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    FAQ/Walkthrough by AstroBlue

    Version: 1.2 | Updated: 05/11/04 | Printable Version | Search Guide | Bookmark Guide

    
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                   Metroid Prime (PAL) for the Nintendo GameCube
                           FAQ / Walkthrough  Version 1.2
    
                   Written by AstroBlue (tetsuwan_blue(at)yahoo.com.au)
    
                           Last Updated: May 11th, 2004
    
    *******************************************************************************
    
                    "Game over, man, game over!" - Pvt. Hudson
    
    Well... work on this FAQ/Walkthrough began as soon as Metroid Prime was
    released in Australia (April 3rd, 2003). So it has been _VERY_ slow work in
    progress; contributing factors include but are not limited to: university work,
    social life, the mastering of Ikaruga, Futurama marathons, Worms 3D and Final
    Fantasy Tactics Advance FAQ/Strategy Guides, and the replaying of the entire
    Resident Evil series. Regardless... it's finished... so enjoy!
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Get Firefox! Web browsing redefined: http://www.mozilla.org/products/firefox/
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    
    T a b l e  o f  C o n t e n t s
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    1)PROLOGUE
    2)CONTROLS
    3)GAMEPLAY OVERVIEW
    4)FAQs
    5)WALKTHROUGH
    6)EXPANSION LOCATION CHECKLIST
     i)Energy Tanks
     ii)Missile Expansion
     iii)Power Bomb Expansions
    7)SCAN DATA CHECKLIST
     i)Pirate Data
     ii)Chozo Lore
     iii)Creatures
     iv)Research
    8)UNLOCKABLES
    9)THANKS TO
    
    
    ===============================================================================
    1)PROLOGUE
    ===============================================================================
    (Taken from the Instruction Booklet)
    
    The Chozo.. Over millennia, this bird-like race of creatures made incredible
    technological and scientific leaps. Travelling at will through space, they
    built many marvel across the universe - technological wonders of unfathomable
    complexity and cities unmatched in beauty. They shared knowledge freely with
    more primitive cultures and learned to respect and care for life in all its
    forms.
    
    Even as their society reached its technological peak, however, the Chozo felt
    their spirituality wane. Their culture was sleeped in prophecy and lore, and
    they foresaw the decline of the Chozo coinciding with the rise of evil.
    Horrified by the increasing violence in the universe, they began to withdraw
    into themselves, forgoing technology in favour of simplicity. Tallon IV was one
    of several refuges and was they built - a colony bereft of technology, built
    of natural materials and wedded to the land and its creatures.
    
    The years passed, and in time a great meteor crashed into Tallon IV, sending
    massive a massive spume of matter into the atmosphere and impregnating the land
    with a cancerous element known as Phazon. This element immediately sank into
    the earth and water, poisoning life wherever it bloomed. Most plants and
    animals died, while others mutated into hideous forms.
    
    The Chozo called upon all of their knowledge and technology to control the
    power of Phazon, but their efforts were doomed to fail. All they could do was
    build a temple over the crater at the impact site, separate the Phazon core,
    and seal it away. Believing that someday a saviour would return to the planet,
    the Chozo left for an unknown destination, leaving behind nothing but engraved
    accounts of their time on Tallon IV.
    
    
    ===============================================================================
    2)CONTROLS
    ===============================================================================
    
    Control Stick - * Control Samus's Movement
                    * Aim the Arm Cannon (with the R Button).
    
    Control Pad - Select Visor
    
    C Stick - Select Beam type
    
    A Button - * Fire current Beam type
               * Detonate Bomb (Morph Ball mode)
    
    B Button - * Jump (press again for Space Jump)
               * Dash (tap when locked on)
               * Speed Boost (hold and release in Morph Ball mode)
    
    X Button - Toggle between standing and Morph Ball modes.
    
    Y Button - * Fire Missile Launcher
               * Detonate Power Bomb (Morph Ball mode)
    
    Z Button - Access Auto-Map
    
    L Button - * Lock-On to targets
               * Scan objects with Scan Visor
               * Activate Grapple Beam
    
    R Button - * Manual Aiming mode (hold)
               * Activate Spider Ball (Morph Ball mode)
    
    Start/Pause - Pause/Open Samus's Database
    
    
    ===============================================================================
    3)GAMEPLAY OVERVIEW
    ===============================================================================
    
    Developed by Retro Studios, a Nintendo 2nd party comprised primarily of
    ex-Valve employees, Metroid Prime is the first 3D game in Nintendo's Metroid
    series. Borrowing from sci-fi movies such as Ridley Scott's Alien; the Metroid
    saga is the story of Samus Aran, a female bounty hunter, who on a routine
    bounty finds herself drawn into a timeless struggle against forces intent on
    harnessing the power of "Metroids" for their own malignant purposes.
    
    Metroid Prime has the same premise of every Metroid game before it; that is,
    Samus must navigate what is essentially a huge labyrinthine world. As Samus
    progresses through this "labyrinth", she will gain abilities that allow her to
    access sections of the "labyrinth" that were inaccessible before. Upon
    exploring these new sections, Samus will find more abilities, which will in
    turn allow her to access even more of the "labyrinth", et cetera, et cetera.
    
    The pedigree of Valve's Half-Life is ever present in Metroid Prime, as many
    first-person shooter (FPS) conventions were adopted for the smooth transition
    into three dimensions. The game takes place mainly through the eyes of Samus;
    shooting and jumping is all performed in the first person. Shooting however
    is not executed in the standard dual control "Solitaire" style. The Control
    Stick only controls movement, and aiming is executed through a lock-on system.
    Samus can only aim manually while she is completely stationary. Because of this
    the game is best categorised as a "First-Person Adventure".
    
    The first person perspective also allows for the innovative Visor system. This
    system allows Samus to switch her visor to view the world in thermal and gamma
    spectrums, to see in the dark and through walls respectively. She also has a
    Scan Visor, which she can use to gather information on objects, organisms, and
    translate alien writing.
    
    Metroid's famous Morph Ball is executed using a third person perspective,
    allowing for sections of the game which are functionally 2D. These are very
    reminiscent of former Metroid games, and usually consist of puzzle solving
    elements classically associated with this series.
    
    
    ===============================================================================
    4)FAQs
    ===============================================================================
    
    Q: How come some doors don't open when I shoot them? They get stuck and then
       just suddenly open.
    
    A: Metroid Prime uses the doors to hide loading screens between areas. The game
       loads the next area(s) in the background while you are travelling in the
       present area. If you reach the door leading to the next area before the game
       has time to load it completely, the game will keep the door closed until it
       has everything ready for you. This is more noticeable in the PAL version
       because they slowed down the disc access speeds to minimize the amount of
       fatal crashes caused by loading in the US NTSC version. So if the door
       panels are not glowing, you've activated the door; so just wait.
    
    - - - - - - - - - -
    
    Q: Where does this game fit into the "Metroid Saga"?
    
    A: Metroid Prime takes place between the original "Metroid" and "Metroid II -
       Return of Samus". After Samus decimates Tourian (the Space Pirate
       installation on Zebes) the Space Pirates split into two camps. The first
       camp is to rebuild the facilities on Zebes, while the second camp seeks out
       a viable source of energy for their operations. They quickly find a huge
       unexplained source of energy on Tallon IV, a planet in the same solar
       system as Zebes, and begin setting up operations to harvest the energy.
       Metroid Prime is the story of Samus's assault on this second camp of Space
       Pirates. It is considered a "gaiden", a Japanese word meaning side-story,
       because it doesn't completely "fit-in" with the main storyline of the
       Metroid series. Anyway, the saga goes in this chronological order:
    
        Episode 1 : Metroid (Zero Mission)
        Gaiden    : Metroid Prime
        Episode 2 : Metroid II - Return of Samus
        Episode 3 : Super Metroid
        Episode 4 : Metroid Fusion
    
       The chronology of Metroid is NOT ARGUABLE! You can find a diagram of it on
       the official Japanese Metroid website here: http://metroid.jp/chronicle/
    
    - - - - - - - - - -
    
    Q: What changes were made between the European (PAL) and American (NTSC)
       versions?
    
    A: I guess patience is a virtue, as the European version is superior to the
       North American version that was released five or so months in advance.
       Anyway, here is a list of the changes:
    
       * Graphic overhaul, increased environmental ambience.
       * Loading slowed down to prevent fatal glitches such as the infamous
         Elevator Transport crash bug which dogged the North American release.
       * Narration over the Prologue and Epilogue cinemas.
       * Voice samples added for various events; such as locked doors, scanning,
         and travelling between the Impact Crater and Tallon Overworld.
       * Difficulty tweaked (generally made harder).
       * Sequence breaking made more difficult. For example, Bendezium rubble now
         blocks the way to the Plasma and Grapple Beams.
       * Hint System takes longer to activate.
       * Item Collection and Scan Percentages displayed in Pause Menu from start.
       * Log Book entries organised in logical order.
       * Ice Shriekbats will respawn.
       * No Hunter Metroid in the Hunter Cave.
       * Samus's reflection visible in reflective surfaces.
       * Complete storyline clean-up. The plothole of the Space Pirates battling
         and capturing Metroid Prime, despite the fact it was contained within the
         impenetrable Cipher was fixed. All direct references to Samus's Chozo
         origins were removed or made more ambiguous. Overall the plot is much
         more coherent.
       * Uses 3 Memory Card Blocks instead of 1 Memory Card Block. This has been
         done to speed up saving, as less compression is used.
    
    - - - - - - - - - -
    
    Q: What is Sequence Breaking?
    
    A: "Sequence Breaking" simply means to collect items before you're supposed to
       by using various advanced techniques; hence "breaking" the sequence Retro
       Studios developed the game to be played. I'm not really that interested in
       Sequence Breaking, but the following websites have a lot of information:
    
        Metroid Prime Discoveries: members.lycos.fr/zellmetroid
        Samus.co.uk: samus.co.uk/mprime/sequence_breaking.html
    
    - - - - - - - - - -
    
    Q: Doesn't the patching up of the plothole regarding the "Space Pirates
       capturing Metroid Prime despite the fact it was contained within an
       impenetrable force field", simply raise another plothole? How would Metroid
       Prime have all its weaponry if it never met the Space Pirates?
    
    A: Good point. However, we can surmise that since Metroid Prime is a Metroid,
       the Chozo created Metroids, and the Chozo created Samus's Powered Suit; that
       Samus's weapons (and hence the Space Pirate emulations) might simply contain
       the same Chozo technology used to create Metroid Prime. Regardless...
    
    - - - - - - - - - -
    
    
    Q: Are "The Turned" Chozo mentioned in the Chozo Lore called "Entrusted One"
       Torizo? You know, the evil Chozo that attack you in Super Metroid?
    
    A: No, "The Turned" is just the Chozo name for Chozo Ghosts. Their exposure
       to Phazon have made them deluded wandering spirits. Anyway, the whole Chozo
       and Torizo thing is one of the biggest misconceptions about the Metroid
       series. So now is a good enough time if ever to explain it:
    
       The beings we now know as "Chozo" were never originally referred to as Chozo
       by the developers of the Metroid series. The "Chozo" were only ever given
       the generic name of "choujin-zoku", meaning "race of bird-people". However,
       the developers did refer to the bird statues you get items from as Chozo and
       Torizo. But that was only because they are Japanese words... Chozo (chouzou)
       means sculpture and Torizo (torizou) means bird-statue. They are simply
       two Japanese words used to describe the same object. In the first Metroid
       the bird statues were referred to as "chouzou", but in Super Metroid they
       changed the name to "torizou" because the sculpture of Kraid, Phantoon,
       Draygon and Ridley that guarded the entrance to Tourian was called the
       "chouzou" (since it is a sculpture after all) so they wanted to avoid
       confusion by making it the more direct definition of "bird statue".
    
       So as you see, the Chozo and Torizo are the same thing, Torizo are not an
       evil race of Chozo, or even mechanical look-a-likes made by the Space
       Pirates. The statue guarding the Bomb tank was not the only one called a
       Torizo, all the dormant statues in Super Metroid were called Torizo as well.
    
       Anyway, Retro Studios calling the race of bird-people Chozo, would be like
       if aliens landed near the Statue of David, and they asked us what it is.
       And then we said it's a statue, and then they mistakenly took "statue" as
       our name for us. So then they went home and started talking about this race
       of semi-intelligent-apes called "statues". But since NCL (Nintendo of Japan)
       have adopted Chozo as the name of the bird people (written in katakana) so
       there's no reason to dispute it simply because it came from a mistake on the
       American side. If Nintendo say the bird people are Chozo, they are Chozo.
    
    - - - - - - - - - -
    
    
    ===============================================================================
    5)WALKTHROUGH
    ===============================================================================
    
     Space Pirate Frigate
    **********************
    After the prologue... Samus will land her Gunship on the Space Pirate Frigate
    Orpheon and then flip out of it like a 14 year old Russian gymnast. It's
    time for the fun to begin! The game will now guide you through the first area,
    which is essentially a training level. On either side of the force field up
    ahead are two pairs of red globes. Lock onto them one by one and shoot them all
    to deactivate it. Head on through. Switch to the Scan Visor and scan the
    console on the pillar up ahead to activate the next set of switches. Activate
    the four switches around the next force field like before, but you will then
    have to hold R to tilt up and hit another two. Make your way into the Frigate
    via the door up ahead, and then head through the corridor to the Air Lock. Scan
    the console on your left to depressurise the lock, then go through the door and
    follow the corridor to the next room.
    
    There are lots of cool things to scan in here, but the things you really want
    to scan are the Parasites which are eating the dead Space Pirates. Make your
    way around the huge beast in the middle of the room, and then head on through
    the door to the next area. But watch out for the Space Pirate near the door;
    he is still has some kick in him. As the game tells you, charge up your beam to
    blast through the rubble and enter the door ahead. Morph into a ball and roll
    through small tunnel on your right that the parasites ran down. It leads to a
    Map Station, make sure you scan it before downloading the auto map. Roll back
    and head through the door to the Deck Beta elevator. Scan the console and
    then step on the hologram to take it down.
    
    The corridor ahead is filled with rubble and electric currents, morph into a
    ball and carefully roll past the obstacles to reach the door. Space Pirates
    are guarding this walkway, but thankfully they are all injured. Just fire at
    them rapidly while strafing constantly. In the next room (Deck Beta Security
    Hall) there is a Auto-Turret around the corner, blast it away with a missile
    and then head on through to the Biohazard Containment Room.
    
    Make sure your scan the computer screen up ahead (its scan icon is red unlike
    the others) to download the "Fall of Zebes" Pirate Data; you will not be able
    to get this scan later in the game if you miss it. Also, scan the console on
    your left as you enter this room to disable the Auto-Turret in this room, it
    would be a good idea to scan the Auto-Turret once it is disabled to add it to
    your "Creatures" Log Book. Make your way around the central tank to the
    elevator, scan the console near it and then stand in the hologram to take it
    up. Watch out, there are some Space Pirates up on the gangway with only minimal
    injuries. As before, fire at them rapidly while constantly strafing from left
    to right to avoid their gun-fire. Head through the door and via the hall to the
    Cargo Freight Lift.
    
    Quickly dispatch the Auto-Turret with a missile and then scan the console to
    activate the lift and then step in to take it down. There are more parasites
    up ahead so scan them if you missed them before. No worry if you miss them
    again as you'll have one more chance later. Beware, a healthy Space Pirate will
    ambush you; get ready to blast it away. Scan the console, morph into a ball
    and then roll into the hologram to open the door. Two Auto-Turrets are guarding
    this room, so blast them away with Missiles and then head through the door on
    your left to find your first Save Station! Save and then head back to the last
    room. Scan the console, morph into a ball and roll onto the hologram to open
    the door to the Reactor Core. Upon reaching the Reactor Core, one of the
    Parasite Queens will appear and run behind the stasis field of the core.
    
    P a r a s i t e  Q u e e n
    --------------------------
    First things first, scan the Parasite Queen. In the unfortunate circumstance
    that you get killed, make sure you re-scan her, as once you've defeated her you
    will not be able to get the scan later. Now, lock-on to the Parasite Queen's
    mouth and dash around her (press left or right and hit A while you're locked
    on). As you can see it is surrounded by a blue barrier which protects it from
    your weapons, however there is a thin gap in the barrier. Find that gap and
    fire as many Missiles and charged shots through it to the Parasite Queen.
    If the barrier scrambles, fire your power beam rapidly and some shots will
    get through. It only attacks with energy breath, which is easily avoided by
    dashing. It shouldn't take you long to defeat it.
    --------------------------
    
    The death of the Parasite Queen in the core causes the reactor to overheat.
    You've got 7 minutes to get the hell out of there. Go through the only
    available door and jump up the steps in the Monitor Hall to reach the door to
    the Connection Elevator. Scan the console ahead to disable another turret and
    make your way to the Biotech Research. The Pirates are trying to contain the
    other Parasite Queen but an explosion kills all of them. Deal with them and
    then head to the right and the ventilation shaft will blast open!
    
    Jump into it and follow its winding tunnels down, they are filled with
    Parasites. So if you haven't scanned them yet, do so. This is your last chance.
    Eventually you will make it to a room with some Auto-Turrets, take them out
    with Missiles or charged shots and then head up through the door. Keep heading
    down the tunnels and through the doors until you reach a room with molten metal
    on the floor. There is a deadly piston in this room, wait for its forward
    stroke and then follow it as it withdraws and quickly go through the door on
    the right. After one more ventilation shaft you will reach a wide-open room.
    Old foe Ridley will appear and cause some destruction. Press L to swing across
    the grapple points to the other side of the room. To swing between grapple
    points simply release L and then press it again when you get near the next
    point. Head on through the door.
    
    Scan the console to disable yet another Auto-Turret and then scan the console
    up ahead to activate the elevator. An explosion will throw Samus violently
    against the wall, damaging all of her Power Suit upgrades. Head into the shaft,
    it's very poorly lit and so it's hard to navigate through. Use your auto-map if
    you get stuck. Once you reach the Air Lock, scan the console to pressurise
    the room and then head on through the doors to the Exterior Docking Hangar,
    which Samus has docked her GunShip at. As the Orpheon crumbles up, Samus will
    pursue Ridley down to Tallon IV.
    
     Tallon Overworld
    **********************
    After landing on Tallon IV, ignore the other doors for now and just head
    through the one on your right (west). Some Beetles will surface from the ground
    and attack, lock on and kill them with rapid power beam shots. Head down the
    dark tunnel on your left to reach the door to the next area. Don't worry about
    climbing any ledges here, just head to the door on the other side of this
    canyon, and make your way through the Zoomer infested tunnel to the elevator
    down to the Chozo Ruins. Scan the console nearby to activate it, then jump on.
    
     Chozo Ruins
    *************
    Go through the door to the Ruins Entrance. Clear the area of Beetles, and then
    scan the water-like inscription above the door; it is your first Chozo Lore,
    "Beginnings". Go through the door, and you'll get to see a fly-through of the
    beautiful Main Plaza. Head forward and up the stairs, killing any Beetles you
    engage. Take a left and head through the door which is lower than you are to
    the Nursery Access. Swarms of scarabs will come at you, so blast them for
    power-ups and head on to the next area. The Eyon's in this tunnel are kind of
    annoying, they won't cause much damage so you can carefully dash past them.
    But if you want to be very careful, you can aim at them and fire to stun them
    for a short while. In the next room there is a Chozo Lore on the far wall,
    "Harmonization". Climb up the ruins (it's easier to go around the red foliage).
    Once you're up on the higher level, War Wasps will attack, kill them and then
    head through the door on your far left (west), it leads to Save Station 1.
    
    Head back to the last room and head through the door on your left (north).
    More Scarabs swarm in his area, avoid them and continue on to the Ruined
    Gallery. Dispose of the War Wasps and then make your way across the platforms
    running along the right wall to the next door. The Plazmites in this hall are
    not much of a threat, but kill them regardless. Shoot the crate in the middle
    of this access tunnel for a large energy, and head on through to the Hive
    Totem. Once you head for the Missiles, they will be locked down and the room
    will fill with poisonous water. It's a mini-boss battle, the Hive Mecha.
    
    Make sure you scan both a Ram War Wasp and the Hive Mecha, as this will be the
    only chance you get to add them to your "Creatures" log. Anyway, the Ram War
    Wasps will fly around you as a swarm. They are too fast to lock onto whilst
    they are like this. Wait for them to stop, Lock-on and shoot down as many as
    you can. You will hear an insect like screech when they stop, which also means
    they are going to attempt ram into Samus. Watching your radar might be helpful
    in this battle. Once you've killed them all the Hive Mecha will open up for a
    short time, exposing its brittle core; lock-on and rapidly fire away. After
    blasting away at the core three times it should release the Missile Launcher
    and stop releasing Ram War Wasps. So go over and collect the Missile Launcher.
    
                         [  Missile Launcher acquired!  ]
    
    The door ahead is guarded by a blast shield. I suggest you scan it now before
    you blast it with a missile since there are only a limited number in the game.
    Head through the door it was guarding to find your first Energy Tank. There's
    nothing else you can do in this room, so exit and backtrack all the way back to
    the Ruined Gallery. Then make your way past the poison lake and then look down
    at the left side of the back wall (north-west) to find cracked Brinstone; use
    a missile on it to uncover a missile expansion. Then use your missiles to
    destroy the lock on the bottom-right (south-west) door, to find the Chozo Ruins
    Map Station. If you didn't scan the Map Station of the Orpheon, I suggest you
    scan this one before downloading, since there are only a limited amount of them
    in the game. Now continue backtracking to the Main Plaza; saving in Save
    Station 1 on the way if you wish.
    
    Once in the Main Plaza head back towards the entrance and blow the Missile Door
    lock on the door to your right (south-west). Head on through it and down the
    scarab filled access tunnel to the Ruined Shrine. The Morph Ball is in sight,
    but shit loads of Beetles will attack. After killing what seems like the
    entire nest another mini-boss will emerge, a Plated Beetle. To kill it, lock-on
    and keep dashing until you are facing its glowing red abdomen, and then let
    loose with Missiles and rapid power beam shots. You'll have it spraying green
    ooze in no time. Collect the Morph Ball.
    
                             [  Morph Ball acquired!  ]
    
    Now roll through the hole in the east wall to get to the exit door and head
    back to the Main Plaza. Head up the stairs in the middle of the plaza and then
    climb the rocks in front of you (north) and make your way around the perimeter
    and across the wooden bridge. War Wasps will constantly attack you around
    here, but you can stop them by destroying their nests with Missiles. Anyway,
    head through the door on the other side of the organic bridge.
    
    Apart from scarabs, this tunnel has overgrown roots in the way. So morph into
    a ball and roll past until you reach the door to the Ruined Fountain. Don't
    shoot out the Plazmites in here, as they are practically your only source of
    light. Make your way to the fountain using the stones running along the
    right (east) side of the chamber. There is a Chozo Lore behind the fountain,
    it's called "Purification". Anyway, cross the platforms to reach the eastern
    door and head on through it. Shriekbats will fly at you really quickly here,
    it's very  annoying to try and scan them like this. Blast the missile lock at
    the end of this access hall and head on through. The Reaper Vines in here are
    annoying, shoot to make them recede and then jump across the platforms over to
    the tree and until you reach a wooden bridge with fluoro-tipped planks. Cross
    it and follow the path along the side down to a door, keeping the Reaper Vines
    at bay with shots from your arm cannon. Blast the missile lock with a missile
    and then head on through and down a cramped corridor to the Gathering Hall.
    The door up the ramp to your right leads to Save Station 2; it has a missile
    lock on it.
    
    Climb up the platforms on the left side (west) of the hall, making sure you
    kill the Blast Caps (mushrooms) on the platforms in advance so they don't'
    explode and damage you. Then climb along the platforms along the top (north)
    wall to the top-right corner (north-east). Jump on the very small platform
    there and make your way across the Blast Cap infested platform to a tunnel
    highlighted by red lights. Morph into a ball and roll through the tunnel...
    Once you emerge, kill the Shriekbats that appear and then jump the gap to
    reach the next door. Follow the atrium to a tunnel filled with Eyons and
    follow that tunnel until you reach the Energy Core. Head down the passageway
    on your left until you reach an illuminated tunnel. Morph into a ball and
    roll through it to get to the door that leads to the Burn Dome.
    
    You will fight another mini-boss in here, the Incinerator Drone. Lock onto it
    and strafe in between its flamethrowers  to avoid them. Eventually a red power
    cell will pop out of its top, lock-on and fire away. The Incinerator will fire
    a flame directly up at a War Wasp nest, aggravating them. Make sure you scan
    both the Incinerator Drone and the Barbed War Wasp, since it's only possible
    to scan them in this battle; it would also be a good time to scan the locked
    door, since they are hard to find later in the game. Anyway, kill the wasps
    and keep avoiding the flamethrowers. If they tilt, run under the high end and
    jump the low end. After four or so good hits, the Incinerator will short
    circuit and explode, torching the Barbed War Wasp nest in the process. Collect
    the Morph Ball Bomb after it is unlocked.
    
                          [  Morph Ball Bomb acquired!  ]
    
    Follow the ditch in the wall to a tunnel blocked by cracked bricks. Bomb them
    to open it up and then roll through to find a Missile Tank. Now back track all
    the way to the Energy Core. Use bombs to propel yourself up into the higher
    tunnels. After emerging, turn left to find a Stone Toad. Roll into a ball and
    roll near the toad to be swallowed by it, bomb it from the inside to destroy
    it. The passageway leads to a Morph Ball Slot connected to a device. Bomb to
    bounce up into it and then lay a bomb to activate it. Quickly roll through the
    hole behind the device to reach the newly drained area. Activate the Morph Ball
    Slot down there to adjust the platforms. Quickly climb up the ruins on the
    other side of the room and cross the platforms over to a tunnel, the tunnel
    leads to the last Morph Ball Slot which will raise more platforms. Cross those
    platforms to reach a door to a tunnel that leads to the Furnace.
    
    Roll into the hole to reach a Morph Ball area; simply roll over to the other
    side and bomb jump up to the exit hole that will take you to a small chamber'
    with an Energy Tank. You must now backtrack all the way to the Gallery Hall.
    Drop down and save in Save Station 2 if you wish. Head up to the door ahead,
    a cluster of Blastcaps are in your way so stand back and fire a missile to
    clear the way. In the next access tunnel, The path dips down into toxic water.
    To the left of the platform down there is a Brinstone wall; fire a missile at
    it to uncover another Missile Expansion.
    
    Continue on and blast the missile lock off to reach the Watery Hall. You must
    scan four runes in this area to open up a gate in your way. The first rune is
    straight behind you after you jump over to the first platforms in the toxic
    water. Keep jumping across the platforms in the water, watch out for the
    Reaper Vine. When you see a platform covered in Blastcaps, fire a missile at
    them to clear the way. Then look down at the floor where they were to find the
    second rune to scan. The third tune is one the wall these platforms lead to.
    Now make your way back to the start and this time make your way across the
    suspended platforms (again watching out for the Reaper Vine), they will take
    you to the gate you are intending to open. Thankfully, the last rune is to the
    right of it. Scan it and then scan the rune on the gate to open it up. You're
    now free to collect the Charge Beam straight ahead.
    
                             [  Charge Beam acquired! ]
    
    The Eyons in this area will now awaken. Scan the Chozo Lore "Meteor Strike" on
    the wall behind where you collected the Charge Beam. You can actually destroy
    the Eyons by shooting them with charged shots. To your left, before the Eyons,
    you should see a hole blocked by sandstone or something. Bomb it to open it up
    and roll on through. Blast and head on through two Missile Door locks on the
    other side to reach the Dynamo. Blast the metal gate on your right with a
    missile to destroy it and collect the Missile Expansion. Now have fun
    backtracking all the way to the Arboretum, which is the place with the huge
    twisted tree and the reaper vines. It would probably also be a good idea to
    save in Save Station 2 on the way.
    
    In the Arboretum, you're looking for another four runes to scan and activate.
    Drop down to the bottom of the area and you will find some red "Venom Weeds".
    Shoot them to uncover the first rune to scan. Now climb up the platforms
    until you reach the fluoro-tipped bridge. and then look behind Samus at the
    trunk of the tree to find your second rune. Cross the fluoro-tipped bridge, but
    this time head right and climb around the perimeter. You will come to a section
    where you must morph into a ball to continue, so do so and bomb the sandstone
    blocks in your way. Once on the other side, shoot a missile at the Wasp's Nest
    nearby on the tree before you get attacked by War Wasps. More importantly, the
    3rd rune is on the wall just up ahead, so scan it. There is one more strip
    where you must morph into a ball to pass, but there are venom weeds guard it.
    So fire at them from outside and then roll through it safely before they
    recover. Keep climbing up to the rune gate; the last rune is on the tree branch
    behind you at the very top. Once the gate is open, bomb the sandstone wall in
    your way and roll on through to the door with missile lock. Blast it open
    and enter.
    
    The next two chambers leading to the Sun Chamber are filled with Venom Weeds
    And Reaper vines, just carefully blast a safe passage through. Once in the Sun
    Chamber, you will meet up with the source of the toxic water... the Flaahgra.
    
    F l a a h g r a
    ---------------
    This battle may seem hard if you don't know what you're doing. But if you
    understand what you have to do it's pretty straight-forward. Anyway, make sure
    you scan both Flaahgra and one of Flaahgra's tentacles. To beat Flaahgra, you
    want to stop the sunlight rays concentrated on it by hitting the mirrors up
    out of the way. Then you want to roll through one of the tunnels usually
    guarded by a tentacle, and then lay a bomb in the Morph Ball slot at the base
    of the Flaahgra to damage it. First there will be only one mirror, but each
    time you bomb the mirrors will increase until there are four. The easiest way
    to do this is to lock-on to the Flaahgra and dash around it whist firing
    constantly to stun it. The mirrors should be in your line of fire if you get
    the mirror targets between you and the Flaahgra. So charge up your beam and
    shoot at the mirror targets to knock them up. The Flaahgra will burn up after
    the fourth bomb to its base.
    ---------------
    
    Once you toast it nicely, the waters of the Chozo Ruins will now become
    pristine, and the Varia (Barrier) Suit upgrade will appear; so collect it.
    
                            [  Varia Suit acquired! ]
    
    Now go through the door ahead and follow the tunnel to the Sun Tower. You can't
    kill the Pulse Bombu in the tunnel so just head past it. After a long drop down
    to the base of the tower, you will be ambushed by a lot of War Wasps thanks to
    the four nests. Kill them all then wipe out the nests. There is a Chozo Lore in
    here too scan, "Spreading Evil". Head on through the door to an elevator, but
    don't go down it just yet, since you want to go on a little expansion hunt.
    
    Go through the door on your left. Morph into a ball and roll onto the moving
    platform to get taken up to a series of tunnels that lead to the vault. There
    is a Chozo Lore on the right (western) wall of the vault, "Fountain". As you
    would have noticed by now, there is an expansion mockingly just beyond your
    reach in the vault. On the southern wall of the vault you will find three
    Morph Ball slots; the first one is easy to get to, you only have to bomb the
    cover off the slot to access it; do the same for the second one, using a bomb
    jump to reach it; the last one has no cover but requires a double bomb jump to
    reach. To do a double jump, you must lay a bomb and then you must quickly lay
    another two bombs just as it explodes. After landing those bombs should propel
    Samus quite high as the ball. Once you have activated all three slots with
    bombs, the vault should open and the Missile Expansion will be yours.
    
    Head through the door ahead to the Plaza Access. Make your way through the
    tunnel, which is only filled with beetles, to reach a ledge over the Plaza with
    an Energy Tank. Make sure when collecting the Energy Tank the door behind you
    doesn't close, as you won't be able to re-open it to take a shortcut back to
    the elevator. It doesn't matter if it does though, as the "long" way back will
    net you two missile expansions.
    
    So if the door does close behind you, drop down and head through the Nursery
    Access. Simply follow the access tunnels to the Ruined Nursery. Along the
    eastern wall of this chamber is a morph ball maze. Firstly, bomb jump up to
    the lower path and bomb the breakable block at the end of it to drop the
    unbreakable block out of the way. Climb up to the north-east corner of the
    area and bomb your way through the upper path to reach the Missile Expansion.
    Continue on to the Ruined Gallery. Drop down and look at the right (eastern)
    wall to find two tunnels. Bomb jump into them and roll on through to find
    another Missile Expansion. Continue on your way, once you reach Transport
    Access North you will be able to roll through the small hole now you have
    the Morph Ball; it will lead you to the elevator. Scan the console and then
    take the elevator down to Norfair... er... Magmoor.
    
     Magmoor Caverns
    *****************
    Drop down the shaft and continue on. Beware, some Shriekbats will attack. Just
    up ahead you will see a door on your left with a Missile Door Lock on it, blast
    it off to reach a Save Station [Magmoor A]. Exit the station and continue on.
    Watch out for yet more Shriekbats; and Grizbies, which can only be killed by
    missiles. There are flamethrowers guarding the platforms ahead, so jump
    carefully. A lone Burrower will ambush you as you reach the door to the next
    section.
    
    Ah... Magmoor Caverns, got to love that remix of "Norfair Ancient Ruins Area"
    theme from Super Metroid. As you can plainly see, Magmoors are quite nasty;
    I understand why they named the cavern after them. Jump across the platforms,
    and shoot away the Puffers from a distance. Be careful to not go near the
    poisonous cloud they leave in their wake. You will soon reach a seemingly dead
    end, but shoot the boxes and you will reveal a cracked sandstone deposit.
    Morph into a ball and blast your way through the walls. Clear the next area of
    Puffers and then make your way over to the door.
    
    Morph into a ball and enter the pit. Triclops will grab you in their pincers
    and throw you back if they spot you. However, if you lay a bomb as a decoy, the
    Triclops will grab the bomb and explode! Instead of climbing the platforms,
    drop down and roll into the actual Triclops Pit. Its entrance is in a cave
    filled with luminescent red vents. Manoeuvre over to the south-west corner of
    the pit to find the exit that will lead you to a door to the Storage Cavern.
    Inside this Storage Cavern is a Missile Expansion.
    
    Backtrack all the way to the high section of the Triclops Pit and make your
    way across the suspended platforms to the door leading to the Monitor Tunnel.
    Take note that the suspended platforms will slowly drop as you are standing
    on them. In the Monitor Tunnel, get past the moving platforms and Puffers to
    reach the Monitor Station. The station is guarded by many Auto-Turrets; so
    stand back and pick them off with charged shots and missiles. There are three
    located on the underside of the station. Head across the platforms to the door
    on your left, but ignore it. Instead head over to the underside of the station
    and follow the string of platforms on the other side of it to reach the actual
    monitor station; an Auto-Turret guards the entrance of the station. There are
    are lots of screens to scan up here; cross the bridge up here to the door that
    leads to Transport Tunnel A.
    
    Once in the tunnel, roll into the Morph Ball section. There is a Missile
    Expansion to acquire in here if you're proficient with the Double Bomb Jump.
    Simply roll on top of the first block over the lava, and do a double bomb jump
    to reach the ledge up above; if you miss you will fall down into the lava and
    loose a lot of energy. Regardless, once on that ledge roll over to the left and
    double bomb jump to reach another ledge. Then roll over to the left and double
    bomb jump one more time to propel yourself up to another Energy Tank. Anyway,
    head to the far left end of this tunnel and bomb jump your way up to the exit.
    The door leads to yet another huge elevator. Scan the console and take it up to
    icy shores of Phendrana Drifts.
    
     Phendrana Drifts
    ******************
    Exit the transport room. Blast through the soft ice with either missiles or
    charged beam shots then head on through to the Shoreline.  To your left (east)
    is a Radion grate; blast it open with a missile and then roll over the snow
    heap to find a control panel. Scan it to open up a door above. Now head to the
    snow tunnel in the southern end of the shoreline to find Save Station 8. Save
    and then head back to the Shoreline. As you exit, head to the left to find
    ledges that lead all the way over to the door that you unlocked. Take note that
    Crystallites can only be killed by missiles.
    
    Once in the Ice Ruins Access, blast the ice in your way then morph into a ball
    and carefully roll past the Scatter Bombu to the door to Ice Ruins East. In the
    ruins you will meet your welcoming party, two Baby Sheegoths. Lock-on to them,
    dash around so you are behind them and then pummel their vulnerable ice shells
    until they shatters. Once their soft backs are exposed, only a couple of shots
    are needed to kill them. If they freeze you, tap B rapidly to escape.
    
    Climb up onto the ruins and make your way around the perimeter of the area,
    heading across the rooftops to reach a door in the south-east. It's important
    you scan the Ice Burrowers ion the Plaza Walkway, as they will disappear later
    in the game. At the end of the cave you will emerge out on the high ledges
    which hang over the Phendrana Shoreline. Head through the door on your
    left up here. Ignore the Pulse Bombus and take the door ahead to the Ice Ruins
    West. Walk ahead and look to your right to find an opening in the ruins; there
    is a Crystallite inside and a Chozo Lore called "Cipher" to scan. Avoid the
    Baby Sheegoth and continue to the door leading to the next area, blast the
    missile lock off it and head on through.
    
    As before, morph into a ball and carefully roll past the Scatter Bombu; soon
    you will reach the massive Phendrana Canyon. Drop down and look at the wall
    directly behind you to find another Chozo Lore, the "Entrusted One". Continue
    on and you will find a console up on a edge; scan it and the floating platforms
    will realign to form a path. Cross them to reach a dome with the Boost Ball
    inside.
    
                             [  Boost Ball acquired! ]
    
    Roll down into the icy half-pipe. To ride the half-pipe effectively, do not
    touch the control pad at all once you get started. Release the boost just as
    you are approaching the ramp, and begin charging the next boost as you reach
    the peak of your air time. Just get on either side of the ledge and make your
    way up to the exit this huge icy canyon. Now backtrack all the way to the
    elevator down to Magmoor Caverns. As you reach the shoreline you will treated
    with a lovely cinema of Ridley gliding ominously over the shoreline. Before
    heading to Magmoor I suggest you visit Save Station 8.
    
     Magmoor Caverns
    *****************
    Head back to the Monitor Station and head down to the door on the eastern side
    of the area. Travel through the tunnel to the Fiery Shores. Watch the thermal
    jets coming from above as you cross the platforms in the tunnels to reach a
    huge sea of lava. Go over to where the Triclops is running around and quickly
    bomb jump up into the tunnel just above. This tunnel will take you over to the
    other side of the lava. Destroy the crates nearby and morph and roll into the
    nearby cage-like ledge and bomb jump up the platforms. Once up the top,
    carefully roll across the scaffolding and bomb jump when needed to reach a
    Missile Expansion. Kinda reminds you of Marble Madness, huh?... or for the
    younger gamers, Super Monkey Ball ^_^
    
    Drop down to the platform below and make your way to the tunnel back to the
    other side of the lava. Carefully jump past more thermal vents to make it to
    another area. Morph into a ball and roll over to the ledge on your left and
    follow the track over to the other side of the lava, beware of the Magmoors
    that will attack while you are still on the rail. The door up ahead leads to
    an elevator up to the Tallon Overworld. So scan the console and take it up.
    
     Tallon Overworld
    ******************
    In this tunnel is a rock bridge with steam coming up from either side of it,
    head under this bridge to find a Missile Expansion. Enter the Root Cave ahead.
    Beware of the Beetles that will swarm you down here, just climb up the rock and
    gnarled roots to reach a door that leads to fairly familiar territory. Nearby
    is another half-pipe, ride it to reach the ledge above and kill the Zoomer up
    there. Cross the Rock Bridge to a seemingly dead end, but bomb your way through
    to reach a door. Through the door is a gully; cross this gully to reach the
    higher section of the Landing Site. Follow the ledge along this northern edge
    to another door; this takes you to an alcove with the Space Jump Boots.
    
                           [ Space Jump Boots acquired! ]
    
    Space Jump out of the area and down to your Gunship to save and recover. Roll
    into the weed filled tunnel behind the ship to find another Missile Expansion.
    It's now time to go back to Phendrana. Go via the Root Cave to Magmooor Caverns
    East Transport, then head via the Monitor Station to Phendrana Drifts North
    Transport.
    
     Phendrana Drifts
    ******************
    Head to the Shoreline. With your Space Jump Boots you can now jump up to the
    icy ledge in the far SW corner. From that ledge jump up to the floating
    platform, then up to the western temple. Go through the door, shatter the ice'
    and then follow the Bombu infested entryway to the Chozo Ice Temple. Climb the
    almost spiralling platforms of ice and stone to the top of the temple. Beware
    of the Crystallites and Ice Parasites that will crawl all over the platforms;
    the later you should scan because they will disappear quite soon, after you
    collect the next upgrade to Samus's arsenal. At the top of the temple you will
    find a cathedral with four Chozo busts, and a huge Chozo statue swamped in
    sleet. If you scan the gate to the right of the statue it will mention the
    Shaman. So go back and scan the busts to find out which one is the Shaman, and
    then shoot at it with a missile to reveal aa Morph Ball slot. Bomb jump up into
    it and activate it with another bomb to open the gate. Head on through the door
    it was guarding.
    
    Morph into a ball and roll into the small ice hole. Pillars block the way
    through to the Chapel. So bomb the breakable blocks and bomb the base of the
    pillars to make them drop out of the way. Do this with both pillars and make
    your way through to the Chapel of Elders. Go to collect the Wave Beam;, it
    will lower into the floor, and two Baby Sheegoth will be released from the
    corners of the chapel. There are two more that will replace the ones you kill.
    Once all four baby Sheegoths are vanquished, the adult Sheegoth will tear
    through the stone wall.
    
    This mini-boss is fairly challenging. The crystals on its back will absorb any
    Power Beam shots you attempt to attack it with; it will use this energy to
    release a heavy attack on Samus. Expect to constantly get frozen  by the
    Sheegoth's frigid breath, when this happens tap B repeatedly. After expelling
    Its ice breath, it will huff and puff worse then a fat kid after a cross
    country run. That is your chance to fire Missiles into its mouth to cause heavy
    damage. Bombs are also effective. Just morph into a ball, roll carefully near
    the Sheegoth and lay as many bombs as possible. Anyway, once it's dead the
    Wave Beam will rise back up for you to collect.
    
                             [  Wave Beam acquired! ]
    
    The Wave Beam is weaker, but due to its deep wavelength it's capable of
    passing through solid objects. Open the Wave Beam door and backtrack all the
    way to the Shoreline. Note that the Bombu have replaced the Ice Parasites in
    the Temple. Once at Phendrana Shoreline, climb up the southern wall and use the
    floating platform nearby to jump up to the door to the Ruins Entryway. Go on
    through to Ice Ruins West. As you enter, look on your right to find an opening
    with a Crystallite inside. Enter it and climb up the ledges to the top, which
    will give you a good view of a fractured stalactite. Scan it and then fire a
    Missile at it's weak point. It will drop, creating a platform for you to climb
    up in the process. Make your way across the rooftops and overhead caves to the
    purple (Wave Beam) door in the south-east corner up here. Some Ice Shriekbats
    will attack you on the way. This is the only place they exist so make sure you
    scan them. Thank God they don't disappear like in the NTSC version. Anyway,
    after another Scarab infested entryway you will be at the Ruined Courtyard.
    
    On either side of this courtyard you will find two Spinner devices. To use
    these, roll into them as a ball and then charge and release your boost until
    the arm comes down and it is activated. The western Spinner opens up the
    aqueduct vents, and the eastern Spinner supplies power to the Morph Ball slot
    above. Climb the snow hills up to that slot and activate it with a bomb, water
    will pour from the aqueducts and the water will rise. Quickly jump across the
    floating ice platforms over to a chute on the other side. Morph into a ball and
    bomb jump into it; it will take you down to another Energy Tank.
    
    Drop into yet another chute and you will emerge from a one-way access hatch.
    Now, activate the Morph Ball slot again, but this time use the ice platforms
    to reach the nearby ledge of the central tower. Beware of the Flickerbats,
    as they will attempt to ram into you. Climb the ledges to the top of the tower.
    Firstly jump over the large gap to the Blast Shielded door in the west. Use a
    Missile to break the shield and then head on through to Save Station A. Exit,
    jump over to the purple (Wave Beam) door in the north, open it up, and set
    forth into the unknown.
    
    Well.. the unknown is the Pirates Artic Research Installation in this instance.
    Soon a Shadow Pirate will run at you at full force and attack; quickly waste it
    before it can slash at Samus. There is also an Auto-Turret up ahead, stay close
    to the left wall and then scan the terminal up ahead on the opposite wall.
    Scanning the terminal will disable the Auto-Turret without having to fire a
    single shot at it. Head through the purple door up ahead.
    
    Once the Space Pirate defence procedure is in full swing, it's time to battle
    the alien scum. The best strategy is to lock-on to one Space Pirate at a time,
    first fire a charged Wave Beam blast to stun it and then fire a Missile to
    finish it off. Strafe from side to side while you are locked on to the Pirates
    to dodge their red projectiles. They will also swipe at you with a scythe if
    you get too close... so don't. Four dead Space Pirates later and the doors
    will unlock.
    
    Up ahead on your right is a door to the Map Station. So scan it if you didn't
    scan the last to Map Stations, scan this one. Anyway, download the auto-map for
    Phendrana Drifts. Exit the station and head up the ramps of the Research
    Entrance. Beware, there is an Auto-Turret in the middle of the roof that will
    knock you off up here; so keep a lookout and get ready to blast it with
    missiles. Head through the purple door at the top, and travel the Bombu
    guarded entryway to Research Lab Hydra.
    
    Scan the nearby console to deactivate the force field. Two Space Pirates guard
    this lower floor. There are a lot of things to scan around here, but of most
    interest are the Pirates Data Logs. You can download "Phazon Analysis",
    "Mining Status" and "Security Breaches" from terminals in the western annex;
    and "Parasite Larva" from a console in the eastern annex.
    
    Scan the console near the elevator to activate it and then take it up. There
    are more Space Pirates up here on the ramps and platforms, and on the last
    ramp at the very top is guarded by an auto-turret. Battle your way to the top.
    But before you jump up through the purple door, scan the middle terminal on the
    back wall for the "Glacial Wastes" Pirate Data.
    
    Three Auto-Turrets guard the icy Observatory Access. Stay behind the relative
    safety of the crates and carefully destroy them one by one. Then head on
    through to the Observatory. A swarm of Space Pirates guard this area. Once you
    destroy all five, power will be supplied to the console at the back. Scan it
    to supply power to the Morph Ball slot and begin the hologram start-up
    sequence. You can download the "Contact" and "Phazon Program" Pirate Data Logs
    from the terminals on either side of the power console.
    
    Jump up and activate the Morph Ball Slot, and then climb up and activate the
    Morph Ball slot it activated on the other side of the Observatory. Once that's
    done, boost in the four activated Spinners at the base of node to lower the
    four holographic projectors. Scan the holograms of Zebes and Tallon IV to add
    them to the Research Logs. Climb the extended platforms around the perimeter of
    Observatory and up to the top of node to find the Super Missile upgrade!
    
                           [  Super Missile acquired! ]
    
    Destroy the Blast Shield on the door behind you, it leads to Save Station D.
    Save, recover, and then exit. Enter the purple door on the other side of the
    Observatory. This Bombu and Crystallite filled entrance leads to a Blast
    Shield, so destroy it and enter the next area. Activate the West Tower elevator
    and then take it up to the purple door leading to the Control Tower roof. Three
    Space Pirates will ambush you on this rooftop, and after they have been
    dispatched three Flying Pirates will replace them, and then another three
    Flying Pirates after the first wave. Be careful attacking the Flying Pirates,
    once you damage their jet-pack enough they will come spiralling down at you.
    
    Head through the purple door to the East Tower; if you are disorientated, it's
    the tower that has a crane coming off of it. Activate the elevator and take
    down. You will have to travel through yet another Bombu filled entryway to
    reach Research Lab Aether.
    
    Wow, an actual Metroid! So pretty and squishy in three-dee! Scan it. It must
    not like being scanned because it will break through the glass container and
    attack. Metroids are much weaker than in the past games of the series, so
    firing at it with conventional weapons while it's not frozen will actually
    work. If it latches onto Samus's face, morph into a ball and lay a bomb to
    dislodge it. Eventually it will absorb so much energy from your attacks that it
    will explode. Once it is destroyed a Space Pirate will burst through the wall,
    opening up a passage to the lab below.
    
    Before continuing on, scan the terminal on the back (eastern) wall for the
    "Meta Ridley" Pirate Log, and the orange screen hanging above the viewing
    window for the "Metroid Studies" Pirate Log. Drop down to the platform below
    and scan the main terminal for the "Phazon Infusion" Pirate Log. Nearby the
    Space Pirate on the boardwalk is a small platform attached to a zigzagging
    bundle of pipes and wires leading to a Missile Expansion in the northern wall.
    Jump up onto the small platform, morph into a ball, and then carefully follow
    the zigzagging path over to a small nook with the Missile Expansion.
    
    Drop down to the floor and get ready to battle some Space Pirates. Blast the
    stasis tank in the north-east corner with a Missile to reach the Energy Tank
    inside. There are two terminals in the computer annex down here that have
    Pirate Data: the one on the left has "Metroid Morphology" and the one on the
    right has "Metroid Forces". Once that's done, open the wave beam door and drop
    down into the icy cave below. Just beyond the Ice Beetles, and another purple
    door is the Research Core.
    
    There are Space Pirates, Flying Pirates and Auto-Turrets guarding their
    prototype technology... not to mention a three part force-field. Head down one
    level at a time, making sure you scan the consoles on the top level, the 1st
    level, and on the ground floor to disable the security fields. Then collect
    the floating technology.
    
                            [  Thermal Visor acquired! ]
    
    You can know see in the dark... good thing... because you will need to use that
    attribute prematurely, as the power is now cut. So press down on the Control
    Pad to change to thermal vision. Kill the Shadow Pirates now after you and make
    your way back up to the top floor. Metroids will break through the glass and
    attack, one per level, so be careful. Once at the top use your thermal vision
    to locate the interlock, it looks sort of like a target, and then fire through
    the wall at it with your Wave Beam to open the door. Enter it.
    
    Two Sentry Drones are waiting inside to ambush you. Just keep moving and firing
    charged Wave Beam shots at them to come off as unscathed as possible. Continue
    on to Research Lab Aether. More Space Pirates and a new Auto-Turret await you.
    If you haven't already done so, scan the console near the platform to activate
    it so you can use it. Follow the boardwalk up, killing Pirates on the way, and
    then jump through the hole to where you met your first Metroid (in this game).
    
    Keep backtracking all the way to the Observatory and recover/save in Save
    Station D. The Observatory is filled with more pirates, and the access to Lab
    Hydra has another two Sentry Drones. As soon as you re-enter Research Lab
    Hydra, disable the Auto-Turret ahead. Scan the huge seemingly solid column
    nearby to discover that it's made of Cordite, a substance weak against Super
    Missiles. So charge and blast it to uncover another Missile Expansion.
    
    Continue backtracking all the way out of the Space Pirates research facility
    to the relative safety of the Ruined Courtyard. Expect for the Space Pirate
    body count to increase in the process. Once in the natural light of the
    courtyard you can take off your thermal visor, and Save/recover in Save
    Station A if needed. Head over to the door on the eastern end of the courtyard.
    Use your thermal visor to search for the lock, blast the cap of the statue in
    the way with a Super Missile and then use your wave beam to activate it. Open
    and head on through the newly activated door.
    
    Continue past the Bombu in the Access to the Quarantine Tunnel. Morph into a
    ball and roll along the windy path to the purple door to the Quarantine Cave.
    A large pile of Phazon cover rocks will suddenly awaken... supernaturally.
    
    T h a r d u s
    -------------
    First things first, scan Thardus so you don't forget to do it later. This giant
    radioactive stone giant will attack one of three ways: one, it will send out
    streams of ice that will instantly freeze Samus, do your best to avoid them but
    if you get frozen tap B rapidly (bomb if in morph ball mode) to escape; two, it
    will roll into a giant boulder and roll around attempting to crush Samus, this
    attack is very hard to avoid but try morphing into a ball and boosting out of
    the way; and finally, Thardus will telekinetically lift phazon rich boulders
    and hurl them at Samus, this is not all bad as they will leave energy and
    missiles behind after you destroy them with your shots.
    
    Now, to kill Thardus you must equip your thermal visor to see his "hot spots".
    Lock-on to the hotspots and fire a single Super Missile or numerous charged
    shots to blast the casing off them. The radiation from the exposed phazon will
    mean you will have to switch back to the Combat visor. Then simply destroy the
    exposed phazon segment with a single Super Missile or numerous charged shots.
    Every three segments Thardus will create a phazon storm, so stay back. After
    all seven segments have been destroyed: right ankle, right wrist, left wrist,
    left hip, right shoulder, left shoulder, and the head; Thardus will be
    well and truly dead, and the Spider Ball will be yours.
    -------------
                              [  Spider Ball acquired! ]
    
    Look around the Quarantine at the magnetic rail tracks, the track beginning
    in the due north leads to the door you want to get to. However, you can take a
    shorcut by bomb jumping up to the one in the south-west and then at the top of
    it bomb jumping once move to reach the track above. It doesn't really matter,
    what's important is that you reach the southern wave beam door that leads to
    the Southern Quarantine Tunnel, which in turn leads to Magmoor Caverns South
    Transport. Activate it and take it down.
    
     Magmoor Caverns
    *****************
    Blast the Missile Door Lock behind you to reach Save Station Magmoor B. Save
    and recover, exit and continue though the wave beam door. Watch out for the
    many thermal jets in the tunnel leading to the workstation. Magmoor Workstation
    is guarded by three Flying Pirates, so quickly take them down with charged
    shots and Missiles.
    
    Drop down to the workstation floor and equip your thermal visor. Locate the
    three conduits next to each channel door, and activate them with your wave
    beam to supply energy to the machine; which will cool down the western channel.
    So roll into the Triclops Pit via the entry in the south, kill both of the
    Triclops with bombs, and then roll through the cooled west channel. It leads
    to a terminal, scan it to cool the east channel. Quickly roll back to the pit
    and head for the east channel (your second left) to reach another terminal.
    So scan it to cool the northern channel, roll back to the pit and then into
    the north channel (your right) to reach another Energy Tank.
    
    After exiting the channels, head through the door in the north-east corner of
    the workstation. The Puddle Spore in the lava pit ahead is your bridge to the
    other side. Shoot at its core with a charged shot to flip it, to use it as a
    platform. Head through the wave beam door to the Geothermal Core. Cross the
    platforms and another two Puddle Spores to reach the door leading to a tunnel.
    
    There is a huge rock stalactite hanging ominously over the Magmoor... scan it
    and then fire a missile at it's weak point to make it fall on the Magmoor and
    create a platform over to the other side. The first part of the Twin Fires has
    another two of these stalactites to help you get past all the Puffers it is
    infested with. Roll under the thermal jets to reach the other part, which has
    another Magmoor waiting to be crushed by the stalactite hanging precariously
    above it... not too bright they are. Roll beneath the top thermal jet when the
    bottom thermal jet stops to reach the door to the next area. Use the magnetic
    rail track to reach the transport to Tallon Overworld West.
    
     Tallon Overworld
    ******************
    Head all the way over to the Landing Site. Use the GunShip to save, recover,
    and reload. I think it's probably time you visit the Artifact Site in the
    Impact Crater... we've been putting it off for too long. Climb the ledges
    along the eastern side of the landing site and head behind the waterfall to
    reach the door in the south-west leading to the Artifact site. Seedlings and
    Tangle Weeds guard the Temple Hall. Once in the Security Station, scan the
    hologram for the "Artifact Site" Pirate Log. Blast the Missile Door Lock and
    continue  through the lobby to the actual Artifact Temple.
    
    To your right (west) is the "Prophecy of Light" Chozo Lore, and to your
    left (east) is the "Contain" Chozo Lore and a series of ramps leading down
    to the cipher. Translate the lores and then head down to the Artifact Site.
    Collect the hologram under the central totem; it is the first Chozo Artifact,
    Truth. Scan the seven awakened Chozo Totem for clues to the whereabouts of the
    artifacts. Exit the temple and head back to the GunShip.
    
    It's now time to head back and further explore the Chozo Ruins with all your
    new gadgets. So head to the Chozo Ruins West transport via Tallon Canyon.
    
     Chozo Ruins
    *************
    Go to the Main Plaza.  You will notice a Cordite cap on the large tree near
    the plaza entrance, blast it off with a Super Missile to reveal a Missile
    Expansion. You can collect it by jumping from ledge overhanging the door to
    the Ruined Shrine Access. You'll should also notice that in the very centre of
    the plaza is a half-pipe-like stone structure. Boost back and forth until you
    get enough air to reach the Missile Expansion on the eastern lip of it. More
    expansions await, head to the Ruined Shrine via the door in the south-western
    end of the plaza.
    
    Kill the Plated Beetle and then bomb the sandstone at the bottom of the
    northern wall to reach an annex with a Missile Expansion. Roll back, and then
    climb onto the half-pipe near the entrance of the shrine. Use your Speed Boost
    to ride it and get up to the southern ledge. Roll through the small tunnel to
    reach yet another Missile Expansion! Roll back to the half-pipe and this time
    boost over to the northern ledge. Roll through the tunnel up their, making
    sure you hold the R Button near the end to grapple onto the magnetic rail track
    which leads to the purple door leading to access corridor to the Tower of
    Light.
    
    I hope you have good aim and a lot of Missiles for this one. Climb the
    platforms up to the central suspended platform. Directly in your line of sight
    you should be able to see darkened cracked pillars supporting the 'levels' of
    the Tower of Light. It takes three missiles each to destroy them. Once
    all four supporting pillars have been taken care of, the level they where
    supporting will collapse down. Plated Puffers will emerge from the port holes,
    so quickly jump up to the next centrally suspended platform. The following two
    levels have Oculus guarding the cracked pillars, so you must fire carefully
    so the missiles don't ricochet of those one eyed bastards. Once all three
    levels have been collapsed, climb the platforms up to the Wavebuster.
    
                            [  Wavebuster acquired! ]
    
    Essentially useless, it's a missile draining electricity beam that seeks out
    enemies. It reminds me of the Ghostbuster's Proton Pack beams. Now backtrack to
    the Main Plaza;
    
    Drop down and head through the western door to the access tunnel leading to
    the Ruined Fountain. Since you killed Flahgraa all that time ago... the
    fountain is now pristine. Roll into the actual fountain, and when it gushes
    water it will propel you up to the magnetic rail track above. So get ready to
    grapple and roll along the track to reach another Missile Expansion. Take the
    magnetic rail back and head back to the Arboretum. Continue on to the
    Gathering Hall.
    
    Once in the Gathering Hall, save and recover in Save Station 2 if you wish.
    Head to the Watery Hall via the northern door leading to its access tunnel.
    Roll through the small hole near where you collected the Charge Beam, the area
    is now infested with Eyons to reach the Dynamo. You can clear the Eyons with
    charged beam shots. Follow the magnetic rail track in the Dynamo to reach a
    small chamber with a Missile Expansion. Back track to the Gathering Hall again.
    
    Climb up the platforms and through the red tunnel to reach the door leading to
    the east atrium. But don't enter it just now. Jump on to one of the red lamps
    on either side of the door, and then space jump up to the ledge above the door.
    Bomb the grating to reach yet another Missile Expansion. Since you've collected
    that, head through the door to the East Atrium and consequently through to the
    Furnace via the Energy Core.
    
    You can now use your spider ball ability to climb the magnetic rail track up
    to the actual furnace. Just make sure you are quick at bomb jumping in the
    morph ball section, as the blocks will disappear shortly after you touch them.
    Beetles will attack once you reach the actual Furnace. There is a tunnel in the
    north, ake sure you translate the "Great Poison" Chozo Lore above it before you
    roll on through. Once in a chamber, bomb jump through the hole in the wreckage
    to reach a purple door leading to the Crossway.
    
    What an awesome chamber. Ride the half-pipe to reach the other side; there are
    three Chozo Lores to translate on your left (north): "Infestation", "Cradle",
    and "Worm" respectively from left to right. There is a cordite statue nearby,
    blast it with a Super Missile, and then activate the exposed conduit by
    scanning or firing at it with your wave beam. A contraption will spin around
    exposing it's magnetic rail track side. Boost in the half-pipe gain enough
    height to grapple onto it (use the vertical pillar of rusted metal as a guide),
    roll over and bomb jump up to the morph ball slot, and then activate it to
    expose another magnetic rail track. Do the same to that next magnetic rail
    track and morph ball slot to withdraw the piston nearby. Quickly roll onto the
    piston and it will take you up to a ledge with another Missile Expansion.
    
    Drop down, cross the half-pipe again, blast the Missile Lock off the door
    ahead, and then head on through to the access corridor that leads to the Elder
    Hall. The Hall of the Elders is haunted, guarded by a Chozo Ghost. It will fade
    in and out of existence, attacking with balls of energy. Just keep moving and
    when it appears fire at it with charged Power Beam shots, after five or so it
    should kick the bucket for the moment. Behind the giant Elder Chozo statue is
    a Chozo Lore awaiting to be translated, specifically "Shapeless".
    
    Jump into the Elder statue's glowing hands and morph into a ball. The Elder
    statue will fling Samus up at the magnetic rail track system, so make sure
    you grapple on. The magnetic track leads to a morph ball slot, activate it to
    blast the caps off the three glowing energy fields. Climb up the platforms
    along the eastern wall to reach them. Shoot the purple field with your
    Wave Beam to expose a morph ball slot, activate it to rotate the central
    bridge. Morph in the Elder's hands again, this time you will be flung into a
    tube leading to the higher section of the hall.
    
    Roll ahead, scan the node near the door to disable the safety shield window
    nearby. Head through the door and follow the access tunnel to the Reflecting
    Pool. At the very bottom of the pool is a Talloric Alloy drain cover. Bomb it
    to drain the pool, exposing a half-pipe. Ride the half-pipe with boosts to
    reach the platforms up ahead, if you get swallowed by a Stone Toad bomb
    straight away. Head over to the door on the eastern side up there, blast the
    Missile Door Lock off it and head on through to get the Ice Beam!
    
                             [  Ice Beam acquired! ]
    
    Exit this small room and head over to the door on the other side. Blast the
    Missile Door lock and enter Save Station 3 to save and recover. Now you have
    the Ice Beam, head back to the Hall of the Elders. Kill the three Chozo Ghosts
    that haunt this area. Of the three energy fields, shoot the white one with your
    Ice Beam and then activate the morph ball slot you uncover. The central bridge
    will rotate again. Morph in the Elder Chozo's hands again and he will roll you
    underground to a chamber with an Energy Tank. Roll through the tunnel to
    resurface.
    
    Now, head back to Save Station 3. You might as well recover and save while you
    are here. Bomb jump into the tunnel behind the Save Station. It leads to the
    Tallon Overworld East transport. Activate the transport and take it up to the
    surface.
    
     Tallon Overworld
    ******************
    Head through the white (Ice Beam) door. Avoid the Geemers and roll under the
    roots to reach the white door to the Overgrown Cavern. Carefully roll through
    the gap in the roots but do not go near the Venom Weed. Instead roll over to
    the nook on your right. Fire at the Venom Weeds to make retract into the
    ground, and then roll on through, collecting the Missile Expansion on the way.
    Head through the white door to the Frigate Crash Site.
    
    Blast the two Flying Pirates before they can bombard you with missiles. Take
    Samus down to the Frigate entrance; a couple of wounded Space Pirates are
    guarding it. Heading into the Frigate will only lead to a dead end, as you
    need the Gravity Suit to make large jumps underwater. This will strand you in
    the innermost depths of the Frigate, and the path back to the surface involves
    climbing a vast series of small platforms; which can be very frustrating in the
    restrictive watery environment. Your only rewards? An Energy Tank and the
    knowledge you played the game in the sequence it was supposed to be played.
    
    So go in the Space Pirate Frigate if you wish, but otherwise and very
    wisely, just drop into the water and head over to the other side of the lake.
    If you have never been hear before you will see two Flying Pirates examining a
    split box containing phazon, they will scatter once you approach. Destroy the
    Blast Shield with a Missile and head on through to the Waterfall Cavern.
    Roll under the rock face and through the gully to the door leading back to
    the Landing Site. Save and recover in Samus's GunShip.
    
    Samus must now head to Phendrana Drifts to collect the Gravity Suit. Go via the
    Root Cave to Magmooor Caverns East Transport, then head via the Geothermal
    Core to Phendrana Drifts South transport.
    
     Phendrana Drifts
    ******************
    Use the magnetic rail track behind the elevator to reach a white door, which
    leads to an open access tunnel with a Pulse Bombu. Continue on through the
    purple door ahead to the Frozen Pike.
    
    Carefully descend the platforms down to the second door purple door you pass
    below, it's roughly just below the level of the Flickerbat swarm. There are
    Ice Parasite crawling all over the ice shelves; so if you missed scanning one
    before, here is one last chance. Anyway, head through the purple door to the
    Frost Cave Access.
    
    Roll through the tunnel like cleft in the ice shelves. Ice Beetles and Scarabs
    will attack on the other side. Head through the purple door ahead. Some
    stalactites hang from the roof of Frost Cave, two of which can blasted down
    from here with missiles. Do so to create platforms up to the purple doors
    ahead. The one on the right (west) leads to Save Station C, where you can save
    and recover; the one on the left (south) leads to the Upper Edge Tunnel, which
    continues the path to the Gravity Suit.
    
    Roll through the winding Upper Edge Tunnel to the purple door leading to
    Phendrana's Edge. To Flying Pirates are awaiting to ambush you here, freeze
    them with ice and then crack the Pirate-icle with a missile. Dive into the
    water below and head through the purple door down there to the Lower Edge
    Tunnel. Roll past the Scatter Bombu and collapsed roof to the purple door
    to the Hunter Cave.
    
    Blast down the three stalactites hanging from the roof. Use them to cross the
    water and reach the purple door to the Lake Tunnel. Roll past the Scatter Bombu
    and head through the submerged purple door to the Gravity Chamber. Once in the
    Gravity Chmaber, make your way through this underwater canyon to reach the
    Gravity Suit. Shoot the tips of the Aqua Reapers to make them recede so you
    can safely cross. The Gravity Suit is located in an ice shelf in the very
    northern end of the chamber. Collect it.
    
                           [  Gravity Suit acquired! ]
    
    Yay, "movement in liquid environments is no longer hindered"! Which means you
    can now climb up out of the water in the Gravity Chamber, and head through the
    purple door to the Chamber Access.
    
    A Sentry Drone guards this cave, short circuit its electronics with charged
    Wave Beam blasts. Head through the purple door ahead, to the upper section
    of the Hunter Cave. Quickly take out the two Flying Pirates before they knock
    you down below. And make your way along these ledges to the purple door in the
    north east corner, it leads to the Hunter Cave Access. Jelzaps infest these
    water, make your way through the tunnel; the purple door at the end leads back
    to the Frozen Pike.
    
    It's now time to begin the long trek back to the Crashed Space Pirate Frigate.
    Two Flying Pirates have replaced the Ice Parasites and Flickerbats. So climb up
    the spiralling ice ledges around the perimeter of the pike. Roll and bomb jump
    through the ice structure near the top. Head through the access tunnel to
    Magmoor Caverns South transport. Go via the Geothermal Core to the Tallon
    Overworld West transport, then to the Frigate Crash Site via the Landing Site.
    
    Now that you have the Gravity Suit, you can Space Jump from the roots in the
    centre of the lake over to the Missile Expansion, that is located in a nook in
    the northern bank of the lake. To get up to the Frigate entrance, climb up the
    underwater ledges along the eastern edge of the lake to reach a small grotto.
    Roll through the small hole in the grotto to reach the white door to the
    Frigate Access Tunnel.
    
    Head past the Tangle Weeds and through the door to the C-Section of the Main
    Ventilation Shaft. Drop down into the water and then roll through the
    ventilation duct to the B-Section. Two Auto-Turrets guard this area, so quickly
    take them out. The door ahead has no power, so equip your Thermal Visor and
    activate the hidden power conduit above the door with your Wave Beam. Continue
    on to the A-Section, it's swarming with Tallon Crabs, follow the ventilation
    duct down into the Reactor Core.
    
    Drop down to the bottom of the core and destroy the two surveying Aqua Pirates.
    Funnily enough, they are essentially exactly like Flying Pirates only aquatic.
    If you haven't been down here before, the door to the Reactor Access has no
    power, so equip the Thermal Visor and search for power conduits. One, is on the
    western wall of the reactor bed; two, is on the southern wall of the reactor's
    observation deck (where you fought the Parasite Queen from); three, is on the
    wall of the observation deck, just to the right of the rubble leading to the
    door; and four, is on the wall to the left of the door. After all four conduits
    have been activated, the door will open.
    
    The door on your right leads to a Save Station, where you can save and recover.
    Activate the conduits on either side of the next door to access the Cargo
    Freight Lift to Deck Gamma. This is where you would of got stuck without the
    Gravity Suit to jump over the freight lift rubble. Blast the grate ahead so you
    can collect the Energy Tank inside the crashed cargo lift.
    
    Climb the debris to reach the top, firing at the Aqua Reapers to get them out
    of your way. Strangely... a wounded Space Pirate will fall into the water just
    before you reach dry land. The door at the very top of the lift shaft has no
    power. So equip your thermal visor to find the three conduits. One, is to the
    right of the entrance of the crashed lift; two, is on the back (eastern) wall
    near the bottom of the shaft, and three, is on the left (southern) wall once
    you resurface from the water. Head through the Transit Hall to Biohazard
    Containment.
    
    Blast the Auto-Turrets with missiles before they can give you grief, down in
    the water lurks two Aqua Drones. Make sure you scan them as they will disappear
    later on. One of the containment cells' cordite door is weakened, blast it off
    with a Super Missile to collect the Missile Expansion inside. The door to the
    Security Hall is also without power. So equip your thermal visor again and
    search for the power conduits. One, is on the northern side of the top half of
    the central containment tank; two, is in the north-west wall of the top floor;
    and three, is in one of the underwater containment tanks running along the
    southern wall. Head through the door once activated.
    
    Shot the Aqua Reapers to clear a safe path to Biotech Research Area 1. Three
    Aqua Pirates guard this area. Unsurprisingly, the door to Conduit Hall is also
    out of power. Equip your thermal visor once more to search for the power
    conduits. One, is just up from the door to the Security Hall on the northern
    wall; two, is below the last conduit on the northern wall of the ground floor;
    and three,is on the southern wall of the ground floor. Once all three have been
    activated, climb the debris up to the next door and head on through.
    
    Clear the Aqua Reapers and head through the door to the Connection Elevator
    to Deck Beta. Another mysteriously dead Space Pirate... drop down below and
    enter the Hydro Access Tunnel via the door. Roll into the hole on your left to
    a morph ball section. The lift from the bubbles allows you to bomb jump quite
    high. In the second bubble stream, bomb jump and then lay another bomb just
    before the apex of your jump, you should drop into it and bomb jump once again.
    Do this at least two times in a row to get enough height to reach the
    Energy Tank above.
    
    Bomb jump out of the morph ball section and head through the door to exit the
    Crashed Frigate. You will emerge in the underwater basin of the Great Tree
    Hall. Head under the giant root and up the steps made from rock and tree roots
    to reach a white door. Open it with your Ice Beam and enter it. Transport
    Tunnel E is filled with intense radiation coming from the purple glowing goo,
    it must be phazon. Clear the Seedlings and go through the white door ahead to
    the Phazon Mines East transport. Activate it and head on down.
    
     Phazon Mines
    **************
    Head through the Quarry Access to the Main Quarry. Wow... what an ominously
    beautiful setting. Quickly drop down and run over to the magnetic rail track
    on your left (south), follow it up and enter the purple door to the Save
    Station Mines A. Scan the console on your left to access the Save Station.
    Save, recover and then head back to the Main Quarry.
    
    Two Mega Turrets and a Force Field guard the entrance to the mines. Destroy the
    Mega Turrets with Super Missiles, and then open the Force Field by scanning
    both the nearby consoles. Follow the walkway up to the control centre of the
    crane. On the way up Space Pirates will attack, one will even burst through a
    vent to ambush you. They're small fries (zako even)...
    
    The Crane Controls have no power, so put on your thermal visor to search for
    a power conduit. It's located on the base of the crane. Once power has been
    supplied to the crane, scan the console to swing it in the wall... uncovering
    a Missile Expansion in the process. Now, on the north-east edge of this
    platform is a magnetic rail track. Follow it to crawl along the boom of the
    crane up to the Missile Expansion.
    
    Drop down and head through the white door beyond where the force field once
    was. Don't bother destroying the Auto-Turrets in Security Access A, just
    deactivate them by scanning the up ahead the right wall. Head through the
    white door to the Main Security Station. Switch to your thermal visor to see
    the Shadow Pirates and take them out with charged shots. Continue down the
    winding hall, you can blast the pipes in your way if you wish. A narrow ramp
    will take you up to the second floor.
    
    Wave Troopers will appear, it seems the Space Pirates have engineered analogues
    of Samus's arsenal. Use charged Wave Beam shots to take them out, they'll put
    up quite a fight. Once you've killed all three and unlocked the doors, head up
    through the wave beam door ahead to Security Access B.
    
    Equip your thermal visor to battle the Shadow Pirates guarding this hall. Jump
    up through the white door to the Elite Research. There are only a couple of
    garden variety Space Pirates guarding this area, nothing you can't handle.
    Scan the console on your left behind the stasis tank to decode the "Elite
    Pirates" Pirate Data, and then scan the console on your right to activate the
    platforms leading to the second floor.
    
    Security barriers will enable and Wave Troopers will attack. Try taking them
    out with the Wave Buster if you have a lot of missiles, otherwise strafing
    charged Wave Beam blasts will do. Head around behind the security barriers to
    find two consoles, the one on the right will lower the barriers and activate
    the platforms leading to the top floor. A lone Power Trooper is up there, take
    it out with a Super Missile.
    
    There is a Pulse Beam in the centre of the room and its controls are where the
    Power Trooper came from. The spinner rotates the cannon and scanning the
    console will fire it. Blast the due east wall to uncover the Ice Beam door to
    the Research Access and the due north wall to uncover a Missile Expansion.
    Head through the Ice Beam door. Carefully crawl down the magnetic track past
    the gaps to reach the door below leading to Ore Processing. Landing on one of
    those moving platforms can equal instant death. Anyway, enter Ore Processing
    via the white Ice Beam door.
    
    Kill the two Power Troopers with Super Missiles. This room is probably the most
    interesting puzzle in Metroid Prime. Essentially, there is a central pillar.
    It has three magnetic rail tracks all leading to different floors: blue, first;
    red; mezzanine, and yellow; top. The pillar is also made of three segments
    which rotate independently through the use of morph ball slots attached to a
    hologram of the central pillar. You must match up the tracks properly to reach
    higher floors and other control units.
    
    Anyway, bomb the ground control unit once to match up the blue track, then
    crawl up the blue magnetic rail track to the first floor. Bomb the control unit
    on that floor twice to match the red track up on this segment. Drop down and
    bomb the ground control unit three times to completely match up the red track.
    Follow the red magnetic rail track up to the mezzanine floor. A Wave Trooper
    will ambush you up here, so be ready to fight back with charge Wave Beam
    blasts. The control unit up here is covered in debris, so head through the
    white door up here to Elevator Access A.
    
    From the lip of the magnetic rail track you can peer down the shaft and blast
    away the Scatter Bombu with your wave beam. This will allow you to safely crawl
    down to the white door below leading to Elevator A. Scan the console and take
    it down to Level 2 of the Phazon Mines. What an awesome view of the Impact
    Crater.
    
    The crates with the glowing Space Pirate writing are highly explosive, shooting
    once up close will damage Samus considerably. Anyway, continue through the
    Ice Beam door ahead. Up ahead you will see vents expelling yellow-green gas...
    Blast the explosive crate up on the ledge to reveal a Missile Expansion and
    kill a Space Pirate that was waiting in ambush. Go through the purple door to
    the Elite Control.
    
    The Elite Pirate will awaken and smash out of its stasis chamber, so get ready
    for a mini-boss battle. Keep moving and attacking with Super Missiles. If he
    begins to siphon energy (he will have his palm extended with a ball of energy)
    stop attacking as you will just give him energy to attack you with. Instead
    keeping running at him and then retreating until he unleashes his siphoned
    energy in the from of the Wave Quake attack. It's also possible to destroy
    his Artillery Cannon if you cause enough collateral damage to it. The bigger
    they are, the harder they fall. The force field will now deactivate.
    
    The consoles in the north-east corner have two Pirate Data Logs to decode,
    "Impact Crater" from the console on the left, and "Hunter" from the console on
    the right. Also, the console closest to the ramp leading to the higher floors
    contains the "Hunter Weapons" Pirate Data. Head up the ramps, counter attack
    the Ice Troopers with a charged Ice Beam shot follow by a shattering missile.
    
    The top of this area is filled with Pirate Data containing consoles. Along the
    hologram wall on your left (east) is "Chozo Studies", "The Key" and "Artifact";
    and in the annex on your right (north-west) is "Chozo Ghosts" and "Gate
    System". Regardless, deactivate the force field by scanning the console in the
    south-east corner and then jump up through the Ice Beam door to the Ventilation
    Shaft.
    
    Drop down into the half-pipe, the vents will open releasing poisonus gas and
    Puffers. Quickly head down the corridor ahead on your right and through the
    white door to Omega Research. Blast away the Wave Troopers guarding this area.
    Rather then drop down by jumping over the railing. Head down the ramp on your
    right down to the faulty Elite Pirate stasis tank, then scan the console near
    the force field to activate it. Blast the Power Troopers in the control room
    ahead with Super Missiles. The middle console in the cluster ahead has the
    "Omega Pirate" Pirate Date to decode. Drop down through the Ice Beam door up
    ahead.
    
    Head through the access corridor to the Central Dynamo. A Sentry Drone with
    cloaking capabilities guards the Dynamo, it doesn't even up in the thermal
    spectrum, and you cannot lock on to it. You must instead manually aim
    approximately at the red glow of its eye and blast away with missiles. The
    resonance from the explosion will destroy one of the dynamo's supports.
    Drop down through the hole created by the absence of the support into a
    randomly generated maze of electricity. Carefully roll through the maze. The
    yellow currents will switch on and off, and bombing the puddles of water will
    put out all the currents surrounding them. After much trial and error, you
    should reach the Power Bomb.
    
                            [  Power Bomb acquired! ]
    
    Head through the southern Ice Beam door to Save Station Mines B. Thank God...
    err... Old Bird, now you can save and recover your energy. Exit to the
    Central Dynamo; a posse of Ice Troopers will attack, you know the drill,
    charged Ice Beam blasts followed by a smashing missile. Cross the purple lit
    platforms up from the north-west corner of this area over to the Ice Beam door
    in the south-west leading to the Dynamo Access.
    
    Jump up through the white door at the end of this access corridor to Omega
    Research. Another Elite Pirate has smashed out of their stasis tanks, this one
    also smashes his way through a force field... same modus operandi... blast
    when open and tease to attack when charging. Once dispatched, climb up to the
    second floor via the ramps near where the Elite Pirate came from. Cross the
    floating platform to the Bendezium rubble in the southern section of the second
    floor. Power Bomb it and then head through the white door to the Map Station.
    If you haven't scanned a Map Station before, do so before you download it, as
    this is your very last chance. Exit and continue on to the Ventilation Shaft.
    
    The grate up ahead is made of Bendezium. So lay a Power Bomb to blow it open.
    Roll down into it and follow the tunnel to the other side of the exhaust fans.
    Scan the console nearby to activate the fans, blowing the Puffers into the
    fan grating, thus destroying it and revealing an Energy Tank. Now use the
    half-pipe to reach the door leading down into Elite Control.
    
    Shadow Pirates guard the Elite Control so equip your thermal visor. Keep
    backtracking all the way back to Ore Processing via Elevator A. You can now
    clear the Bendezium debris from the last control unit in Ore Processing.
    Bomb the control unit twice to connect the yellow track to the top floor.
    Drop down to the control unit on the floor below and bomb it three times to
    match up the yellow track on this level. Then drop down to the control unit on
    the floor level and bomb it once to completely match up the yellow mangnetic
    rail track. Climb the yellow track up to the very top floor. Power Bomb the
    Bendezium rubble up there to uncover a white door. Enter it to find the
    awesome Grapple Beam!
    
                            [  Grapple Beam acquired! ]
    
    Exit Storage Depot B. Use your Grapple Beam to cross the gap over to the other
    side of this floor, and enter the Ice Beam door there. Enter the small hatch
    to a water pachinko-style morph ball section. Bomb in the bubble streams to
    float up high and  through the three sections to the exit. Head through the
    white door, it leads back to the Main Quarry. If you supplied power to the
    crane before, scan the console on your left to swing the crane towards Samus.
    You can now use the Grapple Point under the crane's block to swing between
    the crane platform and the ledge leading to Waste Disposal.
    
    Head through the Ice Beam door in the south-west to Security Access A. Switch
    to the thermal spectrum to kill the Shadow Pirates easily. There is a weakened
    Bendezium grate on Samus's left (east), use a Power Bomb to destroy it and
    reveal a Missile Expansion. Backtrack to the Tallon Overworld South transport,
    you should probably save/recover in Save Station Mines A on the way.
    
     Tallon Overworld
    ******************
    Head through the Transport Tunnel to the Great Tree Hall. Climb the Seedling
    infested branches and ledges up to a Spinner. Use the Spinner to retract the
    bars of the gate, and climb on up through it to yet another level of the Great
    Tree Hall. Kill the Bloodflowers by freezing them with your Ice Beam and then
    cracking them into pieces with a missile. Climb up to the twisting magnetic
    rail tracks. At the top of the first track let go and grapple onto the lower
    track. Follow it up to the Ice Door leading to the Life Grove tunnel.
    
    The wall ahead is cracked and contains traces of Bendezium... so blast it with
    a Power Bomb. Roll into the hole to Morph Ball section. Up ahead is a two
    dimensional half-pipe; do not touch the control pad when on it, simply keep
    using the boost at the right locus to gain enough momentum to get on top of the
    large rock slab. Bomb the near the middle to drop down into a Missile
    Expansion. Anyway, roll through the tunnel from the right lip of the half-pipe
    to the Life Grove. The X-Ray Visor is there, awaiting collection.
    
                            [ X-Ray Visor acquired! ]
    
    Switch to the X-Ray Visor and you will notice the walls of this chamber are
    transparent, therefore false. So lay a Power Bomb to tear them down. If you
    have no Power Bombs, kill the Seedlings that crawl down from the tunnel above.
    They will always give you Power Bombs. The Life Grove is simply beautiful...
    probably the nicest scenery on Tallon IV. Climb up the ledges along the
    north-eastern edge to find an open Morph Ball tunnel leading up to the tree
    branches. Keep following the ledges and flouro-tipped bridges to reach the top
    of the citadel... but wait... as you approach the waterfall three Chozo Ghosts
    will materialise. With the X-Ray Visor there is no way the Chozo Ghosts can
    hide away from you, it makes battling them so much easier. Blast away at them
    with charged shots and Super Missiles.
    
    Once they have all been exorcised, the beak of the Chozo Totem on top of the
    citadel will break off, revealing a morph ball tunnel. Drop down through it
    to fall near the mouth of the tunnel leading to the Life Grove Tunnel. Go
    through it to the Great Tree Hall. Use the X-Ray Visor here to find the hidden
    platform that you can use to Space Jump up to the door up really high, it leads
    to the Great Tree Chamber which has a Missile Expansion inside. Head back to
    the Great Tree Hall and go through the white door to the tunnel that leads to
    Chozo Ruins South transport.
    
     Chozo Ruins
    *************
    Head through the access tunnel to the Reflecting Pool, and then head to
    Tallon Overworld East transport via Save Station 3.
    
     Tallon Overworld
    ******************
    Head through the tunnels to the Fridgate Crash Site. Use the Grapple Points to
    cross the lake and make your way to the Landing Site. Use Samus's Gunship to
    save and replenish your energy and ammunition. Now make your way to the Root
    Cave via Tallon Canyon. Use the Grapple Point to swing over to the ledge on
    the other side of the cave. Climb up the ledges until you reach a seemingly
    dead end. But equip your X-Ray Visor and you will see more invisible platforms
    spiraling up. To the left of the last invisible platform is a vine covered
    cave with a Missile Expansion inside.
    
    Drop down to the bottom of the cave and head through the tunnel to Magmoor
    Caverns East transport.
    
     Magmoor Caverns
    *****************
    Make your way to the Geothermal Core via the Twin Fires. Cross to the other
    side of the lava lake. Climb the ledges in the south-east corner and then use
    the Grapple Point to swing over to the far lift platform. Use the Spinner to
    screw the platform up into place. Jump up to the next lift platform and do the
    same. Now jump over to the last lift platform, screw it up (literally, not
    figuratively...) and then use the magnetic rail track to climb on top of it.
    Jump over to the next platform and activate the morph ball slot up there to
    "raise the roof"! Fo' shizzle! Wow... the king of all magnetic rail courses.
    
    Bomb Jump to the beginning of the rail track. It's very long... but it's pretty
    basic stuff; lots of Bomb Jumps and drops, with a couple of free range sections
    where you must dodge Plated Parasites. At the very end of the magnetic rail
    course, above the rubble, place a Power Bomb from the magnetic rail to clear
    the rubble. If you just drop down you may bounce off the rubble and fall. Head
    through the white door to the chamber with the Plasma Beam, Plasma Processing.
    
                             [ Plasma Beam acquired! ]
    
    Exit Plasma Processing and make your way to the Magmoor Workstation. The Plasma
    Beam is very powerful, you can disintegrate Flying Pirates with a single
    charged Plasma Beam blast. Climb up to the door in the southern end of the
    workstation. The Workstation Tunnel is blocked with Bendezium rubble, so clear
    it with a Power Bomb. The door ahead opens to the Phazon Mines West transport.
    
     Phazon Mines
    **************
    Cross the Transport Access using the Grapple Points, and enter the Phazon
    Processing Center. This area is heavily guarded by Mega Turrets and all types
    of Troopers. Jump down to the main platform below and kill the Plasma and Wave
    Troopers on it. Drop of the edge of eastern walkway to the ledge below.
    Equip your X-Ray Visor to see a false section in the wall with a Missile
    Expansion behind it. Use the Power Bomb to destroy the wall and collect the
    expansion.
    
    There is an invisible platforms which leads back up to the main platform
    with the Ice Beam door. Enter the Maintenance Tunnel and roll into the small
    hole to enter a Morph Ball section. There is a rock slide in your way so
    detonate a Power Bomb to clear it. You will emerge in the Elite Control.
    
    Shadow Pirates lurk in here, so equip your Thermal Visor to track them. Climb
    the boardwalks up to the Ice Door to the Ventilation Shaft and continue on to
    the Central Dynamo via Omega Research. Beware, an Elite Pirate will awaken in
    the Dynamo Access; you should be used to battling them by now. Once you've
    dispatched the Ice Troopers, save and recover in Save Station Mines B.
    
    Clear the Bendezium rubble burying a white door in the northern end of the
    Central Dynamo. It will take you to Quarantine Access A, which is heavily
    guarded with Mega Turrets. Roll into the hole on your right, marked with
    orange lights, and then safely roll under the protective glass past  the
    turrets. Bomb Jump your way out and scan the console on the other side of the
    corridor to disable the turrets. Enter Metroid Quarantine A via the Wave Beam
    door.
    
    After the short cut-scene scan the main console to disable the force field
    containing the Metroids. Wait for the Metroids to suck the life out of the
    Space Pirates, watch on in morbid glee, and then destroy any surviving Metroids
    with the age old, Ice Beam freeze - - Missile smash combo. There is a huge
    Phazon pit in the containment area that is impossible to cross using orthodox
    methods. But use your X-Ray Visor and you will see invisible moving platforms,
    so climb the nearby giant mushrooms and cross the platforms to the other side.
    
    More Metroids await. Climb up on the platform to your right (east) and cross
    another X-Ray platform over to the magnetic rail tracks. But do not use the
    magnetic tracks just yet. You will notice that the wall on your left is false
    by switching between your Combat and X-Ray Visors. So detonate a Power Bomb to
    destroy the Bendezium wall; yet another Bendezium wall is beyond it, so
    detonate another Power Bomb. Cross the magnetic bridge over to the other side.
    Use your X-Ray Visor again to spot the moving, invisible platform that will
    take you up to a Missile Expansion.
    
    Back track to the magnetic rail tracks. Bomb Jump up to the first one, then
    drop down to the second one and follow it to the white door leading to Elevator
    Access B. Run past the burrowers and enter the red Plasma door ahead. Activate
    the elevator and take it down to Level 3 of the Phazon Mines.
    
    Head through the Plasma Beam door. Kill the Space Pirate below and then drop
    down. Under the cap of the largest mushroom on the floor is a Missile
    Expansion. You must be quick in morph ball form to collect it, as the Phazon
    will sap your energy pretty fast. Head through yet another red door to Fungal
    Hall A. Samus's first encounter with Hunter Metroids... they are pretty nasty,
    but so is Samus's patented Ice-Missile combo. Climb across the tops of the
    huge mushrooms and then use the Glider as a Grapple Point to swing over to the
    other side of the canyon, to the white door leading to the Phazon Mining
    Tunnel.
    
    Blast the Bendezium boulder blocking your way with a Power Bomb, the hole it
    was covering leads to a morph ball section. Use a fully charged Speed Boost
    to roll over the rapidly disappearing platforms, and exit via the red door.
    Fungal Hall B is really quite dark and filled with Metroids. Equip your
    Thermal Visor to see everything that counts; the mushrooms and the Metroids.
    There is a Missile Expansion buried in the middle of a circle of mushrooms,
    in the very southern end of the fungal hall. Use a Bomb to unearth it.
    
    Anyway, jump along the mushroom tops to reach another Glider. Use the Glider
    to swing over to the Plasma Beam door on your left (east), it leads to a
    Missile Station where you can refill your Missile Launcher. Once you've
    replenished your missiles, swing from the Glider again, over to the mushrooms
    in the south-west. Head through the nearby red door to Quarantine Access B.
    
    Invisible Pulse Bombu haunt this tunnel; so equip your X-Ray Visor and
    blast way at them with your Wave Beam. Enter Metroid Quarantine B via the
    Plasma Beam door at the end of the tunnel. Shit... Plasma Troopers and lots of
    them; charged Plasma Beam shots will send them to a fiery death. Anyway, climb
    to the top of magnetic rail track on the twisted girder, and then drop down on
    its counter-girder and follow it. Jump up to the Grapple Point ahead to swing
    over to the other side of the Phazon pit.
    
    Scan the console on your left to disable the force field. One Plasma Trooper
    guards the bottom floor while two Wave Troopers guard the top floor of this
    next section. The tank shaft in the north-east corner of this room is made of
    Cordite, blast it with a Super Missile to reveal a Missile Expansion. The
    middle console ahead has the "Special Forces" Pirate Data to download, possibly
    your last Pirate Data Log. The Plasma Beam door on your left (south) thankfully
    will take you to Save Station Mines C. Save and recover, you'll need it.
    
    Exit the Save Station and head up the boardwalk to the red door above, it leads
    to the Elite Quarters Access. A single Plasma Trooper is waiting to ambush you
    in this hazy corridor; so have your Plasma Beam charged in preparation. Defrost
    the frozen part of the security gate to access the red door to the Elite
    Quarters. Approach the huge stasis capsule and the giant will awake, the
    Omega Pirate...
    
     O m e g a   P i r a t e
    -------------------------
    Essentially the Omega Pirate is just a giant Elite Pirate. It will siphon
    energy, attack with the Wave Quakes, and slash with glowing claws just like an
    Elite Pirate. Instead of a Artillery Cannon strapped to it's back, it has a
    Plasma Incendiary Launcher. The blasts from the incendiaries are quite huge and
    deadly, so get ready to dash out of the way. Generally, it will only swipe
    when you're very close and fire incendiaries when you are far away. So try to
    stay close but not too close so it will only attack with Wave Quakes, which are
    easy to jump and leave the Omega Pirate wide open for attack. Anyway, to defeat
    the Elite Pirate you must first destroy his Phazon armour. Do this with charged
    Plasma Beam blasts aimed at his armour pieces whenever he is not siphoning
    energy. Power Bombs will destroy all armour pieces within the blast radius.
    
    With all four armour pieces destroyed, the Omega Pirate will cloak itself and
    begin bathing itself in Phazon to regenerate armour. It will also summon a
    group of Troopers to attack you. Kill Wave and Plasma Troopers simply with
    charged blasts from their respective beams, Ice Troopers you can shatter with
    a charged Ice Beam shot followed by Missile, and Power Troopers can be killed
    with a single Super Missile. Once you've killed every Trooper summoned,
    switch to your X-Ray visor and look at the pools of Phazon to find the Omega
    Pirate. Blast its heart with a Super Missile. If you killed the Troopers fast,
    you may be able to get too hits in before it completely regenerates its armour.
    Rinse and repeat, four Super Missiles it all it takes.
    -------------------------
    
    The Omega Pirate falls on Samus... liquefy into a pool of Phazon. Her Powered
    Suit is hence infused with Phazon.
    
                             [ Phazon Suit acquired! ]
    
    Activate the elevator in the east and take it up to the upper floor. Follow
    the boardwalks to the Plasma Beam door, enter the Processing Center Access.
    An Energy Tank is waiting for you to collect it! Scan the nearby console to
    open the security gate. This corridor leads to the Phazon Processing Center,
    which is now infested with the horrible Fission Metroids. This new Phazon
    mutation of Metroid will not explode once you have brought it beyond its
    energy holding capacity, instead it will merely split into two coloured
    Metroids that can only be killed by attacking them with their respectively
    coloured beam. Welcome to the beginning of the end...
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    
    You have upgraded Samus's Powered Suit well beyond its capabilities before
    the malfunction on the Orpheon; thus allowing you to explore every corner of
    Tallon IV completely unhindered... except of course for the Impact Crater. You
    must now collect all twelve Chozo Artifacts; with them Samus can open the
    "Cipher" to the evil waiting below the surface, the "Worm".
    
    > Truth
       Collect from the Artifact Temple (Tallon Overworld: Impact Site).
    
    > Strength
       Climb on top of the Monitor Station (Magmoor Caverns) via the platforms
       near the door to Transport Tunnel A. You will find a Spinner up there;
       use it to lift the suspension bridge on your left (north). Use it to Space
       Jump over to the northern ridge and follow it over to the door leading to
       the Warrior Shrine. The Artifact of Strength is resting in the hands of a
       classic Chozo Statue.
    
    > Elder
       Jump up onto the eastern tower of the Control Tower (Phendrana Drifts).
       Destroy the crates there and then melt the ice formed over the window.
       Directly out of the window you will see a collection of fuel cells attached
       to the base of the southern tower. Fire a missile at the fuel cells to
       topple the tower over and onto the southern wall. Drop down through the
       break in the floor where the tower hit, and you will find the Artifact of
       Elder waiting on the other side.
    
    > Wild
       In the Sun Tower (Chozo Ruins). Locate four runes to open the gate in the
       way of the magnetic rail track. Two are hidden behind the Cordite wall
       decorations on both sides of the chamber; just blast them away with Super
       Missiles and then scan the runes behind them. The other two are hidden at
       the top of two pillars, you must  stand near the wall in order to see them.
       Once the gate has been opened, roll up the magnetic rail track. Bomb jump
       past the gaps, from block to block, carefully between the Occulus. Once at
       the top, enter the Sun Tower Access. Scheiße, what was that? A ghost?
       Follow the access tunnel to the Sun Tower. From the bloom of the Flaahgra
       comes three twisted soul spheres, three of the turned, three Chozo Ghosts!
       These are much easier to fight with your X-Ray Visor. Lock-on and blast
       away at them with Super Missiles and charged Power Beam blasts. After all
       three Chozo Ghosts have been exorcised, the Artifact of Wild will appear
       in the middle of the Flaahgra bloom.
    
    > Lifegiver
       Go to the Tower of Light (Chozo Ruins), where you possibly acquired the
       Wavebuster before. Jump into the water and through the portal down there,
       then jump up out of the water to find an Wave Beam door. It leads to the
       Tower Chamber, which is where the Artifact of Lifegiver awaits.
    
    > Warrior
       At the bottom of Elite Research (Phazon Mines) is an mutated Elite Pirate
       in a stasis tank. Detonate a Power Bomb to free this giant. This is no
       normal Elite Pirate, this is a Phazon Elite pirate. He does not have a
       Plasma Artillery Cannon and will only attack with Wave Quakes. Jump the
       quakes and keep firing Super Missiles at him. Once he's down, the Artifact
       of Warrior will appear.
    
    > Chozo
       Go back to the Life Grove (Tallon Overworld), where you acquired the
       X-Ray Visor. Head into the water below the waterfall and you will see a
       structure. Morph Ball Bomb the structure to raise a pillar with a Spinner
       at its base. Use the Spinner to rotate the structure towards the waterfall,
       causing it to rise and reveal the Artifact of Chozo.
    
    > Nature
       In the middle of the Lava Lake (Magmoor Caverns) is a huge stone column.
       Use your X-Ray Visor to find the column's weak spot, and then fire missiles
       at it to reveal the Artifact of Nature.
    
    > Sun
       At the top of the Chozo Ice Temple (Phendrana Drifts) is a beautiful winged
       Chozo statue. Use your Plasma Beam to defrost the statues hands. Morph in
       the statue's hands to open the shaft below the statue. The shaft will take
       you to a chamber with the Artifact of Sun.
    
    > World
       Go to the Hall of the Elders (Chozo Ruins). Shoot the red energy field, of
       three, with your Plasma Beam to uncover another morph ball slot. Activate it
       and the Elder statue will slide forward, revealing an Ice Beam door. It is
       the entrance to the Elder Chamber, in which the Artifact of World resides.
    
    > Spirit
       Climb up Phendrana's Edge (Phendrana Drifts) using the platforms and
       grapple points. Once you've made it to the ledge with a Grapple Point below
       it, switch to your X-Ray Visor to find a hidden door. Detonate a Power
       Bomb to uncover the door, it is the entrance to the Storage Cave in which
       the Artifact of Spirit is contained.
    
    > Newborn
       Once you have the Phazon Suit, head to the Phazon Mining Tunnel (Phazon
       Mines). Bomb your way through the triangular blocks to reach the Artifact
       of Newborn.
    
    As you journey through Tallon IV to collect the Chozo Artifacts, you should
    also attempt to achieve an 100% Item Collection rate. Here are some tips on
    doing so:
    
    * Listen for audio clues. Whenever an expansion is nearby you will be able to
      hear a cycling low buzzing noise. You can hear it here:
       http://www.classicgaming.com/mdb/mp/tips.htm#itemaudio
    
    * Use your X-Ray Visor to look for secret alcoves and passages, and your Scan
      Visor to search for material types that you can shatter with your weapons.
      Remember the material weaknesses: Sandstone/Talloric Alloy = Bombs,
      Bendezium = Power Bombs, Radion/Brinstone = Missiles, and Cordite = Super
      Missiles.
    
    * Use the EXPANSION LOCATION CHECKLIST section in unison with the in-game map
      and Jason Haffner's recreation of the Production Map (found on GameFAQs.com)
      to hunt down the expansions.
    
    * Collect the three optional charge Beam Combos:
    
       WaveBuster
        Climb the Tower of Light (Chozo Ruins). Blast the cracked pillars
        supporting it to lower it floor by floor to reach the Wave Buster on the
        platform at the very top.
    
       Ice Spreader
        Detonate a Power Bomb to shatter the glass in the Shore Tunnel (Magmoor
        Caverns). Then drop down and collect the Ice Spreader suspended on a
        platform under the walkway.
    
       Flamethrower
        Head to the top level of the Mine Security Station (Phazon Mines). Detonate
        a Power Bomb near the bendezium blast gate located near the door up to
        Security Access A. Scan the console to deactivate the force field on the
        bottom floor guarding a red door. Beyond the red door is a storage depot
        housing the Flamethrower.
    
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    
    Once you have collect all twelve Artifacts, head to the Artifact Temple. The
    Chozo Totem will come to life and emit a beacon of light. Ridley must of seen
    it, as he will come swooping down, smashing the totem into pieces.
    
     M e t a  R i d l e y
    ----------------------
    Ridley me this, Ridley me that, you should be scared of this overgrown bat.
    In his first phase, Meta Ridley will hover near the Artifact Temple, launching
    Multi-Missiles and firing his Kinetic Breath weapon (the huge, red laser beam)
    at Samus. Simply jump or duck the Kinetic Breath and dash out of the way of
    the Missiles to avoid taking damage, whilst consistently launching Super
    Missiles at the weak spot in his chest. He will also occasionally glide out
    for a Meson Bomb run on the Artifact site, make sure you morph and roll out
    of the way.
    
    Soon Meta Ridley will change his tactics subtley. Ridley will now actually land
    on the platform, kicking into the ground to create a wave of fire, called the
    Ultrathermal Flamestrike. Simply jump it and retreat away from Ridley before he
    can slash at you. Also, when Ridley conducts bombing runs he will now sweep the
    platform with his Kinetic Breath before bombing it.
    
    Ridley's wings will burn up once you bring him down to about 15% energy,
    grounding him permanently. This is probably the hardest part of the battle,
    especially if you're not so hot at dodging. Ridley will attack Samus three
    ways: he will sweep his Kinetic Breath horizontally, jump it; perform
    Ultrathermal Flamestrikes, jump the impact; and execute a charge combo. The
    Combo involves Meta Ridley rearing up before ramming forward at Samus, shortly
    followed by a sweeping head butt and a tail whip. It's very important that the
    moment you see him rearing up you begin dashing out of his way. Once he
    charges forward it might be a good idea to morph  and roll out of the way of
    his flailing tail.
    
    To actually cause damage in this last phase you must first stun Meta Ridley
    by blasting his opened mouth with charged Power Beam blasts and/or Missiles.
    He will open his mouth to scream at you and momentarily before each attack.
    You will now if you hit him or not as he will flash yellow. Once you have
    crammed enough rockets into his dragon sized cake hole, Ridley will rear up
    in agony revealing his weak spot. Blast it with a Super Missile. Repeat.
    ----------------------
    
    After the final shot, the Chozo will awaken and blast Ridley off the platform
    with red rays of death. With the Cipher enabled and the field disable, Samus
    may now venture into the darkness below.
    
     Impact Crater
    ***************
    Thankfully there is a Save Point nearby, you'lll need to recover! Enter Crater
    Tunnel A via the Plasma Beam door ahead. It's filled with what seems to be
    orange Phazon. Lumigeks swarm in here, they aren't really a threat, but they
    are a Log Book entry! Head through the Plasma Beam door ahead to enter the
    Phazon Core. It is vast and infested with Fission Metroids. The Fission
    Metroids aren't that deadly, but they will tend to bump you mid-jump, causing
    you to fall down to the bottom of the core... which is incredibly annoying.
    Try detonating Power Bombs whenever they get close, they will instantly
    rupture into goo. Precede climbing up the platforms to the top of the core.
    Halfway up you will find a door leading to a Missile Recharge Station, it's
    good to be prepared. Enter the red door at the very top of the core to Crater
    Tunnel B.
    
    This tunnel is filled with magnetic rail tracks. Just use bomb jumps and
    drops to move from one track to the other to reach the end. Enter the door to
    reach the chamber in which the "Worm" sleeps... Metroid Prime! What an ugly
    son of a bitch, she looks like the spawn of Queen Alien (Alien 2) and
    No-Face (Spirited Away). She will awaken and flee further down into the
    impact crater. Follow her.
    
     M e t r o i d  P r i m e
    --------------------------
    Metroid Prime will consistently burrow down into the Subchambers of the Impact
    Crater as you weaken her. Prime is vulnerable only to the beam which
    corresponds with her current colour markings. When she is yellow, fire Super
    Missiles; when purple, fire charged Wave Beam blasts; when white, use your
    Ice Spreader; and when red, use charged Plasma Beam shots.
    
    Prime has a wide array of attacks. If you get too close she will swipe at you
    with her claws, and if you get too fire away she will launch Multi-Missiles.
    So stay at a reasonable length and Prime will only breathe Huge Satellite
    Beams at Samus, and produce heat seeking Particle Balls... joy.
    
    In the first Subchamber Metroid Prime will only switch between yellow and
    purple phases. In the purple phase all of Prime's attacks will cause
    interference to Samus's equipment. Use the stalagmites as shields against
    the huge beams. Each time you cause a significant amount of damage it will
    lunge forward. After two it will bury down into Subchamber Two.
    
    There are three trenches in this chamber. Each time you hit it hard, quickly
    roll into one of them so it charges over you and not through you. Prime will
    now begin to produce the homing Particle Balls. The yellow phase Particle Balls
    will disable Samus's weapons for a short time, so make sure you lock on them
    and dissipate them with charge beam blasts. Apart from new attacks, Metroid
    Prime will also now shift to white, in which most of her attacks freeze Samus
    and the Multi-Missiles contain poison. After three big hits she will burrow
    into Subchamber Three.
    
    This subchamber only has trenches on the lateral sides, so it's harder to seek
    cover when Prime charges. Prime will now use all colour phases; including the
    red phase in which all her attacks engulf Samus in flames. There is no real
    way of escaping Metroid Prime's new Snare Beam, just make sure you flee before
    she crushes you after bringing you in close. Four large hits she will burrow
    down into the next subchamber.
    
    Subchamber Four only has one trench in the centre. Metroid Prime will now
    change her colour phase rapidly, and charge to the other side of the room
    without being heavily attacked. Once you bring her energy down to nothing,
    Metroid Prime will fall wounded into the lair below.
    --------------------------
    
    Follow. From the fallen carapace, a strange Metroid will emerge with a
    recognisable face. The true form of Metroid Prime, its core.
    
     M e t r o i d  P r i m e  - C o r e
    -------------------------------------
    In this form, Metroid Prime will constantly attack with Wave Quakes. These are
    easily avoided with a simple jump, but you will tire easily and make mistakes.
    Prime will also occasionally lunge at Samus, so keep your distance. Metroid
    Prime is immune to all weaponry apart from your Phazon Beam. To use it against
    her, wait for her to generate a puddle of Phazon. Step in this puddle and you
    will be able to produce a constant stream of Phazon infused cannon fire, so
    lock onto Metroid Prime and fire away. Prime will also switch between
    spectrums, from visual to gamma to thermal to visual, et cetera. So keep
    switching to the corresponding Visor (Combat, X-Ray then Thermal) so you can
    keep a track of her.
    
    After you've caused a small amount of damage to her. She will begin to generate
    Metroids (normal, Hunter, and Fission) as she generates pools of Phazon. So lay
    a Power Bomb to kill them before you step in the Phazon to attack Prime. After
    a reasonably long battle you should send that bitch to whence she came.
    -------------------------------------
    
    Enjoy the ending... it will differ depending on your Item Collection Rate.
    
     * Less than 75%:
        Generic ending, shows Samus's escape from the Impact Crater.
    
     * Between 75% and 99%:
        Samus will take her helmet off after fleeing the Impact Crater.
    
     * 100%:
        Extended ending with a possible transition to Metroid Prime 2.
    
    
                        S E E  Y O U  N E X T  M I S S I O N !
    
    
    ===============================================================================
    6)EXPANSION LOCATION CHECKLIST
    ===============================================================================
    -------------------------------------------------------------------------------
    i)Energy Tanks
    -------------------------------------------------------------------------------
    
     Tallon Overworld
    ******************
    [ ] Cargo Freight Lift to Deck Gamma
         Blast the grate off the crashed Cargo Freight Lift to collect the Energy
         Tank inside.
    
    [ ] Hydro Access Tunnel
         At the very top of the second bubble stream (from the right). To reach it,
         bomb jump and then lay another bomb just before the apex of your jump. You
         should bomb jump once again if done properly. Chain three bomb jumps in
         this manner to gain enough height to reach the Energy Tank.
    
     Chozo Ruins
    *************
    [ ] Transport Access North
         Head through the blast door from the Hive Totem after defeating it and
         collecting the Missile Launcher.
    
    [ ] Furnace
         Coming from West Furnace Access. Morph into a Ball and head into the hole
         to a Morph Ball area. Bomb jump up to the hole at the other end of this
         area to reach a small chamber with an Energy Tank inside.
    
    [ ] Main Plaza
         On a ledge hanging over the Plaza. You can only reach it coming from the
         Vault via the Plaza Access tunnel.
    
    [ ] Hall of the Elders
         Shoot the white energy field with your Ice Beam to uncover a morph ball
         slot. Activate the slot to rotate the central bridge in front of the Chozo
         Elder. Morph in the Elder statue's hand and it will roll you into an
         underground chamber with the Energy Tank.
    
    [ ] Training Chamber
         Access this area by swinging across the Magma Pool which comes off the
         Ruined Fountain. Defeat the Chozo Ghost to destroy the Chozo Totem beaks,
         revealing two Morph Ball Slots. Ride the half-pipe with Speed Boosts to
         reach and activate them. The left (west) one opens up the exit tunnel, and
         the right (east) one activates a magnetic rail track and withdraws the
         piston. Quickly head over to the piston and it will push you up to the
         magnetic rail track that leads to the chute down to the Energy Tank.
    
     Magmoor Caverns
    *****************
    [ ] Transport Tunnel A
         From the breakable block over the lava, do a double bomb jump to propel
         Samus up to ledge above. Mistiming this will result in you falling down
         into the magma below. Regardless, once on that ledge roll over to the
         left and double bomb jump to reach the next ledge. Roll over to the
         left and double bomb jump once more to collect the Energy Tank up high.
    
    [ ] Magmoor Workstation
         Use your thermal visor to locate the three conduits located next to each
         channel door on the floor of the workstation. Activate them all with your
         wave beam and the west channel will cool. Roll into the triclops pit and
         both of the Triclops with bombs. Roll through the cooled west channel to
         each a terminal, scan it to cool the east channel. Quickly roll back to
         the pit and head for the east channel (your second left) to reach yet
         another terminal. Scan the terminal to cool the last channel then roll
         back to the pit and then into the channel on your right post haste t
         reach another Energy Tank.
    
     Phendrana Drifts
    ******************
    [ ] Ruined Courtyard
         After activating both of the Spinners on either side of the courtyard.
         Climb up the snow hills to the Morph Ball slot in the eastern wall and
         activate it. Water flow from the mouths of the Chozo statues, causing the
         water level to rise. So quickly jump across the floating ice platforms
         over to a small elevated opening on the other side. Morph into a ball and
         bomb jump that opening and a chute will take you down to the Energy Tank.
    
    [ ] Research Lab Aether
         On the bottom floor, fire a Missile at the glass of the stasis tank in
         the north-east corner so you can reach the Energy Tank inside.
    
    [ ] Transport Access
         Melt the ice with your Plasma Beam to collect the Energy Tank under the
         snow drift.
    
     Phazon Mines
    **************
    [ ] Ventilation Shaft
         Power Bomb the Bendezium grate in the western end of the shaft to blast
         it open. Roll into the passage it was guarding,  and follow it to the
         other side of the exhaust fans. Scan the nearby console to activate the
         fans. They will blow the Puffers into the fan grating, destroying it and
         revealing the Energy Tank in the process.
    
    [ ] Phazon Processing Access
         You can't miss it. You'll collect it coming from the Elite Quarters after
         acquiring the Phazon Suit.
    
    -------------------------------------------------------------------------------
    ii)Missile Expansions
    -------------------------------------------------------------------------------
    
     Tallon Overworld
    ******************
    [ ] Transport Tunnel B
         Look under the rock bridge with steam underneath it.
    
    [ ] Landing Site
         It's inside the grass filled tunnel behind Samus's Gunship.
    
    [ ] Overgrown Cavern
         Fire at the Venom Weeds to make them recede, then roll on through to
         collect the expansion.
    
    [ ] Frigate Crash Site
         Located in the northern bank of the lake. Once you have your Gravity Suit,
         Space Jump up to it from the underwater mess of roots.
    
    [ ] Biohazard Containment
         Underwater along the southern wall is a containment cell with a weakened
         cordite door. Blast the door with a Super Missile to reveal a missile
         expansion.
    
    [ ] Life Grove Tunnel
         While riding the 2D half-pipe, do not touch the Control Stick, just keep
         Speed Boosting at the right time to gain a lot of momentum. Use this
         momentum to roll on top of the rock slab, and then bomb the middle of it
         to drop down to an expansion.
    
    [ ] Great Tree Chamber
         In the Great Tree Hall, use your X-Ray Visor to locate a hidden platform.
         It's actually possible to see this platform in the visual spectrum, as
         you can see the rain ricocheting off it. Regardless, use this platform
         to space jump up to the door up high behind the great tree. It leads to
         the Great Tree Chamber.
    
    [ ] Root Cave
         Coming from Tallon Canyon, use the Grappling Point to cross over to the
         platform on the other side of the cave. Climb the platforms and branch
         bridges as far as you can. It seems like you can go no further, but if you
         equip the X-Ray Visor you will be able to seem more invisible platforms.
         To the left of the last one just before the Plasma Beam door, is a small
         vine covered vine with the Missile Expansion inside.
    
    [ ] Root Cave
         Climb to the top of the cave using your Grapple Beam to swing over to the
         ledges on the other side of the cave, and your X-Ray Visor to climb the
         invisible platforms. At the very top head through the Plasma Beam door
         to the Arbor Chamber, the Missile Expansion rests on a stump inside.
    
     Chozo Ruins
    *************
    [ ] Hive Totem
        Impossible to not collect, it's the Missile Launcher itself. It is
        released after you defeat the Hive Totem.
    
    [ ] Ruined Gallery
         Fire a Missile at the cracked Brinstone section in the north-western end
         of the gallery, to uncover a secret annex with a Missile Expansion inside.
    
    [ ] Burn Dome
         Follow the ditch to a tunnel blocked by cracked bricks. Bomb them to enter
         a small chamber with a Missile Expansion.
    
    [ ] Watery Access Hall
         Fire a missile at the Brinstone wall at the base of the "dip" into the
         possibly toxic water.
    
    [ ] Dynamo
         Head through the various tunnels which stem from the small hole near
         where you collected the Charge Beam in the Watery Hall, to reach the
         Dynamo chamber. Blast the grate with a missile to access the expansion.
    
    [ ] Vault
         To open the vault with the expansion inside you must activate all three
         morph ball slots on the southern wall. Firstly blast the covers on the
         lower two slots with bombs. Then use bomb jumps to reach the slots and
         then activate them with bombs. The last one requires a double bomb; so
         plant a bomb and then rapidly lay another two bombs just as it explodes
         to do a double jump.
    
    [ ] Ruined Nursery
         There is a morph ball tunnel running along the eastern wall that leads
         to the expansion. Bomb jump up to the lower path (near the door) and
         bomb the block at the end of it. This will drop the steel block,
         unblocking the upper path in the process. Climb up to the north-east
         corner of the chamber to the start of the upper path, and bomb your way
         through it to reach the Missile Expansion.
    
    [ ] Ruined Gallery
         Bomb jump into one of the small holes near the grass along the eastern
         wall. They holes are connected together via a loop of tunnel that has a
         Missile Expansion hidden inside.
    
    [ ] Main Plaza
         Blast the cap off the large tree near the plaza entrance to uncover an
         expansion.
    
    [ ] Main Plaza
         Use your Speed Boost ability to ride the half-pipe in the centre of the
         plaza, gaining enough height to reach the Missile Expansion on the
         eastern lip.
    
    [ ] Ruined Shrine
         Bomb the sandstone block at the bottom of the northern wall to reach a
         small room with the expansion inside.
    
    [ ] Ruined Shrine
         Use the Speed Booster to ride the half-pipe near the entrance of the
         shrine; so you can get up on the southern lip of it. Roll through the
         small hole up their to reach the Missile Expansion.
    
    [ ] Ruined Fountain
         Once you've killed Flaahgra and purged the ruins of toxins, roll into
         the fountain. It will propel you up with a torrent of water up to a
         magnetic rail track. Grapple on to the track and follow it to find the
         expansion in a small grated chamber.
    
    [ ] Dynamo
         Follow the magnetic rail system track to the chamber with the expansion.
    
    [ ] Gathering Hall
         On the sides of the door leading to the East Atrium are two red lamps.
         Jump on one and then space jump up to the ledge above the door. Bomb the
         grating to find the Missile Expansion.
    
    [ ] Crossway
         On the northern wall of the Crossway is a cordite statue. Blast it with a
         Super Missile and then activate the exposed conduit to activate a nearby
         magnetic rail track. Boost in the half-pipe gain enough height to grapple
         onto it, roll over and bomb jump up to the morph ball slot, and then
         activate it to activate another magnetic rail track. Do the same to that
         next magnetic rail track and morph ball slot to withdraw the piston
         nearby. Quickly roll onto the piston and it will take you up to a ledge
         with the expansion.
    
    [ ] Furnace
         Place a Power Bomb in the southern end of the Furnace to reveal a
         half-pipe. Ride the half-pipe with Speed Boosters to reach the magnetic
         rail track above. Follow the track, while staying between the Plated
         Parasites, and bomb jump up to the next magnetic rail. Drop down to the
         thin platform below once you see Samus's shadow fall on it, and then
         carefully roll past the Plasted Parasites to reach yet another magnetic
         rail track. Drop down to the next magnetic rail track and then to another
         Parasite infested thin platform after that. Bomb Jump up to the last
         magnetic rail track and crawl up it to the Missile Expansion.
    
    [ ] Watery Hall
         Once you have the Gravity Suit, jump into the water in the northern end
         of the hall. Enter the grotto down there and space jump out of the water
         at the end to collect the Missile Expansion.
    
    [ ] Training Chamber Access
         Near the door leading to the actual Training Chamber is a large red plant.
         Hidden under the plant is a narrow tunnel leading to a chamber with a
         Missile Expansion.
    
    [ ] Main Plaza
         Coming from the Training Chamber via the Piston Tunnel. Use the Grapple
         Point to swing over to the Missile Expansion on the other side of the
         plaza.
    
     Magmoor Caverns
    *****************
    [ ] Storage Cavern
         Enter the Triclops Pit from a small tunnel that is enclosed in a cavern
         filled with hot air vents at the base of the whole area. Once in the pit,
         avoid the Triclops and roll over to the south-west corner to locate the
         pit exit leading to the door to the Storage Cavern.
    
    [ ] Fiery Shores
         There are some crates near the southern edge of huge lava lake; destroy
         the crates to open up a cage like passageway. Morph into a ball and follow
         that passage to several small ledges that you scale by using the bomb
         jump. At the top is a maze of scaffolding you must carefully roll across
         to reach the expansion at the very end.
    
    [ ] Triclops Pit
         Use your X-Ray Visor to locate invisible platforms in the north-west end
         of this area. They lead to a brinstone pillar, blast it with a missile to
         reveal the Missile Expansion.
    
     Phendrana Drifts
    ******************
    [ ] Research Lab Aether
         On the south-east corner of boardwalk is a small platform attached to a
         zig-zagging bundle of pipes and wires. Jump up onto it, morph into a ball,
         and then follow the zig-zagging path over to the expansion.
    
    [ ] Research Lab Hydra
         On the top floor, blast the solid cordite column with a Super Missile to
         uncover the expansion.
    
    [ ] Phendrana Shorelines
         In the very south-eastern corner of the shore encased in ice. Melt the
         ice with your Plasma Beam to collect it.
    
    [ ] Phendrana Shorelines
         To the left of the door leading to the Chozo Ice Temple is a Cordite
         Statue. Blast it with a Super Missile to reveal a conduit. Scan this
         conduit to activate it and open the hatch nearby. Climb the magnetic rail
         track beyond the hatch to collect the Missile Expansion at the top of the
         tower.
    
    [ ] Ice Ruins East
         Climb up on the ruins in north-west. You will find a magnetic rail track
         there that will take you directly to a Missile Expansion.
    
    [ ] Ice Ruins East
         Just below the door leading to Plaza Walkway is a sheet of ice in the
         rock. Melt it to find a Missile Expansion.
    
    [ ] Quarantine Monitor
         In the Quarantine Cave, swing from the Grapple Points over to the ledge
         in the east, from the ledge leading to the South Quarantine Tunnel. Enter
         the tunnel there to reach the Quarantine Monitor in which the expansion
         resides.
    
    [ ] Frost Cave
         Grapple from the Glider to swing over to the ledge in the east. From this
         ledge you can blast the last stalactite down with a missile. It will
         shatter through the ice below, allowing you to collect the Missile
         Expansion down there.
    
    [ ] Gravity Chamber
         Melt the collection of stalactites on the roof to uncover a Grapple Point.
         Use the Grapple Point to swing over to the Missile Expansion laying on a
         rock pillar in the roof.
    
     Phazon Mines
    **************
    [ ] Main Quarry
         Climb the walkways to the platform with the crane. Equip your thermal
         visor and activate the conduit on the base of the crane to supply power
         to the crane controls. Scan the crane controls to swing the crane at the
         wall... uncovering the expansion. Now follow the rail track from the
         north-east edge of the platform to crawl along the boom of the crane up
         to the expansion.
    
    [ ] Elite Research
         Use the spinner on the top floor to aim the Pulse Beam at the northern
         wall, and then scan the nearby console to fire the beam and blast the
         rock to uncover the expansion.
    
    [ ] Elite Control Access
         Coming from the Elevator A. You will notice yellow-green gas coming from
         the vents up ahead. Blast the explosive crate nearby to blast the grate
         off to reveal a Missile Expansion.
    
    [ ] Security Access A
         Power Bomb the weakened Bendezium grate in the east end of the tunnel
         to reveal the expansion.
    
    [ ] Phazon Processing Center
         Just below the eastern walkway (of the main platform) is a ledge with
         crates stacked up on it. You can drop from the walkway or climb up the
         invisible X-Ray platforms to get to it. If you have the X-Ray Visor
         equipped you should see there is a false section in the eastern wall with
         an expansion behind it. Power Bomb the wall to collect it.
    
    [ ] Metroid Quarantine A
         On the southern end of the oblique magnetic rail tracks is a Bendezium
         rock wall. Place a Power Bomb to destroy it, and then place another
         Power Bomb to destroy another Bendezium wall beyond it. Cross the magnetic
         rail bridge to the other side of the canyon, and then switch to your X-Ray
         visor to ride an invisible platform up to the ledge with the Missile
         Expansion.
    
    [ ] Fungal Hall Access
         Under the cap of the largest mushroom. Sans your last suit upgrade, you
         must be fast rolling under the cap to collect it, as the Phazon will
         drain your energy.
    
    [ ] Fungal Hall B
         Buried in the southern end of the fungal hall, marked by a ring of
         mushrooms. Use a Bomb to unearth it.
    
    [ ] Metroid Quarantine B
         Blast the Cordite tank in the very north-eastern corner of the quarantine
         to uncover the expansion.
    
    -------------------------------------------------------------------------------
    iii)Power Bomb Expansions
    -------------------------------------------------------------------------------
    
     Chozo Ruins
    *************
    [ ] Magma Pool
         Branching off the Ruined Fountain via the Meditation Fountain, head to
         the Magma Pool. Swing across the two Grapple Points to the southern bank
         of the magma. Detonate a Power Bomb there to destroy the Bendezium wall,
         revealing the Power Bomb Expansion, and the "Shining One" Chozo Lore.
    
     Magmoor Caverns
    *****************
    [ ] Fiery Shores
         Climb on top of the Monitor Station and use the Spinner up there to raise
         the bridge which will take you to the path leading to the Warrior Shrine.
         Detonate a Power Bomb at the base of the Chozo Statue to uncover a chute
         leading down to a secret chamber in the Fiery Shores. A Power Bomb
         Expansion rests inside.
    
     Phendrana Drifts
    ******************
    [ ] Ice Ruins West
         On top of the ruins in the north-east is a a block of ice. Melt it with
         your Plasma Beam and you will find a Power Bomb Expansion.
    
    [ ] Security Cave
         Climb the platforms and use the fixed Grapple Points to scale Phendrana's
         Edge. At the very top, use the glider to swing over to southern ledge.
         There is a tunnel up there that leads to the Security Cave, where there is
         a Power Bomb Bomb Expansion.
    
    
    ===============================================================================
    7)SCAN DATA CHECKLIST
    ===============================================================================
    -------------------------------------------------------------------------------
    i)Pirate Data
    -------------------------------------------------------------------------------
    
    [-] Fall of Zebes
         From one of the consoles in the Biohazard Containment Room on the Space
         Pirate Frigate Orpheon. If you miss this scan you will not be able to get
         it later in the game.
    
    [ ] The Hunter
         From the console on closest to the wall in the north-east corner of
         Elite Control (Phazon Mines).
    
    [ ] Contact
         Scan the terminal to the left of the power console in the Observatory,
         in Phendrana Drifts.
    
    [ ] Artifact Site
         Download from the hologram in the Security Station (Tallon Overworld).
    
    [ ] Phazon Analysis
         From a terminal in the western annex on the bottom floor of Research Lab
         Hydra (Phendrana Drifts).
    
    [ ] Phazon Program
         Download from the terminal to the right of the power console in the
         Observatory (Phendrana Drifts).
    
    [ ] Metroid Studies
         Download from the orange screen hanging above the viewing window on the
         top floor of Research Lab Aether (Phendrana Drifts).
    
    [ ] Parasite Larva
         From a console in the eastern annex on the bottom floor of Research Lab
         Hydra (Phendrana Drifts).
    
    [ ] Mining Status
         From a terminal in the western annex on the bottom floor of Research Lab
         Hydra (Phendrana Drifts).
    
    [ ] Glacial Wastes
         Download from a terminal on the back wall of the bottom floor of Research
         Lab Hydra (Phendrana Drifts).
    
    [ ] Security Breaches
         From a terminal in the western annex on the bottom floor of Research Lab
         Hydra (Phendrana Drifts).
    
    [ ] Meta Ridley
         Scan the terminal on the back (eastern) wall on the top floor of
         Research Lab Aether (Phendrana Drifts).
    
    [ ] Phazon Infusion
         Download the data from the main terminal on the mezzanine floor of
         Research Lab Aether (Phendrana Drifts).
    
    [ ] Elite Pirates
         Scan the console behind the Phazon Elite Pirates stasis tank in the
         Elite Research (Phazon Mines).
    
    [ ] Impact Crater
         Scan the middle console in the north-east corner of the Elite Control
         ground floor (Phazon Mines).
    
    [ ] Hunter Weapons
         Scan the console closest to the ramp leading up to the other floors
         on the ground floor of Elite Control (Phazon Mines).
    
    [ ] Omega Pirate
         Scan the central console in the cluster on the bottom floor of Omega
         Research (Phazon Mines).
    
    [ ] Special Forces
         Download from the middle console in the north-west corner of Metroid
         Quarantine B (Phazon Mines).
    
    [ ] Gate System
         Scan the large screen in the annex on the top floor of the Elite
         Control (Phazon Mines).
    
    [ ] Artifact
         From the console closest to the force field (or Ice Beam door) on the top
         level of Elite Control (Phazon Mines).
    
    [ ] Metroid Morphology
         Scan the terminal on the left side of the computer annex, on the bottom
         floor of Research Lab Aether (Phendrana Drifts).
    
    [ ] Chozo Studies
         Decode from the console closest to the ramp on the top level of Elite
         Control (Phazon Mines).
    
    [ ] The Key
         Decode from the console two from the left on the eastern hologram wall
         of the top level of Elite Control (Phazon Mines).
    
    [ ] Metroid Forces
         From the screen on the right side of the computer annex, on the bottom
         floor of Research Lab Aether (Phendrana Drifts).
    
    [ ] Chozo Ghosts
         From the console on the edge of the annex on the top floor of Elite
         Control (Phazon Mines).
    
    -------------------------------------------------------------------------------
    ii)Chozo Lore
    -------------------------------------------------------------------------------
    
    [ ] Beginnings
         Above the door to the Main Plaza in the Ruins Entrance (Chozo Ruins).
    
    [ ] Harmonization
         On the far wall of the Ruined Nursery (Chozo Ruins) when you are coming
         from the Eyon Tunnel.
    
    [ ] Purification
         On the wall behind the fountain in the Ruined Fountain (Chozo Ruins).
    
    [ ] Worm
         One of three lores found on the northern wall in the eastern end of the
         Crossway (Chozo Ruins). It's the right one.
    
    [ ] Meteor Strike
         On the wall behind where you collected the Charge Beam in the Watery
         Fountain (Chozo Ruins).
    
    [ ] Spreading Evil
         On the southern wall, between two War Wasp nests, at the base of the Sun
         Tower (Chozo Ruins).
    
    [ ] Fountain
         On the western wall of the Vault (Chozo Ruins).
    
    [ ] Cipher
         Coming from the Ruins Entryway; as you enter the Ice Ruins West (Phendrana
         Drifts) look right to find an opening with a Crystallite and the Chozo
         Lore inside.
    
    [ ] Great Poison
         In the northern end of the actual furnace section of the Furnace (Chozo
         Ruins). It's the area with the maze of magnetic rail tracks.
    
    [ ] Entrusted One
         From the entrance of the Phendrana Canyon (Phendrana Drifts), drop down
         and look amongst the crates behind you.
    
    [ ] Contain
         On the very eastern wall of the Artifact Temple's entrance chamber (Tallon
         Overworld: Impact Crater)
    
    [ ] Prophecy of Light
         On the very western wall of the Artifact Temple's entrance chamber (Tallon
         Overworld: Impact Crater)
    
    [ ] Cradle
         One of three lores found on the northern wall in the eastern end of the
         Crossway (Chozo Ruins). It's the middle one.
    
    [ ] Infestation
         One of three lores found on the northern wall in the eastern end of the
         Crossway (Chozo Ruins). It's the left one.
    
    [ ] Shapeless
         Behind the Chozo Elder statue in the Hall of the Elders (Chozo Ruins).
    
    [ ] Shining One
         Detonate a Power Bomb in the southern end of the Magma Pool (Chozo Ruins)
         to reveal the wall with this lore. Note you must have the Grapple Beam to
         swing across the points to the other side of the Magma Pool.
    
    -------------------------------------------------------------------------------
    iii)Creatures
    -------------------------------------------------------------------------------
    
    [-] Parasite
         These vermin infest the Space Pirate Frigate Orpheon. You will find them
         swarming in the Subventilation Shafts during the evacuation. If you miss
         scanning them before leaving the Orpheon, you will not be able to scan
         them later in the game.
    
    [ ] Auto Turret
         Extremely common. You'll find them everywhere the Space Pirates have built
         installations, such as the Glacier One research facility in Phendrana.
    
    [ ] Zoomer
         Very common. These bugs infest the tunnels of Tallon Overworld, and many
         other locales of Tallon IV.
    
    [ ] Geemer
         Common, usually accompanying Zoomers. Most obvious example of this is
         Tallon Canyon.
    
    [ ] Sap Sac
         You'll find these hanging off branches in the Tallon Overworld.
    
    [ ] Bloodflower
         One guards the Root Tunnel (Tallon Overworld), but there are a couple
         found in the Great Tree Hall (Tallon Overworld).
    
    [ ] Seedling
         You can find these on the roof of the Temple Hall, and in the vicinity of
         the Great Tree Hall (Tallon Overworld).
    
    [ ] Scarab
         Swarm in many of the Chozo Ruins access corridors, and the Courtyard
         Entryway (Phendrana Drifts)
    
    [ ] Beetle
         Extremely common. There is a large nest of them living at the bottom of
         the Root Cave (Tallon Overworld).
    
    [ ] Plated Beetle
         Mini-Boss of the Chozo Ruins. Afterwards you will find them in the
         Main Plaza.
    
    [ ] War Wasp
         Found wherever there are Hives. Such as the Main Plaza, Ruined Nursery,
         and Sun Tower of the Chozo Ruins
    
    [-] Ram War Wasp
         Accompany the Hive Mecha mini-boss of Chozo Ruins. If you miss this scan
         you will not be able to get it later in the game.
    
    [-] Barbed War Wasp
         Accompany the Incinerator Drone mini-boss of the Chozo Ruins. If you miss
         this scan you will not be able to get it later in the game.
    
    [ ] Hive
         Found in the Main Plaza, Ruined Nursery, and Sun Tower of the Chozo Ruins.
    
    [ ] Eyon
         These guard the halls of the Eyon Tunnel and Energy Core Access; and will
         also appear in the Watery Hall after collecting the Charge Beam.
    
    [ ] Plazmite
         The only source of lght the Ruined Fountain (Chozo Ruins).
    
    [ ] Shriekbat
         Fairly common. These guys will swoop at you in various access tunnels and
         the Gathering Hall of the Chozo Ruins. They also nest in the Burning Trail
         of Magmoor Caverns.
    
    [ ] Tangle Weed
         Very common. This white weed can be found all over Tallon IV.
    
    [ ] Venom Weed
         Resonably common. A red weed that will sap Samus's energy.
    
    [ ] Blastcap
         Common throughout the Tallon Overworld and the Chozo Ruins. These fungi
         will explode in a cloud of poison when touched.
    
    [ ] Reaper Vine
         The Chozo Ruins are overgrown with these dangerous weeds, especially the
         Arboretum. They can also be found in parts of the Tallon Overworld.
    
    [ ] Stone Toad
         Found in the Energy Core and Reflecting Pool of the Chozo Ruins.
    
    [ ] Plated Parasite
         Guard the magnetic rail track courses of the Furnace (Chozo Ruins) and
         Geothermal Core (Magmoor Caverns).
    
    [ ] Oculus
         In the Tower of Light (Chozo Ruins) guarding the cracked pillars, and in
         Sun Tower (Chozo Ruins) on the magnetic rail track.
    
    [ ] Plated Puffer
         These will come out of port holes in the Tower of Light (Chozo Ruins)
         after collapsing at least one level.
    
    [-] Hive Mecha
         Mini-Boss of the Chozo Ruins. If you miss this scan you  will not be able
         to get it later in the game.
    
    [-] Incinerator Drone
         Mini-Boss of the Chozo Ruins. If you miss this scan you will not be able
         to get it later in the game.
    
    [ ] Chozo Ghost
         Haunt many areas of the Chozo Ruins after you first encounter in the Hall
         of the Elders.
    
    [ ] Grizby
         Hard-shelled insects which crawl on platforms in the Burning Trail and
         Lake Tunnel of the Magmoor Caverns.
    
    [ ] Burrower
         Subterranean insects which inhabit the Lake Tunnel and South Core Tunnel
         of Magmoor Caverns, and Elevator Access B (Phazon Mines).
    
    [ ] Puffer
         These floating mine-like creatures infest most of the larger caves of
         Magmoor Cavern. The Twin Fires and Lava Lake being the best examples.
    
    [ ] Triclops
         Hard shell bugs that guard the various shallow pits of Magmoor. Such as
         the Pit Tunnel, Triclops Pit, and Magmoor Workstation.
    
    [ ] Magmoor
         These giant fire serpents inhibit practically every large lava pool in the
         Magmoor Caverns.
    
    [ ] Puddle Spore
         Float in the lava pools of southern Magmoor Caverns.
    
    [ ] Crystallite
         Common. Ice-shelled insects that crawl around ledges all throughout
         Phendrana Drifts
    
    [-] Ice Parasite
         This arctic parasite infests the Chozo Ice Ruins (Phendrana Drifts) but
         will disappear once collect the Wave Beam. You will get one last chance in
         the Frozen Pike (Phendrana Drifts); however that lone Ice Parasite will
         disappear after collecting the Gravity Suit. If you miss both
         opportunities you will not be able to get the scan later in the game.
    
    [ ] Ice Shriekbat
         Only found in Ice Ruins West (Phendrana Driftrs). A glitch in the North
         American version meant they would not respawn after killing them for the
         first time. Thankfully this was fixed in the PAL version.
    
    [ ] Pulse Bombu
         Beings of pure energy. Fairly common, especially in Phendrana Drifts.
    
    [ ] Scatter Bombu
         Guard most of the access tunnels in Phendrana Drifts.
    
    [-] Ice Burrower
         Arctic burrowers that inhabit the Plaza Walkway and Research Core Access
         of Phendrana Drifts. They will be replaced by Sentry Drones after
         acquiring the Thermal Visor. If you miss scanning one before you collect
         the Thermal Visor,  you will not be able to acquire this scan later in
         the game.
    
    [ ] Ice Beetle
         Inhabit the Frost Cave Access (Phendrana Drifts).
    
    [ ] Flickerbat
         Manta Ray-like bats that fly around swiftly. Found in the skies above
         Phendrana Shorelines and the Frozen Pike before collecting the Gravity
         Suit from the Gravity Chamber.
    
    [ ] Jelzap
         Bipartite fish which inhabit the waters of Tallon IV. Very common in the
         frozen waters of southern Phendrana Drifts.
    
    [ ] Baby Sheegoth
         Originally inhabit the Ice Ruins, but after acquiring the Wave Beam they
         will migrate to the Phendrana Shorelines and Ruins Entryway.
    
    [ ] Sheegoth
         Mini-boss of Phendrana Drifts. Later they can be found in the Ice Ruins;
         and in the Quarantine Cave after defeating Thardus.
    
    [ ] Sentry Drone
         You'll mainly find these floating robots around the Space Pirate
         installations in Phendrana.
    
    [ ] Space Pirate
         Very common in all of the Space Pirate installations.
    
    [ ] Shadow Pirate
         Common. Many of them will hunt Samus after the lights are shutoff in the
         Glacier One facility in Phendrana Drifts. They also guard various areas
         of the Phazon Mines, such as Elite Control.
    
    [ ] Flying Pirate
         Extremely common. Found practically everywhere in Phendrana Drifts, at
         the Frigate Crash Site (Tallon Overworld), Magmoor Workstation, etc.
    
    [ ] Aqua Sac
         Fairly common in Crashed Frigate. The Connection Elevator to Deck Beta is
         filled with them.
    
    [ ] Tallon Crab
         Only swarm in the Main Ventilation Shaft of the Crashed Frigate.
    
    [ ] Aqua Reaper
         Samus will probably first encounter these in the Gravity Chamber of
         Phendrana Drifts. The Crashed Space Pirate Frigate Orpheon is literally
         overgrown with them.
    
    [-] Aqua Drone
         These Aquatic Sentry Drones will guard the Biohazard Containment room of
         the Crashed Frigate. They will only appear the first time you pass
         through this room. If you miss this scan you will not be able to get it
         later in the game.
    
    [ ] Aqua Pirate
         You'll find these guarding the Reactor Core of the Crashed Frigate after
         collecting the Gravity Suit.
    
    [ ] Mega Turret
         Very common. These guard multiple areas of the Phazon Mines.
    
    [ ] Glider
         Found in the caves of southern Phendrana Drifts and Level Three of the
         Phazon Mines.
    
    [ ] Power Trooper
         Guard various areas of the Phazon Mines; such as Omega Research.
    
    [ ] Wave Trooper
         Guard various areas of the Phazon Mines. Probably the most common
         trooper, found in the Mine Security Station, Elite Research,
         Omega Research, etc.
    
    [ ] Ice Trooper
         Guard various areas of the Phazon Mines. A large group guards the Central
         Dynamo after acquiring the Power Bombs.
    
    [ ] Plasma Trooper
         Guard various areas of the Phazon Mines after collecting the Plasma Beam.
         Before defeating the Omega Pirate, Metroid Quarantine B will be guarded
         by a small army of them.
    
    [-] Elite Pirate
         These giant pirates will escape from stasis tanks in the Phazon Mines.
         In Elite Control, Omega Research, and Dynamo Access. If you miss scanning
         at least one of the three you will not be able to get the scan later in
         the game.
    
    [-] Phazon Elite
         Mini-Boss of the Phazon Mines, found in a stasis tank in Elite Research.
         If you miss this scan you'll not be able to get it later in the game.
    
    [ ] Metroid
         Found in the various research areas of the Glacier One facility in
         Phendrana, and in the Quarantine Areas of the Phazon Mines.
    
    [ ] Hunter Metroid
         Infest Fungal Hall A (Phazon Mines) and are generated by Metroid Prime.
    
    [ ] Fission Metroid
         Found all throughout the third level of the Phazon Mines after defeating
         the Omega Pirate, and in the Phazon Core (Impact Crater).
    
    [ ] Lumigek
         Only found swarming in Crater Tunnel A (Impact Crater).
    
    [-] Parasite Queen
         The boss of the Space Pirate Frigate. If you miss this scan you will not
         be able to get it later in the game.
    
    [-] Flaahgra
         The boss of the Chozo Ruins. If you miss this scan you will not be able to
         get it later in the game.
    
    [-] Flaahgra Tentacle
         Part of the boss of the Chozo Ruins. If you miss this scan you will not be
         able to get it later in the game.
    
    [-] Thardus
         The boss of Phendrana Drifts. If you miss this scan you will not be able
         to get it later in the game.
    
    [-] Omega Pirate
         The boss of the Phazon Mines. If you miss this scan you will not be able
         to get it later in the game.
    
    [-] Meta Ridley
         The boss of Tallon Overworld. If you miss this scan you will not be able
         to get it later in the game.
    
    [ ] Metroid Prime
         The boss of the Impact Crater; the first phase of the last boss.
    
    [ ] Metroid Prime
         The boss of the Impact Crater; and second phase of the last boss.
    
    
    -------------------------------------------------------------------------------
    iv)Research
    -------------------------------------------------------------------------------
    
    [ ] Small Energy
         Pick-up dropped by enemies and found by blasting crates.
    
    [ ] Large Energy
         Pick-up dropped by enemies and found by blasting crates.
    
    [ ] Ultra Energy
         Pick-up dropped by enemies and found by blasting crates.
    
    [ ] Small Missile Ammo
         Pick-up dropped by enemies and found by blasting crates.
    
    [ ] Medium Missile Ammo
         Pick-up dropped by enemies and found by blasting crates.
    
    [ ] Large Missile Ammo
         Pick-up dropped by enemies and found by blasting crates.
    
    [ ] Power Bomb Ammo
         Pick-up dropped by enemies and found by blasting crates.
    
    [ ] Save Station
         Found all throughout Tallon IV.
    
    [-] Map Station
         Make sure to scan before downloading. There's at least one in each
         "world". You're last chance will probably be the Phazon Mines Map Station
         branching off Omega Research.
    
    [ ] Missile Station
         There are only three in the game. One is found beyond a small tunnel in
         the Hall of Elders (Chozo Ruines), another branches off Fungal Hall B in
         the Phazon Mines; the last is attached to the Phazon Core (Impact Crater).
    
    [ ] Morph Ball Slot
         Extremely common. Scan before activating.
    
    [ ] Spinner
         Fairly common. There is one by a gate in the Great Tree Hall (Tallon
         Overworld, one on top of the Monitor Station (Magmoor Caverns), etc.
    
    [ ] Spider Ball Track
         Very common. Note there are only a limited amount of magnetic rail
         tracks that you can actually scan.
    
    [ ] Grapple Point
         Common. Found all throughout the Third Level of the Phazon Mines, hanging
         from the trees in the Frigate Crash Site (Tallon Overworld), et cetera.
    
    [ ] Gun Ship
         Smack bang in the middle of the Landing Site (Tallon Overworld). Dah!
    
    [-] Missile Door Lock
         They are very common all throughout the game. But once you blast them
         they will not reappear. One of the last Missile Door Lock's you will
         encounter is on the door to the Ice Beam in the Reflecting Pool (Chozo
         Ruins).
    
    [ ] Locked Door
         Whenever you encounter bosses or Sentry Drones the doors will generally
         lock up, scan them in this state. If you still don't have this scan at
         the end of the game head to the Plaza Walkway, Observatory Access,
         Research Core Access, or Quarantine Access of Phendrana Drifts. Sentry
         Drones guard these corridors and will lock up the doors until you destroy
         them.
    
    [-] Stalactite
         Extremely common in the fire caves of Magmoor Caverns and the ice caves
         of Phendrana Drifts. However, once you shoot them down with a Missile they
         cannot be scanned. So you must remember to scan at least one before you
         shoot every single one down.
    
    [ ] Zebes
         Scan the hologram after activating the Observatory (Phendrana Drifts).
    
    [ ] Tallon IV
         Scan the hologram after activating the Observatory (Phendrana Drifts).
    
    
    ===============================================================================
    8)UNLOCKABLES
    ===============================================================================
    
    Gallery 1 (Samus Concept Art) : Scan 50% of the Log Book Entries
    Gallery 2 (Enemy Concept Art) : Scan 100% of the Log Book Entries
    Gallery 3 (Production Design) : Complete the game on Hard Mode
    Gallery 4 (Fusion/Ending Art) : Acquire 100% of Item Collection
    
    Metroid Fusion Connection Bonuses:
     You will need a GameBoy Advance system, a GameCube GameBoy Advance Link Cable,
     and a Metroid Fusion GamePak to unlock these bonuses. Select "Metroid Fusion
     Connction Bonuses" from the Main Menu, and then select the bonus you wish to
     unlock. Follow the on-screen prompts; if all goes well a picture of Samus and
     "DATA LINK COMPLETE" should appear on your GameBoy Advance screen.
     Bonus requirements are as follows:
    
      Play NES Metroid     : Complete Metroid Fusion (GBA)
      Metrouid Fusion Suit : Complete Metroid Prime (NGC)
    
    
    ===============================================================================
    9)THANKS TO
    ===============================================================================
    
    Jim Henry, for submitting a correction to the EXPANSION LOCATION CHECKLIST.
    
    My Dad's old Toshiba 3000 Series Notebook, for allowing me to write most of
    this FAQ directly instead of my age old ritual of filling 140 page Lecture Pads
    with notes.
    
    Metroid Database (www.classicgaming.com/mdb), the best Metroid specific
    resource on the internet. Filled with scans and interesting information.
    
    The Next Level (www.the-nextlevel.com) for being a great place to waste time.
    All I can say is NUCLEAR MISSILES TIMES 100!!! XD
    
    CJayC for hosting this FAQ on his wonderful website GameFAQs! Kudos!
    
    
    *******************************************************************************
    
     VERSION HISTORY
    -=-=-=-=-=-=-=-=-
    Version 1.0ß 10/04/04
    Although all of this FAQs content is in place, I have not had time to go over
    it and make it less staccato and more coherent; hence the Beta status.
    
    Version 1.1 20/04/04
    Beta status removed since I gave it a quick spit 'n polish. It could still do
    with more work... but that's unlikely to happen.
    
    Version 1.2 11/05/04
    Fixed two errors in the EXPANSION LOCATION CHECKLIST thanks to Jim Henry.
    
    
     FAQ STATS
    -=-=-=-=-=-
    Version       1.2
    Update No       2
    Size        162KB
    Pages          52
    Words       28124
    Characters 159650
    Paragraphs   2593
    Lines        3130
    
    GameFAQs CONTRIBUTOR PAGE- www.gamefaqs.com/features/recognition/4127.html
    
    EMAIL- tetsuwan_blue(at)yahoo.com.au
    
    If I don't reply, it's either: Idon't know the answer to the question, the
    answer to your question is in the FAQ, or you're sending me info I already know
    or someone else has sent before you.
    
     LEGAL SECTION
    -=-=-=-=-=-=-=-
    No material from this FAQ may be paraphrased, copied, changed or re-formatted
    without my permission. It may only be posted on GameFAQs (www.gamefaqs.com)
    and IGN FAQs (faqs.ign.com).
    
    Under no circumstances may this FAQ be posted on Cheat Code Central.
    
    This document was written exclusively for use on the internet. It is not
    intended to be used in any way that is profitable for anyone other than the
    author. It is not to be reproduced in any way without express written
    permission from the author.
    
    More information on copyright laws can be found at the copyright section of
    the official Library of Congress web site. (http://www.loc.gov/copyright).
    
    Metroid Fusion and related characters are trademarks of Nintendo Pty. Ltd
    
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