing Site Delta that the Leviathan is very much a living thing, not just a meteor. Each Leviathan has a core deep within it, and upon reaching a new host planet it uses a local life-form or other semi- sentient being to protect its core. After leaving the ship, walk ahead and use the series of floating platforms to reach the door at the top of the room. If you fall into the pit below, avoid touching the platforms' tentacles or the many Scorchbugs milling around. At the top, scan the LEVIATHAN DOOR for a Logbook entry, and then shoot it open like a regular door. The Core Access is blocked by a large organic mass with a glowing blue center. The mass will be destroyed if you shoot the center with the Hyper Beam or charged Power Beam blasts. Plenty of pickups will be released from it as well. Now proceed and destroy the two additional organic masses that block the way. At the end, go through to enter the Bryyo Leviathan Core. The Bryyo Leviathan's core is protected by a corrupted Reptilicus war golem, known as MOGENAR. Jump down to the floor of the core arena and approach Mogenar. It powers itself up and starts moving. Next, Mogenar extends its arms and summons two energy orbs from the edges of the room. These energy orbs are placed into sockets on the golem's body, giving it more power. After inserting two additional orbs into the remaining sockets for a total of four, Mogenar attacks. This golem is the second true boss in the game, and like any boss it should be scanned immediately. The boss is powered by the energy orbs in its sockets, so destroying them will bring Mogenar down. This is a simple strategy, but Mogenar is still a very dangerous and difficult enemy to beat. Its main attack is a powerful shockwave released along the ground whenever Mogenar jumps up into the air. The quakes are sometimes so strong they can cause pieces of the ceiling to collapse and shower you with debris. The boss can also stomp a single foot in order to send a more focused shockwave towards you. For both variations of this attack, use a space jump to avoid getting hit. Also watch out for the blue Phazon hands that Mogenar will shoot at you. As they fly towards you, shoot them and grab the health they leave behind. The last attack you must try to avoid is the laser beam Mogenar can send out of his mouth. Now, immediately start shooting at any of the three red energy orbs visible on Mogenar's front. It sometimes uses socket covers to protect them, but they won't remain closed for very long. As the energy orbs sustain more damage they begin to glow with white energy. Mogenar's other strategy to protect its orbs is to shuffle them around in their sockets. However, the more damage you do to them, the easier it will be to tell which one is already damaged. Keep shooting at the orb until it shatters and Mogenar recoils. Now the orb's Phazon core is exposed. Switch to Hypermode and start hitting the core with Phazon energy so that it overloads. After enough damage, the core will be destroyed and start burning with yellow flames. During your assault on the exposed cores, if you see Mogenar extend its blue hands towards the sides of the arena, abandon whatever you are doing and start shooting at the new red orbs it starts pulling in from the sides. If these orbs reach Mogenar's body, they will restore any damaged orbs already in the sockets. Fortunately, they can't be used to replace the orbs that have been completely destroyed. After Mogenar loses an orb, it will produce Phazon crystals around its feet and go on a rampage, charging you down whenever possible. To stop the golem so that you can resume hitting its energy orbs, use Morph Ball Bombs to break the crystals on its feet. Wait for Mogenar to charge so that you can dodge it and bomb its feet before it turns around again. After you destroy the foot crystals, go after another energy orb. You can destroy all of the energy orbs' red shells first before attacking any of their cores, or you can take each of them out completely one at a time. It may be easier to do the latter because of the golem's constant attempts to restore the damaged orbs, but destroying them all at once will reduce the amount of times you need to go into Hypermode. You will have to pause to destroy Mogenar's Phazon crystals every time one is destroyed though. After you destroy the three frontal energy orbs, you'll have to find a way to get to Mogenar's back orb. This one is much harder to get to because Mogenar will usually try to face you at all times. Strafe constantly and shoot whenever you see an opening. After a long and difficult struggle, Mogenar's last orb will be destroyed. Its body overloads with Phazon and explodes, sending out a wave of energy that hits Samus full force. This triggers a surge in the Phazon energy within her, and her corruption worsens. She is left shaken, but not in any imminent danger. Grab the power-up Mogenar left behind. This is the HYPER BALL, a new Hyper weapon. When the Hyper Ball is used, the Morph Ball will fire off tendrils of Phazon energy and strike any susceptible targets in the vicinity, making you look like a novelty plasma lamp. This weapon is more destructive than Morph Ball Bombs as it can strike multiple foes simultaneously and has a much greater range. However, like the Hyper Beam, it consumes Phazon when used. After you get the new upgrade, Phazon growths will sprout on the grounds all around you. You will still be in Hypermode, and unable to exit it (the yellow Phazon meter indicates that you temporarily have an unlimited supply). Enter your Morph Ball and use the Hyper Ball ability to fire off a continuous barrage of Phazon bolts. Roll around the immediate area so that all of the Phazon growths are destroyed. After this, Phazon energy from below will shoot upwards towards the Leviathan's core. The hideous beast within it, the true core of the Leviathan, emerges. Press the A Button one more time to send a flood of Phazon energy from your body into the creature's face. The energy will overload and destroy it. The Bryyo Leviathan Seed is finished. ============= Chapter 5: Eye of the Storm. ============= Aurora Unit 242 will next contact you in your gunship as it cruises through space. Your next target is the Leviathan Seed on the planet Elysia. The seed has landed deep within Elysia's cloudy atmosphere, so you won't be able to reach it directly. Instead, you will land on the Federation spy base called SkyTown, which was originally built by the Chozo but left behind as an automated station. Aurora Unit 217 is somewhere in SkyTown, but hasn't yet been purged of the Space Pirate virus. Unit 242 will upload a vaccine to you for you to use when you meet Unit 217. You should also be on the lookout for Ghor, who was assigned to the base but hasn't been in contact with the Federation for some time. SkyTown is an awe-inspiring place floating high up in Elysia's atmosphere. While the birdlike Chozo who built it have long since left, the Elysians they created still operate it with the aid of Aurora Unit 217. After touching down in the Main Docking Bay, prepare the Scan Visor and download the HEAVY SKYTOWN STORAGE UNITS and smaller SKYTOWN STORAGE UNITS lying around to your Logbook. Also scan one of the passing TRANSPORTATION DRONES. Go inside by walking through the doorway beneath the large Chozo statue. An AERIAL REPAIR DRONE can be scanned here for another entry. Follow the walkway up and around to a large window overlooking the landing platform. A DATABOT can be found up here. Databots, in addition to being Logbook entries themselves, can be shot to reveal the Lore data found on Elysia. Whenever you see one, shoot it and then scan the hologram projection it puts up. This Databot gives you the CREATORS record. Lastly, scan and use the SKYTOWN BLUE DOOR on your left. The Main Docking Access is blocked by the statue of a Chozo elder. You can roll into its hands by entering the Morph Ball-sized hole in the glass panel in front of it. Now activate Hypermode and use the Hyper Ball to destroy the Phazon vines tangled around the statue. Afterwards, the glass and the statue will disappear. The chasm ahead can be crossed with the Grapple Swing. First shoot the glass panels hanging from the ceiling ahead to shatter them and get them out of your way. Something strong like a missile will break them. Swing across and use the exit. Now that you're back outside you'll get to see more of SkyTown's splendid sights through a brief cinematic. Zipline Station Alpha is so named because of the ZIPLINE CABLE that stretches between the two sides of the station. This system makes use of your Grapple Swing. Attach it to the cable and let it pull you along at high speeds. Be prepared to shoot the many locking panels so that they don't knock you off the line. After the ride is over go into the next building through the blue door. The Arrival Station is patrolled by a pair of TINBOTS. Tinbots carry laser guns and are programmed to attack intruders, but are a far cry from technological wonders. They are slow and fragile and can easily be mowed down with a few simple beam shots. Walk through the room and climb up onto a smaller passage to get to an outside area again. To your left, three more Tinbots will march towards you. A single missile can blow them all away. Jump over to where they were and look for an opening in the wall on your left (ignore the Grab Ledge). Enter the small room to find a Databot holding the GIFT entry. Use the door in here after you scan it. Enter the Hub Access and turn left. An odd, cape-wearing drone will hover away from you down the hall. Don't worry about scanning it yet; you'll fight it properly in due time. Walk to the end of the passage and use a door on the right side. The Transit Hub doesn't have a Zipline Cable to connect it to the next room, but you can still cross the gap by using the KINETIC ORB CANNON on the floor in front of you. Roll up into the Morph Ball and touch the hologram at the center of the cannon. It will launch you all the way over to the other side of the gap. Enter the Morph Ball tunnel there and bomb-jump your way up. Using a double-bomb-jump will let you reach a MISSILE EXPANSION after the first regular bomb-jump. Afterwards, go through the rest of the tunnel and unroll. Take note of the contraption in front of you, even though you can't do anything with it yet. Jump across to a ledge on your left so that you can use the zipline. This time, as you zoom along, watch out for the flying drone that drops energy mines in your path. Shoot them before they hit you or else you'll fall. There are also more locking panels to shoot open. At the end of the zipline, go through the door. You'll spot the weird caped drone once again when you enter the Barracks Access. It'll vanish into thin air when you get too close. Up ahead you'll see that the path contains a laser beam field that moves back and forth along the hall. The lasers will damage you if you touch them, but can be avoided if you use the Morph Ball to slip underneath them. When you enter the pit that they move over, roll back into a hidden niche to get another MISSILE EXPANSION. Unroll from the Morph Ball when you get past the lasers and leave through the next door. When you enter the Steambot Barracks, activate the Chozo hand panel to energize the lift. Take it down to the bottom and go into a Morph Ball tunnel on the side. As you continue through the maze, avoid the crushing pistons and blow apart the obstacles that block your way. When you finally exit the maze, be prepared for a fight as you make your way towards the east door. Metal gates will bar the exit and the cape-wearing STEAMLORD will confront you at last. He summons several STEAMBOTS from the capsules around the room. Steambots are sturdier versions of the Tinbots, and can be revived by the Steamlord when he zaps them with his energy beam after you destroy them. The Steamlord is your primary target, but he must first be lured out of hiding by attacking his faithful gang of bots. His ability to vanish into thin air makes him tough to hit. When he appears to bring a fallen Steambot back to life, fire at him until he disappears again. He can take a beating, but your weapons will get the better of him eventually. After you destroy the Steamlord, his Steambots will follow suit and an ENERGY TANK will be left behind. The exit won't unseal however until you use the Grapple Lasso to destroy four safety valves located inside the Steambot capsules. After you've done that and collected the Energy Tank, exit. Walk through the Barracks Lift and shoot the local Databot for the DISCOVERY entry. You can use the door at the end, but it's pointless because you don't have the suit upgrade needed to get through the next room. Instead, find the control panel on the left side of the Barracks Lift and activate it to power up the actual lift. Take it up to the room's upper hallway. Zipline Station Bravo will take you directly to the room where Unit 217 is kept. Getting through the station will be tougher than before thanks to the additional hazards thrown at you as you cruise through the skies. This time, red aerial mines will get in your way. They come in groups, so shoot them all quickly before you run into them. When you make it across enter the Aurora Lift passage. Scan the roving REPAIR DRONE here and walk to the end of the hallway to find a door with a White Blast Shield mounted on it. Destroy it and use the Save Station on the other side. Now go back outside and activate the nearby lift's control system so you can take it down to the lower level. Turn right when you get there and walk to the end of the hallway to find the exit. Enter the Aurora Chamber. Unit 217 is out of reach and clearly still suffering from the viral corruption. You cannot bring the unit back online yet since its chamber is sealed by a kinetic lock. Unit 242 wants you to keep exploring SkyTown so that you can find something that will help you get to the AU. Continue to the end of the perimeter hall and use the exit. Enter the Maintenance Shaft AU passage and jump up onto the ledge ahead of you. Scan one of the SKY PUFFERS floating nearby and then shoot them all so that they explode. Like other Puffers, Sky Puffers release deadly gas when killed that lingers in the air for a few seconds. After you eliminate them, leap across the gap and use the door on the left at the end. The Spire Dock is an enormous structure that joins three parts of SkyTown together. To get to its central platform, use the Kinetic Orb Cannon in front of the entrance. Note that there is no active return cannon so you won't be able to go back until you find the next power-up. When you reach the platform, you'll see Ghor's battle suit being serviced by a few drones. Ghor himself is nowhere in sight, but surely he must be nearby. Now face the southwest and use the zipline to reach the next door. When you reach the doughnut-shaped Junction go either left or right around the room and locate the white door. Shoot the Tinbots and use a missile to get through. You'll enter Skybridge Hera and immediately see another Steamlord drift away from sight. Up ahead, there's an ornate gate that you can open by pulling it away with the Grapple Lasso. Three "DRAGOON" BATTLE DRONES will come after you for this. Dragoons are airborne drones that shoot missiles at their targets. Although they can be taken down the conventional way, it's much easier to rip off their thruster controls with the lasso. After they fall, walk into the area ahead. There's another gate blocking the path, but turn away from it for a moment to inspect the small pillar in the middle of the platform. There's a small hole on one side that you can use while in your Morph Ball to get inside. Once there, bomb-jump to get a MISSILE EXPANSION. Now go back outside and rip away the gate with your Grapple Lasso again. Jump down onto the wobbly bridge and try to get across as fast as you can. The trashed Steambots on the way will attack you when the Steamlord shows up again, but ignore them all. Simply proceed to the end of the bridge and use the Grapple Lasso once more to destroy the third and final gate. As a result, the unstable bridge will collapse along with the Steambots. Congratulate yourself for your stylish kill, then fend off the Dragoons and follow the walkway to the end. Maintenance Shaft GP is relatively boring and short. Hop from one platform to the next until you get across and use the door to get to the Construction Bay. This place has a series of platforms and other systems that will help you get to the far door. Jump up to the top platform, just before a Grapple Swing Point. Before using it, shoot at the damaged safety clamp on the left side of the structure to flip down a platform with a Grab Ledge on it. Use it to reach the platform. Now go into your Morph Ball and bomb-jump up to a small tunnel. Use the three Bomb Slots found throughout the tunnel to release the panels hanging below the structure. Once the Grapple Swing path has been cleared, go back to the swing points and use them to get to a platform on the other side. Watch out for the Shriekbats aiming to knock you off as you swing (they're a new breed, but you can't scan them yet). When you reach the platform, roll down the Morph Ball passage to another larger platform, but don't exit the Morph Ball yet. Look for the entrance to yet another tunnel on the other side of the platform's support column. Bomb-jump up through it and use the air bursts to help you reach the exit. At the very top, unroll and fight the Dragoons. Now find the control panel next to an extended crane and press it so that the crane shifts to the right. Use the Morph Ball once again to roll down it and reach the exit. The Ballista Lift looks like any other lift passage in SkyTown. Before activating and using the lift to the lower area, shoot the Databot with the SLUMBER entry. At the bottom, turn left and exit through a door at the end of the hallway. The Ballista Storage holds the next upgrade. It's sitting in the middle of the room in plain view, but you can't get it that easily. When you go for it, the upgrade with disappear from view and a metal cage will form around you. You'll be brought down to a larger part of the room to do battle with a DEFENSE DRONE. The Defense Drone isn't a difficult boss, but it's the only one of its kind. After you've scanned it properly, go to work on damaging its fragile antennae. These will eventually disappear and overload the drone. When this happens, use the Grapple Lasso to pull its dome apart. Now you can shoot at the delicate inner workings of the Defense Drone to damage it. Keep this up until the drone is destroyed. Try to avoid the projectiles it launches at you (which include rockets, plasma balls and adhesive explosives), as well as the damaging shockwaves it generates as it leaps around the room. After the battle, grab the BOOST BALL that the Defense Drone died trying to protect. This handy Morph Ball feature lets you charge up energy and then release it get a boost of speed. It is also needed to power up certain devices or access certain areas. Last but not least, the Boost Ball can be used to damage weaker enemies. You'll need it now in order to exit the room. Scan the SPINNER on the floor and roll into the hologram to use it. Charge up the Boost Ball and release to power up the Spinner. It'll take two or three good spins to activate it fully. Once that's done, you'll drop into a kinetic circuit below the floor. Start boosting around the loop to build up an electrical charge. Keep boosting around and around until the circuit opening is lined up with the glowing arrow. This will reactivate the lift platform. Once out of the circuit, touch the hologram to ascend. Exit the Barracks Storage and take the lift up to the Construction Bay. This time, instead of taking the long way through the room, turn left and walk along the path there. Enter a Morph Ball tunnel at the end and use a bomb to get rid of the obstruction inside. You'll be dropped down a shaft that deposits you in front of the other door. Lasso down the Dragoons into the Maintenance Shaft GP and reenter the Skybridge Hera. The Kinetic Orb Cannon in front of you needs power, so enter the Spinner device so that you can charge the circuit just like you did in the Barracks Storage. After that is finished, use the cannon to launch yourself across the ruined skybridge. On the opposite side, give power to the other Kinetic Orb Cannon in case you ever need to go back. Now go through the Junction and use the Boost Ball to bowl over the Tinbots if you want (you'll earn a prize if you hit three or more in one boost). Take the east door out. Zip over to the Spire Dock platform and look for the Kinetic Orb Cannon that will take you back to where Unit 217 is. Go through the Maintenance Shaft AU and enter the Aurora Chamber. If you're thinking about saving, you'll have to wait until you restore the Aurora Unit because the door at the end of the hall is locked. Walk up to the security door in front of the Aurora's chamber and enter it with a bomb-jump. Now start charging the kinetic lock. After the lock disengages, the door will open. You can now approach the Aurora Unit. Try to interact with the panels that would normally allow you to speak with the unit. You'll be told to enter the maintenance tunnel to the left of the unit's stasis tank in order to repair it. Roll through it in your Morph Ball to get into the maintenance chamber. Before you can explore too much of it, several Tinbots enter through side compartments. Start blowing them apart one by one. Even though they will continue to show up, they will stop coming eventually. Afterwards, locate the terminal on the south side of the room. Use it to upload the vaccine into Unit 217's system. Now the unit will be completely cured of the virus. But your troubles aren't over yet. At this point Ghor will enter the chamber and begin wreaking havoc with his plasma cannon. Samus manages to repel him, but not before he succeeds in severing the communication cables that allow Unit 217 to interact with the rest of SkyTown. Your worst fears are confirmed; Ghor, like Rundas before him, has turned against the Federation. Get back to the main Aurora Chamber by going through the Morph Ball tunnel you used to come down. Walk up to the terminals in front of the unit's tank and press the center panel. Meet Aurora Unit 217. This unit is programmed with a male voice, unlike Unit 242. He'll tell you that he has already established contact with 242, but the attack by Ghor has left him unable to connect with the SkyTown network. The units have a plan for destroying the Leviathan's shield, but you'll first need to repair the communication cables Ghor severed using his plasma gun's fusing abilities. And to do that, you'll need to find Ghor himself. Ghor could be in any number of places around SkyTown, and your initial intuition might be to check the Spire Dock where you saw his battle suit earlier. However, you're going to get a transmission from your ship soon, warning about an unknown entity approaching its location. It seems Ghor is going after your gunship. He's playing dirty. Hurry back to the Main Docking Bay as fast as you can, but remember to stop at the nearby Save Station. You will continue getting transmissions en route to the landing site, saying things about hull damage and whatnot, so don't dawdle. Fly through Zipline Station Bravo and remember to shoot down those pestilential aerial mines. Enter the Barracks Lift and use the lift to get to the lower hall. Take the north door out. Upon reaching the Steambot Barracks, cross the room and enter the charge circuit on the wall. Boost until the mechanism reveals an opening in the floor from which a half-pipe-shaped structure emerges. HALF-PIPES are smooth channels with a distinctive u-shape that let you use your Boost Ball to get to high places. While in one, charge your Boost Ball and boost from one side to the other. Keep this up so that you build up momentum and are eventually able to get to the top of the formation. To exit, boost up to the right side of the half-pipe. The path up there is barred by a gate with a new type of control panel. Stick your Arm Cannon in and rotate it around so that the little notches on the control gears match up with the slots. Now ride the lift up to the door. Roll under the lasers in the Barracks Access and reenter the Transit Hub. Instead of using the zipline to get across, activate the nearby Kinetic Orb Cannon and blast yourself over to the other side. Now go through the Hub Access, fighting off the attacking Dragoon drones. Exit the small chamber in the Arrival Station so that you are out in the open. Blast away the Tinbots and turn around at the top of the walkway to find a Grab Ledge. Use it to reach a hidden Kinetic Orb Cannon that requires power. Spin the circuit to activate it, and then use the cannon to launch yourself over to the communications satellite tower off in the distance. The ENERGY TANK up ahead is certainly worth the detour. Now launch yourself back and head down the Tinbot-infested path towards Zipline Station Alpha. Unfortunately, there is no easy way to get across. You'll have to brave the zipline and anything that comes with it. After that, use the Grapple Swing to get through the Main Docking Access. You will finally reach the Main Docking Bay. As you look out from the wide window overlooking the outer landing zone you'll see Ghor pummeling your gunship with his battle armor fists. How dare him. Turn to the right and run down the passage to get to the outside area. When Ghor sees you, he lifts the gunship up into the air and hurls it at you. The ship is then sent away to safety, but the same cannot be said for you. Ghor has one thing in mind and that is to finish the job Rundas was unable to. Immediately scan GHOR before he smashes into you. Ghor's battle armor is an impressive piece of machinery, armed and protected by a wide array of deadly weapons and defenses. His arsenal consists of his famed plasma beam, a rocket launcher and rapid-fire energy blasts. Do whatever you have to do to avoid these attacks. When Ghor leaps into the air, be prepared to jump over the seismic shockwave created on the return impact. In defense, Ghor deploys a pink energy barrier to prevent any damage from the front, but his back is still unprotected. It's hard to get a clear shot at him there, but there's an easy way. You'll notice pools of Fuel Gel spilt across the platform. You should avoid them at all times so that you don't get burned, but they can still help. Shoot them with missiles to freeze them into sheets of slippery ice. When Ghor decides to tackle you, he'll slide uncontrollably over the ice and crash. Shoot at his back while he's stunned. With any luck this will deactivate his energy barrier and you can start attacking the weak spot by his face. Keep up with this strategy until Ghor decides to change tactics. During the second phase of battle, the Fuel Gel will be gone and Ghor will have a new weak spot in the form of a flashing orb between his legs. He will spin around like a tornado and slam into you with devastating power. Whenever he stands still for long enough, enter the Morph Ball and boost through the flashing orb to bring him to his knees. Start attacking his face again now that it is vulnerable again. Avoid his usual attacks and watch out for the new grappling hook he uses to grab you and slam you to the floor while you're in your ball. After this, Ghor will enter Hypermode. His attacks will become Phazon-based and it will be much more difficult to do damage to him unless you enter Hypermode as well. Fortunately, you don't have to uncover a new weak spot; just shoot at Ghor's face with the Hyper Beam. You should be able to finish him off with a single Hypermode session. The battle ends and Ghor's armor explodes, leaving him at the mercy of the shadow that is Dark Samus. Samus tries to stop her from taking Ghor's body, but it is too late. She glides away, leaving behind the PLASMA BEAM. Walk over and pick up this new item. The Plasma Beam is an upgrade to the Power Beam, much as the Ice Missile was an upgrade for the Missile Launcher. The shots you fire will be streams of pure plasma, hot enough to melt metal and reduce opponents to ash in seconds. It can open orange doors and even has a fusion feature that allows you to weld together damaged circuitry. This is just what you need to get Unit 217 back online with the SkyTown network. After the battered gunship is called back in, go inside to save. ============= Chapter 6: New Discoveries. ============= You can't fly the ship at the moment because of the damage it has sustained, but you have no need to just yet. Use the Plasma Beam to melt away the chunks of metal blocking the way inside, which fell there when Ghor tossed the gunship around. When you get to the top of the wide windows, look for the small piece of heat-susceptible metal within the middle pane. Melt it away and use the Morph Ball to grab the MISSILE EXPANSION behind it. Now exit through the door up here. The Main Docking Access is now the home of a small group of ELYSIAN SHRIEKBATS. These were the mechanoids you saw in the Construction Bay, but couldn't scan then. Get their Logbook entry before using the Grapple Swing. It's also a good idea to get rid of them before going across. After that, make the perilous journey across Zipline Station Alpha and enter the Arrival Station. Those poor Tinbots, ever unsuccessful in their attempts to thwart you, now have your Plasma Beam to add to their list of fears. You can watch them melt into little puddles after you hit them with a fully-charged shot. After you've had your fun, follow the path to the door taking you to the Hub Access. The Dragoons in here are now as easy to kill with the Plasma Beam as with the Grapple Lasso, so bring them down however you'd like. Keep in mind that the Plasma Beam sets enemies on fire if it doesn't outright kill them, so they'll continue to take damage as they burn and smolder. At the Transit Hub, use the cannon to fly across to the other side. Roll up to the second platform as you did before and locate the pieces of heated metal in a pile by the next Zipline Cable. Melt them away to reveal a dated-looking cannon. Use a bomb-jump to get into it and let it shoot you over to Zipline Station Bravo, where you can use the door to enter the Aurora Lift. It's always nice to find a shortcut. Save if you want, then head down to the Aurora Chamber. In here, go into the Morph Ball tunnel that leads to the maintenance chamber beneath Unit 217's stasis tank. Using your Plasma Beam, you can repair the damage done by Ghor by fusing the circuitry pieces back together. Stand in front of the nearest circuit board and interact with it as you would with a control panel. This transforms the Plasma Beam into a welding torch. Trace the beam across the damaged section to reconnect the halves. Try to get it done neatly so that the welded metal sticks. After you repair one circuit board, find the next one and fuse it back together. There are three damaged circuit boards in all; two are near the entrance tunnel while the third is in the middle. Finish up and return to the AU chamber above. You need to speak to Aurora Unit 217. Activate the computer panel in front of the tank to talk to him. Unit 217 is now back online with the SkyTown network, and is ready to begin with his plan to destroy the Leviathan Seed on Elysia. Since the seed's shield generator is below the cloud atmosphere and impossible to reach, the only way to bring it offline is to attack the energy shield itself with something powerful. A thermonuclear explosive may do the trick. The components for building such a device are all here in SkyTown, but you will need something to lift and assemble them as they are too heavy to be moved around unaided. To help you, Unit 217 tells you about a Federation landing site in the eastern part of SkyTown. You'll be able to find something to your benefit when you get there. Lastly, Unit 217 uploads the map data for SkyTown to you. After the conversation ends, scan AURORA UNIT 217 for a Logbook entry. If you look at your map, you'll see a small unexplored region to the east with a landing site. This is a good place to start your new mission. Head for the Spire Dock. When you get to it, your gunship will announce a full recovery, so it'll be ready for use when you reach the next landing site. Use the southeast zipline to get to the new area, then turn down a short passage and use the door at the end. Enter the Security Station and use the SKYTOWN ORANGE DOOR in front of you to get into a tall room with two green wall surfaces running parallel to each other (which is still part of the Security Station). This room leads to the skytram that will take you to the Federation landing site, but the item you need to get up there is not on this planet, according to Unit 217. This item is on a planet you explored previously, so you need to head to your ship again. However, there is that other landing site just next door, so let's keep exploring this room. Go back through the orange door and turn left. There are a bunch of Sky Puffers wafting throughout the corridor, so shoot them. Next, hop over to a ledge on the left side to avoid the bottomless gap. Walk to the end where the heated metal shard is lying and use the moving lift platform on the right to get up to a green Morph Ball tube. When you exit out the other side you'll see a door in front of you. This leads to the Escape Pod Bay. Don't worry about this area yet. Turn around and look for the other door in a lower area near the Morph Ball tunnel. There's also a control panel and a piece of heated metal nearby. First activate the panel so that the wall behind it opens and you have a way through the room without using the Morph Ball tube. Next melt the piece of metal to expose another tube. Enter it and work your way to a SHIP MISSILE EXPANSION at the end. Now go back and use that door to the south. The lift up ahead in Landing Site A leads to the landing platform. First scan the ALONE entry from the Databot hovering around. Now ride the lift up to the platform. The security locks placed over the platform will prevent you from commanding your ship, but Unit 217 will take care of that by enabling the manual override Bomb Slot. Use it to make the lock flaps slide away. Now dock your ship here, enter it and prepare for departure. The power-up that will help you reach the skytram is obviously either on Norion or Bryyo. Since you now have the Plasma Beam, you might be able to uncover a few hidden secrets under all that ice Rundas left around. Head to where his gunship is parked, at the Fiery Airdock. Enter the land of fire once more and make your way through the Imperial Hall. That expansion on the ledge at the end is about to get what's been coming to it, but first you have to go into the Gel Refinery Site. Clear the room of the Reptilicus and head towards the back wall. You can plainly see pieces of ice blocking sections of the Morph Ball maze carved into it. Fire off a couple rounds of plasma to melt it, and then enter the maze through the entrance to the right of a small pool of Fuel Gel. Roll to the left and drop onto of a gel vent. Bomb it so that it sends you up to the top path. Keep using the gel vents to push yourself along the maze until you reach a track cutting through the room. Watch out for the active flame hazards as you go. You'll soon be stopped by a damaged pipe. Set a bomb to make it collapse. Now roll back to the last gel vent and set it off so that it launches you through the pipe and you land inside another piece of it instead of simply dropping down. Roll out the other end and exit the Morph Ball. Use the Plasma Beam to melt the hunk of ice there. Behind it is a BRYYO ORANGE DOOR. Blast it open and go through. The Refinery Access is a new room, but it only leads to the Imperial Hall. Shoot the panel ahead so that it reveals the Lore data titled PROPHECY. Jump up and follow the short path to another orange door, but watch out for the Shelbugs. You will find yourself on a ledge at the west end of the Imperial Hall. Locate the Morph Ball tunnel on the right side and roll through it to reach a smaller ledge with a Reptilicus statue ahead. Look across from it and use the Grapple Lasso to pull down two large metal panels from the wall. From them, space jump over to the east ledge and grab the MISSILE EXPANSION. Now return to the Gel Refinery Site. Head east and enter the Main Lift. Use the Snatchers in the tunnel to get through it. On the other side, start melting the ice chunks with the Plasma Beam. You don't need to melt it all but you do need to thaw out the large statue so that you can go through the tunnel in its mouth. There's an orange door on the other side. Use it. Warp Station Alpha looks more like an ancient shrine, complete with a Reptilicus golem ready do work for you. First defrost the column suspended from the ceiling. Now activate the golem's Bomb Slot and watch it go to work. It'll use the column to bang a large gong, which will reveal a Spinner on the floor. Go into it and spin around to make the walls rotate. Stop when the gap aligns with the cracked portion of the north wall. Now reactivate the golem so that it uses the stone column like a battering ram to smash through the wall. Enter the small space beyond and walk into the swirling warp portal. This portal is a strange device that will whisk you away to a completely different region on Bryyo. You have discovered an area known as Bryyo Ice, which quite unlike Bryyo Fire is a very cold place half-buried beneath ice and snow. It also once held some significance to the ancient Reptilicus civilization, for apparently they had received a treasured gift from the Chozo here. This just might be the item you're looking for. Walk down the icy path of Warp Station Bravo and use the door at the end. The room ahead is the Imperial Caverns chamber. There is another green wall here similar to the ones you saw in SkyTown, meaning you must be on the right track. Stand on the icy floor in front of it and shoot the Plasma Beam downwards so that you fall through. Repeat this two more times until you drop to the very bottom of the room. Scan OUR PLEA from the wall next to you and take the door across from it. You'll get a transmission when you enter the Imperial Crypt, but local interference will prevent you from getting anything out of it. Since the door at the end of this passage is sealed, blast through the sheet of ice on the floor to find another door down below. You may want to activate the Kinetic Orb Cannon here because you'll need it to get back up. Do that and then use the door. You will next enter the magnificent Hall of Remembrance. This enormous chamber is dominated by two towering statues that represent a Chozo handing down a gift to an ancient Reptilicus emperor. Take the trail that runs between them and grab the power-up resting on the palm of the Reptilicus emperor. This upgrade is the SCREW ATTACK. It is an advanced movement system that lets you cross great horizontal distances. After performing a space jump, jump again a third time to start doing Screw Attacks, which are energized spins that thrust you forward. You can continue to Screw Attack five consecutive times before having to land. When performing Screw Attacks, you become invincible and can damage or destroy foes that touch you. However, the Screw Attack is a movement system first and a weapon second. After you obtain it the walkways around you will fall way, leaving you with only one option. Use the Screw Attack to cross over to the east side of the hall. Go through the door when you get there. Enter the Tower. There is another green wall surface up ahead. This is a WALL JUMP SURFACE, which you can only use to ascend the shaft if you have the Screw Attack. Screw Attack into the green wall and then push off from it right when you touch it. Continue Wall Jumping back and forth between the surfaces until you get to the very top. You'll get another fuzzy transmission here. Anyway, use the blue door. You're back in the Hall of Remembrance, but at a greater height than before. Target the Chozo statue's hand up ahead and shoot it with a charged Plasma Beam shot or a missile to flip it sideways. You can now use it as a platform and Screw Attack over to it. When you reach the statue's hand, turn to the left and jump onto the Reptilicus statue's head for a SHIP MISSILE EXPANSION. Go back to the other statue's hand and Screw Attack over to the upper door of the Imperial Crypt. To remove the door's lock, use the Grapple Lasso to pull down a lever next to it. Since the Imperial Crypt no longer has a floor up here, you'll need the Screw Attack to get across. If you end up falling, use the Kinetic Orb Cannon down below to return. Reenter the Imperial Caverns and Screw Attack out to the Wall Jump Surface on your right. It'll get you back up to a platform midway through the shaft. Utilize the Screw Attack again to perform more Wall Jumps up a second set of green surfaces ahead of you. Now exit the Imperial Caverns and take the warp portal back to Bryyo Fire. As you start your journey back to the gunship, Unit 242 will contact you at last and report an important finding. A reconnaissance probe has located the missing flagship G.F.S. Valhalla, which was attacked by Space Pirates months ago. Unit 242 requests that you investigate the ship in case anything concerning the pirates and their master plan is discovered. The ship's location will be added to your galaxy map. The Valhalla is now open for exploration. However, that can't be done properly until you've acquired certain items known as Energy Cells, much like the one you saw on the G.F.S. Olympus. You may already have one, but you certainly don't have enough at this point to make it far into the Valhalla. You're better off ignoring the ship until you have all the Energy Cells, but knock yourself out if you want. When you're ready to continue with the game, head back to SkyTown's Landing Site A. Start heading back down the lift to the Security Station. Use the orange door on the other side to reach the two Wall Jump Surfaces. Now start Wall Jumping up to the top. When you get there turn left along a corridor to reach a door. The next room is the Security Tube. There is a cluster of Phazon vines blocking the path ahead, and a window sealing them from attack. There's also a Bomb Slot in front of it on the floor. Simply entering the slot will retract the windows, but using it will just shut them and bounce you back out. Switch to Hypermode and enter the slot so that you can hit the Phazon vines with the Hyper Ball attack. Once they are destroyed, the window will stay open and you'll be able to go down the tunnel. Use the door to exit after you get out. Skytram West is ahead. The skytram is inactive at the moment, but it can be powered by using the Spinner device and charge circuit on the tram platform. Now a new hologram will appear. Step into it to activate the tram. It will speed you away to a new section of SkyTown, called Eastern SkyTown. This area is built similarly to the rest of the base, but the Space Pirates are much more active here. Upon arriving you will see two Space Pirate ATCs take off. Ignore then and just use the door ahead of you. Enter Concourse A. A spooked Aeromine will retreat down the hall here. Follow it, using the Morph Ball to roll underneath the obstruction ahead. Break the pirate crates if you need health. Now enter the Concourse and chase the Aeromine into the large chamber ahead. It led you into an ambush. Several troopers and militias will enter from the walkways and passages in the room and open fire. Some of them use Hypermode to enhance their strength, but you may also end up getting hit with a Phazon grenade and be able to counter them appropriately. Fight off the pirates and head to the northwest end of the room. One pirate will retreat down the hall up here and close a pair of gates behind him. Use a missile or charged Plasma Beam blast to smash them apart. Now ride the lift behind them up to a walkway. Cross the walkway carefully (don't touch the beam of energy coming from the nuclear containment unit) and take a right into a final hallway. Be aware of the turrets hanging from the ceiling, and destroy any gates that block your way. At the end take the door to your right. Walk to the end of Concourse Ventilation and activate the Bomb Slot on the left wall. This will open the floor and allow you down. If you want to return, use the Wall Jump Surfaces. And don't worry about the expansion behind the window yet. Use another slot after the first drop to continue to the bottom of the room. Head down the passage and turn outside to face a Space Pirate ATC. You can fight it, or you can head south towards the exit. Maintenance Shaft OB is crossed using the Grapple Swing. You will be attacked by a Pirate Militia on the way out. Now enter the Chozo Observatory. Before you worry about whatever is in this room, fight the ADVANCED AEROTROOPERS that take flight. Remember to scan one, since it's a new type of pirate. You should be quite used to fighting Aerotroopers, even if these do have additive armor. Now drop down to the lower area around the central projector and locate the lift controls. Activate them and take the lift down to the exit corridor and door. Enter the Observatory Lift and use the Plasma Beam to repair the circuit board that operates the lift platform. Now ride it down to the lower passage and exit through a door to the northeast. Watch out for the Jumpmines on the way out. Step out into the Grearworks. Expect to be attacked by a cloud of SWARMBOTS here. These flocking enemies are similar to Phazon Nightbarbs. You can destroy them by shooting the energy they collectively summon to attack you. Be careful though, because the stragglers may try to dive-bomb you like a Shriekbat. After they are taken care of, Screw Attack out to a platform to the right of the gearworks up ahead. There's a Sky Puffer nearby, but it shouldn't bother you. Screw Attack over to the next door before the passing ATC hits you with its cannons. Enter the Broken Lift passage and shoot down the six Aeromines. Now head to the end and use the door to get to the Turbine Chamber. Destroy the ceiling turrets and walk all the way to the end of this passage. The main chamber is closed off by a fragile glass door. Shoot it out of your way and enter the chamber. The spinning object up ahead will be important soon, but for now it is simply in your way. Shoot the red power cables on the walls securing the object so that the mechanical arms release it. The object will stop spinning and open up. Jump across the gap and smash the glass door up ahead to get out. Use the Screw Attack to shred up the Sky Puffers in the Maintenance Shaft TR that hover over the chasm. There's also a Databot among them with the FEDERATION entry. Now exit and start crossing the Skybridge Athene. It's overloaded with Tinbots, so use the Boost Ball to send them flying in every direction. It's really quite fun. Anyway, head through the door once you get across. The Landing Access takes you right to the new landing site. You have to use the Screw Attack to cross it, but first spend a few missiles so that you can blast the glass panels out of your way. Now enter the SkyTown Federation Landing Site. Before using the lift to reach the landing platform, scan the area Databot's hologram for AGREEMENT. As you step onto the landing platform, Unit 217 will disengage the locks and allow you to use the Bomb Slot to retract the flaps. Use the Command Visor to bring the gunship in. Now go to the nearby control panel in front of the doorway and press the button there to initiate another gunship upgrade. The service racks will fix a new SHIP GRAPPLE BEAM to its underside. This will allow it to tow certain heavy objects around the place. You now have everything you need to begin assembling the thermonuclear superweapon known as the Theronian bomb. ============= Chapter 7: Building the Ultimate. ============= The three components of the Theronian bomb are now marked on the map. They are all in rooms you have already been in before, and two of them are close by. The closest is in the Turbine Chamber, and it must be grabbed first. Start heading back that way, and expect to find pirate forces in some of the rooms you went through previously. You'll see when you get to the chamber that the bomb part that you need (the transport module) is too tall for you to be able to see the command icon at the top, but there is another door you haven't used yet that is level with it. You'll have to find a way around. Continue backtracking. You shouldn't have any trouble with the next few rooms until you get to the Gearworks. A Space Pirate ATC will show up and destroy the platform that you used to Screw Attack to the first time you came through. But it will also destroy the gearworks themselves, exposing a direct route to the exit and a MISSILE EXPANSION. Screw Attack through it and continue moving through SkyTown. The next major room you will get to is the Chozo Observatory. Ride the small lift in the entrance passage to reach the main room. Jump onto the hologram projector and scan the SHIP GRAPPLE POINT in the center of it. This looks like something your ship could handle. Use the Command Visor to call it in. It will enter and use its new Grapple attachment to lift the projector up into the air, revealing what was inside: a bunch of spiderlike creatures and the projector's power source. The spiders will likely be gone before you can scan them, so go down to the power source and start repairing the circuit board on it with the Plasma Beam. You can do this one in sections rather than having to trace the line in one attempt. This will feed power to a Bomb Slot on the north wall. Using it will do nothing unless you put the projector back into place. Command the ship to drop its cargo, and then reenergize the Bomb Slot. The projector will extend upwards, forming a platform to a doorway above. You may also notice additional Bomb Slots near the top of the room. It isn't necessary (or possible) to activate all of them, but the ones that are within reach will help you greatly. There are two entrances into the walls where the slots are found; one is near the southwest side of the room and the other is closer to the southeast. You can't enter the southwest one yet, so jump up and enter the other one. Every time you use a different Bomb Slot, the data satellite beneath the Chozo statue will be launched into space to collect and transmit data. Each launch will provide you with different information. The first slot gives you the map for Eastern SkyTown, and the rest that you are able to reach give you new expansion maps for Norion and Bryyo. These handy tools show where each and every expansion on those worlds is located. The white Xs indicate expansions that you've already found, but the large white dots point out ones you still need to get. When it comes down to collecting all of the game's expansions for a completed game, these maps will be your best friends. You'll have to return later to use the other slots in the room. For now, exit the wall and use the ledges to help you climb to the uppermost part of the projector. Jump to the bluish-green ledge and use the orange door. This is a shortcut that further connects to the Turbine Chamber. This is the Botanica. Go up ahead and shoot down the Dragoon welcoming committee. You now have a choice between the path on your left and the path up ahead. The left path just leads to a Save Station, so you should go there first. Now go back and use the Grapple Lasso to pull out a large box from the other path. Use it as a platform to get up. Turn left up ahead and lasso out the second box so that you can reach the back ledge. Before going through the white door up there, turn around and Screw Attack all the way to the south ledge. Now turn west and Screw Attack to the MISSILE EXPANSION. Return to the north door and use an ice missile to open it. Enter the upper part of the Broken Lift and force the AURORA entry out of the Databot moseying around. Walk to the end and enter the Turbine Chamber once more. From this part of the room you should be able to use the gunship to move the first bomb component, the transport module. However, the pirates aren't going to let you take it that easily. They've sent a foe from the distant past to deal with you. It's another Berserker Lord, and it looks angry. Don't worry too much about this thing though, since your weapons are much more powerful than before, whereas the Berserker Lord's arsenal and strategy haven't really changed. Recall that you must first attack its shoulders before it starts lobbing the purple spheres of energy at you. These should be shot so that they return and hit the Berserker Lord's armor plating. Once the Phazite plating breaks, start attacking the Lord's new weak point until it is finished. Avoid the usual plasma balls, shockwaves and energy beams and you'll do fine. After you kill the beast, go around and use the four Spinners in the room to release the locks holding the transport module in place. Now power that control panel to the north to open up a portion of the floor. Everything is set for the gunship now. Command it down so that it picks up the transport module. You should be aware that while the gunship is carrying something, it can't do much else. If you try to call it back to a landing platform it will have to drop its cargo from where it got it first. Anyway, it's time to go to the next Theronian component. Go back to the control panel to learn that it has turned itself into a Morph Ball tunnel entrance. Roll up and enter to find a new door. Start walking through the Turbine Access, shooting the Crawltanks in your way. There's really not much else to this room. Next is the Piston Hall. When you turn the corner, you'll find yourself next to a large chasm. There is a platform on the other side, but the rotary hatch around it is malfunctioning so you can only get to it by Screw Attacking at the right time. Start your jumps as the platform is closed off so that it opens by the time you get there. Now just walk out the left side when the hatch rotates again. Enter the door at the end of the thin passage. This room is the Concourse. It looks unfamiliar to you because you are inside a passageway beneath the main chamber. Use the Plasma Beam to fix the circuit board on your left, then go to the other end of the passage and fix another circuit board on the right. This will energize a lift platform in the center of the passage. The lift takes you up to the main part of the Concourse. This is where the second Theronian component is found. However, it can't be retrieved just yet. Head through the orange door at the end of the lower passage instead. You'll be straying from the main part of Eastern SkyTown to fetch the next suit upgrade. Enter Maintenance Shaft CC and jump out to a Grab Ledge. You'll automatically roll into the tunnel behind it. Follow this path to get to the exit. Step out into Zipline Station Delta and begin the shoot-off with the Armored Aerotrooper up ahead. Afterwards, Screw Attack to the floating platform nearby. Then repeat to reach one out to your right. You'll have to stop here to deal with a Space Pirate ATC. Now continue to the next platform, but watch your timing; it has a partial wall around it that rotates. Once you make it, finish up the journey to the opposite door. Ew. Opening the door into Transit Tube A will cause the pirate carcass on the other side of it to disintegrate into dust. This entire hallway is littered with more corpses, foreboding danger. It's even creepier when you shoot them and they make an odd ringing noise. Scans indicate that these pirates were finished off by some sort of parasitic life-form. You'll get your chance to see them soon enough. Take the path with the orange door at the end on your right to get to Save Station C. Return to the Transit Tube and use the blue door at the other end. In the Research Pod Lift, there's a door at the end with five locks. All five of the targets must be hit simultaneously to open it. Since you lack the weapon for that, take the blue door on your right instead. Enter Xenoresearch Lift A and press the lift control panel to activate the lift. Take note of the Parasite Queen carcasses behind the glass walls, which haven't been seen since Samus's Tallon IV mission. Step out of the lift and check out the Energy Tank trapped inside the stasis tank here. Ignore it for now and exit the room. Xenoresearch A consists of a few mazelike passages filled with rows of stasis tanks. As suspected, some of them contain live Metroids. These creatures are prized by the Space Pirates for their Phazon mutation experiments. They originally came from a planet called SR388, but have since been taken by the pirates to many other planets such as Zebes, Tallon IV, Aether and obviously Elysia. They can't hurt you right now, so feel free to point and laugh. Continue up the first hall and make a left at the multi-lock door. Up ahead, use a Spinner to close off the passage you came from so that the one to continue opens. Make a few more turns and then use the blue door at the end. Use the lift in Xenoresearch Lift B to reach Xenoresearch B. Here, rather than taking the main path that goes to the right (and a dead-end), locate the Morph Ball tunnel between the two Metroid tanks and bomb-jump into it. At the circular loop, drop a bomb between the cables and fall through the exposed hole. Exit the Morph Ball and take right turns through the passages until you find a hatch on the floor made of damaged Talloric Alloy. Reenter the Morph Ball, drop a bomb to destroy the hatch and roll through. This will take you to a long but straightforward passage that leads right to the next power-up. Unfortunately, it's trapped inside a stasis tank. The only way to get it will be to take out the power source that keeps the stasis energy barriers active. That will also mean deactivating all the barriers that held the Metroids back in the other passages. To do this, look to the left of the stasis tank to find a loose panel. Rip it away with the Grapple Lasso to uncover an ENERGY CELL placed in its socket. This device plays an important role in the game, both now and later on. It's one of the cells that you need to fully explore the G.F.S. Valhalla. First scan it so that you have the ENERGY CELL Research entry in your Logbook, then pull it out of its socket to add it to your inventory. With the power out, the stasis tank can be shattered with a single missile. Step inside to grab the SEEKER MISSILE upgrade. When you use missiles, hold down the button and move the cursor across any viable target so that you can hit up to five things at once. You can also lock on to a single target and shoot them with five missiles simultaneously. You must use the seeker missiles to get out of this room, since the way in was sealed by a multi-lock door. Target the five yellow locks and shoot them all to make it retract into the floor. On your way out, scan one of the STEAMSPIDERS (the things you saw in the Chozo Observatory previously) crawling around. Make your way back through the Morph Ball tunnel to get to where the other stasis tanks are kept. You'll see that the stasis tanks have been broken out of. This certainly doesn't look good. A few of the escapees will be seen traveling underneath the glass floor; don't worry about them and make left turns until you spot the multi-lock door ahead. The first Metroid will attack here. The PHAZON METROID is a strain capable of phasing in and out of the locale timespace. It behaves like a typical Metroid; it will try to latch on to your head and begin feeding on your life force. You can only shake one off by entering your Morph Ball and planting a bomb. The Metroid will also try to zap you with Phazon energy while it is in its state of partial existence. The best way to fight a Metroid is to exploit its traditional weakness to cold. Shoot it with an ice missile to incase it in ice, and then hit it with the plasma beam to shatter it. Now open the multi-lock door and keep moving. Go right, then left and then straight. Fight off the second Phazon Metroid and leave through the door up ahead. Take the lift down to Xenoresearch A and stay alert for more Metroids. Some will pass beneath you, while more will come into the passageway and attack. Keep navigating through the labyrinth until a second pair of Phazon Metroids shows up. Deal with them, then make the next left turn. The end of this path has another multi-lock door. Open it with seeker missiles and head for the exit. No less than four Phazon Metroids will block the way. If you'd rather not fight them just roll underneath them and exit quickly. In the Xenoresearch Lift A, you can use a missile to obtain that trapped ENERGY TANK you passed on the way in. Take the lift down to the Research Pod Lift room and open the multi-lock door on your right so that you can finally exit this hellish area through another small lift (or, if you want to save first, turn left and brave the Metroid in Transit Tube A to reach Save Station C). Transit Tube B contains an Armored Pirate Trooper fortunate enough to escape the Metroid attacks. His luck will run out when he faces you though. The door at the end takes you to Zipline Station Delta. This time you can use the actual zipline to reach the opposite door. Don't worry too much about the pursuing Metroids and enter Concourse Access B. Remember to scan the LOSS entry from the Databot here before moving on through the white door. You're back in the Concourse again, this time with the Seeker Missile upgrade. Enter the tiny Morph Ball tunnel on your left to find a MISSILE EXPANSION. From where it rested, look out towards the Theronian containment until and use seeker missiles to destroy the first of three locking mechanisms holding it in place. Go back through the tunnel and head down the passage. Use another four missiles to activate the lift at the end and take it down to the middle level of the room. Step out onto the walkway and release the second locking mechanism. The final one can be reached by standing at the end of the walkway on your left. The roof will now open up. Call in the gunship with the Command Visor. It should still be towing the transport module. The module will attach to the containment unit and lift it out of the room. You are finished in Eastern SkyTown now. Take the exit ahead and return to Skytram East so that you can head back to where the final Theronian bomb component is located. Remember that you can't save at any of the landing sites until you have finished assembling the Theronian bomb, but you can use Save Station A near the Aurora Chamber. Since the next bomb component is in that direction anyway, trek through SkyTown until you are in that general area. Head out of the Aurora Lift passage afterwards to reach Zipline Station Bravo. You can use the Seeker Missile upgrade to free a cannon near the entrance. Use it to get to the Transit Hub. When you land at the Transit Hub, turn left and hop over to the ledge under which the second Theronian containment unit sits. The locking mechanism underneath it can be undone with seeker missiles. Use the Command Visor to find the command icon beneath the component and call in the ship for one last pick-up. The Theronian bomb is now complete. Unit 217 wants you to place the superweapon in the Spire Dock. That's the giant structure where Ghor parked his gunship before. You really can't miss it, as it can be seen from just about any outdoor room in this part of SkyTown. If you didn't save before at Save Station A, now would be the time to do that. Get to the Spire Dock platform and use the Command Visor. The gunship will come in and load the Theronian bomb into the spire. The weapon is in place. Return to the Aurora Chamber so that Unit 217 can give you a pep talk. When you reach him, he'll go over the final phase of the plan. The bomb pod must now be moved directly over the Leviathan's shield. When that happens, the engines will have to be shut off manually so that the pod falls onto the shield and the bomb detonates. It's up to you to complete this dangerous mission. Unit 217 will be able to relocate the whole of SkyTown closer to the Leviathan, but it will have to stay well enough away to avoid the thermonuclear explosion. Once you shut off the bomb pod's engines, you'll be able to get out of there using an escape pod. You must head back to the Spire Dock now so that Unit 217 can release the connection cables. All set? Unit 217 will release the Spire Pod from the rest of SkyTown once you're on the main platform. The enormous structure will begin its course towards the Leviathan Seed down below. It won't be long into the journey before the AU contacts you again. He tells you that he has detected numerous enemy signals approaching the bomb pod. The pirates know what you're up to, and will put in a great effort to stop you from reaching the seed. If they destroy the pod, all hope for Elysia will be lost. As it moves into the thick clouds, the pirates will appear. The forerunner of the attack is a SPACE PIRATE ASSAULT SKIFF. This craft is faster and packs more firepower than the smaller ATCs. It will circle the pod, launching devastating tribeam cannon blasts from its front. You'll see a new meter at the top of the screen labeled "Spire Structure", which indicates how much damage the spire can handle. The assault skiff's brutal attacks will dent this meter considerably, so bringing it down should be your top priority. Like an ATC, it can be destroyed by shooting at the frontal vent. The skiff will usually move around in between attacks, but will have to stop to fire off its cannons. This is when it is vulnerable. Use the Plasma or Hyper Beam to take it down. More pirate forces will join the assault, including Jolly Rogers, Aerotroopers, ARMORED SHIELD TROOPERS and more. Keep an eye for the shield troopers so that you can scan them. Another Space Pirate Assault Skiff will show up after the first is brought down. Fend off the pirates in the vicinity, and then start attacking the skiff immediately. A third and final skiff will follow the second one. Its destruction will mark the end of the pirate assault. The pod has reached the Leviathan. Go to the control panel that shows up and press all three buttons on it to shut off the engines. The Theronian bomb will detonate in five minutes. Your job is done, so it's time to get the heck out of here. The escape pod will appear in the center of the platform. Enter it and press the control panel inside. A resounding automated voice will tell you that there is an escape pod malfunction. Not good. Get out of the pod quickly and enter the repair access tunnel that has been revealed with your Morph Ball. The tunnel brings you into the Podworks. A piston will take you down to the room. Unroll and melt the metal out of your way so that you can get to the damage circuit boards. Go left to find the first. A steady hand is needed to weld this board back together as the bomb pod shakes and shudders. The next board is on the opposite side, but you must first use the Grapple Lasso to yank away its covering. Weld that one back together and look for the final one within the central structure. Use the lasso again to break off the covering. After you fix this circuit board, return to the Spider Dock via the access tunnel. Watch out for the Steamspiders on the way. Now reenter the escape pod and try again. This time it'll work. A lever will appear in front of you. Grab it and thrust it forwards to activate the escape pod's engines. The Spire structure crashes towards the Leviathan Seed, but Samus's pod escapes in time. The Theronian bomb detonates, creating an enormous shockwave that rips through the cloud layer. The seed's shield is destroyed as planned. Now the escape pod will land in a room called the Escape Pod Bay. Use the lift to get to the Security Station and then head for Landing Site A nearby. Call in the ship and enter it so that you can fly to the Leviathan Seed. The seed on Elysia is almost identical to the one on Bryyo. You must once again use a series of floating platforms to get from the landing area to the door up at the top. The difference here is that the enemies crawling around in Landing Site C are not indigenous to the planet as they were in Bryyo. You should scan these PHAZON LEECHES before going to the next room. The Core Access tunnel has the same fleshy masses blocking it as last time, only now they are protected by bony structures that function just like a multi-lock door. Target the five weak spots and use the seeker missiles to destroy them. Now shoot through the fleshy mass normally using charged shots or the Hyper Beam. Enter the Elysian Leviathan Core and jump down from the doorway. The Leviathan core employs a particularly nasty corrupted Elysian drone called HELIOS. This core boss doesn't look intimating at first, but looks are certainly deceiving. Helios is even tougher than Mogenar thanks to the large cloud of Phazon- charged Swarmbots that he commands. These bots will generally fly around him and protect him from damage, but can assume different formations for both offensive and defensive purposes. At first, Helios will create a Swarmbot ball and begin careening through the chamber like a giant bowling ball. He'll readjust his direction to try to hit you every time the ball rolls up the sides of the arena. Do your best to sidestep out of the way while Helios rolls around. Firing shots at his body may inflict stunning damage to him, and soon he will change tactics. The next attack formation Helios may try is a spinning disk of Swarmbots. Try to avoid getting carved up, but make sure you stay focused on Helios's body. He will have five glowing red spots within the disk that can be hit simultaneously to stun him. Ready the seeker missiles and wait for the Swarmbot disk to stop spinning around so that you have a clear shot at the red spots. If you manage to do it correctly Helios will be momentarily stunned and you can continue shooting at his body. This cycle will repeat until Helios's armor overloads and he drops to the floor. Now this Phazon core is vulnerable, but only for a short time. Immediately switch to Hypermode and start blasting Helios. He is temporarily without Swarmbots, so he'll try to use his own razor-sharp mechanical arms to harm you. You should be able to inflict a respectable amount of damage to Helios before he recovers. Now all you really have to do is repeat this as many times as necessary until Helios is destroyed. However, it won't be as easy as it sounds because of the boss's many different attack styles that may distract you from his body. Other than the ball and the disk, the Swarmbots have two other distinctive formations. Sometimes they will divide into many small groups and begin charging up individual energy strikes. Like a regular Swarmbot formation, they can be overloaded when the energy is hit with a charged beam shot. Look for the formations that are glowing brightest (indicating an imminent attack) and go after them first. Keep holding them off until Helios decides to switch attacks. Later on the bots will turn into arms and legs for the boss and allow him to use different kinds of attacks. He will be able to stomp one of his feet to create a shockwave along the ground. You've had plenty of experience with this type of attack so you shouldn't have trouble avoiding it. Helios also shoots purple globes of energy at you. Shoot them as they approach to neutralize them. You may notice red spots on his arm and leg joints. Fire at them individually when they begin glowing brightly to sever Helios's Swarmbot connection. You can make him fall over and expose him to more damage. Rarely, Helios will assemble the Swarmbots into a tornado-like formation and tear through the room. The whirling Swarmbots will deflect attacks, but the formation is still vulnerable to Morph Ball Bombs. You can leave them in Helios's path to disrupt and stun him. Once his Phazon core is exposed again use Hypermode to finish him off. If you run low on health look for pickup units released by the Swarmbots you destroy. The defeated Helios explodes, sending Phazon energy everywhere. The Phazon strikes Samus and enters her body. Her corruption worsens even further and the change in her appearance becomes more pronounced than ever. After the cut- scene, walk up and claim the HYPER MISSILE. This weapon delivers an extraordinarily powerful blast of Phazon that can utterly destroy most enemies. There are also certain Phazonous substances that can only be shattered with a Hyper Missile. Growths of such a substance will appear in the upper corners of the room. Test out your new toy by destroying each one of them. You will once again have an unlimited supply of Phazon to use. Destroying the growths will release the Leviathan core. Like before, kill it by overloading it with Phazon energy. The Leviathan will plague Elysia no more. ============= Chapter 8: The Pirate Homeworld. ============= Unit 242 commends you for your performance. Now both Leviathans in Federation space have been destroyed. But your mission is not over yet. The Federation has picked up an emergency GF communication capsule from the Pirate Homeworld. It was sent by Gandrayda before she lost contact with the Federation. Data has revealed that the Prate Homeworld has a Leviathan Seed of its own, suggesting that the pirates are using Phazon to enhance their military forces further. The corruption on this planet is so severe that the planet itself seems to be transforming into a body of Phazon. You must now travel to the Pirate Homeworld and stop the last Leviathan. You're also going to have to keep a look out for Gandrayda. If history tells you anything about your fellow bounty hunters, she'll most likely be in a less-than-friendly mood towards you now. Check the navigation panel and select the new Unknown Solar System as your destination. Even without the Phazon corruption spreading across it, the planet of the Space Pirates is a dangerous and unforgiving place fit only for creatures as foul as they. There are three primary facilities that you will be exploring, the first being the Pirate Command. You'll enter the command center through Landing Site Bravo. There are no hostiles here, but you can scan the PIRATE CARGO DRONES drifting around. They are used by Space Pirates to carry HEAVY PHAZON CANISTERS and other supplies throughout the facility. After scanning the two new items for the Logbook, use the exit directly ahead of the ship. The Lift Hub Access has two Crawltanks inside that are capable of using Hypermode. Defeat them as quickly as possible before they enter it. If they do they will fire much more rapidly and powerfully, and be very hard to destroy unless you use the Hyper Beam. After you're done with them continue to the end. Enter the Lift Hub. The lift platform is up ahead in between two inaccessible side chambers. Take out the Remorse-Class Turret above the doorway before it causes too much damage. The ones found on this planet are sturdier and stronger than the previous versions, but they still lack accuracy. Scan the red disk on the right side for the Space Pirate Lore entry, OUR MISSION. Now enter the lift platform and punch the upper orange button on the left to ascend to the third level. Get out and turn left to get to a SPACE PIRATE ORANGE DOOR. Scan it and open it. Watch the brief cut-scene in the Command Courtyard to see an Assault Pirate Trooper using a gate to the north. Unit 242 will give you additional info on the facility as well. It seems that there is a cargo supply route that connects directly to the Leviathan Seed, and the gate you just saw the pirate use appears to be the entrance. However, you still have a while before you can reach the seed. As you may have noticed, the Pirate Homeworld is showered perpetually with deadly ACID RAIN (this Research entry will automatically be added to your Logbook after the AU speaks to you). Walking into it will cause severe damage and death in less than ten seconds with full energy! You have to find a way to protect yourself before going out into the open. Look for the splashes of rainfall on the ground to know where not to walk. Take the dry pathway directly in front of you to stay safe. The bridge overhead will block the rain, but it won't take you to the north gate. Turn right instead when the bridge changes directions, then hug the wall and proceed to the northwest corner. Here you will find a tunnel blocked by spinning ventilation fans. The fans must be stopped before you can enter it. You can see the power cables leading into another tunnel up on your left. Now, how to get up there? To the right of the fans is a Grab Ledge. Leap up to it to enter the upper Morph Ball tunnel. The tunnel goes under the walkway, taking you beneath a squad of unsuspecting pirates above. Follow it until you get to a short floor maze. That expansion there is inaccessible from this side, but you'll get to it soon. Go up to the next section of the floor and take the left path when they split. This will eventually take you right to that MISSILE EXPANSION. Now go back and use the other path to reach the exit. Bomb-jump out of the floor maze and unroll into a small round chamber directly above the ventilation fans. The power cables coming from the wall connect to another ENERGY CELL. Pull it from its socket to shut off the fans. You should be carrying two of them now. Anyway, use the cable tunnel so that you can make a quick return to the ventilation area. Now that the fans are halted you can go through the tunnel behind them. The Flux Control contains more Hypermode Crawltanks. Blast them out of the way and proceed to the end, where you'll drop down to a lower passage. Turn around and head back the other way. At the end there are two Morph Ball tunnels side- by-side. The hatch covering one can be flipped around with the Grapple Lasso so that you can enter the other. Use it once to expose the left path. Navigate through the wall tunnel to reach the next room. You will enter the Command Station through the Morph Ball tunnel. You can't do much here yet except continue rolling under the feet of several oblivious Pirate Troopers. Go right to reach a MISSILE EXPANSION, but go left to proceed to a piston that pushes you up a shaft and onward. You'll finally exit the Morph Ball tunnel when you get to the Command Vault. You cannot go back up through the tunnel until you have the upgrade that lets you travel across magnetic rails. Speaking of a new upgrade, use the seeker missiles to destroy five locks that hold up the X-RAY VISOR power-up capsule. The X-Ray Visor is your first and only new visor. It allows you to see through Phazite objects, among other things. You will now be able to interact with the new type of control panel at the south end of the room. The center display of the console shows the code symbol combination needed to activate it. The symbols are found in the outer displays, but can only be seen with the X-Ray Visor. Press the buttons that correctly match up to the code to power up the console. This will drop a supply line at the other end of the room. Phazon tanks will begin moving along it. When a tank passes directly over the sealed Morph Ball tunnel below, shoot it down. The explosion will destroy the Phazite cover. Now go through the tunnel. You'll be dumped into the Defense Access. The path to the east will seal itself with a Phazite gate before you can reach the door at the end. It doesn't matter anyway, since you can't use the door yet. However, using the X- Ray Visor, you can use the control panel ahead of the tunnel exit to open a lift to the right of it. Ride it up to a blue door. The door takes you back into the Command Station, but once again you are cut off from the main part of the room. Scan the STOWAWAY Lore entry and approach the window. There is a large generator outside that provides power to the planet's defense shield. There's nothing you can do about it now, so go back down to the Defense Access. Turn right from the lift and walk towards the blue door at the west end of the passage. There are two Assault Pirate Troopers waiting for you there. It seems your presence here hasn't gone as unnoticed as hoped. Remember not to use missiles against these guys. Go through the door after you've wasted them. As you enter the Security Air Lock, a Federation trooper will send you a transmission from elsewhere on the planet. His story is that he was taken prisoner during the attack on Norion, but has managed to escape. He has information about getting past the acid rain, but will need you to rescue him first. The trooper manages to send his coordinates before cutting out. He is all the way in another region of the planet, the Pirate Research facility. Anyway, head into the room and grab the MISSILE EXPANSION wedged next to the security gate. To move the gate, pull up the X-Ray Visor and shoot the five flashing locks around it. This will activate a hologram in front of you. Enter the Morph Ball and place yourself into the hologram slot. The gate will rotate and allow you to use the exit. This door leads back into the Lift Hub. Currently you are on the second level. Enter the lift and ride down to the first level. When you get out, look to the right and use the X-Ray Visor to tinker with the control panel there. This will deactivate a shield blocking one of the side chambers. Enter it to download the map for the Pirate Homeworld. With it also comes the availability of a new landing site at the Pirate Research facility. You can go there now to rescue the trapped Federation trooper. Make a speedy return to Landing Site Bravo and fly to the new landing site. Landing Site Alpha has two doors out, but one is blocked by a blue energy field. Enter the other one to reach the Scrapvault Lift. Once activated with the control panel, the large lift will carry you up to a short passage. Use a missile or charged shot to blow up the hatch covering a Morph Ball tunnel on your left. It will take you to a control chamber. Look out through the window and shoot the button on the wall. The gate that blocked the main passage will lift up. Go back through the tunnel and pass through to the exit door. Enter the Scrapvault and get the Scan Visor ready. As you pass underneath the enormous dead organism ahead, a flock of URTRAGIAN SHRIEKBATS will swoop down on you. Since you can't see them until they begin flying, start backing up as you begin to scan so that you have more time before they destroy themselves. The Urtragian Shriekbat is the rarest type of Shriekbat, appearing only in this room and disappearing from the game completely later on. If you didn't manage to scan one in time, backtrack to Landing Site Alpha and return to reset them. Other than their rarity, Urtragian Shriekbats are completely unremarkable compared to the other types. Anyway, go left at the turn. You'll soon see Phazon vents on the floor expelling blue vapor. The second one will also release PHAZON GRUBS. They aren't much of a threat, and should be dead before the end of this sentence. Jump onto the platform on the north side and use it to reach another one farther east. Go around this walkway cautiously; more Urtragian Shriekbats will attack here. Leap over to a pathway that cuts through the carcass of the dead animal and continue leaping across the platforms around the walls. You'll then get to a Grab Ledge. Don't jump to it yet. Screw Attack over to a high platform along the north wall, then turn towards the center of the room and use the second Grab Ledge there to get a MISSILE EXPANSION. Now return to the first Grab Ledge that puts you inside a Morph Ball tunnel. Into the Scrapworks you go. This tunnel is infested with Phazon Grubs, but there's also a turret whose purpose it is to eliminate such pests. Go to the end and activate the Bomb Slot to open a path on the other side of the wall. Now go back a little and bomb-jump up to the next part of the tunnel. Go quickly past the red strip, which is the target range for the turret. At the end of this path is a magnetic rail, but before that is another shaft with moving platforms. When the nearest one comes down, bomb-jump onto it. Roll over to the next one when it rises above it, and then enter the next path. There are more grubs up here. A single bomb is enough to destroy one. Bomb- jump up to the next path and go left all the way. You should see an ENERGY TANK above. Use the double-bomb-jump method to reach it, and then do a regular bomb-jump to proceed. In the next part, bomb the grub apart and avoid the turret blasts. You'll then drop down a shaft. Use a bomb to destroy the obstacle and then activate the Bomb Slot at the end. You can now go through the tunnel below to reenter the Scrapvault. Roll through the glass tube until you exit into a control chamber. The control panel needs power, so you'll have to weld the left-hand circuit board next to it together first. Once you fix the panel, use the X-Ray Visor to interact with it. A gate outside will open, but you have to go back through the Scrapworks to reach it. Roll back through the Morph Ball tube. When you get back to the Scrapworks tunnel, go right. You'll drop into a half-pipe formation. Use the Boost Ball to reach the very top of the other side of it. Drop down at the first shaft to find another Bomb Slot. Using it will open a path at the bottom of the half-pipe. Roll back to it and bomb-jump up to this path. You will come out at the Scrapvault again. Plant one more bomb to get the obstacle out of the way, then exit the tunnel and unroll. Suddenly, all hell will break loose. A security drone will spot you and raise an alarm, summoning a squad of fierce-looking pirates to the room. The commander with red armor will disappear, but his COMMANDO PIRATE underlings will be left to take care of you. These guys are tough to bring down. Not only do they have improved armor and weapons, but they can even become invisible and teleport around the room. Using the X-Ray Visor will allow you to keep track of them if they do this. Don't hold back when fighting them. Once their armor breaks, finish them with a Hyper weapon blast. Now go to the east side of the room and climb up the newly-opened pathway to an orange door. The Processing Access is equipped with a security laser system. Use the X-Ray Visor to detect the beams. If you trip them, a security beacon at the other end of the passage will alert more Commando Pirates. Just use the Morph Ball to avoid the lasers altogether. Halfway through the passage you can look to the left to scan the FIRST DISCIPLES data entry. Proceed to the end and use the exit. The pirates are hot on your tail. When you enter the Metroid Processing chamber, another Commando Pirate and two ASSAULT SHIELD TROOPERS will attack. Be sure to scan the troopers before you rip their shields off and they become regular Assault Pirate Troopers. They are tough, but the Commando poses a greater threat. If you feel the need, don't hesitate to enter Hypermode and make this a quick battle. The pirates' defeat will cause a control panel along the north wall to become active. This one works similar to the twist panels you have seen before, expect you need to use the X-Ray Visor to see what you're doing. This one will activate a lift next to it. Take the lift down to a passage beneath the floor. Up ahead, go right to reach a damaged circuit board that powers the piston within the central specimen tank above. After welding it back together, go down the left passage and take your third ENERGY CELL at the end. The Metroid holding chambers will deactivate so be prepared to fight a few of them off when you go back up. After dealing with them, inspect one of the empty holding chambers for a MISSILE EXPANSION. Now go around the central tank and use the Morph Ball to enter the small hole at the base. The moving piston will carry you up to a walkway above. From there you can either go right to a white door or left to an orange one. Go orange for now. In the Airshaft, use seeker missiles to hit the four switches ahead of you. A Wall Jump Surface will fall into place in front of the one in the back. Before going out to it though, shoot the approaching horde of Crawltanks and scan one of the PUFFER MINES floating around. Now Screw Attack out and Wall Jump up to a ledge, destroying the Puffer Mines as you do so. From the ledge, jump up to a path that leads to a Lore entry called THE SOURCE DISCOVERED and eventually a blue door. If you make it to the orange door instead, you'll have to Wall Jump back up. The next room is the Craneyard. This small passageway overlooks the main part of the room. From the window you can see what's going on down below. One of the capsules being moved around has a new upgrade. It's the Hazard Shield that will allow you to resist acid rain, but the only way to it seems to be the magnetic rail line behind you. You must move on for now. There's another door at the end of the passage. Enter the Proving Grounds Lift. The trapped GF trooper is up ahead, holding off a small group of Armored Pirate Militias. Teach them a lesson by firing a missile and a couple of Plasma Beam shots at each. Now the trooper will come out and thank you for saving him. He wastes no time in telling you about the special shielding that he's seen some pirates use to protect against the acid rain. He gives you the coordinates of the room where one of the shield units is kept. Of course, since you just saw the Hazard Shield in the previous room, you already know where it is. Luckily, the trooper knows a back entrance to the Craneyard, but he'll need your help to get there. The controls for the lift here must be used by both of you simultaneously. Go around to the opposite lever and follow the trooper's precise instructions ("pull", "twist" and "push"). The lift up to the Proving Grounds will activate. Join the trooper on the platform and go up. Samus and the GF trooper ride the lift up to the Proving Grounds. As the hunter steps off the platform, the GF trooper suddenly turns on her, firing shots that she narrowly avoids. The trooper's abrupt change of heart is explained immediately. With a girlish cackle, he transform into Gandrayda. Gandrayda too has become irreversibly corrupted and brainwashed by Dark Samus, just like Rundas, Ghor and the Space Pirates. Gandrayda mocks Samus for falling for the GF trooper costume, and then starts the battle. The third and most extraordinary of the corrupted hunters, GANDRAYDA will prove her combat prowess in this intense and incredibly fun battle. Start, as with any boss battle, by scanning her and downloading her new Logbook entry. In the first phase, Gandrayda will use her metamorphic gift to take the form of certain minor enemies you've faced in the past, but she will also attack you in her regular body. She will change into a different selection of enemies with each passing phase of the battle, but her standard form will be used throughout it and thus be what you should become most accustomed to. Gandrayda is very acrobatic and can move around the arena much faster than you can. Normally she'll send off purple disks or pulses of energy to damage you, but sometimes she may try to leap on you and drain your health. Shake her off when this happens. If you want energy pickups, shoot at the purple disks before they hit you and they'll release some. You should use your Plasma Beam for the most part, but don't hesitate to enter Hypermode if you get the chance to do major damage. Keep Gandrayda at bay until she shifts her shape. She'll most likely lead off with the form of a Berserker Knight, the creature you've faced only once before. When she fires the spheres of energy at you, send them back to her so that they hit her Phazite plating. Attack the weak spot to get some damage in before she switches back to her normal form. She may also change into an Aerotrooper, which you can attack as you would a regular one. The third form she uses during the first part is that of a cloud of Swarmbots. Destroying the individuals may release health and ammo. As Gandrayda's health meter begins to drop below the three-quarter line, she'll initiate the next battle phase by opening the roof of the Proving Grounds. It's important not to stray beyond the boundaries of the arena because the acid rain will chew through you quicker than anything Gandrayda throws at you. The huntress will abandon her former copied guises and begin fighting as Rundas or Ghor. While she takes on Rundas's form, fight her just as you fought Rundas himself. Attack Gandrayda until you manage to stun her, then rip off the protective armor and begin damaging her. Remember to avoid Rundas-G's ice blasts so that you aren't frozen. If it is Ghor Gandrayda copies, avoid the brutal contact attacks and try to hit the weak spot at her face. She'll use most of Ghor's regular attacks, such as the plasma beam and rapid-fire energy blasts. Also be on the lookout for the flashing orb that appears underneath her so that you can stun her long enough to do more damage. Keep fighting as Gandrayda cycles between her normal, Rundas and Ghor forms until you take her down to half her total energy. Things will get interesting now. Gandrayda will use her ability to become Samus-G, complete with a pseudo-Chozo-made Varia Suit! In this form, she can even roll up into the Morph Ball and boost around the room, bouncing off objects and making it hard to avoid or hurt her. She'll also use a very powerful energy beam that you probably don't remember ever having. Fortunately, Gandrayda has no real way to protect herself from your attacks. Keep up the pressure with a relentless barrage of Plasma Beam shots. Soon enough the battle will progress to its fourth and final phase. Gandrayda will no longer change forms, but she has developed a new trick. She can now make herself invisible. To keep up with her you'll need to switch to your X-Ray Visor. It'll still be hard to hit Gandrayda as she flips and twirls in the air, sending off her energy strikes every now and then. Switch back to the Combat Visor when Gandrayda overloads the X-Ray Visor. During this phase Gandrayda will also use Hypermode to try to gain the upper hand, but you can enter it yourself and inflict more damage to her than normally. This phase may take the longest because of Gandrayda's increased aggression, but if you keep pressing on the attack you'll eventually emerge victorious. The finishing blow will cause Gandrayda to shift uncontrollably between her forms before collapsing to the floor. Sadly but inevitably, she dies like Rundas and Ghor before her. Samus can only watch as the evil shadow of Dark Samus descends and absorbs her body. All that remains is the GRAPPLE VOLTAGE, the final Grapple augmentation. The Grapple Voltage lets you draw or channel energy to and from certain mechanisms with your Grapple beam. Face south and target the control panel next to the energy field with the Grapple beam. Use the voltage feature to drain the console's power and transfer it right into your own energy reserves. If the pickups left behind by the Gandrayda battle didn't fully heal you, this should. Anyway, the energy field will shut down and the elevator will once again be useable because of the retracted pistons. Use the blue exit door now. Transit Station 1-B is one of many underground stations that connects the homeworld facilities together. To use this one, scan the green terminal on the far wall and then press the hand panel next to it. The transit train will come in and open its doors for you. Step inside and use the lever to get it going. The train will speed away towards Transit Station 1-A. Get out and scan the entry for THE LEVIATHAN, then head out using the passage on your right. You will next reenter Landing Site Alpha. Your ship is waiting for you on the other side of the energy field. Use the Grapple Voltage to deactivate it like the previous one, then save your game. ============= Chapter 9: The Nova Beam. ============= You have taken care of Gandrayda, but now what? You can't do much else in the Pirate Homeworld without the Hazard Shield, and for that you need a way to travel across magnetic rails. Luckily Unit 242 has good news. She tells you that Unit 217 on Elysia has discovered evidence of a Chozo artifact in SkyTown. Your suit does well with Chozo technology, so this may be just the thing you need to continue your mission. Fly to SkyTown's Landing Site A. You can see by checking your map that there is one small area in SkyTown that hasn't been explored yet. That is where you'll be headed. Make your way out of Landing Site A and through the Security Station. The Spire Dock is there no more, but that doesn't mean you can't make it across the gap. Use the Kinetic Orb Cannon on the southeast platform to launch yourself west towards the Junction. Now go left inside this room and roll underneath the wreckage to reach the south door. The door takes you out into Zipline Station Charlie. Currently the zipline cannot be used because there is an ornate gate blocking access to it. It requires more power in order to unlock. You can use the Grapple Voltage to transfer some of your own energy into the device in the center. It will hurt a bit, but it won't be anything serious. Now use the Zipline Cable to get across. You'll have to shoot a few gates open as you go. Near the end, a few Aerial Repair Drones will cause the zipline to fall apart, leaving you stranded on a floating platform. Simply use the Screw Attack to make the rest of the journey. Use the blue door on the other side to enter the next room. The Powerworks Access has an energy field inside blocking the way through. Drain its power source with the Grapple Voltage and then roll into the tunnel behind it. After you get out, use the door on your right. The Powerworks chamber is also blocked, this time by a lock covering the Morph Ball tunnel ahead. Use the Seeker Missile ability to hit the four nodes next to it. This will restore power to the energy grid above the lock and open it. Enter the main chamber through the tunnel. The Powerworks is inhabited only by a Databot that will relinquish the DEFEAT entry to you. You still have to figure out how to solve the puzzle to get the next upgrade however. The power-up is protected by a metal barrier that the Databot floats around. To open it, you'll need to restore functionality to the gears up above. The gearworks are missing a gear that has fallen to the floor. You need to get it back up there. Using the Grapple Lasso will make the gear jump up a bit, but it won't be anywhere near where it needs to be placed. Look for a higher location to get a better angle. Jump onto the east ledge and try from there. This time the gear will flip up into the air several times, but it will then just fall back down to the floor. The trick is to hit the airborne gear with a charged beam shot while it is at its highest point to knock it backwards onto the metal barrier. It will somehow fall back into place perfectly and resume functioning. As a result, the metal barrier will lift to reveal a Chozo statue holding the SPIDER BALL in its hands. This ingenious little device lets you stick to magnetic rails and travel along them. This is just what you need back in the Pirate Homeworld. You can exit the Powerworks through a hole revealed beneath the Chozo statue. Hop down to the bottom of this area and enter the next Morph Ball tunnel. This path is laden with magnetic rails, which are referred to as SPIDER BALL TRACKS. Scan them for a Research entry whenever you get the chance. To use the Spider Ball, hold the Z Button while in the Morph Ball. Navigate up and around the track until you reach a small gap with periodically-erupting flames. Just release the Spider Ball when the flames aren't there and then reattach yourself at the next section. Keep travelling and remember to avoid the flames. You don't need to worry about the falling rubble (it may even leave behind pickups) but you should try to avoid the repair drones buzzing around. When you reach the end of the track look for another one directly across from it. You can start following this one, but you'll have to use the Boost Ball now. While clinging to Spider Ball Tracks, using the Boost Ball will cause you to launch outwards. In most cases this is done to reach another part of the track. Just be careful not to boost out when there is no safe place to reach. Anyway, climb and boost your way to a MISSILE EXPANSION, then return to the platform where you got off the first set of tracks. Roll into the back corner and find another track next to a spinning turbine. This will take you upwards towards the exit. You'll have to use the Boost Ball again to bounce back and forth between the sections of track before reaching a tunnel. Roll along until you find yourself by the blue door. Roll through the Powerworks Access tunnel to reach Zipline Station Charlie again. Screw Attack back to the platform that the zipline dumped you on, which is to your right. There is a Spider Ball Track here that goes upwards and will allow you to get back to the Junction entrance. Start traveling up it and use the Boost Ball when it is necessary to reach the next path. After two boosts you'll have to drop a short distance and then land on a regular Morph Ball path. Up ahead, reattach yourself to the track and prepare to boost through the electrical hazard. Wait for the electricity to flicker out before boosting across or you'll fall out of the sky. In the next bit of the path you'll see a circular loop of Spider Ball Track above you. Use a double-bomb-jump to get up there and then drop from the top of the loop to get the ENERGY TANK in the center. Now continue traveling through the main path. After several more boosts you'll finally get to the end of the track. Screw Attack the rest of the way to the Junction door. You have what you came back to SkyTown for, but you may as well do a bit of treasure hunting before returning to the Pirate Homeworld. In the Junction, loop around to the west door, which is left of the one you should've just emerged from. This takes you to Skybridge Hera. Use the Kinetic Orb Cannon here to launch yourself across. Now enter Maintenance Shaft GP and cross it to get to the Construction Bay. Enter the Construction Bay. You can use the Grapple Voltage on the device next to you to reenergize a Morph Ball lift within the tunnel. This is a quicker way to the next door, but you may want to go the long way for a new enemy encounter. There is a creature floating around one of the round platforms called a PHAAZOID. It looks like a floating sphere of light. The Phaazoid can only be damaged with Hypermode weapons. Even when you destroy it, the Phaazoid will only split into smaller Phaazoids until it is too small to continue. The remnants will then just float at you and detonate in your face. The difficulty in defeating them notwithstanding, Phaazoids are very annoying because they will start following you if they notice you nearby. They attack by emitting circular shockwaves that cut through the air. The Phaazoid also has another trick up its sleeve. Sometimes, when a Phaazoid splits, one of the new entities becomes a RED PHAAZOID. This is a rare strain that can take more hits than a normal one, but can't split again. The reward for beating a Red Phaazoid is a gold credit. Just be aware that the gold credits dropped by Red Phaazoids must be physically collected like a pickup, rather than being granted automatically. The first blue Phaazoid won't produce a red one, but the one found after the Grapple Swing Points will. Remember to scan both forms for the Logbook. Defeat the Red Phaazoid and grab the gold credit it leaves for you. Now make your way to the other door leading towards the Ballista Storage. Before going in, look out towards the structure with the Grapple Swing Points. You might see a small ledge about halfway across the top of it. Use the Screw Attack to get to it. Here you will find a MISSILE EXPANSION and a Databot with the PHAZON entry. Return to the other side now and use the door Ballista Lift door. Take the Ballista Lift down to the Ballista Storage. Use the cage platform to get to the bottom where you once fought the Defense Drone over the Boost Ball. The drone isn't back, but the Steamlord is. He's got six of his Steambot pals to fight you with. The Steamlord and Steambots shouldn't pose much of a problem. Remember to use the X-Ray Visor to track the Steamlord if he tries his vanishing trick. After he falls, start using the Grapple Voltage on two fan gratings on the west side of the room. Overloading them with your own energy will cause them to malfunction, and the chamber in between them will open up. Step inside and grab the ENERGY CELL there. This one doesn't really do anything relevant by removing it, but you'll still need it. Now return to the Construction Bay and make your way back to the Junction. You may as well finish up using the Junction's doors and go out through the north one. There are two more expansions to be found in this part of SkyTown before you return to the Pirate Homeworld. The Hoverplat Docking Site is the next room. Cross to the floating platform up ahead using the Screw Attack. Go to the next one and prepare to fight a Phaazoid. This one will split into a Red Phaazoid, so beat it for another gold credit. To proceed, use the Spider Ball Track near the longer platform. This track twists and bends into weird formations, but it's not that complicated. You'll have to boost a few times to make it through. A SHIP MISSILE EXPANSION will be yours by the time you get to the end of the track, as you'll have to boost through it at one point. After unrolling, scan the Databot hologram for INVADER. Turn left and Screw Attack to the next set of round platforms down below. From here you should have no trouble reaching the other side. Enter the Barracks Lift and head to the other end of the passage to use the door. You'll now find yourself inside the Steambot Barracks. Use the half-pipe to get to the top. Now find the entrance to the Morph Ball tunnel (near the lift) and navigate through the maze in the wall until you find a stretch of Spider Ball Track. Crawl to the top to find a MISSILE EXPANSION. That was the final Elysian expansion in this part of SkyTown. It will be better to wait for a few more upgrades before exploring Eastern SkyTown. Go to the nearest landing site and fly your ship back to the Pirate Homeworld. Your next objective will be given to you by none other than Admiral Dane. The Federation fleet is preparing to launch an attack against the Pirate Homeworld, but the defense shield protecting the base is impenetrable. They need you to disable this defense system before they can attack. The control center's coordinates, courtesy of Unit 242, will be given to you. That looks like the Command Station. But first there's the matter of the Hazard Shield to attend to. Land your ship at the Pirate Research facility. From the landing site, take the east door and head up to the Scrapvault. Before exiting towards the Metroid Processing chamber, jump into the Morph Ball tunnel that takes you into the Scrapworks. If you go right then bomb-jump up to the second path and go all the way left you'll find a Spider Ball Track. It lets you get to the other end of the maze quickly. Use the upcoming half- pipe to reach the top of the left side. While boosting, keep the Spider Ball active so that you cling to the new track when you go up. From the track, drop down into the center section onto a tiny platform. Don't fall or you'll have to boost up to the track again. Very carefully, bomb-jump from the platform over to a higher one next to it. Your target is so small that it will probably take an attempt or two to land safely on it. From this one, double-bomb-jump and grab the SHIP MISSILE EXPANSION. Now use the tunnel at the bottom of the half-pipe to escape the maze. Avoid raising the alarm in the Processing Access unless you'd rather kill the Commandos. You just might, since beating twenty of them gives you a bonus. Anyway, proceed to the Metroid Processing and kill the Phazon Metroids flying loose. Ice missiles are as excellent as ever against these parasites. Make your way up to the top, but this time use the Spider Ball Tracks along the wall get to the upper platform quicker. Use the orange door again to get into the Airshaft. Finally, ascend that room to reach the Craneyard. Locate the Spider Ball Track in the Craneyard passage to reach a Morph Ball tunnel above. Roll through the red tube. After dropping into a small chamber, bomb-jump into a side tunnel to continue. You'll soon reach the base of a large routing tower. The tower is composed of two sections that can be rotated with the two Spinners at its base. There is also a small shaft that takes you into the tower's sections. The object is to line up the sections so that the path connects and you can go through. However, there are multiple paths you can make. Start by using the Spinner on the right until the path without any Spider Ball Track lines up. Use the air vents to push yourself along this path and roll to the end to get a MISSILE EXPANSION. Now return to the base of the routing tower and use the left Spinner to make the next bottom path line up with the entrance. Finish up with the right-hand Spinner so that the Spider Ball Track path leads up to the left-hand exit. Follow the tube to a control station. Just press the hand panel to make a mechanical arm bring the capsule outside into the room. The HAZARD SHIELD is yours to take. You can now withstand the acid rain environment of the Pirate Homeworld. You won't be harmed by Fuel Gel anymore either, but that won't matter until you go back to Bryyo. Lastly, you'll be better protected against enemy attacks. Anyway, the Space Pirates aren't pleased that you took their shield unit. Two ASSAULT AEROTROOPERS will shatter the control station windows with missiles and attack. Assault Aerotroopers are the most difficult variation of Aerotrooper to defeat. Their armor protects them against the missiles that their brethren fear. Use the Plasma Beam instead until the armor is removed. After you beat them, find the control panel near the router tower and press it. The window from the first passage will open up, and an Assault Pirate Trooper will jump in. His alarm will also bring in a few Commando Pirates. Dance with them and then use the platforms on the west side to reach the exit. Now return to the Metroid Processing. From the orange door, head directly across to the white door you've been ignoring. Bust it open and enter the Creche Transit passage. Turn and use a Morph Ball Bomb to destroy the cracked Talloric Alloy covering on the tunnel ahead. Follow the path to a Spinner. This Spinner rotates the circular platform around it. You can alter the path by spinning this platform around. Once you do that, go to the end and bomb-jump up to a MISSILE EXPANSION. Return to the main path the same way. Now cross through the acid rain to the Grab Ledge up ahead. You may have to eliminate a few Jolly Rogers first. After climbing up to the ledge, turn left. The next part of the path is blocked by a mass of Phazon crystals. These are very similar to the ones you saw in the last Leviathan Seed. You'll have to enter Hypermode and use a Hyper Missile to destroy it. Now walk ahead and scan TAKING VALHALLA from the wall. Use the door on the right now. Enter the Metroid Creche. The floor here has three large holding cells that probably contain things you'd rather be kept contained. The far one has a Spinner in the center though, so head that way and use it. The Spinner will release the air pressure inside the cell and push you up to a Bomb Slot above you. Activate it to reenergize the Spinner on the first holding cell. Repeat this process again to make the Spinner hologram appear on the third cell. It won't last long however, because suddenly the creature inside will burst out in rage. This horror is a METROID HATCHER. It is a mutated version of the Phazon Metroid that has developed a hard shell around its head to protect its heart. The Hatcher's only weaknesses are its tentacles. It also attacks with them. Usually it will just flail around and try to whip you with the tentacles, though occasionally it might try to use one to sap your energy. Should this happen, shake it off. Lock on to the Metroid Hatcher and begin firing rapidly at the glowing ends of the tentacles. After a few hits, each one will be retracted into the body. The Hatcher will wave them around constantly, so it's somewhat difficult to hit them properly. The Seeker Missile can help, but it will still take more than one hit. Once all of the tentacles are withdrawn, the Metroid Hatcher will fly off to another part of the room and prepare to release a Phazon Metroid. To prevent it from doing that, attack its mouth when it opens it. Look for the purplish glow indicating this. If you manage to hit it in the mouth enough, the Hatcher will be stunned and let down his tentacles again. Use the Grapple Lasso to rip one of them off. Do this four times until you have ripped off all four tentacles. This will be fatal to it. When the Metroid Hatcher dies, the Spinner on the third holding cell will reactivate. Use it like you used the other two. This one will launch you into the Morph Ball tunnel system above. You'll wind up in a tube near the back of the room. Roll to the right until you find a piece of Spider Ball Track above you. Bomb-jump up to it and navigate to the end (using the Boost Ball every now and then) for an ENERGY TANK. Now you'll drop into the room again, so use the third Spinner to reenter the Morph Ball tunnel again. This time, follow it to the end to get to a Bomb Slot. Activate it so that the Wall Jump Surfaces beneath you are freed. Drop down and Wall Jump up to the exit door. Transit Station 3-A is ahead. Before calling the transit train, use the door on the right to find a Save Station. If you're set, scan the circular terminal on the station wall and use the hand panel to summon the train. Go inside it and activate the controls like last time. The train will speed off towards the Pirate Command center's Transit Station 3-B. When you get there, exit through the east passage. Welcome back to the Lift Hub. The chamber ahead is exposed to acid rain, but that is no longer a problem. Go ahead and use the Bomb Slot to rotate the gate so that you can go through this part of the room. Go into the lift and ride down to the first floor. The only thing left to do down here is use the Grapple Voltage to open the chamber on the right side of the lift platform by feeding power into the console. There is another lift on the other side, but it's broken. Step into it to make it drop a bit, but go back out afterwards. Now stand outside the lift and use a missile to sever the cable holding it up. The lift will fall down its shaft with a crash. Jump across the gap and take the MISSILE EXPANSION. Now return to the functioning lift and ride back to the third floor. Use the orange door there. You'll enter the Command Courtyard. A team of Assault Troopers will enter and set up Phazite ramparts. You could shoot through them if you had the next beam upgrade, but you'll have to go around them for now. Destroy the pirates, and then take a detour into the Flux Control tunnel. This room is now equipped with security lasers, so watch your step. Go to the very end of the bottom passage here to find that hatch covering one of the two Morph Ball tunnels. Flip it over with the Grapple Lasso so that the right-hand tunnel is exposed. Now use it to enter the power generator chamber. There's a Spider Ball Track nearby that you can use to get a MISSILE EXPANSION. Also, if you take the track all the way to the end you'll be able to use another Grapple Voltage control panel to activate a lift for easy travel between the two floors. Anyway, go back to the Command Courtyard. You can finally go through the north gate here by using the Grapple Voltage to shut off the energy field. Do so now. The Courtyard Passage has drain pipes that pour acid rain into the room. If you try to go through without the Hazard Shield you won't survive. Even though you have that now, you'll still take damage if you touch the SCRITTERS. These little bugs travel in swarms throughout the facility. Scan them, but don't pay too much attention to them otherwise. Go through the door at the end. You will enter the Skyway Access. The door that is supposed to take you to the Leviathan is dead ahead, but you won't make it before raising an alarm. Heavy gates will close off the door and prevent its use. Next, pirate forces will begin to flood the room. The first enemies are Commando Pirates. After you kill them, Crawltanks will enter through vents in the walls. All of these enemies, even the commandos, are capable of using Hypermode against you. Tough it out until the second wave of Crawltanks appears. These newcomers will emerge from a tunnel on the right side of the room. You can use that to escape now. Don't miss the PURIFICATION entry next to it though. The Kinetic Orb Cannon inside the tunnel will launch you to the next room. Somehow you've ended up at the Defense Access. There's a Spider Ball Track nearby, but you should first use the Grapple Voltage to bring down the energy field behind you so that you have access to this spot from the rest of the room. Now take the Spider Ball Track all the way up to a blue door. Enter Transit Station 4-A and bring in the train. This line leads to a new region of the planet, the Pirate Mines. Your stay here will be brief, but perilous nonetheless. If you're hurting, take the blue door in front of you in Transit Station 4-B to reach a Save Station. Now go back out and use the other exit to continue. The Phazon Quarry is next. As you walk into this large room, an Assault Pirate Trooper will run out from a passage in the back and raise the alarm. You'll be left to fight two or three troopers and commandos each. Afterwards, if you want health, destroy the large Phazon containers sitting around to release several pickups. Now run into the passage that the first Assault Pirate Trooper came out of. Turn left in here and walk to the end to find a control terminal. Press any part of it to bring in a large mining drill. Now the terminal will change to display the drill and the two mineable rock sections. Select the left section and the drill will go to work cutting through the rock at the north side of the room. This will make a ledge that you can reach a MISSILE EXPANSION with. Now set the drill on the southern rock section. It will carve out a half-pipe formation in the rock, making it possible to reach the upper ledge. Go back outside and get that expansion, then use the Boost Ball to reach the left side of the half-pipe where the exit is. The Mine Lift has a weakened fixture preventing you from entering. Use the Grapple Lasso to rip it off, and then fight the two Crawltanks on the shaft walls. Afterwards, use the Spider Ball to climb up the track in the back. It will take you up to another track that goes to either side. Both ends of the track lead to small drops with Spinners at the bottom. Using them will release the clamps holding the lift platform in place. Release the first set and then repeat to release the second. The lift will plummet to the bottom of its shaft and crash. You can use the long Wall Jump Surfaces if you feel the need to return to the top. Head for the exit and scan VANGUARD on the way out. The Phazon Harvesting room is under the rule of a mighty PHAZON HARVESTER DRONE. It looks like a Metroid, but it is actually a modified Space Pirate assault drone used to collect Phazon. It cannot be destroyed, and it is armed with a devastating beam cannon for defense. If you see a bright white spotlight shining around, get away from it immediately before the drone blows the spot to pieces. It can make short work of the room's walkways, but you should still be able to use the Screw Attack or Grab Ledges if you are left without one. You can also simply stun the drone temporarily by shooting at the blue sphere on its underside until it emits orange sparks. Anyway, take the paths across the room and stun the Phazon Harvester Drone when necessary. Use the blue door at the very top of the path. Enter Drill Shaft 1 and shoot down the Jolly Rogers. Some of the drones may be smitten by the room's mining cannons. These devices fire beams of green energy across the path and cause as much pain as the Phazon Harvester Drone. Wait for the first beam to shut off before leaping to the Grab Ledge ahead. Now turn left and do the same to cross the next gap. When you reach the exit door, look to the left to find a ledge with a few crates and the VICTORY AND LOSS disk on it. Now exit the room. Follow the path in the Main Cavern to a wide window showing you the next power-up. Go around the containment area and scan the SPACE PIRATE GREEN DOOR for a Logbook entry. You can't use it yet, so go left and activate the hand panel at the end to energize the nearby lift. Ride it down to the lower chamber. An intense fight will break out as you reach the bottom. Several Assault Pirate Troopers and Commando Pirates will enter the room and trap you in with a Phazite gate. Although you'll be aiming at them, your target is the threatening drill cannon on the ceiling. This one cycles between a beam phase and a suction phase. It will first use its energy beam to break up the Phazon ore underneath the floor then begin sucking up the broken pieces for processing. You don't want to be anywhere near the beam or the suction column, but the only way to stop the mining cannon is to get one of the pirates to do just that. As the cannon blasts away with its beam, gun down all but one of the attacking Space Pirates. When the suction begins, the pirate will grab a ledge on the floor and try to hang on for dear life. You'll have to struggle against the force of the suction as well, but you can still shoot at the pirate in the process. When you kill him, the pirate will be sucked up into the mining cannon and explode, forcing it to reveal four orange hologram projections. Target one and shoot it until it is destroyed. The cannon will now cycle back to its beam phase and more pirates will enter. Repeat the same process three more times to destroy the mining cannon entirely. During this battle, use the metal pillars that appear during the beam phases as cover against the relentless pirates. They often enter Hypermode, so you may want to (or be forced to with a Phazon grenade) to enter it as well and make things easier. When the cannon is destroyed, it will fall to the floor and crush any remaining pirates. The power-up you saw in the upper part of the room is sitting on top of it. Take any pickups floating around and then claim the NOVA BEAM. Sweet. The Nova Beam fires high-frequency beams of green energy and has the ability to pass right through objects made of Phazite. The beam is practically made for the X-Ray Visor, and many puzzles that involve one cannot be done without the other. This includes escaping from the room. The lift is still sealed off by that Phazite gate. Turn on the X-Ray Visor to see the two control nodes on the other side of it. Use the Nova Beam now to hit these nodes and make a control terminal appear. Keep the X-Ray Visor on while you work on it, or you won't know what to do. With the gate down, enter the lift and ride back up to the top. Step out of the lift and use the X-Ray Visor again to see through the small piece of Phazite on the wall ahead of you. Shoot the node beyond it and then activate the control terminal to open the Phazite plate. You can now use the blue door on the other side. Use the X-Ray Visor in Drill Shaft 2 to see through the mining drill's Phazite covering. You can see the drill bit working away inside. Shoot the spherical center when it lowers into view to bring the mining drill up. Avoid the Phazon Leeches and drop to the bottom to find a green door. You'll enter the Phazon Quarry. Turn left along this passage and walk to the end to find an ENERGY CELL. While in place, the cell keeps the window next to it shut. Take it so that you have access to the rest of the room. Now go back through the green door. In Drill Shaft 2, use the Grab Ledge to get out of the hole. Reenter the Main Cavern and walk down the path until you reach the green door in the northeast corner. The Phazon Mine Entry contains a wall made of Phazite on your right. Look through it with the X-Ray Visor and shoot the four control nodes to get it out of the way. There is a MISSILE EXPANSION, the BRYYO FALLS entry and a Phazon Metroid on the other side. Phazon Metroids are now quite easy to destroy. Target this one and use the X-Ray Visor to zoom in and detect the nuclei within its head. Fire a Nova Beam shot for a quick and painless kill. You can now use the other Phazite wall to shoot at the advancing army of Crawlmines in the outer passage before going there yourself. Take the exit at the end. You've reached Landing Site Charlie. It hasn't been used in quite some time, so there are pieces of rubble everywhere. Luckily, the Nova Beam still retains the properties of the Plasma Beam so you will be able to melt it all away with a few quick shots to each piece. Now command the gunship to come and pick you up. ============= Chapter 10: Resurrected Nemesis. ============= The Federation wants you to take care of that planetary defense shield right away so that they can begin their invasion, but it's a good idea to be as prepared as possible for what awaits you in the Pirate Homeworld Leviathan Seed by gathering all the remaining expansions and power-ups in Norion, Bryyo and Elysia. It's up to you which to do first. If you want to get the ball rolling on the invasion, go to the Command Station in the Pirate Command center. Otherwise, fly your gunship to Norion and land at Docking Hub Alpha. Before you start the treasure hunt make sure you have downloaded the expansion maps for Norion and Bryyo at the Chozo Observatory (in Eastern SkyTown). This will make your task much easier. Anyway, Sector Zero is still recovering from the pirate assault, so you'll see many Federation crewmembers working diligently to restore it. Your first new expansion can be found in the Docking Hub Alpha itself. Go behind the gunship and use the walkway on the left side to find a hidden alcove. Use the Grapple Swing or Screw Attack to reach the MISSILE EXPANSION sitting on the other side of the gap. Now swing back and use the door to the south. You can chat with a few Federation Troopers and Fleet Mechanics on the way to the Cargo Hub, but some might actually get annoyed if you interrupt their work. Anyway, when get to the hub, go to the south door and enter the Maintenance Station. Although the route to Generator C is inaccessible now, you can still use a white door inside the station to find a small nameless chamber with a MISSILE EXPANSION inside. Return to the Cargo Hub now and look for the marine standing near a door with a Blast Shield on it by the western end. There is a damaged circuit board near this door. Even with the Nova Beam you can still use the welding feature to repair the cracks in the board. Doing so will unlock the door. This part of the base leads to the third generator, but you never had to take this route before because Rundas took care of it for you. Substation West is similar to its eastern counterpart, except you can simply walk to the other door instead of having to use the Morph Ball path along the outer wall. Nevertheless, you'll have to go that way if you want another MISSILE EXPANSION. Remember to avoid the erratic ventilation pistons that will push you into the heated floor if you aren't careful. Now enter Conduit B. Go left down the passage and look for the rapidly- advancing puddles of LIQUID PHAZON. This Phazon has a very lifelike quality to it. As it oozes around the passage it will spawn Phazon Grubs. If you manage to hit the fast moving puddle a few times, you can defeat it. Follow the winding path all the way down to the bottom. You'll see a white door on your right that conceals the Data Storage chamber. Just scan the Federation Lore entries of PLANET BRYYO and SKYTOWN. Also, if you missed the Olympus-Class Battleship entry from the very beginning of the game, scan the third panel. Now return to Conduit B and follow the path to the exit. When you enter Cargo Dock B, the door will seal behind you and you'll be set upon by several HOPPING METROIDS. Hopping Metroids have evolved small legs and get around on the ground as their name implies. The ones in here have a biological connection to the Phazon mass blocking the opposite doorway. Destroying all of them will destroy the mass as well and let you through. It isn't that difficult to defeat the Metroids, but they can use Hypermode occasionally. From a distance they can also shoot Phazon at you. Once the Hopping Metroids and the Phazon mass are gone, Landing Beacons will appear on the platform and Liquid Phazon will be left behind. Use the Command Visor to call in the ship if you want. Start walking up the ramp near the entrance and turn back towards the west door. You can Screw Attack to a ledge above it and find data for PLANET NORION. Now jump down to the west door and inspect the Blast Shield covering it. This is a MULTI-LOCK BLAST SHIELD. You don't get many opportunities for this Logbook entry, so don't forget to scan it before using the seeker missiles to destroy it. The right-hand path in Generator B Access is blocked, so go left and use the little Morph Ball tunnel to go around. Use the door on the other side to enter Generator B. The place is overrun with Phazon growths. As you advance into the room, a heavy steel gate will block your exit and a Metroid Hatcher will emerge from the generator shaft. It wasn't that long ago that you fought the first Metroid Hatcher, but now you can use a completely different strategy to dispose of it. Rather than going through the process of stunning it and ripping its tentacles out, just use the X-Ray Visor to get a peek at the creature's vitals. Since the Hatcher's armor plating is similar to Phazite, the Nova Beam can pass right through it. One shot and it's lights out for the ferocious Metroid Catcher. All of the Phazon growths will crumble away now, revealing a Morph Ball tunnel along the wall. Roll into it and follow it to the end. You'll emerge in front of an ENERGY CELL socket. Pull out the cell and roll back through the tunnel. The steel gate will open when you take the cell, so head back to Cargo Dock B. Get back in your gunship and make the short flight to Cargo Dock A. You can wrap up the expansion hunt on Norion by locating the Spider Ball Track to the left of the entrance, just around the corner. Bomb-jump up to it and enter the tube at the end. This will take you to another small stretch of track. Ride it up to a MISSILE EXPANSION. Now enter your gunship and set a course for Bryyo's Cliffside Airdock. Bryyo will take the longest time to finish up, mainly because of its size and because you should've already gotten most of the expansions on Elysia and the Pirate Homeworld throughout the normal course of the game. Not to mention, the puzzle involved for getting one of the Energy Cells here is the most complex in the game. Don't worry about that yet though. Just head to the Gateway. Defeat the Reptilicus in the Gateway and jump to the ledge on your right. Walk over to the western doorway that leads to the Morph Ball tunnel. Go into it and take the right path to emerge in front of the door to Reliquary II. You should see a chunk of ice stuck to the wall across the north bridge. Melt it with the Nova Beam and enter the newly-exposed Morph Ball path. At the end of this is a MISSILE EXPANSION. Now return to the previous Morph Ball tunnel and go to the other end of it to reach the door taking you into the Grand Court Path and the Grand Court itself. When you reach the Grand Court, hop down into the clearing and use the X-Ray Visor to activate the control terminal on the golem's head. The golem will suddenly burst from its slumber and go to stand by a wall nearby. This exposes a small puddle of Phazon underneath, from which two Phaazoids come out. One of them becomes a Red Phaazoid, so tackle it and collect the gold credit. You can use the Phazon pool to heal afterwards. Now run along to the northwestern pathway so you can use the Grapple Swing Points. Swing out to the second one but then turn to the right so that you can reach a ledge with a white door on it. Open this door and enter Reliquary III to find a MISSILE EXPANSION. Also, Logbook hunters will find a lonely GEEMER crawling around. This spiky creature can only be destroyed with missiles, but it isn't aggressive anyway. Go back to the Gateway when you finish here. Now head south through the G.F.S. Theseus and get to the Falls of Fire. Screw Attack past the first passage and use the golem on the other side to reach the bottom. You'll notice a Wall Jump Surface down here. This isn't to get back up, but rather to reach another hidden MISSILE EXPANSION on a ledge. Take it and use the door at the bottom. You'll enter the Hidden Court. One of the remaining Energy Cells is found in this room, but you have a lot of work to do before you can claim it. A scan of the Fuel Gel pumping crane that it's located on will tell you that it needs some sort of large battery to operate. You must find and return this battery before you can obtain the cell. The first step is to get to the orange door in this room. Jump onto the platform near the bottom of the crane and use it to reach the rocky ledge on the north side with a Screw Attack. Head west and look for an orange door on your right. Go through it. Destroy the Hoppers in the Hidden Court Path and use the tunnel up ahead to reach the other half of the passage. Run your Scan Visor across the wall on your left for the SALVATION entry. Now just take the door at the end. The Fuel Gel Pool contains what appears to be a massive tusked golem headpiece. Use the Command Visor to find a command icon on it. Scan it so that the gunship comes in and lifts it from the Fuel Gel with its grapple beam. You need to find the rest of the colossal golem so that you can reattach its head. There's still more to do here though. Remember that you are able to enter the pool of Fuel Gel without getting hurt. Wade through the gel and go to the back to find a hidden cavern with a MISSILE EXPANSION in it. Now return to the eastern shore. There's one more expansion located on a high ledge to the west. To reach it, use ice missiles to freeze the gel streams pouring into the room. Target the one on the left first. Stand on it and quickly shoot the next one before it melts. From the second one, jump to the northern ledge and freeze one last stream of gel to get to the western ledge. Grab the second MISSILE EXPANSION, and then return to the Hidden Court. For now just use the west door to get to the Ruined Shrine, and then go through that to enter the Hangar Bay. Don't call in your ship now because it will be forced to drop the golem headpiece and you'd have to return to the Fuel Gel Pool to get it. Anyway, you'll notice that there's an orange door in the southeast corner of this room. It's blocked off by an energy field. To remove this field, take the lift in the northeast corner up to the walkway. Walk along the ledge and locate the ventilation ducts in the walls. Use missiles to destroy the grating covering them, then enter the right-hand one while in Morph Ball mode to reach an enclosed control room. The other duct can be used to return, since the wind blowing through them makes each a one-way tunnel. Inside the control room is an ENERGY CELL. This is the easier of the two Bryyo cells to obtain. Its removal will deactivate the energy field down below and allow you to use the orange door. Don't forget that the GALACTIC FEDERATION ORANGE DOOR is good for a scan entry as well. Go through it and the next door to reach a new area. A few Hoppers live inside the Hangar Bay Hall. Other than that though, there isn't much to this room. Enter the Hall of Golems next. This cavernous chamber is named so because of the three golems that will help you get to various doors and expansions. Start by facing south and going over to the two golems standing on either end of the wall. Between them is a wall panel containing a Lore entry called VICTORY. After scanning it, turn to the golem on the right side and use the Grapple Voltage to energize the security clamp covering its Bomb Slot. Now use the slot so that the golem takes you over to the west wall and uses its hands to energize a Spider Ball Track there. You might want to get rid of the FARGUL HATCHER on the nearby rock platform before trying to navigate the track, because the FARGUL WASPS it releases will swarm you and knock you down. Just know that the Fargul Hatcher is immune to missiles and can only be destroyed by shooting its open mouth several times or Screw Attacking through it. Anyway, be careful while traveling through the Spider Ball Track because there are electrical hazards placed throughout it. You'll also be faced with the usual gaps that you have to bomb-jump, drop or boost through. There's even one part near the southeast corner that requires a double-bomb-jump to proceed. The reward is a MISSILE EXPANSION. From the crevice where the expansion was found, drop down to land on a platform with another golem on it. This one has a security clamp on its Bomb Slot that is vulnerable to cold-based weapons. Fire an ice missile to release the clamp, and then use the Bomb Slot. The golem will blow out a stream of icy breath that will freeze the Fuel Gel falls permanently solid. You can use them now to reach the upper north doorway, but don't head there yet. After the golem returns to its perch, jump down to the lower south wall and check out the left-hand golem. Use the Nova Beam to melt its clamp. Now energize the golem so that it melts a path to the southwest orange door with fiery breath. This is the door you want to use. Enter the Colossus Vista and scan DECLINE before moving out into the open. The golems in the last room are nothing compared to the behemoth towering over the passage. However it seems to be missing its head. Your gunship just happens to be carrying around a golem headpiece at the moment that's just the right size for this one. Use the Command Visor to order the drop-off. The colossal golem will come to life and slam its giant fist into the ground in front of you. This will destroy the obstructions blocking off a SHIP MISSILE EXPANSION nearby and a door to your right. Now enter the Machineworks Bridge. It connects this part of Bryyo to the jungle area where one of the Leviathan's shield generators used to be located. However, the bridge in here must be put together from both ends before you can move freely between areas. Use the Spinner in front of you to rotate the cage and the bridge section. The cage has a hole in it that you can pass through with the Morph Ball. The bridge will extend halfway through the room. To connect the other half you'll have to come in through the thorn jungle side. You can get an ENERGY TANK in here right now if you want by going to the end of the bridge. Use the Screw Attack to Wall Jump up the pair of surfaces to reach it. They move apart every few seconds, so wait for them to close in before beginning the Wall Jumps. After taking the tank, return to the Hall of Golems. It's time to use the north door in the Hall of Golems. Stand on the Fargul Hatcher's platform and Screw Attack to one of the frozen Fuel Gel ledges. Jump from one to the next until you reach the door up above. Take it to enter the Burrow. The Burrow consists mostly of a long Morph Ball maze. When you enter the tunnel, roll as far as you can and use a bomb to blow up the Fuel Gel crystal there. You will drop to a bottom path. Go left through the liquid gel and jump up to the small ledge right afterwards. There is a strange plant that lives in the next section. You can use its jaws as a platform and the leaves next to it as a pathway. However, the leaves flip and retract after a few seconds of sensing you, so go quickly across them and use a bomb to reach solid ground. Roll across the second plant and bomb-jump to another crystal. Destroy it to make a path above you that goes left. This is actually the first part of the tunnel, but you can now drop into the little gaps and bomb the crystals to make a new path. Drop down to the bottom of this shaft and you should find a Phazon Pillbug nearby. Kill it before bomb-jumping into the golem hand it was crawling around. Now you must use a double-bomb-jump to reach a MISSILE EXPANSION on a ledge above you. After you get it, destroy more crystals near the bottom of the path to exit this section. Go to the right as far as you can go and bomb your way through to another path. Drop at the end and keep rolling to the right. Eventually you'll exit the maze. Don't miss the entry of STRUGGLE OF EXILES behind you as you leave. You'll end up back in the Hidden Court. Get access into the rest of the room by shooting the red locking mechanisms on the gate in front of you. You can now use the Grapple Swing to reach the north ledge if you need to. Before you head back to the Docking Bay, go west and jump into the half-pipe formation. Use the Boost Ball to get to the right-hand side of it and locate the MISSILE EXPANSION hidden inside a small crevice. When you make it back to your ship, fly to the Thorn Jungle Airdock. Head through the jungle path until you get to the Ancient Courtyard. Phaazoids have the run of this place, but none of them turn red so don't bother entering Hypermode and just try to ignore them. You can use the half-pipe halfway through the room to reach a MISSILE EXPANSION on the left side. The Enlightened Walkway also has a Phaazoid, but you won't find a Red Phaazoid until you get to the Jousting Field. Take the gold credit and then continue through this area until you get all the way over to the North Jungle Court. On the way you can take advantage of some uncommon scan opportunities when you see the Bryyonian Shriekbats and Atomics. The North Jungle Court is empty save for the remains of the anti-aircraft turret and the object you came here to get. Look towards the northeast ledge to find an energy generator sitting there. This looks like it could be used to restore power to the crane in the Hidden Court, and you can use the Gunship to carry it. The only problem is that you can't fly back to the other region of Bryyo and still be carrying around the generator. You still have to connect the two areas through the Machineworks Bridge. Start by commanding the ship to pick up the generator. There's a hole underneath it. Jump over to the ledge and use the Morph Ball inside the hole to go through a tunnel. After you get out, use the blue door. You'll enter the Machineworks Bridge. Finish the connection by using the Spinner in front of you. If you didn't get the Energy Tank in here earlier, get it now but otherwise cross to the other door and begin walking back to the Hidden Court. Step out into the Hidden Court and command the ship to place the power generator next to the pumping crane. The base will twist around and the Energy Cell will be revealed. To get to it, jump up to the half-pipe and boost to the left side of it. Follow this path and jump to a low tunnel that leads right to the ENERGY CELL, but watch out for the Gel Puffers. Finally, after all that work, the cell is yours. It's time to finish up Bryyo by going to the Fiery Airdock. Return to the Docking Bay and fly there. Your return to the Bryyo Fire and Ice regions will be quick, but entail a lot of walking. Start by going through the Imperial Hall, Gel Refinery Site and Main Lift to get to Warp Site Alpha. Take the portal here to Bryyo Ice's Warp Site Bravo. Make your way through the frozen ruins until you reach the Tower, which is the farthest room from the warp site. At the bottom of the Tower there is a Spider Ball Track. Take this track up a small distance and then boost to the next path. Use bomb-jumps and boosts to get to the half-pipe formation. Boost up to the other side and then continue crawling along. You'll soon drop into a shaft next to the Wall Jump Surface. Use Morph Ball Bombs to blow up the blocks of ice in your way. There's also a 'half' half-pipe up ahead. You can't really build up momentum on both sides because you'll just fall off the track, but you can still make it to the next path. Keep working your way through this maze until at last you reach an ENERGY TANK. Now, unless you still haven't gotten the Ship Missile Expansion in the Hall of Remembrance, leave this area and return to Bryyo Fire. To get the very last expansion on Bryyo you need to walk all the way to the Temple of Bryyo (there's a Red Phaazoid in the Gel Processing Site if you're interested). Get to the temple and start by clearing the room of Warphounds and Reptilicus with an airstrike. Now go to the far end of the room to find a piece of Phazite. Use the X-Ray Visor to detect four nodes behind it. Shoot at the nodes in the order they light up to make the section of floor grating next to the wall open up. Roll up into the Morph Ball and dive into the Fuel Gel. The area under the floor seems like it has many different paths, but it's more straightforward than it looks. The only trouble might be finding the actual expansion underneath the layer of Fuel Gel, as it barely breaks the surface. Listen for the distinctive hum that expansions make. You'll find the MISSILE EXPANSION somewhere along the northwest edge of the pool. Grab it, get back out of the floor and then return to the Fiery Airdock. The next stop is Landing Site B on Elysia. This is where you got the Ship Grapple Beam, in Eastern SkyTown. Go there, but then start making your way to the Chozo Observatory. Nothing has really changed in Eastern SkyTown so you won't have any detours along the way. Enter the Chozo Observatory and defeat the blue Phaazoid in here. Now look around the room. Remember the Bomb Slots within the walls that were used to launch the satellite in the room? With the Spider Ball you can now reach the ones you couldn't before. Enter the wall path through the southwest entrance and use the Spider Ball to reach two slots. These give you Logbook data for PLANET AETHER and PLANET TALLON IV. Now enter the other part of the wall where you got the expansion maps for the first two worlds before. Use the Spider Ball inside to activate the slot that gives you the Elysia expansion map. All that's left is the expansion data for the Pirate Homeworld. There is no slot for it, but that doesn't mean the data isn't there. Exit the Morph Ball path and jump down to the bottom of the room. Next to the lift, on the base of the hologram projector, you should see a small square of Phazite. Use the X-Ray Visor and Nova Beam to hit the diamond-shaped switch inside the projector. This will open the top part of it, revealing a hand panel. Go up and activate it to get the Pirate Homeworld expansion map. A quick check of your map should show just one remaining expansion here on Elysia. It's in the Concourse Ventilation, which is near the Chozo Observatory. Go through Maintenance Shaft OB to get there. Once there, take out the Phaazoids and the Red Phaazoid and then look for a Spider Ball Track to the right of the first window. Simple boosts and bomb-jumps will help you reach the end of this track. Drop down onto the platform and grab the MISSILE EXPANSION. Unless you missed anything else on this planet, return to Landing Site B and prepare to fly back to the Pirate Homeworld. At this point you are armed with the most powerful conventional weapons the game can give you, and have enough expansions to hold you over for the Pirate Homeworld Leviathan Seed. The Federation is ready to launch their assault on the planet, but they still need you to bring down the planetary defense shield. You already know that the room you need to go to now is the Command Station, which is in the Pirate Command center. However, the only door you haven't entered that room from is a green one that connects to the Defense Access. Fly your gunship to Landing Site Bravo. There are a few expansions around the homeworld that you can collect, but they are a bit out of your way at the moment and there are still some things that must be done on this planet after you destroy the seed anyway. Therefore, while you have the option of collecting the remaining expansions here now, it may be better just to wait. When you get to the Defense Access (ride the lift in the Lift Hub up to the second floor), walk towards the east end and use the X-Ray Visor to see and shoot the four nodes behind the Phazite wall. The wall will lift and allow you to use the green door. The Command Station is the site of the planetary defense shield generator. Thus, it is heavy guarded. Remorse-Class Turrets, Assault Pirate Troopers and Assault Shield Troopers will attack as soon as you come in. Fight them off and start climbing to the top of the room via the platforms. At the very top, activate your X-Ray Visor and use the code terminal to open panels along the shield generator column. The Phazite sections behind them conceal the energy cores within the column. All of them must be destroyed. However, they will be defended by the squad of Commando Pirates that enters. Keep your X-Ray Visor active throughout this operation. Firstly, you'll need it to see through the Phazite sections on the shield generator. Secondly, you can detect the weak spots through the commandos' Phazite armor and kill them with just a single well-placed shot. Move down through the room and shoot at the three groups of energy cores you see. Like the Commando Pirates, they'll stand out against the blue-gray surroundings of the X-Ray Visor. Once the energy cores are destroyed you'll be able to use the Bomb Slot at the very top of the column. Climb back up to the top and use it. Just like that, the shield covering the entire planet will shut off and the Federation armada will launch their assault. Well that's that. Jump back down to the bottom and use the Grapple Voltage to suck away the energy on a control terminal to open the way into the Morph Ball tunnel beneath the floor. Head through the Flux Control for a quick return to the Command Courtyard. Admiral Dane now wants you to rendezvous with him in the Skyway Access, the room north of the Command Courtyard. There's also a Lore entry in the courtyard that is pretty easy to miss. To find DISASTER AT ELYSIA, use the Grab Ledge you used during your first visit here to reach the upper walkway. The red disk is found in the northwest corner. Anyway, go through the Courtyard Passage next to reach the Skyway Access. Dane will make his grand entrance through the ceiling, accompanied by a squad of Demolition Troopers. He goes over the plan with you. You'll have to follow the cargo supply line to the Leviathan Seed, but you must escort the Demolition Troopers as well. At least four are needed to open the gates at the end of the supply line, so you must ensure that they are kept alive. You'll start with twelve, but only a few of them will move together at a time. If you see pirates ahead, take them down before the troopers are hurt. After the admiral leaves, a Demolition Trooper uses an explosive charge to open the back gate out of the Skyway Access. It's time to get going. Remember to scan a DEMOLITION TROOPER before leaving. The path to the seed consists of several transit stations labeled with various letters and numbers like 1104, P69 and so forth. In the first one, use the Grapple Voltage to feed power into the console ahead. Now jump up to the path above it and turn right. Slay the Space Pirate in this corridor and use the door at the end. The next station has more pirate forces in it and a transit train that cuts through the center. Enter Hypermode if you want to kill the pirates quickly before they kill and Federation troopers. Watch out for the Aerotroopers and try to finish them off with something strong so that they explode in midair rather than crash-landing towards any allies. The gate ahead will now open but the train will thunder through again at that moment. Avoid it and shoot the pirates on the other side of the gate. Now follow the troopers up a ramp on the right side to get on top of the gate. Screw Attack across the gap or wait for the gate to close and then follow the path to the exit. Run into the next passage and shoot the Crawltanks on the floor before they enter Hypermode. Turn the corner and destroy the turret and Armored Pirate Trooper that show up. Now turn left at the end and go into the next station. Two Demolition Troopers will run along ahead of you here. They'll take you into a larger room. Try to get ahead of them so that you can cover them from the Advanced Pirate Troopers that show up on your right. Go into the passage that they emerged from, but look out for the pirates on the ledge above. Now wait for the demolitionists to blow up the gate beneath it. More Space Pirates will come out from the room on the other side. Play it safe and activate your PED. After you have eliminated the enemies here, walk to the end of this room. There are Jumpmines in the next passage. Shoot them out of the way before going down to the area below. Now kill the group of Armored Pirate Troopers and jump up to the ledge where the exit is. You can get health from the crates lying around this room. You're almost done. The next station (0205) is the last one that you'll have to escort the Demolition Troopers through, but it's also the most intense. Gun down the pirates in the first area to begin with. Just then, a Berserker Knight will pound its way through the steel gate up ahead. It can very easily take out your allies in short order, so you have to get rid of it right away. Fortunately you don't need to worry about bouncing its energy spheres back at it. Bring up the X-Ray Visor and shoot the Nova Beam through his Phazite armor for an instant kill. Don't stop there though, because there are still some Advanced Pirate Troopers to deal with on the other side of the gate. And then, as if that weren't enough, the red-armored Pirate Commander you saw when you first fought the Commando Pirates will show up. He will call in three commandos, but then disappear like last time. Waste the commandos quickly before your troopers are hurt. With the room cleared, the demolitionists will go to work bringing down the steel gate on the east side. Their explosives destroy the security clamps placed on it. Now all you have to do is activate the control panel to the right of the gate. Go past the gate and jump into the gaps in the floor of the next passage. The Phazon below will restore your lost energy. Also, you can complete the Space Pirate Data section of your Logbook by scanning the red disk that gives you the MISTRESS GANDRAYDA entry. Lastly, activate the panel on the ledge closest to the exit gate to make it open. Go through after you finish healing. Enter Transit Station Leviathan. Go to the either side of the room and use the ramps there to get to ledges from which you can leap to the center structure. From there, turn towards the north side of the room and jump to the Grab Ledge. Just then, the PIRATE COMMANDER, fully clad in eosin-colored Phazite assault armor, will show up and backhand you off the ledge. This time he means business, but he won't fight you alone. He's brought along a squad of Commando Pirates as well, and will continue to summon reinforcements if you kill all in the first group. The Pirate Commander is the highest-ranking pirate left among the Space Pirate military, save for Ridley and Dark Samus. He fights very much like any other pirate, expect that his personal teleportation device allows him to warp from one spot to the other. His armor is made of the toughest Phazite available, making him very resistant to damage. Look for the red figure amid the blue and start doing some damage. If the commandos get in your way, switch to Hypermode and finish them off quickly. You can use the Hyper Beam as well when the Pirate Commander enters Hypermode himself. During that time you won't be able to use the X-Ray Visor in case you had been using that against the commandos. It will take a while a while for the commander's armor to break, but when that happens you will only need to shoot him a few more times before he dies. Round up the surviving pirates after their commander falls. Now, with the help of the Federation troopers, the center structure will return to its original place and you'll be able to use it to reach the Grab Ledge. Head directly to the wall when you get to the upper ledge and pull the lever on the control station. This will open the roof of Transit Station Leviathan. The Landing Beacons on the floor indicate that you can now land your ship. But first, use the Command Visor to have the gunship fire its missiles at the east Maldium gate. The path to the Leviathan Seed is open. Get in your ship and fly down the tunnel to the seed's landing site. This seed is shaped just like the two you destroyed before. Jump from one platform to another in Landing Site Delta to reach the upper door, and avoid the Scritters bumbling around on the floor. The Core Access passage requires that you use your most recent upgrades, just like the others. The sinister- looking black tentacles blocking the path are impervious to damage but have vulnerable interiors. Use the X-Ray Visor to see their weak points and use the Nova Beam to hit them through their black armor. There are two guarding this passage. Destroy them and use the door at the end. Are you ready to face the final core protector? Jump down from the doorway of the Pirate Homeworld Leviathan Core and walk towards the center of the arena. The homeworld boss, who is none other than the resurrected OMEGA RIDLEY, swoops in and advances aggressively. Samus's nemesis somehow survived the fall into Norion's depths, but now he's back and stronger than ever with new Phazon-enhanced armor. However, right away you'll notice that Ridley's chest seems vulnerable. His mouth is also still one of his weak points. Target him and start pounding away at him with the Nova Beam. Ridley will counter with a variety of attacks, including slow-moving plasma balls, an intense stream of flame from his mouth and a powerful shockwave he creates when he jumps and lands hard. His other attack is a physical one; he'll spread his wings to the side before launching himself forward. Each time Omega Ridley uses any of his mouth attacks or prepares his forward lunge, he'll open his mouth. Fire a charged shot at him then and you may stun him or cause him to recoil. Once stunned, Ridley's chest plates will be vulnerable. This time use the Grapple Lasso to latch on to his armor and pull it off. He'll rear up on his legs and show the weak spot in his chest. Enter Hypermode immediately and attack as many times as you can before he recovers. Keep up this routine until Ridley's health drops to about 75%. At this point his attack style will change, and Ridley will produce Phazite-enforced plates to cover his chest. This looks like a job for the X-Ray Visor. First though, you have to stun him again. You can do this the way you have been before, but there's another way too. When Ridley uses one of his new attacks, he'll generate white spheres of energy in each hand. In a few seconds these spheres will extend into a net of energy that radiates outwards and damages you. However, if you manage to shoot them both before this happens he will be stunned again. Activate the X-Ray Visor and locate the two armor joints near his chest. Hit them repeatedly until they are each destroyed. It will take more than one cycle to do this. You'll also have to avoid a new tail swipe Ridley uses. His tail will glow with Phazon energy and he'll sweep it around in a circle. You can space jump over it to avoid getting hit. Sometimes Ridley will combine this move with his flamethrower attack to make both of his ends deadly. Anyway, once the Phazite chest plates are removed, Ridley's chest will become vulnerable to Phazon attacks again. However, he'll begin flying in and out of the room through the enormous openings in the core walls. Use your radar to know where he'll be coming from. Ridley will launch fiery projectiles as he passes overhead. You can't do anything yet expect try to avoid him and wait for him to land again. Even when he does land, Ridley will crouch low to the ground to protect himself. You have to get him to rear up again by hurting his mouth. Then just enter Hypermode again and go for the heart. When you eventually defeat Omega Ridley, his body will burst in an explosion of Phazon. The blast hits Samus, but it barely affects her this time. The HYPER GRAPPLE is left behind. This is the game's final suit-upgrade. Quite simply, it works just the Grapple Voltage but only works during Hypermode. Use the Hyper Grapple to overload the dangling tentacles that appear after you obtain it with your Phazon energy. Normally this would affect your Phazon levels, but once again you temporality have an unlimited supply. After you destroy each tentacle, kill the creature that emerges from the seed's core. The last of the Leviathans is finished. ============= Chapter 11: Dark Origins. ============= The Federation is saved! The spread of Phazon corruption has stopped and the Pirate Homeworld has fallen. But for Samus, the danger has not passed yet. There remains an enemy still, one who must be erased for good. The galaxy won't truly be safe from the Phazon plague until Dark Samus is killed. And to do this, you will need to travel to the place where Phazon arose. The message Unit 242 transmits to you in your gunship tells you that Unit 217 on Elysia has discovered the origin of the Leviathan attacks. It is a planet beyond the borders of this galaxy that the Federation has dubbed Phaaze. This must be where Dark Samus and the remaining corrupted Space Pirates are stationed. The Federation wants to launch a full-scale attack, but Phaaze is so far away that it cannot be reached conventionally. They must use a wormhole to reach it. Luckily, the pirates were in the process of constructing a Leviathan battleship in orbit above their homeworld before the Federation attacked. If the Leviathan could somehow be controlled, it could be used to forge a wormhole back to Phaaze. Unit 242 will give you the coordinates of the room on the Pirate Homeworld that is used to access the Leviathan. Fly back down to the planet straightaway. To advance in the game you'll have to go to the Command Station again, which is in the Pirate Command region. First though, fly your ship to the Pirate Research facility and land it in Landing Site Alpha. Head up to the Scrapvault and use the orange door there to get to the Processing Access. The reason for the detour is of course an expansion. Destroy the Phaazoid here and locate the two Phazite panels about halfway through the room on each side. Activate the X-Ray Visor and hit the control switches behind them. The roof will open and reveal a tall shaft with Wall Jump Surfaces on either side. Wall Jump up to ledge to find a SHIP MISSILE EXPANSION contained within an energized stasis tank. Shoot the tank with missiles three times to remove it and then grab the expansion. That does it for expansions on the Pirate Homeworld, but there are a few more treasures left for those seeking credits and vouchers. Red Phaazoids can now be found in the Proving Grounds, Metroid Creche, Phazon Harvesting and Transit Station 0204. Also, you can earn a friend voucher by destroying the Phazon Harvester Drone (also in the Phazon Harvesting room) with a gunship airstrike after getting rid of the Phaazoids. Return to the Command Station after you finish getting what you need. The Command Station is quite devoid of anything living, expect for a strange Phazon growth at the bottom. It's blocking the only door in here that you haven't used yet, but it can't be destroyed with normal weapons. You must use the Hyper Grapple to overload the festering mass with Phazon energy. After the growth bursts, use the door behind it to enter Transit Station 2-A. Bring the train in like in any other station and ride it to a new part of the command center. Exit Transit Station 2-B and go into the Leviathan Access Portal. This room will let you reach the Leviathan battleship in orbit above the planet. The blue energy shield is blocking the warp portal station however, so go behind it and use a Morph Ball Bomb to destroy the grating covering a tunnel in the wall. This tunnel takes you right to a control terminal. Activate the Grapple Voltage and suck the power from the terminal so that the energy field deactivates. Walk back up to the Leviathan hologram and step into it to use the transportation portal. The portal brings you right into the orbiting Leviathan's skull. The Leviathan seems to be controlled by a terminal in the back of this chamber, in front of the glowing blue eye of the core. Go up to the terminal and try to use it. Nothing happens. Unit 242 explains that there're certain command codes needed to operate the Leviathan terminal. The only place they could possibly be is in the wreckage of the G.F.S. Valhalla. You are to fly to the Valhalla and search for the command codes there. Return to the planet via the portal and head back to your gunship. When you get inside, activate the navigation panel and choose the Gaflar System as your next destination. The derelict remains of the G.F.S. Valhalla hold the secret to origin of Phazon and the motives behind the Space Pirate attack on the flagship. The ship also contains the Leviathan command codes, but to get to them you'll have to use the Energy Cells you have been collecting throughout the game. These cells can be placed into new sockets within the ship to allow you to proceed further. It takes only five Energy Cells to reach the command codes, but you'll need all nine to fully explore the ship and obtain the last few expansions. You should have eight Energy Cells at this moment. The gunship will land in Docking Bay 5. You may notice something bright green glowing on the floor next to a crashed GF fighter up ahead. It's the ninth ENERGY CELL! Take it and walk to the gate directly across from the landing platform. The panel to its right is used to open it, but it has no power. You have to use one of your Energy Cells to give it some. Place the cell into the red Energy Cell station to the left of the gate. It will turn blue and begin providing the panel with power. Press it to open the door. The Hangar A Access contains a floating data terminal nearby. You can scan it to get information on the Energy Cells. There are eight more data terminals scattered throughout the Valhalla. If you came here earlier before acquiring all of the cells, these would have helped you locate them because they contain clues as to where they were found. By the way, they aren't really Logbook entries even though they indicate otherwise. Move ahead and scan one of the passing MINIROIDS. These cute little guys travel in large swarms for protection. They are infant versions of Phazon Metroids, but don't have aggressive natures. The other enemy in this room is the PHAZON SHRIEKBAT. A few of them are roosting on the other side of the gap. Scan one before they all self-destruct. You can use either the Grapple Swing or the Screw Attack to cross the chasm. Use the hand panel next to this gate to open it. Go into the Repair Bay and start destroying the Phazon Metroids. You have to watch out for the short-circuiting conveyer arm up above sending bolts of electricity through the room as well. And lastly, be careful when you shoot the crates in this room because some contain Liquid Phazon. Go to the right side of the crashed fighter and use the door near the back behind a large crate. Enter the Stairwell. One of the Energy Cell data terminals is in this room. Now look to the right to find large pieces of metal blocking access to the Energy Cell stations on the wall. Melt them with the Nova Beam and insert a cell into each of the stations. The ramp along the back will lift into place when you do this, but a pair of PHAZ-ING will emerge from under it. The Phaz- Ing are like puddles of Liquid Phazon, except they can take a more corporeal form to shoot you with energy attacks. They can be killed easily with the Grapple Lasso. Climb up the ramp after you finish with the Phaz-Ing and then Screw Attack to the southwest ledge. The Federation Lore data of the TALLON IV INCIDENT is here. Now Screw Attack to the north door and use it. The small Weapons Cache has a MISSILE EXPANSION and a data terminal inside. Return to the Repair Bay after you take the missiles. Go to the Repair Bay's southwest corner and hop onto the small platform. Turn north now and jump to a walkway. Follow it all the way around the room until you are near the south side. You must now jump to the crashed fighter and then to the opposite walkway, but be careful of the electricity and Miniroids. Follow the new walkway to a blue door. Jump through the cracked window in the Security Station after using a missile on it and look to the left. A portion of the second window (near the corpse of a Space Pirate) is also cracked and vulnerable to missile fire. Shoot it to create an opening just big enough for the Morph Ball to fit through. Avoid the Phaz-Ing and move on. The Security Access passage goes two ways. Go to the right end first and use the door next to the floating data terminal. Enter MedLab Alpha. There's another data terminal found hovering near the entrance. Now go to the back of the room and shoot missiles at the piled debris until it is all cleared away. You'll uncover a small group of PHAZON HOPPERS. They aren't very different from Hopping Metroids. A few strong shots will destroy one. After you finish off the last hopper, go back to where they emerged from and find the piece of metal blocking a Morph Ball tunnel. Grapple it away and enter with your Morph Ball. The path will lead to a MISSILE EXPANSION trapped beneath the floor. Exit the tunnel and head back to the Security Access now. This time, use the east door in the Security Access. The next room is the Auxiliary Lift. Use the Grapple Lasso to remove a piece of metal from the back wall. Behind it is an Energy Cell station. Place one of your remaining cells into it to activate the lift controls. At the top, enter the glowing Morph Ball tunnel and drop back down to reach the game's final MISSILE EXPANSION. Your total should be 255 now. Anyway, let the pistons push you back up the tunnel shafts and use the door once you get out. You'll now enter the Port Observation Deck. Roll under the debris ahead to find a blue door that leads to the rest of the passage. Four or five Phazon Metroids will appear from the back end. Blast them one by one as they come towards you. There's a Blast Shield door to your right that looks as though it could be used by inserting another Energy Cell into the station there. First though, go to the far end of the passage. A multi-lock gate seals the exit. Use four seeker missiles to bring it down and use the door behind it. Turn right at the Xenoresearch Lab. Walk around the edge of the room until you see a cell data terminal. Next to it is a metal shutter that has taken a lot of damage. A missile will be enough to get it out of your way. Jump into the central area now and defeat the Atomic and several Phazon Hoppers. There's also another data terminal down here. Now use the Grapple Lasso to rip off two metal panels from the inactive generator in this room. Behind each panel is an Energy Cell station. Place two cells into the generator to restore its power. A Morph Ball tunnel will show up at its base. The expansion inside will be blown deeper into the tunnel by the air current. Chase it through the Ventilation Shaft and MedLab Alpha until it comes to rest before an obstacle blocking the tunnel. This is your final SHIP MISSILE EXPANSION. You can now bomb the obstacle behind it out of your way and continue following the tunnel back to the Security Access. Avoid the electrical hazards and bomb anything in your way to make it through the rest of the tunnel. Exit and use the Auxiliary Lift to return to the Port Observation Deck. Turn right here and use the Energy Cell station to remove the Blast Shield covering the north door. Go through it now. More Phaz-Ing dwell within Junction A. There's a GALACTIC FEDERATION GREEN DOOR up ahead, but first use the blue one on your right to find the Munitions Locker. It contains the fourteenth and final ENERGY TANK. You should now have 100% of the game's items. Return to the previous room and use the green door now. Weave through the twisted wreckage in the Aurora Access and avoid the Liquid Phazon spreading grubs around. You'll find a door at the end leading to the ship's Aurora Chamber. The ruined Aurora Chamber once housed Aurora Unit 313, but it seems that the Space Pirates abducted it when they raided the vessel. The last two Energy Cell data terminals and Energy Cell stations are in this room. The stations can't be used yet until you remove their security hatches. Climb the thin ramp near the back of the room to reach a ledge where one of the data terminals is found. You can turn around from here and shoot at the jammed control mechanism above the stations. This will remove the security hatches. Go back down and use up your last two Energy Cells. Two walkways next to what is left of Unit 313's tank and one near the exit door will fall into place. You can follow the path around the room to reach the door, but first an old foe will rise from the room's depths to challenge you. You should have enough experience with Metroid Hatchers at this point to know how to deal with this one. In case you forgot, the X-Ray Visor/Nova Beam combo can be used to destroy it in one hit. Now walk across the ramps and pathways to reach a lift in the corner. It will take you up to the final walkway. Jump or Screw Attack to clear the gap and use the exit. The Control Room Access is filled with Phazon Metroids. Destroy them just like you destroyed the Hatcher and move through the room to get to another door. You've reached the Valhalla's Control Room. There's a code terminal on the left side that will reveal a hidden data log left behind by Unit 313 before it was captured. The code needed to hear the log can be obtained by scanning the small PDA next to the dead GF trooper in the southeast corner. You'll receive a bonus and a friend voucher just for listening to the message, but that isn't what you came here for. The Leviathan command code terminal is near the back of the pirate vessel at the west side of the room. Use the Grapple Voltage to feed power into the second terminal, which you need the X-Ray Visor to activate. Once you do that, you'll acquire a pirate command code. It should work on the Leviathan battleship. Don't leave without scanning the terminal along the Control Room's north wall for the final Lore entry (ANHUR INCIDENT), but backtrack to Docking Bay 5 otherwise. Fly back to the Pirate Homeworld when you reach your gunship. Land in the Pirate Command center and start heading towards the Command Station again. Use the blue door there to get to Transit Station 2-A and B, and then take the Leviathan Access Portal up to the Leviathan battleship. Approach the terminal and upload the command code into it. Admiral Dane will contact you next and tell you that the fleet is ready to use the Leviathan to warp to Phaaze. They will go as soon as you rendezvous with them in orbit, so return to your gunship. In Dane's words, it's time to end this. ============= Chapter 12: Twilight. ============= It all comes down to this. Once you join the Federation fleet and enter the wormhole to Phaaze, there will be no turning back. Make sure you are prepared for the dangers that await you on Phaaze, especially the final battle against Dark Samus. This is the last opportunity to obtain any expansions or Logbook entries you may be missing. You ought to have 14 Energy Tanks, 255 missiles, 11 gunship missiles and a full Logbook save for two Space Pirate and four Phazon Creature entries and two Research entries. If you are good to go, fly to the G.F.S. Olympus, now in orbit around the Pirate Homeworld. The Leviathan battleship leads Samus and the Galactic Federation armada through space. Admiral Dane orders the Leviathan crew to fire the portal beam. A wormhole appears and the ships enter. The striking blue glow of the planet Phaaze looms into view, but there isn't much time for anyone to take in the sights. The Space Pirate fleet is waiting in orbit, and an epic space battle ensues. While the battle storms on, Samus steers her gunship through the chaos and heads for the surface of Phaaze, where her dark rival is waiting. Phaaze is an eerie planet home to bizarre and extraordinary life-forms. The spread of Phazon has turned the planet into a semi-sentient being over the course of many years. Phazon levels are so intense here that when Samus exits her ship she is overtaken by her internal corruption right away. You will have to vent all of your Energy Tanks in response to this emergency. All of your energy will be combined into a single Phazon energy meter. You will also be in a permanent state of Hypermode, but your Hyper weapons will no longer affect your Phazon levels and can be used freely. Your Phazon meter starts out empty, but gradually fills when you are damaged by Phaaze's native life-forms or through exposure to the atmosphere. The more Energy Tanks you collected before, the slower your Phazon levels will rise. If the meter fills completely, you will die. The way to bring down your Phazon levels is to find Anti-Phazon Unit pickups, which appear here in place of regular health pickups. And, since your Phazon corruption is so severe, the gunship will no longer recognize you as its owner and you won't be permitted to enter it. Walk up the path from the Landing Site and use the PHAAZE DOOR to exit. The Entry Canyon contains a JELSAC. This creature is filled with raw Phazon. If you get too close to it, the Jelsac expands and bursts. Anyway, jump into the canyon after passing the first Jelsac. Several Phazon Hoppers and Hopping Metroids will emerge from their burrows. Fight them and go to the end of the path. The exit is blocked by a Phazon growth similar to the one that was in the Command Station. Use the Hyper Grapple to overload it with Phazon. This will also bring your Phazon energy back down. After the growth is destroyed, drop down the enormous shaft and use the door. Cavern Alpha starts out as a narrow passage filled with Phazon tendrils. You will get caught in them if you try to walk through them. The only way to avoid getting tangled is by going through with the Morph Ball, as the tendrils are unable to grasp its smooth surface. Unroll after you get past the first passage. The area that follows contains Phaz-Ing. Using the Hyper Grapple on them will keep your Phazon levels down. Hike up to a ledge near the back and scan the BLACK PHAZON CRYSTALS on the wall. These should give you your final Research entry. Now face north and blast the crystalline mass ahead of you with a Hyper Missile. Jump across and continue down the Phaz-Ing infested trail. Make sure you jump across the gaps so that you don't have to start over. A door at the end will take you out. Use the Morph Ball in Cavern Beta Access to slip into the tunnel on the left side. The tunnel is filled with red Phazon growths. Activate the Hyper Ball to destroy them as you go. You'll need to destroy all of the smaller ones before the big one blocking the next path is destroyed. Repeat this further down to exit the tunnel. A PHAZON PUFFER can be seen floating near the exit. This curious member of the Puffer line actively attacks by absorbing all Phazon energy in the surrounding area and then releasing it back at you. You can take advantage of this by letting it drain your Phazon meter. Just be sure to kill it or exit the room before it unleashes its attack and all that Phazon returns to you. There are more Jelsacs and some Phazon Metroids in Cavern Beta. Don't linger for too long because the Metroids will continue to appear even if you kill them all. At the bottom of the first ledge that surrounds the deep pit, shoot a Hyper Missile at the Phazon crystals on your right and Screw Attack to the new ledge. Further down, use another missile to destroy the second crystal mass. The exit is on the other side of it. Enter the Drop Shaft. Destroy the crystals if you wish, then enter the small hole in the wall with the Morph Ball. The second area is filled with Hopping Metroids. You can destroy their burrows on the ceiling to prevent any more of them from showing up after you kill them. Now scan the TANGLE WEED growing around. This plant isn't dangerous, but it slows you down if you move through it. Anyway, enter the Morph Ball again and use the Hyper Ball to zap the five red growths near the walls of the chamber. This will in turn destroy the main growth (and anything else in the room) in the center. Drop into the revealed hole and do the same thing again in the next chamber. There are more growths to destroy this time, as well as more Hopping Metroids. Go through to a third chamber and repeat. This time you'll find a few Phazon Puffers floating around. The last hole makes you fall down another long shaft. You'll land directly into the maw of something unpleasant. The beastie is hungry, so feed it Hyper Ball bolts when it swallows you. Exit the Drop Shaft once it is destroyed. The Metroid Cavern is the nest site for hundreds of Phazon Metroids. An endless number of them will come out as long as you stay in the room. Jump down to the floor and run to the other end of the nest. The path at the end is blocked by an unknown creature. Shoot at the antennae that emerge from sockets around its eye. Enough damage will prove fatal to the organism and destroy it. In the next part of the cavern, you'll no longer have to fear the Phazon Metroids, but you will have to get through a horde of Phazon Hoppers. If you recall the first Hopping Metroids you encountered on Norion, you'll remember that they were biologically connected to a Phazon mass blocking the exit. These hoppers share a similar connection to the blue mass in the back. Once all of the Phazon Hoppers are destroyed, the organic mass will burst and you'll be able to exit. Kill the Phaz-Ing near the end as well. Jump into the dark hole at the end of the rocky passage inside the Hatcher Shaft. You will fall a considerable distance until something grabs you. The ugly creature will try to pull you into its mouth, so shoot at it until it releases you. Fall to the bottom and exit. In the Hatcher Tunnel, destroy the Metroids and use a Hyper Missile to blow apart the red crystals on the floor. Drop down into another shaft and exit through the door at the bottom. The Genesis Chamber is where Leviathans are born. The womblike structure in the middle holds and nurtures a developing LEVIATHAN INFANT. To see the infant, use the Grapple Lasso to tear off the thinner tissues on either side of the womb. Now you must destroy the Leviathan Infant. Battle the Phazon Metroids and Jelsacs first before aiming at the Leviathan. As it swims around in its womb, it will only be visible on one side at a time. It will shift sides sometimes if you start attacking it. For an infant, the Leviathan can take a lot of damage. You'll constantly have to switch sides to be able to hit it, and you'll have to pause every so often to kill more Metroids. Until you kill the Leviathan, avoid touching the floor of the chamber and stay on the rocky ledges, because the Phazon it emanates will damage you. One observation to be made in this room is that there are dead Metroid Prime husks lying near the bottom of the chamber. This isn't really relevant to your task, but interesting nonetheless. Anyway, when the Leviathan Infant is destroyed, the womb will burst and blow a hole through the floor. It also leaves behind a cluster of Anti-Phazon Units. Grab them before dropping into the hole, because when you do you'll come face-to-face with the game's final boss. The Sanctum.... The lair of Dark Samus. Two rivals confront each other for the last time, and the final battle commences. DARK SAMUS is the most powerful Phazon entity in the universe, but her weakness to it has always led to her downfall. Overloading her unstable body with Phazon energy is the key to defeating her. Be sure to scan Dark Samus, but immediately begin firing the Hyper Beam at her afterwards. Dark Samus is fast and vicious, so don't stay in one spot for too long. She leads with a barrage of Phazon blasts that home in on you. You can block them with your own shots before they reach you. Harder to avoid is Dark Samus's rapid spray of Phazon bullets. She'll sweep her Arm Cannon from one side to the other when she uses this attack to increase its range. Next she may fire a concentrated beam of yellow energy. She'll also conjure enormous Phazon pillars that can be used by both of you as cover against the other's attacks. Whenever she rises into the air, be prepared to jump over a Phazon shockwave when she comes back down. Stay locked on to Dark Samus and attack relentlessly with the Hyper Beam. Charged shots are recommended, as the stream of Phazon energy that issues from your cannon is still fast enough to hit Dark Samus. She's very good at dodging your attacks though, so don't use the Hyper Missile unless you have a clear shot. Don't get too close to Dark Samus, or else she'll retaliate by creating a wall of damaging liquid Phazon around her. Stay at a distance and keep up the pressure until Dark Samus decides to show off one of her new tricks. The boss will rise into the air and enshroud herself in a sparkling sphere of Phazon. She's using this technique to recover energy. Fortunately, Dark Samus is vulnerable in this state, so keep shooting her to stop the healing process. This is a great opportunity to use missiles. When she lands again, resume fighting normally. It won't be long before she displays another new ability. She will twist in midair and split into two separate Dark Samuses. The new 'Dark Echo' can fight and move just like the true Dark Samus, but it can be destroyed with a few good shots. You can use the X-Ray Visor to identify which Dark Samus is the real one. The only problem with this is that the Dark Echo will be difficult to see and avoid now since it doesn't stand out against the background as the real Dark Samus does. You may find it easier just to shoot at a Dark Samus and see if she/it breaks. If it does, go for the next one. Later on Dark Samus will start producing more than one Dark Echo. They can coordinate their movements and overwhelm you with new attack patterns. What's worse, when Dark Samus tries to recover energy again, her echoes will follow suit. You'll have to find the right one straightway to prevent her from getting more health. Sometimes Dark Samus will merge with her echoes again and cause the X-Ray Visor to overload. If Dark Samus is glowing a bright blue, that means she is invincible for the moment. Wait until she recreates her echoes and take the opportunity to grab any floating pickups. As the battle progresses, Dark Samus will use more dangerous attacks as well. She will sometimes rise into the air and try to slam into you with considerable force. Make sure you dodge this brutal attack. Avoid anything else she throws at you and keep hammering away at her until her health meter empties. Dark Samus is knocked backwards and her facsimiles vanish. She has been repulsed, but the battle has only just begun. The floor opens up and something large and menacing comes out of it. At first the creature is unrecognizable due to its extreme corruption, but this is in fact AURORA UNIT 313. It was stolen by the Space Pirates on Dark Samus's orders and returned to Phaaze to serve her and corrupt the other AUs with the Space Pirate virus. Phazon exposure and weapons affixed to it by the pirates have given it combat capabilities that make it a very dangerous foe. Dark Samus starts by fusing her essence with the Aurora Unit, which is in turn symbiotically connected to Phaaze itself. If you destroy Aurora Unit 313, you destroy Dark Samus and the source of all Phazon. Scan the Aurora Unit first to complete your Logbook. This boss is protected by heavy armor and shielding, so damaging it will be a challenge. As it sways on its support stalk, watch for the tentacles that pop out of the four holes on the Aurora Unit's head. Shooting these tentacles enough will cause the holes to glow yellow briefly. You can fire into them now to hurt (but not damage) the boss. You will eventually be able to stun the boss after enough hits. There's a quicker way to stun the Aurora Unit though. Sometimes a small antenna will poke out of one of the holes but disappear almost immediately. This antenna is sensitive, so if you manage to hit it you can force the Aurora Unit to make all of its head holes glow yellow at once. It's very hard to do though, so stay alert if you plan on stunning the Aurora Unit this way. Once you stun Aurora Unit 313, its head will fall to the floor. Rush up to it and use your Grapple Lasso to pull away the cranial armor. The Aurora Unit's core will be exposed. Don't hesitate to attack, even after the AU picks itself up again. Pound away at the core until the armored hatch closes again. To attack, Aurora Unit 313 will fire beams of concentrated purple energy at you from its front. The tentacles that come out of its head will also shoot pulses of energy if they are left untouched for too long. Dark Samus can even contribute to the fight by summoning more Dark Echoes to distract you with. Fortunately, you'll have no trouble distinguishing them from your main target. However, they should still be destroyed since they can boost around the room inside Morph Balls and hit you. After some time the Aurora Unit may also bring cannons up from the floor to launch balls of red light that slowly move towards you. Shoot them down before they reach you. Repeat the process of stunning Aurora Unit 313 and attacking its exposed core until it is defeated. Or not. The Aurora Unit isn't finished with you yet. Its head disconnects from the support stalk and begins moving around the room freely. The cable junction at the back of the unit's head is now its only vulnerable spot. It is possible to damage this glowing weak spot at any time, but you can stun the Aurora Unit to make it easier for you. The unit's new attacks include an underside cannon that fires energy downwards. The blast causes a shockwave to expand. Jump over it to avoid the damage. If you manage to hit the cannon before the blast is fired, you can stun the Aurora Unit right then and there. Strafe around to the back side of the head and attack its weak spot right away. When the boss snaps out of its daze, work on stunning it again or simply hitting its weak spot. Unit 313 has other attacks as well. From its nose the Aurora Unit can fire basic energy blasts. Be ready to dodge the shot when the nose starts to glow. If the Aurora Unit begins firing four yellow lasers to each side, go directly under it so that it can't hit you. It may also try a spinning attack. During this attack, the boss flies low to the ground and spins rapidly. You'll take damage if it slams into you. Dodge the unit and keep shooting in hopes of hitting the back of its head. Aurora Unit 313 doesn't leave any pickups on the battlefield, so you'll have to defeat it quickly before you succumb to your corruption. As long as you can keep hitting the back of the Aurora Unit's head, you will defeat it in due course. The unit's death marks the end of the game. Congratulations, you've beaten Metroid Prime 3: Corruption! Aurora Unit 313's defeated head falls to the floor and implodes. Dark Samus emerges from the ruins and bursts violently. Samus begins to writhe as well. With Dark Samus destroyed, the corruptive Phazon in Samus's body disappears. Phaaze begins to collapse around her. Samus stands up and begins her escape from the doomed planet. Above Phaaze, the Space Pirate warships begin to fail as their Phazon power sources shut down. The planet is growing more and more unstable by the second. Admiral Dane orders the fleet to retreat immediately. The Leviathan battleship fires its portal beam and the Federation makes its escape just as Phaaze explodes with a terrific blast. The Space Pirates and the Leviathan are caught up in the shockwave and disintegrate into dust, but the Federation ships make it out in time. After fifty years of darkness, Metroid Prime has been killed at last and the Phazon crisis is over! Samus rejoins the fleet and transmits one final message to the Olympus: "Mission Complete". By beating the game with 75% of the items or more, you'll see an extended ending after this. Samus returns to SkyTown and reminisces about the friends she made and lost on this mission. She removes her helmet, giving the player another glimpse of her face. The credits will now roll. Afterwards, you'll get one final cinematic treat if you managed to collect 100% of the items during the game. Samus leaves Elysia and disappears into space, but she is tailed by a mysterious four-winged starship.... Beating the game unlocks the Hypermode difficulty. When you first play you can choose the Normal and Veteran difficulties (the latter being slightly harder than the first and recommended for those who played Metroid Prime and Metroid Prime 2: Echoes) for your save file, but now you can pick the incredibly challenging Hypermode difficulty. Whether you choose to play again on a different difficulty level or not, saving your file after the ending will start the game over. However, your Logbook data and any credits and vouchers that you obtained the first time through will be saved. You cannot earn the credits/vouchers you already got during the first play again, with the exception of the gold credits you won from boss battles if you play on Hypermode difficulty. Dedicated gamers should try to earn all of the game's bonuses and beat the game on all three difficulty levels, collecting 100% of the items each time. ----------------------------------------------------------------------- Bonuses. As you play the game, certain special actions and achievements will earn you bonuses. They vary in difficulty and sometimes take a lot of dedication and patience to earn. These bonuses grant you either a bonus credit or a friend voucher. Credits are used to purchase bonus content, and differ in value depending on their color. A red credit is the least valuable of them all, and they can be earned simply by adding a new Creature entry to your Logbook. Blue credits are also fairly easy to earn, as you receive one whenever you scan a new Lore entry. However, some blue credits are granted when you earn a bonus. The gold credits and friend vouchers (which can be traded to friends for the green friend credits that are impossible to get otherwise) are all earned this way as well. This section will provide instructions on how to earn each type of bonus, how many times you can earn it and what kind of credit/voucher you receive by earning it. They are listed in numerical/alphabetical order. -20 Commandos Defeated- Kill twenty Commando Pirates throughout the course of the game. You really don't have to work to get this bonus since there are plenty of opportunities to fight commandos. Of course, if you always run away when you trip the Pirate Homeworld's alarm systems, you might have a problem. You'll earn a friend voucher for this. -100 Kills- These are self-explanatory. Defeat 100 enemies to earn this bonus and a friend voucher. -200 Kills- Defeat 200 enemies to earn this bonus and a friend voucher. -300 Kills- Defeat 300 enemies to earn this bonus and a friend voucher. -400 Kills- Defeat 400 enemies to earn this bonus and a friend voucher. -500 Kills- Defeat 500 enemies to earn this bonus and a friend voucher. -600 Kills- Defeat 600 enemies to earn this bonus and a friend voucher. -700 Kills- Defeat 700 enemies to earn this bonus and a friend voucher. -800 Kills- Defeat 800 enemies to earn this bonus and a friend voucher. -900 Kills- Defeat 900 enemies to earn this bonus and a friend voucher. -1000 Kills- Defeat 1,000 enemies to earn this bonus and a friend voucher. -All Troopers Survived- During the Federation assault on the Pirate Homeworld, you must keep all twelve Demolition Troopers that travel with you to the seed alive to earn this bonus. This isn't terribly difficult to do, especially on a Normal difficulty game. Fortunately you don't have to protect all twelve at once since only a few of them are present at any given time. Stay alert for pirates and use Hypermode as much as possible (it's worth the lost energy if you're trying to get the bonus). The trickiest part might be in the last transit station where the Berserker Knight appears. This monster is a serious threat to the Demolition Troopers, so use the X-Ray Visor/Nova Beam combo to eliminate it quickly. After you defeat the three Commando Pirates shortly afterwards and all troopers are still alive, your mission will be complete and you'll earn a gold credit. -Aurora Unit 313 Defeated- Complete the game on Normal/Veteran difficulty to earn this and a gold credit a first time, then again on Hypermode difficulty for another. -Berserker Lord Defeated- Each time you kill a Berserker Lord, you get a gold credit. There are two in the game (one on the Olympus and another in Eastern SkyTown), so with the Hypermode difficulty you can get this bonus four times. -Bowling for Bots- Any time after you get the Boost Ball, find a group of Tinbots and use the Boost Ball to destroy at least three of them in one boost. A good place to do this is Skybridge Athene in Eastern SkyTown. This bonus is worth a friend voucher. -Commander Squad Defeated- Defeat the Pirate Commander and his team of Commando Pirates in Transit Station Leviathan to earn this bonus and a gold credit. Do it again on Hypermode difficulty for another credit. -Crash Landing- After getting the Plasma Beam, use it to set an Aerotrooper's jetpack on fire. Quickly target it with the Grapple Lasso now and rip it off. This bonus gives you a friend voucher. -Dark Samus Repulsed- Finish the first phase of the battle against the game's final boss to earn this bonus. On Hypermode difficulty, Dark Samus is arguably one of the most difficult bosses to defeat, but you can get the bonus once more. Like all boss battle bonuses, this one earns you a gold credit each time. -Defense Drone Defeated- Destroy the Defense Drone in SkyTown's Ballista Storage, once normally and once in Hypermode difficulty, to earn this twice. You'll get gold credits. -Defense System Obliterated- When you disable the Pirate Homeworld's defense shield by deactivating the generator in the Command Station, you'll earn this bonus and get a gold credit. -Exterminator- In any of the three Leviathan Seed landing sites, kill every single enemy (Scorchbugs, Phazon Leeches or Scritters) crawling around the pit to earn this bonus and a friend voucher. A quick way to do it is with the Hyper Ball. You can only get this bonus once, even if you try it in more than one seed or if you leave the room and come back after getting it. -Flawless Escape- Earning a Flawless Escape bonus is very difficult. You have to get past Ridley in the Cargo Dock C tube without taking any damage. You must avoid not only his attacks but his feet as well. The plasma beam blasts he shoots are easier to predict and dodge, but his bites are sudden and hard to avoid. Keep in mind that you must escape Ridley's clutches both times in Cargo Dock C to earn the bonus, and even if you get hit but don't take damage (which is possible) you still won't get this bonus. There isn't a saving point immediately preceding the encounter, so only the most dedicated will have the patience to get this bonus and its friend voucher. -Gandrayda Defeated- Defeat the third and final corrupted hunter in the Proving Grounds to get this bonus. As usual, you'll get a gold credit. Do this on Hypermode difficulty to earn another one. -Generator Destroyed- Each time you destroy one of the Leviathan shield generators on Bryyo, you'll get this bonus. Since there are two (one in the jungle region and another in the Bryyo Fire region), you'll get this bonus twice and a gold credit both times. -GF Trooper Saved- The GF Trooper Saved bonus is the only one that offers more than one kind of credit/voucher. That being said, you can earn it three times. The first time you can get it is when you enter the Xenoresearch Lab during the initial pirate attack. You'll see a marine hiding behind some crates while a few Crawltanks try to take him down. Destroy the tanks before they get through to the marine and kill him. You'll get a blue credit. The next instance occurs in the very next room, the Lab Access. This is the most dramatic of the heroic trooper saves. When the GF fighter crashes into the side of the passage, everything will be sucked out into space. One trooper will manage to hang on to a ledge, but his grip won't last long enough to save him before the emergency doors automatically close. You must instead close them prematurely by shooting the red button just above them. You will get a friend voucher rather than a credit. The third and final time to earn the bonus is right after you get the Missile Launcher. In the Repair Bay Shaft you'll see a trooper being attacked by Aeromines. To save him, exit Repair Bay A after getting the Missile Launcher and immediately shoot the four red nodes ahead of you to lower the bridge across. If you do it fast enough the Aeromines will go for you instead and the trooper will live. This gives you a blue credit. -GF Troopers Saved- This bonus has the same idea as the GF Trooper Saved bonus, expect you get it when you save more than one trooper in the same instance. This occurs only once and you get a blue credit for it. During the beginning of the game, when the Space Pirates attack the Olympus, you'll go through a room called the Port Observation Deck. A Space Pirate Boarding Pod will slam into the passage and release a few Pirate Militias that will begin firing upon the two Federation troopers here. Kill the pirates before they kill any of the troopers to earn the bonus. -Ghor Defeated- This is your sixth boss battle bonus, taking place on Elysia after you restore Aurora Unit 217. Beating Ghor on Hypermode difficulty gives you another gold credit as well. -Harvester Destroyed- Return to the Phazon Harvesting room in the Pirate Mines after you disable the planetary defense shield. Without the shield, the Phazon Harvester Drone is vulnerable to a gunship attack. Use the Command Visor to call an airstrike and destroy the drone to earn a friend voucher. Note that if you try to destroy the drone after the Leviathan Seed is destroyed, the room will be filled with Phaazoids instead. Defeat them and then reenter the room some other time to make the harvester reappear. -Helios Defeated- Beat the boss of the Elysian Leviathan Seed to earn this bonus twice (if you do it again on Hypermode difficulty). Worth gold credits. -Icy Reptilicide- This bonus can be tricky to obtain. You must defeat a Reptilicus by freezing it solid with an ice missile after it throws its chakram at you so that the weapon returns and shatters its helpless owner. It takes careful timing and preparation. Try getting this in the Gel Refinery Site, where there is only one Reptilicus to worry about. A Reptilicus is strong enough to resist total freezing at full energy, so you have to soften one up first. Fire the ice missile as soon as the Reptilicus reaches for its weapon for best results. -Juggling Bonus 10- Juggle a Training Drone in Docking Bay 5 ten times to earn this and get a gold credit. This shouldn't be too difficult to achieve with practice. (See Juggling Bonus 20 for more information). -Juggling Bonus 20- Juggle a Training Drone in Docking Bay 5 twenty times to earn this and get a friend voucher. It may be tough to do, so you'll have to practice before you get good enough. One method in doing this is rapidly shooting the Power Beam at a fixed height and moving from side-to-side so that the steady stream of energy bolts hits the Training Drone and bounces it back up every time it crosses paths with it. This can get tiresome however, so you could also try aiming each individual shot at the tumbling drone. -Korakk Defeated- The Jousting Field is where you will fight the Korakk Beast and Pirate Hussar. Beating the pirate doesn't do anything towards your credit system, but finishing off the Korakk gives you a gold credit. Repeat on Hypermode difficulty to get another one. -Leviathan Humiliated- When you are inside the Leviathan battleship (the one used to get to Phaaze), shoot at one of the two large eyes on either side fifty or so times. You're not aiming for the blue eye of the Leviathan core behind the command terminals; the ones you want are brown and on the side of the Leviathan chamber. They actually twitch when you shoot them, unlike the core eye. You'll get a friend voucher for this bonus. -Meta Ridley Defeated- The first major boss in the game is Meta Ridley. If you survive your ordeal with him in Norion's Generator C, you'll earn a gold credit. You can get a second one when you beat Meta Ridley on the Hypermode difficulty. -Metroid Hatcher Defeated- You can earn this bonus (and a gold credit each time) six times because you have three opportunities to fight the Metroid Hatcher in both Normal/Veteran difficulty and Hypermode difficulty. One Hatcher is in the Metroid Creche (Pirate Research), another in Generator B (Norion) and a third in the Aurora Chamber (G.F.S. Valhalla). -Mogenar Defeated- Mogenar is the boss of the Bryyo Leviathan Seed. Defeat him on a regular difficulty and on Hypermode difficulty to earn a gold credit twice. -New Area Discovered- Uncommon for a friend voucher bonus, you can earn this one two times. That's because there are two new areas in the game that you can 'discover'. One is Bryyo Ice and the other is Eastern SkyTown. -Omega Ridley Defeated- Ridley likes his bonuses, doesn't he? Bring down the resurrected form of Samus's long-time nemesis in the Pirate Homeworld Leviathan Core on the two different difficulties to earn two gold credits. -Perfect Execution- When you try to disable the anti-aircraft turret in the North Jungle Court on Bryyo, pull down all three levers that control the valve clamps with the Grapple Lasso before any Aerotroopers reset them. This is difficult to do, and you don't have a save point right before it that you can come back from if you fail. Use Hypermode whenever Aerotroopers appear to vaporize them quickly and work fast. If you succeed in pulling down the levers uninterrupted, you'll score a friend voucher. -Red Phaazoid Defeated- This is the bonus that can be obtained the most often. Whenever you defeat a Red Phaazoid it will leave behind a gold credit pickup. Collect it to earn the credit and the bonus. Although the Red Phaazoid is not a boss and therefore only one bonus can be obtained between Normal/Veteran difficulty and Hypermode difficulty, you get one for every Red Phaazoid that you defeat within the game. In total there are ten Red Phaazoids, found in the following locations: Grand Court (Bryyo), Jousting Field (Bryyo), Gel Purification Site (Bryyo Fire), Construction Bay (SkyTown), Hoverplat Docking Site (SkyTown), Concourse Ventilation (Eastern SkyTown), Transit Station 0204 (Pirate Command), Proving Grounds (Pirate Research), Metroid Creche (Pirate Research) and Phazon Harvesting (Pirate Mines). Keep in mind that Phaazoids only appear in areas after the planet's Leviathan Seed has been destroyed. -Rundas Defeated- Poor old Rundas will provide you with a gold credit when you kill him and earn this bonus in the Temple of Bryyo, once during Normal/Veteran difficulty and again in Hypermode difficulty. -Secret Message Discovered- Reach the Valhalla's Control Room (where the Leviathan command code is obtained) and look for a small data log terminal near the left side. It requires a numerical code to access its information. Go to the southeast corner of the room and scan the dead trooper's PDA to get the code you need. Input the numbers and listen to Unit 313's last transmission before its corruption. You will earn a friend voucher for this. -Seed Shield Destroyed- This bonus is obtained when you use the Theronian bomb to demolish the Leviathan shield on Elysia. It does not work when you bring down the Bryyo shield because that shield isn't technically destroyed directly. Anyway, you'll get a gold credit for accomplishing this task. -Short-cut Discovered- After you get the Ice Missile upgrade, go to Bryyo Fire's Gel Cavern. Freeze the cascade of Fuel Gel that's found halfway through the room to expose a path. Entering the mouth of the statue back here with the Morph Ball will warp you to the Imperial Hall. You'll earn the bonus for doing this, and a friend voucher. -Steamlord Defeated- This bonus is only granted when you beat the Steamlord in the Steambot Barracks. Subsequent battles in Skybridge Hera and the Ballista Storage will not count. However, you can get the bonus a second time when you fight the first Steamlord in the Hypermode difficulty. Each bonus will provide a gold credit. -Stylish Kill- When you first cross Skybridge Hera (on the way to get the Boost Ball), a Steamlord will appear with a group of Steambots. Instead of killing any of them, make the bridge collapse with your Grapple Lasso. This is good for a friend voucher. ----------------------------------------------------------------------- Inventory. Hypermode. HYPER BEAM: Default Hypermode weapon. Can destroy certain objects that are susceptible to Phazon energy and is effective against enemies in Hypermode. Drains small amount of Phazon energy. Charged shot fires continuous stream for a few seconds. HYPER BALL: Used while in the Morph Ball in Hypermode. Can destroy certain objects that are susceptible to Phazon energy and is effective against enemies in Hypermode. Damages any targets within a limited range. Constantly drains Phazon energy. HYPER MISSILE: Uses missiles while in Hypermode. Very powerful, and can destroy certain objects that are susceptible to Phazon energy and is effective against enemies in Hypermode. Drains large amount of Phazon energy. HYPER GRAPPLE: Grapple feature used in Hypermode. Allows Samus to draw in Phazon energy or transfer her own Phazon energy into some Phazon objects. Weapons. POWER BEAM: Default beam weapon. Has high rate of fire and distance. Used to open blue doors. MISSILE LAUNCHER: Fires concussive missiles that home in on locked targets. Missiles destroy Brinstone objects and Red Blast Shields, but use limited ammo. Use expansions to enhance the Missile Launcher's capacity. ICE MISSILE: Retains abilities of Missile Launcher, and can destroy White Blast Shields. Can also freeze enemies and certain liquids. PLASMA BEAM: High-temperature beam weapon that can ignite foes and melt certain objects. It can also be used to repair damaged circuitry. Used to open orange doors. Retains abilities of previous beam weapon. SCREW ATTACK: When Samus space jumps, she can leap again to perform a Screw Attack, up to five times in succession. Screw attacks can damage enemies and they allow Samus to travel great horizontal distances. Use the Screw Attack to ascend Wall Jump Surfaces and reach new areas. SEEKER MISSILE: Charge Missile Launcher to acquire up to five targets. Use this weapon to open hit/defeat multiple targets/enemies and destroy Multi-Lock Blast Shields. NOVA BEAM: High-frequency beam weapon that can shoot through Phazite objects. With X-Ray Visor, it can also hit hidden targets and internal weak spots in some enemies. Used to open green doors. Retains abilities of previous beam weapons. Morph Ball. MORPH BALL: Turns Samus into a ball, allowing for access into smaller spaces. MORPH BALL BOMB: Small explosives that can destroy Talloric Alloy objects. Allows Samus to perform bomb-jumps and double-bomb-jumps. BOOST BALL: Morph Ball can be charged and released for a boost in speed. The Boost Ball can damage enemies, operate Spinner devices and be used to travel on half-pipes and boost off from Spider Ball Tracks. SPIDER BALL: Allows Samus to travel on Spider Ball Tracks to reach new areas. Visors. COMBAT VISOR: Default visor. Shows heads-up display, enemy radar and mini-map. SCAN VISOR: Allows Samus to scan objects for information. Objects that can be scanned are highlighter in red, blue or green. Can be used to activate some devices and collect Logbook data. COMMAND VISOR: Allows Samus to call her ship by scanning landing or attack icons. X-RAY VISOR: Allows Samus to see through some objects and detect certain objects that are otherwise invisible. Can also detect internal weak spots in some enemies. Suits. VARIA SUIT: Samus's Chozo-made battle armor. The default suit is equipped with specialized visor technology, beam and concussive weapons and Morph Ball technology. SPACE JUMP BOOTS: Allow Samus to jump again in midair after a first jump. Space jump to reach higher places. PED SUIT: Allows Samus to enter Hypermode. HAZARD SHIELD: Protects against acid rain and Fuel Gel. Also raises defense against enemy attacks. Grapple. GRAPPLE LASSO: Can pull away loose objects and enemy shields. Destroys Mounted Blast Shields. GRAPPLE SWING: Used to swing from Grapple Swing Points to reach new areas. GRAPPLE VOLTAGE: Allows Samus to draw in energy or transfer her own energy into some devices. Miscellaneous. ENERGY TANK: Increases maximum energy capacity by 100. MISSILE EXPANSION: Increases maximum missile-carrying capacity by 5. SHIP MISSILE EXPANSION: Increases the number of missiles Samus's gunship can carry by 1. ENERGY CELL: Used as a power source in Federation technology. Ship. SHIP SAVE STATION: Use gunship to save game and replenish energy and restock ammo. SHIP MISSILE: Use Command Visor to lock on to viable targets and attack them with the gunship. Destroys objects made of Maldium, but uses limited ammo. Use expansions to enhance the Ship Missile capacity. SHIP GRAPPLE BEAM: Use Command Visor to lock on to viable heavy objects and have the gunship tow them or place them elsewhere. Pickups. SMALL ENERGY UNIT: Replenishes 10 units of energy. MEDIUM ENERGY UNIT: Replenishes 25 units of energy. LARGE ENERGY UNIT: Replenishes 50 units of energy. ULTRA ENERGY UNIT: Replenishes 100 units of energy. SMALL PHAZON UNIT: Replenishes 10 units of Phazon. MEDIUM ENERGY UNIT: Replenishes 25 units of Phazon. LARGE PHAZON UNIT: Replenishes 50 units of Phazon. ULTRA PHAZON UNIT: Replenishes 100 units of Phazon. MISSILE AMMUNITION-5: Adds 5 ammo to Missile Launcher. MISSILE AMMUNITION-10: Adds 10 ammo to Missile Launcher. MISSILE AMMUNITION-25: Adds 25 ammo to Missile Launcher. SHIP MISSILE AMMUNITION: Adds 1 ammo to Gunship Launcher. SMALL ANTI-PHAZON UNIT: Absorbs 25 units of Phazon. LARGE ANTI-PHAZON UNIT: Absorbs 50 units of Phazon. GOLD CREDIT: Earns 1 gold credit. ----------------------------------------------------------------------- Logbook. The Logbook is used to store information on certain things that you encounter throughout the game. While scanning things is important for gathering information, only certain things get recorded in the Logbook. Filling the Logbook is mainly just a fun challenge, but it can be rewarding. You get a red credit every time you get a Creature entry and blue credit for every piece of Lore you scan (see the Bonuses section for more information). Note that some Research entries are put into your Logbook automatically without having to scan them. Lastly, keep in mind that if you play the same save file again after beating the game, you'll keep the Logbook information from the first game. This section lists every entry in the Logbook, categorized and arranged as it would be in the game. Galactic Federation. 1. Aurora Unit 217 2. Demolition Trooper 3. Federation Marine 4. Federation PED Marine 5. Female Fleet Trooper 6. Fleet Admiral Dane 7. Fleet Mechanic 8. Halberd-Class Turret 9. Hunter Gandrayda 10. Hunter Ghor 11. Hunter Rundas 12. Male Fleet Trooper 13. Training Drone Bryyo. 1. Alpha Hopper 2. Atomic 3. Bryyonian Shriekbat 4. Fargul Hatcher 5. Fargul Wasp 6. Geemer 7. Gelbug 8. Gel Puffer 9. Gel Ray 10. Gragnol 11. Gragnol Adult 12. Hopper 13. Korba 14. Mogenar 15. Nightbarb 16. Reptilicus 17. Reptilicus Hunter 18. Scorchbug 19. Shelbug 20. Snatcher 21. Warphound SkyTown. 1. Aerial Repair Drone 2. Databot 3. Defense Drone 4. "Dragoon" Battle Drone 5. Elysian Shriekbat 6. Helios 7. Repair Drone 8. Sky Puffer 9. Steambot 10. Steamlord 11. Steamspider 12. Swarmbot 13. Tinbot 14. Transportation Drone Space Pirate. 1. Advanced Aerotrooper 2. Advanced Pirate Trooper 3. Advanced Shield Trooper 4. Aeromine 5. Aerotrooper 6. Armored Aerotrooper 7. Armored Pirate Militia 8. Armored Pirate Trooper 9. Armored Shield Trooper 10. Assault Aerotrooper 11. Assault Pirate Trooper 12. Assault Shield Trooper 13. Aurora Unit 313 14. Berserker Knight 15. Berserker Lord 16. Commando Pirate 17. Crawlmine 18. Crawltank 19. Dark Samus 20. Gandrayda 21. Ghor 22. "Jolly Roger" Drone 23. Jumpmine 24. Korakk Beast 25. Meta Ridley 26. Omega Ridley 27. Phazon Harvester Drone 28. Pirate Cargo Drone 29. Pirate Commander 30. Pirate Hussar 31. Pirate Militia 32. Pirate Trooper 33. Puffer Mine 34. Remorse-Class Turret 35. Rundas 36. Scritter 37. Shield Pirate Militia 38. Shield Pirate Trooper 39. Space Pirate Assault Skiff 40. Space Pirate ATC 41. Space Pirate Boarding Pod 42. Urtragian Shriekbat Phazon. 1. Hopping Metroid 2. Jelsac 3. Leviathan Infant 4. Liquid Phazon 5. Metroid Hatcher 6. Miniroid 7. Phaazoid 8. Phaz-Ing 9. Phazon Grub 10. Phazon Hopper 11. Phazon Leech 12. Phazon Metroid 13. Phazon Nightbarb 14. Phazon Pillbug 15. Phazon Puffer 16. Phazon Shriekbat 17. Red Phazoid 18. Tangle Weed Research. 1. Acid Rain 2. Black Phazon Crystals 3. Blast Shield 4. Bomb Slot 5. Bryyo Blue Door 6. Bryyo Orange Door 7. Energy Cell 8. Fuel Gel 9. Galactic Federation Blue Door 10. Galactic Federation Crate 11. Galactic Federation Green Door 12. Galactic Federation Orange Door 13. Grab Ledge 14. Grapple Swing Point 15. Half-pipe 16. Heavy Galactic Federation Crate 17. Heavy Phazon Canister 18. Heavy SkyTown Storage Unit 19. Hunter-Class Gunship 20. Kashh Plant 21. Kinetic Orb Cannon 22. Landing Beacon 23. Large Bryyo Coffer 24. Large Space Pirate Crate 25. Leviathan Door 26. Mature Kashh Plant 27. Mounted Blast Shield 28. Multi-Lock Blast Shield 29. Phaaze Door 30. Phazon Fungus 31. Planet Aether 32. Planet Tallon IV 33. Red Blast Shield 34. Save Station 35. Ship Grapple Point 36. SkyTown Blue Door 37. SkyTown Orange Door 38. SkyTown Storage Unit 39. Small Bryyo Coffer 40. Space Pirate Blue Door 41. Space Pirate Crate 42. Space Pirate Green Door 43. Space Pirate Orange Door 44. Spider Ball Track 45. Spinner 46. Wall Jump Surface 47. White Blast Shield 48. Zipline Cable Galactic Federation Data. 1. Phazon 2. Phazon Enhancement Device 3. Planet Norion 4. Planet Bryyo 5. SkyTown 6. Hunter Rundas 7. Hunter Ghor 8. Hunter Gandrayda 9. Olympus-Class Battleship 10. Tallon IV Incident 11. Valhalla Incident 12. Anhur Incident Bryyo Data. 1. Golden Age 2. Age of Science 3. Age of Schism 4. Age of War 5. Downfall 6. Victory 7. Struggle of Exiles 8. Salvation 9. The Hunted 10. Decline 11. Prophecy 12. Our Plea SkyTown Data. 1. Creators 2. Gift 3. Discovery 4. Alone 5. Slumber 6. Federation 7. Agreement 8. Aurora 9. Loss 10. Phazon 11. Invader 12. Defeat Space Pirate Data. 1. Our Mission 2. Stowaway 3. First Disciples 4. The Source Discovered 5. The Leviathan 6. Taking Valhalla 7. Purification 8. Vanguard 9. Victory and Loss 10. Bryyo Falls 11. Disaster at Elysia 12. Mistress Gandrayda Copyright 2007 Ryan N. Parra-Merrell.