Metroid Prime Walkthrough :
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Walkthrough - FAQ/WalkthroughMetroid Prime This guide was written, contributed and copyrighted by me by me, known here as lighterfluid6. Don't plagiarize, or use this guide giving yourself credit. This guide is not to be posted in any website other than gamefaqs.com, ign.com and associated websites. To contact me, email me at redshift71388@aol.com or IM me at redshift71388 (do not contact my previous addresses, ChaosUnit22). If you do contact me, do it only to ask for help that you feel isn't covered in my guide, or for any constructive criticism and appraisal. Do not, under any circumstance, contact me asking me to join your special forum, be part of some special group, or make small talk. If you ask a question about the game, make sure the guide doesn't cover that. That is all. ----------------------------------------------------------------------- Introduction. The Chozo are in peril. After centuries of technological advancement and deep space exploration, this race of beings had regressed into natural simplicity, adopting the fertile planet of Tallon IV as their home, and looking inward to reach an enlightened plane of existence. For a while, the Chozo lived in harmony with the native creatures, and built their homes and temples from the natural materials Tallon IV provided them. Soon, the Chozo were able to leave their physical bodies behind and exist as omniscient spirits. Then, twenty years ago, a meteor struck their planet. Tallon IV was a biological paradise, teeming with unique life forms. However, the meteor carried with it a deadly mutagen known as Phazon. The Phazon polluted the planet's ecosystem, killing and mutating the native species. What the Phazon did not kill, it mutated into corrupt new forms. Eventually even the Chozo spirits began to feel the Phazon's effects. They either slipped into insanity or disappeared to an unknown realm, leaving only their ruins behind. The Chozo spoke of a 'Worm' that came along with the meteor. Before their demise, they used their once-forsaken technology to seal away the Worm within the meteor's Impact Crater, so that only the holder of twelve Chozo Artifacts could enter its lair. But this was not enough. Soon after the extinction of the Chozo, the Space Pirates arrived, seeking the power of the Phazon for their biogenetic experimentations and to rebuild their forces after their defeat on Zebes. Their research and mining brought them to the Worm, which they called Metroid Prime. Their experiments also took place aboard the Space Pirate Frigate, Orpheon, but lately, things haven't been going so smoothly for them.... ----------------------------------------------------------------------- Walkthrough. When using this guide, all you really need to know is that important items will be in CAPITALIZED print. This includes new Log Book entries, power-ups, expansions and more. The walkthrough section of this guide is divided into fourteen chapters: 1. The Space Pirate Frigate. 2. Obtaining the Missile Launcher. 3. The Morph Ball. 4. Toxins at the Ruins. 5. Fire and Ice. 6. High Waves. 7. Phendrana Labs. 8. Return to the Ruins. 9. The Gravity Suit. 10. A Miner Threat. 11. The Treasure Hunt. 12. Phazon Corruption. 13. An Old Friend. 14. The Worm. ============= Chapter 1: The Space Pirate Frigate. ============= The game of Metroid Prime is the first of the Prime series, which takes place between the original Metroid game and Metroid 2: Return of Samus. After destroying the Space Pirate base on Zebes, Samus went in pursuit of the remaining Space Pirate forces to try and eliminate them once and for all. She was able to intercept a distress signal coming from the Space Pirate Frigate, Orpheon, in orbit around Tallon IV. Being the bounty hunter that she is, Samus moves in to investigate. The Space Pirate Frigate is the only area in the game that you can't revisit again, but you will have a chance to explore the vessel once it.... (Sorry, I can't spoil that for you). Nevertheless, some of the elusive creatures and information found aboard the Orpheon can only be scanned during your initial tutorial run through the ship. If you want a full Log Book, scan. After Samus docks with the frigate, you'll assume control over her. You start in the Exterior Docking Bay, a room boxed in with special force fields that prevent you from falling off into space. The only way to progress is by going through the energy field that bars your way to the next portion of the room. The field is powered by four nodes located along its side. After you play around and get used to the game's controls, target each of the power nodes and blast them with the Power Beam to disable them. The shield will deactivate once all four nodes are shut down. Walk out to the second section of the room. Your progress through this area is also barred by an energy field, again powered by multiple nodes. This time however, the nodes are lacking power. You need to reenergize the system by scanning the blue control panel on the center pillar of the room. Afterwards, shoot all six power nodes to shut down the force field. You'll need to look up to shoot the topmost two nodes. Now jump up to the third section of the room and follow the walkway to a blue door. Shoot the door to open it, and then step inside the frigate. You can skip through these next three small passageways, scanning when you need to. In the last potion of the Docking Bay, you can scan the holograms on the wall for information about the ship's status. When you reach the Air Lock, you won't be able to continue until you re- pressurize the room. Scan the control panel to do so. You'll know when the room is re-pressurized when the floating debris falls to the ground and the door ahead glows blue. Continue to the Emergency Evacuation Area. This room is a waste. Whatever happened here ended with several dead Space Pirates and the dominating carcass of a large, insect-like creature. Before you go too far in, scan the smaller creatures you see feeding on the Space Pirate's body to your right. The PARASITE is fairly common aboard the frigate; you probably saw a few running beneath the floor crawlspace of the last room. Despite that fact, they can only be found on the Orpheon, and you'll lose your chance of scanning any for your Log Book afterwards. Parasites aren't deadly. Like most enemies, you'll suffer minor damage if you make contact with one, but it takes only one Power Beam shot to kill them. After dealing with them, head around the fire and across the balcony, blasting more Parasites as you go. Turn left and prepare for your first real threat, if you can call it that. The injured Space Pirate ahead will start shooting you if you get too close, so take it out from afar. Because of its injuries, its aim will be hindered and it will take only a few shots to put it out of its misery. Like all pirates aboard the ship, you won't add it to your Log Book if you scan it. Take the door on your right. The Deck Alpha Umbilical Hall is blocked off by a pile of rubble. Charge up your Power Beam and unload onto the debris to clear it. The door at the end of the passageway takes you to the Map Facility. As soon as you open the door to this room, a short cut-scene will interrupt your fun to show you two Parasites fleeing down a small tunnel along the right wall. Roll into your Morph Ball and follow them to the small room with the glowing hologram. Scan the hologram, before you step into it. When you step into a MAP STATION, you can download the schematics for each area that the station corresponds to. This station will show you the layout of the frigate. There are only four Map Stations in the game, and if you download one before scanning it, there will be nothing to scan afterwards. Be sure to scan one of them (preferably this one) before using all four. After your map is updated, roll back through the tunnel and use the door at the end of the Map Facility. To use the elevator to Deck Beta, scan the control panel and a hologram will appear in the center of the lift. Walk into it and you will rise to Deck Beta. The first room after the lift, the Deck Beta Conduit Hall, is blocked by more rubble, fire and some live wires. Touching the fire will harm you. Use your Morph Ball to roll under the rubble, but wait for the live wire current to flicker off so that you don't take additional damage. The following room is the first Biotech Research Area. The room houses a dormant Parasite Queen contained within the large stasis tank in the center of the room. This monstrous creature is not unlike the dead beast you saw earlier. The Space Pirates are somehow enhancing regular Parasites to grow many times their normal size, mutating them and building an army of giant Parasite Queens. But if the Emergency Evacuation Area and the distress signal is any clue, you can tell something went wrong with their experiments. Anyway, turn left and walk around the upper part of the room, cleaning up Space Pirates as you go. You'll encounter another crippled individual, as well as another who is able to stand and actively attack, but isn't much more of a threat anyway. When you kill an enemy, it will sometimes leave behind a pickup. Pickups glow and make unique whirring hums, and they can be drawn towards you using your Charge Beam. Pickups provide energy and restore your ammunition. The different types can also be scanned for Log Book entries. By now you may have seen the small purple units, or SMALL ENERGY units. These restore ten of your health points. In the following corridor after the Biotech Research room, turn left for a nasty surprise, an AUTO TURRET. These stationary defense weapons are programmed to attack whenever they sense you nearby. They fire damaging bolts of energy, and it's wisest to quickly dismantle them as soon as possible. Don't bother scanning this one yet; just shoot it with a missile and scan the yellow pickup it leaves behind, a MISSILE AMMO unit (which replenishes five missiles to your Missile Launcher). The next room is the Biohazard Containment. Somewhere from the depths of this room, you'll have another Auto Turret shooting at you. Luckily, you can take cover behind the stasis tank in the room, which contains the grisly remnants of a failed Parasite Queen experiment. Flip on your Scan Visor and find the computer monitor with the red scan symbol, and scan it. It is your first and only opportunity to scan Pirate Data: FALL OF ZEBES. It's the only Pirate Data entry that can't be revisited if you accidentally miss it, so scan it now! Also, turn to the left and scan the control panel along the left wall. This panel will disable the Auto Turret. Not all turrets have a corresponding panel to shut them down, but it sure makes fighting them a lot easier. Now that the turret is pacified, scan it for an easy Log Book entry if you didn't get the last one. If you wish, collect data on the rest of the room's creepy-crawly contents, and then head to the back of the room. Scan the control panel back here to activate the small lift that takes you up to the upper level of the room. The top section is made up of a balcony that encircles the room. As you travel to the door on the opposite end, you'll have to level a few pirates. The first few are easy, but the third one is particularly nasty. It hasn't sustained many injuries, and it's about as tough to take down as the pirates you'll fight later in the game. Don't hesitate to use missiles on it. Collect any dropped pickups and head for the door. A final dying pirate will attempt to stop you by the door; laugh at him, mop him up and continue. Head down the Deck Beta Transit Hall and to the Cargo Freight Lift to Deck Gamma. The top of the cargo lift is guarded by another Auto Turret. Take it out of commission the old fashion way, and then scan the nearby panel to activate the lift to Deck Gamma. Enjoy your pleasant ride down; there's another vicious Space Pirate at the bottom that will attack. Kill it with missiles and then go after the Parasites feeding on the pirate carcasses. You should have them scanned by now. If not, do it now because the next and final time you see them will be when you're in a hurry. After the room has been cleared, scan the panel down here to energize the large door ahead. It still won't open unless you use the use the device on the floor marked with a spherical hologram. The panel told you to insert a metal sphere...like your Morph Ball. Roll into the mechanism and the door will open. Be quick to destroy the two turrets in the next room. Charge up your beam to draw in the Missile Ammo. The door ahead of you opens up just like the last one, but we'll worry about that in just a second. Use the regular blue door on your left to save your game, using the SAVE STATION. Unlike Map Stations, there are plenty of reusable, scan-able Save Stations scattered throughout the game. They allow you to save your progress and they restore all of your lost health. Give this one a scan and then make sure you heal and save. Back outside, scan the control panel and use the Morph Ball to open the large door like you did with the previous one. The next room is the Reactor Core. When Samus enters the Reactor Core, she'll be attacked by a live PARASITE QUEEN. This mutant beast is your first boss, the first true test of your skills. Like all bosses, the very first thing you should do when fighting her is scan her. Bosses can only be fought once, and thus you only get one chance to scan them. Not only that, but scanning the Parasite Queen in particular will prove useful when fighting her. The first thing you need to know is that when you target the queen, you'll lock on to her fleshy stomach. But after you scan her, you'll discover a new weakness in her mouth, and you'll target the mouth from that point forward. Yes, you can win without finding this weak spot, but it takes longer and it deprives you of her one-shot scan. So go ahead, scan her like you mean it. All you need to do to win this battle is shoot her repeatedly with Power Beam shots and/or missiles. The trick is that the Parasite Queen is perched inside a dual force field system around the ship's energy core. The blue field will deflect your shots, but the orange field is weak enough to shoot through. In return, the queen can attack through both fields. The force fields will rotate around the queen, meaning you'll have to practice your strafing techniques to get shots in. Lock on to the queen and dash to the sides. This will also help you avoid her attacks; she fires jets of volatile acid from her mouth. The battle itself isn't all too difficult. Use up your missiles, and then feed her Power Beam shots to finish her off. Keep moving in order to get a shot through the blue force field. Sometimes the fields will scramble, so you will need to wait until they reset themselves. Again, this battle shouldn't be too difficult. And if it is, well, that's what the Save Station was for. When the Parasite Queen succumbs, she'll fall into the reactor core, destroying herself and the core in the process. With the core gone, the entire ship will become unstable and self destruct in seven minutes! That means you need to get moving now. Samus's Power Suit, being the technological wonder that it is, will tell you to "evacuate immediately" while an alarm blares loudly. The door you entered from won't do, but luckily there's another door that should be right in front of you. Head forward, up the steps and through the passageways. Take the next lift back up to Deck Beta. On the way out, scan the panel on the wall in front of you to deactivate a hidden Auto Turret. Enter Biotech Research Area 1. This is the bottom section of the room, not the upper balcony you explored previously. Already, the ship has turned into a war zone. The Space Pirates here are trying to subdue the awakened Parasite Queen. You won't have to fight either of them; as soon as you take a few steps in, a large explosion will kill everything in sight. Head behind the stasis tank and up the pieces of rubble to the second floor. Turn right and head down to the other door. Three Space Pirates will attack you up here. Dispatch the first two with missiles. The third might get killed for you by another explosion which will reveal a new path through the ventilation systems. The entrance to the system is to the right of the door (which you can't use anyway). Go ahead and use your Morph Ball to quickly make your way through the ventilation shafts. Roll into the openings in the walls to continue through the tunnels. The shafts are all basically the same, with some added turrets along the way (roll out of the Morph Ball to deal with them). Most are infested with swarms of Parasites. You'll take damage when you roll through them, but it isn't anything to worry over. Additionally, you'll reach an area that you'll have to bomb through, and another in which the tunnel is blocked off by a large piston. Wait for the piston to retract, and then continue before it pumps out again. Eventually you will reach the end of the tunnels and emerge in Biotech Research Area 2. It's Ridley! Samus stumbles upon the most intriguing of the Space Pirates' research projects, the resurrection of one of their leaders. Samus defeated the dragon-like Ridley on Zebes when she destroyed their base and the commanding Mother Brain. The survivors of her purge went on to revive their winged aggressor and scout for new base locations; hence their presence on Tallon IV. The cybernetic-enhanced Meta Ridley will break out of his restraints and escape through the ceiling. Now you'll notice a chasm blocking your way to the door on the far end of the room. To get across, you'll need to implement your Grapple Beam. The Grapple Points ahead of you are marked with special Grapple icons. Fire your Grapple Beam as indicated and swing across. As soon as you reach the end of your swing, let go and then immediately reattach yourself to the second Grapple Point, and then swing across to the other side. Enter this door and continue. The next passage has another blue panel that needs scanning. Well, you don't need to, but if you don't, there will be another Auto Turret raining death upon you. Turn the corner and head towards the lift. Avoid the damaging currents of electricity down this passage. When you scan the lift's control panel, you'll trigger a cut-scene. A violent explosion slams Samus against the wall, damaging her Power Suit. When you recover, you'll be at full health, but at the price of losing almost all of your gear. That includes the Varia Suit (you'll notice your suit looks different), Missile Launcher, Morph Ball (and its bombs), Charge Beam and Grapple Beam. Basically, all you have left is your default Power Suit, Power Beam, Combat Visor and the Scan Visor. Yay. Now ride the lift to Deck Alpha. The Deck Alpha Mech Shaft is a short passage with a few sharp turns that dumps you at the Air Lock. Good news: that's only a room away from freedom. However, since you pressurized this room earlier, you need to wait a few seconds for it to depressurize so that the door becomes active. Dash through the next passage to complete your escape to the outer docking bay. If you didn't make it in seven minutes, you'll die and be forced to restart at the Save Station (before the boss battle). When you step outside, a cinematic will take over. Samus narrowly escapes from the crumbling Space Pirate Frigate as it self-destructs. Meta Ridley has also escaped and is fleeing for the nearby planet, Tallon IV. Samus will give chase, but end up losing the tracking signal and be forced to continue reconnaissance on foot. ============= Chapter 2: Obtaining the Missile Launcher. ============= Samus lands her ship upon the lush rainforests of the planet's first major area, the Tallon Overworld. Tallon IV is divvied up into five main areas each connected via a system of transport elevators. There is also one final area that can be reached at the very end of the game. Tallon Overworld is a place characterized by rainy weather, thick vegetation and plenty of wildlife, but comparatively little intrusion from any civilization. You can always return to the Landing Site if you need to use your GUNSHIP. Your ship acts as a multipurpose station. It allows you to save your progress, restore health and restore any ammunition. You should also scan it at some point for a Log Book entry. There are several doors leading out of the Landing Site, but of those doors, only three are accessible to you right now. Take the door on your right, leading to the Canyon Cavern. When you enter this cavern, several disturbed BEETLES will attack. You won't be hurting for opportunities to scan these creatures, but you may as well. Beetles are aggressive insects that surface from their subterranean dens whenever they sense movement above. They attack you by ramming you, so shoot them all before they get that chance. The passage on your left takes you to a door, leading to the Tallon Canyon. The canyon is home to a variety of new species, all of which will add a new page to your Log Book. The yellow plantlike object in front of you is a SAP SAC. These are only dangerous if you shoot them; they'll explode with enough force to harm you or kill any creature that is too close. Ruptured Sap Sacs sometimes leave behind pickups and you may even get one to leave behind a LARGE ENERGY unit. These health pickups are slightly larger than Small Energy units, are red, and heal 20 lost health points. If you don't find it now, keep your eye out for it. Further down the canyon you will see a waterfall to your left. Crawling among the rocks are common creatures called ZOOMERS. Zoomers keep to themselves, but can defend themselves with their spikes when necessary. They are still fairly easy to destroy though. GEEMERS on the other hand, are a bit tougher. You'll find a Geemer above you, crawling around the ledge on your right, opposite to the waterfall. Geemers are variants of the Zoomer, but are invulnerable to any type of beam weapon except for missiles and the late-game Plasma Beam. Lastly, scan the mushrooms growing in the corners of the waterfall pond. These are BLASTCAPS, which can be shot to reveal pickups. Blastcaps are poisonous though, so after you shoot one wait for the toxic gas to disperse before you approach. Keep walking towards the half-pipe-shaped rock formation past the overhanging bridge. Kill the two Beetles that attack, and then continue to the blue door. The tunnel ahead takes you to a transport. You can easily destroy the Zoomers crawling around here by shooting the Sap Sacs nearby. Head through the door at the end. This, your first transport, will take you to the Chozo Ruins. Scan the bird-shaped control panel and then step into the elevator's hologram to ride upward. The Chozo Ruins area was once home to the very beings that raised Samus as a child. The Tallon Chozo are now extinct, but their crumbling ruins are filled with clues and lore as to what led to their demise, and how they existed before their way of life was brought to an abrupt end. Walk through the next two doors until you reach the Ruins Entrance. There are Beetles here to kill. Also, if you have the hint system option turned on, you'll get a notification now about strange seismic activity occurring deeper within the ruins, in a room called the Hive Totem. That is your next destination. Before leaving through the door up ahead, scan the shimmering section of wall above it. These weird symbols are pieces of Chozo Lore, entries in your Log Book. This piece is Chozo Lore: FOUNTAIN. The Chozo Lore pieces each tell a part of the Chozo's story. You'll find more as you explore deeper into Tallon IV. After the introductory cinematic in the Main Plaza, step down into the clearing and eliminate the dozen or so Beetles that pop up. The Main Plaza connects many sections of the Chozo Ruins together, with many doors leading to and from the room. The door you should be interested in right now is the far left door at the back of the room. Cross the half- pipe configuration and head up the steps, and then turn left to find your door. You should now be in a tunnel called the Nursery Access. After the turn, check out the swarm of insects crawling towards you. SCARABS are common throughout the tunnels of the Chozo Ruins, and can be quite a nuisance. Like Parasites, they travel in swarms, but differ in that they will eventually stop moving to try and block your path. If you get too close to them, they explode. Kill them all before proceeding. The next tunnel, Eyon Tunnel, is named after its inhabitants: EYONS. These organisms look like eyes attacked to the wall. They can concentrate energy in the form of a laser beam and shoot it at anything in their line of sight. Eyons can't be destroyed without the Charge Beam, but you can shut them for a few seconds by simply shooting them. After you get past them, head to the next room. The Ruined Nursery has a Save Station right next to it, but you'll need to find a way up to it before you can use it. First, scan the Chozo Lore on the opposite wall (EXODUS). To get up on the ledge on your right, head to the back of the room and use the steps from there, taking out the two Beetles along the way. At the blue door, turn back towards the room's center and scan the yellow structures on the ceiling and opposite wall. These are HIVES, which are homes to vicious WAR WASPS. The wasps will attack you as soon as you get up onto the ledge. Shoot them quickly before they attack. They'll hover near you, and then swoop in for a ramming attack. You can also use missiles to destroy the Hives before the wasps emerge; that way you'll prevent any of them from appearing. So, from the blue door, jump to the ledge on the right wall (the wall opposite of the entrance door) and locate the door leading to a Save Station. Use it, then head back out and go through the other blue door. You'll be interrupted by a swarm of Scarabs as you pass through the next small room, the North Atrium. Kill the swarm, and then proceed to the next room. The Ruined Gallery is another Hive infested room. First, take out the War Wasps. Then, scan below for a new entry. TANGLE WEED is the grassy stuff. Ignore it for now, and make your way across the ledges on the right side of the room to the other side where a door is. Head on through. The path in the Totem Access slopes downwards, patrolled by new creatures called PLAZMITES. These fireflies are relatively harmless, and are actually beneficial in some areas. Because of the light they emit, they can sometimes be your only means of seeing where you're going, so shooting them would leave you in the dark. This isn't really a problem here, but you should still watch your step when you go through the room. The water in the Chozo Ruins is being polluted by an unknown source, and its toxicity levels are high enough so that you'll take damage from contact with it. The crate in the middle of the room can be opened with the Power Beam to reveal pickups. You'll see more of that Tangle Weed stuff too. It's harmless, but you'll be slowed down if you try walking through it. Anyway, there's a door at the far end of the room that you should now head through. Your goal is reached, for you are now in the Hive Totem. You aren't out of danger yet though. Head to the center structure of this slanted room, accessed by steps made by collapsed rubble near the toxic water. Downhill, to your left, is a metal bridge that spans the toxic pond to a glowing item. This is you first power-up, but you'll have to fight for it. Once you try and cross the bridge, a cut-scene will interrupt and your first mini-boss battle will commence. The large machine above the power-up lowers to block your path across the bridge, while the Chozo statues to either side of the bridge begin to spill green water into the room, trapping you on top of the center island. While the HIVE MECHA isn't really a boss, you only get one chance to scan it. Got that? Only one chance. Point your scanner below the water level and look for the red scan symbol. The Hive Mecha is a mechanical wasp hive designed to interact with hive dwellers. This unit houses a nasty new breed of War Wasp, the RAM WAR WASPS. When the battle starts, the Hive Mecha will release several of these red insects, which will begin to zoom around you at high speeds. Make sure to scan one, because like the Mecha itself, these only appear this one time. Don't bother trying to get a lock on a circling War Wasp. Instead, study your radar and wait for one of the yellow dots to stop moving. When one does, look for the hovering War Wasp and blast it out of the air before it strikes. When all of the wasps have been eliminated, the Hive Mecha will reveal a weak spot. Target this red area and give it a few shots of the Power Beam until the Hive Mecha closes itself and rotates. The cycle will need to be repeated two more times. More wasps will be released each time you damage the Hive Mecha. After the third cycle, the Mecha will surrender its captured power-up and the water level will recede to normal. Cross the bridge and collect the MISSILE LAUNCHER. Your trusty missiles will allow you to open the door ahead of you, sealed with a MISSILE DOOR LOCK blast shield. Scan the shield first, and then blow it apart with a missile. The small chamber beyond contains your first ENERGY TANK, which restores all of your energy and increases your maximum health capacity by 100. You can also bust up some crates in the room to collect Missile Ammo. There is nothing else you can do here now, but do take note of that tunnel in the back of the room. Now return to the Ruined Gallery. Destroy the wasp Hive as soon as you enter the gallery. Now, jump down to the room's lower level, but don't touch the water. Turn around and shoot the Blastcaps, and then fire a missile at the cracked section of the wall across the small pond. The wall will crumble and reveal a space containing a MISSILE EXPANSION. These items allow you to carry five extra missiles. There are 49 expansions in the game, meaning you'll end up with a maximum capacity of 250 for the Missile Launcher (the launcher itself also provided five of those missiles). Jump back across to solid ground and head for the back of the room's lower section. You'll find another door with a Missile Door Lock to your right. Bring it down and enter to download the Chozo Ruins map via the Map Station. After that's done, climb back up to the upper ledges and take the door back to the Ruined Nursery. Once you get there, use the Save Station nearby. ============= Chapter 3: The Morph Ball. ============= After saving, backtrack to the Main Plaza. Defeat any Beetle opposition and head down to the clearing in front of the tree, where the main Beetle population lives. Across from the tree is a door covered by a Missile Door Lock. Blast it to bits and enter the exposed doorway. The tunnel beyond is crawling with Scarabs, as expected. There are in fact two swarms that you have to fight through. The door at the end of this tunnel takes you to the resting place of your next power-up (that was quick, wasn't it?), the coveted Morph Ball. Climb over the formation ahead of you and hop down into the clearing. The Morph Ball in the back of the room is sitting there waiting for you, but as soon as you approach it, a wall will rise up from the ground and deny you access. At that point, you'll be ambushed by a huge colony of vicious Beetles. You can't turn back now, so the only way to make it out alive with the Morph Ball is to fight this wave of Beetles. Try to keep moving and always stay locked on to a target. Don't think twice about using missiles if you can get the Beetles in a cluster, but don't get too carried away with them either. A lot of them will drop health, so collect that when you can. After you've decorated the floor with every last Beetle's guts, the ground will rumble and a new breed of nasty will surface from the ground. The angry PLATED BEETLE is another mini-boss. Scan it now if you wish, but don't worry if you forget; unlike the Hive Mecha, there will be plenty more of these baddies to fight later in the game. So how do you fight it? Frontal attacks are useless against the Plated Beetle because of the hard shell around its head. The only way to damage the bug is to shoot its red backside, but the beetle will always do its best to be facing you so that its weakness isn't exposed. The only time you can damage it is when it charges. Get reasonably close to the bug and wait as it shuffles from side to side. Watch for its antennae to twitch, and then dash out of the way. As the beetle charges past you, make sure you maintain your lock on it and fire a missile when you see its red rear. Whenever the Plated Beetle is about to charge, it will twitch its antennae and make a loud shriek. If you run out of missiles, pelt it with Power Beam shots when it exposes its weak spot. Repeat this process until the beetle dies. Claim your MORPH BALL prize after the battle and then use it to exit the room, through the small tunnel in the rock structure. The Morph Ball, in combination with the Missile Launcher, will allow you access to new places in Tallon IV. The Morph Ball itself is neat, but you're still defenseless with it until you reclaim its explosives. Before we get to that though, it's a good idea to collect expansions that you previously couldn't get without the two aforementioned power- ups. Go back to the Ruined Nursery and use the Save Station. From here, go back to the empty Hive Totem and enter the small room behind the bridge. Remember the hole in the back of the room? Roll into Morph Ball mode and enter the new path. Navigate through the small maze of pistons and to the other side of the tunnel, where you'll be dropped off at a new elevator, which leads to a new area known as the Magmoor Caverns. Without the Varia Suit, you won't survive long after taking the elevator, so ignore it for the moment and use the door on your right. The small Vault Access has a piston in the corner that will lift you up to a new Morph Ball tunnel. Roll through the set of pipe lines and eventually you'll end up at the Vault. There's a large cage in the middle of the room that blocks off an expansion, but you need Morph Ball Bombs to get that. You can still scan for Chozo Lore: BEGINNINGS, though. Use the door on the other side of the room and kill the Beetles within the following room, the Plaza Access. The door at the end takes you to a part of the Main Plaza that you can't reach from the other side, and resting on the ledge is an ENERGY TANK. After that's all done, head all the way back to the Tallon Overworld area. Reenter it by using the lift on the other side of the Main Plaza and Ruins Entrance. Once you get there, stop at the Tallon Canyon. When you clear the area of enemies, turn towards the waterfall and hop onto the rocks that the Zoomers were crawling on. Climb upwards and then turn to face the platform where the Geemer lives. Kill it using a missile, and then hop across. From there, turn right and cross the bridge, then enter the doorway ahead of you. This next cavern is home to a new enemy, a BLOODFLOWER. To kill this plant, wait until it hurls a green spore at you. You can target the spore and shoot it, which will cause it to bounce back at the Bloodflower, killing it. This Bloodflower in particular is easy to kill alternatively by hitting the Sap Sacs above it, which will incinerate the flower when exploded. Make your way to the other side, avoiding the water (it's clean, but it slows you down and prevents you from jumping high). Blast the door with a missile and enter the next room. The Root Cave is huge. Jump or drop down to the very bottom of the shaft. There's a Beetle nest down here, so watch out. Fight or flight, and head for the door that's down here. This takes you to yet another Transport Tunnel, but it leads to the same area as the one back up in the Chozo Ruins, so you should wait to take this elevator until you've acquired the Varia Suit. You can still grab the MISSILE EXPANSION beneath the steamy bridge though, avoiding the sneaky Zoomers as you do so. After you grab that, turn back to the Root Cave and climb back up to the top using the platforms and tree formations (again, avoid those Zoomers). Return to your Gunship at the Landing Site. You can collect another MISSILE EXPANSION by using the Morph Ball to roll underneath the small hole behind your ship. You may want to shoot the Tangle Weed down before that so that you can roll through at normal speed. Now, go to the other end of the Landing Site. Wade into the small pond and locate the cavern to the left of the waterfall. You can also get there by rolling into a hidden tunnel along the left side of the room, from your ship's point of view. Either way, you should end up looking at a new doorway. The Waterfall Cavern is home to a few Blastcaps, but nothing too threatening. Roll under the rock obstruction blocking your way and exit by using a missile on the door on the other side. Prepare your Scan Visor before stepping through to the Frigate Crash Site. The huge clearing that is the Frigate Crash Site is separated down the middle by a large pond. You can't cross this pond yet, but you can scan one of the two creatures up ahead on the shoreline, guarding a ruptured crate. These are jetpack-equipped FLYING PIRATES. Flying Pirates are actually very dangerous, and right now they're way out of your league. Luckily, these two will flee once they see you, but try to scan them before they escape. The reason you'll want to scan them now is because when you next fight them, you'll want to devote all of your efforts into actually fighting them, not scanning them. They're that deadly. After you've spooked them off, turn back towards the Landing Site. There is nothing more you can do at the Frigate Crash Site, but if you're determined to explore it some more, stay away from the crate that the pirates were guarding. It's oozing deadly Phazon, a blue substance that will cause heavy radiation damage if you touch it. From the Landing Site, return to your ship to get your bearings. Facing forward from the front of it, and look for a set of mossy stone steps above the entrance to the Waterfall Cavern. These lead to a path behind the waterfall, and eventually to another blue door. Climb and walk this path until you're at the door. Beyond it, scan one of the three new creatures crawling on the ceiling. SEEDLINGS are very similar in behavior to Zoomers, but they are a bit more aggressive and have the ability to launch their spikes at you. Kill them and then shoot the Tangle Weed out of your way so you can cross to the next doorway. After the Temple Hall are the Temple Security Station and the Temple Lobby. The lobby is merely an empty tunnel, but the security station contains a hologram of some Pirate Data (ARTIFACT SITE) and a Missile Door Lock blocking you way. You'll also be shown a short cinematic introducing you to the Impact Crater. This is the game's final area, but you aren't actually in it right now. This is just the gateway to the crater. After passing through the Temple Lobby, you'll be inside the Chozo's sacred Artifact Temple. The Chozo built the Artifact Temple directly over the Impact Crater. It was designed to contain a great evil within the crater, and keep out anyone who would want to exploit that evil, like the Space Pirates. The only way through the temple's ancient seal and to the game's final area is by collecting the twelve Chozo Artifacts that act as keys to unlock the seal. At the large window up ahead, turn to either side and scan the Chozo Lore entries along the far walls: STATUARY and BINDING. The right path is blocked by rubble, so turn left and take the path down to the outside area of the Artifact Temple. You'll find the first Chozo Artifact at the base of the Artifact Temple's central pillar, the ARTIFACT OF TRUTH. After you collect it, seven of the pillars around the room will activate and allow you to scan them. These pillars provide clues as to the whereabouts of the other Chozo Artifacts. Note that when you scan a clue, it registers as a Log Book entry. This is misleading; the Artifact section in your Log Book doesn't need to be scanned in order for the Log Book to be completed. You just need to find them all. Still, if you don't know what you're doing, it's a good idea to scan the clues to help you during your quest to collect the artifacts. After you're done, return to your ship and save your game. ============= Chapter 4: Toxins at the Ruins. ============= The Morph Ball is crucial to a bounty hunter who needs to explore every last corner of Tallon IV, but you still need a way to defend yourself whilst using it. The Morph Ball Bombs fill that void, so it's important that you track them down as quickly as possible. Additionally, it's about time we return to the Chozo Ruins and clean up the polluted water supply, and then find a way through Magmoor Caverns' crushing heat. With your Arm Cannon raised, and Scan Visor at the ready, be prepared to take down the greater evils that lurk within the Chozo Ruins. It all starts at the Main Plaza. At the back of the Main Plaza, there's a set of steps that lead up and around to the left and across the bridge. Watch out for the gap over the entrance to the Nursery Access. The bridge is patrolled by a lone War Wasp. If it notices you, it will retreat into its Hive at the other end of the bridge. More wasps will attack if you try to cross the bridge, so shoot the Hives from afar and eliminate the scout. On the other side of the bridge, use the door on your right. Use the Morph Ball to make it across this winding tunnel, which is blocked in some parts by fallen tree branches. Try to roll fast enough so that you can zip by the Scarabs before they drop from the ceiling. This tunnel leads to the Ruined Fountain. The Ruined Fountain was clearly named after the stone fountain in the back of the room, which is currently spewing sickly green water into the air. You will also see Chozo Lore: HATCHLING behind the fountain, and several Plazmites flittering through the air. This room is fairly dark, and you won't be able to see very well of you gun down all of the Plazmites, so keep them alive. You'll need the visibility to get through the flooded portion of the room. From where you entered, you'll want to reach the door on the left wall, not the one up ahead and to the left behind the fountain. To get across, use the stones along the right side of the room to get to the back. Avoid the fountain's plagued water and jump over to the platform with the desired door. When you reach the door, head through and equip your Scan Visor. Turn the corner and quickly scan one of the SHRIEKBATS flying at you. These flying creatures usually hang from ceilings, but are very territorial. When you approach their roosting site, they'll dive-bomb you in a kamikaze fashion, accompanied by the high-pitched shriek that earned them their name. Turn another corner and open the next door with a missile. The grand Arboretum contains a large amount of vile water, and a huge tree growing right in the middle of the room. Use the platforms around the tree to get to the other side safely. Turn left from the door and scan the vine-like plant swinging its scythe at you. REAPER VINES grow from crevices in the wall and are only dangerous if you get too close to them. Just stay out of reach of its deadly blade and you'll never get hurt. In instances where you must get past them in order to proceed however (like now), just target the vine's eye and shoot it. It will retract into its crevice for a few seconds. Only with the Plasma Beam can you actually destroy a Reaper Vine. Anyway, shoot down the first two and jump onto the platforms in the water. Hop up to the platforms surrounding the tree to get to a wooden bridge. Cross the bridge and turn left. There are more Reaper Vines growing down this sloped path, but you can roll safely past them with the Morph Ball. Use a missile on the door down here and go through this next small passage. This next room is the Gathering Hall. To your right is a path that leads to a Save Station, behind the Missile Door Lock. After saving, enter the door opposite to the Save Station door, fighting off the Shriekbats and Blastcaps in your way. Turn the corner at the Watery Hall Access room and shoot down more Shriekbats. At the bottom of the sloped path, just about at water level, there's a section of the left wall that's weak enough to blast through with a missile. Expose and grab the MISSILE EXPANSION behind it, and then continue through to the Watery Hall (beware of more Shriekbats as you turn the last corner, and use a missile to open the door). The Watery Hall is a quick detour, but a highly valuable one at that. To your left is a platform with Blastcaps on it. Shoot them and step onto the platform. Turn around and scan the symbol on the wall above the drainage pipe. There are three more runic symbols in this room that need to be activated in order to gain access to your next power-up. Hop across to where the Reaper Vine is, shoot it and proceed. Shoot all of the Blastcaps on the next long platform and scan the runic symbol beneath them. Keep crossing platforms until you can go no further. There will be another runic symbol to scan on the wall. Now head back to the beginning of the room. Notice the suspended platforms that lead up above ground level. Make your way across them, fighting off Reaper Vines as you go, until you reach a metal gate with the four runic symbols on it. Three of them should be lit up, representing the three you've already activated. To your right is the fourth. Scan it and a fifth will be revealed on the gate. Scan it to open the gate and gain access to the area beyond. Up ahead, grab the CHARGE BEAM and scan Chozo Lore: METEOR STRIKE. The Charge Beam is nothing new to you; it lets you charge your beam weapons for a more powerful shot. Also, keep in mind that while you're charging your shot, the energy from your Arm Cannon will draw in any pickups lingering in the air. Use the Charge Beam whenever pickups are otherwise out of your reach. Most importantly (at the moment anyway), you can now destroy Eyons with a charged shot. Once you collect the Charge Beam, six previously-dormant Eyons will trap you inside. Destroy them all and head back to the Gathering Hall. Now, about those Morph Ball Bombs. Starting from the Save Station at the Gathering Hall, face the left door to the Arboretum but jump up onto the platform directly above it. Hop platforms as you go around the room, shooting Shriekbats and Blastcaps when necessary. When you get to the opposite corner (above the Watery Hall Access door), turn around and jump onto the platform on the wall behind you, further up. Make sure you clear off all of the Blastcaps before hopping over. On the wall ahead is a small hole that loops around to the center platform. Kill the Shriekbats that swoop down from the opposite doorway, and then jump over to the door. Blast the Shriekbats in the next room and head through the next door. Now you will be in a tunnel with a few more Eyons to deal with. Also notice the raised section of the tunnel with a sealed Morph Ball tunnel. It will provide a shortcut on your way back through the tunnel, so that you don't have to mess around with the Eyons. You will now reach the next large room, the Energy Core. After you defeat the Shriekbat horde, scan the door with the weird lock on it, on the opposite end of the room. This is a LOCKED DOOR system, and no weapon you have can break the lock. Once you clear the room of enemies or accomplish a certain task, the Locked Doors will remove themselves from the door they were sealing. Since you can't reach it anyway, turn and head down the left wing of the room. Avoid any water puddles and Shriekbat attacks. You'll find a Morph Ball tunnel at the end of the wing. At the end of this tunnel is the door to the Burn Dome. Prepare for battle! The Burn Dome is home to a malfunctioning disposal unit known as the INCINERATOR DRONE. Like the Hive Mecha, this mini-boss is one-of-a-kind, so definitely take a few moments to download its Log Book entry. Also like the Hive Mecha, the Incinerator Drone fights |
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