How to pass the game - Guide for Metroid Prime

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A FAQ/Walkthrough by me
Version 1.3

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Table of Contents

1. Introduction
2. FAQ
3. Basics
   3A. Controls
   3B. Menus/Displays
   3C. Tips/Tricks
4. The World of Samus
   4A. Weapons and Items
   4B. Enemies
   4C. Bosses
5. Walkthrough
   5A. Frigate Orpheon - Distress
   5B. Tallon Overworld/Chozo Ruins - Basic Items
   5C. Chozo Ruins - Capture the Flaagrah
   5D. Magmoor Caverns/Phendrana Drifts - Fire and Ice
   5E. Tallon Overworld/Phendrana Drifts - Rocky Research
   5F. Chozo Ruins - The Fate of the Chozo
   5G. Phendrana Drifts - The Cold is Winter!
   5H. Tallon Overworld - Memories
   5I. Phazon Mines - The Canary's Dead!
   5J. Tallon Overworld/Chozo Ruins - X-Ray-ted
   5K. Everywhere - Plasma and Pickups
   5L. Phazon Mines - The Pirate Purge
   5M. Tallon Overworld - Showdown
   5N. Impact Crater - The Newborn Returns
6. Game Collectibles
   6A. Missile Expansions
   6B. Energy Tanks
   6C. Power Bomb Expansions
   6D. Chozo Artifacts
   6E. Quick Checklist  ***NEW*** ^_^
7. Log Book Entries
   7A. Research (Includes locations of Save, Missile, and Map Stations)
   7B. Chozo Lore
   7C. Pirate Data
   7D. The "One-Shot" List (things you cannot go back for if you miss them)
8. Extras
   8A. Original Metroid Mini-FAQ
   8B. Endings
9. Standard Guide Stuff
   9A. Legal
   9B. E-mail Guidelines
   9C. Credits
   9D. Version Updates
   

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1. INTRODUCTION
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Heyo, and welcome to my guide on Nintendo and Retro Studios latest 
masterpiece, Metroid Prime, the latest chapter in the Metroid saga, returning 
after an eight-year hiatus.  In this installment, our heroine, Samus Aran 
has recently defeated the Metroid menace on the planet Zebes, by destroying 
the Mother Brain (as depicted in the original Metroid).  Before the events of 
Metroid II, however, Samus is further tailing the exploits of the Space 
Pirates to the world of Tallon IV.  This simple text file will be your guide 
as you help Samus defeat them once again.

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2. FAQ
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Q: Just what is Metroid Prime?

A: The newest action first-person game from Nintendo by Retro Studios.

Q: Where does it take place in the Metroid timeline?

A: Metroid Prime occurs soon after the events of the original Metroid, and 
before Metroid II.

Q: Why a first-person shooter?  Where's my 2D Metroid?

A: Quit the bellyaching.  In order for the series to move forward, the GCN 
outing had to be 3D.  Changing a game from 2D to 3D is a very tricky 
process.  Given the fact that a lot of the Metroid series invovled shooting, 
much of the game takes place from inside her helmet, looking out her visor.  
This allows for excellent precision during combat.  The only time you'll be in 
third-person is when Samus rolls up in her Morph Ball.  After hours of playing, 
I'm happy to say the transition is actually quite smooth and easy to pick up 
on.  And, if you're desparate for 2D Metroid, just get Metroid Fusion.  It 
also rocks.

Q: How do I save the game?

A: You need to find Save Stations scattered about Tallon, or return to your 
Gunship.

Q: How do I do a Double Bomb Jump?

A: The gist of it is that you lay a Bomb, and right before that Bomb explodes, 
set a second one, then set a third just before you reach the very top of the 
jump.  You should fall and land on the second Bomb, then ride up to the third.  
An easier way, I feel, is to count out to four at a medium pace: "1, 2, 3, 4".  
Lay Bombs on counts 1, 3, and 4.  Just keep practicing and you should get it 
down.

Q: Where is (insert random item)?  Is it hidden well?

A: No.  None of the major items are hidden all that well in this game.  The 
Missile Expansions, Energy Tanks, Power Bomb Expansions, and Beam Combos are 
hidden pretty well, but you really shouldn't be asking me about any of the 
other items.  If you have no idea which item to find next, turn on the Hints.  
Follow where the hint points you and you'll find the next item.

Q: What are the Artifacts for?

A: Read some Chozo Lores to find out what they are specifically, but if you 
just want a simple answer, you need all twelve of them to get to the last 
area of the game.

Q: How do I get the different endings?

A: It's not the time, as with every other game, but with percentage of items 
collected.  Scans in the Log Book don't count towards that percentage, so 
you'll still get that good ending even if you missed a scan.

Q: I'm close to 100%, so I counted up the items I have left to get, and if 
every item counts as 1%, I'm short one item!  Which one am I missing?

A: Although there are 100 items to pick up in this game, there's a weird 
glitch involved in the way they're counted up.  Somewhere in the game, there's 
one item that doesn't count for any percent, so if you get to, say 92%, 
count what you're missing, and only come up with seven things missing, then 
you're fine, because the last item you get will count for two percent, 
boosting you to the full 100% when you get them all.  Weird glitch, but it 
works out in the end...

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3. BASICS
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Most of this stuff is available from your manual, but we all know how much 
some people hang onto those, much less read them, these days...

==============
3A. Controls =
==============

Control Stick: Move Samus around.  Up moves her forward, Down backward.  Left 
  and Right turn her in those directions.
A Button: Fires Samus' Beam Weapon.  If you're in Morph Ball mode, this will 
  drop Bombs (once you get them).  Once you earn the Charge Beam, hold down 
  the A Button to charge it up, then release.
B Button: Make Samus jump.  If Samus has Space Jump, press again in mid-air 
  to double jump.  If Samus is in Morph Ball mode, then this will activate 
  Boost Ball if she has it.  Also, if locked-on to an enemy, pressing B will 
  cause Samus to make a quick dodge to the side.
X Button: Switches between Morph Ball mode and standard walking mode.  Only 
  works after you get the Moprh Ball.
Y Button: Fires a Missile, once Samus finds them.  There's a small amount of 
  downtime between firing Missiles.  If in Morph Ball mode, this will cause 
  Samus to drop a Power Bomb (if she has them).
L Button: If an enemy is near Samus' crosshair, holding down L will lock onto 
  it.  While locked-on, Left and Right on the Control Stick will allow her to 
  strafe around the enemy.  If no enemy is targeted, then holding down L and 
  moving Left or Right will be a standard strafe.  If Samus has the Scan Visor 
  up, holding down L will allow her to analyze scannable objects.  If Samus 
  has the Grappling Beam, hold down L while pointed at an appropriate object 
  to fire it.  Release to drop.
R Button: While holding this button, the Control Stick will have Samus look 
  around as opposed to move.  If in Morph Ball mode, this will activate the 
  Spider Ball function, if Samus has it.
Z Button: Brings up the Map Screen.
START Button: Brings up the Pause Menus.
Control Pad: Allows Samus to switch visors.  See the Visors section under 
  Items for more info.
C-Stick: Allows Samus to switch beam weapons.  See the Weapons section for 
  more info.

====================
3B. Menus/Displays =
====================

Main Menu: Pressing START on the Title Screen will bring you to the Main Menu, 
where you can select a game file to play, or Erase existing game files.  
Also, you can select Metroid Fusion Connection Bonuses or the Image Gallery, 
if you've unlocked it.  Those are explained in the Extras section of the guide.

---

Main Visor Display: Across the top of Samus' display is her Energy Reserve 
Meter.  The long lower bar is the remaining energy in your active Energy Tank, 
and any squares above that bar are how many reserve Energy Tanks you have.  

The top left corner of the display is a mini-radar.  Orange dots represent 
enemies, and the cone at the top indicates Samus' forward field of vision.  

The top right corner has a small, current section of the level map.  

The left side of the display is the Threat Assessment.  As you get near 
dangerous areas (lava, acid, what have you), the meter will increase.

The right side of the display is the Missile Reserves.  Your count of Missiles 
will be tracked here.

The lower left corner of the display shows your visors.  Use the Control Pad 
to switch.

The lower right corner of the display shows your Beam Weapons.  Use the 
C-Stick to switch.

The very center has the Targeting Reticle.  It's pretty much where you shoot.

---

Pause Menu: There are three main screens on the Pause Menu.

Inventory: Use this to get a look at items and weapons you've collected.

Log Book: Analyzing certain stuff in the game will put entries in your Log 
Book.  Access the entries here.

Options: (These are also available when you start a new game.)
Visor: You can use this to change the visor opacity, helmet opacity, and the 
  HUD lag time.
Display: Change the brightness and dimensions of the game screen.
Sound: Adjust volume and switch between sound modes.
Controller: Switch look direction on the Y-axis, toggle the rumble feature, or 
 switch Beam and Visor controls.

=================
3C. Tips/Tricks =
=================

There are rooms in the game that can help you out.  The biggest help is the 
Save Station rooms.  Enter one and you can save your progress and restore your 
energy.  There are also some places with Map Stations, where you can download 
a map of your current area.  There are a few stations that can refill your 
Missiles, too.  If you go to your Gunship, you'll save, restore energy, and 
all ammo.

Whenever entering a new room, it's advisable to bring up your Scan Visor and 
poke around the room.  Sure, you may be chomping at the bit for action, but 
you can miss very important stuff by not taking a breather and scanning 
(don't worry about the excessive volume of stuff to scan at the beginning, 
there's a lot less later on).

Combat can become hectic and complicated at first, but it's basically a 
matter of remembering all your abilities.  When fighting a bunch of small, 
fast enemies (such as War Wasps), hold down the R button to try some 
manual shots, but keep tapping the L button to lock onto the nearest one.  
When facing a large or slow enemy, remember your strafing and dodging, because 
many of the slowest ones can shoot fast and quite straight.  You'll have to be 
the quick, annoying one.  Oh, and don't forget your Missiles.

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4. THE WORLD OF SAMUS
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Samus.  Miss Aran if you're nasty.  Born on an Earth colony called K-2L, she 
lost her parents when the Space Pirates attacked.  The Chozo found her, and 
trained her in the art of the warrior, including the infusion of Chozo blood.  
They gave her a Power Suit designed to act as a second skin.  She uses the 
suit in her profession as a bounty huntress.  More often than not, her skills 
are called on to help defend the galaxy.

=======================
4A. Weapons and Items =
=======================

Arm Cannon

Power Beam: Samus always has this weapon.  It fires a straight shot of 
 energy.  Not all that special, but it still kills the bad guys.  One big 
 advantage this beam has over others is that it has the highest rate of fire.  
 The disadvantage would be the relative lack of stopping power.

Wave Beam: Found in Phendrana Drifts after getting the Space Jump Boots.  
 This beam fires three wavy electricity shots.  It can momentarily stun some
 enemies, and others can only be killed with the Wave Beam.  There are also 
 purple doors that can only be opened with the Wave Beam.  It has the second 
 lowest rate of fire of the four main beams.  The charged Wave Beam can 
 momentarily immobilize bad guys.

Ice Beam: Found in Chozo Ruins after you get the Spider Ball.  This beam can 
 freeze certain enemies, making them immobile before you destroy them.  It 
 can also open white doors.  The charged Ice Beam has a greater chance of 
 freezing enemies, and it will last for longer.  If you freeze something, 
 firing a Missile will shatter them.  The drawbacks to this beam are the 
 slowest rate of fire of the four, as well as the slowest travelling shot.

Plasma Beam: Found in Magmoor Caverns, in a room near the Geothermal Core.  
 You need the Grapple Beam to get it.  Once you get this beam, you should use 
 it as your main beam.  It's very powerful and very fast.  It can also 
 melt ice and ignite things.  Probably the only downside is that it doesn't 
 have a huge reach unless you charge it up.  It has the second highest rate 
 of fire of the beams.

Phazon Beam: Earned from defeating the Omega Pirate.  You can only use this 
 at the very end of the game.  You'll find Phazon pools to stand in.  Once on 
 the pool, just hold down the button to constantly fire in hyper mode.

---

Morph Ball

Morph Ball: Found in the Chozo Ruins after you lose it in the opening.  Tap 
 X and you'll roll up in a ball and be able to fit in tight spaces.

Morph Ball Bomb: Found in the Chozo Ruins after you lose them in the opening. 
 When you roll up in the Morph Ball, press A to drop these unstable energy 
 packets.  The blast can damage most enemies, and is effective against certain 
 ones.  If you sit on top of a Bomb when it blows, you'll be propelled into 
 the air.  You can only drop three at a time, and can even get a "double 
 Bomb jump" going.  The most effective way is to count out loud at about a 
 medium pace "1, 2, 3, 4".  Lay bombs on counts 1, 3, and 4, and you should 
 get a double boost.  Helpful for hard to reach items.

Boost Ball: Found in Phendrana Drifts on your first visit there.  While in 
 ball form, hold B to charge the boost, then release.  This is primarily used 
 for rolling up half-pipes scattered around Tallon.  The best way to get 
 enough speed to crest these pipes is to roll back and forth and release a 
 boost as you cross the lowest point.  It doesn't really matter that much, 
 but if you release as you're changing direction, you might mess up and flub 
 the boost.

Spider Ball: Found in Phendrana Drifts, after beating Thardus.  When in ball 
 form, hold R and you'll attach yourself to magnetic tracks in the area, 
 allowing you to crawl around places you couldn't before.

Power Bombs: Found in the Phazon Mines, after beating the Shadow Drone.  
 Press Y in ball form to detonate a huge blast.  These are good for breaking 
 apart stuff made of Bendezium.

---

Suits

Power Suit: See the top of the this section.  Once you take a beating in the 
 opening area, this is what you'll be left with.  You can still survive in 
 space and underwater, but you won't be able to take extreme temperatures.

Varia Suit: After you lose it, you'll find this after beating the Flaaghra.  
 With this suit, you can enter areas of high temperature, such as the Magmoor 
 Caverns.

Gravity Suit: Found in Phendrana Drifts, in the Gravity Chamber (you must have 
 the Ice Beam to get it).  In this suit, you can navigate underwater as easily 
 as if you were in air.

Phazon Suit: Earned after defeating the Omega Pirate.  This stylish black and 
 red suit will negate the effects of most poisonous Phazon on your system.  
 Good deal.

Energy Tanks: Scattered throughout Tallon, these will add an extra 100 units 
 of energy for you to blow.

---

Visors

Combat Visor: Always with Samus, this is her basic visor for fighting in.  
 Nothing really special about it.

Scan Visor: Also always with Samus.  You cannot fire while in this mode, 
 although any kind of firing will put you back in the Combat Visor.  With the 
 visor up, focus on objects and if you can scan them, you'll see an orange 
 or red square.  Red squares are very important, and usually have something to 
 do with moving ahead in the game.  Orange is not as important, but you're 
 still encouraged to scan everything.  Anyway, hold L to scan the object in 
 view and you'll get a little description, or something will be logged in your 
 Log Book for future reference.

Thermal Visor: With this up, you'll be able to detect heat signatures.  
 Anything that gives off warmth (lava, bad guys, plants) will be a brighter 
 color than the background.  This can allow you to see enemies that have any 
 kind of cloaking ability.  Also, you can use this to see certain targets for 
 your Wave Beam.  Be careful when using it in mechanized areas, as mechanical 
 enemies will not show up on thermal scan.  You'll find it in the Phendrana 
 Drifts Research Core.

X-Ray Visor: This is in the Tallon Overworld Life Grove, which you can only 
 get to after you find Power Bombs.  Using this, you can track most any enemy.  
 Also, there are objects concealed with a form of cloaking.  Using this will 
 allow you to see those objects.

---

Secondary Items

Missile Launcher: Samus' secondary weapon is found in the Chozo Ruins after 
 you lose it in the opening.  Some enemies are best destroyed using Missiles.  
 By and large, they cause more damage than a standard beam shot.  There are 
 several Missile Expansions in the game besides the first one you find, so 
 keep an eye open for hidden paths.

Charge Beam: Regained in the Chozo Ruins after the opening.  Hold down the A 
 Button to charge up any of your beams.  Release to fire.  Some enemies can 
 only be destroyed with a charged shot.  Also, charge up your beam and point 
 it at nearby floating pickups and they'll be tractored to you if you're 
 close enough.

Space Jump Boots: Although it's found in the Tallon Overworld, you won't be 
 able to get to it until after taking a trip to the Phendrana Drifts.  Once 
 you earn this, press B a second time after jumping to jump again.

Beam Combo: There are four of these in the game, one for each beam, and you 
 have to find them to use them.  To use, charge up the Charge Beam, then press 
 Y.  Each combo uses a number of Missiles.  Here's the lowdown on each:
 Super Missile: Used with Power Beam and 5 Missiles.  Can destroy Cordite.
  Found in Phendrana Drifts, Observatory.
 Wavebuster: Used with Wave Beam and 10 Missiles, plus more for holding the 
  A button down for a constant stream.  Shoots a stream of electricity.  Found 
  in Chozo Ruins, Light Tower.
 Ice Spreader: Used with the Ice Beam and 10 Missiles.  You'll shoot a blast 
  of ice that will freeze up an entire area.  It's found in the Shore Tunnel  
  in Magmoor Caverns after you lay a Power Bomb in the glass tunnel there.
 Flamethrower: Used with Plasma Bema and 10 Missiles, plus more for holding 
  the A button down for a constant stream of flame.  Found in the Phazon 
  Mines, Mine Security Station.

Grapple Beam: This handy electric beam is found in the Phazon Mines as you 
 head out after earning the Power Bombs.  To use it, you must first find a 
 Grapple Point.  Once you do, face it and hold L to shoot the beam.  Use the 
 Control Stick to manuever yourself in flight and release L to let go.  It's 
 pure fun.

=============
4B. Enemies =
=============

All the enemies are arranged in the same order as the Log Book, which, to be 
honest, doesn't seem to follow any particular order.  I put boss enemies in 
the next section.

Mega Turret: The third type of Turret you'll encounter.  This one has powerful 
 shielding and a nasty beam.  A couple of Missiles can blow it up.  Found: 
 Phazon Mines.

Grizby: Found in Magmoor Caverns.  This little guy has a rock-hard shell.  
 He mostly wanders around on small platforms, and can be taken out easily 
 enough with a Missile.  Found: Early parts of Magmoor Caverns.

Zoomer: A staple of the Metroid universe.  This spiked bugger clings to walls 
 and ceilings.  He basically walks around, and that's it.  A few shots will 
 waste him. Found: Tallon Canyon

Plated Parasite: These guys like to hang out near Morph Ball areas.  You can 
 bust them up with Bombs. Found: Chozo Ruins, Furnace

Pulse Bombu: A floating nasty.  These guys are pure energy.  You won't have 
 the Wave Beam when you first meet them, so you'll have to avoid their energy 
 droplets.  Be careful not to use your Charge Beam near them, as they'll be 
 attracted to it. Found: Phendrana Drifts

Ice Shriekbat: These are just like normal Shriekbats, except they're in 
 Phendrana Drifts.  The Ice Ruins West, to be exact, and if you get the 
 Thermal Visor before scanning these things, you won't see them again.

Scarab: These guys are kinda cool.  You'll find them in small passages, 
 mostly.  They swarm out in huge clusters.  Walking through them will result 
 in some stings from their explosions, but it's not a huge deal.  Bust them if 
 you're low on energy to get a lot quick.  Found: Chozo Ruins in tunnels.

Aqua Reaper: An aquatic vine thingy.  Hit it in the targeted spot to make it 
 retreat. Found: The Crashed Frigate

Triclops: Similar to the Grizby.  It likes round stuff a lot.  If it sees you 
 rolling around in ball form, it'll try to bite you.  If you drop Bombs, it'll 
 go for those instead, with nasty results. Found: Magmoor Caverns, under 
 gratings.

Puffer: These floating green thingies explode into poison gas on contact.  It 
 must be corrosive, because Samus has her own oxygen supply, so she shouldn't 
 be technically "inhaling" it.  Anyway, one shot kills them, and wait for the 
 cloud to dissapate. Found: Magmoor Caverns, everywhere.

Glider: A harmless creature, and if you have a Grappling Beam, you can attach 
 to it with it.  Found: Phendrana Drifts, Phazon Mines

Auto Turret: Kind of a pain.  These guys can punch right through your suit if 
 you let them hammer you enough.  Try to take them out from afar if you can.  
 The only thing that works is Missiles.  Found: Frigate in Orbit, Phendrana 
 Research Center.

Jelzap: A jellyfish-like creature living in the water.  If you get close, 
 it'll try to suck you towards it.  Respond by blasting its nucleus.  Found: 
 in the water in several areas.

Beetle: Not your common garden variety.  These guys are about a third your 
 size and have a nasty bite.  Take them out from afar with several shots.  
 Found: Tallon Overworld and Chozo Ruins

Tangle Weed: This gray stuff is harmless.  It just slows you down.  If you 
 want to make it retreat, just shoot at it.  Found: Tallon Overworld

Flying Pirate: Space Pirates with jetpacks.  In addition to a pulse cannon, 
 they also have missile launchers mounted on their packs.  Concentrated fire 
 will cause the pack to malfunction, which is when the Pirate will go for a 
 kamikaze run.  Found: Phendrana Research Center

War Wasp: You'll learn to hate these guys.  Coming out of hives, they buzz and 
 flit about before going in for a sting.  They don't take many hits, you just 
 have to hit them.  Found: Chozo Ruins

Bloodflower: A rare enemy.  It spits toxic gunk at you.  If there are Sap Sacs 
 nearby, use them to blow it up.  Otherwise, shoot its own toxic stuff when 
 it fires to give it a taste of its own medicine.  Found: Tallon Overworld

Ice Beetle: A resident of the Phendrana Drifts.  Much like normal Beetles, 
 except it takes several more hits.  Found: Phendrana Drifts

Reaper Vine: An inhabitant of the Chozo Ruins.  You cannot kill them, but a 
 shot at their vulnerable spot will make it retract for several seconds.  
 Watch holes in the wall for them.  Found: Arboretum, among other places

Aqua Drone: Much like Sentry Drones, only underwater.  Found: Crashed Frigate

Ice Trooper: Space Pirates are copying your stuff.  They've outfitted their 
 bad boys with Ice Beams, and can only be killed by them.  By far the easiest 
 of the copying troopers.  Just hit them with a charged Ice Blast and Missile 
 them into pieces...  Found: Phazon Mines

Sap Sac: Not an active enemy, but if you shoot these Overworld dwellers, the 
 sap inside will violently explode.  Found: Tallon Overworld

Flickerbat: Tiny and annoying best describes these guys.  They fly around 
 leaving little blue sonic trails, and they'll bump you off if you're in the 
 middle of jumping.  Found: Phendrana Drifts

Wave Trooper: The Space Pirates, being the jerks they are, have copied your 
 stuff.  These guys are armed with Wave Beams, and are only susceptible to 
 them.  Use charged up shots for best effect.  Found: Phazon Mines

Sentry Drone: A nasty mechanical foe.  It zips around and fires repeating 
 cannons at you.  Use the Wave Beam to disrupt its circuits and take it out 
 down relatively quickly.  Found: Phendrana Research Center

Burrower: An inhabitant of the Magmoor Caverns.  They like to hang out 
 underground a lot, but you can follow their movements.  When they pop out, 
 peg them.  They only take one shot.  Found: Magmoor Caverns

Plazmite: A floating luminescent bug.  You'll take damage on contact, but it's 
 generally wise to leave them alive, as they may be the only light source in 
 some rooms.  Found: Chozo Ruins, Ruined Fountain or Totem Access

Scatter Bombu: These balls of energy can only be harmed by the Wave Beam.  
 If you don't have such weaponry, you'll have to avoid them.  They generally 
 hide in pipes and roam back and forth, with energy trailing.  Use ball form 
 and quickly time your roll safely past them.  Found: Phendrana Drifts, in 
 several places.

Space Pirate: No particular weakness, but the scourge of the galaxy does have 
 decent attack capabilities.  It can fire Galvanic Accelerator Cannons from a 
 distance, and has a Scythe on its arm for close combat.  Found: Phendrana 
 Research Center

Parasite: Very similar to a Scarab.  They travel in large swarms, but are very 
 weak.  Found: ONLY in the opening sequence

Tallon Crab: A native of Tallon, these guys are much like Parasites or 
 Scarabs in their swarm tendencies.  Found: Tallon Overworld, Crashed Frigate

Blastcap: One bad shroom.  They usually hang in clusters.  They won't attack 
 or anything, but if you touch them, they explode.  The spores aren't harmful, 
 but the blast is.  Shoot the clusters from afar to pop them.  Found: Chozo 
 Ruins

Aqua Sac: Kinda like a Sap Sac, except underwater.  Don't be near it when 
 you blow it up.  Found: Tallon Overworld, Crashed Frigate

Lumigek: Another swarmy enemy found in the Impact Crater.  Found: Impact 
 Crater.

Eyon: The patented laser eye of the game.  Their constant beams will zap you 
 if you get in front of them.  Shoot them to have them close their eyes for a 
 second.  Use a Charged shot to blow them to pieces.  Found: Chozo Ruins

Fission Metroid: Found in the Impact Crater, these guys are a total pain.  
 Shoot one enough, and it will split into two different colored Metroids, 
 each only susceptible to the beam of its color.  Sounds interesting, until 
 you start zapping one, and the other starts latching onto you.  A Power Bomb 
 while it's attached will kill it outright, but it's wasteful.  Sometimes it's 
 best just to try to ignore it, and only setting Bombs to shake it off if it 
 attacks.  Found: Impact Crater, Phazon Core

Phazon Elite: This is also known as "Elite Pirate Alpha".  This is one of the 
 first Elite Pirates to actively consume and use Phazon on its own.  It has a 
 Wave Quake Generator like other Elite Pirates, but no Plasma Cannon.  The only 
 thing that really separates it from other Elite Pirates is the massive 
 amount of hits it can take before going down.  Found: Phazon Mines, Elite 
 Research

Oculus: Another bad guy that hangs out mostly near Morph Ball areas.  He's 
 indestructible, and exists solely to prevent you from where you're going.  
 Found: Chozo Ruins, Sun Tower or Tower of Light

Plasma Trooper: Pirates are stealing your cool ideas and using plasma 
 technology.  Only your Plasma Beam can defeat these guys.  Found: Phazon 
 Mines, lower levels

Aqua Pirate: Flying Pirates, only underwater, and actually quite a bit slower, 
 and thus easier, than their counterparts.  Use the Ice Beam, then a Missile 
 to bust them open.  Found: Tallon Overworld, Crashed Frigate

Baby Sheegoth: These snowbeasts fire blasts of icy acid.  Their only weak 
 spot is their back.  To get to it effectively, you'll need some room to do a 
 side dodge (with B).  It's a lot easier with the Space Jump, but it can be 
 done without,  Keep hammering the back, and the Sheegoth will croak.  Found: 
 Phendrana Drifts

Seedling: These are somewhat like Zoomers, except they can, and will, fire 
 their spikes out at you.  Found: Tallon Overworld: Temple Lobby

Plated Beetle: A miniboss at first, but more common later on.  These guys will 
 get close to you.  Shift to one side, shift back, then roar and charge you.  
 As soon as they roar, dodge to the side and open up on their vulnerable red 
 butts.  One Charge Beam shot will kill them.  Found: Chozo Ruins, Ruined 
 Shrine (Main Plaza afterwards)

Stone Toad: A weird fella.  He likes round stuff and he mostly just sits 
 around.  If you get near in ball form, he'll try to eat you, unless you use 
 Bombs to bust him open.  Found: Chozo Ruins, Energy Core

Metroid: The dominant species of SR388, and one of the most dangerous beings 
 in the galaxy.  Metroids have an uncanny ability to attach to a prey and suck 
 its energy out.  Multiple Missiles can kill one, or one Ice Beam shot and one 
 Missile.  If you're attacked, quickly roll up in a ball and drop a Bomb to 
 shake the Metroid off.  Found: Phendrana Research Center

Venom Weed: This red cousin of the Tangle Weed will hurt you if you touch it, 
 so shoot it to make it retract.  Found: Chozo Ruins, on the way to the 
 Flaagrah.

Ice Burrower: Seriously just like the Burrower from the Caverns, except he's 
 in the Drifts.  Found: Phendrana Drifts, make sure you scan it before 
 cleaning out the research center.

Elite Pirate: A major pain enemy.  It has a pulse cannon, a wave attack, and 
 is really strong.  Use Thermal Visor to find that the pulse cannon is the 
 weak point, then blow it up with Missiles, then target the Pirate itself and 
 Missile it to kingdom come.  Alternatively, you can forego the Plasma Cannon 
 and just try to punch Super Missiles in the Pirate's face, even though it 
 risks return fire from the cannon.  Whatever floats your boat.  Found: Phazon 
 Mines

Puddle Spore: This big blobby guy floats around in lava and spits stuff at 
 you.  He can pretty easily be flipped over with a few shots to the maw when 
 he opens, after which he can be used as a platform.  He isn't killed at that 
 point, and he'll flip back over, so be quick.  Found: Magmoor Caverns

Chozo Ghost: Despite the disconcerting appearance of these nasty boys.  All 
 you have to do to kill them is just shoot them with your Power Beam.  Just the 
 Power Beam.  Nothing else will work.  Watch out for their dancing around and 
 spectral blasts.  Found: Chozo Ruins, Hall of the Elders

Shriekbat: Another old Metroid alumnus, except they fly horizontally now.  
 From the ceiling they screech down towards you.  One shot will waste them, 
 though.  Found: Chozo Ruins

Hunter Metroid: This evolved Metroid is more of a danger than the larva.  It 
 has a tentacle attack for draining energy.  Ice it up, then fire a Missile to 
 bust it open.  Found: Phendrana Drifts (Frost Cave) and Phazon Mines.

Magmoor: These are big fire snakes that live in the Caverns of the same name.  
 They rise out of the lava and breathe fire at you.  They can't move around, 
 but they can take a lot of hits before you blow their heads off.  Found: 
 Magmoor Caverns

Hive: The War Wasp Hive should be taken out if you don't want to be annoyed 
 by the little buggers.  A Missile is enough to bust it open.  Found: Chozo 
 Ruins

Shadow Pirate: These Pirates rely on their cloaking technology (and can be a 
 total pain to try to scan).  They only use their scythes.  Use your strongest 
 weapons to drop them quickly.  Found: Phendrana Drifts Research Center

Ice Parasite: Really no more than a wall crawler for the Drifts.  A few shots 
 will take out this crystalline lizard-type guy.  Found: Chozo Ice Temple

Geemer: The tougher brother to the Zoomer.  They have red shells, and cannot 
 be killed with the usual beams, but they can be killed with a Missile or the 
 Plasma Beam.  Found: Tallon Canyon

Crystallite: Another floor/wall/ceiling crawler.  They're recognized by the 
 hunk of reflective ice on their backs that reflect beams.  A Missile will 
 melt one.  Found: Phendrana Drifts

Plated Puffer: A tougher cousin of the Puffer.  Alike in every way except that 
 the only thing that can burst its shell is a Missile.  Found: Chozo Ruins, 
 Tower of Light.

Power Trooper: Space Pirates that use your Power Beam.  Only the Power Beam 
 will work against them.  Found: Phazon Mines.

Void Bombu: Just like a Pulse Bombu, only invisible, and you can only see 
 them with the X-Ray Visor.  Don't worry about scanning them, because you 
 can't.

============
4C. Bosses =
============

Major battles in the game.  If you're going for all the entries in the Log 
Book, you have to scan these guys and all their parts right away, because you 
won't get another chance.

Parasite Queen: This boss is in the Tallon Space Station.  It's a huge bug in 
 a stasis field.  It shoots "weapon-grade" energy shots at you, so make sure 
 to use your dodging (B while locked-on) to avoid it.  To start with, scan it 
 so you know its weak spot, so you can lock onto it.  To shoot it, make sure 
 you're not hitting the "panels" on the stasis field.  Shoot in between for a 
 clean shot.  Stop when the panels go nuts, then fire again when you get an 
 opening.

Ram War Wasps and Hive Mecha: Your first minor battle on the surface of Tallon 
 IV will be against these special wasps (DEFINITELY scan them, because they're 
 different than the others).  Use a combination of your L and R buttons to 
 take out the circling wasps, then hit the Hive Mecha for all its worth.  To 
 document the Hive Mecha, you have to scan below the part you shoot, down in 
 the poisoned water.

Incinerator Drone: A mini-boss of sorts.  This guy is found in the Chozo 
 Ruins some time after you pick up the Morph Ball.  He'll try to roast you 
 with two flame jets.  To attack, scan it, then shoot the red eye thing on 
 top (with a Missile, if you've got it).  Hit it hard enough, and it will burn 
 the Hives above it, releasing some Barbed War Wasps.  BE SURE to SCAN them now 
 because you won't get another chance.  Shoot them down, but concentrate on 
 your objective of blasting the Drone.

Flaagrah: The official boss of the Chozo Ruins, who hangs out in the Sun 
 Chamber, and with good cause.  He loves sun, and it makes him grow.  Being 
 half-plant, one can understand this.  In addition to scanning him you should 
 also scan his Tentacles.  Although shooting him directly won't harm him, a lot 
 of shots will daze him.  To defeat him, you must shoot the red button on the 
 backside of the sun panel that's warming him up.  Flip it all the way 
 up and he'll collapse to the ground, and his roots will retract from the 
 canals near his bottom.  Roll into one of those canals, attach yourself to 
 the socket at the end, and set a Bomb.  For the next round, you'll have to 
 flip two sun panels.  Be sure to shoot him to keep him dizzy, because he'll 
 flip the panels back down given a few seconds to compose himself.  Once both 
 panels are flipped, you'll have to pick a different canal, since you blew 
 up the last one.  Then, you know how it goes, you have to do three sun 
 panels, canal, boom.  Lastly, all four, and Flaagrah will be but a memory, 
 and the poisoned water will be pure once more.

Sheegoth: Another halfway boss.  The mama Sheegoth is a larger version of the 
 babies.  The trick is to get close to it and try to circle around it so it 
 doesn't run you over, then wait until it tries to breathe on you, which it 
 will only do if you're close.  After that, it'll be tired, so you can slam a 
 Missile into it.  Just keep doing that over and over again.  It takes a lot 
 of Missiles (around 25, I think).  You'll find more later on but they're 
 smaller, and they're easier to take out once you earn the Super Missile Beam 
 Combo.  Oh, several people tell me they have an easier time taking out a 
 Sheegoth with Bombs.  I usually get trampled, but use whichever you like.

Thardus: Also known as "The Rock" in some circles.  Phazon experiments have 
 produced this moving rock being.  It can roll up in a ball to try to run you 
 over, raise some rocks out of the ground to throw at you (which you can shoot 
 for supplies), or shoot an ice beam along the floor, which can freeze you.  
 To destroy Thardus, bring up your Thermal Visor.  You'll see a bright spot on 
 the rock monster.  Shoot that spot with all you have.  Soon, Thardus will 
 overload your visor.  That's okay, cause when you switch back to the Combat 
 Visor, the weak spot on Thardus will be bright blue, and targetable.  Blow 
 it up to hurt him bad.  Then, pull up your Thermal Visor and aim for the 
 next spot.  Thardus has seven spots altogether, and some get tough to hit, 
 especially when the battle drags out and a snowstorm makes normal visibiity 
 lousy.  Destroy all seven weak spots and Thardus will crumble to a pile of 
 rubble.  A really good avoidance tactic that's been pointed out by several 
 people is to hop onto the rocks surrounding the room.  You'll have enough 
 distance from the incoming rocks, and the ice beam won't hit you.  You're 
 still vulnerable to the rolling attack, though.

Shadow Drone: You fight this bad bot in the Central Dynamo of the Phazon 
 Mines.  You can't see him or track him.  Shots bounce off harmlessly.  The 
 only time you can hit him is if you try to get close.  When that happens, 
 he'll try to fire, and that's when you should plug him with a Super Missile 
 to drop him.  Don't worry about documenting him.  You can't.

Omega Pirate: This is the boss at the very bottom of the Phazon Mines.  
 Okay, to start with, this is what he can do to you.  Get too close and he'll 
 swipe at you with his big claws.  At a generally medium distance, he'll employ 
 his Wave Quake Generator, which you should use a double jump to get over.  At 
 long range, he'll use his Plasma Incendiary Launchers, which you should just 
 dodge to get out of the way from.  If you shoot at him when he's not 
 attacking, he'll use his shield to absorb your attacks.  Now, to take him out, 
 you have to shoot him while he's trying to attack (preferably with the Wave 
 Quake).  Once you scan him, there are four spots you can target, which are the 
 four Phazon plates on his arms and legs.  Hit them with anything you want.  
 Plasma or Super Missiles work the best for me.  Once you destroy all four, 
 he'll call for help before fading out of view, using the Chameleon Manta.  The 
 lousy thing about the Manta is that he cannot be seen by anything, period.  
 While he's taking five, Troopers of random colors will drop from the catwalks 
 above.  You're encouraged to kill them before they kill you.  While fighting 
 them, the Omega Pirate will try to recharge itself by standing on one of the 
 Phazon pits.  You have the option of fighting off the Pirates first, or 
 ignoring them and pulling up your X-Ray Visor.  Well, the Omega Pirate is 
 still largely invisible, except for the pure Phazon running through his veins 
 as he recharges on the pit.  You'll see his heart and veins.  Open up with 
 your best weapon, like a Super Missile or something.  Hurry, because once all 
 four plates are back on, he'll be back in the fight.  Lather.  Rinse.  Repeat.  
 Eventually, you'll wear his health down enough that he'll keel over.  

Meta Ridley: You'll fight your old nemesis in the Artifact Chamber after 
 activating the twelve.  For the first part of this battle, he'll fly around 
 the Artifact Chamber.  If he halts and folds his wings, he's going to use his 
 Multi-Missile System, which you should dodge.  Also up in the air, he'll use 
 his Kinetic Breath Weapon.  If he swoops far from the battlefield, he'll come 
 in at bombing angle to release his Meson Bomb System, which you should dodge 
 very quickly and run away from.  Scan Ridley to find that his weakest plating 
 is in his chest.  When he stops and you have a clean shot, fire either a 
 Charged Plasma shot or a Super Missile at him.  Try to stay locked on the 
 whole time, naturally.  Sometimes, Ridley will land to spew fire or stuff at 
 you, or slash you, so watch out.  Once you wear him down to about a third of 
 his energy, his wings will burn and he'll land on the chamber platform to go 
 toe-to-toe.  If you're far off, he'll perform a dashing slash, and afterwards, 
 if he needs to turn to face you, he'll whip his tail, which hurts.  If you're 
 close, he'll just plain slash.  He'll also use his Kinetic Breath Weapon at 
 times.  I've found that if I stand close, but not too close, he'll bend down 
 and roar.  When his mouth is open is when you should hit him.  Give him one 
 charged Power Beam shot in the open mouth and he'll recoil, leaving his chest 
 open for you to launch a Super Missile at.  Keep dodging, waiting for 
 openings, and taking advantage of them, and you'll deplete his energy enough.

Metroid Prime: Boy, this thing's nasty.  This being came in with the Phazon 
 meteorite that crashed on Tallon, and it's only become nastier over the 
 years.  When the Pirates found it, they tried to harness its power.  They  
 failed, and the Prime has become immensely stronger and more well-armed 
 after its stint as a Pirate lab monkey, with plenty of armor and armaments.  
 It doesn't even really look like a Metroid, unless you're thinking of 
 those ones from Metroid II that have tons of armor on them.  It's got five 
 huge legs, and black carapace covering everything.  Only remotely vulnerable 
 point is the head.  The only way to damage this monstrosity is to shoot with 
 the beam that's the same color as the little lights on his shell.  If he's 
 yellow, use your Super Missiles, if white, use your Ice Spreader if you have 
 it, otherwise use charged Ice shots.  If purple, use charged Wave Beam shots, 
 and if red, use regular Plasma shots.  You could use the Wavebuster if you 
 have it, but I recommend saving the Missiles that they use for the Super 
 Missiles and Ice Spreader.  For his attacks against you, mostly what he uses 
 is a huge colored beam from his mouth.  If he's purple, this beam will 
 scramble your visor and you'll lose your lock on him.  If he's white, this 
 beam will freeze you solid.  Also from the beginning, he'll use Multi-
 Missiles.  Once you knock him down to the second stage, he'll charge you 
 whenever you seriously hurt him.  The lights on him, and his eyes, will dim 
 when he's about to do this.  To avoid it, roll up into a ball, and into the 
 trenches under him.  Once you get down to the third stage, he'll start using a 
 Snare Beam, and will also release orbs that will attack you, which you should 
 destroy.  Once down to the fourth stage, he'll charge whenever he feels like 
 it, constantly switch colors, and fire missiles that release a poison gas.  
 This is a tough fight to be sure, but if you stay sharp and aim straight, 
 you can beat him.

True Metroid Prime: After destroying the outer shell, the real fight will 
 begin.  The True Prime is a floating blue face with six tentacles.  As his 
 main attack, he will slam the ground, creating a Wave Quake that you need to 
 double jump over.  He also has a Chameleon Manta, which he'll use to change 
 his opacity.  First, he'll change so he can only be seen by Thermal, then 
 he'll change so he can only be seen by X-Ray, then he'll be visible, but not 
 to any special visors.  After running a few Wave Quakes, it will create a pool 
 of Phazon at its base and summon two Metroids.  Stand in the pool and your 
 beam will be powered up to Hyper Mode.  Waste the two Metroids with your 
 Phazon Beam, then look around for the Prime.  Switch visors to Thermal or 
 X-Ray if he cloaks himself (sometimes only one will work), and hold down the 
 button to deliver the constant pain to your adversary.  After draining its 
 health, it will start summoning more powerful Metroids; Hunter, then Fission.  
 Keep hitting it with the Phazon Beam and it will croak.  This battle isn't 
 easy, but it's not nearly as painful as fighting the Prime's first form.

******************************************************************************
5. WALKTHROUGH
******************************************************************************

One big important thing to remember about this walkthrough is that I will be 
referring to the names of the rooms CONSTANTLY.  To find out the name of any 
room you've visited, bring up the map, and use the C-Stick to move around.  
The room you center on will have its named displayed.  Use it.  Live it.  
Love it.  Let's get down to brass tacks... (Oh, I didn't bring any.  I drove.)

================================
5A. Frigate Orpheon - Distress =
================================

Sammy will pull into the space craft, hop out of her snazzy Gunship, and 
you'll immediately take control to find out why the heck there's so much 
distress in the world...

For the record, in addition to your basic equipment of the Power Suit, Power 
Beam, Combat Visor, and Scan Visor, you'll also have the Varia Suit, the Morph 
Ball, Morph Ball Bombs, the Charge Beam, the Grappling Beam, and 15 Missiles.

Exterior Docking Hangar: Use L to lock onto the four red lights.  Shoot all to 
turn them green and drop the force field.  After passing the field, you'll 
soon come upon another, but the lights are offline.  Use the Scan Visor on the 
nearby console to activate them.  There are six lights for this field, and 
you'll have to use R to aim up and shoot the higher two.  Jump up the ledge 
and walk up the pathway to the door.  Shoot it to open it.  Scan some of the 
data points on the wall if you wish, and shoot the door on the far end to 
enter the next room.

Air Lock: Scan the console to repressurize the air lock.  Head through the 
far door.

Deck Alpha Access Hall: Shoot far door to continue.

Emergency Evacuation Area: In this room are a couple of Parasites that won't 
really bother you, but you can practice shooting them.  Note all the dead 
things in the area.  Freaky, eh?  Watch out, the last Space Pirate in this 
room is only mostly dead.  Finish him off and move on.

Deck Alpha Umbilical Hall: Charge up your beam by holding A and bust down the 
rubble.  Continue on.

Map Facility: Watch the nearby Parasites run through a little tunnel.  Press X 
to drop into your Morph Ball and follow them in the little pathway.  Hop on 
the map pedestal to download the map of this place.  Roll back out and take 
the other door to the next room.

Connection Elevator to Deck Beta: Scan the console to activate the elevator.  
Step in the hologram and ride down.  Leave by the other door.

Deck Beta Conduit Hall: Hop into your Morph Ball.  Watch out for the fire and 
electricity and roll through the small path and head to the next room.

Biotech Research Area 1: There must have been some kegger last night, because 
the two Space Pirates in this area are not looking too well.  Blast them and 
head through the next door.

Deck Beta Security Hall: Around the left turn is an Auto Turret.  Lock on and 
quickly fire a Missile using Y to blow it to pieces.  Head to the next room.

Biohazard Containment: Another Auto Turret to bust open here.  See what you 
can scan in this area.  Of particular note is one of the consoles that has a 
red square, which upload a Pirate Data in your Log.  Activate the elevator at 
the other end of the room and ride up.  Take out the Space Pirates up here.  
Use Missiles or Charge Beams on the standing ones, as they're not as bad off.  
Take the other door out of here.

Deck Beta Transit Hall: Scan some of the data points on the wall if you wish, 
then head through the other door.

Cargo Freight Lift to Deck Gamma: Blast the Auto Turret, scan the console and 
ride the elevator down to the next deck.  Take out the Pirate at the bottom, 
scan the console, roll up into the Morph Ball, and drop into the hologram to 
open the door.

Reactor Core Entrance: Once inside, quickly use Missiles on the Auto Turrets 
here.  Head through the door on your left and use the Save Station.  Head back 
out, scan the console, and roll into the switch to open the door to the 
Reactor Core.

Reactor Core: Walk in and you'll find your first nasty boss person, the 
Parasite Queen.  Check the Bosses section to find out how to defeat her.  Once 
she's down, she'll fall into the core, making it very unstable.  Bad.  You 
have seven minutes to evacuate, so get moving.  Head to the door you're now 
facing.

Deck Gamma Monitor Hall: Don't mind the monitors flashing near you.  Just 
hop up the ledges and head to the opposite door.

Connection Elevator to Deck Beta: Scan the console and quick hop into the 
hologram to ride up.  Scan the next console you see to shut down the Auto 
Turret in the hallway.  Head through the door.

Biotech Research Area 1: Back here now.  You can't leave by any of the ways 
that were open before.  You'll see some Pirates fighting another huge 
Parasite, then an explosion will kill them all.  Hop up the broken platforms 
at the far end of the room, then kill the two Pirates up here.  A hatch will 
bust open.  Head into it.

Subventilation Shaft Section A: Head down the pipes.  You may find it 
quicker if you hop into your ball form and roll the whole way.  The path is 
rather obvious.  Watch out for the clusters of Parasites that pop out, but 
don't fret too much if you get gooped.  Head through the door at the end of 
this shaft.

Subventilation Shaft Section B: Roll down more pipes.  Eventually, you'll 
reach the Cargo Freight Lift, but you won't be able to go down anywhere.  
Just cross into the next room.

Main Ventilation Shaft Section A: Run (or roll) up the pipes.

Main Ventilation Shaft Section B: Blast the two Auto Turrets here and move 
on.

Main Ventilation Shaft Section C: Move on through the pipes, watching out for 
Parasites.

Main Ventilation Shaft Section D: Keep moving.  You're getting close.

Main Ventilation Shaft Section E: There's a big piston here.  Follow it as it 
retracts and slip into the exit on the right.

Main Ventilation Shaft Section F: Nothing special here.  Just move.

Biotech Research Area 2: Hey, do we know that guy?  After he leaves, face the 
icons hanging out across from you and hold L to start grappling.  Let go and 
press again to latch onto the next one, then let go and exit the other side.

Connection Elevator to Deck Alpha: Scan the console to shut off the Auto 
Turret, then head through the tunnel.  Watch the electricity, then scan the 
console to activate the elevator.  Oh, crap.  That hit you took wasn't too 
good.  In fact, it was so bad that you lost all your cool stuff (besides 
Power Suit, Power Beam, Combat Visor, and Scan Visor).  Ride up the elevator.  

Deck Alpha Mech Shaft: Run through these little tunnels to get back to...

Air Lock: Depressurization will happen automatically.  Open the door and 
head out.

Exterior Docking Hangar: Just run.  You're at the end.  As soon as you get 
outside, Samus will take over.  You'll see your friend again, then jump onto 
your Gunship and give chase.

================================================
5B. Tallon Overworld/Chozo Ruins - Basic Items =
================================================

You'll make a speedy entry onto the surface of Tallon IV, then hop out and 
deploy your rugged independence.  You lost your target that you were 
tracking, so you'll have to do the old-fashioned walk-around recon.

NOTE: From here on out, if the way out of the room is quite obvious, I won't 
bother telling you to "leave" or "go into this door".  I think you guys will 
live... ^_^

Landing Site: There five doors in this area, and you can go through three of 
them.  Don't bother with the one up near the waterfall, as you won't get far.  
There's one tucked away to the back left of your ship, which you don't need to 
bother with either.  So, for now, just head to the right of your ship, hop up 
the ledges, and through the door there.

Canyon Cavern: As you approach the sand, two Beetles will pop out.  Proceed to 
through the next door.

Tallon Canyon: Lots of Zoomers, and one Geemer crawling around.  Don't 
bother with any climbing right now.  Just walk through the canyon to the other 
end, taking out more Beetles in the ground.  Head through the far door.

Transport Tunnel A: A couple of Zoomers.

Transport to Chozo Ruins West: Scan the nearby console to get the lift going.  
Ride up to the Ruins.

Ruins Entrance: More Beetles in the sand.  Notice that wavy wall above the 
exit?  Scan it, and you'll learn a piece of Chozo Lore...

Main Plaza: Still more Beetles, and you'll find some War Wasp Hives if you 
start climbing up the far end.  Don't do so, yet.  Head to the far end of the 
plaza and bear left to the next room.

Nursery Access: Scarabs line this corridor.  Shoot carefully.

Eyon Tunnel: Just like it says.  There are several Eyons lining the walls.  
Shoot them to get them to let up the beams.

Ruined Nursery: There's a weird wavy wall across from you.  Scan it to get 
another Chozo Lore.  Take out the Beetles in this room.  As you hop up the 
platforms, a couple of War Wasps will get snippy.  Stop by the nearby Save 
Station if you wish, or move on.

North Atrium: More Scarabs.

Ruined Gallery: Some War Wasps above you, and Blastcaps and Tangle Weed below 
you.  Head for the door on the far side of the room.

Totem Access: Some Plazmites.  Bask in their glow, then move on.  Shoot the 
nearby crate for some energy.

Totem Hive: Watch the water here.  It's nasty.  Head up to the pedestal and 
get ready to tango with a bunch of Ram War Wasps.  The water will fill, 
trapping you on the pedestal.  Take out the Wasps that come out, being sure to 
scan them first, then shoot up the Hive Mecha at the far end, making sure to 
scan it first (the actual scan point is below the part you shoot).  Keep doing 
this until you shoot out three red lights on the Mecha, and you'll be able to 
get the Missile Launcher.  Shoot the Blast Shield off the door at the far end.

*** EARNED MISSILE LAUNCHER ***

Transport Access North: All there is to do here is collect your first ENERGY 
TANK.  Woohoo!  Now, backtrack until you reach the...

Ruined Gallery: There's a weak wall right near the floor in the poisoned 
water.  Bust it open with a Missile to get a MISSILE EXPANSION.  Also, blast 
open the Missile Door to get the map of the Ruins.  Continue on back.

Main Plaza: There's a Missile Door on ground level, here.  Bust it open.

Ruined Shrine Access: Mind the Scarabs.

Ruined Shrine: Hop up and over the low wall.  In this area, you'll have to 
take out about twenty Beetles and one Plated Beetle.  Once they're dead, you 
can take the Morph Ball.  Yay!  Head back to the Main Plaza.

*** EARNED MORPH BALL ***

========================================
5C. Chozo Ruins - Capture the Flaagrah =
========================================

Main Plaza: Now, it's time to climb up those rocks around the outside of the 
plaza, and cross the root to that door near the War Wasp Hives.

Ruined Fountain Access: Curl up in your Morph Ball and just ride on through 
the whole mess of Scarabs, under the roots, and all the way to the door, 
unless you feel like taking them out, which is entirely up to you.

Ruined Fountain: That doesn't look healthy...  Note all the Plazmites floating 
around.  Note that it's also pretty dark in here.  If you blow a lot of them 
up, you won't be able to see, so be careful.  Circle the stones around the 
right side, past the fountain and take the door on the left.  Oh, and there's 
another Chozo Lore on the wall for you to read, behind the fountain.

Arboretum Access: Watch out.  Incoming Shriekbats.

Arboretum: There are Reaper Vines to your left.  Shoot their bulbs to make 
them retreat, then hop across the platforms to the center tree.  Climb up the 
platforms around the tree, then hop onto the little bridge.  Take a left at 
the wall and make your way down to the door, shooting the Reaper Vines in the 
way.

Gathering Hall Access: Just some steam.  No big...

Gathering Hall: There's a Save Station here (you'll have it marked on the map, 
already).  To the right of where you came in are some platforms leading 
higher up.  Make sure you blow up the Blastcaps sitting on them before you 
jump.  Also, you'll be dive-bombed by Shriekbats.  Climb up and roll into a 
little red tunnel.  You'll be across a door, with more Shriekbats on the 
other side.  Take them out, then jump across.

East Atrium: A few Shriekbats.

Energy Core Access: There are three Eyons.  Blast them and move on.

Energy Core: You'll be playing more with this place later.  For now, just 
turn left, head down the tunnel.  Roll into the little shaft.

Burn Dome Access: Just keep rolling.

Burn Dome: This is the Incinerator Drone.  Scan it to find its weak point, 
which is the red eye that pops up.  Try to avoid the flames as it rotates.  
Shoot its eye once you get a clean shot.  You'll stun it and it will burn the 
hive on the ceiling.  Barbed War Wasps will pop out.  Scan them now, because 
you won't get another chance.  Keep shooting the red eye and fending off the 
Wasps and you'll bust the Drone open, and you'll receive the Morph Ball Bombs.  
Use them right away to bomb the wall in the little water canal.  Roll through 
and get a MISSILE EXPANSION.  To get out of the Burn Dome, just elevate 
yourself with Bomb blasts to get up to high pipes.  Make your way back to...

*** EARNED MORPH BALL BOMBS ***

Energy Core: Head back through the pipe and have a chat with the Stone Toad.  
Roll up and have him swallow you and Bomb him from the inside.  You'll bust 
down the wall behind him.  Roll and Bomb Jump into the switch, then Bomb it to 
lower the water.  Roll out the little socket into the main room, then into 
the second Bomb switch.  That will raise some platforms.  Climb back up to the 
beginning of this room and hop up the platforms to the passage indicated when 
you blew the second switch.  Run all the way up and blow the third switch.  
The platforms will rise high enough so you can pass to the next room.

West Furnace Access: Next room, please...

Furnace: Roll into the little ball course.  Bomb Jump into the next room, 
which has an ENERGY TANK.  Yay!  Now, you can go back to...

Energy Core Access: Nothing huge, but you can blow the box before the ledge 
for a little shortcut past the Eyons.

Gathering Hall: Your next destination is the only remaining door in the room.

Watery Hall Access: You can take a scan at some of the orange thingies if you 
wish.  There are a few Shriekbats here, as well.  At the bottom, blast a 
Missile into the brick wall to find a MISSILE EXPANSION.

Watery Hall: At the other end of this large room is a gate, and you need to 
find and scan four runes to open it.  The first rune is to the right of the 
entry door, and you can see it if you hop to a platform near the water.  The 
second is under a pile of Blastcaps at water level.  The third and fourth are 
both near the gate itself, one near water level, and the other next to the 
gate.  Once all four are scanned, scan the fifth rune that appears on the 
gate, and grab yourself the Charge Beam.  Don't worry about the Eyons that 
pop up just yet.  There's a small wall that you can Bomb nearby.  Blow it 
and head through to the next room.

*** EARNED CHARGE BEAM ***

Dynamo Access: Head to the next room.

Dynamo: Not much to be done here but bust open the gate across the way with a
Missile.  Grab the MISSILE EXPANSION and head back out.  It's time to 
backtrack all the way to the Arboretum.

Arboretum: There are four more runes to scan in this room.  The first is at 
water level, underneath a bunch of Venom Weed.  Shoot to get them to 
retreat and scan the rune.  The second is about halfway up the tree, where you 
can take the path to the Gathering Hall.  Get on the bridge, and look at the 
tree.  The third rune is further along the path.  Head higher along the 
outside of the room.  Use Missiles to take out War Wasp Hives so they don't 
bug you.  Roll into the small crevice and Bomb the boxes in your way.  After 
you get out, scan the rune that's right on the near wall.  There's another 
crevice after that has Venom Weed.  Shoot it and roll through.  The last rune 
is up at the top near the door, right on the tree in front of it.  Once the 
door opens, Bomb the small wall behind it and roll through to the next room.

Sunchamber Lobby: Shoot all the Reaper Vines and Venom Weed in your way and 
push forth.

Sunchamber Access: More Reaper Vines and Venom Weed.  Shoot the nearby boxes 
to refill supplies.

Sunchamber: You'll face off against Flaagrah here.  If you're going for all 
the Enemy scans, make sure to scan both him and his Tentacles near the floor.  
Although shooting him directly won't harm him, a lot of shots will daze him.  
To defeat him, you must shoot the red button on the sun panel that's warming 
him up.  Flip it all the way up and he'll collapse to the ground, and his 
roots will retract from the canals near his bottom.  Roll into one of those 
canals, attach yourself to the socket at the end, and set a Bomb.  For the 
next round, you'll have to flip two sun panels.  Be sure to shoot him to keep 
him dizzy, because he'll flip the panels back down given a few seconds to 
compose himself.  Once both panels are flipped, you'll have to pick a different 
canal, since you blew up the last one.  Then, you know how it goes, you have 
to do three sun panels, canal, boom.  Lastly, all four, and Flaagrah will be 
but a memory.  The water will be purified, and you'll be able to take the 
Varia Suit.  Head out the other door.

*** EARNED VARIA SUIT ***

Sun Tower Access: Cross this room.  Shoot the boxes if you're low on 
supplies.  Watch out for the Pulse Bombu...

Sun Tower: Hop down and face off against all the War Wasps.  Read the Chozo 
Lore on the wall.  You can't do anything else, so proceed to the next room.

Transport to Magmoor Caverns North: We don't wanna leave just yet.  Take the 
left door.

Vault Access: There's a little lift in here that you can only fit on in ball 
form.  Roll onto it and through the pipes to the next room.

Vault: To open the Vault containing the sweet sweet MISSILE EXPANSION, you'll 
need to blow the lock.  The first two locks have little gates in front of 
them.  Blow the first one with a Bomb, then Bomb Jump up to the second one and 
drop a Bomb in front of it.  Enter both these locks and lay Bombs to open 
them.  The last lock is pretty high up, and you'll need to do a Double Bomb 
Jump to get in (check the Bombs section for my preferred method).  Lay a Bomb 
in the lock and you'll open the vault.  Read the Chozo Lore on the wall and 
head out the other door.

Plaza Access: Kill the Beetles.

Main Plaza: Hey.  Sitting right on top of an ENERGY TANK ain't half bad, eh?  
Now, there are a couple more things to do in this area...  Head to the 
following places:

*Ruined Nursery (near the Missile Launcher area): There's a small ball maze on 
the wall here.  The trick is to go to the bottom first to get the metal box 
out of your way.  Roll, blast, and Bomb Jump your way through to a MISSILE 
EXPANSION.

*Ruined Gallery (near the Missile Launcher area): Bomb Jump up to one of the 
holes in the wall (either one) and roll through to get a MISSILE EXPANSION.

With those out of the way, go back to the Trasport to Magmoor Caverns North 
and head down to toasty land.  To get back to the Transport, you must use the 
area past the Totem Hive (called Transport Access North) to get there (if you 
don't remember the Totem Hive, it was the place you found the Missile 
Launcher), as the other ways are either sealed off or out of reach.

=====================================================
5D. Magmoor Caverns/Phendrana Drifts - Fire and Ice =
=====================================================

Burning Trail: Hop down the shaft in front of you and proceed along the path.  
There's a Save Station behind a Missile Door nearby.  Watch out for the 
Shriekbats out here.  There's also a Grizby near the end.

Lake Tunnel: Watch out for more Grizbies, some flame jets, and a Burrower in 
this room.

Lava Lake: Ah...  Nice music, eh?  Take out the Magmoor and all the Puffers 
in this room.  Hop across the platforms (be careful, some of them sink).  
Near the crates is a bombable wall.  Take it out and roll on through and Bomb 
out the other side.  Kill the Puffers and hop across more platforms to the 
other side.

Pit Tunnel: To get through here, you'll have to go down into the area with the 
Triclopses.  Bomb them if they get close.

Triclops Pit: Several Puffers in the room, as well as Triclopses under the 
grating.  To get under the grating, drop onto it, then look for a passage to 
the right and behind you leading down to a small tunnel.  Roll through, and 
look for another little tunnel in the back right section of the Triclops Pit.  
This will lead to another door.

Storage Cavern: Grab the MISSILE EXPANSION in plain sight.

Triclops Pit: Hop up the grating platforms up near the entrance of this room 
to get to the next door.

Monitor Tunnel: Take out the Puffers, hop across the platforms.

Monitor Station: Careful.  There are three nasty Auto Turrets across the way 
here and one more on a higher up level.  There are also plenty of Puffers.  
For now, just head to your left to the door at ground level.

Shore Tunnel: Walk through.  Enjoy the view.

Fiery Shores: There are Magmoors and Triclopses in here.  Cross over to the 
ball tunnel and Bomb Jump up to it.  Once out the other side, blow up the 
nearby crates and ride up the little ball course here, where you'll have to 
Bomb Jump up to the top, then carefully roll across the catwalks and grab the 
MISSILE EXPANSION.  That's all there is to do here.  Fall off the catwalk 
onto the ledge and jump back to the platforms and make your way back to...

Monitor Station: Take out the Auto Turrets and start climbing along the 
outside to the second floor of the station.  Cross the bridge to the door.

Transport Tunnel A: Roll up and head to the little ball course in here.  
There's an ENERGY TANK in here, but you'll have to do three Double Bomb Jumps 
to get it.  Start at the first metal box and do your first one, then keep 
pulling to the left and continue with your second and third jumps to get to 
the Tank.  The boxes break apart with two bombs, so be careful.  To leave, 
just roll out the bottom of the course to the left.

Transport to Phendrana Drifts North: Time to get out of the frying pan and 
into the freezer...

Shoreline Entrance: Use Charge Beam shots on the ice walls to clear the way.

Phendrana Shorelines: Pretty.  Lots of Crystallites wandering around.  To your 
left is a gate thing that you can blow with a Missile.  Do so and you can scan 
the console behind it to unlock the door above you.  Hop up to that door.

Ice Ruins Access: Watch out for the Scatter Bombus.  Roll past their currents.

Ice Ruins East: Be very careful of the Baby Sheegoths in the area.  Cross to 
the far side of the area and hop up on platforms.  Make your way across them 
back near the entrance, then around some more to the other door.

Plaza Walkway: Take out the bunch of Ice Burrowers in here and move on.

Phendrana Shorelines: Walk around this top area to the nearby door to your 
left.

Ruins Entryway: Can't quite remember if there are Pulse Bombus or Baby 
Sheegoths here.  Either way, be careful and move on.

Ice Ruins West: Baby Sheegoths here, too...  Duck into ruins for cover when 
you can and make it to the door low and to the right from your starting point.

Canyon Entryway: More Scatter Bombus...

Phendrana Canyon: There are several Crystallites and a Baby Sheegoth here.  
Drop down to the bridge below you and scan the console to your right to raise 
some platforms.  Climb up them and you'll collect the Boost Ball.  Use it to 
get out of the halfpipe like canyon area and climb back up to the exit.

*** EARNED BOOST BALL ***

Now, it's time for some backtracking.  Head all the way back to the Transport 
area and make your way to the Magmoor Caverns.  Head to the...

Fiery Shores: Bomb up to the little tunnel again, and this time go left 
instead of taking the ball course.  Hop across the gaps, watching out for 
flame jets.  Kill the Magmoor here and roll up the little ball course along 
the wall.  Roll across the little suspended track and to the door.

Transport Tunnel B: Proceed through the Tunnel to...

Transport to Tallon Overworld West: Time to head back to base, so to speak...

========================================================
5E. Tallon Overworld/Phendrana Drifts - Rocky Research =
========================================================

Transport Tunnel B: Move through the cavern, taking out the Zoomers.  Drop 
down below the bridge into the steam for a MISSILE EXPANSION.

Root Cave: Watch out for Beetles and Zoomers, and start climbing the path 
until you reach a door.

Root Tunnel: Take out the Bloodflower by blowing the nearby Sap Sacs.

Tallon Canyon: Ah, memories...  This place has a half-pipe for using your 
Boost Ball, so boost your way up the side that has a platform at the top, then 
move across the roots.  Bomb the little barriers in your way and head to the 
next room.

Gully: Pass through, shooting the minor enemies.

Landing Site: Stay up here on the ledge and walk over to the door to your left 
that's up here.

Alcove: Hop down into the center and grab the Space Jump Boots.  Awesome, eh?

*** EARNED SPACE JUMP BOOTS ***

Landing Site: First, look behind your ship for a hole you can roll into and 
grab a MISSILE EXPANSION.  Now, I think it's time to check out the door that's 
high up next to the waterfall...

Temple Hall: Take out the Seedlings on the roof and head through the Tangle 
Weed to...

Temple Security Station: Scan the console here to get some Pirate Data.

Temple Lobby: Walk through...

Artifact Temple: Read the two Chozo Lores on the walls here, then head down 
the ramp to the main room.  Take the first Artifact and scan the other totems 
in the area for info on more Artifacts.

Now that you have a direction here, it's time to head back to Phendrana 
Drifts.  Go through the Transport back to Magmoor Caverns.  On your way...

Monitor Station: Use your Space Jump to climb to the top of the platform.  
Hop in the Spinner and Boost to extend the bridge.  Hop over to the far wall 
and make your way around to the high door.

Warrior Shrine: Claim your second Artifact, the Artifact of Strength.

Now, it's on to Phendrana, where you'll head to...

Phendrana Shorelines: With the Space Jump, you can hop across the floating 
platforms.  Cross them over to that temple-y structure there and head inside.

Temple Entryway: Pulse Bombus and Scatter Bombus...

Chozo Ice Temple: Crystallites, Ice Parasites, and a Baby Sheegoth hang out 
here.  Climb up the ledges on the right side of the room to eventually reach 
the top.  There will be a iced-over fountain ahead of you and four statues 
lining the walls.  The gate to the right says that you need the Shaman to 
open it.  Scan all the statues and you'll find that the Shaman has Brinstone 
in it.  Bust it with a Missile, then head through the gate.  

Chapel Tunnel: Roll up and head through this ball course, by bombing the 
breakable boxes below the pillars so you can move ahead.

Chapel of the Elders: There's the Wave Beam, but you'll have to do some work 
to get it.  Four Baby Sheegoths will attack, then a big Sheegoth.  The mama 
Sheegoth is a larger version of the babies.  The trick is to get close to it 
and try to circle around it so it doesn't run you over, then wait until it 
tries to breathe on you, which it will only do if you're close.  After that, 
it'll be tired, so you can slam a Missile into it.  Just keep doing that over 
and over again.  It takes a lot of Missiles (around 25, I think).  You'll find 
more later on, and they're easier to take out once you earn the Super Missile 
Beam Combo.  Oh, several people tell me they have an easier time taking out a 
Sheegoth with Bombs.  I usually get trampled, but use whichever you like.  Once 
they're toast, take the Wave Beam.  Now, you can open purple-lined doors.  
Yay!

*** EARNED WAVE BEAM ***

All right, now it's time to explore some pirate activity.  Head to...

Ice Ruins West: Near the entrance to your right is a structure.  Start 
climbing up insdie it.  As you reach the highest point, you should see a 
stalactite hanging relatively low.  Slam a Missile into the base of it to make 
a stepping stone.  Cross across the structures and make your way towards the 
purple door at the far end.

Courtyard Entryway: Take out the enemies in your way...

Ruined Courtyard: There are two "Spinner" machines in this room.  You activate 
them by rolling into them and Boosting until the flap goes all the way down.  
Spin both and you'll activate a switch higher up.  Jump up and Bomb it to 
raise the water level for a limited time.  Cross the ice floes and roll into 
the little tunnel to find an ENERGY TANK.  Go back out and do it again, only 
climb around the platforms in the middle to reach the top of the platform.  
You can reach all three doors up here.  One has no power going to it, another 
is a blue door that has a Save Station, and the last is a purple door.  Take 
that door for now.

NOTE: This upcoming complex is chock full of stuff to scan, so whenever you 
get a moment to breathe, start scanning everything.  You'll find a TON of 
Pirate Data here...

Specimen Storage: Careful.  The Space Pirates know you're here now, and you'll 
have to smack one down as soon as you enter.  Pass through to...

Research Entrance: Start by blowing the Auto Turret near the ceiling, then 
walk in, where you'll be attacked by several Space Pirates.  Use your best 
combat skills to waste all of them to unlock the doors in the room.  On the 
ground floor is a Map Station for this place.  Go up the ramp to the next room.

Hydra Lab Entryway: Take out the minor enemies here and be on your way.

Research Lab Hydra: Plenty more Space Pirates and some Auto Turrets here.  
Make your way up the ramps.

Observatory Access: Scan the console nearby to drop the force field into the 
Observatory.

Observatory: A few more Space Pirates in here.  Your next destination is two 
ball switches on some ledges.  Bomb both of those, then drop down to the floor 
and activate all four Spinners to fire up the hologram of the planetary 
systems.  Check out all the planets.  Of particular note should be Zebes and 
Tallon IV.  Start climbing up the metal ledges to the top of the room and 
you'll find the Super Missile Beam Combo.  There's a Save Station up here, too.  
Head through the purple door.

*** EARNED SUPER MISSILE BEAM COMBO ***

West Tower Entrance: Some minor bad guys here.

West Tower: Ride up the elevator.

Control Tower: You'll face off against both Space Pirates and Flying Pirates 
(which are a real pain).  Fight your best, and you can jump inside the towers 
above you for some cover if you need it.

East Tower: Ride down the elevator.

Aether Lab Entryway: There's an Ice Beetle in here.  Neat, eh?

Research Lab Aether: Whoa...  Familiar looking critter in that jar, eh?  It'll 
bust out soon, so plug some Missiles to kill your first Metroid of the game.  
More Turrets and Pirates in this lab, as well as cool stuff to scan.  There's 
also a containment tank that holds an ENERGY TANK.  Just bust it open with a 
Missile.  Also near the top are some catwalks.  Bomb Jump up to them and roll 
around to get a MISSILE EXPANSION.

Research Core Access: Remove the bad guys in your way and move on.

Research Core: More Pirates, some Flying Pirates.  Scan three consoles all 
along this route and you'll open the Thermal Visor containment unit.  Better 
get used to it quick, because the lights will dim, and Shadow Pirates will 
start attacking.

*** EARNED THERMAL VISOR ***

Basically, it's time to get out of this crazy place, and the only way out is 
the same way you got in.  Keep the Thermal Visor on for as long as you can 
and retrace your steps through this place.  When you reach the top of the 
Research Core, look at the door with your Thermal Visor and you'll see a 
power conduit.  Shoot it with the Wave Beam and the door will unlock.  Keep 
moving back through all the areas.  You'll face off against more Shadow 
Pirates, as well as Flying Pirates, some Metroids, and some Auto Turrets.  
It's a long, hard ride, so keep your chin up and make your way all the way 
back to...

Research Lab Hydra: Examine the nearby pillar, which has Cordite in it.  Blast 
it open with a Super Missile to get a MISSILE EXPANSION.  Keep moving back 
and you'll get to...

Ruined Courtyard: Some Flying Pirates here, now.  Remember that door that 
wasn't getting any power?  Put on your Thermal Visor.  See that Power Conduit?  
There's a Cordite wall hanging in the way.  Use a Super Missile and you'll 
uncover the power conduit.  Scan it and the door will get power.  Head on 
through.

Quarantine Access: Pass through to...

North Quarantine Tunnel: Curl up in your ball form and roll through here.  
Watch out for the Pulse Bombus.

Quarantine Cave: Here you will face off against Thardus, the big ol' rock 
monster.  It can roll up in a ball to try to run you  over, raise some rocks 
out of the ground to throw at you (which you can shoot for supplies), or shoot 
an ice beam along the floor, which can freeze you.  To destroy Thardus, bring 
up your Thermal Visor.  You'll see a bright spot on the rock monster.  Shoot 
that spot with all you have.  Soon, Thardus will overload your visor.  That's 
okay, cause when you switch back to the Combat Visor, the weak spot on Thardus 
will be bright blue, and targetable.  Blow it up to hurt him bad.  Then, pull 
up your Thermal Visor and aim for the next spot.  Thardus has seven spots 
altogether, and some get tough to hit, especially when the battle drags out and 
a snowstorm makes normal visibiity lousy.  Destroy all seven weak spots and 
Thardus will crumble.  Once he's rubble (and he gives Samus a parting pebble to 
the back of the head ^_^), take the Spider Ball and leave.  

*** EARNED SPIDER BALL ***

There are a couple more places in Phendrana now, with stuff for your 
consumption...

Ice Ruins East: There's a magnetic track in the back end here.  Spider Ball 
up and get a MISSILE EXPANSION.

Phendrana Shorelines: Go to the outside of the Chozo Temple and use a Super 
Missile on the structure.  Scan it and you'll open a little hatch.  Spider 
Ball up and take another MISSILE EXPANSION.

Now, it's time to head back into the Chozo Ruins for a cool time...

=========================================
5F. Chozo Ruins - The Fate of the Chozo =
=========================================

There are a few old places to explore here before we do some new stuff:

*Main Plaza: Use your Boost Ball in the halfpipe in this area to reach a 
MISSILE EXPANSION.  Also, hop up to the upper level and on a ledge over the 
door to the Ruined Shrine.  Fire a Super Missile at the hexagon on the 
petrified tree to find another MISSILE EXPANSION.

*Ruined Shrine: First, head to the place that had Beetles and bust open the 
little barrier to get a MISSILE EXPANSION.  Next, Boost Ball up the halfpipe.  
The right side has another MISSILE EXPANSION, and the left side has a Spider 
Ball track that leads to the purple door.  Shoot it open.

Tower of Light Access: Nothing in this tunnel.

Tower of Light: Climb up the platforms and shoot the weakened cracks in the 
pillars at the top to drop the tower a level.  Plated Puffers will pop out, 
so hop up a level to avoid them.  Do the same at the next level, but watch 
out for the Oculi so that your Missiles don't bounce off.  Do the same for the 
level after that, and you'll be able to jump and reach the Wavebuster Beam 
Combo.

*** EARNED WAVEBUSTER BEAM COMBO ***

*Sun Tower: There are four Runes to activate.  Two are on the backsides of 
pillars, and the other are behind Cordite wall hangings that you need to 
Super Missile open.  Once all four are activated, you'll be able to Spider 
Ball up the tower.  To make the jump to the other tracks, you'll have to use 
Bombs to boost yourself.  Make sure you avoid the Oculi.

Sun Tower Access: Hmm?  What was that?  Follow it to the Sunchamber.

Sunchamber: Holy choked-up Chozos, Batman!  We've got spooks!  Batter the 
three Chozo ghosts to nothing and you'll receive the Artifact of the Wild.

*Ruined Fountain: Roll into a Morph Ball inside the fountain and let it 
boost you up to the ceiling.  Attach to it and roll over to a MISSILE 
EXPANSION.

*Gathering Hall: Hop up to the entrance to the Energy Core (highest one), then 
hop onto one of the side ledges, then to a ledge above the door.  Bomb the 
grate and take the MISSILE EXPANSION

*Dynamo: (If you don't remember, this is near the Charge Beam).  Short story 
shorter, use the Spider Ball to climb up and get a MISSILE EXPANSION.

Good collection run, but let's get down to business...

Furnace: This time, take the high road, using the Spider Ball.  When you enter 
the tunnels, roll quickly to the end and set a Bomb Jump before the boxes 
disappear.  Roll through and take out the bad guys on the other side.  At the 
wall on the left, scan the Chozo Lore and roll through the tunnel.

Crossway Access West: Pretty boring in this place, actually.  Just proceed...

Crossway: Shoot up the halfpipe to the other side and scan the three Chozo 
Lore scripts up here.  Also, blast the Cordite wall hanging with a Super 
Missile and scan the power conduit to activate a Spider Ball track above you.  
Boost up to the Spider track using the halfpipe, then Bomb up to the switch 
and bomb it.  Another one will open up on the other side, so do the same.  
Then, fall onto the ball-a-vator that just dropped and you'll be able to get 
another MISSILE EXPANSION.

Elder Hall Access: Ooo...  Scarabs...

Hall of the Elders: A Chozo Ghost!  Creeepy.  Don't fret.  Just shoot him with 
the Power Beam and he'll croak sooner or later.  Now, the Chozo Statue here 
just lit up.  First thing is to read the Chozo Lore on the wall behind the 
statue.  Next, roll up in a ball in the statue's hands and you'll be flung up 
to a Spider track, so hold R as you go up.  Hit the Bomb Switch up here and 
you'll turn some colored stuff on.  Climb up the side platforms up to the 
colors and shoot the purple one with the Wave Beam.  Bomb Jump in and Bomb 
the switch and you'll flip a tube down below.  Drop down and into the statue's 
hands once more to be flung up to a ledge.  Roll to the end, and scan the 
console to shut off the force field window.

Reflecting Pool Access: Head on through to the next room.

Reflecting Pool: Plenty of Stone Toads in this area.  If you'll check the 
pump mechanism, you'll see that it's maintaining the level.  Roll up in your 
ball and drop down into the pool.  Set a Bomb on the plug in the middle to 
drain it.  Now, you'll have to use the Boost Ball to ride up in this halfpipe.  
More than likely, you'll get swallowed by Stone Toads a couple of times, so 
just blow them with Bombs.  Head to the left first, and you'll find the Ice 
Beam.  Head to the right, and you'll find a Save Station.  Forward will take 
you to a Transport to the Tallon Overworld.  There's also a small tunnel in 
the Save Station that will take you another Transport to the Overworld.  For 
now, head back to...

*** EARNED ICE BEAM ***

Hall of the Elders: Hey, more Chozo Ghosts.  Oh, by the way, a LOT of places 
are now infested with Chozo Ghosts here in the Ruins.  The Ruined Shrine, the 
Arboretum, the Furnace.  Anyway, instead of shooting the purple thing, now 
shoot the white one, jump into it and Bomb the switch, then hop into the 
statue's hands again to be boosted to an ENERGY TANK.  Cha-ching.

Transport to Tallon Overworld East: This is the Transport in the Save Station.  
Go back up to the Overworld.

Transport Tunnel C: Pass through...

Overgrown Cavern: Take the MISSILE EXPANSION here.

Frigate Crash Site: Hop down the slope into the lake.  Bear right and hop up 
to the door near the broken Phazon crate.  Pass through to...

Waterfall Cavern: Roll under the big rock and you'll be back at the Landing 
Site.

Next stop on the list is Phendrana Drifts...  Head down to the west Magmoor 
Caverns to get there quickest.

============================================
5G. Phendrana Drifts - The Cold is Winter! =
============================================

You're gonna want to make your way back to the Quarantine Cave.  You could 
also go through the Pirate Base, if you wanna face a jillion bad guys...

Quarantine Cave: Find a Spider Track to take you up and around to the door 
on the right.

South Quarantine Tunnel: Roll through at top speed.

Transport to Magmoor Caverns South: Care to take a little detour?  Head down 
the lift.  You'll thank me later.

Transport to Phendrana Drifts South: One way takes you to a Save Station, the 
other...

Transport Tunnel C: Mind the flame jets here.

Magmoor Workstation: Take out the Flying Pirates here.  Now, you need to 
restore power to this area.  Each of the three hatches on the ground has a 
power conduit which you can use your Wave Beam on.  Once all are activated, 
drop down the hole to the cage with the Triclopses.  Blow them up, then 
head where the lava has cooled.  Scan the console back here to open another 
of the hatches and cool more lava.  Quickly, go there, then scan another 
console to open the last hatch.  Quickly roll there to get an ENERGY TANK.  
Now, head back to the Transport to Phendrana Drifts and take the other door 
out of here (it's up the Spider Ball Track).

Transport Access: A few Pulse Bombus up here.

Frozen Pike: Lots of little guys flying around.  They can make life a mess 
for you.  If you're wondering, the door at the bottom takes you back to the 
Research Station.  Where you want to go is the purple door below your starting 
point there.

Frost Cave Access: There are a couple of Ice Beetles and some Scarabs here.

Frost Cave: Watch out for the Hunter Metroid here.  Don't worry about the 
Glider for now.  Aim up and to the right and shoot the hanging stalactite 
with a Missile, then jump onto it and up to the purple door to find a Save 
Station, then shoot another stalactite to get to the other purple door.

Upper Edge Tunnel: Roll through.

Phendrana's Edge: Two Flying Pirates to shoot down up here.  Drop down into 
the water and watch out for the Jelzaps.  Head through the door down here.

Lower Edge Tunnel: Shoot the Scatter Bombus in here.

Hunter Cave: There's a Jelzap in the water and a bunch of Buzzers down there.  
Shoot all three stalactites at the ceiling.  Cross the two in the water, and 
hop up on the third to get to the purple door.

Lake Tunnel: Take out the Scatter Bombu and continue on.

Gravity Chamber: There are Aqua Reapers and Jelzaps here.  Carefully make 
your way to the other side and grab the all-important Gravity Suit.  Hop out 
of the water with the greatest of ease and climb up to the purple door that's 
not in the water.

*** EARNED GRAVITY SUIT ***

Chamber Access: Bust up the Sentry Drone in here.

Hunter Cave: Take out the Flying Pirates, or just run along this ledge to the 
other door.

Hunter Cave Access: Three Jelzaps in the water here.

Frozen Pike: And we're back here.  From this point, your destination is going 
to be the Frigate Crash Site back on the Overworld.  Make your way there.

=================================
5H. Tallon Overworld - Memories =
=================================

Frigate Crash Site: Oooo...  Phazon...  Take out the bad guys in this area, 
then hop over through the water to the Frigate.  Look to your left in the 
water and you'll see a MISSILE EXPANSION.  Hop up there from the roots.  
There's a small cave at the very end of the pool that you can use to get up 
there.  In case you're wondering, this is the very same Frigate that you were 
in in the beginning of the game.

Frigate Access Tunnel: Head through to...

Main Ventilation Shaft Section C: Drop down to the bottom and roll through the 
collapsed tunnel.

Main Ventilation Shaft Section B: Blow up the two Auto Turrets, then use the 
Thermal Scan to find the power conduit.  Shoot it with the Wave Beam and the 
door will activate.  Pass through it and the next door.

Main Ventilation Shaft Section A: Run past the Tallon Crabs and to the next 
room.

Reactor Core: There are a couple of Aqua Pirates in here.  The only other 
door out of here is not getting power, so turn on your Thermal Visor and 
start scanning around.  Shoot the four power conduits with the Wave Beam and 
you'll open the door.

Reactor Core Access: To your right is a Save Station.  There are two Power 
Conduits in here that need to be shot with the Wave Beam to open the door.

Cargo Freight Lift to Deck Gamma: Use a Missile on the lift's door and get 
the ENERGY TANK.  Put on your Thermal Visor and Wave Beam the conduit down 
here, then hop up a few platforms, look behind you and Wave Beam conduit #2.  
Start climbing up the shaft, using the platforms.  Watch out for the Aqua 
Reapers, and don't worry about the Space Pirate that falls into the water 
above you.  He's dead.  Wave Beam the last conduit up here at the top to 
activate the door.

Deck Beta Transit Hall: Nothing but lichen and harmless buggies...

Biohazard Containment: Looks like things aren't all that well-contained 
anymore.  Take out the two Auto Turrets up here and the Aqua Drone down below.  
Turn on your Thermal Visor.  There are two conduits above the surface, and one 
below.  Also down in the water is a MISSILE EXPANSION.  Scan the doors down 
here and use a Super Missile on the one you can examine.  Leave by the door 
down in the water.

Deck Beta Security Hall: Looks like all that doing security now are the Aqua 
Reapers lining the hall.

Biotech Research Area 1: Three Aqua Pirates in here.  Once they're toast, 
there are three power conduits to activate: two down on the lower level, and 
one on the upper level.  Wave Beam to activate the door across the room.

Deck Beta Conduit Hall: More Aqua Reapers...

Connection Elevator to Deck Beta: Whoa.  Another Space Pirate just had his 
butt kicked off-screen.  You won't be going up, so drop down and head through 
the next door (mind the Aqua Sacs on the way).

Hydro Access Tunnel: Roll up into the ball course.  In here, Bomb Jumps send 
you a lot higher, so use those to navigate.  If you're feeling lucky, try for 
the ENERGY TANK at the top of a relatively long shaft.  You'll need to do a 
multiple Bomb Jump.  The time to drop the next Bomb after you've launched is 
just before you reach your apex.  Do it three times and you should have 
enough flight to reach the Tank.  Head out to the right by Bomb Jumping up.

Great Tree Hall: Out of the frigate now.  Take out the Jelzaps and climb up 
out of the water.   You can go exploring, but it's not all that necessary.  
Up above are a wall you can't blow up and a Transport taking you to Chozo 
Ruins South.  Head through the white door at water level here.

Transport Tunnel E: Don't mind the radiation warning.  Just don't step on 
this Phazon stuff.

Transport to Phazon Mines East: Head down for some Phazon action...

=======================================
5I. Phazon Mines - The Canary's Dead! =
=======================================

Quarry Access: Head down this tunnel dealie...

Main Quarry: Watch out for the Mega Turrets in this area, near the Force 
Field.  The Spider Track on ground level leads to a Save Station.  Climb up 
the catwalks to face off against some Space Pirates.  Keep climbing and 
you'll reach the top.  Use Thermal Scan to find a power conduit, which turns 
on the computer console nearby.  Scan the console and you'll operate the crane.  
Ride up the nearby Spider Track and over to get a MISSILE EXPANSION.  Drop 
back down to the bottom.  Scan the two consoles down near the force field to 
open it up.

Security Access A: Take out the two Mega Turrets here.

Mine Security Station: First up is three Shadow Pirates.  Move along this 
area and you'll face three new Wave Troopers.  Only your Wave Beam works on 
them.  Continue on and shoot a purple door in the ceiling.

Security Access B: Shoot down the barriers in your way, then take out the 
two Shadow Troopers.

Elite Research: Two Space Pirates are right in front of you.  Scan the 
consoles down here for some Pirate Data.  Note the Elite Pirate sitting in 
front of you in stasis.  Creepy.  Scan another console to start up some 
platforms.  Climb up them, then face off against two Wave Troopers.  After 
they're done, activate some more platforms, then climb up and you'll face 
your first Power Trooper.  Take him out then start playing with the plasma 
cannon mounted to the ceiling.  Scan the console and you'll fire it.  Use the 
Spinner to aim it.  Aim it at the farthest wall to knock down the way 
forward.  Then, turn it all the way around so it's pointing to the left, and 
use it to open up the way to a MISSILE EXPANSION.  Proceed through the white 
door.

Research Access: Connect to the Spider track and roll down, avoiding the 
weird power thingies that pass by.

Ore Processing: Take out the two Power Troopers on the floor quickly.  The 
object here is to rotate the pillars you see here so that you can Spider Ball 
up the tracks.  You do this by hopping into the little ball gap and Bomb it 
to rotate.  Bomb the thingy so that the blue track above you and to the left 
connects, then ride up and go to the second control.  Bomb it so that the red 
track connects above and to the left, then drop down and line up the red 
tracks on the first floor.  Ride up and get back to normal to receive the 
Wave Trooper attack.  You can't do anything else here, so Ice Beam the door 
on this level.

Elevator Access A: Shoot up the Scatter Bombus and drop (or roll) down to 
the floor.

Elevator A: Scan the console and ride down to Level Two.

Elite Control Access: There are two Space Pirates here.  While you're here, 
there's a box that explodes on a ledge, near a vent spewing green smoke.  
Shoot the box and the vent will bust open, revealing a MISSILE EXPANSION.

Elite Control: Enter and engage.  Your very first Elite Pirate.  Use the 
Thermal scan to find the plasma cannon and Missile it off his back, then 
target and pound him with more Missiles until he goes down.  Note the nasty 
music is still going.  You've got three Ice Troopers coming down at you from 
the catwalks.  Head up there and waste them.  This room has a ton of Pirate 
Data, so start collecting.  Leave by the white door at the top of the room.

Ventilation Shaft: Uh oh.  Plated Puffers AND toxic gas is spilling into the 
room.  Time to move to the next room, quick.

Omega Research: Two Wave Troopers and three Power Troopers are in here, as 
well as some more Pirate Data.  Don't worry about the Elites for now.  They're 
frozen in their tubes.  Open the white door in the floor.

Dyanmo Access: Head through and try not to stare at the Elite Pirate tank...

Central Dynamo: This place has a pesky mini-boss.  We're going to call him 
the Shadow Drone, but you can't scan him, so it'll be tough to get a reading 
on him.  Charge up a beam, and when he gets ready to fire, let him have it 
with a Super Missile to drop him. Once he's out, a hatch will blow in the 
floor.  Roll up and drop in.  Navigate the shocking maze.  If you find a 
patch of ice, bomb it to open new paths.  Reach the center and earn the Power 
Bombs.  One of the Ice Beam doors leads to a Save Station.  The other one 
leads to a place you can't really pass yet.  So, let's head back...

*** EARNED POWER BOMBS ***

Omega Research: Uh oh.  Another Elite Pirate.  Take him out.  Use a Power 
Bomb on the rubble on the upper level to reveal a Map Station.

Ventilation Shaft: Set a Power Bomb at the grate in the shaft.  Drop in, 
roll and Bomb up to this small room.  Scan the console and the Plated Puffers 
will be pulled into the grate, blowing it up.  Take the ENERGY TANK.

Elite Control: Five Shadow Pirates in this room.

Ore Processing: Watch out for the four Metroids here.  Use a Power Bomb on the 
rubble.  Now, use the machine to line up the yellow track so that it's 
pointing to the far side of you.  Head down a level and line it up on the 
second level, then on the ground level.  Ride up the track to...

Storage Depot B: The Grapple Beam!!

*** EARNED GRAPPLE BEAM ***

Ore Processing: Attach to the point across the way and swing across.  WHEEEE!

Waste Disposal: Roll up and head into the little water course.  Make your 
way through out the bottom.

Main Quarry: More Space Pirates.  Swing across the crane.  Head back down to...

Security Access A: Use a Power Bomb on the nearby gate to blow it open and 
pick up a MISSILE EXPANSION.

Main Quarry: Head back to the surface.

==============================================
5J. Tallon Overworld/Chozo Ruins - X-Ray-ted =
==============================================

Great Tree Hall: Climb up the platforms.  Use the Spinner to open the gate and 
head up further, taking out Seelings and Bloodflowers.  Take them out, and 
find a pole with a Spider Track on it.  Roll up and head through the door.

Life Grove Tunnel: Head through this ball course, using Bomb Jumps and Boost.
If you have the nerve, try to get to the top of the Boosting pipe thingy.  
Bomb the top and you'll drop onto a MISSILE EXPANSION.

Life Grove: First off, grab the X-Ray Visor.  Next, use a Power Bomb to blow 
open the walls.  In the water, bomb the drain to raise a little pillar, then 
roll into the hole underneath.  Use the Spinner to rotate the platform, which 
will rise up and display and ta-da!  An Artifact.  Hop onto it from higher 
ground.  You just got the Artifact of Chozo.  Now, to get out of here.  Hop 
up onto higher platforms, then roll through the little ball course.  As you 
get to the top, you'll be attacked by three Chozo Ghosts.  Use your X-Ray 
Visor to constantly track them.  Once all three are gone, a hatch opens near 
a Chozo Statue.  Hop up on top and fall down the hole and leave by the door.

*** EARNED X-RAY VISOR ***

Great Tree Hall: Hop over to a spot with two Bloodflowers.  Hop into the 
little cave that has the higher one and flip on your X-Ray.  You should see a 
platform that wasn't there a second ago.  Hop onto it, then to the further 
blue door.

Great Tree Chamber: Take your MISSILE EXPANSION.

All right, your next destination is Magmoor Caverns, to investigate some 
seismic stuff going on.  Before that, let's go get us some more items, eh?
Take the lift near here down to the Chozo Ruins, and head to...

*Furnace: Use a Power Bomb to bust open a halfpipe.  Fly up to the Spider 
Tracks.  Use Bomb Jumps and careful manuevering to make your way across the 
course and you'll reach a MISSILE EXPANSION.

*Watery Hall: There's a small tunnel in the water here.  Roll into it, and 
jump out the other side for a MISSILE EXPANSION.

*Ruined Fountain: Take the "other" door out of here, the one that leads to...

Meditation Fountain: Proceed through to the...

Magma Pool: Use a double swing on the Grapple Beam to get across.  Lay a 
Power Bomb to blow the wall and find a POWER BOMB EXPANSION and a Chozo Lore, 
what should be your last one.

Training Chamber Access: Near the end of this passage, you'll find some 
leaves near the floor.  Roll through them to find a hidden tunnel, and a 
MISSILE EXPANSION.

Training Chamber: Exorcize the two Chozo Ghosts here.  Use the halfpipe to 
boost up to the Bomb Switches.  The one on the right will activate a Spider 
Track and a ball-a-vator.  Roll into it quickly to get to an ENERGY TANK.  The 
other switch opens the way out of here.

Piston Tunnel: Avoid the pistons and ride to the end.

Main Plaza: Don't hop down just yet.  There's a Grapple Point above you.  
Jump and grab it to be carried over to the MISSILE EXPANSION.

Now to head to Magmoor Caverns once more.  Head to Tallon Overworld.  While 
you're here, you can stop by the Artifact Chamber and drop off the ones you 
have.  If you have the five I've pointed out so far, you should be able to 
get some more Artifact info.  In fact, you should have all but one.  So, 
head in the direction of the Transport to Magmoor Caverns East, but on the 
way...

Root Cave: Start climbing higher than before.  Use your Grapple Beam to cross 
to another ledge, and the X-Ray Visor to jump on invisible platforms.  Near 
the top, you'll see a MISSILE EXPANSION.  It's behind an illusionary wall, but 
with X-Ray on you can see it.  Once you get it, drop to the bottom and head 
to Magmoor Caverns.

=====================================
5K. Everywhere - Plasma and Pickups =
=====================================

Transport to Tallon Overworld West: Head to the door you haven't gone through 
yet (or couldn't get very far in).

Twin Fires Tunnel: Use the Grapple Beam to get across this fiery area.

Twin Fires: More Grapple Beam action.  There are also some stalactites to 
derail in case you want to cross that way.

North Core Tunnel: Knock down the stalactite here to cross.

Geothermal Core: This area starts out pretty cool.  Hop to the other side, 
then start climbing platforms.  Grapple over to the lowest platform, and 
operate the Spinner.  Jump to the next platform and operate that Spinner.  
Jump back to the first platform, only the one above.  Jump to the next 
platform, operate the Spinner, and Spider Ball up.  Jump to the highest 
platform and bomb the switch to extend a pipe with a Spider Track.  It's time 
for Death Spider Course, now.  The course isn't hard to figure out, it can 
just be tough sometimes getting the timing and aiming correct.  Remember to 
use the Bomb if you wanna jump up, and just let go of R if you want to fall 
to a track below.  There's no way I can help other than to say keep 
practicing and reach the top.

Plasma Processing: Take your prize for that mess, the Plasma Beam.

*** EARNED PLASMA BEAM ***

Geothermal Core: Head out the other door.

South Core Tunnel: Watch out for the Puddle Spore.

Magmoor Workstation: Back here again...

Now, let's head to Phendrana Drifts for a bit of item-collecting...  Okay, a 
LOT of item collecting... :-P  Take the Transport that's close to this room 
up to Phendrana Drifts South.  From there, we'll head to...

*Quarantine Cave: From here you can Grapple across to a tunnel...

Quarantine Monitor: Grab the MISSILE EXPANSION.

*Ice Ruins West: One of the tall structures has an ice floor.  Melt it to get 
a POWER BOMB EXPANSION.

*Phendrana Shorelines: One of the small pillars has an ice wall on its back.  
Melt it to get a MISSILE EXPANSION.

*Chozo Ice Temple: Go up to the fountain.  Melt the statue's hands.  Roll up 
in them and you'll open up a passage to the Artifact of the Sun.

*Ice Ruins East: Walk around the ground to the side with the upper door, 
looking for an ice wall.  Melt it with the Plasma Beam to find a MISSILE 
EXPANSION.

*Control Tower: Climb up one of the bunkers and melt the frozen window.  Use 
a Super Missile on the tower in the distance to collapse it and bust open a 
hole in the floor.  Roll in to get the Artifact of Elder

*Frost Cave: Grapple across the Glider to the section with sloped platforms 
and two crates.  Look up and shoot down the Stalactite, which will crash 
through the pond.  Swim down to collect a MISSILE EXPANSION.

*Phendrana's Edge: Jump and grapple up the platforms.  When you pass two 
floating platforms, pull up your X-Ray Visor to see a door.  Set a Power 
Bomb to blow it open.

Storage Cave: Take the Artifact of Spirit.

Phendrana's Edge: Continue climbing.  Grapple using the Glider creature and 
roll into the next room.

Security Cave: Take the POWER BOMB EXPANSION.

*Gravity Chamber: Melt the icicles with the Plasma Beam to uncover a Grapple 
Point.  Swing over to collect the MISSILE EXPANSION.  
BIG NOTE: Do NOT leave the room after melting the ice, but BEFORE collecting 
the Expansion.  For some buggy reason, the Grapple Point disappears, and you 
won't be able to grab that Expansion ever...

*Transport Access: Melt the nearby ice with the Plasma Beam to get an ENERGY 
TANK.

That's all for here.  Now it's time to make the rounds of the rest of the 
world... 

*Tallon Overworld - Root Cave: Climb up to the very top using the Grapple Beam 
and X-Ray Vision.  Open the red door...

Arbor Chamber - Take the MISSILE EXPANSION.

*Magmoor Caverns - Lava Lake: Use a Super Missile on the pillar in the middle 
of the room and you'll snag the Artifact of Nature.

*Magmoor Caverns - Triclops Pit: Near the crates at the entrance, use the 
X-Ray Visor to spot some platforms.  Follow them and use a Super Missile on 
the nearby pillar to find a MISSILE EXPANSION.

*Magmoor Caverns - Shore Tunnel: Use a Power Bomb to bust up the glass in 
the tunnel and get the Ice Spreader Beam Combo.

*** EARNED ICE SPREADER BEAM COMBO ***

*Magmoor Caverns - Warrior Shrine: Use a Power Bomb to bust open the plug 
near the statue for a POWER BOMB EXPANSION.

*Chozo Ruins - Hall of the Elders: Hit the red light at the top of the room 
and bomb the switch to open a door to...

Elder Chamber: Take the Artifact of World.

FINALLY, it's time to head back down to the Phazon Mines...

=====================================
5L. Phazon Mines - The Pirate Purge =
=====================================

Start making your way down the Mines the same way you got down the first time.  
You'll face plenty of the same bad guys you faced last time.

Mine Security Station.  Use a Power Bomb near the end to blast the wall in 
front of the console.  Scan it to deactivate the Force Field downstairs, 
which is in front of a red door.  

Storage Depot A: Take the Flamethrower Beam Combo.

*** EARNED FLAMETHROWER BEAM COMBO ***

Elite Research: There are several Mega Turrets here.  Take them out first.  
Now you're going to do something really stupid.  Set a Power Bomb next to 
that there tank, and destroy the Phazon Elite inside.  You'll get the 
Artifact of the Warrior.

Continue down back to the Central Dynamo.  Watch out, because there's an 
Elite Pirate in the Dynamo Access, although he doesn't have a plasma cannon.

Central Dynamo: Head through the far door.

Quarantine Access: There are four Mega Turrets over there.  Roll up and head 
into the hole to your right and roll under them.  Jump up at the end and scan 
the console to shut them down.  Painless, eh?

Metroid Quarantine A: Scan all of these consoles.  One of them, the red one, 
releases the Metroids on the unsuspecting Space Pirates below.  It's the 
little things in life you treasure...  Head down to the lower area and kill 
all the Metroids down here.  In the next part of this room, you'll see a big 
pit of Phazon.  Don't walk there.  It hurts.  Instead, climb on the nearby 
mushroom and bring up your X-Ray Visor.  You'll see platforms.  Cross them, 
then jump up to the ledge on the right, using the mushroom on the far side of 
the pit.  Flip the X-Ray on again to see another platform.  You'll reach a 
Spider Ball track.  Before you go anywhere, use a Power Bomb, then roll 
through the busted wall and use another one.  Roll across the Spider Track, 
ride up the invisible platform, and take the MISSILE EXPANSION.  Go back to 
the first Spider track, and ride up it to the door out of here.

Elevator Access B: Take out the Burrowers here.

Elevator B: Head down to the third level of mines.  Scared, yet?

Fungal Hall Access: Take out the Space Pirate and hop down.  Now, I know you 
don't wanna touch Phazon, but there's a MISSILE EXPANSION underneath that big 
mushroom at the bottom.  If you want to come back after getting some better 
protection, I'll understand.  Really...

Fungal Hall A: Several Hunter Metroids in this area.  Tread carefully.  Hop 
across the shrooms and use the Grapple on the Glider to cross to the exit.

Phazon Mining Tunnel: Power Bomb the wreckage and roll through to a little 
ball course.  When you reach the bottom, Boost across the platforms before 
they disappear and dump you into the Phazon.  Leave by the hole.

Fungal Hall B: Several Metroids in this area.  Once again, hop across the 
shrooms and Grapple the Glider.  If you take the left exit, you can replenish 
your Missiles.  The right exit moves you on.  Below the right exit, however, 
is a circle of small shrooms.  Power Bomb that area to find a MISSILE 
EXPANSION.

Quarantine Access B: There are Void Bombus in this area.  You can see them 
with your X-Ray Visor.

Metroid Quarantine B: Two Plasma Troopers drop down to challenge you.  Across 
the Phazon pit are two more.  Use the Grapple Point to cross and deactivate 
the force field with the security panel next to you.  Take out the Plasma 
Trooper and two Wave Troopers.  Blow up the nearby canister for a MISSILE 
EXPANSION.  The doorway on this floor has a Save Station.  USE IT.  Climb up 
the ramps and exit by the red door.

Elite Quarters Access: Take out the Plasma Trooper.  Melt the ice above the 
security barriers here to open them with the Plasma Beam.

Elite Quarters: It's time to teach the Omega Pirate who's the real engine of 
death around here.  Okay, to start with, this is what he can do to you.  Get 
too close and he'll swipe at you with his big claws.  At a generally medium 
distance, he'll employ his Wave Quake Generator, which you should use a 
double jump to get over.  At long range, he'll use his Plasma Incendiary 
Launchers, which you should just dodge to get out of the way from.  If you 
shoot at him when he's not attacking, he'll use his shield to absorb your 
attacks.  Now, to take him out, you have to shoot him while he's trying to 
attack (preferably with the Wave Quake).  Once you scan him, there are four 
spots you can target, which are the four Phazon plates on his arms and legs.  
Hit them with anything you want.  Plasma or Super Missiles work the best for 
me.  Once you destroy all four, he'll call for help before fading out of view, 
using the Chameleon Manta.  The lousy thing about the Manta is that he 
cannot be seen by anything, period.  While he's taking five, Troopers of 
random colors will drop from the catwalks above.  You're encouraged to kill 
them before they kill you.  After they're gone, pull up your X-Ray Visor.  
Well, the Omega Pirate is still largely invisible, except for the pure 
Phazon running through his veins as he recharges on the pit.  You'll see his 
heart and veins.  Open up with your best weapon, like a Super Missile or 
something.  Hurry, because once all four plates are back on, he'll be back 
in the fight.  Lather.  Rinse.  Repeat.  Eventually, you'll wear his health 
down enough that he'll keel over.  Onto YOU!!!  Fortunately, we built our 
Sammy tougher than that.  She absorbs the Phazon into her Power Suit!  Boom!  
You now have the Phazon Suit and Phazon Beam.  Okay, don't jump too quickly.  
We gotta go back somewhere first...

*** EARNED PHAZON SUIT AND BEAM ***

Phazon Mining Tunnel: Roll back into this and start Bombing the obstacles 
behind it.  At the end you'll find the Artifact of Newborn (that's you).

Elite Quarters: Ride the lift up and leave by the red door.

Processing Center Access: ENERGY TANK.  That was nice of them.  Use the 
console to open the gate.

Phazon Processing Center: Pirates of many colors here.  Activate your X-Ray 
Visor about a third of the way up to see some platforms, and a MISSILE 
EXPANSION, which is behind a wall.  Set a Power Bomb to get it.  Make your way 
up to the top using platforms, the little ball course, and the Spider track.

Transport Access: Either Grapple or just walk across the Phazon.

Tranport to Magmoor Caverns South: Head up to the Caverns.

Workstation Tunnel: Use a Power Bomb to clear the wreckage.

You're now back in the Magmoor Workstation.  

=================================
5K. Tallon Overworld - Showdown =
=================================

At this point, you should have all 12 Artifacts at least in your possession, 
if not returned to the Chamber.  If you don't have them all, check the section
on Artifacts later in my guide.  Once you have them all, head to your Gunship 
to save, then to the Artifact Chamber.

Artifact Chamber: You'll activate all your Artifacts, and the chamber will 
start powering up.  Before it finishes, however, Meta Ridley swoops in from 
above and destroy the channelling pillar, halting the process.  It's time to 
go another round with your old nemesis.  For the first part of this battle, 
he'll fly around the Artifact Chamber.  If he halts and folds his wings, he's 
going to use his Multi-Missile System, which you should dodge.  Also up in the 
air, he'll use his Kinetic Breath Weapon.  If he swoops far from the 
battlefield, he'll come in at bombing angle to release his Meson Bomb System, 
which you should dodge very quickly and run away from.  Scan Ridley to find 
that his weakest plating is in his chest.  When he stops and you have a clean 
shot, fire either a Charged Plasma shot or a Super Missile at him.  Try to 
stay locked on the whole time, naturally.  Sometimes, Ridley will land to 
spew fire or stuff at you, or slash you, so watch out.  Once you wear him 
down to about a third of his energy, his wings will burn and he'll land on the 
chamber platform to go toe-to-toe.  If you're far off, he'll perform a dashing 
slash, and afterwards, if he needs to turn to face you, he'll whip his tail, 
which hurts.  If you're close, he'll just plain slash.  He'll also use his 
Kinetic Breath Weapon at times.  I've found that if I stand close, but not too 
close, he'll bend down and roar.  When his mouth is open is when you should 
hit him.  Give him one charged Power Beam shot in the open mouth and he'll 
recoil, leaving his chest open for you to launch a Super Missile at.  Keep 
dodging, waiting for openings, and taking advantage of them, and you'll 
deplete his energy enough.  After he's drained, the Chozo Temple will activate 
and laser him off the platform.  Then, the Chozo Spirits will recreate the 
artifact energies and open the way to the Impact Crater.

=========================================
5L. Impact Crater - The Newborn Returns =
=========================================

Crater Entry Point: Save up and head through the red door.

Crater Tunnel A: Lumigeks are in this area.  Shoot them if you wish, and 
jump across the more nasty red stuff, worse than Phazon.

Phazon Core: There is only one or two enemies in this room at a time.  That's 
the good news.  The bad news is that they're Fission Metroids.  I suggest not 
even fighting them, as if you defeat one, more will just come out of nowhere.  
Just cross over and make your way up the platforms and the white ledges along 
the wall.  If you think it's going to attack.  Get into a ball and wait for one 
to start sucking on you, then set a Bomb to shake him off, and keep moving.  
There's a Missile Recharge halfway up if you're intersted.  Keep hopping to the 
next highest platform and trying to shake off the Fission Metroids, and you can 
reach the red door.

Crater Tunnel B: A rather complicated Spider track, isn't it?  Bomb up to the 
left and keep Bombing up or dropping down to the next closest track.

Phazon Infusion Chamber: Well, that doesn't look friendly...  Follow it...

Subchamber One: Time to face the Metroid Prime.  Only its head is vulnerable, 
and only to the beam it's colored as.  I'm not sure if this how it works 
everytime, but for me it started with yellow, so start launching Super 
Missiles.  After that, it'll turn purple, so launch Charged Wave Beam shots.  
He'll run off after that.

Subchamber Two: He's yellow again, so lay in with the Super Missiles.  After 
that, it'll charge at you, so roll into the little trenches in the ground to 
avoid the charge.  He'll be purple next, so more Wave Beam.  After that, 
another charge, then he'll be white.  Hit him with the Ice Spreader if you 
have it, otherwise just with charged Ice shots.  After that, he'll drop 
another level.

Subchamber Three: Now, he'll go through all four colors, in a random order.  
For red, just use quick, regular Plasma shots.

Subchamber Four: Now it's all random, and he'll throw every dirty trick in 
the book at you.  Keep shooting at him.  Watch for his charging, which will 
happen whenever his eyes fade, and the colored lights on his body dim.  Once 
his energy is depleted, he'll crash through the wall into...

Metroid Prime Lair: The casing has cracked and shattered, and out pops the True 
Metroid Prime.  You cannot hurt it with any normal attacks.  As a main attack, 
it creates a red Wave Quake, which isn't too hard to jump over.  It will also 
cloak itself at times.  The first time, you can see him with the Thermal Visor, 
then he'll cloak again and you can see him with the X-Ray Visor, then he'll 
change again and you can only see him visibly.  The time to strike is when it 
creates a pool of Phazon underneath it.  Step in the pool and your arm cannon 
will enter Hyper Mode.  First take out the Metroids the Prime spawned.  If you 
can't see the Prime, flip your Thermal or X-Ray Visor and look around.  It 
should be pretty close to you.  Just hold down the button to release the pain 
on this overgrown jellyfish.  After causing damage, the Prime will start 
releasing Hunter and then Fission Metroids.  The Phazon Beam will still kill 
them outright in one hit.  Keep an eye on the Prime with visors so you know 
where it is, and learn the sound of the Wave Quake so you know when to jump.  
Once the Prime is defeated, it'll suck the Phazon out of your suit, and 
you'll escape with the knowledge that you defeated one pretty hard last boss.

And that's it.  Depending on your percentage, you'll get a different ending.  
Congrats on saving the galaxy once again!  Now go play it on Hard Mode! ^_^

******************************************************************************
6. GAME COLLECTIBLES
******************************************************************************

As with all Metroid games, Sammy needs to beef up her stock of energy and 
ammo.  And just because they needed a place to go, I put the Artifacts 
here, too...

========================
6A. Missile Expansions =
========================

These are approximately in the order you should be able to find them.  Each 
one you collect adds 5 to your total.  There are a total of 49 to be found, 
giving you a grand total (with the first pickup, which I don't count) of 250.

Chozo Ruins - Ruined Gallery: You need Missiles.  Blast open the weak wall 
near the floor with a Missile.

Tallon Overworld - Transport Tunnel B: You need Missiles.  Below the bridge 
in this room is your Expansion.

Tallon Overworld - Landing Site: You need the Morph Ball.  Behind your ship is 
a small hole with the Expansion.

Chozo Ruins - Watery Hall Access: You need the Morph Ball to get to this 
area.  Blast open the brick wall near the water with a Missile.

Chozo Ruins - Burn Dome: You need the Morph Ball and Bombs.  After beating the 
Incinerator Drone, Bomb the wall in the water.

Chozo Ruins - Ruined Nursery: You need the Morph Ball Bombs.  Navigate the 
little ball maze on the wall, by Bombing boxes in your way.

Chozo Ruins - Ruined Gallery: You need the Morph Ball Bombs.  Bomb Jump up to 
one of the holes in the wall and roll through.

Chozo Ruins - Ruined Shrine: You need the Morph Ball Bombs.  In the little 
arena, find the circular barrier and Bomb it open.

Chozo Ruins - Dynamo (near the Charge Beam): From the Watery Hall, bomb a 
little barrier near the Charge Beam and break down the metal gate in the next 
room with a Missile.

Chozo Ruins - Vault: Bomb the grates in front of the Bomb Switches, then 
activate all three with Bombs.  You may need to Bomb Jump to get up to them.

Magmoor Caverns - Storage Cavern: You need the Varia to survive the area.  In 
the Triclops Pit, roll underneath the grating to find this room.

Magmoor Caverns - Fiery Shores: After rolling through the first tunnel in 
here, Bomb the boxes and roll up the slope.  Carefully navigate the catwalks.

Chozo Ruins - Ruined Shrine: You need the Boost Ball.  Ride up the halfpipe's 
right side in this room.

Chozo Ruins - Main Plaza: You need the Boost Ball.  In the halfpipe in this 
area, shoot up the side and you'll find them tucked away.

Chozo Ruins - Gathering Hall: You need the Space Jump Boots.  Jump to the 
Energy Core entrance, then jump to a ledge directly above.  Bomb the grate up 
here.

Phendrana Drifts - Research Lab Aether: Near the top, you'll see some tiny 
catwalks.  Jump up and carefully navigate in your Morph Ball.

Chozo Ruins - Main Plaza: You need the Super Missile Beam Combo.  On the 
big tree near the entrance, blow up the gray hexagon.  You'll need to jump 
from an upper ledge to get yourself there.

Phendrana Drifts - Research Lab Hydra: You need the Super Missile Beam Combo.  
Find the pillar made out of Cordite at the top of the room and bust it open.

Phendrana Drifts - Ice Ruins East: You need the Spider Ball.  Climb up the 
back structures and look for the magnetic track.

Phendrana Drifts - Phendrana Shorelines: You need the Spider Ball and the 
Super Missile Beam Combo.  On the outside of the ice temple is a wall hanging 
that you need to blow up with a Super Missile.  Scan the power conduit behind 
it to open up a Spider Ball track nearby.

Chozo Ruins - Ruined Fountain: You need the Spider Ball.  Curl up into your 
ball inside the fountain to be flung to the ceiling, and follow the track.

Chozo Ruins - Dynamo: You need the Spider Ball.  Jump up to the ledge and 
ride up the track.

Chozo Ruins - Crossway: You need the Spider Ball and the Super Missile Beam 
Combo.  Blow up the wall hanging with a Super Missile and scan it to 
activate a Spider track.  Boost up to it and Bomb up to the switch, then Bomb 
that.  Do the same with the next track, then hop into the elevator that drops.

Tallon Overworld - Overgrown Cavern: You need the Ice Beam.  Head to the Chozo 
Ruins, to the Reflecting Pool.  Go to the nearby Save Station and bomb jump 
into the ball tunnel and ride the Transport up to the Overworld.  It's a hop, 
skip, and a jump after that.

Chozo Ruins - Watery Hall: You need the Gravity Suit for this.  In the water, 
there's a small tunnel you can roll into.  Roll through and jump on top of the 
ledge on the other side.

Tallon Overworld - Frigate Crash Site: You need the Gravity Suit.  Under the 
lake is an alcove.  Double jump from the roots in the center to get to it.

Tallon Overworld - Biohazard Containment: After entering the crashed frigate, 
you'll find this room.  Under the water, one of the doors can be blown open 
with a Super Missile.  Scan them to find which one.

Phazon Mines - Main Quarry: Climb to the top of the platforms and use Thermal 
vision to find a power conduit.  Scan the console it activates to move a 
crane, which aligns a Spider Track.  Roll up the side and across it.

Phazon Mines - Elite Research: Once you reach the top of this room, use the 
Spinner to turn the plasma cannon to the left side of the room (from where 
you're looking).  Scan the console to fire it to bust down the wall.

Phazon Mines - Elite Control Access: There's a small vent spewing green smoke 
near the ceiling.  Shoot the box nearby to bust both open.

Phazon Mines - Security Access A: Once you have Power Bombs, blow open the 
gate on the wall.

Tallon Overworld - Life Grove Tunnel: You need Power Bombs.  In the area with 
the Boost Ball half-pipe, Boost yourself all the way around to the top and set 
a bomb to drop down to the pickup.

Chozo Ruins - Furnace: You need Power Bombs.  Blow open the floor to reveal 
a halfpipe.  Ride up to the Spider Track and navigate the course.

Chozo Ruins - Training Chamber Access: You need the Grapple Beam for this.  
Cross the Magma Pool, and in this room, look for some leaves near the end.  
Roll through them into a hidden tunnel.

Chozo Ruins - Main Plaza: You need the Grapple Beam for this.  Go to the 
Ruined Fountain and take the door to the Magma Pool.  Proceed through the 
next few rooms and you'll end up at the Main Plaza.  Use the Grapple Beam to 
swing across.

Phendrana Drifts - Frost Cave: You need the Grapple Beam.  Attach to the 
Glider creature and swing across to the part with two crates.  Look up and 
blast the Stalactite, which will crash through the frozen pond.  Swim down 
into the pond.

Phendrana Drifts - Quarantine Monitor: You need the Grapple Beam.  Go to the 
Quarantine Cave, Spider Ball up to the ledge, then Grapple over to the other 
ledge and roll to the Monitor room.

Tallon Overworld - Great Tree Chamber: You need the X-Ray Visor.  In the 
Great Tree Hall, scan around for a platform that's invisible without X-Ray.  
Jump to it, then to the blue door.

Tallon Overworld - Root Cave: You need the X-Ray Visor (well you really only 
need the Grapple Beam, but it helps).  Make your way to the top of the Root 
Cave using the Grapple Beam and X-Ray Visor to see platforms.  You'll also 
see a hole that was covered up, which has the Expansion.

Magmoor Caverns - Triclops Pit: You need the X-Ray Visor.  Near the crates at 
the entrance, use the X-Ray Visor to spot some platforms.  Follow them and use 
a Super Missile on the nearby pillar.

Phazon Mines - Phazon Processing Center: You need the X-Ray Visor.  About a 
third of the way up are some invisible platforms leading to a ledge.  Set a 
Power Bomb to blow the wall on that ledge.

Phazon Mines - Metroid Quarantine A: You need the X-Ray Visor.  Once you hop 
across the platforms and are up next to the Spider track, Power Bomb the wall 
to blow it, then do the same for the next wall.  Spider roll across the track, 
hop on the invisible platform and ride up.

Phendrana Drifts - Phendrana Shorelines: You need the Plasma Beam.  On the 
backside of a little pillar is a wall of ice, with the Expansion visible 
inside.  Melt it with the Plasma Beam.

Phendrana Drifts - Ice Ruins East: You need the Plasma Beam.  On the ground 
level near the upper door is a wall of ice.  Melt it.

Phendrana Drifts - Gravity Chamber: You need the Plasma Beam.  Bust open the 
icicles on the ceiling with the Plasma Beam, then use the Grapple Beam to 
get to the small ledge.  NOTE: DO NOT leave the room after melting the ice, 
but before grabbing the Expansion, because for some buggy reason, the Grapple 
Point disappears.

Tallon Overworld - Arbor Chamber: You need the Plasma Beam.  Climb up to the 
very top of the Root Cave using the Grapple Beam and the X-Ray Visor to see 
missing platforms.  The red door leads to the Arbor Chamber.

Phazon Mines - Fungal Hall Access: Morph Ball at the bottom of the shaft and 
roll under the big mushroom.

Phazon Mines - Fungal Hall B: Below the exit to Quarantine Access B is a 
small circle of shrooms.  Power Bomb that area.

Phazon Mines - Metroid Quarantine B: After the force field, you'll see a 
canister.  Blow it open with a Super Missile.

==================
6B. Energy Tanks =
==================

As above, these are about in the order you should be able to find them in...

Chozo Ruins - Transport Access North: After collecting the Missiles, break 
down the door ahead of you.

Chozo Ruins - Furnace: You must have the Morph Ball Bombs.  Make your way 
through the Energy Core, powering up the platforms, then continue on.

Chozo Ruins - Main Plaza: After beating Flaaghra, and finding the Transport, 
take the left exit through the vault.  When you come out the other side, 
you'll be right on top of it.

Magmoor Caverns - Transport Tunnel A: In this little Morph Ball course, 
you'll have to do Double Bomb Jumps to get high enough to get this.

Phendrana Drifts - Ruined Courtyard: After filling the area with water, hop 
across the ice floes to a ball tunnel.

Phendrana Drifts - Research Lab Aether: There's a containment tank in here 
with your prize inside.  Just bust it open with a Missile.

Chozo Ruins - Hall of the Elders: Shoot the white circle with the Ice Beam, 
hop in and bomb the switch.  The Chozo Statue hands will fling you to the 
tank.

Magmoor Caverns - Magmoor Workstation: You need to get here from the Transport 
in Phendrana near the Quarantine Cave.  Each of the three hatches on the 
ground has a power conduit which you can use your Wave Beam on.  Once all are 
activated, drop down the hole to the cage with the Triclopses.  Blow them up, 
then head where the lava has cooled.  Scan the console back here to open 
another of the hatches and cool more lava.  Quickly, go there, then scan 
another console to open the last hatch.  Quickly roll there to get an Energy 
Tank.  Now, head back to the Transport to Phendrana Drifts and take the other 
door out of here.

Tallon Overworld - Cargo Freight Lift to Deck Gamma: You need the Gravity 
Suit to enter the crashed frigate.  Once you reach this room, use a Missile 
on the lift's broken door and get the Tank.

Tallon Overworld - Hydro Access Tunnel: Once in this ball course, you'll find 
that Bombs send you a lot higher.  Use multiple Bomb Jumps up the center 
shaft.

Phazon Mines - Ventilation Shaft: Lay a Power Bomb near the grate at the end 
of this shaft.  Scan the console on the other side and the Plated Puffers 
will be pulled into the grate and will blow it up.

Chozo Ruins - Training Chamber: You need the Grapple Beam.  At the Ruined 
Fountain, take the exit to the Magma Pool and grapple across.  After beating 
the Chozo Ghosts in the Training Chamber, activate one of the Bomb switches in 
the halfpipe to lower an elevator.  Ride up and Spider Ball over.

Phendrana Drifts - Transport Access: You need the Plasma Beam.  Melt the ice 
on the wall in this area, then roll in.

Phazon Mines - Processing Center Access: After you beat the Omega Pirate.

===========================
6C. Power Bomb Expansions =
===========================

Order you can find them, etc., etc.

Magmoor Caverns - Warrior Shrine: You need the Power Bombs.  Set one at the 
floor near the Chozo Statue.

Chozo Ruins - Magma Pool: You need the Grapple Beam.  Swing across to the 
far side and lay a Power Bomb.

Phendrana Drifts - Ice Ruins West: You need the Plasma Beam.  On one of the 
tall structures is a floor ice.  Break it open with the Plasma Beam.

Phendrana Drifts - Security Cave: In Phendrana's Edge, use the Grapple Beam 
and the platforms to climb all the way up to the top.  Roll through to the 
Security Cave.

=====================
6D. Chozo Artifacts =
=====================

These Artifacts combine to create what the Chozo call The Cipher, which opens 
the Artifact Chamber (which the Chozo called the Cradle), and allows access 
to the Impact Crater to defeat the source of the problems on Tallon.

Artifact of Truth: Tallon Overworld - Artifact Chamber: You must have 
Missiles.  Head to the door next to the waterfall at the Landing Site.

Artifact of Strength: Magmoor Caverns - Warrior Shrine: You must have the 
Space Jump Boots.  In the Monitor Station, jump up to the very top, and use 
your Boost Ball on the Spinner to extend the bridge.  Head to the higher up 
door from there.

Artifact of Nature: Magmoor Caverns - Lava Lake: You need the Super Missile 
Beam Combo.  Blast down the pillar in the middle of the room.

Artifact of Wild: Chozo Ruins - Sunchamber: You must have the Spider Ball.  
Return to the Sun Tower and activate the four runes.  Two are on pillars, and 
the other two are behind Cordite wall hangings.  Ride and Bomb Jump up the 
track and make your way to the chamber.  Defeat the three Chozo Ghosts there.

Artifact of Lifegiver: Chozo Ruins - Tower Chamber: You must have the Gravity 
Suit.  From the Ruined Shrine, use the Boost and Spider Balls to get to the 
Tower of Light.  Drop into the water and walk to the Tower Chamber.

Artifact of Chozo: Tallon Overworld - Life Grove: You must have Power 
Bombs.  In the water, bomb the drain to raise a little pillar, then roll into 
the hole underneath.  Use the Spinner to rotate the platform, which will 
rise up and display the artifact.  Hop onto it from higher ground.

Artifact of Warrior: Phazon Mines - Elite Research: You must have Power Bombs.  
Detonate one next to the containment tank and fight the Phazon Elite.  Once 
he's finished, he'll leave behind the Artifact.

Artifact of Sun: Phendrana Drifts - Chozo Ice Temple: You need the Plasma 
Beam.  At the top of this room, blast the Chozo Statue's hands with the Plasma 
Beam and it'll melt.  Roll up in the hands and you'll open a passage.  The 
Artifact's in there.

Artifact of Elder: Phendrana Drifts - Control Tower: You need the Plasma 
Beam.  In this area, you can climb up to the bunkers above.  One has a 
frozen window.  Use the Plasma Beam to thaw it, then use a Super Missile on 
the fuel cell on that tower in the distance.  It'll crash and you'll be able 
to get the artifact.

Artifact of Spirit: Phendrana Drifts - Storage Cave: You need the Plasma 
Beam.  In Phendrana's Edge, start climbing and grappling up platforms.  After 
you pass two floating platforms, you'll reach a ledge with ice on the ground.  
Set a Power Bomb to blow the wall (you need X-Ray to see behind it), and open 
the red door.

Artifact of World: Chozo Ruins - Elder Chamber: You need the Plasma Beam.  
In the Hall of the Elders, shoot the red circle and Bomb the switch.  The 
Chozo Statue will slide aside and you can enter the Elder Chamber.

Artifact of Newborn: Phazon Mines - Phazon Mining Tunnel: You need the Phazon 
Suit.  Roll into the section of the course covered in Phazon and Bomb all 
obstacles in your way.

=====================
6E. Quick Checklist =
=====================

Some people have told me that's it's not all that easy to follow my lists 
above to find stuff they're missing.  I feel your pain, my friends, and I'm 
going to do something about it.  Here's a list, by game area (and general 
order of when you can get it), including cute handy-dandy check boxes.  
Note that all I'm putting here is the room name, the object, and the item(s) 
you need to get there.  If this isn't enough, then I'm going to have to point 
you to the lists above.  This list includes all 49 Missile Expansions, 
14 Energy Tanks, 4 Power Bomb Expansions, 12 Chozo Artifacts, and the other 
three Beam Combos (stuff you don't necessarily have to find in the game).

Key:

[ ] Name of room: Object found (Required Item(s))

ME = Missile Expansion
ET = Energy Tank
PBE = Power Bomb Expansion
CA = Chozo Artifact
BC = Beam Combo

ML = Missile Launcher
MB = Morph Ball
MBB = Morph Ball Bombs
CB = Charge Beam
VS = Varia Suit
BB = Boost Ball
SJB = Space Jump Boots
WB = Wave Beam
SM = Super Missile (Beam Combo)
TV = Thermal Visor
SB = Spider Ball
IB = Ice Beam
GS = Gravity Suit
PBo = Power Bombs
GB = Grapple Beam
XV = X-Ray Visor
PBe = Plasma Beam
PS = Phazon Suit

Tallon Overworld:

[ ] Landing Site: ME (MB)
[ ] Transport Tunnel B: ME (ML)
[ ] Artifact Chamber: CA (ML)
[ ] Root Cave: ME (XV)
[ ] Overgrown Cavern: ME (IB)
[ ] Frigate Crash Site: ME (GS)
[ ] Cargo Feight Lift to Deck Gamma: ET (GS)
[ ] Biohazard Containment: ME (GS)
[ ] Hydro Access Tunnel: ET (GS)
[ ] Great Tree Chamber: ME (XV)
[ ] Life Grove Tunnel: ME (PBo)
[ ] Life Grove: CA (PBo)
[ ] Arbor Chamber: ME (PBe)

Chozo Ruins:

[ ] Main Plaza: ME (BB)
[ ] Main Plaza: ET (MBB)
[ ] Main Plaza: ME (SM)
[ ] Main Plaza: ME (GB)
[ ] Ruined Nursery: ME (MBB)
[ ] Ruined Gallery: ME (ML)
[ ] Ruined Gallery: ME (MBB)
[ ] Transport Access North: ET (ML)
[ ] Ruined Shrine: ME (MBB)
[ ] Ruined Shrine: ME (BB)
[ ] Ruined Fountain: ME (SB)
[ ] Magma Pool: PBE (GB)
[ ] Gathering Hall: ME (SJB)
[ ] Watery Hall Access: ME (MB)
[ ] Watery Hall: ME (GS)
[ ] Burn Dome: ME (MBB)
[ ] Furnace: ET (MBB)
[ ] Furnace: ME (PBo)
[ ] Dynamo: ME (MBB)
[ ] Dynamo: ME (SB)
[ ] Vault: ME (MBB)
[ ] Sunchamber: CA (SB)
[ ] Tower of Light: BC (SB)
[ ] Crossway: ME (SB)
[ ] Hall of the Elders: ET (IB)
[ ] Tower Chamber: CA (GS)
[ ] Training Chamber Access: ME (GB)
[ ] Training Chamber: ET (GB)
[ ] Elder Chamber: CA (PBe)

Magmoor Caverns:

[ ] Lava Lake: CA (SM)
[ ] Triclops Pit: ME (XV)
[ ] Storage Cavern: ME (VS)
[ ] Shore Tunnel: BC (PBo)
[ ] Fiery Shores: ME (VS)
[ ] Transport Tunnel A: ET (VS)
[ ] Warrior Shrine: CA (SJB)
[ ] Warrior Shrine: PBE (PBo)
[ ] Magmoor Workstation: ET (SB)

Phendrana Drifts:

[ ] Phendrana Shorelines: ME (SB)
[ ] Phendrana Shorelines: ME (PBe)
[ ] Ice Ruins East: ME (SB)
[ ] Ice Ruins East: ME (PBe)
[ ] Ice Ruins West: PBE (PBe)
[ ] Chozo Ice Temple: CA (PBe)
[ ] Ruined Courtyard: ET (WB)
[ ] Research Lab Aether: ME (WB)
[ ] Research Lab Aether: ET (WB)
[ ] Control Tower: CA (PBe)
[ ] Research Lab Hydra: ME (SM)
[ ] Transport Access: ET (PBe)
[ ] Frost Cave: ME (GB)
[ ] Gravity Chamber: ME (PBe)
[ ] Quarantine Monitor: ME (GB)
[ ] Security Cave: PBE (GB)
[ ] Storage Cave: CA (PBe)

Phazon Mines:

[ ] Main Quarry: ME (IB)
[ ] Security Access: ME (PBo)
[ ] Mine Security Station: BC (PBe)
[ ] Elite Research: ME (IB)
[ ] Elite Research: CA (PBo)
[ ] Elite Control Access: ME (IB)
[ ] Ventilation Shaft: ET (PBo)
[ ] Phazon Processing Center: ME (XV)
[ ] Metroid Quarantine A: ME (XV)
[ ] Fungal Hall Access: ME (PBe)
[ ] Phazon Mining Tunnel: CA (PS)
[ ] Fungal Hall B: ME (PBe)
[ ] Metroid Quarantine B: ME (PBe)
[ ] Processing Center Access: (PS)

******************************************************************************
7. LOG BOOK ENTRIES
******************************************************************************

There are many things you can scan that will be downloaded into your Log Book.  
To get them logged in, you must scan them.

In addition to these below, there are also Enemies and Artifacts.  Scan the 
pillars in the Artifact Chamber to find info on the Artifacts, but you'll count 
as having them logged once you find them, even if you didn't scan them at the 
Artifact Chamber.  As for Enemies, they're all listed in the World of Samus 
section, and that's including the bosses.  If you miss out on scanning those 
guys, you'll never have another chance...

==============
7A. Research =
==============

These are little things that can help you in the game.  If you find something 
new that you can play with, try scanning it, and it might show up as Research.  

Save Station: Step into these to fully restore your Energy and save your 
progress.  Here are the locations of Save Stations in the game:
 Frigate (Opening) - Reactor Core Entrance: The door to your left as you come 
  in.
 Tallon Overworld - Landing Site: Samus' Gunship is a Save Station.
 Tallon Overworld - Reactor Access: Once inside the wrecked Frigate, you'll 
  find the station to your right as you enter the room.
 Chozo Ruins - Ruined Nursery: Around a corner on the upper ledge in this room.
 Chozo Ruins - Gathering Hall: To your right as you first enter the room.
 Chozo Ruins - Reflecting Pool: After you get the Spider Ball, get to this 
  room and ride up to the halfpipe to the right.
 Magmoor Caverns - Burning Trail: About halfway down the hallway on this first 
  Magmoor area.
 Magmoor Caverns - Transport to Phendrana Drifts South: Behind the blue door.
 Phendrana Drifts - Phendrana Shorelines: In the back of this area from the 
  way you first enter.
 Phendrana Drifts - Ruined Courtyard: The Missile Door accessed from the top 
  of the platform.
 Phendrana Drifts - Observatory: The Missile Door at the very top of the room.
 Phendrana Drifts - Frost Cave: One of the purple doors in this room.
 Phazon Mines - Main Quarry: The Spider Track on the ground leads to the 
  station.
 Phazon Mines - Central Dynamo: Only after beating the Beta Drone can you 
  access this one.
 Phazon Mines - Metroid Quarantine B: After passing the force field, find 
  the station on ground floor level.
 Impact Crater - Crater Entry Point: Right there next to you.

Missile Door Lock: Also known as a blast shield.  This barrier over a door 
can be destroyed with a standard Missile.  After which it never reappears.  
So, if you want to scan one, do it early so that you don't miss your chance, 
because there are very few Missile Door Locks late in the game.

Map Station: Step in this to download a map of the area.  MAKE SURE you scan 
one BEFORE downloading the map, otherwise you won't get a chance to again.  
There are four of these in the game:
 Frigate (Opening) - Map Facility: Follow the little Parasites through the 
  tunnel.
 Chozo Ruins - Ruined Gallery: Behind the Missile Door.
 Phendrana Drifts - Research Entrance: Behind the only Blue Door in the place.
 Phazon Mines - Omega Research: Blow the rubble after you get the Power Bombs.

Spinner: This device looks like a little slot you can put your Morph Ball into, 
but not like a Morph Ball Slot.  Once inside, use your Boost Ball to power up 
the Spinner.  Sometimes you'll have to use it several times to get something 
moving.

Missile Ammo: This orange missile-shaped thing resupplies your Missile 
Launcher with five rounds.

Large Energy: This is a small red ball that enemies will drop.  Take it to 
restore 20 units of lost Energy.

Small Energy: This is a small purple ball that enemies will drop.  Take it to 
restore 10 units of lost Energy.

Stalactite: There are several of these in Phendrana Drifts, and you have to 
scan them before you drop them.  To knock them to the ground, making a stepping 
stone, shoot a Missile at its base.  You generally have to have a pretty good 
view of the baseline crack to do this.

Missile Station: Step in the light to fully restock your Missile ammo.  No.  
Power Bombs aren't restored.  Here are the Missile Stations in the game.
 Chozo Ruins - Hall of the Elders: Before dropping down into the main area, 
  find a small tunnel up near your entry point.
 Phazon Mines - Fungal Hall B: Swing across the Glider to the leftmost door.
 Impact Crater - Phazon Core: About halfway up the climb is the last station.

Spider Ball Track: These magnetic tracks should be easy to spot.  To use them, 
hold R once you have the Spider Ball to attach to them, and use the Control 
Stick to move.  Let go by releasing the R button.

Power Bomb Ammo: This is a small orange ball that looks like it has mist 
rising out of it.  Collect it and you'll replenish your Power Bomb stock by 
one.

Grapple Point: Once you find your Grapple Beam again, any Grapple Points will 
have an icon of a hook superimposed.  Hold down the L button when that point 
turns white to grapple to it with the beam.  Note that you can't scan Grapple 
Points in the opening.

Zebes: You'll find this in the Phendrana Observatory after turning the 
planetarium back on.  Scan the planets and you'll eventually find Zebes.  This 
mostly inhospitable planet became the base for the Space Pirates, who explored 
the jungle area of Brinstar and the lava area of Norfair.  Later in the 
series, they would populate the surface area known as Crateria, a watery 
zone known as Maridia, and a Wrecked Ship that crashed a long time ago.  The 
Pirates' command center is known as Tourian.

Ultra Energy: This golden ball is a rare find.  Collect it and you'll 
replenish your Energy by 100 units.

Morph Ball Slot: Generally on walls, Morph Ball Slots look like a circular 
slot about a meter in diameter.  To activate them, enter the slot and set a 
Bomb.

Tallon IV: You'll find this in the Phendrana Observatory after turning the 
planetarium back on.  Scan the planets and you'll eventually find Tallon.  
The planet you spend this mission was once teeming with life until the crash 
of a meteorite filled with the mineral Phazon.  The planet is slowly being 
consumed by this mineral.

Locked Door: When fighting a boss, be sure to check the doors to find one of 
these.  You can also find them in any room that has Sentry Drones.  Simply 
put, this Locked Door will open when you clear the room of bad guys.

Gunship: Samus' Hunter-class Gunship spends its time at the Landing Site.  
She uses the ship as her own personal shuttle to travel the stars.  When you 
enter it, you'll restore your Energy and all your Missiles and Power Bombs.

================
7B. Chozo Lore =
================

These appear as ancient writing on the walls that seem to have rippling 
water on them (to make them stand out, obviously).  Most of them are found 
in the Chozo Ruins, but there are some in other areas.  These are listed in 
the order of the Log Book.

Infestation: The Pirates arrive on Tallon and claim it as their own, stealing 
Artifacts and defiling Chozo sanctuary.  This is one of the three Chozo Lores 
in Chozo Ruins - Crossway.

Binding: Description of the Artifacts that hold the Great Poison at bay.  This 
Lore is found in Tallon Overworld - Artifact Chamber.

Cradle: The Chozo, in their attempt to contain the Great Poison, build the 
Cradle over the Impact Crater.  This is found in Chozo Ruins - Furnace, after 
you get the Spider Ball.

Beginnings: The Chozo arrive on Tallon and begin a simple life.  This is found 
in the Vault in Chozo Ruins.

Cipher: The twelve Artifacts binding the Cradle are scattered.  This is found 
in Phendrana Drifts - Ice Ruins West.

Worm: The Chozo speak of a great evil born from poison.  This is one of the 
three Lores found in the Chozo Ruins - Crossway.

Fountain: The great fountain in the city, the Life-giver, has portents of 
corruption.  This is found in Chozo Ruins - Ruins Entrance.

Exodus: The Chozo depart their physical forms and take leave of Tallon.  This 
is found in Chozo Ruins - Ruined Nursery.

Hatchling's Shell: The Chozo have visions of the young child they took in.  
This is one of the three Lores found in the Chozo Ruins - Crossway.

Hatchling: The Chozo wonder if the Hatchling is the one who will deliver the 
Great Poison from Tallon.  You can find this writing in Chozo Ruins - Ruined 
Fountain.

Meteor Strike: A meteor filled with a Great Poison impacts with Tallon.  This 
is found in Chozo Ruins - Watery Hall.

Contain: The Chozo speak of their desire to contain the Great Poison.  This 
is found in the Sun Tower in the Chozo Ruins.

The Turned: Several Chozo fall into insanity due to the Great Poison and 
live only for destruction.  This is found in Phendrana Drifts - Phendrana 
Canyon.

Hope: The Chozo further sense their Hatchling and hope of the planet's 
salvation.  This is found in the Hall of Elders in the Chozo Ruins.

Statuary: The Chozo speak of their attachment to their statues.  This is 
found in the Tallon Overworld in the Artifact Chamber.

The Newborn: The Chozo sense their ward, the Hatchling, as the Great Poison 
spreads.  This is found in the Magma Pool in the Chozo Ruins, behind a wall 
you have to Power Bomb.

NOTES: Here's what I believe to be a rough chronological order of these 
Lores:

Beginnings
Statuary 
Fountain
Exodus
Meteor Strike
Worm 
Contain
Cradle
Cipher
The Turned
Newborn
Hatchling
Hatchling's Shell
Hope
Infestation
Binding

It may not be correct, but I feel it's a good estimate given the context.

So, the broad outline of the whole deal is that a group of Chozo landed on 
Tallon to get away from their technology and lead a simple life.  They 
created temples and the like here, and when they felt they were finished, they 
left their physical bodies to be ethereal.  After that, a meteor crashed 
into Tallon.  This meteor was full of the substance known as Phazon (which the 
Chozo called The Great Poison).  It also contained the Metroid Prime (which 
the Chozo called The Worm).  The Phazon began to spread and corrupt the land, 
and the Chozo spirits gradually became more insane.  Some turned into the 
Chozo Ghosts of the game, while others just disappeared.  To contain the 
spread, the Chozo created the Cradle (you know it as the Artifact Chamber) 
to contain the Phazon spread and used the Cipher (the Artifacts) to lock it 
up.  They then waited for the prophetic Defender to save the planet, which, 
to their surprise, turned out to be the Newborn, the Hatchling.  We know her 
as Samus.  The last entries refer to the invasion by the Space Pirates, who 
then used the Phazon to their own ends.  That story is pretty much continued 
in the Pirate Data just below.

=================
7C. Pirate Data =
=================

These are consoles in Pirate controlled areas that can give you some info as 
to what they're doing on Tallon.  I've arranged them in the order they appear 
in the Log Book.

Metroid Prime: This entry details the discovery of an intensely powerful 
creature found by Phazon mining crews.  This is found in the Elite Control 
room in the Phazon Mines.

Mining Status: This entry describes the initial Phazon mining operations.  
This data is found in Research Lab Hydra in Phendrana Drifts.

Artifact Site: This entry tells of artifacts and a strange site found near a 
large crater.  This data is found in the Temple Security Station on Tallon 
Overworld.

Special Forces: This log hints at the potential use of Elite Pirates to 
further the Space Pirate dominance effort.  This entry is found in Metroid 
Quarantine B area in the Phazon Mines.

Metroid Forces: This passage outlines the potential use of Metroids for the 
ends of the Space Pirates.  This is one of the entries found in Research 
Lab Aether in the Phendrana Drifts.

Chozo Studies: This log describes the Space Pirate attitude to the departed 
Chozo of the area.  This is found in the Elite Control room in the Phazon 
Mines.

Fall of Zebes: This is found in Biohazard Containment in the Frigate in the 
opening.  If you miss this, you CANNOT go back and get it.  It details what 
happened recently on Zebes.

Prime Mutations: This log details mutations that the Metroid Prime underwent 
during its imprisonment by the Pirates.  This is found in the Elite Control 
room in the Phazon Mines.

Security Breaches: This entry details minor security breaches in the forming 
of Tallon.  This data is found in Research Lab Hydra in Phendrana Drifts.

Phazon Analysis: This passage refers to the recently discovered Phazon 
mineral.  This data is found in Research Lab Hydra in Phendrana Drifts.

Omega Pirate: This passage tells of an Elite Pirate adapting far greater to 
the Phazon than any other.  This is found in the Omega Research room in the 
Phazon Mines.

Contact: The pirates find Tallon and a high energy signal coming from it.  
This log entry is found in the Observatory in Phendrana Drifts.

Chozo Ghosts: This entry describes spectral entities discovered in the Chozo 
Ruins.  This is found in the Elite Control room in the Phazon Mines.

Prime Breach: The log describes a recent breach of containment by the Metroid 
Prime.  This is found in the Elite Control room in the Phazon Mines.

Parasite Larva: This passage details some early Phazon experiments with 
Tallon wildlife.  This data is found in Research Lab Hydra in Phendrana Drifts.

Meta Ridley: This entry describes the recently reconstructed and retrofitted 
creature from Samus' past.  This is one of the entries found in Research 
Lab Aether in the Phendrana Drifts.

Phazon Program: This log describes the early planning of the Phazon mining.  
This is found in the Observatory of Phendrana Drifts.

Metroid Morphology: Pirate scientists attempt to dissect a Metroid, with 
inconclusive results.  This is one of the entries found in Research Lab Aether 
in the Phendrana Drifts.

Chozo Artifacts: Strange objects related to the Chozo were recently discovered.  
This is found in the Elite Control room in the Phazon Mines.

Phazon Infusion: "Project Helix" is begun, which will involve fusing Phazon 
with Pirate DNA.  This is one of the entries found in Research Lab Aether in 
the Phendrana Drifts.

Metroid Studies: The Metroids under the Pirates' control are brought to Tallon 
to study their reaction to Phazon.  This is one of the entries found in 
Research Lab Aether in the Phendrana Drifts.

The Hunter: The Pirates issue a security alert concerning bounty huntress 
Samus Aran, following the fall of Zebes.  This is found in the Elite Control 
room in the Phazon Mines.

Elite Pirates: Phazon experimentation has reached a new level with Pirate 
DNA, creating Elite Pirates.  This is found in the Elite Research area of 
the Phazon Mines.

Glacial Wastes: This passage describes the Pirate Research Station, Glacier 
One, in the Phendrana Drifts.  This data is found in Research Lab Hydra in 
Phendrana Drifts.

Hunter Weapons: The Pirates attempt to utilize Samus' weapons, with less than 
perfect results.  This is found in the Elite Control room in the Phazon Mines.

NOTES: One good thing about the Pirates is that they number their logs, so 
we know the exact choronological order of the entries:

Fall of Zebes (09.992.3)
The Hunter (10.023.7)
Contact (10.299.2)
Artifact Site (10.308.0)
Phazon Analysis (10.344.8)
Phazon Program (10.401.7)
Metroid Studies (10.444.4)
Parasite Larva (10.515.8)
Mining Status (10.587.7)
Glacial Wastes (10.664.2)
Security Breaches (10.712.1)
Meta Ridley (10.891.0)
Phazon Infusion (10.957.2)
Elite Pirates (11.001.9)
Metroid Prime (11.156.9)
Hunter Weapons (11.222.8)
Omega Pirate (11.232.8)
Special Forces (11.369.4)
Prime Breach (11.377.1)
Prime Mutations (11.402.5)
Metroid Morphology (11.420.7)
Chozo Studies (11.440.4)
Chozo Artifacts (11.452.8)
Metroid Forces (11.550.6)
Chozo Ghosts (11.664.2)

So, not all of these articles are related to the other, but the gist of the 
whole matter is that the Pirates discovered Phazon when they found Tallon, 
following the destruction of the Zebes Base.  They experimented with it and 
found it enhanced creatures, so they started mining and put it to use on 
both themselves and the Metroids they brought from Zebes.  In the midst of 
all this, they reconstructed Ridley and found the Metroid Prime.  From 
their Phazon research, they made Elite Pirates and later the Omega Pirate.  
So, apparently, following all these logs are when the Metroid Prime broke 
loose and fled back to the Impact Crater.  Soon after that, the Parasites on 
board the Frigate broke loose and started causing havoc, forcing the Pirates 
to activate the distress signal, which brought Samus there, and so our story 
begins...

=========================
7D. The "One-Shot" List =
=========================

This list briefly outlines the stuff that either:
A. You MUST scan the first time you see it, because you'll never get another 
 chance.
B. You MUST scan one of several, because after doing everything in the game, 
 they'll be gone.

This is all in order that you can find them in.

#1: Parasite (Creature) - These small swarmy guys are found all over the place 
in the Frigate Orpheon (you know, the opening).  After the Orpheon crashes, 
they'll be gone if you go to the crash site.

#2: Map Station (Research) - There are four of these in the game, and you can 
find your first one right in the Frigate Orpheon.  Others to scan are in the 
Chozo Temple, Phendrana Drifts, and Phazon Mines.  Scan them BEFORE you use 
them, otherwise there'll be nothing to scan.

#3: Fall of Zebes (Pirate Data) - The only Pirate Data on the Frigate Orpheon, 
and the only one you can feasibly miss.  The name of the room you find it in 
is "Biohazard Containment".

#4: Parasite Queen (Creature) - The boss of the Frigate.  You're encouraged to 
scan it anyway to find the weak point...

#5: Missile Door Lock (Research) - These are all over the place when you first 
land on Tallon IV, but they become far more rare later on.  Make sure you scan 
at least one of them, because once you blow them open, they're gone for good.

#6: Hive Mecha (Creature) - This is your first mini-boss on Tallon, 
specifically the Hive Totem in the Chozo Ruins.  It's the thing that makes the 
high-pitched noise to release the Ram War Wasps.  You DON'T scan the part that 
turns red.  What you need to scan is the part below the water level.

#7: Ram War Wasp (Creature) - In your fight with the Hive Mecha, you should 
take note of the fact that Wasps you fight are different from standard War 
Wasps.  This is the only place the Rams show up.

#8: Incinerator Drone (Creature) - A mini-boss fought in the Burn Dome.

#9: Barbed War Wasp (Creature) - These Wasps when you fight the Incinerator 
Drone are also different from the standard War Wasp.  Isn't that a pain?  
Again, this is your only shot.

#10: Flaagrah (Creature) - Like all bosses, there's only one chance...

#11: Flaagrah Tentacle (Creature) - In addition to scanning the main body of 
Flaagrah, be sure to get the tentacles blocking the holes...

#12: Stalactite (Research) - In Phendrana Drifts and Magmoor Caverns.  These 
ceiling-mounted rock formations cannot be scanned once you drop them to the 
ground, water, or lava, so be sure to scan one before they're all gone.

#13: Ice Burrower (Creature) - In Phendrana Drifts.  Make sure you scan them 
before getting the Thermal Visor.  After that, the place you scan them in will 
have Sentry Drones instead.

#14: Ice Shriekbat (Creature) - Oddly enough, these guys appear in only one 
room: Ice Ruins West in Phendrana Drifts, and you must scan them before taking 
the Thermal Visor, or else they'll disappear from that area.

#15: Thardus (Creature) - Another boss enemy...

#16: Aqua Drone (Creature) - Found in the crashed Frigate Orpheon, in the 
Biohazard Containment room.  After you pass through and enter the Phazon Mines, 
this enemy will disappear.

#17: Elite Pirate (Creature) - There are only three active ones in the game.  
The first is in Elite Control, the first time you enter.  The second is in 
Omega Research after earning Power Bombs.  The third is in Dynamo Access after 
earning the Plasma Beam.

#18: Phazon Elite (Creature) - The only one of these is in Elite Research in 
the Phazon Mines.  Power Bomb the tank to fight it.

#19: Omega Pirate (Creature) - Naturally, you...

#20: Meta Ridley (Creature) - ...only get one...

#21: Metroid Prime (Creature) - ...shot to scan...

#22: (True) Metroid Prime (Creature) - ...these bosses! ^_^

******************************************************************************
8. EXTRAS
******************************************************************************

Completing the game will unlock Hard Mode, where the enemies are FAR nastier 
to take out.

If you scan 50% of all Log Book Entries, you'll open Image Gallery 1.

If you scan 100% of all Log Book Entries, you'll open Image Gallery 2.

If you beat Hard Mode, you'll open Image Gallery 3.

If you find 100% of all item pickups, you'll open Image Gallery 4.

You can connect Metroid Fusion and Metroid Prime using the GBA/GameCube 
link cable thingy.  Beat either of the games to unlock something new...

If you beat Prime and connect, you can use the "Fusion Suit" from Metroid 
Fusion.  There's no special perks to it.  It's just a cosmetic change.

If you beat Fusion and connect, you can unlock the original Metroid for NES 
and play it on your GameCube.

===============================
8A. Original Metroid Mini-FAQ =
===============================

Well, I'm not gonna say too much here.  This is a near carbon-copy of the 
original Metroid, released in 1986.  There are a few FAQs on GameFAQs that 
will tell you how to get through the game, so I won't go into gameplay much 
here.  I will tell you the controls, though:

Control Stick and Control Pad Left/Right: Move Samus
Down: Morph Ball (or go down elevator)
Up: Aim up (or go up elevator)
A/Y: Shoot or Bomb
X/B: Jump
Z: Switch between beam and Missiles.
START: Pause the game
L: Quit the game

Whenever you die, you'll get a password, but you don't have to write it down.  
Just select that you want to save and the password will be loaded when you want 
to start again.  You CANNOT get a password from pressing L and quitting the 
game, so if you want to stop, just kill yourself...

=============
8B. Endings =
=============

Endings are based on percentage in this game, not on time, so relax and enjoy 
the scenery.  The percentage itself actually refers to the items pickups in 
the game.  Scanning and the Log Book aren't counted in that percentage.

Below 75% - Samus leaves the exploding Impact Crater, calls her ship in, and 
hops on top of it before the whole Artifact Chamber blows.  She stares at the 
wrecked chamber for a moment, and the scene cuts as she's about to remove her 
helmet.  End credit roll.  Samus' Gunship flies away from Tallon.  
Congratulatory screen showing Samus with a victory pose and percentage.

75%-99% - Samus leaves the exploding Impact Crater, calls her ship in, and 
hops on top of it before the whole Artifact Chamber blows.  She removes her 
helmet and stares at the wrecked chamber for a moment, then departs.  End 
credit roll.  Samus' Gunship flies away from Tallon.  Congratulatory screen 
showing Samus with a victory pose and percentage.

100% - Samus leaves the exploding Impact Crater, calls her ship in, and 
hops on top of it before the whole Artifact Chamber blows.  She removes her 
helmet and stares at the wrecked chamber for a moment, then departs.  End 
credit roll.  Samus' Gunship flies away from Tallon.  Congratulatory screen 
showing Samus without a helmet in victory pose and percentage.  Cut to a scene 
of a undulating blob of Phazon.  A black and red metal hand bursts from the 
Phazon.  An alien eye looks around from the back of the hand...

******************************************************************************
9. STANDARD GUIDE STUFF
******************************************************************************

===========
9A. Legal =
===========

This FAQ was made 100% by me, and is Copyright © 2002 Scott 
"CyricZ" Zdankiewicz.  You may not take it in whole or in part and 
claim it as your own. You may not alter it in any way, even if you ask 
me first, and that includes putting it in HTML format.  Please don’t 
post this on your site unless you have express consent by me.  I’ve put 
a lot of time into this.  Give me some credit...

Currently, the following sites have permission to post my FAQ:

www.gamefaqs.com
www.gamewinners.com
www.cheatcc.com
www.ign.com
www.pregaming.com
www.robsgaming.com

I'm not going to allow people with small personal sites to post this 
FAQ.  They may post the link on GameFAQs with all the MP guides, but, 
trying to keep updates, well, updated, I'll only allow large committed 
sites that I trust.


=============
9C. Credits =
=============

CJayC and Al Amaloo for having this on their sites.

My buddy bananagirl for an uber-sexy ASCII title.

Homard82 and Jen Frickell for some tips on battles.

Andy Johnson, Christopher Niederauer, and BSABrentwood, for some rather glaring 
error fixes and omissions.

Retro Studios and Nintendo for finally returning Samus to the limelight.

=====================
9D. Version Updates =
=====================

Version 1.3 - 12/14/02 - Oooo...  Check out my pretty Quick Checklist!

Version 1.2 - 12/2/02 - Corrections, additions, and contractiomonifications.

Version 1.1 - 11/26/02 - Well, that should about wrap things up.  Unless we 
 find anything particularly new or cool in this game, my guide should be 
 pretty much complete.

Version 1.0 - 11/25/02 - Finished the walkthrough and posted all the 
 pickups.

Version 0.7 - 11/24/02 - Up to entering the Phazon Mines a second time.  
 Rockin!

Version 0.6 - 11/23/02 - Up to finding the Power Bombs.  Groovy!

Version 0.5 - 11/22/02 - Up to finding the Ice Beam.  Hooray!

Version 0.4 - 11/21/02 - I'm up to Flaagrah, just heading into Magmoor 
 Caverns.  More coming shortly!


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