Metroid Prime Walkthrough :
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Walkthrough - FAQ/WalkthroughFAQ/Walkthrough Game: Metroid Prime Console: Nintendo Gamecube Author's Alias: Thiradell Author's E-mail Address: taupefish@yahoo.com Version #: 1.11 PROOFREAD Table of Contents .....I: Copyright Information............................ .....II: Introduction.................................... .....III: Version History................................ .....IV: Controls........................................ .....V: Menus............................................ .....VI: Understanding the Screen........................ .....VII: Samus's Equipment.............................. -----VII-A: Beam Weapons--------------------------------- -----VII-B: Morph Ball Equipment------------------------- -----VII-C: Suits---------------------------------------- -----VII-D: Visors--------------------------------------- -----VII-E: Secondary Equipment-------------------------- .....VIII: Walkthrough................................... -----VIII-01: The Space Pirate's Frigate----------------- -----VIII-02: Getting the Missile Launcher--------------- -----VIII-03: Getting the Morph Ball--------------------- -----VIII-04: Getting the Artifact of Truth-------------- -----VIII-05: Getting the Morph Ball Bomb---------------- -----VIII-06: Getting the Charge Beam-------------------- -----VIII-07: Getting the Varia Suit--------------------- -----VIII-08: Getting the Boost Ball--------------------- -----VIII-09: Getting the Space Jump Boots--------------- -----VIII-10: Getting the Artifact of Strength----------- -----VIII-11: Getting the Wave Beam---------------------- -----VIII-12: Getting the Super Missile------------------ -----VIII-13: Getting the Thermal Visor------------------ -----VIII-14: Getting the Spider Ball-------------------- -----VIII-15: Getting the Artifact of Nature------------- -----VIII-16: Getting the Wavebuster--------------------- -----VIII-17: Getting the Artifact of Wild--------------- -----VIII-18: Getting the Ice Beam----------------------- -----VIII-19: Getting the Gravity Suit------------------- -----VIII-20: Getting the Artifact of Lifegiver---------- -----VIII-21: Getting the Power Bomb--------------------- -----VIII-22: Getting the Grapple Beam------------------- -----VIII-23: Getting the X-Ray Visor-------------------- -----VIII-24: Getting the Artifact of Chozo-------------- -----VIII-25: Getting the Ice Spreader------------------- -----VIII-26: Getting the Plasma Beam-------------------- -----VIII-27: Getting the Artifact of Sun---------------- -----VIII-28: Getting the Artifact of Elder-------------- -----VIII-29: Getting the Artifact of Spirit------------- -----VIII-30: Getting the Artifact of World-------------- -----VIII-31: Getting the Flamethrower------------------- -----VIII-32: Getting the Artifact of Warrior------------ -----VIII-33: Getting the Phazon Suit-------------------- -----VIII-34: Getting the Artifact of Newborn------------ -----VIII-35: Reaching the Impact Crater----------------- -----VIII-36: Reaching Metroid Prime--------------------- -----VIII-37: The Final Battle--------------------------- .....IX: The Log Book.................................... -----IX-A: Pirate Data----------------------------------- -----IX-B: Chozo Lore------------------------------------ -----IX-C: Creatures------------------------------------- -----IX-D: Research-------------------------------------- -----IX-E: Artifacts------------------------------------- -----IX-F: Alert Guide----------------------------------- .....X: The Energy Tanks................................. .....XI: The Missile Expansions.......................... .....XII: The Power Bomb Expansions...................... .....XIII: Bonus Image Galleries......................... .....XIV: A Very Quick Overview.......................... .....XV: Questions You Might Ask......................... .....XVI: Credits........................................ .....XVII: Conclusion.................................... ------------------------- I: Copyright Information ------------------------- This FAQ is (c) 2003-2006. This FAQ may not be used for profitable pur- poses, such as magazines, books, etc. It may not be used for ads. It may only be used on the following two web sites. www.gamefaqs.com www.gamewinners.com It may not be reproduced or reformatted in any way without prior written permission from the author, myself. You may alter it for personal use, but if it is publicly displayed, altered, without prior permission from the author, myself, the consequences could be drastic. I am not, in any way, associated or affiliated with any company that was involved in the making of this game. All rights reserved. ----------------- II: Introduction ----------------- Hello. My alias is The Return of Raken and my e-mail address is twishall@hotmail.com. The primary purpose of this guide is to help you through the game of Metroid Prime. You should look at this FAQ for one of the following three reasons... 1. You want to be a stupid person and spoil the game. 2. You have already beaten the game. 3. You are stuck or want some tips. If you want this on your site or some other site, e-mail me with the name of the web site in your e-mail. I'll check it out to see if it is okay, then I'll get back to you. --------------------- III: Version History --------------------- 1.00: The initial release of this FAQ. The only reason it will be updated is if I stupidly forgot something. This version was not released. 1.01: Changed some words and added what you press to switch to the Plasma Beam in the Samus's Equipment section. This version was not released. 1.11: Proofread the entire guide and fixed some stuff. ------------- IV: Controls ------------- Buttons are listed in alphabetical order. A 1 after the button means that that is what that button does in the menu. A 2 after the button means that that is what that button does during game play. A 1: Confirms a selection/goes forward a screen, switches between Level Map and World Map when viewing the map. A 2: Fires whatever weapon you currently have out. Lays a Morph Ball Bomb in Morph Ball Mode. B 1: Cancels a selection/goes backward a screen. B 2: Jumps, uses the Boost Ball in Morph Ball Mode, dashes while locked on. C-Down 1: Pans the camera when looking at an Image Gallery, moves around when looking at the map. C-Down 2: Switches to the Ice Beam. C-Left 1: Pans the camera when looking at an Image Gallery, moves around when looking at the map. C-Left 2: Switches to the Plasma Beam. Control Pad 1: Moves the cursor. Control Pad 2: Push up to switch to the Combat Visor, push left to switch to the Scan Visor, push down to switch to the Thermal Visor, push right to switch to the X-Ray Visor. C-Right 1: Pans the camera when looking at an Image Gallery, moves around when looking at the map. C-Right 2: Switches to the Wave Beam. Control Stick 1: Moves the cursor, browses when looking at an Image Gallery, rotates when viewing the map. Control Stick 2: Moves Samus around, strafes while locked on. C-Up 1: Pans the camera when looking at an Image Gallery, moves around when looking at the map. C-Up 2: Switches to the Power Beam. L 1: Zooms out when viewing the map. L 2: Scans when in Scan mode, locks on to things, uses the Grapple Beam. R 1: Zooms in when viewing the map. R 2: Hold so that you can aim and look around, use the Spider Ball in Morph Ball Mode. Start/Pause 1: Unpauses. Start/Pause 2: Pauses. X 1: Absolutely nothing. X 2: Switches into Morph Ball Mode, switches out of Morph Ball Mode in Morph Ball Mode. Y 1: Hides/displays the key/legend while viewing the map. Y 2: Fires a Missile, lays a Power Bomb in Morph Ball Mode. Z 1: Goes away from the map. Z 2: Views the map. --------- V: Menus --------- Oh, BABY! This section will be SHORT! Press Start/Pause at the start. Then press Start/Pause again when it says Press Start. You'll proceed to the Main Menu. You have six options. #1: Select File #1 and proceed to the game. #2: Select File #2 and proceed to the game. #3: Select File #3 and proceed to the game. #4: Select Erase and erase the data on one of the files. Erased data CANNOT be recovered, so be careful! #5: Select Image Galleries and view all the Image Galleries you've unlocked. #6: Select Metroid Fusion Connection Bonuses and proceed to the place where you can access the Metroid Fusion Connection Bonuses. That is all. Joyful, isn't it? ----------------------------- VI: Understanding the Screen ----------------------------- This small section is so you won't be completely clueless when you're looking at the screen. Radar: This is located in the upper left corner of the screen. I actually never use it. You are in the center. Enemies within range appear as orange dots. Environmental Danger: This is on the left side of the screen. It is a vertical bar that rises in accordance with how close you are to something environmental that could damage you, such as Phazon or lava. The word Warning will appear if you are extremely close to the threat. The word Damage will appear if you're getting hurt by it. Visors: In the lower left corner of the screen. This shows you what visor you currently have equipped, and how many Visors are available. The Combat Visor is on the top section, the Scan Visor is on the left section, the Thermal Visor is on the bottom section once you get it, and the X-Ray Visor is on the right section once you get it. Press the appropriate direction on the Control Pad to switch to the corresponding visor. Energy: Located at the top middle of the screen. This tracks how much life/energy you have left. The lit squares above the bar indicate how many full Energy Tanks you have in reserve. The bar indicates how much energy is left in your current Energy Tank. The words Energy Low will appear if you are dangerously low on energy. The numbers indicate how many units of energy you have left in the current Energy Tank. Energy Tanks, Save Stations, and your gunship completely refill all the Energy Tanks that you have. Map: This is in the upper right corner of the screen. This shows the current room you are in in orange. Press Z to display the entire map. Entire Map: This isn't on the screen normally, but I'll deal with it now. Press Z to go to the map. This also pauses the game. Press Y to display/hide the key and legend. Press A to go to the World Map or Level Map, depending on which you are in before you press A. The C-Stick moves around. The Control Stick rotates and flips the map. Hold the L Button to zoom out. Hold the R Button to zoom in. Z exits. Blue Square: Blue door. Can be opened with any beam weapon and the Morph Ball Bomb and the Power Bomb. Purple Square: Purple door. Can be opened only with the Wave Beam. White Square: White door. Can be opened only with the Ice Beam. Red Square: Red door. Can be opened only with the Plasma Beam. Gray Square: Door with Missile Shield or door with a Missile Shield that you took off before. Missile Shields can only be removed with Missiles and Super Missiles. Missile Shields only hide blue doors. Green square: Opened door. "E": Transport to a different area. "S": Save Station or Gunship. "M": Missile Station. "?": Hint. If you don't know where to go, go here. That covers it. Missiles: On the right side of the screen. Tracks how many Missiles you have. If you're dangerously low on Missiles, the words Missiles Low will appear. The display glows more brightly when your Arm Cannon is opened because you fired one or more Missiles, or you used a combo. If the number reaches 0, Missiles can no longer be used, and the word Depleted will appear. After being hit by the blast that causes the Missile Launcher to malfunction in the Space Pirate's Frigate, this display will not appear until you re-acquire the Missile Launcher. Beam Weapons: In the lower right corner of the screen. Similar to the visors, there are four beam weapons, and they can each be selected by pressing a certain direction on the C-Stick. Press up to select the Power Beam, right to select the Wave Beam, down to select the Ice Beam, and left to select the Plasma Beam. ----------------------- VII: Samus's Equipment ----------------------- Ah, NOW we get to the exciting stuff. This section will discuss the equipment that Samus uses to progress through the game. Please note that you start with very little of this stuff. /-------------------\ |VII-A: Beam Weapons| \-------------------/ #1: Power Beam Acquired: You always have this The Power Beam is Samus's primary weapon. Sometimes, you may find yourself reverting to the Power Beam, even with other, more powerful choices. Maybe it's because the Power Beam is the only thing that can kill the enemy. Maybe it's because the Power Beam is the only one that can fire blasts repeatedly so quickly. Maybe it's for some other reason. Anyway, C-Up switches to it. It can only open blue doors. #2: Wave Beam Acquired: Phendrana Drifts The Wave Beam releases three electrical impulses of energy. Use the Thermal Visor to find electrically activated targets invisible to the naked eye. Use C-Right to switch to the Wave Beam. The Wave Beam can open blue and purple doors. The Wave Beam is also the only weapon that can destroy Pulse and Scatter Bombus. #3: Ice Beam Acquired: Chozo Ruins The Ice Beam will seem really cool the first time you get it. It will freeze a lot of enemies. Frozen enemies can be shattered when shot with a Missile. Most can, anyway. Trust me, you'll love this weapon. Push C-Down to switch to it. The Ice Beam can open blue and white doors. Its only cons are--it can't open purple and red doors, and it's slow. It also can't remove Missile Shields. #4: Plasma Beam Acquired: Magmoor Caverns The Plasma Beam. Oh my gosh. Oh my stinking gosh. This weapon is SO cool the first time you get it. You can ignite stronger enemies in flames and eventually cause them to burn. You can ignite weaker enemies and quickly cause them to burn. You can open all those red doors that you've been dying to see what's behind, a numerous amount of them leading to Missile Expansions, which can really help in the long run. You can stay on it to open the normal blue doors. Oh, baby. C-Left switches to it. #5: Phazon Beam Acquired: Phazon Mines You only use this when fighting Metroid Prime's second form. You acquire it after defeating the Omega Pirate, but you can only use it while standing in a unique pool of Phazon that Metroid Prime generates. The Charge Beam will not work while this is present. The word Hyper-mode will appear on the screen when the Phazon Beam is usable. Other Beam functions are not available and cannot be switched to while using or having in effect the Phazon Beam. Other Beam functions will return when the Phazon Beam's effect ends. /-----------------------\ |VII-B: Morph Ball Stuff| \-----------------------/ #1: Morph Ball Acquired: Chozo Ruins You get this prize for defeating all the Beetles and then getting rid of the Plated Beetle in the Ruined Shrine. The Morph Ball allows you to open certain doors by accessing Morph Ball Slots. It allows you to roll through tiny tunnels. Push X to go into Morph Ball Mode. #2: Morph Ball Bomb Acquired: Chozo Ruins Yes, the Morph Ball and the Morph Ball Bomb are gotten separately. You get this one by defeating the Incinerator Drone and Barbed War Wasps. The Morph Ball Bomb can propel the Morph Ball upwards, called a Bomb Jump, and there's also a more complex technique called the Double Bomb Jump, explained in more detail in the walkthrough. The Morph Ball Bomb also destroy certain structures, allowing you to reach never-before-reached heights. Uh, sort of. Push A to use a bomb. By the way, Morph Ball Bombs can easily destroy things made of Sandstone or Talloric Alloy. #3: Boost Ball Acquired: Phendrana Drifts Ah, the Boost Ball. This piece of equipment will allow the Morph Ball to boost up half-pipe structures, which can lead to things such as the Space Jump Boots and a Missile Expansion. The Boost Ball can also be used to avoid things because of how fast you move. You'll want to be sure to hold B and then release instead of simply tapping. The longer you hold B, the longer the Boost Charge will last and the faster it will propel you. #4: Spider Ball Acquired: Phendrana Drifts The Spider Ball allows you to attach onto Spider Ball Tracks, and also lets Spider Ball Tracks become a Log Book entry. Press and hold R to attach onto a Spider Ball Track. Spider Ball Tracks are in lots of places on Tallon IV, and the Spider Ball will let you reach previously unaccessible areas. The Spider Ball also makes the Morph Ball look cooler. #5: Power Bomb Acquired: Phazon Mines The Power Bomb can destroy Bendezium, which is actually extremely crucial in situations. If you couldn't destroy Bendezium, you couldn't get the Grapple Beam, which is essential. You have a very limited supply of Power Bombs, going only up to four, but this can be expanded with Power Bomb Expansions. Press Y to lay a Power Bomb. /-----------------\ |VII-C: The Visors| \-----------------/ #1: Combat Visor Acquired: You always have this The standard visor. The visor you WILL spend a VAST majority of your time using. This is the normal visor. Up on the Pad, my man. #2: Scan Visor Acquired: You always have this Ooh, the Scan Visor. You'll be switching to this thing...a lot, but almost always very briefly. If you want two of the Bonus Image Galleries, you're going to have to scan a lot. Scanning can be very helpful. It can reveal what a creature's name is, what its weak points are. It could reveal what a material is, such as Cordite or Bendezium. Left on the Pad switches to it, by the way. #3: Thermal Visor Acquired: Phendrana Drifts The Thermal Visor is truly a freaky visor. It makes everything look really weird and make anything that's hot glow bright pink or orange. The Space Pirates did a lot of experimentation with the Thermal Visor. Push down on the Pad to switch to it. #4: X-Ray Visor Acquired: Tallon Overworld The freakiest thing in the game. I am totally serious, man. You know X- raying? Everything gets black and white, right? EVERYTHING GETS BLACK AND WHITE, RIGHT? Except it does a little more then go black and white. Using the X-Ray Visor, you can see invisible platforms, and Chozo Ghosts never disappear from your vision so long as they are within the vision of your visor. Push right on the Pad to switch to it. /------------\ |VII-D: Suits| \------------/ #1: Power Suit Acquired: You always have this The normal suit, the pathetic one. This suit has no special abilities except decreasing the amount of damage Samus takes by half. This is not taken away in Hard mode. What is Hard mode? Check the Questions You Might Ask section. #2: Varia Suit Acquired: Chozo Ruins You get this suit for defeating Flaaghra. You know the pathetic Samus that only has the Power Suit? When you get this, it pushes out Samus's shoulders, and makes the suit look a whole lot better. Besides look, what's better about this suit? You can now freely explore Magmoor Caverns. Extremely hot temperatures are no longer a problem with this suit on! #3: Gravity Suit Acquired: Phendrana Drifts With this suit, going underwater is no longer a problem! You will move just as if you were above water. It also makes Samus's suit look even better. It has nothing to do with breathing underwater, seeing as how you can breathe underwater fine with just the Power Suit. #4: Phazon Suit Acquired: Phazon Mines You get the Phazon Suit and the Phazon Beam by defeating the Omega Pirate in the Elite Research. The Phazon Suit, in addition to upgrading defense systems, lets you walk in blue Phazon without getting damaged. It also turns your suit black, mostly, which, in my opinion, makes the suit look better. #5: Energy Tank Acquired: Tallon Overworld, Chozo Ruins, Magmoor Caverns, Phendrana Drifts, Phazon Mines There are a total of 14 Energy Tanks. There are two in the Tallon Overworld, five in the Chozo Ruins, two in the Magmoor Caverns, three in the Phendrana Drifts, and two in the Phazon Mines. They give you 100 more units of energy, making for a maximum total of 1500 units of energy. They also immediately refill all Energy Tanks that you have. /--------------------------\ |VII-E: Secondary Equipment| \--------------------------/ #1: Missile Launcher Acquired: Chozo Ruins This is gotten by defeating the Hive Mecha and Ram War Wasps. Simply press Y to shoot a missile, and you can destroy things you couldn't before! You can also open Missile shields. Well, destroy them. If information about an enemy mentions that it can be hurt by concussive blasts, it's talking about Missiles. Missiles can easily destroy things made of Radion or Brinstone. #2: Charge Beam Acquired: Chozo Ruins This is gotten by activating four runic symbols and then scanning the final runic symbol on the gate to open the gate and then going in and getting it! The Charge Beam is one of the best things in the game. Its value can be easily underestimated. It will seem really annoying when you don't have the Charge Beam. To use it, simply select any beam weapon and hold down A. If you have the Charge Beam, a ball will appear on the end of your Arm Cannon. Well, not a ball with all Beam Weapons. Release A to fire! The Charge Beam doesn't work when the Phazon Beam is active. If you hold down A when the Phazon Beam is active, a continuous blast will be emitted. #3: Space Jump Boots Acquired: Tallon Overworld The Space Jump Boots are another thing that you'll love when you get them, and then it's like "Yeah, I've got the Space Jump Boots. They're cool." When you first get them, it is SO COOL. You know you can only jump once, right? Push B, and then push B again, any time while you're in the air, after you get them. #4: Beam Combos Acquired: Phendrana Drifts, Chozo Ruins, Magmoor Caverns, Phazon Mines There are four Missile-Charge Beam-Certain Beam Weapon combinations, one for each Beam Weapon. To use them, acquire one. Select the appropriate beam weapon and charge it up. Once it's fully charged, press Y. The combination for the Power Beam is called the Super Missile, the combination for the Wave Beam is called the Wavebuster, the combination for the Ice Beam is called the Ice Spreader, and the combination for the Plasma Beam is called the Flamethrower. To use them, simply charge up the appropriate beam weapon, and push Y! The Super Missile and the Ice Spreader are Single Shot Charge Combos. They fire once and stop. The Wavebuster and Flamethrower are Sustained Charge Combos. They fire as long as you want them to, so long as you have enough Missiles. Each Super Missile costs 5 Missiles. Super Missiles are the only thing that can destroy objects made of Cordite. The Super Missile is required. The Wavebuster is not required. It costs 10 Missiles to activate, then 5 Missiles per second afterward. It seeks enemies without a lock on. The Ice Spreader is not required. It costs 10 Missiles to shoot. The Flamethrower is not required. It costs 10 Missiles to activate, then 5 Missiles per second afterward. #5: Grapple Beam Acquired: Phazon Mines The Grapple Beam was damaged in the Space Pirate's Frigate, but you've got it back now! Hip, hip, hooray! The Grapple Beam, by simply holding L, allows you to grapple on available Grapple Points or available Gliders. You cannot reach certain areas without grappling. Anything else I missed? Want to point out something? My electronic mailing address is twishall@hotmail.com. ------------------ VIII: Walkthrough ------------------ This is the main section of the guide. This section will guide you through the game. To find a specific point, hold down Ctrl and push F. A Find thing will be brought up. Type in the thing you want to go to and push Enter. Skip the findings until you reach the point where it is listed in the walkthrough. For example, you want to know how to get the Plasma Beam. Hold Ctrl and push F. Now type in VIII-26 and push Enter. Skip the first one, which will be the listing in the Table of Contents, the second one, which is the one listed above (this doesn't apply to anything else) and push Cancel on the third (almost always the second) one. Here we go! NOTE: Room names are listed in all capital letters. 2nd NOTE: I guess it's about time to explain the Alerts. Now, if you don't care about getting all the scans, you should ignore the alerts. That is their purpose. Alerts are for scans that are either difficult or you only have one chance to obtain. There are a total of 18 Alerts. Some are Yellow Alerts. These are Alerts showing that the thing you need to scan is rare. More commonly found, however, are Red Alerts. These are the ones you only have one chance to scan--for example, the Parasite Queen. Those are the Alerts. There are seven yellow alerts and eleven red alerts in my guide. 3rd NOTE: Missile Expansions, Energy Tanks, and Power Bomb Expansions are not things that you REALLY need to get, though it is impossible to beat the game without getting SOME OF the Missile Expansions and Energy Tanks, I'm pretty sure. /-----------------------------------\ |VIII-01: The Space Pirate's Frigate| \-----------------------------------/ EXTERIOR DOCKING HANGAR All right. Use the Control Stick to move Samus (the character you're controlling) around. Move straight forwards at the start. Eventually, you'll find a force field blocking your path. On the two pillars that are supporting this force field are red switches, two on each pillar, making for a total of four. What you need to do is lock on and shoot these targets. To lock on, hold down L when your targeting reticule thing is near or on one of the switches. Now push A to fire a shot. If you hit the switch, it will turn from red to blue. Make all four switches blue and the force field will disappear. Now, go forwards and then turn left. You'll see another force field, with more of those red switches. However, it seems that these switches are offline, therefore, they cannot be deactivated. (?) Turn all the way around and you should see a sort of panel thing sticking out of the wall of one of the towers on the platform that you're on. Switch to your Scan Visor by pushing Left on the Control Pad. Now, move the rectangle in the middle of the screen over the blue icon thing. This will make a red square thing appear, which indicates that you can scan it. Hold down L to scan it. Once it activates the switches so that you can deactivate them, push A or up on the Control Pad to switch back to the Combat Visor. Watch the four--no, wait, six switches come online! Shoot the bottom four. Now hold down R and look higher up to see the other two. Lock on to them and shoot them and the second force field will deactivate. Now run forwards. Eventually, you'll see a small step. Push the B button to jump up onto it. Now turn left to see a ramp dangerously close to the edge, but, don't worry, you can't fall off. Go up this ramp and turn to find a door. To open it, shoot it and then approach it. It may not open, doors do this sometimes. Repeatedly shoot it and move around near it until it does. MAIN DOCKING BAY You can switch to the Scan Visor and scan the things to the left to learn a little about where you're at. You'll notice the indication that you can scan squares are orange. Red squares usually activate something or go in your Log Book, while orange squares usually tell you something that doesn't get recorded in your Log Book or get a Creature entry for your Log Book. After scanning or whatever, continue forwards and shoot the door and proceed. AIR LOCK There's some stuff floating around in this room. Since there is no air pressurization, the door ahead has no power. Look around for another of those blue icons. Scan it and the room will repressurize. The door now has power, so shoot it and continue. DECK ALPHA ACCESS HALL Just go through the door ahead. EMERGENCY EVACUATION AREA Go down the steps here and turn to the left. Switch to your Scan Visor and wait for a small creature to come. Quickly scan it before it disappears to get your first Creature entry! YELLOW ALERT! YELLOW ALERT! YELLOW ALERT! Make sure you scan a Parasite! This is basically your only chance. They come in other places, but this is the most convenient time! YELLOW ALERT! YELLOW ALERT! YELLOW ALERT! Alerts: 1/18 (Letting you know if you missed any scans later in the guide) Yellow Alerts: 1/7 (Letting you know if you missed any yellow alert scans later in the guide) Red Alerts: 0/11 (Letting you know if you misssed any red alert scans later in the guide) NEW CREATURE LOG: Parasite Interstellar vermin. Travel in swarms. Indigenous to Tallon IV, a single Parasite is harmless to larger life-forms. However, they tend to travel in large groups, swarming over potential prey. Such swarms can be dangerous. Now that you've scanned a Parasite, go ahead, up the next ramp. Turn left, walk, watch more Parasites eat a Space Pirate, turn left again, and walk down the walkway. Kill the injured Space Pirate (the scan doesn't go in the Log Book) before he attacks you. Now proceed through the door on your right. DECK ALPHA UMBILICAL HALL Hey, rubble! Move it! Well, the rubble can't hear you, so I guess you'll have to move it yourself. Hold down A until an energy ball appears on the end of your Arm Cannon. Release A aiming at the rubble and the Charge Beam (that's what it is) will take care of it. Go through the next door. MAP FACILITY All right, now a cut-scene. It'll show a couple of Parasites going down a small tunnel. The next paragraph is unnecessary, but, hey, downloading the map helps. Push X to go into Morph Ball Mode. You are now one meter in diameter. Roll through the tunnel and get out of Morph Ball Mode by pushing X again. You should now see a weird hologram in front of you. YELLOW ALERT! YELLOW ALERT! YELLOW ALERT! Scan the weird hologram BEFORE walking into it. There are only four in the game! YELLOW ALERT! YELLOW ALERT! YELLOW ALERT! Alerts: 2/18 Yellow Alerts: 2/7 Red Alerts: 0/11 NEW RESEARCH LOG: Map Station Walk into Map Station holograms to download a map of the area you're in. Now step into the Map Station hologram to download the map. After downloading, you'll automatically go to the map. Exit the map by pressing Z. Go into Morph Ball Mode again and roll back through the tunnel. Get out of Morph Ball Mode and turn right. Go through the door. CONNECTION ELEVATOR Right in front of you is another of those blue icons that activate something. Scan it to activate the platform which takes you to Deck Beta. Step on the hologram and the elevator will take you up. Once it reaches its destination, go through the door ahead. DECK BETA CONDUIT HALL In this room, there's this freaky electricity beam that comes on, and then goes back off. Go into Morph Ball Mode and wait for it to go off, then quickly roll past and under the rubble here. Back to normal, through the door. BIOTECH RESEARCH AREA 1 Turn left and go down the path. There'll be a Space Pirate ahead. A few shots will put him down. Now turn right and kill the other Space Pirate, who's easy. Ahead is another door. Open it and continue. DECK BETA SECURITY HALL Okay. Normally, you should try to scan every new enemy THE FIRST TIME you meet it. However, this enemy is an exception, because it's going to be a lot easier to scan it later. Okay, there's a turret, called an Auto Turret, around the corner. Strafe around the corner (hold L and move with the Control Stick) and get a lock-on on it, then strafe back to safety. Quickly strafe back and fire a Missile with Y. This should destroy it. You actually don't need to do all that, but, hey. Head through the door ahead. By the way, you'll need two Missiles to put it down on Hard Mode. BIOHAZARD CONTAINMENT When you get into this room there's a big tank in front of you. To the right of this tank are some computer monitors. Switch to the Scan Visor and look for a red square on one of them. Scan this one and you'll get some stuff for your Log Book. RED ALERT! RED ALERT! RED ALERT! Scan the computer monitor! This is your only chance! RED ALERT! RED ALERT! RED ALERT! Alerts: 3/18 Yellow Alerts: 2/7 Red Alerts: 1/11 NEW PIRATE DATA: Fall of Zebes (For further information on Pirate Data logs, go to the Log Book section of the guide.) Go back to the big tank that was in front of you when you came in. Near you you should see another of those blue icons. Scan it from fairly far away to disable a turret. Now go around the corner and scan the disabled turret, which is a lot easier then scanning a turret that's firing at you. NEW CREATURE LOG: Auto Turret Subject: Auto Defense Turret. Use Missiles to break outer casing. Because it's disabled, you don't need to destroy it. Scan the blue icon ahead to activate an elevator. Ride it up. Okay. There are four Space Pirates up here. Kill them all. If any of them leave behind a glowing purple ball, scan it. If not, don't worry, there are tons of these glowing purple balls. I bet they're the most common item. Just make sure to scan one. NEW RESEARCH LOG: Small Energy Replenishes 10 units of energy. The last Space Pirate is near the next door. Go through. DECK BETA TRANSIT HALL Go through the door ahead. CARGO FREIGHT LIFT TO DECK GAMMA What a long and unnecessarily complicated name. Anyway, there's a turret firing at you from the right as soon as you come in, so be sure to kill it as soon as possible. By the way, if any of the turrets have left behind little orange things that sort of look like little Missiles, scan one for another Research entry. If not, it's okay. Again, a very common item. NEW RESEARCH LOG: Missile Ammo Missile Ammunition. Resupplies Missile Launcher with 5 rounds of ammo. To the right of the turret is another blue icon. Scan it to activate an elevator. Whee! Going down! Step into the hologram, remember. Okay. At point of departure, you're going to be attacked by a Space Pirate. Kill him and then scan the blue icon on the panel nearby. "Please insert metallic sphere to open door." it will say. A metallic sphere...do you have one of those handy? Yes, indeed. Simply go into Morph Ball Mode and roll into the metallic sphere hologram. Wait until the door opens and the clamps will release you. Get out of Morph Ball Mode. There are two turrets on the ceiling of the room you just unlocked passage to, so be sure to take them out with Missiles before entering the room. Use the Charge Beam to get any pickups they leave behind. Go through the door you opened now. REACTOR CORE ENTRANCE Go through the door to the left. SAVESTATION Before walking into the hologram, scan the hologram for a new Research entry. NEW RESEARCH LOG: Save Station Step into these stations to save your game and fully restore your energy. Step into the hologram, then head back through the door. REACTOR CORE ENTRANCE Scan the blue icon to the right. Insert a metallic sphere again and head through the next door. REACTOR CORE WHOA! The cut-scene is showing some huge bug thing! Once the cut-scene is over, scan the gigantic thing for a new Creature entry. RED ALERT! RED ALERT! RED ALERT! Make sure you scan the Parasite Queen! This is your only chance to get this entry! Re-scan it if you die and come back! RED ALERT! RED ALERT! RED ALERT! Alerts: 4/18 Yellow Alerts: 2/7 Red Alerts: 2/11 NEW CREATURE LOG: Parasite Queen Parasite female, genetically enhanced by unknown means. A weak spot has been detected in the creature's mouth. Use your auto-targeting to acquire this new target! Scans indicate the presence of a potent mutagen, origins unknown. Creature exhibits the ability to fire weapon-grade blasts of energy from its mouth, a trait not present in the standard parasite genome. It appears the Pirates have begun a bioengineering program, with considerable results. ************************************************************************ BOSS FIGHT #1: Parasite Queen Fittingly, this is one of the easiest bosses in the game. Her only attack is to shoot a green blast from her mouth. She has no melee attacks, seeing as how you can't get very close to each other. Why? The blue force field rotating around the big parasite. Now, there are two open panels in the force field. This is how you kill the Parasite Queen. Get a lock-on to the creature's mouth. When you can see through one of the open panels, fire crazily. You will hurt it repeatedly. Sometimes, the force field and the open panels will start rapidly rotating. Shoot if you want to, but you don't need to. By the way, the Queen's breath attacks can go through the force field. Strafe or dash (tap B and move the Control Stick to the left or right) to avoid this attack. You can also use Missiles to hurt her. You can keep yourself up to date on how dead the Parasite Queen is by the energy bar that says Parasite Queen below it. This energy bar is very close to your own energy tracking. As the energy of the enemy is depleted, the lighter color slowly moves to the left. When just dark is left, it's dead. If you did this, good job! ************************************************************************ You may think the first part is over now. Nope. You have seven minutes to get out of the frigate before it explodes! The door you entered this room through is now blocked by a force field, so you'll need to exit through the only other door. DECK GAMMA MONITOR HALL Jump up the steps, turn right and go through the door. CONNECTION ELEVATOR TO DECK BETA Scan the blue icon ahead to activate an elevator. Go up. Turn around and scan the blue icon ahead from far away to disable a turret. Turn right and head through the door. BIOTECH RESEARCH AREA 1 Turn left to see some Space Pirates get killed by an explosion. Go behind the huge thing that just blew up to find some debris that has extremely conviniently stacked itself up to form a ramp. Go up this ramp and then kill the Space Pirate in front of your face. Go straight forward and then right around the next corner. Shoot the two Space Pirates here. Jump up into the little passage at the end of the path. Go through this door. SUBVENTILATION SHAFT SECTION A Morph Balling through here is easier. Turn into a Morph Ball and quickly roll through the tunnel, avoiding the various swarms of Parasites. On the left wall there'll be an alcove to roll into after a little. Go through the door here. SUBVENTILATION SHAFT SECTION B Follow this tunnel to the end, avoiding the enemies, and go through the door. CARGO FRIEGHT LIFT TO DECK GAMMA Wait for the door to open and go through it. MAIN VENTILATION SHAFT SECTION A Roll through quickly and go through the door at the end. MAIN VENTILATION SHAFT SECTION B Roll through until you get to the end. Get out of Morph Ball Mode and shoot the two turrets here until they explode, then go through the door. Missiles, remember. MAIN VENTILAITON SHAFT SECTION C Roll through quickly and go through the door at the end. MAIN VENTILATION SHAFT SECTION D Roll through quickly and go through the door at the end. MAIN VENTILATION SHAFT SECTION E To your left there will be a gigantic piston moving back and forth. Wait for it to move forth, then follow it back. There will be an alcove on the right, eventually. Quickly enter it before the piston moves forth again. If it pushes you, try again until you get it. MAIN VENTILATION SHAFT SECTION F Roll through quickly and go through the door at the end. BIOTECH RESEARCH AREA 2 As soon as you enter the room, you'll see a cut-scene involving Meta Ridley. That's the big black bird-looking thing. Then some stuff will fall, preventing further passage. Look up to see two sort of L-looking things. Run nearer the first one until it turns blue. Push and hold down L and you will grapple onto this hook. When the second one turns blue, release L and hold it down again. You'll grab onto the second one. At the end of your swing, release L. You'll fall onto the platform. Go through the next door. CONNECTION ELEVATOR TO DECK ALPHA Another blue icon. Scan it from far away. Disabling another turret, sweet. Turn right and run down the hallway. Don't touch the magnetic poles. Scan the blue icon here to activate an elevator. Walk into the holo...WHAT?! You got hit by an explosion! Missile Launcher malfunction. Morph Ball malfunction. Charge Beam malfunction. Varia Suit malfunction. Grapple Beam malfunction. In other words, you can no longer fire missiles, you can't go into Morph Ball Mode, you can't use the Charge Beam, your suit is no longer resistant to hot places, and you can't grapple anymore! Step into the hologram to be transported. DECK ALPHA MECH SHAFT Hurry through here and go through the next door. AIR LOCK Turn left and run through to the next door. EXTERIOR DOCKING HANGAR Run through this hallway and go through the door straight ahead. If you made it out with time to spare, you've successfully escaped! Now watch the cut- scene of the Frigate exploding. You will then see Meta Ridley again. You will automatically get back in your Gunship and pursue Meta Ridley to Tallon IV. /-------------------------------------\ |VIII-02: Getting the Missile Launcher| \-------------------------------------/ LANDING SITE Save your progress. Jump down from your Gunship. Turn around and look for one of those squares indicating that you can scan it. Switch to your Scan Visor, by the way. Scan your Gunship for a new research entry. NEW RESEARCH LOG: Gunship Hunter-class gunship registered to Samus Aran. You can return to your ship to recharge energy, reload weapons and save progress in the game. Head a little to the right and you'll notice a small cave with red lights and some sort of curvy weed things. Scan them for a new Creature entry. NEW CREATURE LOG: Tangle Weed Plant life with basic sentience. Retracts into 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 life-forms. Go back to your ship and face away from the front of it. On the left side of your screen you should see a path leading up behind a magnificently flowing waterfall. Head left to that path and jump from rock to rock. Once you're behind the waterfall, follow the platforms around to the left to a door. Go through it. TEMPLE HALL Look up to the ceiling to see another enemy. Scan it for its Creature entry. NEW CREATURE LOG: Seedling Plant-based ground feeder. Dorsal spines can be ejected in self-defense. Shoot the three on the ceiling quickly. Go through the door at the end of the hallway. TEMPLE SECURITY STATION Run forward until you see a strange-looking orange icon in front of you. Scan it for your second Pirate Data entry. NEW PIRATE DATA: Artifact Site Once you've gotten that, head to the end of this room. Scan the weird thing on the door for a new Log Book Entry. NEW RESEARCH LOG: Missile Door Lock There is a Blast Shield on the door blocking access. Analysis indicates that the Blast Shield is invulnerable to beam weapons. Explosive weapons may damage it. Your Missile Launcher was damaged at the Space Pirate's Frigate and cannot be used, so head back to the Landing Site now. LANDING SITE Go back to the front of your ship and face away from it. Go forwards to the waters and turn left. Go forward, between the two rocks ahead. To your left is a path. Go in here and through the door at the end of the path. WATERFALL CAVERN Switch to your Scan Visor and turn left. Scan one of the mushroom-looking things for another Creature entry. NEW CREATURE LOG: Blastcap 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 detects even the slightest contact. Go back to the Landing Site. LANDING SITE Face the front of your ship and turn left. You'll see a door you haven't been through yet, so go through it. CANYON CAVERN Walk into this room and some enemies will come out of the ground. Scan one for a new Creature entry. NEW CREATURE LOG: Beetle Burrowing insect with a resilient carapace. Extremely aggressive. Insect's massive mouth enables it to tunnel through solid rock at high speeds. Above ground, Beetles can cover short distances rapidly. They attack anything that moves near their lair. Kill the Beetles by repeatedly shooting them. Pick up any energy pickups left behind, turn left and go through the door here. TALLON CANYON To the left and up you'll notice a huge orange glowing bulb thing. Scan it for a new Creature entry. NEW CREATURE LOG: Sap Sac Chemical reaction within sac produces 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. Go forward and you'll see a new creature. Scan it. NEW CREATURE LOG: Zoomer Anchors itself to walls and other surfaces. Avoid contact with spikes. 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. Jump up the platforms where they were on after killing them. The third platform will have a creature looking similar to a Zoomer. Scan it. NEW CREATURE LOG: Geemer Wall-crawling mollusk with retractable spikes. The Geemer is an evolutionary offshoot of the Zoomer family. When threatened, it extends lethal spikes and retracts its head deep into its armored carapace. Ignore it. Jump onto the platform it's on. Turn right and follow the various paths and platforms until you reach a door. Go through it. ROOT TUNNEL There's a big flower on the left--scan it. NEW CREATURE LOG: Bloodflower Able to eject toxic spores. Toxins are poisonous even to the Bloodflower itself. Three mouth-nodules protrude beneath the stalk from the flower, each with a rudimentary brain cluster and the ability to spew toxic fumes at anything within a 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. Turn around and head back through the door you just came from once you've scanned it. TALLON CANYON Go off the platform and turn left. Kill the Beetles. Go through the door ahead. TRANSPORT TUNNEL A Kill the Zoomers and go through the door ahead. TRANSPORT TO CHOZO RUINS WEST Scan the blue icon here and then step into the hologram to be transported to the Chozo Ruins. TRANSPORT TO TALLON OVERWORLD NORTH Head through the door ahead. RUINS ENTRANCE Kill the Beetles. Go to the only door in the room, but before you go through it, look near it and scan the weird symbols above to get the first Chozo Lore entry. NEW CHOZO LORE: Fountain (For further information on Chozo Lore logs, go to the Log Book section of the guide.) Now head through the door. MAIN PLAZA Go forward and kill the Beetles. Walk across the half-pipe and jump up the stairs. Head a bit to the right and continue on. When you get to the wall, turn left and jump up the rubble. To the left, across the platforms. Turn left and head across the bridge. At the end of the bridge, look up and scan for another Creature entry. NEW CREATURE LOG: Hive Structure: War Wasp Hive. Primary War Wasp dwelling. Only vulnerable to heavy weaponry. War Wasps build their homes over existing crevices, using whatever materials are 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. Turn right and go through the door. RUINED FOUNTAIN ACCESS See that swarm? Scan the orange square on it. NEW CREATURE LOG: Scarab Exploding parasites that can embed their bodies in solid rock. Scarabs think nothing of sacrificing themselves for the safety of their 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. Run out of the room. MAIN PLAZA Go forwards and jump down. To your left is a door you haven't been through, so head through it. NURSERY ACCESS Go through the tunnel, kill the Scarabs, and head through the next door. |
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