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    FAQ/Walkthrough by lopp3

    Version: 0.58 | Updated: 09/13/07 | Search Guide | Bookmark Guide

    Metroid Prime 3: Corruption FAQ and Walkthrough
    Copyright 2007 lopp3, all rights reserved.
    Current version: 0.58
    Copyright {0000}
    This guide is legal property of lopp3, a.k.a Jed Estep. It may not be hosted 
    at any location except for GameFAQs (www.gamefaqs.com) without my written 
    consent. Any attempts at such are illegal, and I am authorized to take legal 
    action if you attempt it. In other words, it’s just better for everyone if you 
    don’t try it.
    Version history {0001}
    V0.02 – Began work. Very excited about writing another guide.
    V0.11 – Reached partway through Planet Bryyo.
    V0.16 – More Bryyo.
    V0.22 – Bryyo completed.
    V0.31 – Large portion of Elysia complete.
    V0.33 – Better, more helpful logbook.
    V0.41 – Elysia completed.
    V0.53 – Pirate Homeworld completed. More logbook updates.
    V0.58 – Updates.
    Table of Contents {0002}
    Section 0
      Copyright info {0000}
      Version history {0001}
      Table of Contents {0002}
    Section 1
      Introduction to MP3 {1000}
      Introduction to this guide {1001}
      Walkthrough {1002}
    Section 2
      Notes and Miscellaneous Information {2000}
      Sidequests and collectibles {2001}
    Section 3
      Credits and References {3000}
      Special Thanks {3001}
    Introduction to Metroid Prime 3: Corruption {1000}
    Metroid Prime 3: Corruption is the third and final entry in the trilogy of 
    games known as the Metroid Prime series. This series was the first to bring 
    Samus Aran into the third dimension, and the first two entries were tremendous 
    hits.  So this game has been eagerly awaited by fans of the series, everyone 
    wanting to see the conclusion of the story.
    -The G.F.S. Valhalla requires five or six Energy Cells to complete. You must 
    complete this area to achieve 100%.
    -The Logbook does not count toward your percentage total.
    Introduction to this guide {1001}
    This guide is not only a walkthrough, but also contains helpful information 
    such as log book entries and information on all of Samus’ weapons, armors, and 
    upgrades. It will provide detailed strategies for all the game’s bosses, as 
    well as help you progress through the main content of the game: the actual 
    -I will often refer to rooms by their given names. I will try to avoid this 
    until after you find a Map Station.
    -It might be wise to see the Glossary before you use this guide, especially if 
    you’re new to Metroid Prime. I did once receive a complaint regarding 
    terminology (I’ll leave that anonymous).
    Walkthrough {1002}
    (Cue opening scene)
    ---Galactic Federation Starship Olympus---
    Objective: Meet Admiral Dane
    Welcome aboard, Samus Aran. This starts out simple and with a distinct lack of 
    combat; finish the calibration test (make sure to do it right, for your own 
    sake), and just trudge on through this nicely functional and suspiciously 
    friendly starship. And make sure you scan. Scanning everything you see is 
    always good, especially in the beginning of the game since there are often 
    one-time only scans right at the beginning. Scan every person, every terminal, 
    and, well, everything else. It’s really worth it to find something you may 
    have otherwise missed. Anyway, there’s not much to say about the G.F.S. 
    Olympus. Once you get to the bridge, you’ll notice a soldier blocking your way 
    to the ready room. This guy wants you to save first, so comply with orders and 
    head into the ready room. Just as your briefing is finished, the G.F.S. 
    Olympus comes under attack.
    Objective: Reach Norion surface to aid ground troops
     You’ll now be thrust into your first encounter with Space Pirates. Beware of 
    them; their bullets are big and quick. Fortunately, they aren’t very strong, 
    so you should have no trouble at all dispatching the lot of them. You may come 
    upon a battle between some soldiers and some Pirates. The soldiers have the 
    upper hand, but a Pirate dropship crashes through the window, exposing you all 
    to the vacuum of space. This calls for quick thinking; shoot the button above 
    the door to seal off the area.  Now, head back the way you had originally come 
    when first going to the ready room. Some Pirates will courteously blow the 
    crap out of a wall for you. This allows you to access a new door, as well as a 
    new area. Take advantage of this. Go through and you’ll come to a room with a 
    power core at the bottom. Some Pirate Militia and some Armored Militia have 
    just come in to take that nice pretty power core. Naturally, you ought to stop 
    them. Once you dispatch all of them, pick up the power core and return it to 
    its rightful place. But unfortunately, you just cued in a massive horde of 
    little crawlers to swoop from the ceiling. You’ll have to fend them and some 
    Crawltanks off for a while, but eventually they’ll start bursting through the 
    floor. This should be your cue to hop into Morph Ball and make a miraculous 
    escape. Once you’ve managed that, use the waste disposal in this new location 
    to flush yourself into space. You’ll grab on to a little valve and pull 
    yourself back in. Here, you’ll have to fight off a few pirates and make your 
    way to the top of the room to acquire your Missile Launcher. With this, you 
    can blow up the debris blocking the catwalk. Sneak through the catwalk and to 
    your ship. But, surprise for you, you’re not getting away that easily. A big 
    baddy known as a Berserker Lord is here to stop you.
    0------------Berserker Lord-------------0
    He looks tough, eh? Well, he really isn’t. I hope I don’t need to point out 
    the large, glowing, red spots on his shoulders. Those are quite obviously weak 
    points. Thus, you should shoot them while avoiding his sweep laser. Be careful 
    to jump and not strafe; strafing won’t help in the least in terms of dodging. 
    Once his shoulder pads are off, he’ll start spitting large purple wads at you. 
    Thus begins Metroid Prime 3’s first attempt at one of the strangest and most 
    comedic boss tactics ever contrived: projectile ping-pong. You need to whack 
    those big purple wads right back at him. They themselves cause minor damage, 
    but that’s not the point. After two successful rounds of smacking him with a 
    purple thing, his large, blue head cover will shatter, leaving his very 
    vulnerable head completely exposed. Thus, you may smash the Berserker Lord to 
    tiny pieces. The death he suffers is a fitting one: falling into space and 
    being smashed by a Pirate dropship. I mourn not for the Berserker Lord.
    Objective: Activate Generator C
    Though you managed to make a nice dent in the forces up on the G.F.S Olympus, 
    the planet Norion isn’t in such good shape. You find out from one of the 
    soldiers there that they’ve been relying on a massive cannon to keep them 
    safe, but the whole cannon is offline. You’ll need to activate three different 
    generators in order to do this. So let’s start by marching on ahead, shall we? 
    There’s only one way you can go, so follow it. In a particular room, you’ll 
    need to yank away some debris revealing a Morph Ball tunnel. Once through the 
    tunnel, you’ll see four red panels. Keep this area in mind as it is the cannon 
    control room. The top three panels each represent a generator, and the bottom 
    will light up when all three generators are turned back on. Anyway, continuing 
    down the path we were on. After a little bit of trekking, you’ll come to the 
    generator room. That nice circular platform in the middle should tell you 
    exactly where you need to head next. Once you step into the circular area, a 
    cadre of Jolly Roger sentries will pop up to attack you. These things are 
    tough to hit and even tougher to scan, but don’t worry; they periodically stop 
    to fire at you and are extremely weak to attacks. It shouldn’t take more than 
    two or three well placed shots for a kill. In total, there are six Jolly 
    Rogers. Once you’ve dispatched them all, jump over to the other side and use 
    the panel there. Then, jump back and use the panel to the left of the door. 
    This will activate Generator C. Objective completed.
    Objective: Activate Generator A
    So now it’s time to head on back. Trudge back to the control room area, and 
    things are looking relatively uneventful (at least, for a meteor emergency). 
    Completely without warning, two massive creatures burst out of a blast door. 
    They completely ignore you and battle each other to the death. In case you 
    thought you’d have to fight the victor yourself, think again: it’s Ghor. He 
    not only blocks your old path, but he cleared you a new one. So head down this 
    new path to Generator A. It’s a relatively uneventful walk down to the second 
    generator as well. This time, we don’t even have to fight monsters when we get 
    there, as Gandrayda is kind enough to take care of that for us. Instead, we 
    need to do some Morph Ball work. You’ll notice the little purple gas vents in 
    the track; those launch you into the air if you jump while on them. They not 
    only help you scale the track, but they’ll launch you into the switches you 
    need to hit as well. Oh, did I forget to mention? Before you can leave this 
    track, you need to hit three Morph Ball switches. This will raise a nice sized 
    track for you to wind along, making your way to the top of the generator. 
    Also, be careful to keep moving, as a Jolly Roger is trying to pick you off 
    and you can do nothing about it. Anyway, once you’ve hit the top of the 
    generator, it seems like there’s no problem. Until...
    0--------------Meta Ridley--------------0
    Samus Aran sat on a generator. Samus Aran had a great, great fall. And she 
    wasn’t the only one to have a great fall. Meta Ridley decided to have a great 
    fall with you. This boss fight is more about mechanics than about real 
    strategy. Your objective is quite obvious: kill Ridley before completing the 
    16000 meter fall to your certain death. Ridley, however, is only vulnerable in 
    the mouth. That leaves for a lack of options, yes? No. This fight cycles in 
    between various stages: top, middle, and bottom. You’ll generally switch in 
    the order of top, middle, bottom, middle, top. So let’s start with top. In 
    this stage, Ridley is in front of you. You can basically just keep firing, as 
    he’ll open his mouth quite often to attack you. Do as much damage as you can 
    in this stage, because it won’t last long. Now we move into the middle stage. 
    You’re on equal footing with Ridley now. He has three attacks here. One is a 
    breath attack. Obviously, hit his mouth before he does this. Then he’s got a 
    hand-based attack that looks like he might backhand you. Hit his hand when he 
    does this one. The final attack is a slap attack. He’ll draw his hand pretty 
    far back, making it a tough target. If you manage to damage his hand enough 
    during this attack, you’ll stun him and be able to damage him by hitting him 
    in the mouth. Now, the bottom stage. The bottom stage isn’t unlike top; just 
    shoot a lot and go for the mouth. The 16000 meter distance limit shouldn’t be 
    very restraining, although it gets a bit shaky around 6000 meters. Once you’ve 
    finished Ridley, Rundas will come to save you from your great, great fall.
    Ahem. Now then, let’s activate that generator. Head over to the panel to the 
    left of the door and activate this generator too.
    Objective: Activate cannon
    Now it’s time to make a beeline for the control room. Rundas has already 
    activated Generator B for you, so don’t bother looking for it. Once you get to 
    the control room, activate the bottom panel. This opens up a new door, one 
    that leads to the control room. Gandrayda, Ghor, and Rundas are all here 
    waiting for you, and just as you’re about to activate the cannon, your old 
    nemesis Dark Samus shows up to ruin the fun. After your whole team gets 
    blasted into near oblivion with a burst of concentrated Phazon, Dark Samus 
    flies away. Fortunately for Norion, Samus managed to muster just enough energy 
    activate the cannon before passing out. Phew.
    +++One month later+++
    ---G.F.S. Olympus---
    You’re back home, but not for very long. The nurse here will tell you all 
    about your awesome new PED suit, and I needn’t tell you how cool you now look. 
    Anyway, head back into the bridge from where you are, definitely save, and go 
    to the AU room (the upper middle door in the bridge). The Aurora Unit itself 
    will brief you for your mission today. It instructs you that two planets, 
    Bryyo and Elysia, have come under similar attack as Norion. This time, 
    however, the meteors managed to land and are infecting the worlds with Phazon. 
    And, lucky for you, Ghor, Gandrayda, and Rundas are all missing. Thus, it’s 
    your job to go investigate. Let’s start with Bryyo, shall we?
    ---Bryyo Cliffside---
    Objective: Locate Map Station
    Ahh, this place reminds me of Tallon IV. Anyway. You can do nothing but head 
    straight until you reach a large, open room. You’ll see a strange lock on a 
    door on the far side of said room. First off, head to that door. From there, 
    turn right, onto the platforms there, then right again. Once here, Morph Ball 
    up and head down the slot. Let yourself slide into place at the bottom of the 
    track. This is a switch, so activate it to unlock part of the locked door. 
    Once you activate this, you’ll not only unlock half of the door, but you’ll 
    both create a new platform and summon some enemies too. The enemies you summon 
    are quite strange. They live in groups of five, and are normally invulnerable. 
    Eventually, they’ll start to make a circle and a large blob will appear in the 
    center of them. Shoot the blob to kill all five. Simple as that. Anyway, get 
    up onto the new platforms here, ignoring the door, and make your way to a new 
    Morph Ball slot. This will fully unlock the door for ya. Head down this new 
    path. Eventually you’ll come to a room with one of those nice, massive golems 
    on the floor. Don’t worry, it won’t hurt you. So jump down to investigate it, 
    only to be ambushed by two Reptilicus Hunters. They’re not that hard, so just 
    shoot until they fall. This will open up a little nook. Inside this nook are a 
    door and a stone lock you can use to uncover some Bryyonian Lore. Anyway, head 
    through the door into a seemingly empty and useless room. But wait. Look on 
    the side of the lowermost step you just went down. ‘Tis a covered Morph Ball 
    opening. Before you go in though, make sure to scan Snatcher and Korba. Once 
    you’ve done that, head through the track  You can acquire that Missile 
    Expansion by using the Snatchers to float up a ways, dropping yourself 
    literally atop the pickup. Once you come out the other side, yank the cover 
    off the door and use a missile to open it. Inside is...the Grapple Swing! Now 
    you can use those nice yellow diamonds to swing across pits and such. So head 
    back to the large room and swing across (dispatch the Gel Puffers first). 
    Looks like you can’t get through to the door? Yank off the panels on the wall 
    to reveal a Morph Ball track. Head up and out, then backtrack until you reach 
    the open room. Some regular Reptilici will attack you here, but they’re still 
    cake. Anyway, head back through the door we ignored last time. Along this path 
    is the Map Station. Now that we’ve done that, let’s head back to our ship.
    ---Bryyo Fire---
    Open Objectives:
    Destroy East power source
    Destroy West power source
    Magmoor Caverns, anyone? This part is relatively straightforward. There are 
    some mechanical issues you should know about, however. The biggest one 
    involves igniting Fuel Gel, which is abundant in these caves. To ignite Fuel 
    Gel, hit a spout or other concentration of Fuel Gel with a Charge Shot. Don’t 
    use Missiles, they don’t work. Possibly the toughest room at this point is a 
    very tall room where you actually get to see Rundas (though he ignores you 
    utterly). After defeating some enemies, make your way to the Morph Ball slot.
    To activate it, ignite the two spouts on the sides of it. This will raise the 
    middle platform a bit. As you scale the platform, you’ll have to repeatedly 
    raise it again. Eventually, you’ll reach the top. Continue on this way, and 
    eventually you’ll end up in a room called Bryyo Temple. Large rooms should be 
    cue to you at this point that fighting will ensue. Well, it does. Sure are a 
    lot of Space Pirates in that crowd. Fend ‘em off, and just when it looks like 
    the second wave is headed your way, the Pirates freeze in midair. Has Rundas 
    made up for blowing you off before? ‘Fraid not. That’s not what he’s here for.
    I know you wanted to fight Rundas. I know you did. This is a very simple, 
    though still difficult, boss, which is nowhere near as fun to fight as Meta 
    Ridley was in that big pit. Start off by blasting him until he appears 
    stunned. Once he’s stunned, run up to him and yank his armor off. At this 
    point, he’s now completely vulnerable. So you just shoot him; all weapons have 
    equal effectiveness. You’ll have to repeat this process multiple times. Most 
    of Rundas’ attacks are easy to dodge projectiles. The biggest one to beware is 
    one he generally only uses while in Hypermode. He’ll create a giant club of 
    ice, twirl it around his head, and throw it at you. It’s big and hard to 
    dodge, but strafing to the right may work well, along with destroying his 
    clubs. There’s really no sure-fire way to dodge that one. Also, he’s 
    invincible in Hypermode, except to Hypermode. It may be wise (depending on 
    your energy tanks) to just ride the Hypermode out. Other than that, there’s 
    really not much strategy.
    I almost feel sorry for poor Rundas. You knew him well. Kinda. Anyway, this 
    fight earns you the long-awaited ice Missiles. Guess what: you can freeze 
    stuff now! Anyway, head down the nice new elevator and down to the East power 
    source control room. Activate the hand terminal like you know what you’re 
    doing, only to find that you can’t exactly...do anything about the shield. Or 
    at least not yet. So just head back to your ship; there’s some new shortcuts 
    you can take as well.
    ---Bryyo Cliffside---
    Open Objectives:
    Destroy East power source
    Destroy West power source
    Now we head back to the Map Station. Why? I’m sure you noticed the room “Falls 
    of Fire” directly behind the station. You also probably noticed that it was 
    totally impassable. Now, though, you can freeze Fuel Gel. That means you can 
    make some nice pretty platforms for yourself. Once you get to the other side, 
    you’ll get a transmission about some new intel.
    Objective: Find Ship Upgrade station
    This area is generally pretty linear. At one point, you’ll come to a room with 
    a war golem being tethered to a wall. The tethers are those nice flammable 
    vines, so the objective should be clear. Trace each vine to its source and 
    ignite. Note: you’ll have to kill some Warp Hounds and get in the Morph Ball 
    slot once before you can eliminate all the tethers. Once you have, the War 
    Golem will open up a new space. Keep going through here until you reach the 
    room in question. Note you can’t land your ship just yet. Head to the control 
    panel, only to trip the security alert. You’ll be hounded by some Warp Hounds 
    first, then hunted by some Reptilicus Hunters. Once you finish with them, 
    raise the upgrade equipment. You’ll now have to progress upward toward the new 
    Morph Ball slot. You can also pull an Energy Cell to open up the red door to 
    the side, but it’s not really advantageous to you right now. So climb up to 
    the very top of the room and open up the roof. Go back down to the control 
    panel, lower the upgrade equipment, and land. At last, it is now truly time to 
    raise the equipment, as it will upgrade your ship to equip it with missiles. 
    Now, at certain Command Points, you can call for a missile strike.  So let’s 
    take advantage of this, no?
    ---Bryyo Fire---
    Ugh, what a PAIN. We have to make the long, long trek all the way back to the 
    East power source. When you get to the Temple, you’ll have to destroy two 
    jammers by yanking on them, then missile strike the large vessel atop the 
    elevator. All while under fire from a never ending horde of Aero Pirates. Fun. 
    Once you’re there, you can call in your fancy new missile strike and blow that 
    generator to smithereens. Now that we’ve accomplished that, the shield is 
    weakened. We still can’t penetrate it, however. In order to penetrate it 
    completely, we’ll need to destroy the West power source as well. The West 
    power source is in Bryyo Jungle. And by the way, there’s a neat shortcut back 
    to your ship if you freeze one of those drippy Fuel Gel spouts.
    ---Bryyo Jungle---
    Objective: Destroy West power source
    Start off by...going forward. In this next room, kill off the Pirates, and 
    take note of the energy shield blocking the door. Also take notice of some 
    areas of the walls with yellow crystals on them. There should be two: one near 
    the ceiling on the left, one near the floor on the right. You can blow these 
    walls up with Charge Shots. The one near the floor leads to an energy tank. 
    The one near the ceiling leads to a little chamber that not only lets you see 
    into the next room, but also has a switch which turns off the energy shield. 
    Now we can proceed into the next room. Don’t worry about the APC in here, it 
    will fly away. Just deal with the Pirates. Then, you’ll notice a solid Mardium 
    wall and an electronic jammer. Your new missile strike can destroy this wall, 
    but the jammer is preventing you from using the Command Visor. If you yank on 
    the jammer, the dish will disappear until the arm of the jammer rocks back 
    into place. This should give you just enough time to call in an air strike and 
    blow that wall to tiny bits. A Berserker Knight, some Pirates, and an Assault 
    Trooper will come flooding out. The least of your worries is actually the 
    Knight. He works just like a Berserker Lord; play some ping-pong with him and 
    bash his head. The Assault Trooper is probably the deadliest, so take him out 
    first. Once you’ve dispatched the enemies, head through your new opening. Head 
    on out into the Jousting field. Here, we take on two Aero Pirates. Nothing 
    special, right? Well...um...
    This one’s pretty big. And he’s very, very ugly. So let’s put him out of his 
    disgusting misery, shall we? First of all, make sure to scan the Korakk and 
    his rider (I missed the rider, unfortunately). Then, kill the rider. Now comes 
    the actual fighting part of the fight. When his mouth glows blue, shoot at it. 
    This will stun the Korakk for a few seconds. In this time, get into Morph Ball 
    and go underneath his belly. Once there, unleash a full load of Morph Ball 
    Bombs; that’s right, all three of them. This will knock him to the ground. 
    Now, quickly run around back and grapple onto his tail. This will send him up 
    onto his hind legs. Now his belly is exposed to shooting. Blast him as much as 
    you can; assuming you get enough damage in, it should only take two 
    repetitions of this process to finish off the Korakk.
    Ah, so much better. But do the developers give us a break? Of course not. If 
    the Korakk didn’t take long enough, they’ll throw you some Shield Troopers to 
    make up for it. How kind of them. Anyway, Go into the next room and turn right 
    for a Save Station. Once you’ve saved, head the other direction. As soon as 
    you enter this room we have a stone lock with a Missile Expansion and some 
    lore behind it. This also happens to be the room of the West power source. But 
    wait; this time they caught on and installed some AA turrets. So now we have 
    to go deactivate those.
    Objective: Destroy AA turrets
    But it looks like the blast doors are shut. Try to leave the way you came, 
    only to be attacked by two Armored Troopers. Dispatch these and the doors 
    open. I started off by heading south (that’s right coming out of the original 
    entrance). Immediately in this room, you’ll notice a bridge with some Fuel Gel 
    on the underside of it. Blow this up to gain access to a green ledge. Dispatch 
    the Trooper and Armored Trooper you find up here, then continue to the door. 
    Now we’re in the room with the first AA. This is a never ending horde of 
    enemies, so be careful. In order to destroy the AA, go directly to the 
    underside and yank the plug there. Then, find the Fuel Gel canisters that 
    popped out and destroy them. There should be four total. Once you’ve destroyed 
    all of them, the gun will explode. One down, one to go. From here, the 
    progression to the next AA should be quite straightforward. But we’re playing 
    a new game this time. Instead of yanking the plug at the bottom, we need to 
    pull levers now. There are three large levers in this room. When all three are 
    pulled, the Fuel Gel canisters will pop out. Simple? Well, some Aero Troopers 
    are here to pull the levers back. So here’s how to do it. When all the levers 
    are in a position where you can pull them, lure both Pirates over to you. Kill 
    one, but leave one alive. Immediately pull the lever and dash for the next. 
    Pull that one and dash for the final one. If you do it quickly enough, you’ll 
    pull all the levers. Now, just head back to the floor and destroy the 
    canisters. Now to get rid of that power source. There’s a missile expansion in 
    the hallway leading back to the power source room, but I don’t think it’s 
    acquirable yet. Once we destroy the generator, head back to your ship to make 
    your final flight for Bryyo.
    ---Bryyo Seed---
    Objective: Destroy the Seed
    It’s only a little creepy in here, right? Well there’s only one way you can 
    go, and no enemies except for some Scorchbugs on the floor of the first room. 
    Progress a ways in and we’ll soon meet someone who’s very...hospitable.
    He’s a biggun. And he’s almost definitely the toughest enemy you’ll battle for 
    a long time. You’ll see he’s got four orbs. One is on his back. So what you 
    need to do is blow them up. It’s tougher than it looks, though. Start by 
    picking an orb and shooting at it. He’ll cover it when he’s attacking, and he 
    may move it to a different slot. Once it looks like it exploded, go into 
    Hypermode and destroy it with Phazon. Then he’ll coat his body in Phazon. When 
    he does this, go into Morph ball and hit each foot with 3 Bombs. This will 
    destroy his Phazon coating. Keep the process up for all four orbs. He’s a 
    pretty simple boss, but very difficult nonetheless.
    So that was the final boss of Bryyo. Looks like beating this guy really put 
    some stress on poor ol’ Samus. But now we get a neat little device called the 
    Hyper Ball. While in Hypermode and Morph Ball, hold A to turn yourself into a 
    rolling wad of electric tendrils. Pretty destructive, to say the least. 
    Anyway, just press A when you’re prompted to destroy the core of the 
    Leviathan, officially saving Bryyo.
    Objective: Repair AU 217
    Well, for now anyway, Elysia Skytown seems like a nice place to be. There’s a 
    calm atmosphere reminiscent of Sanctuary Temple, but with almost no enemies. 
    Head forward (make sure to scan everything you see, there’s a lot of stuff 
    around). Make sure to scan Databots after you shoot them. Soon you’ll come to 
    a room with a grab ledge. Don’t go up it just yet; instead, take the low road 
    and dispatch the Tinbots you see there. Continue on that path, ignoring 
    anything you might see in the piston room. Once you come to a Morph Ball 
    cannon, get in. It’ll take you to a Morph Ball area, with a Missile Expansion 
    you can get by double Ball jumping. Anyway, keep going along the platforms 
    until you reach an elevator room. Go down the elevator and into the Morph Ball 
    track you see. There’s a missile expansion here that we can’t acquire now, but 
    that’s not all. Keep moving along and take the lower path when the road 
    splits. This will deposit you in an odd room. Try to leave, and you’ll be 
    assaulted by A. Some Steambots and B. that Steamlord that’s been stalking you.
    This hardly counts as a fight. Simply, you’re attacked by four Steambots, 
    which are more durable Tinbots. When you’ve killed off three or four of them, 
    the Steamlord will appear to revive one. This is your chance to hit him. It’s 
    so simple, I don’t think it even merits an explanation.
    Anyway, the kind Steamlord gives you an Energy Tank for your troubles. The 
    doors are still locked, so yank on the new targets to open them. Head outside 
    to a new zipline location. Across here is your target. Walk in, go to the ice 
    door for a Save Station, then activate the lift and go down to find the Aurora 
    Unit. But it’s been locked out by a kinetic lock, which we can’t open. So head 
    out the other side. Head into the room “spire dock”, then head to “security 
    station”. In Security Station, go through the Morph Ball track. There will be 
    a door in front of you. Instead of going through it, head to the left and jump 
    to the door you see there. Don’t go through that one either, it’s just a 
    landing site you can’t use. Instead, open the lock you see there. Now that 
    we’ve opened up a new space, go through the door that was originally right in 
    front of you. Here we can scan some Steamspiders, but that’s it. So let’s head 
    back to the Spire Dock. Take the only zipline not yet taken here, passing poor 
    old Ghor’s sad and dejected armor, and head into this door. We’ll have some 
    turbulence upon entering. Don’t be alarmed, passengers. This is a ring-shaped 
    room, as you can see. Let’s take the ice door first. Through here is a bridge. 
    The bridge has gates. Each time you yank a gate, you’ll be confronted by some 
    Dragoons, the Jolly Roger equivalent of Adult Gragnols. You’ll also see a 
    Steamlord and some Steambots, but if you run past the bridge segment they’re 
    on and pull the gate, the segment will fall, dropping them to the wild yellow 
    yonder. Continue your trek across the bridge. We’ll come now to a large room. 
    Start up the platforms, but don’t use the Grapple point yet. Charge Shot the 
    cracked area, then jump up to the new platform. Go inside the Morph Ball track 
    here. Each time you see a switch, activate it to drop a partition preventing 
    you from Grappling across. Once you’ve dropped them all, swing across. Be 
    careful of the Shriekbats. As we’re doing this, we’re told that some 
    technology to help us reach AU 217 is very nearby.
    Objective: Find Chozo Cache
    Let’s head there, shall we? In the next room, activate the lift and head on 
    down. Hey look, the Boost Ball! And it’s...free?! Oh, don’t be so gullible.
    0-------------Defense Drone-------------0
    He’s not so tough. Those bouncy antennae should just scream vulnerability. 
    Once all three are down, he’ll have some form of seizure and you can grapple 
    his eye. This will make him completely wig out and jump up to some higher 
    ledges while exposing his weak point. From here, he’ll shoot weird, bouncy 
    vomit-bombs at you. His weak point seems a tad resistant to the plain old 
    Charge Beam, but Phazon seems to do the trick quite nicely in comparison. Just 
    make sure you have plenty of health before you use it; we’ve learned from 
    Mogenar that Hypermode at low health is more dangerous than it needs to be.
    Now then. That Boost Ball is ours. Use it to activate the kinetic lock that 
    appears on the floor. This will take you back up. From here, return to the 
    ring shaped room. You can go through the other doors, for completions’ sake, 
    but there’s nothing currently viable through either one. So keep heading back 
    to the AU room. Once here, unlock the Kinetic Lock, head down the maintenance 
    hatch, and get ready to play some House of the Dead. It’s just like Wave 1, 
    except with Tinbots instead of zombies. Once you’re done, go into one of the 
    areas in the wall to upload the vaccine. Once you do it, and it looks like 
    we’re done, Ghor will show up to mess with you. But we don’t even get to kill 
    him yet! We get to watch him escape, powerless to do anything about it.
    Objective: Find Ghor
    Talk to the Aurora Unit, then start heading toward your ship. You’ll learn 
    that we’re under attack! So put on the afterburners already! Also, in the room 
    with the lasers you need to Morph Ball under, there’s a Missile Expansion you 
    may not have previously noticed. Also, in the room “Arrival Station”, go up 
    the Grab Ledge and activate the Kinetic Lock. Fire yourself across the abyss 
    for an Energy Tank. Now it’s time to head back to the ship and see what the 
    problem is. It should be obvious.
    Bleh. Quite obviously, Ghor’s huge shield is invulnerable. The power unit for 
    said shield, however, is on his back. It’s pretty tough to get around him, but 
    it’s doable. Destroying his generator will make his head vulnerable. For about 
    a third of his health, you’ll damage him like this. After a third, he’ll 
    sprout a glowy thing between his legs and start spinning around. To stun him, 
    you need to run into this glowy thing with boost ball. Once he’s stunned, use 
    the same procedure. You’ll do this for a third of his health as well. For the 
    final third, he’s in Hypermode. He’s always vulnerable now. You don’t need to 
    match him with Hypermode, but it’s much easier if you do.
    You earn yourself a Plasma Beam for all this trouble. Your ship returns as 
    well, though it’s so damaged it’s become naught more than a save station. Now 
    we should go back to the Aurora Chamber. But note; a cannon that was once 
    blocked by “heat susceptible material” can now be accessed. It will shoot you 
    straight to the Aurora Room (almost). Boo-yah. Go downstairs to the 
    maintenance area, then use your new beam to weld the busted fuses. Go back up 
    and the AU will give you a map, as well as tell you to nuke the Leviathan. If 
    we’re gonna build a nuke, we need parts. And they’re not here. They’re east. 
    So let’s head back to our ship. Be aware that in the ship room is some heat 
    susceptible material with a Missile Expansion behind it. But...our ship’s 
    still busted. So now what? Let’s head back to the Spire Dock first. Here, 
    we’ll receive a transmission about some cool stuff on Bryyo.
    Objective: Investigate energy signature
    So head to Landing Site A (or the Docking Bay, either one), and fly to Bryyo.
    ---Bryyo Cliffside---
    You should land at the Federation Outpost. If you haven’t removed the Energy 
    Cell protecting the red door, do so now. Anyway, go through the red door. In 
    this new room, we’ll deal with some Reptilicus, and then we’ll activate some 
    War Golems. One will open up a door with a Ship Missile expansion in it (you 
    can’t get it yet). The one up top will freeze the Fuel Gel permanently. This 
    will allow you to climb to the very top. Once through the door, open up the 
    cage, and then head for the halfpipe. On the right side of the halfpipe is a 
    Missile Expansion and a door. Go through here. Keep following your map toward 
    the “strange energy signature”, until eventually we come to a room with 
    nothing but a War Golem. Melt the frozen object near the ceiling, then 
    activate the War Golem. Use the new spinner to put the opening in the wall 
    near the huge crack. Activate the Golem again to bust through. Now we can use 
    an odd little warp to take us somewhere entirely new.
    ---Bryyo Ice---
    Bryyo Ice is very straightforward. When you see breakable ice, break it. 
    You’ll end up falling quite far. Eventually we’ll walk straight into the Screw 
    Attack. This is the end of Bryyo Ice. Just use the Screw Attack to escape, and 
    we’re done with Bryyo Ice...forever.
    ---Bryyo Cliffside---
    Now we get a transmission about the old G.F.S. Valhalla, the one that got lost 
    a while back. So truck on back to your ship and fly all the freakin way too 
    the G.F.S. Valhalla.
    ---G.F.S. Valhalla---
    This place looks a tad...despondent. There isn’t actually much we can do here. 
    So let’s take a look around. You’ll find some Energy Cell info stations, but 
    no Energy Cells to speak of. There’s an Energy Cell slot to match each 
    station. This should tell you pretty clearly that we can do little else here. 
    So let’s slink our way back to Elysia, heads hung low.
    ---Elysia Skytown---
    If you’ve opened up Landing Site A, that’s perfect. From Landing Site A, head 
    to Security Station and open the fire door. Previously this room was 
    inaccessible, but with the Screw Attack we can now wall jump up to the top. At 
    the top, we’ll come into a room with a Spinner. Activate the Spinner to open 
    up a new area.
    ---Elysia Skytown East---
    This place certainly dwarfs Bryyo Ice. It’s pretty large, but also quite 
    linear. Beware of Space Pirates, they swarm heavily around here. Continue on 
    your merry way down through Eastern Skytown. You’ll pass some of the 
    components of the nuke we’re supposed to be making, but all of them are much 
    too large for you to lift. You’ll also pass a room with a Missile Expansion 
    that’s behind some gears. This is a Screw Attack oriented room. Don’t try to 
    get the Expansion yet. At a later time, a Pirate ATC will destroy those gears, 
    allowing you access to the Expansion. So keep going...it’s a long way. And at 
    long, long, long last, we come to the Ship Grapple Beam. If this doesn’t 
    scream nuke lifting, then...well I don’t know. You’ll get a transmission from 
    the AU giving you coordinates for the three parts.
    Open objectives:
    Find first bomb component
    Find second bomb component
    Find third bomb component
    You’ll notice that only two of them are in Eastern Skytown. One of these is 
    the actual nuclear part, and one of them is...something else that I’m having 
    trouble identifying. Let’s start with the nonnuclear one. Basically, just head 
    toward it on your map. You’ll come to a room you’ve been in before. There’s a 
    target on the ground, but that’s not what we need. To do this, start by 
    lifting the target on the ground. This will open up a Bomb Slot. Activate the 
    slot, and then put the object back down. This raises some platforms. If you 
    climb up these platforms and go through the door near the top, you’ll come to 
    the first component. It’s guarded by a Berserker Lord, however. This guy is so 
    easy I don’t think I even need to bother with a strategy. He’s exactly the 
    same as last time. So just wipe him out, disengage the locks, and hoist away. 
    One down. If you progress toward the second component, you’ll notice we end up 
    in a corridor beneath the component’s room. You can activate a lift via 
    welding to go up to the component room. Do this first, then try to lift the 
    component. We’re told once we try that it’s locked down, and we can’t 
    disengage the locks just yet. So head back down and go through the fire door. 
    Continuing on, we’ll end up in some weird and twisty research labs. Don’t 
    worry about the spinner you see; activate it, though it will never come back 
    online. Continue up the elevator and, when it looks like all hope of progress 
    is lost, look for a MB slot between some Metroids. You’ll keep finding MB 
    slots, and eventually we’ll progress to a solitary area with an upgrade and an 
    Energy Cell in it. Pull the energy cell. This will shut off all the lights, as 
    well as the tanks containing those nice Metroids. Now we can blow up that tank 
    for the Seeker Missile. This will let you shoot several missiles at once, 
    opening those strange yellow locks. Woot.  But there’s a sinister undertone to 
    this triumph; you’ve just unleashed a plague of Phazon Metroids larger than 
    has ever been seen before. Before the day is done, you’ll fight off 16 
    Metroids. And though the strategy is the same, these are no normal parasites. 
    They can phase out of the regular dimension, giving them a surefire way to 
    dodge your Ice Missiles. Fun. So make a beeline for the exit, killing off 
    every Metroid you see. Also, before you leave, make sure to get the Energy 
    Tank in the containment unit right next to the exit. Now we can get that 
    second component for our bomb. Once we’re out of the lab, open the multitarget 
    lock directly to your left. This will take us to a zipline with some more 
    Metroids. More fun. Anyway, the zipline leads us to the second component room, 
    though a different part. First, disengage the elevator lock to the right, then 
    head through the MB slot on the left for a Missile Expansion. From here we can 
    also disengage one of the component locks. Head down and disengage the other 
    two, then hoist away. Only one component remains. We can’t fly to the last 
    component, so we need to hoof it.
    ---Elysia Skytown---
    It’s not that long, but it’s even shorter now that we can unlock a cannon to 
    shoot us straight there. Once you’re here, use Seeker Missiles to destroy a 
    multitarget lock, then lift that final component up. All done.
    Objective: Place bomb in Spire Pod
    Back to the Spire Dock we go. Now that she’s all finished, we need to put her 
    somewhere where we can launch her. And the Spire Dock is that very place. So 
    what are we waiting for? Once you’ve placed it, go talk to the AU. Pay 
    attention to what he says. Your mission, should you choose to accept it, is to 
    drop a bomb. It is quite likely you will die. Sound like fun?
    Objective: Drop the bomb
    Might be wise to save now. Once you’ve saved, head to the Spire and get ready 
    for a fight. You’ll be fighting off hordes of Space Pirates while attempting 
    to prevent Pirate Assault Skiffs from blowing up the Spire. There are four 
    skiffs in all. Once you’ve destroyed the last one, it’s time to escape. Head 
    to the panel that’s revealed to you and press all the buttons to open the 
    escape pod. Get in the pod and get ready to go when...the stupid Chozo 
    technology breaks on you. Head through the maintenance hatch. Once you’re down 
    here, blow into the maintenance area and start welding. There are three 
    panels; two need to be revealed via yanking. Once all three are welded, hop 
    back into the pod and fly away. Congrats, we just nuked the Seed.
    Objective: Destroy the Seed
    Well, that nice escape pod left you right near a dock, so flying here 
    shouldn’t be particularly difficult.
    ---Elysia Seed---
    It’s just like the Bryyo seed, eh? Well, head the only way you can head and 
    get ready for the final boss of Elysia.
    Honestly, he’s much easier than Mogenar. Helios is surrounded by a swarm of 
    Swarmbots. He’ll first attack by rolling around on the ground, using his 
    Swarmbots as a wheel. This is a good chance to destroy some Swarmbots, but you 
    can hurt his armor as well. He’ll then form them into a ring and start firing 
    lasers at you. Shoot at the ring to destroy Swarmbots, but don’t shoot him or 
    the five bots in the center. He’ll then group them into clumps and have them 
    fire lasers, though he should be vulnerable during this part. Once his armor 
    is destroyed, his bots leave and his core is open. Blast the core with 
    Hypermode to take down approximately a third of his health. Two more reps of 
    this and he’s finished. He does have two other attacks he’ll use toward the 
    end, however. One is where he’ll form a tornado out of his bots and chase you. 
    You can hurt him with MB bombs in this stage. Another one is where he’ll make 
    a giant person with his bots and try to punch or kick you. Ignore the arm 
    joints here; just go for the leg joints. Once his big sumo wrestler has 
    fallen, he’s vulnerable.
    That’s the end of Elysia, folks.
    ---Pirate Homeworld Command---
    The least they could do is give this place a name. Anyway, head straight, 
    watch out for the Hypermode Crawltanks, and dispatch the Remorse Turret you 
    find. Once all that’s done, head into the elevator and go to the third floor. 
    Ignore the acid rain platform to the right; go left for a fire door. Through 
    here is a heavily-rained-upon plaza.
    Objective: Bypass the acid rain
    There’s a very small path heading to the right side of the room. Follow it, 
    then look for a Grab Ledge. Climb up here for a Morph Ball track. There’s a 
    Missile Expansion in this track, so don’t miss it. Once you’ve gotten the 
    expansion, head all the way through the tunnel. Here we can access a new 
    tunnel. Pull the tunnel cover away and head through. There’s a missile 
    expansion here too. Once you’ve gotten that one, head to the end of the tunnel 
    and drop out. Disengage the multitarget lock to acquire the X-Ray Visor. Once 
    you got that, turn it on and go up to the terminal. Now we can see the correct 
    code for the terminal. This will make a tank full of Phazon run by on the 
    ceiling. Shoot it down when it’s just above the cover to the MB track; this 
    will drop it, destroying the cover. Head through here to end up in a new room. 
    Use the security terminal here to open up a new door. Go through it, watch 
    some Pirates doing some stuff, then head back. Go through the door that was 
    nearest to the tunnel. We’ve ended up on Floor 2. There’s a practically 
    mandatory Missile Expansion here. Once you’ve gotten that, use the X-Ray visor 
    to unlock the rotating platform, and then get in the hologram to spin it. By 
    now you’ll have gotten a fuzzy transmission from another trooper in a 
    different part of the planet.
    Objective: Find the captured trooper
    Once you’ve spun the platform, go to the elevator and head to Floor 1. We can 
    now unlock the Map Station, which will tell us how to get to that other 
    ---Pirate Homeworld Research---
    For the first part, at least, it’s quite straightforward. When you come to the 
    Scrapvault, make sure to scan the Shriekbats here. They’re pretty tough. Once 
    you’ve done that, start scaling the room until you find an entrance to a Morph 
    Ball area. There’s a big track in here. It’s also quite self-explanatory; 
    though watch for an Energy Tank you can get in here by double jumping. At the 
    end of the tunnel (take the first exit), you’ll be able to raise some stairs. 
    To get to those stairs, go back to the MB area and take the second exit. 
    Beware that the alarm has been triggered and you’ll have a fight on your 
    hands. Once you’ve dealt with the Commandos, go up the new stairs, down the 
    tunnel (watch for the lasers), and into the next room, where we find the 
    Federation trooper. Kill off the Pirate Troopers, and follow the Federation 
    Trooper’s instructions on how to activate the lift. He’ll also tell you about 
    a mysterious unit which protects one from acid rain.
    Objective: Find Rain Shield Unit
    Activate it and head up, only to discover that the trooper is actually...
    She’s had this coming for quite some time. First off, scan Gandrayda. Second 
    off, scan her again every time she morphs. You should be able to scan a total 
    of five forms: Rundas-G, Ghor-G, Berserker-G, Samus-G, and Swarmbot-G. At 
    first, the fight is very simple. It revolves around you being adaptable to her 
    forms (the only one of which she’ll take now is Berserker-G or Swarmbot-G). 
    Soon, she’ll drop the walls, revealing some acid rain to encroach upon you. 
    It’s not a huge obstruction, but she’ll also start transforming into Rundas-G 
    and Ghor-G now. This makes her a bit tougher. After another while, she’ll 
    transform into Samus-G. At this point she’ll abandon her other three forms. 
    Watch out when she Boost Balls and attack when she doesn’t. Once she’s at 
    around a quarter health, she’ll stop transforming and go into Hypermode. 
    Naturally she’s only vulnerable to Phazon now, so you need to match her. Just 
    hope you have enough energy tanks left, though it should only take three 
    Hypermodes at the most, since she’s dodgy.
    She had it coming. Defeating her earns us the Grapple Voltage, allowing us to 
    have fun with those little purple switches (and get health in the process). 
    Use the switch in the boss room and go through the door. This takes you to a 
    transit station which, in turn, takes you right to your ship. When you get off 
    the train, you’ll get a message about some important technology back on 
    Elysia. Shall we head there, then?
    ---Elysia Skytown---
    Land at Landing Site A. From here we’re going to head to a room called the 
    Powerworks. It’s not far, though you’ll have to cross the now-empty Spire Dock 
    (by cannon, of course). Getting into the Powerworks is simple. What to do in 
    there, however? Also simple. There’s a large gear on the floor. You can 
    grapple it, but you can’t lift it from the floor. So jump up to a little ledge 
    near the wall. Pull it into the air from here, and missile it just as it’s at 
    the top of its flight. This will knock it into place, opening access to the 
    Spider Ball. Use the newly opened Spider Ball track to exit the Powerworks. 
    But notice that when we get to the zipline station, our zipline is out of 
    order. So Screw Attack to the nearest platform and get on the Spider Ball 
    track. Somewhere along this is a little ring of track with an Energy Tank on 
    it, which is only accessible via double jumping. Once you’re on the other 
    side, head back to your ship.
    ---Pirate Homeworld Research---
    Where to go from here resembles where we went before. In fact, it’s the same 
    for a while. Traverse the same path until you reach one of the objective 
    rooms, specifically the one for “find shield unit”. There’s a Spider Ball 
    track here, so use it. It will take you to a rotary pillar. Rotate the bottom 
    once and the top twice to reach the Hazard Protector, which will prevent acid 
    rain damage. Rotate the top thrice to reach a Missile Expansion. I suggest you 
    do both. Now that we have the Hazard Shield, we can go through that large 
    energy shield near the beginning. The one with the objective behind it. So 
    head all the way back and go through.
    ---Pirate Homeworld Command---
    If you keep going, you’ll notice that it’s not long before you’re locked out. 
    Not much else to do here, so just kinda...turn back. If you look on your map, 
    you should see a room called Transit Station 4A. That’s our next goal, so 
    follow your map to that very location. This will take you to the mines.
    ---Pirate Homeworld Mines---
    This area, much like Bryyo Ice or Elysia Skytown East, is very much a one-
    trick pony. It’s also very short and straightforward. At the far end of the 
    area, you’ll come to a cylindrical, two-story room with a huge mining laser in 
    the middle. The Nova Beam rests atop the mining laser, comfortably out of 
    reach. All you can do is activate the elevator and head downstairs to 
    experience a tremendous skirmish.
    0-------Commando x ?, Assault x ?-------0
    I think this deserves its own boss section, since this very well may be the 
    most difficult fight you’ve had since Mogenar. First of all, we need to talk 
    environment. The laser in the middle has two modes. The first mode is the 
    green cutting mode. This is basically no more than an environmental obstacle. 
    Occasionally it will switch to the white cleanup mode. Here it becomes both 
    dangerous and integral. It will suck anything living--you or a Pirate--up into 
    that vent. So here’s what you do. There are an infinite number of Commandos 
    and Assaults, organized into waves of three. There will be one Pirate in 
    Hypermode during each wave. First of all, do NOT activate Hypermode and kill 
    the Hypermode Pirate. Leave him alive. Dispatch the other two as quickly as 
    you possibly can, and ride out until the beam switches from green to white. 
    Once the beam begins cleanup mode, all remaining pirates will panic and hold 
    on to the floor to save themselves. Here’s where you find a Pirate (preferably 
    the Hypermode one as you conserve HP by not killing him normally) and start 
    blowing him to smithereens. Just unleash every last ounce of firepower you 
    have. If you dislodge him, and chances are you will, he’ll be sucked into the 
    vent, triggering an explosion. This lowers the command module for the laser. 
    The command module has four little projections. Each one takes about three 
    hits to kill, and killing one retracts the module. The rest should explain 
    Congratulations, your tremendous efforts have earned you the Nova Beam. You 
    can now use your amazing new Nova Beam to break yourself out of this room. 
    This is the end for the Mining Facility as well, so take the tram back. And be 
    sure to save before you do.
    ---Pirate Homeworld Command---
    Coming out of Transit Station 4A, you’ll notice we’re right next to the 
    Phazite door that’s been blocking our way for so long. Now that we have the 
    Nova Beam, however, we can simply eliminate it. Through this door is the final 
    switch we need to activate in order to open up the Pirate’s defenses. Scale 
    the room, fighting off Remorse turrets and Assaults as you go, until you reach 
    a rotary switch at the top. Activate it to reveal three Phazite panels, as 
    well as unleash an infinite horde of Commandos. Inside each Phazite panel are 
    three orbs. Break these to disengage one of the energy belts preventing you 
    from accessing the Bomb Slot at the top. And make sure to fight off those 
    Commandos. Once all three are done, activate the Bomb Slot to open up the 
    Objective: Meet up with Dane
    You’ll get another message from Admiral Dane, so go meet him at the 
    coordinates he gives you. It’s quite a short walk, really. When you get there, 
    he’ll tell you that you need to defend some Troopers from the Pirates so they 
    can blow up the blast shields.
    Objective: Protect Demolition Troopers
    Prepare for trouble. And make it...a massive number to which I don’t wish to 
    count. There are more Space Pirates of all breeds here that you’ll ever see. 
    And you’re the only thing preventing them from blasting those poor Demolition 
    Troopers to kingdom come. So get with the destruction. There’ll be a Berserker 
    Knight among their ranks at one point. He’s not tough, though he’ll 
    immediately pick up and slaughter one of the troopers. At the very end you’ll 
    come face to face with a trio of Commandos. There’s a nice little key to this 
    fight though. It’s possible to take out two of the Commandos with one 
    Hypermode, and deal some damage to the third. So much for a tough fight. If 
    you managed to get four or more Troopers to the end (it’s pretty easy), you’ll 
    blow open the blast door successfully. Open up the next door (the hand 
    terminal is under the bridge), and head through for an interesting boss fight.
    0------------Commander Squad------------0
    Hey, he’s that one who’s been stalking you this whole time. He’s just like 
    that Steamlord back on Elysia. Except he’s much harder and he’s got plenty of 
    Commandos on his side. It’s probably advantageous to use Hypermode quite a bit 
    in this fight, at least when you’re attacking the Commander. Once you break 
    his armor, he and all of his Commandos will go cloaked. X-Ray visor funtime. 
    Shoot their little glowing spots for major damage (note that you can’t exactly 
    lock on). Once you’ve eliminated them all, the fight is over.
    Now then. It’s time to use some nice Ship Missiles to blow that final door to 
    high heaven. We’ve made it to the Homeworld Seed.
    ---Pirate Homeworld Seed---
    Ah, same old Seed. Looks just like the other two. Once you’ve made your way 
    through, get ready for a very fitting final boss to this planet.
    0-------------Omega Ridley--------------0
    Even the draconic lord of the Space Pirates (or something like that) is 
    substantially easier than Mogenar. His weak point is exactly the same as 
    before; shoot him in the mouth. After enough shots, he’ll be stunned. Quickly 
    (VERY quickly) run up and yank off his chest armor. This will expose a Phazon-
    weak wound. Time for Hypermode. Blast away at his wound a few times, and 
    eventually he’ll pull on some fancy new armor. This armor seems resistant to 
    everything. So what to do when you stun him? Go into X-Ray visor to see the 
    weak spots near the shoulders. Blast these repeatedly to destroy this armor. 
    His wound is now permanently exposed, though you won’t often get a shot at it. 
    You could try one while he’s flying overhead, though I’ve never made it 
    successfully. It’s best to just stun him again. Once you stun him this time, 
    he’ll basically just stay on his hind legs. Thus, you have defeated Omega 
    >>Walkthrough to be continued<<
    Notes and Miscellaneous {2000}
    All locations listed are the earliest locations available.
    ::Galactic Federation (13 total)::
    [Demolition Trooper]
    Location: Pirate Homeworld Command
    [Federation Marine]
    Location: G.F.S. Olympus
    [Female Fleet Trooper]
    Location: G.F.S. Olympus
    [Fleet Admiral Dane]
    Location: G.F.S. Olympus
    [Fleet Mechanic]
    Location: G.F.S. Olympus
    [Hunter Gandrayda]
    Location: Norion
    [Hunter Ghor]
    Location: G.F.S. Olympus
    [Hunter Rundas]
    Location: Norion
    [Male Fleet Trooper]
    Location: G.F.S. Olympus
    ::Bryyo (21)::
    [Alpha Hopper]
    Location: Bryyo Cliffside (mini-boss)
    [Bryyonian Shriekbat]
    Location: Bryyo Cliffside
    [Fargul Hatcher]
    Location: Bryyo Cliffside (federation outpost)
    [Fargul Wasp]
    Location: Bryyo Cliffside (federation outpost)
    Location: Bryyo Cliffside
    [Gel Puffer]
    Location: Bryyo Cliffside
    Location: Bryyo Cliffside (main plaza)
    [Gragnol Adult]
    Location: Bryyo Cliffside (main plaza)
    Location: Bryyo Cliffside
    Location: Bryyo MB slots
    Location: Bryyo Seed (boss)
    Location: Bryyo Cliffside
    Location: Bryyo Cliffside
    [Reptilicus Hunter]
    Location: Bryyo Cliffside
    Location: Bryyo Fire
    Location: Bryyo Fire
    Location: Bryyo MB slots
    [Warp Hound]
    Location: Bryyo Fire
    ::Skytown (14)::
    [Aerial Repair Drone]
    Location: Elysia Skytown
    Location: Elysia
    [Defense Drone]
    Location: Elysia Skytown (mini-boss)
    [“Dragoon” Drone]
    Location: Elysia Skytown
    [Elysian Shriekbat]
    Location: Elysia Skytown
    Location: Elysia Seed (boss)
    [Repair Drone]
    Location: Elysia Skytown
    [Sky Puffer]
    Location: Elysia Skytown
    Location: Elysia Skytown (mini-boss)
    Location: Elysia Skytown (mini-boss)
    Location: Elysia Skytown (Escape Hatch)
    Location: Elysia Seed (boss) (?)
    Location: Elysia Skytown
    [Transportation Drone]
    Location: Elysia Skytown (Docking Bay)
    ::Space Pirate (42)::
    [Advanced Aerotrooper]
    Location: Pirate Homeworld Research
    [Advanced Pirate Trooper]
    Location: Bryyo Fire
    [Advanced Shield Trooper]
    Location: Bryyo Fire
    Location: G.F.S. Olympus
    Location: Bryyo
    [Armored Aerotrooper]
    Location: Elysia Skytown
    [Armored Pirate Militia]
    Location: Bryyo Cliffside
    [Armored Pirate Trooper]
    Location: Bryyo Cliffside
    [Assault Aerotrooper]
    Location: Pirate Homeworld Command
    [Assault Pirate Trooper]
    Location: Bryyo Fire
    [Assault Shield Trooper]
    Location: Pirate Homeworld Command
    [Berserker Knight]
    Location: Bryyo Jungle
    [Berserker Lord]
    Location: G.F.S. Olympus (boss)
    [Commando Pirate]
    Location: Pirate Homeworld Research
    Location: G.F.S. Olympus
    Location: G.F.S. Olympus
    Location: Pirate Homeworld Research (boss)
    Location: Elysia Skytown (boss)
    [“Jolly Roger” Drone]
    Location: Norion
    Location: Bryyo Fire
    [Korakk Beast]
    Location: Bryyo Jungle (boss)
    [Meta Ridley]
    Location: Norion (boss)
    [Omega Ridley]
    Location: Pirate Homeworld Seed (boss)
    [Phazon Harvester Drone]
    Location: Pirate Homeworld Mines
    [Pirate Cargo Drone]
    Location: Pirate Homeworld Command
    [Pirate Commander]
    Location: Pirate Homeworld Command
    [Pirate Militia]
    Location: G.F.S. Olympus
    [Pirate Trooper]
    Location: Bryyo Cliffside
    [Puffer Mine]
    Location: Pirate Homeworld Research
    [Remorse-Class Turret]
    Location: Bryyo Fire
    Location: Bryyo Fire (boss)
    Location: Pirate Homeworld Mines
    [Shield Pirate Trooper]
    Location: Bryyo Jungle
    [Space Pirate Assault Skiff]
    Location: Elysia Skytown (mini-boss)
    [Space Pirate ATC]
    Location: Norion
    [Space Pirate Boarding Pod]
    Location: G.F.S. Olympus
    The contents of this slot have not been found by anyone I know. I’d be very 
    grateful to anyone who could find it.
    Double Bomb Jump
    This is a very old school technique that was originally invented in Metroid 
    Prime 1. It died out in Metroid Prime 2, and it’s now been almost completely 
    replaced by the Wiimote Ball Jump. But there are still a scant few Missile 
    Expansions and Energy Tanks which require one to execute a double bomb jump. 
    The technique is simple, but the timing is hard. If you watch the animation 
    cycle of a Morph ball Bomb, you’ll see that right before it explodes, it 
    shrinks and disappears. To double jump, start by laying a bomb like you’re 
    going to do a regular bomb jump. Just as it shrinks to explode, set another 
    one. Then, at the top of your jump, lay your third bomb. This should, if 
    executed correctly, hurl you twice the distance of a normal jump. You’ll need 
    this often to get Missile Expansions or Energy Tanks, especially on Spider 
    Ball tracks, though it’s never directly integral to your progress.
    Missile Strike
    A ship-based missile attack. Use the command visor to call.
    Multitarget Lock
    A lock requiring use of Seeker Missiles to open.
    Power Beam
    Samus’ starting weapon. Possesses no special properties.
    Plasma Beam
    Samus’ first beam upgrade. Extremely hot.
    Nova Beam
    Samus’ second beam upgrade. High frequency beam able to pass through Phazite.
    Charge Shot
    Powerful beam blast. Explosive impact.
    Samus’ missiles. Explosive.
    Ice Missiles
    Samus’ upgraded missiles. Explosive. Low temperature.
    Seeker Missiles
    Allows for firing up to five missiles at once. Only applicable on special 
    targets, not regular enemies.
    Varia Suit
    Samus’ regular suit. Resistant to high temperatures.
    PED Suit
    Samus’ suit with PED unit installed. Allows Hypermode. Susceptible to Phazon 
    Hazard Shield
    Suit upgrade. Prevents damage from Fuel Gel or Acid Rain.
    Morph Ball
    Ball mode for Samus.
    Morph Ball Bomb
    Only available weapon in Morph Ball.
    Spider Ball
    Morph Ball system allowing adhesion to magnetic rails.
    Hyper Ball
    Morph Ball weapon during Hypermode.
    Hyper Missile
    Hypermode missile weapon.
    Hyper Grapple
    Hypermode grapple “attack”. Used to destroy certain biomasses.
    -Power Bombs and Missile Combos are not present in this game.
    -Beam switching and missile switching is not required; all powerups retain 
    previous properties.
    (Glossary space for rent, email for requests)
    Sidequests and Collectibles {2001}
    --Missile Expansions—
    #1; Bryyo Cliffside, near Grapple Swing upgrade. Use Snatchers to float up to 
    #2; Bryyo Fire, mandatory acquisition. Use gel spitting head to burn vine, 
    lowering platform with expansion.
    #3; Bryyo Fire. In the Morph Ball room, go to the top left corner and drop 
    down. Continue through the tunnel to reach the expansion.
    #4; Bryyo Jungle. Behind stone lock.
    #5; Bryyo Cliffside. Fuel Gel Pool (after lifting head).
    #6; Bryyo Cliffside. Activate Grapple Voltage golem near Federation outpost 
    and follow Spider Ball track (double jump).
    #7; Bryyo Cliffside. Hidden Court.
    #8; Bryyo Cliffside. Behind double dragon lock. Turn right instead of left in 
    MB slot.
    #1; Elysia Skytown. Double jump in a Morph Ball area.
    #2; Elysia Skytown. Underneath a ledge in a room with moving lasers.
    #3; Elysia Skytown. Dock room, behind heat susceptible metal.
    #4; Elysia Skytown East. Concourse (enter from near lab).
    #5; Elysia Skytown East. Gearworks (after ATC destroys gears).
    -Pirate Homeworld-
    #1; Pirate Homeworld Command. Morph Ball track in Command Courtyard.
    #2; Pirate Homeworld Command. Morph Ball track near X-Ray Visor.
    #3; Pirate Homeworld Command. Second floor, near platform spinner.
    #4; Pirate Homeworld Research. Near the Hazard Protector.
    #5; Pirate Homeworld Command. Morph Ball track underneath acid rain.
    -G.F.S. Valhalla-
    #1; G.F.S. Valhalla. Deposit 2 Energy Cells in Stairwell.
    #2; G.F.S. Valhalla. Morph Ball slot in second floor Auxiliary Lift.
    --Energy Tanks—
    -G.F.S. Olympus-
    #1; G.F.S. Olympus. Mandatory acquisition.
    #1; Bryyo Cliffside, past double-dragon lock. Turn right instead of left in MB 
    #2; Bryyo Jungle, blow up Fuel Gel crystal wall.
    #3; Bryyo Cliffside. Fuel Gel Pool.
    #1; Elysia Skytown, mandatory acquisition. Defeat Steamlord.
    #2; Elysia Skytown. Activate Spinner in Arrival Station.
    #3; Elysia Skytown East. Near lab exit, after shutting off power.
    #4; Elysia Skytown. On a Spider Ball track near the Powerworks. Double jump.
    --Ship Missile Expansions—
    #1; Bryyo Cliffside, Colossus Vista. Find Colossus’ head in Fuel Gel Pool, 
    then carry it here with Ship Grapple.
    #1; Elysia Skytown, Security Station. At the end of a Morph Ball track.
    Credits and References {3000}
    -Biomouse, I’m sure.
    Special Thanks {3001}
    -Everybody on GameFAQs, for 8k hits on my first day.

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