**  ** ***** ***** *****  ***** ***** **    ***** *****  ***** **  ** *****
* ** * *       *   *   *  *   *   *   ***   *   * *   *    *   * ** * *
*    * *       *   *   *  *   *   *   *  *  ***** *   *    *   *    * *
*    * *****   *   *****  *   *   *   *  *  *     *****    *   *    * *****
*    * *       *   *   *  *   *   *   *  *  *     *   *    *   *    * *
*    * *       *   *   *  *   *   *   ***   *     *   *    *   *    * *
*    * *****   *   *    * ***** ***** **    *     *    * ***** *    * *****

*****       ***** ***** *****  *****  *   * ***** ***** ***** ***** *    *
    *       *     *   * *   *  *   *  *   * *   *   *     *   *   * **   *
    *       *     *   * *   *  *   *  *   * *****   *     *   *   * * *  *
***** ***** *     *   * *****  *****  *   * *       *     *   *   * *  * *
    *       *     *   * *   *  *   *  *   * *       *     *   *   * *   **
    *       *     *   * *   *  *   *  *   * *       *     *   *   * *    *
*****       ***** ***** *    * *    * ***** *       *   ***** ***** *    *

==========================================
                ~Line Test~
==========================================
If the following line is readable without scrolling over, you can easily 
read this walkthrough.
ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMONPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVW

==========================================
              ~Introduction~
==========================================
Welcome readers! I'm Deathborn 668 on the message boards and this is
a walkthrough for Metroid Prime 3-Corruption for the Nintendo Wii. At the
time of this writing, this is by far my favorite Wii game and one of the
finest Wii games created this far, ensured to make the ending of the
Metroid Prime trilogy go out with a final, fantastic bang. So enjoy, and 
please keep these Do's and Do not's in mind:

DO:
-Use this walkthrough as a refrence tool
-Tell people about it
-Print it for personal use
-Give to other people for no profit

DON'T:
-Plagerize this walkthrough without any credit
-Call this walkthrough "yours"
-Sell this walkthrough for profit

ONLY the following sites have permission to use this walkthrough without
the need to contact me:
-www.gamefaqs.com
-www.gamespot.com
-www.ign.com

=============================================================
|                    ~Table of Contents~                    |
=============================================================
|1.Story Background                                         |
=============================================================
|2.Wii Controls                                             |
=============================================================
|3.Visor's and Samus's Ship                                 |
=============================================================
|4.Hyper Mode Rundown                                       |
=============================================================
|5.Corruption Walkthrough                                   |
|   Objective 1:Proceed to the G.F.S Olympus's Briefing Room|
|   Objective 2:Race Back to the Docking Bay                |
|   Objective 3:Restore Power to the Three Generators       |
|   Objective 4:Harnessing the Power of Corruption          |
|   Objective 5:Find a Method of Upgrading your Gunship     |
|   Objective 6:Disable and Destroy the Bryyo Seed          |
|   Objective 7:Restore Functionality to the Aurora Unit    |
|   Objective 8:Find the Skytown Federation Landing Site    |
|   Objective 9:Constructing the Theronian Bomb             |
|   Objective 10:Dropping the Bomb and Destroying the Seed  |
|   Objective 11:Locating the Final Hunter on Urtragia      |
|   Objective 12:Obtaining the Sticky Spider Ball           |
|   Objective 13:Green Light through Walls of Phazite       |
|   Objective 14:Raiding the Pirate Homeworld               |
|   Objective 15:Destroy the Pirate Homeworld Seed          |
|   Objective 16:Whirlwind Tour Alpha-Elysian Quickstop     |
|   Objective 17:Whirlwind Tour Bravo-Nocturnal Norion      |
|   Objective 18:Whirlwind Tour Charlie-Broadside on Bryyo  |
|   Objective 19:Investigating the G.F.S. Valhalla          |
|   Objective 20:Final Showdown in Prime Time               |
=============================================================
|6.Quick Walkthrough                                        |
=============================================================
|7.Credits Crackdown                                        |
=============================================================
|8.Complete Expansions Guide                                |
|   8 A.Expansion Locations                                 |
|   8 B.Expansion Checklist                                 |
=============================================================
|9.Complete Scans Guide                                     |
|   9 A.Scans Descriptions                                  |
|   9 B.Scans Checklist                                     |
=============================================================

As a note, this is a 100% Walkthrough run. If you follow this walkthrough,
I will direct you into collecting every Scan and Item Expansion within
the game. Since you are the one playing the game, you aren't being forced
to collect any Expansion I mention or Scan anything I point out (with the
exception of unavoidable items and things you must scan to progress with
the game). I also point out sidequests for Expansions and Scans, so feel
free to skip those as well if you aren't interested in collecting what
they have to offer.

---------------------------------------------------------------------------
                         ~1.Story Background~
---------------------------------------------------------------------------
It has been six months since the events of Metroid Prime 2. Suddenly, famed
bounty hunter Samus Aran recieves a distress call from the G.F.S Olympus
requesting her assistence. She is notified upon her arrival of recent
Space Pirate activity within the Federation Solar System. Samus sets out
to vanquish the Space Pirates stirring up trouble.

They aren't alone, however. Metroid Prime, known as Dark Samus currently,
has teamed herself up with the Space Pirates. Both are now heading from
planet to planet, planting huge Phazon seeds on each planet, which is
currently corrupting the planet. If they aren't stopped, the planet will
become fully corrupted and will spread to nearby planets, who will in turn
become corrupted as well. It not stopped, the entire universe will be
flooded with Phazon. It is up to Samus to destroy the Phazon seeds and 
stop the corruption from spreading. 

Early in her mission, however, Dark Samus, buffed up on immense Phazon
energy, attacks Samus directly and injects her body with Phazon. It is now
being self-produced within her own body. Samus is then capable of 
triggering a Hyper Mode with her new suit, allowing her to harness the
power of her Phazon at the expense of some of her suit's energy reserves.
Not much later, she finds out that the Phazon begins to corrupt her body.
If she is in Hyper Mode for too long, Samus will become fully corrupted.
Now Samus has to stop the corruption of other planets, while at the same
time she needs to withstain the corruption spreading throughout her own
body.

---------------------------------------------------------------------------
                           ~2.Wii Controls~
---------------------------------------------------------------------------
The controls on the Wii Controller are top-notch for Metroid Prime 3. It
will feel very weird at first, as myself and many others can contest. 
However, after an hour or so of playing the game, you will find out the
these controls are absolutely perfect for a Metroid Prime game, and you
will wonder how you lived with the simplistic Gamecube Controller. (Not
that there's anything wrong with it. It is a nice controller as well!)

     -----------------Infared sensor. Point the Wii Remote at the screen
     V                in order to move the crosshair around and aim at
------------          foes. Move towards the sides to the screen to make
|  !       |          Samus turn left or right, or look up and down
|Power     |
|    **    |
|  **  **  |<---------D-Pad. Once you purchase the option from the Extras
|  **  **  |          Menu, you can push Up to take a screenshot of the
|    **    |          current screen. Pushing Down, once you have them,
|          |          will launch a Missile. Hold Down to charge the Seeker
|    A     |<----     Missiles if you have them. Release to launch Missiles
|          |    |     at selected target(s).
|          |    |
|          |    ------A button. Press this to shoot a shot out of Samus's
|  - & +   |<--        Arm Cannon. You can change the control options so 
|          |  |        that the A button makes you jump. Press it again to
|          |  |        jump again in the air (the Space Jump).
|   :::    |  |
|   :::    |  --------Minus, Home, and Plus buttons. Push the Home Button 
|   :::    |          to bring up the Home Menu. You can choose to Reset
|   :::    |          the game, or head back to the Wii Main Screen. 
|   :::    |          Holding the Minus button will bring up the Visor
|          |          Select. Move the cursor into the visor you want to
|          |          switch to and release the Minus button. Hold the Plus
|    1     |          button to enter Hyper Mode. You can switch the Plus
|          |<----     and Minus buttons, making Minus activate Hyper Mode
|    2     |    |     and Plus the visor select.
|          |    |
|          |    ------1 and 2 buttons. Press the 1 button to bring up the
|.  .  .  .|          map of the current planet/G.F.S ship you are on. 
|X  X  X  X|          Blue rooms are places you have yet to enter, while
------------          orange rooms are places you have been. The flashing
     ^                orange room is the room Samus is in, and the green
     |                arrow is Samus's location in the room. 
     |
     -----------------Bottom of the Wii Controller. Plug the Nunchuk 
                      attachment here. Also, not seen (on the back of the
                      Wii Controller) is the B button. Press this the jump,
                      and again in the air to jump again (the Space Jump).
                      You can change the control settings so that B is the
                      fire button.

      ----------------C and Z buttons (back of Nunchuk). Press the C button
      V               to turn into the Morph Ball. Press A to drop Bombs.
  --------            You can shake the Wii Remote to make the Morph Ball
 /        \           do a hop (the same height as a normal Bomb Jump).
|    **    |          Hold Z to lock-on to a target or enemy. Unlike 
|   ****   |<----     previous Metroid Prime games, you can still aim at
|    **    |    |     other targets. You are merely centered around the 
|          |    |     object locked-on. You can change the controls so 
|          |    |     there is either no lock-on, or when you lock-on 
 \        /     |     Samus won't automatically center her vision on the
  |      |      |     locked-on target.
  |      |      |
   \    /       ------Control Stick. Use this to control Samus's movement.
    |  |              Since the Wii Remote aims her, holding left or right
    |  |              makes her sidestep in that direction.
     \/
     --

---------------------------------------------------------------------------
                      ~3.Visor's and Samus's Ship~
---------------------------------------------------------------------------
Visor's have been an important function in the Metroid Prime games. Also,
as a new first, Samus has far more interaction with her ship. The details
there are described a little further down. Firstly, here are the four
visors you will be using through the game.

============
Combat Visor
============
The standard default visor that you will be using 99% of the time. You
are wearing the combat visor when you start the game. Samus's energy is at
the top of the screen, Missile reserves on the bottom right, and enemy 
radar at the top left with a small map of the room at the top right. The
triangle crosshair is where Samus is aiming. Move it around with the Wii
Remote. Samus aims where the crosshair is when you shoot. Combat can only
be done with the Combat Visor and the X-Ray Visor.

==========
Scan Visor
==========
Hold Minus to bring up the visor select option, and release the button with
the cursor in the top right quadrant to select the Scan Visor. You can 
scan various objects and lore throughout the game with the Scan Visor, and
interact with some terminals. Lore and select other objects will be 
colored blue. Enemies and important terminals will be colored red. Objects
that you have already scanned will be colored green. Important scans will
be downloaded to your Logbook for future viewing. You need to look in the
Logbook to view the entire scan of something. The little blurb that appears
with the visor active isn't the full description.

=============
Command Visor
=============
Hold Minus to bring up the visor select option, and release the button with
the cursor in the lower right quadrant to select the Command Visor. The
screen will turn a staticy-green with Samus focusing her attention on
pressing buttons on her Arm Cannon to remotely call her Gunship. If the
two black boxes on the visor show Samus's Ship doing an action, there is
an icon you can lock-on to only with this visor active somewhere in the
room that will prompt the Gunship to perform that action. If the black
boxes are empty, there isn't any way in the room to command your ship, 
unless there is a machine that is jamming the signal. In that event, 
disable the machine(s) breifly to be able to give the Gunship a command.

===========
X-Ray Visor
===========
With the X-Ray Visor selected, you will be able to see thermal imaging of
your surroundings, and can see through walls of Phazite. You can also see
enemies that have cloaking devices active (Such as Pirate Commandos). 
Unlike the previous two visors, you are capable of fighting and locking-on
to targets with this visor. Also, as an added bonus, the X-Ray Visor will
zoom in on a weak point of some enemies if the enemy has one and this visor
is active. One shot of the Nova Beam will instantly kill the enemy if it
hits the weak point.

Samus has formed a bond with here ship, and you will grow to like it as
well. Using the Command Visor, you can perform the following actions with
the Gunship.

===============
Landing Command
===============
In specified Landing Pads located in several locations on each planet, you
can land your ship with the Command Visor, or if you have visited the room
already, can land there at any time when inside Samus's Ship. With her ship
landed, you can enter it and save the game. Inside Samus's Ship, you can
choose to fly to another location on the planet or another planet. 

===================
Bombing Run Command
===================
Once you have downloaded the Ship Missiles to your Gunship, you can command
the Gunship to perform Bombing Runs. In an open room (one where the sky is
widely visible), use the Command Visor to lock-on to the symbol in the
center of the room. The Gunship will use a Ship Missile during the Bombing
Run, generally which will destroy almost any foe within the room. This
isn't possible in rooms with closed roofs, when you are out of Ship
Missiles (collect refills from enemies and storage containers), or if there
are no enemies in the room.

===============
Grapple Command
===============
Once the Grapple Beam has been added to your Gunship, you can command it
to lift certain heavy objects. Once the object has been lifted, you can
head to a specific location where you can command it to set the object 
down. When the Gunship is holding onto an item, it cannot perform Bombing
Runs or perform the Landing Command until the item has been set down
elsewhere. The item being grappled can only be put down in a specific
location. You can't feel free to set it down anywhere.

---------------------------------------------------------------------------
                       ~4.Hyper Mode Rundown~
---------------------------------------------------------------------------
Part way through the game, Samus will get injected with Phazon and gain the
ability to enter Hyper Mode. When she does, she gets a new assortment of
weapons to use against enemies, and it is extremely powerful.

However, it comes at a cost. A full Energy Tank in your reserves must be
active in order to activate Hyper Mode. The Energy Tank will turn into a
blue bar at the top of the screen. With each bit of Phazon-weaponry that
you use, the bar will decrease. You can exit Hyper Mode willingly at any
time before getting corrupted. If you do, any unused energy will be 
restored back into your tanks. If you get corrupted, or the 25 second Hyper
Mode time limit expires, then all remaining energy is lost and needs to be
restored manually by collecting it from crates/enemies.

Once you reach Corrupted Pool in Fiery Bryyo, Samus will become corrupted
after 10 seconds of being in Hyper Mode. The bar will turn red and starts
to rise quickly on its own. If it reaches the top, you will die. After
another 25 seconds, you will automatically exit Hyper Mode.

==========
Hyper Beam
==========
This is the only weapon you have at first whenever you enter Hyper Mode.
The arm cannon turns into the Hyper Beam, firing quick shots of Phazon at
will. They use up 3 units of energy each. You can also charge the Hyper 
Beam to fire a long-range attack that uses up 51 units of energy. Be 
careful in your use of the Hyper Beam.

==========
Hyper Ball
==========
Holding A when in the Morph Ball in Hyper Mode will unleash a wide range
of Phazon energy which targets nearby enemies, killing them quickly. It is
also necessary to destroy certain Phazon bulbs on the ground in several
areas. It will use up energy at a rather quick rate, so be sure not to 
overuse it.

=============
Hyper Missile
=============
The Hyper Missile charges up your Missiles with Phazon energy. When in 
Hyper Mode, your Missiles become extremely powerful and fly through the
air at a rapid rate. These use up a large 26 energy with each shot. Many
enemies can be vaporized in one Hyper Missile.

=============
Hyper Grapple
=============
The Hyper Grapple can overload certain enemies and plant growths with
Phazon energy, causing them to explode. The Hyper Grapple will use up 
energy at a slow rate when being used. You can't absorb Phazon energy,
however; just insert it to things. 

---------------------------------------------------------------------------
                       ~5.Corruption Walkthrough~
---------------------------------------------------------------------------
Finally, it is time for the actual walkthrough of the game. If you didn't
see my note earlier, this walkthrough will send you into every Expansion
in the game (which I put in all caps to make it noticible), and will point
out every Scan in the game as well. You are never forced to scan or collect
any of the items I mention, so do so at your own will. Remember, use 
CTRL+F to find the section of the walkthrough you need.

When you start a new file, you will be asked to pick a Mii to represent
your file. Then, you will be asked to pick a difficulty level before 
starting the game. In Normal, you will take very little damage and enemies
have low health. It's best for newcomers. Veterans of FPS's and the Metroid
(Prime) series in general will, naturally, want to start off on Veteran
difficulty. It isn't overly hard, but enemies will pose a decent threat,
deal moderate damage and have decent health. Once you beat the game on any
difficulty setting, you will unlock Hypermode difficulty. Enemies have an
absurd amount of health and deal massive damage. 

---------------------------------------------------------------------------
       ~Objective 1:Proceed to the G.F.S Olympus's Briefing Room~
---------------------------------------------------------------------------
Objective Difficulty:*/*****
Objective Overview:You will now begin the game, starting in Samus's Gunship
and landing on the G.F.S. Olympus where you will need to make your way to
the Briefing Room. There are no enemies along the way. It's more of a 
tutorial level, so get used to the controls here. Almost everything here is
a one-time scan, so if you want every scan you will make sure you miss
nothing.

===============
Samus's Gunship
===============
The game will start with a Ship Log, detailing the current status of Samus.
However, something goes awry. The scene then skips to a dark, desolate
laboratory like setting, and Dark Samus appears out of the destroyed
rubble. As the camera zooms in on her, the view is shifted back to a 
suitless Samus who awakes in her ship. Her Varia Suit is placed back over
her body, and you will finally have control of her, and in her Gunship
none less!

The controls for the ship activate and light up. You can move the cursor
around and press the buttons to interact with them. For now, press the
large, flashing panel infront of Samus. Samus's Gunship will now veer
to the right, and face a batallion of Galactic Federation ships. A radio
transmission will have a Federation Trooper ask you to input your security
code to verify your identity.

Now, look up in the center of the ship to find a small, green flashing
button. Press it to activate the radio terminal. From left to right, press
the second button, the seventh button, the fifth button, and finally the
first button. The transmission will be recieved, and you will be cleared
for Docking Bay 5. Look to th eleft and interact with the small green
button to activate the thrusters. Push the Wii Remote forward to activate
them when prompted, and you will land on the G.F.S. Olympus.

===========================================================================
                            ~G.F.S. Olympus
===========================================================================
=============
Docking Bay 5
=============
Scans:
Galactic Federation-Federation Marine
Galactic Federation-Fleet Mechanic
Galactic Federation-Training Drone
Galactic Federation-Halberd-Class Turret
Research-Landing Beacon
Research-Hunter-Class Gunship
Research-Galactic Federation Crate
Research-Heavy Galactic Federation Crate
Research-Galactic Federation Blue Door

And now you finally have complete control over Samus. Start off by walking
forwards to a pair of Federation Marines. They will ask you to calibrate
your weapon by shooting the four targets they place infront of you. Once 
you have shot the targets, one of the Marines will tell you that Admiral
Dane is waiting for your arrival. He is waiting in the Briefing Room. 
Your first objective is to meet up with Admiral Dane. We have some time
to lounge around, however, and to get some scans and more target practice
in. 

First, scan one of the Federation Marines. Just past them and to the left
is a man working on some repairs to the ship. Scan the Fleet Mechanic.
Next, walk to the right. Two devices will pop out of the ground near a sign
mentioning a currect score and a high score. Scan the Training Drone. Now,
practice shooting the drones and keeping it in the air as long as possible
(by continuous shooting). If you get 10 points, you will get a Gold Token.
If you reach 20 points, you can get a Friend Voucher. They are optional,
but quite nice rewards.

Near your ship you should see several flashing lights on the ground. Scan
the Landing Beacon. Next, scan your Hunter-Class Gunship itself. Near the
Fleet Mechanic you should scan the Galactic Federation Crate and the Heavy
Galactic Federation Crate. Look towards the large steel door. Above it you
can scan the Halberd-Class Turret. Finally, head towards the only blue door
of the room. Scan the Galactic Federation Blue Door. Shoot the door to
deactivate the shield and move to the next room.

==================
Docking Bay Access
==================
Scans:
Galactic Federation-Male Fleet Trooper
Galactic Federation-Female Fleet Trooper

Enter the room and stand near the two men to the left. They will talk about
the current situation on the Olympus. Then, scan one of them to add the
Male Fleet Trooper to the logbook. Another Federation worker will walk
nearby, this one female. Scan the Female Fleet Trooper. Nearby you should
see a lone Federation Trooper at a control panel. Look above him to find
two red, flashing beacons. Use the Charge Beam (hold A to charge the beam)
and release it to destroy each beacon. This will cause a ramp to form 
leading to the upper floor. Enter the door.

=============
Docking Bay 4
=============
Scans:
Research-Blast Shield

Head forwards in this room to find a pillar. Scan the base of it to 
activate the terminal there. Interact with it to find out Samus's access
code. It is 13576. Turn around and scan the Blast Shield over the door.
(Note:Don't shoot any Federation workers from here on, or else a Halberd-
Class Turret will come down and start shooting at you). Next to the door 
is a security panel. Interact with it and input Samus's access code to 
release the shield on the door so you can move onwards. You need to scan
the panel first the activate it, however.

================
Security Station
================
Scans:
Galactic Federation-Hunter Ghor
Galactic Federation Data-Olympus-Class Battleship

When you enter, somebody is be scanned for contamination. Scan Hunter Ghor
quickly before he leaves the chamber (you only get one other chance to scan
him, so don't mess up). Once he leaves, enter the chamber that Ghor was
previously occupying. To the left of the door he was occupying you need to
pull a switch, turn it, and place it back in to open the chamber.

Once in the chamber, wait until asked to proceed with the biohazard scan.
Interact with the central terminal. Twist the Wii Remote gently to line up
the shapes and hold them still for several seconds to proceed with the 
test. You will be clear for the command bridge afterwards. Twist the nearby
switch to leave the chamber. Scan the terminal for Olympus-Class Battleship
Lore. Proceed to the next room.

===============
Security Access
===============
There's nothing of importance in ths room save several Troopers who are
too busy with their work to talk to the famous Samus Aran. Make your way
to the next room.

==============
Command Lift A
==============
In this room, interact with the panel to the right of where you enter. This
will cause a hologram to appear which is the elevator controls. Step into
it to reach the top floor. Exit the elevator and head through the door.

==================
Flag Bridge Access
==================
Part of this room is blocked off by a glass wall. Too bad for you. Head
through the only other exit to the right.

===========
Flag Bridge
===========
There isn't anything of interest in this room yet. Use one of the ramps to
reach the upper level of this room. Head down the hallway to the right and
enter the door.

===========
Lift Access
===========
Scans:
Research-Save Station

Clear the boxes out of the way by using the Charge Beam. Enter the door.
Scan the Save Station, then step inside of it to save the game. You will
like seeing these places all over your journey. Once you have done so, 
leave and head back to the Flag Bridge.

===========
Flag Bridge
===========
Talk to the nearby Marine. Now that you have "backed up your data", he will
gladly move out of your way and allow you to reach the Briefing Room. 
Head through the door behind him.

==============
Meeting Access
==============
Nothing special in here. Hurry up and head through the door at the end of
the hallway.

==========
Ready Room
==========
You will have completed the objective by making it here. Well done. A 
meeting will now commence between Admiral Dane, Samus, and a small group
of other bounty hunters. The Galactic Federation is full of Aurora Unit's,
the Federation's main control units. The Units were affected with a virus 
not long ago. It is thought to be of Space Pirate origin. The Pirates also
raided a weak Federation vessel and hacked the Aurora Units from there.

Just then, a red alert goes out. Admiral Dane orders all of you to leave
the ship and defend the planet they are attacking. What are you waiting
for? Get out of here!

---------------------------------------------------------------------------
             ~Objective 2:Race Back to the Docking Bay~
---------------------------------------------------------------------------
Objective Difficulty:**/*****
Objective Overview:You now need to make your way back to Samus's Gunship
and aid the troops on the planet below. Space Pirates are attacking the
Olympus, and you will need to fight off the attack in order to reach your
ship. Sadly, you will need to make a detour thanks to some suicidal
pirates. 

==============
Meeting Access
==============
Hurry up and get out of this room.

===========
Flag Bridge
===========
Scans:
Galactic Federation-Fleet Admiral Dane

Scan Admiral Dane after you see that the Space Pirates are attacking the
G.F.S. Olympus. You need to hurry back to your ship. Use the door on the 
bottom of the room to leave. 

==================
Flag Bridge Access
==================
Scans:
Space Pirates-Pirate Militia

As soon as you enter the room, several Pirate Militia units enter the room.
Scan one and then kill them both, dodging their attacks the best you can.
They have blasted a hole in the wall ahead. Use it to reach the next door.

=====================
Port Observation Deck
=====================
Scans:
Space Pirates-Space Pirate Boarding Pod

As soon as you enter the room, a Space Pirate Boarding Pod will crash into
the room, and two Pirate Militia will jump out. If you can kill them both
before they destroy the nearby crates, you will get a Blue Credit for
rescuing a GF Trooper. There are two more Blue Credits to be obtained in
that fashion. Scan the Boarding Pod and move on.

================
Xenoresearch Lab
================
As son as you enter the room, you will notice two Crawltanks (scan them,
but you won't want to yet) attacking another GF Trooper. Defeat them both
before they destroy the crates to recieve a Blue Credit. If you try 
scanning them, you can't kill them in time. Head to the next room.

==========
Lab Access
==========
When you get partway through this room, you will find that a Space Pirate
ship will crash through the room, causing a vaccuum effect to occur. 
Quickly find the red button right above the door. If you shoot it, you will
close the doors before the ship does it manually. You have about 2 seconds
to do this. If you can, you will save the GF Trooper in time (quite
difficult on your first try), you will recieve a Friend Voucher. Since the
doors have been shut, you can't escape using this path. Head back to the
previous room.

================
Xenoresearch Lab
================
Scans:
Space Pirates-Armored Pirate Militia
Space Pirates-Crawlmine
Space Pirates-Crawltank

As you enter this room again, three Space Pirate Armored Militia (scan
them when you can) will drop in and steal an Energy Cell from the center
of the room. You need to kill the Pirates and get the cell back. Use Charge
Beam blasts in order to knock off the armor of the Pirates, then another
to finally kill them. Once you kill them, grab the Energy Cell that they
dropped. Enter the main room and place that into the stand at the center
to restore power. 

A ton of enemies will discover your position and begin to attack in a
neverending wave. Scan one of the Crawlmines. They are easy to kill. 
Eventually, a Crawltank will drop into the room. They are larger and hard
to miss. Scan one of these as well. You saw one earlier, but I said you
didn't have enough time to get one. Now you do. Keep killing enemies until
a cutscene shows several Crawltanks blowing up the ground nearby. Those
holes happen to reveal a Morph Ball path. When you can, get into the
Morph Ball, fall into one of the holes, and follow the path around and
into another room.

=================
Ventilation Shaft
=================
Roll through this room. Drop a Bomb to destroy the fan that blocks your
way. At the next wall, lay another Bomb to reveal an ENERGY TANK that you
can't possibly miss. Once you have it, move onwards and use a Bomb Jump to
get up the step and roll into the cannon tube, launching you into the next
room.

================
Disposal Chamber
================
Scans:
Research-Bomb Slot

Get out of the Morph Ball and turn around. Scan the panel behind you to
activate the Bomb Slot. Scan the Bomb Slot, then jump into it with the
Morph Ball. Place a Bomb to activate it. It will shoot you out into space.
After a crafty manuver, Samus will pull herself back through a hatch on
into the ship.

============
Repair Bay A
============
A bunch of Space Pirates and Crawltanks will attack you here, and a pile
of debris will fall over the control terminal that opens the door out of
here. What to do? Climb up the room using the nicely placed platforms, 
killing everything in your way. At the top of the room you will find a 
door. Enter it.

=================
Munitions Storage
=================
Grab the lone MISSILE LAUNCHER in this room. You now have Missile-firing
capabilities. Press Down on the D-Pad in order to launch one. You currently
have only 5, but you can get more from Missile Expansions later on. Leave
the room with your new toy.

============
Repair Bay A
============
Use a Missile on the pile of debris near the control panel to clear it.
Activate the panel so that you can open the door to the next room.

================
Repair Bay Shaft
================
Scans:
Space Pirates-Aeromine

As you enter the room, quickly shoot the four targets above the door to
release the bridge. If you did so quickly enough, then you will recieve one
final Blue Token for saving the GF Trooper. Scan the Aeromines that 
approach you. When they take down their shields, you can shoot and destroy
them. Cross the bridge when all is clear and enter the door up the short
stairs and to the left.

==============
Save Station B
==============
You've done and scanned a lot since you last saved. I'm sure you'll be 
happy to do so now. What? You can save in your ship? There must be some
catch ahead? I'm sure you're on to something!

================
Repair Bay Shaft
================
Use the control terminal near the door to open it and head over to your
ship.

=============
Docking Bay 5
=============
Scans:
Space Pirates-Berserker Lord

As you enter the room, a large Space Pirate monster will drop from the 
ceiling. The exits will now be sealed off and you will have to fight a
Berserker Lord. First, scan him. Next, you need to attack his large, 
glowing pink shoulder armor. Once both of these have been destroyed, he
will start shooting large balls of Phazon at you. Shoot them to have them
fly back at the Berserker Lord. Once you have repelled several shots (you
will need to repeat the shoulder-destroying part again most likely), his
head armor will be destroyed, exposing his membrane. Attack this with
Missiles and Charge Shots to quickly drain his health. Within several
strong attacks, he will have been killed. Samus's Gunship will reland on
the landing pad. Enter it and save, and press the flashing panel in the
center of the ship. Choose to land on Norion, at the only available
docking point.

Objective Complete!

---------------------------------------------------------------------------
           ~Objective 3.Restore Power to the Three Generators~
---------------------------------------------------------------------------
Objective Difficulty:**/*****
Objective Overview:You won't be heading back to the G.F.S. Olympus for a
little while. You need to reactivate three generators on Norion, the 
Galactic Federation's base of operations, to restore the planetary
defenses before the Space Pirates destroy the place. It may look hard, but
it's a rather simple and calm mission, with an awesome boss battle at the
end. 

===========================================================================
                           ~Planet Norion~
===========================================================================
=================
Docking Hub Alpha
=================
Scans:
Galactic Federation Data-Hunter Rundas

You will arrive on Norion during a battle scene, where a bunch of 
Federation fighters and gun turrets are trying to defend the homeland from
the Space Pirate assault. Head forward and towards the locked door. You
will need to shoot the four red lights on the door to deactivate them, 
allowing you to proceed through it. In the next room, shoot the lone
blinking light on the door to open the room to an upgrade. Grab the 
GRAPPLE LASSO. This is a really cool weapon, and you'll get to test it out
in a minute. Scan the database next to the Grapple Lasso for Hunter Rundas
Lore. Quite nice.

Leave this small little hub and go around it. Scan the small terminal
nearby so you can move a switch around. Turn it and you will gain access
to the elevator. Ride it up and head through to the next room.

==========
Hub Access
==========
Scans:
Research-Mounted Blast Shield

Destroy the Crawltank when you enter the room. Make your way up the steps
and take out the weak Space Pirate as well. Proceed to the end of the room
to find a shimmering shield with a Grapple Point on it. Scan the Mounted
Blast Shield. Objects that shimmer gold can be ripped off with the Grapple
Lasso. Lock-on to the door, and shove the Nunchuk forward to Grapple onto
the door. Then, pull the Nunchuk back hard to rip off the shield. It's that
simple. Pretty fun, too. Proceed to the next room.

=========
Cargo Hub
=========
When you enter the room, look to the right and find a point where you can
use the Grapple Lasso. Use the Scan Visor if you can't find it. Pull off 
the cover. Proceed through the room and kill all of the Aeromines that
appear. It shouldn't be too hard. Once you have killed off all of them,
return to the panel you tore off seconds earlier. Activate the hand
scanner in order to release a hatch next to you. Get into the Morph Ball
and roll into the tunnel. 

Bomb the fan in your way and roll into the fan blowing upwards to reach a
higher up ledge, then keep rolling to the left. Avoid the gusts now as you
try to get to the top of these Bomb Jumping ledges. At the top, blow up
the next fan in your way. Roll left and keep going to get to a place where
you need to blow up yet another fan. A security drone will appear now and
periodically shoot at you, so hurry up. Past the destroyed fan, avoid
the wind gusts to reach a fan blowing upwards. Get to the top of the ledge,
blow up the last fan, then roll right as the fan is blowing that direction
to get pushed towards a MISSILE EXPANSION (don't worry, the rest usually
aren't this complicated to get!). Blow up the final fan and roll back to
the beginning and use a fan to get blown upwards to where you entered this
little maze. 

Back on solid ground, head forwards. Use the Grapple Lasso at the end to 
pull the cover off of a Morph Ball tunnel. Proceed through it and through
the door to the next room. 

===============
Substation East
===============
The floor in most of this area is electrified, so you will take damage if
you step foot in it. Get into the Morph Ball and Bomb Jump into the tunnel.
Grab the unavoidable ENERGY TANK. Now, when the walls ahead of you retract
inwards, quickly make your way through the tunnel. If you fall out of it,
quickly run back to safe ground and try again. At the end, head through
the door.

=========
Conduit A
=========
Scans:
Space Pirates-Jumpmine
Research-Red Blast Shield

Destroy the Jumpmines from a distance so their blast radius won't injure
you as well. When you see a sidepath, head down it to a red door. Scan the
shield, then launch a Missile at it to destroy it. Head inside.

=================
Munitions Storage
=================
Scans:
Galactic Federation Data-Valhalla Incident
Galactic Federation Data-Hunter Ghor
Galactic Federation Data-Hunter Gandrayda


Step into the Map Station in order to download the entire map for Norion.
It isn't too big of a place, and it even looks like you are pretty close 
to reach Generator A. Did you realize you were heading towards it? Make 
sure you scan the Lore for the Valhalla Incident, and Hunters Ghor and
Gandrayda. Head back into Conduit A now.

=========
Conduit A
=========
Head down and around the room, using the Charge Beam to destroy any debris
that may fall down from the Pirates' attacks. Make sure that, again, you
destroy the Jumpmines from a distance so you don't get injured. At the 
bottom of the room, use another Missile to blow open the door leading to
the next room.

============
Cargo Dock A
============
Scans:
Space Pirates-Pirate Trooper
Space Pirates-Space Pirate ATC
Space Pirates-Aerotrooper
Space Pirates-Shield Pirate Militia(?)

A fun battle occurs here. The doors will lock when you enter this room. You
will need to fight off a batallion of Space Pirates. First, several Pirate
Troopers raid the room. Scan them. They are stronger than Pirate Militia,
so beware of that. Focus on one at a time, and use Charge Beam and Missiles
to quickly wipe them all out. Partway through the fight, a Space Pirate
ATC will appear. Scan it. If you don't, you'll get another shot later in
the battle. 

Once all of the initial wave Pirates have been killed off, two Aerotroopers
will take to the skies. Scan one of them, then take them out. They move
constantly, so Missiles are a better way of taking them out. After you
dispose of the two Aerotroopers, the Space Pirate ATC will come back. Scan
it now if you didn't earlier. It's weak point is the yellow vent on the
front of the machine. Keep shooting at it until it is destroyed. 

Once destroyed, Rundas will appear and take down the remaining ships. He
notifies you that you can now remotely command your ship to land at any
designated landing site. Luckily, this happens to be one of them. Flip to
the Command Visor. Lock-on to the symbol at the center of the landing pad
to command the Gunship to land here. Enter and save at the Gunship. A door
nearby will become unlocked, so head through it.

As a note, a Shield Pirate Militia is supposed to attack you when fighting
the pirates. You need to Grapple Lasso their shields and pull them off so
you can kill them. Oddly, they did not appear for me during this play of
the game. This is the ONLY time they appear, so if you want every scan you
will need to reset if for some crazy glitched reason they don't appear. I
am clueless as to what makes them not appear. 

==================
Generator A Access
==================
Start heading through the room. There's a bunch of Crawltanks walking on
the walls through this room, so do your best to avoid their shots and kill
them to make the path clear. When you reach the end of the room, you will
reach a door with a light on it. Shoot the light and another will appear.
Shoot that one, then the last one. If you don't do this fast enough, the
lights will reset themselves. Once you hit three lights, you can Grapple
Lasso the door and yank it away. Head into the next room.

===========
Generator A
===========
Scans:
Space Pirates-"Jolly Rodger" Drone

When you enter the room, several Space Pirates will take to the skies.
Enter the center area and the exits will get blocked off. Several Drones
will start attacking you. Scan one of the "Jolly Rodger" Drones and shoot
at them. They are easy to destroy when they stop spinning, which happens
every so often. Once you kill 9 of the Drones, they will back off. Once 
they are all destroyed, the ledge will be released up ahead near some
debris. Use a Charge Beam shot to destroy it, allowing access to a 
terminal. Pull the lever and you will see a hand panel be allowed for
activation on the other side of the room. Jump over there and activate it.

The Generator will be back online. Good work. However, a wormhole appears
in the skies above Norion, and a huge Phazon meteor comes out and is 
headed on a crash course for Norion. You need to hurry up to activate the
defense system, or else everyone is going to get killed by the meteor.
Get out of here now!

==================
Generator A Access
==================
There still isn't anything of interest in this room except for a bunch of
Crawltanks. Blast them out of your way and make your way back to where your
Gunship is docked.

============
Cargo Dock A
============
Scans:
Galactic Federation-Federation PED Marine

A group of Marines are being attacked here, but one of them activates some
sort of Phazon-based device and takes out the entire batallion of Space
Pirates. When you are able to, scan the Federation PED Marine. Save at your
Gunship if you desire, and head back to Conduit A.

=========
Conduit A
=========
Scans:
Space Pirates-Shield Pirate Trooper

Flip on the Scan Visor when you enter the room. Partway through it, you
will see a Shield Pirate Trooper. Scan him before the Marine that is
fighting him totally kills him. You will see plenty more later, so don't
worry if you miss him now. This room has a bunch a Jumpmines and Crawlmines
all over the place. Kill them all to withstain taking too much damage as
you enter the next room.

===============
Substation East
===============
Use the Morph Ball and Bomb Jump into the tunnel. It doesn't matter if you
get pushed out. You're headed towards the other end of the room anyways.
It's highly unlikely you'll make it through without getting shoved out
anyways. Hurry up.

=========
Cargo Hub
=========
Head back through the Morph Ball tunnel near the door to find Ghor
attacking another giant machine. He will jump out after killing it and 
tell you to skip Generator B and head right for Generator C. Whatever saves
you time, I guess. Head to the left, where he destroyed the wall, and hit
the lights on the side of the door so you can Grapple Lasso it off. 

===================
Maintenence Station
===================
Scans:
Research-White Blast Shield

This is a pretty simple room to get through. Scan the Shield Pirate
Troopers if you didn't last time. They get destroyed by the PED Marines,
again. Pretty eays passage through this room.

=========
Conduit C
=========
Make your way through this room. Don't take any of the lower paths--they
all lead to dead ends. Once you reach the end of the upper path, you will
see a small hole. Use the Morph Ball to enter it. Roll through the simple
tunnel to get dropped near the door. Hurry out of it.

============
Cargo Dock C
============
Head forward and turn into the Morph Ball. Bomb the small metal plating to
reveal a Morph Ball tunnel. Partway through the tunnel Meta-Ridley will
grab onto a section and trap Samus. Dodge is laser beams (it's easy to tell
where he's aiming). When he dips his beak to grab you, it will get stuck.
Bomb it. After repeating this several times, Meta-Ridley will rear back in
pain, lifting one of his claws so you can continue on the path. If you
don't hurry, Meta-Ridley will recover and you need to do this again. In
another section of the track, Meta-Ridley will attack again in a similar
fashion. Once you get past him, finish the track and drop to the door. If
you didn't take any damage from Meta-Ridley, you will get the Perfect
Execution Friend Voucher.

==================
Generator C Access
==================
When you enter the room, Rundas will inform you that he got Generator C
back online. All that's left to do is finish your job. Head through a 
nearby door and into a Save Station. Continue through the room until you
find another lighted door. Shoot the five lights that appear in quick
succession so you can Grapple Lasso it off. Head into the generator room.

===========
Generator C
===========
When you enter the room, Gandrayda will take out all of the enemy Pirates
waiting to ambush you. Head across the room and to the control panel of
the Generator. Pull the switch to reveal a Morph Ball tunnel on the other
side of the room. Nearby Bomb Slots will also activate for your 
convenience. Jump to the other side of the room and roll into the tunnel.
The purple mist will greatly lengthen the height of your Bomb Jumps, so do
so when necessary in the tunnel. Get up the first ledge, then roll into
the next mist. Use a Bomb Jump to reach a Bomb Slot. Activate it have a
platform above you move outwards.

Avoid the sentry drone's attacks from here on. You want to conserve your
energy. Drop back down and head right. A large glass box is here. The 
bottom of it is electrified so use a Bomb Jump to get out if you fall in.
When all three purple mists are blowing up, rush across. Head up the tube,
right, and back down. Use a Bomb Jump to reach a left tube. Use another
Bomb Jump to reach a Bomb Slot and activate another platform. 

Head right again. Time your cross on the second glass box. The final Bomb
Slot is just past it. Head right, up the tube and further to the right.
Bomb Jump to the top of the tube, and you will now need to cross the 
platforms you created from the Bomb Slots. There's walls so you shouldn't
need to worry about falling off, unless you Bomb Jump intentionally or
something. Roll into the tube at the end and head left. At the large 
incline, lay a Bomb at the bottom to get boosted up to the top. Roll into
the Bomb Slot and activate it. Meta-Ridley will attack you here and make
you fall into the shaft.

===============
Generator Shaft
===============
Scans:
Space Pirates-Meta-Ridley

You will start falling down the huge, 18500 meter shaft. You are falling at
about 35 meters per second. You will crash into the bottom in about 5
minutes, so this is an exciting time-limit battle! Meta-Ridley will start
flying below you. Shoot at his mouth, his only weak point. Just use Power
Beam shots. He's constantly moving around and is far away, and anything 
else is too slow. Plus, you can't lock-on to him. After a short time,
Meta-Ridley will fly up to Samus.

Both of you will be falling side-by-side now. Meta-Ridley is still weak 
from his mouth, but only when it is open. He will start by trying to swipe
you with his right claw (your left). Shoot the red circle on it to stop
his attack. Then he will open his mouth to charge his laser. Hit him to
stop the attack and injure him. He will repeat the swipe attack with his
left hand (your right), then this process repeats. Meta-Ridley will 
eventually stop and fly above Samus.

He will shoot several fireballs at you which can easily be destroyed by
shooting them. You won't get much time to shoot him as he will fly down 
and be falling by your side again. Repeat the process form last time to
make him continue with the battle.

After some more damage, Meta-Ridley will fall below Samus and the battle
will finish from there. Repeat the process of shooting him continuously.
He will come close to you every now and then, and suddenly drops far out
of sight again. Unleash everything you can when you are at close range.
Once you finish off Meta-Ridley, Rundas will come down and save you from
emminent doom. He will bring you back to the entrance of the room. 
To the left of you will be a hand panel that will activate the
generator. Generator C is back online. Leave now.

==================
Generator C Access
==================
If you haven't already, you will hear a voice say that the meteor impact
will occur in 4 minutes. There is no countdown timer, but this IS an
escape sequence. You must hurry! The voice will notify you how many minutes
you have until the meteor strikes. Save in this room if you wish to, then
continue onwards.

============
Cargo Dock C
============
The Morph Ball hole is to the right. Use the purple mist to reach the top
of the tube, then quickly roll through it. You should have about 3 minutes
now. Once you reach the end of the tunnel, de-Morph and get out of this
room.

=========
Conduit C
=========
Make your way quickly through the room. Destroy any Space Pirates and
Crawltanks that get in your way. You will hit a dead end midway through
the room. Turn around to see you can jump to a higher ledge, which just
so happens to contain the door out of here.

===================
Maintenance Station
===================
Quickly take down all of the Aeromines that ambush you midway through the
room. You will have about 2 minutes left after this. Quickly head out.
There's no time to lose.

=========
Cargo Hub
=========
Head right and through the Morph Ball hole. A large door with a picture of
the three active generators will have a hand panel active. Use the panel
to lower the door, then proceed into the next room.

==============
Tower Elevator
==============
Scans:
Galactic Federation-Hunter Rundas
Galactic Federation-Hunter Gandrayda

The three hunters will pick you up on the elevator and take you to the top.
Scan them all. You probably already scanned Ghor, but this is your only
chance to scan Rundas and Gandrayda. There isn't anything you need to do.
Wait for the scene to play out and everyone will leave the elevator 
themselves.

=============
Control Tower
=============
You will try to activate the cannon, but Dark Samus will interfere. She
will blast everyone with Phazon, knocking out everyone, including Samus.
Ony she is able to get back up briefly to activate the cannon.

Objective Complete?

---------------------------------------------------------------------------
           ~Objective 4.Harnessing the Power of Corruption~
---------------------------------------------------------------------------
Objective Difficulty:**/*****
Objective Overview:Samus has been knocked out for about a month. Phazon is
now being produced within her own body, but it isn't actually harming her.
Her Chozo Varia Suit has been modified to use this new power, dubbed Hyper
Mode, to use the Phazon, with slight cost to her Energy Tanks, and become
invincible and temporarily massively boost her attack power. She will 
need to use this on her new expedition to the planet Bryyo, where she will
need to located a Federation Landing Site.

===========================================================================
                             ~G.F.S. Olympus~
===========================================================================

============
MedLab Delta
============
Scans:
Galactic Federation Data-Phazon
Galactic Federation Data-Phazon Enhancement Device

A Female Fleet Trooper will discuss your situation. You've been corrupted
with Phazon, straight to the point. You can now pump Phazon into your
weapons to become insanely strong. This comes at a price, though. One 
Energy Tank will be sacrificed. However, you will not take any additional
damage until you exit Hyper Mode. Hold down the + Button to enter Hyper
Mode. One Energy Tank will turns into a large blue bar. Each time you use
a Phazon-based attack, the meter will go down. Right now, all you have is
the Phazon Beam. Power Beam shots are now Phazon shots, and you can use 
the Charge Beam to fire a long, continuous stream of Phazon. Test this out
by destroying all of the test shields. Also, if you exit Hyper Mode by
holding + again, any remaining energy in the blue bar will be restored
to your health. 

Now that you are all set, you can leave. Scan the Phazon and Phazon 
Enhancement Device Lore to the right. As a side note, Hyper Mode ends by
itself after 25 seconds for safety. Keep that in mind. Any extra Phazon
energy will NOT be restored to your health if it ends by itself. Now, the
PED SUIT is acquired! Leave the room.

===============
Gunnery Station
===============
You can destroy the Phazon shields here if you want, as some more practice
for Hyper Mode. Your choice. Head to the next room.

==============
Command Lift B
==============
Activate the elevator by using the hand panel near where you enter. At the
top, leave through the door.

===========
Lift Access
===========
Use the Save Station here is you wish to. When you are ready, head for the
Flag Bridge.

===========
Flag Bridge
===========
When you enter the room, head to the right and talk to the Federation
Marine standing near the barred door. He will lift the doors behind him
and allow you access to see the Aurora Unit. Head through the door.

=============
Aurora Access
=============
Head straight and walk into the hologram to make the elevator rise to the
upper area of the room. A Federation Marine will input a security code, 
opening the door infront of you leading to the Aurora Chamber. Head
inside now.

==============
Aurora Chamber
==============
The only thing you can do in this room is step onto the platform not far
ahead of you, press the button on it, and talk with the Aurora Unit. Norion
was almost attacked, but it was averted. Two nearby planets have also been
attacked, however. They are Bryyo and Elysia. The Leviathan meteors have
begun spreading Phazon around the world they are planted. They must be
destroyed. Rundas was sent to Bryyo, Ghor to Elysia, and Gandrayda to the
Space Pirate base of operations. Contact with them was lost recently, and
fear something has happened. The Aurora Unit tells you to visit Bryyo to
find out what happened.

Samus will return to her ship now (no need for you to do it manually) and
you will blast off into space. The Aurora Unit talks to you again in the
ship, saying that the Federation fleet is moving to a new striking 
location, and that you can no longer access the G.F.S. Olympus. As long as
you got all the scans there earlier, it isn't a real problem. Access the
large panel in the center of the ship, and you will notice that two new
planets are open for exploration. They are Bryyo and Elysia. While you may
be tempted to go to Elysia to see what that is like, it's impossible to
get past the second room there without an item late from Bryyo. Thusly,
choose to head through Bryyo.

===========================================================================
                      ~Planet Bryyo-Cliff Bryyo~
===========================================================================
Planet Bryyo is the large, environmental planet. There's only one docking
location for now, but you will find many more later on. This is probably
the big equivilent to Tallon IV--there's a mountainous area, and ice area,
a fire area, and even a forest-like area. Don't those sound familiar? You
won't be able to access most of them for now, so focus on the mountainous
area for the time being. Find that Federation Landing Site!

=================
Cliffside Airdock
=================
Scans:
Bryyo-Nightbarb
Bryyo-Reptilicus Hunter
Research-Kashh Plant
Research-Mature Kashh Plant
Research-Bryyo Blue Door

You should enjoy the new surroundings, instead of the typical Federation
fanfare. As you walk across the bridge infront of your ship, the Aurora
Unit will contact you, describing your next objective. The Levianthan Seed
is surrounded by a huge energy shield. It is currently impossible to reach
this seed while the energy shield is active. Thusly, you need to find a
way to deactivate it. The Aurora Unit mentions that a Federation ship was
downed here. There is a satellite uplink on the ship. If you are capable 
of using the uplink, you may be able get information on how to destroy the
shield.

As you walk forward, a large group of flying enemies will come out of the
cavern ahead. Scan the Nightbarbs. It may be hard since the fly away fast.
You can easily find them again later, no problem, so don't worry if you
can't scan them now. On the wall to the right you will find a Mature
Kashh Plant that you can scan. Head towards the door and look up on the 
cliff to the left. Scan the Reptilicus Hunter. It will disappear almost
right away. It will appear again later, so don't worry if you can't get it
here. As you head to the door, you can find a smaller plant on the wall to
the right. Scan the Kashh Plant. Scan the Bryyo Blue Door next, then head
through it.

============
Gateway Hall
============
Scans:
Bryyo-Gragnol
Research-Small Bryyo Coffer
Research-Large Bryyo Coffer

Move through the hallway here. You can easily tell that Rundas was here
sometime recently. His ice attacks have stuck to the wall, and judging by
the enemies stuck inside them, the ice isn't going to be melting anytime
soon. As you reach an open area where the ice was used as a bridge, several
Gragnol's will shoot at you. Scan one of them, then kill them off. Luckily,
they don't have strong defenses so they will be killed fast. At the end of
the hallway, jump down and scan the canisters. Scan the Small Bryyo Coffer
and the Large Bryyo Coffer. Turn around and use the Grapple Lasso on the
blocks to pull the out, creating a staircase to leave the room later on
when you pass through here again. Now, leave the room.

=======
Gateway
=======
Scans:
Phazon-Phazon Nightbarb
Bryyo-Gel Puffer
Bryyo-Hopper

Welcome to your first major puzzle within Bryyo! This room will take a long
time to get through, so just bear with it. The puzzle isn't too difficult,
there's just many steps to take before you can finally continue with your
journey. To start with, jump over to the ledge on the left. Follow the
crumbled path to an orange insignia on the ground. Just past it is a very
shaky-looking bridge leading to a locked door. Cross the bridge and part of
it will fall away into the abyss. Look behind you now for a Grapple Point.
Use the Grapple Lasso to pull off part of the wall, destroying the last of
the bridge, but providing a platform with which you jump back here any 
time you want. 

Ignore this ledge for now. It leads to a new place, but it is worthless for
the time being. To the left of you, if you aren't facing the gate, will be
a platform you can jump to. When you are on it, you are able to jump onto
a ledge that is connected to the central structure of the room. The small
yellow circle there is actually a Morph Ball tunnel (it's hard to see). 
Roll around the circle to the right, and you will fall through into a 
second tunnel and will wind up inside a Bomb Slot. Place a Bomb to activate
this insignia on the locked door. Also, Phazon Nightbarbs will be released
into the room. Be sure to scan one of them. You'll be dropped onto the
ground now. In order to kill the group of Nightbarbs, wait until they start
charging an energy blast. Shoot the green center to kill the group.

Look behind you now, assuming you are still in the spot where you were
dropped onto. You will see a high ledge. You can't jump up to it, but you
can jump onto the slightly lower stair to the left of it. It's easy to 
miss. The door isn't important right now, so just head past it. You will
be worrying about right now because you don't have the item needed to cross
the room. Continue on the path in Gateway, still, and climb up several
ledges until you can see the central structure once again. You are able
to jump to a higher ledge on the structure from where you stand. Jump to
the platform on the right so you can jump onto the central structure.

Jump to the structure and enter the Morph Ball hole here. Roll into the
smaller hole and you will end up inside another Bomb Slot. Place a Bomb to
light the second insignia, releasing Gel Puffers into the room in the
process (scan them when the cutscene is over), and opening the gate the two
insignias needed to power. Now, walk over to where the gated door used to
be and walk into the inner chamber. In here there is a Morph Ball hole and
tunnel, splitting left and right. Before doing anything, head to the right
of the tunnel and use the Grapple Lasso to pull the metal block out of the
tunnel. You will need to move it several times to do so. Head down the
unobstructed right path now. Scan the Hopper when you are able to, kill
them, then head through the door behind where they were.

============
Reliquary II
============
Scans:
Bryyo Data-Golden Age

Walk to the center of the room and pick up the obvious ENERGY TANK. From
here, look at the metal plating on the wall nearby and use the Grapple
Lasso to rip it off. Scan the Golden Age Lore here. There is nothing else
left in this room, so head back into Gateway.

=======
Gateway
=======
Head back into the Morph Ball tunnel at the other side of the area you are
in, then head back to the center of the tunnel. This time, roll to the
left. There's no obstructions in your way, so it's all clear. On the other
side, head through the door. You will be attacked by Bryyonian Shriekbats
here, but they are impossible to scan because they attack you right away.

================
Grand Court Path
================
Scans:
Bryyo-Shelbug

As you make your way through this room, scan the Shelbugs on the walls of
the room. They have homing darts that they shoot at you, which is annoying
in a cramped space such as this. On the second ledge that you need to jump
onto, turn around. There will be some metal plating guarding a ledge there.
Scanning it reveals there is fuel gel in the plating. You will be working
with fuel gel a ton in Bryyo. As a note now, it is highly explosive. Launch
a Missile at the plating to destroy it (aim at the yellow center). From
here, jump to the ledge and follow the path. Kill the Shelbugs along the
way, then look right. Kill the Shelbug across the way, then jump across
the gap. Grab the MISSILE EXPANSION and walk back down onto the ground
level of the room.

You will see a large group of Phazon vines at the end of the room. Enter
Hyper Mode and fire a shot at each of the large "blossoms" on the vines.
Once each has been shot and destroyed, the vines wil disappear. Kill the
Hoppers through the hallway, then enter the door at the end.

===========
Grand Court
===========
Scans:
Bryyo Data-Age of Science

Walk into the central area of the room with the giant, fallen golem. A 
fight scene will occur now. A pair of Reptilicus Hunters will enter the
arena and you will need to fight them. If you didn't scan one in Cliffside
Airdock, here's an easy chance to scan them. To kill them off quickly, 
enter Hyper Mode and fire several shots at them. It won't take much effort
doing so in order to kill them. You can fight them the normal way if you
wish, but it will take far longer and you may suffer more damage through
that method. Once both have been killed, a statue will move back and reveal
a new passage. Head down it. 

You will find a door here. Turn around and you will notice a glowing red
spot on the wall. Shoot it and three lights will appear, one at a time.
Shoot each one in the order that they appeared, and the wall will disappear
and reveal the Age of Science Lore scan. Once you have that, proceed into
the next room.

==============
Hillside Vista
==============
Scans:
Bryyo-Snatcher
Bryyo-Korba

Drop down the ledge that you are on, then destroy the few Gragnols that
appear. Look to the left of the open ledge you are on with the Scan Visor.
You will find that you can scan the crawling bugs on the wall, the 
Snatchers, and the giant thing above them, the Korba. Now, head back to
the ledge you fell from. At the base of it you will find a rock that can
be destroyed by a Morph Ball Bomb. Destroy it and roll through the tunnel
to where the Snatchers are. Once five latch onto the Morph Ball, it will
begin to levitate. Steer the Morph Ball (sluggishly) to the left. There is
a tunnel you can float through on the left. Use a Bomb when high enough
to destroy the bugs and fall onto the ledge. From there, roll into the
MISSILE EXPANSION.

Use a Bomb Jump to get onto the top ledge here. Roll all the way to the
right and you will be able to stand up again. You will find yourself across
the gap you used to be stuck at. Nice. There is a statue on this ledge. You
need to use the Grapple Lasso on the metal covering of it so you can pull
it off, revealing a fuel gel spot. Shoot a Charge Beam shot at it to
destroy the rest of the statue, allowing you to access the door.

===========
Reliquary I
===========
The only thing in here is the GRAPPLE SWING. Acquire this new weapon. You
will get to test it out back in Hillside Vista, so exit the storage room.

==============
Hillside Vista
==============
Scans:
Research-Grapple Swing Point

Back on the lone ledge, look at the yellow object in the air. Scan the 
Grapple Swing Point. The Grapple Swing is just like the Grapple Beam from
previous games. Lock-on to the Grapple Point so you can swing across the
gap. Once on the other side, jump onto the ledge and exit through the door.

===========
Grand Court
===========
Head back into the main area of the room. On the other side is a ledge you
used to enter the room. You can't jump to it, but with the Grapple Swing
you are able to reach it. Head to the large golem in the center of the room
and look to the left to find an alcove you can enter. Jump up all of the
ledges until you reach a metal platform, high above Grand Court. You can
reach the Grapple Point from here, so swing across to the other side. Once
there, use the Grapple Lasso to rip off all of the metal platings on the
wall. This will reveal a Morph Ball tunnel behind them. Enter the tunnel.
At the top you will be able to finally leave the room.

================
Grand Court Path
================
Scans:
Bryyo-Reptilicus

As you make your way back through this room, you will encounter a new type
of enemy. Scan the Reptilicus. They are stronger versions of the similar
foes you fought earlier, and these guys have strong boomerangs to fling at
you. Kill him off, or just run right past him and into the next room.

=======
Gateway
=======
Turn back into the Morph Ball and get through the tunnel, then leave 
through the middle exit. There's a bunch a Reptilicus Hunters in the room
now, as well as most of Cliff Bryyo (the name for this region of the
planet by the way), so be on the lookout for them. Remember the platform 
that you used the Grapple Lasso to make appear? It's right across the gap.
Jump to it, jump over the nearby ledges, and continue forwards to the door
that I said to ignore earlier.

==========
Crash Site
==========
Scans:
Bryyo-Bryyonion Shriekbat

As you turn the corner, you can see several Shriekbats. Due to another,
absurdly large object behind them, they're impossible to scan here. Jump
down the ledge and start scanning one as they make their suicide bomb. 
Leave the room, then enter any room outside of Gateway and come back to
Crash Site to have the Shriekbats respawn. Then, during their suicide
bombing, continue with the scan. After several attmepts you will fully scan
these bastards. 

Use the Grapple Swing to reach the other side of the gap and land on the
crashed Federation ship. You may notice a Missile Expansion on a higher
ledge, but you can't get it yet. There's a block you can Bomb on the ship.
Enter the Morph Ball tunnel it was concealing. Head left through the Morph
Ball tunnel and to the other side.

==============
G.F.S. Theseus
==============
Scans:
Bryyo-Atomic

The floating Atomic should be scanned. You don't have the weapon needed to
destroy it (and yet, ironically, like another enemy from Metroid Prime 2,
the Atomic disappears by the time you get this weapon). Above the large
metal door in this room are two security clamps. Use a Charge Beam blast
to destroy both of them. Now, use the Grapple Lasso to pull each lever
outward. When you pull a lever, the next lever you pull must be the one 
across from it, or else they won't connect. Once both levers have been
crossed, pull and twist the lever from the machine that appears. You
will download the map for this area.

Objective Complete!

---------------------------------------------------------------------------
          ~Objective 5.Find a Method of Upgrading your Gunship~
---------------------------------------------------------------------------
Objective Difficulty:**/*****
Objective Overview:Now that you have the map for all of Bryyo, you need to
destroy both of the generators that are powering the Levianthan's shield.
However, you will soon find out that this is an impossibility. Thusly, you
will need to find a way to somehow upgrade your Gunship to hold weapons 
that can take out these generators.

==============
G.F.S. Theseus
==============
With one objective complete, you quickly recieve two more. Two different
landing points have been spotted on Bryyo, with the final greyed out one
the Leviathan. The satellite data has picked up two energy signitures. They
are supplying power to the seed's shielding. The locations of both of
these generators are added to your map now. You need to somehow destroy
both of these generators. As you will soon find out, these generators 
won't be so easy to destroy. Head out the door leading to Crash Site. You
can't do anything in the other room for a little while.

==========
Crash Site
==========
Use the Grapple Swing to get yourself across the gap. Enter the door once
you land back on the other side.

=======
Gateway
=======
Several Reptilicus Hunters will ambush you when you enter Gateway. Destroy
them all. Enter the main area of the room. If you were quick enough, you
could have scanned the Nightbarbs if you were unable to scan them before.
Don't worry. Like the Bryyonian Shriekbats, just head two rooms away and
come back here and they will respawn. It's also more likely that you will
be prepared for them and can actually get the scan. Quite good. Take the
door with the green insignia on it leading back to Gateway Hall. Time to
leave Cliff Bryyo. We won't really be back, save for a few Expansions 
later on.

============
Gateway Hall
============
Scans:
Bryyo-Alpha Hopper

Use the Grapple Lasso to pull out one of the stones infront of you, 
creating a platform you can use to get out of this room if you didn't do
so when you I said to do it earlier. Partway through this room you will
face an Alpha Hopper. Scan it and destroy both of the Alpha Hoppers. Use
Hyper Mode to quickly finish them off. Two more will drop down after that,
and once those have been killed, you will need to kill one final Alpha 
Hopper that appears. Once you have done this, you can leave the room and
back to Cliffside Airdock.

=================
Cliffside Airdock
=================
Walk across the bridge, enter your Gunship, and save the game. You now need
to leave Cliff Bryyo. You can either land at Thorn Bryyo or Fiery Bryyo. If
you head to Thorn Bryyo, you will quickly reach a door that is impossible
to destroy without an upgrade. You get this upgrade in Fiery Bryyo, so
naturally that is where you want to head off to.

===========================================================================
                      ~Planet Bryyo-Fiery Bryyo~
===========================================================================
You will now be entering a new area of Bryyo, and it is quite hot. I also
mentioned not long ago that you would be working a lot with fuel gel,
remember? Fuel gel is pretty much like lava in Fiery Bryyo. It's also very
explosive when in containers, so if there is the need to shoot one of them,
ensure that you are standing a safe distance away, or else Samus will
likely take some damage. Your objective is to take down the generator in
the area, however, you don't have the weapons to do so with. Samus isn't
able to grab a weapon necessary to destroy the generator. But, can her 
Gunship do it?

=============
Fiery Airdock
=============
Scans:
Research-Fuel Gel

Walk off of the platform you start on and turn around. Surround the land
your Gunship landed is a pool of Fuel Gel. Scan it. It is pretty much
everywhere on Fiery Bryyo, and stepping inside of it will sap Samus's 
energy very quickly. So just stay out of it. You may find that to be a 
bit diffiuclt later on. If you look high on the cliff near your ship, you
can find Rundas's ship which can be scanned for a small glob of info. 
Clearly, this is the area of Bryyo he landed. Maybe we will find him. For
now, head through the door.

=============
Imperial Hall
=============
You will quickly become blocked by a huge gear sitting in some fuel gel.
In order to move it, look at the small spout squirting out fuel gel. You
will be seeing these a lot. To activate these, fire a Charge Beam shot at
them. This will cause the gear to roll out of the way. Convenient. Repeat
this process for the next gear, making sure to jump over the pit of fuel
gel. Now, turn to the right and exit through the door ahead.

=================
Gel Refinery Site
=================
A pair of Reptilicus Hunters will appear in this room when you enter it.
Kill them off with Hyper Mode, or simply ignore them if you want to. Jump
across the pit of Fuel Gel and head to the left side of the room. You will
see a metal bar on the wall with two Fuel Gel spouts on them. Use the 
Charge Beam on both of these spouts. They will shoot up, creating a 
platform that you can use to reach the door leading out of this room.

=========
Main Lift
=========
Scans:
Bryyo Data-Age of Schism

Look on the right wall when you enter this room. There will be a metal 
panel that you can use the Grapple Lasso on to rip off. This will reveal 
the Age of Schism Lore which you should scan. Once you have done that, turn
into the Morph Ball and enter the tunnel entrance. You will find a large
space with a bunch of Snatchers in the room. Let several of them grab onto
the Morph Ball and take you up. Don't stop at the ledge with another 
tunnel midway up the room. Head all the way up to the top. Before the 
enemy at the top grabs you, use a Bomb to destroy the Snatchers and land
on the ledge. Jump to the top and fall to the left and enter the tunnel.
Roll through the tunnel to end up at a MISSILE EXPANSION.

Roll back through the tunnel and land at the bottom of the room. Use the
Snatchers yet again to reach the ledge midway up the room. Roll through
the tunnel here. Demorph and head to the open space which looks like an
elevator to the left. There's a small panel you can Grapple Lasso to pull,
This activates the elevator. At the bottom, blow the Missile Shield away
and enter the next room.

==============
Corrupted Pool
==============
Activate Hyper Mode partway through the room so you can destroy the bulbs
and get rid of the Phazon vines blocking your way. Before you finish 
destroying the vines, a cutscene will play and Samus's PED Suit will go
crazy with Phazon energy. An alert will appear on the screen telling you
of a Phazon overload. Quickly mash the shooting button to expel Phazon.
Destroy any of the vines remaining, and keep shooting until the red Phazon
bar is depleted.

The Aurora Unit will contact you, saying that very abnormal reading from
your suit was just discovered. They will analyze the results. Jump into the
Phazon to restore all of your energy, if you've lost any lately, then jump
back up to the ledge. Grapple Swing across the gap and enter the door on
the other side. 

===================
Gel Processing Site
===================
Scans:
Phazon-Phazon Pillbug
Bryyo-Warp Hound
Bryyo-Gragnol Adult
Bryyo Data-Age of War
Research-Grab Ledge

You will notice Rundas on a ledge high above the room, staring at you. He
will take off, so take some time to get an easy scan. Look near where 
Rundas was standing to see a green bar. Scan the Grab Ledge (you may need
to jump to scan it. If you can't get it, you'll be infront of the ledge
later in the room). Now, walk across the room. A group of Warp Hounds will
attack. Scan one of them, then use Hyper Mode to destroy them. If you 
become corrupted in Hyper Mode (happens automatically after 10 seconds)
the bar will turn red and start to rise. If it reaches the top, you die.
End of story. You can use this to your advantage, however. If you use shots
sparingly, enough to not die but enough to kill foes, you can stay in Hyper
Mode a long time and get more out of the Energy Tank you injected to start
Hyper Mode. Very useful now and forever in the future. Keep it in mind!

Once the Warp Hounds have been killed off, two Fuel Gel spouts will start
flowing from what looks like a Bomb Slot. Behind it, scan the Age of War 
Lore. Now, use the Charge Beam on the flowing spouts to activate the Bomb
Slot. Get inside and drop a Bomb to raise the central platform of the room.
Four Gragnols will be released as well, so be sure to kill them so they
aren't annoying to you. Facing the door you used to enter this room, use
the Grapple Lasso on the pillar to the right to drop a Morph Ball tunnel
for later use down. Now, look to the left to see another Morph Ball tunnel
that must be pulled, but it is much lower. Use the Grapple Lasso to pull
this one out as well. 

Head to the right side of the room. There is a lever here where you must 
pump Fuel Gel through the machine. Once you do, two Fuel Gel spouts will
become active. Shoot them both with a Charge Beam shot to raise the 
machine, revealing a Morph Ball tunnel connecting with the pieces that you
pulled earlier. Get through the tunnel. On the other side you will find
another Bomb Slot with Fuel Gel spouts on the sides. Blast them both with
the Charge Beam, then get yourself into the slot. The central platform
will be raised even higher. Scan the Adult Gragnols that appeared when you
get the chance to. 

Head back through the tunnel so you can jump onto the main platform. To
kill the Gragnol Adults, use the Grapple Lasso on the tail, then rip it
off. You can also shoot them until they are stunned to make it easier. Kill
them all to make the rest of this process easier. Now, look around for a 
small green gem about the same level as you right now. Use the Grapple 
Lasso to pull it towards you. Shoot the Fuel Gel spout that appears, then
shoot the one next to it. This will make the nearby ice formations explode,
revealing a Morph Ball tunnel. Jump to the ledge the Fuel Gel machine was
covering and enter the tunnel. Before you do so, though, scan the Phazon
Pillbug lurking in the tunnel.

Make your way through the simple tunnel now. Bomb the Phazon Pillbugs to
death if you need to. Get onto a higher ledge and Bomb a block, lowering 
another to cover up a Fuel Gel fire that blocked your way. At then end of
the tunnel, use the Charge Beam on the Fuel Gel spouts and activate the 
final Bomb Slot to raise the platform to the top. Scan the Grab Ledge if
you weren't able to earlier in the room, jump to it to pull yourself to
the top, then finally enter the door out of this room.

========
Gel Hall
========
Scans:
Bryyo-Gel Ray

There is an enemy that jumps out of the Fuel Gel for about one and a half
seconds. This is the Gel Ray. It doesn't jump out of the Fuel Gel often,
or for long, so wait for it to jump, scan some of it, wait again, and keep
repeating until the scan is finished, much like what you may have had to
do for the stupid Shriekbats. 

There is also a Golem head moving in circles on the ceiling, pouring a
stream of Fuel Gel. Shoot the mouth where the Fuel Gel is pouring to have
the eyes shoot fire for several seconds. Time this correctly so that the
fire hits the yellow Fuel Gel lines on the left wall of the room. This
will make a platform fall from the ceiling, revealing an easily obtained
MISSILE EXPANSION. Now, jump across the Fuel Gel and to the door on the 
other side.

==============
Save Station A
==============
Haven't seen one of these in a while! Gladly save your game, then proceed
out the other door of the room.

============
Cavern Entry
============
There isn't anything of interest except for several weak enemies. Walk past
them and head through the next door.

==========
Gel Cavern
==========
This room can be a bit annoying to get through. Large Fuel Gel spouts are
dropping the stuff from the ceiling. When the path is clear, jump over the
first pit of Fuel Gel. Ignore the path to the right momentarily. It's
impossible to pass right now. Continue hopping across gaps, killing any
enemies that get in your way, until you reach the door out of here.

=============
Temple Access
=============
Scans:
Bryyo-Gelbug

There's a tunnel ahead of you, full of Gelbugs. Scan one of them, then
quickly kill them. Get will try to get near you and self-destruct, 
definately injuring you. Past the tunnel, head through the door.

===============
Temple of Bryyo
===============
Scans:
Space Pirates-Armored Pirate Trooper
Space Pirates-Rundas
Research-Large Space Pirate Crate

Scan one of the Armored Pirate Troopers that come to battle you for a scan,
then scan one of the Large Space Pirate Crates for yet another scan. Now,
kill all of the pirates that come to interfere with you. You need to
destroy the Space Pirate ATC attacking you as well. It will likely leave
before you get the chance, though.

Once you do this, Rundas will come down and save you. Or not? Rundas 
appears to be corrupted by Phazon, and instead begins to attack you. He
starts by moving around quickly with his ice sliding attack. Keep shooting
Rundas, and eventually he will fall and be stunned on the ground. Scan
him now before you do anything else. Once he's on the ground, use the 
Grapple Lasso to rip off his armor briefly, then enter Hyper Mode. Use it
to inflict massive damage against him, and partly destroy some of his
armor when he puts it back on so you are closer to stunning him again.
After a while, Rundas will start to shoot large ice blocks at you. Shoot
them to destroy them, generally giving you health restores which you will
need. Keep up this process and eventually Rundas will fall before you.

Two Hyper Modes should easily kill him if you are quick and don't miss any
of your shots. One of his icicles will pierce him, completely killing him.
A gastly form of Dark Samus will come out of his body and vanish. Acquire
the ICE MISSILES that he leaves behind. A hologram will appear, so activate
it and take the elevator to the lower level. Enter the door here. Should
be smooth sailing to the generator you need to destroy.

================
Temple Reservoir
================
Scans:
Bryyo-Scorchbug

When you enter this room, scan one of the little creatures crawling on the
wall dead ahead of you. Ice Missiles can create temporary platforms on the
Fuel Gel. Do so in this room to get through it without dipping yourself 
into the Gel. Keep doing this until you can reach a ledge on the other
side of the room. Enter the door here.

===========
Temple Hall
===========
Use the pump on the wall to make several gushers of Fuel Gel become active.
Another cool feature of Ice Missiles is that they can freeze these large
gushers. Use the Ice Missiles on them to create a solid platform for 
several seconds so you can shoot the next gusher. Repeat this process until
you reach the other side of the room, then enter the door.

================
Temple Generator
================
Scans:
Bryyo Data-Downfall

Scan the large Lore painting Downfall on the right wall of the room. Then,
use the hand scan panel in the center of the room. It appears that it is
impossible to destroy the generator currently. Well, that's just great. We
kill a fellow hunter, beat the crap out of Space Pirates, a face near death
from corruption, and we can't destroy the damn generator? Your only choice
is to turn back. We need to find a weapon that can destroy it. Somehow.

===========
Temple Hall
===========
Use the Ice Missiles again to clear a path to the other side, then head
through the door again. The Aurora Unit will notify you that you must find
a weapon to destroy the generator. Know of any places accessable that you
haven't entered yet? Maybe you do.

================
Temple Reservoir
================
There also isn't anything in here still. Use Ice Missiles to make a path
leading to the other side.

===============
Temple of Bryyo
===============
Use the elevator to enter the main area of the temple, then take the only
other door out of this area.

=============
Temple Access
=============
Head through the tunnel, exterminating all of the enemies so they don't
injure you, then enter the door.

==========
Gel Cavern
==========
Remember the neverending flow of Fuel Gel here I said to ignore? You can
freeze the spout if you want and enter the 1-way Morph Ball tunnel behind
it to reach your Gunship faster, and get a Friend Voucher in the process.
However, if you want some Missle Expansions, then it's best if you don't
take the shortcut for now. Head through to Cavern Entry.

============
Cavern Entry
============
Nothing should bother you on your way through this room. Walk through the
door at the end.

==============
Save Station A
==============
It is probably wise to save your game once again. Once you are set, head
to the door on the right.

========
Gel Hall
========
Step on the platform that you should have made fall from the ceiling (which
has a Missile Expansion earlier) and look to the right to find a long,
winding hallway. Use Ice Missiles on the Fuel Gel to create a string of
platforms. Grab the MISSILE EXPANSION at the end, then hop back to the
main area of the room.

See the White Blast Shield across the room? Use Ice Missiles to reach the
platform, then blow up the shield with an Ice Missile and head through
the door.

=====================
Gel Purification Site
=====================
By now, the Aurora Unit will tell you that there is a Federation Landing
Site on Bryyo you can access. With it, you can upgrade your Gunship. We
need to get there quickly. To get through this room, shoot the red dot on
the machine in the air to create a Grapple Point. When swinging, shoot the
red dot on the next machine to make another Grapple Point. Repeat this
process again on the last machine so you can reach the door. This is a neat
shortcut, pretty useful to.

=================
Gel Refinery Site
=================
To the right of you when you start the room you will find a metal panel 
that you can Grapple Lasso off. This will make a pillar fall, allowing you
to access this ledge whenever you want to. Also, it reveals a path to a 
MISSILE EXPANSION. Now, turn around and head back into Gel Purification 
Site.

=====================
Gel Purification Site
=====================
Repeat the process of shooting the red dots and Grapple Swinging your way
back across the room. Once you do, head back in the door.

========
Gel Hall
========
Make your way to the right door using Ice Missile platforms in the Fuel
Gel as you do so.

==============
Save Station A
==============
Save if you really need to, but mainly head into the next room.

============
Cavern Entry
============
Just walk on through and into the next room.

==========
Gel Cavern
==========
Halfway through the room, if you look on the map, you can see a large
arrow. In the middle of the room is a Fuel Gel spout that never stops 
pouring. Freeze the spout with an Ice Missile so you can access the Morph
Ball hole behind it. Get in for the Shortcut Discovered Friend Voucher.
You will land in Imperial Hall.

=============
Imperial Hall
=============
Bryyonian Shriekbats will respawn indefinately in this room from now on. It
is very easy to scan them here, so if you still haven't done so, now is the
best place to be able to do it. Other than that, head through the door at
the end of the hallway.

=============
Fiery Airdock
=============
Walk into your Gunship and promptly save the game. You need to reach the
Federation Landing Site, and its location is back on Cliff Bryyo. 
Excellent. Head back to the Cliffside Airdock.

===========================================================================
                      ~Planet Bryyo-Cliff Bryyo~
===========================================================================
Time to find us a Federation Landing Site! It's an easy mission from here,
so there isn't much concern as for what you need to do. You'll be able to
take down the generators once you have the Gunship upgrade.

=================
Cliffside Airdock
=================
Nothing new has changed here, or on most of Bryyo, actually. Head through
the door dead ahead. 

============
Gateway Hall
============
Gragnol Adults patrol the large ice bridge midway through the room. Just
ignore them--they can't do much to follow you into the tunnel where to next
door is.

=======
Gateway
=======
Use the Grapple Beam to swing across the room to an opening on the other
side. Once you are there, jump onto the ledge in the area and head for the
door at the top leading to the Crash Site. 

==========
Crash Site
==========
Use the Grapple Swing to make your way across the gap, then use the Morph
Ball to enter the tunnel of the G.F.S. Theseus. There's a hidden passage
in the tunnels. Make your way in, then near the exit, head to the right and
up. Dodge the electric shocks. Because you powered the ship, the turbine
here that was stuck earlier is now functioning. Use a Double Bomb Jump to
reach the highest ledge, Bomb Jump over a small gap, then roll out of the
tunnel and onto a ledge on the top of the G.F.S. Theseus. Grab the MISSILE
EXPANSION sitting here. Head back into the Morph Ball tunnel, this time
taking the route that leads back into the main control room.

==============
G.F.S. Theseus
==============
There isn't anything in here, including the Atomic which you hopefully
scanned earlier. Take the only door you have yet to take.

=============
Falls of Fire
=============
You weren't able to pass through this room earlier, but now you can and 
you should know why. Get rid of any enemies that block your path, then use
Ice Missiles to freeze all of the Fuel Gel spouts, creating temporary
platforms that you can use to reach the other side of the room. Once there,
get inside the Bomb Slot on the Golem and activate it to fall down a large
pit. Once there, get out of the Golem and enter the door.

============
Hidden Court
============
This room can be pretty annoying. Two Warp Hounds will appear when you
enter the room, so use Hyper Mode to kill them off pretty quickly. Once
they have been killed, a Bomb Slot will be activated infront of the large
Golem. He is stuck in place by the Fuel Gel cords. Bomb the slot to have 
the Golem rip off a metal cover nearby behind him. Use a Charge Beam blast
to destroy the cord connected into the hole. Now you need to figure out
how to destroy the other three cords. Infront of the Golem, just past the
Bomb Slot, is a platform you can jump on. A Fuel Gel spout is here as
well. Charge Beam shot the spout to make fire erupt from it, blasting the
Fuel Gel rope. That's two down.

Now, the Fuel Gel rope from the Golem's right hand leads to inside of a
rock on the wall. Luckily for you, it has been considerably weakened. Use
an Ice Missile to blast away the rock. Jump inside of the hole and at the
end you will find the end of the trail of Fuel Gel rope. Charge Beam blast
the connection on the wall and you will have destroyed the third rope.

The fourth rope is back near the Golem. To the right of the Golem is a 
spout that is pouring out Fuel Gel. Freeze it with an Ice Missile. To the
right of the spout you can find the entrance to a Morph Ball tunnel. Get
inside, roll past the frozen Fuel Gel quickly before it thaws, then roll
left and into a tunnel. At the end, lay a Bomb to destroy the last of the
Fuel Gel roping. Exit the tunnel and keep heading right to leave.

Now that the Golem has been freed, enter the Bomb Slot again and activate
it. A large hole will appear in the ground now. Drop down and enter the
door.

=============
Ruined Shrine
=============
By this time, the Aurora Unit should contact you notifying you of your
condition. It just says the Phazon overreacts several seconds after 
entering Hyper Mode, nothing you probably didn't already know. Then they
say "They are sorry". Yeah, sorry isn't going to help if Samus kills 
herself by getting corrupted. Stupid Galactic Federation and their lazy
scientists.

Once you enter Ruined Shrine, head to the ledge before the pit. To the 
right you should see a large collection of crystallized Fuel Gel. Fire a
Charge Beam at it in order to start a chain reaction. This will cause a
pillar to fall down, allowing you to cross the gap with the Grapple Point
that it provides. Before you cross, jump to the bottom of the pit. There
is a Bombable rock down here. Bomb it to reveal an easily grabbed ENERGY
TANK. That should be your fourth. This will hopefully extend your Hyper
Mode time in the future, so these are nice to have. Now, climb back up to
the ledge you jumped from.

Use the Grapple Swing to cross the gap. Now, jump up the ledges, cross the
falled pillar as a bridge, and jump up several more platforms to the top
of the room. Another large gap seperates you and the Federation Landing
Site. Damn. However, there's another group of crystallized Fuel Gel on the
other side of the gap. Shoot this with the Charge Beam to cause yet another
chain reaction. There are two more groups of crystallized Fuel Gel near
the pillar on the left. One is low while the other is high on the wall. 
Destroy them both and the pillar will fall, making another Grapple Point
you can use to reach the door on the opposite ledge. Blast away some rubble
with the Charge Beam when you reach it.

==========
Hangar Bay
==========
Scans:
Research-Galactic Federation Orange Door
Research-Energy Cell

Near the door is a hand panel. As you walk up to it, hostile lifeforms will
be detected and the station makes a lockdown. Kill the two Warp Hounds, 
then all of the Reptilicus Hunters with a quick blast from Hyper Mode to 
stop the lockdown. As a note, the Reptilicus Hunters have an attack where
they throw their boomerangs. If you can freeze them with an Ice Missile
after they throw their weapon, then the boomerang will come back, hit the
frozen Hunter, and kill them. The first time you do this you will earn a
Friend Voucher.

A control panel will appear nearby. Head to it and push the up arrow button
on it. This causes a bunch of platforms to appear within the room. Now, 
head to the hand panel you were going to push when you entered this room,
then use the elevator to reach the upper level. When you exit the elevator,
jump onto the platform infront of you. You should notice two vents on the
wall, one blowing air in and the other air out. Bomb the cover off the one
blowing inwards, then jump into the hole. You will be flung into a control
room near the top of the area. Scan the Energy Cell in its socket, then
take it out. You will earn the ENERGY CELL. You don't have to do this now,
or at all if you wish. Energy Cells are like the Artifacts and the Temple
Keys form the previous Primes. There are 9 of them total. To beat them
game, you must collect at least 5 of them. You are forced to collect three
Energy Cells, and the rest must be found on their own. This one isn't 
forced, but it is nice to have. The removed Energy Cell powers down a
nearby force field. When you get the chance, scan the Galactic Federation
Orange Door that was behind the shield.

For now, get inside the tunnel blowing air inwards to leave this room. Back
on the platform ledge here, jump to the central platform of the room. Use
the Grab Ledge to reach a higher ledge. Look to the left to find a panel 
that you can use the Grapple Lasso on. Pull out the platform here. Jump
onto the platform that you pulled out, then jump onto a ledge to the right.
Now, jump to the top of the central platform, then jump down the the ledge
nearby dead ahead. Roll through the Morph Ball tunnel into the control
room, then interact with the control panel. This will make the security
gates drop above you. 

Jump down to the center of the room and use the control panel nearby to 
lower all of the obstructions in the room. Now, use the Command Visor to
land your Gunship. Once you have done so, go back to the control panel and
push the Gunship icon. You will obtain the SHIP MISSILES. Your Gunship is
now capable of bombing runs in open rooms with enemies, and can now destroy
huge objects, such as...generators?

Objective Complete!

---------------------------------------------------------------------------
           ~Objective 6.Disable and Destroy the Bryyo Seed~
---------------------------------------------------------------------------
Objective Difficulty:***/*****
Objective Overview:Now that you have the Gunship Missiles, you are fully
capable to destroying both of the generators that power the Leviathan's
shields. This certainly isn't an easy mission, especially considering the
boss that lies within the Seed. You can get the job done. Just keep focused
the entire time.

==========
Hangar Bay
==========
Grab the Energy Cell here if you still haven't done so. You can now destroy
either the Thorn Bryyo Genertor, or the Fiery Bryyo Generator. You need to
do both, but let's start with the Thorn Bryyo Generator. The Fiery Bryyo
one is very easy, so let's save that for last. Save and enter your Gunship,
then fly to Thorn Bryyo.

===========================================================================
                   ~Planet Bryyo-Thorn Jungle Bryyo~
===========================================================================
Thorn Jungle Bryyo should be pretty obvious to you what type of environment
there is. A lush, thick jungle surrounds the area, not to mentions Thorn
Jungle Bryyo is overrun by Space Pirates at the moment. The generator isn't
too far away. However, what are those paths seperating from the generator
room? Are they even important?

====================
Thorn Jungle Airdock
====================
There aren't any scans in this room. Just a straight path to the door.

===============
Overgrown Ruins
===============
The Pirate Trooper in this room will enter his own Hyper Mode. Enemy 
attacks, when in Hyper Mode, are far stronger than normal. They also take
less damage unless you shoot at them in Hyper Mode. Head into it yourself
and fire a few Phazon shots to kill him. There's also another Pirate
Trooper near the end of the room that is also in Hyper Mode, so take him 
down with the other. Now, near the middle of the room you may have noticed
some crystallized Fuel Gel. Fire a Charge Beam shot at it. Follow the path
through the Red Missile Shield into the next room. 

=====
Vault
=====
Grab the ENERGY TANK lying out in the open. There's no Lore here or 
anything, so feel free to turn around and leave.

===============
Overgrown Ruins
===============
If you head to the right, you will see a large shield blocking your way.
Near the shield you should see on the left wall that there is some more
crystallized Fuel Gel. Blast it away with the Charge Beam shot. Jump up to
the ledges here and enter the Morph Ball tunnel.

=================
Ancient Courtyard
=================
There is a panel you can interact with here. By moving it you will get rid
of the shield that was blocking your way not too long ago. Head back 
through the Morph Ball tunnel.

===============
Overgrown Ruins
===============
Roll onto the ground and head to where the shield used to be. Enter the 
door here.

=================
Ancient Courtyard
=================
Scans:
Space Pirates-Assault Pirate Trooper
Space Pirates-Advanced Pirate Trooper
Space Pirates-Berseker Knight

When you enter the room you will be attacked by Space Pirates. Blast the
weak Militia troopers. You should notice that there is a large beacon in
the center of the room, as well as a large wall that can't be destroyed by
your current weapons. You need to drop some Gunship bombs onto it, but the
beacon is jamming the Command Visor signals. There's a Grapple Point on the
beacon. Use the Grapple Lasso to flip the beacon for several seconds, then
quickly switch to the Command Visor and lock-on to the symbol to command
your ship to annihilate the wall.

Several more Pirates will attack you now. Scan the Assault Pirate Trooper,
the Advanced Pirate Trooper, and the Berserker Knight. The Berserker Knight
is just like a Berserker Lord, just slightly weaker. Screw fighting these
guys, just command your Gunship to drop bombs on all of them again. Looks
pretty, too. With that out of the way, head out the door ahead.

===================
Enlightened Walkway
===================
There are several Crawltanks in this room. They can't harm you all that
much, so destroy them and move on to the next room.

==============
Jousting Field
==============
Scans:
Space Pirates-Pirate Hussar
Space Pirates-Korakk Beast

When you enter this room, you will face off against several Aerotroopers.
Blast them all out of the sky. Once you do, a Korakk Beast and its rider
will come out of the gate nearby. Scan the Pirate Hussar riding it and
the Korakk itself. First off, you need to kill the Pirate Hussar. He isn't
too hard to defeat since he doesn't really injure you on his own. Blast
him several times until he falls off and dies. Then the real fight begins.

Whenever the Korakk opens its mouth to hit you with its tongue, shoot its
mouth. When you do, the Korakk will be stunned briefly. Attack its belly
with Bombs for massive damage. Once you do, repeat the process again and
repeat the Bombing as well. Once you've done this several times, the Korakk
will collapse and you will be able to Grapple Lasso the tail. Once you do
so, the Korakk will stand upright, revealing its stomach again. Go into
Hyper Mode and blast the stomach. You will probably not have enough time to
kill it in one go, so repeat the long process of getting it to stay upright
and the Korakk Beast will die. 

Once you do, several Space Pirate Miltia will appear. If they didn't appear
way back on Cargo Dock A like that they did for me, scan them now! Grab any
energy that you've lost from Hyper Mode and exit the room. 

============
Field Access
============
There's nothing but a bunch of "Jolly Rodger" Drones in this room. Head to
the right when you enter. There is a white blast shield on the door. Blast
the door with an Ice Missile. Enter the room. 

==============
Save Station B
==============
Save the game. You won't be able to save your game for a while, and the
journey is long from here, so be sure to do it now. Leave the room after.

============
Field Access
============
There isn't anything else left in here. Proceed to the other side of the 
room and out the door.

================
Jungle Generator
================
Scans:
Bryyo Data-The Hunted

On the wall infront of you, you should notice another large orange dot.
Shoot it to make three other dots appear. Shoot them in the order they
appeared to have the wall open up, revealing The Hunted Lore scan as well
as a MISSILE EXPANSION infront of it. Grab the Expansion, then head around
the wall and infront of an orange force field. Bring out the Command Visor
and use it to bomb run the large generator out in the open.

Well, that sucks. Two large anti-air turrets are shooting at your ship,
preventing it from getting close enough to destroy the generator. There
just has to be a catch, doesn't there? The Aurora Unit tells you that you
must take out the turrets before the generator can be destroyed. Try to
leave via the door you came through(since you can't access either door
yet). Several Pirate Troopers will attack you now. Take them out and you
can access the doors. Start with the one on the right. 

====================
Generator Hall South
====================
Scans:
Space Pirates-Remorse-Class Turret
Research-Space Pirate Blue Door

There is an overhang blocking the Grab Ledge. Use the Charge Beam on the
Fuel Gel tanks on the underside of the metal blockade to destroy it. Climb
up the Grab Ledge and two Pirate Troopers will attack you. Use Hyper Mode
to kill them off, then head to the door at the end. Scan the Remorse-Class
Turret, as well as the Space Pirate Blue Door. Then, head through the door.

==================
South Jungle Court
==================
As you enter the main area of the room, you will find out that this is 
where one of the large anti-air turrets is located. Now how to blow it up?
Well, a neverending brigade of Space Pirates is going to ensure that you
don't get the chance. Some of these units throw Phazon Grenades, which if 
they hit you, send you into Corrupted Mode right away with a full red bar.
Hey, it's free for you to kill them and it doesn't cost any energy. Just 
don't die from it. 

In order to destroy the turret, get to the underside of it. Use the Grapple
Lasso on the yellow mark on the underside to make the Fuel Gel bays open
on the side of the turret. There are three of them. You can only destroy 
one at a time before they all become hidden again. Once one is destroyed,
the underside of the turret overloads with electrical energy for a short
time (you can tell it is when the underside gets pale and dusty). Repeat 
the process of Grapple Lassoing the underside so you can destroy all of 
the Fuel Gel bays. The Pirates aren't too much of an annoyance since they 
are pretty weak.

Note:This may be hard on higher difficulties. You are invincible in Hyper
Mode, and are able to use the Grapple Lasso as well. Stay in Hyper Mode if
you can, but avoid getting corrupted. If you keep going in and out of
Hyper Mode quickly, you won't lose any Energy Tanks and you can stay 
invincible.

Once the three bays have been destroyed, the turret will explode. Kill any
remaining Pirates if you want to, then leave the room via the lower floor
door.

=================
South Jungle Hall
=================
Scans:
Research-Phazon Fungus

There isn't much in here except for several turrets and "Jolly Rodger"
Drones. Near the end of the room on an archway you should see some Phazon
Fungus which you need to scan. Leave through the door just past the fungus.

================
Auxiliary Dynamo
================
Head halfway through the room and then look at the central structure. There
is a Morph Ball track here, but a piston is blocking part of it. Scan it so
that you are able to use the Grapple Lasso on it to pull it down. Head
back to the beginning of the room and enter the Morph Ball tunnel. The 
piston will bring you to the upper level. At the top, roll into the SHIP
MISSILE EXPANSION. Your Gunship can now carry more Missiles. Neat. Drop 
down the shaft and enter the door.

=================
North Jungle Hall
=================
A group of Aeromines will attack you as you turn the corner. Kill them off
pretty quickly, then blow up the Proximity Mine from a safe distance. More
Aeromines will attack you. Destroy them, blow up the second Proximity Mine,
then head through the door.

==================
North Jungle Court
==================
This the the room where the second anti-air turret is located. You need to
blow it up, but it's different this time. There are three, large switches
around the room you need to use your Grapple Lasso on to activate. Once
all three are activated, all three Fuel Gel bays to the turret will be
revealed. Shoot them to destroy the cannon. 

However, Aerotroopers are busy making your life hell. Not only will they
attack you, but they will also pull back any of the switches that you've
activated, forcing you to re-pull them again. It is best that each time you
pull a switch, get into Hyper Mode and kill the Aerotroopers surrounding
you. They come in an infinite swarm, so you must hurry. Best of all, if
you manage to do this without the Aerotroopers once pulling back a switch,
then you will earn the Perfect Execution Friend Voucher. Quite nice. It
isn't too difficult. Like the last turret, stay in Hyper Mode most of the
time. However, let yourself get corruped this time around. You want to keep
killing the Aerotroopers so they don't mess you up, and you might want to
try for that Friend Voucher.

Well, that objective has been cleared. The second anti-air turret will go
boom, and you can finally leave the room. You may notice a large energy
generator sitting where you might have thought a switch was. There is an
Energy Cell here, but it can't be collected right now. Keep this room in
mind! It's the most complicated Energy Cell to obtain due to the lack of
thinking you would need to come here to obtain it.

====================
Generator Hall North
====================
Destroy the Pirate who attacks you with Hyper Mode, then go on until you
reach a ledge you can jump down to. Don't do so just yet. Kill off the two
"Jolly Rodger" Drones, then wait for some tubes of Fuel Gel to come by on
the moving rack above. There's a metal wall here you can blow up. When the
Fuel Gel is above the metal wall, blow up the Gel with a Charge Beam shot
and the wall will fall over, making a bridge to a switch. The pump will
change the Morph Ball track, which leads to a MISSILE EXPANSION that you
should obtain. Drop down and enter the door.

================
Jungle Generator
================
Use the Command Visor here to bomb the generator now that none of the anti-
air turrets are standing. You'll get a Gold Credit for destroying the
generator as well. However, the energy shield around the Leviathan is 
still operating, if only barely. Now we need to destroy the Fiery Bryyo
generator and we'll be all set. Leave the room.

============
Field Access
============
Head across the room, blasting any Drones you come across, and enter the
door.

==============
Save Station B
==============
Finally, you can save your game again. Do so, then leave.

============
Field Access
============
Head to the left as you head back to the Jousting Field.

==============
Jousting Field
==============
There isn't anything here except for a Pirate ship destroyed by the
generator's explosion. Continue through to the next room.

===================
Enlightened Walkway
===================
These Crawltanks aren't enlightening. Blast them away as you progress to
the next room.

=================
Ancient Courtyard
=================
Scans:
Research-Space Pirate Crate

A Space Pirate ATC will attack you breifly before flying off. Scan the 
small Space Pirate Crate before you leave the room.

===============
Overgrown Ruins
===============
Again, nothing new here. You're close to your Gunship so just make a run
for it.

====================
Thorn Jungle Airdock
====================
Hop inside your Gunship and make your way back to Fiery Bryyo. The final
generator is located over there.

===========================================================================
                      ~Planet Bryyo-Fiery Bryyo~
===========================================================================
The final generator is located here. I said earlier that this was the
easier of the two generators. I'm not kidding. There's no turrets in your
way, few enemies to block the path, so it should be a quick and easy finish
for Bryyo.

=============
Fiery Airdock
=============
Head straight out the door.

=============
Imperial Hall
=============
Dodge the Shriekbats as you make your way to the door at the end of the
hallway.

=================
Gel Refinery Site
=================
Space Pirates have replaced the Reptilicus Hunters that normally patrol
this room. Hopefully you dropped the pillar nearby. Use it to enter Gel
Purification Site.

=====================
Gel Purification Site
=====================
Shoot the red dots on the machines, most while Grapple Swinging, to create
Grapple Points so you can make your way through to the other side.

========
Gel Hall
========
Nothing intersting in here. Use Ice Missiles to make a path to the right
side of the room.

==============
Save Station A
==============
Save the game if you feel like it. Continue through to the next room.

============
Cavern Entry
============
A lone Pirate Trooper will attack you here. Kill him for a laugh, then 
proceed to the next room.

==========
Gel Cavern
==========
A bunch of Crawltanks have invaded this room. Be sure not to let any of
them kick you into the Fuel Gel. Head through the door at the end.

=============
Temple Access
=============
A Phazon Grenade is likely to hit you. Kill off the Pirate and vent your
suit as you head into the next room.

===============
Temple of Bryyo
===============
Scans:
Space Pirates-Armored Aerotrooper

Several Armored Aerotroopers will attack you as you enter the temple. Scan
one of them, but don't bother killing them. They will keep appearing in a
neverending wave. Enter Hyper Mode to avoid damage if you wish, then you
need to use the Grapple Lasso on both signal-jamming machines in quick
succession. Then, quickly use the Command Visor to do a bombing run.

If you are able to do this, the bombing run will destroy pretty much
everything the Space Pirates have constructed in the temple. Use the now
accessable elevator to enter the room at the bottom of the temple.

================
Temple Reservoir
================
Use Ice Missiles on the Fuel Gel to make your way to the other side of the
room and through the door.

===========
Temple Hall
===========
Again, use the Ice Missiles to freeze the Fuel Gel to reach the other side.

================
Temple Generator
================
Destroy both of the Space Pirates with Hyper Mode, then destroy the
genrator easily with a bombing run. See? That was easy. Well, now that both
generators have been destroyed, all that is left to do now is destroy the
Leviathan Seed. Let's head back to the Gunship.

===========
Temple Hall
===========
Ice Missiles, freeze Fuel Gel, repeat.

================
Temple Reservoir
================
More Ice Missiles, more freezing of Fuel Gel.

===============
Temple of Bryyo
===============
Scans:
Space Pirates-Advanced Shield Trooper

Use the elevator to find that the Space Pirates are back. Scan the 
Advanced Shield Troopers as they will disappear forever once you leave
this room. Kill whatever you want to, then leave.

=============
Temple Access
=============
Destroy the three Crawltanks on the wall, then head through the next door.

==========
Gel Cavern
==========
Midway through the room is the shortcut you may have used earlier. Freeze
the neverending spout of Fuel Gel in the middle of the room, then enter the
Morph Ball tunnel behind it to land in...

=============
Imperial Hall
=============
Jump across the platforms, kill the Shriekbats, exit the room.

=============
Fiery Airdock
=============
Enter and save in your ship. You now have access to the Leviathan Seed, so
head there pronto.

===========================================================================
                      ~Planet Bryyo-Leviathan Seed~
===========================================================================
Nothing here but a few simple rooms. Oh yeah, a boss too. Can't forget 
about that!

==================
Landing Site Delta
==================
Scans:
Research-Leviathan Door

Scan the door here. Also, if you kill all of the small bugs on the floor
of the room, you will get the Exterminator Friend Voucher.

===========
Core Access
===========
Destroy each large vine entanglement by firing two Charge Beam shots into
the blue eye. Proceed to the boss.

====================
Bryyo Leviathan Core
====================
Scans:
Bryyo-Mogenar

Enter the center arena to begin the boss fight. Mogenar will awaken and
place four orbs onto his body, and then the fight will begin. First of
all, look at the holes on his body that open and close. These are the orb
containers. There are three on the front of the body, and one more on the
back. Save that one for last. What you need to do is destroy every orb.
Focus on them one at a time. Every now and then Mogenar will switch the
locations of the orbs on his body. You can tell where they will be by
watching where the green lights switch to on his body.

Once an orb has been destroyed, the hole it was in will be glowing and can
orb can no longer be placed there. Enter Hyper Mode and when the hole
opens up again, blast it several times. Exit Hyper Mode if you need to.
Don't waste an entire Energy Tank if you can't even hurt him. Once you 
have hit the destroyed orb slot enough times, it will explode for good.
This will take off a fourth of his health bar.

Now, Mogenar will charge his feet with Phazon. (Make sure you've scanned
Mogenar by now. Despite having multiple forms, one scan is all you need
for the logbook.) What you need to do is Bomb is feet three times each.
Since this is hard without hurting yourself, enter Hyper Mode as you get
near him, try Bombing him, then exit Hyper Mode. Mogenar will charge 
across the room, then jump and cause a shockwave to spread throughout the
room. Be in Hyper Mode to avoid that attack, or just jump over it.

Once you have done this, you will need to continue the orb destroying
process. Mogenar's attacks consist of jumping and creating shockwaves, and
making boulders fall from the ceiling. Whenever he roars, get out of his
way quickly. That's his sign he's about to charge at you. Finally, the
most annoying of all, he will send his hands out and grab two new orbs to
replace any you have destroyed. To stop this attack, destroy the orbs 
before they reach Mogenar. This is also how you can get health restores.

When you need to destroy the orb on his back, you are in for a little
trouble. Wait for Mogenar to charge at you, then dodge out of the way. He
keeps his back orb open and stands still for several seconds after his
charge. Use this to attack his back orb, and blow up the slot with the
Phazon Beam.

Once you have destroyed Mogenar, acquire the HYPER BALL. It's kinda like
a Power Bomb. Your Phazon Meter will be full, but yellow. Don't worry, you
can't die here. Hold the fire button to release a ton of Phazon while as 
the Morph Ball. Destroy all of the Phazon bulbs on the ground using the
Hyper Ball. Once you do, the Leviathan will appear. Press A when prompted
to kill the Phazon Core. With the Leviathan destroyed, Samus gets into her
Gunship and leaves Bryyo, for now.

The Aurora Unit notifies you that Bryyo is free of further corruption. You
must now proceed to Skytown, Elysia. You will need to meet up with the
Aurora Unit stationed there. It's been corrupted, and you will need to
restore its function. With nothing else left to do, head off the Elysia.

Objective Complete!

---------------------------------------------------------------------------
          ~Objective 7.Restore Functionality to the Aurora Unit~
---------------------------------------------------------------------------
Objective Difficulty:***/*****
Objective Overview:Like the previous objective, this mission is also rather
long. Don't worry too much. Skytown, Elysia is a beautiful place with
serene music. Unless you are horrid at simple platforming, you are 
probably going to love this place. The path to the Aurora Unit is full of
several boss battles. Proceed with caution.

===========================================================================
                        ~Planet Elysia-Skytown~
===========================================================================
I'm quite serious when I say this is a serene and beautiful area. The music
is also settling as well, and the enemies aren't Space Pirates. Seems like
they haven't hit this planet yet. You probably will love this planet.

================
Main Docking Bay
================
Scans:
Skytown-Databot
Skytown-Aerial Repair Drone
Skytown-Transportation Drone
Skytown Data-Creators
Research-Skytown Blue Door
Research-Skytown Storage Unit
Research-Heavy Skytown Storage Unit

Turn around and scan the Skytown Storage Unit and the Heavy Skytown Storage
Units. Head through into the hallway and scan the Aerial Repair Drone. When
you reach the top of the hallway, scan the Skytown Blue Door, as well as
the Databot flying around. Then, hit the Databot until it reveals the scan
for the Creators Lore. Also, look out the windown and scan a Transportation
Drone carrying a crate. Once you have all of these scans, enter the door.

===================
Main Docking Access
===================
Use the Morph Ball to jump into the small tunnel, landing onto a Chozo
Statue's hand. This is the reason why you couldn't progress in Elysia 
earlier in the game. You need to use the Hyper Ball to destroy all of the
Phazon vines. Once you do, get out of the Chozo's hand and you will see
the statue work its way underground. Now you can go behind it. Use the
Grapple Swing to cross the large gap and enter the door. Use the Charge
Beam to destroy the giant blue glass wall in the way.

=====================
Zipline Station Alpha
=====================
Scans:
Research-Zipline Cable

First, scan the Zipline Cable above you. Isn't Elysia a beautiful place?
Use the Grapple Swing to grab onto the Zipline Cable. As long as you hold
Z, you will swing all the way over to the end of the station. Shoot the 
doors that get in your way, otherwise you will hit them and fall off,
forcing you to start all over again. At the end, enter the door.

===============
Arrival Station
===============
Scans:
Skytown-Tinbot
Skytown Data-Gift

Scan one of the Tinbots just around the corner. These guys are insanely
weak and it won't take much to kill them. They also don't do too much 
damage to you, so they are mostly ignorable enemies. Make your way outside
and onto a ledge. To the left, three more Tinbots will be attacking you. 
Follow this pathway to the door. Before going through it, attack the 
Databot so you can scan the Gift Lore.

==========
Hub Access
==========
There isn't much of anything within this room. Proceed through it easily.

===========
Transit Hub
===========
Scans:
Research-Kinetic Orb Cannon

You should probably be familiar with the Kinetic Orb Cannons. Scan the one
infront of you, then get into it with the Morph Ball. This will blast you
to one half of Transit Hub. Get inside the tunnel on the other end and
perform a Double Bomb Jump to recieve a MISSILE EXPANSION. Easily gotten.
On the other end of the tunnel you will need to use the Zipline Cables 
again. This time, not only will you have to blow open doors, but you will
also have to destroy the blue bubbles that appear in your way. Make sure
to do that while gliding on the rails. Go through the door once you reach
the end of the line.

===============
Barracks Access
===============
Scans:
Elysia-Steamlord

When you enter the room, before proceeding any further, scan the Steamlord
hovering a distance away. If you can't scan him or he leaves too quickly,
you'll have easier chances later. Head forwards into the room until you 
reach a laser field. Get into the Morph Ball and drop down. There is a 
MISSILE EXPANSION at the start of the laser field, in a little nook. Roll
under the lasers and jump up on the other side. Enter the door here.

==================
Steambots Barracks
==================
Scans:
Elysia-Steambot

Use the hand panel to make the hologram for the elevator appear. Use this
to reach the bottom of the room. You can't go left because a metal wall is
blocking your way, so follow the Morph Ball tunnel to the right instead. 
Dodge the pistons, and use Bombs to get rid of any obstructions in your
way. You can't get the Missile Expansion here until much later in the 
game. When you reach the bottom of the room, try to leave through the door.

Naturally, you will get locked in. The Steamlord will appear, and so will
a group of Steambots. Scan oe of them, then start destroying the Steambots.
The Steamlord will appear to fix the Steambots, so when he becomes 
visible, enter Hyper Mode and blast him away. After several times of 
doing this you should be able to kill him. Make sure you scan the Steamlord
as well if you couldn't in the previous room. Once you kill the Steamlord,
he will drop an ENERGY TANK which you should pick up. Now, all of the 
chambers the Steambots appeared out of will open up, revealing levers 
which you need to use the Grapple Lasso on. Once you do it for all of them,
you will release the locks for the room so that you can leave.

=============
Barracks Lift
=============
Scans:
Skytown Data-Discovery

When you enter the room, shoot the Databot in the air so you can scan the
Discovery Lore. Once you've done that, interact with the hand panel so
that you can use the elevator to reach the second floor. Go through the
door up there.

=====================
Zipline Station Bravo
=====================
Use the Zipline Cables to reach the other side of the room. As per usual,
shoot down anything that obstructs your path. Enter the door at the end.

===========
Aurora Lift
===========
Scans:
Elysia-Repair Drone

When you enter the room, scan the small Repair Drone rolling around on the
floor. Nearby you should find a White Blast Shielded door. Use an Ice
Missile and head inside.

==============
Save Station A
==============
Last Save Station for at least 20 more rooms on Elysia! Seriously, you
won't be seeing another Save Station for a long time. You'll be returning
to this one often instead.

===========
Aurora Lift
===========
There is a hand panel nearby. Interact with it to make the hologram for the
elevator appear. Take it to reach the lower area of the room. Once you are
down there, enter the door.

==============
Aurora Chamber
==============
Access to the Aurora Unit has been cut off due to a kinetic lock. Without
the proper tools, it is impossible to reach the Aurora Unit. Since you
can't go anywhere else, exit out the next door.

====================
Maintenance Shaft AU
====================
Scans:
Skytown-Sky Puffer

Scan one of the Sky Puffers floating around. Like all Puffers, stay away
from them when they explode after attacking them so their gases don't 
injure you. Proceed through the next door after the gap.

==========
Spire Dock
==========
Jump across the gap using the Kinetic Orb Cannon. Once you are on the Spire
structure, head to the right. Use the Zipline Cable here to reach the other
side and enter the door.

========
Junction
========
On the side of the room directly across from you is a White Blast Shield.
Open it up with an Ice Missile and head through the exposed door.

==============
Skybridge Hera
==============
Scans:
Skytown-"Dragoon" Battle Drone

Use the Grapple Lasso to rip off the gate infront of you when you enter 
the room. Scan one of the "Dragoon" Battle Drones that appears to attack
you afterwards. To kill these guys, use the Grapple Lasso on them and rip
off their armor, causing them to explode not long afterwards.

When you continue forward you will encounter a pillar. Use the Morph Ball
to jump inside the hole and find a MISSILE EXPANSION hiding inside. Roll
back out of the hole. Nearby will be another metal gate. use the Grapple
Lasso again to rip it off. As you continue forward, a Steamlord and a 
group of Steambots will attack you. Don't kill anything yet! Use the 
Grapple Lasso on the final gate, an if everything was still alive, the
bridge will fall and you will earn the Stylish Kill Friend Voucher as Samus
slowly walks away from her accompishment. 

Once you have earned that, ignore the "Dragoon" Battle Drones ahead and 
enter the door.

====================
Maintenance Shaft GP
====================
Ignore the minor enemies in here and jump across the easy gaps to the other
side and enter the door.

================
Construction Bay
================
Jump onto the furthest platform that you are able to jump to. Don't head 
over to the Grapple Swing Point yet. There are walls in your way. Instead,
look up to find a section of the wall that has sparks falling. Use a Charge
Beam shot on the broken wall to destroy it, causing a platform to fall out
of the socket, carrying with it a Grab Ledge. Use it to get up there.

Once you are on the ledge, roll through the Morph Ball tunnel there until
you pass a Bomb Slot. Get into it an lay a Bomb to drop a section of the
wall below you. Repeat this process with the other two Bomb Slots further
down the tunnel. Once you have dropped all three sections of wall, you
can exit the tunnel.

Get back down on the platform and use the revealed Grapple Points to swing
across the long gap and land on the far platform. Ignore and destroy the
Elysian Shriekbats. When Grappling, it is impossible to scan them. Don't
fret--they will easily be scannable again later. Roll through the Morph
Ball tunnel here. At the end, enter the pillar using the Morph Ball tunnels
within and jump up to the top and exit the long tunnel. Destroy the two
"Dragoon" Battle Drones if you wish, then use the hand panel to move the
platform around, move through the Morph Ball tunnel on it, and enter the
door at the end.

=============
Ballista Lift
=============
Scans:
Skytown Data-Slumber

At the far end at this area of the room is a Databot. Attack it to be able
to scan the Slumber Lore. Now, use the hand scan panel to activate the
elevator and head to the bottom area of the room. Head through the door at
the end.

================
Ballista Storage
================
Scans:
Skytown-Defense Drone
Research-Spinner

There it is. The Boost Ball. Acqui-what? It's a trap!? Damn, it can never
be that easy. The upgrade gets pulled into a hole and an elevator starts
up, taking you to the bottom of the room. This can't be good. A Defense
Drone will attack you. When the battle starts, scan it. This battle isn't
too bad, you just need to abuse Hyper Mode to avoid it's hard to evade
attacks.

First, notice the three antennaes that are attached to the Defense Drone's
head. You need to attacks these antennaes several times to destroy them.
Power Beam shots will work the best. Once all of the antennaes have been
destroyed, the Defense Drone will fall over briefly. Use the Grapple Lasso
on its control unit panel to open it up. The Defense Drone will get up and
jump to one of the ledges around the room.

Enter Hyper Mode and fire at the core of the control unit when the panel is
open. The Defense Drone opens the panels breifly when launching attacks,
which are harmless when you are in Hyper Mode/Corrupted. After jumping
around the ledges several times, the Defense Drone will close its panels
for good and jump back to the main area of the room. You will need to 
repeat this process to defeat it. 

Once you do, acquire the BOOST BALL. Scan the Spinner hologram that appear
in the center elevator now. Now, roll into the Spinner to fall into it.
Use the Boost Ball to roll around the elevator circuits over and over until
the Spinner circle reaches the opposite side. The elevator will activate
and you can finally exit the room.

=============
Ballista Lift
=============
There isn't much left here. Use the elevator to exit the door on the top
floor.

================
Construction Bay
================
Instead of taking the normal route back, head to the left and enter the 
Morph Ball tunnel at the end. When you reach an obstruction, use a Bomb to
destroy it. Fall down the large shaft and enter the door next to you.

====================
Maintenance Shaft GP
====================
Again, there also isn't anything important in this room. Easily cross the
gaps and enter the door on the other side.

==============
Skybridge Hera
==============
Since you destroyed the bridge, you must find another way to get across the
gap. Enter the Spinner and use the Boost Ball to power up the Kinetic Orb
Cannon. Once you land on the other side, enter through the door.

========
Junction
========
Make your way through the door on the opposite side of the room. If you
hit at least three Tinbots with the Boost Ball in one boost, you will get
the Bowling for Bots Friend Voucher. It also kills them easily to boot.
Head through the door.

==========
Spire Dock
==========
Use the Zipline Cables to board the Spire platform. Head to the left and
use the Kinetic Orb Cannon and head through the door on the other side.
Did you notice Ghor's robotic armor here?

====================
Maintenance Shaft AU
====================
Destroy any of the Puffers that block the jump from the ledges to the Grab
Ledge. Once you get up there, jump down to the door.

==============
Aurora Chamber
==============
There is a hole infront of the Aurora Unit. Jump into it and use the Boost
Ball to boost around the loop until the latch unlocks and you can enter
the chamber. Try to operate the Aurora Unit with the panel ahead of you
when you enter the chamber. It's corrupted so you can't do that just yet.
A repair hatch will open nearby. Enter it with the Morph Ball.

A bunch of Tinbots will attack you when you enter the repair room. Use the
Boost Ball to kill all of them in a short fight. Once you do, the orange
barriers will disappear. Once of them was hiding a panel which you can
interact with. Use it to upload the vaccine you were handed a while ago
and terminate all corruption levels within the Aurora Unit.

You will find Ghor here now, but he will exit through a door and you can't
fight him just yet. Find the Morph Ball tunnel you used to enter the room
and use the small elevator to exit the tunnel and back into the main
Aurora Chamber. Interact with the Aurora Unit and it will tell you that
Ghor destroyed several communication cables, and until they are fixed you
can't destroy the Leviathan Seed. It tells you that Ghor has a weapon which
can weld together the cables. You need to kill Ghor now. But where is he?
Exit the Aurora Chamber to the right now.

===========
Aurora Lift
===========
Use the elevator to reach the top of the room. Head in the nearby door.

==============
Save Station A
==============
Finally, you get to save the game again. Promptly do so, then leave.

===========
Aurora Lift
===========
Leave via the door on the other end of the room.

=====================
Zipline Station Bravo
=====================
Shoot all of the enemies that get in your way as you progress on the 
Zipline Cables to the other end of the room and through the door.

=============
Barracks Lift
=============
Use the elevator, then exit through the only other door in the room.

=================
Steambot Barracks
=================
Scans:
Research-Half-Pipe

You will get an alert that an unknown entity is approching your ship. Gee,
wonder who that could be? Get inside the circular cylinder on the wall,
similar to the Aurora Unit's hatch, and use the Boost Ball again to spin
around it. Once you do it enough times, a large Half-Pipe will appear in
the center of the room which you should scan.

You probably already know how these things work. Use the Boost Ball to 
gain momentum on one half of the Half-Pipe. When falling down, charge the
boost, then release it when starting to climb the other side. Once you get
enough momentum, you will hit the top of the right side. Interact with the
panel there. Turn the knobs so the indent matches with the missing hole.
Repeat this until the hatches open up. Continue onwards to the elevator.
At the top, exit through the door.

===============
Barracks Access
===============
Roll under the sweeping lasers, jump onto the ledge, and quickly exit 
through the door. Your Gunship's hull is taking damage!

===========
Transit Hub
===========
Use the Spinner and Boost Ball to activate a Kinetic Orb Cannon as you
enter this room. Use the Cannon to blast to the other side and out the 
door.

==========
Hub Access
==========
If you can, ignore the Dragoon Class Drones as you make your way to the
end of the room.

===============
Arrival Station
===============
Destroy any hostile Tinbots, then get onto the outer ledge. Once you are
there, turn around and jump to the Grab Ledge in the distance. You will
find a Spinner up here. Activate it to make a Kinetic Orb Cannon appear,
then get blasted off to a platform in the distance with nothing but a lone
ENERGY TANK sitting on it. Blast back to the main area and enter the door
on the ledge.

=====================
Zipline Station Alpha
=====================
Use the Zipline Cables and blow up a ton of crap on your long journey over
to the next room.

===================
Main Docking Access
===================
Use the Grapple Lasso to quickly kill off the two Dragoon Class Drones,
then use the Grapple Swing to get across back to where your Gunship is
docked.

================
Main Docking Bay
================
Scans:
Space Pirates-Ghor

Hurry and get down to your Gunship. You will see Ghor smashing away at,
then he flings it at you. Time to kick his ass! Nobody treats our Gunship
like crap and gets away with it!

Make sure you scan him before killing him. Ghor will put up a large shield
infront of him, mkaing it more than obvious that you will need to attack 
the back of him. When Ghor extends his arms, make sure to lock-on to him
and strafe a direction so Ghor slips over the Fuel Gel in the center (make
sure you avoid getting hurt by that!) and crashed into the wall. Blast a
Charge Beam shot into his back generator to disable his shields briefly,
then use Hyper Mode to attack his head, which is glowing white. Repeat
this until he changes forms.

A cutscene will play showing Ghor lose his shields. He then absorbs the
Fuel Gel on the ground, making a beacon appear out the bottom shell of his
armor. Does this look familiar to you Metroid Prime veterans? Similar to
the Quad's to Sanctuary Fortress, you will need to use the Boost Ball to
propel yourself into this beacon. Once you do this once or twice, Ghor
will fall over stunned for several seconds. Unmorph and blast his head for
some more damage. Repeat this until he changes forms again.

Once down the just a quarter of his health, Ghor will enter Hyper Mode and
begin firing Phazon Missiles and Plasma Beam shots at you. His head is
constantly vulnerable, so use Hyper mode yourself and blast him until Ghor
finally falls.

Acquire the PLASMA BEAM that Ghor leaves behind. Samus will call back her
Gunship now, so save if you want to. The Autorepair function of the Gunship
is on, and you can't fly anywhere until it is fixed. Also, if you didn't
know, Beams stack in this game. The Plasma Beam has the ferocity of burning
enemies and the speed if the Power Beam. Isn't that cool? We can also open
Orange doors now, so more areas are accessable. Head back to the door out
of this room. To get there, use a Charge Beam shot on the large black and
red alloys. Near the door, burn away another alloy to reveal a path to a 
MISSILE EXPANSION. Now, head through the door.

===================
Main Docking Access
===================
Scans:
Elysia-Elysian Shriekbats

When you enter the room, several Elysian Shriekbats will be against the
back wall. Inch forward slowly until you can scan them, then kill them.
They are easy to scan here and appear indefintely, so no worries. Cross the
pit with the Grapple Swing when you're done and get through the door.

=====================
Zipline Station Alpha
=====================
Use the Zipline Cable to cross the long and annoying gap, blasting any
obstacle in your way as you enter the door on the opposite ledge.

===============
Arrival Station
===============
If you hit a Tinbot with a Plasma Beam shot, it will disintegrate before
your eyes. Makes these guys pretty easy then, eh? Make your way onto the
outer ledge, then follow the ledge with more Tinbots to reach the next 
room.

==========
Hub Access
==========
Head through the room and the door on the other end.

===========
Transit Hub
===========
Use the Kinetic Orb Cannon to reach the other side of the room. Jump onto
the nearby ledge with the Zipline Cable. Next to the cable is a collection
of alloy that can be destroyed with the Plasma Beam. The panels will reveal
a cannon. Hop inside with the Morph Ball to be fired to the door you need
to use. Much faster than the annoying Zipline Cables.

===========
Aurora Lift
===========
Take the elevator to the lower level of the room, then enter the door down
here.

==============
Aurora Chamber
==============
Scans:
Galctic Federation-Aurora Unit 217

Talk to the Aurora Unit and it will remind you the severed cables are in
the repair room below. Use the access tunnel with the Morph Ball to reach
this area again. You should be able to located the severed cables down 
here. Interact with them to turn the Plasma Beam into a welding tool. Weld
together to two ends of the cables quickly to complete the circuit. There
are three cables you must repair. Once near the Morph Ball tunnel, one
two spaces to the right, and the last one is on the central pillar.

Once all of the cables have been restored, the Aurora Unit will be back 
online with the network. Go back up to it and scan it before you leave the
room (otherwise it'll never be added to the Logbook). 

Objective Complete!

---------------------------------------------------------------------------
          ~Objective 8:Find the Skytown Federation Landing Site~
---------------------------------------------------------------------------
Objective Difficulty:**/*****
Objective Overview:There's another Federation Landing Site, this one stuck
somewhere in Skytown. If you remember, you got the Gunship Missiles from
the last Landing Site, so what upgrade will you get from this Landing Site?
You need to find its location, and it may not seem far away, but there's
more than one alternate landing site on Skytown and only one of them is the
Federation Landing Site you are looking for.

==============
Aurora Chamber
==============
Interact with the Aurora Unit. It says that there is no way to get under
the storm clouds and destroy the generators powering the Leviathan's
shields. Instead, a huge thermonuclear explosion can take care of that job.
The Aurora Unit says it wants you to make this thermonuclear bomb and drop
it on the shield. Um, okay? Make a bomb. Gotcha. As it just so happens, the
bomb parts are all here on Skytown. Is this a peaceful town in the sky or
a bomb-creating facility? 

Like destroying the generators on Bryyo, the bomb components are too heavy
for you to lift, so you need some form of assistance. Gunship upgrade,
anyone? There's a Federation Landing Site far east of here, and it has the
upgrade that you need. The remainder of the map will be downloaded. For
now, leave to the left.

=====================
Maintainence Shaft AU
=====================
Jump across the platform, blast away some Sky Puffers if you need, and head
into the next room.

==========
Spire Dock
==========
Use the Kinetic Orb Cannon to reach the Spire structure, then head to the
left as opposed to the right from before. Use the Zipline Cable to reach
the door on the far ledge.

================
Security Station
================
Scans:
Research-Skytown Orange Door

Scan the Skytown Orange Door infront of you. These doors can be opened with
the Plasma Beam now. There is no way to progress through the room past the
door, so ignore it for now. Head to the right and destroy any Sky Puffers
in the way. Continue through the room until you see a platform moving up
and down. Get onto it and roll through the Morph Ball tunnel to the other
end. 

Near the door of the room is a panel which you can interact with. Like
before, line up the spaces and press A. Repeat this step several times to
remove the wall ahead of you, allowing you to not need to use the Morph
Ball tunnel to reach this section of the room. Nearby you should also find
an alloy that can be destroyed by the Plasma Beam. Do so to reveal a Morph
Ball tunnel. Enter it and keep rolling until you drop onto a seperate 
track. Continue rolling, then jump up to some ledges when you need to and
proceed into another tunnel. At the end, run into the SHIP MISSILE 
EXPANSION. 

Head back across the room near where you entered the tunnel and head 
through the door.

==============
Landing Site A
==============
Scans:
Skytown Data-Alone

Shoot the Databot near where you enter the door for the Alone Lore scan,
then use the elevator to reach the docking bay. The Aurora Unit will tell
you that it has a way of unlocking the bay to land your ship. Enter the 
Bomb Slot and place a bomb. Now, use the Command Visor to land your Gunship
which has completed its repairs by now. Reaching the actual Galactic
Federation Landing Site will require an upgrade of its own. Set course
for Fiery Bryyo.

===========================================================================
                        ~Planet Bryyo-Fiery Bryyo~
===========================================================================
You haven't been here for a little while. Why are we back, then? Well,
remember some orange doors on the map that you couldn't open here before?
Well, now that we have the Plasma Beam, those rooms are now accessible, 
and a plethora of items and shortcuts are now yours for the taken. Make
haste, for a wall-jumping upgrade awaits!

=============
Fiery Airdock
=============
Head straight for the door.

=============
Imperial Hall
=============
There's nothing of importance here besides several minor enemies. Blast
them away as you will and enter the door at the end of the room. 

=================
Gel Refinery Site
=================
Scans:
Research-Bryyo Orange Door

Kill the Reptilicus Hunters if you want to, then head to the other side of
the room. There is some ice here blocking a Morph Ball track if you 
couldn't tell. Use the Plasma Beam to destroy all of the ice blocking the
track, then enter the Morph Ball tunnel. When you roll onto the yellow
gases, use a Bomb to propel yourself up the shaft quickly. Eventually you
will roll into a tunnel with flames shooting into it every now and then.
Dodge the flames, head up another shaft, and at the end you need to lay a
Bomb to destroy a pillar. 

Once toppled over, use the yellow gas again to be boosted fast enough to
clear the gap. Scan the Bryyo Orange Door here, the first you've seen yet,
and then enter it.

===============
Refinery Access
===============
Scans:
Bryyo Data-Prophecy

More of a roundabout way back to Imperial Hall. Shoot the large circle and
then the circles that follow in the order they appear so that you can scan
the Prophecy Lore. Continue through the short room and into Imperial Hall.

=============
Imperial Hall
=============
Walk to the right, but don't fall off of the ledge. Instead, enter the 
Morph Ball tunnel to the right. At the end, get back up and use the Grapple
Lasso to pull off two large metal sheets infront of you. Once you have done
this, stand on them and look to the right. Jump over to the MISSILE
EXPANSION, then jump back down and head through the door.

===================
Gel Processing Site
===================
Jump over to where the Reptilicus Hunter is wandering, get on the platform,
and jump to the door.

=========
Main Lift
=========
Head into the Morph Ball tunnel. Inside, get several Snatchers to latch
onto the Morph Ball and lift it up to the first ledge on the left. At the
end of the tunnel and on the right is a bunch of ice. Destroy it all until
a Morph Ball tunnel is revealed. Head through it and the door at the end.

===============
Warp Site Alpha
===============
It's all icy in here. Hmm. Hop inside the Golem with the Morph Ball and use
a Bomb to have the Golem use a rod to make a Spinner appear (release the
Golem's rod by melting the ice around it on the ceiling). Get inside the
Spinner and make it so that there is an opening around the cracked part of
the wall. When the spinning room passes it, stop Boosting and wait for the
gates to lock in place. Then, activate the Golem again to bash a hole
through the wall. Enter the portal just past the broken wall. 

===========================================================================
                        ~Planet Bryyo-Ice Bryyo~
===========================================================================
You will get the New Area Discovered Friend Voucher upon arriving here.
Ice Bryyo is very short, which is a shame since it's a cool looking area.
Enjoy the Phendrana Drifts remixed music.

===============
Warp Site Bravo
===============
There isn't anything here. Head into the next room.

================
Imperial Caverns
================
Scans:
Bryyo Data-Our Plea

There's a green wall ahead of you. Ignore it for a little while, then 
blast the ice on the ground. At the bottom, scan the Our Plea Lore, ignore
the cryptic message you recieve (it's all jumbled up), then exit the room.

==============
Imperial Crypt
==============
The door on the other side of this room can't be opened, so instead choose
to blast the ice on the floor and fall to the bottom. Before entering the
door, get inside the Spinner and Boost around the loop. A Kinetic Orb
Cannon will appear. You can use the cannon to leave the room whenever you
want to now. Head through the door.

===================
Hall of Remembrance
===================
Cross the few platforms here and acquire the SCREW ATTACK. The platforms
will crumble away now, so you must use the Screw Attack to continue. To
use the Screw Attack, perform a Space Jump, then push B again afterwards
to start spinning through the air. You can repeat the spinning four more
times before you can't go any further. With good timing, you can cross
very long gaps. Enter the door you didn't enter before.

=====
Tower
=====
Scans:
Research-Wall Jump Surface

Now you can scan the Wall Jump Surface and get it added to the logbook.
Screw Attack against these surfaces and push B again to Wall Jump. You can
Wall Jump infinite amount of times instead of 5, but if you wait to long on
a wall, Samus will fall and you'll need to start again. Leave the room once
you reach the top.

===================
Hall of Remembrance
===================
You will need to use Charge Beam on the palm of the Chozo's hand ahead of
you to lower it for a few seconds. Screw Attack onto the palm (very 
difficult for some reason) and jump to the ledge on the left to attain a
SHIP MISSILE EXPANSION. Get back onto the palm and Screw Attack to the left
to leave this room for good.

==============
Imperial Crypt
==============
Use the Screw Attack, or the Kinetic Orb Cannon, to cross the gap and enter
the next room.

================
Imperial Caverns
================
Use the Screw Attack again to Wall Jump back up to Warp Site Bravo. Scan
the Wall Jump Surface here if you scanned one of these surfaces earlier
before getting the Screw Attack (doing so makes the scan impossible to
earn until you reach this room again with the Screw Attack).

===============
Warp Site Bravo
===============
Use the portal to reenter Fiery Bryyo.

===========================================================================
                        ~Planet Bryyo-Ice Bryyo~
===========================================================================
Well, that was quick. What now? Back to Elysia!

===============
Warp Site Alpha
===============
Exit the room.

=========
Main Lift
=========
Head back into the Morph Ball tunnel, fall to the bottom, roll out of it
and leave the room. The Aurora Unit should contact you now, and it says its
been tryig to contact you. It says that the wreckage of the G.F.S. 
Valhalla, the vessel that was attacked by Space Pirates months ago, has 
been discovered. You're ordered to investigate the scene. Don't bother
right now. You can't progress far into the ship for a while.

=================
Gel Refinery Site
=================
Nothing much in here. Leave the room to the right.

=============
Imperial Hall
=============
Kill off the Bryyonian Shriekbats that attack you, then head out the door
on the other end of the room.

=============
Fiery Airdock
=============
Save and enter your Gunship, then set course back to Landing Site A on
Elysia.

===========================================================================
                         ~Planet Elysia-Skytown~
===========================================================================
With the Screw Attack in hand, you are capable of finding the Federation
Landing Site. Remember that objective? I'm sure you do. Time to get a new
Gunship upgrade.

==============
Landing Site A
==============
Use the elevator ahead of you, then leave the room.

================
Security Station
================
You may remember an Orange Door in this room I said not to go through for
a little while. Head across to the other end of the room and enter the 
door. Use the Screw Attack to Wall Jump your way to the top and enter the
door.

=============
Security Tube
=============
Enter the slot infront of you, then enter Hyper Mode. Use the Hyper Ball
to destroy all of the Phazon bulbs nearby. Once you do, you can access the
tunnel behind where Phazon vines were and enter the door at the end.

============
Skytram West
============
Use the Spinner here to activate the tram unit. You will be taken to the
eastern half of Skytown.

============
Skytram East
============
You will recieve the New Area Discovered Friend Voucher when you enter this
new area of Skytown. Enter the next room.

==================
Concourse Access A
==================
Some enemy will fly away quickly when you enter this room. Enter the Morph
Ball tunnel and head through the door on the other side.

=========
Concourse
=========
When you enter the main area of this room, a batallion of Space Pirates
will ambush you. Abuse Hyper Mode to destroy all of the Space
Pirates with little difficulty. When you run out of targets, find a hallway
with a fleeing Space Pirate. Chase him, using Charge Beam shots to destroy
the yellow metal gates, and head up the elevator. Destroy the turrets as
they attack you past the center of the room where more easy Space Pirates
ambush you. Blast another gate, then enter through the door.

=====================
Concourse Ventilation
=====================
There is a Bomb Slot on the left side of the wall that you need to activate
the release the gate below you. Fall to the bottom of the room (Ignore the
Missile Expansion for a long, long time) and enter the nearby door. Use
another Bomb Slot to reach the bottom. Ignore the Space Pirate ATC and 
enter the door.


====================
Maintenence Shaft OB
====================
The Pirate Militia unit here can be killed with ease, then use the Grapple
Swing to reach the door on the other side.

=================
Chozo Observatory
=================
Scans:
Space Pirates-Advanced Aerotrooper

Scan the Advanced Aerotroopers as this is the only point in the game where
you will find them. Use Hyper Mode to kill these buggers out quickly, then
head to the lower area of the room and use the hand panel to activate the
elevator. Head through the door at the bottom.

================
Observatory Lift
================
Use the Plasma Beam to weld together the cables, then use the elevator 
that activates. Kill the mines on the floor from afar before entering the
door.

=========
Gearworks
=========
Scans:
Elysia-Swarmbot

A group of Swarmbots will appear near where you enter. Scan one of them,
then kill them like you would Nightbarbs. Wait for them to charge energy,
then shoot the energy to kill them off. You can't get the Missile Expansion
trapped in the gears for a little while, so ignore it. Use the Screw 
Attack to board the platforms, break the targets, then continue to the
next room.

===========
Broken Lift
===========
The lift here is broken. Go figure. Kill off the Aeromines and proceed
through the door at the end.

===============
Turbine Chamber
===============
Destroy the Remorse Class Turret, then break the glass with a Charge Beam
shot. Near the spinning turbine are two cords leading into the wall. Use
the Charge Beam on where they touch the wall. Once you break both, the
turbine will stop and open up, allowing you to proceed past it and through
the door.

====================
Maintenance Shaft TA
====================
Scans:
Skytown Data-Federation

Use the Screw Attack to reach the other side of the room. Turn around and
shoot the Databot to scan the Federation Lore before leaving the room.

================
Skybridge Athene
================
Use the Boost Ball to annihilate the Tinbots and make your way across the
bridge and into the next room.

==============
Landing Access
==============
Use the Charge Beam to destroy the two glass panels, then use the Screw
Attack to reach the door across the gap.

===============================
Skytown Federation Landing Site
===============================
Scans:
Skytown Data-Agreement

Shoot the Databot and be sure to scan the Agreement Lore it produces.
Take the elevator down to the bottom and enter the area with the landing
zone. The Aurora Unit will produce a Bomb Slot. Use it to allow your 
Gunship to land here. Then, press the Gunship icon on the hand panel
nearby to acquire the SHIP GRAPPLE BEAM. Now you can lift heavy objects.

Objective Complete!

---------------------------------------------------------------------------
             ~Objective 9:Constructing the Theronian Bomb~
---------------------------------------------------------------------------
Objective Difficulty:***/*****
Objective Overview:With the Ship Grapple Beam acquired, you have the
necessary item to assemble a huge bomb. Yeah, a bomb. We need to destroy
the shield somehow. Getting the three bomb components will be tricky, not
to mention a really long process. 

===============================
Skytown Federation Landing Site
===============================
The Aurora Unit will notify you of the three locations of the bomb 
components. In order, they are in the Turbine Shaft, Concourse, and Transit
Hub. Hell, you've passed these objects! You may have wondered what they
were, and now you know. Bomb parts. Save the game, then let's construct us
a bomb. 

==============
Landing Access
==============
Once more, use the Screw Attack to cross the gap.

================
Skybridge Athene
================
Use the Boost Ball to cross the bridge with ease, then enter the door.

====================
Maintenance Shaft TR
====================
Ignore the Crawltanks in this room if you want to while you use the Screw
Attcak to cross another gap.

===============
Turbine Chamber
===============
The first bomb component is here, but it is unobtainable for now. Cross
the gap and head out the next door.

===========
Broken Lift
===========
It'll remain broken for a while. Head into the next room.

=========
Gearworks
=========
A Space Pirate ATC will destroy several of the nearby gears for whatever
reason. You can now Screw Attack across the gap and pick up a MISSILE
EXPANSION. Once on the other side, enter the door.

================
Observatory Lift
================
Use the elevator to enter the next room.

=================
Chozo Observatory
=================
Scans:
Research-Ship Grapple Point

Use the elevator not far ahead of you when you enter this room to enter
the main area of the observatory. Scan the Ship Grapple Point which is
glowing in the center of the room, then use the Command Visor to have your
Gunship pick up the object. Remember that when grappling objects, the 
Gunship cannot land until the object has been placed elsewhere. Right now,
head into the hole the object was covering to find a severed cable. Weld it
back together and a nearby Bomb Slot will be activated.

Use the Command Visor again to have the Gunship drop the large object 
again, then activate the Bomb Slot. Several platforms will activate around
the room. Also, a bunch of Bomb Slots around it will also be activated. 
Climb to the Morph Ball hole and enter the first Bomb Slot (most of them
you can't reach without the Spider Ball). The first Bomb Slot downloads
the remainder of the map for eastern Skytown. The second Bomb Slot will
download all Suit Expansions for Bryyo. The next Bomb Slot over reveals
all Suit Expansions for Norion. On those maps, anything that adds to your
Pickups list will be marked as a white dot. If there's a white X, then you
have obtained that item. The dots are in the EXACT location in the room the
item is. This can be very useful to some players.

Now, use the platforms to reach the top hallway of the room and leave
Chozo Observatory.

========
Botanica
========
Use the Grapple Lasso to destroy any Dragoon Class Drones throughout this
room. Use the Grapple Lasso again to pull out the block ahead of you so you
can reach the upper ledge. Then, repeat this with a second block. At the
end, turn around and Screw Attack to a distant ledge. Then, turn right and
Screw Attack to a ledge with a MISSILE EXPANSION. Now, drop down the ledge
and enter a nearby door.

==============
Save Station B
==============
Save the game, then leave the room.

========
Botanica
========
With all the platforms pulled, leave the room via the White Blast Shielded
door.

===========
Broken Lift
===========
Scans:
Skytown Data-Aurora

Shoot the Databot so you can scan the Aurora Lore. Afterwards, head through
the door nearby. 

===============
Turbine Chamber
===============
When you enter the main area of this room, a Berserker Lord will attack
you. It is exactly the same as the Berserker Lord in the beginning of the
game. Shoot the purple globs of Phazon it shoots at you so they injure his
head shields. Once you've hit four globs, you can attack the weak point
on his head. Once you have attacked him with several Hyper Mode shots,
the Berserker Lord will easily be killed and you will earn a Gold Credit
for your efforts.

Once he's dead, the remaining Spinners in the room will turn on. Use all
of them to release the locks on the first bomb component. Once you do this,
a terminal nearby will activate. Use the Arm Cannon to twist the parts
around and fit them in the open holes like the other times you have done
this. Once you have, use the Command Visor to pick up the first bomb
component. All that's left now is to obtain the others. The terminal
nearby wil convert into a Morph Ball hole. Use it, then enter the nearby
door where you land.

==============
Turbine Access
==============
There's nothing in this room. Proceed to the next.

===========
Piston Hall
===========
Across the main gap in this room is a gate that is rotating around in an
erratic fashion. In order to land in it, you need to Screw Attack across
the gap when the gate is closed. When you reach the other side, if timed
right, it should be opened. Once you do, follow the short hallway down to
the door.

=========
Concourse
=========
When you enter this room, fuse together the severed cables. Now, cross the
room to the other end and repeat the process with the severed cables over
there. An elevator will appear in the center of the room as a shortcut back
to the main area of Concourse. There is no need to use it now unless you
are desperate for a Save Statio (which, luckily, you are near anyways).
Head through the door instead.

====================
Maintenance Shaft CC
====================
Look into the air to find a Grab Ledge. Get onto it and Samus will 
instantly turn herself into the Morph Ball as she pulls herself into a
tunnel. What a clever trick Retro put at the end. If you don't Boost at
the end of the tunnel, you will fall into the pit. Haha. Enter the door on
the ledge.

=====================
Zipline Station Delta
=====================
An Armored Aerotrooper will attack you when you enter. Now, this is a
highly frustrating room for some players. Use the Screw Attack to reach the
nearby platform. Use it again to reach another nearby platform. A Space
Pirate ATC will attack you here, so take care of that. The next platform
can be a pain to Screw Attack to. A metal gate is circling around the 
platform, and if you time it wrong you won't be able to land on it. Screw
Attack when the gate is on the opposite side of the platform for the best
results. From there, Screw Attack all the way down to the ledge with the
door.

==============
Transit Tube A
==============
A bunch of dead Space Pirates will be lying in this room, and will 
disintegrate when you shoot them. That's a bit creepy. Head inside the 
door closest to the entrance of this room.

==============
Save Station C
==============
Save the game, then leave. Judging by the map, a dead end is up ahead. Is
there an upgrade somewhere?

==============
Transit Tube A
==============
Head through the nearby door.

=================
Research Pod Lift
=================
There's some sort of wall with five yellow dots on it. They need to be
destroyed simultaneously to unlock the door. Can you guess the upgrade you
are getting next yet? Head through the door on the right for now.

===================
Xenoresearch A Lift
===================
Une the hand panel to make the elevator operational. At the top, you will
have to ignore the tauntingly obvious Energy Tank for now and head through
the door.

==============
Xenoresearch A
==============
Are these...Metroids? They sure as hell don't look like Metroids. 
Containment cases, attacking anything coming near their cells, ugly mouths,
they seem like Metroids. Shame you can't scan them right now. Head down 
the hallway and to the left at the yellow dot door. There is a Spinner up
ahead. Use it to open the gate nearby and close the one you used to enter
this room. Um, aren't you screwed now? Let's worry about that later. 
Continue through the room, right then left, until you reach the door.

===================
Xenoresearch B Lift
===================
Use the hand panel, activate elevator, enter upper door.

==============
Xenoresearch B
==============
Scans:
Skytown-Steamspider
Phazon-Phazon Metroid

Between the two Metroid tanks is a small Morph Ball hole on the wall that
is easy to miss. Jump up to it and roll through the tunnel. Once you roll
onto a ledge, Bomb the cracked floor to fall down to the ground. Proceed
through the laboratory and to the right. Once you come to a dead end you
will need to Bomb another cracked piece of wall on the flooring to proceed
through another Morph Ball tunnel.

Follow the path all the way left and around and you will eventually find
yourself in a small chamber with an upgrade in a containment tank. Scan 
one of the Steamspiders crawling on the walls nearby, then locate and
acquire the ENERGY CELL in this room. Unlike the Energy Cell in the Docking
Bay on Bryyo, you must collect this one. Rip off the grating covering it
with the Grapple Lasso, then pull the Energy Cell. The Energy Cell will
power down the containment chambers and the lights to the laboratory. Shoot
an Ice Missile at the chamber to break the glass and acquire the SEEKER
MISSILES.

With these, hold down the Missile fire button and you can charge the 
Seeker Missiles and target up to five targets at once. Try it out on the
nearby door. Target all five dots at once, release, and the Missiles will
fly and the door will lower for you, allowing you to leave. Make your way
back through the darkened hallways and back through the Morph Ball tunnel.
Get the Scan Visor out and scan one of the Phazon Metroids below the floor.
Turns out they have escaped their containment cells too. They will be
attacking you soon, so you should be leaving. 

Head to the left to a Seeker Missile door. A Phazon Metroid should attack
you here. Kill it. If it grabs onto you, as like any Metroid, place a Bomb
to shake it off. Ice Missiles can freeze it, but Phazon Metroids can turn
invisible and the Missile will just pass harmlessly through them. Shoot
them until they die, then open the Seeker Missile door. After this, head
right and then left to (finally) leave the room.

===================
Xenoresearch B Lift
===================
Get on the elevator so we can get out of this place!

==============
Xenoresearch A
==============
Head right, left, then left again to find a Seeker Missile door. A bunch
of Phazon Metroid will attack you throughout this room. As a note, when 
they are rushing you face first, doing that attack where they latch onto
you, that's the time to freeze them with an Ice Missile. A charged Plasma
Beam shot after that instantly kills them. Quite nice. Just past the Seeker
Missile door are four more Phazon Metroids. Sidestep them and proceed 
through the door behind them.

===================
Xenoresearch A Lift
===================
Fire an Ice Missile to break the containment cell and grab the ENERGY TANK.
Head down the elevator and into the next room.

=================
Research Pod Lift
=================
Hit the Seeker Missile door to open it up, use the elevator behind it, then
head out the door.

==============
Transit Tube B
==============
There's also nothing important in this room, so it shouldn't be too much
trouble reaching the other side.

=====================
Zipline Station Delta
=====================
Two Phazon Metroids ambush you when you enter the upper area of this room.
Use the Zipline Cable to cruise to the other end of the room, then ignore
the other Phazon Metroids here and open the door.

==================
Concourse Access B
==================
Scans:
Skytown Data-Loss

Attack the Databot so you can scan the Loss Lore, then continue through
the next door.

=========
Concourse
=========
I love how things came around full circle. Great way of cutting down on
backtracking. You needed the Seeker Missiles to unlock the second bomb
component, and here we are. To the left of you is a Morph Ball tunnel. 
Enter it and get the MISSILE EXPANSION at the end. Then, get up and look
out to see four spots you can use Seeker Missiles on. Destroy all of the
cables here.

Use the Morph Ball tunnel to reach the other side again. Destroy the Seeker
Missile door ahead and you will make an elevator appear. Use it. Head 
near the main platform of the room and look up to find another group of
four cables attached to the bomb component. Use the Seeker Missiles again.
Head to the left on the platform and turn around to find the last group
of Seeker Missile-able targets. Once they are destroyed, the roof will open
and you can use the Command Visor to have your Gunship collect the second
bomb component. Once you have done this, leave the room using the door
heading back to Concourse Access A.

==================
Concourse Access A
==================
Head through the Morph Ball tunnel and out the other end.

============
Skytram East
============
Finally, after tirelessly searching Eastern Skytown, we've done everything
we have needed to. Time to travel back to familiar territory.

============
Skytram West
============
Leave the room.

=============
Security Tube
=============
Roll through the Morph Ball tunnel and enter the door.

================
Security Station
================
Jump down the Wall Jumping area and exit through the Orange door, then
through the other door behind it.

==========
Spire Dock
==========
Use the Zipline Cable to cross over onto the Spire structure, the use the
Kinetic Orb Cannon to the right and through the door when you land.

====================
Maintenance Shaft AU
====================
Destroy the Sky Puffers if you need to, then use the Grab Ledge to reach
the door.

==============
Aurora Chamber
==============
Nothing important here yet. Calmly proceed through this room.

===========
Aurora Lift
===========
Use the elevator then leave via the nearby door.

=====================
Zipline Station Bravo
=====================
Screw the annoying Zipline Cable! See the cannon next to the door? Use 
Seeker Missiles on the four target points to operate the cannon. Hop inside
with the Morph Ball to land at...

===========
Transit Hub
===========
Heh, right where we need to be. Look up to find five Seeker Missile 
targets. Blow them all away so that you can use the Command Visor to pick
up the final bomb component. 

And viola, we have ourselves a Theronian Bomb. 

Objective Complete!

---------------------------------------------------------------------------
          ~Objective 10:Dropping the Bomb and Destroying the Seed~
---------------------------------------------------------------------------
Objective Difficulty:***/*****
Objective Overview:The good news--we have the bomb all assembled. The
bad news--we have to drop it manually and make sure Samus doesn't get 
blown up with it. Oh, and the Seed has to be destroyed as well. Good luck,
anyways!

===========
Transit Hub
===========
The Aurora Unit will tell you to place the bomb on the Spire Structure.
Great. That's the nuclear device. Lovely. Use the cannon nearby to reach...

=====================
Zipline Station Bravo
=====================
Enter the next room.

===========
Aurora Lift
===========
Ignore the elevator for a second and enter the door at the end.

==============
Save Station A
==============
The upcoming battle will be fierce. Are you ready? Save the game.

===========
Aurora Lift
===========
Use the elevator, then leave the room.

==============
Aurora Chamber
==============
The Aurora Unit here will remind you again that you need to place the bomb
on the Spire Structure. Head out the other door.

====================
Maintenance Shaft AU
====================
Kill off any Sky Puffers that get in your as you use the platforms to reach
the ledge across the gap.

==========
Spire Dock
==========
Get into the Kinetic Orb Cannon to reach the Spire Structure, then use the
Command Visor to place the bomb atop the opening above you. Once you have
done this, head back the way you came via the Kinetic Orb Cannon.

====================
Maintenance Shaft AU
====================
The killed enemies shouldn't have respawned by now, so easily jump through
this room.

==============
Aurora Chamber
==============
Interact with the Aurora Unit. It will tell you that the bomb is ready for
dropping and that Skytown is finished moving itself over to above the
Leviathan Seed. All you need to do is board the Spire Structure. However,
Space Pirates are highly likely to attack you to prevent the shield from
being destroyed. They will do whatever it takes to annihilate the Spire.
You must protect the Spire Structure and fend off the Space Pirates until
it is ready to be dropped.

After that, you need to board an escape pod before the Spire blows up. 
Samus getting killed in the blast would bring about a quick game over. Once
you get off the Spire and it explodes, you should be able to enter the 
Seed. Is that all? Piece of cake! Choose the accept this mission and leave
the room via the only unlocked door.

====================
Maintenance Shaft AU
====================
Nothing much in here still. Jump over to the other door.

==========
Spire Dock
==========
Use the Kinetic Orb Cannon, and watch the cutscene. Everything's about to
go to hell from here.

=====
Spire
=====
Scans:
Space Pirates-Armored Shield Troopers
Space Pirates-Space Pirate Assault Skiff

As the Aurora Unit expected, the large attack force of Space Pirates will
attempt to do everything they can to prevent you from dropping the bomb
onto the Leviathan's shields. What you need to do to defend the Spire
Structure successfully is destroy three Space Pirate Skiffs and prevent
the Spire Structure itself from being destroyed. The ATC's and Skiffs (Make
sure you scan the Skiffs flying around) will attack the Spire Strucutre
every few seconds. It has a health bar, and you will fail your objective if
it loses all of its health.

Space Pirates and Dragoon Class Drones will board the Spire Structure to
distract you. Among the Space Pirates are Armored Shield Troopers, the only
place in the game where they appear, so scan them. Stay in Hyper Mode, or
better yet, Corrupted Mode, for as long as possible. You can avoid heavy
damage since you're invincible and can destroy anything easily. ATC's and
Skiffs are destroyed the same way--the small vents on the fronts. The
vehicles tend to fly away every few seconds, out of your range, and appear
on another side of the Spire. Follow them quickly.

Once you destroy three of their flying transports, the Space Pirate raid
will retreat. A control panel will activate nearby. Interact with it and
touch all of the three Spire release clamps. The Spire Structure is now
falling down to the Leviathan and you have 5 minutes to get the hell off
of this structure before your all dead. An escape pod will appear next to
you. Hop in and press the control panel to escape.

Aw hell naw! The damn thing malfunctions and you have little time to lose.
A repair bay door appear below. Get into the Morph Ball and roll into the 
hole.

========
Podworks
========
Use Charge Beam shots to clear the way to the center of the room. You need
to fuse three severed cables with a time limit. To the left is the first
cable. It is difficult to fuse these together, with not only a long trail
but also the violent shaking of the Spire which can mess up your progress.
Proceed quickly but carefully. 

Once the first is complete, head around the room and in front of a metal
cage with the fuse panel behind it. You can use the Grapple Lasso on the
front of the cage to tear it off. Do so and fuse together the wires. Now,
the last severed cable it to the left of where you are. It is covered by
a metal plating which you also need to Grapple Lasso off. This is the
hardest path to weld, so do it as quickly and accurately as possible.

Once all three cables have been fused, the escape pod will function as
normally intended. The exit will open up so you can leave this room with
the Morph Ball again. Do so.

=====
Spire
=====
Enter the escape pod again and activate it for real this time. Enjoy the
bomb sequence. Wasn't too hard, was it? Well, at least you finally disabled
the shield for the Leviathan.

==============
Escape Pod Bay
==============
The Escape Pod will land here. nicely done. Leave the room ahead.

=====================
Escape Pod Bay Access
=====================
The Aurora Unit will contact you and say that the plan worked. Naturally,
you need to destroy the Leviathan Seed now. Activate the hand panel and
use the elevator to reach the lower level.

================
Security Station
================
Enter the door to the right of you.

==============
Landing Site A
==============
That worked nicely. Use the elevator to reach the landing pad, then use the
Command Visor to land your Gunship. Save and blast off for the Seed.

===========================================================================
                    ~Planet Elysia-Leviathan Seed~
===========================================================================
So, what is the boss and upgrade this time around? Luckily, it isn't as 
bad as Mogenar.

==============
Landing Site C
==============
Scans:
Phazon-Phazon Leech

Look on the floor for the small bugs. Scan one of the Phazon Leeches, then
Jump across the platforms to the door.

===========
Core Access
===========
This time around you will need to shoot these vine entanglements with the
Seeker Missiles. Remember those? Release them on the vines, that use 
several attacks on the center. Repeat this process on the several following
vines to reach the door.

======================
Elysian Leviathan Core
======================
Scans:
Elysia-Helios

When you enter the room, the boss Helios will attack you and the battle
begins. Be sure to scan him first. Helios will have a ton of Swarmbots
surround him, so just wait until he curls them up into a huge ball and 
begins rolling around the room. Aim for Helios and keep shooting him
despite it may seeming as if it's doing nothing. Eventually he will begin
flying in the air again, with five large antennas around him. Target all
of them with your Seeker Missiles and will be vulnerable to attack. This
is just to destroy his armor, though.

When Helios uses his Swarmbots again, this time they will attack in groups
and you will need to kill them like normal Swarmbots. Wait for them to
charge their energy, then attack the green energy they are circling around
to destroy the group. Once you do this enough times, Helios will lower to
the ground and expose his core. Enter Hyper Mode and blast it as much as
you can, and repeat this long process until he enters the next phase of the
battle.

Eventually, Helios will turn into a huge cyclone which will forcefully 
pull you near him and hurt you. Get into the Morph Ball and Bomb him
several times until he exits this mode. Then, his Swarmbots will take the
shape of arms and legs. There will be large flashing red joins on several
areas of his arms and legs. Blast these weak points to destroy the body
part and Helios will collapse for a second, allowing you a chance to stun
him and bring him into the phase where you can damage him. Repeat this 
process of destroying a body part and damaging him in Hyper Mode and he 
will eventually be defeated.

When he is killed, the corruption will grow within Samus, then you can
acquire the HYPER MISSILE. These are Phazon-charged Missiles that can be
used in Hyper Mode. Time to try them out on the Leviathan Core. Four large
targets will appear in the upper corners of the room. Shoot a Hyper Missile
at each of them to make the Core appear, then release Phazon energy into 
it when prompted. 

Samus will walk away from the destruction, and then leaves Elysia. You'll
be back later, so don't fret.

Objective Complete!

---------------------------------------------------------------------------
          ~Objective 11:Locating the Final Hunter on Urtragia~
---------------------------------------------------------------------------
Objective Difficulty:***/*****
Objective Overview:You will be ordered to find Gandrayda on the Pirate
Homeworld (no actual name for the planet is given, but one enemy suggests
the real name Urtragia). The path to where corrupted Gandrayda is will be
pretty long and has a severe lack of Save Stations, but you should be able
to make do with it. Somehow. Hopefully.

In space, the Aurora Unit will contact you and say that you have done well
in destroying the Leviathans. Gandrayda sent a message when searching in
the Pirate Homeworld. A Leviathan has impacted the Pirate Homeworld as
well, explaining why they have advanced so far in Phazon technology. Worse
yet, the corruption has spread rapidly over the planet, and left unchecked,
could corrupt the remainder of the galaxy and then the universe. The
Federation is preparing an assault on the Pirate Homeworld. However, they
can't do it until preparations are complete. You can travel to the Pirate
Homeworld now, to get to it.

As a note, it took two minutes after the Aurora Unit was done talking for
the map to finally allow me to gain access to the Pirate Homeworld. I'm
not sure why. If it doesn't appear right away for you, just be patient.
You can also try visiting the G.F.S. Valhalla wreckage, then leaving right
away, to see if that does anything to help. The location of the Pirate
Homeworld is in the Unknown Solar System at the top right corner of the
galaxy map.

===========================================================================
                    ~Planet Urtragia-Pirate Homeworld~
===========================================================================
The Pirate Homeworld is a dangerous place, but most of the Space Pirates
here are out on other planets, allowing you to slip through undetected for
most rooms. It is also very lethal in another sense, but we can cover that
later.

==================
Landing Site Bravo
==================
Scans:
Space Pirates-Pirate Cargo Drone
Research-Heavy Phazon Canister

Look in the air to the left of you to find a Pirate Cargo Drone, carrying
a Heavy Phazon Canister. Scan both of these, then head out the door.

===============
Lift Hub Access
===============
A pair of Crawltanks will attack you, but they do it in Hyper Mode. Two 
shots of the Hyper Beam easily kills them, so do that to avoid major damage
yourself, then enter the next room.

========
Lift Hub
========
Scans:
Space Pirate Data-Our Mission
Research-Space Pirate Orange Door

When you enter the room, a Remorse Class Turret will attack you. Quickly
terminate it, then scan the panel for the Our Mission Lore that is hanging
on the wall to the right of the turret. Walk ahead now and into the 
elevator. There is a panel here that asks you for the floor you want. You
want the third floor, so push the button with three symbols on it. At the
top, head left and scan the Space Pirate Orange Door before entering it.

=================
Command Courtyard
=================
When you enter this room, a cutscene will play, then you will see a Pirate
lowering a force field with some sort of device, then the camera shifts 
over to some rotating fans with a Morph Ball tunnel placed right under it.
The Aurora Unit will contact you, saying the Gandrayda's findings found
that there is a cargo supply route that leads directly to the Seed. The
entrance to that room is in the Command Center. However, to get there you
will need to find some protection from the acid rain. Yes, that is acid
rain. If you step foot into it, you will be dead in about 5 seconds. No,
really. The rain will deal little damage for a second, then will sap away
about 2 Energy Tanks per second. You will die quickly. Avoid entering the
rain.

Walk to the center of the room. The acid rain flooring is red, and that is
what you don't want to touch. Brown flooring is safe. Head right at the
center to reach a small area with the spinning fans you saw in the 
cutscene. You can't get past them yet. Jump up to the Grab Ledge next to
the fans to pull yourself into a tunnel. Jump into the main tunnel to the
right, then follow it into a space with a Missile Expansion. You can't get
it yet, so continue on. In the next area, the path splits. Take the left
one for now. At the end of this tunnel you can claim the MISSILE EXPANSION.
Now, head back to the split.

Take the right one this time. When you reach the end of the tunnel, jump
out of it. On the wall is a terminal where you need to pull out the 
ENERGY CELL. This will open a small hatch on the ground nearby, which is
a shortcut back to the fans which, without power, will stop spinning. Now
you can enter the Morph Ball tunnel there. Roll into the next room.

============
Flux Control
============
Continue to head through the tunnel until you can get up. Walk through the
passageways here, blasting away the Crawltanks with the Hyper Beam, until
you reach a dead end. Jump down the hole and continue through the hallways,
blasting more Crawltanks, until you reach two Morph Ball tunnels. The left
entrance is blocked by a metal gate. Use the Grapple Lasso to change that,
then enter the left tunnel. 

===============
Command Station
===============
You will enter a blue tube, signifying that you are in Command Station. 
Use the small elevator to reach the bottom Morph Ball tunnels, then take
the right path. Roll to the end of this curvy path, then jump to get a 
MISSILE EXPANSION (yes, the Pirates here just plain stare at Samus, making
no attempt to kill her). 

Roll back to the split path and take the left one instead. Roll down this
tunnel and get into an elevator lifting you into an orange tube. Follow it
out of this room.

=============
Command Vault
=============
Continue through the Morph Ball tunnel until you fall into the main control
room. Look at the ceiling to find that there are Seeker Missile targets.
You should know what to do. Blast them all to lower and acquire the X-RAY
VISOR. You can use this visor to see through walls of Phazite. With the
X-Ray Visor activated, you can interact with the panel infront of you. 
Press the symbols in the order described on the screen. 

Once you have done this, Phazon containment units will begin entering this
room. Ahead of you on the ground is a metal gate covering a Morph Ball
tunnel. Shoot one of the Phazon containers when it is over the metal cover,
and the Phazon explosion will break off the cover, allowing you to enter 
the tunnel into the next room.

==============
Defense Access
==============
Scans:
Research-Space Pirate Orange Door

Continue rolling through the tunnel until you reach the end, then scan the
Space Pirate Green Door that you shouldn't be too far from. Near the green
door and on the left is another panel that you need to use with the X-Ray
Visor. Doing so will activate an elevator nearby. Use the elevator to reach
an upper level, then enter the door.

===============
Command Station
===============
Scans:
Space Pirate Data-Stowaway

There is an orange panel on the wall you can scan for the Stowaway Lore.
Exit the room.

==============
Defense Access
==============
Take the elevator back down. Kill off the two weak Space Pirates that 
think they can ambush you, then enter the nearby blue door. The green door
you won't be coming back to for a while. These Pirates are Assault Pirate
Troopers (you haven't seen one since Thorn Jungle Bryyo. Scan it if you
couldn't before the stupid Berserker Knight there killed him) and enter the
door.

=================
Security Air Lock
=================
When you enter this room you will recieve a transmission from a trapped
Federation Trooper who has managed to escape capture on the Pirate 
Homeworld. You may not think much of it until he says he knows something
about knowing how to get past the acid rain and how to reach the Seed. 
Well, since you need to get past the acid rain somehow you may as well
check it out. On the large structure in this room, turn on the X-Ray Visor
and shoot the dots as they appear on the structure. You can now enter the
Morph Ball icon and spin the unit around as a shortcut. Before doing so,
though, grab the MISSILE EXPANSION ahead. Now, use the machine to enter the
door opposite you.

========
Lift Hub
========
Use the elevator to reach the bottom area of the room. When you are there,
destroy the Remorse Class Turret, then use the X-Ray Visor when activating
the panel near the turret. This will lower the barrier so you can access
the Map Station. The Pirate Homeworld is a pretty damn large area. Now,
turn around and leave the room.

===============
Lift Hub Access
===============
There's nothing here. Keep going to the landing site.

==================
Landing Site Bravo
==================
Save and get into your Gunship. Choose to head over to the only other
accessible location--the Research Facility.

==================
Landing Site Alpha
==================
There's two exits, but only the one ahead of you is accessable.

===============
Scrapvault Lift
===============
Use the hand panel when you enter the activate the huge elevator, then
step into it. At the top, look to the left and near the floor to find a
metal hatch covering a Morph Ball tunnel entrance. Hit it with the Charge
Beam, then follow the tunnel to the end. Once there, look out the window
and shoot the small light on the control panel to lift the gates nearby.
Enter the tunnel again, this time entering the door once you reach the end
of it.

==========
Scrapvault
==========
Scans:
Space Pirates-Urtragian Shriekbats
Phazon-Phazon Grub

Get the Scan Visor ready and walk forward slowly until you hear several
Urtragian Shriekbats (I believe this is the name of the planet, Urtragia,
which I am guessing is the actual name for the Pirate Homeworld, and will
usually refer to it as such). Continue around the corner and you will find
several pools of Phazon with metal grating over them. One of them will spew
out Phazon Grubs which you should also scan.

Now, jump onto the only high platform in this area. There is another 
platform to the left, then just continue following the platforms around. 
Just past a tunnel and in the air is a Grab Ledge. Ignore it for a moment.
Look to the right and you should see another platform in the distance (it
is hard to see since the platforms are orange and the haze is orange). Use
the X-Ray Visor if you're having trouble seeing it. Jump over to it and use
a Screw Attack boosting to reach it. There is a Grab Ledge here which you
can use to reach a MISSILE EXPANSION. 

Now, jump back down and head over to the ledge you were previously on and
jump to the Grab Ledge I said to ignore. You will pull yourself into a 
tunnel. Fall through the gap at the end to end up in a large room.

==========
Scrapworks
==========
This is an annoying Morph Ball puzzle. Head to the right and jump into the
Bomb Slot and activate it. This will make a piston raise near you. Jump 
onto the ledge to the left and then roll to where some moving platforms 
are located. Jump onto them until you reach the top of this chamber, then
roll to the right. Jump up the next time you can and jump to the left
again, then perform a Double Bomb Jump to reach an ENERGY TANK. Fall back
down and head right. You will fall down a half-pipe and land near another
Bomb Slot. Acivate this one to lower a piston below you. Get onto the 
piston, head left, and jump into the tunnel and roll through.

==========
Scrapvault
==========
You won't be leaving there for long. Roll through the short tunnel, Bomb
Jumping whenever needed, until you reach a small control room. Weld 
together the severed cables to turn on a panel. Use the X-Ray Visor to
activate this panel, opening a gate nearby on the floor. Roll back through
the Morph Ball tunnel and back into Scrapworks.

==========
Scrapworks
==========
Jump back up to the Bomb Slot above you, but this time keep heading right.
There is a half-pipe here. The top left area is useless for now, so try
Boosting to the top right of the pipe. Fall down the small gap (not the
one that the Spider Ball track leads down to) to find a Bomb Slot. 
Activate it, then head back left onto the half-pipe. An opening has
appeared here. Enter it to wind up back in...

==========
Scrapvault
==========
Scans:
Space Pirates-Commando Pirate

A security drone here will sound an alarm and two Pirate Commandos will
appear (finally some Pirate action!). Scan one of them. You may remember
from Metroid Prime 2 that these guys love warping all over the place. 
Sadly, that is still true. Use Hyper Mode to make quick work of them,
conserving energy from not taking damage from these guys. Now, head to 
where the orange gates used to be and enter the door up the blocks.

=================
Processing Access
=================
Scans:
Space Pirate Data-First Disciples

Be careful as you turn around the corner. If you use the X-Ray Visor, you
can see several infared beams ahead of you (this took me forever to
figure out). If you trip one of these beams, a duo of Commando Pirates 
will attack you. Use the Morph Ball to slip under them undetected. 

In the middle of the room, make sure that you scan the First Disciples Lore
in a small safe area with no beams. Continue under the later beams to 
reach the door.

==================
Metroid Processing
==================
Scans:
Space Pirates-Assault Shield Trooper

A small force of Pirates attack you when you enter this room. Scan one of
the Assault Shield Troopers, then kill them by Grapple Lassoing off the
shields and shooting them quickly. Afterwards, a Commando Pirate appears.
Kill him and then a panel will activate nearby. Head over to it and flip
on the X-Ray Visor as you activate it. You have to turn the shapes around
to fit them in the holes. You've done this before, it's not too hard. Once
you have done this, an elevator will appear next to you.

Take the elevator down and head right at the fork. Weld together the 
severed cables to make the elevator in the center of the room operational.
Take the left fork to end up at acquiring an ENERGY CELL. However, at a
cost. As a little deja vu, the Metroid containment chambers break open and
you now have to deal with the little pests before leaving the room. There
are only three of them so it isn't a major concern. Also, behind one of
the broken containment units you can pickup a MISSILE EXPANSION. Use the
Morph Ball elevator to reach the top of the room, then enter the orange
door.

========
Airshaft
========
Scans:
Space Pirates-Puffer Mine
Space Pirate Data-The Source Discovered

Use the Seeker Missiles on the four targets hanging in the air when you
enter so that they create an extra Wall Jump surfacing. Puffer Mines will
appear in the distance now, so scan those, and then use the Hyper Beam on
the four Crawltanks that rush your position. Use the Screw Attack to Wall
Jump to a high ledge. 

Don't jump down--that's where you started. Jump up instead to a higher 
ledge, then scan The Source Discovered Lore on the wall. Follow the pathway
to the left and through the door.

=========
Craneyard
=========
You will see containment tubes be exchanged in this room. If you scan the
item in the new one that appears, it is the Hazard Shield, the item that
protects you from acid rain. Sadly, you can't get it just yet. Head through
the nearby door. (Note that by now the Acid Rain Research scan should have
automatically appeared in the Logbook.)

====================
Proving Grounds Lift
====================
You will find the escaped Federation Marine in this room, shooting at some
Space Pirates. Rush up the platform and kill off the Pirates, thereby 
saving the Trooper. The Marine will say that he's seen a Shield that 
protects the Pirates from the acid rain. Yeah, you already know that. You
will need to activate the security hatches at the same time. Walk over to
the terminal and perform the instructions when the Marines says them. 

The elevator will appear and you need to get on it. Hurry.

===============
Proving Grounds
===============
Scans:
Space Pirates-Gandrayda

Yeah, we probably should have seen that one coming. This battle can be 
pretty annoying, but you should know how to defeat her. What will first
happen is that Gandrayda will jump around the room like a Mario-rip off,
every now and then shooting discs at you, or leaping towards you and 
latching on like a Metroid. If she does, shake the Wii Remote and Nunchuk
to shake her off. Keep shooting at her.

Eventually, she will change forms. You don't need to scan every form. One
scan at any time is enough to put her in the Logbook. Each enemy she
transforms into you have killed in the past. She turns into a Berserker
Lord first. Shoot the purple globs back at the Berserker Lord to remove
the shield plating, then blast the head. When she enters the Aerotrooper
form, just shoot at it with Ice Missiles. In her Ghor form, attack the 
head or Boost into the flashing beacon at the bottom, depending on which
one is active. When she turns into a large group of Nightbarbs, keep 
backing away from her and keep shooting the swarm. Anywhere in the swarm
will injure her.

Eventually Gandrayda will lower the ceiling and walls, revealing acid rain
outside. Make sure when you are backing away from Gandrayda that you don't
step into the acid rain! When she turns into Rundas, keep shooting her 
until she is stunned, then rip off the armor and attack her. During this
battle, Hyper Mode can be useful. However, due to the sparadic movements
of Gandrayda and her forms, it can be a waste since it is hard to hit her.
Attempt if you want to risk losing the energy.

Once you deplete half of her health, she will then transform into Samus.
The problem is, she actually has cool upgrades! Her Boost Ball is crazy
fast and lasts for several seconds, and she has a beam that spreads out
very far. Jump over it and keep shooting at her. She can also create a
barrier around her, injuring you if you get too close.

When only a fourth of her health remains, she can then turn herself
invisible. Use the X-Ray Visor to see her. When the visor gets all
staticy, flip it off--she has become visible again. Keep repeating this
process until she is finally killed. 

Now, acquire the GRAPPLE VOLTAGE that she leaves behind. You can now steal
energy from panels, or overload them with energy. Next to the door it a 
panel with orange lights. Use the Grapple Voltage on it and hold down on
the control stick to pull energy from it. This will deactivate the force
field so you can leave the room.

===================
Transit Station 1-B
===================
Scans:
Space Pirate Data-The Leviathan

In the main area of this room you should see several icons on a control
panel wall. Scan the one that looks like the Grapple symbol to make a hand
panel appear. Use it to make the large transit train arrive. You will also
be notified by now that the Aurora Unit has found traces of Chozo weaponry
on Skytown. Well, enter the train and pull the lever to make it operate and
reach the other station.

In the opposite station of the same name, exit the train, scan the The
Leviathan Lore on the wall, then leave the room.

==================
Landing Site Alpha
==================
Use the Grapple Voltage to suck the energy out of the panel so that you
can access your Gunship, and use this route as a shortcut. For now, enter
and save at your Gunship and head to Skytown. Aim for Landing Site A, the
quickest way to the new upgrade.

Objective Complete!

---------------------------------------------------------------------------
            ~Objective 12:Obtaining the Sticky Spider Ball~
---------------------------------------------------------------------------
Objective Difficulty:*/*****
Objective Overview:There isn't really a whole lot to this objective. All
you will be doing is making a quick stop on Elysia to pick up the, by now
obvious, Spider Ball. There will also be a quick detour to an Energy Tank,
but other than that it is a safe and harmless trip.

===========================================================================
                        ~Planet Elysia-Skytown~
===========================================================================

==============
Landing Site A
==============
Head into the elevator, then leave the room ahead.

================
Security Station
================
Head left and follow the short path to the door and the next room.

==========
Spire Dock
==========
What Spire? It's missing now, making traveling in this room a bit harder,
or easier depending on how you look at it. Get into the Kinetic Orb Cannon
and enter the door you land near.

========
Junction
========
Roll to the left, under some debris, and then enter the next door you
come across.

=======================
Zipline Station Charlie
=======================
Use the Grapple Voltage on the bar above you. However, for this one you
need to hold up on the control stick in order to overload the bar with
energy. Once you do that, you can use the Zipline Cable. Halfway through 
the mostly simple track, some Dragoon Drones will destroy a section of the
cable, causing you to fall onto a platform. Use the Screw Attack in order
to reach the door across the long gap.

=================
Powerworks Access
=================
Absorb the energy the shield has with the Grapple Voltage, then enter the
Morph Ball tunnel and through the door on the other side.

==========
Powerworks
==========
Scans:
Skytown Data-Defeat
Research-Spider Ball Track

Use the Seeker Missiles on the four yellow targets ahead of you when you
enter this room. This will reveal a Morph Ball tunnel. Roll through it and
into the room down there. Down here, hit the Databot and scan the Defeat
Lore that it produces. Now, see the broken gear on the floor? Jump onto
the ledge nearby and use the Grapple Lasso to fling the gear into the air.
When you do, launch a Missile at it and it will be flung into a series of
gear and starts activating. An item is revealed ahead. Go acquire the 
SPIDER BALL.

You need to use your new upgrade to get out of this room. The Chozo Elder
statue will recede, revealing a hole. Jump down it, then jump down the 
smaller hole to the near bottom of Powerworks. The Spider Ball track is
down here (when you get a chance later, scan one of these). Hold Z to
attatch yourself to the track. Eventually you will have to make a drop.
Let go of Z to fall, then hold it again when you are touching the track.
Make sure you time it so you don't get hit by the fire. Continue to the
left, drop down further instead of going upwards, then keep avoiding fire
as you head through the track. 

More of the structure will break away, revealing more track. Instead of
going down, continue to the left. When you reach solid ground, scan the
Spider Ball track, then get onto the next track that is horizontal, not
vertical. This track leads to a dead end. To reach the part of track across
from you, use the Boost Ball. Repeat this again to reach a nook with a 
MISSILE EXPANSION. Then, head back to the solid land area again.

Now, use the vertical track. You will need to use the Boost Ball several
times. At the top, roll through the tunnel until you eventually reach where
you started. Leave the room.

=================
Powerworks Access
=================
Cross this room with ease and enter the door on the other end.

=======================
Zipline Station Charlie
=======================
Use the Screw Attack to reach the platform far away. One jump away is 
another platform with a Spider Ball track. Get onto this track. This is a
long track, and you will need to use the Boost Ball and Bomb Jumps many
times while holding the Z button. When you reach a part with two cylinders
that produce an electric shock, use the Boost Ball when they aren't 
electrified. Just past here is an opening where you can Double Bomb Jump
up a small shaft to reach an ENERGY TANK. You will eventually reach the end
of the Spider Ball track after this. Use the Screw Attack again to reach
the door and leave this room.

========
Junction
========
You need to enter the door directly opposite the door you just used.

======================
Hoverplat Docking Site
======================
Scans:
Skytown Data-Invader
Phazon-Phaazoid
Phazon-Red Phaazoid

Use the Screw Attack to reach the far away platform, then use it again to
reach another platform. From here you are able to scan the Phaazoid enemy.
These guys can only be destroyed by Phazon based weapons, naturally. 
After it splits into two, one of them will be a rare Red Phaazoid. Scan
this as well, then blow it up. A Gold Credit will be left behind. You need
to grab it manually. 

Now, use the Spider Ball track nearby. Like before, this one is really long
and complex. Halfway through you will grab a SHIP MISSILE EXPANSION. At the
end of the track you will find a Databot holding the Invader Lore scan. 
Use the Screw Attack again to reach the door at the far end of the chasm.

=============
Barracks Lift
=============
Head straight for the door at the end of this room.

=================
Steambot Barracks
=================
Use the half-pipe in this room to reach the upper area. Once you reach the
top, roll around the corners and pass the elevator to enter the Morph Ball
tunnel. Bomb any of the objects that get in your way, and when you reach a
gust of air, hold down the Z button to latch onto a Spider Ball track. 
Roll up to reach the MISSILE EXPANSION. Continue through the tunnel until
you land at the bottom. Use the half-pipe again to reach the top, but this
time use the elevator and head out the nearby door.

===============
Barracks Access
===============
Dodge the lasers with the Morph Ball, then proceed through the next door.

===========
Transit Hub
===========
Use the Kinetic Orb Cannon here to reach the other side quickly, then head
out the door.

==========
Hub Access
==========
Ignore the Dragoon Class Drones as you make your way through the room.

===============
Arrival Station
===============
Nothing special. Head out onto the ledge, head right, then enter the
hallway and the door ahead.

=====================
Zipline Station Alpha
=====================
Blast anything in your way as you cross the Zipline Cable to the other end.

===================
Main Docking Access
===================
Use the Grapple Swing to cross the gap and enter the door.

================
Main Docking Bay
================
Head down the hallway and get into your Gunship. Now that we have the 
Spider Ball, the Hazard Shield isn't much further. Back to the Pirate
Homeworld! Land at the Research Facility.

Objective Complete!

---------------------------------------------------------------------------
          ~Objective 13:Green Light through Walls of Phazite~
---------------------------------------------------------------------------
Objective Difficulty:***/*****
Objective Overview:The Spider Ball allows you to get the Hazard Shield.
The Hazard Shield allows you to get the Nova Beam, the final beam in the
game. The trek through the Pirate Homeworld isn't too bad this time around,
but foes can get pretty annoying, until, of course, you get the Nova Beam.
Then you get to laugh as you one-hit kill almost every Space Pirate within
the planet.

===========================================================================
                    ~Planet Urtragia-Pirate Homeworld~
===========================================================================
The journey this time around will lead you to the device that allows you to
survive the acid rain. You already know where it is, so this journey won't
take too long.

==================
Landing Site Alpha
==================
You will et a call from Admiral Dane who says that the Federation Fleet is
now in orbit around Urtragia, ready for the final assault. However, a 
barrier prevents the fleet from attacking. You need to go to where the
defense system controls are and shut them down. Sadly, you can't do this
without a new weapon. You can't get the new weapon without a Hazard Shield.
Lucky for you, we're getting that Shield right now. Turn around and head
out the door. 

===========
Transit 1-A
===========
Walk down the hallway and enter the transit train. Activate it to ride 
to...

===========
Transit 1-B
===========
Exit the room.

===============
Proving Grounds
===============
The elevator here is now active, so use it to ride down to...

===================
Proving Ground Lift
===================
The exit to this room is to the right of the elevator.

=========
Craneyard
=========
Scans:
Space Pirates-Assault Aerotroopers

To the left of the door when you enter you will find a Spider Ball track
that you couldn't use a while ago. Well, you can now. Use the track to 
enter a Morph Ball tunnel high above the room. Work your way through the 
tunnel until you fall down to the bottom. Once you are down here, hop
inside the Morph Ball tunnel near the ground level and roll through until
you reach a large tower and two Spinners.

The left Spinner controls the lower half of the tower while the right 
Spinner spins the upper half. Enter the right Spinner and move the upper
section so that a path full of air streams locks in with the lower half,
which also has air streams. Use a Bomb to get out of the Spinner, then
climb the tower using the air streams as boosts. At the top, enter the 
tunnel to reach a MISSILE EXPANSION. Now, for a harder task, make your way
back down to the bottom of the tower next to the Spinners.

You need to reach the leftern track now. Use the left Spinner until you
find a Spider Ball track that locks into position. Then use the right 
Spinner to make a Spider Ball track lock into position connecting the lower
half of the tower to the tunnel on the left side. Once you have done this,
use the Spider Ball track all the way through the tunnels to reach the 
upper path. Roll through the tunnel until you fall into a control room.

Use the hand panel here to make a machine grab the capsule with the item
in it and place it in the room you are standing in now. The shield 
deactivates, so go grab the HAZARD SHIELD. You are now immune to the 
effects of acid rain, and many more areas just became more accessable. How
nice. You can also move through Fuel Gel without taking damage. Even 
cooler. Just then, two Assault Aerotroopers attack you.

Use Hyper Mode to quickly kill them, but scan one first as this is the
only time you get to see these guys. Once you have killed them both, a
hand panel will become active at the bottom of the room. Go up to it and
activate it. An opening nearby will allow you to leave the room, but not
before a Space Pirate triggers an alarm, sending two Commando Pirates to
your location. Kill them both. So you know, killing a total of 20 Commando
Pirates (it is cumunaltive) nets you a Friend Voucher.

Use the platforms near where they jump into the room to reach the ledge
with the Spider Ball track to get here in the first place, then exit out
the door on the right.

========
Airshaft
========
Fairly simple room. Walk out onto the main ledge, then fall down the gap
and turn around to enter the orange door.

==================
Metroid Processing
==================
Directly ahead of you there should be a White Blast Shield that I said to
ignore earlier. If there isn't, you may have destroyed it earlier. Either
way, head across the platform and enter the door.

==============
Creche Transit
==============
Scans:
Space Pirate Data-Taking Valhalla

When you enter this room, look on the floor for a small cracked wall. Use
a Bomb here and enter the Morph Ball tunnel. At the center there is a 
rotational platform. Get to the center of it and enter the hard to see
Spinner. Twist the platform around so you can access a small hole in the
wall. Jump up the platforms to reach a MISSILE EXPANSION. Once you have
that, exit the Morph Ball tunnel.

Cross the small gap ahead. You couldn't enter this area before because 
this area from here on will be pouring acid rain. Around the corner you
will find a wall of Phazon. Enter Hyper Mode and shoot a Hyper Missile at
the large Phazon crystals. Once all of the crystals have been destroyed,
the wall will explode and you can head to the door. Before you do, scan
the Taking Valhalla Lore first on the wall.

==============
Metroid Creche
==============
Scans:
Phazon-Metroid Hatcher

Walk ahead when you enter the room and you will see a Spinner on the 
ground. Get inside of it and Boost in it until the platform is raised as
high as it will go. The platform will then shoot you into a Bomb Slot on
the ceiling. Placing a Bomb here will activate the Spinner on the platform
next to the door you entered. Repeat the same process here with you raising
the platform and activating the Bomb Slot on the ceiling.

Instead of a third Spinner being activated, a Metroid Hatcher will appear
and attack you. Scan the boss and get ready to kill it. If you are quick,
you won't actually have to deal with any Metroids. What you first need to
do is destroy the tentacles. You can free shoot at them, or you could just
use the Seeker Missiles to get the job done much faster. Either way, keep
hitting the four tentacles until they have all been retracted. While doing
this, the Metroid Hatcher will attempt to ram you continuously. Keep 
strafing to avoid this.

When the tentacles have been retracted, the Metroid Hatcher will try one
last ditch effort to spin attack at you. It is generally very easy to
avoid. The Metroid Hatcher will stop in mid-air and spin around slowly
after this. Use a Charge Beam shot on his purple mouth to stun him. Use the
Grapple Lasso on one of the tentacles to rip it off, destroying part of
the health bar. If you don't do this, two Phazon Metroids will be 
spawned.

After the Metroids spawn or you rip off a tentacle, the Metroid Hatcher 
will bring out the tentacles again. This time, if you ripped one off, he
brings out only three. The battle actually gets easier as you progress.
Repeat these steps until you have ripped off all four tentacles, at which
point the Metroid Hatcher will explode. 

Once you defeat him, the Spinner that was activated for a short time before
the Metroid Hatcher appeared will now activate for real. Boost into it to
raise the platform and be shot into the long Morph Ball tunnel. During the
cutscene you can probably see an Energy Tank in one of the tunnels. Roll
through the tunnel slowly until you see a small opening with a Spider
Ball track on the wall. Use the track, Boosting onto opposite sections of
track whenever you need to, until you end up in another tunnel. At the end
you will find an ENERGY TANK. Roll to the end to fall down to the botom of
the room.

Use the Spinner again to enter the tunnels on the top of the room. This
time, ignore the Spider Ball track on the ceiling and continue to the end
of the tunnel and you will reach a Bomb Slot. Activate it to make two
Wall Jump surfaces appear below you. Use them to reach a ledge with the
door out of this room.

===================
Transit Station 3-A
===================
Enter the door to the right.

============
Save Station
============
About time you can save again. Do so, then leave.

===================
Transit Station 3-A
===================
Scan the yellow symbol on the control wall to make a hand panel active. 
Interact with it to make the train appear. Enter the train, interact with
the controls, and leave this area.

===================
Transit Station 3-B
===================
Leave this room by the door on the right.

========
Lift Hub
========
Use the Bomb Slot on the structure infront of you. The wall will spin 
around, and you can use this as a shortcut back to the Research Facility
if you ever need to. Continue through to the end of the room, entering
Command Courtyard again.

=================
Command Courtyard
=================
Scans:
Space Pirate Data-Disaster at Elysia

Several Space Pirates will attack you here. There's nothing to hide since
you can't take damage from the acid rain. Use Hyper Mode to easily disable
all of the Space Pirates within the room, then head to the far end. Next to
the force field you can use the Grapple Voltage to suck the power out of
it, allowing you to reach the next room. Before you do so, though, use the
Grab Ledge to the right to enter the Morph Ball tunnels. Boost all the way
through it, going right at the split path, until you reach the end. Head 
across a bridge that is being hit by acid rain, then take a right at the
closed door. Scan the Disaster at Elysia Lore, then finally enter Courtyard
Passage.

=================
Courtyard Passage
=================
Scans:
Space Pirates-Scritter

You can walk through the acid rain pumps in here easily. Scan one of the
Scritters crawling along the walls of this room, then finally proceed
to the end of it and out the door.

=============
Skyway Access
=============
Scans:
Space Pirate Data-Purification

When you enter this room, whether you like it or not, you will trip the
Pirate alarm system. Commando Pirates will attack you now. Use Hyper Mode
to quickly put an end to all of them. After that, several Crawltanks who
have entered Hyper Mode themselves will appear. Blast them with the Hyper
Beam to easily kill them. The last Crawltank that comes into the fray will
open up a Morph Ball tunnel, as indicated by the cutscene. Once that is
all said and done, scan the Purification Lore next to the tunnel.

Enter the Morph Ball tunnel and you will get blasted into another room.

==============
Defense Access
==============
A green door is blocking the way to the Defense Station, so the Galactic
Federation will have to wait. Use the Spider Ball track nearby to reach a
door at the top of the room.

===================
Transit Station 4-A
===================
Scan the green symbol on the wall to activate a hand panel next to it.
Use the hand panel to call the transit train, then board and activate it to
enter a new area of the Pirate Homeworld.

===================
Transit Station 4-B
===================
Nothing else in here. Leave the room. There's a Save Station here also if
you really need to use it.

=============
Phazon Quarry
=============
When you enter this room, a group of Space Pirates and Commando Pirates 
will ambush you. Enter Hyper Mode once or twice and take care of everything
with relative ease. Once all of the Pirates have been killed, enter a side
hallway to find an orange panel. The controls make little sense, but push
the button on the right. A large drill will appear, ready for use.

Two green circles appear on locations that you can drill. Start with the 
one on the left. The drill will carve away a half-pipe leading to the door
out of this room. Now interact with the panel again and choose the button
on the right. Another half-pipe will come out of the drill's actions, but
this one can be used to obtain a MISSILE EXPANSION. Get onto the hal-pipe
and grab it. Now, use the half-pipe on the other side of the room to Boost
up to the door and enter it. 

=========
Mine Lift
=========
Scans:
Space Pirate Data-Vanguard

Use the Grapple Lasso to pull away the metal gate blocking your way. Enter
the elevator and destroy both of the Crawltanks that to kill you. Use the
Hyper Beam if it is necessary. Now, use the Spider Ball track to reach a
higher area of this room. One the U-shaped Spider Ball track at the top,
head left and fall down at the end to enter a Spinner. Activate it to
lower to elevator a pinch. Then, use the Spider Ball track again to reach
the top of the room, this time taking the right side of the track to drop
down into another Spinner. When activated, the elevator will drop to the
bottom of the room.

You will as well. You can use the Wall Jump surfaces to climb back to the
top if needed later. Next to the door, make sure you scan the Vanguad 
Lore data.

=================
Phazon Harvesting
=================
Scans:
Space Pirates-Phazon Harvester Drone

Scan the huge flying machine when you enter the room. This is a Phazon
Harvester Drone. It is invincible to all of your weaponry, so don't 
bother attacking. It will shoot at you while trying to reach the top of
Phazon Harvesting. You can momentarily stun the Drone, however. The blue
bulb at the bottom, when shot enough times, will stun the Drone for several
seconds so you can advance some more in the room. You can use Gunship
Missiles to kill the Drone, but since the defense system is online you 
can't perform a bombing run now. Enter the door at the top of the room. Use
the Screw Attack and Grab Ledges if the Harvester Drone destroys any of 
the bridges.

=============
Drill Shaft 1
=============
Scans:
Space Pirate Data-Victory and Loss

There is a large green beam ahead of you. Two Jolly Rodger Drones will 
attack you here, and you need to get them out of the way. Once they are
killed, wait for the beam to stop shooting, then jump across the gap and
get to the Grab Ledge. Three Jolly Rodger Drones will try stopping you at
the next large green beam. Repeat the same process of killing the drones
and jumping across the gap. Once you do, turn around and scan the Victory
and Loss Lore. Now, head through the door.

===========
Main Cavern
===========
Head to the right end of the room and find a hand panel that you can use.
Once you do, enter the elevator that appears. When you reach the bottom, 
you will notice that a blue wall made of Phazite blocks the path out of
the room. This battle for the Nova Beam will be very tricky, so pay
attention.

Commando Pirates and Armored Pirate Troopers will jump into the room, 3 or
4 at a time. Don't hit the huge green beam in the center of the room to
avoid damage. What you need to do is kill all but one of the Pirates in
the room. Once only one Pirates remains, stay near him and at the back of
the room, then wait for the large energy beam to turn purple and start 
sucking anything in the room towards it. You will be pulled towards it too,
so stay on the outside. The lone Pirate will hang onto the ground for dear
life. Too bad for him. Keep shooting the Pirate until he lets go and gets
sucked by the vaccum beam, hitting the device at the top. This makes four
large holograms appear the the top of the room. One hit from any weapon
will destroy a hologram.

Once you destroy one, the rest retract and this long process starts all
over again. You need to be very careful in this battle! Many Space Pirates
have Phazon Grenades that will put you into Corruption Mode with a full
meter, or raise it all the way to the top if you are already in Hyper/
Corruption Mode. You need to watch out for that. Getting killed by being
that careless is very bad. Once all four holorgrams have been defeated,
the above panel will break and you can go acquire the NOVA BEAM. 

Test out your new weapon on the wall of Phazite nearby. Use the X-Ray Visor
to see through it, then shoot the two dots to activate a panel. Interact
with the panel and moe the slots around to fit them in the holes. This will
activate the elevator. Rise to the top of the room again, then shoot the
dot through the next wall of Phazite. Do the panel-rotating game again
to lower this wall of Phazite. You can now proceed into the next room.

=============
Drill Shaft 2
=============
When you get to the main section of this room, a huge drill is stuck in
its locations. Flip on the X-Ray Visor and shoot the small ball with the
Nova Beam. The drill will rise and you can enter the hole that it was
covering. Jump into it and enter the green door at the end of the
hallway.

=============
Phazon Quarry
=============
There isn't anything of importance in this small control room, inaccessable
by other means. Head to the right end and acquire the ENERGY CELL from the
socket. A door nearby opens up so you can shortcut through this area if 
you ever need to. Turn around and enter the green door again.

=============
Drill Shaft 2
=============
Use the Grab Ledge to reach the top of the room, then enter Main Cavern
again.

===========
Main Cavern
===========
Head around to the left until you see a short hallway even further to the
left. Down here, enter the green door.

=================
Phazon Mine Entry
=================
Scans:
Space Pirate Data-Bryyo Falls

More like Phazon Mine Exit. When you turn the corner in this room, a ton
of Crawlmines will attack you. Kill them all, then focus on the large 
walls of Phazite nearby. Turn on the X-Ray Visor to see a dot on the gears
of the Phazite wall. Shoot the dots in the order that they appear to raise
the wall. In this inner chamber, kill off the Phazon Metroid and grab the
MISSILE EXPANSION sitting on the ledge. Also in this small chamber, scan
the easy to miss Bryyo Falls Lore. Now, exit the room.

====================
Landing Site Charlie
====================
There is a landing site here. In order to land your Gunship, you need to
clear the landing pad of all obstructions. Remember that beams stack, so 
not only can the Nova Beam shoot through walls of Phazite, but it can also
burn things. Destroy all of the alloys on the ground until the Command
Visor allows you to land your Gunship. Board your Gunship and save. Choose
to land at the Research Facility. Let's grab the remaining items and scans
in the Pirate Homeworld before starting the real assault.

Objective Complete!

---------------------------------------------------------------------------
             ~Objective 14:Raiding the Pirate Homeworld~
---------------------------------------------------------------------------
Objective Difficulty:****/*****
Objective Overview:With the Nova Beam you are able to walk inside Defense
Station and disable the planetary defense system. The Galactic Federation
will begin raiding the world. Before we do that, let's get a few Expansions
remaining in this planet. Sadly, they won't help too much in the final 
part of this objective. You have to perform something every video game
player loathes--an escort mission.

==================
Landing Site Alpha
==================
Nothing much in here. Exit out the door ahead of you. 

===============
Scrapvault Lift
===============
Use the elevator to reach the top of the room, then proceed out the door
ahead.

==========
Scrapvault
==========
When you get around the first corner of the room, several Armored Pirate
Troopers and Commando Pirates will attack you. The Commando Pirates are
no longer a threat to you. Use the X-Ray Visor and lock-on to them to zoom
in on a weak point on their body. One shot the of Nova Beam in this 
location will flat out kill them. Remember this from now on! Use the 
platforms around the room to get pretty high, then use the Grab Ledge to
enter the Morph Ball tunnel.

==========
Scrapworks
==========
When you enter the main area of this room, Bomb Jump to the first ledge.
From here, roll all the way left and past soe moving platforms to a Spider
Ball track. Get up the track and move to the left and onto a half-pipe. 
Start Boosting and hold the Z button on the left side and at the top to
grab onto another Spider Ball track. Roll right and drop onto a platform.
Jump to the platform next to it, then Double Bomb Jump into a SHIP MISSILE
EXPANSION. From here, drop down to the bottom and work your way out of 
Scrapworks and back into Scrapvault.

==========
Scrapvault
==========
When you get back out here, jump up the ledges nearby and out the door
leading to Processing Access.

=================
Processing Access
=================
Roll under the infared beams to avoid Commando Pirate attacks, then get up
wen you reach the central area. There are two Phazite walls here. Use the
X-Ray Visor to shoot both buttons behind the walls. Once you do, several
Wall Jump surfaces will be formed. Use the Screw Attack to reach the top 
ledge in this room. There you will find a large shield. Use several Ice
Missiles on the shield to destroy it, allowing you to grab the SHIP MISSILE
EXPANSION. From here, drop down and head back to Scrapvault.

==========
Scrapvault
==========
Your job is done in this area of the Pirate Homeworld. Leave back to 
Scrapvault Lift.

===============
Scrapvault Lift
===============
Use the elevator to reach the bottom of the shaft, then enter the door.

==================
Landing Site Alpha
==================
Get into your Gunship and save. Now, head over to the Command Center. A 
few more Expansions, then the final assault.

==================
Landing Site Bravo
==================
Leave the room via the door ahead of you.

===============
Lift Hub Access
===============
There's nothing here. Proceed through.

========
Lift Hub
========
To the right of the elevator you should see a Grapple Voltage point. The
door will open, revealing an elevator. Step into it, then step out and the
cable will partially snap above. Use a Charge Beam shot to destroy the
cable, sending the elevator plummeting. At least you can grab the MISSILE
EXPANSION that it was guarding. Now, use the real elevator here and go to
the top floor and enter the orange door.

=================
Command Courtyard
=================
Two Commando Pirates will fruitlessly try to kill you. Snipe their weak
spots, then enter the Morph Ball tunnel between the stopped fans.

============
Flux Control
============
Walk down the pathway and drop down the hole at the end. Then, continue
through this passage, killing any Commando Pirates you trigger, until you
reach a Morph Ball tunnel. Switch the metal cover with the Grapple Lasso so
you can enter the tunnel on the right. This will eventually lead to a 
Spider Ball track where you can grab the final MISSILE EXPANSION in the
Pirate Homeworld. From there, continue on the Spider Ball track to the very
end of the track where you end up in a small chamber. Infuse the Grapple
Voltage point with energy to make an elevator appear nearby. Use it to
reach the bottom of the room again and reach the Morph Ball tunnels. Switch
the gate so you can take the left tunnel out of here.

===============
Defense Station
===============
This is where you need to be, but the wrong entrance. Make your way through
the Morph Ball tunnel and to the left until you reach...

=============
Command Vault
=============
Roll through the opening at the bottom of the room.

==============
Defense Access
==============
When you land in this room, use the X-Ray Visor to see through the wall of
Phazite. Shoot the four dots in the order that they light up, then head
through the green door.

===============
Defense Station
===============
The planetary defense system shutdown is located in this room. But how do
you reach it? Defeat any of the Pirates that try to kill you here. Remove
the energy from the Grapple Voltage node at the bottom, then proceed up 
the platforms in the room. Destroy any more Pirates, then use the X-Ray
Visor to interact with the panel at the very top of the room. Once you have
activated this panel, three weak spots in the shield generator will be
revealed. However, a neverending brigade of Commando Pirates also join the
fray. Keep the X-Ray Visor on, kill any Commando Pirates that get too close
for comfort, and shoot the three balls inside each Phazite covering.

Once every ball in all of the weak spots have been destroyed, all the
shielding around a Bomb Slot at the top of the room will disappear. Now you
need to make your way bck to the top of the room. It isn't too bad. Once
you are there, activate the Bomb Slot. Once you do, the entire defense grid
will disappear and the Galactic Federation will make their assault. Now 
you will recieve a message from Admiral Dane telling you to meet him at
Skyway Access. He has a way to reach the Seed, but he needs your help. 
Waste no time in leaving this room.

==============
Defense Access
==============
Just head out the opposite door.

=================
Security Air Lock
=================
Enter the Kinetic Orb Cannon and be turned around to the door on the other
side.

========
Lift Hub
========
Take the elevator up to the third floor and head out the orange door to
Command Courtyard.

=================
Command Courtyard
=================
Head straight across to the open door on the other end.

=================
Courtyard Passage
=================
Proceed through this room.

=============
Skyway Access
=============
Scans:
Galactic Federation-Demolition Trooper

When you enter this room, Admiral Dane will land on the planet and speaks
to you. The doors ahead of you leads to the cargo line that directs to the
Seed. However, huge doors are at the end. Four Demolition Troopers are 
needed to blow open the door. You need to protect enough of them so four
survive. A Demolition Trooper will now blow up the door ahead of you so
you can continue. Scan one of these troopers. Talk to the Demolition 
Trooper guarding the door. You start with 12 and need 4 to reach the Seed.
Good luck.

====================
Transit Station 1104
====================
Use the Grapple Voltage to give power to the doors in the room. Jump up to
the ledge, then kill the lone Pirate to the right. Enter the door there.

====================
Transit Station 0203
====================
Look on the ledge above you when you enter the find two Space Pirates. As
a word of note, abuse Hyper Mode like crazy during this escort mission. You
will be glad you did. Kill the two Pirates, then when the train passes to
the left, kill the Pirate that appears on the ledge. Another Pirate and
two Aerotroopers will appear now. Quickly kill them both before they deal
some serious harm. When the next train passes, head on the rails and kill
the three Pirates that attack. Then, head right and up the ramps. The door
is at the top.

===================
Transit Station P68
===================
Kill both of the Crawltanks with one shot from the Hyper Beam. Around the
corner, kill the Armored Pirate Trooper and the Remorse Class Turret, then
enter the door.

====================
Transit Station 0204
====================
Two Space Pirates will attack down the long corridor. Quickly kill them
off. When the train's doors open up, another Pirate Trooper will be here.
Kill him off quickly as well. Around the corner will be a ton of Pirates,
coming waves of three. Use a prolonged Corrupted Mode session to deal with
everything as efficiently as possible. Once all of the Pirates have been
eradicated, you should be free to proceed into the following rooms. If you
are running low on energy from all the Hyper Mode uses, be sure to keep
collecting energy. You will certainly be needing it up ahead. 

===================
Transit Station P69
===================
Kill the mines on the ground as you proceed down the hall, then kill any
Pirate Troopers that dare to interfere with your mission. Destroy the
containers for energy replacements, then proceed into the final room. The
toughest battles are in here, but hold out strong!

====================
Transit Station 0205
====================
Destroy the Armored Pirate Troopers as quickly as possible. Once you 
dispose of them, a Berserker Knight will appear. Crap. He will throw the
Demolition Troopers, killing them instantly, if you give him the chance.
However, his weak spot is covered by Phazite as usual. Oh? Phazite? Screw
taking it off from those purple globs--just go crazy with the Nova Beam
to kill him. You need the X-Ray Visor to do this, though. After killing
him, destroy the other Pirate Troopers nearby. 

Now, three Commando Pirates will attack you. X-Ray Visor and one hit kills
work well together. Once you defeat these three Commando's, four Demolition
Troopers, providing that four actually survived, will blow up the door
ahead. Now, to leave all you need to do is activate the hand panel. Proceed
into the next room. 

===================
Transit Station P70
===================
Scans:
Space Pirate Data-Mistress Gandrayda

Look below the pathway in order to find a pool of Phazon. Jump into it to
have all of your energy restored pretty quickly. You'll be needing it for
the next battle. Also, near the Phazon pool is the scan for the Mistress
Gandrayda Lore. Activate the hand panel down here (one of them isn't 
working, the other is) and proceed to the next room.

=========================
Transit Station Leviathan
=========================
Scans:
Space Pirates-Pirate Commander

Try to get up the platforms. Halfway through, the red Pirate Commander 
which you've seen several times already will appear for a final fight. He
also brings along four Commando Pirates as well. First off, focus on the
Commando Pirates. With their X-Ray Visor weak spots, they won't last
long. Keep the visor on for the Pirate Commander (scan him first). He
doesn't have a weak spot, so you have to really kill him. He warps,
literally, every one and a half seconds, so you need to keep looking 
around to see where he appears next. 

Don't use Hyper Mode. Since he moves around and become invisible when you
have Hyper Mode active, you will just waste energy. Charged Nova Beam
shots will suffice through the battle. Once terminated, the Demolition 
Troopers will aid you by bringing back the platform. Climb them to the top
and use the Grab Ledge. Now, interact with the terminal. The roof will
open up and you can use the Command Visor to land your Gunship in this 
room. You have to anyways, so do it. First, it will perform a bombing run
on the door blocking the way. Then it lands. Enter your ship and proceed
to the Seed.

Objective Complete!

---------------------------------------------------------------------------
            ~Objective 15:Destroy the Pirate Homeworld Seed~
---------------------------------------------------------------------------
Objective Difficulty:***/*****
Objective Overview:Because the boss here is so awesome, it gets its own
objective. Pretty simple path. Just defeat the boss here. Nothing else.
Good luck.

==================
Landing Site Delta
==================
Use the Screw Attack at the end of the last platform to reach the door.

===========
Core Access
===========
Use the X-Ray Visor to shoot the core of each of these vines, killing them,
and making a path to the next room.

===============================
Pirate Homeworld Leviathan Core
===============================
Scans:
Space Pirates-Omega Ridley

Yeah, that's right. Ridley is so badass you are privilidged with the right
to fight him a second, more difficult time. Scan him when he first appears
and get ready for a fun fight. You need to shoot Omega Ridley in a 
familiar spot--his mouth. When you have shot his mouth enough times, Omega
Ridley will be stunned and lies on the ground. Run over to him and use the
Grapple Lasso to rip off his chest cover. Enter Hyper Mode and fire several
rounds at him before he covers his chest up again. Keep repeating this
until he changes forms. Omega Ridley's attacks consist of firing a huge
stream of fire at you and firing several small fireballs towards you. Also,
when he spreads his wings out he is getting ready to dash at you quickly.
Strafe away quickly and be sure to jump over his tail when he swings 
around if you are still close to him.

A cutscene will show Omega Ridley growing large Phazite covering over his
chestplate. Omega Ridley retains most of his old attacks, but gets a new
one. Stop shooting at his mouth now. When Omega Ridley stands and charges
two large orbs with his hands, shoot a Charge Beam shot at each orb to stun
Omega Ridley. Flip on the X-Ray Visor and target the plates with the Nova
Beam. Keep on repeating this. He also has an attack where he breathes a row
of fire and electrifies his tail, then starts spinning in a circle. You
need to jump over his wall of fire and his tail several times before he
stops this attack. He starts doing this when you destroy one of the 
shoulder pads. You also need to stun him in the mouth again to make Omega
Ridley stand upright, allowing you to blast away the remaining pad.

When the armor has broken away, Omega Ridley will begin flying around the
battlefield. Don't bother attacking him. Wait around and avoid his bombing
runs until he finally lands. Keep shooting his mouth again to make him
stand upright, then use Hyper Mode so you can inflict damage upon his
chest. Keep on doing this until Omega Ridley is finally killed. 

Now, acquire the HYPER GRAPPLE that is left behind. Several large growths
appear now so you can test your new weapon. Hold up on the control stick
when you are attached to the things you are Grappling to overload them
with Phazon energy. Now, when prompted, kill the core.

You will head back out into space. All the Leviathan Seeds have been
destroyed. Now what? You need to destroy the origin of these attacks. 
Dark Samus and most of the Space Pirates are stationed near this mystery
planet. It is so far away that you will need to create a wormhole to reach
it. There is a Leviathan Battleship around the Pirate Homeworld. If you
can control it, you will be able to reach the planet. You will need to
board it and control it. See Transit Station 2-A, the only place you 
haven't visited on the Pirate Homeworld? You need to Hyper Grapple to 
access it, and it leads to the Leviathan Battleship. Sadly, you need a
passcode to control the ship. However, right now I will list how to
collect all the remaining items in the game, with the exception of those
on the G.F.S. Valhalla (which also happens to be where you get the Pirate
Code to command the Leviathan Battleship). 

The beginning of our whirlwind tour starts at Elysia. You may think that
Norion would be the place to start, but Elysia doesn't have all that much
and it has the maps to the remaining Expansions on the other planets. You
will hate Bryyo, though. A metric crapload of items remain to be collected
there. Start off at Landing Site A.

Objective Complete!

---------------------------------------------------------------------------
         ~Objective 16:Whirlwind Tour Alpha-Elysian Quickstop~
---------------------------------------------------------------------------
Objective Difficulty:**/*****
Objective Overview:There is very little on Elysia. There are three scans,
two Missile Expansions, an Energy Cell, and, if you want to, several Red
Phaazoids you can kill for Gold Credits. There's nothing major on this
trip, and you also get the maps for the remaining items on the other
planets. Quite nice. A small trip back to the Pirate Homeworld will see
you just killing Red Phaazoids. Other than that, this is an easy objective.

===========================================================================
                        ~Planet Elysia-Skytown~
===========================================================================
I regret to say this will be our last trek at Skytown. However, make it a
memorable final trip.

==============
Landing Site A
==============
Without anything else to do in this room, proceed out into the elevator,
then out the door. 

================
Security Station
================
Follow the path to the left and head out the door.

==========
Spire Dock
==========
Use the Kinetic Orb Cannon here, then head out the door when you land.

========
Junction
========
The door you want is the one directly across from you when you enter 
this room. There's nothing in the way, luckily.

==============
Skybridge Hera
==============
There is a Spinner here when you enter. Activate it to make a Kinetic Orb
Cannon appear. Get inside the cannon to get blasted to the other end of
the room, then enter the door.

====================
Maintenance Shaft GP
====================
Destroy the Dragoon Class Drones that get in your way, then jump across the
platforms to the other side. 

================
Construction Bay
================
Scans:
Skytown Data-Phazon

There is a Grapple Voltage point to the right of where you enter. Infuse it
with power to make the Morph Ball tunnel next to it become an elevator. 
Enter it and head to the top. Get out of the tunnel and look for another
tunnel on the movable crane. Get across the tunnel an a Phaazoid should
attack you. Attack it to make a Red Phaazoid appear, then kill that so that
you can pick up a Gold Credit. Now, head back to the Morph Ball tunnel that
the elevator from earlier lifted you to. Walk on the top of it. When you
reach the end, look for an opening on top of the large metal object ahead.
You should see something orange and may be able to see a Databot there.
Screw Attack over there and pick up the MISSILE EXPANSION, as well as get
the Phazon Lore from the Databot. Now, head back over to land and head out
the nearby door.

=============
Ballista Lift
=============
Use the elevator to reach the bottom of the room, then head out the door.

================
Ballista Storage
================
Use the elevator to reach the bottom of the room. When you do, a Steamlord
will attack you. Melt all of the Steambots and the Steamlord will appear.
Kill him and the elevator will reappear. There are two panels in this room
that you can infuse with energy with the Grapple Voltage. Once you do this,
a door will open up inbetween the turbines so that you can acquire an 
ENERGY CELL. Enter the elevator again and leave the room.

=============
Ballista Lift
=============
Use the elevator again, then leave the room.

================
Construction Bay
================
Use the Morph Ball tunnel to the left and drop to the bottom, then head
out the door.

====================
Maintenance Shaft GP
====================
Use the Screw Attack to quickly cross this room, then enter the door.

==============
Skybridge Hera
==============
Use the Kinetic Orb Cannon to cross to the other side of the room, then
enter the door where you land.

========
Junction
========
You need to enter the door directly across from the door you just came out
of.

==========
Spire Dock
==========
Use the Kinetic Orb Cannon to cross the large gap, then enter the door 
when you land.

================
Security Station
================
Cross the room, avoid the Sky Puffers, and enter the door.

==============
Landing Site A
==============
Save and enter your Gunship. This time, head to Landing Site B.

==============
Landing Site B
==============
Again, head out the elevator ahead, then leave the room.

==============
Landing Access
==============
Use the Screw Attack to easily reach the other side of the room.

================
Skybridge Athene
================
Use the Boost Ball to cross the bridge and easily kill the Tinbots, then
enter the door at the far end.

====================
Maintenance Shaft TA
====================
Blow away the Crawltanks, then use the Screw Attack to cross the room.

===============
Turbine Chamber
===============
Cross the turbines and enter the door to the right.

===========
Broken Lift
===========
There's nothing left in this room, so continue on straight.

=========
Gearworks
=========
Use the Screw Attack to quickly reach the other end of the room.

================
Observatory Lift
================
Take the elevator to the bottom of the room, then enter the door.

=================
Chozo Observatory
=================
Scans:
Research-Planet Aether
Research-Planet Tallon IV

Use the elevator down the hallway to reach the main area of the 
observatory. Defeat the Phaazoid quickly, then look to the left to see a
small panel of Phazite. Use the X-Ray Visor to shoot the panel inside. This
will reveal a hand panel on the central collumn. Climb the two platforms to
reach the collumn, then press the hand panel. Pirate Homeworld Maps will
be acquired. Not like it matters, if you've followed this guide you should
have gotten everything there. 

Start climbing the platforms around the room. On the first one you should
see a hole in the wall which has a Spider Ball track on it. There are two
Bomb Slots in this area, so activate them. One will add Aether information
to the Logbook, the other will add Tallon IV information. Drop back down to
the main area of the room. Now, climb the room again and look for another
hole the Morph Ball can enter, this time not needing a Spider Ball track.
On this Morph Ball tunnel there is one Spider Ball track leading to another
Bomb Slot. This will reveal the Expansions all on Elysia. Now, drop down
to the bottom of the room and enter the door.

====================
Maintenance Shaft OB
====================
Destroy the Phaazoid in this room, then use the Screw Attack to cross to
the other side.

=====================
Concourse Ventilation
=====================
There is another Phaazoid in this room. This one will spawn a Red Phaazoid,
so destroy it and pick up the Gold Credit it leaves behind, then destroy 
the rest of the Phaazoid. Near the Databot floating around you can find a
Spider Ball track. Use it. When you reach the end of the track, drop down
to obtain a MISSILE EXPANSION. This is everything to obtain on Elysia. We
can now leave for good. Drop down to the bottom of the room and use the
Wall Jump surface down a short hallway to reach an upper area of the room.
Enter the door.

=========
Concourse
=========
Head to the left when you enter this room. Keep going until you reach the
main area, then drop to the bottom and enter the door down a short hallway.

==================
Concourse Access A
==================
Roll under the Morph Ball tunnel and enter the door at the end.

============
Skytram East
============
Take the Skytram.

============
Skytram West
============
Enter the door ahead.

=============
Security Tube
=============
Roll through the tunnel to the other end.

================
Security Station
================
Drop to the bottom of this room and enter the orange door. Then, head to
the left and enter the door there.

==============
Landing Site A
==============
Take the elevator down, then enter your Gunship. With our business down on
Elysia, head to the Pirate Homeworld to take down several Red Phaazoids.
Choose to land at Transit Station Landing.

===========================================================================
                    ~Planet Urtragia-Pirate Homeworld~
===========================================================================
Galactic Federation Marines are everywhere in the Pirate Homeworld. You 
won't be seeing much Pirate activity here.

=========================
Transit Station Leviathan
=========================
Use the hand panel near the large door behind you to open it. 

==================
Transit Tunnel P70
==================
A Phaazoid attacks you here. Kill it, jump into the Phazon below to heal
yourself, then activate the hand panel to open the next huge door so you
can pass.

====================
Transit Station 0205
====================
A bunch of Phaazoids are in this room. You might want to ignore them and
just rush for the door at the end of the long tunnel.

==================
Transit Tunnel P69
==================
Destroy the Phaazoid ahead of you, jump down the ledge, and walk around the
corner to the door.

====================
Transit Station 0204
====================
One of the Phaazoids in this room will spawn a Red Phaazoid. Destroy it and
collect the Gold Credit it has. Then, turn around and go back the way you
came.

==================
Transit Tunnel P69
==================
Quickly make your way back through the door.

====================
Transit Station 0205
====================
Nothing much here, as usual, so just proceed to the next door, ignoring
unkilled Phaazoids. You need to activate the hand panel to enter the next
room.

==================
Transit Tunnel P70
==================
Activate the hand panel near the Phazon to leave the room.

=========================
Transit Station Leviathan
=========================
Save and enter your Gunship. This time, head for the Research Facility.

==================
Landing Site Alpha
==================
Turn around from where you start and head down the door that way.

===================
Transit Station 1-A
===================
Scan the panel on the wall, then interact with the hand panel to call the
train. Enter it to reach the other station.

===================
Transit Station 1-B
===================
Leave this room.

===============
Proving Grounds
===============
One of the Phaazoids here will spawn a Red Phaazoid, so be sure to kill it.
Once you have, take the elevator down to the lower level.

====================
Proving Grounds Lift
====================
Leave the room.

=========
Craneyard
=========
Cross the pathway to the door at the end.

========
Airshaft
========
Jump down the gap when you reach it and turn around to head through the
orange door.

==================
Metroid Processing
==================
Quickly cross the room to the door at the other end.

==============
Creche Transit
==============
Nothing major in this room. Avoid the Phaazoids and use the Grab Ledge to
reach the door at the end of the room.

==============
Metroid Creche
==============
There's a bunch of Phaazoids in this room. One of them will spawn a Red
Phaazoid, so be sure to kill it before leaving. Use the thin Wall Jump 
surfaces at the end of the room to reach a high ledge and reach the door.

===================
Transit Station 3-A
===================
Scan the panel and use the hand panel to call the train, then use it.

===================
Transit Station 3-B
===================
Leave the room.

========
Lift Hub
========
Take the elevator to the bottom level and exit the door there. You'll need
to use the Bomb Slot to reach the elevator first, though.

===============
Lift Hub Access
===============
Proceed through this room.

==================
Landing Site Bravo
==================
Call your Gunship down here, then enter and save. Choose to go to the
Mining Site.

====================
Landing Site Charlie
====================
Nothing in here. Leave now.

=================
Phazon Mine Entry
=================
Nothing much here. Kill the Phazon Metroid if you wish, then quickly head
to the door at the end.

===========
Main Cavern
===========
Progress through the hallway and through the door at the end.

=============
Drill Shaft 1
=============
Several Phaazoids are in here. Kill them or ignore them, but make your way
down the shaft and through the door at your own leisure.

=================
Phazon Harvesting
=================
One of the Phaazoids in this room will spawn a Red Phaazoid which you
should kill. That is finally everything to do on the Pirate Homeworld. You
can now leave for good. Turn around.

=============
Drill Shaft 1
=============
Use the Grab Ledges to make your way to the top of the room again and exit
with the door.

===========
Main Cavern
===========
Just walk over to the green door. Nothing major.

=================
Phazon Mine Entry
=================
Turn the corner, ignore the Crawlmines and Phazon Metroid, and head through
the door.

====================
Landing Site Charlie
====================
Enter your Gunship. You're finally done with the Pirate Homeworld. Time
for Norion next. Land at Cargo Dock A.

Objective Complete!

---------------------------------------------------------------------------
         ~Objective 17:Whirlwind Tour Bravo-Nocturnal Norion~
---------------------------------------------------------------------------
Objective Difficulty:*/*****
Objective Overview:This time, all we are focusing on is Norion. There's
several scans and Expansions, and an Energy Cell, that still need to be
picked up. Without much attacking force, this objective should be a breeze.

============
Cargo Dock A
============
Head towards the door leading to Conduit A. Tucked in a small cranny to the
left of the door you can find a Spider Ball track. Climb to the top and
into a Morph Ball tunnel. Roll to the end, then climb up the next Spider
Ball track to reach a MISSILE EXPANSION. Drop down and fall out of the
tubing. Now, for real take the door leading to Conduit A.

=========
Conduit A
=========
Walk down the hallways, around the corner, then up the next hallway. Around
the next corner, keep walking down the hallway and into the door.

===============
Substation East
===============
Enter the Morph Ball tunnel and use the Boost Ball to avoid getting pushed
onto the electric wiring, then enter the door at the end.

=========
Cargo Hub
=========
Head through the Morph Ball tunnel to the left, then turn left again and
enter the door leading to Generator C.

===================
Maintenance Station
===================
Head around the corner and you should see a White Blast Shield. Use an Ice
Missile to blow it up, then enter the small storage room for a MISSILE
EXPANSION. Head back through the door and into Cargo Hub.

=========
Cargo Hub
=========
Head over to the left to find a Federation Marine standing next to some 
severed cables. He says the repairmen haven't come here yet, but let's not
wait. Use the Nova Beam to fuse together the cables and restore power to 
the door so you can enter it.

===============
Substation West
===============
Get inside the Morph Ball tunnel at the beginning of this room. Instead of
the objects pushing outwards at regular intervals, they do so in a random
order. They will glow gold when they are about to extend outwards. Proceed
quickly through the tunnel. At the end, grab the MISSILE EXPANSION. Fall
off of the tunnel and enter the door.

=========
Conduit B
=========
Scans:
Phazon-Liquid Phazon

Head to the left when you enter the room and destroy the Phazon Grubs that
are attacking you. Then turn the corner and scan the Liquid Phazon that
rapidly approaches you. Walk down the hallway and blast the Liquid Phazon
and Grubs that are spawned, then head around the next corner. Down this 
hallway you will see a sign for Data Access. Follow it and blast open the
White Blast Shield.

============
Data Storage
============
Scans:
Galactic Federation Data-Planet Bryyo
Galactic Federation Data-Skytown

In here, just scan the Lores for Planet Bryyo and Skytown. The Lore for 
Olympus-Class Battleship is also here if you missed it on the G.F.S. 
Olympus. Leave the room.

=========
Conduit B
=========
Head left to reach the end of the room, then enter the door there.

============
Cargo Dock B
============
Scans:
Phazon-Hopping Metroid
Research-Multi-Lock Blast Shield
Galactic Federation Data-Planet Norion

A cutscene will play when you enter the room. A group of Hopping Metroids
will battle you. Scan one of them then easily blast them to bits. They come
in a very long wave, though. You can use bombing runs with the Command
Visor if you wish. Try it out. At the end of the room is a large Phazon
growth covering the door. Once all of the Hopping Metroids have been 
killed, the growth will disappear. 

A Landing Pad will appear, so choose to land your Gunship here. You have to
anyways to reach a certain scan. Use your Gunship as a platform to reach 
and upper ledge so you can scan the Planet Norion Lore. Now, head to the
door and scan the Multi-Lock Blast Shield. Then, use the Seeker Missiles
to blow off the targets so you can enter the Generator room.

==================
Generator B Access
==================
Look to the left to find a Morph Ball tunnel. Get inside and roll to the
other end. Once there, head left to find a door and enter it.

===========
Generator B
===========
When you enter this room, a Metroid Hatcher will attack you. Screw fighting
him--use the X-Ray Visor to target his weak point and hit it to instantly
kill him. What a loser. With the Metroid Hatcher out of the way, all of the
Phazon covering on the walls will get blown off. This will reveal a Morph
Ball tunnel. Use the tunnel to reach the terminal on the other end. Once
you are there, acquire the ENERGY CELL from the socket. 

With the Energy Cell taken, you can now leave the room. Use the Morph Ball
tunnels again to reach the door and leave.

==================
Generator B Access
==================
Use the Morph Ball tunnel to the right to reach the door on the other end
of this room.

============
Cargo Dock B
============
Enter your Gunship. Land at Docking Hub Alpha, the location of the last
Missile Expansion on Norion.

=================
Docking Hub Alpha
=================
Look behind where you Gunship docks for a small passage. At the end, use
the Grapple Swing to reach a MISSILE EXPANSION. Now, board your Gunship
again. We are done with Norion. Head for Cliffside Airdock on Bryyo.

Objective Complete!

---------------------------------------------------------------------------
         ~Objective 18:Whirlwind Tour Charlie-Broadside on Bryyo~
---------------------------------------------------------------------------
Objective Difficulty:**/*****
Objective Overview:There is a metric crapton of Expansions and other things
to grab on Bryyo, as well as several Lore and enemy scans you haven't seen
anywhere else yet. The journey will be long, but, there are no serious
enemies along the way. You will be doing very little combat.

===========================================================================
                      ~Planet Bryyo-Cliff Bryyo~
===========================================================================
There is a ton to do and collect on Cliff Bryyo. Hang in there, this is the
worst part but once it's out of the way, the rest of the mission is easy.

=================
Cliffside Airdock
=================
Proceed out the door across the bridge.

==============
Gateway Access
==============
There's nothing important in here, so just cross the room to the end door.

=======
Gateway
=======
When you enter the room, kill off the Reptilicus Hunters. After that, jump
to the ledge on the right. Jump up two more ledges, then turn around and 
find an enemy frozen on the wall by blue ice. Use the Screw Attack to get
over here, then melt the ice with the Nova Beam to reveal a Morph Ball
tunnel. Follow the tunnel around the room until you run into a MISSILE
EXPANSION. When you drop to the ground, jump to the ledges on the right
again, but this time go all the way to the end and enter the hallway to
the next right. Enter the Morph Ball tunnel in here, heading to the left.
At the end, enter the door.

================
Grand Court Path
================
Several weak enemies block your way in this room, but they can be killed
quickly. Enter the door at the end of the hallway.

===========
Grand Court
===========
Drop down to the bottom of the room. There is a panel on the Golem's head
you need to activate. Flip on the X-Ray Visor in order to get the job done.
When you do, the Golem will move away, revealing a puddle of Phazon where
two Phaazoids attack. One of them will spawn a Red Phaazoid, so kill them
all, then heal yourself with the Phazon.

To the right of the pool of Phazon is a hallway leading to the top of the
room. Use the Grapple Swing to reach the second Grapple Point. Turn 
yourself to the right to reach a ledge with a White Blast Shield, then
enter the room.

=============
Reliquary III
=============
Scans:
Bryyo-Geemer

Grab the lonely MISSILE EXPANSION and scan the only Geemer in the game, 
then laugh as you kill it with a Missile. Leave the room.

===========
Grand Court
===========
Use the Grapple Points again to swing to the right side of the room, use
the Morph Ball tunnel to reach the upper ledge, then leave.

================
Grand Court Path
================
Proceed through this hallway with the utmost of ease.

=======
Gateway
=======
Enter the Morph Ball tunnel on the left side, then exit out of it when you
reach the center. Make your way to the opposite side of the room where the
orange insignia is. Enter the hallway there, climb the ledge, and enter the
door to the left.

==========
Crash Site
==========
Use the Grapple Swing to cross the gap, then enter the door on the ship.

==============
G.F.S. Theseus
==============
Nothing much here. Cross into the next room.

=============
Falls of Fire
=============
You can just use the Screw Attack to reach the other side. When you do,
enter the Golem and use a Bomb to make him jump down to the lower level.
When he lands, look for the Wall Jump surface right infront of him. Use it
to reach a ledge with a MISSILE EXPANSION. Drop off the ledge and enter
the door at the bottom.

============
Hidden Court
============
An Energy Cell is, well, hidden here. You can't get it right now. It's the
most complex Energy Cell to get in the game, but wait a while and I'll give
you the instructions you need when we get there. Climb up the two ledges to
the right of where you enter. Look for a ledge nearby with a Gel Puffer on
it. You can't Space Jump to it, so Screw Attack to it. It can be tricky
sometimes. Walk around the ledge until you reach a half-pipe. Get onto it
and Boost to the right side (if you are still stuck on the ledge from 
before, you may be able to Screw Attack to the half-pipe). On the right
side, grab the MISSILE EXPANSION. Jump back down to the ledge before and
enter the orange door.

=================
Hidden Court Hall
=================
Scans:
Bryyo Data-Salvation

When you enter this room, several weak Hoppers will attack. Kill them all
off and enter the Morph Ball tunnel ahead. At the other end, scan the 
Salvation Lore on the left wall, then kill several more Hoppers before you
can enter the door just past them.

=============
Fuel Gel Pool
=============
Remember that you are immune to Fuel Gel now with the Hazard Shield. 
Anyways, a large head...thing will be stuck in the Fuel Gel pool. Use the
Command Visor to lift the big head up. You will be needing it later, so 
don't use the Command Visor for any other actions, otherwise it will set
the head down again. 

Jump on the platforms to the right, then Screw Attack to a platform on the
left. To reach the higher platforms in the room, freeze the Fuel Gel spouts
with Ice Missiles. When you reach a higher ledge, freeze one more Fuel Gel
spout to climb to a ledge with a MISSILE EXPANSION. Turn behind you and
fall down to where the Fuel Gel spout is pouring. In the rock formation
surrounded by Fuel Gel you can find a Morph Ball tunnel. Enter it. Climb
up the platforms at the end for a second MISSILE EXPANSION. Now, get out
of the Morph Ball tunnel and leave the room. 

=================
Hidden Court Hall
=================
Head to the left and through the Morph Ball tunnel, then exit the room when
you get out.

============
Hidden Court
============
Drop down to the bottom of the room and find the hole in the floor, then
fall down it. Head through the tunnel and the door at the end.

=============
Ruined Shrine
=============
Use the Grapple Swing and a lot of Space Jumping to reach the top of this
room. Blast any Gragnols that might be getting in your way, then enter the
door when you reach the top.

==========
Hangar Bay
==========
Head left when you enter this room. You can find an orange door on a ledge.
Enter it and the door that follows.

===============
Hangar Bay Hall
===============
Head through this hallway and enter the door on the end, blasting any 
Hoppers that get in your way.

==================
Hall of the Golems
==================
Scans:
Bryyo-Fargul Hatcher
Bryyo-Fargul Wasp
Bryyo Data-Victory

Walk into the main area of the room and look towards a ledge near the door
you entered from to find a Fargul Hatcher. Scan it and the Fargul Wasps
that it spawns. To kill the Hatcher, hit it in the mouth before it releases
the Wasps. Use the Grapple Voltage to overload the Golem nearby with 
energy, then shoot the dots on the wall nearby to reveal the Victory Lore
scan. Then, shoot the alloy in the Golem on the left to reveal another Bomb
Slot. Activate this one first to break open a nearby wall, leading to 
another door we will use soon.

Activate the Bomb Slot on the right Golem to have the Golem activate a long
series of Spider Ball tracks. Near the beginning is what looks like a place
you need to Bomb Jump up, a place with electricity threatening to knock you
off. This is actually a spiral path, don't Bomb Jump here. The path is long
and straightforward, and eventually you will end up reaching a MISSILE
EXPANSION. A Double Bomb Jump on the Spider Ball track will be needed at
one point. After getting the Expansion, drop down to land on a ledge with
another Golem. Use an Ice Missile to break off the white covering over the
chest and hop in the Bomb Slot. Once activated, the Golem will freeze all
of the Fuel Gel in this room permenately. You will want to use this later.

Drop to the floor and enter the room that the Golem on the left opened up
for you.

==============
Colossus Vista
==============
Scans:
Bryyo Data-Decline

Look on the right wall when you enter the room and scan the Decline Lore.
Now, you will trigger a cutscene showing what appears to be a huge Golem.
This is what you raised that object for a while ago. Use the Commando Visor
to drop the huge head onto the Golem (Ignore the "No Valid Target" the
Command Visor says). This will cause the Golem to destroy part of the room,
allowing you to grab a SHIP MISSILE EXPANSION, as well as proceeding into
the next room.

===================
Machineworks Bridge
===================
Enter the Spinner infront of you and it will activate one half of the 
bridge, this part leading to the center of the room. Walk over there. When
the Wall Jump surfaces come close to eachother, quickly use them to reach
the top of the room, and an ENERGY TANK. You MUST activate this half of the
bridge, otherwise the Energy Cell on Bryyo will be impossible to obtain.
Once you activate the bridge, turn around, jump through the hole with the
Morph Ball, and leave.

==============
Colossus Vista
==============
Head out the door ahead.

==================
Hall of the Golems
==================
Use the frozen Fuel Gel to reach the top of the room. Enter the door here.
To get on the Fuel Gel easiest, use the ledge behind the frozen Fuel Gel.

======
Burrow
======
Scans:
Bryyo Data-Struggle of Exiles

Enter the Morph Ball tunnel in here. When you get to the far right, use a 
Bomb to destroy the Fuel Gel, falling down the shaft. Roll to the left and
follow the ledges upwards. Boost across some rotating platforms, then jump
up another ledge. Lay a Bomb at the Fuel Gel to break a rock blocking the
path up ahead. Jump to the top of the room and head left and fall down the
gap. Break the Fuel Gel here, then fall down the gap and to the left. Get
on the Golem's hand and Double Bomb Jump up the the MISSILE EXPANSION. 

Now head right, destroying any Fuel Gel in your way, until you can leave
the tunnel. Kill the Phazon Pillbugs if they get in your way. Above the
tunnel exit, shoot the dots to reveal the Struggle of Exiles Lore. Scan
it, then leave.

============
Hidden Court
============
Shoot the two locks above to lower the gate, allowing you to access this
room and Hall of the Golems with ease whenever you want. Drop to the bottom
and enter the door leading to Ruined Shrine.

=============
Ruined Shrine
=============
Like last time, use the Grapple Swing to make your way to the top of the
room, shooting Gragnols as you move along.

==========
Hangar Bay
==========
Command your Gunship to land, then save and enter it. Choose to land at the
Thorn Jungle Airdock.

===========================================================================
                   ~Planet Bryyo-Thorn Jungle Bryyo~
===========================================================================
There's very little to do here. Most of your stuff was in Cliff Bryyo. How
extraordinary. You need to pick up a pod that will allow you to access the
Energy Cell, and a Red Phaazoid is here too. 

====================
Thorn Jungle Airdock
====================
Proceed out the door not far from you.

===============
Overgrown Ruins
===============
Head through this room quickly.

=================
Ancient Courtyard
=================
Several Phaazoids are in here, so kill them so they don't interfere with
your mission. At the center of the room is a half-pipe. Use it and Boost up
the left side to reach a MISSILE EXPANSION. Once you have it, leave the
room.

===================
Enlightened Walkway
===================
Quickly make your way through this room before the Phaazoid has a chance 
to severely injure you.

==============
Jousting Field
==============
Stay a little while and kill some Phaazoids--one of them spawns a Red
Phaazoid. Pick up the Gold Credit, then exit the room one you have had your
fun.

============
Field Access
============
Head to the left and up the ledge, then enter the door.

================
Jungle Generator
================
Enter the door to the left when you get in here.

=================
Jungle Hall North
=================
Use the Morph Ball tunnel on the wall ahead to make your way up to the top
of the room. If you've been following this guide, you can do this. If you
haven't, you may not have changed the path of the tunnel to allow you
through. If that is the case, head back to Jungle Generator and take the
other door, and the very long path to North Jungle Court.

==================
North Jungle Court
==================
Take the elevator down to the bottom of the room and enter the main area.
Jump up the platforms and get onto one of the platforms on what used to be
the anti-air cannon. Look for a nook that doesn't have one of the switches
you had to pull a long time ago, but instead a large generator thing. Use
the Commando Visor to have your Gunship pick this up. 

A hole will be revealed where it used to be. Jump onto the platform and
roll into the Morph Ball tunnel. Enter the door at the end.

===================
Machineworks Bridge
===================
See why I said to activate it? Use the Spinner to connect both sides of the
bridge, then walk on through.

==============
Colossus Vista
==============
Head on through the room.

==================
Hall of the Golems
==================
Use the frozen Fuel Gel again to reach the top of the room, then enter the
door.

======
Burrow
======
Use the Morph Ball tunnel on the ground to roll all the way through to the
end of the room. Enter the door when you get out.

============
Hidden Court
============
Stand on the end of the metal bridge here and use the Command Visor to drop
the generator down. A slot for the Energy Cell now appears, so you can
finally grab it. Look to the left to find the half-pipe you may have used
a while ago. Screw Attack over to it. Follow the ledges to the end, 
blasting Gel Puffers whenever necessary. At the end, acquire the ENERGY
CELL. That was long and annoying, yes? Drop to the bottom of the room and
enter Ruined Shrine. Again.

=============
Ruined Shrine
=============
Use the Grapple Swing and reach the top of the room.

==========
Hangar Bay
==========
Use the Commando Visor to land your Gunship, then save and enter. Set off
for Fiery Bryyo, where a Missile Expansion and Energy Tank await!

===========================================================================
                       ~Planet Bryyo-Fiery Bryyo~
===========================================================================
A very quick trip is all that is left on Bryyo. How nice.

=============
Fiery Airdock
=============
Head out the door ahead of you.

=============
Imperial Hall
=============
Proceed out the only other door in this room, avoiding the enemies.

=================
Gel Refinery Site
=================
Jump over the Fuel Gel river and use the platform on the far left to reach
the upper door.

=========
Main Lift
=========
Use the Snatchers in the Morph Ball tunnel to reach the side tunnel on the
middle left ledge. Roll through here, then roll through another tunnel to
the right, then enter the door.

===============
Warp Site Alpha
===============
Get ahead and enter the warp portal.

===============
Warp Site Bravo
===============
Head through the door ahead.

================
Imperial Caverns
================
Merely drop to the bottom of the room and enter the door here.

==============
Imperial Crypt
==============
Drop down to the bottom of the room and use the door here. You can use the
top also if you prefer, doesn't matter.

===================
Hall of Remembrance
===================
Use the Screw Attack to reach the central platform, then use it again to 
reach the door leading to Tower. 

=====
Tower
=====
If you entered from the top, drop to the bottom of the room. Down here, 
look around for a Spider Ball track near the bottom door. Use the Boost
Ball whenever necessary until yo destroy a giant icicle and the camera 
zooms out a bit. Drop down to a half-pipe and Boost to the Spider Ball 
track on the left side. Drop down at the end and lay Bombs to destroy the
ice several times, then follow the Spider Ball track around some more.
After another semi-half-pipe, you will climb a little higher before 
reaching an ENERGY TANK. Now, drop to the bottom of the room and leave.

===================
Hall of Remembrance
===================
Screw Attack to the other side, then leave.

==============
Imperial Crypt
==============
Use the Kinetic Orb Cannon to reach the door on the top end of the room.

================
Imperial Caverns
================
Use the Wall Jump surface to reach the top of the room.

===============
Warp Site Bravo
===============
Enter the portal.

===============
Warp Site Alpha
===============
Leave the room.

=========
Main Lift
=========
Go through the Morph Ball tunnel, then use the Grapple Lasso to operate
the elevator ahead. Enter the door.

==============
Corrupted Pool
==============
Defeat the Phaazoid, then cross the pool and enter the door.

===================
Gel Processing Site
===================
One of the Phaazoids in this room will spawn a Red Phaazoid. Best of all,
if you followed this guide, this will be the last Red Phaazoid you need to
kill for a Gold Credit. Shweet! Once everything in here has been killed,
use the platforms around the center of the room to reach the top door, then
enter it.

========
Gel Hall
========
Cross the room to the other side.

==============
Save Station A
==============
Save the game. Once you have done that, proceed out the other door.

============
Cavern Entry
============
Head through the room.

==========
Gel Cavern
==========
Nothing to do in here. Avoid the spilling Fuel Gel (which won't hurt 
anyways) and head to the other end of the room.

=============
Temple Access
=============
Destroy all of the enemies in the tunnel, then proceed through the door.

===============
Temple of Bryyo
===============
There is a Phazite wall on one section of the room. Use the X-Ray Visor to
shoot the four dots inside, then use the Morph Ball to head under the metal
grating of the room and inside the Fuel Gel. The location of the MISSILE
EXPANSION somewhere in the Fuel Gel pool is impossible to describe. Look
for it first (listen to the Expansion noise), locate it, then enter the
Fuel Gel pool and retrieve it. Or, follow the dot on the map if you got the
Expansion Checklist from Elysia. Well, that is EVERYTHING on Bryyo,
finally, so let's head home. 

=============
Temple Access
=============
Head down the tunnel and enter the door.

==========
Gel Cavern
==========
In the middle of the room, freeze the neverending Fuel Gel spout with an
Ice Missile. Enter the shortcut tunnel behind it with the Morph Ball.

=============
Imperial Hall
=============
You will end up here. Cross the room, avoiding any Shriekbats that attack,
and head back to your Gunship.

=============
Fiery Airdock
=============
Enter an save in your Gunship. Well, with everything on Bryyo, Elysia, and
Norion taken, you should have 94 pickups. Set course for the only 
unexplored place in the game (if you followed this guide)--the G.F.S.
Valhalla.

Objective Complete!

---------------------------------------------------------------------------
            ~Objective 19:Investigating the G.F.S. Valhalla~
---------------------------------------------------------------------------
Objective Difficulty:**/*****
Objective Overview:The G.F.S. Valhalla should be the only unexplored
location left in the game, and if it isn't, then the previous times you
have been here you probably made little to no progress. You will be needing
all of the Energy Cells to progress through the wreckage. However, only 
five are needed to obtain the Pirate Code, allowing you to reach Phaaze.
The rest are used to get the Expansions and scans in the ship.

===========================================================================
                           ~G.F.S. Valhalla~
===========================================================================
The Valhalla wreckage sure is a creepy place, not to mention it is filled
to the brim with Phazon Metroids. Keep a calm nerve as you make your way
through the wreckage--there's a lot to see in the destroyed or battered
rooms.

=============
Docking Bay 5
=============
Damn. This place sure is creepy. The music and the creepy red galaxy in the
background really sets the mood for the destroyed ship that you will need
to explore. You need five Energy Cells to obtain the Pirate Code so that
you can create a wormhole leading to Phaaze. The rest of the Energy Cells
will be used to obtain the Expansions lurking in the other rooms. 

Remember, this isn't the ship you docked aboard in the beginning of the
game, despite the rooms having the same names and looking exactly the same.
The Valhalla was destroyed on a training mission months ago. Just something
you may want to know. Head across the docking bridge, then turn to the 
right and look at the ground. Near a crashed fighter is the final ENERGY
CELL. That didn't take much effort. 

Now, head over to the large and closed metal door. The terminal to open it
isn't working, and needs power. Insert an Energy Cell into the panel on the
left in order to power the terminal. Once you do, activate the hand scan
panel, then enter the next room.

===============
Hangar A Access
===============
Scans:
Phazon-Miniroid
Phazon-Phazon Shriekbat

When you enter the room, scan one of the many Miniroids flying across the
gap ahead as you enter. Don't proceed too far, however, as you want enough
room to stand back and scan the Phazon Shriekbats hanging on the wall just
across the gap. Once you have scanned those enemies, use the Grapple Lasso
to cross the gap to the door on the other side. There are two long dead
Federation Marines here. Hitting them will cause them to crumble into 
dust. Nice effects here. Once you have had your fun, use the hand panel in
order to reach the next room.

==========
Repair Bay
==========
Head right as you enter the room. The left passage is blocked by an
electrical current. Many Phazon Metroids are in this room, so be sure to
kill them off, otherwise they will make progressing in this room 
considerably more difficult. In the left corner of this room is a ramp,
and you can jump from platform to platform until you reach the top of the
room.

Make sure you destroy any Phazon Grubs or Miniroids that may get in your
way. Falling in this room and being forced to restart it can be highly
irritating. Near the top of the room, at the last jump, is a large 
electrical current. Be sure to wait a moment and let it end briefly before
making your jump. Otherwise, you will get stunned in mid-air and will
likely fall to the ground. Once you reach the top of the room, enter the
door.

================
Security Station
================
Scans:
Phazon-Phaz-Ing

Look to the left when you enter this room to find, then scan, a Phaz-Ing.
Truly, it appears the Ing were born from Phazon. This is the only Ing type
creature you will find on the Valhalla, and they are easily killed by one
flick from the Grapple Lasso, so easily kill this one to remove him from
your pathway.

There is a large, cracked piece of glass ahead of you. Use the Charge Beam
in order to destroy it. Once you have, progress into the inner chamber.
There is a small piece of glass near the floor you need to destroy, also
with the Charge Beam. Use the Morph Ball to get through the tiny hole, then
enter the door just past where the Phaz-Ing is attacking you.

===============
Security Access
===============
You can head either left or right when you enter. For now, let's stick to
heading right. There isn't anything, luckily, preventing you from easily
reaching the door at the end of this hallway.

============
MedLab Alpha
============
Scans:
Phazon-Phazon Hopper

Just ahead of you in this room will be something on the floor, which you
can clearly hear. Past it is a large, cracked wall. Use a Missile on it.
This will break it, revealing another wall. Break this one as well with a
Missile and you will reveal a third wall. Break this to have a Phazon
Hopper drop down from the ceiling. Before killing him, be sure to scan 
him first. 

Head back to where they dropped from the ceiling. A small plate on the
ground can be ripped off with the Grapple Lasso. After doing so, proceed
through the tunnel. At the end you can grab the MISSILE EXPANSION. Exit
the tunnel once you grab the Expansion. That's it for this room. Head out
the door again.

===============
Security Access
===============
With the door on the right covered, all you have left in this room is the
door on the left. Several Phazon Hoppers will try attacking you here. Dodge
them, or kill them if you want, then enter the door ahead.

==============
Auxillary Lift
==============
The metal plating ahead of you can be ripped off. Use the Grapple Lasso to
do it, then use an Energy Cell on the slot that is revealed. When you do,
a hand panel will become active. Press the arrow button on it to make the
elevator rise to the top of the room. At the top, and still on the 
elevator, turn around the find a Morph Ball tunnel that you are capable of
entering. Drop down the bottom of the shaft that is here, then roll left.
Keep going until you run into a MISSILE EXPANSION. 

Roll back to the left and onto a small elevator. Enter the tunnel to the
right when you reach it, and this leads to another elevator. Head right
again when you reach the top, then fall down the short shaft and keep on
rolling to the right. Another small elevator is here. Roll left at the top
to be at the top of the room again. Fall down, then finally enter the door.

=====================
Port Observation Deck
=====================
A large chunk of debris has fallen over the path ahead of you. There is a
tiny hole on the bottom left side of the debris, just big enough for the
Morph Ball to fit through. Open the door on the other side to be forcibly
sucked into the room due to the vaccuum effect this area of the Valhalla,
being exposed to outer space, creates. Several Phazon Metroid will attack
you in here. Quickly kill them off, but you need to head to the immediate
right of where you enter the room.

A locked door is here, Luckily, you can use an Energy Cell on the terminal
next to it in order to unlock the door. You will need to hold forward on
the control stick in order to fight the vaccumm effect in order to reach
the next room.

==========
Junction A
==========
A bunch of Phaz-Ings are in here, as well as several Liquid Phazon's that
will keep spawning Phazon Grubs. Enter the door to the right first off.

================
Munitions Locker
================
Grab the ENERGY TANK just sitting at the edge of the room. Once you have
obtained what should be your fourteenth, and final Energy Tank, you can
leave the room. 

==========
Junction A
==========
Scans:
Research-Galactic Federation Green Door

Head to the right as you enter the door. Scan the Galactic Federation Green
Door, one of the few you will ever see in the game. Shoot it and enter now.

=============
Aurora Access
=============
There are several Liquid Phazon pools in this room. They can be quite 
annoying, so don't even bother fighting them. Instead, just quickly make
your way down the hallway and into the next room.

==============
Aurora Chamber
==============
Head forward when you enter this room. You will see a ramp nearby, so head
up it. When you reach the next platform, turn around and look for an 
orange colored turbine that is malfunctioning. Hit it with a Charge Beam
shot in order to make it operate correctly again. 

This will allow you to place two Energy Cells in the spaces that the 
machine was blocking moments before. Walk down the rampway and place both
Energy Cells into their respective sockets. This will activate a ramp 
within the upper reaches of the room, allowing you to access the door at
the very top. However, before you can go up there, a Metroid Hatcher
appears, clearly with a look that says it isn't going to let you head
over to the door very easily.

Sadly, like in Generator B, there's no time to screw around with these
stupid bosses. Use the X-Ray Visor again to target its weak spot, then
shoot at it once in order to kill it with gusto. When you have, you will
have a clear path all the way around the room, over the three bridges,
allowing you to reach the top door of the room.

===================
Control Room Access
===================
Entering this room will take a little effort due to the vaccuum effect that
the previous room had. A bunch of Phazon Metroid inhabit this room, but 
they are hard to kill because they constantly turn themselves invincible.
Ignore them and proceed on to the next room.

============
Control Room
============
Scans:
Galactic Federation Data-Anhur Incident

Head to the right and find a terminal up ahead. You will need to use the
Grapple Voltage to overload the panel with energy. Once you have, another
panel you have to interact with as well will drop down to you. Use the
X-Ray Visor to interact with this one. As before, just line up the pictures
correctly. Once you have done this, the terminal will activate and Samus
will interact with it, grabbing you the PIRATE CODE. With this, you are
now able to access planet Phaaze. Stick around a little while longer to
pick up the last Expansions. 

Turn around and head forward. Ahead you will find a numeric keypad. There
is a special code you need for this. Look to the right to find a dead
Federation Marine, as well as a tiny panel next to him reading a five-
digit number. Use this number at the keypad. It should be 78356. The 
Aurora Unit 313 that was once abord the Valhalla will say its final 
transmission. It's nothing much, but you will get the Secret Message
Discovered Friend Voucher. That is all there is to do in this room, so now
you can leave. Don't forget to scan the Anhur Incident Lore sitting near
the door as well.

===================
Control Room Access
===================
The Phazon Metroids are still lurking in this room. Quickly avoid them
unless you want to be slowly killed yourself, then leave the room.

==============
Aurora Chamber
==============
You can just jump off the platform you are on and head through the door 
ahead of you when you land. This is probably the best idea because a large
group of Phazon Metroid are lurking this room as well. Avoid them as best
as you can.

=============
Aurora Access
=============
Several Liquid Phazon pools are here as soon as you enter. However, if you
quickly run past them and don't give them a second thought, then there
shouldn't be much concern when it comes to damage. Enter the door on the
end.

==========
Junction A
==========
With nothing left in this room, avoid any of the creatures you may 
encounter and quickly run to the door on the other end.

=====================
Port Observation Deck
=====================
The suction will likely pull you easily into this room. The only 
unexplored are of this room would be the door on the right end. Five Phazon
Metroid will attack you before you reach a large metal door. You need to
kill them all. Once you have, use the Seeker Missiles on all four of the
targets on the door so you can procced onwards. The actual door is just
past here. Hold on the control stick so you can enter the next room.

================
Xenoresearch Lab
================
Head down the hallway. At the end, look to the left to find a slanted door
with an access panel on it, broken. This door can be blown up with a 
Missile, so don't hesitate to do so. Once you break it open, you will 
need to destroy an Atomic, as well as several Phazon Hoppers. They are
quite annoying, so use Hyper Mode and stay away from them in order to get
them killed. At some point, fall into the main area of the room.

Now, one of the generators here is running, while the other isn't. Rip off
the two panels on the one that isn't operating in order to find two Energy
Cell panels. Place the Energy Cells within the sockets in order to raise
the machine out of the ground, revealing a Morph Ball tunnel. Get inside
the tunnel now. 

=================
Ventilation Shaft
=================
There isn't much in this room. The slanted tunnel will roll you mostly to
the bottom all on your own. Eventually you will roll into the next room.

============
MedLab Alpha
============
You may have noticed the Morph Ball tunnel on the ceiling when you first
entered this room--you're in it now! At the very end of the tunnel, obtain
the final SHIP MISSILE EXPANSION in the game. With that all said and done,
lay a Bomb to destroy some rubble in your way, then continue through the
tunnel. 

===============
Security Access
===============
Make sure that you dodge any electrical currents that get in your way as
you make your way to the end of the tunnel, otherwise you will sustain
damage. When you finally get out of here, enter the door that is behind
you.

================
Security Station
================
Use the Morph Ball to get through the first hole in the glass ahead, then
you can free walk to the door at the short end of the room.

==========
Repair Bay
==========
Finally, we have made our way back here. Remember, there's a second door
you haven't entered yet. Don't worry--the path is absurdly short. Look on
the room map for the one door you haven't entered. It is on the bottom 
floor, and it doesn't lead to the Docking Bay 5 room. Blast the crate
sitting infront of this doorway, then enter it.

=========
Stairwell
=========
Scans:
Galactic Federation Data-Tallon IV Incident

There are two alloys in this room that are blocking the final two Energy
Cell sockets. Blast away the alloys, then insert the two Energy Cells
needed to power up the ramps in this room, allowing you to reach the upper
floor. Cross the gap when you turn around at the top, then scan the Tallon
IV Incident Lore. Turn around again from where you get this Lore, then 
enter the door across the gap.

=============
Weapons Cache
=============
If you have been following this guide, then can collect the final MISSILE
EXPANSION in the game. Better yet, that was the final item you needed to
collect. Wonderful. You can leave the room now.

=========
Stairwell
=========
Without anything left on the Valhalla, it is time to say goodbye. Jump down
the ledge here and enter the door.

==========
Repair Bay
==========
Oh, but the Phazon Metroids aren't exactly going anywhere. Nope, you're
just going to hate them more now. Head to the left and leave the room.

===============
Hangar A Access
===============
Use the Screw Attack or the Grapple Swing to cross to the other side of
this room, then enter the door just ahead by using the hand panel on the
right side of the door.

=============
Docking Bay 5
=============
Go ahead and run up the dock and enter your Gunship. Save as well. That is
everything on the G.F.S. Valhalla. With the Pirate Code in hand, you can
now finish the game. Proceed to your final objective. Fly to the Command
Center on the Pirate Homeworld. 

Objective Complete!

---------------------------------------------------------------------------
             ~Objective 20:Final Showdown in Prime Time~
---------------------------------------------------------------------------
Objective Difficulty:*****/*****
Objective Overview:This is it--the final battle! All that you need to do is
access planet Phaaze and defeat Dark Samus once and for all. However, not
only will the final battle be moderately hard, but actually getting there
will be even tougher. You will need to be very fast, and you have little
time to grab several final scans in the game.

===========================================================================
                   ~Planet Urtragia-Pirate Homeworld~
===========================================================================
You need to access the Leviathan Battleship before you can access Phaaze.
The path isn't too long, any there is almost no Pirate activity to hinder
you.

==================
Landing Site Bravo
==================
There isn't anything in this room. Proceed quickly into the next room.

===============
Lift Hub Access
===============
There is also nothing to hinder you in this room either. Run through to
the next room.

========
Lift Hub
========
Destroy the turret if it gets in your way, then proceed into the elevator.
Choose the head up to the second floor. When you head up there, enter the
door where you appear.

=================
Security Air Lock
=================
When you get inside this room, use the Morph Ball icon on the ground to
spin the terminal to the other side. After landing there, head out the 
door just around the corner. 

==============
Defense Access
==============
Head across the room and enter the green door on the opposite end of the
room.

===============
Command Station
===============
At the bottom of this room is a huge growth of Phazon. It is immune to all
of your weapons, except one of them. You weren't able to head through here
before because you need to destroy this with the Hyper Grapple. Enter Hyper
Mode and destroy it with that weapon by overloading the growth with Phazon
energy. Once the large growth has been annihilated, you will be able to
access the green door lying behind it.

===================
Transit Station 2-A
===================
Scan the icon on the wall so that the hand panel will open it. Activate
the panel so that the transit train appears. Enter the train and interact
with the panels to move the train to the next station.

===================
Transit Station 2-B
===================
The exit is just around the left corner. Head through the door.

=======================
Leviathan Access Portal
=======================
The portal leading to the Leviathan Battleship is being guarded by the
forcefield here. Jump up the platforms to the upper forcefield. Near it, 
you can find a small cracked vent. Break it with a Bomb to reveal a Morph
Ball tunnel, then drop down into the hole which will slam you behind the
lower of the forcefields. Use the Grapple Voltage on the panel here to
lower all of the forcefields within the room. Once you have done that, you
are free to jump into the portal and be transported to...

====================
Leviathan Battleship
====================
Before doing anything, look to the left to see a "vital organ" of the 
Leviathan Battleship. Keep shooting this with any type of weapon to keep
making it cringe in fear. After doing this enough times, you will earn the
Leviathan Humiliated Friend Voucher. 

After doing this, walk up to the terminal ahead of you. If you have the
Pirate Code from the G.F.S. Valhalla, then you are able to use this
terminal. You're final objective is to rendezvous with the Galactic
Federation waiting outside of the Pirate Homeworld, then head to Phaaze
to end this once and for all. Leave the Battleship.

=======================
Leviathan Access Portal
=======================
Quickly jump from the ledge and enter the door.

===================
Transit Station 2-B
===================
The transit should still be here, if it isn't, then you can call it with
the hand panel nearby. Activate the transit to proceed onwards.

===================
Transit Station 2-A
===================
You will get an alert from the Aurora Unit saying that you CAN'T return
anywhere once you go to Phaaze, so finish all of your business in the 
galaxy before heading there. You have as much time as you need. When you
arrive at the station, head out the door.

===============
Command Station
===============
Head straight through this short room, then shoot and enter the green door
and head through.

==============
Defense Access
==============
Proceed across this room and enter the door on the opposite end.

=================
Security Air Lock
=================
Use the Morph Ball icon here to switch the platform to the other side so
you can enter the door there.

========
Lift Hub
========
Get inside the elevator and choose to drop down the the bottom level, then
finally enter the door.

===============
Lift Hub Access
===============
There's nothing much in here, so quickly head through.

=====================
Landing Station Bravo
=====================
Save and enter at your Gunship. You now have two options. You can either
continue your journey and get the remaining items and whatever you want,
or choose to travel to the Galactic Federation Fleet (it's on the Pirate
Homeworld map on the right side) and head to Phaaze. The choice is yours.
I will be heading to Phaaze, refer to earlier sections for something you
might want.

You will talk a bit with Admiral Dane, then the fleet will travel through
a wormhole to Phaaze. The Federation will distract the Space Pirate armada
long enough for Samus to reach the surface of the planet. Time to kill
Dark Samus once and for all!

===========================================================================
                            ~Planet Phaaze~
===========================================================================
============
Landing Site
============
Scans:
Research-Phaaze Door

As soon as you land on Phaaze, something will go wrong with the PED. It
will completely overload with Phazon due to the nature of Phaaze, and you
need to quickly press A to empty out all of your Energy Tanks.

Now, this is a twist on the final area of a Metroid Prime game. You will be
in Hyper Mode until the end of the game. You cannot save at your Gunship,
or at all on Phaaze, so you can always shut the game off if you want to
"leave". Now for the other twist. You still have a Corruption Bar. If it
fills all the way, you will die. End of story. The game clearly says that.
However, there's a catch. It is a yellow bar this time around. It will
slowly fill over time due to the toxic atmosphere. The bar will always look
the same size, but part of it is a lighter grey compared to mostly black. 
Depending on how many Energy Tanks you obtained determines the length of 
the grey section. If you collected them all, the enter bar will be grey. If
you only collected 7 Energy Tanks, half the bar will be grey. If they 
yellow meter fills up the grey area, you die. Damage taken from enemies 
will raise the bar a bit, while collecting energy refills will lower the 
bar a little. You need to be careful! 

Using your Phazon-based weaponry will NOT lower the Corruption Bar in any
way, so don't shoot for the hell of it. Basically, you will need to reach
Dark Samus as quickly as possible, collecting energy and finding ways to
lower your Phazon levels as quickly as possible. Good luck. Leave the 
room ahead, and be sure to scan the door on the way out.

============
Entry Canyon
============
Scans:
Phazon-Jelsac

You will encounter a Jelsac ahead. Scan it, then kill it from a far 
distance. The explosion radius of this enemy is large, and you need to
conserve your Corruption Bar as much as possible. When you drop off the
ledge, several Phazon Hoppers will attack you. You must avoid their shots
as best as possible. They die really easily to the Hyper Beam, so no
worries. 

Around the corner of the shaft you will find another large Phazon growth.
This one also needs to be destroyed by the Hyper Grapple. Insert Phazon
energy into it and it will be destroyed. You will be pulled down the huge
tunnel that it was blocking. When you hit the ground, head out the door
ahead of you.

============
Cavern Alpha
============
When you enter this room, a ton of Phazon vines will be ahead of you. You
need to use the Morph Ball to roll under them, otherwise you will take
damage. Once you get past the Phazon vines, continue walking through the
room. Several Phaz-Ings will appear here. Use the Grapple Voltage and give
them Phazon energy to kill them, but at the same time lowering your
Corruption Bar. Keep this tip in mind, it could be a lifesaver!

Jump up the ledges ahead to reach a higher area of the room. You will soon
come to a large crystal formation on the wall. Use a Hyper Missile to 
destroy it, then continue through the opening that was just made. Around
the next ledge will be more Phaz-Ings. Kill them off, then the door will
be across a wide gap. Kill the two Phaz-Ings on the door ledge from a 
distance, otherwise they will prevent you from jumping onto it and you 
will have to climb back around all over again, wasting time. Once you are
on the ledge, quickly enter the door.

==================
Cavern Beta Access
==================
Scans:
Phazon-Phazon Puffer

When you reach a vine wall ahead of you, quickly look on the ground to the
left to find a hidden Morph Ball tunnel. It's hard to see since Phazon is
on the ground near it, blending the tunnel with the wall. Enter the tunnel
and keep rolling through it to a side-scrolling tunnel. Use the Hyper Ball
in this section so that you can destroy all of the giant red bulbs that
plaster the wall. You'll need to stay in one spot for several seconds so
that the hits will kill one of the bulbs.

Once every small bulb has been destroyed, the huge bulb in the center will
explode. Fall down the shaft that it was guarding. Repeat this process
again as you roll down the hill to destroy another giant bulb. Get out,
then scan the Phazon Puffer. Don't ever kill these guys! EVER! If you get
near them, they will suck the Phazon out of you, emptying your Corruption
Bar. You will see several more up ahead, so don't worry too much if the
bar starts getting high. Scan it, get the Phazon sucked out of you, then
leave the room.

===========
Cavern Beta
===========
You will see Phazon Metroid here. Yes, there are in almost every room from
here on. Luckily, two or three Hyper Beam shots kill them so...it doesn't
really matter anymore. You want to follow the leftern ledges. Don't jump
into the pit ahead! It's, well, a pit. You won't go anywhere. On the last
ledge, look across to see a collection of Phazon crystals. Shoot a Hyper
Missile at the group to destroy them. 

You can jump into the hole that was revealed from the Phazon crystals, so
do that. Use the Screw Attack to reach it. Look left when you do and you 
can jump down to a lower ledge. Kill everything in the way, then use yet
another Hyper Missile to clear away the crystals that block the path. Once
out of the way, enter the door.

==========
Drop Shaft
==========
Scans:
Research-Tangle Weed

Roll through the Morph Ball tube, then briefly unmorph so that you can 
scan the Tangle Weed lying about in this room. Get back inside the Morph
Ball once you do this. Again, there are several red bulbs in this room 
that are feeding off of the center, huge bulb. Use the Hyper Ball to 
destroy each of the bulbs. You will take some damage here, but you will
be able to release the energy later, so don't worry. When the bulb is
destroyed, fall down the shaft.

Again, repeat the process in the next area. There is nothing different
here, same Phazon Hoppers, same bulb locations. Drop down to the next area.
There are no enemies in here, except for the Phazon Puffer. Don't kill it,
but let it absorb your Phazon Corruption. After letting it do so, keep
killing the bulbs and fall down the revealed hole into the next shaft.

You will drop down a huge tunnel and land inside some wierd creature at
the bottom. Hold down the Hyper Ball until this creature explodes and frees
you from its grasp. After doing so, enter the nearby door.

==============
Metroid Cavern
==============
As you could probably guess, there are a ton of Phazon Metroids in this
room. Before letting them hinder your progress, kill them all off and 
absorb the energy most will give to lower the Corruption Bar. Fall to the
bottom of the room in order to get the best shots of doing this.

Once you kill off most, if any, of the Phazon Metroids, turn around the
corner at the bottom to find what looks like a Phazon-version of a Seeker
Missile door. Instead, pay attention to the dots around the barrier. When
a Phazon-creature pops out, strike it with the Hyper Beam. After doing this
enough times, the wall will explode and you can continue to the next area
of the room.

A large mass of Phazon, similar to the one on Norion, will be in this 
room. When you enter this area, several Phazon Hoppers will drop down.
Kill them all, and they will be replaced several times. After killing eight
or so Phazon Hoppers, the Phazon mass will explode. In the last area of
this room, several Phaz-Ings await. Use the Hyper Grapple to let out some
Corruption into them, and once all clear you can enter the door just past
where they are stationed.

=============
Hatcher Shaft
=============
Scans:
Research-Black Phazon Crystal

Jump down the huge shaft when you reach it. When you get halfway down the
shaft, some unidentifiable creature will latch onto you. Use Hyper Missiles
and charged Hyper Beam shots on the mouth of the creature until it lets go
of you, and then you fall to the bottom of the room. Once there, scan one
of the Black Phazon Crystals behind you, then leave the room.

==============
Hatcher Tunnel
==============
A crapton of Phazon Metroid are in a neverending wave in this room. Only
kill the ones in the way, then turn the corner to where a large red Phazon
collection is on the ground. Use a Hyper Missile to destroy the collection,
revealing another shaft in the process. Jump down this next shaft, then 
enter the door at the very bottom.

===============
Genesis Chamber
===============
Scans:
Phazon-Leviathan Infant

Kill off the Phazon Metroids in the room, then use the Grapple Lasso to
rip off both sides of the Leviathan. Scan the Leviathan Infant that is
swimming in the Phazon (quite hard since it is so small) and you have to
kill it.

I will tell you, it is likely you will spend at leats 10 minutes on this,
more or less depending on how efficient you are. This beast takes a long
time to kill. Phazon Metroids and Gelsacs respawn forever in this room,
but they don't take much to kill. Abuse them and keep your Corruption Bar
low. If will fill up quickly in this room.

Also, don't jump into the bottom area. That will raise the Corruption Bar
at an absurdly quick rate. Just don't do it. On this runthrough of the
game (on Veteran none less), I beat the Leviathan in about 40 seconds. So
honestly, first time through you might take a while. Just keep at it--the
Leviathan Infant has to be killed sooner or later.

Once it explodes, use the Charge Beam to drag in all of the energy 
restores that it leaves, lowering your Corruption Bar quickly. The hole
at the bottom of the room is now revealed, so jump down for the final
boss!

=======
Sanctum
=======
Scans:
Space Pirates-Dark Samus
Space Pirates-Aurora Unit 313

As you enter the room, the center panel opens up and Dark Samus floats
out, laughing manically to herself. After both Samus and Dark Samus point
at eachother several times, the real fight begins. Remember to scan Dark
Samus first before doing anything else, otherwise the intense battle will
likely make you forget to do so.

Now, you may remember that Dark Samus has a plethora of Phazon based 
attacks if you played Metroid Prime 2. That's still true here. She's also
only hurt by Phazon based weaponry, which luckily is great here since you
are stuck in Hyper Mode. Remember your Corruption Bar throughout the 
battle! Most attacks fill up a decent chunk of that bar, and if it fills
all the way, you die. However, if you choose to continue the game, then
you will restart the battle. Best of all, the Corruption Bar is completely
emptied. 

Now, Dark Samus floats around quickly in the room. You can either shoot her
with continuous Hyper Beam shots, or use the Charge Beam on her. The
Charge Beam is most effective if you can get within range as it is much
easier to use, and do a similar, if not greater, amount of damage with it.
At range, normal Hyper Beam shots work. 

If you get too close to Dark Samus, she will create a large Phazon shield
that will hurt you. She also puts up this shield when you fire a Hyper
Missile at her, so don't bother using that weapon. The giant pillars of
Phazon you should use in the room for cover. Dark Samus has a huge scatter
shot attack which will send a huge wave of Phazon using her beam, sweeping
the room left to right. It is impossible to jump over this, so you need to
hide behind a pillar to avoid the attack. This attack will raise the
Corruption Bar the most if it hits, so take emergency precautions to avoid
this whenever possible.

After about a quarter of her health bar has been chipped off, which 
shouldn't take too long if you keep pummeling her, she will enter a 
cutscene where she splits herself into two seperate Dark Samus's. The clone
is actually just a Dark Echo that can be destroyed with several Hyper Beam
shots. Use the X-Ray Visor to determine which one of these is the real
Dark Samus. She will have a high heat signiture, while the Echoes remain
dull black.

At this stage in the battle, the Dark Samus's, or just the original if only
she is still active, will rise into the air and form a large Phazon shield
around herself. Her health bar will also turn red. At this point, she is
absorbing Phazon from the planet to heal herself. You need to end this
process as quickly as possible. She slowly regenerates health this way, 
but if you don't stop it then the fight will be seriously prolonged. Use
the X-Ray Visor again to target the real Dark Samus if necessary. Several
Hyper Missiles will force her out of this state, and she will return to
the main battle.

At around 1/3rd of her remaining health she will start splitting herself
into three Dark Samus's, two of them being Dark Echoes. Not only will it
become harder to hit the real Dark Samus and avoid the attacks of the
Echoes, but she can combine the three into a highly damaging attack. When
the three get close to eachother, they will start spinning around the room
together, almost always homed in on you. You can injure them, but they
spin so fast that you won't be dealing much damage. Use the Boost Ball to
keep getting out of their way as best as possible until they stop. The
Hyper Ball doesn't help, either. From this point, focus on killing the
Dark Echoes before attacking Dark Samus. The Echoes do nothing but get in
your way, and you need to take them out.

After keeping on the offensive, and dodging the attacks as best as you
can, you will eventually kill Dark Samus. However, all is not over yet.
===========================================================================
The large Aurora Unit 313 that Dark Samus and the Space Pirates stole a
while ago will come out of the ground. Dark Samus will merge her body with
Aurora Unit 313, and the fight will continue against the Aurora Unit
itself. Scan the Aurora Unit. If you followed this guide, or just played
really well, this should be the final scan in the game, and your Logbook
should be completely filled up.

The Aurora Unit will be stationed at the very center of the room. All it
can do is turn in place, so there is no need to shoot in random directions.
You should see that there are two tentacles peeping out of two of the 
four holes on the Aurora Unit's surface. You need to repel both of these
tentacles. Use the Charged Hyper Beam on them, it is continuous and can
easily kill off one of the tentacles.

Once you destroy a tentacle briefly, the socket that it was in will be
glowing yellow for a moment. Shoot this yellow spot as much as you possibly
can. Keep repeating this step on the other tentacles. Also, a small drone
might pop out of one of the other holes when both tentacles have been
stunned. If will appear for about a half-second before retracting, but if
struck several times, the Aurora Unit will be instantly stunned.

After either shooting the small drone, of shooting the yellow sockets
enough, the Aurora Unit will topple to the ground for several seconds. Run
over to it and use the Grapple Lasso to rip off the head plating. Unleash
everything you have into it for the brief time that the panel is open.
Hyper Missiles, Hyper Beam, whatever you can hit the Aurora Unit with.

The Aurora Unit's attacks early in the battle are simple to dodge. It can,
creatively, create a shockwave. Shouldn't be hard to dodge. It can also 
shoot a purple laser at the ground and will sweep the nearby area with it.
Strafe away quickly to avoid getting hit. Finally, the Aurora Unit can
create three Dark Samus clones. These guys take only one Charge Shot to
kill off, and you will be needing it. The shoot straight shots at you, and
randomly floating quickly to certain spots in the room. Abuse them, because
you will be needing the energy restorations that they commonly drop to keep
the Corruption Bar low.

Later on in the battle, the Dark Samus clones will get quite violent. 
Instead of holding still and shooting weak shots at you that likely miss,
they almost immediately get into the Morph Ball and start boosting around 
the arena. It is possible to kill them, however, but don't count on it. 
To dodge their very erratic movements, use the Screw Attack to move through
the room. They can't hit you when you are in the air, and invincible none
less.

One the Aurora Unit has the health bar at less than half, it gains a new
attack. It can retract its head and shoot a ton of orange balls into the
air, most homing in on you. You can't lock-on to the Aurora Unit at this
time, so you can strafe. To avoid getting hit a lot, use the Boost Ball to
keep circling the room. After about a full rotation of the room, the 
attack should be over and you can continue shooting the tentacles, stunning
the Aurora Unit, and hitting the weak spot.

After enough of this, the Aurora Unit will finally be disabled; well, part
of it, anyway.
===========================================================================
In the final stage of the battle, the Aurora Unit's head is detatched from
the cable. The weak spot where the cable was connected to the head is
now revealed for the rest of the battle. Actually getting a good shot at
that spot is a bit harder.

The Aurora Unit has an attack similar to one from the Dark Samus battle.
It will spin on the ground at you very quickly, almost ensuring that you
get hit by it. However, after the attack, the Aurora Unit will spin around
in the air slowly, doing nothing else for several seconds. Use this time
to shoot the shiny purple spot at the back of the Aurora Unit. You don't 
have much time to shoot it, so unleash as much damage as you can in the
limited amount of time.

Since the spot is always revealed during the battle, during some of the
Aurora Unit's other attacks you are able to squeeze a few Hyper Beam shots
into the purple spot. As the Aurora Unit's health lowers, the attacks get
more powerful, and the Unit gets a new one. If it pauses in mid-air, get
far away quickly so you have time to strafe out of the way. It can shoot
large blue balls of Phazon at you, in very rapid succession to boot. They
are difficult to dodge at close range, so be careful. 

The Aurora Unit is also capable of spinning in mid-air while creating 
four large lasers moving around on the ground. This is another good time
to shoot the purple spot to inflict more damage. However, you are more
suceptable to getting hurt by the beams while trying to injure the Aurora
Unit. The best tactic is to stay at the far end of the room opposite of
the Aurora Unit. You get free shots at the weak point as it slowly spins,
and you should be far enough that the lasers won't come near you. If they
do, just jump over them.

Finally, another tip during the spinning attack on the ground, if you can
cause enough damage during the attack, then the Aurora Unit will stop
spinning mid-attack and will spin slowly in place so you can injure it
even easier. A Hyper Missile will instantly stun it if you connect, or you
can stun it by Screw Attacking into the Aurora Unit. If you get a good hit,
it will be stunned. This tactic doesn't work on Hypermode difficulty (some
say it does, though, but the timing has to be insanely accurate so it 
isn't worth it).

Keep up on the offensive until the Aurora Unit has been defeated once and 
for all. 
===========================================================================
Once the Aurora Unit, as well as Dark Samus, finally are blown into
oblivion, all of the corruption within Samus's body disappears, and she is
left with a rather worthless PED Suit. Just then, Phaaze starts to shake
violently, as it is nearly ready to implode.

Cut back to outside, Admiral Dane calls off the invasion force and gets
everyone back through the wormhole before the planet explodes, everybody
except for Samus. Admiral Dane questions whether or not she survived in
time, and as he is doing so, Samus flies by the G.F.S. Olympus, giving a
thumbs-up and transmitting one final message before leaving. 

If you collected at least 75% of the items in the game, you will see the
following cutscene. Samus takes off her helmet and sits on the ground at
one of the Elysia docking spots. She then remembers the three hunters, as
well as the battles with them and her need to kill them off. After thinking
about them, the credits roll.

After the credits are over, if you collected 100% of the items, you will
see a bonus ending afterwards. Samus heads back to her Gunship and takes
off her Varia Suit entirely, revealing a (better) looking Zero Suit Samus
underneith. She then enters her Gunship and leaves the galaxy for good.
However, while doing so, a large green and blue ship starts following her.
It is unknown who is in this ship, it could be someone new or someone we
have seen before, like Sylux. After the ship leaves the screen, the 
cutscene is over.

MISSION ACCOMPLISHED!

---------------------------------------------------------------------------
                         ~6.Quick Walkthrough~
---------------------------------------------------------------------------
This is a more "printer-friendly" portion of the walkthrough. The order I
went through rooms will be listed here. However, there will be no actual
substance. Any Expansions that you can obtain in a room will be listed as
such, and the amount of scans that can be obtained there will also be
listed. However, it is just the amount. To find out what scans are actually
available in the room (the names), refer to the actual walkthrough. Also,
when you should travel to a new location, the landing site will be in all
capitals.

~G.F.S. Olympus~
*Objective 1*
DOCKING BAY 5--9 Scans
Docking Bay Access--2 Scans
Docking Bay 4--1 Scan
Security Station--2 Scans
Security Access
Command Lift A
Flag Bridge Access
Flag Bridge
Lift Access--1 Scan
Flag Bridge
Meeting Access 
Ready Room

*Objective 2*
Meeting Access
Flag Bridge--1 Scan
Flag Bridge Access--1 Scan
Port Observation Deck--1 Scan
Xenoresearch Lab
Lab Access
Xenoresearch Lab--3 Scans
Ventilation Shaft--Energy Tank
Disposal Chamber--1 Scan
Repair Bay A
Munitions Storage--Missile Launcher
Repair Bay A
Repair Bay Shaft--1 Scan
Save Station B
Repair Bay Shaft
DOCKING BAY 5--1 Scan

*Objective 3*
~Planet Norion~
DOCKING HUB ALPHA--1 Scan, Grapple Lasso
Hub Access--1 Scan
Cargo Hub--Missile Expansion
Substation East--Energy Tank
Conduit A--2 Scans
Munitions Storage--3 Scans
Conduit A
Cargo Dock A--4 Scans, Command Visor available for use
Generator A Access
Generator A--1 Scan
Generator A Access
Cargo Dock A--1 Scan
Conduit A--1 Scan
Substation East
Cargo Hub
Maintenance Station--1 Scan
Conduit C
Cargo Dock C
Generator C Access
Generator C
Generator Shaft--1 Scan
Generator C Access
Cargo Dock C
Conduit C
Maintenance Station
Cargo Hub
Tower Elevator--2 Scans
Control Tower

*Objective 4*
~G.F.S. Olympus~
MedLab Alpha--2 Scans, PED Suit
Gunnery Station
Command Lift B
Lift Access
Flag Bridge
Aurora Access
Aurora Chamber

~Planet Bryyo-Cliff Bryyo~
CLIFFSIDE AIRDOCK--5 Scans
Gateway Hall--3 Scans
Gateway--3 Scans
Reliquary II--1 Scan, Energy Tank
Gateway
Grand Court Path--1 Scan, Missile Expansion
Grand Court--1 Scan
Hillside Vista--2 Scans, Missile Expansion
Reliquary I--Grapple Lasso
Hillside Vista--1 Scan
Grand Court
Grand Court Path--1 Scan
Gateway
Crash Site--1 Scan
G.F.S. Theseus--1 Scan

*Objective 5*
~Planet Bryyo-Cliff Bryyo~
G.F.S. Theseus
Crash Site
Gateway
Gateway Hall--1 Scan
CLIFFSIDE AIRDOCK

~Planet Bryyo-Fiery Bryyo~
FIERY AIRDOCK--1 Scan
Imperial Hall
Gel Refinery Site
Main Lift--1 Scan, Missile Expansion
Corrupted Pool-Corruption Mode enabled
Gel Processing Site--5 Scans
Gel Hall--1 Scan, Missile Expansion
Save Station A
Cavern Entry
Gel Cavern
Temple Access--1 Scan
Temple of Bryyo--3 Scans, Ice Missiles
Temple Reservoir--1 Scan
Temple Hall
Temple Generator-1 Scan
Temple Hall
Temple of Bryyo
Temple Access
Gel Cavern
Cavern Entry
Save Station A
Gel Hall--Missile Expansion
Gel Purification Site
Gel Refinery Site--Missile Expansion
Gel Purification Site
Gel Hall
Save Station A
Cavern Entry
Gel Cavern
Imperial Hall
FIERY AIRDOCK

~Planet Bryyo-Cliff Bryyo~
CLIFFSIDE AIRDOCK
Gateway Hall
Gateway
Crash Site--Missle Expansion
G.F.S. Theseus
Falls of Fire
Hidden Court
Ruined Shrine--Energy Tank
HANGAR BAY--2 Scans, Ship Missiles, Energy Cell

*Objective 6*
~Planet Bryyo-Thorn Jungle Bryyo~
THORN JUNGLE AIRDOCK
Overgrown Ruins
Vault--Energy Tank
Overgrown Ruins
Ancient Courtyard
Overgrown Ruins
Ancient Courtyard--3 Scans
Enlightened Walkway
Jousting Field--2 Scans
Field Access
Save Station B
Field Access
Jungle Generator--1 Scan, Missile Expansion
Generator Hall South--2 Scans
South Jungle Court
South Jungle Hall--1 Scan
Auxilary Dynamo--Ship Missile Expansion
North Jungle Hall
North Jungle Court
Generator Hall North--Missile Expansion
Jungle Generator
Field Access
Save Station B
Field Access
Jousting Field
Enlightened Walkway
Ancient Courtyard--1 Scan
Overgrown Ruins
THORN JUNGLE AIRDOCK

~Planet Bryyo-Fiery Bryyo~
FIERY AIRDOCK
Imperial Hall
Gel Refinery Site
Gel Purification Site
Gel Hall
Save Station A
Cavern Entry
Temple Access
Temple of Bryyo--1 Scan
Temple Reservoir
Temple Hall
Temple Generator
Temple Hall
Temple Reservoir
Temple Of Bryyo--1 Scan
Temple Access
Gel Cavern
Imperial Hall
FIERY AIRDOCK

~Planet Bryyo-Leviathan Seed~
LANDING SITE DELTA--1 Scan
Core Access
Bryyo Leviathan Seed--1 Scan, Hyper Ball

*Objective 7*
~Planet Elysia-Skytown~
MAIN DOCKING BAY--7 Scans
Main Docking Access
Zipline Station Alpha--1 Scan
Arrival Station--2 Scans
Hub Access
Transit Hub--1 Scan, Missile Expansion
Barracks Access--1 Scan, Missile Expansion
Steambot Barracks--1 Scan, Energy Tank
Barracks Lift--1 Scan
Zipline Station Bravo
Aurora Lift--1 Scan
Save Station A
Aurora Lift
Aurora Chamber
Maintenance Shaft AU--1 Scan
Spire Dock
Junction
Skybridge Hera--1 Scan, Missile Expansion
Maintenance Shaft GP
Construction Bay
Ballista Lift--1 Scan
Ballista Storage--2 Scans, Boost Ball
Ballista Lift
Construction Bay
Maintenance Shaft GP
Skybridge Hera
Junction
Spire Dock
Maintenance Shaft AU
Aurora Chamber
Aurora Lift
Save Station A
Aurora Lift
Zipline Station Bravo
Barracks Lift
Steambot Barracks--1 Scan
Barracks Access
Transit Hub
Hub Access
Arrival Station--Energy Tank
Zipline Station Alpha
Main Docking Access
Main Docking Bay--1 Scan, Plasma Beam, Missile Expansion
Main Docking Access--1 Scan
Zipline Station Alpha
Arrvial Station
Hub Access
Transit Hub
Aurora Lift
Aurora Chamber--1 Scan

*Objective 8*
~Planet Elysia-Skytown~
Aurora Chamber
Maintenance Shaft AU
Spire Dock
Security Station--1 Scan, Ship Missile Expansion
LANDING SITE A--1 Scan

~Planet Bryyo-Fiery Bryyo~
FIERY AIRDOCK
Imperial Hall
Gel Refinery Site--1 Scan
Refinery Access--1 Scan
Imperial Hall--Missile Expansion
Gel Refinery Site
Main Lift
Warp Site Alpha

~Planet Bryyo-Ice Bryyo~
Warp Site Bravo
Imperial Caverns--1 Scan
Imperial Crypt
Hall of Remembrance--Screw Attack
Tower--1 Scan
Hall of Remembrance--Ship Missile Expansion
Imperial Crypt
Imperial Caverns
Warp Site Bravo

~Planet Bryyo-Fiery Bryyo~
Warp Site Alpha
Main Lift
Gel Refinery Site
Imperial Hall
FIERY AIRDOCK

~Planet Elysia-Skytown~
LANDING SITE A
Security Station
Security Tube
Skytram West
Skytram East
Concourse Access A
Concourse
Concourse Ventilation
Maintenance Shaft OB
Chozo Observatory--1 Scan
Observatory Lift
Gearworks--1 Scan
Broken Lift
Turbine Chamber
Maintenance Shaft TA--1 Scan
Skybridge Athene
Landing Access
Skytown Federation Landing Site--1 Scan, Ship Grapple Beam

*Objective 9*
~Planet Elysia-Skytown~
Skytown Federation Landing Site
Landing Access
Skybridge Athene
Maintenance Shaft TA
Turbine Chamber
Broken Lift
Gearworks--Missile Expansion
Observatory Lift
Chozo Observatory--1 Scan
Botanica--Missile Expansion
Save Station B
Botanica
Broken Lift--1 Scan
Turbine Chamber--First Bomb Component
Turbine Access
Piston Hall
Concourse
Maintenance Shaft CC
Zipline Station Delta
Transit Tube A
Save Station C
Transit Tube A
Research Pod Lift
Xenoresearch A Lift
Xenoresearch A
Xenoresearch B Lift
Xenoresearch B--2 Scans, Seeker Missiles, Energy Cell
Xenoresearch B Lift
Xenoresearch A
Xenoresearch A Lift-Energy Tank
Research Pod Lift
Transit Tube B
Zipline Station Delta
Concourse Access B--1 Scan
Concourse--Missile Expansion, Second Bomb Component
Concourse Access A
Skytram East
Skytram West
Security Tube
Security Station
Spire Dock
Maintenance Shaft AU
Aurora Chamber
Aurora Lift
Zipline Station Bravo
Transit Hub--Third Bomb Component

*Objective 10*
~Planet Elysia-Skytown~
Transit Hub
Zipline Station Bravo
Aurora Lift
Save Station A
Aurora Lift
Aurora Chamber
Maintenance Shaft AU
Spire Dock
Maintenance Shaft AU
Aurora Chamber
Maintenance Shaft AU
Spire Dock
Spire--2 Scans
Podworks
Spire
Escape Pod Bay
Escape Pod Bay Access
Security Station
LANDING SITE A

~Planet Elysia-Leviathan Seed~
LANDING SITE C
Core Access
Elysian Leviathan Core--1 Scan, Hyper Missile

*Objective 11*
~Planet Urtragia-Pirate Homeworld~
LANDING SITE BRAVO--2 Scans
Lift Hub Access
Lift Hub--2 Scans
Command Courtyard--Missile Expansion, Energy Cell
Flux Control
Control Station--Missile Expansion
Command Vault--X-Ray Visor
Defense Access--1 Scan
Command Station--1 Scan
Defense Access
Security Air Lock--Missile Expansion
Lift Hub
Lift Hub Access
LANDING SITE BRAVO
LANDING SITE ALPHA
Scrapvault Lift
Scrapvault--2 Scans, Missile Expansion
Scrapworks--Energy Tank
Scrapvault
Scrapworks
Scrapvault--1 Scan
Processing Access--1 Scan
Metroid Processing--1 Scan, Missile Expansion, Energy Cell
Airshaft--2 Scans
Craneyard
Proving Grounds Lift
Proving Grounds--1 Scan, Grapple Voltage
Transit Station 1-B
Transit Station 1-A--1 Scan
LANDING SITE ALPHA

*Objective 12*
~Planet Elysia-Skytown~
LANDING SITE A
Security Station
Spire Dock
Junction
Zipline Station Charlie
Powerworks Access
Powerworks--2 Scans, Spider Ball, Missile Expansion
Powerworks Access
Zipline Station Charlie
Junction
Hoverplat Docking Site--3 Scans, Ship Missile Expansion
Barracks Lift
Steambot Barracks--Missile Expansion
Barracks Access
Transit Hub
Hub Access
Arrival Station
Zipline Station Alpha
Main Docking Access
MAIN DOCKING BAY

*Objective 13*
~Planet Urtragia-Pirate Homeworld~
LANDING SITE ALPHA
Transit Station 1-A
Transit Station 1-B
Proving Grounds 
Proving Grounds Lift
Craneyard--1 Scan, Missile Expansion, Hazard Shield
Airshaft
Metroid Processing
Creche Transit--1 Scan, Missile Expansion
Metroid Creche--1 Scan, Energy Tank
Transit Station 3-A
Save Station
Transit Station 3-A
Transit Station 3-B
Lift Hub
Command Courtyard--1 Scan
Courtyard Passage--1 Scan
Skyway Access--1 Scan
Defense Access
Transit Station 4-A
Transit Station 4-B
Phazon Quarry--Missile Expansion
Mine Lift--1 Scan
Phazon Harvesting--1 Scan
Drill Shaft--1 Scan
Main Cavern--Nova Beam
Drill Shaft 2
Phazon Quarry--Energy Cell
Drill Shaft 2
Main Cavern
Phazon Mine Entry--1 Scan, Missile Expansion
LANDING SITE CHARLIE

*Objective 14*
~Planet Urtragia-Pirate Homeworld~
LANDING SITE ALPHA
Scrapvault Lift
Scrapvault
Scrapworks--Ship Missile Expansion
Scrapvault
Processing Access--Ship Missile Expansion
Scrapvault
Scrapvault Lift
LANDING SITE ALPHA
LANDING SITE BRAVO
Lift Hub Access
Lift Hub--Missile Expansion
Command Courtyard
Flux Control--Missile Expansion
Defense Station
Command Vault
Defense Access
Defense Station
Defense Access
Security Air Lock
Lift Hub
Command Courtyard
Courtyard Passage
Skyway Access--1 Scan
Transit Station 1104
Transit Station 0203
Transit Tunnel P68
Transit Station 0204
Transit Tunnel P69
Transit Station 0205
Transit Tunnel P70
TRANSIT STATION LEVIATHAN--1 Scan

*Objective 15*
~Planet Urtragia-Leviathan Seed~
LANDING SITE DELTA
Core Access
Pirate Homeworld Leviathan Core--1 Scan, Hyper Grapple

*Objective 16*
~Planet Elysia-Skytown~
LANDING SITE A
Security Station
Spire Dock
Junction
Skybridge Hera
Maintenance Shaft GP
Construction Bay--1 Scan, Missile Expansion
Ballista Lift
Ballista Storage--Energy Cell
Ballista Lift
Construction Bat
Maintenance Shaft GP
Skybridge Hera
Junction
Spire Dock
Security Station
LANDING SITE A
LANDING SITE B
Landing Access
Skybridge Athene
Maintenance Shaft TA
Turbine Chamber
Broken Lift
Gearworks
Observatory Lift
Chozo Observatory--2 Scans, Expansion Maps
Maintenance Shaft OB
Concourse Ventilation--Missile Expansion
Concourse
Concourse Access A
Skytram East
Skytram West
Security Tube
Security Station
LANDING SITE A

~Planet Urtragia-Pirate Homeworld~
TRANSIT STATION LEVIATHAN
Transit Tunnel P70
Transit Station 0205
Transit Tunnel P69
Transit Station 0204
Transit Tunnel P69
Transit Station 0205
Transit Tunnel P70
TRANSIT STATION LEVIATHAN
LANDING SITE ALPHA
Transit Station 1-A
Transit Station 1-B
Proving Grounds
Proving Grounds Lift
Craneyard
Airshaft
Metroid Processing
Creche Transit
Metroid Creche
Transit Station 3-A
Transit Station 3-B
Lift Hub
Lift Hub Access
LANDING SITE BRAVO
LANDING SITE CHARLIE
Phazon Mine Entry
Main Cavern
Drill Shaft 1
Phazon Harvesting
Drill Shaft 1
Main Cavern
Phazon Mine Entry
LANDING SITE CHARLIE

*Objective 17*
~Planet Norion~
CARGO DOCK A--Missile Expansion
Conduit A
Substation East
Cargo Hub
Maintenance Station--Missile Expansion
Cargo Hub
Substation West--Missile Expansion
Conduit B-1 Scan
Data Storage--2 Scans
Conduit B
Cargo Dock B--3 Scans
Generator B Access
Generator B--Energy Cell
Generator B Access
CARGO DOCK B
DOCKING HUB ALPHA--Missile Expansion

*Objective 18*
~Planet Bryyo-Cliff Bryyo~
CLIFFSIDE AIRDOCK
Gateway Access
Gateway--Missile Expansion
Grand Court Path
Grand Court
Reliquary III--1 Scan, Missile Expansion
Grand Court
Grand Court Path
Gateway
Crash Site
G.F.S. Theseus
Falls of Fire--Missile Expansion
Hidden Court--Missile Expansion
Hidden Court Hall--1 Scan
Fuel Gel Pool--2 Missile Expansions, pick up the Golem Head
Hidden Court Hall
Hidden Court
Ruined Shrine
Hangar Bay
Hangar Bay Hall
Hall of the Golems--3 Scans, Missile Expansion
Colossus Vista--1 Scan, Ship Missile Expansion (drop Golem Head on statue)
Machineworks Bridge--Energy Tank
Colossus Vista
Hall of the Golems
Burrow--1 Scan, Missile Expansion
Hidden Court
Ruined Shrine
HANGAR BAY

~Planet Bryyo-Thorn Jungle Bryyo/Cliff Bryyo~
THORN JUNGLE AIRDOCK
Overgrown Ruins
Ancient Courtyard--Missile Expansion
Enlightened Walkway
Jousting Field
Field Access
Jungle Generator
Jungle Hall North
North Jungle Court--Pick up Generator
Machineworks Bridge
Colossus Vista
Hall of the Golems
Burrow
Hidden Court--Energy Cell (drop the Generator)
Ruined Shrine
HANGAR BAY

~Planet Bryyo-Fiery Bryyo~
FIERY AIRDOCK
Imperial Hall
Gel Refinery Site
Main Lift
WARP SITE ALPHA

~Planet Bryyo-Ice Bryyo~
WARP SITE BRAVO
Imperial Caverns
Imperial Crypt
Hall of Remembrance
Tower--Energy Tank
Hall of Remembrance
Imperial Crypt
Imperial Caverns
WARP SITE BRAVO

~Planet Bryyo-Fiery Bryyo~
WARP SITE ALPHA
Main Lift
Corrupted Pool
Gel Processing Site
Gel Hall
Save Station A
Cavern Entry
Gel Cavern
Temple Access
Temple of Bryyo--Missile Expansion
Temple Access
Gel Cavern
Imperial Hall
FIERY AIRDOCK

*Objective 19*
~G.F.S. Valhalla~
DOCKING BAY 5--Energy Cell
Hangar A Access--2 Scans
Repair Bay
Security Station--1 Scan
Security Access
MedLab Alpha--1 Scan, Missile Expansion
Security Access
Auxillary Lift--Missile Expansion
Port Observation Deck
Junction A
Munitions Locker--Energy Tank
Junction A--1 Scan
Aurora Access
Aurora Chamber
Control Room Access
Control Room-1 Scan, Pirate Code
Control Room Access
Aurora Chamber
Aurora Access
Junction A
Port Observation Deck
Xenoresearch Lab
Ventilation Shaft
MedLab Alpha--Ship Missile Expansion
Security Access
Security Station
Repair Bay
Stairwell--1 Scan
Weapons Cache
Stairwell
Repair Bay
Hangar A Access
DOCKING BAY 5

*Objective 20*
~Planet Urtragia-Pirate Homeworld~
LANDING SITE BRAVO
Lift Hub Access
Lift Hub
Security Air Lock
Defense Access
Command Station
Transit Station 2-A
Transit Station 2-B
Leviathan Access Portal
Leviathan Battleship--Acquire access to Planet Phaaze
Leviathan Access Portal
Transit Station 2-B
Transit Station 2-A
Command Station
Defense Access
Security Air Lock
Lift Hub
Lift Hub Access
LANDING SITE BRAVO

~Planet Phaaze~
LANDING SITE--1 Scan
Entry Canyon--1 Scan
Cavern Alpha
Cavern Beta Access--1 Scan
Cavern Beta
Drop Shaft--1 Scan
Metroid Cavern
Hatcher Shaft--1 Scan
Hatcher Tunnel
Genesis Chamber--1 Scan
Sanctum--2 Scans

---------------------------------------------------------------------------
                         ~7.Hypermode Bosses~
---------------------------------------------------------------------------
This section is designed to tackle the bosses in Hypermode difficulty as
efficiently as possible. Why is an entire section devoted to them? Well,
they honestly will kick your ass on Hypermode difficulty if you don't pay
close attention to them. Most of them will annoy you to no end, the rest
may not even be too tough for you. But it is likely you will die at least
once to most of the bosses.

==============
Berserker Lord
==============
You fight the first Berserker Lord at the end of the G.F.S. Olympus, near
your Gunship. The hard part of this fight is destroying the red orbs on 
his shoulders. They both have a lot of health and required at least four
Charge Beam shots to destroy. Be alert of his shockwave attack which does
an astounding 75 damage. It's easy to avoid, but if you don't pay attention
to it, only three hits from it will kill you. 

The plate on the head will take eight shots from rebounded purple orbs to
destroy. To get the most out of each attack, stand as far back from the
Berserker Lord as possible when it shoots the orbs. When the first orb hits
him, he stops shooting orbs at you. If you wait, start shooting the orbs
after he spits out three of them. This way, it only takes three rounds of
fighting before you can actually deal some damage to him.

Once his head plating has been removed, the rest of the battle is pretty
simple. It will take a bounty of Charge Beam shots to finish off the 
Berserker Lord, so just be patient as you wail away at him. Be sure to
dodge his attacks as the damage they do can add up fast.

===========
Meta Ridley
===========
I'm not sure if there's actually a difference in Meta Ridley's health bar
on Hypermode difficulty. I'm able to defeat him just as fast, if not faster
on Hypermode than on Normal. Of course, the amount of damage that he deals
will be significantly higher. For the first few thousand meters, just fire
rapidly into the distance in a vain attempt at hitting Meta Ridley's mouth.
You should try to deal as much damage as possible before Meta Ridley rushes
up and falls side by side with you.

When he starts falling side by side, shoot the glowing part of his body as
you are falling. When he opens his mouth to charge an attack, that's your
chance to actually inflict some massage damage on him. Make sure to use the
Charge Beam as often as possible in this section in order to stop his 
attacks. Normal Power Beam shots and Missiles won't be very effective here,
so don't use them very often.

When Meta Ridley flies above you, be sure to dodge his laser like always
and hit his red flying discs so that they explode and don't injure you. You
have to conserve as much energy as possible throughout the battle, so be
sure to avoid or destroy every attack that he throws at you. This cycle 
will continue to repeat, but the processing of injuring him remains the
same. You shouldn't have too much trouble defeating him, but if you do, 
then make sure you are using Charge Beam shots. If you already are, 
perhaps use the Power Beam faster in other areas.

======
Rundas
======
Rundas can be a total nightmare on Hypermode, and is likely to be the first
boss you die to. The beginning of the fight shouldn't be too hard. Spam the
Power Beam and the Charge Beam and keep on attacking him. He shouldn't have
a chance to surf around the arena before you stun him at least once. If he
does start surfing around the arena, then shoot the snowballs that he 
throws so you can stock up on energy. You'll be needing as much as 
possible.

Once Rundas has been stunned, rip off his armor as usual and enter 
Hypermode quickly. Rundas will run around on the ground for several
seconds, giving you plenty of time to unload all of your Phazon energy 
into him, and if he puts back on his armor, you can damage that too with
the remaining bit of Hypermode. Rundas's health bar should be half empty
by the time he puts on his armor again.

At this point, just repeat the process. Rundas will sometimes stand ontop 
of one of the ice pillars and shoot large ice boulders at you which take
several shots to destroy. After another stunning and session in Hypermode,
assuming you didn't miss a single shot, Rundas will be dead. If he isn't
dead, and instead has a sliver of health left, then your in trouble as you
are likely nearly out of energy. When low on health, Rundas will jump onto
a pillar and swing a huge ice club around and fling it at you. This, as
far as I know, is impossible to avoid. Even if it lands nowhere near you,
you will die as soon as it hits the ground. For real. 

The only surefire way to dodge it is to enter Hypermode and become 
invincible briefly. If you don't have enough energy to do that, get in the
Morph Ball and roll to hopefully save your life. The battle overall isn't
too hard, just short and irritating at times.

============
Korakk Beast
============
The Korakk Beast can be a bit tricky, and it can also be a lengthy fight.
As usual, you will need to kill the Pirate Rider on top of it first before
you can start injuring the Korakk. Use several Charge Beam shots on the
Rider to knock him off of the beast, effectively killing him. Onc you
have done this, the Korakk Beast will go crazy and starts attacking you
liberally.

The Korakk Beast will hop in a random direction, usually towards you, 
several times before lashing out its tongue at you. If it hits you, shake
the Wii Remote and Nunchuk to shake it off. What you need to do it fire 
the Charge Beam at its mouth the moment it opens it to lash its tongue. If
you do it correctly, the Korakk Beast will stand there and its stomach will
start glowing. Get into the Morph Ball and drop three Bombs by its stomach.
This will anger the Korakk Beast and the battle will continue. Repeat this
process if necessary until the Korakk Beats collapses.

Once is does, use the Grapple Lasso on its tail to make the Korakk Beast
stand upright. Use the Hyper Beam on its exposed stomach to deal as much
damage as possible in the limited amount of time that is given. You won't
be able to deal much damage which each entrance into Hyper Mode, but that
is okay. You will likely need to repeat this entire process four or five
more times until the Korakk Beast is finally killed. Its attacks never
change, so you just need to avoid getting tired to win.

=======
Mogenar
=======
This isn't an overexaggeration: The average player spends between 20-45
minutes beating this boss on Hypermode difficulty. It ultimately depends on
your luck. If you are lucky, you might get around 15 minutes. If the game
wants to screw you over, it might take borderline one hour to finish. Best
candidate for "worst boss fight in the game". 

Let's get this train wreck rolling. You know by now you need to destroy an
orb, then destroy the socket with Hyper Beam shots in order to damage him.
You already know that. What you don't know is that these orbs DON'T EVER
DIE. It will take several minutes of nonstop firing to destroy one of 
these damn orbs. The Charge Beam will obviously make this task go much 
quicker, but Mogenar's sporatic movements make them tricky to hit him with,
so stick with the Power Beam. 

Once an orb is destroyed, annihilate the socked ASAP. Mogenar's attacks
in the battle consist of shooting some green phantom hands at you. Destroy
these with several shots to get energy refills. He also jumps on the ground
to send out a shockwave dealing 45 damage. Do _not_ get hit by this, ever.
You need energy for Hyper Mode. He can stomp on the ground sending a quick
wave of energy at you, easily avoided by strafing, and stomp the ground to
cause a ton of boulders to fall from the ceiling. If that happens, enter
Hyper Mode to avoid damage, and keep entering/exiting to avoid losing 
energy from the boulders and from getting corrupted.

When forced to Bomb his Phazon-boots, get into Hyper Mode as often as 
possible. His shockwave can't hurt you, touching his feet can't hurt you,
and you'll be safe. Keep exiting it so you don't waste the entire tank
getting corrupted. Several Bombs on each of his feet and the battle will
continue as normal.

When down to just one orb, Mogenar will use his rushing attack almost every
time he does an action. Just keep strafing around him. Make sure you save
the orb on his back for last to take advantage of this. Now, the hardest
part of this battle is when he tries to restore any lost or damage orbs.
He stands in the middle of the room and extends his hands, slowly trying to
replace two of them.

Well, it's impossible to prevent.

There is just no possible way of preventing this attack. Hyper Mode won't 
work. You still only have enough time to destroy one orb, and that alone
drains AN ENTIRE FREAKING ENERGY TANK. The remainder of the battle depends
on how lucky you are for this attack to not occur, completely screwing you
over. If you're unlucky, this battle will keep getting prolonged and you
will be that much closer to becoming another carpal tunnel victim. If you
are lucky, you will finish the battle with ease. 

By the way, for anyone curious, here's a Youtube video on someone beating
Mogenar on Hypermode difficulty in only four minutes. Use it as a little
inspiration that's it is indeed possible to beat this bastard.

http://youtube.com/watch?v=Xrr9DH7mE2M

The strategy used in this video is that Hyper Mode is used to destroy the
orbs and sockets as quickly as possible, instead of using just Power Beam
shots. It is much riskier, but it is better than a safer, 30-minute battle,
huh?

Use the Charged Hyper Beam on the sockets and drain the Hyper Mode bar 
until it is close to the bottom, then wait to get corrupted. Get hit by
some of his attacks to raise the red bar, then keep wailing on him. It is
quite effective, especially since the sockets are destroyed almost right
after the orbs get destroyed, giving Mogenar no chance to restore them. Try
this tactic if nothing else is working for you.

=========
Steamlord
=========
The Steamlord isn't too hard of a fight. You shouldn't have much trouble
defeating it. Kill off as many Steambots as you can in order to lure out
the Steamlord for a longer period of time. Wail on him with Hyper Mode in
order to kill him.

The only annoying thing about this is that the Steamlord has some attack
which forces you to exit Hyper Mode. I'm not sure what it is, but it can
get annoying. I think it may be his electricity attack he uses to 
resurrect the Steambots, and if that really is the case, keep your distance
away from the Steamlord and the broken down Steambots. 

Be sure to pick up the Energy Tank when you defeat him. To conserve energy,
don't shoot at the Steambots in Hyper Mode unless absolutely necessary. 
After about a minute of shooting the Steamlord, he should be defeated.

=============
Defense Drone
=============
The Defense Drone is certainly one of the most surprising bosses in 
Hypermode due to the absurd level of difficulty involved. You need to
shoot down the three antennaes on the Defense Drone's head before you can
Grapple Lasso off the metal covering on the front of the head. The 
antennaes take a lot of shots to get taken down, and all the while the
Defense Drone is shooting at you. Fire off as many uncharged Power Beam
shots as you can to destroy the three antennaes and knock the Defense Drone
into the second stage of the battle.

The second phase is where you can take the most damage. The Defense Drone
will jump around several ledges at the upper area of the room, the front
panel exposed and open for damage. Get into Hyper Mode and and keep firing
at the weak point. The Defense Drone closes the panels every few seconds,
so stop shooting as you can't deal any damage with the panels closed. Make
sure to absorb damage in Hyper Mode, especially when you get corrupted so
that you can get the most out of each Hyper Mode session. The Defense Drone
likes to fire several homing black globs at you, which stick to your visor
before exploding. Try to be in Hyper Mode when they go off, because they
deal a lot of damage. 

Midway through the battle, the Defense Drone will make the arena all hazy.
The fight gets harder here as your visibility is impared, but the Defense
Drone keeps its old tactics. When it is very low on health, the antennaes
will reappear after several seconds. By this, I mean you need to destroy 
all three in very rapid succession. If you are having trouble, fire at 
them in Hyper Mode. That might take them out quickly enough.

====
Ghor
====
When you first start fighting Ghor, he will have an energy shield placed
infront of him. In order to disable his shield to be able to attack his
weak spot, start by standing on the opposite side of the arena as him.
Wait for him to thrust his arms outward, the sign he is about to charge at
you. Strafe out of the way so he slips on the Fuel Gel, crashing into the
wall assuming he didn't crash into you. 

Once he does, unleash everything you have on the generator on his back.
You only have a short amount of time to damage it, so do the best you can.
Once you destroy it, the shield infront of Ghor will be disabled and Ghor
will become stunned for several seconds. Use the Hyper Beam on the glowing
white part of his head to damage him. His shielding will go back up, and 
you will need to repeat the process. 

Once he has been damaged enough, he will absorb the Fuel Gel in the center
of the arena. His shielding is permenately disabled now. The white spot on
his head can be attacked at any time to inflict damage, but sometimes he
will substitute that weak point for another one. When a glowing ball 
appears below him, Boost into it to stun Ghor. Be sure that you don't Boost
yourself off of the platform. 

Whenever you Boost into the ball, the weak point on his head appears again
and Ghor becomes stunned. There's nothing else to this battle. Ghor's 
attacks aren't to harmful at the least. His Plasma Beam wave can easily be
avoided by moving in the direction it is moving, or just by standing close
to him. His Missiles aren't very accurate, so no worries there if he shoots
them.

====================
Berserker Lord Redux
====================
While trying to get the first bomb compenent, you will need to fight off
another Berserker Lord. This fight plays exactly like the first fight back
on the G.F.S. Olympus. The arena is blocked by the Spinner locks and the
actual bomb component, so you will need to fight your way around these
obstacles. 

As per usual, you need to shoot down the shoulder pads that the Berserker
Lord creates. They both take several Charge Beam shots to destroy, so keep
up on the offensive. Once they are both destroyed, the Berserker Lord will
fire several purple globs at you that you need to shoot back at him. Wait
until he shoots three before shooting them back at him so you get the most
out of each attack. 

It takes eight shots to destroy the head covering of the Berserker Lord. 
The last part of the fight is much easier now than on the Olympus. Get into
Hyper Mode and destroy the weak point. It shouldn't take very long.

======
Helios
======
Helios is far easier than Mogenar is on Hyper Mode, but Helios can still
present some problems. At the beginning, just keep shooting at his ball.
It takes a ton of shots to stun him, and some shots will get through his
barrier, so keep trying. When he stops rolling, you can get some more free
hits in. After this, he is likely to send his Swarmbots into many groups,
each charging a laser and firing a laser at you. When that swarm glows, you
need to fire a Charge Beam shot at it. An accurate Charge Beam will kill
the group, but if one of them manages to fire, it's insanely hard to avoid.

You can also choose to stay in Hyper Mode for several seconds, entering and
exiting it to absorb to attacks if you don't feel like shooting them. Your
call. After this, Helios will likely gather is Swarmbots and create five
large targets on him. Use the Seeker Missiles on them. I hate this part 
since the outer ring of Swarmbots are moving and may block one or two of
the Missiles. Keep trying until all of the points have been killed at once.

Helios will be stunned briefly, allowing you to attack him. Keep doing so
until he gets back up, or you hit him enough to put him in his next form.
His inner cortex opens up, so enter Hyper Mode and blast away at him to
knock off some health. Keep repeating this process until Helios and the
Swarmbots change attacks.

The battle gets harder here. When the Swarmbots converge to make a humanoid
form, you need to attack quickly. Use a Charge Beam followed by several
quick shots to destroy the large glowing part of his body. Once you do this
twice, Helios will either be vulnerable to attack, or go back into his
Seeker Missiles-weak phase. Either way, the last half of the battle works
out this way. Be sure to make the most out of Hyper Mode because gaining
health in this battle is a pain. The Swarmbots sometimes drop it when they
are killed, but not very often.

=========
Gandrayda
=========
Gandrayda can be a pretty fun boss, but the only problem is that it takes
a long time. I mean, she has a ton of health in Hypermode difficulty. She
won't be going down fast. In the first quarter of the battle, nothing too
interesting will happen. Never use Charge Beam shots as they will almost
never hit Gandrayda unless you are at very close range. Her Berserker Lord
form is pretty easy to deal with. It will shoot the purple globs almost 
right away. It takes only two rebounds of these to knock off the covering
on the head. Enter Hyper Mode here and attack the weak point liberally
until Gandrayda reverts back to herself.

Her Swarmbot and Aerotrooper forms are pretty similar. Charge Beam shots
should be used on these forms as the targets are pretty easy to hit. Once
you have done enough damage, Gandrayda will open the covers on the arena,
exposing most of it to the acid rain. Be sure not to step in it during your
assault on her. She can now transform into Ghor and Rundas, both of which
you should have some experience in destroying. Ghor is injured by attacking
the weak point on his head and Boosting/Bombing the light on the bottom, 
and Rundas needs to be stunned by rapid fire and Grapple Lasso'd to his
armor. Once the armor is ripped off of Rundas, use Hyper Mode to inflict
damage while she just stands there, not attempting to run.

Later through the battle she will transform only into Samus. Keep jumping
in order to avoid her Boost Ball attack, and get close when she uses her
Charge Beam Laser attack to fire at her. Her attacks when fighting 
untransformed become more violent, throwing more purple discs at you and
constantly trying to grab hold of you. When she has a quarter of health
left, she'll stop transforming into anything else. She will often become
invisible, though, so you will need to use the X-Ray Visor to continue your
assault. A little longer of endless button mashing and careful dodging, and
victory should be yours.

===============
Metroid Hatcher
===============
The Metroid Hatcher can be a real pain on Hypermode difficulty. The four
tentacles are a pain to destroy. Not only are they all hard to hit, but 
they take many attacks to retract. Use the Seeker Missiles if you are
desperate to destroy them. Keep dodging the Metroid Hatcher's spinning
attack by entering Hyper Mode briefly to avoid damage. Once all of the
tentacles have been retracted, the hard part begins.

After spinning again, you need to stun the Metroid Hatcher by hitting it
three times in the mouth with Charge Beam shots. Sadly, this isn't easy as
you only have time for one Charge Beam before it spits out a Phazon 
Metroid. However, you have two more chances to stun it before it brings the
tentacles back out. You may want to use Hyper Mode to stun the Metroid
Hatcher--it's not like you'll be getting much other use out of it other 
than destroying the Phazon Metroids.

The fight is exactly the same after you rip off one of the tentacles. 
Nothing at all changes except you stun him faster since there are fewer
tentacles. Remember that in the two subsequent Metroid Hatcher fights in
the game, all you need to do it flip on the X-Ray Visor and shoot the
weak point with the Nova Beam to kill it instantly. Quite nice.

================
Pirate Commander
================
You will fight the Pirate Commander just before reaching the Pirate 
Homeworld Seed. The fight can be quite annoying. The Pirate Commander has
a lot of health, and he drops four Commando Pirates to help out in his 
task of killing you. Focus on destroying all four of the Commando Pirates
first. You have to kill them anyways, so you might as well take care of
them first. The X-Ray Visor is next to useless when fighting the Commando
Pirates because whenever they enter Hyper Mode the X-Ray Visor turns all
staticy and becomes impossible to use. Use Hyper Mode yourself to destroy
each of the Commando Pirates one by one.

When it is just you against the Pirate Commander, you need to seek him out.
Stay a short distance from him, but keep pelting him in Hyper Mode 
yourself. Hyper Missiles work beautifully against him. You just need to 
keep on pelting him until his armor is destroyed. Once that has happened,
its just a matter of a few more shots before you win the battle for good.

============
Omega Ridley
============
You want to make sure that you have as many Energy Tanks as you can get
for this battle. You can get all 14 by this point, so try doing that if you
are having trouble defeating Omega Ridley. The first part of the battle is
pretty annoying because it can take a while. You need to wait for Omega
Ridley to open his mouth. Shoot a Charge Beam shot into it, or whatever
you can, to get closer to stunning him. It will take several shots to
actually stun him, though. Omega Ridley's small fireball attack can be
negated by shooting them down for health, and any large homing fireballs
he shoots can be destroyed by running into them in Hyper Mode.

When he is stunned, run over and Grapple Lasso the cover off of his 
chest. Get into Hyper Mode and use Hyper Missiles on his chest to inflict
the most amount of damage in the short amount of time that you have. You
will need to repeat this process until Omega Ridley grows a Phazite chest
plate.

Omega Ridley will occasionally charge two large purple orbs with his hands.
You can shoot down both of these to stun him, but that's impossible on
Hypermode difficulty. Just stand still in Hyper Mode and absorb the blow of
the attack, then keep waiting for his mouth to open to stun him. Use the
X-Ray Visor when he is stunned to start shooting down the Phazon platings.

Once both are destroyed, Omega Ridley will begin flying around the arena.
Pay attention to where he appears by watching the radar in the top left
corner of the screen. Get into Hyper Mode when he performs bombing runs so
you don't lose any health. Be patient until Omega Ridley finally lands
again. Perform the same actions as before to stun him in the mouth. When he
rears back on his legs right away, he will still be able to walk and attack
you for several seconds. Get close nonetheless and destroy him with Hyper
Missiles. After several of those, the battle should be over. If not, repeat
the process until it is.

==========
Dark Samus
==========
The Dark Samus fight can be absurdly annoying. Not only due you have a
premature time limit, but getting hit by any attack raises the yellow bar
you have. Obviously, the best choice for this three-part battle is to have
all of the Energy Tanks. The first part of the fight is very easy. Dark
Samus at the worst will fire a scatter shot of Phazon. The only real way
to avoid this is to hide behind the Phazon pillars she forms. Use Charged
Hyper Beam shots until she flies above the field trying to restore health.
Whenever she does this in the battle, fire as many normal Hyper Beam shots
as possible to get her out of it. It is the fastest way to stop her.

After a few more attacks she will split herself into two. Remember to use
the X-Ray Visor to spot the real one. The real Dark Samus will appear
bright orange. Don't forget to keep tabs on the other clones--they can
still hurt you.

Late in the battle she creates a third clone at times. When they rise into
the air and spin around, shooting Phazon balls at you, destroy the balls 
for energy refills. Another annoying attack you will face is when the three
clones on the ground start spinning around. This is actually quite easily
dodgable. Stay against the wall and keep moving left or right. When they
come near you, just perform a Space Jump. They will go under you and bounce
back to the middle of the arena. They realistically should never hit you.

Also late in the battle, when there's little health on Dark Samus, you will
find she loves to glow a rainbowy color, signifying she is invincible. And
I mean she LOVES staying invincible for long periods of time. Keep your eye
on her and destroy her the second the drops her shielding. The fight should
take only several minutes, and by the end, the corruption bar shouldn't be
more than half full.

====================
Aurora Unit 313-Body
====================
At the start of this battle, pick up any energy that was left over. This
phase of the fight is the easiest, but the longest. What you are aiming for
is to lower the entire corruption bar. This isn't too hard because the 
Aurora Unit will drop health like crazy during the fight, so long as you
don't foolishly get hit by the attacks. The fight doesn't get difficult 
until the Aurora Unit has lost more than half of its health. Don't actually
try to injure it until you empty the entire corruption bar. Believe me, you
will be glad you did.

Shoot down the tentacles it brings out and collect the energy. Make a few
shots on the yellow spots the tentacles used to be to get closed to 
stunning it, but don't try too hard. Your energy is the primary concern.
The two primary attacks the Aurora Unit has at this stage is creating three
Dark Samus clones, and shooting a purple laser at you. Both preparations
for the attacks look that same--the Aurora Unit veers its head back and
forth. So, how do you know when to start strafing or when to start 
shooting? Well, always stay locked-on to the Aurora Unit. If the lock-on
breaks when the Aurora Unit veers its head, it is about to create Dark
Samus clones. If the lock-on stays, it is about to fire the purple laser.
Remember this! 

The purple laser is easy to dodge, especially since it is obvious when it
comes. Just keep strafing a certain direction (I prefer going right, but 
left works just as well). It fills up the corruption bar a lot if it hits,
so avoid that. The Dark Samus clones are a bit different. There are three
of them and they move to different sections of the arena. The Aurora Unit
does nothing to try and hurt you while they are out, so don't worry. Use
the Charge Beam on each of them for an easy death. Pick up the energy they
leave behind, then continue the fight.

When you are ready to stun the beast, keep shooting the yellow spots where
the tentacles were when you injure them. After enough damage, the Aurora
Unit falls over. Run to it an Grapple Lasso the cover off. Use the Charge
Beam to inflict a lot of damage, then fire as many normal Hyper Beam shots
as you can before the panel closes. It will take about 5 stuns to destroy
the Aurora Unit.

Just remember that in the second section of the battle that the Aurora Unit
tends to drops itself into a hole and fire cannons at you. Use the Boost
Ball to avoid this attack. Also, the Dark Samus clones will start using the
Boost Ball. To avoid this hard to avoid, and painful, attack, use the Screw
Attack to fly over them all. Pretty simple to dodge. Only try killing the
clones that aren't in the Boost Ball.

====================
Aurora Unit 313-Head
====================
The Head is the hardest part of the fight. The only energy you are given
is the leftovers at the beginning of the fight. Any damage you take will
bring you seconds close to your death. You must be quick with this battle,
otherwise you will end up getting killed. And after the previous two
phases, I can say that I didn't have fun dying here many times. Hopefully 
you won't have as much trouble.

First off, you want to be able to attack the weak point of the Aurora Unit
at every given chance. Every bit of damage matters. The Aurora Unit will
likely use its cannon attack at you. Just keep strafing to avoid the ball
it shoots. It stuns itself for several seconds afterwards, so use that time
to attack. 

The shockwave attack is the next attack you hope occurs. If you can destroy
the shockwave generator, the Aurora Unit also gets stunned. However, this
is very difficult on Hypermode difficulty. Not impossible, just very hard.
It takes two Hyper Missiles or two very accuracte charged Hyper Beams to
destroy it. The Aurora Unit uses the generator twice in quick succession,
and all your shots need to hit it. I personally have NEVER landed a single
Hyper Missile on this thing, so I don't advise trying it.

Next, you have the laser attack. Oh, yes, this attack rapes you. It fills
up the corruption bar a huge amount. You don't want to get hit, but at the
same time you want to inflict damage. To do this, stand at the far opposite
end of the room the Aurora Unit is. The lasers shouldn't even reach you 
over here, and if they do, just jump over them. Use charged Hyper Beam 
shots on the weak point as the Aurora Unit spins around. Quite simple.

After the laser attack, the Aurora Unit will land on the ground and spin
around the arena. This attack is pretty hard to avoid due to how random
the spinning is. Keep shooting charged Hyper Beam shots to deal a little
damage. The best way I found to avoid this attack is to lock-on to the
Aurora Unit and keep strafing right. I'm not sure why, but I always 
avoided the attacks this way. 

There isn't much else to say for the end of the final boss. The cycle of
attacks will keep repeating in this order. The only thing that differs is
that during the cannon attack, as you knock off more health, the Aurora
Unit launches more cannonballs. Other than that, best of luck finishing
Hypermode difficulty! It is quite a feat.

---------------------------------------------------------------------------
                         ~7.Credits Crackdown~
---------------------------------------------------------------------------
You may have noticed through your playthrough that doing certain tasks and
scanning certain things earned you Red, Blue, and Gold Credits. How do you
get these Credits and what are their real purpose?

You may have noticed that there is an Extras Menu you can choose, below 
the Play Game option. You can spend any of your earned Credits on bonus 
items and trinkets, such as background music, dioramas, and concept art.
There exactly enough Credits in the game to buy every item, so don't worry
about having to pick and choose your items. 

Red Credits are earned by scanning creatures. There are 108 Creature scans
that will give you Red Credits. There is also a glitch in the game where
one enemy, despite not getting recorded to the Logbook or having its own
scan detail, gives an extra Red Credit, bringing the true total to 109, one
more than you need. There are 51 Blue Credits to be found. You get a Blue
Credit for each Lore that you scan, a total of 48 entries. There are also
three GF Troopers you need to save on the G.F.S. Olympus in the opening of
the game. Each saved Trooper hands over a Blue Credit. Gold Credits are
earned by doing special achievements. There is destroying a boss on Normal/
Veteran and Hypermode difficulties, killing Red Phaazoids, and several
others. There are 52 Gold Credits to be obtained.

Green Credits, however, are a bit more difficult to obtain. You never 
actually receive these ingame. Instead, you will earn Friend Vouchers. If
you send a Friend Voucher to someone on your Friend's List via 
WiiConnect24, then the receiver will get a Green Credit for each Friend
Voucher sent. You will have to find others with Friend Vouchers willing to
be traded so you can get Green Credits. To buy everything, you only need
15 Green Credits. There are 26 Friend Vouchers to be earned. Friend 
Vouchers are obtained through a certain amount of kills, as well as special
and out of the way achievements that generally can be found on accident,
and are actually pretty nifty. 

The following is a list of each Credit and how it is obtained, as well as
the difficulty you'll encounter trying to get it. Instead of Green Credits,
I instead list the locations of the Friend Vouchers you can earn. Use this
list wisely.

Red and Blue Credits are listed in the order you can obtain them, not
exactly in a precise catagorical order. 

===========================================================================
~Red Credit #1-Scan Federation Marine--Difficulty:*/*****~
===========================================================================
Location:G.F.S. Olympus, Docking Bay 5

The Federation Marine is located dead ahead of where your Gunship lands. 
Two of them are near eachother, one of them talking to you.

===========================================================================
~Red Credit #2-Scan Fleet Mechanic--Difficulty:*/*****~
===========================================================================
Location:G.F.S. Olympus, Docking Bay 5

The Fleet Mechanic is located near some crates to the left of the 
Federation Marines. He is welding together the crates and refuses to talk
to you.

===========================================================================
~Red Credit #3-Scan Training Drone--Difficulty:*/*****~
===========================================================================
Location:G.F.S. Olympus, Docking Bay 5

To scan the Training Drone, stand on the flashing yellow panel on the
ground. Two Training Drones will appear, capable of being shot and scanned.

===========================================================================
~Red Credit #4-Scan Halberd-Class Turret--Difficulty:*/*****~
===========================================================================
Location:G.F.S. Olympus

Near the large metal door right infront of the Federation Marines, look up
to find a retracted Halberd-Class Turret. If you can't find it, shoot the
Fleet Mechanic several times to have the Turret assault you. It should be
easy to scan from there.

===========================================================================
~Red Credit #5-Scan Male Fleet Trooper--Difficulty:*/*****~
===========================================================================
Location:G.F.S. Olympus, Docking Bay Access

Several Male Fleet Troopers are walking around and standing around this 
room, available to be talked to.

===========================================================================
~Red Credit #6-Scan Female Fleet Trooper--Difficulty:*/*****~
===========================================================================
Location:G.F.S. Olympus, Docking Bay Access

Among the Male Fleet Troopers, you can find several Female Fleet Troopers
who look similar to their male counterparts.

===========================================================================
~Red Credit #7-Scan Hunter Ghor--Difficulty:*/*****~
===========================================================================
Location:G.F.S. Olympus, Security Station

Hunter Ghor standing in the security chamber for several seconds when you
enter the room. You can also scan him when you are in the chamber yourself,
however he leaves soon after you finish your security check.

===========================================================================
~Red Credit #8-Scan Fleet Admiral Dane--Difficulty:*/*****~
===========================================================================
Location:G.F.S. Olympus, Flag Bridge

Fleet Admiral Dane can only be scanned on your second visit to the Flag
Bridge, moments after the beginning of the Space Pirate invasion.

===========================================================================
~Red Credit #9-Scan Pirate Militia--Difficulty:*/*****~
===========================================================================
Location:G.F.S. Olympus, Flag Bridge Access

Soon after entering this room, several Pirate Militia units attack you 
after destroying the glass wall ahead.

===========================================================================
~Red Credit #10-Scan Space Pirate Boarding Pod--Difficulty:**/*****~
===========================================================================
Location:G.F.S. Olympus, Port Observation Deck

When you turn the corner in this room, a Space Pirate Boarding Pod will
crash through the walls, carrying with it several Pirate Militia units.

===========================================================================
~Red Credit #11-Scan Armored Pirate Militia--Difficulty:**/*****~
===========================================================================
Location:G.F.S. Olympus, Xenoresearch Lab

Three Armored Pirate Militias will steal the Energy Cell in this room. 
Scan one of them before you go off killing them.

===========================================================================
~Red Credit #12-Scan Crawlmine--Difficulty:**/*****~
===========================================================================
Location:G.F.S. Olympus, Xenoresearch Lab

After placing the Energy Cell back in its socket, an endless wave of
Crawlmines will converge on your position. Scan one of the hundreds of
units before leaving the room.

===========================================================================
~Red Credit #13-Scan Crawltank--Difficulty:**/*****~
===========================================================================
Location:G.F.S. Olympus, Xenoresearch Lab

During the fight with the Crawlmines, several Crawltanks will appear. These
large red tanks are a bit more powerful and take more firepower to kill.

===========================================================================
~Red Credit #14-Scan Aeromine--Difficulty:**/*****~
===========================================================================
Location:G.F.S. Olympus, Repair Bay Shaft

A large group of Aeromines will ambush you as you enter this room. Take 
them out one at a time after scanning one.

===========================================================================
~Red Credit #15-Scan Berserker Lord--Difficulty:***/*****~
===========================================================================
Location:G.F.S. Olympus, Docking Bay 5

This boss shouldn't be too hard to miss scanning because it is a boss. Scan
him after he appears right when you enter the room.

===========================================================================
~Red Credit #16-Scan Jumpmine--Difficulty:**/*****~
===========================================================================
Location:Norion, Conduit A

Along the floor you will find small mines that will jump up when you get
near them and explode. Scan a Jumpmine from a distance before going on.

===========================================================================
~Red Credit #17-Scan Pirate Trooper--Difficulty:**/*****~
===========================================================================
Location:Norion, Cargo Dock A

Pirate Troopers will attack you when you enter Cargo Dock A. Scan one of
them before killing them down.

===========================================================================
~Red Credit #18-Scan Space Pirate ATC--Difficulty:**/*****~
===========================================================================
Location:Norion, Cargo Dock A

A Space Pirate ATC will come down and drop off several Shield Pirate
Militia units. The ATC also appears again after killing them off, requiring
you to destroy it.

===========================================================================
~Red Credit #19-Scan Shield Pirate Militia--Difficulty:**/*****~
===========================================================================
Location:Norion, Cargo Dock A

These Pirates required you to use the Grapple Lasso to swipe their shields,
making it pretty obvious which ones need scanning.

===========================================================================
~Red Credit #20-Scan Aerotrooper--Difficulty:**/*****~
===========================================================================
Location:Norion, Cargo Dock A

These airborne Pirates will harass you constantly. Scan one of them as they
quickly dodge your attacks.

===========================================================================
~Red Credit #21-Scan "Jolly Rodger" Drone--Difficulty:**/*****~
===========================================================================
Location:Norion, Generator A

Many Jolly Rodger Drones will spin around this room, stopping every few
seconds to attack you. Scan one when they stop moving.

===========================================================================
~Red Credit #22-Scan Federation PED Marine--Difficulty:*/*****~
===========================================================================
Location:Norion, Cargo Dock A

These Marines can destroy enemies quite easily. Scan one of them when you
are freely able to.

===========================================================================
~Red Credit #23-Scan Shield Pirate Trooper--Difficulty:****/*****~
===========================================================================
Location:Norion, Conduit A

A Shield Pirate Trooper will appear around the corner of the room. You have
just barely enough time to scan it before a PED Marine kills it. You will
find many of these later on, however, so don't worry on missing it now.

===========================================================================
~Red Credit #24-Scan Meta Ridley--Difficulty:***/*****~
===========================================================================
Location:Norion, Generator Shaft

You will be free-falling near Meta Ridley down the Generator Shaft. Be sure
to scan him sometime during your descent.

===========================================================================
~Red Credit #25-Scan Hunter Gandrayda--Difficulty:***/*****~
===========================================================================
Location:Norion, Tower Elevator

As you are going up the elevator, make sure that you scan Gandrayda. This
is your only chance.

===========================================================================
~Red Credit #26-Scan Hunter Rundas--Difficulty:***/*****~
===========================================================================
Location:Norion, Tower Elevator

Also when you are going up the elevator, you need to make sure that you 
scan Rundas before it's too late.

===========================================================================
~Red Credit #27-Scan Nightbarb--Difficulty:***/*****~
===========================================================================
Location:Cliff Bryyo, Cliffside Airdock

As you start heading toward the door in the room, a large swarm of 
Nightbarbs will appear breifly before flying away. If you can't get the
scan, there are many other locations on Bryyo where you can find them.

===========================================================================
~Red Credit #28-Scan Reptilicus Hunter--Difficulty:****/*****~
===========================================================================
Location:Cliff Bryyo, Cliffside Airdock

As tou approach the door the first time you come to Cliff Bryyo, on the
ledge left of the door a Reptilicus Hunter will appear for several seconds
before walking away. If you miss this scan, no worries--they are found in
plenty of locations later on.

===========================================================================
~Red Credit #29-Scan Gragnol--Difficulty:*/*****~
===========================================================================
Location:Cliff Bryyo, Gateway Hall

Midway through this hall, on the ice bridge, you will find a swarm of
Gragnols attacking you. Scan one of them before moving on.

===========================================================================
~Red Credit #30-Scan Phazon Nightbarb--Difficulty:**/*****~
===========================================================================
Location:Cliff Bryyo, Gateway

When you release the red lock in the room, several groups of Phazon
Nightbarbs will appear. Scan one of them while dodging their attacks.

===========================================================================
~Red Credit #31-Scan Gel Puffer--Difficulty:*/*****~
===========================================================================
Location:Cliff Bryyo, Gateway

Once you release the green lock in the room, several Gel Puffers will
begin to meander around the room. Scan one of them, then shoot from a 
distance to make them explode.

===========================================================================
~Red Credit #32-Scan Hopper--Difficulty:**/*****~
===========================================================================
Location:Cliff Bryyo, Gateway

As you near one of the exits of the room, several Hoppers should fall from
the ceiling (the exit to Crash Site doesn't have any Hoppers). Scan one
while dodging their lunges.

===========================================================================
~Red Credit #33-Scan Shelbug--Difficulty:**/*****~
===========================================================================
Location:Cliff Bryyo, Grand Court Path

Along the walls of Grand Court Path, you will find several bugs. Scan one
while avoiding the darts that they shoot at you.

===========================================================================
~Red Credit #34-Scan Korba--Difficulty:*/*****~
===========================================================================
Location:Cliff Bryyo, Hillside Vista

Stand along the edge of the cliff and look towards the wall where the
Morph Ball tunnel empties out at. The large creature at the top of the 
wall doing nothing is the Korba.

===========================================================================
~Red Credit #35-Scan Snatcher--Difficulty:*/*****~
===========================================================================
Location:Cliff Bryyo, Hillside Vista

Along the same ledge as in Red Credit #34, you will see many bugs below the
Korba. These are Snatchers, so scan one.

===========================================================================
~Red Credit #36-Scan Reptilicus--Difficulty:**/*****~
===========================================================================
Location:Cliff Bryyo, Grand Court Path

On your return trip through this room, a lone Reptilicus will come to greet
you midway through the room.

===========================================================================
~Red Credit #37-Scan Bryyonian Shriekbat--Difficulty:*****/*****~
===========================================================================
Location:Cliff Bryyo, Crash Site

Several Bryyonian Shriekbats are attached to the G.F.S. Theseus around the
corner of the room. Due to the ship in the back which you will always 
target for scanning instead of the Shriekbats if you try scanning them 
from a distance, get close to have them attack and scan one as it comes to
you. If you don't finish the scan, which you likely won't, then go two
rooms away and come back to have them reappear. The scan progress will 
continue where it left off. After several trips you should have the full
scan. You can also scan them later on in Fiery Bryyo, Imperial Hall.

===========================================================================
~Red Credit #38-Scan Atomic--Difficulty:**/*****~
===========================================================================
Location:Cliff Bryyo, G.F.S. Theseus

In the control room of this Federation Ship, you will find a lone Atomic
floating around. They only appear here this once, afterwards appear in
G.F.S. Valhalla, Xenoresearch Lab if you forget to scan it this time.

===========================================================================
~Red Credit #39-Scan Alpha Hopper--Difficulty:**/*****~
===========================================================================
Location:Cliff Bryyo, Gateway Hall

After downloading the map of Bryyo, you will have to return through Gateway
Hall. Several Alpha Hoppers ambush you here, and they only appear in this
room, so be sure to scan one during the fight.

===========================================================================
~Red Credit #40-Scan Phazon Pillbug--Difficulty:*/*****~
===========================================================================
Location:Fiery Bryyo, Gel Processing Site

The Phazon Pillbugs inhabit the Morph Ball tunnel along the top of the
room. Scan one when you are on a ledge outside of the tunnel.

===========================================================================
~Red Credit #41-Scan Warp Hound--Difficulty:**/*****~
===========================================================================
Location:Fiery Bryyo, Gel Processing Site

When you first enter Gel Processing Site, several Warp Hounds will appear
and attack. They tend to warp all over the room, so scanning one may be a
bit tricky. Be sure to scan one before killing them off. 

===========================================================================
~Red Credit #42-Scan Gragnol Adult--Difficulty:**/*****~
===========================================================================
Location:Fiery Bryyo, Gel Processing Site

Once you raise the central tower to near the top of the room, Gragnol
Adults will attack. Scan one while dodging all of their attacks.

===========================================================================
~Red Credit #43-Scan Gel Ray--Difficulty:****/*****~
===========================================================================
Location:Fiery Bryyo, Gel Hall

Somewhere in the Fuel Gel there is a Gel Ray that will appear out of the
Fuel Gel for only a second. The location is random and it doesn't follow
any time pattern. You will need to wait a while before you are able to
complete the entire scan.

===========================================================================
~Red Credit #44-Scan Gelbug--Difficulty:**/*****~
===========================================================================
Location:Fiery Bryyo, Temple Access

Along the tunnel you will find many Gelbugs. Scan them from a distance--
they will bounce off the wall and explode if you get too close to them.

===========================================================================
~Red Credit #45-Scan Armored Pirate Trooper--Difficulty:**/*****~
===========================================================================
Location:Fiery Bryyo, Temple of Bryyo

You will fight several Space Pirates on your first entry to the Temple of
Bryyo. These Pirates are wearing armor, and are visibly different than the
unprotected Space Pirates.

===========================================================================
~Red Credit #46-Scan Rundas--Difficulty:***/*****~
===========================================================================
Location:Fiery Bryyo, Temple of Bryyo

You will fight Rundas right after you dispose of the Space Pirates that
attack you beforehand. Sometime during the fight, either at the beginning
or the end, make sure you scan him. 

===========================================================================
~Red Credit #47-Scan Scorchbug--Difficulty:*/*****~
===========================================================================
Location:Fiery Bryyo, Temple Reservoir

When you enter this room, look at the wall across from you. Scan one of the
many Scorchbug crawling along the wall.

===========================================================================
~Red Credit #48-Scan Advanced Pirate Trooper--Difficulty:****/*****~
===========================================================================
Location:Thorn Jungle Bryyo, Ancient Courtyard

Once you destroy the wall in the room, three Space Pirates attack you. One
is wearing green armor--this is the Advanced Pirate Trooper. You have
little time to scan him because the Berserker Knight will quickly pick him
up and throw him at you, killing the Pirate in the process.

===========================================================================
~Red Credit #49-Scan Assault Pirate Trooper--Difficulty:***/*****~
===========================================================================
Location:Thorn Jungle Bryyo, Ancient Courtyard

Also with the three Pirates that attack you once you destroy the wall is an
Assault Pirate Trooper. He will also get picked up and chucked by the 
Berserker Knight if you are too slow in scanning him. 

===========================================================================
~Red Credit #50-Scan Berserker Knight--Difficulty:**/*****~
===========================================================================
Location:Thorn Jungle Bryyo, Ancient Courtyard

The large Berserker Knight will appear once you destroy the wall. Scan him
before you kill him, either by normal means or another bombing run.

===========================================================================
~Red Credit #51-Scan Pirate Hussar--Difficulty:***/*****~
===========================================================================
Location:Thorn Jungle Bryyo, Jousting Field

When you get into the main area of the room, fight off the Aerotroopers and
a Korakk Beast will appear. Scan the Pirate Hussar that is riding atop the
Korakk.

===========================================================================
~Red Credit #52-Scan Korakk Beast--Difficulty:**/*****~
===========================================================================
Location:Thorn Jungle Bryyo, Jousting Field

As with Red Credit #51, the Korakk Beast will appear. It isn't too hard to
miss since it is the real enemy that fights you.

===========================================================================
~Red Credit #53-Scan Remorse-Class Turret--Difficulty:**/*****~
===========================================================================
Location:Thorn Jungle Bryyo, Generator Hall South

As you come near the door of the room, two Remorse-Class Turrets will
appear and fire at you. Scan one while dodging their blasts.

===========================================================================
~Red Credit #54-Scan Armored Aerotrooper--Difficulty:***/*****~
===========================================================================
Location:Fiery Bryyo, Temple of Bryyo

As you go to destroy the Fiery Bryyo Generator, on the entrance to Temple
of Bryyo you will encounter several Armored Aerotroopers who only appear
in this room. Scan one before leaving.

===========================================================================
~Red Credit #55-Scan Advanced Shield Trooper--Difficulty:**/*****~
===========================================================================
Location:Fiery Bryyo, Temple of Bryyo

After destroying the generator, Advanced Shield Troopers will take the
place of the Armored Aerotroopers that were here moments ago. These guys
also only appear here, so be sure you don't miss them.

===========================================================================
~Red Credit #56-Scan Mogenar--Difficulty:***/*****~
===========================================================================
Location:Bryyo Leviathan Seed, Bryyo Leviathan Core

Mogenar is the boss of Bryyo. Sometime during the fight, preferably during
the beginning of it, you should scan the behemoth before you take him down.

===========================================================================
~Red Credit #57-Scan Databot--Difficulty:*/*****~
===========================================================================
Location:Elysia, Main Docking Bay

Near the top of the room you will find a harmless robot floating in midair,
looking different than the Aerial Repair Drone. Scan this Databot. These
contain Lore that can only be scanned if you attack the Databot.

===========================================================================
~Red Credit #58-Scan Aerial Repair Drone--Difficulty:*/*****~
===========================================================================
Location:Elysia, Main Docking Bay

As you enter the tunnel of Main Docking Bay, look for the many Aerial 
Repair Drones that fly in the hallway, repairing circuits on the walls.

===========================================================================
~Red Credit #59-Scan Transportation Drone--Difficulty:*/*****~
===========================================================================
Location:Elysia, Main Docking Bay

Stay in the outside area when you land on Elysia. You should find drones
that are carrying some crates. Scan the Transportation Drones that carry
them.

===========================================================================
~Red Credit #60-Scan Tinbot--Difficulty:**/*****~
===========================================================================
Location:Elysia, Arrival Station

Around the corner in this room you will find several Tinbots, who after
seeing you will start attacking in slow waves.

===========================================================================
~Red Credit #61-Scan Steamlord--Difficulty:***/*****~
===========================================================================
Location:Elysia, Barracks Access

A Steamlord floats in this room not far from the entrance. He will leave if
you get too close, so scan from a distance. If he does leave, you will 
have many easier chances later on, so don't worry.

===========================================================================
~Red Credit #62-Scan Steambot--Difficulty:**/*****~
===========================================================================
Location:Elysia, Steambot Barracks

In this fight against the Steamlord and his supply of Steambots, be sure to
scan one of the metal creatures before you start taking them down one by
one.

===========================================================================
~Red Credit #63-Scan Repair Drone--Difficulty:*/*****~
===========================================================================
Location:Elysia, Aurora Lift

These tiny robots are confined to the ground due to a lack of an aerial
device. Scan one of the little creatures as you progress through the room.

===========================================================================
~Red Credit #64-Scan Sky Puffer--Difficulty:**/*****~
===========================================================================
Location:Elysia, Maintenance Shaft AU

Before jumping across the gap in this room, you should take note of the
many Sky Puffers which need to be killed before you can safely pass through
it. Scan one of them.

===========================================================================
~Red Credit #65-Scan "Dragoon" Battle Drone--Difficulty:**/*****~
===========================================================================
Location:Elysia, Skybridge Hera

Midway across the unstable bridge you will get attacked by a group of
Dragoon Battle Drones. Use the Grapple Lasso to kill them after getting
the scan.

===========================================================================
~Red Credit #66-Scan Defense Drone--Difficulty:***/*****~
===========================================================================
Location:Elysia, Ballista Storage

The Defense Drone is a boss who will attack you before you can get the
Morph Ball. Be sure to scan him sometime during the fight--it isn't 
advisable to easily forget to do so.

===========================================================================
~Red Credit #67-Scan Ghor--Difficulty:***/*****~
===========================================================================
Location:Elysia, Main Docking Bay

You will have to return here when your Gunship is getting attacked by
Ghor. While fighting him, be sure to also get his scan in.

===========================================================================
~Red Credit #68-Scan Elysian Shriekbat--Difficulty:**/*****~
===========================================================================
Location:Elysia, Main Docking Access

These Shriekbats sleep on the wall across from where you enter from Main
Docking Bay. Luckily, they can easily be scanned from a distance so there
is no need to worry about scanning while they attack you.

===========================================================================
~Red Credit #69-Scan Aurora Unit 217--Difficulty:*/*****~
===========================================================================
Location:Elysia, Aurora Chamber

Once you get Aurora Unit 217 back online and connected to the Galactic
Federation main network, be sure to scan it. Some people report that if
you don't do it first thing, you can't get the scan later on. I'm unsure 
if this is true or not.

===========================================================================
~Red Credit #70-Scan Advanced Aerotrooper--Difficulty:***/*****~
===========================================================================
Location:Elysia, Chozo Observatory

When you enter this room, a pair of Advanced Aerotroopers will attack you.
This is the only time in the game where these foes attack, so be sure to 
scan one during the brawl.

===========================================================================
~Red Credit #71-Scan Swarmbot--Difficulty:*/*****~
===========================================================================
Location:Elysia, Gearworks

Near where you enter the room, several groups of Swarmbots will attack you.
Before killing the ones that get in your way, take the time to scan some.

===========================================================================
~Red Credit #72-Scan Steamspider--Difficulty:*/*****~
===========================================================================
Location:Elysia, Xenoresearch B

When you get yourself into the tiny area with the Seeker Missiles, look
along the walls to find many Steamspiders crawling around harmlessly.

===========================================================================
~Red Credit #73-Scan Phazon Metroid--Difficulty:***/*****~
===========================================================================
Location:Elysia, Xenoresearch B

Once you obtain the Seeker Missiles, many Phazon Metroid will be released
into the room. Be sure to scan one of these creepy enemies before either
killing them or avoiding them.

===========================================================================
~Red Credit #74-Scan Armored Shield Troopers--Difficulty:***/*****~
===========================================================================
Location:Elysia, Spire

During the Spire Structure defense sequence, Armored Shield Troopers will
drop down in the middle of your defending. They only appear in this
sequence, so don't miss your chance at scanning some.

===========================================================================
~Red Credit #75-Scan Space Pirate Assault Skiff--Difficulty:***/*****~
===========================================================================
Location:Elysia, Spire

Also during the Spire Structure defense sequence will be some Space Pirate
Assault Skiffs. These ships are the ones that attack the Spire itself. They
should be pretty easy to spot, and they only appear here, so don't miss the
chance.

===========================================================================
~Red Credit #76-Scan Phazon Leech--Difficulty:*/*****~
===========================================================================
Location:Elysian Leviathan Seed, Landing Site C

Inside the Leviathan Seed, make sure you scan the many Phazon Leeches that
are crawling on the ground. If you don't, you can never return here again 
to do so!

===========================================================================
~Red Credit #77-Scan Helios--Difficulty:***/*****~
===========================================================================
Location:Elysian Leviathan Seed, Elysian Leviathan Core

When you enter the core, you will find yourself in a fight against Helios.
Sometime during your fight to kill him, make sure that you get a scan in.

===========================================================================
~Red Credit #78-Scan Pirate Cargo Drone--Difficulty:*/*****~
===========================================================================
Location:Pirate Homeworld, Landing Site Bravo

Pirate Cargo Drones are carrying the large Phazon canisters around these
rooms. Scan one before they get out of your sight.

===========================================================================
~Red Credit #79-Scan Urtraian Shriekbat--Difficulty:**/*****~
===========================================================================
Location:Pirate Homeworld, Scrapvault

As you walk down the hallway in this room, several Urtragian Shriekbats 
will ambush you. Back up and scan one as they try to ram into you.

===========================================================================
~Red Credit #80-Scan Phazon Grub--Difficulty:**/*****~
===========================================================================
Location:Pirate Homeworld, Phazon Grub

There are several pools of Phazon in this room with gratings over them. 
Phazon Grubs occasionally spawn from some of them, so wait a bit so you can
scan one of these creatures.

===========================================================================
~Red Credit #81-Scan Commando Pirate--Difficulty:***/*****~
===========================================================================
Location:Pirate Homeworld, Scrapvault

After you open up the gate in this room leading into an adjacent room, 
Commando Pirates will attack you. These guys can be tough to scan in the
melee, but be sure to do it at some point.

===========================================================================
~Red Credit #82-Scan Assault Shield Trooper--Difficulty:**/*****~
===========================================================================
Location:Pirate Homeworld, Metroid Processing

When you enter this room, several Space Pirates will attack. Among them 
will be some Assault Pirate Troopers. Scan one of them before killing them
off.

===========================================================================
~Red Credit #83-Scan Puffer Mine--Difficulty:**/*****~
===========================================================================
Location:Pirate Homeworld, Airshaft

After you make the Wall Jump walls appear, several Puffer Mines will begin
to float aimlessly around the room. Scan these painful creatures from a
distance.

===========================================================================
~Red Credit #84-Scan Gandrayda--Difficulty:***/*****~
===========================================================================
Location:Pirate Homeworld, Proving Grounds

When you get to the top of this room, the battle with Gandrayda will
commence. Get a scan of her sometime as she is dancing around with her
attacks.

===========================================================================
~Red Credit #85-Scan Phaazoid--Difficulty:****/*****~
===========================================================================
Location:Elysia, Hoverplat Docking Site

There is only one creature in this room after you destroy the Elysian
Seed--a Phaazoid. These balls of energy can only be destroyed by Hyper Mode
attacks. Scan him as you attempt to dodge the attacks.

===========================================================================
~Red Credit #86-Scan Red Phaazoid--Difficulty:****/*****~
===========================================================================
Location:Elysia, Hoverplat Docking Site

Some Phaazoids, like the one in Hoverplat Docking Site, spawn Red Phaazoids
when killed. There are only ten in the game, so be sure to scan one of
these crimson creatures at some point.

===========================================================================
~Red Credit #87-Scan Assault Aerotroopers--Difficulty:***/*****~
===========================================================================
Location:Pirate Homeworld, Craneyard

After grabbing the Hazard Shield, these types of Aerotroopers will attack
you. They only appear in this one battle, so be sure to scan the Assault
Aerotroopers before you leave.

===========================================================================
~Red Credit #88-Scan Metroid Hatcher--Difficulty:***/*****~
===========================================================================
Location:Pirate Homeworld, Metroid Creche

When you try activating the last Spinner in the room, a Metroid Hatcher
will appear. Scan him sometime during the long fight with the ugly 
creature.

===========================================================================
~Red Credit #89-Scan Scritter--Difficulty:*/*****~
===========================================================================
Location:Pirate Homeworld, Courtyard Passage

Many small bugs are crawling on the walls of this room. Scan one of the
harmless Scritters before you leave.

===========================================================================
~Red Credit #90-Scan Phazon Harvester Drone--Difficulty:**/*****~
===========================================================================
Location:Pirate Homeworld, Phazon Harvesting

When you enter this room, you should notice the large flying drone in the
air. Scan the Phazon Harvester Drone, then quickly make your way through
the room.

===========================================================================
~Red Credit #91-Scan Demolition Trooper--Difficulty:*/*****~
===========================================================================
Location:Pirate Homeworld, Skyway Access

Once the Galactic Federation raid begins, you need to meet Admiral Dane at
Courtyard Passage. Demolition Troopers will appear and you should scan one
before starting the defense sequence.

===========================================================================
~Red Credit #92-Scan Pirate Commander--Difficulty:***/*****~
===========================================================================
Location:Pirate Homeworld, Transit Station Leviathan

The fight with the Pirate Commander is a fierce one, especially with the
many Commando Pirates that are summoned. The Pirate Commander wears bright
red--that's the one you need to scan.

===========================================================================
~Red Credit #93-Scan Omega Ridley--Difficulty:***/*****~
===========================================================================
Location:Pirate Homeworld Leviathan Seed, Pirate Homeworld Leviathan Core

You will fight Omega Ridley in this chamber. As always, be sure to scan
him during this fight. You might forget to do so during the awesome fight.

===========================================================================
~Red Credit #94-Scan Liquid Phazon--Difficulty:**/*****~
===========================================================================
Location:Norion, Conduit B

As you walk through this room, Liquid Phazon puddles will race about the
ceiling and floors, dropping Phazon Grubs as they go. Kill them off quickly
or they will keep spawning foes.

===========================================================================
~Red Credit #95-Scan Hopping Metroid--Difficulty:**/*****~
===========================================================================
Location:Norion, Cargo Dock B

Hopping Metroids will attack you when you enter Cargo Dock B. Scan some of
them during the huge attack because this is the only time in the game these
creatures will appear.

===========================================================================
~Red Credit #96-Scan Geemer--Difficulty:*/*****~
===========================================================================
Location:Cliff Bryyo, Reliquary III

There is a lone Geemer sitting near a Missile Expansion. It's the only 
place in the game these creatures spawn. Odd.

===========================================================================
~Red Credit #97-Scan Fargul Hatcher--Difficulty:**/*****~
===========================================================================
Location:Cliff Bryyo, Hall of the Golems

A Fargul Hatcher is sitting on one of the ledges in the room. Scan it 
from a high up ledge as well, and be sure to kill its offspring before they
hurt you.

===========================================================================
~Red Credit #98-Scan Fargul Wasp--Difficulty:**/*****~
===========================================================================
Location:Cliff Bryyo, Hall of the Golems

Wait near the Fargul Hatcher for it to release a bunch of Fargul Wasps who
swarm at you and harm you. It shouldn't be too hard to scan at least one 
of them.

===========================================================================
~Red Credit #99-Scan Miniroid--Difficulty:****/*****~
===========================================================================
Location:G.F.S. Valhalla, Hangar A Access

As you approach the gap in the room, be sure to scan one of the passing
Miniroids before they disappear. If you can't, they just float in the next
room, so get your scan there instead.

===========================================================================
~Red Credit #100-Scan Phazon Shriekbat--Difficulty:**/*****~
===========================================================================
Location:G.F.S. Valhalla, Hangar A Access

Also across the gap and hanging on the ceiling are several Phazon 
Shriekbats. Be sure to scan one from a distance before provoking them into
attacking.

===========================================================================
~Red Credit #101-Scan Phaz-Ing--Difficulty:**/*****~
===========================================================================
Location:G.F.S. Valhalla, Security Station

These small Ing-look a likes can be scanned, as well as easily killed in
Hyper Mode.

===========================================================================
~Red Credit #102-Scan Phazon Hopper--Difficulty:**/*****~
===========================================================================
Location:G.F.S. Valhalla, MedLab Alpha

When you enter this room, a small group of Phazon Hoppers will attack you.
Be sure to scan one before you finish killing them all.

===========================================================================
~Red Credit #103-Scan Jelsac--Difficulty:**/*****~
===========================================================================
Location:Phaaze, Entry Canyon

On the wall right ahead of where you enter this room, you can find a Jelsac
bobbing on the wall.

===========================================================================
~Red Credit #104-Scan Phazon Puffer--Difficulty:**/*****~
===========================================================================
Location:Phaaze, Cavern Beta Access

These Puffers are quite obvious to see. They will suck away the Phazon from
your body, making the meter flash, so you can tell when you are near these
guys for the scan.

===========================================================================
~Red Credit #105-Scan Tangle Weed--Difficulty:*/*****~
===========================================================================
Location:Phaaze, Drop Shaft

Unmorph at some point when you are in this room. Scan some of the red 
weeds, the Tangle Weed, at some point.

===========================================================================
~Red Credit #106-Scan Leviathan Infant--Difficulty:*****/*****~
===========================================================================
Location:Phaaze, Genesis Chamber

The Leviathan Infant is swimming in the Phazon on the outer Leviathan
shell. The Infant is a pain to scan because targeting it is quite hard--you
are likely to target the shell for scanning instead. 

===========================================================================
~Red Credit #107-Scan Dark Samus--Difficulty:****/*****~
===========================================================================
Location:Phaaze, Sanctum

Dark Samus is part of the final boss fight. Don't forget to scan her
during the fight at some point.

===========================================================================
~Red Credit #108-Scan Aurora Unit 313--Difficulty:****/*****~
===========================================================================
Location:Phaaze, Sanctum

Once you defeat Dark Samus, the Aurora Unit 313 will appear for the rest
of the fight. You can scan either form of Aurora Unit 313, so just make
sure you get in the scan eventually.

===========================================================================
~Red Credit #109-Scan Space Pirate--Difficulty:**/*****~
===========================================================================
Location:Elysia, Concourse

In the first encounter with Space Pirates in Concourse, there will be a
Space Pirate that you can scan. It gives a Red Credit, but doesn't have any
scan info. This extra scan will give you a worthless Red Credit, generally
deemed as a glitch, but it is worth a try nonetheless.
---------------------------------------------------------------------------
===========================================================================
~Blue Credit #1-Scan Olymupus-Class Battleship~
===========================================================================
Location:G.F.S. Olympus, Security Station

After getting scanned by the Federation Marines, you can find this Lore 
right next to the door. If you miss it here, you can find it in Data
Storage on Norion later at any time.

===========================================================================
~Blue Credit #2-Save Federation Marine~
===========================================================================
Location:G.F.S. Olympus, Port Observation Deck

A Federation Marine will be crouched behind several crates. You need to 
kill off the Space Pirates that attack before they destroy the crates
themselves, effectively killing the Marine. If you kill the Pirates before
that happens, you will recieve this Blue Credit.

===========================================================================
~Blue Credit #3-Save Federation Marine~
===========================================================================
Location:G.F.S. Olympus, Xenoresearch Lab

There will be two Crawltanks attacking several crates, and there is another
Federation Marine hiding behind them. Destroy both Crawltanks before they
destroy the crates, and you will earn a Blue Credit for saving the Marine.

===========================================================================
~Blue Credit #4-Save Federation Marine~
===========================================================================
Location:G.F.S. Olympus, Repair Bay Shaft

If you can open up the doors ahead by shooting the locks, then destroy the
Aeromines quickly. If you did this all quick enough, the Federation Marine
ahead will still be alive, and you will get a Blue Credit.

===========================================================================
~Blue Credit #5-Scan Hunter Rundas~
===========================================================================
Location:Norion, Docking Hub Alpha

Right next to where you picked up the Grapple Lasso, you can find the Lore
ready for scanning.

===========================================================================
~Blue Credit #6-Scan Valhalla Incident~
===========================================================================
Location:Norion, Munitions Storage

Next to the Map Station, one of the Lore panels will contain the scan for
the Valhalla Incident.

===========================================================================
~Blue Credit #7-Scan Hunter Ghor~
===========================================================================
Location:Norion, Munitions Storage

Next to the Map Station, one of the Lore panels will contain the scan for
Hunter Ghor.

===========================================================================
~Blue Credit #8-Scan Hunter Gandrayda~
===========================================================================
Location:Norion, Munitions Storage

Next to the Map Station, one of the Lore panels will contain the scan for
Hunter Gandrayda.

===========================================================================
~Blue Credit #9-Scan Phazon~
===========================================================================
Location:G.F.S. Olympus, MedLab Alpha

After getting corrupted by Dark Samus, you will end up in the G.F.S.
Olympus again. You start at MedLab Alpha, so look along the right wall for
the Phazon Lore.

===========================================================================
~Blue Credit #10-Scan Phazon Enhancement Device~
===========================================================================
Location:G.F.S. Olympus, MedLab Alpha

After getting corrupted by Dark Samus, you will end up in the G.F.S.
Olympus again. You start at MedLab Alpha, so look along the right wall for
the Phazon Enhancement Device Lore.

===========================================================================
~Blue Credit #11-Scan Golden Age~
===========================================================================
Location:Cliff Bryyo, Reliquary II

Behind the Energy Tank, on the wall there is a piece of metal you need to
use the Grapple Lasso to rip off. You can scan the Lore once you do.

===========================================================================
~Blue Credit #12-Scan Age of Science~
===========================================================================
Location:Cliff Bryyo, Grand Court

Once you open the pathway to Cliffside Vista, you will find a piece of wall
that has a large red dot on it. Shoot it to make three more dots appear.
Shoot those dots in the order they appear to make the Lore appear behind
the wall.

===========================================================================
~Blue Credit #13-Scan Age of Schism~
===========================================================================
Location:Fiery Bryyo, Main Lift

When you enter this room, before entering the Morph Ball tunnel, look to
the wall on the right. Rip off the cover of the Lore with the Grapple Lasso
so you can scan it.

===========================================================================
~Blue Credit #14-Scan Age of War~
===========================================================================
Location:Fiery Bryyo, Gel Processing Site

On the ledge opposite of where you first enter the room you can scan this
Lore.

===========================================================================
~Blue Credit #15-Scan Downfall~
===========================================================================
Location:Fiery Bryyo, Temple Generator

On the wall to the right, you can find a large Lore painting waiting to be
scanned.

===========================================================================
~Blue Credit #16-Scan The Hunted~
===========================================================================
Location:Thorn Jungle Bryyo, Jungle Generator

Shoot the dot on the wall ahead of the entrance to this room, then shoot
the following dots in the order they appear to reveal a Missile Expansion,
and The Hunted scan.

===========================================================================
~Blue Credit #17-Scan Creators~
===========================================================================
Location:Elysia, Main Docking Bay

Near the top of the room, infront of the door, a Databot is floating
around. Shoot it to reveal the Creators scan for several seconds.

===========================================================================
~Blue Credit #18-Scan Gift~
===========================================================================
Location:Elysia, Arrival Station

Follow the ledge around the room, killing the Tinbots, and reaching the
door on the other end. A Databot is floating in the air there, so shoot it
to reveal the scan.

===========================================================================
~Blue Credit #19-Scan Discovery~
===========================================================================
Location:Elysia, Barracks Lift

As soon as you enter this room, you will find a Databot hovering in the
air. Shoot it to make it have the scan appear.

===========================================================================
~Blue Credit #20-Scan Slumber~
===========================================================================
Location:Elysia, Ballista Lift

You will find the Databot at the far end of the room, so attack it to make
the scan available.

===========================================================================
~Blue Credit #21-Scan Alone~
===========================================================================
Location:Elysia, Landing Site A

At the top of the elevator, near the door, the Databot containing this scan
is floating around.

===========================================================================
~Blue Credit #22-Scan Prophecy~
===========================================================================
Location:Fiery Bryyo, Refinery Access

You will find this scan sitting on the wall ahead of where you enter this
room, on a higher up ledge.

===========================================================================
~Blue Credit #23-Scan Our Plea~
===========================================================================
Location:Ice Bryyo, Imperial Caverns

Drop to the bottom of the room. You will find the large piece of Lore down
there.

===========================================================================
~Blue Credit #24-Scan Federation~
===========================================================================
Location:Elysia, Maintenance Shaft TA

The Databot is flying above the empty abyss, so destroy and Sky Puffers
that get in your way, then scan the Lore.

===========================================================================
~Blue Credit #25-Scan Agreement~
===========================================================================
Location:Elysia, Skytown Federation Landing Site

You can find the Databot hovering above the entrance to the room, near the
elevator.

===========================================================================
~Blue Credit #26-Scan Aurora~
===========================================================================
Location:Elysia, Broken Lift

You can find the Databot on the lower level of Broken Lift. Enter the room
from that direction to find it.

===========================================================================
~Blue Credit #27-Scan Loss~
===========================================================================
Location:Elysia, Concourse Access B

You will find the Databot near the center of the room. Attack it to scan
the Lore.

===========================================================================
~Blue Credit #28-Scan Our Mission~
===========================================================================
Location:Pirate Homeworld, Lift Hub

You can find this Lore on the wall to the right of the cannon attached to
the ceiling which attacks you.

===========================================================================
~Blue Credit #29-Scan Stowaway~
===========================================================================
Location:Pirate Homeworld, Command Station

The only thing in the upper level of this room, accessed by Defense Access,
is the Lore scan for Stowaway.

===========================================================================
~Blue Credit #30-Scan First Disciples~
===========================================================================
Location:Pirate Homeworld, Processing Access

In the center of the room, hooked up to the wall, you can find the Lore
scan.

===========================================================================
~Blue Credit #31-Scan The Source Discovered~
===========================================================================
Location:Pirate Homeworld, Airshaft

At the top of the room, on the wall near the top door, you can find this
Lore scan.

===========================================================================
~Blue Credit #32-Scan The Leviathan~
===========================================================================
Location:Pirate Homeworld, Transit Station 1-A

You can find the Lore scan on the wall outside of the train, easily found
by getting here from Transit Station 1-B.

===========================================================================
~Blue Credit #33-Scan Defeat~
===========================================================================
Location:Elysia, Powerworks

Once you enter the main area of the room where the Spider Ball lies/laid,
you can find a Databot floating around the gears.

===========================================================================
~Blue Credit #34-Scan Invader~
===========================================================================
Location:Elysia, Hoverplat Docking Site

You will find this Databot floating at the end of the Spider Ball track.
Shoot it to scan the Lore.

===========================================================================
~Blue Credit #35-Scan Taking Valhalla~
===========================================================================
Location:Pirate Homeworld, Creche Transit

You can find this Lore scan on the wall right next to the door that is
past the Phazon growth the needs to be destroyed using Hyper Missiles.

===========================================================================
~Blue Credit #36-Scan Disaster at Elysia~
===========================================================================
Location:Pirate Homeworld, Command Courtyard

Use the Grab Ledge in the room to reach a Morph Ball tunnel. Get to the 
end of it, near where the Energy Cell used to be. Go left, then across the
bridge getting hit by acid rain. On the other side, scan the Disaster at
Elysia Lore.

===========================================================================
~Blue Credit #37-Scan Purification~
===========================================================================
Location:Pirate Homeworld, Skyway Access

Once you room is cleared of foes, you can safely scan this Lore hanging on
the wall near the center of the room. 

===========================================================================
~Blue Credit #38-Scan Vanguard~
===========================================================================
Location:Pirate Homeworld, Mine Lift

Once you use the Spinners to lower the elevator to the bottom of the room,
you can scan the Lore on the wall.

===========================================================================
~Blue Credit #39-Scan Victory and Loss~
===========================================================================
Location:Pirate Homeworld, Drill Shaft 1

Once you use the Grab Ledges to reach the top of the room, turn around at
the door and look right. Near a ledge you can find this Lore.

===========================================================================
~Blue Credit #40-Scan Bryyo Falls~
===========================================================================
Location:Pirate Homeworld, Phazon Mine Entry

Use the X-Ray Visor to shoot the dots through the Phazite to lift the wall.
In the central chamber, you can find the Lore scan.

===========================================================================
~Blue Credit #41-Scan Mistress Gandrayda~
===========================================================================
Location:Pirate Homeworld, Transit Station P70

On a ledge near the pool of Phazon, you can find this Lore scan.

===========================================================================
~Blue Credit #42-Scan Phazon~
===========================================================================
Location:Elysia, Construction Bay

At the top of the room is a Morph Ball tunnel. Walk on the top of the 
tunnel to the end of it. Once there, look across the gap for a small ledge
on top of the metal structure with Grapple Point below it. Use the Screw
Attack to reach the ledge with a Missile Expansion and a Databot.

===========================================================================
~Blue Credit #43-Scan Planet Bryyo~
===========================================================================
Location:Norion, Data Storage

Once you enter this room, you can find this Lore in one of the scan panels
in the center.

===========================================================================
~Blue Credit #44-Scan Skytown~
===========================================================================
Location:Norion, Data Storage

Once you enter this room, you can find this Lore in one of the scan panels
in the center.

===========================================================================
~Blue Credit #45-Scan Planet Norion~
===========================================================================
Location:Norion, Cargo Dock B

Once you can, land your Gunship here. Use it as a platform to reach an
upper ledge with this Lore scan.

===========================================================================
~Blue Credit #46-Scan Salvation~
===========================================================================
Location:Cliff Bryyo, Hidden Court Hall

When you get out of the Morph Ball tunnel, look on the wall to find this
Lore.

===========================================================================
~Blue Credit #47-Scan Victory~
===========================================================================
Location:Cliff Bryyo, Hall of the Golems

Near the Golems, shoot the center dot to make several other dots appear.
Hit them in the order they appear to make this Lore appear.

===========================================================================
~Blue Credit #48-Scan Decline~
===========================================================================
Location:Cliff Bryyo, Colossus Vista

When you enter this room from Hall of the Golems, look on the right wall
to find this Lore scan.

===========================================================================
~Blue Credit #49-Scan Struggle of Exiles~
===========================================================================
Location:Cliff Bryyo, Burrow

Roll through the large Morph Ball tunnel. At the end, get out and turn 
around to find this Lore on the wall.

===========================================================================
~Blue Credit #50-Scan Anhur Incident~
===========================================================================
Location:G.F.S. Valhalla, Control Room

Along the wall on the right you can find the panel that contains this scan.

===========================================================================
~Blue Credit #51-Scan Tallon IV Incident~
===========================================================================
Location:G.F.S. Valhalla, Stairwell

Once you plant the Energy Cells in the room, ramps will appear. At the
upper level of the room, the Lore is located up here.
---------------------------------------------------------------------------
===========================================================================
~Gold Credit #1-Juggling Bonus 10~
===========================================================================
Location:G.F.S. Olympus, Docking Bay 5

After getting off your Gunship and shooting the targets, head onto a
yellow panel to the right to make two Training Drones appear. When you hit
one, it will fly into the air and crash back onto the ground. You need to
hit the same Training Drone 10 consecutive times before allowing it to 
hit the ground, earning you the credit.

===========================================================================
~Gold Credit #2-Berserker Lord Defeated~
===========================================================================
Location:G.F.S. Olympus, Docking Bay 5

After the Space Pirates start attacking the G.F.S. Olympus, you need to
reach your Gunship. When you do, you will face off against a Berserker
Lord. Defeat the boss to earn the credit.

===========================================================================
~Gold Credit #3-Berserker Lord Defeated (Hypermode Difficulty)~
===========================================================================
Location:G.F.S. Olympus, Docking Bay 5

You will fight the Berserker Lord in the same place, but you get another
credit for defeating bosses in Hypermode difficulty. Do so to recieve this
credit. The Berserker Lord isn't much harder.

===========================================================================
~Gold Credit #4-Meta Ridley Defeated~
===========================================================================
Location:Norion, Generator C

You will fight Meta Ridley down the long Generator Shaft. After killing
him and landing back at Generator C, you will recieve this credit.

===========================================================================
~Gold Credit #5-Meta Ridley Defeated (Hypermode Difficulty)~
===========================================================================
Location:Norion, Generator C

Much like the previous credit, only you have to do it on Hypermode 
difficulty. Meta Ridley isn't too much harder on the harder difficulty,
so no problems.

===========================================================================
~Gold Credit #6-Rundas Defeated~
===========================================================================
Location:Fiery Bryyo, Temple of Bryyo

Rundas will appear on your first visit to this room. Once you have defeated
Rundas, a Gold Credit will be given to you.

===========================================================================
~Gold Credit #7-Rundas Defeated (Hypermode Difficulty)~
===========================================================================
Location:Fiery Bryyo, Temple of Bryyo

Rundas is far more difficult on Hypermode, and he may even kill you several
times due to the absurd amount of damage he deals. Once you do kill him,
another credit will be yours.

===========================================================================
~Gold Credit #8-Generator Destroyed~
===========================================================================
Location:Fiery Bryyo, Temple Generator

Once you have the Gunship Missiles, return to this room and use the Command
Visor to attack and destroy the generator. Once you have, you will earn a
credit.

===========================================================================
~Gold Credit #9-Korakk Beast Defeated~
===========================================================================
Location:Thorn Jungle Bryyo, Jousting Field

After entering the main arena and defeating the pair of Aerotroopers, a
Korakk Beast appears. Defeat the rider, then the beast, and you will earn
this credit.

===========================================================================
~Gold Credit #10-Korakk Beast Defeated (Hypermode Difficulty)~
===========================================================================
Location:Thorn Jungle Bryyo, Jousting Field

The Korakk Beast isn't much harder on Hypermode difficulty, but the battle
will surely take much longer than it did before. Be patient. Once defeated,
another Gold Credit is yours.

===========================================================================
~Gold Credit #11-Generator Destroyed~
===========================================================================
Location:Thorn Jungle Bryyo, Jungle Generator

Once you have taken out the two anti-aircraft turrets that guard the 
generator, you can use the Command Visor to destroy it and earn another
credit.

===========================================================================
~Gold Credit #12-Mogenar Defeated~
===========================================================================
Location:Bryyo Leviathan Seed, Bryyo Leviathan Core

Mogenar is likely going to take you a little while to defeat. He is a bit
tricky, and highly annoying, but once you take him down he will yield a
Gold Credit.

===========================================================================
~Gold Credit #13-Mogenar Defeated (Hypermode Difficulty)~
===========================================================================
Location:Bryyo Leviathan Seed, Bryyo Leviathan Core

If you thought Mogenar was bad on the easier difficulties, you'll love him
in Hypermode. The battle may take upwards of over half and hour, with a
large chance of getting blisters on your trigger thumb/finger. Might as
well take your time getting this credit.

===========================================================================
~Gold Credit #14-Steamlord Defeated~
===========================================================================
Location:Elysia, Steambot Barracks

The Steamlord can take a while to kill, mainly due to its ability to force
you out of Hyper Mode at will. After you strike enough hits, it will die 
and you will recieve this credit.

===========================================================================
~Gold Credit #15-Steamlord Defeated (Hypermode Difficulty)~
===========================================================================
Location:Elysia, Steambot Barracks

The Steamlord isn't much harder on Hypermode difficulty, but it will take
longer to kill the Steambots in the room. You can use Hyper Mode to kill
those quickly, then unleash fire on the Steamlord. After enough hits, you
will get the Gold Credit.

===========================================================================
~Gold Credit #16-Defense Drone Defeated~
===========================================================================
Location:Elysia, Ballista Storage

You will need to kill the Defense Drone to earn this credit. Destroy the
antennaes above the head, then Grapple Lasso off the cover when it falls.
Shoot at the exposed core long enough to destroy the Drone, earning you 
this credit.

===========================================================================
~Gold Credit #17-Defense Drone Defeated (Hypermode Difficulty)~
===========================================================================
Location:Elysia, Ballista Storage

The Defense Drone gets a lot more annoying when you are in Hypermode
difficulty. Not only is the the amount of health this thing his ramped up,
but so is the damage it does. It will take far longer to destroy the 
antennaes, and if you take too long to destroy all three of them, then the
Drone regenerates them. You need to be quick in this battle to defeat the
Drone and claim the Gold Credit.

===========================================================================
~Gold Credit #18-Ghor Defeated~
===========================================================================
Location:Elysia, Main Docking Bay

After restoring the Aurora Unit, come back to your Gunship and you will
find Ghor attacking it. Ghor isn't too hard, mainly because his weak points
are easy to hit and clearly exposed. Use Hyper Mode a much as possible. 
Upon his defeat, you will get the credit.

===========================================================================
~Gold Credit #19-Ghor Defeated (Hypermode Difficulty)~
===========================================================================
Location:Elysia, Main Docking Bay

Ghor hasn't changed much in Hypermode difficulty. It will take longer to
kill him, and longer to destroy the shield generator. However, Ghor has a
tendency to drop a ton of health over the course of the battle. Use it to
keep Hyper Mode fueled and easily kill him.

===========================================================================
~Gold Credit #20-Berserker Lord Defeated~
===========================================================================
Location:Elysia, Turbine Chamber

You will need to fight a second Berserker Lord when you enter Turbine 
Chamber. It isn't any different than the first fight, so obtaining this
credit shouldn't be too hard.

===========================================================================
~Gold Credit #21-Berserker Lord Defeated (Hypermode Difficulty)~
===========================================================================
Location:Elysia, Turbine Chamber

The Berserker Lord still hasn't changed. The only thing that is different
is that it does a ton of damage to you. But since its only real attack is
a shockwave, which is easy to jump over, using Hyper Mode to kill him makes
this another easy Gold Credit.

===========================================================================
~Gold Credit #22-Seed Shield Destroyed~
===========================================================================
Location:Elysia, Escape Pod Bay

You will earn this credit when you return to Skytown after getting off of
the Spire before it impacts the Leviathan shield. After defending the Spire
you will need to repair the escape pod system. After getting off the Spire
and landing in Escape Pod Bay, you will earn this credit.

===========================================================================
~Gold Credit #23-Helios Defeated~
===========================================================================
Location:Elysia Leviathan Seed, Elysian Leivathan Core

You will be charged with destroying the guardian of the Seed, Helios. He
isn't too tough to kill. Just harm him whenever the Swarmbots are out of
the way until he is stunned and starts charging at you. Use Hyper Beam 
shots to keep knocking off his health. After a bit of time, he will be
killed.

===========================================================================
~Gold Credit #24-Helios Defeated (Hypermode Difficulty)~
===========================================================================
Location:Elysia Leviathan Seed, Elysian Leivathan Core

Helios isn't too much more difficult when you play him in Hypermode
difficulty. However, it will take a lot longer for you to stun him. That is
the annoying part. You also need to make sure that you have plenty of
Energy Tanks so that you can always attack him in Hyper Mode when it is
necessary. That's the key factor.

===========================================================================
~Gold Credit #25-Gandrayda Defeated~
===========================================================================
Location:Pirate Homeworld, Proving Grounds

Gandrayda will attack you within this room. It is a pretty standard fight.
Just keep on shooting at her and she will eventually go down. A credit is
the usual reward.

===========================================================================
~Gold Credit #26-Gandrayda Defeated (Hypermode Difficulty)~
===========================================================================
Location:Pirate Homeworld, Proving Grounds

The battle in Hypermode difficulty isn't much harder, but it will take you
far longer to beat. Gandrayda has a ton of health, so make sure you don't
lose too much of yours, otherwise you will likely die in the middle of the
fight. Victory will result in a Gold Credit.

===========================================================================
~Gold Credit #27-Metroid Hatcher Defeated~
===========================================================================
Location:Pirate Homeworld, Metroid Creche

You will face off against a Metroid Hatcher towards the end of the room. To
defeat this annoying foe, you need the injure all of the tentacles enough 
to make the Metroid Hatcher retract them. After spinning around the room,
fire a Charge Beam shot into the purple mouth of the Hatcher. Use the 
Grapple Lasso on one of the tentacles to rip it off, then continue the 
fight anew. Repeat this until all the tentacles are ripped off, at which
point you will kill it and earn the credit.

===========================================================================
~Gold Credit #28-Metroid Hatcher Defeated (Hypermode Difficulty)~
===========================================================================
Location:Pirate Homeworld, Metroid Creche

The Metroid Hatcher is far more annoying in Hypermode difficulty. It will
take a truckload more shots to retract each tentacle, and then several
Charge Beam shots to actually stun the beast so you can rip off a tentacle.
It takes so long to stun that several Phazon Metroids will be spawned. Try
not to let them get in the way of defeating the creature so you can earn
your Gold Credit.

===========================================================================
~Gold Credit #29-Defense System Obliterated~
===========================================================================
Location:Pirate Homeworld, Command Station

Once you have the Nova Beam and X-Ray Visor, you can enter this room and
destroy the three main components that are keeping the defense shields
outside active. Once the energy source has been destroyed, the shielding
will go down. You will earn this Gold Credit as a reward when you are done
with your task.

===========================================================================
~Gold Credit #30-All Troopers Survived~
===========================================================================
Location:Pirate Homeworld, Transit Station 0205

You earn this credit by having all 12 Demolition Troopers survive the
ordeal. This can be done on ANY difficulty, so Normal is best preferred,
although it CAN be done on Veteran and Hypermode (although I wouldn't try
it unless you want the Wii Remote rammed through a nearby wall). Honestly,
just stay in Hyper Mode as much as possible. Not good enough for you?

I had a user on GameFAQs send me his stretegy for keeping them all alive.
Thanks to GanonGamer(at)aol(dot)com for this. Some things have been 
slightly altered and corrected, but almost everything was really kept the 
same.
-----------
Miscellaneous Knowledge: You must keep 12 Crew members alive, but you only 
protect 2 Crew Members at a time. There will be points where the Crew 
you're currently protecting will stay at the door, & you have to progress 
by yourself. Think of these as checkpoints; breaks from the actual 
protecting. I'll tell you everything that's in the "Protection" rooms & 
the "Break" rooms. Keep this in mind: once you enter a "Protection" room 
again, there will be a cut-scene that shows the Demolition Crew that 
you'll be protecting. Use that knowledge as a guide to figure out what 
will be next after reading this topic. Let's start.

*Note: This trial will require you to be in Hyper Mode most of the time. I 
have included very efficient ways to make the best of your conservation 
for each "wave". Follow the Hyper Mode guidelines closely.

Guidelines & Keys: {^} - When you see this symbol, it represents the 
beginning of an individual Hyper Mode activation

[v] - When you see this symbol, it represents the end of an individual 
Hyper Mode activation 

These symbols are there to help you get an idea of what you need to do 
throughout your Hyper Mode usage & so that you have an idea of how 
proficient you have to be to accomplish this feat. Everything you see 
between a "beginning ( {^} )" symbol & an "end ( [v] )" symbol must be 
done in the same Hyper Mode activation.

First Group:

Go through the Green Door, & there will be a minor scene of a Marine 
getting killed on a ledge that is right in front of you. As you walk 
forward, go into {^}Hyper Mode, & charge your Beam. Only charge it 
halfway, & then let loose on the Armored Pirate on the ledge. Don't 
charge again. Instead, wait for the next pirate that will be on the ledge 
show up & kill him with regular shots. It will make better ammo usage. You 
should have about half of your Phazon left. Now, start charging it up, & 
keep it charged. Cross over the tram rail, & look up at the ledge on that 
side. Dispatch the Armored Pirate with that shot you've been charging. 
Immediately start charging again. An Aerotrooper will fly from behind the 
tram. This part is the most tedious. Make sure you have a fully charged 
shot for these guys. 

You have to hit them continuously. If you hit them, but don't obliterate/
detonate them, they will dive-bomb your Demolition Crew 3/4 of the time,
easily killing one of the Troopers and messing up this whole operation. 
Make sure you get the right amount of hits in so that he doesn't do that
(aim well). Now, 1 of 2 pirates will show up. Either an Armored Pirate 
will show up on the ledge again, or another Aerotrooper will come. Both 
will end up appearing, but I can confirm that it switches up from time to 
time. Whichever one shows up, use the right charge shot for them (Full 
Charge for the Aero, Half Charge for Armored). After those two are gone, 
the tram will start to move. Deplete whatever Phazon you have left[v]. 
After the tram goes by, {^}go back into Hyper Mode. All the enemies will 
be on the left. Dispatch them will well aimed Charged Shots, or Hyper 
Missiles, whatever you deem the most useful at that point. After those are 
dead, you're safe for this Group. Deplete your Phazon, or vent if you can
[v], & pick up health from boxes. Head towards the first "Break" room.

First Break Room

First thing you'll encounter in this small room are 2 Crawltanks. They'll 
most likely go into Hyper Mode, but they can still be dispatched easily. 
Kill them, I recommend it. Collect health from surrounding boxes. You will
see a left to take. Take it, & then take the only U-turn right. There will 
be a Turret & a Armored Pirate down this small corridor. Kill them. Go 
through the door.

Second Group/Protect Room

After the cut-scene that displays the new Demolition Crew you need to keep
alive, go straight into Morph Ball mode. They'll be a bit ahead of you, so 
use where they're going to get your initial direction. You'll turn left 
into a big sloping tunnel. Roll down ahead of them. Once you get to the 
bottom, go back to your regular form. {^}Immediately, go into Hyper Mode, 
start charging, & look right. You should see the two Armored Beam Pirates 
trying to take cover. Go right up to them, & with a fully charged Hyper 
Beam, blow them both away. Now, look to the left wall(where they came 
from). Try to time your Charge start up, so that you will have it halfway 
charged by the time the wall eventually rises(it's ok if it's fully 
charged). Blow away the Armored Pirate that is behind this wall. Start 
charging up again, & head through the small tunnel. Look to your immediate
left, & there will be an Armored Pirate up on the ledge to the left. Take 
him out with whatever point your beam is charged. You should have just a 
bit of Phazon left(still rising, though). 

A regular Pirate will appear on the ledge seconds after you kill the 
Armored Pirate. Take him out with your remaining Phazon (make sure it 
depletes!)[v]. Once you're out of Hyper Mode, immediately go back in & 
start charging your Beam{^}. The wall of the ledge that the Pirates were 
on will explode, & 2 Beam Assault Shield Pirates with come through the 
small tunnel that is made by the detonation. Go right up to them, & blow 
them away with your fully charged beam. The room that they came from will 
still have Pirates shooting. Charge up another full Hyper Beam. Blow away 
the two remaining Assault Pirates. After they are dead, a regular pirate 
will drop in front of the door(which is visible from the area you're in). 
Go right up to him & use any remaining Phazon to mop him up[v](and if you 
vent before he dies, you'll probably kill him anyway with your Nova Beam).
You're safe now, collect health from boxes & go through the door.

Second Break

In this room take a right, & stop at the top of the slope you're about to 
go down. There will be clearly visible Jump Mines. Shoot them. Continue 
down the sloping path. Once you get to the bottom, 2 Armored Pirates will 
come at you. Kill them. Collect health from this room. Go through the door.

Third Group/Protect Room

Immediately go into {^}Hyper Mode & charge up. Look to your left, & you'll
see 2 Assault Shield Troopers. Go over to them & blast them both away with
a fully charged Hyper Beam. MANUALLY VENT AFTER THEY ARE DEAD[v]!!! Look 
over towards the tram wall. Get out your X-Ray Visor & charge up your Nova 
Beam. It should be fully by the time the Berserker Knight breaks through. 
Lock-on to his weak point & blast him. If it's fully charged, he should go
down right there. Go into Hyper Mode{^} & charge up your beam. Head 
through the way that the Berserker made(Note: the Berserker is still a 
solid object. Make sure you go around him instead of trying to go through 
him. It will slow you down, & that WON'T help you.). 

You will undoubtedly see the two Pirates on the right side of the tram 
rail. Blast them away with your fully charged Hyper Beam. A cut-scene will
ensue. The Pirate Commander will summon 3 Commando Pirates. Now, this part
comes down to skill & preferences. As you probably know, Commandos have a 
weak spot that can be targeted with the X-Ray visor. However, you'll 
probably still be in Hyper Mode after this cut-scene(You may have about 2 
seconds to manually vent after you kill the 2 Pirates after the Berserker.
If you feel the X-Ray Visor will do you better, try to vent then, before 
the cut-scene). If you are in Hyper Mode, make full use of it. Don't just 
try to get rid of it. If you are sure that the Weak Point is the way to go,
use Hyper Missiles to do massive damage AND quickly deplete your Phazon 
reserves. 

From this point, do what you have to do. I think I just got lucky at this 
part. I was getting really worried after it had been 7 seconds with the 
Commandos & NONE of them were dead yet! But somehow, I still made it. 
Hyper Missile + X-Ray Visor/Nova Beam combination pulled through for me. 
Good luck with whatever you do.

After all is shot & dead, congratulations, you got the Gold Credit you've 
been aiming for!

===========================================================================
~Gold Credit #31-Commander Squad Defeated~
===========================================================================
Location:Pirate Homeworld, Transit Station Leviathan

When you reach the top of this room, you will be forced to fight the 
Commander Squad which consists of four Commando Pirates as well as the 
crimson red Pirate Commander. You need to kill everyone in the room to earn
the credit and proceed. It isn't too hard. Use Hyper Mode constantly to 
kill them off fast. The red Pirate Commander will take a lot of firepower
to take down. Destroy the Commando Pirates first so they don't get in the
way of the hunt.

===========================================================================
~Gold Credit #32-Commander Squad Defeated (Hypermode Difficulty)~
===========================================================================
Location:Pirate Homeworld, Transit Station Leviathan

You now need to defeat the Commander Squad on Hypermode difficulty. It is
not all that different on Hypermode than in other difficulties. Once again,
take down the Commando Pirates before you choose to attack the Pirate
Commander. It will make your life a lot easier, and makes earning this 
Gold Credit a bit more possible.

===========================================================================
~Gold Credit #33-Omega Ridley Defeated~
===========================================================================
Location:Pirate Homeworld Leviathan Seed, Pirate Homeworld Leviathan Core

At the core of the Seed you will find Omega Ridley waiting for you. Killing
him isn't all that hard. You will need to shoot him in the mouth whenever
he opens it, stunning him, then Grapple Lasso his chestplate off. Use the
Hyper Beam and Hyper Missiles on his chest when exposed. The rest of the 
battle works in this fashion, sometimes changing it up midway through the
battle. Once defeated, you will earn another credit.

===========================================================================
~Gold Credit #34-Omega Ridley Defeated (Hypermode Difficulty)~
===========================================================================
Location:Pirate Homeworld Leviathan Seed, Pirate Homeworld Leviathan Core

Omega Ridley isn't much harder on Hypermode difficulty. It will take longer
to stun him, but his overall health doesn't seem to be affected that much,
which is good since Hyper Mode is the only thing that can destroy all of 
the health that he has. Once he has been killed yet again, you will obtain
a Gold Credit.

===========================================================================
~Gold Credit #35-Metroid Hatcher Defeated~
===========================================================================
Location:Norion, Generator B

Before you can grab the Energy Cell in this room, a Metroid Hatcher will
appear. If you have the Nova Beam and the X-Ray Visor, use them to one-hit
kill the Metroid Hatcher. Otherwise, have fun beating him the normal way
on the cramped stage.

===========================================================================
~Gold Credit #36-Metroid Hatcher Defeated (Hypermode Difficulty)~
===========================================================================
Location:Norion, Generator B

The Metroid Hatcher is even worse here in Hypermode difficulty if you don't
have the Nova Beam. Hopefully you do! It makes getting this Gold Credit
much less painful.

===========================================================================
~Gold Credit #37-Metroid Hatcher Defeated~
===========================================================================
Location:G.F.S. Valhalla, Aurora Chamber

You MUST have the Nova Beam to reach this room. Thusly, use the X-Ray Visor
in combonation with it to bring a quick end to this stupid beast. Get your
"hard earned" Gold Credit thereafter.

===========================================================================
~Gold Credit #38-Metroid Hatcher Defeated (Hypermode Difficulty)~
===========================================================================
Location:G.F.S. Valhalla, Aurora Chamber

You MUST have the Nova Beam to reach this room. Thusly, use the X-Ray Visor
in combonation with it to bring a quick end to this stupid beast. Get your
"hard earned" Gold Credit thereafter.

===========================================================================
~Gold Credit #39-Red Phaazoid Defeated~
===========================================================================
Location:Cliff Bryyo, Grand Court

Using the X-Ray Visor, interact with the panel to the side of the fallen
Mogenar class golem. Once activated, the Mogenar will rise and step aside,
revealing a tiny puddle of Phazon where several Phaazoids come out of. One
of them splits into a Red Phaazoid. Kill it for a Gold Credit. You must
manually collect these on the ground! (NOTE:Phaazoids only appear once the
Leviathan Seed of said planet has been destroyed!!!)

===========================================================================
~Gold Credit #40-Red Phaazoid Defeated~
===========================================================================
Location:Fiery Bryyo, Gel Processing Site

Several Phaazoids roam around the bottom of the central tower. One of these
Phaazoids split off into a Red Phaazoid. Kill it and manually pick up the
Gold Credit.

===========================================================================
~Gold Credit #41-Red Phaazoid Defeated~
===========================================================================
Location:Thorn Jungle Bryyo, Jousting Field

A large group of Phaazoids will appear in this room. One of these, starting
near the right side of the room if you approach from the landing site, will
spawn a Red Phaazoid. Kill it and pick up the Gold Credit.

===========================================================================
~Gold Credit #42-Red Phaazoid Defeated~
===========================================================================
Location:Elysia, Hoverplat Docking Site

There is only one Phaazoid in this room, and it spawns a Red Phaazoid. Be
sure that the Gold Credit that appears after killing it is actually
OBTAINABLE. It would suck having it appear high in the air above the abyss.
That's not cool.

===========================================================================
~Gold Credit #43-Red Phaazoid Defeated~
===========================================================================
Location:Elysia, Concourse Ventilation

There is a small group of Phaazoids here. One of them at the bottom of the
room will spawn a Red Phaazoid. As usual, kill it and take the Gold Credit
that it leaves behind.

===========================================================================
~Gold Credit #44-Red Phaazoid Defeated~
===========================================================================
Location:Elysia, Construction Bay

Only two Phaazoids are in this room. The one that spawns a Red Phaazoid is
at the top of the large crane that you need to use a Morph Ball tunnel to
reach the top of. Grab the Gold Credit when you are done.

===========================================================================
~Gold Credit #45-Red Phaazoid Defeated~
===========================================================================
Location:Pirate Homeworld, Transit Station 0204

There is a huge collection of Phaazoids in this room. You need to keep on
killing them until you find the one that spawns a Red Phaazoid. After
killing it, dodge the attacks of the other surviving Phaazoids so you can
grab the Gold Credit.

===========================================================================
~Gold Credit #46-Red Phaazoid Defeated~
===========================================================================
Location:Pirate Homeworld, Proving Grounds

Several Phaazoids will appear in this room. Only one of them will actually
spawn a Red Phaazoids, so keep killing them until you can obtain the Gold
Credit.

===========================================================================
~Gold Credit #47-Red Phaazoid Defeated~
===========================================================================
Location:Pirate Homeworld, Metroid Creche

A group of Phaazoids will be in this room. These guys are far worse than a
Metroid Hatcher, eh? As usual, one of them will spawn a Red Phaazoid, so
kill until you get the Gold Credit.

===========================================================================
~Gold Credit #48-Red Phaazoid Defeated~
===========================================================================
Location:Pirate Homeworld, Phazon Harvesting

If you come to this room through Phazon Mine Entry, Phaazoids will be in
here instead of the Phazon Harvester Drone. The Phaazoid that spawns a Red
Phaazoid is at the bottom of the room. Jump down there so you can kill him
for the Gold Credit.

===========================================================================
~Gold Credit #49-Dark Samus Repulsed~
===========================================================================
Location:Phaaze, Sanctum

Defeat Dark Samus. Simple as that. Oh, but the actual boss battle isn't all
the easy. Since you basically have a time limit due to the corruption 
meter, you really need to be sure that you finish this battle as quickly as
possible to earn the credit and the win.

===========================================================================
~Gold Credit #50-Dark Samus Repulsed (Hypermode Difficulty)~
===========================================================================
Location:Phaaze, Sanctum

Dark Samus is far more challenging in Hypermode than other difficulties.
Her attacks will make your meter increase by a large amount, and she loves
to make herself invincible constantly when she has low health. Use the
X-Ray Visor whenever she splits herself to seek out the real one. After 
losing here or to the Aurora Unit so many times, this battle should become
second nature. 

===========================================================================
~Gold Credit #51-Aurora Unit 313 Defeated~
===========================================================================
Location:Phaaze, Sanctum

By defeated, we're talking about both forms, not just one. You can't save
the data until after you defeat the final form anyways. The Aurora Unit is
not too challenging, but some attacks, like all of the laser based ones,
can seriously make the meter rise. Don't let that happen! It shouldn't take
more than a few tries to defeat this boss.

===========================================================================
~Gold Credit #52-Aurora Unit 313 Defeated (Hypermode Difficulty)~
===========================================================================
Location:Phaaze, Sanctum

Well, I can't say the same about Hypermode difficulty. First time around,
Aurora Unit 313 will likely rape you, then kill you. Not always in that
order. The first part of the fight is simple, but takes a while due to the
amount of attacking needed to stun the damn thing. One major note: get all
the energy you can during the first part! As always, no energy appears 
during the second half, so lower the corruption bar as much as possible 
before you reach it! Dodge the purple laser (completely murders you). As
for the Head form, dodge the lasers as well. They harm you a lot as well.
See my actual walkthrough for more information. Once you do defeat Aurora
Unit 313, one final Gold Credit will be awarded.
---------------------------------------------------------------------------
===========================================================================
~Friend Voucher #1-Juggling Bonus 20~
===========================================================================
Location:G.F.S. Olympus, Docking Bay 5

When you land at the G.F.S. Olympus, just after the Federation Troopers and
to the right, step on the yellow panel to have two Training Drones appear.
You need to shoot one of the drones 20 consecutive times to earn this 
Friend Voucher. You have as much time as you need, so take your time. You
are likely to fail many times before beating it.

===========================================================================
~Friend Voucher #2-GF Trooper Saved~
===========================================================================
Location:G.F.S. Olympus, Lab Access

As you enter this room, a ship crashes through the side of this room,
exposing it to the vaccum of space. A Federation Trooper will hang on for
dear life, and you need to save him. Above where the ship crashed is a red
light you can lock-on to. You have about 2 seconds to hit it and close the
doors manually before they shut automatically. If you shut them before the
GF Trooper is sent into space, you get this Friend Voucher. 

===========================================================================
~Friend Voucher #3-Flawless Escape~
===========================================================================
Location:Norion, Cargo Dock C

When going through the Morph Ball tunnel, Meta Ridley will attack you 
twice. To earn this Friend Voucher, you must get through the tunnel without
getting hit by Meta Ridley AT ALL. If you touch one of his claws, you won't
take damage but you can't get the Friend Voucher. This is the hardest
achievement in the game to obtain, downright impossible for many players
such as myself. That, and the nearest save station is over 3 minutes away,
this will get frustrating fast. Learning Meta Ridley's timing of attacks is
crucial if you plan on getting this.

===========================================================================
~Friend Voucher #4-Icy Reptilicide~
===========================================================================
Location:Bryyo, Any room with Reptilicus Hunters

Once you have the Ice Missiles, go to any room on Bryyo that has Reptilicus
Hunters. Wait for them to throw their energy boomerang, then freeze them 
with an Ice Missile. It may take several Missiles before they get frozen.
When the boomerang comes back to them, it will kill them upon impact, 
earning the Icy Reptilicide Friend Voucher.

===========================================================================
~Friend Voucher #5-Shortcut Discovered~
===========================================================================
Location:Fiery Bryyo, Gel Cavern

In the middle of the room there is a spout that never stops pouring out
Fuel Gel. Use Ice Missiles to freeze the spout so you can proceed to the
statue behind it. Jump into it with the Morph Ball to be warped back to
Imperial Hall, earning you the Shortcut Discovered Friend Voucher for this
one-way shortcut.

===========================================================================
~Friend Voucher #6-Perfect Execution~
===========================================================================
Location:Thorn Jungle Bryyo, North Jungle Court

When you need to destroy the anti-aircraft turret, Aerotroopers will appear
to hinder you by pulling back the switches that you activate. To earn this
Friend Voucher, you need to destroy the turret without an Aerotrooper
pulling back a single switch. Use Hyper Mode to aid you into earning 
Perfect Execution.

===========================================================================
~Friend Voucher #7-Bowling for Bots~
===========================================================================
Location:Elysia, Anywhere with Tinbots (such as Junction)

Once you have the Boost Ball, find a cluster of Tinbots, like in Junction,
and boost into them. If you hit at least three Tinbots with one boost, all
of them easily dying, then you earn this Friend Voucher.

===========================================================================
~Friend Voucher #8-Stylish Kill~
===========================================================================
Location:Elysia, Skybridge Hera

When you first cross this bridge, you need to destroy the supports to it.
At the large section of the bridge, several Steambots will appear. Don't
attack or kill any of them, including the nearby Steamlord. Continue to the
end of the bridge and pull off the last support. If nobody was killed, then
the bridge will fall off, the Steambots still aboard, and Samus will keep
on walking. You'll earn the Stylish Kill Friend Voucher in the process.

===========================================================================
~Friend Voucher #9-New Area Discovered~
===========================================================================
Location:Elysia, Skytram West

It is impossible to miss this Friend Voucher. You need to take the Skytram
to reach Eastern Skytown in order to beat the game. Since you must do this,
you can't avoid the Friend Voucher that comes with discovering Eastern
Skytown.

===========================================================================
~Friend Voucher #10-New Area Discovered~
===========================================================================
Location:Ice Bryyo, Warp Site Bravo

Much like the previous Friend Voucher, you have to come to Ice Bryyo in 
order to beat the game (unless sequence breakers find a way to skip the
Screw Attack entirely). Once you step foot on Ice Bryyo, this Friend
Voucher is yours.

===========================================================================
~Friend Voucher #11-20 Commandos Defeated~
===========================================================================
Location:Pirate Homeworld, Anywhere with Commando Pirates

By the time you destroy the Leviathan Seed on the Pirate Homeworld, you
need to have killed at least 20 Commando Pirates. This is easily obtained
over the course of the game since these guys appear quite frequently, and
also in Command Station, when trying to destroy the defense shield, the
Commandos come in a neverending wave. Get the last few kills there if you
have to.

===========================================================================
~Friend Voucher #12-Harvester Destroyed~
===========================================================================
Location:Pirate Homeworld, Phazon Harvesting

A large Phazon Harvester Drone flies around the room, shooting at you as
you try to reach the top. You can only destroy it from an airstrike with 
the Commando Visor, which can only be done once you destroy the defense
shielding around the Pirate Homeworld. If Phaazoids appear in here, exit 
out the bottom door of the room and go at least 2 room away to refresh
Phazon Harvesting. The Drone will appear.

===========================================================================
~Friend Voucher #13-Crash Landing~
===========================================================================
Location:Anywhere with an Aerotrooper

Once you have the Plasma Beam, you can obtain this Friend Voucher. When an
Aerotrooper of any kind attacks, destroy the armor, if any, then light the
Aerotrooper on fire. The Grapple icon will appear, so use the Grapple Lasso
to rip off the jetpack of the Aerotrooper. The Aerotrooper will crash, and
you will earn the Crash Landing Friend Voucher.

===========================================================================
~Friend Voucher #14-Exterminator~
===========================================================================
Location:First room of any Leviathan Seed

In the landing site of the Leviathan Seeds, you should notice a ton of 
small creatures moving about on the floor. Take several minutes to kill all
of the creatures. Once you have exterminated all of them, you will earn, 
well, the Exterminator Friend Voucher.

===========================================================================
~Friend Voucher #15-Secret Message Discovered
===========================================================================
Location:G.F.S. Valhalla, Control Room

In the last room of the Valhalla, there is a panel that asks you to input
a security code. The code can be found on the ground the nearby. The code
is "78356" if you are unable to find it.

===========================================================================
~Friend Voucher #16-Leviathan Humiliated
===========================================================================
Location:Pirate Homeworld, Leviathan Battleship

In the control room of the Leviathan Battleship, there a bunch of eye-like
organs on the walls. Not the big blue eye, but smaller brown eyes that 
scream and flinch when you shoot them. Shoot one of these eyes 60 times. 
Once you do that, you hilariously earn the Leviathan Humilated Friend
Voucher.

===========================================================================
~Friend Voucher #17-100 Kills
===========================================================================
Location:Anywhere

Kill a total of 100 enemies over the course of the game.

===========================================================================
~Friend Voucher #18-200 Kills
===========================================================================
Location:Anywhere

Kill a total of 200 enemies over the course of the game.

===========================================================================
~Friend Voucher #19-300 Kills
===========================================================================
Location:Anywhere

Kill a total of 300 enemies over the course of the game.

===========================================================================
~Friend Voucher #20-400 Kills
===========================================================================
Location:Anywhere

Kill a total of 400 enemies over the course of the game.

===========================================================================
~Friend Voucher #21-500 Kills
===========================================================================
Location:Anywhere

Kill a total of 500 enemies over the course of the game.

===========================================================================
~Friend Voucher #22-600 Kills
===========================================================================
Location:Anywhere

Kill a total of 600 enemies over the course of the game.

===========================================================================
~Friend Voucher #23-700 Kills
===========================================================================
Location:Anywhere

Kill a total of 700 enemies over the course of the game.

===========================================================================
~Friend Voucher #24-800 Kills
===========================================================================
Location:Anywhere

Kill a total of 800 enemies over the course of the game.

===========================================================================
~Friend Voucher #25-900 Kills
===========================================================================
Location:Anywhere

Kill a total of 900 enemies over the course of the game.

===========================================================================
~Friend Voucher #26-1000 Kills
===========================================================================
Location:Anywhere

Kill a total of 1000 enemies over the course of the game.

---------------------------------------------------------------------------
                    ~8.Complete Expansions Guide~
---------------------------------------------------------------------------
There are plenty of Expansions in the game that accounts for about 80% of
the pickups you can acquire. There are the Energy Tanks, Energy Cells, 
Ship Missile Expansion, and of course, Missile Expansions. Here is a list
of all of these Expansions. Afterwards is an easily printable checklist you
can use to mark off the expansions you have obtained.

There are 51 Missile Expansions, 14 Energy Tanks, 8 Ship Missile
Expansions, and 9 Energy Cells.

===========================================================================
                       ~8 A.Expansion Locations~
===========================================================================
--------------------
~Missile Expansions~
--------------------
=========================================================
~Missile Expansion #1-G.F.S. Valhalla, Munitions Storage~
=========================================================
This isn't exactly a Missile Expansion--it's the Missile Launcher. Either
way, you are completely forced to get this. It is sitting in the middle of
Munitions Storage. Quite hard to actually miss this, really.

========================================
~Missile Expansion #2-Norion, Cargo Hub~
========================================
In order to get this Missile Expansion, destroy all of the Aeromines in
Cargo Hub. You need to rip off a piece of metal nearby with the Grapple
Lasso, revealing a hand panel behind it. Use it to open up a nearby hatch.
Use the Morph Ball to enter the tunnel the hatch reveals. Inside, use the
gusts of air to move yourself around the tunnel. You will need to use some
Bombs to get rid of large blocks that get in your way at several points.

Once you reach the end of the passage, avoiding some blasts of air that
push you in the opposite direction, you will find a Missile Expansion 
waiting for you.

====================================================
~Missile Expansion #3-Cliff Bryyo, Grand Court Path~
====================================================
You can find a piece of wall, up on a ledge, with some crystalized Fuel
Gel on it. Fire a Charge Beam shot at it to make the piece of wall explode.
Across the gap on the ledge you can find another wall that can be blown up
by firing at the Fuel Gel upon it. Walk down the passage, then jump across
the gap at the end, kill some enemies if needed, and grab the Missile 
Expansion in a small nook.

==================================================
~Missile Expansion #4-Cliff Bryyo, Hillside Vista~
==================================================
Use the Morph Ball tunnel to reach this Missile Expansion. In the middle of
it, get the Snatchers to attach to the Morph Ball to make it start rising.
Keep rising along the left wall. Once you are high enough to land on a 
ledge, use a Bomb to kill the Snatchers and drop to the ground. Roll right
and into a Missile Expansion.

=============================================
~Missile Expansion #5-Fiery Bryyo, Main Lift~
=============================================
Use the Snatchers in the middle of the Morph Ball tunnel again, but don't
drop off on the first ledge you reach. Keep rising until you reach a ledge
at the top left corner of the area, right next to the Korba. Drop onto the
ledge and roll through the tunnel. In a seperate section of the room you
will roll to the end of a tunnel, a Missile Expansion awaiting.

============================================
~Missile Expansion #6-Fiery Bryyo, Gel Hall~
============================================
There is a statue spewing out Fuel Gel in the center of the room. Fire your
Charge Beam into the statue's mouth when it comes near a Fuel Gel rope at
the top of the room. When you fire at the mouth, fire will appear out of
the eyes. This should burn the rope above and cause an explosion, making an
above platform fall. The platform contains a Missile Expansion on it, so go
grab it.

============================================
~Missile Expansion #7-Fiery Bryyo, Gel Hall~
============================================
Once you have the Ice Missiles, head back to Gel Hall. Get onto the 
platform that contained the previous Missile Expansion and look down the
hall to the right. There's a hallway, but there aren't any platforms. Use
Ice Missiles to make platforms in the Fuel Gel to reach the end of the 
short hallway. Jump onto the higher ledge to reach a Missile Expansion.

=====================================================
~Missile Expansion #8-Fiery Bryyo, Gel Refinery Site~
=====================================================
In Gel Hall, use Ice Missiles to create platforms in the Fuel Gel to reach
a ledge with a door that has an Ice Missile shield on it. Enter the next
room, use the Grapple Lasso to cross it, then enter Gel Refinery Site on 
the far end. Once you enter the room, turn to the right. There is a grating
that you can use the Grapple Lasso to rip off. Grab the Missile Expansion
after seeing a pillar collapse nearby.

==============================================
~Missile Expansion #9-Cliff Bryyo, Crash Site~
==============================================
This Missile Expansion is only obtainable after you acquire the map data
for Bryyo. The G.F.S. Theseus will become operational. Head back inside
the Morph Ball tunnels of the area. Several pistons will move out of your
way, allowing you to Double Bomb Jump several times to the top of the room.
Roll out of the tunnel there and onto a balcony high above the ground
outside. The Missile Expansion is sitting at the edge of the balcony.

============================================================
~Missile Expansion #10-Thorn Jungle Bryyo, Jungle Generator~
============================================================
When you enter the room, the wall ahead of you will have a dot on it. Shoot
the dot to make three other dots appear. Shoot these dots in the order they
appear to have the wall retract. In addition to a Lore scan, there will be
a Missile Expansion.

================================================================
~Missile Expansion #11-Thorn Jungle Bryyo, Generator Hall North~
================================================================
When entering this room from North Jungle Court, wait at the ledge and look
at the steel wall ahead. Wait for several crates of Fuel Gel to appear 
above you, and then shoot them down when they are above the wall. This will
cause the metal wall to fall. Head across it and activate the pump ahead.
This will make a plating nearby switch, allowing you to access the Missile
Expansion in the Morph Ball tunnel.

===========================================
~Missile Expansion #12-Elysia, Transit Hub~
===========================================
When entering this room from Hub Access, you will need to use a Kinetic Orb
Cannon to cross the room to the other end. Get inside the Kinetic Orb 
Cannon to be blasted to the other end of the room. Once there, located a
nearby Morph Ball tunnel you must enter to progress through the room. Get
inside and perform a Double Bomb Jump at the beginning. There will be a 
hard to miss Missile Expansion waiting.

===============================================
~Missile Expansion #13-Elysia, Barracks Access~
===============================================
Just past the Steamlord floating in the room, you will have to go across a
small portion of the room with plenty of laser beams cross the area which
you need to use the Morph Ball to avoid. Instead of rolling past them, get
into the small area they are moving and turn around when using the Morph
Ball. You can find the Missile Expansion tucked inside a tiny part of a
tunnel.

==============================================
~Missile Expansion #14-Elysia, Skybridge Hera~
==============================================
This room is, well, just a large bridge. It is probably easier to get this
before you actually destroy the main bridge. When you enter this room from
Junction, walk ahead until several Dragoon Class Drones attack you. There 
is a pillar in the middle of the area where you fight them, and there is a
hole midway up the pillar. Kill the Drones, then use the Morph Ball and 
jump into the hole. Once there, jump again in order to reach the Missile
Expansion.

================================================
~Missile Expansion #15-Elysia, Main Docking Bay~
================================================
You can only get this Missile Expansion once you have beaten Ghor. After
doing so, and after getting the Plasma Beam, head back to the top of the
room, near the door leading the Main Docking Access. Up here there is a 
small panel in the wall that can be burned off by using the Plasma Beam.
Once you have done this, a small tunnel will be revealed. Use the Morph
Ball to reach the Missile Expansion inside.

========================================
~Missile Expansion #16-Elysia, Botanica~
========================================
When you first enter this room, you will need to progress to the higher end
of it by Grapple Lassoing blocks to use a steps to reach higher levels. Use
these steps to reach the top of the room, then turn around to view where 
you just came from. In the distance you should see a far off ledge. Use the
Screw Attack to reach this ledge. Once there, turn to the right to find yet
another ledge in the distance. Use the Screw Attack again to reach this
ledge (don't hit the branches in the way, or you'll fall and have to start
this process over again). On this final ledge you will find the Missile
Expansion.

=========================================
~Missile Expansion #17-Elysia, Concourse~
=========================================
You need to enter from Concourse Access B first time to get this. After
that, you can use an elevator to reach the upper part of the room. Head to
the door that leads to Concourse Access B. Facing the door, there is a
Morph Ball tunnel to the right. Head through it. At the other end, you have
to use Seeker Missiles on the bomb component. Of course, the Missile 
Expansion clearly in the way makes it hard to miss.

=========================================
~Missile Expansion #18-Elysia, Gearworks~
=========================================
The first time you come through this room, the Missile Expansion will be
inside several gears and is impossible to obtain. However, when you come
back here while constructing the Thernonion Bomb, a Space Pirate ATC will
destroy the gears for you. Then, just use the Screw Attack to run into the
Missile Expansion.

===========================================================
~Missile Expansion #19-Pirate Homeworld, Command Courtyard~
===========================================================
Head through the acid rain and along the right side of the room when 
entering from Lift Hub. There will be several fans in a small area of the 
room, not spinning if you already grabbed the Energy Cell here. There is
a Morph Ball tunnel above. Use the Grab Ledge to get into it. Midway
through it you will find a Missile Expansion, but unreachable from your
position. Instead, keep rolling to the next area where you can enter two
tunnels. Either continue straight into the right one, or veer left into the
left one. Take the left tunnel to reach the Missile Expansion.

=========================================================
~Missile Expansion #20-Pirate Homeworld, Command Station~
=========================================================
You will need to enter this room via the Morph Ball tunnel in Flux Control.
Once you do, take the small elevator down to the bottom of the room. You
can continue rolling left and leave the room, or you can roll to the right
and around a small path. After a short time of doing this, you will roll
into the Missile Expansion at the end which you will need to do a Bomb Jump
to reach.

===========================================================
~Missile Expansion #21-Pirate Homeworld, Security Air Lock~
===========================================================
You need to enter this room from Defense Access to get the Expansion. It
can't be done from Lift Hub unless you intentionally skipped the Expansion
(in which case the room will turn around, allowing you to access it from
Lift Hub once you solve the puzzle here from entering it via Defense
Access). Entering from Defense Access, use the X-Ray Visor to see the dots
that appear on the metal structure. Once all of them have been shot, the
structure will open it. You can use the Morph Ball icon as a shortcut, and
also grab the Missile Expansion sitting ahead.

====================================================
~Missile Expansion #22-Pirate Homeworld, Scrapvault~
====================================================
Circle around the room until you reach the area where Phazon Grubs spawn.
Jump up onto the platform and make your way around the room some more until
you are forced to jump to a Grab Ledge to enter a Morph Ball tunnel. 
Instead, look to the right and to a platform in the distance. Use the Screw
Attack to reach this point. Once you land, turn around and look for a Grab
Ledge above. Jump to it and grab the Missile Expansion up there.

============================================================
~Missile Expansion #23-Pirate Homeworld, Metroid Processing~
============================================================
Destroy all of the Pirates in the room to activate an elevator when you
first get in here. At the bottom of the room using the elevator, take the
path to the left to find an Energy Cell. Pull it out to deactivate the
shields keeping the Metroids in captivity. Destroy the Metroids then head
into the cells they were being kept in. Once of the cells is holding a
Missile Expansion.

==========================================
~Missile Expansion #24-Elysia, Powerworks~
==========================================
Once you obtain the Spider Ball, you will need to use it to get out of the
bottom of the room. You will start from where the Chozo Elder statue
receded, and wrap around the bottom of the room before hitting solid land
again where you can drop to the ground. You can keep going forward, but you
will miss the Expansion. Instead of taking the track going straight up, 
head on the track on the wall starting off horizontally. It will wrap 
around more of the structure, and you will need to use the Boost Ball 
several times before reaching the Missile Expansion.

=================================================
~Missile Expansion #25-Elysia, Steambot Barracks~
=================================================
You will need to start at the top of the room, so enter from there or take
the elevator. There is a Morph Ball tunnel, so get inside of it. Shortly 
into the tunnel you will head onto a gust of wind, sending you up the 
tunnel. Hold the Z button so you will attach to the Spider Ball track that
you quickly pass. Follow the track to the top to reach the Missile
Expansion.

===================================================
~Missile Expansion #26-Pirate Homeworld, Craneyard~
===================================================
You need to have the Spider Ball to reach the main area of this room. Once
you, get into the Morph Ball tunnels and work your way to the bottom, where
there are two Spinners that change the positions of the lower and upper
halves of the tower. You need to change the positions so that all air flows
are pointed to you, and that the path makes its way to the right side of 
the tunnel. Use the air flows to get to the top right tunnel, which 
contains a Missile Expansion.

========================================================
~Missile Expansion #27-Pirate Homeworld, Creche Transit~
========================================================
When you enter this room from Metroid Processing, look for a cracked 
portion of the wall near the door. Use a Bomb to destroy it and enter the
tunnel. Use the Spinner in the central structure to change the path, then
use a Bomb Jump up ahead to reach a Missile Expansion. Use the Spinner
again to leave the tunnel.

=======================================================
~Missile Expansion #28-Pirate Homeworld, Phazon Quarry~
=======================================================
After defeating all of the Space Pirates that attack you at entry, you will
be able to access a hand panel that drops down a drill. You can then choose
among several targets to have the drill plow into the wall. One of these
locations will create a stairway within the wall, and at the same time,
revealing a Missile Expansion. Use the newly formed stairs to reach it.

===========================================================
~Missile Expansion #29-Pirate Homeworld, Phazon Mine Entry~
===========================================================
Use the X-Ray Visor as you enter the room and look upon the right wall that
is made of Phazite. Shoot down the four dots that are in the wall to unlock
the mechanism. This will make the wall rise so you can pass into the
central chamber. Ignore the Phazon Metroid and collect the Missile
Expansion sitting on a pedestal.

==================================================
~Missile Expansion #30-Pirate Homeworld, Lift Hub~
==================================================
Once you have the Grapple Voltage, return to the bottom of the room. Use
the Grapple Voltage on the panel to drain the shielding near a second 
elevator. Step into it and the elevator will shake, the cable holding it
close to snapping. Step outside of the elevator and fire a Missile at the
point where the cable is close to snapping. The elevator will fall down the
shaft, and you can jump over the resulting gap and into a small alcove with
a Missile Expansion.

======================================================
~Missile Expansion #31-Pirate Homeworld, Flux Control~
======================================================
When you enter this room, make your way to the end with the Morph Ball
tunnels. Normally, you would take the left tunnel to reach Defense Control.
However, if you have the Spider Ball, take the right tunnel instead. You
will need to perform several Bomb Jumps on the Spider Ball track. With a
little patience, you will reach the top. There will be a Missile Expansion
waiting.

================================================
~Missile Expansion #32-Elysia, Construction Bay~
================================================
Make your way to the door that leads to Ballista Storage. There is a Morph
Ball tunnel close to it. Walk on the top of the tunnel and head to the end
of it and face the large metal structure in the distance. There is a small
balcony at the top you can land on, one with the Missile Expansion and a 
Databot floating around. Use the Screw Attack to reach it. You need to get
maximum effectiveness out of your Screw Attacks, so be sure not to mess it
up too many times. When you finally land, grab the Missile Expansion.

=====================================================
~Missile Expansion #33-Elysia, Concourse Ventilation~
=====================================================
You need to make your way to the bottom of the room. Once you are down 
therem locate a Spider Ball track on the wall, somewhat near the bottom
door. Kill the Phaazoids so they don't interfere with your progress. 
Follow the Spider Ball track to the top, boosting whenever it is necessary,
until you reach a high platform in the room. Drop onto it to recieve the
Missile Expansion.

============================================
~Missile Expansion #34-Norion, Cargo Dock A~
============================================
When you get into this room, locate the Spider Ball track along the wall
opposite that leads to Conduit A. Use the Spider Ball track to reach a 
tunnel high above the room, which will lead to another Spider Ball track 
with a Missile Expansion at the end of it.

===================================================
~Missile Expansion #35-Norion, Maintenance Station~
===================================================
When you enter this room, search around for a White Blast Shield. Blast 
away the shield and enter the room. Inside the small storage room you will
find a lone Missile Expansion.

===============================================
~Missile Expansion #36-Norion, Substation West~
===============================================
Use a Bomb Jump to get onto the Morph Ball tunnel ledge right at the 
beginning of the room. There are sections of wall that will try to push
you out, however. At the end of the path is the Missile Expansion. You
need to deftly avoid getting shoves out by the walls. When they glow golden
breifly, it signifies that the section of wall is about to shove outward.
Take your time in getting this Expansion.

=================================================
~Missile Expansion #37-Norion, Docking Hub Alpha~
=================================================
Head behind where your Gunship would normally dock. Down a path to the left
you will find a long hallway with the ground missing. You will need to use
the Grapple Lasso to reach the other side. Grab the Missile Expansion while
you are there as well.

============================================
~Missile Expansion #38-Cliff Bryyo, Gateway~
============================================
Make your way to an upper ledge of the room, accessable from the door that
leads to Crash Site. There is a large chunk of ice covering a Morph Ball
tunnel. Use the Plasma Beam to destroy it, then enter the tunnel. After
several Bomb Jumps, you will reach the end of the tunnel, which contains a
Missile Expansion.

==================================================
~Missile Expansion #39-Cliff Bryyo, Reliquary III~
==================================================
To access this room, head to Grand Court and use the Grapple Swing to land
on the ledge with a White Blast Shield door. Blast it open and get inside
Reliquary III, containing only a Geemer and a Missile Expansion.

==================================================
~Missile Expansion #40-Cliff Bryyo, Falls of Fire~
==================================================
Use the Golem at the top of the room to fall to the bottom of the room if
necessary. At the bottom, walk infront of him and locate the Wall Jump
surface on the walls. Use the Screw Attack to wall jump up the sides, 
eventually reaching a ledge midway up the room which contains a Missile
Expansion.

=================================================
~Missile Expansion #41-Cliff Bryyo, Hidden Court~
=================================================
Get onto the ledge near the Fuel Gel pool with a Fuel Gel spout nearby,
which should be on fire from a long time ago. Use the Screw Attack to
reach a ledge closeby (it has a Gel Puffer floating around it). Walk on 
the ledge to the upper area of the room, then get onto the half-pipe. Use
the Boost Ball to reach the right side of it, sending you onto a ledge
which contains the Missile Expansion.

==================================================
~Missile Expansion #42-Cliff Bryyo, Fuel Gel Pool~
==================================================
Remove the large Golem head in the room by ordering your Gunship to grapple
it away. Once that is out of the way, use Ice Missiles to freeze the Fuel
Gel spouts around the room, and use them as platforms to circle your way to
a ledge near the top of it. Once you are up there, climb several more 
ledges in order to reach a Missile Expansion.

==================================================
~Missile Expansion #43-Cliff Bryyo, Fuel Gel Pool~
==================================================
In the exact same room you can find another Missile Expansion. To find this
one, it's best to have the Hazard Shield. Jump into the Fuel Gel and make
your way to the back of the room. There is a Morph Ball tunnel back here
leading to a secret area of the room. Jump out of the Fuel Gel back there 
in order to get the Missile Expansion.

=======================================================
~Missile Expansion #44-Cliff Bryyo, Hall of the Golems~
=======================================================
Get inside the Golem on the right wall of the room and lay a Bomb to reveal
a huge set of Spider Ball tracks along the upper reaches of the room. You
need to start at the very bottom. The hardest part is the beginning where
you need to avoid bolts of electrcity. The path here spirals around the
structure--no Bomb Jumping needed here. Continue along the long and
montonous path, dropping down and Bomb Jumping whenever you are required
to do so, until eventually you reach the end. Get the Missile Expansion.

===========================================
~Missile Expansion #45-Cliff Bryyo, Burrow~
===========================================
Enter the Morph Ball tunnel. The Missile Expansion is located at the top
left corner of it, but getting there is tricky. You will need to blow up
all of the Fuel Gel in the tunnels to reach it. Pass over tricky platforms
and fall down/up small passageways to reach your destination. One final 
Double Bomb Jump is required to get the Missile Expansion on a small ledge.
Take your time getting it.

=============================================================
~Missile Expansion #46-Thorn Jungle Bryyo, Ancient Courtyard~
=============================================================
There is a half-pipe in the middle of this room. Locate it by finding the
thick red line on the ground, then use the Boost Ball to get some momentum
going. Boost onto the left side of the half-pipe, and there you will find
a Missile Expansion.

====================================================
~Missile Expansion #47-Fiery Bryyo, Temple of Bryyo~
====================================================
Use the X-Ray Visor to shoot the dots in the wall made of Phazite. This 
will open a panel that gives you access to the Fuel Gel. Hop inside of it
with the Morph Ball. There is a Missile Expansion somewhere within the Fuel
Gel. There aren't any specific directions, so search for the Missile 
Expansion outside of the Fuel Gel, then head there with the Morph Ball.

==================================================
~Missile Expansion #48-Fiery Bryyo, Imperial Hall~
==================================================
In Gel Purification Site, melt all of the ice in the room with the Plasma
Beam, then enter the Morph Ball tunnel. At the end, destroy a pillar, 
knocking it sideways. Bomb the nearby air vent to forcefully shove you 
upwards and onto a ledge with a door. Melt it with the Plasma Beam and 
head through. Pass the next room and you will end up back in Imperial Hall.
Enter the Morph Ball tunnel to the right. At the end, Grapple Lasso to two
pieces of wall. Now, jump to a ledge to the right with the Missile 
Expansion.

=====================================================
~Missile Expansion #49-G.F.S. Valhalla, MedLab Alpha~
=====================================================
Defeat all of the Phazon Hoppers in the room, then proceed to the opposite
end where a bunch of debris has fallen. You can rip a piece of the wall off
with the Grapple Lasso. This will reveal a Morph Ball tunnel. Enter it and
collect the Missile Expansion at the end.

=======================================================
~Missile Expansion #50-G.F.S. Valhalla, Auxillary Lift~
=======================================================
Place an Energy Cell at the bottom so you can use the elevator. At the top,
hop inside the entrance to a Morph Ball tunnel. Follow the elevators as 
they loop around the entire room, and you will eventually run into a
Missile Expansion right before the exit of the tunnel.

======================================================
~Missile Expansion #51-G.F.S. Valhalla, Weapons Cache~
======================================================
This room is accessable from Stairway by placing two Energy Cells into
their sockets. When you enter this room, the Missile Expansion is sitting
on a pedestal.
---------------------------------------------------------------------------
--------------
~Energy Tanks~
--------------
==================================================
~Energy Tank #1-G.F.S. Olympus, Ventilation Shaft~
==================================================
This is the only Energy Tank that you are forced, no matter what, to
obtain. When passing through Ventilation Shaft, midway through the room,
you will be blocked by an Energy Tank enclosed in a glass case. Bomb the
case to break it, allowing you to access the Energy Tank that it was
holding.

========================================
~Energy Tank #2-Norion, Substation East~
========================================
This Energy Tank also is almost handed to you. You have to intentionally
miss this one to not get it. At the entrance to Substation East from Cargo
Hub, you will need to Bomb Jump into a Morph Ball tunnel. At the very
entrance to the tunnel there will be an Energy Tank, only missable if you
Bomb Jump from the electrical flooring into the tunnel intentionally.

==========================================
~Energy Tank #3-Cliff Bryyo, Reliquary II~
==========================================
In Gateway on Cliff Bryyo, one part of the room has a Morph Ball tunnel
where you can go either left or right. To go right, pull the metal block
out of the tunnel using the Grapple Lasso. After that, take the right path
in the tunnel. You will end up at a door leading to Reliquary II, with only
an Energy Tank in it.

===========================================
~Energy Tank #4-Cliff Bryyo, Ruined Shrine~
===========================================
Once you enter this tall room, instead of going up, jump down to the bottom
of the room. Down here, along the side of a fallen pillar, is a broken 
piece of slab that is cracked. Use a Bomb to destroy it, revealing a tiny
hole with the Energy Tank.

==========================================
~Energy Tank #5-Thorn Jungle Bryyo, Vault~
==========================================
In Overgrown Ruins, there is a stone slab along the right wall when you 
enter from the Airdock that has some crystallized Fuel Gel on it. Use a 
Charge Beam shot to destroy it, revealing a pathway to a door leading to
Vault. Inside this tiny room is the Energy Tank.

==========================================
~Energy Tank #6-Elysia, Steambot Barracks~
==========================================
At the bottom of Steambot Barracks on your first run through of it, you
will have to face a small group of Steambots and a Steamlord. Once you
have killed the Steamlord, the door of the room will open. The defeated
Steamlord will also leave behind an Energy Tank near the exit, so pick it
up before you leave.

========================================
~Energy Tank #7-Elysia, Arrival Station~
========================================
You need the Boost Ball for this Energy Tank. Use the Grab Ledge in the
room to reach an upper platform. There will be a Spinner icon on the
ground up there, so use the Boost Ball to power it up, revealing a Kinetic
Orb Cannon. Use the cannon to reach a far off platform in the distance,
containing an Energy Tank on a small perch.

============================================
~Energy Tank #8-Elysia, Xenoresearch A Lift~
============================================
Once you have obtained the Energy Cell from Xenoresearch B, all of the 
containment chamber shields will be powered down in the nearby rooms, 
including those in this room. Shoot a Missile at the containment chamber
storing this Energy Tank to have the glass shatter, allowing you to easily
pick this up.

=============================================
~Energy Tank #9-Pirate Homeworld, Scrapworks~
=============================================
When you enter these large Morph Ball tunnels, you can find this Energy
Tank in the upper left corner. Use the moving platforms to reach an upper
ledge, use a Bomb Slot to reveal a new path, and you should follow it to
the Energy Tank. You will need to pull off a Double Bomb Jump in order to
reach the Energy Tank.

=================================================
~Energy Tank #10-Elysia, Zipline Station Charlie~
=================================================
Use the Screw Attack to reach a platform in the distance, regardless of
which entrance you use. There is the beginning of a huge Spider Ball track
on the platform. The Energy Tank is somewhere in the huge track. Pay 
attention to when you can use a Double Bomb Jump to reach a tiny section of
track above you. In this small circular section of the track you can Bomb
Jump up to an Energy Tank.

==================================================
~Energy Tank #11-Pirate Homeworld, Metroid Creche~
==================================================
You will need to fight a Metroid Hatcher first time through this room. Once
you do, a Spinner will be left in the place where the Metroid Hatcher burst
out from. Use it to enter the Morph Ball tunnels above the room. Right near
the entrance, you can Bomb Jump out of the tube and onto a Spider Ball
track. The track is quite long, and required you to use the Boost Ball
accurately several times. At the very end of the track you can find an
Energy Tank.

===============================================================
~Energy Tank #12-Cliff/Thorn Jungle Bryyo, Machineworks Bridge~
===============================================================
This room connects Cliff Bryyo with Thorn Jungle Bryyo. On either end, use
the Spinner to create one half of the bridge on that end if you haven't
already. Walk to the center of the bridge to find two Wall Jump surfaces
moving in and out of the center area. Wait for them to get close to each
other, then quickly Wall Jump to the top of the room, ramming into an
Energy Tank along the way.

==================================
~Energy Tank #13-Ice Bryyo, Tower~
==================================
Enter the Tower room from the bottom entrance. Along the wall you can find
a Spider Ball track, so start climbing up it. You will need to use the 
Boost Ball many times, on certain parts to boost through icicles and head
up small half-pipes. It is a very long trek to the top of the room, but you
are rewarded with an Energy Tank if you can make it.

===================================================
~Energy Tank #14-G.F.S. Valhalla, Munitions Locker~
===================================================
Head to Junction A. There is a side door in this room that leads to
Munitions Locker, a small room with a few dead Federation Troopers and an
Energy Tank.
---------------------------------------------------------------------------
-------------------------
~Ship Missile Expansions~
-------------------------
================================================================
~Ship Missile Expansion #1-Thorn Jungle Bryyo, Auxillary Dynamo~
================================================================
At the second corner of the room, there is a lever along the Morph Ball
tunnels of the inner wall that you need to lower with the Grapple Lasso. It
will only stay down for a short period of time, so you need to enter the
Morph Ball tunnel quickly and get onto the piston. It will rise, providing
access to the upper tunnels. Up here you will find a Ship Missile Expansion
right before the exit.

====================================================
~Ship Missile Expansion #2-Elysia, Security Station~
====================================================
Near the door that leads to Landing Site A, there is a piece of rock that
can be melted away by the Plasma Beam. After doing so, a Morph Ball tunnel
will be revealed. Enter the tunnel and go through the various jumps you
need to make. Towards the end of the tunnel, you will find this Ship
Missile Expansion.

==========================================================
~Ship Missile Expansion #3-Ice Bryyo, Hall of Remembrance~
==========================================================
Enter Tower and exit that room from the top door to be at a ledge at the 
top of Hall of Remembrance. Fire a Charge Shot at the Chozo Elder's hand to
make him lower it briefly. Screw Attack and land on his hand. Then, look to
the left and jump to the ledge there to find this Ship Missile Expansion.

==========================================================
~Ship Missile Expansion #4-Elysia, Hoverplat Docking Site~
==========================================================
There is a huge Spider Ball track that takes up the majority of this room.
Screw Attack to a platform where you can enter the track, and start 
Boosting your way around it as you find necessary. Around the midway point
of the track, you will be forced to Boost through a Ship Missile
Expansion.

========================================================
~Ship Missile Expansion #5-Pirate Homeworld, Scrapworks~
========================================================
Head to the area of the room that is a full half-pipe (not the area where
only one side is shaped like a half-pipe). Start getting some momentum and
Boost up the left side of the half-pipe and latch yourself onto the Spider
Ball track that is there. Follow it to the right and drop onto a tiny 
platform. Jump to another platform on the right, then Double Bomb into the
Ship Missile Expansion that will be right above you.

===============================================================
~Ship Missile Expansion #6-Pirate Homeworld, Processing Access~
===============================================================
There are several infared beams in this room. Use the X-Ray Visor to spot
them, then roll under them to avoid confrontation with Commando Pirates.
In the center of the room is a Phazite panel. Shoot the dot behind it with
the Nova Beam to cause Wall Jumps surfaces to appear. Wall Jump to the
top, then use Missiles on the shielding to destroy it, revealing the Ship
Missile Expansion.

=======================================================
~Ship Missile Expansion #7-Cliff Bryyo, Colossus Vista~
=======================================================
There is a large Golem in Colossus Vista, and you need to fix it. Head to
Fuel Gel Pool and order your Gunship to grapple the large Golem head 
sitting in the Fuel Gel. Back in Colossus Vista, order it to drop the Golem
head on the statue way in the back (ignore the "No valid target" the 
Command Visor will say). The completed Golem will smash apart the cage 
containing a Ship Missile Expansion in this room.

=========================================================
~Ship Missile Expansion #8-G.F.S. Valhalla, MedLab Alpha~
=========================================================
Head to Xenoresearch Lab in the G.F.S. Valhalla. In the bottom area of the
room you can find two slots to insert Energy Cells. Place two in the slots
to open up a Morph Ball tunnel below leading to a Ship Missile Expansion.
However, it gets sucked away before you can reach it. Enter the tunnels and
follow it all the way around the Valhalla. After several rooms, you will
reach the end of the simple tunnel in MedLab Alpha, where the Ship
Missile Expansion will be for real.
---------------------------------------------------------------------------
--------------
~Energy Cells~
--------------
========================================
~Energy Cell #1-Cliff Bryyo, Hangar Bay~
========================================
After taking the elevator to the upper level, you will find an air vent on
the right wall. Two of them, actually. One is sucking in air, the other is
going out. Bomb the intake vent and hop into it to be shot into a small
control room high in Hangar Bay. All you can do in this room is grab the
lone Energy Cell from the socket.

=======================================
~Energy Cell #2-Elysia, Xenoresearch B~
=======================================
This is one of the Energy Cells that you are forced to obtain. At the end 
room of Xenoresearch B, you can find this behind a panel that needs to be
Grapple Lassoed off. This reveals the Energy Cell, which when taken, powers
down all of the shields in the room. That allows you to grab the Seeker
Missiles.

====================================================
~Energy Cell #3-Pirate Homeworld, Command Courtyard~
====================================================
The second and last Energy Cell you are forced to obtain. On the right end
of Commando Courtyard is a Grab Ledge that puts you into a Morph Ball 
tunnel. Stick with the right path as you go through a split, and you will
end up in an open area with the Energy Cell which, when taken, powers down
the fans in the room.

=====================================================
~Energy Cell #4-Pirate Homeworld, Metroid Processing~
=====================================================
You will have to fight off a group of Pirates when you first enter this 
room. Once you fight them off, interact and solve the simple puzzle that
activates the elevator. At the bottom floor, take the short left path to
an Energy Cell which deactivates the force fields keeping the Phazon 
Metroids away from you.

================================================
~Energy Cell #5-Pirate Homeworld, Phazon Quarry~
================================================
You need to enter this room from Drill Shaft 2, accessed from Main Cavern,
the room where you obtained the Nova Beam. The door in Drill Shaft 2 leads
to a part of Phazon Quarry unaccessable otherwise. In the tiny area you 
will find the Energy Cell, which deactivates a shield nearby when taken.
That allows you to return to that room whenever you want to easily.

=========================================
~Energy Cell #6-Elysia, Ballista Storage~
=========================================
At the bottom area of the room there are two panels that can be energized
by energy from the Grapple Voltage. Insert your energy into them to make
the fans operate, opening up a panel in the room. Behind where the panel
once was, you will find this Energy Cell.

====================================
~Energy Cell #7-Norion, Generator B~
====================================
You will have to fight a Metroid Hatcher when you enter this room. Defeat
it the normal way, or with the Nova Beam + X-Ray Visor, and use the Morph
Ball tunnel revealed once he is killed to reach the control panel for the
generator in the back of the room. Take the Energy Cell from the socket.

==========================================
~Energy Cell #8-Cliff Bryyo, Hidden Court~
==========================================
This Energy Cell is a bit complicated to obtain. First, head to North
Jungle Court in Thorn Jungle Bryyo. There is a large generator that you 
need to command your Gunship to grab. Once you do that, you need to travel
to Hidden Court. To get here, use Machineworks Bridge. You need to have
activated the bridge on the Cliff Bryyo side first, though, so be aware of
that. Back on Cliff Bryyo, head to Hidden Court and command the Gunship to
drop the generator in the room on the upper area. This will cause the
Energy Cell to appear. Head around the upper ledges of the room to reach
it.

===============================================
~Energy Cell #9-G.F.S. Valhalla, Docking Bay 5~
===============================================
Head across the bridge infront of where your Gunship lands and look to the
right. Near the crashed fighter is the green Energy Cell lying on the
ground.

===========================================================================
                       ~8 B.Expansion Checklist~
===========================================================================
Here's a simple checklist you can use to check off any Expansions you have
found, and keep track of which rooms the ones you don't have are located
in.

~G.F.S. Olympus~
 -Missile Expansions:
  [ ] Munitions Storage
 -Energy Tanks:
  [ ] Ventilation SHaft

~Norion~
 -Missile Expansions:
  [ ] Cargo Hub
  [ ] Cargo Dock A
  [ ] Maintenance Station
  [ ] Substation West
  [ ] Docking Hub Alpha
 -Energy Tanks:
  [ ] Substation East
 -Energy Cells:
  [ ] Generator B

~Bryyo~
 -Missile Expansions:
  [ ] Grand Court Path
  [ ] Hillside Vista
  [ ] Main Lift
  [ ] Gel Hall
  [ ] Gel Hall
  [ ] Gel Refinery Site
  [ ] Crash Site
  [ ] Jungle Generator
  [ ] Generator Hall North
  [ ] Gateway
  [ ] Reliquary III
  [ ] Falls of Fire
  [ ] Hidden Court
  [ ] Fuel Gel Pool
  [ ] Fuel Gel Pool
  [ ] Hall of the Golems
  [ ] Burrow
  [ ] Ancient Courtyard
  [ ] Temple of Bryyo
  [ ] Imperial Hall
 -Energy Tanks:
  [ ] Reiliquary II
  [ ] Ruined Shrine
  [ ] Vault
  [ ] Tower
  [ ] Machineworks Bridge
 -Ship Missile Expansions:
  [ ] Auxillary Dynamo
  [ ] Hall of Remembrance
  [ ] Colossus Vista
 -Energy Cells:
  [ ] Hangar Bay
  [ ] Hidden Court

~Elysia~
 -Missile Expansions:
  [ ] Transit Hub
  [ ] Barracks Access
  [ ] Skybridge Hera
  [ ] Main Docking Bay
  [ ] Botanica
  [ ] Concourse
  [ ] Gearworks
  [ ] Powerworks
  [ ] Steambot Barracks
  [ ] Construction Bay
  [ ] Concourse Ventilation
 -Energy Tanks:
  [ ] Steambot Barracks
  [ ] Arrival Station
  [ ] Xenoresearch Lift A
  [ ] Zipline Station Charlie
 -Ship Missile Expansions:
  [ ] Security Station
  [ ] Hoverplat Docking Site
 -Energy Cells:
  [ ] Xenoresearch B
  [ ] Ballista Storage

~Pirate Homeworld~
 -Missile Expansions:
  [ ] Command Courtyard
  [ ] Command Center
  [ ] Security Air Lock
  [ ] Scrapvault
  [ ] Metroid Processing
  [ ] Craneyard
  [ ] Creche Transit
  [ ] Phazon Quarry
  [ ] Phazon Mine Entry
  [ ] Lift Hub
  [ ] Flux Control
 -Energy Tanks:
  [ ] Scrapworks
  [ ] Metroid Creche
 -Ship Missile Expansions:
  [ ] Scrapworks
  [ ] Processing Access
 -Energy Cells:
  [ ] Command Courtyard
  [ ] Metroid Processing
  [ ] Phazon Quarry

~G.F.S. Valhalla~
 -Missile Expansions:
  [ ] MedLab Alpha
  [ ] Auxillary Lift
  [ ] Weapons Cache
 -Energy Tanks:
  [ ] Munitions Locker
 -Ship Missile Expansions:
  [ ] MedLab Alpha (Start in Xenoresearch Lab!)
 -Energy Cells:
  [ ] Docking Bay 5

---------------------------------------------------------------------------
                       ~9.Complete Scans Guide~
---------------------------------------------------------------------------
In this section you will find the scan description for everything in the
game, as well as the location you can find these scans (with the exception
of the Energy Cell location scans, whose locations of the scans are
irrelevant due to not needing them for 100% scans). The second half of this
section has a compiled checklist of every scan in the game, with the
location of them to boot. It's printer friendly, so you can easily use it
at your own will. 

===========================================================================
                        ~9 A.Scans Descriptions~
===========================================================================
Here is every scan in the game, including the scan details that appear
after scanning it. The locations of each scan is given as well. They are
not listed in the order they can be found, but rather in the order they
appear in the Logbook.

------------------------------------
~Creatures-Galactic Federation (13)~
------------------------------------
=========================================
#1-Aurora Unit 217/Elysia, Aurora Chamber
=========================================
Aurora Unit 217 was originally built to support GF Naval Base Demeter, but 
was assigned to Skytown base shortly after the Treaty of Skytown was
signed 14 years ago. 217 has served admirably in its role as Skytown
administrator. Vast amounts of tactical intel have been delivered from
Skytown under AU 217, along with valuable stellar and interstellar research
data. It has interfaced well with the Elysia mechanoids, and enjoys a
productive working arrangement with them.

=====================================================
#2-Demolition Trooper/Pirate Homeworld, Skyway Access
=====================================================
Demolition Troopers are not especially combat savve and often rely on
others to cover them in battle. They are outfitted with explosive weaponry
for special missions. When the only way to the objective is straight 
through everything, the troopers in this unit are called upon to make it
happen. While capable of destroying the strongest of barriers, these 
troopers are not as capable in combat as traditional marines.

==================================================
#3-Federation Marine/G.F.S. Olympus, Docking Bay 5
==================================================
Federation Marines wear advanced suits of powered armor, allowing them to
resist potent weapons and resist heavy damage in battle. Few can match them
in combat.

=============================================
#4-Federation PED Marine/Norion, Cargo Dock A
=============================================
The Federation has created a system that utilizes Phazon to increase the 
power of the armor worn by the GF Marines. While active, the Phazon unit
enhances the attack and defense of the armorsuit.

==========================================================
#5-Female Fleet Trooper/G.F.S. Olympus, Docking Bay Access
==========================================================
Fleet Troopers are the backbone of the navy, often ignored in favor of the
gallant Federation Marines. Their work isn't always dangerous, and is 
rarely glamorous. Most are specialists, and possess a great deal of
knowledge.

=================================================
#6-Fleet Admiral Dane/G.F.S. Olympus, Flag Bridge
=================================================
Fleet Admiral Dane is known for his utmost dedication to protecting the
Federation from its enemies. He is stern and aggressive, and has a strong
dislike for the Space Pirates. Rumor has it they orphaned him at an early
age, and act he still seeks to avenge.

===============================================
#7-Fleet Mechanic/G.F.S. Olympus, Docking Bay 5
===============================================
Fleet Mechanics are responsible for maintaining and repairing all 
Federation equipment. Because of the vast amount of devices and vehicles
the Federation utilizes, skilled mechanics are highly sought after and 
often overpaid.

=====================================================
#8-Halberd-Class Turret/G.F.S. Olympus, Docking Bay 5
=====================================================
The GMX-04 Halberd-Class turret replaces the dated "Growler" turret. It is
an effective point-defense system for most security zones. It is lightly
armored, and nimble targets can evade its tracking system.

==========================================
#9-Hunter Gandrayda/Norion, Tower Elevator
==========================================
Gandrayda possesses the metamorphic ability to assume the form and 
abilities of other creatures. This talent has led many to seek her out for
stealth and reconnaissance missions, despite her powerful combat 
capabilities. Details on the subject's origins and age are unknown, but her
unique traits have made her a sought-after Hunter for missions.

================================================
#10-Hunter Ghor/G.F.S. Olympus, Security Station
================================================
Ghor is a cybernetic Bounty Hunter, capable of merging his body into
larger mechanisms. The most common of these is his armorsuit, which doubles
as a gunship and provides him with a formidable combat arsenal. The merges
are often accompanied by a shift in personality, replacing his normally
calm demeanor with an aggresive attitude. He demonstrates a high 
proficiency with all things mechanical and is often called upon for
missions requiring computer infiltration or manipulation.

========================================
#11-Hunter Rundas/Norion, Tower Elevator
========================================
Rundas is capable of generating and manipulating ice. This trait is common
among inhabitants of the moon Phrygis, but Rundas is one of the few who
have used this ability for bounty hunting. Subject is known for getting
results, but considers himself without peer. His arrogant demeanor has led
him to mainly seek solo missions, and rarely works with others.

=========================================================
#12-Male Fleet Trooper/G.F.S. Olympus, Docking Bay Access
=========================================================
Fleet Troopers are the backbone of the navy, often ignored in favor of the
gallant Federation Marines. Their work isn't always dangerous, and is 
rarely glamorous. Most are specialists, and possess a great deal of
knowledge.

================================================
#13-Training Drone/G.F.S. Olympus, Docking Bay 5
================================================
The Training Drone is used in all branches of the GF military. They are
designed to improve hand-eye coordnation and accuracy. One popular training
exercise is to score as many consecutive hits on a drone as possible. 
Gambling and shooting contests involving Training Drones is frowned upon,
but fairly popular throughout the GF armed forces.

----------------------
~Creatures-Bryyo (21)~
----------------------
=========================================
#1-Alpha Hopper/Cliff Bryyo, Gateway Hall
=========================================
Alpha Hoppers are characterized by their unique color and durable hide. 
They are highly territorial and will attack any creature who wanders too
close to their nests. When hunting in packs, they will often keep their
distance while others move in to attack at close range. Like all Hoppers,
their legs end in sharp tallons and can be used to shred through any prey
that gets close enough.

=====================================
#2-Atomic/Cliff Bryyo, G.F.S. Theseus
=====================================
Atomics are creatures composed entirely of energy. A strong energy blast is
adequate to destablize the Atomic and cause it to explode. They are 
sustained by their core, which generates a constant supply of electricity.
When an abundance of energy has been produced, the Atomic will discharge
a section of its body in the form of an explosive projectile. When near
sources of an opposite polarization, the Atomic will respond aggressively.

==============================================
#3-Bryyonian Shriekbat/Cliff Bryyo, Crash Site
==============================================
One of the many types of Shriekbats found across the solar system, the
Bryyonian Shriekbat behaves similar to all of its cousins. Shriekbats will
nest in small groups and make their home in a sheltered environment. 
Dwelling on the top of caverns and ruins, the Shriekbat will hunt nearby
insects and small creatures for food. Once a nesting area has been found,
it will be fiercely protected from any intruder. The territorial Shriekbat
will dive-bomb any creature that wanders too close, no matter what the 
size.

=================================================
#4-Fargul Hatcher/Cliff Bryyo, Hall of the Golems
=================================================
Within a Fargul Hatcher's maw is an organ cluster that is vulnerable to
attack, but only when exposed. Fargul Hatchers are capable of giving birth
to dozens of young in a matter of moments. These offspring will 
immediately swarm on any nearby attacker. Their skin is incredibly 
resilient and will deflect most weapon fire.

==============================================
#5-Fargul Wasp/Cliff Bryyo, Hall of the Golems
==============================================
Fargul Wasps are highly protective of their parent Hatcher. Even moments
after birth, they will swarm together and attack any nearby organism. They
are often used as a defense mechanism by the Fargul Hatcher, and as a 
result, few live to adulthood.

====================================
#6-Geemer/Cliff Bryyo, Reliquary III
====================================
The spiked shell of a Geemer is rather durable and can only be destroyed by
an explosive blast. While menacing in appearance, they are nonagressive
scavengers that feed on the waste of other creatures. This food source has
led them to being spreaders of many types of diseases.

====================================
#7-Gelbug/Fiery Bryyo, Temple Access
====================================
Gelbugs are roaming insects encased in organic Phazite. These cavern-
dwelling bugs have come to rely on Fuel Gel as a source of sustenance. Over
time their shells have become saturated and crystallized with Fuel Gel. As
a result, their bodies have become highly unstable. Weapon fire will 
disrupt the gel and cause the creature to detonate.

==================================
#8-Gel Puffer/Cliff Bryyo, Gateway
==================================
The exposure to Fuel Gel has left the shell of the Gel Puffer highly 
susceptible to weapon fire. Gel Puffers have come to rely on the toxic
vapors given off by Fuel Gel for sustenance. They process these gasses and
then expel the excess to stay afloat. The brittle shell of the Puffer, 
while durable in appearance, is rather thin and easily damaged.

================================
#9-Gel Ray/Fiery Bryyo, Gel Hall
================================
Gel Rays are nonaggressive bioforms native to Bryyo. They are one of the
few creatures who make their home within the caustic pools of Fuel Gel. The
unique exterior and shape of the Gel Ray allow it to withstand and glide
through the rivers of gel. Their main source of sustenance is small 
organisms that exist within the Fuel Gel, but they are known to 
occassionally leap out to feed on insects that fly near the gel's surface.

=====================================
#10-Gragnol/Cliff Bryyo, Gateway Hall
=====================================
Gragnols are vulnerable to most weapons, as they have not developed the
durable exoskeleton found on adult members of the species. They often
travel and attack in groups. If they sense a nearby threat to their hives,
they will not hesitate to advance. Their offensive capabilities are 
underdeveloped, leaving the ability to fire pulses of Phazon energy their
only form of attack.

==================================================
#11-Gragnol Adult/Fiery Bryyo, Gel Processing Site
==================================================
The large tail that characterizes Gragnol Adults is also their weakness:
if pulled with enough force, it will tear them apart. An explosive blast
will temporarily incapacitate them, making them easier to target. They
possess the ability to generate and energy shield around their bodies,
preventing Beam shots from damaging them. They are cunning predators, 
flying through their turf in search of unwary prey. They use bursts of
Phazon energy to overwhelm their targets, and then swoop down to finish
them. Maturity has provided them with a very durable exoskeleton.

===============================
#12-Hopper/Cliff Bryyo, Gateway
===============================
These aggressive insectoids use small hops to get within striking distance
and then pounce, using their talons to tear away at their prey. From a
distance they will fire bursts of venom at their target. Despite their
aggressive nature, they are somewhat fragile and can be easily dispatched.
Because of this they will commonly hunt in packs.

=====================================
#13-Korba/Cliff Bryyo, Hillside Vista
=====================================
The Korba is a vicious, resilient bioform. It prefers to lurk above its
hunting grounds, waiting for prey. The Korba relies on the smaller
Snatchers to levitate victims to a point where the Korba can devour them.
What the Korba cannot digest, it expels back to the Snatchers. This
symbolic relationship works well for both Korba and Snatchers.

======================================================
#14-Mogenar/Bryyo Leviathan Seed, Bryyo Leviathan Core
======================================================
Corrupted War Golem reanimated and energized with Phazon. Relies on 
socketed orbs as a source of power. The orbs themselves have a fragile
exterior but contain pure Phazon energy within. This energy must be 
completely overloaded before it will be destroyed. Eliminating all power
sources is the only way to bring Mogenar offline.

============================================
#15-Nightbarb/Cliff Bryyo, Cliffside Airdock
============================================
Nightbarbs are predators, traveling in packs to search for prey. They have
the ability to generate a protective field of energy around their bodies.
The ability is unstable, however. If the field makes contact with another
life force, it will overload. This also consumes the life force of the 
Nightbarb, much like a bee's sting ends its life.

============================================
#16-Reptilicus/Cliff Bryyo, Grand Court Path
============================================
Scans indicate a mutation that allows the Reptilicus to teleport over
short distances. Commonly used as a tactic to corner and trap their prey.
The Reptilicus appear to suffer from Phazon corruption, and all higher
thought processes have been replaced by savage bloodlust. This corruption
has also increased their resistance to heat-based attacks and Fuel Gel.

====================================================
#17-Reptilicus Hunter/Cliff Bryyo, Cliffside Airdock
====================================================
Phazon corruption has granted the Reptilicus Hunters the ability of 
cloaking themselves. They use this to their advantage and will hide of move
positions while cloaked to gain the upper hand in combat. Reptilitcus
Hunters are fairly organized despite their primitive nature. Usually
attacking in small groups, they patiently wait for their prey to become
isolated in a locked area before attacking. Their weaponry consists of an
energy whip for close-range assaults and a throwing chakram for long-range
attacks. They have adapted to the harsh climates of Bryyo, and are quite
resistant to Fuel Gel and heat-based attacks.

===========================================
#18-Scorchbug/Fiery Bryyo, Temple Reservoir
===========================================
Scorchbugs are exclusively found on Fuel Gel-producing planets such as
Bryyo. The tiny insects subsist entirely on the volatile gel. Like many
creatures with this diet, they have taken on the ignitable characteristics
of their food source. When shot by any type of weaponry, they burst into a
small explosion, leaving behind only a scorch mark. It is from this trait
that they have earned their name.

=========================================
#19-Shelbug/Cliff Bryyo, Grand Court Path
=========================================
Shelbugs are slow-moving, roaming insects whose soft bodies are easily
damaged. Until they reach maturity they will not develop their Phazite
shell. Unable to retract into a shell to avoid damage, they must
aggressively attack any potential threat. They will extend sharp spines
to fend off attackers or propel these spines at enemies.

========================================
#20-Snatcher/Cliff Bryyo, Hillside Vista
========================================
Snatchers are cunning, albeit weak, bioforms. Unable to kill most prey on
their own, they rely on the stronger Korba to do the work for them. 
Snatchers will swarm onto a target until it is overwhelmed. Once they have
their prey, they use their power to levitate, lifting the victim to a point
where the Korba can devour them. What the Korba cannot digest, it expels 
back to the Snatchers. This symbolic relationship works well for both 
Korba and Snatchers.

===============================================
#21-Warp Hound/Cliff Bryyo, Gel Processing Site
===============================================
Warp Hounds are susceptible to low-temperature attacks, due to the nature
of their thermal-energy-driven biosystem. They are often used by 
Reptilicus as guards and hunt beasts. They consume Fuel Gel to survive,
and can expel blasts of converted thermal energy to attack and defend. The
creatures can teleport over short distances, disrupting many forms of
electronic targeting in the process.

------------------------
~Creatures-Skytown (14)~
------------------------
===============================================
#1-Aerial Repair Drone/Elysia, Main Docking Bay
===============================================
An evolved version of the ground units, these drones were built to perform
basic maintenance and repair tasks. Their small size and flight 
capabilities allow them to access the hardest-to-reach areas of Skytown.
Repair drones are manufactured and activated every 200 years, with the 
previous unit being recycled for construction materials.

===================================
#2-Databot/Elysia, Main Docking Bay
===================================
Databots were designed by the Elysians as a means to record and pass on
historical data. They patrol along their set area until disrupted, and
then project a holographic datafile. However, onl y those equipped with
Chozo-based visor technology can access this information.

=========================================
#3-Defense Drone/Elysia, Ballista Storage
=========================================
The Defense Drone is used to secure key areas within Skytown. The 
externally mounted antennas are tied to the unit's optic array. By
destroying all of the antennas, the optic array will overload and be
vulnerable for a short period. The machine's Control Unit is also
vulnerable, but must be exposed to be targeted. Its armor is immune to
small arms fire.

================================================
#4-"Dragoon" Battle Drone/Elysia, Skybridge Hera
================================================
The "Dragoon" Battle Drone is a resilient foe, but the thruster controls of
the unit are vulnerable and can be easily ripped off. Originally designed
to keep local bioforms away from delicate instruments, the "Dragoon" is now
used in a combat role. It carries twin Rocket Pods for offense. Durable
armor and a Missile-jamming system help keep the unit safe.

================================================
#5-Elysian Shriekbat/Elysia, Main Docking Access
================================================
Like all Shriekbats, the Elysian Shriekbat will dive-bomb any creature that
wanders too close and detonate on contact. However, these are not actual
creatures, but machines made to mimic their real-life counterparts. 
Designed centuries ago, their original purpose is unknown. They now roam
the hovering facilities over Elysia, often in small flocks.

========================================================
#6-Helios/Elysian Leviathan Seed, Elysian Leviathan Core
========================================================
Helios's exterior armor is well shielded, but still vulnerable to Beam
weaponry. Inflicting enough damage will cause him overheat and expose his
Phazon-enhanced core. This core can be overloaded with Phazon-based energy.
Destruction of the core should prove fatal, but is difficult to achieve.
Target is the prime bot of a large group of Swarmbots, all of which are
energized by Phazon. Helios will use the Swarmbots for both offensive and
defensive measures. Assuming different formations will allow for various
forms of attack.

===================================
#7-Repair Drone/Elysia, Aurora Lift
===================================
The original version of the Elysian Repair Drone. Because of their limited
movement systems, these units quickly proved to be insufficient in
performing the necessary maintenance duties. Used as a base design, the
aerial model was created to address all flaws with the original version.
Made obsolete by the aerial model, all production and manufacturing was
halted over 150 years ago. Only a handful of these units still remain
active.

======================================
#8-Sky Puffer/Elysia, Security Station
======================================
The external shell of a Sky Puffer is incredibly fragile, susceptible to
most small-arms fire. Only a few shots from basics weapons can damage it.
Sky Puffers are native to the planet Elysia. They feed on the various
noxious asses in the atmosphere. They are especially fond of Phazon gas.

=====================================
#9-Steambot/Elysia, Steambot Barracks
=====================================
The Steambot's lightly armored exterior can be damaged by any weapon. 
High-temperature weapons are particularly effective, and can render them
inert and beyond repair. Unlike their lightweight cousins, they are made of
durable metals and cannot be tossed around. Steambots serve as combat units
for Steamlords. They are armed with kinetic-beam pistols, Missile racks,
and can use their tool-arms in close combat. Damaged units can be restored
by Steamlords.

=======================================
#10-Steamlord/Elysia, Steambot Barracks
=======================================
Steamlords command the worker drones of Skytown. They also repair them
when they malfunction of break down. Lightly armored, they rely on their
cloaking field to evade enemies. They can generate localized EMP fields to
hinder enemy visor systems.

======================================
#11-Steamspider/Elysia, Xenoresearch B
======================================
Steamspiders were created by Steamlords as basic light laborers. They have
since went rogue, and now run wild in Skytown. Though of minimal threat
alone, a swarm of them can be a nuisance.

==============================
#12-Swarmbot/Elysia, Gearworks
==============================
Swarmbots tend to travel in groups. They can evade many inbound attacks,
and can perform aerial maneuvers that make them nearly impossible to 
damage. They can generate pulses of energy to damage or disrupt enemy
targets. As a desperate measure, they will perform suicide runs on an
enemy.

==================================
#13-Tinbot/Elysia, Arrival Station
==================================
Tinbots are made from a lightweight metal and can easily be knocked around
from explosions or high-speed impacts. This metal is also quite vulnerable
to heat and can be melted by high-temperature weapons. Converted for
security duty, the Tinbots now patrol Skytown tirelessly. They are armed
with kinetic-beam pistols and can use their tool arms in close combat.

=================================================
#14-Transportation Drone/Elysia, Main Docking Bay
=================================================
Class 0 Transportation Drones are used for the distribution of supplies and
materials across all of Skytown. Upon activation each unit is assigned a
set position along a transit route that it will use exclusively. The
constant upkeep of the facility required that they continuously deliver
their shipments to their destinations at a steady pace.

------------------------------
~Creatures-Space Pirates (42)~
------------------------------
=================================================
#1-Advanced Aerotrooper/Elysia, Chozo Observatory
=================================================
When the going gets tough, the tough put on armor. Advanced Aerotroopers
wear an extra layer of ablative armor that is susceptable to explosive
blasts. Like regular Aerotroopers, they wield two Remote Attack Pods in
combat. These are outfitted with a Particle Cannon and a Gel Bomb Rack.
Gel Bombs stick to their targets until detonation. High-velocity movement
can remove Gel Bombs.

================================================================
#2-Advanced Pirate Trooper/Thorn Jungle Bryyo, Ancient Courtyard
================================================================
Advanced Pirate Troopers wear an additional layer of ablative armor. 
Explosive attacks are recommended to break the armor away. Basic armament
includes an assault rifle and energy scythe, both powered by Phazon. EMP
grenaded are often employed against power-armored foes. A new Dash Jet
system provides increased mobility.

=======================================================
#3-Advanced Shield Trooper/Fiery Bryyo, Temple of Bryyo
=======================================================
Advanced Shield Troopers wear an additional layer of ablative armor: it is
susceptible to explosive attacks. In addition to their armor, they weild
a portable battle shield. While the shield provides excellent protection
against incoming fire, it can also be easily ripped off. Phazon-based
attacks are capable of destroying the shield.

============================================
#4-Aeromine/G.F.S. Olympus, Repair Bay Shaft
============================================
Aeromines suffer from a design flaw--their shield-and beam-weapon units
use the same power source, allowing only one to function at a time. This
exposes the unit to damage when it fires at enemies. Aeromines were 
originally designed to take the place of sentry for Space Pirates, but have
since been put to use in combat as well. Because of the initial flaw, these
units do not pose much of a threat. After the executions of the first
design team, the new pirate designers swore to correct this flaw with 
great haste.

===================================
#5-Aerotrooper/Norion, Cargo Dock A
===================================
Aerotroopers are dangerous foes, but their lack of armor leaves them
vulnerable to explosive blasts. A weakness also lies in the jet pack:
igniting it will allow the pack to be seperated from the pilot. They use
twin Remote Attack Pods to engage targets. The Attack Pods are capable of
using a Particle Cannon or a Helix Missile Pod. They can tap their Phazon
power unit to warp from point to point.

===================================================
#6-Armored Aerotrooper/Fiery Bryyo, Temple of Bryyo
===================================================
Armored Aerotroopers are deployed in harsh combat zones. Their armor is
resilient, but susceptible to explosive blasts. In battle they use
twin Remote Attack Pods to engage targets. They are equipped with a 
Particle Cannon and a Helix Missile Pod. They can tap their Phazon
power unit to warp from point to point. A weakness also lies in the jet 
pack: igniting it will allow the pack to be seperated from the pilot to
neutralize the target.

==========================================================
#7-Armored Pirate Militia/G.F.S. Olympus, Xenoresearch Lab
==========================================================
Members of the Armored Pirate Militia have been granted lightweight 
armorsuits for combat use. While this provides some additional resistance
to Beam weapons, they are still vulnerable to explosive attacks. Members of
the Armored Pirate Militia are mostly inept soldiers who have yet to die in
combat.

======================================================
#8-Armored Pirate Trooper/Fiery Bryyo, Temple of Bryyo
======================================================
Armored Pirate Troopers are equipped with a standard armorsuit. It provides
adequate protection against Beam attacks but is vulnerable to explosive 
blasts. They are outfitted with all the basic pirate armaments. This 
includes an assault rifle and energy scythe, both powered by Phazon. EMP
grenades are often employed against power-armored foes. A new Dash Jet
system provides increased mobility.

=======================================
#9-Armored Shield Trooper/Elysia, Spire
=======================================
Armored Shield Troopers are equipped with a standard armorsuit. It is
resilient, but still vulnerable to explosive attacks. In addition to their
armor, they wield a portable battle shield. Removing the shield leaves them
open to all attacks. The shield is also vulnerable to Phazon-based attacks.

===================================================
#10-Assault Aerotrooper/Pirate Homeworld, Craneyard
===================================================
Only the best can join the ranks of the Assault Aerotroopers. Heavily
armored, they are resistant to most weapon systems. Their unique armor is
able to deflect all Missile attacks, but can still be damaged by Beam
weapons. Like regular Aerotroopers, they wield two Remote Attack Pods in
combat. One is equipped with a Particle Cannon, the other with a Gel Bomb
Rack. Gel Bombs stick to their targets until detonation. High-velocity
movement can remove Gel Bombs.

================================================================
#11-Assault Pirate Trooper/Thorn Jungle Bryyo, Ancient Courtyard
================================================================
The Assault Pirate Troopers are some of the best the pirate military has
to offer. They are heavily armored and are resistant to most attacks. 
Their unique armor will deflect all Missile fire, but it is still damaged
by Beam attacks. Basic armament includes an assault rifle and energy 
scythe, both powered by Phazon. EMP grenades are often employed against 
power-armored foes. A new Dash Jet system provides increased mobility.

===============================================================
#12-Assault Shield Trooper/Pirate Homeworld, Metroid Processing
===============================================================
Assault Shield Troopers are heavily armored and resistant to most weapon
systems. Their unique armor will deflect Missile attacks, but not Beam
fire. In addition to their armor, they wield a portable battle shield.
Their battle shield provides protection against standard weapon fire, but
can easily be torn off. Phazon-based weapon are capable of destroying the
shield.

===================================
#13-Aurora Unit 313/Phaaze, Sanctum
===================================
Aurora 313 has somehow been fused with the bioessence of Dark Samus. While
combat shields protect most of the unit, a weak spot has been detected at
the cable junction. Damaging the unit's core will expose this point, but
the core itself is protected by an armored hatch. Tentacle ports can be
damaged to initiate stunning cerebral-feedback pulses within the target.
While incapacitated, the hatch will be unprotected and able to be pulled
open. This unit has been heavily mutated by Phazon exposure. It appears to
be symbiotically connected to Phaaze as well.

==========================================================
#14-Berserker Knight/Thorn Jungle Bryyo, Ancient Courtyard
==========================================================
A Berserker Knight's Phazite armor must be removed before unit can be 
damaged: only the Phazon-based projectile attacks the creature fires can
destroy it. The Berserker Knight serves as a shocking example at the
lengths the Space Pirates will go to in their quest for dominance. Heavily
mutated by Phazon exposure, the unit is nearly mindless, driven by battle
lust.

================================================
#15-Berserker Lord/G.F.S. Olympus, Docking Bay 5
================================================
Berserker Lords are highly resistant to damage. Their shoulders are the 
only unprotected area vulnerable to standard weapon fire. Their main
defense lies in their head-mounted Phazite plating, which can only be
destroyed by the projectiles it fires. Berserker Lords are a desperate
measure, designed to exploit Phazon as much as possible. The few Berserker
Knights that survive the highest level of corruption are promoted to Lord
status. Lord are distinguished by their ornate Phazite plating and the
Phazon reserves they carry on their backs.

================================================
#16-Commando Pirate/Pirate Homeworld, Scrapworks
================================================
Commando Pirates use the best gear available: only beams of the highest
temperature can penetrate the layer of Phazite in the armorsuit. All of the
weaponry is powered by Phazon. Each commando has a combat cloaking field,
along with boost thrusters and a personal teleporter. The Phazite armor
they wear makes them extremely resistant to damage in combat.

==============================================
#17-Crawlmine/G.F.S. Olympus, Xenoresearch Lab
==============================================
Crawlmines are not terribly bright and rely on suicide strikes as a main
form of attack. They were designed to patrol small areas such as
ventilation shafts and maintenance tunnels. Though relatively harmless
alone, they can be dangerous in large numbers.

==============================================
#18-Crawltank/G.F.S. Olympus, Xenoresearch Lab
==============================================
Crawltanks are mobile, ground-based defense drones, but are easily
destroyed by standard weapon fire. They can be equipped with different
cannons, including a Phazon Beam system. They are not built for sustained
combat, and are better suited for light patrol and security roles.

==============================
#19-Dark Samus/Phaaze, Sanctum
==============================
Target is composed of pure Phazon energy and is highly unstable. Scans
indicate that Hyper Mode attacks are capable of disrupting her, likely as
a result of Hyper Mode being energized by Samus's body. Dark Samus is
capable of generating "echoes" of herself to aid her in battle. These
units will be used as increased firepower and act as distractions while she
replenishes her own energy: they should be destroyed immediately. She is
capable of absorbing energy from Phaaze to replenish her own.

===============================================
#20-Gandrayda/Pirate Homeworld, Proving Grounds
===============================================
Gandrayda's ability to shape-shift has been greatly enhanced by Phazon
exposure, allowing her to assume a number of deadly forms at will. These
new forms come with a cost, as she also inherits their weaknesses. A
mistress of stealth, she will employ her personal cloaking field often,
setting up her next deadly attack. An advanced visor system may be able to
detect her location.

=================================
#21-Ghor/Elysia, Main Docking Bay
=================================
Ghor's energy shield is capable of repelling all weapon fire, but the back-
mounted generator is exposed to attack. Overloading the generator could
expose the well-protected critical systems behind his battle armor. Ghor's
arsenal is considerable. Plasma-based beam weapons, attack claws, and a 
multimissile system are at the cyborg's disposal in battle. These battle
systems can be combined and fired at once as a devestating alpha strike.
Target is also capable of a high-speed ramming attack, although this is
potentially dangerous if performed over a slippery surface.

============================================
#22-"Jolly Rodger" Drone/Norion, Generator A
============================================
The "Jolly Rodger" Drone is designed for quick aerial maneuvers, but this
comes at the cost of survivability. The fragile armor of the unit is 
vulnerable to weapon fire of any type. The Jolly Rodger is based on
Federation tech, but has been considerable upgraded. Powered by Phazon,
the mechanoid can be a serious threat in battle, especially in groups.

==============================
#23-Jumpmine/Norion, Conduit A
==============================
The Jumpmine was developed by the Space Pirates as a cheap alternative to 
an armed trooper. The Jumpmine scans its surroundings until it detects an
enemy target. It then triggers a small thruster, "jumping" a set distance
into the air. Once launched, its weapon pod is engaged, saturating the
local area with fire. It explodes afterward to prevent use by enemy forces.

===================================================
#24-Korakk Beast/Thorn Jungle Bryyo, Jousting Field
===================================================
Korakks are prized by the Space Pirates, who use them as cavalry mounts.
Their belly is occasionally vulnerable, but guarded from all sides. Finding
a way to get underneath it and attacking it would be effective. Nerve 
endings in the tail can be stressed through grappling, but only when the 
tail is extended. The interior of a Korakk's mouth, as well as the tip of
their tongue, contains sensitive nerve clusters. Attacking these points
could temporarily incapcitate the creature. They can emit Phazon energy
through their feet and tongue. The Phazite armor they wear will repel most
damage.

=======================================
#25-Meta Ridley/Norion, Generator Shaft
=======================================
Target's body is covered with incredibly durable armorskin, making it
difficult to damage. All parts of the body are protected except for the
mouth, where Meta Ridley fires his plasma-powered weaponry. Observing 
target may reveal additional target points. Target will use powerful 
plasma-based ranged attacks, along with potent melee strikes.

=======================================================================
#26-Omega Ridley/Pirate Homeworld Lev. Seed, Pirate Homeworld Lev. Core
=======================================================================
Revived and regenerated through Phazon exposure, Omega Ridley has been
energized to a new combat threat level. Target retains extremely durable,
Phazon-enhanced armorskin, as well as protective armored plating. Scans
indicate that a recent injury has not yet fully healed: expose and target
wound to inflict damage. Target will act to protect this vulnerabilityL
seek ways to stun the enemy and leave it open for deadly attacks.

==============================================================
#27-Phazon Harvester Drone/Pirate Homeworld, Phazon Harvesting
==============================================================
Man-portable weaponry cannot penetrate the thick hull of the Phazon 
Harvester. The anti-air weapon system is vulnerable, but overloading it
with weapon fire will only disable the drone temporarily. The pirates have
converted several Goliath-class heavy assault drones into Phazon-collecting
units. The drone can use its Harvesting Beam Cannon for defense, and is
equipped with an anti-aircraft missile defense system.

===========================================================
#28-Pirate Cargo Drone/Pirate Homeworld, Landing Site Bravo
===========================================================
Pirate Cargo Drones were designed to assist with the transporting of
supplies throughout the Pirate Homeworld. Their aerial capabilities allow
them to navigate the underground catacombs with relative ease. Cargo often
consists of items too dangerous or volatile to be moved by hand.

================================================================
#29-Pirate Commander/Pirate Homeworld, Transit Station Leviathan
================================================================
Commander's make heavy use of their personal teleporter, moving to 
favorable positions and across the battlefield, giving orders and support
as needed. They carry all of the weaponry and gear used by commandos, with
the exception of their armor, which is forged out of ultrarare Red Phazite.
A rare breed, Pirate Commanders have lived to rise to the ruling caste on
the Pirate Homeworld. Each has been a commando for at least 10 years.

====================================================
#30-Pirate Hussar/Thorn Jungle Bryyo, Jousting Field
====================================================
Hussars are unusually brave for Space Pirates, willing to ride the deadly
Korakk beast into combat. Their Phazon Energy Lances are deadly at any
range. Hussars and ther mounts have a strange bond. If a Hussar is slain,
his Korakk will fight to avenge his death.

=====================================================
#31-Pirate Militia/G.F.S. Olympus, Flag Bridge Access
=====================================================
The pirates have not enhanced all of their fighting forces. They continue
to use militia units in battle. These groups are made up of slaves and
criminals, and do no recieve the Phazon enhancements given to regular army
troopers. They aren surprisingly obedient to the upper castes within the
pirate military. Rumor has it that disobedient militia members often find
themselves as dinner for regular army troopers.

=======================================
#32-Pirate Trooper/Norion, Cargo Dock A
=======================================
The Space Pirate military forces continue to use Phazon, including a new
Phazon enhancement system. Basic armament includes and assault rifle and
energy scythe, both powered by Phazon. EMP grenades are often employed
against power-armored foes. A new Dash Jet system provides increased
mobility.

==========================================
#33-Puffer Mine/Pirate Homeworld, Airshaft
==========================================
Avoid contact with the Puffer Mine. These creatures are a cybernetically
enhanced version of the Puffers native to the Pirate Homeworld. Engineered
by Space Pirates, they are now used as patrol animals. Their bodies have
been filled with Phazon gas to be used as a defensive measure. If their
shell is broken, their bodies explode and send a cloud of toxic gas out
all around them. Nearby attackers rarely escape the volatile fumes.

=================================================================
#34-Remorse-Class Turret/Thorn Jungle Bryyo, Generator Hall South
=================================================================
Fast targets can evade the limited targeting system of the "Remorse"
turret. The Space Pirates have replaced their dated "Humility" turrets
with a new unit designed by top engineers. Powered by Phazon, the "Remorse"
unit is capable of withstanding more damage than the earlier model.

=======================================
#35-Rundas/Fiery Bryyo, Temple of Bryyo
=======================================
Phazon exposure has greatly enhanced Rundas and his ability to generate
ice, making him deadly at any range. His durable ice armor has one weak
point--the neck. Serious physical stress can weaken and remove it, exposing
Rundas to attack. This weak point cannot be seized as long as Rundas is
active. He can create frozen objects at will, and can freeze Missiles in
midflight. Smaller ice-based projectiles can be shot down, but it is
recommended to evade larges attacks. Be advised: Rundas can trigger a
Hyper Mode state, elevating his threat level to match your own.

================================================
#36-Scritter/Pirate Homeworld, Courtyard Passage
================================================
Scritters are common vermin that are usually found underground. They tend
to nest in dark places and come out only to feed. Their main source of
sustenance is Phazon, a weakness pirate slaves use against them. Scritters
will often be caught in simple traps set out by the starving pirate slaves
who then feed on the small creatures. But the pirates rarely have the last
laugh, as some internal organs of the Scritter will release a toxic fluid
when bitten. Those who become violently ill because of this are said to
have a case of "the scritters."

==============================================
#37-Shield Pirate Militia/Norion, Cargo Dock A
==============================================
Some members of the Pirate Militia have been granted use of regular army-
trooper equipment. This unit has been given the portable battle shield. Its
portability is its weakness, however. Remove it from the pirate's grip to
eliminate its primary defense system. The shield is also susceptible to 
Phazon-based attacks.

===========================================
#38-Shield Pirate Trooper/Norion, Conduit A
===========================================
The Space Pirates have developed a man-portable battle shield that is
resistant to most small-arms fire. Its portability is its weakness, 
however. Remove it from the pirate's grip to eliminate its primary defense
system. The shield is also susceptible to Phazon-based attacks.

============================================
#39-Space Pirate Assault Skiff/Elysia, Spire
============================================
The fast-moving Space Pirate Assault Skiff is used to support troops in
combat. The skiff is mounted with a tribeam cannon, which is capable of
firing powerful charged shots. However, the cannon itself is unprotected
and can easily be overloaded. This modified version of the ATC has
sacrificed durability for speed, and often employs hit-and-run tactics.

=========================================
#40-Space Pirate ATC/Norion, Cargo Dock A
=========================================
The Space Pirate Armored Tactical Carrier (ATC) is surprisingly well built
and armored. A forward-mounted heat vent is its only vulnerable spot. 
Tribeam cannons help the unit deal out damage while on missions as well.
Designed for rapid transit to and from hot zones, the unit is not designed
for long-term engagements. It has a relatively small fuel supply, a
sacrifice made for heavier armament and armor.

===================================================================
#41-Space Pirate Boarding Pod/G.F.S. Olympus, Port Observation Deck
===================================================================
Pirate boarding pods are crude, even by their standards. They are composed
of an aged propulsion drive, a cramped crew-transport module, and a nose
cone packed with high explosives. The pilot guides the pod toward the 
target ship, then rams it, detonating the explosives upon impact in an
attempt to breach the hull. If a breach is created, the crew exits within
the pod.

Of course, mishaps occur. Sometimes the explosives go off prematurely,
exposing the crew to vacuum. Other times the detonation fails to occur,
leaving the pod to bounce off the target's hull. The shielding between
explosives and crew is substandard, and often fails to protect the crew
from the explosion. The pod's nickname of "Space Coffin" is well earned.

====================================================
#42-Urtragian Shriekbat/Pirate Homeworld, Scrapworks
====================================================
Urtragian Shriekbats are fiercely territorial insectoids and will dive-
bomb anything that wanders near. This attack is fatal for the Shriekbat,
as the impact sets off a discharge of thermal energy. Because of their
high internal temperatures, they tend to seek cool climated to dwell in.
They have come to seek shelter inside the many pirate facilities on the
Pirate Homeworld.

-----------------------
~Creatures-Phazon (18)~
-----------------------
=======================================
#1-Hopping Metroid/Norion, Cargo Dock B
=======================================
Radical mutation has removed the ability to fly from this strain of 
Metroid, but its vulnerability to cold remains. Subject now uses its 
powerful legs for locomotion. Legs contain sharp formations of Phazite,
which the creature uses to slice through enemy defenses.

==============================
#2-Jelsac/Phaaze, Entry Canyon
==============================
Jelsacs are aggressive creatures, roaming their territory and defending it
from all comers. When provoked, a Jelsac will begin to expand its body,
quickly filling it with caustic, Phazon-based venom. The continues until
the Jelsac explodes, sending a spray of deadly fluid in all directions.

===========================================
#3-Leviathan Infant/Phaaze, Genesis Chamber
===========================================
Leviathans are the children of Phaaze. They are bioforms that begin life
deep within the planet, inside the base of a serpentine organ that serves
as a womb. The Leviathan will remain in here, feeding on an endless supply
of Phazon, until it has developed its Phazon core.

The developed core makes the Leviathan's transition into adolescence and 
its departure from the womb. The serpentine organ moves the adolescent
form deep inside Phaaze and releases it closer to the planets surface. Here
the bioform will continue to grow and mature beneath its older siblings. As
time passes and the older ones are launched into space, the Leviathan will
slowly make its way to the planet's surface. It is here the Leviathan will
reach full maturity. Once Phaaze has located a planetary target to corrupt,
it will launch the Leviathan into space.

The Leviathan is capable of interstellar travel, creating wormholes in
space to expedite the journey. Instinctively, it homes in on its planetary
target. Shortly after impact, the bioform dies, leaving the armored shell
to protect the Phazon core. Before it dies, the bioform often attracts and
enthralls a large local predator. After mutating it through intense Phazon
exposure, it compels to creature to protect the core. The core then begins
to seep into the planet, replacing the local ecosystem with one based on
Phazon.

==================================
#4-Liquid Phazon/Norion, Conduit B
==================================
Liquid Phazon appears to be a semisentient glob of Phazon. Their young are
known as Phazon Grubs, and eventually metamorph into their adult, or 
"puddle" form. The exude a toxic chemical to protect themselves from
predators. Contact with the substance can be deadly. They can alter their
shape in a limited fashion, usually to avoid incoming attacks.

===================================================
#5-Metroid Hatcher/Pirate Homeworld, Metroid Creche
===================================================
Mutation has robbed the Metroid Hatcher of its ability to phase, but has
provided it a hardened outer shell which has identical attributes as
Phazite. The shell protects the creature's heart, located at the core of
its head. The Hatcher's tentacles are quite dangerous, and can leech
energy from any targets they connect to. However, the tentacles are also
the creature's weak point. If all its tentacles are ripped from its body,
it will perish. As such, it will attempt to recover energy by retracting
them into its shell when they have taken damage. While the Hatcher's
tentacles are retracted, it is unable to attack, relying on the Phazon
Metroids it spawns from its mouth for protection. If the interior of the
creature is hit while the mouth is open, it loses its strength. The
Hatcher's tentacles can be ripped off if they are pull at this time.

============================================
#6-Miniroid/G.F.S. Valhalla, Hangar A Access
============================================
Miniroids, tiny and weak, will travel in a flock for protection. They float
and fly about in search of sustenance. Those that survive will grow 
quickly, becoming the feared parasites throughout the cosmos known as
Phazon Metroids.

==========================================
#7-Phaazoid/Elysia, Hoverplat Docking Site
==========================================
Phaazoids are masses of energy that form after a Leviathan has been
destroyed. They still retain a small bit of sentience and are mindlessly
aggressive. The only way to damage a Phaazoid is by attacking it with
Phazon-based attacks. However, this has the side effect of causing the
creature to split into two smaller forms. Once the Phaazoid has split small
enough, it will simply fly at a target and detonate on contact. It is said
that some Phaazoids may split into a rare, crimson-colored form.

=============================================
#8-Phaz-Ing/G.F.S. Valhalla, Security Station
=============================================
Phaz-Ing bodies are weak to physical stress and can be easily pulled apart.
These morphing blobs of Phazon often prefer to stay in puddle form and
will only shift out to attack. Their ability to move over all types of
terrain allows them to position themselves at a distance before assaulting
with bursts of Phazon energy.

===========================================
#9-Phazon Grub/Pirate Homeworld, Scrapworks
===========================================
Phazon Grubs are drawn to bioenergy in all forms, especially Phazon. They
are immune to its mutagenic effects, and carry it in their bodies as they
roam. Their bite can infect the victim with Phazon corruption, making them
plague bearers of a sort.

===============================================
#10-Phazon Hopper/G.F.S. Valhalla, MedLab Alpha
===============================================
Phazon Hoppers are move resilient than other Hoppers, but can still be
damaged by standard weaponry. The crystallized Phazon covering their bodies
provides additional protection from attack. Like other Hoppers, these are
capable of long-range assaults. They will spit bursts of Phazon venom
at prey from a distance.

=======================================================
#11-Phazon Leech/Elysian Leviathan Seed, Landing Site C
=======================================================
Phazon Leeches thrive on the bioenergy drained from weakened and dead prey.
They often roam in groups, leaving behind toxic trails as they slide across
terrain in search of sustenance. Their bodies are soft and unprotected, 
making them easy targets to dispatch.

=========================================
#12-Phazon Metroid/Elysia, Xenoresearch B
=========================================
Like all Metroids, great cold can immobilize the Phazon Metroid and leave
it vulnerable to attacks. If the creature begins to feed, a concussive 
blast should be able to knock it away. Heavy exposure to Phazon energy has
mutated this strain of Tallon Metroid. Subject can shift its body into a
phased state, allowing it to ignore solid matter. The creature can emit
bursts of Phazon energy, and will drain the lift energy from its prey.

=========================================
#13-Phazon Nightbarb/Cliff Bryyo, Gateway
=========================================
Phazon Nightbarbs have enhanced aerial mobility that makes them all but 
impossible to hit with normal shots. The group will work together to create
a powerful energy burst that they will fire at their prey. Detonating the
energy charge with normal attacks before it fires should destroy them. 
Phazon Nightbarbs are the result of Nightbarbs being exposed to Phazon
radiation. These mutations look similar to their uncorrupted counterparts,
but are characterized by their greatly increased offensive and defensive
capabilities.

=====================================================
#14-Phazon Pillbug/Fiery Bryyo, Gel Purification Site
=====================================================
Pillbugs are commonly found in small spaces, often making traveling through
tunnels troublesome. Bombs are effective against them, however. They are
underground vermine, able to energize their hard-shelled bodies with 
Phazon. Once charged, they will roll into a defensive shape and charge 
their enemies.

============================================
#15-Phazon Puffer/Phaaze, Cavern Beta Access
============================================
This particular breed of Puffer has been heavily mutated by exposure to
Phazon, giving it strange new abilties. As it flies, it searches for Phazon
energy to consume. The Puffer will absorb this energy out of any nearby
bioform and energize itself. The Puffer will then use the energy to fire
a powerful attack back at their target. This ability comes at a price--the
Phazon energy comprising their body is rather unstable and easily disrupted
by any type of weapon fire.

=====================================================
#16-Phazon Shriekbat/G.F.S. Valhalla, Hangar A Access
=====================================================
Even more aggressive than normal species, Phazon Shriekbats will not
hesitate to attack any creature that wanders too close. Their dive-bomb
attack erupts in a burst of Phazon energy, which usually proves fatal to
weaker organisms. These Shriekbats are mainly found in areas with high
amounts of Phazon. Instead of the usual insects and small creatures
Shriekbats usually feed on, these have come to rely on on Phazon as a food
source.

================================================
#17-Red Phaazoids/Elysia, Hoverplat Docking Site
================================================
Red Phaazoids, like their more common siblings, can only be damaged by 
Phazon-based weaponry. They are wildly aggressive and will split into
smaller forms when attacked. Their reddish appearance is the result of an
unstable energy core, an uncommon mutation that occurs when a Phaazoids is
formed. Overloading their core with Phazon energy will destroy them,
causing them to yield a rare item.

==================================
#18-Tangle Weed/Phaaze, Drop Shaft
==================================
A simple form of plant life of which there are many species across many
worlds. While each breed may have characteristics native to their 
respective ecology, they all possess identical behavior. Tangle Weeds 
constantly sway their brightly colored leaves to attract potential prey to
land on them. The thousands of microscopic barbs lining the Tangle Weed's
body will snare and inject a paralyzing toxin into their victim. While 
small organisms are unable to escape, Tangle Weeds lack the strength to do
anything more than hinder the movement of large life-forms. When attacked,
they will retract into the ground until they no longer sense a threat.

---------------
~Research (48)~
---------------
=======================================================
#1-Acid Rain/Obtained automatically in Pirate Homeworld
=======================================================
Acid rain is prevalent on the Pirate Homeworld, where the constant 
pollution has fully corrupted the environment. The caustic effects of the
rain are incredibly volatile and will severely damage your suit. Exposure 
to the rain for any period of time will prove fatal. Avoid all contact with
the rain. 

==============================================
#2-Black Phazon Crystals/Phaaze, Hatcher Shaft
==============================================
The hardened exterior of Black Phazon Crystals is resistant to normal 
attacks. These structures will form naturally over time in areas with high
amount of Phazon. It is commonly mined by Space Pirates for use in
producing trooper armor, but loses its darkened appearance in the process.

=============================================
#3-Blast Shield/G.F.S. Olympus, Docking Bay 4
=============================================
Blast Shields are invulnerable to all types of weapon fire. Some are 
engaged when hostiles are detected and will only open once the threat has
been eliminated. Other will sometimes remain shut and force you to find an
alternate route.

=============================================
#4-Bomb Slot/G.F.S. Olympus, Disposal Chamber
=============================================
Bomb Slots are powered system-control units. To use, insert the Morph Ball
into the slot and detonate a Bomb. This will transfer energy from the slot
to the device connected to it.

=================================================
#5-Bryyo Blue Door/Cliff Bryyo, Cliffside Airdock
=================================================
Bryyo doors are carved from heavy stone native to the planet. Each door has
been designed with a low-level energy shield. Shooting the shield with any
weapon will open the door.

===================================================
#6-Bryyo Orange Door/Fiery Bryyo, Gel Refinery Site
===================================================
Bryyo doors are carved from heavy stone native to the planet. Each door has
been designed with a low-level energy shield. This shield is specially
designed to only be disrupted by high-temp shots.

======================================
#7-Energy Cell/Cliff Bryyo, Hangar Bay
======================================
Energy Cells were designed as a portable power source for the Federation.
Their high power-to-energy ratio makes them ideal for powering a wide
variety of equipment.

Throughout the environment you may encounter stations that contain an
Energy Cell. Removing the cell will leave these stations permenately
offline. You will then be able to place the collected Energy Cell into a 
new station that is empty.

Your collected and used Energy Cells are recorded in your Logbook.

======================================
#8-Fuel Gel/Fiery Bryyo, Fiery Airdock
======================================
Fuel Gel is used to power most modern starships in the cosmos. It is
extremely rare, and worlds that produce it tend to be quite prosperous.
The exception to this is planet Bryyo, a Federation protectorate--and the 
largest supplier of Fuel Gel. Proceeds from Bryyonian gel sales go directly
to the Federation military forces protecting that sector of space.

The sheer value of Fuel Gel is very attractive, and has led to an uprise in
piracy over the last 20 ears. Today, raids on gel transport convoys are
common, especially in frontier regions of space. The Galactic Federation
has increased antipiracy operations, and planets with Fuel Gel resources
are protected by Federation fleets and ground forces.

==============================================================
#9-Galactic Federation Blue Door/G.F.S. Olympus, Docking Bay 5
==============================================================
All Federation doors are designed with a low-level energy shield to
prevent accidental activation. Shooting the energy shield will activate and
open the door. Blue-colored energy shields may be disrupted by weapon fire
of any type.

===========================================================
#10-Galactic Federation Crate/G.F.S. Olympus, Docking Bay 5
===========================================================
Galactic Federation Crates are used to store basic supplies. Because they
are lightly armored, the crates areunable to withstand basic weapon fire.
Destroy them to uncover their contents.

==============================================================
#11-Galactic Federation Green Door/G.F.S. Valhalla, Junction A
==============================================================
The green-colored energy shield of this type of Federation door can only
be disrupted by a high-frequency Beam. Shooting the shield with the proper
Beam will activate and open the door.

===========================================================
#12-Galactic Federation Orange Door/Cliff Bryyo, Hangar Bay
===========================================================
All Federation doors are designed with a low-level energy shield to
prevent accidental activation. Shooting the energy shield will activate and
open the door. Orange-colored energy shields may only be opened with high-
temp shots.

===============================================
#13-Grab Ledge/Fiery Bryyo, Gel Processing Site
===============================================
Certain ledges are composed of unique magnetic alloys that react to your
suit. By jumping toward abd grabbing on to them, a surge of energy will
course through your suit and allow you to pull yourself up.

Ledges that shimmer green are able to be grabbed on to.

===================================================
#14-Grapple Swing Point/Cliff Bryyo, Hillside Vista
===================================================
To use the Grapple Swing, lock on to the Grapple Swing Point with Z. 
Release Z to let go. You can fire your weapons when attatched to a Grapple
Swing Point.

=======================================
#15-Half-pipe/Elysia, Steambot Barracks
=======================================
Half-pipes are U-shaped channels with incredibly smooth surfaces that Samus
can boost along. Charge the Boost while descending in a half-pipe and
then release the Boost as you ascend the opposite side. This will allow
you access to areas that are too high to reach otherwise.

=================================================================
#16-Heavy Galactic Federation Crate/G.F.S. Olympus, Docking Bay 5
=================================================================
Heavy Galactic Federation Crates are often used to store ammunition and
energy supplies. These units are made of very durable metals. Only heavy
weapons and explosives can destroy them.

==============================================================
#17-Heavy Phazon Canister/Pirate Homeworld, Landing Site Bravo
==============================================================
Heavy Phazon Canisters are used by Space Pirates to transport large amounts
of Phazon. Unlike the smaller versions, these are made and reinforced with
durable metals. Only a strong impact will destroy them.

=======================================================
#18-Heavy Skytown Storage Unit/Elysia, Main Docking Bay
=======================================================
Heavy Skytown Storage Units are made of metals manufactured exclusively on
Skytown. These metals are very durable and can only be damaged by heavy
weapon fire.

======================================================
#19-Hunter-Class Gunship/G.F.S. Olympus, Docking Bay 5
======================================================
Based on the previous version, the new Hunter-class gunship is a fusion of
Federation and Chozo technology. Designed by Samus Aran, this one-of-a-kind
vessel was custom built at the Federation shipyardof Aliehs III. It is
equipped with a powerful Chozo biotech computer that can interface with 
Aran via a Command Visor unit. The ship contains a mobile energy-recharge
system, microfactories designed to produce ammunition, and an advanced
medical bay.

==============================================
#20-Kashh Plant/Cliff Bryyo, Cliffside Airdock
==============================================
The Reptilicus use Kashh plants as a means to store supplies. Shooting them
with any weapon will reveal their contents.

==========================================
#21-Kinetic Orb Cannon/Elysia, Transit Hub
==========================================
The Kinetic Orb Cannon's original purpose is unclear, but they are capable
of firing sphereical objects at high speeds to a set target. Entering a 
cannon while in Morph Ball will allow you to reach new areas and traverse
great distances quickly.

The Kinetic Orb Cannon appears in various locations in Skytown. However, 
most units have shut down and require a kinetic charge to reactivate.

================================================
#22-Landing Beacon/G.F.S. Olympus, Docking Bay 5
================================================
Landing Beacons will appear only in locations wjere your ship can land.
Automated sensors detect whether hostiles or obstructions are nearby, and
the beacons will retract until the area is free of all hazards. When the
beacons are extended and blinking, you may use the Command Visor to summon
your ship.

================================================
#23-Large Bryyo Coffer/Cliff Bryyo, Gateway Hall
================================================
Large Bryyo Coffers were originally designed to store items and supplies in
locations where Kashh plants wouldn't survive. Their hardened plating makes
them resistant to all but the heaviest of weapon fire.

=========================================================
#24-Large Space Pirate Crate/Fiery Bryyo, Temple of Bryyo
=========================================================
Large Space Pirate Crates are made of durable materials. Only heavy weapon
fire will damage them. Destroy them to discover their contents.

===========================================================
#25-Leviathan Door/Bryyo Leviathan Seed, Landing Site Delta
===========================================================
Leviathan doors function in the same way normal doors do. Shooting the 
energy shield will cause the bone plates to retract and allow you to walk
through.

=====================================================
#26-Mature Kashh Plant/Cliff Bryyo, Cliffside Airdock
=====================================================
Mature Kashh plants are used for storage by Bryyo natives. Unlike the 
younger versions, these have developed a thick bark that is only vulnerable
to heavy weapon fire.

===========================================
#27-Mounted Blast Shield/Norion, Hub Access
===========================================
Mounted Blast Shields are unique in that they often have a primary locking
system. These systems commonly come in the form of multiple release locks
that must be hit in sequential order. Once this locking system is 
disengaged the shield can be removed. Weapon fire is insufficient to damage
the shield, but it can easily be torn off by a strong pull.

================================================
#28-Multi-Lock Blast Shield/Norion, Cargo Dock B
================================================
This type of Blast Shield is characterized by its multiple locking 
mechanisms. A simultaneous blast to all the targets is required to 
deactivate and remove this shield.

====================================
#29-Phaaze Door/Phaaze, Landing Site
====================================
Phaaze doors appear to be organic maws contained within a thin layer of
Phazon energy. Disrupting the energy with Phazon-based attacks will cause
the maw to open and allow you to pass through.

=======================================================
#30-Phazon Fungus/Thorn Jungle Bryyo, South Jungle Hall
=======================================================
The soft bodies of Phazon Fungus are easily damaged by weapon fire. These
organisms are commonly found in areas that are highly concentrated with
Phazon. The growths can be highly destructive and will feed on any organic
matter. As the fungus grows, it corrupts the surrounding area further and
will continue to spread out.

===========================================
#31-Planet Aether/Elysia, Chozo Observatory
===========================================
Satellite information shows that Aether is slowly recovering from a
cataclysmic event. A stellar object struck the planet with an incredible
force, burning Aether's fertile plains and destroying the lush forests
covering her surface. The planet's own energy supply, once torn in two by
the impact, is now stable. The inhabitants of the planet, the starborne
Luminoth, have begun the long task of mending Aether back to its former
self.

=============================================
#32-Planet Tallon IV/Elysia, Chozo Obervatory
=============================================
Tallon IV appears to be a utopia for biological life, containing an oxygen-
rich and hospitable atmosphere. The planet is home to countless species of
flora and fauna. Satellite scans detect numerous structures on the planet's
surface, with close examination revealing many of these structures to be
of Chozo origin. Tallon IV's scar, the result of a celestial body impacting
the planet's surface decades ago, is still visible. Satellite scans are
unable to determine the extent of the original damage, but the planet 
appears to have recovered from any negative effects of the object's impact.

======================================
#33-Red Blast Shield/Norion, Conduit A
======================================
Red Blast Shields contain high amounts of Brinstone within their metals,
and are easily damaged by explosive blasts. Once shattered, the Blast
Shield will remain destroyed.

============================================
#34-Save Station/G.F.S. Olympus, Lift Access
============================================
Enter these stations to save your game and fully restore your energy.

================================================
#35-Ship Grapple Point/Elysia, Chozo Observatory
================================================
Objects with a Ship Grapple Point are capable of being lifted by your 
gunship. By using the Command Visor and targeting the icon over these
points, you will be able to lift and move large objects.

Objects in the environment that shimmer purple are able to be moved with
your gunship.

==============================================
#36-Skytown Blue Door/Elysia, Main Docking Bay
==============================================
All Skytown doors contain a low-level energy shield behind their ornate
carvings. Shooting the energy shield will activate and open the door. The
centuries-old design has served as a blueprint for what is now standard
across all planets. Blue-colored energy shields can be opend with any
weapon.

================================================
#37-Skytown Orange Door/Elysia, Security Station
================================================
All Skytown doors contain a low-level energy shield behind their ornate
carvings. Shooting the energy shield will activate and open the door. The
centuries-old design has served as a blueprint for what is now standard
across all planets. Orange-colored energy shields can only be disrupted by
high-temp beams.

=================================================
#38-Skytown Storage Unit/Elysia, Main Docking Bay
=================================================
Skytown Storage Units contain various supplies. Their thin plating does
not provide much protection, and they are easily damaged. Any type of
weapon fire will destroy them.

==================================================
#39-Small Bryyo Coffer/Cliff Bryyo, Gateway Access
==================================================
Small Bryyo Coffers were designed to be easily transported. Their outer
plating is lightweight and vulnerable to standard weapon fire.

===================================================================
#40-Space Pirate Blue Door/Thorn Jungle Bryyo, Generator Hall South
===================================================================
Space Pirate doors are based on stolen Federation technology. They all
include a low-level energy shield that will open the door when shot. Blue-
colored shields can be shot with any type of weapon.

============================================================
#41-Space Pirate Crate/Thorn Jungle Bryyo, Ancient Courtyard
============================================================
Space Pirate Crates are mainly used as storage units by pirate troops. They
will often contain energy supplies and ammunition. Standard weapon fire is
capable of destroying them.

============================================================
#42-Space Pirate Green Door/Pirate Homeworld, Defense Access
============================================================
Space Pirate doors are based on stolen Federation technology. They all
include a low-level energy shield that will open the door when shot. Green
shields may on be disrupted by a high-frequency Beam.

=======================================================
#43-Space Pirate Orange Door/Pirate Homeworld, Lift Hub
=======================================================
Space Pirate doors are based on stolen Federation technology. They all
include a low-level energy shield that will open the door when shot. Orange
shields will only react to high-temp shots.

========================================
#44-Spider Ball Track/Elysia, Powerworks
========================================
While in Morph Ball mode, press and hold Z when close to a magnetic rail.
Use the control stick to move the Ball along the track. Release Z to 
disengage from the track.

Using a Bomb will briefly disengage the Morph Ball from the track.

====================================
#45-Spinner/Elysia, Ballista Storage
====================================
Use the Boost ability of the Morph Ball when inside a Spinner to activate
the device it powers.

======================================
#46-Wall Jump Surface/Ice Bryyo, Tower
======================================
This surface was designed to be used in conjuction with the Screw Attack
system. Perform Screw Attacks while facing and touching the wall to do a
Wall Jump.

==================================================
#47-White Blast Shield/Norion, Maintenance Station
==================================================
White Blast Shields are extremely resilient against all but cold-based
attacks. The alloys within the shield will shatter immediately if exposed
to extreme cold. Once broken, the Blast Shield will remain destroyed.

===============================================
#48-Zipline Cable/Elysia, Zipline Station Alpha
===============================================
Zipline Cables were designed as a transit system between pods on Skytown.
Connect and hold onto the cable by pressing and holding Z while targeting
the Grapple Point at either end.

------------------------------------
~Lore-Galactic Federation Data (12)~
------------------------------------
======================================
#1-Phazon/G.F.S. Olympus, MedLab Alpha
======================================
Phazon is a substance of extragalactic origin. It is a highly radioactive
ore with extreme mutagenic properties. It has certain biological qualities,
including the ability to reproduce itself. Exposure to Phazon often affects
the brains of sentient beings, causing erratic, destructive behavior. It is
also a potent source of energy, surpassing even Fuel Gel in pure output
potential. It must be handled carefully, as it can cause "Phazon sickness"
if used incorrectly.

=========================================================
#2-Phazon Enhancement Device/G.F.S. Olympus, MedLab Alpha
=========================================================
The Phazon Enhancement Device is designed to harness the energy of Phazon
minerals, originally discovered on Aether, for a new Federation weapon
system. It is being tested by a GF Marine battalion stationed in the Norion
system. Marines can initiate an energy siphon from a supply of Phazon 
carried in a backpack into their armorsuits. This allows them to 
temporarily enhance the exoskeletal and weapon systems of their armorsuits.
To date, no marines have displayed signs of "Phazon sickness."

=====================================
#3-Planet Norion/Norion, Cargo Dock B
=====================================
Though located on the fringe of the Federation, the planet Norion is of
great importance. The military maintains a strong presence in the sector,
and the base on Norion is often the first line of defense against enemies
that operate outisde of GF space.

Originally a barren orb incapable of sustaining life, a sophisticated 
terraforming project designed by Aurora Unit 486 has turned Norion into a
hardy forest world.

====================================
#4-Planet Bryyo/Norion, Data Storage
====================================
Federation scouts discovered the planet Bryyo ten years ago. The planet's
alignment makes most of the surface uninhabitable: 48% of the world is
always exposed to sun, with another 48% shrouded in permanent night. The
remaining 4% lies in an equatorial ring of fertile jungle, where the bulk 
of Bryyo's bioforms dwell.

Fuel Gel is common on Bryyo, which makes it extremely important to the 
Federation. The local bioforms are quite primitive, though there are ruins
that indicate an advanced culture thrived on Bryyo in centuries past.

===============================
#5-Skytown/Norion, Data Storage
===============================
Skytown is a network of advanced structures flaoting in the atmosphere of
planet Elysia. Most of the base is dedicated to research, from a local to
interstellar level. The powerful sensors of Skytown provide useful military
intelligence data along with research information. An Aurora Unit analyzes
the vast amount of data collected by the station: it is supported by the
Elysians, a group of sentient mechanoids that live within the base.

==========================================
#6-Hunter Rundas/Norion, Docking Hub Alpha
==========================================
Subject is a native of Phrygis, a moon of planet Bes III known primarily
for ice mining. The Phrygisian ability to manipulate and generate ice has
come in handy in subject's career as a Bounty Hunter. Intel suggests he
enjoys hunting, to the point where he keeps trophies from all of the 
targets he's successfully captured or killed in his career. Subject is
proud, cocky, and arrogant, and considers himself without rivals in his
field.

========================================
#7-Hunter Ghor/Norion, Munitions Storage
========================================
Subject is a veteran of the liberation war of Wotan VII. Only 6% of the
subject's birth-body remains: the rest is state-of-the-art cyberware.
Despite his career and heavy cybernetic modification, subject is known for
his high level of empathy and compassion. Ghor is rather gentle and
approaches situations logically, but is not the most skilled of fighters.
Intel suggests he even has a sense of humor. Subject has often championed
the weak, poor, and downtrodden, working for free or giving bounty money
earned to the victims of his targets.

Subject can merge his cybernetic body into large mechanisms, including
gunships and fightercraft. This merging will alter Ghor's personality,
and he will become incredibly aggressive and violent. Data indicates a high
proficiency with computer infiltration and manipulation. High level of
mechanical empathy with artificial intelligence.

=============================================
#8-Hunter Gandrayda/Norion, Munitions Storage
=============================================
Subject homeworld unknown. Possesses metamorphic ability similar to the
biomorphs of Jovia XII. Can assume the form and abilities of most living
things, including bioforms considerably larger than the subject.

Scans are unable to determine the subject's age, but psych level suggests
a high degree of youthfulness. Intel suggests that bounty hunting is akin
to a sport for her, one she enjoys considerably. Subject percieves the
veteran Hunter Samus Aran as her chief rival, a rival she intends to 
surpass as soon as possible.

============================================================
#9-Olympus-Class Battleship/G.F.S. Olympus, Security Station
============================================================
The Olympus-class battleship is the first Federation capital ship designed
to use an onboard Aurora Unit. They are the flagships of the fleets they
serve in, usually commanded by an officer of flag rank. Battleships of this
class have smaller crews than most ships of a similar size due to the
presence of an Aurora Unit. The space saved in crew support is used for 
more battle systems. The enormous vessels are powered by Fuel Gel, making
the scarce commodity of extreme value to the Federation military.

=================================================
#10-Tallon IV Incident/G.F.S. Valhalla, Stairwell
=================================================
Planet Tallon IV, formerly a Chozo colony, was struck by a stellar object
50 years ago. Object was later determined to contain large quantities of
Phazon. The Chozo were able to stave off the spread of Phazon, at the cost
of mant Chozo lives. The survivors abondoned the planet, fleeing to an
unknown location. Decades later, Hunter Samus Aran responded to a distress
call in the sector and discovered a Space Pirate Phazon mining station 
there. Aran eliminated both the pirate and Phazon threat from the planet,
though not without cost.

===============================================
#11-Valhalla Incident/Norion, Munitions Storage
===============================================
The G.F.S. Theseus was on a training mission after recieving a new crew at
Tivus. We believe the Valhalla was ambushed en route to the training base
by a fleet of pirate vessels. Data suggests the pirates were using upgraded
starships powered by Phazon: that plus superior numbers were more than the
Valhalla could handle. Current whereabouts of the Valhalla are unknown:
she is presumed destroyed in action.

================================================
#12-Anhur Incident/G.F.S. Valhalla, Control Room
================================================
Planet Aether, home of the Luminoth, was struck by a "Phazon Meteor" five
decades ago. The impact has catastrophic effects on the already unstable
planet, creating a "dark twin" of the planet and a dire race known as the
Ing. A brutal war between the twin planets took place, with the Ing
gaining the upper hand. The G.F.S. Tyr went to the sector to investigate
pirate activity, but were forced to make an emergency landing on Aether.
Shortly after, the entire crew of Tyr was attacked an annihilated by the
Ing. Hunter Samus Aran was sent to investigate, and wound up entangled in
the conflict. Aran fought against both Space Pirates and Ing, and arose
victorious. Aether's "dark twin" vanished, taking with it the Ing horder,
and the planet's peace was finally restored.

After the Aether Incident, the Federation sent the G.F.S. Anhur back to
Aether to deal with the pirate base. Upon arrival, the crew and marines
of the Anhur assisted the native Luminoth in dismantling an abandoned Space
Pirate mining facility. During the operation, the crew detected the 
presence of Phazon. The ship's crew investigated and collected several
kilograms of ore, which would later lead to the development of the PED.

----------------------
~Lore-Bryyo Data (12)~
----------------------
=======================================
#1-Golden Age/Cliff Bryyo, Reliquary II
=======================================
Look now to the past, and to the time of peace on Bryyo. See the age of
gold, when our world was a paradise unrivaled. Hear the songs of joy fill 
the streets of the Royal City, as the people honor the coming of Bryyus the
First, the Liberator. Behold the launch of our first ship to the stars that
day, and witness the rise a Science, of a New Bryyo. See this, and see the
beginning of our downfall.

==========================================
#2-Age of Science/Cliff Bryyo, Grand Court
==========================================
The ships of Bryyo sped to the stars, in all directions, bearing the banner
of peace. Soon we found stellar brethren in the Chozo, Luminoth, and the
Vlla. Straborne knowledge came to Bryyo, and we gladly sent our wisdom to
our new friends in return. The hearts of Bryyo were filled with pride, and
they honored the Lords of Science for all the wonders we provided. As the
time of New Bryyo came to be, the old ways faded. The cries of joy from
those who honored Science covered the angry shouts of those who mourned
the old ways, the Primal Traditions.

=======================================
#3-Age of Schism/Fiery Bryyo, Main Lift
=======================================
In time, the wonders of Science were not enough for those who held the
Primal Traditions in their hearts. The warnings of the Chozo--to seek
balance between old and new ways--were not heeded by the Lords of Science,
myself including. We forged on, ignorant of the rage in the hearts of the
Primals. The time came when Sfimas, First Lord of Science, denounced the
Primals and their Traditions in the center of the Royal City. It was as
flame to a dry forest. The Age of Science ended, and the Age of Schism
was born.

==============================================
#4-Age of War/Fiery Bryyo, Gel Processing Site
==============================================
In the beginning, the conflicts were small, out of sight for most of Bryyo.
But they grew, slowly but as steady as the coming of the sun. Diplomacy
gave way to brutality, and war came to our world. The Lords of Science
turned their minds from exploration to destruction, and unleashed horrors
unknown to their primal enemies. In retaliation, the Primals turned to the
darkest of ancient powers, cursing us, the Science Lords, and all who
served our cause. Friends from the stars tried desperately to end the
conflict, all in vain. The people of war war would not be denied.

=========================================
#5-Downfall/Fiery Bryyo, Temple Generator
=========================================
Look now to the time of battle, tribe against tribe. See fertile land swept
clean of all living things by arcane nightmares or the hllish blasts of 
Science. See the giant stone Mogenars do battle, destroying the land with
their titanic blows. And hear the undying scream of a planet wracked by 
the darkest war. The battles waged endlessly, and the recources needed to
sustain out war machines were great. Bryyo too had become a casuality of
the war: the air was filled with the smoke of battle and the soil soaked 
with the toxins of pollution. Calamity after calamity visited the folk of
Bryyo, until a world once known for wonders became a scarred husk under
the stars. Only a small region remained habitable, and to it went the
survivors, bringing the war with them.

==========================================
#6-Victory/Cliff Bryyo, Hall of the Golems
==========================================
We, the Lords of Science, mishandled the use of our knowledge. The
devastation of the war robbed us of the rare resources necessary to fuel 
our war engines. Without our machines, we were unable to stand up to the
Primal armies, and they overran the enclaves of many Science Lords. What
few remained fled into dark places, polluted wastelands even the bravest
of Primal warriors would dare not enter. Whatever joy there may have been
amongst the victorious was quickly stamped out by the grim reality 
surrounding them. Bryyo, their cradle, their sacred hom...was on the verge
of death.

=========================================
#7-Struggle of Exiles/Cliff Bryyo, Burrow
=========================================
As the followers of the Primal Traditions celebrated their victory, a
number of surviving Science Lords gathered in a hidden sanctuary. It was
there that our foolishness became obvious, and we regretted ignoring the
Chozo's warning. We realized the folly of following the ways of Science
with blind faith--and the peril of all Bryyo. The containment left from
the battles was spreading, and would soon scout the remaining fertile 
lands.leaving naught but ash. If left unaided, Bryyo would lose what few
lands and water remained. Once more, our great minds turned to a great 
task...planetary salvation. As our enemies searched the lands for us, the
last Lords of Science, we created our final machines and launched them 
into the heavens.

===========================================
#8-Salvation/Cliff Bryyo, Hidden Court Hall
===========================================
The great machines of the Science Lords performed flawlessly. They 
absorbed the toxins and pollution in the air and soil, preserving the
remaining fertile land of Bryyo. Yet the planet's climate was forever
changed, leaving one side eternally scorched by the sun, the other forever
in the icy grasp of darkness.

The launch of the machines revealed the hidden enclave of the Science 
Lords to their former enemies. The bright lights in the skies caused by
decontamination equipment stirred old hatred in the hearts of the Primals.
Fearing a new attack, the Primals sent their warriors forth to hunt their
hated foes. We were now marked for death.

==================================================
#9-The Hunted/Thorn Jungle Bryyo, Jungle Generator
==================================================
The Primals crafted new magics to protect their wrriors, and sent them 
into the burning wastelands to hunt the Lords of Science hiding there.
Though we tried to avoid conflict, many Science Lords were found and ended
by Primal war bands.

I was but the sole survivor, the last remaining Lord of Science. In order
to protect myself, I adopted the wisdom once shared by the Chozo. I 
merged the ways of new--Science--with the ways of old--Magic. I built
mighty Mogenars out of stone, and placed them outside the walls of my
home, there to silently protect me from all enemies.

=======================================
#10-Decline/Cliff Bryyo, Colossus Vista
=======================================
Forgotten in exile, a creature of myth, I, the last Lord of Science, 
worked tirelessly to protect myself and this world. I crafted magics and
machines to bring back life to the wastelands. I found a new source of
natural energy in the land and called it Fuel Gel. I vowed to atone for 
the devastation inflicted upon Bryyo, caused by both science and war.

Yet, while I toiled, the Primals slipped slowly into barbarism. With no
Science Lrds to hunt, they turned on each other, tribe against tribe.
Magic was lost to them, and they became as savage as the predator beasts
of the wild.

=========================================
#11-Prophecy/Fiery Bryyo, Refinery Access
=========================================
As time slowly passed, I grew old: even the combined power of magic and 
science couldn't chear death forever. In order to preserve Bryyo's
environment, I would need a successor. Finding one was a daunting task, for
most of the folk saw me as a monster. Time passed quickly as I searched,
and my efforts appeared to be in vain. Seemingly by chance, I found a 
young Primal wandering the wastelands and rescued her. But this was not a
chance encounter. She was a prophetess, tirelessly searching for the
last Lord of Science to spear to about her visions. In her dreams, she saw
a starborne death coming to Bryyo, and with her vision came a plea to
save her world. Based on her information, I began work on improving the
existing decontamination equipment to help prepare a defense for Bryyo
against the eventual catastrophe.

========================================
#12-Our Plea/Ice Bryyo, Imperial Caverns
========================================
Sadly, disaster came to us before we could finish our work. An accident
caused our supply of Fuel Gel to explode, sending fire to the sky and 
exposing out position. It was not long before a Primal war band saw the
great fire, and rushed to attack. Without a way to power my great Mogenars,
I had no way to defend myself from their assault.

Fleeing would only drive them to pursue us to no end, and they would show
no mercy to either one of us once caught. I had no other choice except to
stand my ground while the prophetess fled to safety. With her I sent my
records of the past, in hopes they would both find sanctuary. 

You now read my last words, etched in stone and placed by the prophetess.
We speak to you from beyon the grave, to plead with you...Save out world
from the starborne plague. Lift the veil of hate from the eyes of our
people. May our remaining relics serve you well in this struggle.

------------------------
~Lore-Skytown Data (12)~
------------------------
===================================
#1-Creator/Elysia, Main Docking Bay
===================================
I am Elysian, descendent of both Chozo and the First. I am facing the last
moments of my life and transferring my memory to the data pod.

In a way, our chronicle begins nearly 1500 years ago. That was when our
noble creators, the Chozo, began to build that which would become our home.
A place of exploration and knowledge, floating in the clouds of planet
Elysia, a fitting home for its great Chozo builders. They built many 
linked, hovering pods: in time they formed a net in the skied across the
globe, instruments peering out in all directions, studying the cosmos.

We did not exist then: only the Chozo walked these hallowed halls. To the
distant stars they looked, and a great many things they discovered--
including that which would later spell grim disaster for all.

===============================
#2-Gift/Elysia, Arrival Station
===============================
Several decades passed for the Chozo here at Elysia. The harsh winds and
storms began to take their toll on the station, and upkeep began to take up
more and more of their precious time. Seeing a need for assistance, they
created us. The first Elysia, built by Chozo hands, stepped out of the
mechanicreche 1,450.82 years ago. Crude by our standards, the First was
soon given the greatest gift of all by the Chozo. To better assist the
creators, the First was given self-awareness. To all other Elysians, the
First shared the Chozo gift. This event marks year One of the Elysian
reckoning.

==================================
#3-Discovery/Elysia, Barracks Lift
==================================
The Chozo were watchers, studying the depths of space tirelessly to quench
their thirst for knowledge. From this facility they launched observation
satellites, firing them into the heavens toward distant worlds. These
satellites returned infroamtion that allowed them to analyze the various
phenemomenon occurring across the cosmos. Through this process they were
able to satisfy their intellectual appetite, one planet at a time.

===============================
#4-Alone/Elysia, Landing Site A
===============================
In the year 400 of the Elysian reckoning, the time for our Chozo creators
to leave had arrived. To us they entrusted the station and its purpose. We
were to stand vigil and watch over the station until the time when others
seeking knowledge and enlightenment arrived. With their departure came one
last request from the Chozo Searcher--to continue exploring the skies for
the answers to the mysterious planet. We gave her our word and resumed her
tireless search. Day after day we hunted for the answers she desperately
sought, but our efforts yielded nothing. We failed.

================================
#5-Slumber/Elysia, Ballista Lift
================================
By the year 600, we of Elysia were low on critical supplies and fuel. We
created smaller mechanoids to process fuel from the atmosphere of Elysia,
but they proved unable to produce a sufficient supply. Unable to secure the
necessary resources to sustain ourselves, we entered a state of hibernation
to preserve our remaining stores of energy and parts. While we slumbered,
the data collected by the station's equipment was fed to us in dreams.

During this long period of sleep, we had many dreams. Countless great
events came to us, including a reunion with our creators, who has come to
call a new planet their home. It was not long before disaster struck. A
stellar object hit planet Tallon IV, bringing with it a catastrophic
corruption that sent the Chozo world into chaos. We watched helplessly
as our creators perished, the few survivors fleeing to an unknown location.
Powerless, we slept, and in our dreams we lamented the deaths of our
creators. This was our final vision, after which we were never able to see
out creators again.

==========================================
#6-Federation/Elysia, Maintenance Shaft TA
==========================================
Time passed slowly as we suffered through our bad dreams. We endured their
visions until finally, in year 1435, our automated defense systems were
triggered. A number of aliens, well armed and armored, had penetrated our
battle screens and entered Elysia Station. Per protocol, we were revived
from stasis to defend out home. As we mustered for battle, the aliens
communicated with us and declared themselves to be under the banner of
peace. A truce was called, and soon we began negotiations with the
Galactic Federation. The Treaty of Elysia began a new era of prosperity
for us.

====================================================
#7-Agreement/Elysia, Skytown Federation Landing Site
====================================================
The treaty brought us new supplies, fuel, and parts from the Federation. In
return, we allowed them to use Elysia Station as they saw fit. They were
glad to use the station's powerful scientific systems, and gleaned a great
deal of knowledge from our data banks. Unfortunately, the harsh atmosphere
of our world was dangerous for the Federation researchers. They proposed
to replace the humanoids with a single artificial intelligence unit, which
they called Aurora.

=============================
#8-Aurora/Elysia, Broken Lift
=============================
Aurora was placed within one of our floating pods and connected into the
station's network. This connection allowed Aurora to control not only the
facility, but us as well. Our link allowed us to reap the benefits of the
Aurora's own connection to the Federation's Aurora network. The units were
capable of communicating with one another regardless of the distance,
and vast amounts of information were passed down to us. 

As the years went by we aided the Aurora and our Federation allies in their
research. We studied potential enemy threats and collected data on their
activities. It was, in some small way, a means to atone for our inability
to help our creators years ago. Through our alliance with the Federation
we were able to prevent many disasters, and bring an end to numerous 
threats in the cosmos. We are not certain if that was what our creators
would have wished to happen, but it certainly was a peaceful life.

==================================
#9-Loss/Elysia, Concourse Access B
==================================
It was approximately five months ago that our systems detected a meteor-
like object collide with a planet in a nearby galaxy. The impact was
followed by spreading corruption, identical to the one we saw devour our
creators' planet. More so than ever, we were determined to aid the Aurora
and discover the source of these objects. Months passed before we could
uncover its origin--it had come through a wormhall from an incredibly 
distant planet. We studied this link between the tear in space and the
location it was connected to. As we delved deeper it became clear to us
that this was the mysterious planet the Chozo Searcher had been seeking.
The living planet was aggressively attacking other worlds, hurtling parts
of itself across the cosmos like missiles. We had finally discovered the
source of these corrupted meteors.

It was about one month ago that we made our revelation, but all these
attempts at transmitting the critical data to the Federation were
unsuccessful. It appeared that the Aurora Unit had become disabled. We
tried desperately to restore the Aurora, but it had been corrupted by an
unknown virus. Our only means of communication with the Federation were
severed.

==================================
#10-Phazon/Elysia, Contruction Bay
==================================
One week after we had lost communication with the Aurora Unit, we witnessed
the living planet strike again. It send forth several stellar objects, one
aimed directly for us. It streaked through the clouds of Elysia, destroying
a large portion of our home, ultimately striking the distant core below.
Soon our sensors detected the presence of strange energy. Our readings 
matched with the Federation's data--this was the same toxin that corrupted
countless other planets and our creators' world--the galactic scourge 
called Phazon.

==========================================
#11-Invader/Elysia, Hoverplat Docking Site
==========================================
We watched as Elysia fell victim to the meteor's corruption, its Phazon
beginning to consume her. High above the noxious surface, we continued
to collect data on the object. It was not before long before we met a new
enemy. Space Pirates, hostile alien life-forms and sworn enemies of the
Federation, entered the station and attacked.

The pirate forces struck swiftly, their numbers and weapons dwarfing out
own. After their intial assault, theu began construction of a massive
energy shield around the meteor. They referred to the falled object as a
"Seed" and quickly built the protective barrier. Any resistance they met
from us was crushed, and the massive shield was built without interruption.

Our attention then turned to the pirates themselves. If we could not stop
them through combat, perhaps there was another way. Our studies quickly
yielded unexpected results. All of the Space Pirates were corrupted with
Phazon, but unlike other life-forms, they were actually sustained by it.
This Phazon kept them alive, and it appeared to control their own minds 
with a will of its own.

=============================
#12-Defeat/Elysia, Powerworks
=============================
The two weeks following the Seed's impact were disastrous. Like the
Aurora Unit, we too were infected with a Phazon-based virus. The spreading
corruption consumed many of us, putting us under Space Pirate control. It
was not long before only a handful of us remained. 

During this time there was but a moment that we received aid. Ghor, the
Hunter dispatched by the Federation, arrived here to restore the Aurora
Unit. Our hope quickly vanished as he too was corrupted by Phazon and lost
his own will. He now leads the assault on the remaining survivors, taking
more and more of the station over with each passing day.

There is no hope left for us. Soon, we too will be among the enemy forces.
The last of us now stand before the brink of our history's end, silently
waiting out our final hours.

I am Elysian, descendent of both Chozo and the First. I am facing the last
moments of my life and transferring my memory to the data pod.

-----------------------------
~Lore-Space Pirate Data (12)~
-----------------------------
=========================================
#1-Our Mission/Pirate Homeworld, Lift Hub
=========================================
Phazon was discovered two stellar years ago, and since that moment, Command
has been drived to control it all. Two operations have been established,
at tremendous cost. Both have failed, thanks to the accursed Hunter, Samus
Aran. Her Federation allied now move to secure what little Phazon remains
on the planet Aether. This we cannot allow. We, the crew of the battleship
Colossus, swear to take that Phazon or die trying.

=============================================
#2-Stowaway/Pirate Homeworld, Command Station
=============================================
Our attempts to intercept the Federations ship departing Aether were
unsuccessful. With them went a collection of Phazon, the first to fall into
Federation hans. They foolishly left most of the Phazon behind, allowing us
to quickly collect what we could. But in our haste we took more than mere
Phazon. Our scanners have detected the remain of Dark Samus, who has
revived herself within our Phazon storage.

Surely, we are cursed.

The fiendish shrew consumed all of the Phazon, then wiped out a third of
the crew in a matter of minutes. Now she moves at will through the halls
of Colossus, using her witchery to beguile the minds of the crew. We are
unable to call for aid, and only a few of us remain to stand against her.
All is lost.

======================================================
#3-First Disciples/Pirate Homeworld, Processing Access
======================================================
Our struggles have ended. She has shown us the error of our ways. The way
is now clear. All previous vows of fealty have been forsworn: we now pledge
sole allegiance to our diberator, the great one, Dark Samus. We bear a 
singular honor, we lucky few, for we are her first disciples. Our burden
is a happy one, for we will pave the way to her glorious victory and cosmic
rule. Let the light of Phazon lead us!

===================================================
#4-The Source Discovered/Pirate Homeworld, Airshaft
===================================================
After our liberation, she left us adrift. We sought this a test of loyalty,
and so we endured. Some said she abandoned us. They were promptly shot. 
Disciples do not doubt their leader.

When she returned, it was on the back of a titanic starborne beast! As we
grovelled in awe, she ordered us to follow the beast through a rift in
space. Some refused to follow, afraid of the unknown. They too were shot.
Disciples must be fearless. Once through the rift, we saw a singular
wonder...Phaaze, the source of all Phazon in the cosmos. Phaaze, the home
of our glorious leader.

======================================================
#5-The Leviathan/Pirate Homeworld, Transit Station 1-B
======================================================
Our leader provided us with great wisdom on many subjects, including the
improvement of our mighty battleship, Colossus. We followed her teachings,
and turned our vessel into a ship without peer. But more work remained!

Dark Samus required a mighty flagship, one to strike terror in the hearts
of her enemies. The might of the Colossus was not enough. She demanded
more! Her solution was unique and most excellent.

We took her great star-beast and fitted it with cybernetic weapon systems.
Crew quarters and command consoles were placed within the beast's skull.
In time, we created a might dreadnaught, and called it Leviathan. The great
leader was pleased.

===================================================
#6-Taking Valhalla/Pirate Homeworld, Creche Transit
===================================================
The vision of our leader is vast indeed. As we prepared for war with the
hated Galactic Federation, she decided she required one of their great
machines to better control her living planet. We then send out to bring an
Aurora Unit to Dark Samus.

Bribes led us to the location of our prize: the battleship Valhalla. Crewed
with green recruits in a training mission, she was ours for the taking. One
of the mightiest ships in the cosmos was no match for the Phazon-powered
weapons of the Colossus. We redered Valhalla helpless, then send raiders
to claim our prize. The Aurora was ours!

There was no mercy for the Federation dogs. At the command of Dark Samus,
we jettisoned the crew into the frigid depths of space, leaving the wreck
of Valhalla as a warning to the Federation. Let them tremble before our
might!

===============================================
#7-Purification/Pirate Homeworld, Skyway Access
===============================================
Our great leader, with the aid of our captured Aurora Unit, has discovered
many of Phaaze's secrets. Dark Samus can now command the living world to
send forth Phazon Seeds! She was eager to test this new power. When we 
heard the first world to recieve this blessing was our Homeworld, re
rejoiced.

The Seed was sent into the void, and quickly made its way to our Homeworld.
Our brethren foolishly tried to repel it, but their efforts were in vain.
To think, once we were as pathetic as them!

Now the deed is done, and slowly, our Homeworld becomes like Phaaze. Soon,
there will be two living planets, two Phazon sources for our great leader
to use as she sees fit. Soon, there will be thousands of new disciples for
her to command.

=======================================
#8-Vanguard/Pirate Homeworld, Mine Lift
=======================================
The time has come. The great leader commands. We go to war at last!

Three worlds will be attacked, each important to the Federation. We shall
destroy the spy base at Elysia, the fuel production at Bryyo, and the naval
station at Norion. Each of these wretched worlds will become as Phaaze...
each a foothold into the territory of the hated Federation. From these
worlds, our vanguard will go forth. At long last, our enemies will be
humbled, then enslaved.

Three Phazon Seeds will be sent, and an armada will accompany each of them.
Dark Samus herself will lead the attack on Norion. Victory is ours for the
taking!

===================================================
#9-Victory and Loss/Pirate Homeworld, Drill Shaft 1
===================================================
Today is a day of celebration and woe. Our forces have taken planet Bryyo,
leaving the Federation ourpost there in cinders. Though we missed their
spy base at Elysia, the planet was still struck with a Phazon Seed. But 
Norion...Norion was a failure...all thanks to the accursed Hunter, Samus
Aran.

All is not lost, however. Our great leader defeated Aran and her mongrel
allies in battle. If they aren't dead, they'll soon wish they were. Each
of them bears her mark of corruption. Soon then, like we disciples, will
bow to her will.

===================================================
#10-Bryyo Falls/Pirate Homeworld, Phazon Mine Entry
===================================================
Command has received disturbing reports from Bryyo. Contact with our 
outpost there has been terminated. A coded bliptrans showing Commander
Rundas falling in battle to Samus Aran has arrived. Worst of all, the
Bryyonian Seed has been demolished. The Hunter's might is great, and she
is as efficient as ever when it comes to disrupting our operations.

Our spies within the Federation tell us she travels to Elysia soon. We
plan on having an appropriate welcoming party in place for her when she
arrives. Commander Ghor is a very...accommodating host.

==========================================================
#11-Disaster at Elysia/Pirate Homeworld, Command Courtyard
==========================================================
The march of the Hunter continues, much to our dismay. She has smashed our
line at Elysia, taking down Commander Ghor in the process. The accursed
Elysian machines were no match for Aran's guns, and now the Federation has
control of their spy station once again.

It is only a matter of time before they find the location of the Phazon
source and send their fleets to lay siege. Our great leader does not seem
to mind these setbacks. If Samus comes to our Homeworld, she will find us
ready.

===========================================================
#12-Mistress Gandrayda/Pirate Homeworld, Transit Tunnel P70
===========================================================
Mistress Gandrayda is the last of our leader's field commanders. We hope
that she will succeed where the others have not. We hope that she will
slay that accursed Hunter!

Gandrayda tests our mettle often. She moves among us in our form, watching
us, looking for signs of weakness. Several unfaithful disciples have been
ended...violently. Those who survive will be stronger, ready for the Hunter
that comes for them from the void. Gandrayda has vowed to present Aran's
bloody helmet to Dark Samus as tribute. We hope she fulfills that vow!

--------------------------------
~Inventory-Samus-Hyper Mode (4)~
--------------------------------
=============
#1-Hyper Beam
=============
The Hyper Beam fires bursts of Phazon energy.

While in Hyper Mode, press A to shoot. To charge the Beam, press and hold
A. Release to fire a powerful attack.

Notes: 
Each shot of the Hyper Beam drains a small portion of Phazon from your PED
tank.

=============
#2-Hyper Ball
=============
The Hyper Ball allows you to attack multiple targets while in Morph Ball.

While in Hyper Mode, enter Morph Ball and press A to attack all nearby
enemies. Press and hold A to fire a constant attack.

Notes: 
The Hyper Ball will constantly drain Phazon from your PED tank while bring
used.

================
#3-Hyper Missile
================
The Hyper Missile adds Phazon-enhanced Missiles to your Hyper Mode 
aresenal.

While in Hyper Mode, press Down on the D-Pad to fire.

Notes: 
Each Hyper Missile fired drains a large portion of Phazon from your PED
tank.

================
#4-Hyper Grapple
================
The Hyper Grapple enhances your Hyper Mode Grapple Beam with Phazon energy.

While in Hyper Mode, press and hold Z while targeting a Grapple Point to
attach. While still attatched, pull the Control Stick down to siphon 
energy and push the Control Stick up to send energy.

Notes:
The addition of Phazon energy to the Grapple Beam also increases its
effectiveness against enemies. 

The Hyper Grapple is the only way to energize objects with Phazon energy.

-----------------------------
~Inventory-Samus-Weapons (7)~
-----------------------------
=============
#1-Power Beam
=============
The Power Beam is the default Arm Cannon. It has the best rate of fire.

Press A to shoot the Power Beam. Press and hold A to charge the Arm Cannon,
the release to fire a charged shot.

Notes:
If you see your shots ricochet, cease fire. The Power Beam is not working
against that target.

Unlike previous versions, this model of the Power Beam has been augmented 
with a Charge module. Charged shots are more powerful and deal more damage
than normal shots.

Charging also has a limited "tractor beam" that will pull small objects
toward you.

===================
#2-Missile Launcher
===================
The Missile Launcher adds ballistic capability to the Arm Cannon.

Press Down on the D-Pad to fire the Missile Launcher. Target and lock on
with Z to fire a Homing Missile.

Notes:
Missiles can destroy objects made of Brinstone.

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

===============
#3-Ice Missiles
===============
The Ice Missiles enhances your current Missiles and allows the freezing of
enemies and certain liquids. 

Press Down on the D-Pad to fire an Ice Missiles. Target and lock on
with Z to fire a Homing Ice Missile.

Notes:
Enemies struck by an Ice Missile will be enveloped in shards of ice for a
few moments, slowing their movement. Enemies who have been weakened in
combat may freeze entirely and be unable to move or attack.

Some liquids, such as Fuel Gel, are highly susceptible to cold and will
freeze when shot. Frozen gel will only remain for a short period of time
before shattering.

==============
#4-Plasma Beam
==============
The Plasma Beam is able to fire superheated Beams of energy.

Press A to shoot the Plasma Beam. Press and hold A to charge the Arm 
Cannon, the release to fire a charged shot.

Notes:
The Plasma Beam can be used to ignite some enemies and burn them to ash.

Certain materials are also susceptible to extreme temperatures and can be
melted.

In addition to its destructive capabilities, the Plasma Beam may also be
used to repair damaged devices.

===============
#5-Screw Attack
===============
The Screw Attack allows you to transform into a mobile ball of deadly
energy.

After executing a Space Jump, press B repeatedly to initiate and perform
the Screw Attack.

Use the Control Stick to steer while in Screw Attack mode.

Notes:
The Screw Attack has a limit of consecutive jumps.

Striking enemies with the Screw Attack will damage them.

Performing a Screw Attack while facing and touching a wall will execute
a Wall Jump. Use the Wall Jump to travel great vertical distances.

=================
#6-Seeker Missile
=================
The Seeker Missiles allows you to fire upon multiple targets simultaneously
with the Missile Launcher.

Press and hold Down on the D-Pad to charge the Seeker Missile and release
to fire.

Notes:
While charging the Seeker Missile, move the cursor around your area. You
will lock on to each enemy you pass over, to a maximum of five targets.

The Seeker Missile requires space to spread to its targets, so it is
recommended to fire from a distance.

You can also lock on to single targets multiple times with the Seeker.

============
#7-Nova Beam
============
The Nova Beam is a high-frequency Beam that can shoot through certain
objects.

Press A to shoot the Nova Beam. Press and hold A to charge the Arm 
Cannon, the release to fire a charged shot.

Notes:
The Nova Beam can shoot through walls made of Phazite and hit enemy weak
points or hidden targets.

Many of these can be found using the X-Ray Visor.

The Nova Beam retains all the abilities of your previous Beam weapons.

--------------------------------
~Inventory-Samus-Morph Ball (4)~
--------------------------------
=============
#1-Morph Ball
=============
The Morph Ball changes your suit into a compact, mobile sphere.

Press C to enter Morph Ball mode. Press C again to leave Morph Ball mode.

Notes:
Like the Varia Suite, the Morph Ball is modular. There are several
modifications that can be added to improve performance.

=======
#2-Bomb
=======
The Morph Ball Bomb is the default weapon for the Morph Ball.

Press A when in Morph Ball mode to drop a Bomb.

Notes:
The Morph Ball Bomb can destroy items made of Talloric alloy and activate
certain devices.

If the Morph Ball is near a Morph Ball Bomb when is explodes, it will be
popped a short distance into the air. This is called a Bomb Jump. It is 
also possible to jump while in Morph Ball by flicking the Wii Remote up
quickly. 

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

=============
#3-Boost Ball
=============
The Boost Ball can be used to increase the Morph Ball's speeds for short
periods.

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

Notes:
When charging, the longer you hold B, the longer (and faster) the boost
charge will be. 

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

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

Some mechanisms will have circular channels that the Morph Ball can boost
around. Repeatedly boosting through these channels will build a kinetic
charge which will activate these devices.

You can damage some enemies by boosting into them.

==============
#4-Spider Ball
==============
The Spider Ball allows you to move the Morph Ball along magnetic rails.

While next to a magnetic rail, press and hold Z to activate the Spider
Ball ability.

Notes:
Follow the magnetic rails to explore new areas.

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

You can use the Boost ability to rapdily propel the Spider Ball away from
magnetic rails.

----------------------------
~Inventory-Samus-Visors (4)~
----------------------------
===============
#1-Combat Visor
===============
The Combat Visor is your default visor. It provides you with a Heads-Up-
Display (HUD) containing radar, minimap, lock on reticules, energy gauge,
and Missile count.

Push and hold the - Button to bring up the Visor Select. Move the cursor
into the middle zone and release the - Button to enter Combat Visor.

Notes:
Your current Missile amounts will be displayed in the lower-right corner
of the Combat Visor.

=============
#2-Scan Visor
=============
The Scan Visor is used to collect data. Some devices will activate when
scanned.

Push and hold the - Button to bring up the Visor Select. Move the cursor
into the top zone and release the - Button to enter Scan Visor.

Notes:
Mission-critical scan targets will be red in color.

Scanning enemies with this visor can reveal their vulnerabilities.

You will be unable to fire any weapons while the Scan Visor is active.

Scanned data vital to the success of the mission is downloaded and stored
in the Logbook section of the Pause Screen,

================
#3-Command Visor
================
The Command Visor is used to send commands to your gunship.

Push and hold the - Button to bring up the Visor Select. Move the cursor
into the lower-right zone and release the - Button to enter Command Visor.

When in Command Visor, you will be able to see Command Icons. Target and
lock on to these icons with Z to send orders to your gunship.

Notes:
Much like the Varia Suit, your gunship's abilities are expandable. As you
gain more abilities, you will be able to use the Command Visor to send
your ship new commands.

==============
#4-X-Ray Visor
==============
The X-Ray Visor can be used to see through objects made of Phazite.

Push and hold the - Button to bring up the Visor Select. Move the cursor
into the lower-left zone and release the - Button to enter X-Ray Visor.

Notes:
The X-Ray Visor an be used to see the inner workings of devices and hidden
weak points behind Phazite armor. Targets behind Phazite will require a
high-frequency Beam to hit.

---------------------------
~Inventory-Samus-Suits (4)~
---------------------------
=============
#1-Varia Suit
=============
The Varia Suit is an advanced Chozo armorsuit modified for use by Samus
Aran.

Notes:
The Varia Suit provides life-support functions and is well shielded from
attack. 

The modular nature of the Varia Suit allows for the addition of weapons,
visors, and other gear as needed.

The Varia Suit's shielding loses energy with each hit: collect energy when
possible to keep the shielding charged.

===================
#2-Space Jump Boots
===================
The Space Jump Boots increase your leaping capability through the use of
boot-mounted thrusters.

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

Notes:
Timing is important when using the Space Jump Boots.

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

===========
#3-PED Suit
===========
The PED Suit is a fusion of your Chozo armorsuit and GF technology.

The defining characteristic of the PED Suit is the ability to enter Hyper
Mode: a temporary supercharged state that enhances your offensive 
capabilities.

Press and hold the + Button to enter Hyper Mode.

Notes:
In order to enter Hyper Mode, one full Energy Tank must be expended.

During Hyper Mode your Phazon reserves will be depleted with each attack.
Carefully managing your reserves will allow you to remain in Hyper Mode for
a longer period of time.

Once your Phazon reserve is depleted or after a certain amount of time,
the suit will exit Hyper Mode.

================
#4-Hazard Shield
================
The Hazard Shield protects against toxic materials.

Notes:
This modification increases you defensive shielding.

The Hazard Shield can resist the caustic effects of both acid rain and
Fuel Gel, allowing you access to previously inaccessible area.

-----------------------------
~Inventory-Samus-Grapple (3)~
-----------------------------
================
#1-Grapple Lasso
================
The Grapple Lasso allows you to pull objects in the environment.

Lock on to a Grapple Point and cast the Nunchuk forward to fire. Pull the
Nunchuk back quickly to grapple.

Notes:
Objects in the environment that shimmer can also be grappled.

================
#2-Grapple Swing
================
The Grapple Swing allows you to swing back and forth from special points
throughout the environment.

Target a Grapple Point and press and hold Z to fire the Grapple Beam. Hold
Z down to stay connected and let go to release. Use the Control Stick to
turn while swinging.

Notes:
The Grapple Swing can be used to cross large gaps.

Look for special points that shimmer to swing from.

==================
#3-Grapple Voltage
==================
The Grapple Voltage ability allows you to give or take energy from certain
objects.

Press and hold Z while targeting a Grapple Point to attach. While still
attached, pull the Control Stick down to siphon energy and push the Control
Stick up to send energy.

Notes:
The Grapple Voltage ability is tied into your suit's power. Draining energy
from an object will replenish yours and sending energy into an object will
drain energy from you.

Objects in the environment that shimmer can be given energy of have it 
taken away.

(Author note:I believe the use of "of" instead of "or" is the only typo in
the entire game)

---------------------------------
~Inventory-Ship-Save Station (1)~
---------------------------------
===============
#1-Save Station
===============
Your gunship is equipped with a Save Station.

Enter your gunship to save your game.

Notes:
Like normal Save Stations, saving at your gunship will full replenish your
energy.

----------------------------
~Inventory-Ship-Missile (1)~
----------------------------
================
#1-Ship Missiles
================
Your gunship is now capable of firing a salvo of Missiles.

While in Command Visor, lock on with Z to a Ship Missile Command Icon. Your
gunship will fly over the area and bombard the environment with Missile
attacks.

Notes:
Ship Missiles can destroy objects made of Maldium.

Each Gunship Missile Expansion you find will increase the number of 
Missiles your gunship can carry by 1.

----------------------------
~Inventory-Ship-Grapple (1)~
----------------------------
====================
#1-Ship Grapple Beam
====================
The Ship Grapple Beam will allow you to pick up and move large objects.

While in Commando Visor, lock on with Z to a Ship Grapple Commando Icon.
Depending on the icon, you will be able to lift or drop objects in the
environment.

Notes:
Your gunship will be unable to use all other abilities while carrying 
cargo.

Using another Command Icon while carrying an object will prompt you to 
return your current cargo to its original locations. If you confirm the
new command, the cargo will autmoatically be returned to where it was first
found.

Objects in the environment that shimmer can also be grappled with your
ship.

----------------------------
~Inventory-Energy Cells (9)~
----------------------------
================
#1-Energy Cell 1
================
Energy Cell ID:
VB-3491Q-1

Previous Coordinates:
O1A-DDC, G.F.S Valhalla

Data indicates Energy Cell has lost connection from docking control 
mechanism.

================
#2-Energy Cell 2
================
Energy Cell ID:
GA-748SW-2

Previous Coordinates:
05B-LAN, Bryyo

Data indicates Energy Cell is connected to hangar security shield system.

================
#3-Energy Cell 3
================
Energy Cell ID:
WI-78231-3

Previous Coordinates:
04F-GEN, Norion

Data indicates Energy Cell is connected to manual generator override.

================
#4-Energy Cell 4
================
Energy Cell ID:
05-5310L-4

Previous Coordinates:
04B-GEL, Bryyo

Data indicates Energy Cell is connected to hidden Fuel Gel pumping station.

================
#5-Energy Cell 5
================
Energy Cell ID:
GC-9713N-5

Previous Coordinates:
135-MET, Skytown

Data indicates Energy Cell is connected to research sample container
system.

================
#6-Energy Cell 6
================
Energy Cell ID:
NE-12025-6

Previous Coordinates:
02P-CAT, Pirate Homeworld

Data indicates Energy Cell is connected to central command exhaust system.

================
#7-Energy Cell 7
================
Energy Cell ID:
SN-38715-7

Previous Coordinates:
O4P-MET, Pirate Homeworld

Data indicates Energy Cell is connected to processing containment core.

================
#8-Energy Cell 8
================
Energy Cell ID:
GB-4913A-8

Previous Coordinates:
075-MEC, Skytown

Data indicates Energy Cell is connected to storage facility cooling system.

================
#9-Energy Cell 9
================
Energy Cell ID:
GB-6187C-9

Previous Coordinates:
0BP-MIN, Pirate Homeworld

Data indicates Energy Cell is connected to quarry personnel access station.

===========================================================================
                        ~9 B.Scans Checklist~
===========================================================================
Here's a printer-friendly you can use to keep track of the scans you have
and haven't obtained yet.

~Creatures~
  Galactic Federation:
  [ ] Aurora Unit 217
  [ ] Demolition Trooper
  [ ] Federation Marine
  [ ] Federation PED Marine
  [ ] Female Fleet Trooper
  [ ] Fleet Admiral Dane
  [ ] Fleet Mechanic
  [ ] Halberd-Class Turret
  [ ] Hunter Gandrayda
  [ ] Hunter Ghor
  [ ] Hunter Rundas
  [ ] Male Fleet Trooper
  [ ] Training Drone

  Bryyo:
  [ ] Alpha Hopper
  [ ] Atomic
  [ ] Bryyonian Shriekbat
  [ ] Fargul Hatcher
  [ ] Fargul Wasp
  [ ] Geemer
  [ ] Gelbug
  [ ] Gel Puffer
  [ ] Gel Ray
  [ ] Gragnol
  [ ] Gragnol Adult
  [ ] Hopper
  [ ] Korba
  [ ] Mogenar
  [ ] Nightbarb
  [ ] Reptilicus
  [ ] Reptilicus Hunter
  [ ] Scorchbug
  [ ] Shelbug
  [ ] Snatcher
  [ ] Warp Hound

  Skytown:
  [ ] Aerial Repair Drone
  [ ] Databot
  [ ] Defense Drone
  [ ] "Dragoon" Battle Drone
  [ ] Elysian Shriekbat
  [ ] Helios
  [ ] Repair Drone
  [ ] Sky Puffer
  [ ] Steambot
  [ ] Steamlord
  [ ] Steamspider
  [ ] Swarmbot
  [ ] Tinbot
  [ ] Transportation Drone

  Space Pirates:
  [ ] Advanced Aerotrooper
  [ ] Advanced Pirate Trooper
  [ ] Advanced Shield Trooper
  [ ] Aeromine
  [ ] Aerotrooper
  [ ] Armored Aerotrooper
  [ ] Armored Pirate Militia
  [ ] Armored Pirate Trooper
  [ ] Armored Shield Trooper
  [ ] Assault Aerotrooper
  [ ] Assault Pirate Trooper
  [ ] Assault Shield Trooper
  [ ] Aurora Unit 313
  [ ] Berserker Knight
  [ ] Berserker Lord
  [ ] Commando Pirate
  [ ] Crawlmine
  [ ] Crawltank
  [ ] Dark Samus
  [ ] Gandrayda
  [ ] Ghor
  [ ] "Jolly Rodger" Drone
  [ ] Jumpmine
  [ ] Korakk Beast
  [ ] Meta Ridley
  [ ] Omega Ridley
  [ ] Phazon Harvester Drone
  [ ] Pirate Cargo Drone
  [ ] Pirate Commander
  [ ] Pirate Hussar
  [ ] Pirate Militia
  [ ] Pirate Trooper
  [ ] Puffer Mine
  [ ] Remorse-Class Turret
  [ ] Rundas
  [ ] Scritter
  [ ] Shield Pirate Militia
  [ ] Shield Pirate Trooper
  [ ] Space Pirate Assault Skiff
  [ ] Space Pirate ATC
  [ ] Space Pirate Boarding Pod
  [ ] Urtragian Shriekbat

  Phazon:
  [ ] Hopping Metroid
  [ ] Jelsac
  [ ] Leviathan Infant
  [ ] Liquid Phazon
  [ ] Metroid Hatcher
  [ ] Miniroid
  [ ] Phaazoid
  [ ] Phaz-Ing
  [ ] Phazon Grub
  [ ] Phazon Hopper
  [ ] Phazon Leech
  [ ] Phazon Metroid
  [ ] Phazon Nightbarb
  [ ] Phazon Pillbug
  [ ] Phazon Puffer
  [ ] Phazon Shriekbat
  [ ] Red Phaazoid
  [ ] Tangle Weed

~Research~
  [ ] Acid Rain
  [ ] Black Phazon Crystal
  [ ] Blast Shield
  [ ] Bomb Slot
  [ ] Bryyo Blue Door
  [ ] Bryyo Orange Door
  [ ] Energy Cell
  [ ] Fuel Gel
  [ ] Galactic Federation Blue Door
  [ ] Galactic Federation Crate
  [ ] Galactic Federation Green Door
  [ ] Galactic Federation Orange Door
  [ ] Grab Ledge
  [ ] Grapple Swing Point
  [ ] Half-pipe
  [ ] Heavy Galactic Federation Crate
  [ ] Heavy Phazon Canister
  [ ] Heavy Skytown Storage Unit
  [ ] Hunter-Class Gunship
  [ ] Kashh Plant
  [ ] Kinetic Orb Cannon
  [ ] Landing Beacon
  [ ] Large Bryyo Coffer
  [ ] Large Space Pirate Crate
  [ ] Leviathan Door
  [ ] Mature Kashh Plant
  [ ] Mounted Blast Shield
  [ ] Multi-Lock Blast Shield
  [ ] Phaaze Door
  [ ] Phazon Fungus
  [ ] Planet Aether
  [ ] Planet Tallon IV
  [ ] Red Blast Shield
  [ ] Save Station
  [ ] Ship Grapple Point
  [ ] Skytown Blue Door
  [ ] Skytown Orange Door
  [ ] Skytown Storage Unit
  [ ] Small Bryyo Coffer
  [ ] Space Pirate Blue Door
  [ ] Space Pirate Crate
  [ ] Space Pirate Green Door
  [ ] Space Pirate Orange Door
  [ ] Spider Ball Track
  [ ] Spinner
  [ ] Wall Jump Surface
  [ ] White Blast Shield
  [ ] Zipline Cable

~Lore~
  Galactic Federation Data:
  [ ] Phazon
  [ ] Phazon Enhancement Device
  [ ] Planet Norion
  [ ] Planet Bryyo
  [ ] Skytown
  [ ] Hunter Rundas
  [ ] Hunter Ghor
  [ ] Hunter Gandrayda
  [ ] Olympus-Class Battleship
  [ ] Tallon IV Incident
  [ ] Valhalla Incident
  [ ] Anhur Incident

  Bryyo Data:
  [ ] Golden Age
  [ ] Age of Science
  [ ] Age of Schism
  [ ] Age of War
  [ ] Downfall
  [ ] Victory
  [ ] Struggle of Exiles
  [ ] Salvation
  [ ] The Hunted 
  [ ] Decline
  [ ] Prophecy
  [ ] Our Plea

  Skytown Data:
  [ ] Creator
  [ ] Gift
  [ ] Discovery
  [ ] Alone
  [ ] Slumber
  [ ] Federation
  [ ] Agreement
  [ ] Aurora
  [ ] Loss
  [ ] Phazon
  [ ] Invader
  [ ] Defeat

  Space Pirate Data:
  [ ] Our Mission
  [ ] Stowaway
  [ ] First Disciples
  [ ] The Source Discovered
  [ ] The Leviathan
  [ ] Taking Valhalla
  [ ] Purification
  [ ] Vanguard
  [ ] Victory and Loss
  [ ] Bryyo Falls
  [ ] Disaster at Elysia
  [ ] Mistress Gandrayda

---------------------------------------------------------------------------
                             ~10.Credits~
---------------------------------------------------------------------------
Thanks to all of the people that helped make this Walkthrough possible.

CJayC and Sailor Bacon-For making GameFAQ's exist, main host of this FAQ

You-For reading this walkthrough and making the effort worthwhile

GanonGamer@aol.com-For his All Demolition Troopers survived mini-guide

This walkthrough is property and under copyright of Deathborn 668.