Metroid Prime Walkthrough :
This walkthrough for Metroid Prime [Game Cube] has been posted at 24 Mar 2010 by kolll and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up kolll and share this with your freinds. And most important we have 20 other walkthroughs for Metroid Prime, read them all!
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Walkthrough - FAQ/Walkthrough, . : / __ __ ___ _____ ___ ___ ___ ___ \ . : . . | | \/ | __|_ _| _ \/ _ \_ _| \ | . x . . / | |\/| | _| | | | / (_) | || |) | \ , ;, | |_| |_|___| |_| |_|_\\___/___|___/ | . ' x / _ _ ___ _ \ . . , | |_)|_) | |\/||_ | O O / | | \_|_| ||_ \ ; ____| |____ \ ._________________________. / \ | FAQ/Walkthrough | / \__________________|~~~~~~~~~~~~~~~~~~~~~~~~~|__________________/ | Created by: Banjo2553 | | Copyright: 2007 | |_________________________| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome to my Metroid Prime FAQ/Walkthrough! I will strive to make this FAQ the best and most famous Metroid Prime FAQ on GameFAQs, by providing you with all the info you need! My walkthrough section is set up to ensure that you get 100% on items and scans. Plus, each FAQ I write, will be written in one go, so you'll have the perfect walkthrough right there, plopped right in your hands! Well, what are we waiting for? Let's get out our reading caps and read what is meant to be written! *I based the Table of Contents off of something in the game...can you guess? CURRENT VERSION: Added a more in-depth Logbook section and an Inventory section, detailing all the Suit Upgrades in the game, including Expansion locations! Also fancied up the FAQ a bit. It's the least I could do considering my leaps I've made on my other Metroid FAQs. Also updated my Legal Notices. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= _________________________ ____ _______________________________ _ \______ / \__/ \ |able of Contents \____/ ------------------------------------------------------------------------------- ________________________________________________________________________ | I. Intro \ \ a. Gameplay | | b. Story \ | II. Walkthrough | | a. Unidentified distress signal.... | | b. Speedy Recovery | | 1. Getting the Missile Launcher | | 2. Grabbing the Morph Ball | | 3. Acquiring the Charge Beam | | 4. Getting the Morph Ball Bomb | | 5. Catching the Varia Suit | | c. Exploring Extreme Temperatures | | 1. Speed Ball acquired | | 2. Space Jump Boots! | | 3. Waving at the Wave Beam | | 4. Super Missile add-on | | 5. Thermal Visor | | 6. Spider Ball | | d. Infiltrating the Mines | | 1. Wave Buster add-on | | 2. A very 'Ice Beam | | 3. Defying “Gravity” | | 4. Someone set us up the Power Bomb! | \ 5. Grappling for joy \ | 6. THE X-RAY VISORZ! THEY DO NOTHING!!! | | 7. Ice Spreader add-on | | 8. The “Plasma”'s burning me alive! | | 9. Flamethrower add-on | | 10. This Suit doesn't “Phazon” me! | | e. Getting all the Artifacts | | 1. Artifact of Truth | | 2. Artifact of Strength | | 3. Artifact of Elder | | 4. Artifact of Wild | | 5. Artifact of Lifegiver | / 6. Artifact of Warrior / | 7. Artifact of Chozo | | 8. Artifact of Nature | | 9. Artifact of Sun | | 10. Artifact of World | | 11. Artifact of Spirit | | 12. Artifact of Newborn | | 13. Final Surprise | | f. Final Bout | | III. Logbook | | a. Creatures | | b. Pirate Data | | c. Chozo Lores | | d. Research | | IV. Inventory | | a. Suit Upgrades | | b. Missile Expansions | | c. Energy Tanks | | d. Power Bomb Expansions | | V. Unlockables | | VI. FAQ End | \_ a. Credits | \ b. Legal Notices | \ c. End __________________ | \ _____________ ______________________/ \__| \ \_/ _______ \_____/ \ / \_ \___________/ \_____________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ___________________________ / Intro \ ----------- < Gameplay > ------------------------------------------------ \___________________________/ The gameplay of Metroid Prime is like an FPS, but also with it being an Adventure game. So, it's an FPA (First-person Adventure). It's very nice, and has a lock-on feature, which is great for those who don't have a very good aim (like me); but for those who don't want to use the lock-on, you can use the R Button to aim instead of the L Button for Locking-on, but I warn you, when you do decide to aim instead of lock-on, you won't be able to move, so that means it'll be very difficult to survive. It would be advisable to use the lock-on more often, otherwise bosses will be extremely hard without the side dodging. Yes, while locking-on, you can strafe around the enemy/object you are locking-on to, and can do a quick sideways jump by pressing B while strafing left or right. Anyway, onto other stuff. The whole setup of how the game works, is it lets you see what she sees from her visor, which is pretty neat, but because of this, Retro had to cut down on how some power-ups worked in the 2D games, like, say for instance, the Space Jump allowed you to continually rise by excessive spinning, but in this game, they changed it to Space Jump Boots, and all you can do with them is double jump, no continual rising thing. You'll have to expect that in 2D-to 3D transition games. Well, at least the Space Jump Boots are still required, and you'll find that you'll be using it a lot, so who can complain? The basic Adventure part of it is collecting certain things to make yourself more powerful for those stronger enemies ahead. Um, don't call it an RPG, because that's not what it is. Anyway..... ---------- Visor Set-up: ¯¯¯¯¯¯¯¯¯¯¯¯ The visor setup, has a mini-radar, a mini-map, a danger meter, energy bar (including showing exactly how much units and extra Energy Tanks you have), Missile bar (which shows you how many Missiles you have, including a number), Beam weapon mini-menu, Visor mini-menu, and a tracking device to tell you where to go next. Yes....I know that's a lot, but thankfully, they've found a place for all of that, and still allow a lot of room to see. First, let's talk about the mini-radar. Basically, the mini-radar is used to detect any enemies in the room you're currently in, it might be helpful if you can't find a certain enemy, but it's almost always ignored, hopefully, they've made a real use for it in the sequel. It's located in the top left corner of the screen, in case you want to look at it. Next, is the mini-map. I hardly see the use of this, since you can access your main map by pressing the Z Button, but whatever. It basically shows the room you're currently in in the main map, not really useful. It doesn't show any important things like power conduits, doesn't detect enemies, (because the Mini-radar does that) or any other important stuff. It's kinda useless, personally. Alright, next on the agenda is explaining the danger meter. Basically, what this thing does, is it warns you how close you are to taking a hit. When the “!” is at the bottom of the meter, that means you're in no danger, but, if it's at the top of the meter, then you're taking damage, and/or very close to taking damage. Say, you're near some toxic water, when you're almost stepping in it, the meter will be almost at the very top, but not quite. When you step away from it, the meter will lower, and if you're in the toxic water, the meter will be at full, and you will be taking damage. To me, this is pretty useful, especially when an enemy sneaks up behind you, you can detect that enemy. I'm glad this extra has an actual use. The mini-radar kinda serves the same purpose for enemies, but not as reliable...I think...I rarely look at it. This meter is located on the left of the screen. Next is the energy mini-screen. This shows how many Energy Tanks and units of energy you have. It coulda done without the energy bar, but whatever floats your boat. Pretty basic. Also, if you're on your last Energy Tank, and are low on health, it will give a warning that says you're low on health, so..yeah. When all your energy is depleted, it's game over, and you'll have to start from your last save. So, if you're doing a no-save game for whatever reason, best be cautious. That's it for this part. This mini-screen is at the top of the main screen. Next is the Missile mini-screen. This shows, as a bar and a number, how many Missiles you have, it also has the same warning system that the Energy mini-screen has, when you're at around 5 Missiles left, it'll say “Missiles Low”, and it'll say “Depleted” when you've...uh...depleted all of your Missiles. Nice. This one is located at the right side of the screen. Next is the Beam mini-menu, which is located at the bottom right of the screen. This basically shows the Beams you have, and you can switch between them by using the C-Stick, see? The beam that's placed in the mini-menu will decide which direction you have to point the C-stick to select it. Like, say for instance, you're using the Power Beam and want to switch to the Ice Beam, well, just press down on the C-stick to switch to that weapon. You get what I'm saying here, right? If so, then good, if not, then read the paragraph above again. If you still can't get it, then you need to take a reading class all over again. Anyway, I've explained the Beam mini-menu, now for the Visor mini-menu. Ah, finally, the Visor mini-menu, located at the bottom left corner of the screen. This one uses that oh so rarely used D-pad! This one works the same way, pick a visor you want by pressing the correct direction on the D-pad. You start off with two visors, Combat Visor, which displays all of the above I mentioned, and the Scan Visor. The Scan Visor basically is a whole 'nother screen in itself, as of the other visors. This one eliminates all info from the Combat Visor, so this Visor can't be used for battle, so remember that. This one basically lets you scan certain objects that are inside this magnifying reticule on the center of the Visor, and you can scan stuff by holding the L Button; continue holding the L Button to read what you scanned, which appears at the bottom of the screen. If there's an A Button icon flashing below the message for the scanned item, that means you can press A to continue reading. This is useful for reading what the weaknesses of enemies are, and you can read other stuff like Chozo Lore and Space Pirate logs, which actually shows the story of the game. If you catch a certain Pirate Log right at the beginning of the game, it'll tell of the fall of Zebes, which took place in the first ever Metroid game. Pretty neat... Also, scanning certain things activates them, so, the Scan Visor is really used a lot. The Thermal Visor basically lets you see in dark rooms, and it will illuminate objects if they have a heat signature, thus spotting enemies in dark places. Neat, huh? However, security stuff, such as guns, and drones, won't appear in the Thermal Visor, so you'll have a pretty tough time spotting them. You can also battle in this Visor, plus it shows all of the info that the Combat Visor shows, but in different places. I'm not telling you where they're located, so you'll have to figure it out yourself. The last visor, the X-Ray Visor, can let you see behind false walls, which is very helpful, and also shows invisible platforms. Super Metroid, anyone? You can also see enemies which don't show themselves on the Thermal Visor. Examples are: Omega Pirate, Metroid Prime (second form). Basically, you have a ton of stuff at your disposal. As for the controls, shooting/laying bombs is the A Button, Lock-on is the L Button, Aiming is the R Button, B is to jump/dodge, X is to change into a Morph Ball, which gets the camera to third-person view, Y button is to shoot a Missile/lay a Power Bomb, D-pad is Visor switching, C-stick is Beam switching, Control Stick's for moving, and Start button to bring up the Start menu, which shows all of your Equipment, your scans stored in the Log Book, and Options, which includes Quitting the game. Well, that's it for this lengthy section. ___________________________ / Intro \ ----------- < Story > ------------------------------------------------ \___________________________/ NOTE: This is taken from the instruction booklet. Enjoy! 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 its 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 the 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. .... The Space Pirates were interstellar nomads, technologically advanced in both space travel and weaponry. When they plundred 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 planet's surface. Deep below the surface of Zebes, the Space Pirates researched Metroids 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 swath through the Space Pirates' operation, destroying everything in her path, including the gargantuan mainstays of the Space Pirate army, Ridley and Kraid. She eventually made it to the core of their base, destroyed all the Metroids she saw, and seemingly blew up Mother Brain. But the Space Pirates were far from finished. They immediately split their survivors into two main camps. One headerd 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 discovered 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 Space Pirates mined the Phazon and experimented with it, they found that its capacity to mutate was unlike anything they'd ever seen, and they promptly started combining it with indigenous life-forms. They refined their operation; powering their machinery with thermal-powered engines sunk into the molten depths of Tallon IV, they drove deep mineshafts and mined more and more Phazon, shipping it to their two main labs in the Phendrana Drifts, where sub- zero temperatures made specimen containment safer. Research leaped forward: by harnessing Phazon's power, they were able to create untold horrors that soon patrolled the dark caverns below Tallon IV's crust. The Space Pirates also transported many 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 toward Tallon IV, preparing to wipe them out once and for all... ___________________________ / Walkthrough \ ----------- < > ------------------------------------------------ \___________________________/ This walkthrough will ensure you 100% on items and scans, so please use this one. Remember, whenever I say to scan something, SCAN IT, because it will be added to your Log Book, or if it's vital for story completion. Also, after each subsection, I will list how many scans you should have gotten, and what the scans are. I won't give the info shown in the scans, so you'll have to read them yourself. Now for the walkthrough. =============================================================================== Unidentified distress signal.... / ==================================== You'll start out at a damaged Space Frigate, the place where the distress signal came from. Samus will take a huge jump from her ship onto the frigate, and you will control her once it gets in her visor view. To start off, you will need to hit the four targets right in front of you to get rid of the force field blocking your path. Use the L Button if you have trouble aiming. After the force field is gone, proceed through to a pillar in the center of this platform. Scan it, and 6 targets will appear. Hit them all to lower another force field. Past that, jump up the stair, and head through the door after you go through the path. Keep going until you head to the Air Lock. Scan the machine beside the path to repressurize the room, so you can head into the frigate itself. You will end up in the Emergency Evacuation Area. If you look around, you'll see a few dead Space Pirates and what appears to be a dead Parasite Queen. (You'll encounter a live one, later.) If you look closely, you'll see some lizard-like Parasites eating away at the dead bodies. Since they're enemies, scan one of them before they leave. This creature will be added to your Log Book. Alright, head through this room to the other side. You'll find a partially alive Space Pirate laying down on the ground. Put him out of his misery....yes...shoot him. Anyway, after you kill him, head through the next door to come to a blockage in the hallway, use the Charge Beam to blow it away. (Hold A 'til fully charged, then release) Apparently, a Space Pirate was here, and got his head cut off because he got caught in that debris....ech.. Anyway, head into the next hallway to find a couple of Parasites going through a ventilation duct, follow them using your Morph Ball, (X) to find a Map Station! But, before you use it, scan it first, THEN you can use it. Oi, quite a big frigate, huh? Anyway, head back and head through the next door. In this hallway, you'll see wreckage, but you can't get rid of it with your Charge Beam. The solution? Morph Ball through the small passageway to get to the other side. Oh, and watch out for the electricity blocking the opening. Head through the door at the end to end up in the Biotech Research Area 1. You'll see another Parasite Queen, but it's in stasis hibernation. Don't worry about it, just walk around it. You'll see a Space Pirate walking around here like a zombie, and one lying on the floor trying to get up, once again, put them out of their misery. I know you would rather help them, but they are ruthless, and will fire at you even if injured badly. That's why you need to get rid of them. Anyway, go through the door across the room. Just around the corner in this corridor, is an Auto-Defense Turret. Scan it first, then shoot a Missile at it to destroy it. (Y) It should drop a Missile pick-up. (it glows orange) Scan it then pick it up to get your Missile back. You'll end up in Biohazard Containment, where you'll see another Parasite Queen. It's stored in a stasis pod, but appears to be dead, so ignore it. The computer in front of you should contain a Pirate Data Log, so scan it. If you look around the stasis chamber, you'll see another turret, so shoot another Missile at it. To pick up the ammo now, you have to charge your Charge Beam, the ammo will come right to you like a tractor beam, so the Charge Beam is useful for this, too. On your right once past the stasis chamber, is a scannable computer thing, scan it to activate the elevator to the second floor. Take it, and you'll find a Space Pirate on the floor, kill it, and it should drop a purple sphere. It's a health pickup, which restores 10 health units. Scan it first before you pick it up. Head around here to find a couple more Space Pirates, a little stronger than you've encountered so far. Kill them both and collect their pickups, then head into the door at the end of the path, after you kill the Space Pirate lying next to it. Go through the hallway to arrive at the Cargo Freight Lift to Deck Gamma. There will be another Defense Turret to your right, take care of it with another Missile, then pick up the refill. There's a computer conduit right next to the freight lift, scan it to open the lift. Head inside and touch the hologram to get it moving. When you arrive at the bottom, a non-injured Space Pirate will fall down and surprise attack, he's a lot tougher than the hindered ones you came across, so heavy firepower is recommended. Once he's dead, scan the computer next to the door to open a hologram. “Please insert metallic sphere to open door.” Well, if that isn't obvious enough, roll into the hologram with your Morph Ball. This will open the door up. Go through, annihilate the turrets in that room, collect their pickups, then go to the left door for a Save Station. Scan this, too, either after you're done with it or before. Head back, and scan the next computer conduit to activate another Morph Ball hologram. You know what to do. After you open the door and head through, a cutscene will show a Parasite Queen crawling down to where you're at, thus starting a boss battle. --------------------- BOSS: Parasite Queen This boss isn't particularly hard, unless you absolutely suck at dodging, then you'll have a problem. First of all, scan this creature. Not only will it add it to the Creatures log, but it will reveal it's weak point! When its mouth is open, shoot at it to cause more damage than just shooting it's body. Its only attack is a weapon-grade toxic blast, which can easily be jumped/dodged. The only way to do this battle correctly is to lock on. This boss, like the other FAQs say, just gets you familiar with the strafing and lock-on techniques. So, basically, shoot at it's mouth when it's open until it's dead. Seems simple, right? Not very. A force field will surround it, with only two openings to shoot through. You'll have to do this, otherwise you're shots will repel. Once it's dead, a timer will start.... --------------------- You have 6 minutes to escape! You will be pointed in the right direction, so head through the door, posthaste! Proceed through the hallways and the elevator until you get back to the Biotech Research Area 1, except in the bottom floor. You'll see a couple of Space Pirates shooting at the Parasite Queen that escaped from stasis, and an explosion will blow away the Space Pirates (killing them), and kill the Parasite Queen. That explosion caused the pathway above to break, so climb up the debris to get back to the second floor. You'll see a few Space Pirates hindering your progress out of here, so kill them and you'll see a ventilation duct blow its cap off, so head through, because all doors here are locked. You'll head through a series of ventilation ducts, with swarms of Parasites coming out of openings. Just avoid them, if you spend your sweet time getting rid of them, you won't have enough time to escape. Shoot at ventilation doors to open them. You'll eventually come to a room with two turrets: destroy them both, then you can use the next door. Just keep going until you get to a shaft with a pusher. It's hard to explain, but the shaft it's in seems red hot. Luckily, your Varia Suit will protect you from heat. What you have to do here, is when the pusher is revealing the exit out of this shaft, take it quickly, otherwise, it'll block it up again. After you're past that, you'll head into the Biotech Research Area 2, where you'll find Meta Ridley, and he'll escape. Now, in order to get across here, you'll have to use your Grapple Beam to swing across the Grapple points to the other side. (Press and hold L once near a Grapple point.) Once here in this hallway, scan the computer conduit to deactivate the turrets here, (neat, huh?) and scan the next one to activate the elevator, but as soon as you do, an explosion will knock Samus into the wall so hard, that her Varia Suit, Morph Ball, Charge Beam, Grapple Beam, and Missile Launcher will all malfunction.....Not good. Anyway, since it knocked you into the elevator, step into the hologram to head up. Once it's at the top, head through the twists and corners in the hallway until you reach the Air Lock, and head left. The right is blocked by fire, besides, it leads back inside the frigate, so yeah... Head towards the door and the room will depressurize, wasting a few seconds. After it's done, you can open the door, and escape just in time. The whole place will start exploding, and Meta Ridley will come flying towards Tallon IV, and Samus will head into her ship and chase him, but she loses the tracking on him, thus ground-based recon is required. You'll proceed to land in the Tallon Overworld, Samus checking out the place, then you'll be prompted to save, so save. ------------------------- Number of scans obtained: 8 Creatures: 3 Parasite Auto-Defense Turret Parasite Queen Pirate Logs: 1 Fall of Zebes Chozo Lore: 0 Research: 4 Map Station Missile Ammo Small Energy Save Station Total scans obtained: 8 =============================================================================== Speedy Recovery / ==================================== Yes, as if you blatantly didn't notice, this section will help you recover everything you lost, except for the Grapple Beam, which will be gotten later in another section. Each subsection will tell you exactly what we'll get next, and after every subsection, will be that “scans obtained” list, alrighty? Also, from now on, I'll show how many items you've gotten, plus show your item percentage after each subsection. I'm still not quite sure how you can see your scan percentage, though.... Continue reading... NEW INFO* I've figured out that you can only see your scan percentage and item percentage in-game in the European (PAL) version. In case you do have the PAL version, it should be listed in the Log Book section of the Start Menu. NOTE* I will not be listing the Missile Launcher as a Missile Expansion in the item list, instead, it'll be in the “Suit upgrades obtained” list. I wanted to write this down so I wouldn't have a bunch of people telling me that I missed a Missile Expansion in the item list. ------------------------------------------------------------------------------- Getting the Missile Launcher / ------------------------------------ Yes, the first thing you obtain is the Missile Launcher. First, jump off then scan your ship, then head to the door to the ship's right. You'll come to a small sandy room, and two Beetles will pop out. Scan one, then destroy them. (What? Your only weapon right now is the Power Beam..) Head left once you defeat them to head into the exotic Tallon Canyon. To your left is a Sap Sac, scan it to add it to your Creatures list. In front of you is a bunch of platforms surrounding a pool of water, including a waterfall. Don't go up the platforms yet because they lead to a door that you can't open yet. Instead, head to the right of the platforms to get through a door, passing a half-pipe. You'll also encounter a few Beetles, so kill them. In the next hallway, scan one of the Zoomers crawling up and down the walls, then kill both of them. Ignore the Sap Sacs, as they blow up of you touch them/shoot them. Past the next door is an elevator to the Chozo Ruins. Scan the conduit next to it to activate the elevator......use it! Now, once you're in Chozo Ruins, head forward, through the hallway, into a room, with two Beetles popping out of the ground. As you kill them, your auto-tracking device will activate, telling you that there's some seismic activity occuring in the Hive Totem, which is where you'll get the Missile Launcher. Before you enter the next door, scan the Chozo Lore above it. (Chozo Lore looks like a puddle of wavy water on the walls.) Now, enter the door to enter the Main Plaza, and a cutscene will show up, showing you everything in the Main Plaza....eerie music, huh? Anyway, once the cutscene is over, head straight forward to come a large group of Beetles. Dispose of them, then past the half-pipe, up the stairs, and head left to a door. Head through it to come to a winding tunnel. Careful here, because a swarm of Scarabs will come crawling through the walls, and will explode if you get too close to them. First before you get the swarm, scan a Scarab, then proceed to clean them out like an exterminator. Head through the hallway to come to the Eyon Tunnel. As you can guess, it's filled with Eyons, which are eye-like creatures attached to the walls. They shoot a laser from their pupils, so they're enemies. Scan one, then head through the hallway, shooting the Eyeons to stun them. No, you can't kill them until you get the Charge Beam. Past the Eyeon Tunnel is the Ruined Nursery. In front and to the right of the tree here is a Chozo Lore, scan it. Your auto-tracking device will also detect a save point nearby, which is right next to the Ruined Nursery, but not on the main path. Head forward through the room after you scanned the Chozo Lore, and two Beetles will pop out. You know what to do. After that, climb the stairs to your right to get to the second and top floor of this room. Some War Wasps will come out of their nests on the other side of the room, scan one, and scan their hive, then proceed to kill them. Now, overlooking the bottom floor, there is a platform to your right, and a Morph Ball maze to your left. Ignore the Morph Ball maze for now, and get on the platform to your right. You'll come to a door around the bend, and you'll see the Save Point you were directed to. Save. Alright. Now, head back into the Ruined Nursery and go through the door on the top floor. Head through the hallway, past the open room, killing the swarm of Scarabs, and you'll arrive at the Ruined Gallery. Some War Wasps will come out of their hive, so kill them. Well, there's really not much to do here, now, so jump across the platforms on your right and head through the door on the other side. In the Totem Access, you'll see some Plazmites, which are similar to fireflies. Scan one, then destroy 'em. Although they really aren't harmful, they block the path here, and will cause slight damage to you if you touch them. Anyway, in the same Access, you'll come to a small room with a platform in the middle, and it contains a few boxes, and Tangle Weeds. Scan the Tangle Weeds, then destroy the boxes for some Missile or Energy pick-ups. (If you need them, that is.) Head throuh the rest of the Access to head toward the Hive totem itself. This room is fairly large, has a big platform in the middle, and a puddle of water full of toxins at your left side. (This room is tilted, so...) Anyway, get on the platform, then proceed to cross the bridge to the Missile Launcher.....wait...that's too easy.... A cutscene will occur, showing the room getting filled up with that poisonous water, and a machine below the Missile Launcher will rise up, and connect with the top one to create the Hive Totem. It will proceed to open, and will release a swarm of War Wasps. You might notice these are different, so when you get the chance, scan one. After you scan them, scan the machine. If you don't know where to scan, try looking under the water towards the machine. After the scanning is done, proceed to kill the Ram War Wasps. Once they're dead, the machine will open up, shoot at it until it gets to “round 2.” Even more Ram War Wasps will appear, kill them, and the machine will open up, shoot it to get to round 3. Do the same thing as last time, and the machine will be beaten, and will allow you access to the MISSILE LAUNCHER. Now that you have the Missile Launcher, go ahead and scan the door, then blast it with a Missile. Open the door with your Beam, and collect the ENERGY TANK. inside. Proceed out of the Hive Totem and head to the Ruined Gallery. Now that you have the Missile Launcher, we can do a couple of things here! First, head to the bottom floor, and turn around to see some Blast Caps on a platform in the middle of the poisonous water. Scan one, then blast those Blast Caps, then get on the platform that they were on. In front of you is a cracked wall. Blast it with a Missile to uncover a MISSILE EXPANSION! Now that you've got that, head to the door with the Blast Shield on it, and blast it open with a Missile. Proceed inside to a....Map room! No need to scan this, because you already did it on the Space Frigate, remember? Of course, this place is really huge... @_@. I think that's about it, so head to the Ruined Nursery, and save at the Save Room. I'll end this subsection here. Let's look at what we've obtained in this subsection. ------------------------- Number of scans obtained: 16 Creatures: 12 Beetle Sap Sac Zoomer Scarab Eyon War Wasp War Wasp Hive Plazmite Tangle Weeds Ram War Wasps Hive Mecha Blastcap Pirate Logs: 0 Chozo Lore: 2 Fountain Exodus Research: 2 Samus's Ship Blast Shield Total scans obtained: 24 ------------------------- Total Missile Expansions obtained: 1 Total Energy Tanks obtained: 1 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 1 Total percentage: 3% ------------------------------------------------------------------------------- Grabbing the Morph Ball / ------------------------------------ Yes, we're going to get the Morph Ball. So, let's head back to the Main Plaza. Head back right, destroying the Beetles in your way, heading towards the door that you first entered the Main Plaza. To your right, once you are facing it, just past the half-pipe, is a door with a Blast Shield on it. Proceed to open it, and head through a twisting hallway with a couple swarms of Scarabs. Past this hallway is the Ruined Shrine. Climb up the stairs then drop to the center to cause a massive swarm of Beetles to appear.... Destroy them all, and a bigger Beetle will come out. This is a Plated Beetle. Scan it first. Now, in order to kill this thing, you have to shoot at its red tail. But you can't get to it because the Beetle knows it's weakness, so it hides it from you. The thing you have to do is wait for it to charge at you, then quickly dash to the side. (Yes, you're doing Lock-on.) It's tail will be exposed, so shoot a Missile (or two if you have the time) at it. Two Missiles ought to get rid of it. That was a fairly easy fight, huh? Anyway, the path to the Morph Ball will now appear. Grab the Morph Ball. Man, this was a small subsection, huh? Anyway, now that you've got this move, you can exit this room. If you want, go ahead and save at the Ruined Nursery, although you will have to backtrack all the way to the Main Plaza. But hey, if you're enjoying this game, you might as well save! ------------------------- Number of scans obtained: 1 Creatures: 1 Plated Beetle Pirate Logs: 0 Chozo Lore: 0 Research: 0 Total scans obtained: 25 ------------------------- Total Missile Expansions obtained: 1 Total Energy Tanks obtained: 1 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 2 Total percentage: 4% ------------------------------------------------------------------------------- Acquiring the Charge Beam / ------------------------------------ Alright! We're gonna get the Charge Beam! Head to the far end of the Main Plaza, and you'll find that you can climb up. Do that, and proceed to walk over the half-pipe using a bridge made of vines and stones. (neat.) Some War Wasps are up here, and will assault you, so take them out. In case you didn't know, a Missile blast will get rid of a Hive, that way they won't come out again. I'd advise you save your Missiles though, especially if you try Hard Mode. (Hard mode will be unlocked after you beat the game.) There should be a door here, so enter it. You'll come across another twisting tunnel, with two more swarms of Scarabs. Get the first swarm, then use the Morph Ball to squeeze through the vines. Just stay in Morph Ball mode and avoid the second swarm, because there are some more vines you have to squeeze through. Proceed through the door into the Ruined Fountain. Above the fountain is a Chozo Lore. Scan it, of course. There are some more Plazmites here, but they provide light in this room, so don't kill them. (Super Metroid, anyone?) There are two other doors here. One on the other side of this room, and one on your left. Let's take the one on the left. It's not very simple, though. The platform to the door is too far for you to jump, and there is poisonous water down below. What to do? The solution is, jumping across platforms working your way around the room, to the door. In the Arboretum Access, you'll see some Shriek Bats. Scan one before they make a suicidal dive towards you. Don't worry if you didn't scan them in time, though, you'll encounter more. Enter the door at the end of the Access and you will come to the Arboretum. The Arboretum is a tall room, with toxic water surrounding a growing tree. You'll have to get through the door behind the tree. To your left are platforms which will get you there. There's also a Reaper Vine guarding each platform that's against a wall. Scan one, then shoot its eye to make it retract. Climb across the platforms and the bridge to get to the other side, and head through the door. Your auto-tracking device will also detect a Save Station, which is beside the next room, the Gathering Hall. Head to the Save Station to save. When you exit, you'll be attacked by Shriekbats, scan them if you didn't get the chance, but if you've already scanned them, then pummel 'em with your Beam. The door right in front of you is blocked by Blast Caps, and we need to go through that door! Get rid of those unsightly mushrooms, then head through the door to come to the Watery Hall Access, where some Shriekbats will greet you. After you dispose of them, shoot a Missile at the cracked wall to your left at the bottom of the room to uncover a MISSILE EXPANSION. Proceed through the Access to the Watery Hall. You'll see some platforms leading up, but ignore them. Instead, hop on the island to your left, after you get rid of the Blast Caps, of course. Once on the island, turn around and scan a runic symbol around there. This is one of four. You have to scan all four runic symbols in this hall to get access to the Charge Beam. After you scan it, jump across the islands until you get to another Blast Cap growing area. Get rid of them all, then scan the runic symbol that they were hiding. Keep going, and you'll see another runic symbol at a dead end. Now, we need one more. So, let's go back to those platforms and climb up them. At the end of the high pathway, you'll come to the door that needs unlocking. The last runic symbol is beside it. After you scan the last one, scan the door and it will open. Scan the Chozo Lore, then grab the CHARGE BEAM. (Whew! That's a lot of scanning!) After you grab the Charge Beam, the walls will come alive with Eyons! Now that you have the Charge Beam, you can destroy them. (Yay) After you destroy them all, return to the Gathering Hall and save at the Save Station. ------------------------- Number of scans obtained: 4 Creatures: 2 Shriekbat Reaper Vine Pirate Logs: 0 Chozo Lore: 2 Hatchling Meteor Strike Research: 0 Total scans obtained: 29 ------------------------- Total Missile Expansions obtained: 2 Total Energy Tanks obtained: 1 Total Power Bomb Expansions obtained: 0 Total Suit upgrades obtained: 3 Total percentage: 6% ------------------------------------------------------------------------------- Getting the Morph Ball Bomb / ------------------------------------ OK, we're gonna get the Morph Ball Bomb next. I will continue this section until we get every Missile and/or Energy Tank that we can get, even after we get the main item in this subsection. Alright, we're gonna have to do some climbing in the Gathering Hall. From the Save Room door, there will be a section of raised ground beside the Arboretum door. Use that to start climbing. Get to the top, jumping platforms and blasting Blast Caps and Shriekbats, and head through the door. After a hallway, you should come to the Energy Core. Let's observe what's here, shall we? First, there's a big pool of poisonous water in front of you, and a locked door on the other side. Scan the locked door to add it to your Research Log Book. There's a hallway on either side of you; the one on the right leads downward to a pool of poisonous water, and the other leads to a Morph Ball hole. Observe the facts. If you answered correctly, then the only way to go is to the hallway on your left. About now, you should come to some red spheres which look like those purple Energy pick-ups. These restore 20 units of Energy. Whenever you come across one, scan it. Anyway, past the Morph Ball hole, will be another hole, and past that is a door, which will lead you to the Burn Dome. A cutscene will appear, showing an indestructible War Wasp Hive, and a machine will pop out. Scan the machine. Basically, this Mechanoid Incinerator Drone shoots out two jets of fire. After a short while, it will expose its weak-point: shoot at it with your Beam and it will shoot a jet of fire at the Hive, awakening the most powerful of all War Wasps, the Barbed War Wasps. Scan one. Now this is where things get a little tougher. While focusing on the Drone, you have to keep an eye out for the War Wasps. Whenever one comes out, you have to get it while avoiding the Drone's flames. This can be very difficult, even I can't go through it without taking quite a few hits. Basically, just kill the War Wasps when you get the chance, and shoot at the weak spot once it shows itself until the Hive gets destroyed by the flames, and when the machine explodes because it overloads. Now, you have the MORPH BALL BOMB! If you look closely, you'll see a blocked Morph Ball hole. Use a Bomb to break through and to get a MISSILE EXPANSION at the end. Now, let's head back to the Energy Core. Once you exit the Morph Ball hole in the Core, you'll notice a Stone Toad to your left. Scan it, then get in Morph Ball mode and approach it. It should suck you in. Before it spits you out, plant a Bomb inside of it to blow it away, everything splattering everywhere....nah, it's not that graphic. Anyway, behind it hides a generator with a Morph Ball Slot. Scan the Slot first, then use a Bomb to pop yourself up to it. Use another Bomb to activate the Generator, which will lower the water in the main room. Another Generator and Morph Ball Slot will be uncovered. Also a timer will start. Use the itty bitty tunnel here to get to the main room quickly. Head to that next Morph Ball Slot to activate another Generator. This one will raise some platforms. Quickly take them and go through the small tunnel to get to another Slot and generator. Use the Slot, and the generator will raise another set of platforms, and will unlock the door that I showed you when we first entered this room. Head through the next tunnel to get to a Spider Ball track and a Morph Ball hole. Head through the hole to get an ENERGY TANK. Head back to the Gathering Hall Save Station to save. Now, head all the way back to the Ruined Nursery. Remember the Morph Ball maze here? Well.... At the bottom floor of this room, there's a low entry to the maze. Use a Bomb to pop yourself in there. Go through it, and get rid of the block there to clear the path. Now, head out, and enter the maze from the top floor of the room. Go through the maze, bombing blocks, until you get to another MISSILE EXPANSION. Now head into the Ruined Gallery. There's two holes near some Tangle Weeds on the bottom floor. Enter either, and you'll get another MISSILE EXPANSION. Now, head into the room that contained your first Energy Tank. (Past the Hive Totem.) There's a hole here. Use the Morph Ball to get through. Head through the little maze with the |
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