_______ _______ _________ _______ _______ _________ ______ ( )( ____ \\__ __/( ____ )( ___ )\__ __/( __ \ | () () || ( \/ ) ( | ( )|| ( ) | ) ( | ( \ ) | || || || (__ | | | (____)|| | | | | | | | ) | | |(_)| || __) | | | __)| | | | | | | | | | | | | || ( | | | (\ ( | | | | | | | | ) | | ) ( || (____/\ | | | ) \ \__| (___) |___) (___| (__/ ) |/ \|(_______/ )_( |/ \__/(_______)\_______/(______/ .__ _, [__)._.*._ _ _ '_) . . | [ |[ | )(/, ._) ____ ____ ____ ____ _ _ ___ ___ _ ____ _ _ . | | | |__/ |__/ | | |__] | | | | |\ | . . |___ |__| | \ | \ |__| | | | |__| | \| . . _____________ . ___________,-------' '-------,___________ ___,.-----' FAQ/Walkthrough '-----.,___ -' For the Nintendo Wii '- Copyright Banjo2553 2007 /\/\()()@@oo------------------------------------------------------------------- ___ | _|_ncoming transmission.... Welcome! I heard you needed some help, so I sent a guide to walk you through things and provide you with important information needed about your mission. Check the Table of Contents below for details and contents about this guide. I hope that this will be what you need to succeed. Godspeed. Transmission ended.... Uploading guide... CURRENT VERSION CHANGES: Spiced up the FAQ, fixed up some things for easier reading. Basically... /\/\()()@@oo------------------------------------------------------------------- _______________________________________________________________________________ || Table of Contents ___________________________________________________ || ||____________________/ \__|| || || || I. Legal Notices || || II. Basics, Controls and Options || || III. Token and Voucher list || || | _ || || | / A. Red Tokens || || |_____/ B. Blue Tokens || || \ C. Gold Tokens || || \_ D. Friend Vouchers || || || || IV. Walkthrough || || | _ || || | / A. The Beginning || || | / B. Space Pirate Attack! || || | / C. Getting the Norion Generators Online || || | | D. One Month Later... || || | | E. Exploring Bryyo || || | | F. Destroying the Shield Generators || || | | G. Destroy the Bryyo Leviathan || || | | H. Above the Clouds (Elysia) || || -----| I. Item Collection || || | J. Assembling the Theronian Bomb || || | K. Destroy the Elysia Leviathan || || | L. Raiding the Pirate Homeworld || || | M. Item Collection part 2 || || | N. Cleaning Up the Homeworld || || \ O. Destroy the Homeworld Leviathan || || \ P. Exploring the Valhalla || || \_ Q. The Final Voyage || || || || V. Equipment || || | _ || || | / A. Samus Suit Upgrades || || |______/ B. Ship Upgrades || || \ C. Expansions || || \_ D. Energy Cell locations || || || || VI. Logbook || || | _ || || | / A. Creatures || || -------- B. Research || || \_ C. Lore || || || || VII. Unlockables and Secret Messages || || VIII. Boss Strategies || || IX. Credits || || || ||__________________ __________________|| || \_____________________________________/ || ------------------------------------------------------------------------------- ________ ________ Section \___________________ ___________________/ I \_____________________/ Legal Notices The words in this FAQ are copyrighted. Do not copy this FAQ and claim it as your own, or else you'll meet severe penalties. ONLY GameFAQs, Neoseeker, and SuperCheats are allowed to host/display this FAQ, no exceptions. Nothing personal, it just gets confusing to keep track of which FAQ is up-to-date and which is not, so I will decline any requests to put my FAQ on your site. Again, nothing personal. My e-mail address is gmaster2647@gmail.com . You can email me for questions, comments, or even suggestions, just make sure your emails are coherent and the title of the message has any part of this game's name in it. I will not accept spam or hate mail, as they will get deleted. I will also delete any emails that are not coherent. In other words, do not use l33t internet speak or chatroom shortened words. One last thing, before asking for help through emails, please make sure that it isn't already answered in the walkthrough or other sections of this FAQ. ________ ________ Section \___________________ ___________________/ II \_____________________/ Basics, Controls, and Options Here I'll tell you all the controls in the game. They're fairly easy to learn. NOTE: This game requires the Nunchuk to play. <-------------------------------------------------------------------> |Controls | |-------------------- | |Nunchuk: It is mainly used for the Grapple Lasso. Cast it forward | |to cast the lasso, then once latched on, yank back to yank away. | |-------- | |Control Stick: Used to move Samus, also used with Grapple Voltage. | |Z Button: Lock on. Needed for Grappling and scanning things. | |C Button: Morph Ball mode. | | | | | |Wii Remote: used to aim, do certain actions, and also used in | |conjunction with the Nunchuk to shake off certain enemies. | |-------- | |+ Control Pad: Down is used to fire Missiles, Up is used to take | |snapshots *Has to be unlocked* | |A Button: Fire Arm Cannon, plant bombs in Morph Ball mode | |B Button: Jump | |- Button: Hold to bring up Visor menu | |Home Button: Bring up the Home menu | |+ Button: Hold for one second to switch to Hyper Mode | |1 Button: Pause menu | |2 Button: Hint system | <-------------------------------------------------------------------> There's a technique called a double bomb jump. It can be performed in two ways. Either jump with the Morph Ball, then release a bomb at the peak of the jump, then wait until before it explodes and jump to gain extra height, or to simply place a bomb, and just before it explodes, plant another. Plant another bomb at the peak of the first bomb jump, and when you get launched from the second bomb jump, if you timed correctly, the bomb in the air will explode when you get to it, gaining extra height. The latter is essential for a Missile Expansion in the game. _____________________________________________________________________________ | ________________________________________________/ \__| |/IN-DEPTH CONTROLS ' I will explain things in more detail here in this section. ------------------------------ Visor Menu / --------------- When you bring up the Visor menu by holding the - Button, you'll see four sections of the screen. Each section is a different visor. In order to switch, you must move the Wii Remote cursor to the section you want. Below are the visors. Center: Combat Visor (default, can switch to it by pressing A in Scan Visor or Command Visor. Top: Scan Visor. When in this visor, you can scan anything that has a colored outline. When the outline is red, it indicates that item is important to game progression. When the outline is blue, it indicates that item is not important to game progression, but can still provide useful information. Green means the item is already scanned. Hold Z to scan items. Left: X-Ray Visor. Allows you to see things you can't see in normal view. Used for certain Pirate mechanisms. Right: Command Visor. Call your ship using a variety of commands, such as bombing runs, picking up something, or landing, acting as a portable save point. ------------------------------ Pause Menu / --------------- This is your Logbook and contains a plethora of information, including your current objectives, completed objectives, Logbook containing scans, Equipment, and the ability to change options mid-game. I will explain the Options below. ------------------------------ Hint System / --------------- Holding down the 2 Button accesses the Hint System. However, I'd turn this off, as it's useless and almost always directs you to the Logbook for current objectives. More like a waste of a button to me... ------------------------------ Hyper Mode / --------------- Hyper Mode is a new feature in the game that allows you to temporarily power-up Samus, (up to 25 seconds of use) giving her invincibility and heightened firepower. To use, hold the + Button for a second. Once in Hyper Mode, you'll see the amount of energy needed to stay in this mode in the form of an energy bar. Using attacks that require Phazon constantly drain the meter, and when it runs out, Hyper Mode will end and an Energy Tank is spent, so that means you need at least one Energy Tank in order to activate Hyper Mode. After 25 seconds pass while in Hyper Mode, the auto venting system initiates and ends Hyper Mode as a safety mechanism. However, past a certain point in Bryyo, your PED Suit will malfunction, which means after 10 seconds of being in Hyper Mode, the Phazon will start corrupting you and the meter will rise gradually. Letting the meter rise to the top will make Samus die from Terminal Corruption, thus meaning game over. The auto vent for 25 seconds still works however, but you cannot end Hyper Mode manually while being Corrupted. (You exit manually by pressing and holding the + Button for a second.) _____________________________________________________________________________ | ________________________________________________/ \__| |/OPTIONS ' With Options, you can edit various things. You can access it through the main menu or in-game in the pause screen. I will show all the options and which section they are in. ------------------------------ Credits / --------------- View the credits. ------------------------------ Controls / --------------- This will detail the various options within the Controls menu. -------- Sensitivity: Change the sensitivity settings. Basic: Can aim anywhere on the screen without actually scrolling the screen, has to scroll by having the cursor touch the sides, Lock-On Free Aiming is set to off as default with this setting. Standard: Slight scrolling when the Wii Remote cursor is not centered. Advanced: Scrolls easily wherever you look, and has fastest scrolling. Recommended. -------- Lock-On/Free Aiming: When locked on, the Arm Cannon can be freely moved while still keeping your view on a single enemy. Much different and better than the other Primes. You can turn it on or off here if you so wish. -------- Switch Jump/Fire: Switches the Jump and Fire buttons around, simple. -------- Rumble: Turn Rumble on the Wii Remote on or off. -------- Switch Visor/Hyper: Switches the Visor and Hyper buttons around. ------------------------------ Display / --------------- Here you can change various display settings. Want to turn off your HUD or make it barely visible? You can do so here. -------- Brightness: Sets the brightness. 50 is default. -------- Helmet Opacity: Set how visible the Helmet edges will be. 100 is default. -------- Visor Opacity: Set how visible the HUD will be. 100 is default. -------- HUD Lag: When turning, the HUD and Helmet edges lag. You can choose to turn this off if it makes you motion-sick. -------- Hint System: Turn the Hint System on or off. I prefer keeping it off, it's pretty much useless since objectives are given to you through story. ------------------------------ Sound / --------------- Set various sound settings. Want to have just sound effects with no music? Try it out here. -------- Music: Set how loud the music is. 75 is default. -------- Speech: Set how loud the voiced speech is. 75 is default. -------- Sound Effects: Set how loud the sound effects are. 75 is default. ________ ________ Section \___________________ ___________________/ III \_____________________/ Token and Voucher list Tokens are used to unlock various stuff in the Extras. (All extras explained in the unlockables section.) Friend Vouchers are used to send to other friends in your Wii Address Book. When you recieve a Voucher from a Friend, you can change it to Green Tokens, which are used to unlock the more valuable extras. Thus your Wii needs online enabled for it if you wish to unlock everything. I'll list all the tokens needed in the game. (To be quite frank, you can get unlimited green tokens, so you can end up with more green tokens than you need.) ------------------------------ Red Tokens / --------------- Red Tokens are gotten through Creature scans. Since there are dozens of creatures, I won't list the red tokens, but they will be noted in scan lists. Because of this, Red Tokens are quite common and you need a lot to unlock each extra. There are 108 in all. (Note: A newly-found glitch. You can get 109 Red Tokens. For more details, read the very end of the Logbook section.) ------------------------------ Blue Tokens / --------------- Blue Tokens are mostly gotten through Research and Lore scans, but not all of them. Once again I will not list which scans get you Blue Tokens, but those scans will be noted in this guide's Logbook. There ARE 3 Blue Tokens that can be gotten without scanning, so I'll list them here. Coincidentally, they're all on the GFS Olympus, the beginning of the game, during the Pirate attack. -------- Token 1: Save the Marines from Pirates in Port Observation Deck. -------- Token 2: Save the Marine from Crawltanks in Xenoresearch Lab. -------- Token 3: Save the Marine from Aeromines in Repair Bay Shaft. In order to do so, once you enter Repair Bay A, go as fast as you can to the top of the room, get the Missile Launcher, destroy the obstructions and open the blast doors (first with a Hand Scanner, other by shooting four locks). If successful, the Aeromines will be distracted and will attack you and leave the Trooper alone. -------- There are 51 Blue Tokens total. ------------------------------ Gold Tokens / --------------- Gold Tokens are gotten through accomplishments through the game's story, among other things. Below are the tokens you can get outside of boss battles. You get one Gold Token for each boss you defeat in Normal/Veteran dfficulty. You get another Gold Token for each boss you defeat in Hypermode difficulty. -------- Juggling Bonus - 10: Score 10 shots on the Training Drone minigame. Location: GFS Olypmus, Docking Bay 5 -------- Generator Destroyed (East): Destroy the Eastern Shield Generator in Bryyo. -------- Generator Destroyed (West): Destroy the Western Shield Generator in Bryyo. -------- Red Phaazoid Defeated (Bryyo Fire): Kill a Red Phaazoid in Gel Processing Site. -------- Red Phaazoid Defeated (Bryyo Thorn Jungle): Kill a Red Phaazoid in Jousting Field. -------- Red Phaazoid Defeated (Bryyo Cliffside): Kill a Red Phaazoid in Grand Court. To do so, you need to activate the downed Golem by working the mechanism on its head while using the X-Ray Visor. -------- Seed Shield Destroyed: Destroy the Leviathan Seed Shield in SkyTown Elysia. -------- Red Phaazoid Defeated (SkyTown, Elysia): Kill a Red Phaazoid in Construction Bay. -------- Red Phaazoid Defeated (SkyTown, Elysia): Kill a Red Phaazoid in Hoverplat Docking Site. -------- Red Phaazoid Defeated (Eastern SkyTown, Elysia): Kill a Red Phaazoid in Concourse Ventilation. -------- Defense System Obliterated: Destroy the Pirate Homeworld's defense system to allow the Federation to attack. -------- All Troopers Survived: During the run of protecting 12 Demolition Troopers from pirates, keep them all alive to get this. (You can cheap this out by just going through Normal difficulty. :P) -------- Red Phaazoid Defeated (Pirate Homeworld Research Facility): Kill a Red Phaazoid in Proving Grounds. -------- Red Phaazoid Defeated (Pirate Homeworld Command Center): Kill a Red Phaazoid in Transit Station 0204. -------- Red Phaazoid Defeated (Pirate Homeworld Mining Site): Kill a Red Phaazoid in Phazon Harvesting. (Might not appear at first, keep re- entering the room if it doesn't. -------- Red Phaazoid Defeated (Pirate Homeworld Research Facility): Kill a Red Phaazoid in Metroid Creche. ------------------------------ Friend Vouchers / --------------- Friend Vouchers are mainly gotten through optional achievements, kinda like Xbox's Achievement system. Below are all the Friend Vouchers you can acquire in the game. There are 26 in all. -------- 100 Kills: Kill 100 enemies. -------- 200 Kills: Kill 200 enemies. -------- 300 Kills: Kill 300 enemies. -------- 400 Kills: Kill 400 enemies. -------- 500 Kills: Kill 500 enemies. -------- 600 Kills: Kill 600 enemies. -------- 700 Kills: Kill 700 enemies. -------- 800 Kills: Kill 800 enemies. -------- 900 Kills: Kill 900 enemies. -------- 1000 Kills: Kill 1000 enemies. -------- Juggling Bonus - 20: Score 20 shots on the Training Drone minigame. Location: GFS Olympus, Docking Bay 5 -------- GF Trooper Saved: Shoot the red target above the hull breach before the Marine is sucked in to save him. Location: GFS Olympus, Lab Access -------- Flawless Escape: Escape both of Ridley's attacks without taking damage. Location: Southern Norion, Cargo Dock C -------- Shortcut Discovered: Use the shortcut hidden behind a Fuel Gel fall in Gel Cavern in Bryyo Fire. Location: Bryyo Fire, Gel Cavern -------- Icy Reptilicide: Right after a Reptilicus Hunter throws its chakra, freeze it with an Ice Missile so it gets shattered by its own chakra. Location: Anywhere in Bryyo -------- Perfect Execution: Pull all the levers without having an Aerotrooper pull one back. Location: Bryyo Thorn Jungle, North Jungle Court -------- Exterminator: Destroy all the vermin that crawl around in the first room of any Leviathan Seed. Location: Any Leviathan, Leviathan Interior -------- Stylish Kill: Pass the bridge and let it fall without killing or damaging any Steambots. Location: SkyTown (Elysia), Skybridge Hera -------- Bowling for Bots: Boost into three Tinbots with one boost to get this. Location: Anywhere in SkyTown (Elysia) -------- New Area Discovered (Bryyo): Find Ice Bryyo. -------- New Area Discovered (Elysia): Find Eastern SkyTown. -------- Crash Landing: Ignite an Aerotrooper with a charged Plasma Beam shot, then Grapple the jet- pack off of him. -------- 20 Commandos Defeated: Simple. Kill 20 Commandos in the Pirate Homeworld. -------- Harvester Destroyed: Destroy the Phazon Harvester Drone in Phazon Harvesting at the Pirate Homeworld after defeating Omega Ridley. (It may not appear at first, just keep re-entering the room if it doesn't until it does appear.) -------- Leviathan Humiliated: Shoot the optical organs inside the Leviathan orbiting Pirate Homeworld until you get this. -------- Secret Message Discovered: Find the secret message from Aurora Unit 313 in the GFS Valhalla. You can find it by inputting a code in Control Room. ________ ________ Section \___________________ ___________________/ IV \_____________________/ Walkthrough Before starting a new game, you will need to pick a Mii with which the game will associate you with. It comes with a few Miis already, but if you already have a Mii of yourself, then great! Starting a file there will take you to "Start Game," "Options," and "Extras." Since you most likely don't have any Tokens, don't bother with Extras yet. Set the Options you want (Advanced Sensitivity is recommended for best enjoyment) and start game, in which you'll be prompted to select which difficulty you want. Normal and Veteran are available to you from the start, Hypermode is unlocked after beating the game once. I recommend Veteran for people familiar to the Prime series, while Normal for people new to Metroid and/or gaming in general. _____________________________________________________________________________ | ________________________________________________/ \__| |/The Beginning ' It starts out showing the integrity of...something in stasis, then it starts to malfunction. After a while, it shows a mysterious scene showing Phazon from all of the pods centering towards one pod. The camera centers on this pod, a few break, and Dark Samus breaks from her pod, leaving an evil glow from her visor. Samus then wakes up from her cryostasis. She puts her Varia Suit on, sits on her command chair, and now you can control her! Alright, this little part is just to get used to your ship which you will be using throughout the game, although half the features used in this section can no longer be useful. First of all, look at your control panel. You see a large flashing panel. This is the ship's touchscreen, with which you command your ship. Don't press it yet. Look to your right and you will see two buttons. Pressing the right button brings up a Biohazard check-up. To do the check-up, twist the Wii Remote and try to line up the two icons as close together as possible. As of now you're fine. The left button brings up the ship's blast shield. It is useless as far as I can tell though. Oh, press B to exit the Biohazard Scan when it's complete. Now if you look to your left, you'll see two buttons similar to the ones on the right. Press the left button to bring up in-depth results of the game currently played, such as enemies killed, shots fired, damage taken, data saves, room percentage, and as of now an unknown stat. It's all zero'd, obviously, but you know where this is. The right button makes the ship interior lights turn orange red-ish, with tactical maps for aerial combat. Don't get giddy however, this too is a useless feature that really does nothing. Alright, now that you've gotten accustomed to your ship, look down and touch that flashing touch pad to make the ship turn right to see a GalFed fleet and the planet Norion in the distance. A few ships will fly by, and some Fed police will surround you. You'll get a transmission to submit your identity code to them. Look up and you'll see a green mechanism. Use it to bring up your radio transmitter. Follow the code on screen to submit your identity code. After that, the police identify you as Samus, and allow you to land on the Olympus. Look to your bottom left, touch the panel to bring up a handle. Push the Wii Remote forward to activate your ship's thrusters. Now is just a simple cutscene showing Samus landing her ship on the Olympus. Walk forward and Federation Troopers will ask you to calibrate your Arm Cannon by shooting the targets in front of you. Before doing so, turn around and scan your ship and the little spires surrounding it. Now shoot the targets and you'll talk to a Federation Trooper. He'll give you your current objective and upload the coordinates to your map. Walk past him and look right. You should see a peculiar pad to the right of a ramp. Step onto the pad to initiate Accuracy Training. Two Training Drones will appear in front of you, so scan one. OK, what you should do is shoot the Training Drone and keep on shooting it to juggle it in the air. This is extremely hard, but you'll get a Gold Token for 10 shots and a Friend Voucher for 20 shots. Only try if you're extremely patient. Whether you did it or not, continue searching this room for scannable objects. You should find a few more to add to your Logbook. After the search, head through the only door here. (If you can't find the Turret scan, it's above the big blast door in front of the ship, also scan the door.) In this next room, scan the Male and Female Fleet Troopers, and shoot the red glowing prongs on the east side of the room with charge shots. (Going by the map's compass) This will raise some ramps for you to climb up to the second level. Continue through the door up here. Go to the end of this room here, scan the locked door, and scan the console beside it. You'll see a touchpad with numbers, so it looks like you need a code to unlock this door. Well, turn around and scan the screen behind you to activate it. Now walk up to it and press A and it will register your Federation number. Memorize it and walk up to before-said numbered touchpad and enter those numbers to unlock the door. Proceed through. While the guy inside the room is getting a biohazard check, scan him. This guy is Ghor, a hunter that'll be with you for this mission. When his check is done, you'll be asked to enter to perform the same check. Go over to the handle beside the door and press A. Pull the Wii Remote, then twist it to the left, then push to open the door. Head inside and face the Trooper behind the window. Keep still while you get your DNA verified, then walk to the console to perform a biohazard check. It's like the one on your ship, except it's done automatically, no Wii Remote interaction. After all that stuff, you're cleared for entry. Just exit by interacting with the handle here the same way you did last time. Before you leave the Security Station, scan the terminal in red to get some Federation data for your Logbook. Now proceed. Just walk straight through Security Access and enter Command Lift A, nothing of importance here. Use the Hand Scanner to activate the lift, and hop on. Go over the hologram to make it go. Go through the door to arrive at the Flag Bridge Access. Continue to the Flag Bridge. Go up to the top floor and talk to the Marine blocking the way through the left hall. He'll say you need to perform a systems check on your suit at the nearby Save Station before allowing you to get to the Admiral. So go down the right hall and open the door. In Lift Access, shoot a charge shot at the stack of crates to reveal some energy. Get them, then enter the door you revealed. (You can't enter through the other one) You're at the Save Station. Scan it, then walk onto it to save your game. Your energy will also be replenished. Return to the Marine, talk to him, and he'll allow you access through. Just go straight through the Meeting Access and meet up with the other hunters at the briefing room. You; Rundas (an ice hunter, sadly not a Vhozon); Ghor, a cybernetic bounty hunter; and Samus, a well-kno--wait, what? Oh, it's just Gandrayda. She's a shapeshifter. Anyway, Admiral Dane and the Aurora Unit (242) will bring you up to speed on things, like what happened recently, the war with Space Pirates, and stuff. All of a sudden, the place rumbles and shakes and a Space Pirate attack alert has been turned on. Admiral Dane orders the other hunters to go down to Norion to do certain instructions, then gives Samus the order to escape as well. *.*.*.*.*.*.*.*.*.*.*.*.*.* New Research Scans Acquired: Hunter-Class Gunship, Landing Beacon, Galactic Federation Crate, Heavy Galactic Federation Crate, Galactic Federation Blue Door, Blast Shield, Save Station New Fed Creature Scans Acquired: Halberd-Class Turret, Fleet Mechanic, Federation Marine, Male Fleet Trooper, Female Fleet Trooper, Hunter Ghor New Fed Lore Scans Acquired: Olympus-Class Battleship See Logbook for details. *.*.*.*.*.*.*.*.*.*.*.*.*.* _____________________________________________________________________________ | ________________________________________________/ \__| |/Space Pirate Attack! ' Exit the Briefing Room and get back to the Flag Bridge. In a cutscene, Dane will tell you to get back to your ship and head to Norion. But before he finishes his sentence, the flagship behind him gets fired upon. Thus, you'll have to leave. Scan him before you leave though! Just backtrack until you get to Flag Bridge Access, and you'll see a couple of Space Pirates break through a window and start attacking you. There's some Turrets to "help" you, but the Pirates focus on them and easily destroy them, so just scan one of the Pirates and kill them both. Take the newly revealed door out of here. Now, stay focused here, you'll be saving quite a few Federation troopers from danger here. Move forward and stay with the Trooper. When a Space Pirate vessel comes crashing through, be the Trooper's shield and stay in front of him while you take care of the Pirates. If you kill the Pirates before the Trooper gets killed, you'll get a Blue Token as reward. Before you leave, scan the vessel the Pirates were in. Now go to the next room. In Xenoresearch Lab, act quickly, a Marine is hiding behind some crates trying to avoid weapons fire from some mobile Pirate turrets. Again, be the Marine's shield and take the brunt of the shots while you scan one and take them out. You'll get another Blue Token if you're successful in saving the Marine. Continue. As you continue, a damaged ship will fly STRAIGHT THROUGH the hall you're going down and will create a hull breach. A couple of Marines are already sucked in, but a Marine is hanging on for his life! Be quick and shoot the red button above the breach before the remaining Marine is sucked in and you'll get a Friend Voucher for the save. Well, since the way is blocked, you'll have to find an alternate route. Go back to Xenoresearch Lab and you'll see some Space Pirates taking the Energy Cell used to power the flagship. Scan the Pirate with spiked shoulders, and proceed to take the Space Pirates out of commission. The spiked shoulder one is armored, which means it takes more shots to take him out. Use charge shots on him. After all three are taken out, grab the Energy Cell, then head to where the Energy Cell was. Press A while in front of its place, push the Wii Remote, then twist it clockwise to put it in. Now everything is powered up, but...wait a minute...Oh crap. You're surrounded by Crawlmines. Scan one and fend them off and the Crawltanks that appear. You're locked in, and it's an infinite supply of enemies. Crap. ...Wait a minute, did that Crawltank just...Quick! Go through the opening that Crawltank revealed and get into Morph Ball mode. While going through this tunnel, you'll see Rundas above freezing and shattering a Pirate. Go Rundas! Anyway, bomb the obstruction in the way and roll until you get to the bottom. Bomb again to clear the obstruction and get an ENERGY TANK. Continue through and you'll get launched into some dump area. Ew...anyway. Turn around and scan the control panel to unlock the controls for the Bomb Slot on the other side of the room. Scan the Slot, then go into Morph Ball and jump into it. (Remember you can jump without using a bomb by flicking the Wii Remote up in a quick motion.) Bomb the slot, and the blast door will open, sucking Samus into space and everything else in the room. By cutscene, Samus will grab a hold to part of the ship, and pull herself up. In Repair Bay A, head through the door, and in this main room you'll see a battle going on, but blast doors cover the area and some debris falls in front of the Hand Scanner, and it can't be destroyed without explosives. If you want to save the Trooper that was under attack, do the following as quickly as possible: Head over to the blast doors and some Pirates will attack you. Take them out, then start climbing the room starting from the south catwalk. Climb up, destroying Crawltanks and killing Space Pirates, until you reach the top with the door. Head through it to find the MISSILE LAUNCHER. Now you can fire Missiles by pressing down on the + Control Pad. Head back to the Repair Bay, Missile the obstruction, and use the Hand Scanner to open the blast door. Now open the other blast door by quickly firing at the four targets. (lock on helps) If you were fast enough, the Aeromines that were attacking the Trooper will be distracted by your presence and leave the Trooper alone as they attack you. Scan one of them, then shoot them when their shields are down. You can't lock on to these. If you were successful in saving the Trooper, you'll see the Blue Token for it after defeating the Aeromines. Kill the Space Pirate above, cross the bridge, and enter the door on the left for another Save Station. Save, then head to the blast door and use the Hand Scanner to open it. Run towards your ship, and a Trooper will be thrown out of the window behind you, and a HUGE Space Pirate falls down to face you as you turn around. This is a Berserker Pirate, and he ain't gonna let you leave without a fight. Samus will command her ship to leave as she gets ready to fight. -------- BOSS: Berserker Lord Scan this guy. First I will document his attacks as of now. He fires a solid Phazon Beam in a sweeping fashion, pounds the ground with his hands if you get too close, (it creates a tall shockwave that must be Space Jumped over) and a liquid Phazon beam. All can be easily avoided. OK, now in order to start damaging, shoot the glowing orbs on his shoulders until they're both gone. He'll now start firing Phazon projectiles at you. This is the key. Shoot the projectiles to send them right back at him, damaging the plating covering his weak point. (Try to get two projectiles to hit him.) Afterwards, he'll more than likely regenerate his shoulder orbs. If so, repeat the process until that plating is gone. Now that it's destroyed, he'll resort to making shockwaves by slamming his fists onto the ground. If you've played Prime 2 and remember those Ing Smashers, avoiding the shockwaves is pretty much the same. Just shoot his weak point while dodging his attacks and he'll be dead in no time. Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty will give you another Gold Token.) -------- The Berserker Lord will get electrocuted by the barriers, and fall down into space, getting rammed head on into a ship. Ouch. Anyway, Samus will call her ship back in. Head inside, save, and press the touch interface to bring up a planetary map of Norion. Choose the green icon shown there and your ship will land there. Now just watch the pretty cutscenes. :) *.*.*.*.*.*.*.*.*.*.*.*.*.* New Research Scan Acquired: Bomb Slot New Fed Creature Scans Acquired: Fleet Admiral Dane New Pirate Creature Scans Acquired: Pirate Militia, Crawltank, Armored Pirate Militia, Crawlmine, Aeromine, Berserker Lord See Logbook for details. *.*.*.*.*.*.*.*.*.*.*.*.*.* =[=]=[=]=[=]=[=]=[=]=[=]=[=]= New Suit Upgrade Acquired: Missile Launcher Expansion Acquired: Energy Tank Current Equipment: 1 Energy Tank, 5 Missiles See Equipment for details. =[=]=[=]=[=]=[=]=[=]=[=]=[=]= _____________________________________________________________________________ | ________________________________________________/ \__| |/Getting the Norion Generators Online ' When you land the Marine will tell you of the situation, and tell you that the Generators for the main cannon are offline and need to be turned back on. He'll give you the coordinates for each, and send you on your way. Go forward and destroy the locks on the door to open it. Continue through. Before following the hall, take a look at the secluded room there. You should be able to enter it by shooting a lock straight across from the door you opened. Head inside and grab the GRAPPLE LASSO. Scan the nearby terminal for data, then go down the hallway. Scan the control panel to bring out a handle, and follow the instructions to open the door. Take the lift and head into the next room. Destroy the Crawltank and get into the main room. Kill the Space Pirate and Crawltanks here, and continue. You'll see the door is locked. Scan it, then lock on to it. Cast the Nunchuk forward to fire the Grapple Beam, and once it is locked, yank the Nunchuk back to yank the Blast Shield off. Continue. When you enter the Cargo Hub, look at the dead Marine on the left. From where he is, look right towards the other wall to see something you can yank away. Do so to reveal a panel, but it can't be accessed without clearing the enemies here. So walk forward and take care of the two waves of Aeromines, then head back to the panel. Use it to make an access port open. Use Morph Ball to go down it, and you'll end up in some ventilation ducts. Move left and bomb the obstruction, and let the fan carry you up. You'll be dropped onto a little alcove. Wait until the fan stops, then move forward and start climbing to the top. Bomb the obstruction, keep moving, bomb the next obstruction, and avoid the robot's targeting mechanism as you move through the fans. When you get to the fan blowing upwards, let it take you up and around. Bomb the obstruction, and wait for the fan below to start blowing before you drop. You should see a MISSILE EXPANSION above you. Jump to collect it. Continue on to exit. Now walk to the end of this hall, yank away the three obstructions, and Morph Ball through the tunnel. Turn right and enter the door. In here, Morph Ball, and jump up where the ENERGY TANK is and collect it. Continue past the Tank, but beware the panels which can pop out. Continue to next room. In here, a Pirate will shoot down some Marines, so take it down. As you walk forward, watch the right wall for a red door. Scan it, then blast it with a Missile. Enter to get to the Munitions Storage. Get the map for this area, then scan the three terminals for data here before you leave. Continue down Conduit A to the bottom, destroying debris, and destroy the Missile shield on the door to continue. (Make sure to scan the Jumpmines.) Prepare for a long battle. Walk outside and some Space Pirates will walk out. Scan one of the Pirates hiding in the back (they're the ones with thicker legs) and kill them. Another wave of Pirates will appear. Scan the ones with shields, then kill them by yanking off their shields first with the Grapple Lasso. In comes another wave, this time of Aerotroopers. Scan them. Just keep firing at these Aerotroopers until they're down. (Missiles while locked on work wonders) Now you'll battle a Pirate ATC. Scan it, and shoot the front port until it gets destroyed. Now Samus will be surrounded by ATCs, too many for her. Suddenly, Rundas appears and downs them all with one strike. Jesus...make me feel incompetent, will you? Anyhow, he lands and basically rambles on about how weak the Pirates are, and tells you to split up. He'll take care of one generator while you get the other. Now command your ship to land. To do so, hold the - Button and move the cursor to lower right to switch to Command Visor. You should see a ship icon in front of you. Hold Z as if you were scanning something, and when done, release Z and your ship will land. Just save here, and continue to the next door. Continue, destroying the Crawltanks, and at the end, quickly shoot the colored targets on the door so you can yank the shield away. Enter to Generator A. You will see Aerotroopers just leaving, it seems they planted detonator charges, and everything is broken down. Crud. Walk to the center and you'll be surrounded by aerial turrets. Scan one, then take them down. There's two waves, just shoot them when they stop spinning around you. After they're gone, jump to the obstructions, Missile them, and use the handle to turn on a Hand Scanner on the other side of the room. Use the Hand Scanner to activate Generator A. Yay! As soon as you do, Admiral Dane will contact you, saying that something's happening. You'll then be treated to a scene of a...monstrosity getting out of a wormhole and heading straight for Norion! CRAP! Let's get those generators online quickly! Head back to where you landed your ship earlier and you'll see a few Marines getting shot down by Pirates. The last one turns on some sort of mechanism and glows blue, taking out all the Pirates in one shot. Scan this guy then walk forward, and you'll see a large shadow below you and the sound of something flying above you. ...It's Ridley! Let's get our butt moving before he finds out you're here. Save, then backtrack to the Cargo Hub. Go through the Morph Ball tunnel and you'll find that Ghor is in his battle armor battling a Berserker Lord. Wow, he took it down in one attack. The scene afterwards shows Ghor telling you that it's safe from here and then basically tells you to haul your ass over to Generator C. Shoot the four locks holding the shield in place, then yank the shield. Continue. Around now you should get a message from AU 242 saying that the meteor has large amounts of Phazon and could be a bomb. All the more reason to get your butt down there! In this next room, the Maintenance Station, you'll see some PED Marines owning some Space Pirates. Scan the white door, then continue on. In Conduit C, destroy the first Drone and the Crawlmines, then at the second Drone, destroy it and jump to the platform in the distance. Use Morph Ball and roll through the tunnels here to be able to continue. AU 242 will tell you that the meteor will be entering the planet's atmosphere soon. Let's get our butt moving! Bomb the plating in front of you, and go into Morph Ball mode. While in these tunnels, Ridley will grasp onto it and trap you. He'll fire laser blasts at you then try to bite you. If his bite misses, he'll be stuck. Bomb him. If one of his feet doesn't let go, do the process again until he does. Escape while you have the chance. He'll catch you again. Same process, except he bites more often before he gets stuck. Same deal. NOTE: If you want a Friend Voucher, you must survive both Ridley attacks WITHOUT TAKING DAMAGE. This is tough, but not as tough as the Juggling Bonus, I guarantee you. Head into Generator C Access and use the Save Station there, then continue to Generator C. You'll see some Space Pirates, but one of them goes rogue and kills the others. Hmm, it's Gandrayda! What a nice surprise. She leaves, telling you mechanics isn't her forté. Meh. At least she helped with the Space Pirates. Go to the other side and use the handle to activate some Bomb Slots in some ventilation shafts. Looks like this has to be done manually...head over to the open shaft and Morph Ball through. (AU 242 will call you again saying you must hurry... again) Bomb to make the vent light up and launch you up. Activate the first Bomb Slot here, being careful of the stupid Drone firing at you. Cross the danger pit using the vented air as a bridge, and when you drop, Bomb and take a left to activate the second Bomb Slot. Take a right this time to the last Bomb Slot. Continue on and you'll be on the walkway you extended with the Bomb Slots. Just keep going, activate the Bomb Slot, and a scene will show Samus unmorphing, looking above, and seeing Ridley right above her. He falls on her, and they both start falling down a long shaft. -------- BOSS: Meta Ridley First of all, scan him. You're both falling down a shaft which eventually leads to the planet's core, so that means this is a timed battle. You're now above Meta Ridley, and his main form of attack is a fire beam. Since he's scraping his feet and hands against the sides of the shaft, explosive cells will fall, but since both of you are falling faster, the cells approach you, so try to destroy them. After he takes enough damage, he flies up to you and decides to do close combat. He'll do two kinds of swipes with his right claw (foreward swipe and back swipe) and he'll also try to bit you. He "charges" these attacks though, and they glow red. So fire at his claws when they're red to stop his attacks. Shooting his mouth here damages him, and when you hit his claw when he starts to do a foreward swipe, he roars for a few seconds, giving you time to fire at his mouth for extra damage. After he gets enough damage taken from him, he flies above you. He fires fireballs this time, which have to be hit multiple times before they're totally dissipated, and also rushes toward you while doing his laser attack. Also he has spiraling fireballs, which are redder and spiral around before they hit you. After enough damage, you'll be back to close combat. Same thing as before. After enough damage here, you'll be back above Ridley. Finish him off for good here. Samus will fall down onto Ridley's mouth and start doing point-blank shots right at the mouth, then will mount off, allowing Rundas to save her. Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty will give you another Gold Token.) -------- Rundas will drop you off, say that things were getting too hot for his liking, and proceed to leave. Activate the Hand Scanner to activate the Generator. Since all Generators are online, it's time to get the heck to the cannon now that the meteor has already entered the planet's atmosphere. You're timed, but don't have a timer available, so listen to the computer voice that says what time it is. You shouldn't need to, since you're hauling ass to the cannon anyway. Backtrack to Cargo Hub, Morph Ball through the tunnel, and go over to the Hand Scanner on your left to access the elevator where the other Hunters are. During this little conversation, you're free to do what you want except move around, so use this only opportunity to scan Rundas and Gandrayda. (You already scanned Ghor back at the Olympus, remember?) Now just watch the cutscene unfold, showing Dark Samus hitting all the Hunters with powerful attacks. Samus just barely survives in time to activate the cannon to destroy the meteor. *.*.*.*.*.*.*.*.*.*.*.*.*.* New Research Scan Acquired: Mounted Blast Shield, Red Blast Shield, White Blast Shield New Fed Creature Scan Acquired: Federation PED Marine, Hunter Gandrayda, Hunter Rundas New Pirate Creature Scans Acquired: Jumpmine, Pirate Trooper, Shield Pirate Militia, Aerotrooper, Space Pirate ATC, "Jolly Roger" Drone, Meta Ridley New Fed Lore Scans Acquired: Hunter Rundas, Hunter Ghor, Valhalla Incident, Hunter Gandrayda See Logbook for details. *.*.*.*.*.*.*.*.*.*.*.*.*.* =[=]=[=]=[=]=[=]=[=]=[=]=[=]= New Suit Upgrade Acquired: Grapple Lasso Expansions Acquired: Missile Expansion, Energy Tank Current Equipment: 2 Energy Tanks, 10 Missiles See Equipment for details. =[=]=[=]=[=]=[=]=[=]=[=]=[=]=
_____________________________________________________________________________ | ________________________________________________/ \__| |/One Month Later ' Samus wakes up in a hospital area. The nurse explains what happened and what they had to do. You and the other Hunters have been infected with Phazon, and have been given PED Suits to utilize this Phazon. She'll then ask you to test it out. Use it and fire at all the panels to complete the "training." After some more talk, she'll let you go. (Hyper mode is explained in detail in the Basics Section above) You now got the PED SUIT! You can now use Hyper mode whenever you want. Step down, scan the two terminals on the right, and exit through the door. Just continue through here to the end. (Shooting the panels here with Phazon attacks just gives you some Phazon energy pickups.) Activate the Hand Scanner here, and at the top, go through to the Lift Access. Save here for now. Head to the Flag Bridge and talk to the Marine. He'll allow access through the blast door behind him. Go up the lift and a Marine will open the next blast door, revealing a huge tank. Go up to the communication panels and touch the center one to talk to AU 242, which looks like...a giant brain. o_o She'll talk to you about certain stuff, like where the other Hunters are, and will tell you to go to other planets to rid the Phazon from them by destroying Leviathans, Phazon meteors like the one you encountered on Norion. Well, time to get to work. Samus hauls ass over to her ship and enters it, flying out of there. Good luck, Samus... *.*.*.*.*.*.*.*.*.*.*.*.*.* New Fed Lore Scans Acquired: Phazon Enhancement Device, Phazon See Logbook for details. *.*.*.*.*.*.*.*.*.*.*.*.*.* =[=]=[=]=[=]=[=]=[=]=[=]=[=]= New Suit Upgrade Acquired: PED Suit Current Equipment: 2 Energy Tanks, 10 Missiles See Equipment for details. =[=]=[=]=[=]=[=]=[=]=[=]=[=]= _____________________________________________________________________________ | ________________________________________________/ \__| |/Exploring Bryyo ' While inside your ship, AU 242 will contact you and tell you that the GF fleet has moved to the rendezvous location, which means you're no longer able to dock at the Olympus from this time forward. After she talks some more, use the touch pad to bring up a galactic map. Click Bryyo, and then click the only landing site available there for now. You'll now be at Bryyo, a planet with multiple- themed areas, kinda like Tallon IV. You're at the Cliffside area now. Go down this scenic room, and AU 242 will tell you about a downed Federation vessel that has a satellite to give map data. She wants you to activate this satellite to find the two generators on Bryyo that power up the Leviathan's shield. Let's get to work then. Around the right wall you should see a plant. Scan it. Now head to the door. Scan it, then turn around. You should see two plants on the wall. Scan the upper one. Enter the door by shooting it. When you get to the outside area of Gateway Hall, scan the Gragnols, shoot them down, then continue. Scan the containers here before you leave the room. In Gateway, turn left, and jump. Follow the room around and get to the other side. You'll notice you're on a weak bridge. When you reach the locked door, turn right onto the next platform. Now look at the center spire. Jump towards it and Morph Ball through the opening. Follow the tunnel to a Bomb Slot. Bomb it to make some platforms extend and to unlock one of the locks on the door. Get back to the weak bridge. Face your back towards the locked door and you should see a yankable piece of stone. Do so to let it hang, but this'll also make the bridge fall down below. Jump to the yanked stone, jump up, and turn around to where you can see the platforms. Cross them, and jump to the center spire. Go down the Morph Ball tunnel here and Bomb at the end to release the last lock. Scan the Phazon Nightbarbs that are trying to shoot at you and the Gel Puffers, then head through the unlocked door. If you look at the right, you'll see something yankable. Yank it three times with the grapple, then Morph Ball into the hole and take a right. Scan the Hoppers, dispose of them, then head through the door. In here, grab the ENERGY TANK, then look up. Yank off the covering and scan the Bryyo Lore behind it. Backtrack down the Morph Ball hole, and go to the other side this time. Quickly scan the Shriekbats, then head through the red door. (It's likely you didn't have enough time to scan the Shriekbats, so if you didn't, no worries. I'll tell you places to scan other Shriekbats throughout Bryyo.) In here, look up and scan a Shelbug, and shoot them down before continuing. (They'll fire at you if you don't.) You'll see some Phazon vines blocking your way. Enter Hypermode and fire at the bulbous areas to get rid of the vines. Continue to the next room. In Grand Court, drop down to the giant statue laying on the ground, and Reptilicus will attack you. Scan one. You're facing a couple of them, and they attack by throwing a chakram at a distance, or whipping you with their energy whips in close quarters. Defeat them both and the way forward will be opened. Continue to where that stone head retracted. To the right is the door, but look to the left. You should see some grey panels with a glowing red spot at the center. These hide some Bryyo Lores. Shoot the red spot and three smaller red spots will appear in a specific order. Shoot those spots in the same order they appeared in to unlock the locking mechanism, allowing you to scan the Lore. I will call these "Lore Locks" throughout the Bryyo section, so whenever I say "do the Lore Lock here" that means do the same kind of thing done before to unlock it, then scan the Lore behind it. This'll save some time, ok? Anyway, continue through the door after having scanned the Lore. Hillside Vista, climb down to the edge and face the cliffside. Scan the Snatchers and Korba, then head back up. Look around for a scannable rock, that's what we're looking for to proceed. Bomb that rock and head through with Morph Ball. Go through the tunnel and drop into the area where you scanned those creatures. Let enough Snatchers grab you (the small bugs) to lift you up, and hug the left wall as much as you can. Have them float you up here, then as you reach the top, the Snatchers will have reached their limit and detonate. (Not hurting you though.) Go down to get the MISSILE EXPANSION, then get back up, jump to the right, and end up at the other side. Yank off the ornament on the statue here, then fire a Missile at the Fuel Gel revealed to blow it up. (Make sure you're a fair distance away first.) After blowing it up, head through the door and grab the GRAPPLE SWING. You can now swing across and hang from certain magnetic points above you. Backtrack to Grand Court. (Scan the Swing point in Hillside Vista first.) You'll notice that you can't quite climb back up the way you went down, so head towards the statue and look left to find a path to go down. At the end, you'll end up above where you entered. Grapple swing across all the points, then where you land, yank out all the panels then go through the revealed Morph Ball tunnel to the top. As you head your way back in Grand Court Path, you'll encounter a Reptilicus. Scan it, then look around. You'll notice a statue above you containing Fuel Gel. (It has yellow lines.) Missile it, then hop up to where it was. Turn around to see a tunnel. Hop across and go down it, then turn right. You'll see an alcove containing a MISSILE EXPANSION across the gap. Jump across and grab it, then head back to Gateway. Scan any normal Nightbarbs you may find here, then head through the southeast door here, scan the Shriekbats (if you didn't before) and swing across. The door here is closed, so bomb the vent and head through the tunnels to the end. You'll be dropped into a room with an Atomic. Scan it, then defeat it with charge shots (careful, its attracted to charging energy). Shoot the locks here that have arrows pointing down below them with Missiles to reveal some power rods. Yank the four rods that aren't connected back into place, (make sure to yank the ones that are on the same level first, such as if you yank a bottom rod, yank the other one on the bottom, otherwise it won't work) and a structure will raise in the center of the room, as well as open the ceiling. Head over to the handle and work it, and you have activated the sattelite uplink! You now have the map for the planet. AU 242 should tell you about the newfound locations for the shield generators. Backtrack to Crash Site, and you'll see a figure standing on a distant cliff looking at your direction, then will fly away on a sheet of ice. Rundas...? Anyway, head back through the Morph Ball tunnel here, and at the junction in the tunnels, take the upper path. Do jumps and double bomb jumps to climb up, and you'll reach another MISSILE EXPANSION outside. Grab it, scan the Gragnol Adult, and backtrack all the way to your ship. However when you reach Gateway Hall, you'll be locked at the ice bridge and have to battle some Alpha Hoppers. Scan one, then take them out. They're really just stronger and faster versions of normal Hoppers, so you have nothing to worry about. After this battle, get to your ship. First and foremost, once you get to your ship, choose to land at Fiery Airdock. Before heading through the door, scan the yellow stuff (Fuel Gel). Head through the door. Fire fully charged shots at the fuel spouts on the walls to make them roll back so you can go through. Make a right at the little statue and head through to Gel Refinery Site. Kill the Reptilicus, then head to the southeast part of the room. Use fully charged shots on both fuel spouts here to make a platform appear. Hop on it, turn around, and hop on the ledge with the door. Go through. Here, look right, and yank the metal away. Scan the Lore, then head through the Morph Ball tunnel. You'll find a wide space here with some more Snatchers and a Korba at the top. Get caught in some Snatchers, and let yourself get taken to the very top. Go through the tunnel up here, and at the end you'll reach a MISSILE EXPANSION. Head back, bomb the plant blocking the way, and head through the tunnel below to get to the upper part. Step onto the lift, and yank the lever to make it go down. Blast the Red Blast Shield and head through. Kill the Hoppers, then go into Hyper Mode to destroy the bulbs on the Phazon vines. However, during Hyper Mode, your suit will go crazy and there will be a Phazon overload. Quickly vent your Phazon before you get Corrupted by shooting! Afterwards, AU 242 will contact you, saying that they detected high energy signatures from your position, and will then do a diagnostic on what happened. If you have any energy gone, just take a dip into the Phazon and it will heal you. Now swing across the pit and head into Gel Processing Site. Start heading to the other side, and something will be blocked off and you'll have to fight beefed up Reptilicus. Scan them, then use Hyper Mode to deal with them quickly. After they're gone, head to where the area was blocked off, scan the Lore, then ignite the fuel spouts to power up a Bomb Slot. Hop into it and bomb it to make the center part of the room rise. Shoot down the Gragnols and hop onto the tower. Yank away the pieces of metal on both west and east sides, and head into the small alcove on the east side. Go to the handle here and do pumping motions with the Wii Remote to pump the gel processor. Once done, ignite the fuel spouts (charge shots, remember) to reveal a Morph Ball tunnel. Go through and you'll end up in a west alcove. Ignite the fuel spouts, then bomb the Bomb Slot here to make the tower rise again. Backtrack to the east alcove, then hop to the top of the tower. Kill the Gragnol Adults first by yanking off their tails, then look at the south end of this room. Yank off the valve cap, ignite the fuel flow, then do the same with the other. This will make some parts blow up so you can continue. Scan the creatures in the Morph Ball tunnels first, then hop onto the south ledge, and go through the tunnels. At one point you'll have to go up high and bomb a cracked block to make a solid one block a flame thrower so you can go to the other side. At the other (north) side, ignite the fuel spouts and bomb the Slot to make the tower rise to its highest level. Jump onto the tower, look west, and scan the glowing green ledge. Hop towards it to have Samus pull herself up. Head through the door. Here in Gel Hall, eliminate the Gel Puffers, and watch the large gel spout. As it gets close to that hardened Fuel Gel vine you see up there, ignite the head spout with a charge shot to burn the vine and allow a platform to fall down, allowing you to cross, and also containing a MISSILE EXPANSION. Grab it, then wait in this room until you see a creature hop up from the Fuel Gel. Quickly scan it (it may take several tries, be patient, though you can get them to come up if you shoot above where they are) then once it's fully scanned, head through the west door here. (Well, the only door you can go through right now.) Here is a Save Station, so save. Kill the Hoppers in Cavern Entry, then continue to Gel Cavern. To pass through here, you'll simply have to wait until the gel falls stop, then pass through. Make sure to stay away from them because there are enemies around, and they tend to shoot at the gel falls, igniting them and hurting you if you're nearby. Once you get to Temple Access, scan the bugs in the tunnel, shoot them down, then continue to the big Temple of Bryyo room, where you'll see a GIGANTIC Space Pirate vessel fly above the area and deploy ATCs and Space Pirate armies. Time to kick some ass. Take care of the ATC that stays to fire at you, then take care of the ground troops. Scan the Armored Pirate Trooper and the Large Space Pirate Crates, then kill them all. (NOTE: Second playthrough, when you're not worried about scanning things here, end the Space Pirate fight prematurely by shooting down both ATCs with Hyper Mode attacks before they even get close to the ground.) More will come, but just as Samus gets cornered, some ice attacks them all. After they're dead, Rundas appears from an ice spike. ...Rundas? ...Why are you looking at me like that? Walk a little forward and Rundas throws an ice wave towards you, but Samus will dodge it in a cutscene. Rundas...please. After all you did, you're against me? -------- BOSS: Rundas Well, Rundas is now evil...Scan him, let's get to work. First of all, his attacks and how to deal with them. On the ground, he can fire two or three bursts of ice that can freeze you. Simply stay away from him to easily avoid these, but if you do get caught, press the jump button repeatedly to escape. If you get really close, he'll form an ice scythe on his right hand and try to slice you with it. To avoid this, simply don't get right in his face. Also if you try to fire Missiles at him, he'll form a super-cooled area around him, freezing the Missile midflight. He'll also take off and fly around on a sheet of ice, and if he lands on an ice pillar from it, he'll form large ice projectiles. I suggest trying to avoid these (it's hard, they home in) since you'll likely not have enough time to shoot down all of them, but you do get some health and stuff for shooting them. That's pretty much it right now, so let's get on to how to damage him. Simply shoot him. Sure it doesn't do any damage, but if you shoot him enough, he'll be stunned, allowing you to yank the armor off of him and actually do some damage. Go crazy when the armor is off. If you did enough damage by the time he forms his armor back on, he'll have new attacks at his disposal. When he has half health left, he'll start firing ice projectiles while he's flying, so beware. Also when he's stationed on an ice spire, he'll make a large ice cylinder, whip it around like a lasso, then throw it at you. This does heavy damage to you, and its blast radius is hard to avoid, so try to stun him with Missile shots (he doesn't stop Missiles when he's attacking) to make him drop the ice cylinder. When his life is almost gone, he goes into Hypermode at times, making his attacks and defense stronger for a brief moment. You'll have to use your Hypermode attacks to compensate. Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty will give you another Gold Token.) -------- Rundas takes a shot straight to the head and keels backward onto his back. He's in pain...Rundas, are you oka-*SHRAK* ...What the...? Did he just...that spike went right through him! There's Dark Samus. He's taking Rundas's body! Damn you! Gah...Rundas is lost...grab the item he left behind. You now got ICE MISSILES! You can freeze stuff with these, and even make platforms with these! Go down the lift after picking up the abundance of health and missile pickups, down to the Temple Reservoir. Scan the Scorchbugs on the other side, then cross this pit of Fuel Gel by firing Ice Missiles at the gel. This will make platforms for you to jump on. Pass through and get into Temple Hall. Go to the handle, pump it, then go across the pit here by freezing the Fuel Gel flows. In the next room, activate the Pirate console with the Hand Scanner, and you'll see a hologram of the "energy source" which is a shield generator. Scan the Bryyo Lore here, then look out the window. Scan the generator (not added to logbook, but needed to continue) and it'll say it's coated with Maldium. ...None of your weapons can penetrate that material. At this time, AU 242 will contact you and say that you need a fire- power upgrade for your ship in order to destroy the generator. ...OK, time to go exploring. Start by heading back to your ship. *.*.*.*.*.*.*.*.*.*.*.*.*.* New Research Scans Acquired: Mature Kashh Plant, Kashh Plant, Bryyo Blue Door, Large Bryyo Coffer, Small Bryyo Coffer, Grapple Swing Point, Grab Ledge New Bryyo Creature Scans Acquired: Gragnol, Gel Puffer, Hopper, Shelbug, Reptilicus Hunter, Snatcher, Korba, Reptilicus, Nightbarb, Atomic, Gragnol Adult, Alpha Hopper, Warp Hound, Gel Ray, Gelbug, Scorchbug New Pirate Creature Scans Acquired: Armored Pirate Trooper, Rundas New Bryyo Lore Scans Acquired: Golden Age, Age of Science, Age of Schism, Age of War, Downfall New Phazon Creature Scans Acquired: Phazon Nightbarb, Phazon Pillbug See Logbook for details. *.*.*.*.*.*.*.*.*.*.*.*.*.* =[=]=[=]=[=]=[=]=[=]=[=]=[=]= New Suit Upgrades Acquired: Grapple Swing, Ice Missile New Expansions Acquired: Energy Tank, Missile Expansions (5) Current Equipment: 3 Energy Tanks, 35 Missiles See Equipment for more details. =[=]=[=]=[=]=[=]=[=]=[=]=[=]= _____________________________________________________________________________ | ________________________________________________/ \__| |/Destroying the Shield Generators ' Alright, so head back to the Temple of Bryyo, where a horde of Hoppers will greet you. Huh, I guess they got interested with the commotion that happened here recently. Anyway, kill them, then head back to Gel Cavern. You can now temporarily freeze the spouts that flow Fuel Gel with an Ice Missile, making it easier and faster to go through. Around the middle of the room if you look left you'll see a big flow of Fuel Gel. Freeze it and go through where it was to see a statue head. Go through it and you'll end up on the complete opposite side of Bryyo Fire, over in Imperial Hall. You also get a Friend Voucher as a bonus for finding this shortcut. Scan the Shriekbats if you haven't, then head into your ship, save, and fly your ship back to Cliffside Airdock. Backtrack all the way to Grand Court, and climb up to the Grapple Points. On the eastern-most swing point, jump off onto the alcove south from it. Fire an Ice Missile at the barrier, then head through to collect a MISSILE EXPANSION. Scan the Geemer here, then get to the GFS Theseus. (NOTE: You can get a Friend Voucher if you freeze a Reptilicus while its chakra is thrown, and gets shattered.) Go through Falls of Fire by freezing the gel flows, then plant a bomb in the robot to make it jump down a hole behind it. Shoot the ice shield down here then continue to Hidden Court, where you'll see a gigantic statue being held by vines. First of all, destroy both of the Warp Hounds, then activate the Bomb Slot on the floor that was revealed. The Golem will move, opening something to shoot to destroy one of the vines. Shoot a charge shot at that area to burn down a vine. Now go back to where you entered the room, and look around the nearby walls for a Brinstone patch. (Scan Visor is helpful.) Missile that wall and jump inside the opening. Shoot a charge shot at the Fuel Gel crystals to ignite them and burn another vine. See the vine that is attached to the Golem's right arm? Follow its origin and you'll see a gel spout very close to the vine. Ignite the spout to burn the vine. Now for the last one. Over at the pool of Fuel Gel, freeze the gel flow, then hop on the ledge beside it. Go into Morph Ball, and follow the tunnels to the end, where you can bomb some Fuel Gel crystals to burn down the last vine. Now get back to that Bomb Slot and activate it, and the Golem will take the part of the platform you were on and insert it somewhere, revealing a hole in the ground where the Bomb Slot was. Head down there. Around now, AU 242 will contact you and tell you of that incident you had at Bryyo Fire. Apparently after activating Hypermode, the Phazon inside you overreacts after several seconds, which means it could put you in grave danger. She apologizes for the incident, but affirms that you cannot defeat Dark Samus without the PED, so you can't "return it." Well, we'll just have to make the best of it and be careful with it, eh? Anyway, head to Ruined Shrine and drop down to the bottom. See the Golem arm? Bomb the cracked part to reveal an ENERGY TANK hidden inside. Climb back up to where you entered. Look at the right Golem bust, and you'll see crystallized Fuel Gel. Ignite it to make something fall. Swing across its Grapple Point, then turn around. Climb up, then when you get to a ledge with no way to get back up, look across the room, and ignite the Fuel Gel crystals to burn one vine. Look left, and jump up to see some more Fuel Gel crystals. Ignite those as well to make a pillar fall down and expose its Grapple Point. Swing across, then climb up the little hall here. Cross the bridge, then head through the door to Federation Landing Site. First thing to do here: head to south side of this room to see a computer terminal. Approach it and the place will go into lockdown, making you fight some Warp Hounds and Reptilicus Hunters. Very well then, take them down. After the fight, go back to the terminal and raise the Missile racks, then head to the northeast side of the room to find a little elevator. Activate it with the Hand Scanner, then ride it. In this alcove, bomb the right vent and get sucked into it to enter an enclosed control room. In here, scan the Energy Cell, then take it out of its socket. ENERGY CELL #1 ACQUIRED. This will lower the force field blocking the way to an orange Federation door, however you cannot enter it right now with your current weapons. Exit this control room through the other vent. OK, start climbing the Missile racks in front of you, and make your way to that ledge on the northwest side. Once you do, go through the tunnel to arrive at another control station. Head over to the console, and grab onto the lever. Pull the Wii Remote up like you're pulling a lever, then move the Remote back down to open the ceiling so your ship can fly in. Now drop down back to the console, get the Missile racks down, then call your ship in to land here. Once it has landed, get back to the console and choose to install ballistic capabilities to your ship. Your ship can now do bombing runs by firing or dropping Missiles below it! Since your ship is here right now, go ahead and save, then fly back to Fiery Airdock. Time to get back to that shield generator. Go to Gel Refinery Site to fight some Pirates. Scan the Shield Pirate Trooper, then kill them. Head to Gel Hall next. (You'll see a Remorse-Class Turret in Corrupted Pool, scan it.) In Gel Hall, head down the unmarked southern hallway by using Ice Missile impacts for platforms, and grab a MISSILE EXPANSION. Now head all the way to Temple of Bryyo, where you'll have an unpleasant surprise.. You'll be greeted by a ton of Armored Aerotroopers. And by ton, I mean an endless amount. I'm not joking, they just keep coming. What to do then? Well first, scan one to get that out of the way, and get the Space Pirate Crate while you're at it as well. (It's near the huge structure in the center) Now, see the two transmitters? (they appear red in the Scan Visor) You can yank the power lever on them to turn them off for a small moment. You need to do this because you need to call in a bombing run, but those transmitters block any radio signals you try to send. You need them off. Yank the levers on both of the transmitters, then quickly call in a bombing run. The remaining Aerotroopers and the building on top of the lift will both be blown up. Good job. Head down and go to the Temple Generator, (be careful of the Aeromines that appear in Temple Reservoir) and use your Command Visor to call in another bombing run to destroy the shield generator. Only one more left to go! Let's head back to your ship. You also get a Gold Token for this accomplishment! When you arrive at Temple of Bryyo again though, you'll be greeted by one last attack from the Space Pirates in this area. This is bad if you sustained a lot of damage from the attack before, but try to pull through anyway. There's another scan here, it's the pirate with green armor. After scanning him, yank off his shield, then scan him again for another Logbook scan! Now you can finally kill him. Only with Missiles though, Beams are hardly effective against the Advanced pirate kind. Once the threat is eliminated, backtrack to Gel Hall. (You can save along the way if you wish) Go through the ice door on the north. Now, what you have to do here is shoot the red targets to make swing points appear. You'll have to activate the other two while swinging, so get the hang of aiming. At the other side, you'll end up on a higher ledge in Gel Refinery Site. Turn right and yank the support gate off to make a giant pipe fall down. Go past where the gate was to find another MISSILE EXPANSION. Now head back to your ship. We're gonna land at Thorn Jungle Airdock now. There's nothing of importance at the Airdock, so just head through the door here. Here in Overgrown Ruins, you'll see a Space Pirate powering himself up with Phazon. Well it seems the Pirates have their own Hypermode.... their Hypermode is temporary like yours, but a little weaker. They can still take damage, but are nearly invincible without using your own Hypermode attacks, so either hide in cover until their Hypermode is gone, or just use your own Hyper- mode attacks against them. (Taking cover is actually a good strategy in the harder difficulties. Take note of that when fighting Space Pirates in Hyper difficulty.) Take out the two Pirates here (no need to scan them, they're Armored Pirate Troopers, you scanned them already) and you'll notice a barrier is blocking the way forward. No problem. Scan the walls with your eyes here until you find a piece of grey rock with Fuel Gel crystals sticking out. (It can be scanned.) Missile it and you'll find a hall with a red blast shield at the end. Destroy it, then head inside to grab an ENERGY TANK. Head back to the Ruins, and find a higher piece of grey rock. Destroy it, and jump up there. Head through the Morph Ball tunnel and you'll stop at a room. There's a window where you'll get a glimpse of the next room ahead. Anyway, near the entrance to this room is a power handle. You know what to do with power handles, right? (Pull, twist counterclockwise, push) Just so you know, when I say "power handle", do the aforementioned motions to work them. "Pumping handle" is when you do a pumping motion with the Remote. Finally, "lever" means lifting the Wii Remote like a lever, then putting it back down. OK, now that we've got technical terms down, return to Overgrown Ruins and you'll see the barrier is gone. Head into Ancient Courtyard. A couple of Space Pirates will get dropped from an ATC, so get rid of those two pirates. Now, see the radio jammer? Seems familiar, eh? Yank its control lever to turn it off briefly, then call in a Missile strike to break down the large Maldium wall in front of you. A few more pirates and a Berserker Knight will show up behind the wreckage. Scan the pirate beside the Knight before it throws it, and then scan the Knight. You could deal with these pirates if you want a hefty fight, but you can just call in a Missile strike to kill them all. Continue until you reach the Jousting Field. Eliminate the Aerotroopers, and it's time for a boss battle! -------- BOSS: Korakk Ok first, scan the beast itself and the pirate riding it. They're both one-time scans. Now, while the Hussar is on the Korakk, the only thing that this boss does is attack with the Hussar's Energy Lance. Since you can't damage the Korakk right now (it won't leave itself vulnerable), kill the Hussar first. Now the Korakk will get mad and start attacking you. It'll send out its long tongue to try to drag you in. If it latches on to you, shake the Nunchuk and Wii Remote until you are loose. It'll also try to run you over. In order to damage this beast, wait until it has its mouth open, and shoot the tip of its tongue. This will put the creature into a daze. Quickly roll under it and plant Bombs under it to hurt it a little bit. If the Korakk didn't fall down to the ground, you must stun it again and plant bombs under it once more. When it does fall to the ground, yank its tail to make it stand up on its hind legs and scream in pain. Its glowing chest is its weakpoint, so hit it to damage it. (Lol, you thought I'd put in a crab battle joke.) Hypermode attacks are always effective for these kinds of things. Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty will give you another Gold Token.) -------- As if that wasn't enough, a couple of Pirate Troopers come to try to shoot you down soon after this battle is over. Get it over with, and continue to Field Access. Take the right path to reach a much-needed Save Station. Head back to Field Access and take the other route. Shoot the Lore Lock here, scan the Lore, and hop up where it is to snag another MISSILE EXPANSION. Now head to the giant window and call in a bombing run to destroy the genera--wait. There's some anti-air turrets, so the ship can't get close enough to do a bombing run. Well crap, what to do now? Let's head back. What? The door's locked? Oh geeze, the Pirates spotted us. Take down the two Pirates here with Hypermode attacks (they have their Hypermode on) and head down the southern door. In Generator Hall South, Missile the Gel packs above to destroy a bridge. Hop up using the Grip Ledge, then kill the Space Pirates up here. Continue forward, destroy the turrets, and head through the door after scanning it. Down the hall, you'll reach the South Jungle Court, where one of the turrets are. The Pirates will spot you, and you'll have to destroy the turret while having to deal with an infinite army of Space Pirates. Yes, you heard me. In order to destroy the turret, go under it and yank away the structure beneath it. This will expose some Gel packs that power the turret. Ignite the packs with a Missile to make the generator overheat. The bottom of the turret will generate intense heat in an attempt to vent, so stay away from there. The heat can harm you as well as the pirates. Once it's done venting, go back under there and repeat the process until all the Gel packs are destroyed, thus destroying the turret. Continue down through South Jungle Hall. At the end, scan the growths of Phazon, (Phazon Fungus) and continue to Auxiliary Dynamo. Go to the center of the room and look at the center wall. There's a piston stuck in place. Yank it down, then head back to the entrance and go through the Morph Ball tunnel until you reach a SHIP MISSILE EXPANSION at the end. Pass through North Jungle Hall and go to North Jungle Court, where the other turret awaits. As you guessed, you'll be fighting an infinite army of pirates here as well, except they're Aerotroopers only. In order to destroy this turret, you'll have to yank the large levers found on all four sides of the turret. The Aerotroopers however, will pull a lever back that has already been yanked by your Grapple Lasso. To avoid this, focus on destroying all Aerotroopers currently in the area, then yanking the lever nearest to you. Get to another lever, wait until the next few Aerotroopers show up (they always go for you first) then destroy those quickly, then yank the lever, repeat the process. After all the levers are yanked, the Gel packs inside the turret will be exposed. Missile all of them to destroy this generator. Also, if you managed to destroy the generator without any Aerotroopers pulling a lever back into place, you'll get a Friend Voucher for your efforts. Now head to Generator Hall North. Take care of the Shield Pirate Trooper, then head to the bridge area. Before dropping down, wait for some Fuel packs to be carried above the held-up bridge that has destroyable clamps. When some Fuel packs are up above the clamps, shoot a Missile at them to blow up the clamps and release the bridge. Cross it, work the pumping handle, then head through the Morph Ball Tunnel to get another MISSILE EXPANSION. Head back to the western generator room and you can finally call in a bombing run to destroy that annoying shield generator. *.*.*.*.*.*.*.*.*.*.*.*.*.* New Research Scans Acquired: Energy Cell, Space Pirate Crate, Phazon Fungus, Space Pirate Blue Door New Bryyo Creature Scan Acquired: Bryyonian Shriekbat New Pirate Creature Scans Acquired: Shield Pirate Trooper, Remorse-Class Turret, Armored Aerotrooper, Advanced Shield Trooper, Advanced Pirate Trooper, Assault Pirate Trooper, Berserker Knight, Korakk Beast, Pirate Hussar New Bryyo Lore Scan Acquired: The Hunted See Logbook for details. *.*.*.*.*.*.*.*.*.*.*.*.*.* =[=]=[=]=[=]=[=]=[=]=[=]=[=]= New Expansions Acquired: Energy Tanks (2), Missile Expansions (5), Ship Missile Expansion Energy Cells: 1 (0 used, 9 total) Current Equipment: 5 Energy Tanks, 60 Missiles, 4 Ship Missiles See Equipment for more details. =[=]=[=]=[=]=[=]=[=]=[=]=[=]= _____________________________________________________________________________ | ________________________________________________/ \__| |/Destroy the Bryyo Leviathan ' Alright, we're finally on the last leg of this Bryyo race...if that's what you want to call it. Backtrack all the way to Thorn Jungle Airdock and enter your ship. Choose to fly into the Bryyo Seed. Woah, this place looks creepy and alien-looking...Drop down to the floor, as you can get a Friend Voucher if you take the time to destroy all the little bugs down here. Hop back to your ship, and climb the platforms. Scan the door, then head through. Destroy the organic masses blocking your way with Hypermode attacks, and proceed into the core. Hmm, that Golem is huge. Drop down and the battle will start. -------- BOSS: Mogenar First, explanation of all the attacks he can do, and they are a lot. Attack names and strategies courtesy of TeraGamerX in GameFAQs. Oh, scan him as well. Phazon Wave is an attack which Mogenar will perform by stamping his right foot on the ground, and causing a homing wave of Phazon to travel along the ground. Simply jump or strafe dash to avoid this. Occasionally he'll use Rush, where he uses his own body as a weapon by running forward towards you. It's usually accompanied by a roar, so dodge when you can. Phazon Quake is a move Mogenar likes to use a lot in battle, he basically jumps and lands with all his weight, creating a large shockwave that must be jumped over. A rare attack Mogenar uses is Phazon Beam, in which a green aura forms around his mouth, then he fires a large beam. During this time, you can fire an Ice Missile at his mouth to freeze him, allowing you more time to damage him. It is because of this vulnerability that he uses it so rarely. He also occasionally slams his hand to the ground, causing a small crater to appear in front of him. It immediately reforms, and he usually does it when you're not near, but after this initial Seismic Crush, various rocks will fall from the ceiling. If you have trouble dodging the rocks, switch to Hypermode so you're invincible. He can also use Magic Hands and Magic Blasts, the first of which he throws his arm forward and releases an energy aura of his hand. It homes in on you until it hits you or it is destroyed, and they usually drop pickups if they're destroyed. The second one is he raises his hands up in the air and creates three green energy balls and sends them out. These too can home in, and should go down quickly with rapid shots. That's all of the attacks. Now to go into actually defeating him. Around his body are four energy orbs, three in the front and one in the back. These are his source of power. Choose an orb of your liking and start shooting it. Throughout the battle he'll use a move called Switch, which switches positions of the front energy orbs. This is really more of an annoyance, since you can tell where to find the orb you're focusing on by looking at the green energy flow. After destroying an orb, go into Hypermode and attack the weak point the destroyed orb left behind. If he's knocked back and the weak point glows yellow, you've destroyed that section. One thing you should note is that if you don't destroy a slot soon enough, Mogenar will block his orbs with panels and walk to the center of the room. He will then use Magic Hands to grab some orbs and slowly pull them in. If he gets them, he'll use them to restore any damaged orbs he has. This is by far his most annoying move. You can destroy the orbs before they get to him, but this is borderline impossible in Hypermode difficulty to destroy both before they reach him. After an orb slot of his is defeated, he'll form Phazite panels on his feet, and will use Rush as his only form of attack at this point. You have to bomb his feet to destroy the Phazite, but it's tough to do this flawlessly because you can get hit easily and knocked back. To remedy this, just spam Hypermode. (Basically, to spam Hypermode, turn it on, plant bombs, then turn it off while away from the boss before you start to get the red Corrupted Phazon bar.) Planting bombs won't get rid of any Phazon power, so you're not really wasting energy by spamming Hypermode. After you destroy the feet, it's all a matter of repeating the previous process over for about four times, and you'll have won the battle. Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty will give you another Gold Token.) -------- Samus will appear tired after the battle (don't blame her, this guy's an annoying son of a....anyway) and Mogenar will explode, sending Phazon particles everywhere. Samus's body absorbs too much Phazon and she literally gets sick to her stomach. She crouches down and takes off her helmet, feeling nauseous. She then vomits out Phazon. (D:) After her little ordeal, she puts her helmet back on and looks at the item Mogenar left behind. Go to collect it. You now have Hyper Ball! Now when in Morph Ball in Hypermode, hold A to send coursing Phazon out of your body. This can easily fry something in an instant. It also looks cool. You'll notice after getting the powerup, Samus is in Hypermode with no danger of Corruption at this time. Small Phazon plants will pop up around Samus, so destroy them all using the Hyper Ball you just picked up. After destroying them all, the Leviathan core will reveal its ugly face to you. Samus will then harness the extra Phazon in her body and allow herself to become a weapon of mass destruction. She'll rise up and float in front of the core, Phazon coursing through her body. Press A when you need to to release the Phazon towards the Core, killing it instantly. Samus will then automatically get back to her ship and leave the Leviathan, then leave the planet's atmosphere, waiting to be briefed by AU 242 again. AU will congratulate you for your victory on Bryyo, and will proceed to brief you on Elysia. The Aurora Unit stationed there has been overrun with a Phazon virus. You have recently gotten a program to eliminate any traces of this corruption. It's an anti-virus program, if you will. Restoring the Aurora Unit there will help you find out how to destroy the Leviathan in Elysia. First of all, just to prolong this section, fly to Norion, we have some things to grab there. Land in the Northern section. Just behind your ship there's a walkway leading to a Grapple Swing Point. Swing from there to grab a MISSILE EXPANSION. Save at your ship, then head to Maintenance Station. Yes, the one with the ice blast shield. Break down the shield and head through the door to get yet another MISSILE EXPANSION. That's pretty much it here, so backtrack to your ship, and fly over to Elysia. *.*.*.*.*.*.*.*.*.*.*.*.*.* New Research Scan Acquired: Leviathan Door New Bryyo Creature Scan Acquired: Mogenar See Logbook for details. *.*.*.*.*.*.*.*.*.*.*.*.*.* =[=]=[=]=[=]=[=]=[=]=[=]=[=]= New Suit Upgrade Acquired: Hyper Ball New Expansions Acquired: Missile Expansions (2) Energy Cells: 1 (0 used, 9 total) Current Equipment: 5 Energy Tanks, 70 Missiles, 4 Ship Missiles See Equipment for more details. =[=]=[=]=[=]=[=]=[=]=[=]=[=]= _____________________________________________________________________________ | ________________________________________________/ \__| |/Above the Clouds (Elysia) ' Stay in this area, there's a few scans to get. AU 242 may interrupt, thus you can't scan. She'll basically just give you a rebriefing about the current mission, and to watch for Ghor, who has been sent here. She wants to see if you can bring him back safely. Well, if the past is any indication, (Rundas) it's likely Ghor won't be that happy to see you... Anyway, scan the Heavy Skytown Storage Units and the Transportation Drone out here. (It's above you, it flies, carrying one of the Storage Units mentioned.) Now head inside the building in front of you, scan one of the Aerial Repair Drones, and head to the door. Scan the Databot and the door here, then shoot the Databot. Scan to retrieve Lore. (This is how you get Elysian Lore here.) Head through the door. Here you'll see a Chozo statue covered in Phazon vines and behind a glass window. There's an opening for the Morph Ball, so head in to get onto the Chozo's hand. Go into Hypermode and use your new Hyper Ball move to destroy all the vines and allow access. Swing across and Missile the glass in the way. Scan the SkyTown Storage Units, then head through the next door. Wow, this is beautiful. Scan the Zipline Cable, then Grapple it. Hang on. (That means holding Z.) Zip through, shooting the gates to open them. You may have to shoot down a helpless Aerial Drone that gets in your way. (They can make you lose grip.) Head into the next room. In Arrival Station, you'll find some Tinbots. Heh, finally some enemies. Scan one then destroy them. (Charge shots dispose of them in one shot...how weak.) Head through the area, destroying Tin- bots, and when you get back inside, before going through the door, get the Lore from the Databot here. Now continue. Head through the hall, (you'll see a floating robot disappear) and into Transit Hub. Scan the floor near the hologram, then get into Morph Ball and roll into the hologram to get yourself shot out of a cannon. Head into the Morph Ball tunnel, hop, then Double Bomb Jump to grab the MISSILE EXPANSION there. Go through to the east side of this structure where you'll find a Zipline. Zip through it, shooting down the energy orbs so that you won't get knocked out. Go through the door at the other side. In here, you'll see that floating robot again, and he'll disappear. Head to the laser trap, and when it's safe, drop down, go into Morph Ball, and roll into the alcove behind you to grab another MISSILE EXPANSION. Continue on. In Steambot Barracks, use the Chozo Hand Scanner, go down the lift, and take the Morph Ball tunnel on your right. (The left hall is blocked.) Go down the tunnels, bombing obstructions and avoiding pistons, until you get dropped into a room filled with stasis tanks. Head to the door and it will lock. Time for a minor boss! -------- MINI-BOSS: Steamlord The Steamlord is your main objective, but the Steambots are annoying. Scan them both when you get the chance. Now the Steamlord hides from view throughout the battle, but its cloak cannot be used while it's attacking or restoring a Steam- bot. So shoot down the Steambots to make the Steamlord appear. He'll try to restore the bots, then attack you, so damage him in this fashion until he is destroyed. That's it. Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty will give you another Gold Token.) -------- The Steamlord will leave an ENERGY TANK, so grab it. Yank away the handles that are revealed to allow access to the door here. Go through. In Barracks Lift, get the Lore from the Databot, then use the Hand Scanner to activate the lift. Use it, and head through the door up here. Go through this Zipline, shooting down the electric targets before they hit you, and go through the door at the end. In Aurora Lift, scan the ground Drone, then head through the white door to come to a Save Station. Save if you wish, then head to the lift. Use the Hand Scanner to activate it, go down the lift, and head through the door down here. You'll see Aurora Unit 217 here, but the way to him is blocked with a Kinetic Lock. Looks like we need an upgrade. Continue forward to Maintenance Shaft AU. Scan the Puffers, then continue on to the next room. Use the Kinetic Orb Cannon to launch to the Spire, where you'll see Ghor's abandoned battle armor. Hm. Use the Zipline on the northwest side and head inside the structure. At Junction, take the western door here. (The only white door.) You'll notice that this structure seems to be unstable, it shakes quite a lot. (Don't worry though, it won't fall on you. It's just for a scare factor.) Out here in Sky- bridge Hera, yank off the gate and continue. Scan one of these fighting drones, then take them out. Now go into Morph Ball, and find a hole in one of these little cylinders. There's a MISSILE EXPANSION hidden in one of them. Continue, yank off the next gate, and get onto the bridge itself. Now just move forwar--AGH! Th-The bridge is unstable. It's starting to fall! Let's get the hell off of this thing. Continue on, forget about the Steambots and Steamlords that appear. (in fact, leave them alone completely unless you missed their scan) When you get to the end of the bridge, yank off the gate and the bridge behind you will fall into the clouds. If you didn't bother with the Steambots that were on the bridge, you'll get a Friend Voucher. Continue through the rest of this bridge and head into the structure. Just head through Maintenance Shaft GP into Construction Bay. We're gonna have to do a lot of work here just to get to the top here. :P First, climb the platforms and you'll see a line of swing points under the structure, but there are obstructions that can't be shot down. The clamps that hold them need to be released. So, see the little raised part on the top platform you are on? Look up from there to see a damaged clamp. Shoot it with a Missile to destroy it, allowing a Grab Ledge to appear. Hop up there, then head into the Morph Ball tunnel. Go through this structure, releasing all of the clamps holding the obstructions, then go back, and swing across. Shoot down the mechanical Shriekbats (you can scan them later) before they hit you, and land on the platform. Go through the Morph Ball bridge, and here, get into the center of this small structure with the Morph Ball and go up a winding tunnel to the top. Use the Hand Scanner to move the crane, then cross through it using the Morph Ball. Now we're finally at the top. Take care of the drones and head through the door. Get the Lore from the Databot here, then use the Hand Scanner and take the lift down. Head through the door. Straight ahead is a suit upgrade! ...This is too good to be true. Head toward it, and just before you get to collect it, it hides, and you get trapped in a cage, getting sent to the room below to fight a boss. I knew it. -------- BOSS: Defense Drone OK, first, scan it. Now, see the antennas on the drone? Those are its weakpoints right now, so fire at them. Its attacks at the moment are being able to jump and land, creating an electric shockwave that has to be jumped over, homing missiles (which it fires one by one or all at once), and a plasma ball that homes in on you. You can only destroy the plasma ball with Ice Missiles, Beams go right through it. That's about it. When the antennas are destroyed (careful, it can make new ones if you take too long to destroy them all), it'll be stunned. Yank its head to make the Control Unit be exposed. This can be damaged, so go all out. Unfortunately while the Unit is exposed, it hops on the ledges above and fires homing plasma balls and bombs, so try to avoid its attacks while you pummel on the Control Unit. After a while, it'll cover the Control Unit. Repeat the process until it's dead. Also when it's nearly dead, the whole room covers with steam. This does nothing physically, just makes the visibility poorer.
Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty will give you another Gold Token.) -------- After the Drone is dead, the suit upgrade you've been wanting to grab will be revealed. Grab it. You now have the Boost Ball! With this, you can build up power in the Morph Ball by holding B, then release to boost in any chosen direction with a fast velocity. Great for powering up certain devices. Scan the hologram in front of you, then move the Morph Ball into it. Charge a full Boost to be let into the mechanism. Now, move the Morph Ball around while constantly boosting to build up a kinetic charge. When the charge is at full, the device will be powered and will act as a lift. Now it's simply a matter of backtrack- ing to the Aurora Unit. A few things to note, in Construction Bay, there's a Morph Ball tunnel left of the door up here that'll take you back to the lower level, and in Skybridge Hera, you need to activate a Kinetic Orb Cannon in much the same way as you activated the lift in Ballista Storage. Finally, in Maintenance Shaft AU, there's a Grab Ledge which will allow you to cross. (Also note that now you can attack enemies with the Boost Ball. Boost into three Tin- bots with one boost to get a Friend Voucher for your efforts. Bowling for Bots!) In Aurora Chamber, head to the Kinetic Lock, and use the Boost ability while inside it to power it up. Constantly boost until the door opens. (It's best to charge a boost while up top, then releasing it when you roll to the bottom.) Head to the communication console and activate it. A computer will say that AU 217 is corrupted and needs maintenance. A mainentance hatch will open up on your left, so go through with the Morph Ball to find the maintenance room. Walk a little forward and some Tinbots will appear. Destroy them all, then head to the console on the south. (In an alcove.) Press A and Samus will connect her Arm Cannon to the console and transfer the anti-virus program to the AU to rid all traces of Phazon corruption. Once that's done, the room will grow foggy. Walk out of this little alcove and start to head back, and a figure will walk from behind the pillar in this room. It's Ghor! ...And he seems corrupted. He talks about the plan to keep the Leviathan safe from harm, then tries to attack Samus. Samus dodges by ducking, but some of the panels allowing the Aurora Unit access to map data and other information about this place are damaged in the process. Samus in retaliation, shoots Ghor until he is down, then he gets up and walks away, saying you'll never restore the Aurora Unit. Hah, we'll see about that. Exit this room and talk to the Aurora Unit. He'll thank you for restoring him to normal, but his link to the SkyTown network is severed and they need to be repaired. He also says that Ghor must be stopped. Well, let's get a move on and find him. Start heading to the Spire and your ship will call in, saying that an unknown entity is approaching and commencing hull lockdown. Crap! Head over to your ship as quickly as you can, forget about what we were going to do at Spire for now. By the time you get to Arrival Station, your ship will call in and say it is sustaining heavy damage. Oh man, let's get our butts over there! It must be Ghor! At Steambot Barracks, work the mechanism here the same way you did to unlock access to AU 217, and a Half-pipe will form. Scan it, then hop on it, and use the Boost Ball to get up. Build momentum, then charge as you fall. As you go up the other side, release the boost. This'll let you reach the top. Up here, head to the console, and press A. Samus will attach her Arm Cannon to the console. To do this, match up the slots by twisting the Wii Remote and pressing A when a tab is over a slot. You have to do this three times to open the gates in front of you. Once you do, continue to your ship. When you reach your ship, you'll find Ghor giving it quite the beatdown. GET THE PUCK OFF MY SHIP! >:O Head down to your ship and Ghor will actually throw it at you. That damn son of a....anyway, Samus will command her ship to leave, starting the battle with Ghor. -------- BOSS: Ghor Scan this guy. Now Ghor has a variety of attacks at his disposal, at first all he'll do is Rush and Plasma Quake. With Rush, Ghor propels his body forward, using his weight as a weapon. Try not to get knocked off! Plasma Quake is a move that which Ghor flies in the air, then drops to the ground, spreading a shockwave of plasma out from him. Jump to avoid this. Now, you can't attack him because of the energy shield he has, so see the splotches of Fuel Gel on the ground? Have Ghor travel across these when he does Rush, and freeze the patch. When he runs over it, he'll slip and hit the wall he's heading to. Try to dodge it in time, and go to his backside and hit the weakpoint there. A few hits will make his energy shield go away, so attack his head to damage him. While his shield is down, he can fire salvos of missiles at you. Just concentrate on hitting his head. If his energy shield has gone up, do the process over again to make him vulnerable and attack. When Ghor has approximately three-fourths health left, he'll dispose of the shield and go all out, and will also burn the Fuel Gel pools. He'll now do a spinning Plasma Beam attack, simply jump over this. His weak point is now below him. While he's attacking, go into Morph Ball and Boost into the conduit below him to stun him. Shoot his head to damage him. When he has one-fourth energy left, he'll now use his Hypermode. He'll now use a spinning attack with his sharp arms, and fire missile salvos constantly as some sort of alpha attack. Get into Hypermode yourself and deal the finishing blows. Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty will give you another Gold Token.) -------- After Ghor is defeated, Dark Samus will come to take his soul...damn it. Ghor will however, leave his Plasma Beam behind. Looks like it's beam upgrade time. Grab it. You now have the Plasma Beam! You can fire concentrated bursts of superheated energy out of your Arm Cannon, and the best part, is it's still rapid fire! Samus will call in her ship. Man...it looks badly damaged. You can save, but pilot controls are completely inoperable for some time. The ship's in auto-repair, so you can't use the ship to do things for a while until it's fixed. Oh well. Melt the pieces of wall blocking the way back into the building with Plasma shots, and head to the top where the door is. A container has been thrown into the window up here. Melt the wall to reveal a MISSILE EXPANSION. Go to Main Docking Access, scan the Elysian Shriekbats, then head over to Arrival Station. As soon as you get outside, look up and you should see a Grab Ledge. Go up there, then activate the Orb Cannon with the Boost Ball. Get shot over to that large satellite and you'll find an ENERGY TANK here. Now, head all the way over to the Aurora Chamber, and head down into the maintenance room where you first encountered Ghor here. Go up to the damaged panels and press A. Your Arm Cannon will turn into a melder! Neat. Hold A and move the fire along the broken part to meld it together. Do it for all three panels to restore the AU's connections to the SkyTown network. Go back to the AU, scan him, then talk to him. He'll talk about a plan to destroy the shield protecting the Leviathan, and that we need a bomb to destroy it. We need to find the bomb pieces and assemble them, but first you need assistance to carry such huge components. He also uploaded the map data for this area to your suit. Finally. *.*.*.*.*.*.*.*.*.*.*.*.*.* New Research Scan Acquired: Heavy Skytown Storage Unit, SkyTown Blue Door, SkyTown Storage Unit, Zipline Cable, Kinetic Orb Cannon, Spinner, Half-pipe New Fed Creature Scan Acquired: Aurora Unit 217 New Elysian Creature Scans Acquired: Transportation Drone, Aerial Repair Drone, Databot, Tinbot, Steambot, Steamlord, Repair Drone, Sky Puffer, "Dragoon" Battle Drone, Defense Drone, Elysian Shriekbat New Pirate Creature Scan Acquired: Ghor New Elysia Lore Scans Acquired: Creators, Gift, Discovery, Slumber See Logbook for details. *.*.*.*.*.*.*.*.*.*.*.*.*.* =[=]=[=]=[=]=[=]=[=]=[=]=[=]= New Suit Upgrades Acquired: Boost Ball, Plasma Beam New Expansions Acquired: Missile Expansions (4), Energy Tanks (2) Energy Cells: 1 (0 used, 9 total) Current Equipment: 7 Energy Tanks, 90 Missiles, 4 Ship Missiles See Equipment for more details. =[=]=[=]=[=]=[=]=[=]=[=]=[=]= _____________________________________________________________________________ | ________________________________________________/ \__| |/Item Collection ' Head over to Spire Dock, and take the east Zipline. Head into the structure. About now your ship should ring in and say that autorepair is complete. Woah, that was quick. Anyway, once you enter Security Station, scan the orange door in front of you and go through it. (Since you have the Plasma Beam, you can enter orange-colored doors.) In here you'll find yourself at a place you can't quite climb. AU 217 will call you and say that the item you need does not rest on this planet, and that it may reside on a previous planet you've been to.... Let's check Bryyo first. Anyway, exit this particular room and head down the hall filled with Puffers. At the end, hop on the platform and get into the Morph Ball tunnel when you can reach it. You'll end up on the other side of the wall you were at. See the control terminal here? Work it the same way you did the one at Steambot Barracks, and you'll have access to this place without having to use that Morph Ball tunnel. Alright, now melt all the pieces of rock here, and behind one of them is a Morph Ball tunnel. Go down it, and at the end you'll find a SHIP MISSILE EXPANSION. Now head through the door that leads to Landing Site A. Get the Lore from the Databot here, then use the lift to be outside. You'll find the Landing Site to be a bit...closed. Approach it and AU 217 will release the locks for you. Go to the Bomb Slot and activate it, and now your ship will be ready to land. Command it to land, save, then head for Bryyo. Land at Fiery Airdock. Go to Gel Refinery Site. See the ice formations? Melt them by firing the Plasma Beam at them, then head into the Morph Ball tunnel. Head through, placing bombs at pits to make you go flying forward, and you'll get to a weak pillar. Bomb it then drop down. Bomb again to go flying to a secluded room. Melt all the ice, scan the orange door, then go through it. Solve the Lore Lock here and get the Lore, then continue. You're now at a higher part of Imperial Hall. Go through the Morph Ball tunnel, then yank down the panels. Stand on them, then face east to see a MISSILE EXPANSION. Double jump over to it to collect it. Now head to the upper part of Main Lift. Melt down all the ice here, then go through the Morph Ball tunnel to the orange door here. Go through. The Golem here, when activated, grabs on to something, but nothing is there. Look up and melt the ice holding that something. Now activate the Golem and it will grab the device and ram it against a gong. This will reveal a Spinner. Use the Boost Ball in it to spin the bony walls around until you see a cracked wall. Bomb to exit the Spinner. Activate the Golem again and it will ram the device into the weak wall, revealing a portal. Hm... Walk into the portal. Woah, what the...? We're in an icy place. ...It's still in Bryyo, but man are we far from where we were! Anyway, let's explore. And hey, you got a Friend Voucher for discovering this place. Head forward, breaking the ice. In Imperial Caverns, you'll seem to have come to a dead end. Well, get to the weird wall and shatter the ice below it with your Plasma Beam to reveal a way. Shatter the three sheets of ice to fall down below. Scan the Lore and...what the? You're getting a muffled transmission. Creepy... Go through the door here. Here in Imperial Crypt, you'll see the door ahead, but it's locked. Melt the ice in the center and prepare to fall a long distance to the bottom. Go through the door here. In the large Hall of Remembrance, you see two big statues, a Chozo statue and a Reptilicus Mogenar. In the middle is the Screw Attack. ! Grab it! With the Screw Attack, you can travel long distances. Simply press the jump button after a Space Jump to start the Screw Attack! Press jump repeatedly to go farther. You have 5 jumps, so to get the most of it, space your jumps at least one second from each other. Anyway, Screw Attack to the other side (the bridge fell once you got the item) and head through the door. You'll encounter another of those weird green walls. These are actually Wall Jump Surfaces. Perform a Screw Attack while facing one of these to begin. Press jump again to Wall Jump. Keep pressing jump as you hit the surfaces to Wall Jump to the top. You'll get another muffled message. Head through the door. You're now at a higher part of the Hall of Remembrance. See the Chozo's hand? Shoot a Missile or charged shot at the blue circle to make the hand twist into a platform for a little while. Screw Attack onto the hand, and look left. There's a SHIP MISSILE EXPANSION on the top of the Mogenar statue's head. Grab it, then Screw Attack to the other side. Yank the lever to unlock the door, then head through. Screw Attack across, then head through the door. Scan the Wall Jump Surface here, then just climb up them like you did before until you exit Bryyo Ice. You'll get a call from AU 242, saying that she has been trying to contact you. So that's what the muffled messages were? She says that they've found the missing ship, Valhalla. It was attacked by pirates five months ago, and requests that you go searching through the Valhalla to see if you can find out any information from the pirates. We can go there later, right now that we have the Screw Attack and Plasma Beam, let's explore Bryyo for some expansions. First, go to Gel Processing Site and scan a Phaazoid. These can only be destroyed with Hypermode attacks. If a rare Red Phaazoid appears, scan it, then destroy it for a Gold Token. (Whenever I tell you to look for a Red Phaazoid, do it for a Gold Token, they always appear in a set room.) Now head back to your ship and save. Fly to Cliffside Airdock. Go to Gateway, near the door to Reliquary II. Here, you'll see some ice blocking a Morph Ball hole. Shatter it with the Plasma Beam then head through the tunnel to grab a MISSILE EXPANSION at the end. Next, go to Falls of Fire, and use the Golem here to fall down to the bottom. Before continuing, see the Wall Jump Surfaces here? Climb up them to reach a MISSILE EXPANSION. Head to Hangar Bay. Scan the orange door here then go through it. Head through the next door. Kill the Hoppers, then head through the next door. You're now in Hall of the Golems. Kill the Reptilicus here first. Solve the Lore Lock, and get the Lore. Now see the Golem with the red clamp? Melt it, then activate the Golem to melt open a door. But don't go through yet. Instead, climb the platforms on the sides of the Fuel Gel pool to get to a center platform with another Golem. Shoot the clamp with an Ice Missile, then activate the Golem to freeze the Fuel Gel falls. Screw Attack to the lowest fall, then climb up them. Go through the door. (Note, there's a path behind the falls that makes it easier to climb up there.) Go through the Morph Ball tunnel. At the end, bomb the Fuel crystals, then fall down where they were. Get to the left of the Gel pool, then hop up the ledges. Go through the plants and stuff to the top, then bomb the crystals here. Climb up, head left, then drop and bomb the crystals. Fall down there. Take care of the Phazon Pillbug here, then hop onto the hand. Double Bomb Jump to get the MISSILE EXPANSION. Drop down, bomb the crystals, then go all the way to the right. Bomb crystals, then go to the end. Turn around, solve the Lore Lock and get the Lore. Then head through the door. Shoot down the locks, then swing across. Go through the orange door. Go through Hidden Court Hall, through the Morph Ball tunnel, scan the Lore, then continue to the next room. Kill the Gel Puffers and hop right. Look at the Golem head, and jump through its tunnel. At the other end, freeze the Gel flows to go across to the top of the Golem head. At the top waits a MISSILE EXPANSION. Backtrack to Hidden Court. See the Half-pipe? Jump onto it, then go up the right side for a MISSILE EXPANSION. Now head to Hangar Bay, call your ship, then fly to Thorn Jungle. Go to Ancient Courtyard. See the half-pipe formation? Use the Boost Ball on this to climb to the top where another MISSILE EXPANSION lies. Head to Jousting Field and look for another Red Phaazoid. Now that's about it for Bryyo, so head to Norion. Head to Cargo Hub. See the damaged panel here? Do some melding work to activate the door next to you. Head through. In Substation West, go through the Morph Ball tunnel (careful of the pistons) instead of the main path, and you'll reach a MISSILE EXPANSION. Continue to the next room. As you go down the hall, you'll encounter Liquid Phazon and Phazon Grubs. Scan them both, destroy them, and continue forward. Nearby on your left is an ice door, head through it to find a data storage area. If you scanned the Lore in the GFS Olympus, you only need to scan the other two. Grab them, then head out and continue on to Cargo Dock B. You'll be locked out and will have to fight dozens of Hopping Metroids. Scan one then go all out on them. You may even call a bombing run if you wish. Once they're down, their nest will explode and the doors will unlock. You can also call in your ship! Scan the Multi Lock Blast Shield, then call in your ship to land. Get up near the door you entered this room from, and walk onto a catwalk to be above your ship. Use it as a platform to reach a hidden room with a Federation Lore. Scan it, then head into your ship. We're done for Norion now. Remember the Valhalla the AU told you about? Let's go check that out right now. It's in the area marked in the interstellar map known as the Gaflar System. Damn, this looks creepy...Walk forward and you'll see a blast door that is not powered. Look right and you'll see something glowing...it's an Energy Cell! Take it over to the empty Cell generator and put it in. Now you can use the Hand Scanner to open the blast door. You'll see a swarm of Miniroids flying across. Scan one of them. There's also a terminal here that describes the location of an Energy Cell. You can view this scan at the Energy Cells in your Equipment. Grapple Swing across, and you'll see some dead Federation soldiers. They seem to be blocking the way to the Hand Scanner, but...shoot them. They're just empty shells drained of their energy. They crumble down so you can use the Hand Scanner. Use it, then head through. Scan the Jelsac, then head to the door down here. It's blocked with crates (and inside the crates are Liquid Phazon enemies), so destroy them. Go through the door, navigate this dark room, and scan the terminal here for another Energy Cell location. Head back. See the door up there? Head forward to find some debris acting as leverage to reach the broken catwalk up there. Follow the catwalk to the top, be careful of the electricity. In Security Station, scan the Phazon Leeches, then Ice Missile the cracked glass. Destroy the leeches, then get to the cracked glass. Bomb it and head through the door ahead. As soon as you enter you'll see something fast climb up the window in front of you. ....Head right, scan the terminal for another Cell location, then head through the door. In Medlab Alpha, scan the terminal here for another Cell location, then head towards the cracked wall. Missile it, then Missile the others until it's cleared. Once they're gone, those creatures we saw will appear and start to attack you! Scan one, then take them out. Once they're gone, go back to where the broken walls were. You can see a panel that can be Grappled. Yank it, then head down the tunnel to reach a MISSILE EXPANSION. Head back to Security Access, then head through the other door. Yank away the panel here, then put your last Energy Cell into the socket. Use the now active terminal to use this elevator. Once you get to the top, look to the left. You'll see a Morph Ball tunnel. You'll drop down to a piston. Wait for it to take you down, then head left to grab another MISSILE EXPANSION. Go back and take the way out. Go back down the lift, because the door leads to a dead-end for now. Just head all the way back to your ship. At Repair Bay, there is a new creature to scan. Yes, it looks like Liquid Phazon at first glance, but it comes alive and tries to shoot you. This is a Phaz-Ing. Scan it, then continue back to your ship. Fly over to Elysia, Landing Site A. *.*.*.*.*.*.*.*.*.*.*.*.*.* New Research Scans Acquired: SkyTown Orange Door, Bryyo Orange Door, Wall Jump Surface, Galactic Federation Orange Door, Multi-Lock Blast Shield New Fed Lore Scans Acquired: Planet Bryyo, SkyTown, Planet Norion New Phazon Creature Scans Acquired: Phaazoid, Red Phaazoid, Liquid Phazon, Phazon Grub, Hopping Metroid, Miniroid, Jelsac, Phazon Leech, Phazon Hopper, Phaz-Ing New Bryyo Lore Scans Acquired: Prophecy, Our Plea, Victory, Struggle of Exiles, Salvation New Elysia Lore Scan Acquired: Alone See Logbook for details. *.*.*.*.*.*.*.*.*.*.*.*.*.* =[=]=[=]=[=]=[=]=[=]=[=]=[=]= New Suit Upgrade Acquired: Screw Attack New Expansions Acquired: Missile Expansions (9), Ship Missile Expansions (2) Energy Cells: 0 (2 used, 9 total) Current Equipment: 7 Energy Tanks, 140 Missiles, 6 Ship Missiles See Equipment for more details. =[=]=[=]=[=]=[=]=[=]=[=]=[=]= _____________________________________________________________________________ | ________________________________________________/ \__| |/Assembling the Theronian Bomb ' OK, remember the part of Security Station that had the Wall Jump Surfaces? Well climb up them now and go through the door. Put the Morph Ball on the pressure plate, then use Hyper Ball to clear the Phazon vines. Head through the tunnel and through the door. Activate the Spinner device here, then take the Sky Tram. You'll arrive at a distant part of SkyTown. And hey, you got a Friend Voucher for heading here. Head through the door. An Aeromine will discover you then fly away. Just continue to the next room. You'll see the same Aeromine fly away. Follow it and a couple of Space Pirates will attack. Take care of them, then head around the center structure to find two more. The one in the back will likely go to Hypermode. Once those are taken care of, head down that hall you saw. As you turn the corner, another Space Pirate will run and bring up some shields. The shields are easily destroyed, just Missile them. Head up the lift, Missile the last shield, then take care of the three pirates here. Go across the catwalk into the next hall, and go down, taking care of the Turrets along the way. Missile the shields that blocked you in, then head through the door at the end. At Concourse Ventilation, activate the Bomb Slots to go down, then around to outside. You'll get attacked by a Space Pirate ATC. Take care of it, then head through the next door. Grapple across and fry that pirate, then head through the next door. You'll encounter two Advanced Aerotroopers. Scan one, then take care of one. Now, for the other one, we're going to do something special. We need to put this one on fire, but his armor keeps him from getting on fire, so shoot Ice Missiles until his armor is gone. Now charge up a Plasma Beam shot and fire it at him. If he's red with fire on him, you've got it. Now, quickly Grapple him and yank the jetpack off of him. He'll fall and die from the impact. Wasn't that fun? You also get a Friend Voucher for this. Anyway, there is really nothing much to do here, so drop down and activate the Hand Scanner so you can use the lift. Go down the hall and through the door. In Observatory Lift, repair the panel here by melding, then use the lift. Head through the door, being careful of the mines here. Out in Gearworks, scan the Swarmbots, then shoot the energy that they form to kill them. Also kill the Sky Puffer at that platform in the distance. Screw Attack to that platform, and before you Screw Attack to the other end, a Space Pirate ATC will attack you. Just ignore it, it flies right past you. Head to the other end where Broken Lift is. Take out the Aeromines and get through the next door. (As the name implies, the lift is broken here and beyond repair, so you can't get to the upper level from here.) Shoot down the Turret, then Missile the glass behind it. Step inside, then Missile the clamps on both sides to clear the way. Go through the next door. Here you'll see a bunch of drones and a Sky Puffer. Take out the Sky Puffer, and before you cross the gap, look for the Databot and get the Lore from it. Screw Attack across and enter the next door. Cross through Skybridge Athene, destroying all the Tinbots (some may enter Hypermode) and head through the door. Screw Attack across, don't mind the glass, and head through to Landing Site B. Get the Lore from the Databot here, then go down the lift. Activate the Landing Site the same way you did the other one, then land your ship. Now head over to the console and install Grapple capabilities to your ship. Once they're installed, AU 217 will give you the locations for the bomb components now that you have what you need to lift them. Save if you wish, then backtrack. Along the way in Skybridge Athene, a Space Pirate ATC will shoot down some Tinbots before getting to you, so destroy it. When you reach Gearworks, another ATC will fly down and destroy both the gears on your right and the platform in front of you. Destroy that ATC. Now you'll have to make the most of your Screw Attack just to pass here. Anyway, now that the gears are gone, see the MISSILE EXPANSION that just got revealed? Time your Screw Attacks so that you'll grab it. It might take a few tries. At any rate, continue down to Chozo Observatory. Once you arrive, get up and scan the Ship Grapple Point. (It shimmers blue.) Now call in your ship to Grapple the mechanism here and lift it so you can do a little work here. You'll see there's a power source and a panel that needs to be melded together. Do so, then have the ship lower the thing it's carrying back down. Activate the nearby Bomb Slot and the projector will turn into a tower in which you can climb up. Climb up it and head through the orange door at the top. You're now at Botanica. Look left and you'll see a door amidst all the foliage. Past the door is a Save Station. Use it if you wish, then head back to the Botanica. Climb up, but when you reach the end, don't go through the door. Turn around, and Screw Attack to the distant ledge. Now position yourself to Screw Attack to an alcove with that MISSILE EXPANSION you see. Now you can continue on. You're now at the upper part of Broken Lift. Get the Lore from the Databot before moving on. In this next room is where the first Bomb component is, however a certain Berserker Lord won't allow you to grab it yet. And you can't call in a bombing run from your ship as it's too dangerous. (You are on top of part of a bomb.) So take him out the old-fashioned way like back at the GFS Olympus. After he's dead, (Gold Token acquired, can get another on Hyper difficulty) use the Spinners to remove the clamps. Once all of them are removed, go to the mechanism and twist the Wii Remote to fill in the gaps. Now the Bomb component is ready to be taken. Call in your ship to lift this off. Now head through the Morph Ball hole to be dropped down. Head through these halls until you get to Piston Hall. What you have to do here is time your Screw Attack so you can get into the twisting...piston while it's open. Now head to the door when you can. In this hall, meld the panel together, then head to the other side and meld that panel to fix the lift. However, just continue through the orange door. In Maintenance Shaft CC, jump up to the Grab Ledge and Samus will grab it and immediately form into the Morph Ball. Head through the tunnel to the end and go through the door. In this large area, Zipline Station Delta, Screw Attack across all the platforms (the last one requires some timing) to the other side. Shoot the door and go thr-- AGH! ...Oh, that was just a shell of a body that just deteriorated... Walk through the hall of these dead people. ...My god, what happened here? Head through the orange door here for another Save Station. Continue through the "hall of the dead." Damn, there's even more dead bodies here. Since there's a five-lock mechanism here, head through the blue door here. Use the Hand Scanner and take the lift. If you look behind you, you'll see a mutated bioform behind some glass. It's similar to the Parasite in Tallon IV, and it's mostly skeleton. ...And it looks alive. o_o Anyway, turn around and head through the door. (There's an Energy Tank inside one of the capsules here, but you can't grab it yet. In here are some....Phazon Metroids...in tanks. They seem to be well secured though. We're going to be going through a maze of halls, so just follow my directions on the next paragraph. Alright, head down until you get to a small room. Use the Spinner to reveal the way forward (but block the way back) and head through. Walk forward at the fork, then continue until you get to another fork. Head left and go through the door. Walk forward, use the Hand Scanner to use the lift, then go through the next door. Continue, ignore the hall on the right, and head through the Morph Ball tunnel between the two Metroid tanks. Head to the other side, Bomb the floor to fall down to a small room. Head down the hall, and take a right. At the end is a blocked vent (which is cracked). Bomb it, then head through to the other side. Head down the long hall until you get to a small room. Look up, scan the Steamspiders, then head to the Energy Cell terminal, yank off the panel, then remove the Cell. This will let you access the item inside, but in turn, turns off all the power in this facility. Now it's dark everywhere...also a blast door with five locks will block the way out. Missile the container and grab the item. You now have Seeker Missiles! You can fire up to five Missiles at once. To use, simply hold the Missile button and sweep through multiple targets. Release the Missile button to fire them all. Break down the blast door here using your Seeker Missiles, then head through the Morph Ball tunnel. Damn, the music is creepy. Anyway, head down the hall, and when you see the hall on the left, take it. As you approach the next blast shield, a Phazon Metroid will pop out of nowhere and will start to go for your head. Quickly back away! ...The Metroid went right through the wall. Good grief they're even worse now. Scan one, then dispose of it. You can't even use Ice Missiles to freeze them because they shift out of local timespace. Ugh. Anyway, shoot down the blast door with the Seeker, then head through. Turn left and a Phazon Metroid will surprise you. Take care of it then head down the lift and down into Xenoresearch A. A couple more Phazon Metroids will attack. Take care of them, and head through the halls. Two more Phazon Metroids. Kill them, then take a left, then a right. Take down the Seeker blast door, then head through. You'll now be attacked by...count 'em...FOUR Phazon Metroids. Do your best to take them out, then continue on out of here. Before you leave, shatter the container containing the ENERGY TANK and grab it. Once back at Research Pod Lift, take down the Seeker blast shield, then take the lift. Head out the door. Take down the lone Pirate here (he must be the lone survivor...), then head through the door. Some Phazon Metroids will come up through the floor, so take them out. Take the Zipline, get to the end, and two more Phazon Metroids will attack you. Sheesh, they don't want you to leave, do they? Wipe them out and head through the door. Get the Lore from the Databot then head through the ice door. You're now at Concourse, where the second Bomb component is. Head through the Morph Ball tunnel to your left (careful not to fall when you get out) and Seeker Missile the locks up above you. Grab the MISSILE EXPANSION too. Head back through the tunnel, and Seeker the locks up there to activate the lift. Take it down, then face the Bomb component. Look up and Seeker the locks, then head to the other side and Seeker those. The Bomb component should now be ready to be lifted off. The ship will come, and connect the first Bomb component to this one, and lift off. You now got the last Bomb component to go. Head all the way back to the other side of SkyTown using the Tram. Head to Junction, then take the north door to Hoverplat Docking Site. Here you'll have to use your Screw Attack to navigate. At the other end you'll be at the Steambot Barracks structure. Go through it (don't take the lift) to arrive back outside. Take the Orb Cannon, then take the Orb Cannon you land at. Head through the Morph Ball tunnel to arrive at the last Bomb component. Use the Seeker on the locks to make the Bomb available for pickup. Call the ship and it'll pick up the last Bomb component. AU 217 will then congratulate you and tell you to place the bomb at the Spire Pod. Well, let's head there, but first a shortcut there! Head left, but don't take the Zipline. See the pieces of rock there? Melt them to reveal a cannon. Put the Morph Ball in it to fire to Zipline Station Bravo. Head through the door. (There's another cannon like it over here, Seeker the locks on it to unlock it, if you wish.) Head straight to Spire Pod. Use the Kinetic Orb Cannon, then command your ship to place the bomb in the cargo hold. The AU will then say to meet him to discuss the final plans, so go back there. You know what to do to start talking to Aurora Units. Anyway, he'll say that in order to destroy the Leviathan Shield, we'll have to move the Spire Pod directly above the Leviathan and drop it down to the Leviathan. This should destroy the shield, but this process has to be done manually, thus you'll have to be at the Spire Pod the whole time and escape it before it falls. This is a dangerous mission, but it has to be done. He'll attempt a SkyTown migration so that you can get as close as you can to the Leviathan before sending the Spire Pod off. After it's done, he'll wish you good luck and send you off. Alright. Head back to Spire Pod, and as soon as you land on it, the supports keeping the Spire Pod afloat with the other strucures will be destroyed, and the Spire Pod will float by itself and head toward the Leviathan. We're stuck on it. Might as well enjoy ourselves while we....wait....The AU will say that the pirates have detected your movement and are flying there to intercept and destroy the Spire. Crap! Scan the Space Pirate Assault Skiff (this one fires Missiles) and destroy it like you do with the ATCs. After destroying it (and the aerial drones that attack you) Aerotroopers will come. After that, an ATC will drop off some pirates. Scan the Armored Shield Trooper and kill those. Soon after they are gone, not one but TWO Assault Skiffs arrive. Gah! Destroy those quickly! (You will also be attacked by troopers, aerial drones, all kinds while trying to destroy the Skiffs.) After the skiffs are destroyed, the pirates will stop and you'll be above the Leviathan. Ugh, finally. Samus will automatically walk to a terminal, so go up to it and touch the three targets to disable the pod's engines. An escape pod will come up, so get in there and activate it with the Hand Scanner. ...Wait, it's malfunctioning! Damn it, this is no time to fix something when you have to escape a falling Spire Pod! Head down the Morph Ball tunnel to the maintenance halls. Melt the rocks in the way, then head to the right. Yank off the safety shutter and meld the panel together. Follow around the middle structure and yank the obstruction away from there, and meld the panel there. Meld the final panel on your right and then head back up to the escape pod. Activate the Hand Scanner to bring out the control panel. Push the Wii Remote forward to activate it and escape just in time. Now you get to watch the Spire Pod fall straight to the Leviathan and create a big explosion. Aaaand the shield is gone! Yes! Success! The next thing you'll see is Samus piloting the escape pod back to SkyTown in the Escape Pod Bay. Head through the door, and as you go down the lift, the AU will congratulate you and tell you that you can now reach the Leviathan and destroy it. Look at your map now. See how drastically this part of SkyTown changed? The whole area with the Security Station and SkyTram is in a seperate part from the rest of SkyTown. However this place is essentially of no use to you now, as you have gotten all the Expansions you can get here. Head to your ship; you know where to go. *.*.*.*.*.*.*.*.*.*.*.*.*.* New Research Scan Acquired: Ship Grapple Point New Elysia Creature Scans Acquired: Swarmbot, Steamspider New Pirate Creature Scan Acquired: Advanced Aerotrooper, Space Pirate Assault Skiff, Armored Shield Trooper New Phazon Creature Scan Acquired: Phazon Metroid New Elysia Lore Scans Acquired: Federation, Agreement, Aurora, Loss See Logbook for details. *.*.*.*.*.*.*.*.*.*.*.*.*.* =[=]=[=]=[=]=[=]=[=]=[=]=[=]= New Suit Upgrade Acquired: Seeker Missile New Expansions Acquired: Energy Tank, Missile Expansions (3) Energy Cells: 1 (2 used, 9 total) Current Equipment: 8 Energy Tanks, 155 Missiles, 6 Ship Missiles See Equipment for more details. =[=]=[=]=[=]=[=]=[=]=[=]=[=]= _____________________________________________________________________________ | ________________________________________________/ \__| |/Destroy the Elysia Leviathan ' Once you land at the Leviathan, head straight forward using the floating platforms, and head through the door. Blast through these obstructions using Seekers and Hypermode attacks, and head to the Core. Here, you'll meet the boss: Helios. Surprisingly, this boss isn't as annoying as Mogenar, but still complex. -------- BOSS: Helios Scan it. First off, the boss attacks in formations with its Swarmbot army. I will attempt to describe the different forms and how to avoid the attacks and how to damage. First up: Sphere form: Helios will make the Swarmbots surround it in a spherical fashion, and will use this to roll around and try to run you over. This is easily avoided, and the way to attack Helios is just by destroying enough Swarmbots to create an opening. Group form: The Swarmbots will assemble in groups, and Helios will go behind each group and energize them. You now have two things to target. Either Helios, or the activated groups Swarmbots, as they'll fire really damaging beams. Your choice. Disc form: Swarmbots surround Helios and create a "disc" of pure energy while five other Swarmbot groups will act to sustain Helios. Helios itself is shrouded in pure energy and is invincible in this form. This is somewhat easy to avoid. It also fires concentrated beams of energy in this form. In order to damage Helios, you have to fire Seekers at the five Swarmbots sustaining Helios while they are glowing red/orange. Humanoid form: Only formed when Helios is below half health left, Helios forms the body, while the Swarmbots form appendages similar to a humanoid. The arms can form powerful energy orbs that are hard to avoid. You can destroy the arms by shooting them during it forms an orb or shortly after it forms one. Helios itself is invulnerable right now, and the only way to make it vulnerable is by attacking the legs as they try to stamp the ground to create a shockwave. This will make Helios "fall over" and allow you to attack it. Twister form: Helios will be at the ground, having its Swarmbots fly around above it and form a twister of sorts. It'll then fly around to try to suck you in. Helios itself is covered in a shield that protects it from beam attacks, but it can still be damaged with Bombs. In any form, once Helios is damaged enough, its core will be exposed and will resort to flying at you while swinging its sharp arms to try to cut you up. Damage the core with Hypermode attacks. It's simply a matter of overcoming its forms and getting it to expose its core so you can kill it. Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty will give you another Gold Token.) -------- Helios will explode, once again exposing Samus to Phazon radiation and increasing her Phazon levels. This won't be good for Samus if this keeps up... Anyway, a new ability is shown. Pick it up to acquire the Hyper Missile. Simply be in Hypermode and fire a Missile to use this. These Phazon-powered projectiles pack extra punch and are faster than Beams, but as a result they lose their homing capabilities even when locked on. Hyper Missile the Phazon patches you see up there, and the Leviathan Core will be revealed. This Core is destroyed the same way as in the Leviathan in Bryyo, so you know the drill. Elysia cleared of Phazon corruption! Samus will fly to above Elysia and wait for AU 242 to brief her. The Aurora will tell you that Phazon corruption on both Bryyo and Elysia has been stopped and congratulates you. She says it's not over yet, as they retrieved a message pod from Gandrayda, who was sent to find the place where the pirates' home is. The pod inside contained exact coordinates of the Pirate Homeworld, and when they looked there, they found out that the planet is almost pure Phazon. If the corruption isn't stopped soon, the corruption will spread throughout the galaxy, and eventually the universe. Alright, we'll head there, but first we have some catch-up. Land at Cargo Dock B on Norion. Take down the Multi-Lock Blast Shield with the Seekers, and head through. Head through the Morph Ball tunnel, and through the door to Generator B. You'll be locked in, and a Metroid Hatcher will appear. Another boss? -------- MINI-BOSS: Metroid Hatcher Scan him. He can use his tentacles to leech energy from you (shake the Remote and Nunchuk to escape) and spin around to attack. To start damaging it, shoot its tentacles until the Hatcher retreats them. At this point he can spawn Phazon Metroids. Don't let him do that. Shoot his mouth while it's open to stun him. Rip off a tentacle with the Grapple to hurt him. Repeat the process three more times to defeat him. Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty will give you another Gold Token.) -------- The Phazon formations around the room will be destroyed, revealing a Morph Ball tunnel leading to a control room with an Energy Cell. Head in there and get the Cell. Now head back to your ship, save if you wish, and fly to Bryyo. Norion is officially done. Oh, land at the Federation Outpost. Once there, head to Fuel Gel Pool. See the giant statue head? Have the ship carry it. Now head to Hall of the Golems and head through the orange door. Out here, look up and you'll see an incomplete Collosus. Command the ship to place the Golem head up there and it will activate and swing its hand toward where you are, and break down a wall and a cage concealing a SHIP MISSILE EXPANSION. Scan the Lore near where entered, then head through the door. Use the Spinner to create part of a bridge. Cross it, then wait for the Wall Jump Surfaces to near each other. When they do, quickly Wall Jump up and grab the ENERGY TANK. That is really about it, so head back to your ship (if it hasn't landed back at its original spot, command it to land) and fly to Thorn Jungle. Now head to North Jungle Court. On the northeast corner is a generator that can be lifted. Do so to find a vent small enough for a Morph Ball. Head through, then go through the door to arrive at the other end of the bridge where you got the Energy Tank. Work the Spinner here like before, then start heading to Hidden Court. Once you arrive, look for the drop off point and do so. Start heading up to the orange door, then jump to the half-pipe. Get up to the left side, then hop over the Golem to the ledge. Follow it to reach the now revealed Energy Cell. Take it. We're done with Bryyo now, so let's head to the Pirate Homeworld now. *.*.*.*.*.*.*.*.*.*.*.*.*.* New Elysia Creature Scan Acquired: Helios New Phazon Creature Scan Acquired: Metroid Hatcher New Bryyo Lore Scan Acquired: Decline See Logbook for details. *.*.*.*.*.*.*.*.*.*.*.*.*.* =[=]=[=]=[=]=[=]=[=]=[=]=[=]= New Suit Upgrade Acquired: Hyper Missile New Expansions Acquired: Energy Tank, Ship Missile Expansion Energy Cells: 3 (2 used, 9 total) Current Equipment: 9 Energy Tanks, 155 Missiles, 7 Ship Missiles See Equipment for more details. =[=]=[=]=[=]=[=]=[=]=[=]=[=]= _____________________________________________________________________________ | ________________________________________________/ \__| |/Raiding the Pirate Homeworld ' In Landing Site Bravo, there's a few things to scan here before you continue, naming Heavy Phazon Canister and Pirate Cargo Drone. After scanning them, head through to Lift Hub. Take down the turret, then scan the Pirate Lore here. If you have trouble finding it, it's a large orangish/red circle. Step into the lift, and choose the top level. Just like a real elevator! >_>; Anyway, at the top, take the left. Scan the door at the end then head through. You'll see this place is drenched in acid rain. Bad hazard that must be avoided at all costs. (It eats up energy like you wouldn't believe.) AU 242 will call you saying that the acid rain is too dangerous and that you cannot access most of the Pirate Homeworld. You need a suit upgrade to allow safe passage through hazards such as acid rain. At any rate, see the catwalks above? Walk under them and head to the eastern alcove as was shown. This way you'll be protected from the acid rain. Scan the Acid Rain if you can, btw. (It can be added to your Logbook under Research, though it may appear there without scanning. It's weird I know.) See the Grab Ledge? Head up there, and go through the Morph Ball tunnels until you reach a fork. Take the left path and follow it to grab the MISSILE EXPANSION you saw. Head back and take the right path this time. When you exit, stay in this alcove at all costs. See the Energy Cell here? Remove it, then head through the vent that just opened. You'll see those rapid fans that blocked a small tunnel have stopped. Head through there with the Morph Ball. Continue through Flux Control until you reach a panel with two Morph Ball tunnels. Yank the panel, then head through the tunnel it blocked before. Take the lift as you arrive in Command Station, then head right. Follow the path to another MISSILE EXPANSION. Head back and take the left path. Take the lift and head to Command Vault. In here, look up where the item is. There's multiple locks. Use the Seekers to destroy the locks and reveal the item. Grab it. You got the X-Ray Visor! With this visor, you can see things not visible in the normal spectrum, and can even expose enemy weakpoints. Turn on the Visor, and use the terminal here. With this, you'll have to press symbols in order, much the same as the radio transmitter in your ship that you had to use at the very beginning of the game. Doing this will let some Phazon containers travel along a new wire path. Wait until one is above the hole covered in hardened Phazon, then shoot it to make it explode and destroy the hardened Phazon. Head through the tunnel to arrive at Defense Access. You'll see a green door in front of you. Walk forward and a Phazite wall will block access. Ah well. See the terminal here? Use the X-Ray Visor and activate it the same way you did in Command Vault. Head up the lift and look out the window. You'll see some drones using some sort of Beam to penetrate a Phazite panel. Hmm...must get that. Anywho, before you return, scan the Pirate Lore in here. Back in Defense Access, a couple of Assault Troopers will attack you. Kill them then head through the door. You'll recieve an incoming transmission from...a Federation Marine? He says he's been captured and is held at the Research center, and knows a way to bypass the acid rain. He'll then transmit his coordinates. Woah, looks like we'll get through this in no time. Grab the MISSILE EXPANSION, then turn on the X-Ray Visor. You should see targets to hit. Hit all the glowing ones to activate the mechanism. Go into Morph Ball and touch the hologram to twist around to the other side. Head down to the very bottom of Lift Hub, and use the terminal down here to access the map for this planet. Neat! :D Now you can land where the Marine is stationed, so head to your ship and fly there. Head through the door in Landing Site Alpha once you land. Activate the lift with the Hand Scanner, then use it. At the top, find the piece of metal blocking a Morph Ball tunnel and Bomb it, then head through. Here, look through the window and shoot the glowing dot on the panel there to reveal the way. Head back and continue to Scrapvault. Head through with Scan Visor ready, because some new Shriekbats will try to surprise you. Since you have the Visor on, you will have enough time to scan them. Now head around to the other end. Climb the platforms you see here, and when you reach the Grab Ledge, don't jump to it. Look right to see a distant platform. Screw Attack to it, then face south to see a Grab Ledge leading to a MISSILE EXPANSION. Now head back to the other Grab Ledge and take it. Through the tunnel, you'll appear in Scrapworks, a circular room with nothing but Morph Ball tunnels and a big Phazon pool at the bottom. I'll tell you what to do here. Head forward as far as you can and activate the Bomb Slot, then head a little left and jump to the red area. Move quickly before a turret shoots you, then climb up the platforms here. When you see a junction, take
the upper path. Double Bomb Jump to the ENERGY TANK. Head through this next red
area. Drop down, head to the Bomb Slot and activate it, then drop down to the
now open area and head through the tunnel below. At the end, you'll reach a
secluded room. Meld the circuit board together, then use the device with the
X-Ray Visor to open something in the main Scrapvault. Head back to Scrapworks,
and go past the Bomb Slot. Use the Boost Ball in this U-shaped channel and get
to the very top of the right side. Drop down the hole you see on your right,
then activate the Bomb Slot. Go back to the U-shaped channel, go to the bottom,
and hop up to the exit tunnel.
You'll arrive back at Scrapvault, but a security drone will spot you and
activate an alarm. The alarm beacons will appear in front of you, and the
actual Pirate units will arrive soon. You more than likely won't have time to
destroy the beacons, so go ahead and let the pirates come. You'll see a
Commander warp to this area and see you, then summon some other strong pirates.
You'll meet that Pirate Commander later, but right now, scan these Commandos,
and take them out. They're quite more powerful than the pirates you've been
facing before, so take extra precaution with these guys. After they're gone,
head through that place that was opened to Processing Access. Keep your X-Ray
Visor on, and when you see laser traps, Morph Ball under them. Scan the Lore
here, then go to Metroid Processing next. Gah, another Pirate attack. Scan the
ones with shields, then KILL THEM ALL! >:O
A device will activate. Use the X-Ray Visor and twist the Wii Remote to fill in
the gaps. This will make a lift appear. Take it to go down to the lower level.
Head to the right and meld the circuit board together to make the center piston
act as a Morph Ball transport, then head to the left and remove the Energy
Cell. Head back to the first floor and Phazon Metroids will break out and
attack you. Take care of them. Afterwards, look in one of the containers the
Metroids broke out of to find a MISSILE EXPANSION. Use that piston in the
center to go to the top level, then head through the orange door. In Airshaft,
shoot the targets with Seekers. Before climbing up the Wall Jump Surfaces, scan
the Puffer Mines. Now climb to the top. Scan the Pirate Lore here, then head
through the door.
In Craneyard, Samus will look and see an item in the outside, but of course she
can't reach it from here. She then looks behind her at a peculiar track on the
wall...Head left and go through the door. Here you'll find the Marine attacked
by Space Pirates! Defeat them all to save the Marine. He says he'll help you
find another way to reach the item needed to bypass the acid rain, and then go
to a handle device which requires two people to do simultaneous motions. Just
do the motions he tells you to do right as he does his to activate the
elevator. Walk to it to take you up. Samus will walk forward, and...the Marine
is...pointing his rifle at Samus. Samus however senses danger and turns into
Morph Ball just as he fires. What the hell, Marine? Wait...It's Gandrayda!
Should've known!
--------
BOSS: Gandrayda
Scan her. This metamorph relies on morphing into other characters such as
pirates. As of now she can morph into many forms, all of which act the same as
the original creatures. Berserker Knight, Aerotrooper, Swarmbots. Unmorphed
form, she just jumps around and throws electric purple discs, jumps and hits
the ground making an electric wave shoot forth, and jumping on you. Shake the
controller to make her get off if she jumps on you before your energy gets
leeched.
After one fourth of her health is gone, she'll lower the walls, revealing acid
rain. Stay away from where the acid rain is falling. She'll assume new forms as
well, which include the other two Hunters, Rundas and Ghor. After a little less
than half of her health is left, she'll now assume your old Varia Suit form.
Like I need to explain to you how to avoid your own attacks, right? Well wrong.
Gandrayda's abilities while as Samus lets her use the Boost Ball and a HUGE
version of the Power Beam. You have to be careful of both attacks.
Around one fourth health left, she'll start using Hypermode and cloak. Use the
X-Ray Visor to see her while she's cloaked, and when she's not cloaked, she
usually turns on Hypermode, thus blocking view with the X-Ray Visor. Turn it
off and engage Hypermode to damage her. Continue this until she's dead.
Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------
When Gandrayda is dead, she'll morph into random characters, then give you one
final scare before she's absorbed by Dark Samus. (You'll see what I mean.) Head
over to grab the item. You got Grapple Voltage! With this, you can grapple onto
enemies or devices and siphon energy to and from you. While held onto something
with Grapple, pull down on the Control Stick to siphon energy to you, and do
the opposite to siphon energy from you, as if to power something.
Head over to the device there and siphon energy from it, then head through the
door. You're now in a Transit Station, one of many. Scan the panel with what
looks like a Grapple icon on it to bring up a Hand Scanner. Use it to summon a
transit car. Head inside, then work the controls to go to Transit Station 1-A.
Scan the Lore, then head to Landing Site Alpha. Ah, we're back here, eh? Siphon
the energy from the device, then head to your ship. In order to progress here,
there's an item we need to get, and it's on another planet. Elysia is a good
choice, we haven't visited all of the areas there yet.
*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scans Acquired: Heavy Phazon Canister, Space Pirate Orange Door,
Acid Rain
New Pirate Creature Scans Acquired: Pirate Cargo Drone, Urtragian Shriekbat,
Commando Pirate, Assault Shield Trooper, Puffer Mine, Gandrayda
New Pirate Lore Scans Acquired: Our Mission, Stowaway, First Disciples, The
Source Discovered, The Leviathan
See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrades Acquired: X-Ray Visor, Grapple Voltage
New Expansions Acquired: Energy Tank, Missile Expansions (5)
Energy Cells: 5 (2 used, 9 total)
Current Equipment: 10 Energy Tanks, 180 Missiles, 7 Ship Missiles
See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
_____________________________________________________________________________
| ________________________________________________/ \__|
|/Item Collection part 2
'
Land at the Main Docking Bay. Head all the way to Junction, and take the south
door. (At Hoverplat Docking Site, there's a few Phaazoids. Get a Red Phaazoid
to appear and kill it for a Gold Token.) At Zipline Station Charlie, see the
gate? Grapple it and transfer energy to it until it breaks, then take the
Zipline. You'll be stopped halfway because the Zipline breaks. Ah well. Screw
Attack the rest of the way. Grapple the device here and siphon its power to
remove the energy shield, then head through the tunnel and through the door.
Now in Powerworks, shoot the energy nodes with Seekers, then head through the
tunnel that opens. (From now on, when I say "vent" or "tunnel," that means it's
one to use the Morph Ball with.)
You're now in the main room. You'll see a large gear that can be yanked, but
you don't have enough leverage to make it fly high enough from here. Get the
Lore from the Databot, then head to the ledge on your right. You should have
enough leverage here, so yank the gear to make it fly. When it reaches the
pinnacle of its height, Missile it to make the gear go back in its place. The
way to a new item will be revealed, and hey, a Chozo statue is holding it like
in the 2D games. Go grab it. You now have the Spider Ball! With this, you can
travel along magnetic Spider Ball tracks to reach new areas! Just hold Z while
in Morph Ball and near a Spider Ball track to use the Spider Ball.
You'll be dropped down to a place below. Walk out and you'll see a Spider Ball
track. Just follow them until you reach the inside again. Scan a Spider Ball
track, then take the other track that doesn't go straight up. (It's next to the
one you just used.) Follow it (you have to use the Boost Ball a couple times),
and grab the MISSILE EXPANSION at the end. Head back and take the track that
leads straight up. Head back to Zipline Station Charlie, and Screw Attack to
the platform on the right. Take the winding Spider Ball track until you reach
a mid-area where the camera is close to the Morph Ball. Pass the first electric
current mechanism, then look for a way up. Double Bomb Jump to the circular
magnetic rail, then either Bomb Jump or drop from the top to grab the ENERGY
TANK. Now continue on to the other side. Now head to Construction Bay.
Once you arrive, look right. There's a device to use Grapple Voltage on. Give
energy to it to activate a Morph Ball lift, then take it. At the top, hop on
top of the Morph Ball shaft, carefully walk to the end, and Screw Attack
towards that ledge you see over there. Grab the MISSILE EXPANSION and get the
Lore from the Databot here. You should have 75% pickups about now if you
followed this FAQ to the T. Now see the Phaazoids here? Try to get a Red
Phaazoid to appear from them so you can get a Gold Token. Now head to Ballista
Storage. You'll fight another Steamlord battle, so finish this battle. You can
make the battle go quicker if you use the X-Ray Visor, as it exposes the
Steamlord's cloaked position. On the western side of this room are two devices
to transfer energy to. Do so to reveal an Energy Cell. Remove it, then head to
Hoverplat Docking Site next.
Head to the center area, and travel the Spider Ball tracks until the end, where
you get a SHIP MISSILE EXPANSION and land on a higher platform. Get the Lore
from the Databot, then head to Steambot Barracks. Once there, head to the top
and go through the Morph Ball tunnels again. When you get to the steam that
pushes you up, hold Z so you'll grab on to the Spider Ball track. Head up to
grab a MISSILE EXPANSION. Now head back to your ship and fly to Landing Site B.
Head now to Chozo Observatory. You'll see a Spider Ball track up on a platform
here. Go up them and activate both Bomb Slots to get research entries for
Tallon IV and Aether. Now, climb up the tower, and go up the other Spider Ball
track. Activate the Bomb Slots here to get map data for this area of SkyTown,
and map upgrades for Norion, Bryyo, and Elysia. These map upgrades allow you to
see all the expansions located in each of those planets through icons. An X
means there was an item or expansion there, but you've already collected it,
and a big dot indicates an item or expansion that has yet to be collected.
Now that you've got those, head to Concourse Ventilation. Kill a Red Phaazoid
here for another Gold Token, then head up the Spider Ball tracks here to get a
MISSILE EXPANSION. Alright, we're officially done here...for now. (There's
still one minor thing here we can't do just yet.) Let's head to Norion. I was
wrong, there's one more item that we can get there. Thankfully it's right at
Cargo Dock A, so fly there. On the southwest corner, you should see a Spider
Ball track. Climb up it, and at the end you should reach a MISSILE EXPANSION.
NOW we're done with Norion. Fly to Bryyo next, and land at Cliffside Airdock.
Once you land, head to Grand Court. Go down to the Golem and activate it using
the device on its head. You need the X-Ray Visor. Once it's activated, it will
reveal a pool of Phazon and some Phaazoids. Kill a Red Phaazoid here for a Gold
Token, then head to Hall of the Golems.
Give energy to the lock on the Golem you see, then turn around. Scan that
creature on the ledge and the ones it spits out, then activate the Golem to
energize a Spider Ball track. Before climbing it, eliminate the Fargul Hatcher
you just scanned, as the wasps it spawns will make it incredibly difficult to
do what you need to do. (Getting hit makes you fall off a Spider Ball track.)
Alright, now follow the Spider Ball tracks, avoiding electricity, and at the
end, grab a MISSILE EXPANSION. That's about it for now. Go to a landing site,
enter your ship, and head to Fiery Airdock. Once you land there proceed to
enter Bryyo Ice just like you did before. Once there, head to Tower. At the
bottom, find a Spider Ball track and follow it. This is rather complicatd but
you should still be able to go through it without much help. At the end is an
ENERGY TANK. Now head back to your ship, we're done with collecting items for
now. Fly straight to Research Facility on Pirate Homeworld.
*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scans Acquired: Spider Ball Track, Planet Tallon IV, Planet Aether
New Bryyo Creature Scans Acquired: Fargul Hatcher, Fargul Wasp
New Elysia Lore Scans Acquired: Defeat, Phazon, Invader
See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrades Acquired: Spider Ball
New Expansions Acquired: Energy Tanks (2), Missile Expansions (6), Ship Missile
Expansion
Energy Cells: 6 (2 used, 9 total)
Current Equipment: 12 Energy Tanks, 215 Missiles, 8 Ship Missiles
See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
_____________________________________________________________________________
| ________________________________________________/ \__|
|/Cleaning Up the Homeworld
'
Alright, go the back way, take the Transit Station, then head to the place the
Acid Shield Unit is. Remember the Spider Ball track a cutscene showed you
before? Take that up now. If you had Admiral Dane contact you back at SkyTown,
saying that they're preparing for an assault against the Pirate Homeworld, Dane
should call you back and say they're ready to begin the invasion as they're in
orbit above the Pirate Homeworld, but the base is protected by an energy
shield. He requests that you take down the defense shield and gives you the
coordinates to do so. However we can't go there just yet. Anyway, head through
the tunnels to a tower you can twist to connect tunnels. Make tunnels connect
so that you can take the right ventilation shaft above, and go up there to get
a MISSILE EXPANSION. Head back down to the Spinners and connect tunnels so you
can go down the left shaft up there.
You'll be dropped into a room. Use the Hand Scanner and the Acid Shield is
yours. You can now traverse dangerous substances such as Acid Rain and Fuel Gel
with no trouble! Some Aerotroopers will try to stop you, but now that you have
the Acid Shield, go ahead and get out into the open. Scan one of the
Aerotroopers, then kill them. Activate the Hand Scanner to open the way back to
that hall, but an Assault Trooper will alert some Commandos. Damn him. Oh well,
if you destroy 20 Pirate Commandos, you get a Friend Voucher, so keep that in
mind. Kill them all, then head to Metroid Processing, and go through the ice
door. Here in Creche Transit, Bomb the cracked panel you see, head through the
tunnel, then when you reach a Spinner, spin the device so that you can reach
the other side. Now just go through, hop up and get the MISSILE EXPANSION.
Return back outside.
See the Grab Ledge? Head up there, then take the corner. You should see some
Phazon crystals blocking the way. Use Hyper Missiles to clear them and head
through. Scan the Pirate Lore before you head through the door. Here in Metroid
Creche, go to the Spinner and use the Boost until it sends you up to a Bomb
Slot. Activate it, then go to the next Spinner and do the same. Then, a Metroid
Hatcher will appear. Defeat him the same way as the one in Norion before. (Gold
Token acquired, can get another on Hyper difficulty) Now use the last Spinner
to get up to a Morph Ball tunnel Head forward until you see a Spider Ball
track, then take it. Folow the complex series of tracks until you get to an
ENERGY TANK. Only 1 more Energy Tank to go! Now use the Spinner again and this
time bypass the Spider Ball tracks to end up at a Bomb Slot. Activate it to
remove the panels covering the Wall Jump Surfaces. Screw Attack up them, then
head through the door at the top.
You're now at Transit Station 3-A. There's a Save Station here if you need one.
After doing whatever, scan the icon, then use the Hand Scanner to bring the
train here. Take it to 3-B, which is at Command Center. Head to Lift Hub, use
the Bomb Slot to get taken to the other side. At the actual lift, go to level 1
and look at the device on your left. Siphon energy to it, then head to the lift
that was just opened. ...Apparently the lift is broken. Head out, face the lift
and Missile its supports to make it fall down below. Take the MISSILE EXPANSION
that was hiding behind. Now head back to the main lift and go to level 3, to
Command Courtyard. Take care of the pirates, then head to the second floor as
before. Except now, walk across the catwalks to the other side where a Pirate
Lore is waiting to be scanned. Drop back down, then drain the device of its
energy to open the big energy shield blocking the door. Head through.
Scan the Scritters, then head to the next room. You'll now be assaulted by a
number of enemy units. Take care of the two Commando Pirates, (that's 6) then
four Crawltanks will appear. Dispose of them and two more Crawltanks will
appear, one revealing a vent you can head through. Dispose of them, scan the
Pirate Lore, then head through the vent. You have been sent clear to Defense
Access. Remove the power from the device, then head up the Spider Ball track
behind you. Take it up to reach a door to Transit Station 4-A, which takes you
to the Mining Site area. You know how to bring the trains here. At 4-B, there's
a Save Station here for your convenience. Head out to arrive in Mining Site.
Here in Phazon Quarry, a bunch of powerful pirates will come to stop you. With
the stuff you've got though, they're still not much of a match for you, now
aren't they? Proceed to destroy them, then head to the little hall on the east
side of the room. See the control terminal? Touch anywhere to bring up the
mining equipment, then touch both glowing areas to clear them of Phazon ore.
You'll have revealed a half-pipe and a MISSILE EXPANSION. Grab the Expansion,
then climb up the half-pipe. Go through the door to arrive at Mine Lift. Yank
away the gate, then head through. In order to progress, you'll have to remove
the clamps holding the lift in place. Go up the Spider Ball track after
eliminating the tanks, then go on either side. Use the Boost ability at each
of the Spinners to twist the clamps off. Once both are removed, the lift will
fall and reach the bottom in a wreck. Fall down there, pick up the Pirate Lore,
then head into the next room.
Scan the Phazon Harvester Drone, and climb through this room without getting
hit by it. If you're a little afraid of the power it possesses, just shoot its
cannon until it short-circuits (you can't destroy it yet) and continue on. In
Drill Shaft 1, destroy the drones, then wait until the huge beams stop before
continuing. When you get to the top, look south and jump to a ledge where you
will find another Pirate Lore. Continue on. Here in Main Cavern, you'll see our
coveted little Beam we've been wanting to get. Walk around the glass, scan the
green door, then head to the northern side of the glass. Activate the lift with
the Hand Scanner, then head down it to engage an endless fight against Space
Pirates. What does that mean? That means there's an objective to do here, but
it relates directly to the pirates. Fight them off until one is left, and leave
him there. When the device in the middle starts its suction, fire Missiles or
charge shots (whichever will work) at the pirate holding on for its life. This
will make the pirate lose grip and get sucked into the machine. ....Ouch. Four
panels will then come out. Destroy a panel with normal weapons fire, then
repeat the process. You should now see some Pirate Commandos come out. If you
can bear it, go ahead and start killing Commandos and not worrying about the
machine until you get the Friend Voucher I mentioned earlier. After you get it,
or if you think you can't survive it, continue with destroying the machine in
the previous manner until you've cleared it. The Beam that you've been wanting
will be sent down to you. Grab it. You now got the Nova Beam! This high-
frequency beam can penetrate Phazite walls.
Head forward, turn on the X-Ray Visor, and shoot the target you see. Now use
the device to create the way to the lift again. When you get back to the main
level, go forward, use X-Ray Visor to see a node to shoot and do so, then use
the device to lower the Phazite panel. Go through the door. In Drill Shaft 2,
use the X-Ray Visor and shoot at the drill's core to destroy it. Head down, and
go through the green door here to arrive at an upper level of Phazon Quarry.
Take the Energy Cell here then head back to Main Cavern. Take the green door
at that room. In Phazon Mine Entry, turn on the X-Ray Visor and face the
Phazite panel. Shoot all the locks to open the way to a MISSILE EXPANSION and
Pirate Lore. Head through the door to arrive at Landing Site Charlie. Clear all
the debris to be able to call in your ship. Save if you wish, then fly to
Command Center.
From here, head straight to Defense Access and shoot the locks in the Phazite
wall. Head through the green door. Walk around, destroying the turret and a few
pirates, and drain the device of its energy. Now start climbing to the top,
destroying turrets planted almost everywhere. At the top, punch down the
correct symbols at the device to reveal Phazite panels on the tower. You know
what to do. Use the Nova Beam + X-Ray Visor combo to destroy the cores in the
tower, and also to insta-kill the pirates by shooting them in the head. Once
all the cores are destroyed, head back to the top and activate the Bomb Slot to
disable the defense system, allowing the Federation to attack! Yes, we're
successful! You got a Gold Token for your efforts.
*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scan Acquired: Space Pirate Green Door
New Pirate Creature Scans Acquired: Assault Aerotrooper, Scritter, Phazon
Harvester Drone
New Pirate Lore Scans Acquired: Taking Valhalla, Disaster at Elysia,
Purification, Vanguard, Victory and Loss, Bryyo Falls
See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Suit Upgrades Acquired: Hazard Shield, Nova Beam
New Expansions Acquired: Energy Tank, Missile Expansions (5)
Energy Cells: 7 (2 used, 9 total)
Current Equipment: 13 Energy Tanks, 235 Missiles, 8 Ship Missiles
See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
_____________________________________________________________________________
| ________________________________________________/ \__|
|/Destroy the Homeworld Leviathan
'
Admiral Dane will congratulate you and tell you to meet him at the coordinates
he gives you. Alright, but first, you need to save. Head to your ship to save,
THEN go meet Admiral Dane. Once you meet him, he'll tell you that he's going to
send a troop force to let you reach the Seed so you can destroy it. (He seems
confident...) He needs you to protect the troopers at all costs, then sends you
on your way. Alright, let's get things started. First, before you head out,
scan those yellow troopers. You'll be protecting them in this mission and if
you manage to keep them all alive, you get a Gold Token. Head forward to the
next room. You'll see some marines guarding the area on your left while some
Demolition Troopers are waiting to continue. Look ahead and siphon energy to
the device to open the blast doors for the troopers. Continue through.
Now, you'll always have two troopers with you at all times, so you don't have
to worry about protecting a whole fleet. If you wish to get the Gold Token for
saving them all, you must rely on Hypermode quite a lot to eliminate most of
the pirates. If you haven't used Hyper Missiles much, you'll probably find
yourself using them now. However, through some glitch, you can't hit the same
enemy with multiple Hyper Missiles, because after the first, they no longer
take damage from other Hyper Missiles. So if an enemy isn't dead from a Hyper
Missile, use regular shots to finish it off. At any rate, before you head to
the next room, you'll encounter a pirate. Since there are no troopers to save
right at this moment, you don't have to use Hypermode to kill this one. Head
through the door behind it.
Now it's time to get serious. As you enter the large room, enter Hypermode and
take out the pirates up on the ledge above. After they're gone, wait until the
train is gone, then head to the other side. Take out the pirates on the ledge
on this side, and BEWARE of the Aerotroopers. They have a strong tendency to
dive bomb onto the troopers. To avoid this, either eliminate quickly with
Hypermode attacks, or use that "yank jet off while on fire" trick. After they
are gone, a wall will go down and even more pirates will come, but they'll be
run over by a train. Heh. Wait until the train is gone, then head over to the
other end and start killing those pirates! Once they're gone, follow the
troopers to finally get a little rest.
You're at a little hall, and you don't have to worry about protecting any
troopers here, so take your time. Once you get to the next large room, look
right and take down the two pirates. A pirate will emerge from the train here,
just kill him. Walk through the train, then look left to kill some more
pirates. (The carnage...I like it!) After they're all gone (two advanced, two
assault, and one measly pirate...sheesh) head through the door. You'll be at
another rest hall, so take your time here. Be glad there's only one part left
to this. At the next large room, this is the last defense part. Kill some
pirates, and a Berserker Knight will appear. Is it all over? Not exactly. Use
the X-Ray Visor and Nova Beam combo to hit the Knight's weakpoint and kill him
pretty much instantly before he has a chance to attack. Now kill the rest of
the pirates. As one last assault, some Commandos will appear, but they're no
match for you, are they? Once they're gone, you're finally done with this
hectic section. If you saved all the troopers, you'll get a Gold Token.
Congratulations! Use the Hand Scanner next to one of the troopers to continue
on. There's a much needed Phazon pool in here; step in it to restore your
energy. Forgot about that, eh? In this little pool, find the Pirate Lore, and
then use the Hand Scanner down here to proceed. Start climbing up to the Grab
Ledge, and when you reach it, the Pirate COmmander will appear, knock you down,
and begin combat. This mini-boss is simple but hard to keep up with. Scan the
Commander. Basically, there's an endless supply of Commandos, and they won't
stop coming until the Commander is dead, so focus on him, then take out the
stragglers. (Gold Token acquired, can get another on Hyper difficulty) Climb
back up to the Grab Ledge, then activate the device to open the blast doors.
Drop down, call in a bombing run, then head inside your ship. (It lands as
well.) Start flying to the Leviathan.
Once there, just continue through Core Access by using the X-Ray Visor + Nova
Beam combo to hit the weak points on the tentacles. At the core, guess who
you'll fight...
--------
BOSS: Omega Ridley
Scan him. Ridley is back, and this time he relies on ground battle than just
flying around. Don't underestimate him though. For a creature who fights mostly
while flying around, his ground fighting is just as well. First, his attacks.
He can fire homing plasma balls, which can be disrupted with weapon fire; a
sweeping plasma beam which has to be double jumped over; an aerial pound which
releases a shockwave that must be jumped; high-velocity Plasma missiles; a
full-body ramming attack (his wings spread out before he does the ramming
attack); a close-range bite; a tail whip from behind; and a claw swipe.
In order to start damaging Ridley, you'll have to shoot his mouth when he opens
it, which is usually when he attacks, though he sometimes roars, leaving his
mouth wide open. Once his mouth is shot enough, he'll fall down on his
haunches. Yank open his chest armor to expose it to Hypermode attacks. Do so to
damage him. When one-fourth of his health is gone, he'll form Phazite plating
around his chest area, and will have new attacks: One is which he forms two
energy balls from his hands, then slams them down onto the ground to create
fast-moving electric walls to damage you. You can lessen the chance of you
getting hit by shooting the balls until they're destroyed. He also combines his
tail whip attack with the Plasma beam attack, making a rotating attack in which
you'll have to dodge his tail and the beam.
The same principle stands, shoot his mouth until he stands on his hind legs as
if stunned. However if you are able to destroy both energy balls when he does
that attack, he's automatically stunned. Once he's stunned, turn on X-Ray Visor
and shoot the highlighted joints of his Phazite armor to destroy it. Once it's
completely destroyed, you can get back to damaging him. He'll now start flying
around, then come in to use missiles to bomb you, ala Meta Ridley in Prime 1.
Watch your enemy radar, and compensate in order to avoid him. His chest is
always exposed here, but if you try to use Hyper Ball while he's on the ground,
he'll fly up and out of your reach, so you'll still have to get him on his hind
legs. However, once he's on his hind legs, he can walk around and try to claw
swipe you while you're attacking his chest, so beware.
Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------
After the battle, Omega Ridley will writhe in pain, and then blow up, exposing
Samus to Phazon exposure and raising her Phazon levels even higher. This is not
good...pick up the item he left behind. You now got Hyper Grapple! With this,
you can overload enemies with Phazon. Two large...things will appear and
dangle, so overload them with the Hyper Grapple to destroy them and bring out
the core. You know what to do here. Samus will be waiting in orbit above the
Pirate Homeworld. AU 242 will tell you that any spread of Phazon corruption has
been stopped, and the Federation is grateful, but there is one more mission to
complete, that the origin of the Leviathan Seeds, Phaaze, has been found. It's
unfortunately a great distance away and cannot be reached through conventional
space travel. They request that you find a way to reach the Leviathan battle-
ship orbiting the Pirate Homeworld, as it seems to have technology to open a
wormhole. Yeah, we'll do that, but first let's do some item collecting. Go back
to Bryyo.
Land at Federation Outpost, then head to Fuel Gel Pool. Hop into the Fuel Gel
and head straight across to find a hidden cave. Inside is a MISSILE EXPANSION.
Head back to your ship and land at Fiery Airdock. From there, head to Temple of
Bryyo. Take out the Warp Hounds, then head to the Phazite panel. Use the X-Ray
Visor to shoot a target and allow Morph Ball entry to the huge pit of Fuel Gel
below. Follow the pits around to another MISSILE EXPANSION. Now we are
officially done with Bryyo. Head to Elysia, Landing Site B, and head to Chozo
Observatory. See the Phazite panel below? Use X-Ray Visor and shoot the lock
there to bring up a control area. Go to it, and activate the Hand Scanner to
get a map upgrade for Pirate Homeworld. Now you can see expansion locations
there. Fly to Pirate Homeworld, to Mining Site. Once you land, head to the room
Phazon Harvesting.
If Phaazoids are here, find the Red Phaazoid and kill it for a Gold Token. Now
go through 2 rooms, then return. If a Phazon Harvester Drone is there now,
good. If not, repeat until it appears. Send in a bombing run to destroy the
Phazon Harvester and get a Friend Voucher for it. Take the Transit Station to
Command Center. Head to Flux Control. Get to that panel with two Morph Ball
tunnels, and yank the panel so that you can head through the right tunnel. Head
through it, climbing a Spider Ball track, until you reach the MISSILE
EXPANSION. Head up the rest of the way and follow to a secluded room. Siphon
energy to the device here to activate a lift which you can use to go freely
between this room's floors. Now, take the Transit Station to Research Facility.
In Metroid Creche, find and kill the Red Phaazoid here for a Gold Token, then
head to Proving Grounds to do the same thing. Next head to the Processing
Access, to the part with Phazite plates. Use the X-Ray Visor and shoot the
locks inside them to reveal some Wall Jump Surfaces. Go up them, and at the
top, Missile the Zebetite-ish shield to grab the SHIP MISSILE EXPANSION. Next
head to Scrapworks. Head to the U-shaped channel, then use the Boost Ball to
get up the left side and connect to a Spider Ball track. Take it as far as it
will go and drop. Carefully jump from this platform to the next, then double
bomb jump to reach another SHIP MISSILE EXPANSION. Head back to Command Center
and enter the Command Station. Get to that Phazon creature you saw, and
overload it with Hyper Grapple. Take the door behind it to Transit Station 2-A.
Activate the train, then take it over to that distant room you see.
Exit the Transit Station and to the next room. Bomb the grating covering the
vent, then head through it to drop into a secluded area. Drain the device of
its energy with Grapple Voltage to make the shield surrounding the portal
disappear. Head inside the portal to arrive inside the Leviathan. Walk forward
and activate the device to...wait, what? ...Oh. The Leviathan controls are
guarded with command codes. AU 242 says that the Valhalla hasn't been fully
explored and just might hold the command codes you need. The Valhalla! Almost
forgot about that place! Anyway, before you leave the Leviathan, shoot the
optical organs you see repeatedly until you get a Friend Voucher. THEN return
to the planet. (Leviathan Humiliation, heh. XP)
Now travel to Transit Station 0204. There should be one last Red Phaazoid here.
After that's done, head to Transit Station Leviathan and call your ship. It's
time to head to the Valhalla one last time.
*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Fed Creature Scan Acquired: Demolition Trooper
New Pirate Creature Scan Acquired: Pirate Commander, Omega Ridley
New Pirate Lore Scan Acquired: Mistress Gandrayda
See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Expansions Acquired: Missile Expansions (3), Ship Missile Expansions (2)
Energy Cells: 7 (2 used, 9 total)
Current Equipment: 13 Energy Tanks, 250 Missiles, 10 Ship Missiles
See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
_____________________________________________________________________________
| ________________________________________________/ \__|
|/Exploring the Valhalla
'
Continue on to Hangar A Access. Scan the Phazon Shriekbats, then continue. Go
to Stairwell. Look east, melt the pieces of rock, then place an Energy Cell
into both containments to raise some platforms to the top level. Climb them,
jump across, scan the Fed Lore, then head through the door. You'll find the
last MISSILE EXPANSION here. Now backtrack and head to Auxiliary Lift, top
level. Head through the door. Use the Morph Ball to go through the wreckage,
then enter the next door. You'll be sucked in due to no air in here. Walk
forward, kill the Metroids (if you notice, particles of their explosions stay
put due to no air in here...nice touch) and use Seekers to blast open the
barricade here. Head through the door here. Since the next room is filled with
air, expect some turbulence while entering. Head to the end, Missile the
broken blast door, and face the onslaught of Phazon Hoppers and an Atomic.
After they're gone, drop in. See the terminal that does not have an Energy Cell
in it? Yank off the panels from it and put an Energy Cell into each slot (makes
two) to reveal the way to a SHIP MISSILE EXPANSION, but it gets pushed far
down. Gah! Follow it. It'll finally reach a dead-end and stop so you can grab
it.
Bomb the obstruction right after getting the Expansion, then head the rest of
the way. From here, return to Port Observation Deck. Put an Energy Cell into
the slot and head through the door. Again there's some wind turbulence. At
Junction A, take the blue door (eugh...another dead body in front of you as the
door opens) and take the ENERGY TANK. You should now officially have 100%
items! Head back to Junction A and take the green door...scan it first. Head
through Aurora Access and get to Aurora Chamber. Head to the opposite end,
climb up the ramp, then turn around. Missile the gearworks (you can lock on to
it) to get them working and remove those plates from the Energy Cell slots. Put
some Cells in the slots to extend some bridges...and a Metroid Hatcher appears!
Don't get all prepared to fight him though. Use the X-Ray Visor + Nova Beam.
Instant kill. HA! Take that, Hatcher! (Gold Token acquired, can get another on
Hyper difficulty) Anyway, climb up to the top and enter the door.
Head through Control Room Access, killing Metroids, and get to the next room.
Here in Control Room, head to the south end with the dead Trooper next to a
flashing screen on the floor. Look closely at it to see a code number. If you
can't see it, you can scan it and it will tell you the code there. Head back to
the center of the room to find a control panel where you can enter that code.
Do so to get a secret message from AU 313, and a Friend Voucher because of it.
Scan the Fed Lore then head to western end of the room. There's a pirate
console here. Activate it to access the Pirate Code that you need to control
the Leviathan. Sweet. I think you know how to reach the Leviathan, so head all
the way over there, and activate the Leviathan. (The Pirate Code gives you
automatic access, no need to input numbers or something.) Alright! This is it.
We can finally head to Phaaze and end Dark Samus...and this Phazon menace for
good. Keep in mind that once you go to Phaaze you can't return, so if you're
not ready, don't rendezvous with the fleet until you are.
*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scan Acquired: Galactic Federation Green Door
New Fed Lore Scan Acquired: Tallon IV Incident, Anhur Incident
New Phazon Creature Scan Acquired: Phazon Shriekbat
See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
New Expansions Acquired: Energy Tank, Missile Expansion, Ship Missile Expansion
Energy Cells: 0 (9 used, 9 total)
Current Equipment: 14 Energy Tanks, 255 Missiles, 11 Ship Missiles
See Equipment for more details.
=[=]=[=]=[=]=[=]=[=]=[=]=[=]=
_____________________________________________________________________________
| ________________________________________________/ \__|
|/The Final Voyage
'
Rendezvous with the Federation fleet above the Pirate Homeworld, and a cutscene
will show the Leviathan opening a wormhole, letting the fleet warp to Phaaze.
Upon arrival, the pirate fleet and Fed fleet will battle each other while Samus
goes down to Phaaze to take care of personal matters. As soon as she exits the
ship...the planet's atmosphere gets Samus fully corrupted, and she must vent
all her Energy Tanks. She's now in permanent Hypermode so as to not succumb to
the corruption. From now on, you have a health bar (which is determined based
on how many Energy Tanks you got in the first place) and it will slowly "rise"
due to the planet's atmosphere. Also getting hit with Phazon-based attacks will
make it rise too. If the meter reaches full, you'll get a Game Over with
Terminal Corruption. (Which is quite a disturbing Game Over...) You can vent
this Phazon with the more powerful Hypermode attacks, and by collecting Anti-
Phazon pickups. Anyway, enough of that. You can head forward now. (If you scan
your ship, it'll say it does not recognize you...damn that's gotta be a third-
level kind of creepy.)
Head up, scan the Phaaze door, and head through. (It's a bit bony and they do
not seem to glow blue.) In Entry Canyon, walk around, destroying Phazon Hoppers
until you get to a large creature similar to the one in Pirate Homeworld. Use
your Grapple and overload it with Phazon energy in order to continue and fall
down the hole. Yikes, that's a scary distance. When you land, head through the
door. Agh, you're caught by some tendrils. If you try to escape, you'll see
that you can't. However, go into Morph Ball mode and head through, since they
can't grab on to smooth surfaces. Here in Cavern Alpha, go along and watch the
wall on your right with the Scan Visor and scan anything until you get to Black
Phazon Crystals. Then you can continue. Climb up, Missile the obstructions,
jump across the ledges, and head through the next door.
Go through the Morph Ball passage on your left, and when the view changes to
a side view, hold A and destroy every single red Phazon glob so you can pass
through to the end. Scan the Phazon Puffer, let it take some of your built-up
Phazon, (need as low as you can get) and before it fires it double at you, (red
waves emanate from it when it's about to) destroy it. Head through the door.
Here in Cavern Beta, drop down, look west, Missile the crystals there, then
Screw Attack over there. Then walk to the left, Missile the crystals, then head
through the door. Go through the Morph Ball tunnel, and unmorph. Scan the
Tangle Weed, then go back into Morph Ball. Hold A and use Hyper Ball to destroy
all the red structures to destroy the middle obstruction, allowing a way down.
Do this twice more to fall down a long shaft and get caught by a creature
waiting below. Use Hyper Ball to slowly kill him until he spits you out, then
head through the door.
Down in Metroid Cavern, drop down, take the way around (check out the millions
of Metroids stored behind a membrane on your left...O_O) and find a...weird
creature blocking the door here. Shoot the...things that come out to stun the
creature, then shoot it to destroy it. Be careful of the constant Phazon
Metroids that spawn. Head through to encounter a few waves of enemies. Proceed
to destroy them, then continue on, through the door. In this next room, just
fall down the shaft and...woah! E-Easy there, giant..Phazon...creature...thing.
Shoot it, shoot it, shoot it! Kill it before it tries to eat you! When it's
destroyed, you'll fall the rest of the way, free to head through the door at
the bottom. Go around, Missile the obstruction, and drop down...again. Head
through the door at the bottom.
Welcome to Genesis Chamber, where every single Leviathan that you destroyed
was born here. (You can see in the map that the Leviathans have a huge shaft
to travel up.) And another Leviathan is being formed! (Note: For a neat little
easter egg for the people who are familiar to the Prime series, there are husks
of "creatures similar to the one you encountered on Tallon IV." These are
Metroid Primes, so it seems as if there's more than one out there...o_o) Yank
off both the panels, scan the Leviathan Infant, and prepare to use all you've
got on it to destroy it. Once it's destroyed, the cocoon raising it will
destroy, providing a way down, and multiple Anti-Phazon pickups. Pick them all
up before heading down.
--------
BOSS: Dark Samus
Alright, this is it. Scan her. First of all I will list her attacks as of now.
She can form Phazon pillars, which you can use as cover, or Missile them for
health; fire a scattershot Phazon beam; homing Phazon missiles; and a Phazon
shield to protect herself from your Missiles. Simply fire at her and dodge
these attacks until her health is at three fourths. She'll then attempt to
replenish her energy. Shoot her down now to end it prematurely. She'll attempt
this occasionally throughout the battle now, so keep on your toes. She also
will use a form of a Shine Spark to fly up, and ram the ground, sending out a
shockwave of Phazon energy.
Once she's back to three-fourths energy left, she'll now perform a new tactic:
creating "echoes" of herself. The echoes can be destroyed for health, but if
you want to end the battle quickly, use the X-Ray Visor to detect the real one.
(The one that glows red.) When an echo is out, Dark Samus will use a sweeping
Plasma Beam attack, and it's impossible to avoid it by jumping. Instead, turn
into Morph Ball (it goes right above you) and use Hyper Ball on her to continue
delivering damage to her. She will basically do the same basic attacks, except
doubled, then tripled, due to her echoes. Occasionally she will reform with
her echoes, making her temporarily invulnerable. Finally, when there's two
echoes with her, she can perform a weird attack, in which she and her echoes
fly at you in a weird pattern. Try to avoid this by changing your strafing
pattern constantly, as she can keep up with you.
Another attack is that she can use Shine Spark to ram you, so when she starts
glowing blue and crouching, move out of the way. After about half health, she
has a new attack if she's alone with no echoes: jump quite a distance, then
smash the ground with her Arm Cannon, creating a Phazon wave that travels along
the ground. When its health is about one-fourths left, she'll likely join her
echoes, fly high into the air, and spin around, firing homing Phazon shots. She
will occasionally let her echoes depart from her to fire multiples of these
Phazon shots if she so chooses. As she's invincible during this attack, you'll
have to either wait it out or destroy her echoes. That's basically it, just
shoot her 'til she's dead.
Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------
Phew! What a chore. But now Dark Samus has finally been defea--oh don't tell
me...you just don't give up, do you Dark Samus?
--------
BOSS: Aurora Unit 313
It seems Dark Samus has merged with the Aurora Unit that she and her pirate
horde stole from the GFS Valhalla. Well, time for one last battle. Scan it.
Again I will list its attacks first. It can send out tentacles, and if they are
out too long, they will throw Phazon particles at you and retract. It can also
fire a purple beam in a sweeping manner. Whatever you do, DO NOT HIT THIS. This
can quickly raise your Phazon meter, and you do not want that. To best avoid
it, pass the beam when it sweeps down, then pass it. It can also spawn Dark
Samus "echoes," with which it will remain dormant while the echoes attack. The
echoes can fly around, fire Phazon projectiles, and, at lower health, use Boost
Ball. Destroy these echoes for guaranteed health.
Alright, now how to damage it. When it has its tentacles out, damage the very
tip of them to make them retract. The point at where the tentacle originated
from will briefly glow yellow: attack this point to stun it a bit. Also, making
the tentacles retract by shooting will usually give you some health. Once the
Aurora Unit is stunned enough, it will fall onto the ground and lay there not
moving for a little while. Quickly head over there and yank the armor open,
which exposes its weakpoint. Hit it to damage it. I find that to get the most
damage, start charging up your Beam just as soon as you yank off the armor,
then by the time you can attack, you'll be fully charged. Let loose on that,
then immediately follow up with a Missile.
When its health is low, it can connect to the device below to lob plasma bombs
at you, so beware. After its health is gone, the spinal cord will be severed
from the main unit and it will proceed to float around. It's not quite dead
yet! This form has brand new attacks, obviously. One of them is one in which
it fires yellow beams from its four beam cannons in a kind of spastic motion.
Simply avoid this by being either clear away from it, or under it. It can also
expose a cannon, which will fire a projectile to the ground, creating a shock-
wave of energy. You can shoot the cannon to stun him. It can also shoot Phazon
projectiles, at the cost of its stamina, as it will be stunned shortly after
firing one. Finally, it can spin around on the ground, making it a bit
difficult to dodge. You can stun it if your Screw Attack connects with it
during this attack.
Alright, the main focus now is where the spinal cord was connected. That's the
weakpoint, and the prime advantages to targeting this weakpoint are the
aforementioned parts in which the AU gets stunned. Once you know its weakpoint,
that's pretty much it to the battle.
Gold Token acquired! (Note, defeating this boss again in Hyper mode difficulty
will give you another Gold Token.)
--------
After the battle, Dark Samus will finally be killed (seems painful), Samus's
corruption will be totally gone, and Phaaze will be destroyed. I'm not spoiling
the rest of the ending now, so go and finish with 100%. I'm sure you have that
if you followed this walkthrough anyway. A bonus is that if you choose to save
the game after the endings are over, you can start a game over again on the
same file, with the scans you had carried over. No more incessant scanning in
replays! (You even can choose a different difficulty...if you notice there are
dots that can be filled that are beside your Mii. These represent the
difficulties that have been cleared.)
*.*.*.*.*.*.*.*.*.*.*.*.*.*
New Research Scans Acquired: Phaaze Door, Black Phazon Crystals
New Pirate Creature Scans Acquired: Dark Samus, Aurora Unit 313
New Phazon Creature Scans Acquired: Phazon Puffer, Tangle Weed, Leviathan
Infant
See Logbook for details.
*.*.*.*.*.*.*.*.*.*.*.*.*.*
________ ________
Section \___________________ ___________________/ V
\_____________________/
Equipment
Here I'll list all the major suit upgrades you get and when you get them, PLUS
expansion locations. First, the Suit upgrades.
_____________________________________________________________________________
| ________________________________________________/ \__|
|/Samus Suit Upgrades
'
------------------------------
Hypermode /
---------------
Here are the Hypermode upgrades. This particular category won't show the room
you can get each, as these are found at pretty much the end of every major
boss.
--------
Hyper Beam
¯¯¯¯¯¯¯¯¯¯
Scan: The Hyper Beam fires bursts of Phazon energy. While in Hypermode, press
[A] to shoot. To charge the Beam, press and hold [A]. Release to fire a
powerful attack. Each shot of the Hyper Beam will drain a small portion of
Phazon from your PED tank.
Acquired: After destroying the meteor on Norion. Comes with the PED Suit.
--------
Hyper Ball
¯¯¯¯¯¯¯¯¯¯
Scan: The Hyper Ball allows you to attack multiple targets while in Morph Ball.
While in Hypermode, enter Morph Ball and press [A] to attack all nearby
enemies. Press and hold [A] to fire a constant attack. The Hyper Ball attack
will constantly drain Phazon from your PED Tank while being used.
Acquired: As reward for beating Mogenar.
--------
Hyper Missile
¯¯¯¯¯¯¯¯¯¯¯¯¯
Scan: The Hyper Missile adds Phazon-enhanced Missiles to your Hypermode
arsenal. While in Hypermode, press [Control Pad Down] to fire. Each Hyper
Missile fired will drain a large portion of Phazon from your PED tank.
Acquired: As reward for beating Helios.
--------
Hyper Grapple
¯¯¯¯¯¯¯¯¯¯¯¯¯
Scan: The Hyper Grapple enhances your Hypermode Grapple Beam with Phazon
energy. While in Hypermode, press and hold [Z] while targeting a Grapple Point
to attach. While still attached, pull the Control Stick down to siphon energy
and push the Control Stick up to send energy. The addition of Phazon energy to
the Grapple Beam also increases its effectiveness against enemies. The Hyper
Grapple is the only way to energize objects with Phazon energy.
Acquired: As reward for beating Omega Ridley.
------------------------------
Visors /
---------------
Here are the four different Visors in the game.
--------
Combat Visor
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Gotten at start of game)
The Combat Visor is your default Visor. It provides you with a Heads-Up Display
(HUD) containing radar, minimap, lock on reticules, energy gauge and Missile
count. Push and hold [-] to bring up Visor Select. Move the cursor into the
middle zone and release [-] to enter Combat Visor. Your current Missile amounts
will be displayed in the lower-right corner of the Combat Visor.
--------
Scan Visor
¯¯¯¯¯¯¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Gotten at start of game)
The Scan Visor is used to collect data. Some devices will activate when
scanned. Push and hold [-] to bring up Visor Select. Move the cursor into the
top zone and release [-] to enter Scan Visor. Mission-critical scans will be
red in color. Scanning enemies with this visor will reveal their
vulnerabilities. You will be unable to fire any weapons while the Scan Visor is
active. Scanned data vital to the success of the mission is downloaded and
stored in the Logbook section of the Pause Screen.
--------
Command Visor
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Cargo Dock A
Scan: The Command Visor is used to send commands to your gunship. Push and
hold [-] to bring up Visor Select. Move the cursor into the lower-right zone
and release [-] to enter Command Visor. When in Command Visor, you will be able
to see Command Icons. Target and lock on to these icons with [Z] to send orders
to your gunship. Much like the Varia Suit, your gunship's abilities are
expandable. As you gain more abilities, you will be able to use the Command
Visor to send your ship new commands.
--------
X-Ray Visor
¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Command Vault
Scan: The X-Ray Visor can be used to see through objects made of Phazite. Push
and hold [-] to bring up Visor Select. Move the cursor into the lower-left zone
and release [-] to enter X-Ray Visor. The X-Ray Visor can be used to see the
inner workings of devices and hidden weak points behind Phazite armor. Targets
behind Phazite will require a high-frequency Beam to hit.
------------------------------
Weapons /
---------------
Here's all the weapons for your Arm Cannon.
--------
Power Beam
¯¯¯¯¯¯¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Gotten at start of game)
Scan: The Power Beam is the default Arm Cannon. It has the best rate of fire.
Press [A] to shoot the Power Beam. Press and hold [A] to charge the Arm Cannon,
then release to fire a charged shot. If you see your shots ricochet, cease
fire. The Power Beam is not working against that target. Unlike previous
versions, this model of the Power Beam has been augmented with a Charge module.
Charged shots are more powerful and deal more damage than normal shots.
Charging also has a limited "tractor beam" that will pull small objects to you.
--------
Missile Launcher
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Munitions Storage
Scan: The Missile Launcher adds ballistic weapon capability to the Arm Cannon.
Press [Control Pad Down] to fire the Missile Launcher. Target and lock on with
[Z] to fire a Homing Missile. Missiles can destroy objects made of Brinstone.
Each Missile Expansion you find will increase the number of Missiles you can
carry by 5.
--------
Ice Missile
¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Fire
Room: Temple of Bryyo
Scan: The Ice Missile enhances your current Missiles and allows the freezing
of enemies and certain liquids. Press [Control Pad Down] to fire an Ice
Missile. Target and lock on with [Z] to fire a Homing Ice Missile. Enemies
struck by an Ice Missile will be enveloped in shards of ice for a few moments,
slowing their movement. Enemies who have been weakened in combat may freeze
entirely and be unable to move or attack. Some liquids, such as Fuel Gel, are
highly susceptible to cold and will freeze when shot. Frozen gel will only
remain for a short period before shattering.
--------
Plasma Beam
¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Main Docking Bay
Scan: The Plasma Beam is able to fire superheated Beams of energy. Press [A] to
shoot the Plasma Beam. Press and hold [A] to charge the Arm Cannon, then
release to fire a charged shot. The Plasma Beam can be used to ignite some
enemies and burn them to ash. Certain materials are also susceptible to extreme
temperatures and can be melted. In addition to its destructive capabilities,
the Plasma Beam may also be used to repair damaged devices.
--------
Screw Attack
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Ice
Room: Hall of Remembrance
Scan: The Screw Attack allows you to transform into a mobile ball of deadly
energy. After executing a Space Jump, press [B] repeatedly to initiate and
perform the Screw Attack. Use [Control Stick] to steer while in Screw Attack
mode. The Screw Attack has a limit of consecutive jumps. Striking enemies with
the Screw Attack will damage them. Performing a Screw Attack while facing and
touching a wall will execute a Wall Jump. Use the Wall Jump to travel great
vertical distances.
--------
Seeker Missile
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: Xenoresearch B
Scan: The Seeker Missile allows you to fire upon multiple targets
simultaneously with the Missile Launcher. Press and hold [Control Pad Down] to
charge the Seeker Missile and release to fire. While charging the Seeker
Missile, move the cursor around your area. You will lock on to each enemy you
pass over, to a maximum of five targets. The Seeker Missile requires space to
spread to its targets, so it is recommended to fire it from a distance. You can
also lock on to single targets multiple times with the Seeker.
--------
Nova Beam
¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Mining Site
Room: Main Cavern
Scan: The Nova Beam is a high-frequency Beam that can shoot through certain
objects. Press [A] to shoot the Nova Beam. Press and hold [A] to charge the Arm
Cannon, then release to fire a charged shot. The Nova Beam can shoot through
objects made of Phazite and hit enemy weak points or hidden targets. Many of
these can be found by using the X-Ray Visor. The Nova Beam retains all the
abilities of your previous Beam systems.
------------------------------
Suits /
---------------
This shows not only the suits you can get, but also various other ability-items
that don't also attack.
--------
Varia Suit
¯¯¯¯¯¯¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Gotten at start of game)
Scan: The Varia Suit is an advanced Chozo armorsuit modified for use by Samus
Aran. The Varia Suit provides life-support functions and is well shielded from
attack. The modular nature of the Varia Suit allows for the addition of
weapons, visors, and other gear as needed. The Varia Suit loses energy with
each hit: collect energy when possible to keep the shielding charged.
--------
Space Jump Boots
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Gotten at start of game)
Scan: The Space Jump Boots increase your jumping capability through the use of
boot-mounted thrusters. Press [B] to jump then [B] again during the jump to use
the Space Jump Boots. Timing is important when using the Space Jump Boots.
Experiment to discover ways to increase the height and length of your jumps.
--------
PED Suit
¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Medlab Delta (After clearing Norion of the Leviathan threat, you get
this)
Scan: The PED Suit is a fusion of your Chozo armorsuit and GF technology. The
defining characteristic of the PED Suit is the ability to enter Hypermode: a
temporary supercharged state that enhances your offensive capabilities. Press
and hold [+] to enter Hypermode. In order to enter Hypermode, one full Energy
Tank must be expended. During Hypermode your Phazon reserves will be depleted
with each attack. Carefully managing your reserves will allow you to remain in
Hypermode for a longer period of time. Once your Phazon reserve is depleted or
after a certain amount of time, the suit will exit Hypermode.
--------
Hazard Shield
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Craneyard
Scan: The Hazard Shield protects against toxic materials. This modification
increases your defensive shielding. The Hazard Shield can resist the caustic
effects of both acid rain and Fuel Gel, allowing you access to previously
inaccessible areas.
------------------------------
Morph Ball /
---------------
Here's all the abilities and weapons you can get for the Morph Ball.
--------
Morph Ball
¯¯¯¯¯¯¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Gotten at start of game)
Scan: The Morph Ball changes your suit into a compact, mobile sphere. Press [C]
to enter Morph Ball mode. Press [C] again to leave Morph Ball mode. Like the
Varia Suit, the Morph Ball is modular. There are several modifications that can
be added to improve performance.
--------
Bomb
¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Gotten at start of game)
Scan: The Morph Ball Bomb is the default weapon for the Morph Ball. Press [A]
when in Morph Ball mode to drop a Morph Ball Bomb. The Morph Ball Bomb can
destroy items made of Talloric alloy and activate certain devices. If the Morph
Ball is near a Morph Ball Bomb when it explodes, it will be popped a short
distance into the air. This is called a Bomb Jump. It is also possible to jump
while in Morph Ball by flicking the Wii Remote up quickly. When a Morph
Ball Bomb explodes, it must be close to the enemy to hit.
--------
Boost Ball
¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Ballista Storage
Scan: The Boost Ball can be used to increase the Morph Ball's speed for short
periods. Press and hold [B] to charge, then release [B] to trigger a quick
boost of speed. When charging, the longer you hold [B], the longer (and faster)
the boost charge will be. Throughout the environment you will encounter U-
shaped channels known as Half-pipes. Using the Boost Ball in these areas will
let you reach higher places. Build a charge as you descend in the Half-pipe,
then trigger the boost as you ascend the other side. This will give you the
speed and momentum you need to reach new heights. Some mechanisms will have
circular channels that the Morph Ball can boost around. Repeatedly boosting
through these channels will build a Kinetic charge which will activate these
devices. You can damage some enemies by boosting into them.
--------
Spider Ball
¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Powerworks
Scan: The Spider Ball allows you to move the Morph Ball along magnetic rails.
While next to a magnetic rail, press and hold [Z] to activate the Spider Ball
ability. Follow the magnetic rails to explore new areas. The Morph Ball Bomb
can be used to trigger a Bomb Jump while attached to a rail. You can use the
Boost ability to rapidly propel the Spider Ball away from magnetic rails.
------------------------------
Grapple /
---------------
The Grapple Beam, unlike other Metroid games, has multiple uses.
--------
Grapple Lasso
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Docking Hub Alpha
Scan: The Grapple Lasso allows you to pull objects in the environment. Lock on
to a Grapple Point and cast the Nunchuk forward to fire. Pull the Nunchuk back
quickly to grapple. Objects in the environment that shimmer can also be
grappled.
--------
Grapple Swing
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Reliquary I
Scan: The Grapple Swing allows you to swing back and forth from special points
throughout the environment. Target a Grapple Point and press and hold [Z] to
fire the Grapple Beam. Hold [Z] down to stay connected and let go to release.
Use [Control Stick] to turn while swinging. The Grapple Swing can be used to
cross large gaps. Look for special points that shimmer to swing from.
--------
Grapple Voltage
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Proving Grounds
Scan: The Grapple Voltage ability allows you to give or take energy from
certain objects. Press and hold [Z] while targeting a Grapple Point to attach.
While still attached, pull the Control Stick down to siphon energy and push the
Control Stick up to send energy. The Grapple Voltage ability is tied into your
suit's power. Draining energy from an object will replenish yours and sending
energy into an object will drain energy from you. Objects in the environment
that shimmer can be given energy or have it taken away.
_____________________________________________________________________________
| ________________________________________________/ \__|
|/Ship Upgrades
'
Here are the Upgrades for your ship.
--------
Save Station
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: N/A
Area: N/A
Room: N/A (Your ship already has this.)
Scan: Your gunship is equipped with a Save Station. Enter your gunship to save
your game. Like normal Save Stations, saving at your gunship will fully
replenish your energy.
--------
Ship Missile
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Area: Cliffside
Room: Federation Landing Site
Scan: Your gunship is now capable of firing a salvo of Missiles. While in
Command Visor, lock on with [Z] to a Ship Missile Command icon. Your gunship
will fly over the area and bombard the environment with Missile attacks. Ship
Missiles can destroy objects made of Maldium. Each Gunship Missile Expansion
you find will increase the number of Missiles your gunship can carry by 1.
--------
Ship Grapple Beam
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: Eastern SkyTown
Room: SkyTown Federation Landing Site
Scan: The Ship Grapple Beam will allow you to pick up and move large objects.
While in Command Visor, lock on with [Z] to a Ship Grapple Command Icon.
Depending on the icon, you will be able to lift or drop objects in the
environment. Your gunship will be unable to use all other abilities while
carrying cargo. Using another Command Icon while carrying an object will prompt
you to return your current cargo to its original location. If you confirm the
new command, the cargo will automatically be returned to where it was first
found. Objects in the environment that shimmer can also be grappled with your
ship.
_____________________________________________________________________________
| ________________________________________________/ \__|
|/Expansions
'
------------------------------
Missile Exp. /
---------------
Missiles are your main source of ammo, and you'll likely be using them a lot.
Each Expansion you come across ups your max. ammo by 5.
--------
Missile Expansion #1:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Region: N/A
Room: Cargo Hub
How to get: After entering Cargo Hub from Hub Access, take a look at the right
wall where the first dead Marine is to find a panel that can be grappled away.
Use the Hand Scanner behind it (must have all enemies destroyed here first) to
open an access port. Use the Morph Ball to go down it to enter a maze of
ventilation ducts. It's fairly linear, so follow it to reach the expansion at
the end.
--------
Missile Expansion #2:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Hillside Vista
How to get: When first entering Hillside Vista, bomb the Talloric rock and get
into the small Morph Ball maze. Let the Snatchers grab you, and carry you up
to the left side. YOu'll go up to a top area where this Expansion is hiding.
Easy.
--------
Missile Expansion #3:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Grand Court Path
How to get: In the little hall where Shelbugs used to be, there's a statue
containing Fuel Gel in the east wall. Missile it, then hop where it used to
be. Turn around to find a tunnel. Hop across and go down it, then turn right
to see the Expansion in an alcove across a gap. Just Space Jump across it and
collect it.
--------
Missile Expansion #4:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Crash Site
How to get: After activating the satellite uplink, head through the Morph Ball
tunnel outside. At the junction, take a right. Jump and Double Bomb Jump to
climb up the area, being careful of electric currents. When you get back
outside, you'll meet yourself with a couple Gragnol Adults and this Expansion.
--------
Missile Expansion #5:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Fire
Room: Main Lift
How to get: In the Morph Ball area in this room, let the Snatchers take you up
to the very top and go through the tunnel here. Grab this Expansion at the
end.
--------
Missile Expansion #6:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Fire
Room: Gel Hall
How to get: You see the head spouting Fuel Gel? Wait until it is close to the
hardened Fuel Gel vine, then ignite it at the spout with a charge shot to burn
the vine and let a platform with this Expansion fall down. Also allows you to
continue, so it's hard not to miss this one.
--------
Missile Expansion #7:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Reliquary III
How to get: In Grand Court, there's an ice door in an alcove in a wall. Swing
to it, and destroy the ice shield with an Ice Missile, and head through to
reach Reliquary III, where this expansion is in plain sight.
--------
Missile Expansion #8:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Fire
Room: Gel Hall
How to get: Once you have Ice Missiles, go down the southern hall filled with
Fuel Gel by firing Ice Missiles at the gel, creating platforms to jump on. At
the end is this Expansion.
--------
Missile Expansion #9:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Fire
Room: Gel Refinery Site
How to get: It's on a high ledge not accessible from the main level, so head
down the ice door in Gel Hall. You'll go through a pit with grinding spikes
below by shooting red targets to make swing points appear. After the pit,
you'll end up on the higher ledge of Gel Refinery Site. Yank away the support
gate to lower a pipe to allow a shortcut from Gel Refinery to Gel Hall, and
allow access to this Expansion.
--------
Missile Expansion #10:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Thorn Jungle
Room: Jungle Generator
How to get: It's right in front of the Lore in this room. Solve the Lore Lock
puzzle to have access to the Lore and this Expansion.
--------
Missile Expansion #11:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Thorn Jungle
Room: Generator Hall North
How to get: First, access Generator Hall North from North Jungle Court. You
can't do this otherwise. Alright, now that you're on the upper level, head to
where you can drop down the lower level and stop. See the bridge held up with
clamps in front of you? Wait there until you see Fuel Gel packs get carried
above it. Once the packs are above the clamps, ignite the packs with a Missile
to destroy the clamps and allow the bridge to fall, letting you cross. Cross,
use the pumping handle, then head through the Morph Ball tunnel to get this
Expansion.
--------
Missile Expansion #12:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Region: N/A
Room: Docking Hub Alpha
How to get: Right behind where you land your ship here, there's a catwalk
leading to a Grapple Swing Point. Swing from it to land on a thin ledge
containing this Expansion.
--------
Missile Expansion #13:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Region: N/A
Room: Maintenance Station
How to get: It's behind the White Blast Shield in here. You need Ice Missiles.
--------
Missile Expansion #14:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Transit Hub
How to get: From Hub Access, use the Kinetic Orb Cannon to launch yourself to
the north end of the room, then head into the Morph Ball tunnel. Hop, then
Double Bomb Jump to reach this Expansion.
--------
Missile Expansion #15:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Barracks Access
How to get: Right where the laser trap is, there's a Morph Ball alcove hiding
this Expansion.
--------
Missile Expansion #16:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Skybridge Hera
How to get: One of the cylinders on the eastern end of the bridge is hollow and
contains this Expansion. Use the Morph Ball to reach it.
--------
Missile Expansion #17:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Main Docking Bay
How to get: After the Ghor battle, head inside the building and you'll see a
meltable wall at the top. Melt the wall with the Plasma Beam to reveal this
Expansion.
--------
Missile Expansion #18:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Fire
Room: Imperial Hall
How to get: First, from Gel Refinery Site, melt the ice formations blocking the
Morph Ball tunnels, then go through them. At the end is a weak pillar. Bomb
it, then drop down to the booster and plant a bomb. You'll fly over to a door
covered in ice. Melt it, then head through the door. Passing the Refinery
Access, you'll arrive at the top level of Imperial Hall. Go through the Morph
Ball tunnel, then yank down the panels. Use the panels as leverage to Space
Jump to this Expansion.
--------
Missile Expansion #19:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Gateway
How to get: Near the door to Reliquary II, there's an ice formation. Shatter it
with the Plasma Beam, then head through the Morph Ball tunnel behind it to
grab this Expansion at the end.
--------
Missile Expansion #20:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Falls of Fire
How to get: On the bottom level here, go up the Wall Jump Surfaces with the
Screw Attack to reach this Expansion.
--------
Missile Expansion #21:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Burrow
How to get: From the Hall of Golems, go down the tunnel, go to the very left,
and hop onto the hand. Double Bomb Jump to the Expansion. (This is assuming
you cleared all the Fuel Gel Crystals.)
--------
Missile Expansion #22:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Fuel Gel Pool
How to get: From the entrance, go under the right gel flow, then look left.
Head through the tunnel, then freeze the gel flows. Cross them, then hop onto
the Golem Head. Walk to the top to grab this Expansion.
--------
Missile Expansion #23:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Hidden Court
How to get: Find a way onto the half-pipe here, and Boost your way up the right
side to find this Expansion. (Note: You can get up there by activating the
Grapple Swing Point here from Burrow.)
--------
Missile Expansion #24:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Thorn Jungle
Room: Ancient Courtyard
How to get: Climb up the half-pipe here with the Boost Ball and reach the top
where this Expansion is.
--------
Missile Expansion #25:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Region: N/A
Room: Substation West
How to get: Go through the Morph Ball tunnel here on the east side of the room,
avoiding the pistons, to reach this Expansion.
--------
Missile Expansion #26:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Region: GFS Valhalla
Room: Medlab Alpha
How to get: Missile the broken walls on the west side, then yank the panel
away. Head through the Morph Ball tunnel to grab this Expansion.
--------
Missile Expansion #27:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Region: GFS Valhalla
Room: Auxiliary Lift
How to get: If the lift is already powered, make sure you're on the top level.
There's an entrance to a Morph Ball tunnel near the lift. Go through it, drop
down to a piston. Let it take you down, then head left to find this Expansion.
--------
Missile Expansion #28:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: Eastern SkyTown
Room: Gearworks
How to get: After getting the Ship Grapple, return here. A Space Pirate ATC
will destroy a platform and some of the gears here, revealing the Expansion.
After taking care of the ATC, you'll have to grab this by timing your Screw
Attacks right.
--------
Missile Expansion #29:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: Eastern SkyTown
Room: Botanica
How to get: Near the east entrance, Screw Attack to a ledge to the south. Next,
position yourself facing west, and Screw Attack to the alcove that contains
this Expansion.
--------
Missile Expansion #30:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: Eastern SkyTown
Room: Concourse
How to get: From Concourse Access B, take the Morph Ball tunnel to reach this.
Simple.
--------
Missile Expansion #31:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Command Center
Room: Command Courtyard
How to get: Get to the eastern alcove, and jump to the Grab Ledge. Head through
the Morph Ball tunnels until you reach a junction. Take the left path to get
this Expansion.
--------
Missile Expansion #32:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Command Center
Room: Command Station
How to get: There's two ways. The first way, you can get on your first visit to
the Homeworld. Take the Morph Ball tunnel from Flux Control, then once you
enter the tunnels in Command Station, take the right path to find this.
Another way is to wait until you have the Nova Beam and enter Command Station
through the green door. Head to the energy console near the Expansion and
drain the energy from it to remove the shield blocking the Expansion. Either
way is fine.
--------
Missile Expansion #33:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Command Center
Room: Security Air Lock
How to get: There are two entries to this room, but you can only get this
Expansion from the Defense Access entrance.
--------
Missile Expansion #34:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Scrapvault
How to get: On the north side of the room, start climbing the platforms. When
you see a Grab Ledge, look right. Screw Attack to the distant platform there,
then look south to see another Grab Ledge. Climb it to grab this Expansion.
--------
Missile Expansion #35:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Metroid Processing
How to get: After taking the Energy Cell on the lowest level, some Metroids
will break out. Inside one of the containers is this Expansion.
--------
Missile Expansion #36:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Powerworks
How to get: Head to the bottom of Powerworks where a plethora of magnetic
Spider Ball rails are, and take them to a small room with two other magnetic
rails. Take the one that doesn't lead straight up and follow the rail to the
end where this Expansion waits.
--------
Missile Expansion #37:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Construction Bay
How to get: At the top portion (where the north door is), hop on top of the
Morph Ball shaft left of the northern door, walk carefully to the end, then
Screw Attack to the distant platform on the west to reach a Databot and this
Expansion.
--------
Missile Expansion #38:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Steambot Barracks
How to get: Remember the Morph Ball tunnels there? Head through them again, and
when you get to the steam, hold Z as it takes you up to grab onto a Spider
Ball track. Follow it to grab this Expansion.
--------
Missile Expansion #39:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Concourse Ventilation
How to get: From the outside are Spider Ball tracks. Simply go up them to reach
this Expansion at the top.
--------
Missile Expansion #40:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Region: N/A
Room: Cargo Dock A
How to get: On the southwest side of this room is a Spider Ball track. Take it
up to a ventilation system, which holds this Expansion at its end.
--------
Missile Expansion #41:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Hall of the Golems
How to get: Siphon energy to the purple lock on one of the Golems, then
activate it to power a series of Spider Ball tracks. Travel through these
tracks until you reach this Expansion at the very end.
--------
Missile Expansion #42:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Craneyard
How to get: From the Airshaft entrance, look right and go up the Spider Ball
track. Follow the tunnels until you get to some Spinners that twist a tower.
Make the bottom part of the tower have a step-stair formation vent shaft, and
then make the top connect to the bottom. Take this path to reach this
Expansion.
--------
Missile Expansion #43:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Creche Transit
How to get: From Metroid Processing, bomb the nearby cracked panel, head
through the Morph Ball tunnel behind it, and you'll reach a Spinner that
controls a bit of the Morph Ball paths. Spin them around so you can reach the
other side, then head through, and jump to reach this Expansion.
--------
Missile Expansion #44:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Command Center
Room: Lift Hub
How to get: At floor 1, there's a device you can channel energy to with the
Grapple Voltage. Do so to open another lift. Walk inside and the lift will
break down in a moment's time. Hop out, look above the lift, and Missile its
supports to make it fall, revealing this Expansion behind the now-gone lift.
--------
Missile Expansion #45:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Mining Site
Room: Phazon Quarry
How to get: You know the big mining mechanism you used to make a half-pipe in
order to continue? Well you can have it crumble away the rocks and
obstructions on the other end of the room using the same control terminal to
reveal this Expansion. Now it's just a simple matter of jumping up to it.
--------
Missile Expansion #46:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Mining Site
Room: Phazon Mine Entry
How to get: In this room are two Phazite panels. One of them hides a mechanism.
Use the X-Ray Visor to see it, and use the Nova Beam to shoot the locks as
they appear red to lower the Phazite panel, revealing this Expansion and a
Pirate Lore.
--------
Missile Expansion #47:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Fuel Gel Pool
How to get: Behind the west gel fall is a hidden cave. Make sure you have the
Hazard Shield so you can enter the cave without damage. Inside is this
Expansion.
--------
Missile Expansion #48:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Fire
Room: Temple of Bryyo
How to get: On the southwest side of the room, there's a Phazite panel. Turn on
the X-Ray Visor and shoot the locks to open the Fuel Gel pathways below. Turn
into Morph Ball and follow these pathways to the Expansion here.
--------
Missile Expansion #49:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Command Center
Room: Flux Control
How to get: At the part where there is a panel and two Morph Ball tunnels, make
sure the panel isn't covering the right tunnel and go through it. Go up the
Spider Ball track to reach this Expansion.
--------
Missile Expansion #50:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Region: GFS Valhalla
Room: Weapons Cache
How to get: From Stairwell. Melt the pieces of rock on the east side, then put
in an Energy Cell for each of the two containers there to get access to the
top level of Stairwell. Just head through the door up here and the prize is
yours for the taking. The final Missile Expansion!
------------------------------
Energy Tanks /
---------------
Energy Tanks are very essential. They help you last longer in combat. Each one
gives you an extra 100 energy units.
--------
Energy Tank #1:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: GFS Olympus
Region: N/A
Room: Ventilation Shaft
How to get: While escaping from the Crawlmine infestation in Xenoresearch Lab,
you'll get to the Ventilation Shaft. Just continue through the Shaft and
you'll get this Energy Tank automatically. Thus, it's unskippable.
--------
Energy Tank #2:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Region: N/A
Room: Substation East
How to get: It's right in your path, unmissable.
--------
Energy Tank #3:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Reliquary II
How to get: After unlocking the door in Gateway, head through it, yank the
blockage out of the Morph Ball hole (have to yank it thrice), then head in,
take the path the blockage was in, and head through the door here to reach
Reliquary II where the Energy Tank is waiting in plain sight.
--------
Energy Tank #4:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Ruined Shrine
How to get: At the very bottom of Ruined Shrine, there's a Golem arm lying on
the ground. Bomb the cracked part of the arm to reveal this Energy Tank.
--------
Energy Tank #5:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Thorn Jungle
Room: Vault
How to get: In Overgrown Ruins, there are patches of weak wall with Fuel Gel
crystals growing out of them. Missiling these will destroy them. Behind one of
them reveals a pathway to Vault, where this Energy Tank is waiting.
--------
Energy Tank #6:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Steambot Barracks
How to get: Defeat the Steamlord to get this.
--------
Energy Tank #7:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Arrival Station
How to get: Once you have Boost Ball, find the Grab Ledge, and get up there.
Activate the Orb Cannon by boosting repeatedly in a circle, then get blasted
to the satellite in the distance. The Energy Tank is resting above some steps
here.
--------
Energy Tank #8:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: Eastern SkyTown
Room: Xenoresearch A Lift
How to get: When you have the Seeker Missiles, simply shatter the capsule that
has this Tank with a Missile.
--------
Energy Tank #9:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside/Thorn Jungle
Room: Machineworks Bridge
How to get: Reason why the Region is done like that is because Machineworks
Bridge is the bridge between Cliffside and Thorn Jungle. Anywho, see the Wall
Jump Surfaces? When they near each other, quickly Wall Jump up them and grab
the Energy Tank.
--------
Energy Tank #10:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Scrapworks
How to get: From entering this area from Scrapvault, head forward, then jump to
the red area. Head through that and climb the platforms. Get to the end, take
the upper path, and Double Bomb Jump to this Energy Tank when you see it to
grab it.
--------
Energy Tank #11:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Zipline Station Charlie
How to get: Take the Spider Ball track that connects one part of this room with
the other. Around the middle where you have to pass electric currents, there's
a piece of magnetic rail that forms a circle. Double Bomb Jump to it to find
this Energy Tank, which you can get by Bomb Jumping again or dropping onto it
from below.
--------
Energy Tank #12:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Ice
Room: Tower
How to get: Find a Spider Ball track at the bottom level and follow it. There
will be many obstacles, such as doing Bomb Jumps, using the Boost ability in
many places, Bombing some obstructions, but at the very end is this well-
deserved Energy Tank.
--------
Energy Tank #13:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Metroid Creche
How to get: Using the last Spinner here, get into the Morph Ball tunnels and
look for a Spider Ball track somewhere above you. Take it, then take the
complex series of tracks to the end, where you'll find this Energy Tank.
--------
Energy Tank #14:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Region: GFS Valhalla
Room: Munitions Locker
How to get: Take a blue door from Junction A. That's it.
------------------------------
Ship Miss. Exp. /
---------------
Ship Missile Expansions are used to allow you to do more bombing runs on some
of the tougher spots in the game. Each one increases the amount your ship can
carry by 1.
--------
Ship Missile Expansion #1:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Thorn Jungle
Room: Auxiliary Dynamo
How to get: At the center of the room is a stuck piston. Yank it down, then
head into the Morph Ball tunnel on the southern side of the room. The piston
will take you up like an elevator, allowing you to reach this Expansion.
--------
Ship Missile Expansion #2:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Security Station
How to get: From Landing Site A, melt the large piece of rock in the corner.
(This is the eastern corner of Security Station) You'll see a Morph Ball
tunnel. Simply roll on through it and you'll grab this Expansion at the end.
--------
Ship Missile Expansion #3:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Ice
Room: Hall of Remembrance
How to get: On top of the Mogenar statue's head. To get there, go to the top
level of the Hall, lower the Chozo hand, then Screw Attack to it to use it as
a platform. It's now a simple reach to the Expansion.
--------
Ship Missile Expansion #4:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Collosus Vista
How to get: First, use the Ship Grapple to pick up the Collosus' head over in
Fuel Gel Pool. Then return here and place it on the Collosus. This will make
the Collosus smash the area you're in, breaking a cage and some debris. This
Expansion is behind the cage.
--------
Ship Missile Expansion #5:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Hoverplat Docking Site
How to get: Amidst the plethora of platforms, there's a "main" area in the
middle. Here, go up the Spider Ball track you see here and just continue
through it, Boosting to other tracks as you need to, and collect this
Expansion at the end of the journey.
--------
Ship Missile Expansion #6:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Processing Access
How to get: Use the X-Ray Visor and shoot the locks behind the Phazite panels
to reveal and lower some Wall Jump Surfaces. Go up them to reach a Zebetite-
ish shield. Missile it until it's gone, then take this Expansion it was
protecting.
--------
Ship Missile Expansion #7:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Scrapworks
How to get: Head to the U-shaped channel and perform the Boost ability to get
up the left side to connect to a Spider Ball track. Take it to its end, drop
down, then carefully jump to the next platform on your right. Once on that,
double bomb jump to this Expansion.
--------
Ship Missile Expansion #8:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Region: GFS Valhalla
Room: Xenoresearch Lab
How to get: Head to the bottom part and yank off the panels from the unpowered
terminal. Put in an Energy Cell for each slot (two) to reveal the way to this
Expansion, but it gets pushed far down its tunnels because of air turbulence.
Follow it until you can finally grab it.
_____________________________________________________________________________
| ________________________________________________/ \__|
|/Energy Cell Locations
'
Like in Prime 1 and 2, Prime 3 has a fetch quest near the end of the game, in
which you have to collect Energy Cells in order to proceed through the G.F.S.
Valhalla. Not all of them are necessary, in fact you only need about 6 or 7 of
them, but getting all of them are needed if you wish to find all the Expansions
in the game. I will list all the Energy Cells in the order the game's Inventory
Energy Cells list them in the Logbook.
--------------------
Energy Cell #1:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Gaflar System
Region: GFS Valhalla
Room: Docking Bay 5
How to get: This Energy Cell is lying out in plain sight near some wreckage.
--------------------
Energy Cell #2:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Federation Landing Site
How to get: In the northeast side of the room, there's a Hand Scanner. Activate
it to start up a lift. Head up it, then head to the ventilation shafts. Enter
the glowing one to get dropped off into a secluded control area where this
Energy Cell is waiting to be removed. (All Energy Cells are removed by
twisting the Wii Remote counterclockwise for 90 degrees, then pulling it out.)
--------------------
Energy Cell #3:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Region: N/A
Room: Generator B
How to get: Kill the Metroid Hatcher then head through the Morph Ball tunnel.
Get this Energy Cell at the end.
--------------------
Energy Cell #4:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Bryyo
Region: Cliffside
Room: Hidden Court
How to get: This is the most complicated Energy Cell to acquire, so I'll
explain the steps in as much detail as possible. First of all, you need to
have activated the part of the bridge in Machineworks Bridge on the Cliffside
part. Next, fly to Thorn Jungle and go to North Jungle Court. Have the ship
pick up the generator that lies there, then head through the opening that is
revealed. Go through Machineworks Bridge to reach Hidden Court from here, then
drop the generator where it needs to go. Now it's just a simple matter of
climbing up to the Energy Cell. (Which a cutscene shows how.)
--------------------
Energy Cell #5:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: Eastern SkyTown
Room: Xenoresearch B
How to get: It's right where the Seeker Missiles are. Yank off the protective
layer with the Grapple Beam and remove it. This is necessary to progress
through the game, so it's hard to miss.
--------------------
Energy Cell #6:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Command Center
Room: Command Courtyard
How to get: From the eastern alcove, jump up to the Grab Ledge, then go through
the Morph Ball tunnels at the end (take the right path). At the top is this
Energy Cell. In fact, this is another Cell needed to progress, so it's hard to
miss.
--------------------
Energy Cell #7:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Research Facility
Room: Metroid Processing
How to get: Once you clear the room of pirates, activate the terminal and go
down the lift. Head left to find this Energy Cell.
--------------------
Energy Cell #8:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Region: SkyTown
Room: Ballista Storage
How to get: Returning here a second time after defeating the Defense Drone will
allow you to access this. Clear the Steamlord battle here, then head to the
west side of the room. Use Grapple Voltage on the two devices and overload
them with energy to make the way to this Energy Cell open.
--------------------
Energy Cell #9:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Region: Mining Site
Room: Phazon Quarry
How to get: It's in plain reach from the Drill Shaft 2 entrance.
________ ________
Section \___________________ ___________________/ VI
\_____________________/
Logbook
Here I will list all the scans in the game and where to first acquire them.
_____________________________________________________________________________
| ________________________________________________/ \__|
|/Creatures
'
There are lots of creatures in the game, though not all of them are hostile.
Some of these are also human. Every scan in this major section gives you a Red
Token each.
----------------------------------
Galactic Federation (13)/
-----------------------
Yeah, most of these scans are just the human soldiers. Nothing to note, really.
--------
Aurora Unit 217 *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Elysia
Area: SkyTown
Room: Aurora Chamber
Scan: Aurora Unit 217 was originally built to support GF Naval Base Demeter,
but was assigned to SkyTown base shortly after the Treaty of Elysia was signed
14 years ago. 217 has served admirably in its role as SkyTown administrator.
Vast amounts of tactical intel have been delivered from SkyTown under AU 217,
along with valuable stellar and interstellar research data. It has interfaced
well with the Elysian mechanoids, and enjoys a productive working arrangement
with them.
--------
Demolition Trooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: SkyWay Access
Scan: Demolition Troopers are not especially combat savvy and often rely on
others to cover them in battle. They are outfitted with explosive weaponry for
special missions. When the only way to the objective is straight through
everything, the troopers in this unit are called upon to make it happen. While
capable of destroying the strongest of barriers, these troopers are not as
capable in combat as traditional marines.
--------
Federation Marine
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay 5
Scan: Federation Marines wear advanced suits of powered armor, allowing them to
use potent weapons and resist heavy damage in battle. Few can match them in
combat.
--------
Federation PED Marine
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Cargo Dock A
Scan: The Federation has created a system that utilizes Phazon to increase the
power of the armor worn by GF Marines. While active, the Phazon unit enhances
the attack and defense systems of the armorsuit.
--------
Female Fleet Trooper
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay Access
Scan: Fleet Troopers are the backbone of the navy, often ignored in favor of
the gallant Federation Marines. Their work isn't always dangerous, and is
rarely glamorous. Most are specialists, and possess a great deal of knowledge.
--------
Fleet Admiral Dane *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Flag Bridge
Scan: Fleet Admiral Castor Dane is known for his utmost dedication to
protecting the Federation from its enemies. He is stern and aggressive, and has
a strong dislike for the Space Pirates. Rumor has it they orphaned him at an
early age, an act he still seeks to avenge.
--------
Fleet Mechanic
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay 5
Scan: Fleet Mechanics are responsible for maintaining and repairing all
Federation equipment. Because of the vast amount of devices and vehicles the
Federation utilizes, skilled mechanics are highly sought after and often
overpaid.
--------
Halberd-Class Turret
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Docking Bay 5
Scan: The GMX-04 Halberd-class turret replaces the dated "Growler" turret. It
is an effective point-defense system for most security zones. It is lightly
armored, and nimble targets can evade its tracking system.
--------
Hunter Gandrayda *ONE-TIME*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Norion
Area: N/A
Room: Tower Elevator
Scan: Gandrayda possesses the metamorphic ability to assume the form and
abilities of other creatures. This talent has led many to seek her out for
stealth and reconnaissance missions, despite her powerful combat capabilities.
Details on the subject's origins and age are unknown, but her unique traits
have made her a sough-after Hunter for missions.
--------
Hunter Ghor *LIMITED*
¯¯¯¯¯¯¯¯¯¯¯
Planet: G.F.S. Olympus
Area: N/A
Room: Security Station
Scan: Ghor is a cybernetic Bounty Hunter, capable of merging his body into
larger mechanisms. The most common of these is his armorsuit, which doubles as
a gunship and provides him with a formidable combat arsenal. The merges are
often by a shift in personality, replacing his normally calm demanor with an
aggressive attitude. He demonstrates a high proficiency with all thingsmechanical and is often called upon for missions requiring computer infiltration or manipulation. -------- Hunter Rundas *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Tower Elevator Scan: Rundas is capable of generating and manipulating ice. This trait is common among inhabitants of the moon Phrygis, but Rundas is one of the few who have used this ability for bounty hunting. Subject is known for getting results, but considers himself without peer. His arrogant demeanor has led him to mainly seek solo missions, and rarely works with others. -------- Male Fleet Trooper ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Docking Bay Access Scan: Fleet Troopers are the backbone of the navy, often ignored in favor of the gallant Federation Marines. Their work isn't always dangerous, and is rarely glamorous. Most are specialists, and possess a great deal of knowledge. -------- Training Drone *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Docking Bay 5 Scan: The Training Drone is used in all branches of the GF military. They are designed to improve hand-eye coordination and accuracy. One popular training exercise is to score as many consecutive hits on a drone as possible. Gambling on shooting contests involving Training Drones is frowned upon, but fairly popular throughout the GF armed forces. ---------------------------------- Bryyo (21) / ----------------------- This details all the creatures you can find exclusively on Bryyo. Pretty simple. -------- Alpha Hopper ¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Gateway Hall Scan: Alpha Hoppers are characterized by their unique color and durable hide. They are highly territorial and will attack any creature who wanders too close to their nests. When hunting in packs, they will often keep their distance while others move in to attack at close range. Like all Hoppers, their legs end in sharp talons and can be used to shred through any prey that gets close enough. -------- Atomic ¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: G.F.S. Theseus Scan: Atomics are creatures composed entirely of energy. A strong energy blast is enough to destabilize the Atomic and cause it to explode. They are sustained by their core, which generates a constant supply of electricity. When an abundance of energy has been produced, the Atomic will discharge a section of its body in the form of an explosive projectile. When near sources of energy of an opposite polarization, the Atomic will respond aggressively. -------- Bryyonian Shriekbat ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Gateway Scan: One of the many types of Shriekbats found across the solar system, the Bryyonian Shriekbat behaves similar to all of its cousins. Shriekbats will nest in small groups and make their home in a sheltered environment. Dwelling on the top of caverns and ruins, the Shriekbat will hunt nearby insects and small creatures for food. Once a nesting area has been found, it will be fiercely protected from any intruder. The territorial Shriekbat will dive-bomb any creature that wanders too close, no matter what the size. -------- Fargul Hatcher ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Hall of the Golems Scan: Within a Fargul Hatcher's maw is an organ cluster that is vulnerable to attack, but only when exposed. Fargul Hatchers are capable of giving birth to dozens of young in a matter of moments. These offspring will immediately swarm in on any nearby attacker. Their skin is incredibly resilient and will deflect most weapon fire. -------- Fargul Wasp ¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Hall of the Golems Scan: Fargul Wasps are highly protective of their parent Hatcher. Even moments after birth, they will swarm together and attack any nearby organism. They are often used as a defense mechanism by the Fargul Hatcher, and as a result, few live to adulthood. Can first scan at: Bryyo Cliffside, Hall of the Golems. -------- Geemer ¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Reliquary III Scan: The spiked shell of a Geemer is rather durable and can only be destroyed by an explosive blast. While menacing in appearance, they are nonaggressive scavengers that feed on the waste of other creatures. This food source has led to them being spreaders of many types of diseases. -------- Gelbug ¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Temple Access Scan: Gelbugs are roaming insects encased in organic Phazite. These cavern- dwelling bugs have come to rely on Fuel Gel as a source of sustenance. Over time their shells have become saturated and crystallized with Fuel Gel. As a result, their bodies have become unstable. Weapon fire will disrupt the gel and cause the creature to detonate. -------- Gel Puffer ¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Gateway Scan: The exposure to Fuel Gel has left the shell of the Gel Puffer highly susceptible to weapon fire. Gel Puffers have come to rely on the toxic vapors given off by Fuel Gel for sustenance. They process these gasses and then expel the excess to stay afloat. The brittle shell of the Puffer, while durable in appearance, is rather thin and easily damaged. -------- Gel Ray ¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Gel Hall Scan: Gel Rays are nonaggressive bioforms native to Bryyo. They are one of the few creatures who make their home within the caustic pools of Fuel Gel. The unique exterior and shape of the Gel Ray allow it to withstand and glide through rivers of gel. Their main source of sustenance is small organisms that exist within Fuel Gel, but they are known to occasionally leap out to feed on insects that fly near the gel's surface. -------- Gragnol ¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Gateway Hall Scan: Gragnols are vulnerable to most weapons, as they have not developed the durable exoskeleton found on adult members of the species. They often travel and attack in groups. If they sense a nearby threat to their hives, they will not hesitate to advance. Their offensive capabilities are underdeveloped, leaving the ability to fire pulses of Phazon energy their only form of attack. -------- Gragnol Adult ¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Crash Site Scan: The large tail that characterizes Gragnol Adults is also their weakness: if pulled with enough force, it will tear them apart. An explosive blast will temporarily incapacitate them, making them easier to target. They possess the ability to generate an energy shield around their bodies, preventing Beam shots from damaging them. They are cunning predators, flying through their turf in search of unwary prey. They use bursts of Phazon energy to overwhelm their targets, and then swoop down to finish them. Maturity has provided them with a very durable exoskeleton. -------- Hopper ¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Gateway Scan: These aggressive insectoids use small hops to get within striking distance and then pounce, using their talons to tear away at their prey. From a distance they will fire bursts of venom at their target. Despite their aggressive nature, they are somewhat fragile and can be easily dispatched. Because of this they will commonly hunt in packs. -------- Korba ¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Hillside Vista Scan: The Korba is a vicious, resilient bioform. It prefers to lurk above its hunting grounds, waiting for prey. The Korba relies on the smaller Snatchers to levitate victims to a point where the Korba can devour them. What the Korba cannot digest, it expels to feed the Snatchers. This symbiotic relationship works well for both Korba and Snatchers. -------- Mogenar *ONE-TIME* ¯¯¯¯¯¯¯ Planet: Bryyo Area: Bryyo Seed Room: Bryyo Leviathan Core Scan: Corrupted War Golem reanimated and energized with Phazon. Relies on socketed energy orbs as a source of power. The orbs themselves have a fragile exterior but contain pure Phazon energy within. This energy must be completely overloaded before it will be destroyed. Eliminating all power sources is the only way to bring Mogenar offline. -------- Nightbarb ¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Cliffside Airdock Scan: Nightbarbs are predators, traveling in packs to search for prey. They have the ability to generate a protective field of energy around their bodies. The ability is unstable, however. If the field makes contact with another life force, it will overload. This also consumes the life force of the Nightbarb, much like a bee's sting ends its life. -------- Reptilicus ¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Grand Court Path Scan: Scans indicate a mutation that allows the Reptilicus to teleport over short distances. Commonly used as a combat tactic to corner and trap their prey. The Reptilicus appear to have suffered from Phazon corruption, and all higher thought processes have been replaced by savage bloodlust. This corruption has also increased their resistance to heat-based attacks and Fuel Gel. -------- Reptilicus Hunter ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Grand Court Scan: Phazon corruption has granted Reptilicus Hunters the ability of cloaking themselves. They use this to their advantage and will hide or move positions while cloaked to gain the upper hand in combat. Reptilicus Hunters are fairly organized despite their primitive nature. Usually attacking in small groups, they patiently wait for their prey to become isolated in a locked area before attacking. Their weaponry consists of an energy whip for close-range assaults and a throwing chakram for long-range attacks. They have adapted to the harsh climates of Bryyo, and are quite resistant to Fuel Gel and heat-based attacks. -------- Scorchbug ¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Temple Reservoir Scan: Scorchbugs are exclusively found on Fuel Gel-producing planets such as Bryyo. The tiny insects consist entirely on the volatile gel. Like many creatures with this diet, they have taken the ignitable characteristics of their food source. When shot with weaponry, they burst into a small explosion, leaving behind only a scorch mark. It is from this trait that they have earned their name. -------- Shelbug ¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Grand Court Path Scan: Shelbugs are slow-moving, roaming insects whos soft bodies are easily damaged. Until they reach maturity they will not develop their Phazite shell. Unable to retract into a shell to avoid damage, they must aggressively attack any potential threat. They will extend sharp spines to fend off attackers or propel these spines at enemies. -------- Snatcher ¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Hillside Vista Scan: Snatchers are cunning, albeit weak, bioforms. Unable to kill most prey on their own, they rely on the stronger Korba to do the work for them. Snatchers will swarm onto a target until it is overwhelmed. Once they have their prey, they use their power to levitate, lifting the victim to a point where the Korba can devour them. What the Korba cannot digest, it expels to feed the Snatchers. This symbiotic relationship works well for both Snatchers and the Korba. -------- Warp Hound ¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Gel Processing Site Scan: Warp Hounds are susceptible to low-temperature attacks, due to the nature of their thermal-energy-driven biosystem. They are often used by Reptilicus as guards and hunt beasts. They consume Fuel Gel to survive, and can expel blasts of converted thermal energy to attack and defend. The creatures can teleport over short distances, disrupting many forms of electronic targeting in the process. ---------------------------------- Elysia (14) / ----------------------- These are all the creature scans found exclusively on Elysia. -------- Aerial Repair Drone ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Main Docking Bay Scan: An evolved version of the ground units, these drones were designed to perform basic maintenance and repair tasks. Their small size and flight capabilities allow them access to the hardest-to-reach areas of Skytown. Repair drones are manufactured and activated every 200 years, with the previous units being recycled for construction materials. -------- Databot ¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Main Docking Bay Scan: Databots were designed by the Elysians as a means to record and pass on historical data. They patrol along their set area until disrupted, and then project a holographic datafile. However, only those equipped with Chozo-based visor technology can access this information. -------- Defense Drone *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Ballista Storage Scan: The Defense Drone is used to secure key areas within SkyTown. The externally mounted antennas are tied into the unit's optic array. By destroying all of the antennas, the optic array will overload and be vulnerable for a short period. The machine's Control Unit is also vulnerable, but must be exposed to be targeted. Its armor is immune to small-arms fire. -------- "Dragoon" Battle Drone ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Skybridge Hera Scan: The "Dragoon" Battle Drone is a resilient foe, but the thruster controls of the unit are vulnerable and can easily be ripped off. Originally designed to keep local aerial bioforms away from delicate instruments, the "Dragoon" is now used in a combat role. It carries Twin Rocket Pods for offense. Durable armor and a Missile-jamming system help keep the unit safe. -------- Elysian Shriekbat ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Main Docking Access Scan: Like all Shriekbats, the Elysian Shriekbat will dive-bomb any creature that wanders too close and will detonate on contact. However, these are not actual creatures, but machines made to mimic their real-life counterparts. Designed centuries ago, their original purpose is unknown. They now roam the hovering facilities over Elysia, often in small flocks. -------- Helios *ONE-TIME* ¯¯¯¯¯¯ Planet: Elysia Area: Elysia Seed Room: Elysian Leviathan Core Scan: Helios's exterior armor is well shielded, but still vulnerable to Beam weaponry. Inflicting enough damage will cause him to overheat and expose his Phazon-enhanced core. This core can be overloaded with Phazon-based energy. Destruction of the core should prove fatal, but is difficult to achieve. Target is the prime bot of a large group of Swarmbots, all of which are energized by Phazon. Helios will use the Swarmbots for both offensive and defensive measures. Assuming different formations will allow for various forms of attack. -------- Repair Drone ¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Aurora Lift Scan: The original version of the Elysian Repair Drone. Because of their limited movement systems, these units quickly proved to be insufficient in performing the necessary maintenance duties. Used as a base design, the aerial model was created to address all flaws with the original version. Made obsolete by the aerial model, all production and manufacturing was halted over 150 years ago. Only a handful of these units remain active. -------- Sky Puffer ¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Maintenance Shaft AU Scan: The external shell of the Sky Puffer is incredibly fragile, susceptible to most small-arms fire. Only a few shots from basic weapons can damage it. Sky Puffers are native to the planet Elysia. They feed on the various noxious gasses in the atmosphere. They are especially fond of Phazon gas. -------- Steambot *LIMITED* ¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Steambot Barracks Scan: The Steambot's lightly armored exterior can be damaged by any weapon. High-temperature weapons are particularly effective, and can render them inert and beyond repair. Unlike their lightweight cousins, they are made of durable metals and cannot be tossed around. Steambots serve as combat units for Steam- lords. They are armed with kinetic-beam pistols, Missile racks, and can use their tool-arms in close combat. Damaged units can be restored by Steamlords. -------- Steamlord *LIMITED* ¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Steambot Barracks Scan: Steamlords command the worker drones of SkyTown. They also repair them when they malfunction or break down. Lightly armored, they rely on their cloaking field to evade enemies. They can generate localized EMP fields to hinder enemy visor systems. -------- Steamspider ¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: Eastern SkyTown Room: Xenoresearch B Scan: Steamspiders were created by the Steamlords as basic light laborers. They have since went rogue, and now run wild in SkyTown. Though a minimal threat alone, a swarm of them can be a nuisance. -------- Swarmbot ¯¯¯¯¯¯¯¯ Planet: Elysia Area: Eastern SkyTown Room: Gearworks Scan: Swarmbots tend to travel in groups. They can evade many inbound attacks, and can perform aerial manuevers that make them nearly impossible to damage. They can generate pulses of energy to damage or disrupt enemy targets. As a desperate measure, they will perform suicide runs on an enemy. -------- Tinbot ¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Arrival Station Scan: Tinbots are made from a lightweight metal and can easily be knocked around from explosions or high-speed impacts. This metal is also quite vulnerable to heat and can be melted by high-temperature weapons. Converted to security duty, the Tinbots now patrol SkyTown tirelessly. They are armed with kinetic-beam pistols and can use their tool-arms in close combat. -------- Transportation Drone ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Main Docking Bay Scan: Class D Transportation Drones are used for the distribution of supplies and materials across all of SkyTown. Upon activation each unit is assigned a set position along a transit route that it will use exclusively. The constant upkeep of the facility requires that they continuously deliver their shipments to their destinations at a steady pace. ---------------------------------- Space Pirate (42) / ----------------------- Yep, Space Pirates are the main focus on enemies in this game, much like Metroid Prime 1. This details every single Space Pirate you can encounter in the game. -------- Advanced Aerotrooper ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: Eastern SkyTown Room: Chozo Observatory Scan: When the going gets tough, the tough put on armor. Advanced Aerotroopers wear an extra layer of ablative armor that is susceptible to explosive blasts. Like regular Aerotroopers, they wield two Remote Attack Pods in combat. These are outfitted with a Particle Cannon and a Gel Bomb Rack. Gel Bombs stick to their targets until detonation. High-velocity movement can remove Gel Bombs. -------- Advanced Pirate Trooper ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Temple of Bryyo Scan: Advanced Pirate Troopers wear an additional layer of ablative armor. Explosive attacks are recommended to break the armor away. Basic armament includes an assault rifle and energy scythe, both powered by Phazon. EMP grenades are often employed against power-armored foes. A new Dash Jet system provides increased mobility. -------- Advanced Shield Trooper ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Temple of Bryyo Scan: Advanced Shield Troopers wear an extra layer of ablative armor: it is susceptible to explosive attacks. In addition to their armor, they wield a portable battle shield. While the shield provides excellent protecting against incoming fire, it can also be easily ripped off. Phazon-based attacks are capable of destroying the shield. -------- Aeromine ¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Repair Bay Shaft Scan: Aeromines suffer from a design flaw--their shield- and beam-weapon units use the same power source, allowing only one to function at a time. This exposes the unit to damage when it fires at enemies. Aeromines were originally designed to take the role of sentry for Space Pirates, but have since been put to use in combat as well. Because of the initial design flaw, these units do not pose much of a threat. After the executions of the first design team, the new pirate designers swore to correct this flaw with great haste. -------- Aerotrooper ¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Cargo Dock A Scan: Aerotroopers are dangerous foes, but their lack of armor leaves them vulnerable to explosive blasts. A weakness also lies in the jet pack: igniting it will allow the pack to be seperated from the pilot. They use Twin Remote Attack Pods to engage targets. The Attack Pods are capable of using a Particle Cannon or a Helix Missile Pod. They can tap their Phazon power unit to warp from point to point. -------- Armored Aerotrooper ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Temple of Bryyo Scan: Armored Aerotroopers are deployed in harsh combat zones. Their armor is resilient, but susceptible to explosive blasts. In battle they use twin Remote Attack Pods to engage targets. They are equipped with a Particle Cannon and a Helix Missile Pod. They can tap their Phazon power unit to warp from point to point. A weakness lies in the jet pack: ignite and seperate it from the pilot to neutralize the target. -------- Armored Pirate Militia ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Xenoresearch Lab Scan: Members of the Armored Pirate Militia have been granted lightweight armorsuits for combat use. While this provides some additional resistance to Beam weapons, they are still vulnerable to explosive attacks. Members of the Armored Pirate Militia are mostly inept soldiers who have yet to die in combat. -------- Armored Pirate Trooper ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Temple of Bryyo Scan: Armored Pirate Troopers are equipped with a standard armorsuit. It provides adequate protection against Beam attacks but is vulnerable to explosive blasts. They are outfitted with all the basic pirate armaments. This includes an assault rifle and energy scythe, both powered by Phazon. EMP grenades are often employed against power-armored foes. A new Dash Jet system provides increased mobility. -------- Armored Shield Trooper *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Spire Defense sequence Scan: Armored Shield Troopers are equipped with a standard armorsuit. It is resilient, but still vulnerable to explosive attacks. In addition to their armor, they wear a portable battle shield. Removing the shield leaves them open to all attacks. The shield is also vulnerable to Phazon-based attacks. -------- Assault Aerotrooper *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Research Facility Room: Craneyard Scan: Only the best can join the ranks of the Assault Aerotroopers. Heavily armored, they are resistant to most weapon systems. Their unique armor is able to deflect all Missile attacks, but can still be damaged by Beam weapons. Like regular Aerotroopers, they wield two Remote Attack Pods in combat. One is equipped with a Particle Cannon, the other with a Gel Bomb Rack. Gel Bombs stick to their targets until detonation. High-velocity movement can remove Gel Bombs. -------- Assault Pirate Trooper ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Thorn Jungle Room: Ancient Courtyard Scan: The Assault Pirate Troopers are some of the best the pirate military has to offer. They are heavily armored and are resistant to most attacks. Their unique armor will deflect all Missile fire, but is still damaged by Beam attacks. Basic armament includes an assault rifle and energy scythe, both powered by Phazon. EMP grenades are often employed against power-armored foes. A new Dash Jet system provides increased mobility. -------- Assault Shield Trooper ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Research Facility Room: Metroid Processing Scan: Assault Shield Troopers are heavily armored and resistant to most weapon systems. Their unique armor will deflect Missile attacks, but not Beam fire. In addition to their armor, they wield a portable battle shield. Their battle shield provides protection against all weapon fire, but can be easily torn off. Phazon-based weapons are capable of destroying the shield. -------- Aurora Unit 313 *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Phaaze Area: N/A Room: Sanctum Scan: Aurora 313 has somehow been fused with the bioessence of Dark Samus. While combat shields protect most of the unit, a weak spot has been detected at the cable junction. Damaging the unit's core will expose this hatch, but the core itself is protected by an armored hatch. Tentacle ports can be damaged to initiate stunning cerebral-feedback pulses within the target. While incapacitated, the hatch will be unprotected and able to be pulled open. This unit has been heavily mutated by Phazon exposure. It appears to be symbiotically connected to the planet Phaaze as well. -------- Berserker Knight *LIMITED* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Thorn Jungle Room: Ancient Courtyard Scan: A Berserker Knight's Phazite armor must be removed before unit can be damaged: only the Phazon-based projectile attacks the creature fires can destroy it. The Berserker Knight serves as a shocking example of the lengths the Space Pirates will go to in their quest for dominance. Heavily mutated by Phazon exposure, the unit is nearly mindless, driven by battle lust. -------- Berserker Lord *LIMITED* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Docking Bay 5 Scan: Berserker Lords are highly resistant to damage. Their shoulders are the only unprotected area vulnerable to standard weapon fire. Their main defense lies in their head-mounted Phazite plating, which can only be destroyed by the projectiles it fires. Berserker Lords are a desperate measure, designed to exploit Phazon as much as possible. The few Berserker Knights that survive the highest level of corruption are promoted to Lord status. Lords are distinguished by their ornate Phazite plating and the Phazon reserves they carry on their backs. -------- Commando Pirate ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Research Facility Room: Scrapvault Scan: Commando Pirates use the best gear available: only Beams of the highest temperature can penetrate the layer of Phazite in the armorsuit. All of the weaponry is powered by Phazon. Each commando has a combat cloaking field, along with boost thrusters and a personal teleporter. The Phazite armor they wear makes them extremely resistant to damage in combat. -------- Crawlmine *LIMITED* ¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Xenoresearch Lab Scan: Crawlmines are not terribly bright and rely on suicide strikes as their main form of attack. They were designed to patrol small areas such as ventilation shafts and maintenance tunnels. Though relatively harmless alone, they can be dangerous in large numbers. -------- Crawltank ¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Xenoresearch Lab Scan: Crawltanks are mobile, ground-based defense drones, but are easily destroyed by standard weapon fire. They can be equipped with different cannons, including a Phazon Beam system. They are not built for sustained combat, and are better suited for light patrol, and security roles. -------- Dark Samus *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯ Planet: Phaaze Area: N/A Room: Sanctum Scan: Target is composed of pure Phazon energy and is highly unstable. Scans indicate that Hypermode attacks are capable of disrupting her, likely a result of Hypermode being energized by Samus's body. Dark Samus is capable of generating "echoes" of herself to aid her in battle. These units will be used as increased firepower and act as distractions while she replenishes her energy: they should be destroyed immediately. She is capable of absorbing energy from Phaaze to replenish her own. -------- Gandrayda *ONE-TIME* ¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Research Facility Room: Proving Grounds Scan: Gandrayda's ability to shape-shift has been greatly enhanced by Phazon exposure, allowing her to assume a number of deadly forms at will. These new forms come with a cost, as she also inherits their weaknesses. A mistress of stealth, she will employ her personal cloaking field often, setting up her next deadly attack. An advanced visor system may be able to detect her location. -------- Ghor *ONE-TIME* ¯¯¯¯ Planet: Elysia Area: SkyTown Room: Main Docking Bay Scan: Ghor's energy shield is capable of repelling all weapon fire, but the back-mounted generator is exposed to attack. Overloading the generator could expose the well-protected critical systems behind his battle armor. Ghor's arsenal is considerable. Plasma-based beam weapons, attack claws, and a multimissile system are at the cyborg's disposal in battle. These battle systems can be combined and fired at once as a devastating alpha strike. Target is also capable of a high-speed ramming attack, although this is potentially dangerous if performed over a slippery surface. -------- "Jolly Roger" Drone ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Generator A Scan: The "Jolly Roger" Drone is designed for quick aerial maneuvers, but this comes at the cost of survivability. The fragile armor of the unit is vulnerable to weapon fire of any type. The Jolly Roger is based on Federation tech, but has been considerably upgraded. Powered by Phazon, the mechanoid can be a serious threat in battle, especially in groups. -------- Jumpmine ¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Conduit A Scan: The Jumpmine was developed by the Space Pirates as a cheap alternative to an armed trooper. The Jumpmine scans its surroundings until it detects an enemy target. It then triggers a small thruster, "jumping" a set distance in the air. Once launched, its weapon pod is engaged, saturating the local area with fire. It explodes afterwards to prevent use by enemy forces. -------- Korakk Beast *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Thorn Jungle Room: Jousting Field Scan: Korakks are prized by the Space Pirates, who use them as cavalry mounts. Their belly is occasionally vulnerable, but guarded from all sides. Finding a way to get underneath it and attacking would be effective. Nerve endings in the tail can be stressed through grappling, but only when the tail is extended. The interior of a Korakk's mouth, as well as the tip of their tongue, contains sensitive nerve clusters. Attacking these points could temporarily incapacitate the creature. They can emit Phazon energy through their feet and tongue. The Phazite armor they wear will repel most damage. -------- Meta Ridley *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Generator Shaft Target's body is covered with incredibly durable armorskin, making it difficult to damage. All parts of the body are protected except for the mouth, where Meta Ridley fires his plasma-powered weaponry. Observing target may reveal additional weak points. Target will use powerful plasma-based ranged attacks, along with potent Melee strikes. -------- Omega Ridley *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Homeworld Seed Room: Pirate Homeworld Leviathan Core Scan: Revived and regenerated through Phazon exposure, Omega Ridley has been energized to a new combat threat level. Target contains extremely durable, Phazon-enhanced armorskin, as well as protective armored plating. Scans indicate that a recent injury has not fully healed: expose and target wound to inflict damage. Target will act to protect this vulnerability: seek ways to stun the enemy and leave it open for deadly attacks. -------- Phazon Harvester Drone *ONE-TIME* (Once it's destroyed, you can no longer get the scan) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Mining Site Room: Phazon Harvesting Scan: Man-portable weaponry cannot penetrate the thick hull of the Phazon Harvester. The anti-air weapon system is vulnerable, but overloading it with weapon fire will only disable the drone temporarily. The pirates converted several Goliath-class heavy assault drones into Phazon-collecting units. The drone can use its Harvesting Beam Cannon for defense, and is equipped with an anti-aircraft missile defense system. -------- Pirate Cargo Drone ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Command Center Room: Landing Site Bravo Scan: Pirate Cargo Drones were designed to assist with the transporting of supplies throughout the Pirate Homeworld. Their aerial capabilities allow them to navigate the underground catacombs with relative ease. Cargo often consists of items too dangerous or volatile to be moved by hand. -------- Pirate Commander *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Command Center Room: Transit Station Leviathan Scan: Commanders make heavy use of their personal teleporter, moving to favorable positions and across the battlefield, giving orders and support as needed. They carry all of the weaponry and gear used by Commandos, with the exception of their armor, which is forged out of ultrarare Red Phazite. A rare breed, Pirate Commanders have lived to rise to the ruling caste on the Pirate Homeworld. Each has been a commando for at least ten years. -------- Pirate Hussar *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Thorn Jungle Room: Jousting Field Scan: Hussars are unusually brave for Space Pirates, willing to ride the deadly Korakk beast into combat. Their Phazon Energy Lances are deadly at any range. Hussars and their mounts have a strange bound. If a Hussar is slain, his Korakk will fight to avenge his death. -------- Pirate Militia ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Flag Bridge Access Scan: The Pirates have not enhanced all of their fighting forces. They continue to use militia units in battle. These groups are made up of slaves and criminals, and do not receive the Phazon enhancements given to regular army troopers. They are surprisingly obedient to the upper castes within the pirate military. Rumor has it that disobedient militia members often find themselves as dinner for regular army troopers. -------- Pirate Trooper ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Cargo Dock A Scan: The Space Pirate military forces continue to use Phazon, including a new Phazon enhancement system. Basic armament includes an assault rifle and energy scythe, both powered by Phazon. EMP grenades are often employed against power- armored foes. A new Dash Jet system provides increased mobility. -------- Puffer Mine *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Research Facility Room: Airshaft Scan: Avoid contact with the Puffer Mine. These creatures are a cybernetically enhanced version of the Puffers native to the Pirate Homeworld. Engineered by Space Pirates, they are now used as patrol animals. Their bodies have been filled with Phazon gas to be used as a defensive measure. If their shell is broken, their bodies explode and send a cloud of toxic gas out all around them. Nearby attackers rarely escape the volatile fumes. -------- Remorse-Class Turret ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Corrupted Pool Scan: Fast targets can evade the limited targeting system of the "Remorse" turret. The Space Pirates have replaced their dated "Humility" turrets with a new unit designed by top engineers. Powered by Phazon, the "Remorse" unit is capable of withstanding more damage than the other model. -------- Rundas *ONE-TIME* ¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Temple of Bryyo Scan: Phazon exposure has greatly enhanced Rundas and his ability to generate ice, making him deadly at range. His durable ice armor has one weak point--the neck. Serious physical stress can weaken and remove it, exposing Rundas to attack. This weak point cannot be seized as long as Rundas is active. He can create frozen objects at will, and can freeze Missiles in midflight. Smaller ice-based projectiles can be shot down, but it is recommended to evade larger attacks. Be advised: Rundas can trigger a Hypermode state, elevating his threat level to match yours. -------- Scritter ¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Command Center Room: Courtyard Access Scan: Scritters are common vermin that are usually found underground. They tend to nest in dark places and come out only to feed. Their main source of sustenance is Phazon, a weakness pirate slaves use against them. Scritters will often be caught in simple traps set out by the starving pirate slaves who then feed on the small creatures. But the pirates rarely have the last laugh, as some internal organs of the Scritter will release a toxic fluid when bitten. Those who become violently ill because of this are often said to have a case of "the scritters." -------- Shield Pirate Militia ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Cargo Dock A Scan: Some members of the Pirate Militia have been granted use of of regular army-trooper equipment. This unit has been given the portable battle shield. Its portability is its weakness, however. Remove it from the pirate's grip to eliminate its primary defense system. The shield is also susceptible to Phazon- based attacks. -------- Shield Pirate Trooper ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Gel Refinery Site Scan: The Space Pirates have developed a man-portable battle shield that is resistant to most small-arms fire. Its portability is its weakness, however. Remove it from the Pirate's grip to eliminate its primary defense system. Phazon-based attacks are capable of destroying the shield. -------- Space Pirate Assault Skiff *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Spire Defense sequence Scan: The fast-moving Space Pirate Assault Skiff is used to support troops in combat. The skiff is mounted with a tribeam cannon, which is capable of firing powerful charged shots. However, the cannon itself is unprotected and can be easily overloaded. This modified version of the ATC has sacrificed durability for speed, and often employs hit and run tactics. -------- Space Pirate ATC: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Cargo Dock A Scan: The Space Pirate Armored Tactical Carrier (ATC) is surprisingly well built and armored. A forward-mounted heat vent is its only vulnerable spot. Tribeam cannons help the unit deal out damage while on missions as well. Designed for rapid transit to and from hot zones, the unit is not designed for long-term engagements. It has a relatively small fuel supply, a sacrifice made for heavier armament and armor. -------- Space Pirate Boarding Pod *LIMITED* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Port Observation Deck Scan: Pirate boarding pods are crude, even by their standards. They are composed of an aged propulsion drive, a crapmed crew-transport module, and a nose cone packed with high explosives. The pilot guides the pod toward the target ship, then rams it, detonating the explosives upon impact in an attempt to breach the hull. If a breach is created, the crew within exits the pod. Of course, mishaps occur. Sometimes the explosives go off prematurely, exposing the crew to vaccuum. Other times the detonation fails to occur, leaving the pod to bounce off the target's hull. The shielding between explosives and crew is substandard, and often fails to protect the crew from the explosion. The pod's nickname of "Space Coffin" is well earned. -------- Urtragian Shriekbat ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Research Facility Room: Scrapvault Scan: Urtragian Shriekbats are fiercely territorial insectoids and will dive- bomb anything that wanders near. This attack is fatal for the Shriekbat, as the impact sets off a discharge of thermal energy. Because of their high internal temperatures, they tend to seek cool climates to dwell in. They have come to seek shelter inside the many pirate facilities located on the Pirate Homeworld. ---------------------------------- Phazon (18) / ----------------------- There are also some creatures related to Phazon. What do you expect from this game anyway? -------- Hopping Metroid ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Cargo Dock B Scan: Radical mutation has removed the ability to fly from this strain of Metroid, but its vulnerability to cold remains. Subject now uses its powerful legs for locomotion. Legs contain sharp formations of Phazite, which the creature uses to slice through enemy defenses. -------- Jelsac ¯¯¯¯¯¯ Planet: Gaflar System Area: G.F.S. Valhalla Room: Repair Bay Scan: Jelsacs are aggressive creatures, roaming their territory and defending it from all comers. When provoked, a Jelsac will begin to expand its body, quickly filling it with caustic, Phazon-based venom. This continues until the Jelsac explodes, sending a spray of deadly fluid in all directions. -------- Leviathan Infant *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Phaaze Area: N/A Room: Genesis Chamber Scan: Leviathans are the children of Phaaze. They are bioforms that begin life deep within the planet, inside the base of a serpentine organ that serves as a womb. The Leviathan will remain in here, feeding on an endless supply of Phazon, until it has developed its Phazon core. The developed core marks the Leviathan's transition into adolescence and its departure from the womb. The serpentine organ moves the adolescent from deep inside Phaaze and releases it closer to the planet's surface. Here the bioform will continue to grow and mature beneath its older siblings. As time passes and the older ones are launched into space, the Leviathan will slowly make its way to the planet's surface. It is here the Leviathan will reach full maturity. Once Phaaze has located a planetary target to corrupt, it will launch the Leviathan into space. The Leviathan is capable of interstellar travel, creating wormholes in space to expedite the journey. Instinctively, it homes in on its planetary target. Shortly after impact, the bioform dies, leaving its armored shell to protect the Phazon core. Before it dies, the bioform often attracts and enthralls a large local predator. After mutating it through intense Phazon exposure, it compels the creature to protect the core. The core then begins to seep into the planet, replacing the local ecosystem with one based on Phazon. -------- Liquid Phazon ¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Conduit B Scan: Liquid Phazon appears to be a semisentient glob of Phazon. Their young are known as Phazon Grubs, and eventually metamorph into their adult, or "puddle" form. They exude a toxic chemical to protect themselves from predators. Contact with the substance can be deadly. They can alter their shape in a limited fashion, usually to avoid incoming attacks. -------- Metroid Hatcher *LIMITED* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Generator B Scan: Mutation has robbed the Metroid Hatcher of its ability to phase, but has provided it a hardened outer shell which has identical attributes as Phazite. This shell protects the creature's heart, located at the core of its head. The Hatcher's tentacles are quite dangerous, and can even leech energy from any targets they connect to. However, the tentacles are also the creature's weak point. If all its tentacles are ripped from its body, it will perish. As such, it will attempt to recover energy by retracting them into its shell when they take damage. While the Hatcher's tentacles are retracted, it is unable to attack, relying on the Phazon Metroids it spawns from its mouth for protection. If the interior of the creature is hit while its mouth is open, it loses its strength. The Hatcher's tentacles can be ripped off if they are pulled at this time. -------- Miniroid ¯¯¯¯¯¯¯¯ Planet: Gaflar System Area: G.F.S. Valhalla Room: Hangar A Access Scan: Miniroids, tiny and weak, will travel in a flock for protection. They float and fly about in search of sustenance. Those that survive will grow quickly, becoming the feared parasites known throughout the cosmos as Phazon Metroids. -------- Phaazoid ¯¯¯¯¯¯¯¯ Planet: Bryyo (They're found on other planets as well) Area: Anywhere Room: Anywhere Scan: Phaazoids are masses of Phazon energy that form after a Leviathan has been destroyed. They still retain a small bit of sentience and are mindlessly aggressive. The only way to damage a Phaazoid is by attacking it with Phazon- based attacks. However, this has a side effect of causing the creature to split into two smaller forms. Once the Phaazoid has split small enough, it will simply fly at a target and detonate on contact. It is said that some Phaazoids may split into a rare, crimson-colored form. -------- Phaz-Ing ¯¯¯¯¯¯¯¯ Planet: Gaflar System Area: G.F.S. Valhalla Room: Repair Bay Scan: Phaz-Ing bodies are weak to physical stress and can be easily pulled apart. These morphing blobs of Phazon often prefer to stay in puddle form and will only shift out to attack. Their ability to move over all types of terrain allows them to position themselves at a distance before assaulting with bursts of Phazon energy. -------- Phazon Grub ¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Conduit B Scan: Phazon Grubs are drawn to bioenergy of all forms, especially Phazon. They are immune to its mutagenic effects, and carry it in their bodies as they roam. Their bite can infect the victim with Phazon corruption, making them plague bearers of a sort. -------- Phazon Hopper ¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Gaflar System Area: G.F.S. Valhalla Room: Medlab Alpha Scan: Phazon Hoppers are more resilient than other Hoppers, but can still be damaged by standard weaponry. The crystallized Phazon covering their bodies provides additional protection from attack. Like other Hoppers, these are capable of long-range assaults. They will spit bursts of Phazon venom at prey from a distance. -------- Phazon Leech ¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Gaflar System Area: G.F.S. Valhalla Room: Security Station Scan: Phazon Leeches thrive on the bioenergy drained from weakened and dead prey. They often roam in groups, leaving behind toxic trails as they slide across terrain in search of sustenance. Their bodies are soft and unprotected, making them easy targets to dispatch. -------- Phazon Metroid ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: Eastern SkyTown Room: Xenoresearch B Scan: Like all Metroids, great cold can immobilize the Phazon Metroid and leave it vulnerable to attacks. If the creature begins to feed, a concussive blast should be able to knock it away. Heavy exposure to Phazon energy has mutated this strain of Tallon Metroid. Subject can shift its body into a phased state, allowing it to ignore solid matter. The creature can emit bursts of Phazon energy, and will drain the life energy from its prey. -------- Phazon Nightbarb ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Gateway Scan: Phazon Nightbarbs have enhanced mobility that makes them all but impossible to hit with normal shots. The group will work together to create a powerful energy burst that they will fire at their prey. Detonating the energy charge with normal attacks before it fires should destroy them. Phazon Nightbarbs are the result of Nightbarbs being exposed to Phazon radiation. These mutations look similar to their uncorrupted counterparts, but are characterized by their greatly increased offensive and defensive capabilities. -------- Phazon Pillbug ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Gel Processing Site Scan: Pillbugs are commonly found in small spaces, often making traveling through tunnels troublesome. Bombs are effective against them, however. They are underground vermin, able to energize their hard-shelled bodies with Phazon. Once charged, they will roll into a defensive shape and charge their enemies. -------- Phazon Puffer *LIMITED* ¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Phaaze Area: N/A Room: Cavern Beta Access Scan: This particular breed of Puffer has been heavily mutated by exposure to Phazon, giving it strange new abilities. As it flies, it searches the area for Phazon energy to consume. The Puffer will absorb this energy out of any nearby bioform and energize itself. The Puffer will then use the energy to fire a powerful attack back at their target. This ability comes with a price--the Phazon energy comprising their body is rather unstable and easily disrupted by any type of weapon fire. -------- Phazon Shriekbat ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Gaflar System Area: G.F.S. Valhalla Room: Hangar A Access Scan: Even more aggressive than normal species, Phazon Shriekbats will not hesitate to attack any creature that wanders too close. Their dive-bomb attack erupts in a burst of Phazon energy, which usually proves fatal to weaker organisms. These Shriekbats are mainly found in areas with high amounts of Phazon. Instead of the usual insects and small creatures Shriekbats usually feed on, they have come to rely on Phazon as a food source. -------- Red Phaazoid *LIMITED* ¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo (They're found on other planets as well) Area: Anywhere Room: Anywhere Scan: Red Phaazoids, like their more common siblings, can only be damaged by Phazon-based weaponry. They are wildly aggressive and will split into smaller forms when attacked. Their reddish appearance is the result of an unstable energy core, an uncommon mutation that occurs when a Phaazoid is formed. Overloading their core with Phazon energy will destroy them, causing them to yield a rare item.
-------- Tangle Weed *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯ Planet: Phaaze Area: N/A Room: Drop Shaft Scan: A simple form of plant life of which there are many species across many worlds. While each breed may have characteristics native to their respective ecology, they all possess identical behavior. Tangle Weeds constantly sway their brightly colored leaves to attract potential prey to land on them. The thousands of microscopic barbs lining the Tangle Weed's body will snare and inject a paralyzing toxin into their victim. While small organisms are unable to escape, Tangle weeds lack the strength to do anything more than hinder the movement of larger life-forms. When attacked, they will retract into the ground until they no longer sense a threat. _____________________________________________________________________________ | ________________________________________________/ \__| |/Research (48) ' The Research section deals exclusively about various important objects and items in the game that aren't Lore nor creatures. Pretty interesting. -------------------- Acid Rain ¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Command Center Room: Command Station (this is automatically gotten when you enter the room) Scan: Acid rain is prevalent on the Pirate Homeworld, where the constant pollution has fully corrupted the environment. The caustic effects of the rain are incredibly volatile and will severely damage your suit. Exposure to the rain for any extended period of time will prove fatal. Avoid all contact with the rain. -------------------- Black Phazon Crystals *LIMITED* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Phaaze Area: N/A Room: Cavern Alpha Scan: The hardened exterior of Black Phazon Crystals is resistant to normal attacks. These structures will form naturally over time in areas with high amounts of Phazon. It is commonly mined by Space Pirates for use in producing trooper armor, but loses its darkened appearance in the process. -------------------- Blast Shield *LIMITED* ¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Docking Bay 4 Scan: Blast Shields are invulnerable to all types of weapon fire. Some are engaged when hostiles are detected and will only open once the threat has been eliminated. Others will sometimes remain shut and force you to find an alternate route. -------------------- Bomb Slot *LIMITED* ¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Disposal Chamber Scan: Bomb Slots are powered system-control units. To use, insert the Morph Ball into the slot and detonate a Bomb. This will transfer energy from the slot to the device connected to it. -------------------- Bryyo Blue Door ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Cliffside Airdock Scan: Bryyo doors are carved from heavy stone native to the planet. Each door has been designed with a low-level energy shield. Shooting the shield with any weapon will open the door. -------------------- Bryyo Orange Door ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Gel Refinery Site Scan: Bryyo doors are carved from heavy stone native to the planet. Each door has been designed with a low-level energy shield. This shield has been specially designed to only be disrupted by high-temp shots. -------------------- Energy Cell ¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Federation Landing Site Scan: Energy Cells were designed as a portable power source for the Federation. Their high power-to-energy ratio makes them ideal for powering a wide variety of equipment. Throughout the environment you may encounter stations that have an Energy Cell. Removing the cell will leave these stations permanently offline. You will then be able to place the collected Energy Cell into a new station that is empty. Your collected and used Energy Cells are recorded in your Logbook. -------------------- Fuel Gel ¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Fiery Airdock Scan: Fuel Gel is used to power most modern starships in the cosmos. It is extremely rare, and planets that produce it tend to become quite prosperous. The exception to this is planet Bryyo, a Federation protectorate--and the largest supplier of Fuel Gel. Proceeds from Bryyonian gel sales go directly to the Federation military forces protecting that sector of space. The sheer value of Fuel Gel is very attractive, and has led to an uprise in piracy over the last 20 years. Today, raids on gel transport convoys are common, especially in frontier regions of space. The Galactic Federation has increased antipiracy operations, and planets with Fuel Gel resources are protected by Federation fleets and ground forces. -------------------- Galactic Federation Blue Door ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Docking Bay 5 Scan: All Federation doors are designed with a low-level energy shield to prevent accidental activation. Shooting the energy shield will activate and open the door. Blue-colored energy shields may be disrupted by weapon fire of any type. -------------------- Galactic Federation Crate ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Docking Bay 5 Scan: Galactic Federation Crates are used to store basic supplies. Because they are lightly armored, the crates are unable to withstand basic weapon fire. Destroy them to discover their contents. -------------------- Galactic Federation Green Door ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Gaflar System Area: G.F.S. Valhalla Room: Junction A Scan: The green-colored energy shield of this type of Federation door can only be disrupted by a high-frequency Beam. Shooting the shield with the proper Beam will activate and open the door. -------------------- Galactic Federation Orange Door ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Hangar Bay Scan: All Federation doors are designed with a low-level energy shield to prevent accidental activation. Shooting the energy shield will activate and open the door. Orange-colored energy shields may only be opened with high- temperature shots. -------------------- Grab Ledge ¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Gel Processing Site Scan: Certain ledges are composed of unique magnetic alloys that react to your suit. By jumping toward and grabbing on to them, a surge of energy will course through your suit and allow you to pull yourself up. Ledges that shimmer green are able to be grabbed on to. -------------------- Grapple Swing Point ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Hillside Vista Scan: To use the Grapple Swing, lock on to the Grapple Swing Point with Z. Release Z to let go. You can fire your weapons while attached to a Grapple Swing Point. -------------------- Half-pipe ¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Steambot Barracks Scan: Half-pipes are U-shaped channels with incredibly smooth surfaces that Samus can boost along. Charge the Boost while descending in a half-pipe, and then release the Boost as you ascend the opposite side. This will allow you access to areas that are too high to reach otherwise. -------------------- Heavy Galactic Federation Crate ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Docking Bay 5 Scan: Heavy Galactic Federation Crates are often used to store ammunition and energy supplies. These units are made of very durable metals. Only heavy weapons and explosives can destroy them. -------------------- Heavy Phazon Canister ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Command Center Room: Landing Site Bravo Scan: Heavy Phazon Canisters are used by Space Pirates to transport large amounts of Phazon. Unlike the smaller versions, these are made and reinforced with durable metals. Only a strong impact will destroy them. -------------------- Heavy SkyTown Storage Unit ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Main Docking Bay Scan: Heavy SkyTown Storage Units are made of metals manufactured exclusively on SkyTown. These metals are very durable and can only be damaged with heavy weapon fire. -------------------- Hunter-Class Gunship ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Docking Bay 5 Scan: Based on the previous version, the new Hunter-class gunship is a fusion of Federation and Chozo technology. Designed by Samus Aran, this one-of-a-kind vessel was custom built at the Federation shipyard of Aliehs III. It is equipped with a powerful Chozo biotech computer that can interface with Aran via a Command Visor unit. The ship uses a mobile energy-recharge system, microfactories designed to produce ammunition, and an advanced medical bay. -------------------- Kashh Plant ¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Cliffside Area: Cliffside Room: Cliffside Airdock Scan: The Reptilicus use Kashh plants as a means to store supplies. Shooting them with any weapon will reveal their contents. -------------------- Kinetic Orb Cannon ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Transit Hub Scan: The Kinetic Orb Cannon's original purpose is unclear, but they are capable of firing spherical objects at high speeds to a set target. Entering a cannon while in Morph Ball will allow you to reach new areas and traverse great distances quickly. The Kinetic Orb Cannon appears in various locations on SkyTown. However, most units have shut down and require a kinetic charge to reactivate. -------------------- Landing Beacon ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Docking Bay 5 Scan: Landing Beacons will appear only in locations where your ship can land. Automated sensors detect whether hostiles or obstructions are nearby, and the beacons will retract until the area is free of all hazards. When the beacons are extended and blinking, you may use the Command Visor to summon your ship. -------------------- Large Bryyo Coffer ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Gateway Hall Scan: Large Bryyo Coffers were originally designed to store items and supplies in locations where Kashh plants wouldn't survive. Their hardened plating makes them resistable to all but the heaviest of weapon fire. -------------------- Large Space Pirate Crate ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Temple of Bryyo Scan: Large Space Pirate Crates are made of durable materials. Only heavy weapon fire will damage them. Destroy them to discover their contents. -------------------- Leviathan Door *LIMITED* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Scan: Leviathan doors function in the same way normal doors do. Shooting the energy shield will cause the bone plates to retract and allow you to walk through. -------------------- Mature Kashh Plant ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Cliffside Airdock Scan: Mature Kashh plants are used for storage by Bryyo natives. Unlike the younger versions, these have developed a thick bark that is only vulnerable to heavy weapon fire. -------------------- Mounted Blast Shield *LIMITED* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Hub Access Scan: Mounted Blast Shields are unique in that they often have a primary locking system. These systems commonly come in the form of multiple release locks that must be hit in a sequential order. Once this locking system is disengaged the shield can be removed. Weapon fire is insufficient to damage the shield, but it can easily be torn off with a strong pull. -------------------- Multi-Lock Blast Shield *ONE-TIME* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Cargo Dock B Scan: This type of Blast Shield is characterized by its multiple locking mechanisms. A simultaneous blast to all the targets is required to deactivate the locks and remove the shield. -------------------- Phaaze Door *LIMITED* ¯¯¯¯¯¯¯¯¯¯¯ Planet: Phaaze Area: N/A Room: Landing Site Scan: Phaaze doors appear to be organic maws contained within a thin layer of Phazon energy. Disrupting the energy with Phazon-based attacks will cause the maw to open and allow you to pass through. -------------------- Phazon Fungus ¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Thorn Jungle Room: South Jungle Hall Scan: The soft bodies of Phazon Fungus are easily damaged by weapon fire. These organisms are commonly found in areas that are highly concentrated with Phazon. The growths can be highly destructive and will feed on any organic matter. As the fungus grows, it corrupts the surrounding area further and will continue to spread out. -------------------- Planet Aether ¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: Eastern SkyTown Room: Chozo Observatory Scan: Satellite information shows that Aether is slowly recovering from a cataclysmic event. A stellar object struck the planet with incredible force, burning Aether's fertile plains and destroying the lush forests covering her surface. The planet's own energy supply, once torn in two by the impact, is now stable. The inhabitants of the world, the starborne Luminoth, have begun the long task of mending Aether back to its former self. -------------------- Planet Tallon IV ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: Eastern SkyTown Room: Chozo Observatory Scan: Tallon IV appears to be a utopia for biological life, containing an oxygen-rich and hospitable atmosphere. The planet is home to countless species of flora and fauna. Satellite scans detect numerous structures on the planet's surface, with closer examination revealing many of these structures to be of Chozo origin. Tallon IV's scar, the result of a celestial body impacting the planet's surface decades ago, is still visible. Satellite scans are unable to determine the extent of the damage, but the planet appears to have recovered from any negative effects of the object's impact. -------------------- Red Blast Shield ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Conduit A Scan: Red Blast Shields contain high amounts of Brinstone with their metals, and are easily damaged by explosive blasts. Ojnce shattered, the Blast Shield will remain destroyed. -------------------- Save Station ¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Lift Access Scan: Enter these stations to save your game and fully restore your energy. -------------------- Ship Grapple Point ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: Eastern SkyTown Room: Chozo Observatory Scan: Objects with a Ship Grapple Point are capable of being lifted by your gunship. By using the Command Visor and targeting the icon over these points, you will be able to lift and move large objects. Objects in the environment that shimmer purple are able to be moved with your gunship. -------------------- SkyTown Blue Door ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Main Docking Bay Scan: All SkyTown doors contain a low-level energy shield behind their ornate carvings. Shooting the energy shield will activate and open the door. The centuries-old design has served as a blueprint for what is now standard across all planets. Blue-colored energy shields can be opened with any weapon. -------------------- SkyTown Orange Door ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Security Station Scan: All SkyTown doors contain a low-level energy shield behind their ornate carvings. Shooting the energy shield will activate and open the door. The centuries-old design has served as a blueprint for what is now standard across all planets. Orange-colored energy shields can only be disrupted with high-temp Beams. -------------------- SkyTown Storage Unit ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Main Docking Access Scan: SkyTown Storage Units contain various useful supplies. Their thin plating does not provide much protection, and they are easily damaged. Any type of weapon fire will destroy them. -------------------- Small Bryyo Coffer ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Gateway Hall Scan: Small Bryyo Coffers were designed to be easily transported. Their outer plating is lightweight and vulnerable to standard weapon fire. -------------------- Space Pirate Blue Door ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Thorn Jungle Room: Generator Hall South Scan: Space Pirate doors are based on stolen Federation technology. They all include a low-level energy shield that will open the door when shot. Blue- colored shields can be shot with any type of weapon. -------------------- Space Pirate Crate ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Temple of Bryyo Scan: Space Pirate Crates are mainly used as storage units by pirate troops. They will often contain energy supplies and ammunition. Standard weapon fire is capable of destroying them. (Note: The game has typo'd "destroying" here. I corrected it.) -------------------- Space Pirate Green Door ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Mining Site Room: Main Cavern Scan: Space Pirate doors are based on stolen Federation technology. They all include a low-level energy shield that will open the door when shot. Green shields may only be disrupted by a high-frequency Beam. -------------------- Space Pirate Orange Door ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Command Center Room: Lift Hub Scan: Space Pirate doors are based on stolen Federation technology. They all include a low-level energy shield that will open the door when shot. Orange shields will only react to high-temp shots. -------------------- Spider Ball Track ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Powerworks Scan: While in Morph Ball mode, press and hold Z when close to a magnetic rail. Use Control Stick to move the Ball along the track. Release Z to disengage from the track. Using a Bomb will briefly disengage the Morph Ball from the track. -------------------- Spinner ¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Ballista Storage Scan: Use the Boost ability of the Morph Ball when inside a Spinner to activate the device it powers. -------------------- Wall Jump Surface ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Ice Room: Imperial Caverns Scan: This surface was designed to be used in conjunction with the Screw Attack system. Perform Screw Attacks while facing and touching a wall to do a Screw Attack. -------------------- White Blast Shield ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Maintenance Station Scan: White Blast Shields are extremely resilient against all but cold-based attacks. The alloy within the shield will shatter immediately if exposed to extreme cold. Once broken, the Blast Shield will remain destroyed. -------------------- Zipline Cable ¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Zipline Station Alpha Scan: Zipline Cables were designed as a transit system between pods on SkyTown. Connect and hold on to the cable by pressing and holding Z while targeting the Grapple Point on either end. _____________________________________________________________________________ | ________________________________________________/ \__| |/Lore ' Lore talks about the backstory of the game, and is very interesting to read at times. In this game, there are multiple types of Lores, providing different subjects to read about. You get Blue Tokens for these. ---------------------------------- Galactic Fed. Data (12) / ----------------------- Learn about various things the Galactic Federation documented. -------- Phazon ¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Medlab Delta (Can also be scanned on the Valhalla) Scan: Phazon is a substance of intergalactic origin. It is a highly radioactive ore with extreme mutagenic properties. It has certain biological qualities, including the ability to reproduce itself. Exposure to Phazon often affects the brains of sentient beings, causing erratic, destructive behavior. It is also a potent source of energy, surpassing even Fuel Fel in pure output potential. It must be handled carefully, as it can cause "Phazon sickness" if used incorrectly. -------- Phazon Enhancement Device ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Medlab Delta (Can also be scanned on the Valhalla) Scan: The Phazon Enhancement Device is designed to harness the energy of Phazon minerals, originally discovered on Aether, for a new Federation weapon system. It is being tested by a GF Marine battalion stationed in the Norion system. Marines can initiate an energy siphon from a supply of Phazon carried in a backpack into their armorsuits. This allows them to temporarily enhance the exoskeletal and weapon systems of their armorsuits. To date, no marines have displayed signs of "Phazon sickness." -------- Planet Norion ¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Cargo Dock B Scan: Though located on the fringe of the Federation, the planet Norion is of great importance. The military maintains a strong presence in this sector, and the base on Norion is often the first line of defense against enemies that operate outside of GF space. Originally a barren orb incapable of sustaining life, a sophisticated terraforming project designed by Aurora Unit 486 has turned Norion into a hardy forest world. -------- Planet Bryyo ¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Data Storage Scan: Federation scouts discovered the planet Bryyo ten years ago. The planet's alignment makes most of its surface uninhabitable: 48% of the world is always exposed to the sun, with another 48% shrouded in permanent night. The remaining 4% lies in an equatorial ring of fertile jungle, where the bulk of Bryyo's bioforms dwell. Fuel Gel is common on Bryyo, which makes it extremely important to the Federation. The local bioforms are quite primitive, though there are ruins that indicate an advanced culture thrived on Bryyo in centuries past. -------- SkyTown ¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Data Storage Scan: SkyTown is a network of advanced structures floating in the atmosphere of planet Elysia. Most of the base is dedicated to research, from a local to interstellar level. The powerful sensors of SkyTown provide useful military intelligence data along with research information. An Aurora Unit analyzes the vast amount of data collected by the station: it is supported by the Elysians, a group of sentient mechanoids that live within the base. -------- Hunter Rundas ¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Docking Hub Alpha Scan: Subject is a native of Phrygis, a moon of planet Bes III known primarily for ice mining. The Phrygisian ability to manipulate and generate ice has come in handy in subject's career as a Bounty Hunter. Intel suggests he enjoys hunting, to the point where he keeps trophies from all the targets he's successfully captured or killed in his career. Subject is proud, cocky, and arrogant, and considers himself without rivals in his field. -------- Hunter Ghor ¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Munitions Storage Scan: Subject is a veteran of the liberation war of Wotan VII. Only 6% of subject's birth-body remains: the rest is state-of-the-art cyberware. Despite his career and heavy cybernetic modification, subject is known for his high level of empathy and compassion. Ghor is rather gentle and approaches situations logically, but is not the most skilled of fighters. Intel suggests he even has a sense of humor. Subject has often championed the weak, poor, and downtrodden, working for free or giving bounty money earned to the victims of his targets. Subject can merge his cybernetic body into larger mechanisms, including gunships and fightercraft. This merging will alter Ghor's personality, and he will become incredibly aggressive and violent. Data indicates a high proficiency with computer infiltration and manipulation. High level of mechanical empathy with artificial intelligence. -------- Hunter Gandrayda ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Munitions Storage Scan: Subject homeworld unknown. Possesses metamorphic ability similar to the biomorphs of Jovia XII. Can assume the form and abilities of most living things, including bioforms considerably larger than the subject. Scans are unable to determine subject's age, but psych eval suggests a high degree of youthfulness. Intel suggests that bounty hunting is akin to a sport for her, one she enjoys considerably. Subject perceives the veteran Hunter Samus Aran as her chief rival, a rival she intends to surpass as soon as possible. -------- Olympus-Class Battleship ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: G.F.S. Olympus Area: N/A Room: Security Station (Can also be scanned on the Valhalla) Scan: The Olympus-class battleship is the first Federation capital ship designed to use an onboard Aurora Unit. They are the flagships of the fleets they serve in, usually commanded by an officer of flag rank. Battleships of this class have smaller screws than most ships of a similar size due to the presence of an Aurora Unit. The space saved in crew support is used for more battle systems. The enormous vessels are powered by Fuel Gel, making the scarce commodity of extreme value to the Federation military. -------- Tallon IV Incident ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Gaflar System Area: G.F.S. Valhalla Room: Stairwell Scan: Planet Tallon IV, formerly a Chozo colony, was struck by a stellar object 50 years ago. Object was later determined to contain large quantities of Phazon. The Chozo were able to stave off the spread of Phazon, at the cost of many Chozo lives. The survivors abandoned the planet, fleeing to an unknown location. Decades later, Hunter Samus Aran responded to a distress call in the sector and discovered a Space Pirate Phazon mining station there. Aran eliminated both the pirate and the Phazon threat from the planet, though not without cost. -------- Valhalla Incident ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Norion Area: N/A Room: Munitions Storage Scan: The GFS Valhalla was on a training mission after receiving new crew at Tivus. We believe the Balhalla was ambushed en route to the training base by a fleet of pirate vessels. Data suggests the pirates were using upgraded starships powered by Phazon: that plus superior numbers were more than the Valhalla could handle. Current whereabouts of the Valhalla are unknown: she is presumed destroyed in action. -------- Anhur Incident ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Gaflar System Area: G.F.S. Valhalla Room: Control Room Scan: Planet Aether, home of the Luminoth, was struck by a "Phazon Meteor" five decades ago. The impact had catastrophic effects on the already unstable planet, creating a "dark twin" of the planet and a dire race known as the Ing. A brutal war between the two planets took place, with the Ing gaining the upper hand. The G.F.S. Tyr went to the sector to investigate pirate activity, but were forced to make an emergency landing on Aether. Shortly after, the entire crew of Tyr was attacked and annihilated by the Ing. Hunter Samus Aran was sent to investigate, and wound up entangled in the local conflict. Aran fought against both Space Pirates and Ing, and arose victorious. Aether's "dark twin" vanished, taking with it the Ing horde, and the planet's peace was finally restored. After the Aether incident, the Federation sent the G.F.S. Anhur back to Aether to deal with the pirate base. Upon arrival, the crew and marines of the Anhur assisted the native Luminoth in dismantling an abandoned Space Pirate mining facility. During the operation, the crew detected the presence of Phazon. The ship's crew investigated and collected several kilograms of ore, which would later lead to the development of the PED. ---------------------------------- Bryyo Data (12) / ----------------------- This details the history of the Bryyonian people, including what seems to be an interesting encounter with the Chozo... -------- Golden Age ¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Reliquary II Scan: Look now to the past, and to the time of peace on Bryyo. See the age of gold, when our world was a paradise unrivaled. Hear the songs of joy fill the streets of the Royal City, as the people honor the coming of Bryyus the First, the Liberator. Behold the launch of our first ship to the stars on that day, and witness the rise of Science, of a New Bryyo. See this, and see the beginning of our downfall. -------- Age of Science ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Grand Court Scan: The ships of Bryyo sped to the stars, in all directions, bearing the banner of peace. Soon we found stellar brethren in the Chozo, the Luminoth, and the Ylla. Starborne knowledge came to Bryyo, and we gladly sent our wisdom to our new friends in return. The hearts of Bryyo were filled with pride, and they honored the Lords of Science for all the wonders they provided. As the time of New Bryyo came to be, the old ways faded. The cries of joy from those who honored Science covered the angry shouts of those who mourned the old ways, the Primal Traditions. -------- Age of Schism ¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Main Lift Scan: In time, the wonders of Science were not enough for those who held the Primal Traditions in their hearts. The warnings of the Chozo--to seek balance between old and new ways--were not heeded by the Lords of Science, myself included. We forged on, ignorant of the rage in the hearts of the Primals. The time came when Sfimas, First Lord of Science, denounced the Primals and their Traditions in the center of the Royal City. It was as flame to a dry forest. The Age of Science ended, and the Age of Schism was born. -------- Age of War ¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Gel Processing Site Scan: In the beginning, the conflicts were small, out of sight for most on Bryyo. But they grew, slowly but as steady as the coming of the sun. Diplomacy gave way to brutality, and war came to our world. The Lords of Science turned their minds from exploration to destruction, and unleashed horrors unknown upon their Primal enemies. In retaliation, the Primals turned to the darkest of ancient powers, cursing us, the Science Lords, and all who served our cause. Friends from the stars tried desperately to end the conflict, all in vain. The people of war would not be denied. -------- Downfall ¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Temple Generator Scan: Look now to the time of battle, tribe against tribe. See fertile land swept clean of all living things by arcane nightmares or the hellish blasts of Science. See the giant stone Mogenars do battle, destroying the land with their titanic blows. And hear the undying scream of a planet wracked by darkest war. The battles waged endlessly, and the resources needed to sustain our war machines were great. Bryyo too had become a casualty of the war: the air was filled with the smoke of battle and the soil soaked with the toxins of pollution. Calamity after calamity visited the folk of Bryyo, until a world once known for wonders became a scarred husk under the stars. Only a small region remained habitable, and to it the survivors went, bringing the war with them. -------- Victory ¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Hall of Golems Scan: We, the Lords of Science, mishandled the use of our knowledge. The devastation of the war robbed us of the rate resources necessary to fuel our war engines. Without our machines we were unable to stand up to the Primal armies, and they overran the enclaves of many Science Lords. What few remained fled into dark places, polluted wastelands even the bravest of Primal warriors would not dare enter. Whatever joy there may have been amongst the victorious was quickly stamped out by the grim reality surrounding them. Bryyo, their cradle, their sacred home...was on the verge of death. -------- Struggle of Exiles ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Burrow Scan: As the followers of the Primal Traditions celebrated their victory, a number of surviving Science Lords gathered in a hidden sanctuary. It was there that our foolishness became obvious, and we regretted ignoring the Chozo's warning. We realized the folly of following the ways of Science with blind faith--and the peril of all Bryyo. The contamination left from the battles was spreading, and would soon scour the remaining fertile lands, leaving naught but ash. If left unaided, Bryyo would lose what few safe lands and water remained. Once more, our great minds turned to a grand task...planetary salvation. As our enemies searched the lands for us, the last Lords of Science, we created our final machines and launched them into the heavens. -------- Salvation ¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Hidden Court Wall Scan: The great machines of the Science Lords performed flawlessly. They absorbed the toxins and pollution in the air and soil, preserving the remaining fertile land of Bryyo. Yet the planet's climate was forever changed, leaving one side eternally scorched by the sun, the other forever in the icy grasp of darkness. The launch of the machines revealed the hidden enclave of the Science Lords to their former enemies. The bright lights in the skies caused by the decontamination equipment stirred old hatred in the hearts of the Primals. Fearing a new attack, the Primals sent their warriors forth to hunt their hated foes. We were now marked for death. -------- The Hunted ¯¯¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Thorn Jungle Room: Jungle Generator Scan: The Primals crafted new magics to protect their warriors, and sent them into the burning wastelands to hunt the Lords of Science hiding there. Though we tried to avoid conflict, many Science Lords were found and ended by Primal war bands. I was but the sole survivor, the last remaining Lord of Science. In order to protect myself, I adopted the wisdom once shared by the Chozo. I merged the ways of the new--Science--with the ways of old--Magic. I built mighty Mogenars made of stone, and placed them outside the walls of my home, there to silently protect me from all enemies. -------- Decline ¯¯¯¯¯¯¯ Planet: Bryyo Area: Cliffside Room: Collosus Vista Scan: Forgotten in exile, a creature of myth, I, the last Lord of Science, worked tirelessly to protect myself and this world. I crafted magics and machines to bring life back to the wastelands. I found a new source of natural energy in the land and called it Fuel Gel. I vowed to atone for the devastation inflicted upon Bryyo, caused by both science and war. Yet, while I toiled, the Primals slipped slowly into barbarism. With no Science Lords to hunt, they turned on each other, tribe against tribe. Magic was lost to them, and they became as savage as the predator beasts of the wild. -------- Prophecy ¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Fire Room: Refinery Access Scan: As time slowly passed, I grew old: even the combined power of magic and science couldn't cheat death forever. In order to preserve Bryyo's environment, I would need a successor. Finding one was a daunting task, for most of the folk saw me as a monster. Time passed quickly as I searched, and my efforts appeared to be in vain. Seemingly by chance, I found a young Primal wandering the wastelands and rescued her. But this was not a chance encounter. She was a prophetess, tirelessly searching for the last Lord of Science to speak to about her visions. In her dreams she saw a starborne death coming to Bryyo, and with her vision came a plea to save her world. Based on her information, I began work on improving the existing decontamination equipment to help prepare a defense for Bryyo against the eventual catastrophe. -------- Our Plea ¯¯¯¯¯¯¯¯ Planet: Bryyo Area: Ice Room: Imperial Caverns Scan: Sadly, disaster came to us before we could finish our work. An accident caused our supply of Fuel Gel to explode, sending fire to the sky and exposing our position. It was not long before a Primal war band saw the great fire, and rushed to attack. Without a way to power my great Mogenars, I had no way to defend myself from their assault. Fleeing would only drive them to pursue us to no end, and they would show no mercy to either one of us once caught. I had no other choice but to stand my ground while the prophetess fled to safety. With her I sent my records of the past, in hopes they would both find sanctuary. You now read my last words, etched in stone and placed by the prophetess. We speak to you from beyond the grave, to plead with you... Save our world from the starborne plague. Lift the veil of hate from the eyes of our people. May our remaining relics serve you well in this struggle. ---------------------------------- SkyTown Data (12) / ----------------------- This details the history of the Elysians, a completely mechanical race built by the Chozo themselves. -------- Creators ¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Main Docking Bay Scan: I am Elysian, descendant of both the Chozo and the First. I am facing the last moments of my life and transferring my memory to the data pod. In a way, our chronicle begins nearly 1500 years ago. That was when our noble creators, the Chozo, began to build that which would become our home. A place of exploration and knowledge, floating in the clouds of planet Elysia, a fitting home for its great Chozo builders. They built many linked, hovering pods: in time they formed a net in the skies across the globe, instruments peering out in all directions, studying the cosmos. We did not exist then: only the Chozo walked these hallowed halls. To the distant stars they looked, and a great many things they discovered--including that which would later spell grim disaster for all. -------- Gift ¯¯¯¯ Planet: Elysia Area: SkyTown Room: Arrival Station Scan: Several decades passed for the Chozo here at Elysia. The harsh winds and storms began to take their toll on the station, and upkeep began to take up more and more of their time. Seeing a need for assistance, they created us. The First Elysian, built by Chozo hands, stepped out of the mechanicreche 1,450.82 years ago. Crude by our current standards, the First was soon given the greatest gift of all by the Chozo. To better assist the creators, the First was given self-awareness. To all other Elysians, the First shared the Chozo gift. This event marks year One of the Elysian reckoning. -------- Discovery ¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Barracks Lift Scan: The Chozo were watchers, studying the depths of space tirelessly to quench their thirst for knowledge. From this facility they launched observation satellites, firing them into the heavens toward distant worlds. These satellites allowed them to analyze the various phenomenon occuring across the cosmos. Through this process they were able to satisfy their intellectual appetite, one planet at a time. One day, a Chozo Searcher happened upon a very rare discovery. A once-thought-lost satellite delivered information on a distant world. It was incredibly far away, even by Chozo reckoning. Study of the stellar object revealed that it was, in many ways, a planet--and yet also sentient. Alive. This chance event was brief, and the information being collected was lost before the true identity of the planet was revealed. -------- Alone ¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Landing Site A Scan: In the year 400 of Elysian reckoning, the time for our Chozo creators to leave had arrived. To us they entrusted the station and its purpose. We were to stand vigil and watch over the station until the time when others seeking knowledge and enlightenment arrived. With their departure came one last request from the Chozo Searcher--to continue exploring the skies for the answers to the mysterious planet. We gave her our word and resumed her tireless search. Day after day we hunted for the answers she desperately sought, but our efforts wielded nothing. We failed. -------- Slumber ¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Ballista Lift Scan: By the year 600, we of Elysia were low on critical supplies and fuel. We created smaller mechanoids to process fuel from the atmosphere of Elysia, but they proved unable to provide a sufficient supply. Unable to secure the necessary resources to sustain ourselves, we entered a state of hibernation to preserve our remaining stores of energy and parts. While we slumbered, the data collected by the station's equipment was fed to us in dreams. During this long period of sleep, we had many dreams. Countless great events came to us, including a reunion with our creators, who had come to call a new planet their home. It was not long before disaster struck. A stellar object hit planet Tallon IV, bringing with it a catastrophic corruption that sent the Chozo world into chaos. We watched hopelessly as our creators perished, the few survivors fleeing to an unknown location. Powerless, we slept, and in our dreams we lamented the death of our creators. This was our final vision, after which we were never able to see our creators again. -------- Federation ¯¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: Eastern SkyTown Room: Maintenance Shaft TR Scan: Time passed slowly as we suffered through our bad dreams. We endured their visions until finally, in year 1435, our automated defense systems were triggered. A number of aliens, well armed and armored, had penetrated our battle screens and entered Elysia Station. Per protocol, we were revived from stasis to defend our home. As we mustered for battle, the aliens communicated with us and declared themselves to be under the banner of peace. A truce was called, and soon we began negotiations with the Galactic Federation. The Treaty of Elysia began a new era of prosperity for us. -------- Agreement ¯¯¯¯¯¯¯¯¯ Planet: Elysia Area: Eastern SkyTown Room: SkyTown Federation Landing Site Scan: The treaty brought us new supplies, fuel, and parts from the Federation. In return, we allowed them to use Elysia Station as they saw fit. They were glad to use the station's powerful scientific systems, and gleaned a great deal of knowledge from our data banks. Unfortunately, the harsh atmosphere of our world was dangerous for the Federation researchers. They proposed to replace the humanoids with a single artificial intelligence unit, which they called Aurora. -------- Aurora ¯¯¯¯¯¯ Planet: Elysia Area: Eastern SkyTown Room: Broken Lift Scan: Aurora was placed within one of our floating pods and connected into the station's network. This connection allowed Aurora to control not only the facility, but us as well. Our link allowed us to reap the benefits of the Aurora's own connection to the Federation's Aurora network. The units were capable of communicating with one another regardless of the distance, and vast amounts of information were passed down to us. As the years went by, we aided the Aurora and our Federation allies in their research. We studied potential enemy threats and collected data on their activities. It was, in some small way, a means to atone for our inability to help our creators years ago. Through our alliance with the Federation we were able to prevent many disasters, and bring an end to various threats in the cosmos. We are not certain if that was what our creators would have wished to happen, but it was certainly a peaceful life. -------- Loss ¯¯¯¯ Planet: Elysia Area: Eastern SkyTown Room: Concourse Access B Scan: It was approximately five months ago that our systems detected a meteor- like object collide with a planet in a nearby galaxy. The impact was followed by a spreading corruption, identical to the one we saw devour our creators' planet. Moreso than ever, we were determined to aid the Aurora and discover the source of these objects. Months passed before we could uncover its origin--it had come through a wormhole from an incredibly distant planet. We studied this link between the tear in space and the location it was connected to. As we delved deeper it became clear to us that this was the mysterious planet the Chozo Searcher had been seeking. The living planet was aggressively attacking other worlds, hurling parts of itself across the cosmos like missiles. We had finally discovered the source of these corrupted meteors. It was about one month ago that we made our revelation, but all attempts to transfer the critical data to the Federation were unsuccessful. It appeared that the Aurora Unit had become disabled. We tried desperately to restore the Aurora, but it had been corrupted by an unknown virus. Our only means of communication with the Federation were severed. -------- Phazon ¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Construction Bay Scan: One week after we had lost communication with the Aurora Unit, we witnessed the living planet strike again. It sent forth several stellar objects, one aimed directly for us. It streaked through the clouds of Elysia, destroying a large portion of our home. ultimately striking the distant core below. Soon our sensors detected the presense of strange energy. Our readings matched with the Federation's data--this was the same toxin that corrupted countless other planets and our creators' world--the galactic scourge called Phazon. -------- Invader ¯¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Hoverplat Docking Site Scan: We watched as the Elysia fell victim to the meteor's corruption, its Phazon beginning to consume her. High above the noxious surface, we continued to collect data on the object. It was not long before we met a new enemy. Space Pirates, hostile alien life-forms and sworn enemies of the Federation, entered the station and attacked. The pirate forces struck swiftly, their numbers and weapons dwarfing our own. After their initial assault, they began construction of a massive energy shield around the meteor. They referred to the fallen object as a "Seed" and quickly built the protective barrier. Any resistance they met from us was crushed, and the massive shield was built without interruption. Our attention then turned to the pirates themselves. If we could not stop them through combat, perhaps there was another way. Our studies quickly yielded unexpected results. All of the Space Pirates were corrupted with Phazon, but unlike other life-forms, they were actually being sustained by it. This Phazon kept them alive, and it appeared to control their minds with a will of its own. -------- Defeat ¯¯¯¯¯¯ Planet: Elysia Area: SkyTown Room: Powerworks Scan: The two weeks following the Seed's impact were disastrous. Like the Aurora Unit, we too were infected with a Phazon-based virus. The spreading corruption consumed many of us, putting us under Space Pirate control. It was not long before only a handful of us remained. During this time there was but a moment that we received aid. Ghor, dispatched here by the Federation, arrived here to restore the Aurora Unit. Our hope quickly vanished as he too was corrupted by Phazon and lost his own will. He now leads the assault on the remaining survivors, taking more and more of the station over with each passing day. There is no hope left for us. Soon, we too will be among the enemy forces. The last of us now stand before the brink of our history's end, silently waiting out our final hours. I am Elysian, descendant of both the Chozo and the First. I am facing the last moments of my life and transferring my memory to the data pod. ---------------------------------- Space Pirate Data (12) / ----------------------- All the logs stored in the Pirate Homeworld. Contained is a series of events dealing with Dark Samus and the Space Pirates. Creepily enough, the Space Pirates appear to be mind-controlled by Dark Samus... -------- Our Mission ¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Command Center Room: Lift Hub Scan: Phazon was discovered two stellar years ago, and since that moment, Command has been driven to control it all. Two operations have been established, at tremendous cost. Both have failed, thanks to the accursed Hunter, Samus Aran. Her Federation allies now move to secure what little Phazon remains on the planet Aether. This we cannot allow. We, the crew of the battleship Collosus, swear to take that Phazon or die trying. -------- Stowaway ¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Command Center Room: Command Station Scan: Our attempts to intercept the Federation ship departing Aether were unsuccessful. With them went a collection of Phazon, the first to fall into Federation hands. They foolishly left most of the Phazon behind, allowing us to quickly collect what we could. But in our haste we took more than just Phazon. Our scanners have detected the remains of Dark Samus, who has revived herself within our Phazon storage. Surely, we are cursed. The fiendish shrew consumed all of the Phazon, then wiped out a third of the crew in a matter of minutes. Now she moves at will through the halls of Collosus, using her witchery to beguile the minds of the crew. We are unable to call for aid, and only a few of us remain to stand against her. All is lost. -------- First Disciples ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Research Facility Room: Processing Access Scan: Our struggles have ended. She has shown us the error of our ways. The way is now clear. All previous vows of fealty have been forsworn: we now pledge sole allegiance to our liberator, the great one, Dark Samus. We bear a singular honor, we lucky few, for we are her first disciples. Our burden is a happy one, for we will pave the way to her glorious victory and cosmic rule. Let the light of Phazon lead us! -------- The Source Discovered ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Planet: Pirate Homeworld Area: Research Facility Room: Airshaft
Scan: After our liberation, she left us adrift. We thought this a test of our
loyalty, and so we endured. Some said she abandoned us. They were promptly
shot. Disciples do not doubt their leader.
When she returned, it was on the back of a titanic starborne beast! As we
grovelled in awe, she ordered us to follow the beast through a rift in space, a
wormhole. Some refused to follow, afraid of the unknown. They too were shot.
Disciples must be fearless.
Once through the rift, we saw a singular wonder... Phaaze, the source of all
Phazon in the cosmos. Phaaze, the home of our glorious leader!
--------
The Leviathan
¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Transit Station 1-A
Scan: Our leader provided us with great wisdom on many subjects, including the
improvement of our mighty battleship, Collosus. We followed her teachings, and
turned our vessel into a ship without peer. But more work remained!
Dark Samus required a mighty flagship, one to strike terror in the hearts of
her enemies. The might of Collosus was not enough. She demanded more! Her
solution was unique and most excellent.
We took her great star-beast and fitted it with cybernetic weapon systems. Crew
quarters and command consoles were placed within the beast's skull. In time, we
created a mighty dreadnaut, and called it Leviathan. The great leader was
pleased.
--------
Taking Valhalla
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Research Facility
Room: Creche Transit
Scan: The vision of our leader is vast indeed. As we prepared for war with the
hated Galactic Federation, she decided she required one of their great machines
to better control her living planet. We then set out to bring an Aurora Unit to
Dark Samus.
Bribes led us to the location of our prize: the battleship Valhalla. Crewed
with green recruits on a training mission, she was ours for the taking. One of
the mightiest ships in the cosmos was no match for the Phazon-powered weapons
of the Colossus. We rendered Valhalla helpless, then sent raiders to claim our
prize. The Aurora was ours!
There was to be no mercy for the Federation dogs. At the command of Dark Samus,
we jettisoned the crew into the frigid depths of space, leaving the wreck of
Valhalla as a warning to the Federation. Let them tremble before our might!
--------
Purification
¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Skyway Access
Scan: Our great leader, with the help of our captured Aurora Unit, has
discovered many of Phaaze's secrets. Dark Samus can now command the living
world to send forth Phazon Seeds! She was eager to test this new power. When we
heard the first world to receive this blessing was our Homeworld, we rejoiced.
The Seed was sent into the void, and quickly made its way to our Homeworld. Our
brethren foolishly tried to repel it, but their efforts were in vain. To think,
once we were as pathetic as them!
Now the deed is done, and slowly, our Homeworld becomes like Phaaze. Soon,
there will be two living planets, two Phazon sources for our great leader to
use as she sees fit. Soon, there will be thousands of new disciples for her to
command.
--------
Vanguard
¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Mining Site
Room: Mine Lift
Scan: The time has come. Our leader commands. We go to war at last!
Three worlds will be attacked, each important to the Federation. We shall
destroy the spy base at Elysia, the fuel production of Bryyo, and the naval
station at Norion. Each of those wretched worlds will become as Phaaze...each a
foothold into the territory of the hated Federation. From those worlds, our
vanguard will go forth. At long last, our enemies will be humbled, then
enslaved.
Three Phazon Seeds will be sent, and an armada will accompany each of them.
Dark Samus herself will lead the attack on Norion. Victory is ours for the
taking!
--------
Victory and Loss
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Mining Site
Room: Drill Shaft 1
Scan: Today is a day of celebration and woe. Our forces have taken planet
Bryyo, leaving the Federation outpost there in cinders. Though we missed their
spy base at Elysia, the planet itself was struck with a Phazon Seed. But
Norion... Norion was a failure...all thanks to that accursed Hunter, Samus
Aran.
All is not lost, however. Our great leader defeated Aran and her mongrel allies
in battle. If they aren't dead, they'll soon wish they were. Each of them bears
her mark of corruption. Soon they, like we disciples, will bow to her will.
--------
Bryyo Falls
¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Mining Site
Room: Phazon Mine Entry
Scan: Command has received disturbing reports from Bryyo. Contact with our
outpost there has been terminated. A coded bliptrans showing Commander Rundas
falling in battle to Samus has arrived. Worst of all, the Bryyonian Seed has
been demolished. The Hunter's might is great, and she is as efficient as ever
when it comes to disrupting our operations.
Our spies within the Federation tell us she travels to Elysia soon. We plan on
having an appropriate welcoming party in place for her when she arrives.
Commander Ghor is a very...accomodating host.
--------
Disaster at Elysia
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Command Courtyard
Scan: The march of the Hunter continues, much to our dismay. She has smashed
our line at Elysia, taking down Commander Ghor in the process. The accursed
Elysian machines were no match for Aran's guns, and now the Federation has
control of their spy station once again.
It is only a matter of time before they find the location of the Phazon source
and send their fleets to lay siege. Our great leader does not seem to mind
these setbacks. If Samus comes to our Homeworld, she will find us ready.
--------
Mistress Gandrayda
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Planet: Pirate Homeworld
Area: Command Center
Room: Transit Tunnel P70
Scan: Mistress Gandrayda is the last of our leader's field commanders. We hope
that she will succeed where the others have not. We hope that she will slay the
wretched Hunter!
Gandrayda tests our mettle often. She moves among us in our form, watching us,
looking for signs of weakness. Several unfaithful disciples have been
ended...violently. Those who survive will be stronger, ready for the Hunter
that comes from the void. Gandrayda has vowed to present Aran's bloody helmet
to Dark Samus as tribute. We hope she fulfills that vow!
----------------
**Glitch (or bonus) Creature scan discovered**
If your Logbook is full, during a replay of the game, you may find a new scan
in SkyTown's Concourse. It's one of the pirates that attack you on the first
visit. The scan is simply titled "Armored Pirate." It has its own entry (shown
below), but does not get added to the Logbook. You can even get a Red Token
from it as if it's a real Creature scan, so you'll end up with 109 instead of
108. The entry is shown below. Once again, this glitch scan can be found in
SkyTown Concourse, during a replay, and a full Logbook. You must also not pass
Concourse, otherwise it won't work. (If he doesn't appear, just keep re-
entering the room. You'll find it.)
--------
Armored Pirate
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Some Space Pirate units are now equipped with a durable battle armor that
provides resistance to most Beam weaponry. The armor is susceptible to
explosive attacks, however. Shatter it to expose the target to Beam damage.
________ ________
Section \___________________ ___________________/ VII
\_____________________/
Unlockables and Secret Messages
Unlockables are things you can unlock in the extras menu through the use of
Credits/Tokens. Some more valuable unlockables require a green Friend credit,
so gather up some Friend Vouchers and send them. I will detail each unlockable
and how many of each type of token needed to unlock it. As for the Secret
Messages, well they deal with your ship's radio transmitter. Input certain
codes to hear secret messages from the game developers! They're all in Japanese
though, but it's still interesting. If you're fluent in Japanese, that's a
plus.
----------------------------------
Hypermode Difficulty /
-----------------------
To unlock Hypermode difficulty, simply beat the game once. This is only for the
experts!
----------------------------------
Concept Gallery /
-----------------------
With these packs, you can view all kinds of concept art for the game.
--------
Samus Package: View various concept arts of Samus.
Tokens needed to unlock: 3 Red, 2 Blue, 1 Gold
--------
Creature Package 1: View concept arts of the various creatures in the game.
Tokens needed to unlock: 3 Red, 1 Blue, 1 Gold
--------
Creature Package 2: View concept arts of the various creatures in the game.
Tokens needed to unlock: 3 Red, 2 Blue, 2 Gold, 1 Green
--------
World Package 1: View concept arts of the worlds you can explore in the game.
Tokens needed to unlock: 3 Red, 1 Blue, 1 Gold
--------
World Package 2: View concept arts of the worlds you can explore in the game.
Tokens needed to unlock: 3 Red, 2 Blue, 2 Gold, 1 Green
--------
Storyboard Package 1: View storyboards of certain cutscenes from the game.
Tokens needed to unlock: 3 Red, 2 Blue, 1 Gold
--------
Storyboard Package 2: View storyboards of certain cutscenes from the game.
Tokens needed to unlock: 3 Red, 2 Blue, 2 Gold, 1 Green
----------------------------------
Bonus Gallery /
-----------------------
Probably your most coveted unlockables, these can implement certain features in
the game.
--------
Ship Bumper Stickers: With this turned on, your ship will display bumper
stickers of various Wii games. The game detects saves of games on the Wii's
flash memory, and puts those bumper stickers on your ship.
Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 2 Green
List of games the ship can use for bumper stickers:
Excite Truck
Mario Party 8
Metroid Prime 3: Corruption
Super Mario Galaxy
Super Paper Mario
Super Smash Bros. Brawl
The Legend of Zelda: Twilight Princess
WarioWare: Smooth Moves
Wii Play
Wii Sports
--------
Screen-Shot Tool: With this turned on, you can take screenshots at any time
during gameplay or cutscenes by pressing up on the Wii Remote's + Control Pad.
Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 2 Green
Screenshots are saved to your Wii Message Board and can be sent to friends.
--------
Mii Bobblehead: A Bobblehead will appear on the inside of your ship. The Mii
you chose for your save file will be wearing this Varia Suit bobblehead. You
can even play around with it!
Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 2 Green
--------
Diorama 1: A diorama is a display of 3D models portraying some of the game's
finer moments. This one shows Samus vs. Meta Ridley while falling.
Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 1 Green
--------
Diorama 2: A diorama is a display of 3D models portraying some of the game's
finer moments. This one shows Samus sitting on an alter with a Reptilicus
giving her an offering.
Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 1 Green
--------
Diorama 3: A diorama is a display of 3D models portraying some of the game's
finer moments. This one shows Samus in Morph Ball zipping around Mogenar.
Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 1 Green
--------
Diorama 4: A diorama is a display of 3D models portraying some of the game's
finer moments. This one shows Samus jumping from the wreckage of the Defense
Drone towards a Steamlord.
Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 1 Green
--------
Diorama 5: A diorama is a display of 3D models portraying some of the game's
finer moments. This one shows Samus climbing on top of Ghor and trying to get a
point-blank shot at the head.
Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 1 Green
--------
Diorama 6: A diorama is a display of 3D models portraying some of the game's
finer moments. Samus is shown fighting the AU 313 in this one.
Tokens needed to unlock: 3 Red, 1 Blue, 3 Gold, 1 Green
----------------------------------
Soundtrack Gallery /
-----------------------
You can listen to various music tracks from the game here. However this does
not cover the game's full soundtrack, and most of the good ones aren't even on
there. Meh, only good if you like to unlock everything anyway, but this is low
priority.
--------
MP3 Title Music: Listen to the game's title music.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
--------
In the Cockpit: Listen to the music that plays while sitting in your ship.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
--------
GF Battle Theme: Listen to the GF Battle Theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
--------
Bryyo: Listen to Bryyo's main theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
--------
Bryyo Thorn Jungle: Listen to Bryyo Jungle's theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
--------
The Corruption: Listen to the music that plays when Samus first starts getting
corrupted in Fiery Bryyo.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
--------
SkyTown: Listen to SkyTown's theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
--------
Steamlord: Listen to Steamlord's battle theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
--------
Valhalla: Listen to Valhalla's theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
--------
Metroid Battle Theme: Listen to the Metroid Battle theme. (same as Prime 1's)
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
--------
Helios: Listen to Helios' battle theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
--------
Pirate Homeworld: Listen to Pirate Homeworld's theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
--------
Gandrayda: Listen to Gandrayda's battle theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
--------
Omega Ridley: Listen to Omega Ridley's battle theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
--------
Phaaze: Listen to Phaaze's theme.
Tokens needed to unlock: 4 Red, 2 Blue, 1 Gold
----------------------------------
Secret Messages /
-----------------------
Like said before, you can listen to hidden messages from popular faces at
Nintendo by inputting the proper code in the ship's radio transmitter. They are
all Japanese though, but I have the English translations for them all!
--------
Message from Satoru Iwata, the President and CEO of Nintendo:
In the radio, from left to right, press in order: 2nd, 7th, 5th, 1st
"Hello, this is Iwata from Nintendo.
A president has to take things really seriously, even if it doesn't seem like
it. It's understandable if you lose weight from stress...but I get fatter
instead. Nobody thinks I'm taking it seriously."
--------
Message from Kenji Yamamoto, Music composer of various Metroid games:
In the radio, from left to right, press in order: 3rd, 6th, 4th, 8th
"*guitar version of Metroid Prime's main theme plays* Hello to everyone who is
playing Metroid Prime 3! This is Kenji Yamamoto. If you listen carefully to the
music, you might notice that some parts of the soundtrack in Metroid Prime 3
are the same as those in older Metroids. That's what I expect and why I want to
arrange the music."
--------
Message from Kensuke Tanabe, Producer of Metroid Prime 3: Corruption:
In the radio, from left to right, press in order: 1st, 3rd, 8th, 5th
"Hello everyone, this is the Prime series's producer Tanabe. The Metroid Prime
series is over but I am going to do my best for the next series!"
--------
Message from Shigeru Miyamoto, General Manager at NCL, and Producer of the
previous Metroid Primes:
In the radio, from left to right, press in order: 8th, 3rd, 5th, 4th
"Ah, can you hear me? This is Miyamoto.
All of you playing Metroid, can you hear me?
It's fun, isn't it?
I've also worked on many [Metroid] games, but this one is the best yet, don't
you think?
Make sure to play it all the way to the end.
See you!"
--------
Message from Yoshio Sakamoto, Co-creator of Metroid:
In the radio, from left to right, press in order: 4th, 6th, 1st, 7th
"Hello everyone. This is Sakamoto from Nintendo. Did you enjoy Metroid Prime 3?
Samus's mission is not over with these missions but will continue to go on.
Please look forward to waiting for the next one! METOROIDO OMOROIDO! [Metroid
is Fun!]"
________ ________
Section \___________________ ___________________/ VIII
\_____________________/
Boss Strategies
Are you just downright stuck on a boss and need help for defeating it? Well
this is what this section is for. I added this because I know there are some
people who want to know how to beat a boss without getting spoiled in the
walkthrough.
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Berserker Lord:
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First I will document his attacks as of now. He fires a solid Phazon Beam in a
sweeping fashion, pounds the ground with his hands if you get too close, (it
creates a tall shockwave that must be Space Jumped over) and a liquid Phazon
beam. All can be easily avoided. OK, now in order to start damaging, shoot the
glowing orbs on his shoulders until they're both gone. He'll now start firing
Phazon projectiles at you. This is the key. Shoot the projectiles to send them
right back at him, damaging the plating covering his weak point. (Try to get
two projectiles to hit him.) Afterwards, he'll more than likely regenerate his
shoulder orbs. If so, repeat the process until that plating is gone.
Now that it's destroyed, he'll resort to making shockwaves by slamming his
fists onto the ground. If you've played Prime 2 and remember those Ing
Smashers, avoiding the shockwaves is pretty much the same. Just shoot his weak
point while dodging his attacks and he'll be dead in no time.
Boss encountered: During the escape on the GFS Olympus, and in SkyTown, above
a piece of the Theronian Bomb.
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Meta Ridley:
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You're both falling down a shaft which eventually leads to the planet's core,
so that means this is a timed battle. You're now above Meta Ridley, and his
main form of attack is a fire beam. Since he's scraping his feet and hands
against the sides of the shaft, explosive cells will fall, but since both of
you are falling faster, the cells approach you, so try to destroy them. After
he takes enough damage, he flies up to you and decides to do close combat.
He'll do two kinds of swipes with his right claw (foreward swipe and back
swipe) and he'll also try to bit you. He "charges" these attacks though, and
they glow red. So fire at his claws when they're red to stop his attacks.
Shooting his mouth here damages him, and when you hit his claw when he starts
to do a foreward swipe, he roars for a few seconds, giving you time to fire at
his mouth for extra damage.
After he gets enough damage taken from him, he flies above you. He fires
fireballs this time, which have to be hit multiple times before they're totally
dissipated, and also rushes toward you while doing his laser attack. Also he
has spiraling fireballs, which are redder and spiral around before they hit
you. After enough damage, you'll be back to close combat. Same thing as before.
After enough damage here, you'll be back above Ridley. Finish him off for good
here. Samus will fall down onto Ridley's mouth and start doing point-blank
shots right at the mouth, then will mount off, allowing Rundas to save her.
Boss encountered: Norion, Generator Shaft
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Rundas:
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First of all, his attacks and how to deal with them. On the ground, he can fire
two or three bursts of ice that can freeze you. Simply stay away from him to
easily avoid these, but if you do get caught, press the jump button repeatedly
to escape. If you get really close, he'll form an ice scythe on his right hand
and try to slice you with it. To avoid this, simply don't get right in his
face. Also if you try to fire Missiles at him, he'll form a super-cooled area
around him, freezing the Missile midflight. He'll also take off and fly around
on a sheet of ice, and if he lands on an ice pillar from it, he'll form large
ice projectiles. I suggest trying to avoid these (it's hard, they home in)
since you'll likely not have enough time to shoot down all of them, but you do
get some health and stuff for shooting them. That's pretty much it right now,
so let's get on to how to damage him.
Simply shoot him. Sure it doesn't do any damage, but if you shoot him enough,
he'll be stunned, allowing you to yank the armor off of him and actually do
some damage. Go crazy when the armor is off. If you did enough damage by the
time he forms his armor back on, he'll have new attacks at his disposal.
When he has half health left, he'll start firing ice projectiles while he's
flying, so beware. Also when he's stationed on an ice spire, he'll make a large
ice cylinder, whip it around like a lasso, then throw it at you. This does
heavy damage to you, and its blast radius is hard to avoid, so try to stun him
with Missile shots (he doesn't stop Missiles when he's attacking) to make him
drop the ice cylinder. When his life is almost gone, he goes into Hypermode at
times, making his attacks and defense stronger for a brief moment. You'll have
to use your Hypermode attacks to compensate.
Boss encountered: Bryyo Fire, Temple of Bryyo
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Korakk:
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While the Hussar is on the Korakk, the only thing that this boss does is attack
with the Hussar's Energy Lance. Since you can't damage the Korakk right now (it
won't leave itself vulnerable), kill the Hussar first. Now the Korakk will get
mad and start attacking you. It'll send out its long tongue to try to drag you
in. If it latches on to you, shake the Nunchuk and Wii Remote until you are
loose. It'll also try to run you over. In order to damage this beast, wait
until it has its mouth open, and shoot the tip of its tongue. This will put the
creature into a daze. Quickly roll under it and plant Bombs under it to hurt it
a little bit. If the Korakk didn't fall down to the ground, you must stun it
again and plant bombs under it once more. When it does fall to the ground, yank
its tail to make it stand up on its hind legs and scream in pain. Its glowing
chest is its weakpoint, so hit it to damage it. (Lol, you thought I'd put in a
crab battle joke.) Hypermode attacks are always effective for these kinds of
things.
Boss encountered: Bryyo Thorn Jungle, Jousting Field
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Mogenar:
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First, explanation of all the attacks he can do, and they are a lot. Attack
names and strategies courtesy of TeraGamerX in GameFAQs.
Phazon Wave is an attack which Mogenar will perform by stamping his right foot
on the ground, and causing a homing wave of Phazon to travel along the ground.
Simply jump or strafe dash to avoid this. Occasionally he'll use Rush, where he
uses his own body as a weapon by running forward towards you. It's usually
accompanied by a roar, so dodge when you can. Phazon Quake is a move Mogenar
likes to use a lot in battle, he basically jumps and lands with all his weight,
creating a large shockwave that must be jumped over. A rare attack Mogenar uses
is Phazon Beam, in which a green aura forms around his mouth, then he fires a
large beam. During this time, you can fire an Ice Missile at his mouth to
freeze him, allowing you more time to damage him. It is because of this
vulnerability that he uses it so rarely. He also occasionally slams his hand to
the ground, causing a small crater to appear in front of him. It immediately
reforms, and he usually does it when you're not near, but after this initial
Seismic Crush, various rocks will fall from the ceiling. If you have trouble
dodging the rocks, switch to Hypermode so you're invincible.
He can also use Magic Hands and Magic Blasts, the first of which he throws his
arm forward and releases an energy aura of his hand. It homes in on you until
it hits you or it is destroyed, and they usually drop pickups if they're
destroyed. The second one is he raises his hands up in the air and creates
three green energy balls and sends them out. These too can home in, and should
go down quickly with rapid shots. That's all of the attacks.
Now to go into actually defeating him. Around his body are four energy orbs,
three in the front and one in the back. These are his source of power. Choose
an orb of your liking and start shooting it. Throughout the battle he'll use a
move called Switch, which switches positions of the front energy orbs. This is
really more of an annoyance, since you can tell where to find the orb you're
focusing on by looking at the green energy flow. After destroying an orb, go
into Hypermode and attack the weak point the destroyed orb left behind. If he's
knocked back and the weak point glows yellow, you've destroyed that section.
One thing you should note is that if you don't destroy a slot soon enough,
Mogenar will block his orbs with panels and walk to the center of the room. He
will then use Magic Hands to grab some orbs and slowly pull them in. If he gets
them, he'll use them to restore any damaged orbs he has. This is by far his
most annoying move. You can destroy the orbs before they get to him, but this
is borderline impossible in Hypermode difficulty to destroy both before they
reach him.
After an orb slot of his is defeated, he'll form Phazite panels on his feet,
and will use Rush as his only form of attack at this point. You have to bomb
his feet to destroy the Phazite, but it's tough to do this flawlessly because
you can get hit easily and knocked back. To remedy this, just spam Hypermode.
(Basically, to spam Hypermode, turn it on, plant bombs, then turn it off while
away from the boss before you start to get the red Corrupted Phazon bar.)
Planting bombs won't get rid of any Phazon power, so you're not really wasting
energy by spamming Hypermode. After you destroy the feet, it's all a matter of
repeating the previous process over for about four times, and you'll have won
the battle.
Boss encountered: Bryyo Seed, Bryyo Seed Core
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Steamlord:
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The Steamlord is your main objective, but the Steambots are annoying. Now the
Steamlord hides from view throughout the battle, but its cloak cannot be used
while it's attacking or restoring a Steambot. So shoot down the Steambots to
make the Steamlord appear. He'll try to restore the bots, then attack you, so
damage him in this fashion until he is destroyed. That's it. By the time you
get to the second Steamlord battle, (which is optional I'm sure) you'll likely
have the X-Ray Visor. If so, you can use it to find the Steamlord easily and
shoot him down.
Boss encountered: SkyTown (Elysia), Steambot Barracks and Ballista Storage
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Defense Drone:
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Now, see the antennas on the drone? Those are its weakpoints right now, so fire
at them. Its attacks at the moment are being able to jump and land, creating an
electric shockwave that has to be jumped over, homing missiles (which it fires
one by one or all at once), and a plasma ball that homes in on you. You can
only destroy the plasma ball with Ice Missiles, Beams go right through it.
That's about it.
When the antennas are destroyed (careful, it can make new ones if you take too
long to destroy them all), it'll be stunned. Yank its head to make the Control
Unit be exposed. This can be damaged, so go all out. Unfortunately while the
Unit is exposed, it hops on the ledges above and fires homing plasma balls and
bombs, so try to avoid its attacks while you pummel on the Control Unit. After
a while, it'll cover the Control Unit. Repeat the process until it's dead. Also
when it's nearly dead, the whole room covers with steam. This does nothing
physically, just makes the visibility poorer.
Boss encountered: SkyTown (Elysia), Ballista Storage
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Ghor:
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Now Ghor has a variety of attacks at his disposal, at first all he'll do is
Rush and Plasma Quake. With Rush, Ghor propels his body forward, using his
weight as a weapon. Try not to get knocked off! Plasma Quake is a move that
which Ghor flies in the air, then drops to the ground, spreading a shockwave of
plasma out from him. Jump to avoid this. Now, you can't attack him because of
the energy shield he has, so see the splotches of Fuel Gel on the ground? Have
Ghor travel across these when he does Rush, and freeze the patch. When he runs
over it, he'll slip and hit the wall he's heading to. Try to dodge it in time,
and go to his backside and hit the weakpoint there. A few hits will make his
energy shield go away, so attack his head to damage him. While his shield is
down, he can fire salvos of missiles at you. Just concentrate on hitting his
head. If his energy shield has gone up, do the process over again to make him
vulnerable and attack.
When Ghor has approximately three-fourths health left, he'll dispose of the
shield and go all out, and will also burn the Fuel Gel pools. He'll now do a
spinning Plasma Beam attack, simply jump over this. His weak point is now below
him. While he's attacking, go into Morph Ball and Boost into the conduit below
him to stun him. Shoot his head to damage him.
When he has one-fourth energy left, he'll now use his Hypermode. He'll now use
a spinning attack with his sharp arms, and fire missile salvos constantly as
some sort of alpha attack. Get into Hypermode yourself and deal the finishing
blows.
Boss encountered: SkyTown (Elysia), Main Docking Bay
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Helios:
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First off, the boss attacks in formations with its Swarmbot army. I will
attempt to describe the different forms and how to avoid the attacks and how to
damage. First up:
Sphere form: Helios will make the Swarmbots surround it in a spherical
fashion, and will use this to roll around and try to run you over. This is
easily avoided, and the way to attack Helios is just by destroying enough
Swarmbots to create an opening.
Group form: The Swarmbots will assemble in groups, and Helios will go behind
each group and energize them. You now have two things to target. Either Helios,
or the activated groups Swarmbots, as they'll fire really damaging beams. Your
choice.
Disc form: Swarmbots surround Helios and create a "disc" of pure energy while
five other Swarmbot groups will act to sustain Helios. Helios itself is
shrouded in pure energy and is invincible in this form. This is somewhat easy
to avoid. It also fires concentrated beams of energy in this form. In order to
damage Helios, you have to fire Seekers at the five Swarmbots sustaining Helios
while they are glowing red/orange.
Humanoid form: Only formed when Helios is below half health left, Helios forms
the body, while the Swarmbots form appendages similar to a humanoid. The arms
can form powerful energy orbs that are hard to avoid. You can destroy the arms
by shooting them during it forms an orb or shortly after it forms one. Helios
itself is invulnerable right now, and the only way to make it vulnerable is
by attacking the legs as they try to stamp the ground to create a shockwave.
This will make Helios "fall over" and allow you to attack it.
Twister form: Helios will be at the ground, having its Swarmbots fly around
above it and form a twister of sorts. It'll then fly around to try to suck you
in. Helios itself is covered in a shield that protects it from beam attacks,
but it can still be damaged with Bombs.
In any form, once Helios is damaged enough, its core will be exposed and will
resort to flying at you while swinging its sharp arms to try to cut you up.
Damage the core with Hypermode attacks. It's simply a matter of overcoming its
forms and getting it to expose its core so you can kill it.
Boss encountered: Elysian Seed, Elysian Seed Core
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Metroid Hatcher:
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He can use his tentacles to leech energy from you (shake the Remote
and Nunchuk to escape) and spin around to attack. To start damaging it, shoot
its tentacles until the Hatcher retreats them. At this point he can spawn
Phazon Metroids. Don't let him do that. Shoot his mouth while it's open to stun
him. Rip off a tentacle with the Grapple to hurt him. Repeat the process three
more times to defeat him. It's likely that when you encounter other Metroid
Hatchers, you'll have the X-Ray Visor and the Nova Beam. If that's the case,
these things can be killed in one shot by just switching to X-Ray Visor,
locking-on, and shooting its brain.
Boss encountered: Norion, Generator B; Pirate Homeworld Research Facility,
Metroid Creche; GFS Valhalla, Aurora Chamber
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Gandrayda:
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This metamorph relies on morphing into other characters such as pirates. As of
now she can morph into many forms, all of which act the same as the original
creatures. Berserker Knight, Aerotrooper, Swarmbots. Unmorphed form, she just
jumps around and throws electric purple discs, jumps and hits the ground making
an electric wave shoot forth, and jumping on you. Shake the controller to make
her get off if she jumps on you before your energy gets leeched.
After one fourth of her health is gone, she'll lower the walls, revealing acid
rain. Stay away from where the acid rain is falling. She'll assume new forms as
well, which include the other two Hunters, Rundas and Ghor. After a little less
than half of her health is left, she'll now assume your old Varia Suit form.
Like I need to explain to you how to avoid your own attacks, right? Well wrong.
Gandrayda's abilities while as Samus lets her use the Boost Ball and a HUGE
version of the Power Beam. You have to be careful of both attacks.
Around one fourth health left, she'll start using Hypermode and cloak. Use the
X-Ray Visor to see her while she's cloaked, and when she's not cloaked, she
usually turns on Hypermode, thus blocking view with the X-Ray Visor. Turn it
off and engage Hypermode to damage her. Continue this until she's dead.
Boss encountered: Pirate Homeworld Research Facility, Proving Grounds
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Omega Ridley:
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Ridley is back, and this time he relies on ground battle than just flying
around. Don't underestimate him though. For a creature who fights mostly while
flying around, his ground fighting is just as well. First, his attacks. He can
fire homing plasma balls, which can be disrupted with weapon fire; a sweeping
plasma beam which has to be double jumped over; an aerial pound which releases
a shockwave that must be jumped; high-velocity Plasma missiles; a full-body
ramming attack (his wings spread out before he does the ramming attack); a
close-range bite; a tail whip from behind; and a claw swipe.
In order to start damaging Ridley, you'll have to shoot his mouth when he opens
it, which is usually when he attacks, though he sometimes roars, leaving his
mouth wide open. Once his mouth is shot enough, he'll fall down on his
haunches. Yank open his chest armor to expose it to Hypermode attacks. Do so to
damage him. When one-fourth of his health is gone, he'll form Phazite plating
around his chest area, and will have new attacks: One is which he forms two
energy balls from his hands, then slams them down onto the ground to create
fast-moving electric walls to damage you. You can lessen the chance of you
getting hit by shooting the balls until they're destroyed. He also combines his
tail whip attack with the Plasma beam attack, making a rotating attack in which
you'll have to dodge his tail and the beam.
The same principle stands, shoot his mouth until he stands on his hind legs as
if stunned. However if you are able to destroy both energy balls when he does
that attack, he's automatically stunned. Once he's stunned, turn on X-Ray Visor
and shoot the highlighted joints of his Phazite armor to destroy it. Once it's
completely destroyed, you can get back to damaging him. He'll now start flying
around, then come in to use missiles to bomb you, ala Meta Ridley in Prime 1.
Watch your enemy radar, and compensate in order to avoid him. His chest is
always exposed here, but if you try to use Hyper Ball while he's on the ground,
he'll fly up and out of your reach, so you'll still have to get him on his hind
legs. However, once he's on his hind legs, he can walk around and try to claw
swipe you while you're attacking his chest, so beware.
Boss encountered: Pirate Homeworld Seed, Pirate Homeworld Seed Core
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Dark Samus:
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Alright, this is it. First of all I will list her attacks as of now. She can
form Phazon pillars, which you can use as cover, or Missile them for health;
fire a scattershot Phazon beam; homing Phazon missiles; and a Phazon shield to
protect herself from your Missiles. Simply fire at her and dodge these attacks
until her health is at three fourths. She'll then attempt to replenish her
energy. Shoot her down now to end it prematurely. She'll attempt this
occasionally throughout the battle now, so keep on your toes. She also will use
a form of a Shine Spark to fly up, and ram the ground, sending out a shockwave
of Phazon energy.
Once she's back to three-fourths energy left, she'll now perform a new tactic:
creating "echoes" of herself. The echoes can be destroyed for health, but if
you want to end the battle quickly, use the X-Ray Visor to detect the real one.
(The one that glows red.) When an echo is out, Dark Samus will use a sweeping
Plasma Beam attack, and it's impossible to avoid it by jumping. Instead, turn
into Morph Ball (it goes right above you) and use Hyper Ball on her to continue
delivering damage to her. She will basically do the same basic attacks, except
doubled, then tripled, due to her echoes. Occasionally she will reform with
her echoes, making her temporarily invulnerable. Finally, when there's two
echoes with her, she can perform a weird attack, in which she and her echoes
fly at you in a weird pattern. Try to avoid this by changing your strafing
pattern constantly, as she can keep up with you.
Another attack is that she can use Shine Spark to ram you, so when she starts
glowing blue and crouching, move out of the way. After about half health, she
has a new attack if she's alone with no echoes: jump quite a distance, then
smash the ground with her Arm Cannon, creating a Phazon wave that travels along
the ground. When its health is about one-fourths left, she'll likely join her
echoes, fly high into the air, and spin around, firing homing Phazon shots. She
will occasionally let her echoes depart from her to fire multiples of these
Phazon shots if she so chooses. As she's invincible during this attack, you'll
have to either wait it out or destroy her echoes. That's basically it, just
shoot her 'til she's dead.
Boss encountered: Phaaze, Sanctum
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Aurora Unit 313
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It seems Dark Samus has merged with the Aurora Unit that she and her pirate
horde stole from the GFS Valhalla. Well, time for one last battle.
Again I will list its attacks first. It can send out tentacles, and if they are
out too long, they will throw Phazon particles at you and retract. It can also
fire a purple beam in a sweeping manner. Whatever you do, DO NOT HIT THIS. This
can quickly raise your Phazon meter, and you do not want that. To best avoid
it, pass the beam when it sweeps down, then pass it. It can also spawn Dark
Samus "echoes," with which it will remain dormant while the echoes attack. The
echoes can fly around, fire Phazon projectiles, and, at lower health, use Boost
Ball. Destroy these echoes for guaranteed health.
Alright, now how to damage it. When it has its tentacles out, damage the very
tip of them to make them retract. The point at where the tentacle originated
from will briefly glow yellow: attack this point to stun it a bit. Also, making
the tentacles retract by shooting will usually give you some health. Once the
Aurora Unit is stunned enough, it will fall onto the ground and lay there not
moving for a little while. Quickly head over there and yank the armor open,
which exposes its weakpoint. Hit it to damage it. I find that to get the most
damage, start charging up your Beam just as soon as you yank off the armor,
then by the time you can attack, you'll be fully charged. Let loose on that,
then immediately follow up with a Missile. Another way to stun it easily is to
get lucky with your Charge shot and try to attack one of the machines that it
sends out very briefly. If you manage to damage one of these machines, the
Aurora Unit will be stunned for an extremely long amount of time, and the
glowing weak points will randomly change. You can get in a lot of shots with
this.
When its health is low, it can connect to the device below to lob plasma bombs
at you, so beware. After its health is gone, the spinal cord will be severed
from the main unit and it will proceed to float around. It's not quite dead
yet! This form has brand new attacks, obviously. One of them is one in which
it fires yellow beams from its four beam cannons in a kind of spastic motion.
Simply avoid this by being either clear away from it, or under it. It can also
expose a cannon, which will fire a projectile to the ground, creating a shock-
wave of energy. You can shoot the cannon to stun him. It can also shoot Phazon
projectiles, at the cost of its stamina, as it will be stunned shortly after
firing one. Finally, it can spin around on the ground, making it a bit
difficult to dodge. You can stun it if your Screw Attack connects with it
during this attack.
Alright, the main focus now is where the spinal cord was connected. That's the
weakpoint, and the prime advantages to targeting this weakpoint are the
aforementioned parts in which the AU gets stunned. Once you know its weakpoint,
that's pretty much it to the battle.
Boss encountered: Phaaze, Sanctum
________ ________
Section \___________________ ___________________/ IX
\_____________________/
Credits
Nintendo: For creating the Wii.
Retro Studios: For creating the wonderful Metroid Prime series and effectively
boosting Metroid's popularity.
You: For reading this guide.
Devon: For pointing out a loophole in the Legal Notices. I fixed it. Thanks!
_____________________
___________________/ \___________________
________/ \________
Well, I'm glad you took the time to at least check out my FAQ. I hope it was
very helpful for you. If you want to see my other work, check my profile on
GameFAQs.
~ See you next mission! ~