GameCube | Metroid Prime

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                               Art By: Atom Edge

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                 *---------------------------------------------*
                 |     FAQ/Walkthrough written by: nm14        |
                 |    E-mail: bjsalari[at]hotmail[dot]com      |
                 |             Game: Metroid Prime             |
                 |        Platform: Nintendo Gamecube          |
                 |                 Version 1.9                 |
                 *---------------------------------------------*

Hello and welcome to my Metroid Prime FAQ/Walkthrough. This document will
hold your hand through the game and also contain the location of each and
every upgrade, energy tank etc.

------------------------------------------------------------------------------

==============================================================================
-                              E-MAIL POLICY                                 -
==============================================================================

I will accept any emails as long as they follow the below guidelines. If you
need further explaination in the walkthrough, go ahead and e-mail me. Please
read the following.

1. Don't e-mail me information already in the FAQ.

Seriously, if you are going to waist my time and e-mail me, it better not be in
the FAQ. That really makes it very frustrating when I have to answer questions
I have already answered. Let's just put it this way, if you have a doubt in the
game, READ the FAQ. If it is not there then please e-mail me. I would be glad
to add information given by you (credit will be given). I also have no
problem helping people on any puzzles or just one general area of the game.
I think you are starting to get the point.

2. Subject

Please, when you e-mail, place something related to this FAQ in the subject. I
am not always in the mood to check mail that looks junky so I might throw it
out. Usually if I get your e-mail I will write back to you. So if I don't write
back, I probably didn't get your FAQ. All understood?

3. Credit

Please, I encourage people to find information or alternate strategies in doing
something. I would like to build it on my FAQ and will always give rightful
credit to the one providing the information. That is something I really like to
do. Just e-mail me a tip, trick, secret etc.

Just please follow these rules and everything will go fine. I hope you are
satisfied with these conditions. Thanks for your cooperation.


bjsalari(at)hotmail(dot)com

------------------------------------------------------------------------------

==============================================================================
-                             VERSION HISTORY                                -
==============================================================================


~ VERSION Final ~ (12/6/03) (334K)
---------------
Update on missile expansions. Guide is Final.



~ VERSION 1.9 ~ (5/11/03) (322K)
---------------
The walkthrough is complete! The game is finished. Now, I just need to finish
some extra parts.


~ VERSION 1.8 ~ (5/10/03) (293K)
---------------
The walkthrough is near complete. I am after the Plasma Beam and getting
ready to get the Phazon Suit. That is mostly all I updated. After I finish
the walkthrough, I will finish the upgrade sections.


~ VERSION 1.7 ~ (5/09/03) (262K)
---------------
I updated the walkthrough is finished up to the Phazon Mines first Visit. It
is making good progress. Should be done in a matter of a week or so. The only
secitons I need to update are the walkthrough and the expansion sections. So,
this is going smoothly so far.


~ VERSION 1.6 ~ (5/07/03) (245K)
---------------
Worked a lot on the walkthrough as well as the catologue. I am just trying to
add all of the information needed to play this game. The walkthrough is done
up to the getting the Ice Beam. Things are going smoothley. More updates
coming this weekend.


~ VERSION 1.5 ~ (5/03/03) (227K)
---------------
Today I, again, worked on the walkthrough heavily. Up to the Chozo Ruins
on the second visit. We are obtaining the Ice Beam. I am making good progress.
The walkthrough should be done within the next two or three major updates.
Most other sections in this document are complete.


~ VERSION 1.4 ~ (5/02/03) (193K)
---------------
A lot of work has been done today. The walkthrough was updated heavily up to
Phendrana Drifts Visit #2. I also finished up the Weapons Catologue. The only
sections that I need to finish off are the walkthrough and the missiles,
tanks, and power bombs. This document is making great progress so far.


~ VERSION 1.3 ~ (4/28/03) (149K)
---------------
I finished the Artifacts section. All of the Log Book is complete as well.
The walkthrough has been updated and a lot of detailed additions have been
made all around the document.


~ VERSION 1.2 ~ (4/27/03) (130K)
---------------
I did a lot on the Log Book. I also added a lot to the walkthrough. I went
half way to getting the Morph Ball again. Again, most section have been
updated. Expect huge updates.


~ VERSION 1.1 ~ (4/25/03)
---------------

Some added to the walkthrough. I updated a lot of the Log Book and other
sections. This file is very large so far. It will continue to progress very
soon.


~ VERSION 1.0 ~ (4/24/03)
---------------

Well, so far I have the layout and a lot of the log book items. Also, the
enemies have been finished in a small aspect. The walkthrough is not much but
it will come soon. Expect big updates!

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===============================================================================
(-----------------------------TABLE OF CONTENTS-------------------------------)
===============================================================================
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[v] 1: FAQ...............................................................mp_fq
[v] 2: GAME OVERVIEW.....................................................mp_go
   [v] 2.1: Controls.....................................................mp_ct
   [v] 2.2: Background information.......................................mp_bi
[v] 3: EQUIPMENT CATALOGUE...............................................mp_ec
   [v] 3.1: Weapons......................................................mp_wp
   [v] 3.2: Visors.......................................................mp_vs
   [v] 3.3: Suits........................................................mp_st
   [v] 3.4: Morph Ball...................................................mp_mb
   [v] 3.5: Other abilities..............................................mp_oa
   [v] 3.6: Important locations..........................................mp_il
   [v] 3.7: The map......................................................mp_mp
[v] 4: WALKTHROUGH.......................................................mp_wt
   [v] 4.1: Before you read the walkthrough..............................mp_bf
   [v] 4.2: Space Pirate Vessel..........................................mp_sv
   [v] 4.3: Tallon IV's evil wildlife....................................mp_te
   [v] 4.4: Tallon IV: Fire and Ice......................................mp_fi
   [v] 4.5: The Ice and Gravity..........................................mp_ig
   [v] 4.6: Space Frigate Visit #2...................................... mp_s2
   [v] 4.7: The Mines....................................................mp_tm
   [v] 4.8: The X-Ray and The Flames.....................................mp_xf
   [v] 4.9: The Omega and Artifacts......................................mp_of
   [v] 4.10: The Final Fight.............................................mp_ff
[v] 5: ENEMIES...........................................................mp_en
[v] 6: BOSSES............................................................mp_bs
[v] 7: MISSILE EXPANSION LOCATIONS.......................................mp_me
[v] 8: ENERGY TANK LOCATIONS.............................................mp_et
[v] 9: POWER BOMB EXPANSIONS.............................................mp_pb
[v] 10: LOG BOOK.........................................................mp_lb
   [v] 10.1: Pirate data.................................................mp_pd
   [v] 10.2: Chozo lore..................................................mp_cl
   [v] 10.3: Research data...............................................mp_rd
   [v] 10.4: Artifact Locations..........................................mp_yx
[v] 11: FINAL STUFF......................................................mp_fs
   [v] 11.1: If you want this on your site...............................mp_is
   [v] 11.2: Disclaimer..................................................mp_ds
   [v] 11.3: Credits.....................................................mp_cr
   [v] 11.4: Closing.....................................................mp_cl


[v] = I have already finished this section. Go check it out!
[x] = I have started this section, but it isn't finished.
[ ] = I haven't even started this section.

***Use the codes provided on the right to search that matching topic on the
left in a very fast way.***
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                          1 . 0 : F A Q                                  sr_fq
==============================================================================
==============================================================================

Here are some of the most common questions I have seen and heard from people.
A lot of them can be surprising and obvious. Let's just get through this. It
might be a good idea to look at this also; you know, it might help.

------------------------------------------------------------------------------
------------------------------------------------------------------------------
Question #1
-----------
"What type of game is this?"

Answer #1
---------
"Well, this is the Metroid Prime game that all people have been waiting for.
The large difference in this game is that it is first-person all put into a
large adventure. In my opinion, this is something that all people will enjoy."
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------------------------------------------------------------------------------
Question #2
-----------
"Is there a good story line for this game?"


Answer #2
---------
"Hmmm...There is not a huge story except for the saving the world part. I mean
it would be nice to have wording into the game, but there is not. This is one
of the downfalls of the game, but it is so fun that it hardly even matters."
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------------------------------------------------------------------------------
Question #3
-----------
"Are the bosses difficuly?"


Answer #3
---------
No...At least not for good gamers. These bosses are generally easy. In the
beginning, they are like pie. As you get closer to the end, you will notice a
bit more of a challenge. There are plenty of other puzzles though ;)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Question #4
-----------
"How long would it take to complete this game?


Answer #4
---------
"Well, that depends on two things. How good you are at video games and how far
you want to complete the game. If you are decent player, probably 20-25 hours.
If you are a newb, you might take 30 hours, or a short time because you are
using this guide ;) Now, it might take you a lot of time to find all items in
the game to get a 100% completion game. (Hint: It has to do with the endings.)
------------------------------------------------------------------------------
------------------------------------------------------------------------------
Question #5
-----------
"You do not have certain things on the FAQ that I am looking for. What is up
with that?


Answer #5
---------
Chill! I am working my butt off to get as much information into this FAQ. If
you think that I am missing a key strategy, please e-mail me or refer to the
e-mail policy section. I am willing to take any suggestions or stratigies.
Thanks for your time and cooperation.
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==============================================================================
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                 2 . 0 : G A M E   O V E R V I E W                       sr_go
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==============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                           2.1: Controls                                 mp_ct
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

*** The information in this section is copied from the instruction booklet.***


CONTROL STICK.......................................................Move Samus
             ......................................................Look around
             ..........................................Aim (with the R Button)
A BUTTON......................................................Fire Beam Weapon
        ..........................................Lay bombs in Morph Ball Mode
B BUTTON..................................................................Jump
        ................................Activate Boost Ball in Morph Ball Mode
        .........................................Dash sideways while locked on
C STICK.....................................................Select Beam Weapon
X BUTTON...........................Switch between standard and Morphball Modes
Y BUTTON.........................................................Fire Missiles
        ....................................Lay Power Bombs in Morph Ball Mode
R BUTTON...........................................................Look around
        ..........................................Aim (with the control stick)
L BUTTON.....................................................Lock onto enemies
        .............................................Scan objects in scan mode
        ......................................................Use grapple beam
Z BUTTON...........................................................Call up map
CONTROL PAD......................................................Switch Visors

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                        2.2: Background Information                      mp_bi
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

*** Just like the previous section, this section is copied literally from the
instruction booklet, because I'm to much of a lazy person to create my own
story. ***

O THE CHOZO:
  ----------

The Chozo...Over millenia, this bird-like race of creatures made incredible
technological and scientific leaps. Traveling at will through space, they
built many marvels across the universe-technological wonders of unfathomable
complexity and cities unmatched in beauty. They shared their knowledge freely
with more primitive cultures and learned to respect and care for life in all
forms.

Even as their society reached its technological peak, however, the Chozo felt
their spirituality wane. Their culture was steeped in prophecy and lore, and
they foresaw the decline of the Chozo coinciding with the rise of evil.
Horrified by the increasing violence in the universe, they began to withdraw
into themselves, forgoing technology in favor of simplicity. Tallon IV was one
of several refuges they built - a colony bereft of technology, built of
natural materials and wedded to the land and its creatures.

The years passed, and in time a great meteor crashed into Tallon IV, sending a
massive spume of matter into the atmosphere and impregnating the land with a
cancerous element known as Phazon. This element immediately sank into the
earth and water, poisoning life wherever it bloomed. Most plants and animals
died, while others mutated into hideous forms.

The Chozo called upon all of their knowledge and technology to control the
power of Phazon, but their efforts were doomed to fail. All they could do was
build a temple over the crater at the impact site, seperate the Phazon core,
and seal it away. Believing that someday a savior would return to the planet,
the Chozo left for an unknown destination, leaving behind nothing but engraved
accounts of their time on Tallon IV.

O SPACE PIRATES:
  --------------

The space pirates were interstellar nomads, technologically advanced in both
weaponry and space travel. When they plundered the Metroid population that
had been discovered by the Galactic federation on SR388, they recognized in
them massive military and energy resource potential. They immediately
invaded the nearby planet of Zebes, wiping out all life (including most of

the indigenous Chozo) and building a massive network of research facilities
below the planets surface.

Deep below the surface of Zebes, the space Pirates researched Metroid for
Many years, even as a young girl orphaned by their raid on the neighboring
planet K-2L was growing up among the Chozo. Trained as a warrior and infused
with Chozo blood, Samus Aran donned a Chozo-made power suit and cut a swatch
through the space pirates operation destroying everything in her path,
including the mainstays of the Space pirate army. She eventually made it to
the core of their base, destroyed all the Metroids she say, and seemingly
blew up the mother brain.

But the Space Pirates were far from finished. They immediately split their
survivors into two main camps. One headed to Zebes to begin rebuilding their
ravaged facility and resuscitating mother brain, Ridley and Kraid. The
second set out in search of a planet with powerful energy resources. They
didn't search far before they discover Tallon IV, which was still emanating
huge pulses of energy from the Phazon contained beneath the Chozo temple.
Entranced by the massive potential of the strange mutagen, they immediately
moved in retrofitting their laboratories, transporters and life support
systems into the Chozo ruins.

As the mined the Phazon and they found that its capacity to mutate was
beyond anything they'd ever seen, and they promptly started combining it
with native life-forms. They refined their operation: powering their
machinery with thermal-powered engines sunk in the molten depths of Tallon
Iv, they drove deep mineshafts and mined more and more Phazon, shipping it
to their two man labs in the Phendrana Drifts, where sub-zero temperatures
made specimen containment safer. Research leaped forward; by harnessing the
Phazons power, they were able to create untold horrors that soon patrolled
the dark caverns below Tallon IV's crust.

The space pirates also transported man species to their orbiting ship for
zero-G Phazon experiments, unaware that Samus Aran had finally tracked their
ship to its low orbit. As they continued with their unnatural experiments,
Samus sped towards Tallon IV, preparing to wipe them out once and for all...

==============================================================================
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              3 . 0 : E Q U I P M E N T   C A T A L O G U E              mp_ec
==============================================================================
==============================================================================

Well, dear player, before you take control of Samus, everyone's favorite
bounty huntress, you might want to know what equipment you can find on Tallon
IV. That's why you should check out this hyper-cool catalogue.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                              3.1: Weapons                               mp_wp
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

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O POWER BEAM:
  -----------
  You start the game with the Power Beam. That's right, you don't have to
  walk across half the planet for five minutes of fun; you can use this weapon
  as soon as you enter the planet's atmosphere. You can use the Power Beam to
  get rid of the lovely flora and fauna you'll find on Tallon IV, blast open
  doors, activate switches etc.
------------------------------------------------------------------------------
------------------------------------------------------------------------------
O MISSILES:
  ---------
  Ahh....the missile; a very popular weapon. If you don't have them you'll
  soon find yourself running in circles while screaming: MOMMY, WHERE THE
  HELL DO I HAVE TO GO!!!!! And we wouldn't want that, would we ^_^.
  You can use these missiles to deal with some of the harder enemies or to
  open doors (some doors will only open when they're hit by one of these
  babies). Oh... rockets also make good nutcrackers.
------------------------------------------------------------------------------
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O WAVE BEAM:
  ----------
  Yep, this is the Wave Beam. It is used to shoot out multiple waves at other
  enemies. It is not as fast as the power beam, but is much stronger. In the
  long run, this weapon is probably the least of second to least weapon used.
  To get them, you will have to kill the Sheegoth party, 4 small and a big
  Mama.
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O ICE BEAM:
  ---------
  This is like a regular shotgun. It basically, shoots large clumps of ice
  blocks at enemies. It will either freeze and enemy or actually destroy it.
  I would use this weapon only when you are facing harder pirates. It is too
  slow for normal fast enemies. You can shoot a missile after you have frozen
  an enemy to shatter that enemy to pieces.
------------------------------------------------------------------------------
------------------------------------------------------------------------------
O PLASMA BEAM:
  ------------
  Well, this is probably the best weapon in the entire game. It is almost as
  fast as the power beam and almost as strong as the ice beam. That basically
  puts it on top. The beam shoots out fire from molten lava to easily destroy
  enemies you once had to use missiles for. I would recommend having this out
  most of the time after you receive it, which is later in the game. Sorry...
------------------------------------------------------------------------------
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O PHAZON BEAM:
  ------------
  This is hardly even a weapon in this game. It is basically only used in the
  final boss battle, as you need phazon power it up. It is given to you after
  you have defeated the Omega Pirate. You will understand what I mean after
  you get this. Don't get excited, let's just end with that.
------------------------------------------------------------------------------
------------------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                               3.2: Visors                               mp_vs
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

------------------------------------------------------------------------------
------------------------------------------------------------------------------
O COMBAT VISOR:
  -------------
  This is your default visor. It comes with a map, health display, radar and
  lots more. Nothing real special about it, just regular vision.
------------------------------------------------------------------------------
------------------------------------------------------------------------------
O SCAN VISOR:
  -----------
  You can use this visor to collect data. You will be using this for all the
  information in your Log Book. For more on the Log Book, check out that
  section.
------------------------------------------------------------------------------
------------------------------------------------------------------------------
O THERMAL VISOR:
  --------------
  This is the visor that is similar to any regular night vision goggles. You
  should use this to see enemies and doors in the dark. When turned on, you
  will see a pink, yellow, and other warm colors to make navigation much
  easier. You will also be anle to see heat, though creatures with the same
  temperature as their surrounding will probably be hard to spot.
------------------------------------------------------------------------------
------------------------------------------------------------------------------
O X-RAY VISOR:
  ------------
  This is the visor that allows you to see dark rooms in black and white. It
  is best when you want to see platforms in the dark. The thermal visor makes
  platforms confusing, therefore this is the visor to use. The real
  interesting thing about this visor is that it reveals invisible things
  that no other visor can see.
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------------------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                3.3: Suits                               mp_st
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

------------------------------------------------------------------------------
------------------------------------------------------------------------------
O POWER SUIT:
  -----------
  This is the suit you begin the game with.
------------------------------------------------------------------------------
------------------------------------------------------------------------------
O VARIA SUIT:
  -----------
  This suit is given to you after defeating Flaaghra. It allows you to
  withstand heat. Reason being, is that you will be able to enter the Magmoor
  Caverns without being hurt by the strong heat.
------------------------------------------------------------------------------
------------------------------------------------------------------------------
O GRAVITY SUIT:
  -------------
  This is the famous suit found underwater. The great and special thing about
  it, is that it allows you to move like normal underwater. Wow, is this so
  much better. It completly changes people's opinion about underwater play.
  I really like the way it looks also. Nice thing to have.
------------------------------------------------------------------------------
------------------------------------------------------------------------------
O PHAZON SUIT:
  ------------
  This is the last suit that you can receive in the entire game. It looks
  really cool and has very postive effects. The function of this suit is to
  protect you from Phazon goop. You will be able to walk in the blue Phazon
  deposits, not the orange ones though. You will receive this suit once you
  have defeated the Omega Pirate.
------------------------------------------------------------------------------
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                3.4: Morph Ball                          mp_mb
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------------------------------------------------------
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O MORPH BALL:
  -----------
  This is the mode in which you can shrink into a small ball and fit into the
  small tunnels throughout the game. You will get many upgrades and are able
  to set bombs anywhere you like. Go through tubes and dodge attacks using
  this method.
------------------------------------------------------------------------------
------------------------------------------------------------------------------
O MORPH BALL BOMB:
  ----------------
  These are the bombs that you can set by pressing B during Morph Ball Mode.
  They can be used to break small doors that block certain pathways. You will
  be able to shoot three in a row without reloading. They can also do double
  jumps and so on.
------------------------------------------------------------------------------
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O BOOST BALL:
  -----------
  Yep, this is the rock and roll action. You can hold down B to get a huge
  boost of speed. You should watch out for half pipes around different worlds.
  You can boost around them to get to high places. I would also use it to
  dodge enemies that are quick and really annoying. Useful item indeed.
------------------------------------------------------------------------------
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O SPIDER BALL:
  ------------
  This is also a very useful item. It allows you to cling to the yellow and
  black like tubes. You will be faced with puzzles and interesting things.
  Make sure you look for these pipes, as your spider ball can get you to
  secret places. I think it looks pretty cool as well.
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O POWER BOMB:
  -----------
  These bombs are received way at the end of the game. You can carry a maximum
  of eight power bombs, after collecting the upgrades of course. They are much
  more powerful than regular bombs, as they can blow up huge boulders that
  block your path. You will be faced with an electric maze to retrieve this
  item.
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                                3.5: Other abilities                     mp_ao
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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O CHARGE BEAM:
  ------------
  This, if holding down A, will create a large bubble that is essentially a
  charge up. It is more powerful than regular shots, but can be very time
  consuming. When charged up, you can do special moves by pressing Y while
  holding it down.
------------------------------------------------------------------------------
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O GRAPPLE BEAM:
  -------------
  The Grapple Beam allows you to swing on the certain grapple points through
  the game. It just makes it easier to get to certain places but can also be
  something that is required in the game. This is one of the less useful items
  in the game.
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O SPACE JUMP BOOTS:
  -----------------
  This is probably one of my favorite augmentations in the entire game. It
  allows you to do a double jump. It really makes the game less and less
  frustrating. Once you get, take advantage of it as it will help you greatly
  throughout the game.
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O BEAM COMBOS:
  ------------
  These are the additives to the missile launcer. to access the certain combos
  that you retrieve throughout the game, charge fully with the charge beam and
  then press Y. The certain beam combos are as follows.

/---------------|--------------------------|--------|------------------------\
|Beam Combo Name|                          |Function|                        |
\---------------|--------------------------|--------|------------------------/

Super Missiles.......Allows you to shoot a more powerful missile. It takes up
                     five missiles per shot.

Ice Spreader.........The combo for the Ice Beam. It shoots huge mounds of ice.
                     It can freeze enemies and even entire rooms! It takes up
                     ten missiles per shot.

Wavebuster...........The combo for the Wave Beam. It auto-seeks targets with
                     electric waves. It will waist missiles for as long as you
                     are using it.

Flamethrower.........The combo for the Plasma Beam. It will take up missiles
                     for as long as you are firing it. It shoots out a beam
                     of fire. It is most useful when you are facing several
                     enemies in one room.
------------------------------------------------------------------------------
------------------------------------------------------------------------------
O DOUBLE MORPH BALL JUMP:
  -----------------------
  This is a common move that you need to master in order to get some of the
  special items in the game. To do this, set a morph bomb. Then, right before
  you are about to jump up, set one more. As you are in the air set a third
  one. Then fall down and the second bomb will boost you up to the third bomb.
  This will then boost you up even higher to a second jump. Use it to get to
  certain platforms in which you can only be in morph ball mode. Here is a
  small little diagram to look at for easier translation.

                                                 DOUBLE JUMP! *Finish*
                                                         ^
                                                         |
                            #3, then fall to #2 |       #3
                             ^                  |        ^
                             |                 \ /       |
*START* #1, wait 2 seconds, #2                 #2--------|
        _______________________*SURFACE*_______________________

 #'s indicate when you should set a morph ball bomb.
------------------------------------------------------------------------------
------------------------------------------------------------------------------
O MORPH BALL HALFPIPE:
  --------------------
  To get good boost on the halfpipe, use the following diagram.

  |                                                                        |
  |                                                                        |
  |                                                                        |
  | 1     4                                                       3  2     |
   \______________________________________________________________________/

1: When starting, start a long boost all the way along the base of the
   halfpipe. Make sure you hold B down the whole time in morph ball mode.

2: This is when you should release B after the first long charge up. This will
   boost you high on the pipe.

3: Right when you hit the ground of the first charge up, hold B and charge up
   along the base for a second run. Becareful as you will get a lot of speed
   along the runway.

4: This is where you let go of B again to get an even higher boost then number
   2. Continue to do this in the same pattern to get to maximum heights. Good
   luck.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                3.6: Important Locations                 mp_il
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

O TALLON OVERWORLD
  ----------------

O MAGMOOR CAVERNS
  ---------------

O CHOZO RUINS
  -----------

O PHENDRANA DRIFTS
  ----------------

O PHAZON MINES
  ------------

O IMPACT CRATER
  -------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                3.7: The map                             mp_mp
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

To access the map of the world, simply press Z on the controller.

O MAP CONTROLS:
  -------------
  These are the button controls for the map, when pressed Z.

Control Stick..................................Rotate the directon of looking.
C Stick.........................................Move to a room of your choice.
A Button..................................Changes from world map to level map.
L Button..............................................................Zoom Out
R Button...............................................................Zoom In
Y Button.......................................Hide/Display the Key and Legend
Z Button..................................................................Exit

O ICON KEY:
  ---------
  You will notice different icons on the map during your gameplay. This is the
  key to what the symbols stand for.

Blue Square................................Can be opened with any Beam Weapon.
Purple Square................................Can be opened with the Wave Beam.
White Square..................................Can be opened with the Ice Beam.
Red Square.................................Can be opened with the Plasma Beam.
Gray Square......................................Can be opened with a Missile.
Green Square......................................................Opened door.

"E" symbol............................................................Elevator
"M" symbol....................................................Missile Recharge
"S" symbol........................................................Save Station
"?" symbol................................................................Hint

O NOTE:
  -----
  Make sure that you are always looking at the map. You should always know
  which room you are in. Number one, it helps you find places better and
  number 2, it makes this walkthrough a much easier document to use. Please
  make sure you do this during your gameplay.


==============================================================================
==============================================================================
                   4 . 0 : W A L K T H R O U G H
==============================================================================
==============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                     4.1: Before you read the walkthrough                mp_bf
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

------------------------------------------------------------------------------
                          HOW TO USE THIS WALKTHROUGH
------------------------------------------------------------------------------
The walkthrough has been divided in different sections (you can see when a new
section starts, the section headers are like this: =-=-=-=-). The first thing
you should do is to check which section you want to go to (you can find the
names of the sections here or in the table of contents). I have listed the
names of the section here (there is a codeword behind every section, type
CONTROL + F and type in the codeword behind the section you want to go to, to
go there immediately):

         4.1: Before you read this walkthrough          | mp_bf
         4.2: Space Pirate Vessel                       | mp_sv
         4.3: Tallon IV's evil wildlife                 | mp_te
         4.4: Tallon IV: Fire and Ice                   | mp_fi
         4.5: The Ice and Gravity                       | mp_ig
         4.6: Space Frigate Visit #2                    | mp_s2
         4.7: The Mines                                 | mp_tm
         4.8: The X-Ray and The Flames                  | mp_xf
         4.9: The Omega and Artifacts                   | mp_of

Items Obtained:

4.2: Space Pirate Vessel - Getting through the Space Vessel.
4.3: Tallon IV's evil wildlife - Getting back all of your missing items.
4.4: Tallon IV: Fire and Ice - Getting the Wave Beam and the Thermal Visor.
4.5: The Ice and Gravity - Getting the Ice Beam and the Gravity Suit.
4.6: Space Frigate Visit #2 - Collect Charge Ups.
4.7: The Mines - Collect the Power Bombs and the Grappling Beam.
4.8: The X-Ray and The Flames - Obtain the X-Ray Visor and the Plasma Beam.
4.9: The Omega and Artifacts - Obtain the Phazon Suit and artifacts.

Each section is divided in short missions.
Please note that you'll only find the things you MUST do in this walkthrough
(so no energy tanks etc.). When you enter a (new) world though, I will tell
you where you can find the missile upgrades, energy tanks and other things
like power bomb expansions in that area (I will only give the locations of the
upgrades you can reach at that point). If you want detailed descriptions on
how to obtain them, check out chapter 7,8 and 9.

------------------------------------------------------------------------------
                                   TACTICS
------------------------------------------------------------------------------

- Try to save as often as you can. Believe me, it's a real pain in the arse to
  play a section all over again, because you forgot to save.

- ALWAYS use the L button (lock on). You're life will be a lot harder without
  it.

- Make use of your surroundings. Hide behind a wall, jump to another platform
  to avoid a painly death etc.

- Make good use of your map. Always check for save points and other
  interesting rooms.

- Scan all the enemies that you come across. This includes bosses because
  there can be times where you only have one chance to get a certain scan.
  Just be forewarned that you MUST scan all bosses before knocking their face
  off ;)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                       4.2: Space Pirate Vessel                          mp_sv
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

When the Space Pirates left Planet Zebes, Samus lost track of them. Now, years
later, she has found a Space Pirate Vessel above Tallon IV, one of the Chozo's
refuges. This section consists of 2 missions:

1: KILL THE PARASITE QUEEN
2: GET OUT OF THE VESSEL

----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---
                      1 : KILL THE PARASITE QUEEN
----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---

------------------------------------------------------------------------------
                            SPACE PIRATE VESSEL
------------------------------------------------------------------------------
MISSILE UPGRADES: NONE
ENERGY TANKS: NONE
OTHER:
-Creature Log: Parasites, Auto Turrets, Parasite Queen.
-Pirate Data: Fall of Zebes.
-Research Data: Map Station, Save Station, Small Energy, Missile Ammo.

------------------------------------------------------------------------------

EXTERIOR DOCKING HANGAR:
------------------------
Woah...just look at the graphics. They were even better than I thought.
Anyway, welcome to Metroid Prime and good luck, you'll need it.

After watching the short cutscene, you're in control of Samus. You are at the
hangar of the Space Pirate Vessel and your first mission is to find a way
inside. Start by shooting those funky lights in front of you (use the L-button
to lock-on them and use the A button to fire your Power Beam). Once you've hit
them all four, you'll notice that this lights aren't just a simple decoration,
but serve as switches used to shut a force field down. Proceed down the ramp
and you'll see another set of switches to the left of you. First you have to
activate them though: switch to the scan visor (left on the control pad) and
look around until you see a red symbol located on a pillar, scan it (press
the L button). Now switch back to the standard visor and shoot the switches
(two of them are located very high, use the R button to aim). When the second
force field is down jump on the ledge (B button). Run up the ledge to the left
of you and shoot the door to open it.

MAIN DOCKING BAY:
-----------------
There's nothing really interesting to do here. You can scan some of your
surroundings or just proceed to the next hallway.

AIR LOCK:
---------
If you're interested in watching guts splutter on your visor, shoot the
floating aliens, if not, just scan the symbol to your left to repressurize
the room. You can now shoot the door and proceed.

DECK ALPHA ACCESS HALL:
-----------------------
Just follow the hallway and open the next door.

EMERGENCY EVACUATION AREA:
--------------------------
Aww....it seems like you've just missed the fun. There has been a huge battle
in this room and everyone in this room is dead or heavily wounded. Make sure
you scan all enemies, because sometimes you gain useful information. You can
also scan the (dead) Space Pirates in this room for some juicy details on how
they died.

Anyway, go down the stairs and scan the Parasite. Walk up the ledge on the
other site of the room and just follow the path until you reach another ledge
(you might want to kill the Parasites if you feel the need). Go down the
ledge and shoot the heavily wounded Space Pirate in front of you to end his
miserable live. Now unlock the door to your right and enter.

DECK ALPHA UMBILICAL HALL:
--------------------------
This corridor is blocked with a bunch of rubble. Hold the A button until the
Power Beam is fully charged and then release it...voila, the path is now
clear. You can now go through the door at the end of this corridor.

MAP STATION:
------------
When you enter the map station, you'll see a short cutscene showing some of
those silly Parasites running through a small tunnel. Go into Morph Ball
Mode (X button) and follow them (the hole is in the wall to the right of
you). When you've reached the room they ran into press the X button to
switch back to your normal visor again and step into the hologram to download
the map of this area.
When you're done, roll back through the tunnel and enter the door to your
right.

CONNECTION ELEVATOR TO DECK BETA:
---------------------------------
Scan the symbol on the wall and step into the hologram to ride the elevator
down. Open the door when it has stopped.

DECK BETA CONDUIT HALL:
-----------------------
Apparently someone (or something...) has destroyed this hallway. Go into Morph
Ball Mode, roll through the tunnel of rubble (watch out for the
electricity) and go through the door.

BIOTECH RESEARCH AREA:
----------------------
In this room you'll see a big cell which contains a HUGE mutated monster (also
known as "What the hell is that?!"). There are also two injured Space Pirates
in this room...kill them as soon as you see them, because they can be a pain
in the arse. When they're down, follow the walkway and go through the door.

DECK BETA SECURITY HALL:
------------------------
There's a Auto Defense Turret just around the corner, so beware. Run around
the corner, lock on the turret and shoot a missile (Y button) to destroy that
silly thing. Proceed to the next room.

BIOHAZARD CONTAINMENT ROOM:
---------------------------
There's another one of those huge cells in this room, but beware, there's a
turret behind it. Slowly strafe to the left (you can strafe using the L
button) and fire a missile into it when you see it. You can now scan the
monitors around you. Make sure you scan the monitor with the red symbol, since
it contains the first piece of pirate date (also see chapter 8.1). Walk to the
other side of the room and scan the blue symbol to activate the elevator and
use it. While riding the elevator to the top, charge your Power Beam. When the
elevator has reached the top, you'll see an injured Space Pirate sitting on
the ground, kill him. Now charge your weapon again and slowly walk forward, as
soon as you see another Space Pirate lock-on to him and shoot. Repeat this
process (there are 2 sitting Space Pirates and 2 walking) until you've reached
the door. Also make sure you collect the energy balls some Space Pirates leave
behind (they replenish 10 units of energy, you can scan them if you want).

DECK BETA TRANSIT HALL:
-----------------------
Proceed to the next room.

CARGO FREIGHT LIFT TO DECK GAMMA:
---------------------------------
There's a Auto Defense Turret to the right of you, so fire a missile at it.
Now scan the symbol to activate the lift and step into the fancy hologram to
ride the lift down. Make sure you have your weapon charged.
When the lift has reached deck Gamma, a Space Pirate will jump down as soon as
you exit the lift. If you followed my advice and charged your weapon, quickly
lock-on to it and shoot. You can also take the Space Pirate out with a
missile.
When he's dead, scan the blue symbol to the right of you, and the door lock
will be activated. First you have to insert a metallic sphere, though. Press
the X button to enter Morph Ball Mode and roll into the hologram in front of
the door to open it.
Before you enter take out the Auto Defense Turrets you can see in the next
room.

REACTOR CORE ENTRANCE:
----------------------
Enter the door to your left to enter the save station and save your game (make
sure you scan the save station). Now go back to the reactor core entrance and
scan the blue symbol to activate the door lock. Just like in the previous
room, enter Morph Ball Mode and roll into the hologram to open the door.

REACTOR CORE:
-------------
*****************************************************************
BOSS #1 : PARASITE QUEEN (Hey, she looks like me in the morning)*
*****************************************************************
Welcome to your very first boss battle (if you play the game for the first
time, that is). It's quite easy, to say the least.

Start by scanning it (this is your one and only chance to scan it) and lock-on
to its mouth. You can only hit the Parasite Queen when you shoot through a gap
in the force field, so strafe left (press the L button and left or right)
while charging your beam and shoot the Parasite Queen when you're in front of
a gap...you'll know when you hit her; she'll flash red. When the Parasite
Queen is going to attack, quickly strafe to the left or the right and you
won't be hit.

Sometimes the force field will start spinning around...just wait until it
stops and find a gap in the force field again. Don't worry, the Parasite Queen
will go down after a few charged hits.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---
                         2 : GET OUT OF THE VESSEL
----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---

-- When her royal mayesty is defeated you have 7 minutes to get your ass out
of that damn frigate before it explodes. --

Turn around and go through the door.

DECK GAMMA MONITOR HALL:
------------------------
Just follow the path until you've reached anoter door.

CONNECTION ELEVATOR TO DECK BETA:
---------------------------------
Scan the blue symbol right in front of you to activate the elevator. Now step
into the hologram. When the elevator has reached the top, walk into the
hallway and scan the blue symbol in front of you to disable a turret just
around the corner. Proceed through the next door.

BIOTECH RESEARCH AREA 1:
------------------------
When you enter this room you'll see one of those cute mutants fighting with
some Space Pirates...stay where you are, watch the fight, and eventually
there'll be a huge explosion. Now run to the mutant's tank and strafe to the
left until you see a Space Pirate standing on the balcony above you, shoot
him. When he's dead walk up the crumbled stairs and kill the two remaining
Space Pirates on the balcony with missiles. Now jump into the ventilation
shaft on the other side of the balcony.

SUBVENTILATION SHAFT SECTION A:
-------------------------------
Enter Morph Ball Mode and follow the ventilation shaft (ignore the groups of
Parasites) until you reach a door, open it with a Morph Ball Bomb.

SUBVENTILATION SHAFT SECTION B:
-------------------------------
Just like in the previous set of shafts, keep rolling until you reach a door
and ignore the Parasites.

CARGO FREIGHT LIFT TO DECK GAMMA:
---------------------------------
Roll to the next door.

MAIN VENTILATION SHAFT SECTION A:
---------------------------------
Just like in the previous room, roll to the next door, while ignoring
everything on your way.

MAIN VENTILATION SHAFT SECTION B:
---------------------------------
Two Auto Defense Turrets await you in this room, destroy them with missiles.
Go through the door in front of you when they're destroyed.

MAIN VENTILATION SHAFT SECTION C:
---------------------------------
Enter Morph Ball Mode again and roll to the next area, ignoring the Parasites.

MAIN VENTILATION SHAFT SECTION D:
---------------------------------
*Sigh* this is getting boring ^_^. Just like the previous 5 or more rooms,
follow the path and blast open the door.

MAIN VENTILATION SHAFT SECTION E:
---------------------------------
There's a piston in this room which blocks the way to the next ventilation
shaft. Wait for it to move backwards and you'll eventually see the small shaft
which leads to the next section of the Main Ventilation shaft. Quickly roll
into it.

MAIN VENTILATION SHAFT SECTION F:
---------------------------------
Heh...finally...the last section of the Main Ventilation Shaft. Just follow
the path and go through the door at the end.

BIOTECH RESEARCH AREA 2:
------------------------
As you enter this room you'll see a metallic bird (called Meta-Ridley) flying
away. When you're in control of Samus, walk forward and the game will explain
you how to use the Grapple Beam. Look up and you'll see grapple points, which
you can use to swing to the other side. Press the L button to grab a point and
release the L button when you're about to swing back. Directly press the L
button again to grab another grapple point which you can use to get to the
other side. Go through the door in front of you.

CONNECTION ELEVATOR TO DECK ALPHA:
----------------------------------
Scan the blue symbol right in front of you to disable a turret and run around
the corner. Walk to the elevator, but watch out not to be hit by the
electricity on the walls. Scan the blue symbol and enter the elevator...BOOM!
Just when Samus is about to ride the elevator down, there's a huge explosion
which causes a whole lot of your equipment to malfunction (your Varia Suit,
Morph Ball, Missile Launcher, Grapple beam and Charge beam. But, you don't
have to worry about it for now, because first you have to get out of that
frigate...if you still want your mother to recognize you, that is ^_^. Step
into the hologram and the elevator will bring you to dack Alpha.

DECK ALPHA MECH SHAFT:
----------------------
When the elevator has stopped, run into the corridor next to you and
eventually you'll reach the Air Lock.

AIR LOCK:
---------
Hey...we've been here before. Quickly run to the left and go through the door.

EXTERIOR DOCKING HANGAR:
------------------------
Follow the corridor and go through the door...congratulations, you made it.

------------------------------------------------------------------------------

------------------------------------------------------------------------------
O LOG BOOK CHECK:
  ---------------

Here are the Log Book Items you should have scanned during this section of the
game: Space Pirate Vessel

------------------------------------------------------------------------------

------------------------------------------------------------------------------
O CREATURES:|
  ----------

O PARASITE:
  ---------
  * Morphology: The Parasite is an interstellar vermin that travels in swarms
                and is indigenous to Tallon IV. A single Parasite is harmless
                to larger lifeforms. However, they tend to travel in large
                groups, swarming over potential prey.


O PARASITE QUEEN (boss):
  --------------
  * Morphology: Parasite female, genetically enhanced by unknown means.


O AUTO DEFENSE TURRET:
  --------------------
  * Morphology: An automatic turret that opens fire on any enemy that comes
                within it's range.
------------------------------------------------------------------------------

------------------------------------------------------------------------------
O RESEARCH DATA:|
  --------------

O MAP STATION:
  ------------
  Walk into a Map Station to download a map of the area Samus is in. You can
  only scan this once, so, do it in the beginning!


O MISSILE AMMO:
  -------------
  Missile Ammunition re-supplies Missile launcher with 5 rounds of ammo.


O SMALL ENERGY:
  -------------
  Small Energy replenishes 10 units of energy


O SAVE STATION:
  -------------
  Step into these stations to save the game's progress and fully restore
  Samus' energy.
------------------------------------------------------------------------------

------------------------------------------------------------------------------
O PIRATE DATA:|
  ------------

O FALL OF ZEBES (09.992.3):
  -------------
  Zebes has fallen. All ground personnel are presumed dead, either killed by
  the Hunter clad in metal or in the subsequent destruction of the underground
  facilities. Our research frigates Orpheon, Siriacus and Vol Paragom were in
  orbit at zero hour and managed to retreat. Frigate Orpheon is now docked at
  Vortex Outpost. Orpheon's cargo appears to have a 100% survival rate;
  Metroids are healthy but on restricted feeding schedules due to uncertain
  supply status. We are ready to begin research on the Metroids and other
  promising life-forms. Security status remains at Code Blue; no signs of
  pursuit from the Hunter.
------------------------------------------------------------------------------

------------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                   4.3: Tallon IV's evil wildlife                        mp_te
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

When Samus escaped from the Space Pirate Frigate, she decided to follow the
bird-like creature she saw earlier in the Biotech Research Area 2. She loses
track of him and she lands on the planet Tallon IV to investigate.
This section consists of seven missions:

1 : OBTAIN MISSILE LAUNCHER
2 : OBTAIN MORPH BALL
3 : OBTAIN CHARGE BEAM
4 : OBTAIN MORPH BALL BOMB
5 : DEFEAT FLAAHGRA
6 : OBTAIN VARIA SUIT
7 : GET TO MAGMOOR CAVERNS

----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---
                    1 : OBTAIN MISSILE LAUNCHER
----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---

------------------------------------------------------------------------------
                          TALLON OVERWORLD VISIT #1
------------------------------------------------------------------------------
MISSILE UPGRADES: NONE
ENERGY TANKS: NONE
OTHER:
-Creature Log: Geemer, Zoomer, Bloodflower, Tangle Weed, Sap Sac, Seedling,
               Blastcap
-Pirate Data: Artifact Site
-Research Data: Gunship, Locked Door
-Artifacts: Truth
------------------------------------------------------------------------------

LANDING SITE:
-------------
The first I thing I noticed when I saw Tallon Overworld is that the weather is
much like the weather of Holland: BAD. The second thing I noticed is that
there are a whole lot a doors, but Samus can only reach one at the moment.
When the game has asked you whether you want to save your game or not and
you're in control of Samus, look to the right and you'll see a door. Enter it.

CANYON CAVERN:
--------------
This is a larger area. You can look around, but there is nothing you can do
without your items back. Follow the path to the end of the canyon and go into
the door.

TALLON CANYON:
--------------
This is another larger place. You can look around as always and be sure to
scan the creatures in this room. If you think you missed one, refer to the
checklist of new creatures in this level. Head to the end of the room and go
into the next blue door.

TRANSPORT TUNNEL A:
-------------------
This tunnel has some enemies. Scan them if you choose to speed past all the
way to the next blue door. Enter that.

TRANSPORT TO CHOZO RUINS WEST:
------------------------------
In here, you will notice the first large world elevator. Scan the elevator
key in front of you and hop onto the unlocked elevator to reach a new part of
the world, Chozo Ruins!


------------------------------------------------------------------------------

------------------------------------------------------------------------------
O LOG BOOK CHECK:
  ---------------

Here are the Log Book Items you should have scanned during this section of the
game: Tallon Overworld Visit #1
------------------------------------------------------------------------------

------------------------------------------------------------------------------
O Creatures:|
  ----------


O SEEDLING:
  ---------
  * Morphology: A plant-based ground feeder, its dorsal spines can be ejected
                in self defence.



O TANGLE WEED:
  ------------
  * Morphology: Plant life with basic sentience. Retracts into the ground if
                threatened. Tangle Weeds are only dangerous to small
                organisms. They are covered in tiny barbs designed to trap
                potential meals. Tangle Weeds lack the strength to do anything
                more than hinder larger lifeforms.


O BLASTCAP:
  ---------
  * Morphology: Volatile chemicals within this weed's toxic fungal cap may
                explode if agitated. The poisonous flesh of the Blastcap helps
                keep it from being eaten. It also detonates its fungal cap
                when it senses even slight contact.


O BLOODFLOWER:
  ------------
  * Morphology: The Bloodflower is able to eject toxic spores. Toxins are
                poisonous even to the Bloodlower itself. Three moud-nodules
                protrude from the stalk beneath the flower, each with a
                rudimentary brain cluster and the ability to spew toxic fumes
                at anything within a reach of five meter radius. The spores
                ejected from the Stigma at the center of the flower are
                sufficient to kill this creature if they explode in its
                vicinity.


O ZOOMER:
  -------
  * Morphology: Anchors itself to walls and other surfaces. Avoid contact with
                the Zoomer's spines. A basic nerve center located directly
                above the Zoomer's mandibles detects nutrients. Sharp spines
                protect it from casual predators, but the lack of a
                reinforced carapace makes the Zoomer vulnerable to any
                indirect attacks.


O GEEMER:
  -------
  * Morphology: A Geemer is a wall-crawler with retractable spikes. It is an
                evolutionary offshoot of the Zoomer family. However, where the
                Zoomer is fairly vulnerable, the Geemer is invincible. When
                threatened, it extends its head deep into its armored
                carapace.


O SAP SAC:
  --------
  * Morphology: A chemical reaction within the sac produces a violent
                explosion when agitated. Because of its irresistible odor and
                sweet nectar, the Sap Sac was nearly eaten out of existence.
                The evolution of an explosive chemical sac saved it, now only
                brave or ingenious creatures dare to devour it.
------------------------------------------------------------------------------

------------------------------------------------------------------------------
O RESEARCH DATA:|
  --------------


O GUNSHIP:
  --------
  Hunter class gunship registered to Samus Aran. Return to the Gunship to
  recharge energy, reload weapons and save progress in the game.


O LOCKED DOOR:
  ------------
  Lock system engaged. Secure the area to unlock door.


------------------------------------------------------------------------------
                           CHOZO RUINS VISIT #1
------------------------------------------------------------------------------
MISSILE UPGRADES: 8
ENERGY TANKS: 3
OTHER:
-Creature Log: Hive, Scarab, Eyon, War Wasp, Plazmite, Ram War Wasp,
               Hive Mecha, Plated Beetle, Shriekbat, Reaper Vine, Incinerator
               Drone, Barbed War Wasp, Stone Toad, Venom Weed, Flaahgra
-Pirate Data: NONE
-Research Data: Large Energy, Locked Door, Morph Ball Slot
-Chozo Lore: Fountain, Exodus, Beginnings, Hatchling
-Artifacts: NONE
------------------------------------------------------------------------------

TRANSPORT TO TALON OVERWORLD NORTH:
-----------------------------------
Just go forward up to the blue door, shoot it, and go into the next room.

RUINS ENTRANCE:
---------------
As you enter this room, you will be given the warning to go to the Hive Totem
on the map. Well, you just have to go there for now and ignore everything
else, as we need to get all our items back as soon as possible! Head through
the cave and go up to the next door. Enter it.

MAIN PLAZA:
-----------
Here, the "main room" as I like to call it. It will be the connection to many
other rooms. As you move forward, you will notice some Beetle's pop out. Scan
them, of course, and shoot them up with the power beam, which is the only
weapon you have. Notice you do not even have missiles. Now, head forward and
go up to the actual main plaza. Look left to find a blue door. Head in, as the
others can only be entered using missiles. You need to get your missile
launcher before you can get into those. Head in the door for now.

NURSERY ACCESS:
---------------
This is the famous tunnels with the famous Scarabs. Scan them as you see them.
They are small and like to sneak up on you from the corners. Do not worry,
they come in great numbers. Stay far away from them, and shoot them all down.
At the end of the tunnel is the next blue door.

EYON TUNNEL:
------------
This room is called the Eyon Tunnel because there are Eyons all over the place
in this room. They are like eyes that shoot beams. First of all, scam them.
Now pick one off at a time to make them stop shooting those beams. Now head
past all of them and enter the blue door at the end.

RUINED NURSERY:
---------------
This is a room that I like a lot. Why? Well, because it has a save! You should
always save your game as you are progressing through the game, as there are
not a whole lot of times you can save. First scan the Chozo Lore on the bottom
of the room, then climb all the way up. Go right and save into the next door.
Not head back out, and scan a Wasp and the War Wasp and the War Wasp Hive. Now
enter the door all the way to the right.

NORTH ATRIUM:
-------------
This is another one of those tunnels with the, yet again, famous Scarabs.
Shoot them up and head into the next room through the door.

RUINED GALLERY:
---------------
This room is small as well. Scan the Tangle Weed, and watch out for the floor.
It is poisonous and will deplete your energy if you stay long enough into it.
Jump across the platforms on the right and head into the next room through the
door.

TOTEM ACCESS:
-------------
In here, scan the Plazmites as they come at you. They are easy to destroy and
hardly take off any damage. Watch out for the poisonous water and jump over to
the next blue door. Head in.

HIVE TOTEM:
-----------
Ahhh...The room you have been waiting for. Head to the right and jump over the
certain platforms. Under you is poison water again, so watch out! Make you way
to the center platform and then go up to the missiles! Wait...The water goes
up and you need to do little fight to earn a little prize.

*****************************************************************
BOSS #2 : Hive Mecha                                            *
*****************************************************************
Welcome to the second boss battle of Metroid Prime. Well, this one is just as
easy, if not easier than the first, Parasite Queen. You will notice a large
machine on the north side of the room. It will spit out War Wasps at first.

Now, all the Ram War Wasps, which you should scan as well as the Hive Mecha,
will all spin around you in circles. They will stop periodically and wait for
you to lock on and shoot them down. Do so to destroy one by one. Now wait, it
is not that easy. If you do not shoot the Wasps in time, they will ram at you
and cause a bit of damage. Just try to do this procedure hastly. Now, kill all
the rest of the Wasps. Once they are all killed, the Mecha will show a huge
red button on its base. Shoot it as many times as you can to inflict damage.
Now, repeat the procedure and the Hive Mecha will blow to pieces!
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Now head up to the place it destroyed. There will be the MISSILE LAUNCHER!

----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---
                         2 : OBTAIN MORPH BALL
----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---

TRANSPORT ACCESS NORTH:
-----------------------
This room has one VERY useful item. Well, in the middle is an Energy Tank!
Scan it and once picked up, you will gain 100 points of health. Yeah! Now, we
need the Morph Ball before doing anything, so let's move back a few rooms to
the Ruined Gallery.

RUINED GALLERY:
---------------
In here, go to the bottom and use a missile on the door that is hidden at the
end. Watch out for poison water and Wasps. Now, in here, is the Map Station!
Scan it, if you missed the one is the Space Frigate. Unlock the entire map for
now! Now go back to the main plaza.

MAIN PLAZA:
-----------
Well, I told you that you needed the missile launcher to open those locked
doors. Well, now we have the launcer so open that door I was talking about and
head into the next room.

RUINED SHRINE ACCESS:
---------------------
This tunnel is another one of the Scarab tunnels. Just slowly make your way
around the corners and shoot them all up from a distance. Now head to the end
of the tunnel and go into the blue lit door.

RUINED SHRINE:
--------------
Time for a mini-boss! As you enter this room and head into the middle of the
plaza, you will first be faced with an immense amount of Beetles. They will
all pop out of the ground. Shoot them up like a mad man until they are
completly dead. Nice job, but you are not done yet. Now time for the Plated
Beetle. First, scan it for an easy entree. Now, this enemy is invulnerable
on the front. So, you must hit the back of it with your shots. The other
problem is that it always seems to face you. Now, if you stay in one place for
a while, it will charge at you. Press B and over to dodge that charge. Now aim
for the back and shoot it up. Repeat this process a few more times to destroy
the mini-boss! Claim the MORPH BALL! Now head back to Transport Access north.

----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---
                         3 : OBTAIN CHARGED BEAM
----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---

TRANSPORT ACCESS NORTH:
-----------------------
This is where you got your first Energy Tank. Well, there is a spider webbed
tunnel that you can now fit in with the Morph Ball. Press X to get into Morph
Ball mode and roll through. Now there will be a maze. Use the pushers to get
up, as you cannot fall in any way here. Now go upstairs and into the new
tunnel. Now head into the blue lit door.

TRANSPORT TO MAGMOOR CAVERNS NORTH:
-----------------------------------
No, this is not another transport. Well, it is, but we are not going to use
it. We need a special suit to withstand the heat at Magmoor Caverns. Just go
into the next blue lit door.

VAULT ACCESS:
-------------
Use the morph ball to move through the areas and puzzles. You will need to
jump into a hole. Jump up and ball into the hole. Now take this tunnel all the
way to the end and into the next room through the blue lit door.

VAULT:
------
Here, you cannot do anything now until you retrieve the bombs. Just head into
the next room.

PLAZA ACCESS:
-------------
In here, you will be faced with several of those Beetles. Just shoot them up
with the power beam and move on. At the end will be another Energy Tank! This
moves your energy 100 units up again. Now you have a total of 300 points! That
is pretty good so far. Just drop down into the plaza.

MAIN PLAZA:
-----------
Now, make your way up the room and up to a wooden trunk bridge. Use this,
while knocking away all of the War Wasps, to get across to the other side of
the top of the room. Directly to your right is the door you need to get to.
Go inside.

RUINED FOUNTAIN ACCESS:
-----------------------
Once again, there are Scarabs all over the place. I believe there are two sets
of them, so watch out. There will also be clumps of wood all over. Use the
morph ball to get under them and proceed on. Go into the door all the way at
the end.

RUINED FOUNTAIN:
----------------
This dark room has two doors. One straight ahead and one to the left of you.
The problem is that there is poisonous water all over and the room will get
very dark if you shoot out the Plazmites. Make your way on the right side of
the room and get to the door that was originally to the left of the entrance.
The other door involves, again, the suit that can withstand heat. Head into
the door.

ARBORETUM ACCESS:
-----------------
Go through the tunnel and then kill the skriekbats (or scan). Then blow the
missile locked door open (and/or scan). Now head into the next room.

ARBORETUM:
----------
There will be a new enemy in this room, the Reaper Vine. Scan before doing
anything. Now, head across the platforms in which they lie. Shoot them to make
them go into the wall. Now head to the opposite side of the room and head in
the door.

GATHERING HALL ACCESS:
----------------------
Just head through the smoke. No enemies or jumps. Hit the door at the end and
go into the next room.

GATHERING HALL:
---------------
In this larger room there is a Save Station to the right after a missile
locked door. Finally! Save and head straight from the Save Station door. Go
to the blue door all the way across and kill the Blastcaps with the power
beam. Head in.

WATERY HALL ACCESS:
-------------------
Head straight through and kill the skriekbats on the way. Head into the blue
door at the end.

WATERY HALL:
------------
This room is like a puzzle. There are marks called Runic Marks that you must
activate to open a certain door. To activate them you must scan them like a
normal scan. They will appear in bright red so they are easy to find. There
are a total of four in this room that you must find. First, look behind you on
the back wall and scan the first one. Now go ahead on the platforms and go
passed the Reaper. At the end is the large door with the runic symbols on it.
Scan the second one near there. On the right of that is the third one. Scan it
as well. For the last one, find the Blastcaps nearby and below them is the
final one. Scan it to activate the door. Now head all the way back up and go
up. Go to the door and scan it. Now head in and take the CHARGE BEAM! Head
back to the Gathering Hall.

----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---
                         4 : OBTAIN MORPH BALL BOMB
----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---

GATHERING HALL:
---------------
Now save here again so that you have the Charge Beam. In this room, there is
a second floor. Look for a rock ledge. Blast away the blastcaps and head all
the way up to the second floor via the ledges around the room. Then ball up
and go through the tunnel at the end. Now go to the blue door at the other
side. Head in.

EAST ATRIUM:
------------
In here, kill all of the enemies. They are easy shriekbats. Then continue to
the next door and go inside.

ENERGY CORE ACCESS:
-------------------
This is a passageway full of Eyons. To take them out, shoot charged shots at
them. Then go into the door at the end of the hallway and go inside.

ENERGY CORE:
------------
First take out the Shriekbats in the middle of the room. Now, since there are
two ways to go, go left. Ball up and go through the tunnel. Keep going through
and scan the Stone Toad in your way. Then go all the way to the blue door and
head in.

BURN DOME:
----------

*****************************************************************
BOSS #3 : Incinerator Drone                                     *
*****************************************************************
As you enter this room, there will be another boss battle. The Incinerator
Drone. Now to start off, it will shoot fire around while rotating. Dodge the
fire and wait for a red button to pop up at the top of it. Shoot it and it
will then shoot out Barbed Wasps. Now, you must dodge the fire by jumping and
you must shoot out all the Wasps. Once all of the Wasps are shot, you will
see that red button up at the top again. Shoot it with a missile or charged
beam shot to take the most damage off. Repeat this process a few more times
and watch out for the speed of the fire beam. At the end, when you defeated
it, you will earn the MORPH BALL BOMBS!
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Follow the path with the bombs and break the end of the water hole. Then take
your first missile upgrade. This will raise your ammo of missiles to 10. It
basically increases it by 5.

----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---
                         5 : DEFEAT FLAAHGRA
----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---

BURN DOME ACCESS:
-----------------
Now just head back to the Stone Toad. Use bomb jumps to get into the tunnels
by pressing A to release a bomb and then go on top of the bomb to be shot up
into the hole. Now head into the door.

ENERGY CORE:
------------
Go into that Stone Toad, do not forget to scan it, and then, once in the mouth
you should plant a morph ball. Then it will explode and allow you to enter the
new path created. Now there is a little time test. Go up to the little hole.
In morph ball mode, bomb the hole to activate the water lowerage. There are
now two more cores you need to activate to permenantly keep a path to the door
above the main room. Now head out with the morph ball and go to Core 2. Bomb
the activation hole here to raise three platforms. Now head over to those
platforms quickly. You don't have all day as the water will raise in a certain
amount of time. Go across the platforms and through the hall to Core 3. Now
activate the final hole and you will permantly have a path to the door. Go up
to that door and open it.

WEST FURNACE ACCESS:
--------------------
A small hall with a door at the end. Go in as there is nothing else to do in
this room.

FURNACE:
--------
Directly at the entrance of this room is a morph ball hole. Go in there and
at the end is another Energy Tank! This will increase your energy 100 points
yet again. You need a new item to proceed on. You can go anywhere else and
look for new items you can get using the new items you already have. Once you
are done, go back to the Arboretum.

ARBORETUM:
----------
In this large tree room, you will need to scan four Runic Symbols again. Also,
we need to get to the top of the room. The only way to get all the way up is
to scan the four Runic Symbols. To start off, go to the other side of the
room. You will seem some Venom Weeds on the ground in the water. First scan
them and then shoot them. Once they are shot and they go into the ground, scan
the first symbol below them. Now head back across the room. Now head right on
the platforms and across the wooden bridge. The second Runic Symbol is right
above there. Scan it on the tree. Now head up and go until the wall gets to
a small gap. To get throug there, use your morph ball. Bomb all the blocks
that get into your way as you move along the gap. At the end, be sure to kill
all of the War Wasps that are to your right. Also blow the Hive up so they
cannot come back. As you get out, the third Runic Symbol is directly to the
left on the wall. Then head up the steps here and go up to the next gap. The
difference between this gap and the last gap is that this one has Venom Weeds
in the middle. Quickly shoot them and roll past them to the other side. Go
on the path and up the bridge. At the end is the fourth Runic Symbol. Now go
into the newly opened door and bomb the rock to find the blue door. Hit it
and go into the next room.

SUNCHAMBER LOBBY:
-----------------
In here is a small path with the Venom Weeds comepletly covering it. Shoot the
first ones and then roll past them to the small branch. Then shoot the second
bunch and roll all the way to the end where the blue door is at. Shoot is and
go into the next room.

SUNCHAMBER ACCESS:
------------------
In here, shoot the Venom Weed and the Reaper Vines that detruct your path. Go
all the way to the end and climb up to the top. At the top are boxes with ammo
and other life energy. Then go into the next door and fight the next boss.

SUNCHAMBER:
-----------

*****************************************************************
BOSS #4 : Flaahgra                                              *
*****************************************************************
Here is the next boss. Watch the short cut scene and get ready to start the
first challenging boss battle. You will notice that there is a dish around the
arena. Your objective is to stun Flaahgra and then hit the back of the dish so
that it moves upward. Then it will reflect light on Flaahgra giving you a
chance to harm it. That is the battle in a nutshell. Here is more detail. At
the start, shoot regular shots right at the plant. Just rapidly do it. Try to
get close to the dish when you are firing. If you hit it enough, the plant
will be stunned. Now hit the dish with a missile on the back. It will have a
red button on it. This will reflect light onto Flaahgra and allow you to go
into a tunnel on the side leading to the plant. Ball up and go into that
tunnel and at the end, bomb it. This will inflict damage. Now, if you do not
stun Flaahgra fast enough, it might claw you. If you are fast though, you will
have no problem. Now, after you hit it for the first time you will be hit with
two dishes. Again, the object of this is to stun Flaahgra and then hit BOTH of
the dishes. To do this fast enough, simply strafe using B and over to get good
speed. Then repeat and you will hit it again. You will have to do this up to
four dishes. Nothing else changes though. Just shoot as and move as fast as
you can. After the fourth you will have defeated Flaahgra!
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---
                         6 : OBTAIN VARIA SUIT
----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---

Do not worry, you get the VARIA SUIT right when you defeat Flaahgra. Go up to
it and take it! Now you can withstand heat and go into the Magmoor Caverns!
First head out the door.

----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---
                         7 : GET TO MAGMOOR CAVERNS
----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---

SUN TOWER ACCESS:
-----------------
Hop into the water ahead and dodge all the enemies here. Be sure to scan the
Pulse Bombs but you cannot kill them without an electric weapon. Head across
the waters to the door at the other side.

SUN TOWER:
----------
In here, simply drop down to the bottom. Do not worry, you will not lose any
life after the drop. Then scan the Chozo Lore here at the bottom. Now, go into
the next room and take the elevator down to MAGMOOR CAVERNS!

------------------------------------------------------------------------------

------------------------------------------------------------------------------
O LOG BOOK CHECK:
  ---------------

Here are the Log Book Items you should have scanned during this section of the
game: Chozo Ruins Visit #1
------------------------------------------------------------------------------

------------------------------------------------------------------------------
O Creatures:|
  ----------

O WAR WASP:
  ---------
  * Morphology: The War Wasp Hive is the primary dwelling for War Wasps, and
                is only vulnerable to heavy weaponry. War Wasps build their
                hives over existing crevices, using whatever materials close
                at hand. They carry building fragments back to the
                construction site with their forelegs, and glue them into
                place with adhesives secreted from their abdomens.


O WAR WASP HIVE:
  --------------
  * Morphology: The War Wasp Hive is the primary dwelling for War Wasps, and
                is only vulnerable to heavy weaponry. War Wasps build their
                hives over existing crevices, using whatever materials close
                at hand. They carry building fragments back to the
                construction site with their forelegs, and glue them into
                place with adhesives secreted from their abdomens.


O STONE TOAD:
  -----------
  * Morphology: The Stone Toad preys on creatures smaller than itself, and is
                vulnerable only from within. A Stone Toad is able to remain
                still for days. It preys opon creatures smaller than itself,
                inhaling them whole. Anything it finds indigestible, it
                regurgitates. Stone Toads use their tusks as a last resort in
                combat.


O REAPER VINE:
  ------------
  * Morphology: A powerful rock-dwelling tentacle, it appears to be part of a
                much larger organism. A single eye upon the Reaper Vine keeps
                a constant vigil, but its vision is limited to 10 meters. A
                scythe-like appendage on its tip is honed to lethal sharpness.
                The Reaper Vine will swing this blade wildly at anything that
                enters its zone of perception.


O EYON:
  -----
  * Morphology: An immobile organism that's entirely composed of ocular
                tissue. The Eyon is capable of launching sustained energy
                beams when active. However, the Eyon is sensitive to light and
                will close shut if a bright flash ignites nearby.


O FLAAHGRA (boss):
  --------
  * Morphology: This mutant plant is the source of the toxic water in the
                ruins. Flaahgra's growth cycle has been radically accelerated.
                As a result, it requires near-constant exposure to solar
                energy to remain active. This exposure has made Flaahgra's
                outer shell thick and durable. Concentrated weapon fire can
                daze it for short periods, but its lower root system is
                unprotected and vulnerable, however. Exploit this flaw when
                possible.


O FLAAHGRA'S TENTACLE (boss):
  -------------------
  * Morphology: One of Flaahgra's tentacle fills a narrow drainage channel in
                the Sun Chamber. Analysis indicates that Flaahgra's central
                nervous system may be located at the base of this structure.


O VENOM WEED:
  -----------
  * Morphology: Venom Weed is a poisonous plant that retracts into the ground
                if threatened. Venom Weeds evolved to thrive in the habitants
                of large organisms. They lure prey with brightly colored
                leaves, then attack with tiny barbs that deliver a poweful
                toxin. Venom Weeds rapidly decompose anything that succumbs in
                their midst.


O BARBED WAR WASP:
  ----------------
  * Morphology: An airborne insect with the evolved ability to launch its
                stinger at prey. The Barbed War Wasp is a highly agressive
                member of the War Wasp family, this insect can propel the tip
                of its stinger up to 20 meters. The stinger tip regrows
                seconds after launch and contains an acidic compound designed
                to predigest prey.


O PLAZMITE:
  ---------
  * Morphology: Small insects capable of storing and releasing thermal energy.
                Plazmites are attracted to sources of heat, thriving on the
                energy present there. They emit light when hunting, and expel
                small bursts of thermal energy when threatened.


O RAM WAR WASP:
  -------------
  * Morphology: The Ram War Wasp is an airborne predator insect that circles
                its prey and strikes with others as a group. The War Wasps are
                the only species of Tallon IV to evolve a true hive mind.
                Nesting in damp, dark places, Ram War Wasps emerge in small
                groups when threatened and circle their enemy at high speed,
                disorienting it. Striking from all sides, as a single
                intelligence, they can fell huge organisms with their tactics.


O SCARABS:
  --------
  * Morphology: Scarabs are exploding Parasites that can embed their bodies
                into solid rock. Scarabs think nothing of sacrificing
                themselves for the safety of the swarm. When a hostile
                life-form is sighted, they block its progress by embedding
                themselves in floors and walls. Embedded Scarabs violently
                self-destruct when threatened.


O INCINERATOR DRONE (boss):
  -----------------
  * Morphology: Device schematics indicate a high risk of malfunction when
                internal power core is exposed. This unit has minimal combat
                programming, but can defend itself if necessary. The intense
                heat blasts it shoots compensate for its lack of battle
                prowess.


O PLATED BEETLE:
  --------------
  * Morphology: Hardy member of the Parasite family. Invulnerable to to most
                weaponry. A cousin to the Parasite, these creatures are known
                for their amazing resilience. Field studies suggest a weakness
                to Morph Ball delivered weapon systems.


O SHRIEKBAT:
  ----------
  * Morphology: The Shriekbat is a territorial ceiling dweller. Body
                temperature peaks at 121 centigrade. Shriekbats have high
                internal temperature, making them easy to spot with thermal
                imaging. They roost on cave ceilings while hunting for small
                prey. Fiercely territorial, they dive-bomb anything that
                wanders near.

------------------------------------------------------------------------------

------------------------------------------------------------------------------
O Chozo Lore:|
  -----------

O FOUNTAIN
  --------
  At the highest point of our city lies the fountain, a wellspring of pure
  water that flows throughout our civilization. It is the jewel of the Chozo,
  the life-giver, and yet its waters speak of a clouded future. As we come to
  understand the paths of time and space more clearly, we have begun to
  glimpse rough tatters of past and future, glittering behind reality like
  soft lights behind a curtain. We have seen the fountain in these glimpses,
  pouring darkness instead of water, and we cannot guess what the visions
  mean.
  -- Found in: Chozo Ruins in the Ruins Entrance.--

O EXODUS
  ------
  We Chozo are departing now, after so many years in peaceful seclusion here
  on Tallon IV. When we came, this place was a refuge for our spirits, a
  civilization built from native materials, bereft of the trappings of our
  technology. We were linked to the land here, kindred to the plants and
  animals, far away from the machines we had become so dependent on. And so
  we leave it now, pristine, a testament to the mortal forms we no longer
  need. We have drawn the veils of time and space aside, and are withdrawing
  beyond the illusion. But we will never forget this, the most sacred of our
  homes. And we will remain ever watchful.
  -- Found in: Chozo Ruins in the Ruined Nursery.--

O HATCHLING
  ---------
  As we struggle with the Great Poison, something stirs at the edges of our
  vision. It is the Hatchling Samus. We feel her, across the void, as she
  hunts the corrupted. Will our fates again be one? As our pride shatters,
  will prophecy become real? When all strength wanes from the Chozo, will it
  be the Hatchling who fulfills our legacy? True sight eludes us, for the
  Poison gnaws at all vision, leaving seers blind and filled with despair.
  Truth's blessing may come too late.
  -- Found in: Chozo Ruins in the Ruined Fountain.--

O BEGINNINGS
  ----------
  Our sanctuary grows by the day. We Chozo know much of technology, but we
  have chosen to leave it behind on this journey. Our home here on Tallon IV
  will be a place of simplicity: structures hewn from the stone, bridges
  woven with branches, hallways caressed by pure waters. We build around the
  ancient and noble trees, drawing from their strength and giving them our
  own in return. All that is wild will flow around us here: our race will be
  just one more group of creatures in the knit of nature. It is our hope that
  such a state will bring with it great wisdom, a greater understanding of
  the nature of the universe. Once our city here is complete, we will peer
  inward and discover the truth.
  -- Found in: Chozo Ruins in the Vault.--
------------------------------------------------------------------------------

------------------------------------------------------------------------------
O Research Data:|
  --------------

O LARGE ENERGY:
  -------------
  Large Energy replenishes 20 units of energy.

O MORPH BALL SLOT:
  ----------------
  Standard Morph Ball Slot. Inserting the Morph Ball into the slot and
  detonating a Bomb will usually cause these slots to send electrical impulses
  that can activate different types of devices.
------------------------------------------------------------------------------

------------------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                   4.4: Tallon IV: Fire and Ice                          mp_fi
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Now that Samus has the Varia Suit, she can go into the deep and hot Magmoor
Caverns. She needs to find the special items in the Fire and Ice worlds. The
problem...Enemies to the max. This section consists of three missions.

1 : OBTAIN THE BOOST BALL
2 : OBTAIN THE SPACE JUMP BOOTS
3 : OBTAIN THE WAVE BEAM
4 : OBTAIN THE SUPER MISSILES
5 : OBTAIN THE THERMAL VISOR
6 : DEFEAT THARDUS
7 : OBTAIN THE SPIDER BALL

----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---
                         1 : OBTAIN THE BOOST BALL
----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---

------------------------------------------------------------------------------
                         MAGMOOR CAVERNS VISIT #1
------------------------------------------------------------------------------
MISSILE UPGRADES: 3
ENERGY TANKS: 1
OTHER:
-Creature Log: Grizby, Burrower, Magmoor, Puffer, Triclops,
-Pirate Data: NONE
-Research Data: NONE
-Chozo Lore: NONE
-Artifacts: NONE
------------------------------------------------------------------------------

BURNING TRAIL:
--------------
Right as you enter, you will notice a large hole. You may use the platforms
to get down or just fall, as you will not lose any damage. Now head through
the hall down here and kill the skriekbats. Then to the your right is a door.
Inside is a Save Station. This is an excellent time to save. Anyway, once you
have saved, go back out and proceed on. You will meet a Grizby here. It can
only be killed with a missile so, kill it or move on to the next room.

LAKE TUNNEL:
------------
In here, you will notice lava all around you. Try to avoid it, and if you do
touch it, quickly get out. Take out the Grizby from a distance and then make
it across the room to a small cave. Scan the burrower here and just avoid it.
Now hit the blue door and go to the next room.

LAVA LAKE:
----------
Ok, at the beginning there will be a cut scene. Then, there will be a Magmoor
right in front of you. Charge up your beam and shoot it to the max. It will
sometimes shoot fire at you. Dodge that fire and kill him. Then, scan one of
the puffers that are around. Now take them out with one regular shot. Avoid
the poisonous gas they let out after being destroyed. Now head across the
platforms to your right. Watch out for the ones that sink. Once on save
ground, kill the puffers that are left and then the last Magmoor in this
room with a few charged up shots. Now get onto the safe platform with the
boxes on it. Break the boxes and collect ammo and energy. Then look for a
rock that is cracked in the wall. Morph ball bomb it a few times and get to
the next part of this room. There will be more puffers in here, so pick them
off from a distance. Then get across the room and go into the blue door ahead.

PIT TUNNEL:
-----------
You will notice a cage under you. First scan the Triclops under you. Now, ball
up and head under the cage. Try to avoid the Triclops from catching you and
get across the room. If they do catch you, press A rapidly to bomb them. Then
roll to the other side of the room and head into the blue lit door.

TRICLOPS PIT:
-------------
This place is very big, but you will not need to use most of it for now. Head
over to the left and look for the puffers above. Take them out one by one.
Once you have gotten them all, jump from platform to plarform all the way up
to the top of the room. Then go into the blue lit door to the next room.

MONITOR TUNNEL:
---------------
There will be three big platforms moving up and down. Also, puffers will be
all around. Take them all out and then jump from platform to platform all the
way to the other side. Enter the door to the next room.

MONITOR STATION:
----------------
In here, you will notice a huge data station on front of you. First of all,
there will be gun turrets all around the station. Kill the three of them by
firing a missile or charged beam shots. Now head forward towards a blue lit
door. Ignore this for now and head to the right, under the station. Not head
left and over to the platforms. Make sure you take out the puffers around
here. Head up the rock like plarforsm and all the way t oa bridge. Jump over
to the bridge and head into the station. Now head left and go into the blue
door here.

TRANSPORT TUNNEL A:
-------------------
In here there is a little maze. If you would like to, I would suggest you do
a double jump over the first block and up a few more. This will lead you to
yet another energy tank, increasing your life gauge by 100 points. This is,
of course, optional, but is highly recommended. Now, head all the way to the
end of the maze and go into the blue door here. Now head into the elevator by
scanning the switch. Go up to the next world.
------------------------------------------------------------------------------

------------------------------------------------------------------------------
O LOG BOOK CHECK:
  ---------------

Here are the Log Book Items you should have scanned during this section of the
game: Magmoor Caverns Visit #1
------------------------------------------------------------------------------

------------------------------------------------------------------------------
O Creatures:|
  ----------


O BURROWER:
  ---------
  * Morphology: A tunneling insect predator, the Burrower is similar to the
                Beetle, though it prefers to spend more time underground. It
                seeks seismic disturbances, then surfaces to attack. It has
                enough cunning to realize when something is too large for it
                to handle. Beyond that, it is fairly ignorant. What it lacks
                in brains, it makes up for in agression.


O GRIZBY:
  -------
  * Morphology: A sub-volcanic carrion feeder, the Grizby's carapace has been
                fused together by superheated air. This barrier stands up to
                everything but concussive blasts. Its intelligence is limited
                to instinctive scavenging patterns.


O PUFFER:
  -------
  * Morphology: An unstable gas-filled membrane, the Puffer ruptures on
                contact. Puffers fill their bodies with lethal meta-viprium
                gas and float about in search of food. If ruptured, the gas
                within the Puffer is violently released. Despite their fragile
                bodies, Puffers are agressive hunters. The gas cloud they
                release on death is often fatal to the creature that brings
                them down as well.


O MAGMOOR:
  --------
  * Morphology: The Magmoor is a fire-breathing serpent that dwells in the
                fiery depths of lava pools. Magmoors prefer extreme heat zones
                are susceptible to frigid attack forms. Sightless, they
                navigate the lava currents using sonar receptors. Magmoors
                have a keen sense of smell, enabling them to pinpoint targets
                with startling accuracy.


O TRICLOPS:
  ---------
  * Morphology: A hard shelled creature with powerful jaws. The Triclops is a
                hunter-gatherer. It collects small creatures and bits of
                foodstuff, then deposits them elsewhere for later consumption.
                The hard tripartite mandibles it uses to move earth and rock
                are quite strong and difficult to escape.

------------------------------------------------------------------------------
                        PHENDRANA DRIFTS VISIT #1
------------------------------------------------------------------------------
MISSILE UPGRADES: NONE
ENERGY TANKS: NONE
OTHER:
-Creature Log: Crystallite, Flickerbat, Pulse Bombu, Baby Sheegoth,
               Ice Burrower
-Pirate Data: NONE
-Research Data: NONE
-Chozo Lore: Cipher, The Turned
-Artifacts: NONE
------------------------------------------------------------------------------

SHORELINE ENTRANCE:
-------------------
Just follow the simple path until you come across some ice. Shoot the ice with
the charged beam. It will shatter and you will be able to pass to the next
blue lit door.

PHENDRANA SHORELINE:
--------------------
Watch the cut scene introduce you to the Phendrana Drifts. From here, head
across the waters using the ice platforms and go up to the cave that leads you
to a blue lit door. In the cave you will see Crystallites. Scan them and then
kill them with a missile, as that is the only weapon you have that can kill
them. Now head into the door and save your game here. Now go right when coming
out of the cave until you see a fenced off tube. Hit it with a missile and
then morph ball all the way to the end of this tunnel. Then scan the symbol
here to open the door above. Head back towards the cave. Now, you will see
platforms right here. Climb up them, and get to the door you just unlocked.

ICE RUINS ACCESS:
-----------------
Shoot the ice ahead in the distance with a charged beam shot. Then scan the
Scatter Bombu ahead of you. Ball up and roll past him and through the tunnel
all the way to the end. Then go into the next room.

ICE RUINS EAST:
---------------
In here, you will find some Baby Sheegoths. While they are sleeping, scan
them. Now get up close to them. They will awake in a jiffy. To destroy them,
you must dodge around to their back and shoot the there. They are only
vulnerable at the back. Once both die, collect the energy they leave and head
to the platform with some boxes on it above. Make your way across the
platforms here and watch out for the holes in the ruins as you may fall. Make
your way all the way to the new door.

PLAZA WALKWAY:
--------------
Ice Burrowers are crawling around here. Be sure to scan them, as they will be
gone later on in the game. Then move onto the blue door ahead and into the
next room.

PHENDRANA SHORLELINE:
---------------------
You are back into the large room. Now do not fall or you will have to get all
the way back up here again. Turn left on this high ledge and make your way
up. Then enter the blue lit door at the top and go into the next room.

RUINS ENTRYWAY:
---------------
This is just a hallway full of Pulse Bombus. Ball up and avoid them up to the
blue lit door. Now enter that door.

ICE RUINS WEST:
---------------
First off, go left and take out the two Baby Sheegoths there they same way
you did before. Then go up and to the ruins and scan the Lore there. Now go
back to the Sheegoth place and look for a gap with the blue lit door there.
Shoot it and head into the next room.

CANON ENTRYWAY:
---------------
In here, again ignore the Bombus and ball up. Head all the way to the end and
hit the blue door here. Head into the next room.

PHENDRANA CANYON:
-----------------
From the start, drop down to the boxes and scan the Lore here. Drop down all
the way to the bottom now and take out the Baby Sheegoths. Now head up the
snow and scan the panel to align the platforms. Now jump on the platforms in
a hast like manner. The platforms will not be there for long. Once you jump
across all of the platforms, you will receive the BOOST BALL! This gives you
a boost by holding down B when in Morph Ball Mode. Use the halfpipe here to
get out by pressing B like a Skateboarder on a halfpipe. Then make your way
all the way back to your ship on Tallon Overworld. Just look at your map for
directions to the "E" for Tallon Overworld. The walkthrough will pick up from
there.
------------------------------------------------------------------------------

------------------------------------------------------------------------------
O LOG BOOK CHECK:
  ---------------

Here are the Log Book Items you should have scanned during this section of the
game: Phendrana Drifts Visit #1
------------------------------------------------------------------------------

------------------------------------------------------------------------------
O Creatures:|
  ----------

O BABY SHEEGOTH:
  --------------
  * Morphology: The Baby Sheegoth is a glacial predator with an ice shell that
                protects its vulnerable dorsal area. Young Sheegoths grow a
                resilient shell of ice on their backs. This serves to protect
                a layer of vulnerable flesh that eventually becomes a ridge of
                energy-absorbing crystal. Powerful hunters, they fire bursts
                of ulta-cold gas at potential prey, then feast on their frozen
                victim.


O CRYSTALLITE:
  ------------
  * Morphology: The Crystallite is a territorial cold-weather scavenger. The
                shell of a Crystallite reflects beam weapons and can only be
                cracked by a concussive blast. They hang upside down in an ice
                cave during their larval stage. Moisture runs off its body and
                forms the hard ice shell, which the Crystallite retains for
                the rest of its life.


O FLICKERBAT:
  -----------
  * Morphology: The Flickerbat is a scavenger with optical camouflaging that
                renders it invisible to the naked eye. Flickerbats are
                deceptive creatures. The only way to track them reliably is
                with X-ray imaging. They fly ceaselessly, hunting insects and
                other small prey that float on the air currents. Flickerbats
                tend to fly in cyclical hunting patterns, using primitive
                sonar to navigate.


O ICE BURROWER:
  -------------
  * Morphology: The Ice Burrower is a hardy life form that has adapted to the
                frigid climate of Phendrana. It spends most of its time
                tunneling through the frozen soil, but occasionaly surfaces to
                attack passers-by.


O PULSE BOMBU:
  ------------
  * Morphology: A life-form of raw energy, the Pulse Bombu periodically
                releases explosive segments from its body. Pulse Bombus are
                energy beings invulnerable to most known weapons. Electrical
                energy can harm them, however. They lack any intelligence
                beyond an instinctive attraction to other charged energy
                sources. Pulse Bombus produce energy constantly. All excess
                energy is shed, regardless of who or what may be nearby.
------------------------------------------------------------------------------

------------------------------------------------------------------------------
O Chozo Lore:|
  -----------

O CIPHER
  ------
  None know if our temple, the Cradle, will prove powerful enough to contain
  this evil forever. How can we Chozo hope for it to remain intact when that
  which it guards writhes in the darkness, growing always stronger? The fate
  of this world rests with the gathering of Artifacts we call the Cipher, but
  even it is not all-powerful. It is strong, yes: an enchanted whole made of
  twelve links. Still, it is finite in its reach, and we who guard it are
  slowly succumbing. When our vigilance crumbles away into madness, the
  Cipher will be exposed and the fate of Tallon IV will be beyond our
  influence.
  -- Found in: Phendrana Drifts in the Ice Ruins West.--

O THE TURNED
  ----------
  Many Chozo have gone beyond now, and this is a mercy. Those of use who
  remain suffer in dimensional flux, drifting helplessly across time and
  space, guided by unseen and inexorable currents. The Chozo who cling to
  sanity fight the tide, but our minds are weakening. Soon we will all be
  like the Turned. Chozo who have been utterly corrupted by the Great Poison.
  The Turned still hold their Chozo forms, but their minds are black with
  fell intentions. Gone is their respect for life. They honor only
  destruction, and seek to disrupt the Artifacts holding the Great Poison at
  bay. All life taunts them, and they do not rest. Before long, they will be
  all that remain of the Chozo here.
  -- Found in: Phendrana Drifts in the Phendrana Canyon.--

----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---
                         2 : OBTAIN THE SPACE JUMP BOOTS
----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---

------------------------------------------------------------------------------
                        TALLON OVERWORLD VISIT #2
------------------------------------------------------------------------------
MISSILE UPGRADES: NONE
ENERGY TANKS: NONE
OTHER:
-Creature Log: NONE
-Pirate Data: NONE
-Research Data: NONE
-Chozo Lore: NONE
-Artifacts: NONE
------------------------------------------------------------------------------

LANDING SITE:
-------------
Coming out of the door from the Gully, turn left and jump up the platforms
here. Up here at the top is a door. Enter it.

ALCOVE:
-------
Right in front of you is a new weapon. Easy enough. You got the SPACE JUMP
BOOTS! These allow you to jump twice in the air. Big time helper. This is
probably my favorite item in the game, as it helps you so much. Now head back
to the Landing Site and save your game to get more ammo and life. So far we
are making good progress. Now, you can go into the last blue door in the
Now head back into the Phendrana Drifts for something even more exciting!

----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---
                         3 : OBTAIN THE WAVE BEAM
----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---

------------------------------------------------------------------------------
                        PHENDRANA DRIFTS VISIT #2
------------------------------------------------------------------------------
MISSILE UPGRADES: 1
ENERGY TANKS: 2
OTHER:
-Creature Log: Ice Parasite, Sheegoth, Stalactite, Ice Shriekbat, Shadow
               Pirate, Space Pirate, Metroid, Ice Beetle, Sentry Drone,
               Thardus
-Pirate Data: Phazon Analysis, Mining Status, Security Breaches, Parasite
              Larva, Glacial Wastes, Phazon Program, Contact, Meta Ridley,
              Metroid Studies, Phazon Infusion, Metroid Forces, Metroid
              Morphology
-Research Data: Zebes, Tallon IV
-Chozo Lore: NONE
-Artifacts: NONE
------------------------------------------------------------------------------

PHENDRANA SHORELINE:
--------------------
This is, again, the main room that you entered in the first time you came
here. Head across the water to the save station and save if you choose. Coming
out of the save station, go left and space jump up to the ledge. Keep space
jumping up all the way to the top and then enter the blue lit door to the
next room.

TEMPLE ENTRYWAY:
----------------
This part is a bit tricky. Watch out for the bombus and other creatures. You
need to blast the ice away but you cannot use the charge beam because it
attracts the bombus. Shoot missiles instead at the ice to clear the path. Then
ball up and go all the way to the door. Head into the next room.

CHOZO ICE TEMPLE:
-----------------
This is a larger room. You goal is the top and the only way you can make it
from platform to platform is to space jump. Follow the path by jumping in a
spiral. Be sure to take out the Ice Parasites and the Crystallites as you get
up to the top. Also, scan the Ice Parasites for a new creature. Once you are
at the top, look at the Chozo faces on the left and right. To your right, scan
the faces until you find the one made of Brinstone. Shoot a missile at it to
reveal a morph ball switch. Scan this if you have not already. Now, bomb up to
the hole and then bomb the hole itself. Now that the door is unlocked, go into
the next room around the corner.

CHAPEL TUNNEL:
--------------
This is another morph ball puzzle. Double bomb the block and then hit the
base of the pillar to lower it with another bomb. Do this at the next pillar
and box. Then head into the last tunnel and into the next room.

CHAPEL OF THE ELDERS:
---------------------
Here comes a mini boss for a new weapon. Go all the way to the weapon at the
other side of the room. It will be taken away and the boss battle will begin.

*****************************************************************
BOSS #5 : SHEEGOTH                                              *
*****************************************************************
This boss consists of two parts. The first part will be the baby sheegoths.
Two will come out of the snow at opposite sides and go for you. Take them out
one at a time. Make sure that you do not use any missiles as you will need
them for later. Kill the first two baby sheegoths and then two more will come.
Destroy those last two by doding behind them and then shooting their shell
off. After all four baby sheegoths die, a cutscene will take place. The Big
Sheegoth is here! First of all scan it.

For the Sheegoth, there are two ways of killing this beast. One way is harder
than the other. First, the only thing that can hit the Sheegoth are missiles
and morph ball bombs. The harder method would be to shoot the beast when it
is breathing heavily with a missile. He breathes heavily after he has done
once of his attacks. Make sure you time it well to get a good solid hit. All
around the room are missile ammo, so use your missiles sparingly. The other
easier way of defeating the sheegoth is to roll under him and use bombs on
it. The problem with this method, though, is that you can lose a lot of
damage. Either way should work though. Once it is dead, you will get a new
weapon! The WAVE BEAM! Finally something that can shoot out electricity to
kill those Bombus. Now head back to the Ice Ruins West and kill the bombus
on the way using the Wave Beam.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---
                         4 : OBTAIN THE SUPER MISSILES
----*----*----*----*----*----*----*----*----*----*----*----*----*----*----*---

ICE RUINS WEST:
---------------
In here, head to the right where the Crystallites are at. Then space jump all
the way up to the top and find the Stalactite. Make sure that you scan it as
it may not be here again. Now jump over to the Crystallites and take them out.
Then jump over to the right and over to the purple door. Purple doors can only
be opened using the Wave Beam. Head into the next room.

COURTYARD ENTRYWAY:
-------------------
In this simple hall, take out the bombus using the Wave Beam and the Scarabs
all around. Then go into the door at the end.

RUINED COURTYARD:
-----------------
In this larger room, you will need to get up high. To do this, we must fill
up the lake. To do that, you must head right and up to the spinner. Scan this
for a Research. Now, activate it by boosting inside it. Once it fully
activates, two of the holes will open. Now head straight across the room to
the second spinner. Activate this one as well and the other two holes will
open up. Now space jump up to the ball hole and bomb it. This will cause water
to fall from the opened holes and then filling up the lake. Now go across all
of the snow platforms to the hole and morph ball in there to get an Energy
Tank! Now repeat this process to raise the water again. Jump from the snow
platforms all the way to the structure. Now head to the wall and jump all the
way to the top. First head right and missile the the door. Here is a Save
Station! Finally! Now save and go back out to the central platform. Turn to
the Wave Beam door and go inside.

SPECIMEN STORAGE:
-----------------
As you come in a Turret will shoot at you. Blast it with a missile or charged
Wave beam. Then as you walk forward a Shadow Pirate will come at you. Scan it
for a new entry. Now, shoot missiles at it for any easy kill. They are rather
fast, so watch out. Now head through the purple door at the end and into the
next room.

RESEARCH ENTRANCE:
------------------
In the distance you will see a Turret. Try to blast it out without it seeing
you. Then you will get into a cut scene. New pirates will come at you. They
are Space Pirates. Missiles are the easiest way to kill them. Once they are
all gone you can go into the unlocked door. Head into the next blue door to
get the map for this level. Scan it to unlock all the rooms. Now head back
to the Research Entrance and follow the tunnel to th