Metroid Prime Speed Guide v3.0 - NeoChozo
would you recommend this guide? 
: : : : Metroid Prime Speed Guide

Metroid Prime Speed Guide

by NeoChozo   Updated to v3.0 on
:version 3.0:						   :updated 11/17/2012:
		     ========== METROID PRIME ==========
	             ======== 100% SPEED GUIDE =========
 	             ======= written by NeoChozo =======

    Welcome to my 100% speed run guide for METROID PRIME, the first game in
    NINTENDO and RETRO STUDIOS' METROID PRIME sub-series. This text docu-
    ment covers all of the pertinent information for speed running this 
    title. Version 3.0 of this guide is a complete, from-the-ground-up re-
    write of the original speed run guide and has been revamped with mul-
    tiple new items. Use the index below as a reference guide, and visit 
    GameFAQs to find guides I've written for other games in the Metroid and
    Mega Man series.

    - Ver 3.0 (11/17/2012) - Finished complete reformat and rewrite of most
                             major sections of this walkthrough. Fixed a
                             number of item errors and small typographical
                             errors and changed the Legal section to re-
                             flect this being guide released under a 
                             Creative Commons license.

   == CONTENTS ==
   1. Setup and Controls
   2. About This Game
   3. The Story So Far
   4. Version Notes
   5. Speed Tricks
   6. Weapons and Items
   7. Tallon IV Basics
   8. Speed Walkthrough
      A. Derelict Space Pirate Frigate
      B. Tallon Overworld -> Chozo Ruins
      C. Magmoor Caverns -> Phendrana Drifts
      D. Chozo Ruins Revisited
      E. Phendrana Drifts Revisited
      F. Phazon Mines
      G. Crashed Space Pirate Frigate
      H. Phazon Mines Revisited
      I. The Scavenger Hunt
      J. Tallon Overworld -> Impact Crater
   9. Item Locations
  10. Secrets and Tips
  11. Legal


METROID PRIME was originally released for the Nintendo GameCube (GCN), but has
been ported to the Nintendo Wii as part of the METROID PRIME TRILOGY. Refer to
the setup manual for more detailed information on your individual platform. The
information contained within the remainder of this document should be used as a
means of "speed running" the game, or completing all objectives as quickly as 
possible. Below is the listing of the default controller setup. Keep in mind 
that you can switch some functions, like reassigning your visors and beams to 
different sticks, or switching your viewing axes.

  CONTROL STICK:   Move around, Look around, Aim (with the R Button).
  CONTROL PAD:     Switch between available Visor Enhancements.
  C STICK:         Switch between available Beam Weapons.
  START/PAUSE:     Pause game, Bring up Databanks and Log Book.
  L BUTTON:        Lock onto enemies, Scan objects, and use Grapple Beam.
  R BUTTON:        Pan camera, Aim (with Control Stick), Activate Spider Ball.
  Z BUTTON:	   Bring up Map Screen.
  Y BUTTON:        Fire Missiles/Charge Combos, Set Power Bombs.
  X BUTTON:	   Switch in and out of Morph Ball form.
  A BUTTON:        Fire Beam Weapons, set Morph Ball Bombs.
  B BUTTON:        Jump, Activate Boost Ball, Strafe Dash (with L Button)

Do note that some secondary functions of the buttons require you to be in Morph
Ball form, such as setting Bombs or Boosting.

METROID PRIME is a new kind of game for Samus Aran. Originally conceived back
in 1997 as the third-person perspective "METROID 64", this game was shelved
and delayed until outside developer RETRO STUDIOS picked up the option to fin-
ish it. It was transformed into a first-person perspective action/adventure
game, and immediately won a great number of fans soon after its release.
METROID PRIME brings a great many new features to what was previously thought 
of a Metroid game. Metroid has always been about exploration of the surroun-
dings as well as combat, and RETRO STUDIOS did not fail to incorporate a great
deal of puzzle-solving into the mix of adventure and exploration here.
The game comes with two modes of difficulty - Normal for newer players, and
Hard for advanced players. Hard is only unlocked after completing the game once
in Normal Mode, and adds a significant challenge as all of the bosses are up-
graded and you, Samus Aran - are weaker. Part of the new emphasis on explor-
ation via your HUD is the Scan Visor which allows you to collect data on your
enemies and environment. There is an expansive "Log Book" that you can fill 
with enemy and item data that you can use to unlock conceptual art galleries
throughout the game. Story also takes a great leap here as you piece together
all of the elements throughout the game by downloading Space Pirate logs and
ancient Chozo texts. Put all together, it makes for a very interesting journey
into the Metroid mythos.
All in all, RETRO STUDIOS took a risk trying something this different with the
Metroid franchise after an eight-year lull, but they managed to take a concept
that could have significantly bombed and turned it into something that spawned 
two very successful sequels.

METROID PRIME has something of a rich backstory behind it that predates even
the first game. Therefore, I won't try and mince words about it, I'll just pro-
vide the introduction to the story as told from the game manual:

  The Chozo... Over millennia, this bird-like race of creatures made incredible
  technological and scientific leaps. Traveling at will through space, they 
  built many marvels across the universe-technological wonders of unfathomable 
  complexity and cities unmatched in beauty. They shared their knowledge freely
  with more primitive cultures and learned to care for and respect life in all 
  its forms.
  Even as their society reached its technological peak, however, the Chozo felt
  their spirituality wane. Their culture was steeped in prophecy and lore, and
  they foresaw the decline of the Chozo coinciding with the rise of evil. Horr-
  ified by the increasing violence in the universe, they began to withdraw into
  themselves, forgoing technology in favor of simplicity. Tallon IV was one of 
  several refuges they built-a colony bereft of technology, built of natural 
  materials and wedded to the land and its creatures. The years passed, and in
  time a great meteor crashed into Tallon IV, sending a massive spume of matter
  into the atmosphere and impregnating the land with a cancerous element known 
  as Phazon. This element immediately sank into the earth and water, poisoning 
  life wherever it bloomed. Most plants and animals died, while others mutated 
  into hideous forms.
  The Chozo called upon all their knowledge and technology to control the power 
  of the Phazon, but their efforts were doomed to fail. All they could do was 
  build a temple over the crater at the impact site, separate the Phazon core, 
  and seal it away. Believing that someday a savior would return to the planet,
  the Chozo left for an unknown destination, leaving nothing but engraved 
  accounts of their time on Tallon IV.

  The Space Pirates were interstellar nomads, technologically advanced in both 
  space travel and weaponry. When they plundered the Metroid population on 
  SR388, they recognized in them massive military and energy resource potent-
  ial. They immediately invaded the nearby planet of Zebes, wiping out all life
  (including most of the indigenous Chozo) and building a massive network of 
  research facilities below the planet's surface. Deep below the surface of 
  Zebes, the Space Pirates researched Metroids for many years, even as a young 
  girl orphaned by their raid on the neighboring planet of K-2L was growing up
  among the Chozo. Trained as a warrior and infused with Chozo blood, Samus 
  Aran donned a Chozo-made Power Suit and cut a swath through the Space Pirate
  operation, destroying everything in her path, including the gargantuan main-
  stays of the Space Pirate army, Ridley and Kraid. She eventually made it to 
  the core of their base, destroyed all the Metroids she saw, and seemingly 
  blew up the Mother Brain.
  But the Space Pirates were far from finished. They immediately split their 
  survivors into two camps. One remained on Zebes to begin rebuilding their 
  ravaged facility and resuscitating Mother Brain, Ridley, and Kraid. The sec-
  ond set out in search of a planet with powerful energy resources. They didn't
  search long before they discovered Tallon IV, which was still emanating huge 
  pulses of energy from the Phazon contained beneath the Chozo temple. Entran-
  ced by the massive potential of the strange mutagen, they immediately moved 
  in, retrofitting their laboratories, transporters, and life-support systems 
  into the Chozo Ruins. As the Space Pirates mined the Phazon and experimented
  with it, they found that its capacity to mutate was unlike anything they'd 
  ever seen, and they promptly started combining it with indigenous lifeforms. 
  They refined their operation; powering their machinery with thermal-powered 
  engines sunk deep in the molten depths of Tallon IV, they drove deep mine-
  shafts and mined more and more Phazon, shipping it to their two main labs in 
  the Phendrana Drifts, where sub-zero temperatures made specimen containment 
  safer. Research leaped forward: by harnessing Phazon's power, they were able 
  to create untold horrors that soon patrolled the dark caverns below Tallon 
  IV's crust.
  The Space Pirates also transported many species to their orbiting ship for 
  zero-G Phazon experiments, unaware that Samus Aran had finally tracked their 
  ship to its low orbit. As they continued with their unnatural experiments, 
  Samus sped toward Tallon IV, preparing to wipe them out once and for all...

Before one gets too into this speed run guide, one needs to be familiar with
the following information. This guide is written using the NTSC-U/C Ver. 00 
version of METROID PRIME. The PAL and the NTSC-J versions are in some respects 
vastly different as certain elements were removed and/or altered. Additionally, 
there were multiple releases in North America as well. Check the bottom of your 
disc for the "00" number sequence. If it is "01" or anything else, you do not
have the "original" version of this game, released on November 18, 2002, and
as such will not be able to perform much of what this guide goes over. For any
who are unfamiliar with the terms, "U/C" means USA & Canada, PAL is a European
format of presenting graphics and sound ("Phase Alternating Line"), and "J" is 
for Japanese consoles. NTSC stands for "National Television Standards Committ-
ee" - it's simply the organization that regulates standards for TV and video
game consoles. These acronyms are important to know so that you can correctly
identify which version of this game you have.

  There are multiple graphical AND gameplay differences in the between the NTSC
  U/C, PAL, and NTSC-J versions, as well as alterations in the various North
  American re-releases. Most of what was changed for the PAL and NTSC-J vers-
  ions holds true for the U/C re-releases, like the Player's Choice reissue.

     A chunk of Bendezium sits in front of the door to Plasma Processing, mean-
     ing that in order to get the Plasma Beam early, you need to go to Phen-
     drana's Edge and get the Power Bomb Expansion first, then revisit Plasma 
     Processing, which in turn means that you have to make a second trip back 
     to Phendrana's Edge for the Artifact of Spirit.
     Here also, there is Bendezium in front of the door leading to the Grapple
     Beam. If you want it early, make sure you have the Power Bomb Expansion 
     from Phendrana's Edge.
     In the original version, you can bypass the initial Space Pirate battle in
     the Phazon Mines by taking a shortcut from the Main Quarry into the Waste 
     Disposal using L-Lock Dash Jumps. In subsequent versions, this door has a 
     lock on it until you have acquired the Grapple Beam.
     The "Track Jump" trick, where you can force your way up a small Spider 
     Ball track to get the Ice Beam early does not work in all subsequent ver-
     sions. You can, however, still use a Triple Bomb Jump.
     In the original, there is a lone Hunter Metroid lurking in the Frost Cave 
     of Phendrana Drifts. In all revisions, this is absent, and you'll see your
     first one at the second level of the Phazon Mines.
     In the original, you don't encounter any Fission Metroids until you are
     at the Impact Crater. In subsequent ports, you will run into the Fission 
     Metroids starting in Metroid Quarantine A and in greater numbers than the 
     regular Metroids. The third level of the Mines is almost on par with the
     Impact Crater.
     New Missile Refills were added to the PAL and NTSC-J versions: the "Small
     Missile Ammo" gives you 2 Missiles, the "Medium Missile Ammo" gives you 5
     Missiles, and the "Large Missile Ammo" gives you 10 Missiles.
     The water has some nice effects to it, namely the lakes ripple with some
     waves and the rain glistens as it runs down rocky surfaces or any other
     kind of solid surface.

Completing all of the objectives of this game in a speedy fashion necessitates
some unorthodox moves from time to time. Some of these include manipulating the
bomb refill timer, while others outright take advantage of glitches in the 
game itself. Below you will find a reference of the major speed tricks used in
this particular run - these are the ones that are easiest to grasp. Some of
the more advanced ones, such as tricks used in the sub 1:30 runs aren't covered

  These are moves that are pre-programmed into the game already that you can
  use to take advantage of terrain and obstacles.
     To pull this move off, set a Bomb and carefully watch the animation. Every
     time you set off a Morph Ball Bomb, the Bomb shimmers for a little bit 
     prior to exploding. In the split second that the shimmering stops, set the
     second Bomb, and let the first Bomb pop you up. At the peak of your Bomb 
     Jump, set your third Bomb. As you come back down, the second one will det-
     onate, popping you up into the third Bomb's explosion, which will send you
     even higher.
     This one is really easy, and actually gains you a bit of height. The best 
     places to use it are the times when you need to make precision jumps (if 
     you're going for low percentage and skipping the Grapple Beam, for exam-
     ple). To lock your view, simply hold the L Button and pan downwards until 
     you are literally staring at your feet. As you get your desired angle, let
     go of the Control Stick and the R Button and you'll be able to make your
     jumps while not losing sight of what you're trying to reach. This trick 
     helps immensely when getting the Plasma Beam without the Spider Ball.
     Hold L to lock on to a target, then tap B while locked on to move from 
     side to side around them in a circle. This comes in handy during pretty
     much the entire game and is upgraded a bit after acquiring the Space Jump 
     Once you find the Charge Beam, you can tractor refills to your location by
     aiming at them and charging up. If they're within range, they'll be pulled
     to you, eliminating the need for you to go to them.

  These speed tricks were developed by resourceful players to aid in completing
  objectives without "required" equipment and are used to shorten exploration
     This move is a bit difficult to pull off at first, because it requires 
     precise timing on the controls. Once you have a feel for it, though, it
     becomes easier. To start this, set the first Bomb and let it pop you up. 
     Immediately upon landing, set the second Bomb. As the shimmering stops, 
     set the third (just like a Double Bomb Jump). As the second Bomb pops you
     up, set your fourth bomb at the peak of your jump, and fall back into the
     third Bomb's explosion. This will propel you up towards the fourth Bomb.
     Right before reaching it, set the fifth Bomb, and as the fourth one pops
     you up, set the sixth. The end result is a higher Bomb Jump than the reg-
     ular DBJ will allow. The trick behind this is that you must set the first
     three bombs before the Bomb Counter refills, so that you can set a total
     of six consecutive Bombs.
     Some areas this is useful:
     - Arboretum (skip past the Runic Gate)
     - Great Tree Hall (skip over the Spinner Gate)
     - Furnace (skip the "Track Jump" trick)
     You'll execute this in roughly the same sequence as a regular TBJ, only
     you do it off of a wall. The game seems programmed to make you descend a
     bit slower when against a wall, so here you can slightly alter the timing
     of your Bombs via experimentation.
     Some areas where this is useful:
     - Furnace (skip the "Track Jump" for the Early Ice Beam).
     - Phendrana Shorelines (gain access to the Chozo Ice Temple without the
       Spider Ball).
     This one is a bit interesting, albeit very difficult to execute. Its use-
     ful because it outclasses a DBJ in every respect. The timing for a Bomb
     Ladder is the same as for the DBJ, but you will place the third Bomb a 
     bit differently. After you place Bomb # 2, move yourself off from the 
     surface where Bomb # 1 detonates, and place # 3 as close as humanly poss-
     ible to your destination, then fall back to the ground. As you hit the
     ground, roll into Bomb # 2, and blast yourself into Bomb # 3 without tak-
     ing time to stop, and you'll rocket higher than you would've normally.
     This trick is useful, although in only one location. Start in the Furnace
     area of Chozo Ruins, and go to the small Spider Ball track. What this can
     do is exploit an apparent glitch in the way the Magnetic Rail is built by
     using nonexistent platforms to "walk" up the track. Go to the Rail and 
     press forward into it, then turn to the left so you're facing a little 
     bit of the wall. While holding forward, you should start seeing the track
     vibrate wildly. You can now Space Jump up while holding forward on the 
     Control Stick and you'll "land" on a platform that, for all intents and 
     purposes, doesn't really exist. Morph and hold forward to roll into the
     small tunnel to proceed.
     This trick is a small variation on the 2D games' morph jumping moves. If 
     used properly, it can get you a bit of extra distance and/or height when 
     Bomb Jumping. To execute it, start from a place you can safely pull off a
     DBJ or TBJ from, then hit X to unmorph at the peak of your jump. Pushing 
     forward on the Control Stick while the game adjusts to your suddenly in-
     creased height launches you forward and boosts you a bit higher. Note that
     the Morph can also be executed off of a Wall DBJ or TBJ.
     This is another move that is tricky to pull off at first, but has mult-
     iple uses throughout the game. This is a derivative of the Strafe Dash,
     but its inherent beauty lies in the fact that once you execute the jump,
     you can fly off in either direction at a general horizontal angle until
     you strike a wall. You get hardly any height, but when coupled with the 
     Space Jump, you can altitude. To do it, lock onto an enemy or object and 
     start a normal Strafe Dash. *AS SOON AS* you start the dash, let go of L,
     and, if done right, you'll launch horizontally in the direction of your
     original Dash at high velocity. You must release your lock at the same
     time as you start the initial Strafe Dash, or it won't work.
     Some areas this is immensely useful in are:
     - Landing Site (grab the Space Jump as the first item in the game).
     - Main Quarry (fly across the wide open area towards the Pirate Base).
     This special jump involves you jumping up against a wall and then pushing
     out from the wall during a Space Jump. You can do single Ghetto Jumps as
     well; the end result is a slight boost in height and distance if you're
     trying to go farther. This operates on the same principle as the wall
     DBJ or Wall TBJ - sliding against a wall increases your height.

Mastery of these tricks is a necessity if you plan on following the route out-
lined in this speed guide. But as they say, practice makes perfect. Don't be
mistaken and think you can attempt and pull these off without a good deal of

The Power Suit is an advanced Chozo exoskeleton that the Chozo modified for
your personal use. It provides life support functions and is well shielded from
attack. The modular nature of the Power Suit allows for the addition of weap-
ons, Visors, and other gear as needed, all of which are strewn about the planet
Tallon IV.

  Beam Weapons are gained throughout the game. To utilize each one, use the C
  Stick to swap which Beam Weapon is currently active. Each has an unlimited
  rate of fire, and with the Charge Beam, can be amplified for more power.
     The Power Beam is the default Arm Cannon. It has the best rate of fire, 
     and can be used to open Blue Doors. If you see your shots ricochet, cease 
     fire; the Power Beam is not working against that target. You can use the 
     Power Beam to quickly clear an area of weak foes.
     This weapon is found in the CHOZO RUINS. It allows you to increase the
     damage and effectiveness of the Arm Cannon and other Beam Weapons. The
     Charge Beam has a limited 'tractor beam' capacity that you can use to pull
     small objects to you. There are Charge Combo Beam Enhancements that util-
     ize the Charge Beam and the Missile Launcher in tandem to fire much larger
     This weapon is found in the CHOZO RUINS. It can freeze enemies solid, and
     shots from it can also slow foes down. The Ice Beam can be used to open
     White Doors. This weapon is particularly effective against fire-based
     creatures. Charging this beam increases the amount of time an enemy will
     stay frozen. Additionally, some frozen enemies can be shattered by Missile
     This weapon is found in PHENDRANA DRIFTS. It fires electrically-charged 
     bolts, and can be used to operate some machinery. It has a limited homing 
     capability, but must be fired with a lock-on to work. The Wave Beam can be
     used to open Purple Doors. Charging this weapon fires a fierce electrical 
     blast; enemies struck by this will be enveloped in electrical energy for a
     few seconds.
     This weapon is found in MAGMOOR CAVERNS. It fires streams of molten energy
     that can burn enemies and ignite flammable objects. The Plasma Beam can be
     used to open Red Doors. This weapon is particularly effective against ice-
     based enemies. Charging this weapon creates a sphere of plasma energy; 
     enemies struck by this will be engulfed in flames for a few moments.
     This weapon is gained after your Power Suit becomes Phazon-corrupted in
     the PHAZON MINES. It is capable of channeling pure Phazon through the Arm
     Cannon into charged Phazon blasts, but is only activated when in the pres-
     ence of high concentrations of Phazon. The Charge Beam functionality is
     disabled when the Phazon Beam is active.

  Your Arm Cannon can be adapted into a concussive blast system that enables
  you to fire energy-based Missiles. Missiles can be charged with Beam Weapons
  to create Charge Combos if you have found the corresponding upgrade, or you
  can fire groups of Missiles on their own.
     The first Missile Expansion gives you the ability to fire Missiles, and is
     found in the CHOZO RUINS. Missiles fired with a lock-on will seek their
     targets. Missiles can destroy objects made from Brinstone. There are also
     Charge Combo enhancements scattered throughout the environment. They use 
     the Missile Launcher and the Charge Beam in tandem to fire more effective 

  The Charge Combos let you use the Missile Lancher and the Arm Cannon together
  for combination attacks that are stronger than the Beam Weapons on their own.
  When charged, press Y to fire the selected Beam's Charge Combo. Each shot 
  consumes Missiles to fire.
     This upgrade is found in PHENDRANA DRIFTS. This is the Power Beam's Charge
     Combo. This is a Single Shot Charge Combo that fires a powerful energy 
     Missile. Each shot consumes 5 additional Missiles. Super Missiles can des-
     troy Cordite structures.
     This upgrade is found in MAGMOOR CAVERNS. This the Ice Beam's Charge Com-
     bo. This is a Single Shot Charge Combo that fires a wide-area freezing 
     attack. Each shot consumes 10 additional missiles. The Ice Spreader is 
     limited against aerial targets.
     This upgrade is found in the CHOZO RUINS. This is the Wave Beam's Charge 
     Combo. This is a Sustained Charge Combo that fires a potent blast of elec-
     tricity that auto-seeks targets in the area. Each shot consumes 10 Miss-
     iles to activate, plus 5 additional missiles per second afterwards.
     This upgrade is found in the PHAZON MINES. This is the Plasma Beam's 
     Charge Combo. This is a Sustained Charge Combo that you can use to sweep a
     stream of flame across multiple targets in an area. Each shot consumes 10 
     Missiles to activate, plus 5 additional missiles per second afterwards.

  The Morph Ball function allows you to compact your size in order to fit into
  small passageways. There are multiple upgrades to this form that increase 
  your effectiveness while morphed.
     This upgrade is found in the CHOZO RUINS. It changes your Suit into a com-
     pact, mobile sphere. You can freely roll around like a ball when in this
     form, but you cannot jump without unmorphing.
     This upgrade is also found in the CHOZO RUINS, and is your default weapon
     when you are in Morph Ball form. The Morph Ball Bomb can be used to break 
     cracked walls and activate certain devices. If the Morph Ball is near a 
     Bomb when it explodes, it will be popped a short distance into the air. 
     The Morph Ball Bomb can easily break items made of Sandstone or Talloric 
     This upgrade is found in PHENDRANA DRIFTS. It can be used to increase the
     Morph Ball's speed for short periods. Press and hold B to charge, then re-
     lease B to trigger a quick Speed Boost. When charging, the longer you hold
     B, the longer (and faster) the Boost Charge will be. Throughout the envir-
     onment, you will encounter U-shaped channels known as half-pipes. Using 
     the Boost Ball in these areas will let you reach higher places. Build a 
     charge as you descend in the half-pipe, then trigger the Boost as you as-
     cend the other side. This will give you the speed and momentum you need to
     reach new heights.
     This upgrade is also found in PHENDRANA DRIFTS. It allows you to move the 
     Morph Ball along magnetic rails. Press and hold R to activate the Spider 
     Ball ability, then follow the magnetic rails to explore new areas. The
     Morph Ball Bomb can be used to trigger a Bomb Jump while attached to a
     This upgrade is initially found in the PHAZON MINES, but Expansions are
     found throughout the environment. This is the strongest Morph Ball weapon,
     and can destroy many materials, including Bendezium. Each Power Bomb Exp-
     ansion you find increases the number of Power Bombs you can carry by 1.

  You can find specialized Armor Enhancements that increase your defensive cap-
  abilities, your mobility, and your radiation exposure levels.
     This upgrade is found in the CHOZO RUINS. It adds increased heat resist-
     ance to the Power Suit and increases your defensive shielding. While the
     Varia Suit can handle higher temperatures than normal, some extreme heat 
     sources and heat-based attacks still cause damage.
     This upgrade is found in PHENDRANA DRIFTS. It eliminates the effects of
     liquid on your movement, and increases your defensive shielding. It will
     allow you to move unhindered in water, but does not reduce damage when ex-
     posed to hazardous fluids. Visor modifications with the Gravity Suit allow
     you to better see underwater.
     This upgrade is gained after your Power Suit becomes Phazon-corrupted in
     the PHAZON MINES. The viral corruption here has some beneficial side eff-
     ects, such as complete resistance to Blue Phazon. In addition to Phazon
     resistance, the corruption has dramatically increases defensive shielding
     There are 14 Energy Tanks scattered throughout the environment. These will
     increase the power level available to your Suit's defensive screens. Each 
     Energy Tank increases your Suit's energy by 100 units. The more energy 
     your Suit has, the longer you can stay alive. You can fully recharge your 
     Energy Tanks at Save Stations as well as your Gunship.

  Your Visor is your primary means of navigation through the environment. Mod-
  ifications to it will allow you to increase the number of things you can see
  and track via radar optics.
     The Combat Visor is your default Visor. It provides you with a Heads-Up 
     Display (HUD) containing radar, mini map, lock-on reticules, threat ass-
     essment, energy gauge, and Missile count. Icons for the Beam Weapons you 
     possess are shown in the lower-right corner of the Combat Visor. Icons for
     the Visors you possess are shown in the lower-left corner of the Combat 
     The Scan Visor is a secondary default Visor, and is used to collect data.
     Some devices will activate when scanned. Move the Visor magnifier over 
     targets with the orange symbol, then press and hold L to scan. Press A to 
     turn the Visor off. Mission-critical scan targets will be red in color. 
     Scanning enemies with this Visor can reveal their vulnerabilities. You 
     will be unable to fire any weapons while the Scan Visor is active.
     This upgrade is found in PHENDRANA DRIFTS. It allows you to see objects
     in the infrared spectrum. Hot objects are bright to the Visor, and cooler
     objects are dim. The Thermal Visor will show the weak points of certain 
     foes. Use the Thermal Visor in total darkness and poor weather conditions.
     Brightly lit areas, explosions, and intense heat can impair the Thermal 
     Visor. Enemies with temperatures close to their surroundings will be tough
     to spot with this Visor. You are also able to track hidden power lines 
     with this Visor.
     This upgrade is found in TALLON OVERWORLD. It allows you to see through 
     certain types of materials. The X-Ray Visor can reveal invisible items, 
     areas, and enemies. Robotic enemies jam the X-Ray Visor's frequency, so
     eliminate them to restore function to the Visor. You can also acquire alt-
     ernate targets on some enemies with this Visor.

  Part of your power is your agility and jumping prowess. With these special
  Chozo upgrades, your mobility is greatly enhanced.
     This upgrade is found in TALLON OVERWORLD. These increase your leaping 
     capability by way of boot-mounted thrusters. Press B to jump, then press B
     again during the jump to use the Space Jump Boots and double jump.
     This upgrade is found in the PHAZON MINES. It allows you to swing back and
     forth from special points in the environment. Grapple Points appear in 
     your Visor as the little Grapple Hook icons. Press and hold L to fire the 
     Grapple Beam. Hold L to stay connected; let go to release. The Grapple
     Beam can be used to cross wide gaps. You can alter your path while swing-
     ing from the Grapple Point as well.

RETRO STUDIOS has done a masterful job preserving the classic exploration ele-
ment of the Metroid games with this installment. You play from the first person
perspective, but you'll still encounter plenty of the fierce action and plat-
forming style that defines Metroid. You'll find that over half the game is 
about learning your surroundings and exploiting them, searching high and low, 
bombing obstacles out of the way. Looking for more efficient routes is integral
to the game. The 3D maps can get somewhat confusing at times, but with patience
and skill, you'll make it through. What you'll find below is a brief list of 
some things to consider that might make your journey through Tallon IV a bit 
less hair-raising.

  1. Like in almost every Metroid game, you'll often deal with not just one 
     enemy, but an entire horde of them. Make liberal use of the L Button dur-
     ing a swarm to constantly target and pick off the nearest threat to you.
     In later cases such as with Auto Defense Turrets, Flying Pirates, and the
     Fission Metroids, you can sometimes use doors to your advantage to provide
     cover. Flying Pirates and Fission Metroids, due to their size, cannot fit 
     through the doors, so it's really easy to stay on the opposite side and 
     pick your targets off from there.
  2. Even though there is a lot of information to process, your Combat HUD can
     be a lifesaver in battle. It will definitely help you to check out your
     Radar and Mini-Map features regularly. Your Threat Assessment will slowly
     increase as you near dangerous areas, and when enemies are present, your
     targeting reticles will automatically appear.
  3. It's been said already, but you need to have more than just a passing fam-
     iliarity with the Speed Tricks used in this game. Unless you plan on doing
     a segmented run with multiple save points, you need to be able to execute
     these tricks in at least one or two attempts.
  4. Every room in the world has a name. If you're unfamiliar with them, you
     can press Z at any time to call up the map, which will highlight which one
     you're in. Many points in this walkthrough refer to specific locations, 
     so this will be helpful for you to know the room layouts and how they con-
     nect to each other.
  5. Once you begin encountering Metroids, keep the following in mind. Normal
     Metroids will usually mind their own business until you get close, while
     Hunter Metroids will attack from farther away. Fission Metroids, on the
     other hand, will usually begin chasing you the moment you enter a partic-
     ular room. If you have Missiles to spare and need to defeat a Metroid to
     move on, but don't feel like getting within snacking range, you can always
     fire a Missile to attract its attention and lure it over to you.

  The planet has seven distinct regions that you'll explore during the game. 
  Each one has its own unique characteristics that you'll have to contend with.
  Like SUPER METROID, most of these regions are connected to others via use of 
  large planetary elevators, and there are often multiple transport elevators 
  leading to different regions within a single area. What follows below is an 
  abbreviated list of the regions of Tallon IV.
     This orbiting ship is your first area of the game. Some of the Space Pir-
     ates' Phazon experiments live here. Later in the game, you'll explore this
     again, but it will be underwater.
     This area somewhat resembles a wetland area. It is lush and overgrown with
     vegetation, is under a constant state of rainfall, and has rivers and lake
     terrain features.
     The ancient ruined city of the Chozo lies in an arid desert-like area.
     A lot of crumbling structures litter the region, but as you get deeper in-
     to the ruins, you will find man-made watery features.
     The lava caves of the planet lie far underground, close to the mantle of
     the planet. There are lava lakes and volcanic features all over the land-
     scape, along with a number of man-made features for harnessing thermal
     These snow-covered mountains are far above the lava caverns. This mostly
     frozen wasteland houses a Space Pirate research facility and the old Chozo
     Ice Temple.
     This desolate area is where the Space Pirates have made their headquarters
     area, though much of it is underground. There is a lot of raw Phazon in
     this region, making navigation quite hazardous.
     This small area can only be accessed with the twelve Artifacts of Chozo
     that are scattered through the world. The source of all Phazon can be
     found deep within the crater.

  Running around a planet takes a long time. Fortunately, there are plenty of
  region-connecting transport elevators that link them. Moving around within
  individual areas is accomplished via doors, gates, or tunnels. Transports 
  must be scanned before they can be used, and then remain active for the rest
  of the game. There are four main types of doors, but certain conditions can 
  affect the use of them. Other than transports and doors, there are tunnels 
  you can access with the Morph Ball and Magnetic Rails that you can travel 
  along with the Spider Ball. Refer below to see a short list of the means you
  will be using to move from place to place.

    1. BLUE DOOR
       These are standard doors, and can be opened with any Beam or Bomb.
       These doors can only be opened with the Wave Beam.
       These doors can only be opened with the Ice Beam.
    4. RED DOOR
       These doors can only be opened with the Plasma Beam.
       A red shield over a door means that a Missile impact is required. Once
       the shield has been destroyed, it becomes a normal door.
       This kind of door is a regular passage, but is locked until a certain
       objective (defeated boss, scanned item, etc.) has been accomplished.

       You'll use the Scan Visor to activate these giant lifts that take you 
       from place to place around Tallon IV. Once a particular Transport is 
       activated, it remains online for the duration of the game.
       Once the Morph Ball has been acquired, you can and will use these small 
       passages to travel new places. Some tunnels are blocked, though, and the
       obstructions must be removed.
       These black and yellow rails line some areas later in the game, and can 
       only be traversed with the Spider Ball. Hold R when near a Rail to mag-
       netically attach to and use them.
       Late in the game, you'll re-explore the Frigate, only this time it is
       underwater and without power. In order to move through, you need to
       find power conduits and restore power with the Wave Beam.

  There are various consoles you will find that can aid your progress in some
  form or another.
     These will allow you to download an entire copy of an area map. Step into
     the hologram to download the data, and Z to open your Map Screen.
     These will allow you to save your game progress. Step into the hologram,
     and your game will be saved up to that point. These also have the benefit
     of restoring all of your energy, but not your weapons.
     These will refill your Missile complement. Step into the hologram and you
     will emerge with your weapons complement refilled.

  There are many things in Tallon IV's environment that will hinder your prog-
  ress. Some are natural, while others are man-made.
     This relatively weak structure can be destroyed with Morph Ball Bombs.
     This weak metal can be destroyed with Morph Ball Bombs.
     This is a stronger kind of rock that can only be destroyed with Missiles.
     This kind of rock is similar to Radion, and can be destroyed with Missiles.
     This powerful kind of metal can only be destroyed with Super Missiles.
     This is a super-dense type of rock that can only be destroyed using Power
  7. WATER
     By itself, it can't harm you, but unless you have the Gravity Suit, your
     progress will be impeded significantly.
  8. LAVA
     This hot liquid impedes your progress like water, but you will take damage
     at a constant rate if exposed to it.
     This highly radioactive substance will harm you like the plague. The blue
     variety's effects can be negated with the Phazon Suit, but the red variety
     can still easily kill you.

  METROID PRIME's Combat System is fairly straightforward in design. When you
  are engaging a target, you will ordinarily use the Combat Visor, although
  invisible enemies must be tracked with either the Thermal or X-Ray Visors.
  Hold L to lock on to your target so you can always be facing it. Tap B while
  locked on for your Strafe Dash move so you can circle the enemy and avoid
  most attacks thrown your way. Some enemies, such as Eyons or some cloaked
  enemies can't be locked onto, so you'll have to use R to manually aim towards
  them. Most enemies are also elemental in design - ice enemies are weak to
  fire and vice versa. Most enemies are always weak to electricity, too. Know-
  ing how to defeat an enemy quickly may often make the difference between a 
  quick kill and one that takes extra time. Some enemies or objects can by 
  their very nature hinder your abilities - Scatter Bombus can interfere with 
  your systems no matter what Visor you use, and steam pockets or waterfalls 
  will fog your Visor up. Finally, know which Visor to use. Some enemies can be
  tracked with multiple Visors, but it's important to know which one to use and

This speed walkthrough itself is broken into segments that comprise the major
parts of the game, and are in turn further subdivided into the actual areas of
the planet you'll be visiting. These will be notated appropriately when you
leave one area and go to another. Sometimes throughout this speed guide, you
will see references to varying scan data. Often, it will be just as described,
but know that if the Hints System is enabled, some of them will appear only if
the game computer decides you're not making progress towards what it thinks the
next objective is. It is possible to complete the game, though, without ever
being notified of the odd gravity patterns in Phendrana, or the location of the
Research Core, etc.

  As this is a speed walkthrough, there are going to be a lot of obvious side
  trips that won't be covered, the biggest one being the Log Book. Only scans
  that are critical to game completion are covered here. If you want a complete
  listing of the Log Book items and how to get them, refer to the other walk-
  through I've written for a "regular" run through the game.

  Every collectible item is numbered within the walkthrough segments. This was
  originally designed as a writing feature so I could keep track of the items
  as they were collected, but it ends up being a handy reference for the player
  reading the guide as well. This numbering format lists the item pickup with
  the amount you will then have total, divided by the total amount to be found
  by the end of the game. For example, "MISSILE EXPANSION (005/250)", or "ENER-
  GY TANK (01/14)"

  As a general rule, Hard Mode only increases the strength of the enemies and
  bosses in the game, and doubles the amount of damage you receive from enemy
  attacks. Therefore, the individual walkthroughs will not cover Hard Mode, but
  each boss section will have an additional strategy part that covers what to
  expect from each battle.

With all of that covered, the walkthrough itself begins below. Watch the open-
ing cinematic to see how Samus finds the Space Pirate ship. Once your ship fin-
ishes its landing sequence, the game will begin.

  This section details the first part of this speed run, as you explore the
  Space Pirate Frigate, the Orpheon.

  Once the cinematic ends, you'll find yourself on the Orpheon's Deck Alpha
  Docking Bay. From your starting point, you'll see a blue forcefield in front 
  of you. Lock on to and shoot each of the four orbs to deactivate it so you 
  can advance. Next, activate the Scan Visor as you're running to quickly act-
  ivate the next forcefield; deactivate the orbs as you did before. Now hang a 
  left and run across the walkway to the blue door; shoot it open and head 
  through. Scan the consoles as you go; you need to repressurize the airlocks 
  before you can move on. The next room is the Emergency Evacuation Area. Head 
  down the ramp and leap over the critters in here. Take out the injured Space 
  Pirate on the floor and head through the next door. In the next hallway, you
  will reach a small impasse; use the Charge Beam to blast through the rubble
  and head deeper into the Frigate. The next hallway will show a short cinema 
  of three Parasites escaping into a small tunnel. Ignore them and continue on
  through the next door, using the Scan Visor to activate the elevator which 
  takes you down to Deck Beta.
  On Deck Beta, you'll have to use the Morph Ball to navigate some damaged tun-
  nels. Once you reach Biotech Research Area 1, you'll find a couple of injured
  Space Pirates, but none of them pose too much of a threat. Shoot them only if
  they get in your way, otherwise just run past them. Through the next door and
  around the bend lies an Auto Defense Turret; peek out from around the corner 
  and take it out with a Missile. Once you reach the Biohazard Containment (the
  room you reach that has a lot of computer terminals in it), strafe around the
  central tank to take out the next Auto Defense Turret, and use the nearby 
  elevator to go up one more level. Up here, contend with the three Space Pir-
  ates, then head on through the door. Quickly eliminate the Auto Defense Turr-
  ets here, and take the elevator down to Deck Gamma. 
  Down here, kill another Space Pirate, and scan the consoles to activate the 
  hologram for the Morph Ball. Ignore the Auto Defense Turrets, and quickly 
  morph into a ball to activate the door. Two more Auto Defense Turrets are in 
  the next room; again, ignore them and repeat the same Morph Ball sequence to
  unlock the next door, which leads into the Reactor Core. Continuing on will
  activate a pre-boss cinematic.

    As is common to Metroid games, the Parasite Queen is pretty large. Read
    below for Normal and Hard Mode strategies for beating this mutated monster.

    In this mode, the Parasite Queen is quite a pushover. This fight serves to
    more or less get you acquainted with close-quarters fighting and strafing
    techniques. Start off scanning the boss to identify its weak point, and
    then hold your lock while the boss spins around. During this phase, all you
    will have to dodge is a searing green laser and wait for its shields to
    stop rotating. Target the mouth and pepper it with Power Beam shots - most 
    will bounce off, but some of them will get through. Once the shield stops
    rotating, find the opening in it and quickly toggle between A and Y so you
    can rapid-fire your Missiles - this trick seems to only work in the orig-
    inal version of the game, but is extremely effective since you don't have
    to wait for your Missile Launcher to activate and deactivate. If you do
    this correctly, you can kill this boss in a single round.

    There isn't a lot that changes for this version of the fight, except that
    the Parasite Queen's laser does more damage, and its shield stays deactiv-
    ated for less time. Continue with the same strategy as during Normal Mode,
    and keep going until this boss has been defeated. If you run out of Miss-
    iles, just resort to charged Power Beam fire to finish it off.

  Once you've eliminated the Parasite Queen, the self-destruct will activate, 
  and you'll have seven minutes to get out before the plays blows. Follow these
  directions and run as fast as humanly possible to clear this area in just 
  over four minutes.
  The upper door is sealed, but the camera will automatically point you in the 
  direction you need to go. Run through the cooridors and scan the console in 
  front of you to deactivate the Auto Defense Turret up ahead. As you reenter
  Biotech Research Area 1, some Space Pirates will be busy fighting off another
  large Parasite. Run past them and up the ramp that the resulting explosion 
  creates, then leap and hop your way to the circular pipe in the distance, 
  avoiding the hail of fire from the Space Pirates. Once in, morph into a ball 
  to accelerate down the tunnels (do this for all the downward subventilation 
  shafts). Maneuver yourself to avoid the Parasite swarms, and continue on your
  way through all the shafts until you reach the Cargo Bay Access. Follow the 
  giant crates and exit out the right-hand tunnel to work your way through to 
  Biotech Research Area 2. Wait for the cinema with Meta Ridley to end, then 
  use the Grapple Beam to swing across the pit in front of you. Make a run 
  for the door and down the hallway to the Deck Alpha Elevator. Scan it, watch
  as the electrical surge destroys your suit upgrades, then ride the elevator 
  up. At the top, wind your way through the twisting passages using L and some
  blind movements (it helps to memorize the exact layout of these corridors so 
  you don't get stuck) and sprint down the hallway to the end where you have to
  let the airlock repressurize. Wait the eternity for it to do so, then take 
  off running some more to reach the docking bays, where you'll safely make it 
  to your Gunship. Now watch the next cinema as you land on Tallon IV.

  This section details the second part of this speed run, which takes you
  through Tallon Overworld and the Chozo Ruins, culminating in a battle against

  A short cinema will ensue as you speed through the atmosphere of Tallon IV 
  and land on the surface of the world. This outer area is known as the Tallon 
  Overworld, and you'll be pleased to know that your sequence-breaking of the 
  game starts right here in the beginning. Save your game when you're prompted,
  and exit the Gunship. From your starting position, move slightly back and to
  the right so that you're standing on the back-right engine. Switch to your 
  Scan Visor and make sure that the little portal for your ship is as far left 
  as it possibly can go. Now look out and lock onto part of the Tallon fauna 
  above the blue door way off in the distance. You will now execute the L-Lock
  Dash Jump maneuver - lock onto the fauna, start your strafe and release L at
  the same time. Done correctly, you'll fly off to the right and hit a wall.
  Hold back on the Stick so you don't fall off, then rotate on your axis to
  face the area that was somewhat behind you. Now head over across the short
  gaps to reach the Alcove room where the [SPACE JUMP BOOTS] upgrade sits just
  waiting for you to collect it. Now that you have a double jump, all sorts of
  things are open to you!
  Exit the Alcove back to the Landing Site, and hop down from the ledge so you
  can quickly re-save at your Gunship. Now exit and head to the right, going
  through the blue door as you would normally. Run past the Beetles that pop 
  out of the ground, and exit out to Tallon Canyon. Maneuver your way around 
  here, avoiding more Beetles until you reach the door at the end. Continue 
  down this hallway to reach the Transport leading down to the Chozo Ruins.

  From the Chozo Ruins entryway, Space Jump over the Beetles and head through 
  the door to reach the Main Plaza. As you head down, more Beetle swarms will 
  attack you, so take them out and head to the half-pipe in the middle. Look 
  for the slight hole on the right-hand side, and look straight up. Start Space
  Jumping and you should be able to wedge yourself into an enclave where you'll
  be able to grab the first [MISSILE EXPANSION (005/250)] without having to 
  fight the Hive Mecha mini-boss for the real upgrade!
  Head back down and through the door with the Blast Shield on it to reach the 
  Ruined Shrine. Landing in this area will trigger the mini-boss battle with
  the Plated Beetle, but you can ignore it and Space Jump over the wall so you
  can claim the [MORPH BALL]. From your current position, make a long Space 
  Jump back over the room and exit back out to the Main Plaza. Head to the back
  of the Plaza and start ascending the platforms lining the walls. Take out the
  lone War Wasp circling overhead, and Space Jump off of the bridge towards 
  the blue door while ignoring the War Wasp swarm. Enter the door and proceed
  into Fountain Access - more Scarabs and a Morph Ball passage await you in
  here. Head into the Ruined Fountain and make a Space Jump off to the left 
  where the next blue door is, and head through the access tunnel into the open
  Turn immediately left and shoot the Reaper Vine to make it retract into the 
  wall, and start leaping your way to the ledges that wind around the center 
  tree structure. Cross the bridge near the top, and head down the incline, 
  rolling if you want to, to reach the door at the bottom. Head through and in-
  to the Gathering Hall area. You should be getting a message regarding a Save 
  Station near you, but ignore it for now. Once in the Gathering Hall, cross 
  along the lower right path (where the cluster of Blastcaps are) into the 
  Watery Hall Access. As you round the corner, take aim and fire at the Shriek-
  bats that divebomb you from the top of the ceiling. At the lowest point in 
  the room, shoot a Missile at the left wall to break it and reveal a [MISSILE 
  EXPANSION (010/250)]. Once in the Watery Hall, you must locate and scan four 
  runic symbols to activate a gate high above you. Jump to the ledge near the 
  entry door and turn around. As you pan to the right, you should see the first
  rune. Hop back down and cross the platforms on the water until you reach a 
  Blastcap cluster. Destroy them and find a second rune on the floor. Head to 
  the back of the room where the third symbol lies on the wall. Finally, return
  to the entry point and navigate the ledges up and over to the large gate. 
  Scan the wall near it to find the fourth rune, then turn and scan the gate 
  itself to unlock it. Now Space Jump to the [CHARGE BEAM] upgrade sitting near 
  the back. After grabbing it, the Eyons in the wall will come to life; morph
  and roll out off of the ledge to avoid dealing with them. Make your way out
  of here and return to the Gathering Hall, then start ascending the platforms 
  around the room until you reach a section with Blastcaps above you. Rotate 
  yourself around and Space Jump out to the little platform,then Space Jump 
  again to reach the top of a grate. Morph and roll off the edge and hang back 
  to land in front of the door, then head through it into the Energy Core. Head
  left when you get into the room and go down the maze of hallways until you 
  reach a Morph Ball tunnel. Roll on through this and the next one to reach the
  door leading to the Burn Dome - the location your computer indicates is the 
  site of a very strong Hive presence.

    The Incinerator Drone holds the Morph Ball Bomb upgrade, but you need to
    go through a pattern of attacking/defending against both the drone and the
    new Barbed War Wasps first. Read below for Normal and Hard Mode strategies
    for beating this mecha.

    This battle starts off with the drone shooting two jets of flame. Strafe 
    side to side and stay in between the two jets. When it stops, a red orb 
    will appear. Get in front of it and fire until the drone malfunctions and 
    shoots its flame straight up. The Barbed War Wasps in the hive above get 
    pretty pissed off that their home is being set aflame, and for some reason
    come after you. As they fly out, start picking them off with the Charge
    Beam and tractor in any refills. Keep an eye on the Drone though; the flame
    jets are now tilted at severe angles that can make it tougher to dodge. The
    trick is to avoid the high jet, and jump the low jet. Keep your attention 
    focused more on the Wasps, but check the Drone every five seconds or so; as
    soon as that red orb pops back into view, drop the Wasps like a bad habit 
    and focus all firepower on the Incinerator Drone. It'll malfunction again,
    and the process will start over. After 4 rounds, the Drone will really go 
    on the fritz and vaporize the entire Hive, then explode.

    With this one, not too much changes. The number of rounds is still the same
    and the attack pattern doesn't change, but the Barbed War Wasps will be
    faster and more aggressive, and you will deal with a few more of them per
    round. This battle is still a piece of cake; just keep an eye on the Wasps 
    and shoot them down to win here.

  Once the Incinerator Drone has been beaten, it leaves behind the [MORPH BALL
  BOMB] upgrade. Grab it and use one immediately on the weak wall near the back
  of the room (where the watery channels go to), then roll to a [MISSILE EXPAN-
  SION (015/250)]. Exit the Burn Dome by Bomb Jumping to the high tunnels, then
  head to the nearby Stone Toad off to the left. Morph, let it eat you, then 
  set a Bomb to destroy it, and head into the adjoining room. Bomb Jump into
  the Morph Ball Slot and set a Bomb to activate it, then watch as the water 
  drains from the room. Roll through the small tunnel into the large room. 
  Quickly roll to the next slot and repeat to raise a set of platforms. Working
  against the clock, hop from platform to platform and head inside the alcove
  to reach the third Slot. Bomb Jump into it and activate it to raise a final 
  series of ledges and unlock the door on the upper right side. Enter the door 
  to make your way into the Furnace. Roll through the Morph Ball Tunnel and 
  follow it to a second one, where you land in a room containing your first 
  [ENERGY TANK (01/14)]. Collect it and head back to the Gathering Hall. 
  As you exit, Space Jump out to the little red orbs on the ledges, then Space 
  Jump again to the top of that grating you were on top of earlier. This time,
  Bomb through the grating to reach a [MISSILE EXPANSION (020/250)], then drop 
  all the way back down and use the nearby Save Station to save your progress.
  Now backtrack through to the Arboretum; to play it safe a bit, you can go and
  look for the four runic symbols. If you're skilled with the Triple Bomb Jump,
  you can use this trick to climb to the top of the room and bypass the gate.
  If you're going for the runic symbol route, start by looking by the tree near
  the wooden bridge for the first one. The second one is down near the entrance
  to the room, guarded by a patch of red Venom Weed. Scan it and start heading 
  up through the passages in the walls using Bombs to get through. Watch out 
  for some War Wasps on your way up, and you'll find the third rune on the wall
  during the ascent. Scale your way to the top; once on the wooden bridge, 
  crane out and around to locate the fourth rune on the tree. With all four
  scanned, the gate will roll out of the way, and you can bomb your way into 
  the Sunchamber Lobby. Avoid the Venom Weed and Reaper Vines and get to the 
  door at the end; use the crates if you need energy or weapons refills, then 
  head on through the door into the massive Sunchamber for the first major
  boss battle.

    This gigantic mutated plant is the source of the Phazon poisoning the Chozo
    Ruins, and relies on sunlight for its strength and dexterity. Read below
    for Normal and Hard Mode strategies for taking this boss down.

    There are two schools of thought when it comes to taking out Flaahgra. The
    quickest and most advanced method requires the Space Jump, and eliminates
    the whole process of disabling solar panels in favor of simply Space Jump-
    ing towards the base tunnels where the Morph Ball Bomb slots are, mid-air
    morphing and setting a Bomb as you fall. Usually, the resulting explosion
    will drop you into the acidic water, but it will be enough to trigger the
    Bomb Slot and damage Flaahgra. You needn't worry about the water, as the
    cinematic that shows him being damaged resets you back on solid ground.
    Repeat this four times for a quick and easy victory.
    The other method is the usual route, whereby you disable however many solar
    panels Flaahgra has active, and when it's down, you roll to the closest
    tunnel and set a Morph Ball Bomb safely in the slot, then repeat for the
    remaining tunnels and slots. Flaahgra's thick skin prevents you from damag-
    ing it directly, but you can pepper its head with Power Beam shots to stun
    it, preventing it from unleashing its assorted attacks on you. The attacks
    to watch out for include its poison breath attack, a ramming move where the
    head comes down and bats you around, or a thorn vine that will impede your
    movement and continuously cause damage if you get stuck in it. As you in-
    flict more and more damage, more solar panels will come into play, meaning 
    Flaahgra gets stronger and faster with each round. It will begin knocking 
    disabled panels back into place if you don't move fast enough, thus making 
    the fight longer.
    Whatever your chosen method for taking on this boss is, you must finish
    four rounds and deliver four Bomb blasts to the root system to bring the
    mutant plant down for the count.

    Flaahgra may be the first boss that you need to approach differently. For
    one thing, its resistance to your attacks has significantly increased - the
    Power Beam just doesn't cut it if you're trying to stun the mutant this
    time. Secondly, its downtime has decreased, and it will be much more agg-
    ressive in knocking back disabled panels. Its attacks will come faster and
    more furiously, and sometimes be combinations - for instance, it can ram
    you into a thorn vine. If using the quick-kill method, you need not worry
    too much, as all you have to do is dodge its attacks while Space Jumping to
    the Bomb Slots. With the regular method, you will be constantly disabling
    panels, stunning Flaahgra, then moving to another panel, and stunning it
    again to get the mutant to collapse. Bear these points in mind and this
    battle won't be much harder.

  Defeating Flaahgra removes the poison from the waters in the Chozo Ruins, and
  reveals the [VARIA SUIT] upgrade. Grab it and leave the Sunchamber via the 
  door in front of you and proceed through the Suntower Access until you reach 
  some crates. Destroy these for energy or weapon refills and move on. As you 
  move on, you'll encounter a new enemy called a Pulse Bombu - you can't damage
  it right now and it will wreak havoc with your Visor, so morph and roll past 
  it for now. Go to the edge here and fall all the way to the bottom of the 
  Suntower area. There will be multiple War Wasps emerging from the hives, so 
  make your way out into the Transport room. This one leads down to Magmoor 
  Caverns, but you won't be taking it just yet. For now, head on to the left 
  through the door and follow the path through here until you reach the Vault. 
  Circle around to the back and execute Bomb Jumps to reach the three Morph 
  Ball Slots. The last one requires a Double Bomb Jump; once you've activated 
  all three, a gate will rise, allowing you access to the hidden [MISSILE EXP-
  ANSION (025/250)]. Continue heading out of this tunnel area to get back out
  to the Main Plaza, where you can score another [ENERGY TANK (02/14)] along 
  the way. Drop down and race across the Plaza area to return to Tallon Over-

  As you reenter this area, head through Tallon Canyon, and Space Jump to the 
  platforms on the upper level. Follow the Zoomer and Geemer around to a door 
  leading into Transport Tunnel B. Run down here, dropping into the slight pit
  halfway down to grab the [MISSILE EXPANSION (030/250)], then hop back up and 
  continue on into the Root Cave. Here, fall all the way down to the bottom, 
  avoid the Beetles that pop up, and head into the door and down the hallway to
  reach the transport leading down to another area of Magmoor Caverns.

  This section details the third part of this speed run, which is a short jaunt
  through Magmoor Caverns into Phendrana Drifts for a few more upgrades.

  As you emerge into Magmoor Caverns from Tallon Overworld, you'll be greeted 
  by a not-so-nice Magmoor. Take the time to eliminate it with a couple of 
  charged shots to the head, then roll yourself along the metallic track and 
  take the door into Fiery Shores. Head through the flame jets that spout down 
  from the ceiling, then stop when you come to the lava lake. Turn to your left
  and blast the crates there, then start heading up the short platforms, using 
  Bombs to lift yourself up. At the top, roll along the very precarious catwalk
  network to reach the [MISSILE EXPANSION (035/250)] at the end, then drop down 
  and head into Monitor Station. Arm yourself near the door as the Auto Defense
  Turrets are itching to blow you away, and take them out systematically. When 
  all three have been destroyed, head up the bridge and jump to the rock form-
  ation on the other side. Aim up until you locate a fourth Defense Turret, and
  blast it out of the sky. Head up the rock ledges, then Space Jump across the 
  expanse to reach the metal catwalk, and head along the final catwalk into 
  Transport Tunnel A. Here, use a Double Bomb Jump near the entrance (over the 
  first metallic block) to boost yourself up to another area, the repeat a sec-
  ond Double Bomb Jump to grab the [ENERGY TANK (03/14)] hidden at the top. 
  Once you've gotten the Tank, drop down and continue right to reach the Trans-
  port leading to the frozen Phendrana Drifts.

  As you enter the icy world of Phendrana Drifts, you'll have to use your Miss-
  iles to blast through some ice structures. Beyond here lies the Phendrana 
  Shorelines. As you proceed to where the save station is, you'll come across a
  metal gate on a building. Blast the gate with a Missile and scan the panel at
  the very back to unlock a door above you. Go to the right, past the Save 
  Station and look for a series of ledges leading up and over. Jump up and go
  across them to reach a door. Take the door and proceed through the access 
  tunnel into Ice Ruins East, avoiding the Scatter Bombus along the way. As you
  enter Ice Ruins East, two nasty Baby Sheegoths will come out to play. These 
  little creatures are not to be taken lightly, but if you're quick, you can 
  Space Jump over or around them. Either kill them or dodge them, and head up 
  the ledge to the right. Follow it to the left and you'll enter a door leading
  to the Plaza Walkway. Inside this long cave you'll find a bunch of little Ice
  Burrowers, which are merely icy versions of the Magmoor Burrowers. Roll past 
  them back out to Phendrana Shorelines, then head left to the door that leads 
  to Ice Ruins West. Once there, run and Space Jump past two more Baby Shee-
  goths to reach a passage leading down and to the right. Go through the door 
  to reach Phendrana Canyon. Out in this open area, drop down and Space Jump 
  off the ledge to the ice slope in the distance. Ascend it and scan the con-
  sole to align a set of platforms leading off into the distance. Hop over them
  quickly as they collapse under your weight, and go until you reach the alcove
  containing the [BOOST BALL] upgrade at the end. Drop back down into the large
  sloped canyon and use the new upgrade to boost yourself out of the half-pipe 
  and back onto solid ground. Take the high road back to the door and exit out
  of here, retracing your steps back to Phendrana Shorelines. 
  After the short sequence with Meta Ridley, drop back down and start heading 
  back up the ledges as if you were going to Ice Ruins East. Stop about halfway
  up and look for the nearby floating platforms leading to the Chozo Ice Temple
  area. Use the Space Jump to reach the ledges so you can cross to the Ice Tem-
  ple. As you reach the others side and enter the door, morph and roll past all
  of the Bombus in this short hallway. In the next room, you'll square off 
  against a Baby Sheegoth, and the close quarters makes combat a bit tough. 
  Strafe around the best you can to defeat it and move on. There are a few led-
  ges at the end, so start climbing and pick off the enemies as you come across
  them. On your ascent, you'll start encountering some Ice Parasites, frosty 
  versions of normal Parasites. Move past them and keep ascending the ledges. 
  Once you reach the top, you'll find a gate blocking a door. Go back a little 
  ways and start scanning the walls until you find the bust of a Chozo Shaman. 
  (If you're facing the giant iced statue, it's the first one on your right.) 
  Destroy the bust with a Missile so you can Bomb Jump into the Morph Ball slot
  behind it. Activate the slot with a Bomb to open the gate. Go inside and 
  morph to get through the next section, which involves bombing stone columns 
  out of your path. Once you've successfully cleared the path, head on into the
  Chapel of the Elders, where you'll have to fight a two-part mini-boss fight 
  to claim the strange upgrade that just got pulled into the floor. Four Baby 
  Sheegoths will attack from the corners of the room, but thankfully you'll 
  only face two at a time. Lock on to one of them and start strafing around 
  while pounding its shell with the Power Beam. When you destroy one, another 
  one enters, so keep picking them off until you've killed the whole quartet, 
  and get ready for the larger, meaner version...

    Momma isn't too happy that you just killed her precious babies... This 
    fight can be a bit tough at this stage of the game. Read below for Normal
    and Hard Mode strategies for taking this mini-boss down.

    The first thing you need to know is that the Sheegoth is invulnerable to 
    your current Beam weapons. The ice crystals on her back will absorb energy,
    converting it into some other kind of energy which the Sheegoth spits right
    back at you. Start off by morphing into ball form and roll around to the 
    Sheegoth's tail end. You'll want to stay near the back and set off Morph 
    Ball Bombs one after another so as to damage the Sheegoth quickly. Make 
    sure that you roll in a orderly fashion with the Sheegoth so that the mini-
    boss never has any chances to use any of her more devastating attacks (such
    as ramming or freezing you). Should you get frozen, Bomb yourself out of
    the ice trap as fast as you can, otherwise the resulting ramming attack 
    will do some major damage. Somewhere between 10 and 20 Morph Ball Bomb det-
    onations will bring the mother Sheegoth down.

    Double up the damage from the last fight, and expect the Sheegoth to be 
    harder to avoid. Combination attacks seem to work better in Hard Mode, so 
    if you find yourself having trouble setting Morph Ball Bombs, use a couple
    of Missiles and alternate between the two attacks. It takes about 30 Bombs 
    or 34 Missiles to defeat the Hard Mode version of this mini-boss.

  Defeating the Sheegoth reveals the [WAVE BEAM] from the pedestal in the cen-
  ter of the room. Use your new Beam to exit this room and backtrack out of the
  Chozo Ice Temple, and return the way you came back to Magmoor Caverns.

  Reenter Magmoor Caverns and head back out into Monitor Station. Eliminate the
  few enemies around you and then either drop straight down or head down the 
  platforms; either way you want to get to the other entrance to this room 
  (which is on your left as you enter this room). However you do it, head on 
  through Monitor Tunnel into the massive Triclops Pit. There's a Missile Exp-
  ansion in here, but it's far on the other side, and you must first cross the
  platforms filled with Puffers to get there. Take out the Puffers and reach 
  solid ground. Pan around and look for the crates off to the left. This part 
  gets really tricky, and only comes with practice, so bear with me. From the 
  crates, face directly ahead, and stand on the very edge of the rock. Space
  Jump out and you should hit the first invisible platform. Keep leaping up so 
  the ledge doesn't sink, and turn to your left 45 degrees to see the rock 
  pillar. There's a short piece sticking out, Space Jump out and around this 
  part to land on the second ledge. The third one is another 45 degrees to your
  left, so rotate and Space Jump out, then fire a Missile at the pillar that's
  in front of you, and Space Jump again to land and grab the [MISSILE EXPANSION
  Fall down and head back around to the starting area, looking for a hole in 
  the wall that's glowing red. Head through this small area and use the Morph 
  Ball to enter the tiny tunnel leading into the area under the metal grated
  floor. Here, roll your way around to the right until you reach another Morph 
  Ball tunnel. Take it and head into the Storage Cavern to find a [MISSILE EXP-
  ANSION (045/250)] tucked away near the back. Exit here and out of the Tri-
  clops Pit, and continue your trek into the Pit Tunnel. Space Jump over the 
  gate in this room and exit out to the Lava Lake. Space Jump around the plat-
  forms and Puffers to reach the other side, then bomb your way through the 
  wall to reach another side of Lava Lake. This room is also stocked with Puf-
  fers and a couple of Magmoors. Travel along the platforms to reach the solid 
  ground, then fire two Missiles at the pillar nearest your location and Space 
  Jump to get the [ARTIFACT OF NATURE (01/12)] from the broken pillar. Leave 
  this room and head through the next door to reach Lake Tunnel and Burning 
  Trail. Stop to break the Blast Shield on a door on your right and head in to
  save your game. Exit out and keep heading through the area until you reach
  a vertical section.  Ride the elevator platforms up until you can Space Jump 
  to a rocky outcropping. Head through the door to reach a Transport that leads
  back to the Sun Tower of Chozo Ruins.

  This section details the fourth part of this speed run,  which is a short re-
  turn to the Chozo Ruins for some more out-of-sequence item gathering.

  You'll reenter Chozo Ruins via the Sun Tower. Proceed directly ahead and 
  through the Morph Ball segments down into Transport Access North to claim 
  another [ENERGY TANK (04/14)], then go through the door in front of you to 
  claim another [MISSILE EXPANSION (050/250)]. This is actually the "original"
  one that you're supposed to get first during the mini-boss fight with the
  Hive Mecha. Now, without crossing the bridge (doing so will trigger the mini-
  boss battle), Space Jump to the right towards the door leading out of the
  Hive Totem. Head on out through Totem Access into the Ruined Gallery. Deal 
  with the War Wasps here, then drop down and fire a Missile at the cracked 
  wall near the back to reveal a [MISSILE EXPANSION (055/250)], then head to 
  the other side of the room, and Bomb Jump into a small passage that winds 
  around to another [MISSILE EXPANSION (060/250)]. Exit this room and continue 
  on to the Ruined Nursery. Again, deal with some War Wasps, then use Bombs to 
  work your way through the wall channel to claim another [MISSILE EXPANSION 
  (065/250)]. Eventually you'll work your way back to the Main Plaza; start 
  ascending the platforms in the back heading through the Gathering Hall to the
  Energy Core, near where you battled the Incinerator Drone. Once you get to 
  the Energy Core, hop along the ledges to reach the door in the far right 
  corner. You got your first Energy Tank here, but this time, position yourself
  near the Magnetic Rail track. Press into it until the track seems to vibrate,
  and execute the Track Jump speed trick so you can step up some invisible 
  platforms and reach the top of the track. If you can't do this, you can also
  use a TBJ to reach this. Once at the top, hold R while rotating towards the
  tunnel, and morph while pressing forward to roll into it. Use the Boost Ball
  if you need a bit of a push and you should make it past the lip. Carefully 
  Boost across the disappearing blocks and quickly Bomb Jump over the obstruc-
  tion back to solid ground, where you can then safely continue on into the
  As you enter, Beetles will pop out of the ground; ignore them and head to the
  left through the Morph Ball tunnel. From here, go into the Crossway and use 
  the Boost Ball to roll yourself out of the half-pipe and head through the 
  door at the other end, following the path into the Hall of the Elders. As you
  enter, the room will darken, and you'll trigger another mini-boss fight that
  will continue to occur throughout the game. Fortunately at this point, you
  only have to fight one of them.

    The Chozo Ghost(s) can be tough, especially in a pack, but if you have the
    right weaponry and upgrades they become a piece of cake. Read below for
    Normal and Hard Mode strategies for taking these mini-bosses down.

    [NORMAL MODE]    
    The catch in this fight is that the Chozo Ghosts aren't always visible. 
    Later in the game, you can track them easily with the X-Ray Visor, but for
    now you have to tough it out. You can only damage them with the Power Beam,
    and to take them out easily, listen for the sound effects. The Ghosts will 
    make sounds (kind of like a whooshing sound) before they launch an attack. 
    If you hear this, quickly look around and dodge any pulse attack that flies
    at you. This attack is similar to a Pulse or Wave Bombu in that it scram-
    bles your radar and Visor. Whenever you have the opportunity to lock onto a 
    Ghost, shoot it repeatedly with charged Power Beam shots to reduce the 
    amount of time this takes. The best method is to tuck yourself into a cor-
    ner and fire away whenever the opportunity presents itself. Once you have
    the Super Missile and the X-Ray Visor, these become little more than a mild

    The Chozo Ghosts are more powerful and quite a bit faster on the draw - you
    want to constantly scan around to see if one is loitering around you. If 
    so, pepper it with some Power Beam shots to distract it, and fire a charged
    blast only if you have the time and room to charge one up. The Chozo Ghosts
    don't do a lot more damage, but in Hard, they tend to attack in tandem, 
    meaning all three will launch attacks at you at the same time, and that can
    really put a drain on your resources. Just keep listening for that charac-
    teristic sound effect and you shouldn't have too many problems.

  After the Ghost has been put down, Space Jump back up to the small walkway 
  where you came in from, and turn around facing the wall way from the Elder 
  Statue. Look at the large reflector on the back wall and look at the small
  peg poking out of it. Use the R button to settle your reticle over that peg, 
  then release R and make a leap of faith. By Space Jumping with the correct 
  timing, you will land on this little peg. Now be careful; you have to Space 
  Jump again to the ledge above you, but there's a low ceiling that can impede 
  you. Pan around with your camera to see where the ceiling is, then Space Jump
  up to the ledge and activate the Morph Ball slot. This in turn enables three
  more colored Morph Ball slots. Go to the purple one and shoot it with the 
  Wave Beam to activate it, then Bomb Jump into the slot and trigger it with 
  another Morph Ball Bomb. This activates the Elder Statue below you, so drop
  to it and morph into its palm. Let it throw you into a secret tunnel high
  above you, then scan the console to deactivate the forcefield. Continue on
  through the next door into the Reflecting Pool and drop into the water. Go
  to the bottom and use a Bomb to blast apart the Talloric Alloy covering the
  drain and let all of the water go away. Now that you have a usable half-pipe,
  use the Boost Ball to launch yourself to the upper level (try to get eaten by
  a Stone Toad up top; it guarantees you'll land on the upper ledges). Now 
  enter the western door to reach the Antechamber, where you'll acquire the 
  potent [ICE BEAM] upgrade! Leave the Antechamber and Space Jump across the 
  room to the other side where you can reach a Save Station. Go ahead and use 
  it to save your progress, then Bomb Jump into the Morph Ball tunnel that 
  leads to a Transport to Tallon Overworld.

  As you head back into Tallon Overworld, you'll pass through the Overgrown 
  Cavern where there's a [MISSILE EXPANSION (070/250)] right in front of you
  amongst the Venom Weed. Boost to grab it and avoid damage, then exit this
  tunnel to emerge in the area where the Space Pirate Frigate crashed after the
  introductory sequence. Just as quickly, two new Flying Pirates will attack
  you - make this fight easy by first freezing them with the Ice Beam, then use
  a Missile to shatter them. Once the first two are taken care of, jump down 
  into the water and make your way across to the other side. Two more Flying 
  Pirates are sitting near the water, eating lunch or something... Ignore them 
  and make a run for the door at the back. Follow the path through the next
  tunnel to return to the Landing Site. Ignore your Ship and roll into the 
  passage behind it. Boost through the Tangle Weed to find yet another [MISSILE
  EXPANSION (075/250)], then return to Tallon Canyon and utilize the entrance 
  to the Root Cave to return to Magmoor Caverns.

  From the transport, work your way back to Monitor Station, then climb the
  platforms to reach the entrance to Transport Tunnel A. Take this path back
  through the tunnel to return to Phendrana Drifts.

  This section details the fifth part of this speed run, which covers your ex-
  ploration of a larger part of Phendrana Drifts including the Hydra Research
  Facility as well as more ferrying back and forth for item-gathering.

  As you reenter the icy Phendrana Drifts, you need to backtrack all the way to
  Ice Ruins West (using the same exact path you took earlier). Use the path 
  taken to the Boost Ball if you have troubles. Once you reach Ice Ruins West, 
  hop to the right and into the small structure then use the Space Jump to 
  reach the higher ledges. Once at the top, shoot the Stalactite hanging from 
  the ceiling down with a Missile, then use it as a platform to reach another 
  set of rooftop areas. Head across the rooftops, shooting down the Ice Shriek-
  bats as they fly towards you, then Space Jump across the gap and head to the 
  purple door leading into the Ruined Courtyard. In here, hop along the solid
  ledges until you reach the first Spinner. Morph into it and activate it, then
  do the same for the second one farther along the path. Now jump up the ice 
  ledges to the Morph Ball slot above you, activate it, and head back across 
  the area to reach the Morph Ball tunnel leading to the [ENERGY TANK (05/14)],
  then head back across. Reactivate the slot, then start climbing up around the
  central tower. At the top, Space Jump across the gap and head into the Pirate
  Research Labs.
  A Shadow Pirate will immediately attack you; take it out with the Wave Beam 
  and proceed on into the Research Entrance. Just inside, you'll be able to see
  a lone Auto Defense Turret high in the ceiling. Take aim and destroy it so 
  you don't have it blasting at you during the upcoming Space Pirate battle. 
  Move on a little ways more and a short cinema will take over where a Sentry
  Drone alerts a group of Pirates to your intrusion. Stay near the door and 
  engage the Space Pirates from a safe distance to make it easier for you to 
  hit them (Pirates often just go all out and attack melee-style, so you almost
  never have to worry about them lurking about behind any corners). Use charged
  Wave Beam shots from afar, and Missiles if they start getting too close. 
  After you defeat all five, move on through the area, and head up the ramps
  leading to the upper level.
  Continue through the Hydra Lab Entryway (taking out the multiple Scatter 
  Bombus along the way) into Research Lab Hydra. Scan the console nearby to 
  deactivate the forcefield, then get ready for a brief Pirate attack. Elimi-
  nate them and head for the entrance to Observatory Access near the rear of 
  this area. The entrance is in the ceiling, so jump up and right into a hail 
  of fire from three Defense Turrets. Seek cover behind the crates for the 
  first one, then use the walls to avoid the second and third ones. Once you 
  enter the Observatory, five more Space Pirates will attack you; take cover 
  near the entrance and pick them off one by one. After they're eliminated, 
  head across to the bank of consoles near the back and scan the central term-
  inal to initialize the holo sequencer. Two Morph Ball Slots will appear; one 
  is right on the platform to your left, and the other is to your right, a bit 
  higher up on the next ledge. Activate each with a Bomb, then drop down to the
  floor and use each of the four Spinners to lock the panels into place. Once 
  the last panel is online and active, the sequence will be complete and you 
  will see a massive three-dimensional rotating display above you of the surr-
  ounding solar system. Now work on leaping up the platforms lining the walls 
  to reach the center one where the [SUPER MISSILE CHARGE COMBO] sits. Grab it 
  and head through the next door into the West Tower. Ride the elevator up and
  out into the Control Tower, and eliminate the Flying Pirates as they attack 
  from above. Use Super Missiles on them to kill them faster, then head down 
  into the East Tower once they've been taken down. Ride the elevator down into
  Research Lab Aether, and head straight in front of you to find the first Met-
  roid of the game. Move up close while charging up your Power Beam, and let it
  eat a Super Missile when it breaks out of containment. Move a little way for-
  ward to cause a Space Pirate to break through the glass wall and take him 
  out, then drop down into the main research bay. Eliminate the Pirates as you
  go along, and get to the lower level where you can shoot a stasis tube for 
  another [ENERGY TANK (06/14)]. Now head back up the ramp and Space Jump to
  the ledge above you, and roll along the narrow catwalk to reach the [MISSILE
  EXPANSION (080/250)].
  Leave Research Lab Aether through the door in the floor into Research Core 
  Access. You'll immediately be attacked by Ice Beetles in here; simply run 
  past them and head into the Research Core. Quickly take aim at the Space Pir-
  ate hiding out on the other side of the room, then use the Ice Beam + Missile
  combo on the following two Flying Pirates. After they're gone, scan the con-
  soles on this level to deactivate the first circuit control for the stasis 
  tank, then start heading down the ramps. Near the bottom are two Auto Defense
  Turrets; try and take them out from one of the upper levels. You'll find two 
  more circuit switches on the two lowest levels; scan them to completely shut
  down the forcefield and claim the [THERMAL VISOR] upgrade. As soon as the 
  cinema is done, don't waste any time with the Shadow Pirates and exit through
  the white door at the bottom to reach the other side of the Phendrana Drifts.
  This first open area is called Frozen Pike.
  Go to the edge and Space Jump all the way out. You will most likely land at 
  the bottom; in this case, climb the gnarled roots and Space Jump through the 
  hole in the wall to reach a platform leading to a purple door. Go through the
  door to reach Frost Cave Access, where you'll roll through a long tunnel. At 
  the end, a few Ice Beetles and Ice Scarabs will attack in some very close 
  quarters, so deal with them as quickly as you can. The door at the end leads 
  into Frost Cave, where you'll encounter a lone Hunter Metroid. Freeze it with
  the Ice Beam and shatter it with a Missile, then look at the ceiling and 
  shoot down the stalactites you can see. Space Jump out and trek up the rock 
  spires to reach a purple door on the left (there is a Save Station here if 
  you really want to save) to reach Phendrana's Edge. Once inside, ignore the
  two Flying Pirates and drop to the bottom of the area. Underwater, you'll 
  battle it out with some Jelzaps; wait until they open up to blast them with a
  charged shot. Find the underwater door leading into Hunter Cave, where you 
  must target three more stalactites to use as platforms. There are a few 
  Flickerbats zooming around that can make life difficult, but if you time your
  moves right, they won't bother you too much. Take the next door into Lake 
  Tunnel, and follow it directly into the Gravity Chamber. Head out a little 
  ways, drop down and wind your way around the staircase, then lock onto the 
  orange symbol in the distance. Thread your way through the Aqua Reapers and 
  wind your way around the path to reach the [GRAVITY SUIT] upgrade. From your 
  perch, head to the right and up the ramp that leads out of the underwater 
  section. Climb up the ledges to the upper door, then take on the Sentry Drone
  in the next hallway. As you reenter Hunter Cave, run along the right-hand 
  wall, ignoring the Flying Pirates, and head back into Frozen Pike. Climb up 
  the ledges leading around the room and navigate the short Morph Ball maze to
  reach the Wave Beam door at the very top of the room. Proceed past the Pulse 
  Bombu and make note of the Energy Tank frozen in the ice, then roll out of 
  the little hole into the room with the Transport, and head down to Magmoor 

  As you reenter Magmoor Caverns, you'll enter by way of Magmoor Workstation.
  For now, ignore the Flying Pirates and simply drop down and head to the back-
  left area, through the purple door and into South Core Tunnel. Quickly shoot
  the Puddle Spore to flip it, then Space Jump across the lava and continue on 
  through the next room until you reach the spacious Geothermal Core. Here, 
  leap across the Puddle Spores and platforms in the middle of the room, then 
  take a look to the right of the blue door. There is a small rock here; jump
  on it and spin to the left. Look for the metallic box and Space Jump so you 
  land on the little outcropping. Now rotate yourself so you're facing the disc
  platforms, and lock your view all the way down. From here, make a short hop 
  to a tiny rock spire directly in front of you, then Space Jump out and land 
  on the first disc platform. Activate the Spinner to raise the first platform,
  then Space Jump to the second, and so forth until you reach and activate the
  third one. Now position yourself in front of the Magnetic Rail, and Space 
  Jump directly up. You'll see that the rail curves slightly inward, so you can
  stand on part of it. Land in the middle and turn around so your back is to 
  the wall. Now, lock your view as far up as it can go, hold back on the Con-
  trol Stick, Space Jump up and crank forward on the Stick. It may take a few 
  tries to get the timing right, but it essentially wedges you in place, and as
  is common with the game's dynamics, getting wedged someplace often pushes you
  straight up; thus you'll be shoved up above the disc, and by holding forward,
  you'll accomplish the same task you would if you had the Spider Ball. Now 
  Space Jump to the final disc and set a Bomb in the slot to trigger the ceil-
  ing to raise up. A white door is revealed along with a huge Spider Ball maze.
  The next part involves a bit of tricky maneuvering since you don't yet have
  the Spider Ball, so pay attention.
  First off, Space Jump so you land atop the pipe that sticks out of the wall. 
  Move carefully along it so you don't fall off, then lock your view down and 
  to the left. You'll see a thin metallic strip lining the circumference of the 
  room; Space Jump and hold right on the Control Stick to land on this metal 
  strip, then inch your way along it while continuing to hold L so as to stay 
  locked in place until you can look up and see three Magnetic Rail cubes above
  you. Back up a bit until you can lock your view to the upper-right; you will
  see part of a bulb sticking out of the first Rail cube. This next jump is
  affectionately referred to as a "Ghetto Jump", in which you jump towards a
  solid surface, and then jump away. This peculiar trick seems to get you a bit
  more height when you're against a wall for some reason. Execute this jump, 
  and if done just right, you'll balance on top of the small bulb. Now that the
  hard part is done, lock your view as you rotate, and Space Jump up past the
  two remaining cubes until you land in front of the white door. Head into
  Plasma Processing and Space Jump to the platform in the middle where the pow-
  erful [PLASMA BEAM] upgrade sits. Return to the Geothermal Core and work your
  way back to Magmoor Workstation. This time, toast the three Flying Pirates,
  and look along the bottom of the room for three lava channels. Run up to them
  and use the Wave Beam to activate the Power Conduits, and one-by-one, navi-
  gate the cooled channels to reach the [ENERGY TANK (07/14)] behind the purple
  gate. Now ascend the ledges at the back of the room to return to the Trans-
  port room. Take a moment to save your game using the Save Station in this 
  room, then use the Transport to return to the Phendrana Drifts.

  After leaving the transport, head forward and Boost through the Quarantine 
  Tunnels to reach the purple door at the end. Head into the Quarantine Cave 
  from the opposite side and quickly circle around to trigger the next boss

    This gigantic ice and stone guardian is powered by Phazon Cores. The cores
    are what you need to actually damage in order to break this boss apart.
    Read below for Normal and Hard Mode strategies for defeating this boss.
    With the standard complement of weapons, Thardus can be a bit of a tough
    boss fight. With your new Plasma Beam, this battle is something of a joke.
    Thardus has quite a few attacks you'll want to watch out for. The first one
    is its Ice Wave; you know this is coming when it throws its arms to the 
    rear. You can simply sidestep this one, as its pretty simple to dodge. Its 
    second one is to hurl rocks at you; let go of L to target the rocks and 
    blast them with the Plasma Beam, then resume your lock on Thardus. Its last
    (and most lethal) attack is to curl into a boulder and attempt to roll over
    you. Ironically, you'll turn this attack into a faster method of taking it
    down. Thardus has seven Phazon Cores on its body that are covered with big
    chunks of rock - you need to eliminate the rock first and then directly
    attack the Phazon Cores. Switch to the Thermal Visor first and lock onto 
    one of the orange points, then blast away with the charged Plasma Beam un-
    til it breaks and overloads your Visor. Switch back to the Combat Visor and
    unload on the Phazon Core until it explodes. The battle will proceed like
    this in various forms until all seven have been destroyed. If you see Thar-
    dus curl into ball, assume Morph Ball form and wait. When Thardus is almost
    upon you, set three Morph Ball Bombs and Boost out of the way. The blasts
    will usually destroy another chunk of rock, giving you another Phazon Core
    to fire at. After three Cores have been destroyed, Thardus will create a
    powerful snowstorm that reduces your visibility with the Combat Visor. 
    Continue attacking until another three are down, and the snowstorm will
    stop, but Thardus will take to chucking continous rocks at you. Eliminate
    the seventh and final Core to defeat this boss for good.

    Thardus is harder to damage in this version, but Morph Ball Bombs still
    tend to break apart its rocky armor when its in ball form. Keep pounding
    away with the Plasma Beam, and expect Thardus to be a bit more aggressive
    in its attacks. You still have to only go seven rounds, but the Phazon Core
    areas will take a bit more firepower. Thardus is still incredibly weak to
    the Plasma Beam, so there isn't much of a difference.

  Thardus' destruction leaves behind the [SPIDER BALL] upgrade. Grab it and use
  it to attach to the Magnetic Rail that goes around the circumference of the
  room. Take it to the door leading out of Quarantine Cave, and go back through
  the tunnels to reach the Transport room. Go behind the transport itself and
  use the Magnetic Rail track to go upwards to reach another door. Go out into
  Transport Access and melt the frozen ice to grab the [ENERGY TANK (08/14)]
  that you saw earlier, then head into Frozen Pike and continue on until you
  reach Frost Cave again. Here, stand on the very edge of the area, and look
  out a bit to your left. You should barely see a few pieces of rock sticking 
  out. Carefully Space Jump while locking your view down so you can land on 
  them, then L-Lock Space Jump again to your left to catch the ledges leading 
  up to that crate. Now aim for the stalactite, shoot it down into the water, 
  and drop down to collect the [MISSILE EXPANSION (085/250)] underneath the
  water, then continue back into Phendrana's Edge. More tricky Space Jump man-
  euvering is ahead, so pay close attention.
  In this large area, move to the root bridge by the purple door in the approx-
  imate center of the room.  Look at it closely and stand on the part that 
  sticks out the most from the actual bridge. Once on the edge, look out ahead 
  of you to see another root section that branches ever so slightly (this one 
  is to the right of the purple door below you). Space Jump out to this tree, 
  and try land on the "V" of the branch. If you hit the wall, that's fine, be-
  cause you'll probably slide down to the split anyhow. If you landed on the 
  tree just right, turn around and lock yourself onto the tree until you appear
  to be looking at a black hole in front of you. Lock your view and "walk" 
  yourself up the tree you're on by moving the Control Stick very gently until 
  you get to the top. Now look upwards and spin around until you see a ledge 
  above you. Space Jump to this ledge, and start working your way up the re-
  maining ledges in the room. At the top where you'd normally swing from the 
  Glider, you should look to the right-hand wall for two snowy ledges. Space 
  Jump to one that Samus can aim at from up high, then Space Jump to the second
  one, and just like that, you've eliminated using the Grapple Beam for this 
  part. Morph and roll into the Security Cave to claim an early [POWER BOMB 
  EXPANSION (1/8), then work your way back down the way you came up back to the
  ledge you originally started Space Jumping from (above the tree). Use a Power
  Bomb to blow apart the ice, the go through the red door to retrieve the [ART-
  IFACT OF SPIRIT (02/12)]. Now backtrack to the Transport room and return to 
  Magmoor Caverns. Use the nearby Save Station to save your progress first.

  Head back to Magmoor Workstation, dispatch the Flying Pirates, and head 
  across the massive room to the ledges in the distance. Take the door here 
  into the access tunnel and use your Power Bomb to blow apart the Bendezium 
  that blocks your path, then use the Transport to go down to the Phazon Mines.

  This section details the sixth part of this speed run, which includes a very 
  short run through the deadly Phazon Mines back into Tallon Overworld. This is
  a very out-of-sequence trip.

  As you enter, you'll immediately be confronted with a Phazon-laced tunnel. As
  you would normally be traversing this area with the Phazon Suit, you'll take 
  damage here and lots of it, too. Quickly run through the tunnel and into the
  Phazon Processing Center. Fortunately, the Troopers and Auto Defense Turrets 
  are mysteriously absent at this point . It seems that the trigger for them to
  appear involves you entering the Mines through the 'normal' access point. In
  fact, entering the Mines backwards causes quite a few things to be out of
  place or not there at all. Drop down to reach the middle deck and take out 
  the two regular Space Pirates, then head through the door to reach the second
  floor of the Phazon Mines. Head on through the Maintenance Tunnel and use 
  your Power Bomb to clear the Bendezium from your path, and exit the tunnel 
  out into Elite Control. There's an Elite Pirate in this room, but, like the 
  Thardus battle, you must move around to the other side (where you would nor-
  mally enter) in order to trigger the fight. Do so, and have your Super Miss-
  iles at the ready.

    There are three of these mini-bosses total in the Phazon Mines. For future
    encounters, utilize the same strategy to put them down. Read below for Nor-
    mal and Hard Mode strategies for defeating these.

    This huge hulking mutated Space Pirate is actually a lot easier than he
    looks. The only things that make him a potential menace are the Plasma Art-
    illery Cannons and his ability to absorb Beam weapons and use them to fuel 
    his aforementioned Cannons. When the fight starts, lock on, but don't fire.
    Constantly back up while you charge the Power Beam so that your fire won't 
    get absorbed. After the Elite gets upset that you are refusing to give him
    fuel for his Artillery Cannons, he'll slam the ground and create a powerful
    Wave Quake. Space Jump over it while letting a Super Missile hit him square
    in the head. Repeat once more to bring the hulking giant down.

    In Hard Mode, the Elites are a bit tougher, but that is all. Just keep in 
    mind that it will take 4 Super Missiles to bring the Hard Mode incarnations
    down. The Elite Pirates this time around will also spent a lot more time
    with their absorption weapon active, so you'll have to spend more time 
    circling the room and keep your fingers at the ready to fire Super Missiles
    when they let their guard down.

  Once the Elite has been put down, you can start heading up the ramps in the 
  rear of the room. Be careful, a trio of Ice Troopers guard the upstairs, so 
  have your Ice Beam ready to counter them. Freeze them with a charged shot, 
  then fire a Missile to shatter them, then head all the way up top and exit 
  through the door in the ceiling to reach the Ventilation Shaft. Quickly roll 
  down the tunnel and use your Power Bomb (provided you refilled it) to blow 
  apart the grating near the back and shut off the poison gas vents. Once the 
  gas is cleared, head out and grab the [ENERGY TANK (09/14)], then head on 
  into Omega Research, where you'll have to deal with two pesky Wave Troopers 
  on the top level. Take them out with charged Wave pulses, then stand near the
  edge and try to eliminate some of the Power Troopers that are standing guard 
  (use Super Missiles to take them out more effectively). Then just leap to the
  bottom and make a mad dash for the door in the left-hand corner and drop 
  through it into the Dynamo Access. Move forward a bit, and another Elite Pir-
  ate will drop down to fight. Eliminate this one as you did the last one, then
  head on into the Central Dynamo. Arm the Wave Beam as you head down, as 
  you'll immediately fight another mini-boss.

    This is something of an irritating fight, since you can neither see nor
    lock onto the drone, so you'll be aiming manually. Read below for Normal
    and Hard Mode strategies for eliminating this mini-boss.

    Play this one safe and don't drop down into the Dynamo. Instead, you should
    stick to the upper levels and aim manually while looking for the flashing
    lights, which means its firing at you. Take cover while you return fire with
    charged Wave Beam pulses, and move only if you're getting hit by its hail
    of fire. Around 4-5 charged blasts should send it spiraling to the ground.

    Not much different, except the Drone takes more damage and attacks faster. 
    Just keep nailing it before it nails you is really the best advice.

  Once the Drone has been eliminated, it'll set off a maze of electricity in 
  the center of the room. At the center of this maze lies the main Power Bomb 
  upgrade, but you'll have to navigate the maze first. Start off by rolling 
  through the open areas, and time your movements to go through the flickering 
  sections. As you reach a pool of green liquid, roll into it and set a Bomb to
  create a splash that shorts out a few electric walls, effectively opening up 
  new paths for you. Continue doing so until you finally reach the primary
  [POWER BOMB (5/8)] upgrade. The following animation will get you out of the 
  maze, and the doors will be unlocked. Exit out of the Central Dynamo and head
  back through Omega Research all the way back to Elite Control, where you 
  first entered the Mines. Now, head through the opposite door and head through
  the Elite Access tunnel back out into Elevator A. Use the Spider Ball to ride
  up the Magnetic Rail track, not worrying too much about the Bombus here. Get 
  up top and head into Ore Processing. At this point, the game starts to get a
  bit... different.
  Ordinarily (and by that, I mean if you were playing the 'normal' route), you
  would encounter a couple of Beam Troopers because you would have encountered
  all of the varieties at this point. Coming in the back way, though, omits the
  normal "encounter" scenes, so a lot of it is sheer randomness. I've, on a few
  different occasions, fought Power Troopers, normal Pirates, or even Metroids
  (which was really weird) while going through here. Work with whatever cards
  you're dealt here, and drop to the bottom of the room. Bomb Jump into the 
  Morph Ball Slot and set off a single Bomb. Exit and use the blue Magnetic Rail
  to reach a balcony and the next control panel. Set off two Bombs in the second
  one to align the middle section, then drop back down and set off three Bombs 
  in the bottom one to complete the alignment sequence. Roll up the red Magnetic
  Rail to reach the third floor, then Space Jump over to the ledge on the other
  side. Use a Power Bomb to destroy the Bendezium, then morph into the control 
  panel and set two Bombs to continue realigning the rail tracks. Bomb yourself
  out and now drop to the second floor, where you have to detonate three Bombs 
  in the slot, then finally drop to the bottom floor and set a single Bomb in 
  the slot to align the yellow Rail. Now that the path is complete, you can roll
  up the yellow Magnetic Rail all the way to the top. Fall off the rail at the 
  end and enter Storage Depot B where the [GRAPPLE BEAM] upgrade awaits. Exit 
  this room and use your new toy to swing across the room and into the Waste 
  Disposal area.
  Enter the Morph Ball tunnel and use your Bombs to maneuver yourself around 
  this passage. Navigating this successfully deposits you in the Main Quarry, 
  so just leap down, take out the few Space Pirates on the ground, and ascend 
  the ledges and catwalks at the back. Watch out for the Mega Turrets if you 
  didn't eliminate them already, and once you're on the upper level, use the 
  Thermal Visor to find a Power Conduit, activate it with the Wave Beam, then 
  use the Morph Ball to reach the control booth. Upon activating the crane, 
  it'll swing and crash into a wall. Head out of the control booth and use the
  nearby Magnetic Rail to roll to the crane; carefully drop off the track and 
  Bomb Jump up to the [MISSILE EXPANSION (090/250)], then turn tail and run out
  through the actual main entrance of the Phazon Mines and use the Transport to
  get back to Tallon Overworld.

  Once in here, return to the Great Tree Hall and start working your way up the
  ledges, destroying all the Bloodflowers and Seedlings. Head up to the Spinner
  device and activate it to clear the bars away, then head up and defeat some 
  more native life, and get to the white door in the distance. Here, follow 
  this tunnel until you reach the Transport leading to Chozo Ruins.

  Go straight ahead to reach the Reflecting Pool. Drop down and head through
  the Access chamber into the Hall of the Elders. Engage three Chozo Ghosts 
  here, then when they have been defeated, make your way back up to the ledge 
  with the colored Morph Ball slots. Use the Ice Beam to activate the white one
  and then morph into the Elder Statue's palm so you can roll into a room that
  contains another [ENERGY TANK (10/14)]. Return to the Morph Ball slots and
  use the Plasma Beam to activate the red one. Morph once again into the Elder
  Statue's palm, and you will be sent to a room that contains the [ARTIFACT OF
  WORLD (03/12). Once you've collected the Artifact, head out through the norm-
  al entrance and into the Crossway. Here, use the slopes of the half-pipe to
  boost yourself up to the Spider Ball tracks; use them and Bomb Jump into 
  Morph Ball slots, then once both are activated, drop down and ride the lift 
  to the [MISSILE EXPANSION (095/250)]. Keep heading backwards into the Furnace
  area and eliminate the Chozo Ghosts, then use a Power Bomb on the far wall
  near the Spider Ball tracks. Your blast will reveal a half-pipe, so boost up 
  to the tracks, then maneuver yourself along the narrow walkways to reach the
  [MISSILE EXPANSION (100/250)] at the top. Drop down and return to the Hall of
  the Elders via the nearby white door. If you're lucky, the Chozo Ghosts won't
  have respawned. If they have, you'll probably have to stick it out and fight
  them. Whatever happens, get back up top and into the Reflecting Pool. Head to
  the Save Station, save your game, and use the nearby Morph Ball tunnels to
  return to Tallon Overworld.

  This short section details the seventh part of this speed run, where you will
  go back through Tallon Overworld for a few items and then navigate the wreck
  of the Space Pirate Frigate on your way back to the Phazon Mines.

  Head out through Transport Tunnel C out to the Frigate Crash Site. Some Fly-
  ing Pirates will attack you here; eliminate them with the Plasma Beam, then 
  drop down into the water. Head to the central root structure and Space Jump
  to the small alcove to pick up the [MISSILE EXPANSION (105/250)], then head
  back out of the water to reach the white door that leads into the wreck. 
  As you enter the main site of the wreck, you'll have to roll into the Morph 
  Ball to access the subventilation shafts. As you make your way through the 
  shafts (the same ones you used to escape, no less) you'll encounter some 
  Tallon Crabs; just move on past them as they're pretty harmless. Soon, you'll
  find a room with two still-functioning Auto Defense Turrets. Disregard the 
  fact that they physically shouldn't be operational and concern yourself more 
  with destroying them. The door at the bottom is powerless, so use the Thermal
  Visor to locate the Power Conduit over the door, then activate it with the
  Wave Beam. You'll be doing this a lot to restore various sections of power,
  so you might as well get used to it now. Beyond here lies the Reactor Core 
  (back where you fought the Parasite Queen), as well as a couple of Aqua Pir-
  ates. Target them and use charged Plasma Beams to get them out of your way. 
  The door at the bottom of the Reactor Core requires you to activate four 
  Power Conduits in the room. Switch your Thermal Visor on and look just to the
  left of the door to find the first one. The second one is a little ways off
  the main walkway, and the last two are on the far wall, so approach the rail-
  ing and look out and around to find them. Once all four are activated, go 
  back and enter the door, then look around with the Thermal Visor to locate 
  two Power Conduits to give the next door power. As you enter Cargo Freight 
  Lift to Deck Gamma, blast the broken grate away near the entrance with a 
  charged shot to reach another [ENERGY TANK (11/14)], then use the Thermal 
  Visor to locate the Power Conduit just to the right of the shattered grate. 
  You now have to work your way up the lift shaft, as the elevator long since 
  ceased to function.
  Beware - the vertical ascent is laced with debris and Aqua Reapers. Look 
  above you to shoot them out of the way before hopping up the platforms. About
  midway up, switch to the Thermal Visor again to locate the second Power Con-
  duit, then continue the ascent all the way to the top, where a dead Space 
  Pirate will crash into the water. At the top, look on the wall to find the 
  third Power Conduit, then head on through the now-active door into the upper
  levels of Biohazard Containment. As you enter the room, there are two active 
  Auto Defense Turrets on the other side of the containment tube. Slowly strafe
  to the left to get a good lock on while giving yourself cover, then take them
  out. Before proceeding further, switch to Thermal and activate the two Power
  Conduits up here. One is near where you came in, and the other is just by the
  broken elevator leading to the lower level. Belowdecks, you'll find two Aqua 
  Drones swimming around; these act very much like Sentry Drones, so take them 
  out with the Wave Beam. Before moving on, check around you with the Scan Vis-
  or to locate the Cordite block on the lower deck and launch a Super Missile 
  at it to reveal the next [MISSILE EXPANSION (110/250)], then start looking
  for the third Power Conduit - it's on the far wall across from your position.
  Continue on through the Aqua Reaper-infested subtunnels into Biotech Research
  Area 1; destroy the Aqua Pirates that attack, then locate three more Power
  Conduits in the walls to advance. The first one is right near the door, a
  second is opposite the door, just down a little ways, and the third is on the
  deck below you. Activate them, then head into the Elevator to Deck Beta.
  This broken shaft leads to a new area of Deck Beta you hadn't explored during
  the opening level. Descend the tunnel, avoiding the Aqua Sacs clinging to the
  walls. At the bottom of the shaft is the entrance to Hydro Access Tunnel, 
  where you have to Bomb Jump over some obstacles. Don't get in a hurry though;
  the buoyancy has a nice effect on your Bomb Jumps. As you reach the second 
  tall obstruction, you'll get to perform a underwater Double Bomb Jump. Your 
  timing must be quite precise to succesfully pull this off. Start off by set-
  ting a single Bomb. As it explodes and pops you far up, watch and wait for 
  your upwards momentum to slow, then immediately set the second Bomb. As you
  stop and fall back down, the second Bomb will detonate, sending you much 
  higher. Repeat the sequence for setting the third Bomb, and as you start your
  descent again, the third Bomb will blow you skywards again. Hold left as you 
  ascend off the third Bomb to roll onto the ledge holding the [ENERGY TANK 
  (12/14)], then exit this tunnel and ascend the spiraling ramps to escape the 
  Frigate wreckage and wind up back in Tallon Overworld.

  Upon exiting the door into Great Tree Hall, a few Seedlings on the tree will
  waste no time in firing their projectiles at you, so take them out, then 
  start Space Jumping up the platforms lining the tree. Near the top, you'll 
  find that Spinner device from earlier. Since you already unlocked the gate, 
  just head on through and start making your way up the platforms in the next 
  area (last time you took the door to Chozo Ruins - don't do that this time). 
  Use the Spider Ball to ascend the twisting Magnetic Rail, then use a Power 
  Bomb to destroy the Bendezium blocking access into the next chamber. In this 
  half-pipe of a room, you need to use the Boost Ball to gain enough acceler-
  ation to land atop the oval structure in the center, then bomb yourself to 
  the hidden [MISSILE EXPANSION (115/250)], then continue to boost yourself out
  of this Access tunnel into the main Life Grove. Drop down and grab the [X-RAY
  VISOR] upgrade, then set a Power Bomb to blast the walls in this area out of 
  the way.
  Jump into the pond near the back and set a Bomb by the drain slot to activate
  a pillar. Stay underwater and use the Spinner at the base to raise up a 
  bridge that contains the [ARTIFACT OF CHOZO (04/12)]. Space Jump up to the 
  Artifact, then start ascending the platforms along the walls to the exit at 
  the top. Midway up, some Chozo Ghosts get a bit teed off that you're trying 
  to steal their Artifact. Teach them the lesson they so badly need with the 
  X-Ray Visor and Super Missile, then continue on your way out of the Life 
  Grove back into the Great Tree Hall. Destroy the few Seedlings and work to 
  the ledge of the highest Bloodflower. Destroy it and hop on up, then look out
  with the X-Ray Visor to spot an invisible ledge. Space Jump to it, then Space
  Jump again to the hidden ledge that leads to a [MISSILE EXPANSION (120/250)] 
  behind the door. Then backtrack to the white door and head on back to the 
  Phazon Mines.

  This short section details the eighth part of this speed run, which goes over
  your return to the Phazon Mines and exploration of the lowest levels.

  This time through the Mines, you should be proceeding as you would have nor-
  mally, and thus some of the quirky side effects won't be present. Enter the 
  Main Quarry and dispense with the Space Pirates or Shadow Pirates if you run
  into them, take out the Mega Turrets, and deactivate the forcefield at the
  back-left of this area. Head into Security Access A and peek around the cor-
  ner to alert two Auto Defense Turrets to your location, then take them out 
  with Missiles. After they're gone, use a Power Bomb on the far wall and head 
  into the newly opened passage for a [MISSILE EXPANSION (125/250)], then head 
  on out into Mine Security Access. As you get inside, switch to the Thermal 
  Visor and start shooting stuff to trigger the Shadow Pirates. Waste them with
  charged Plasma Beam shots and make your way through the complex until the 
  cinema introduces the next enemy - the Beam Troopers. As usual, you'll face 
  the Wave breed first, though since you're on your second trip, you may end up
  with a few Ice Troopers here as well. Sequence breaking this game tends to
  randomize enemy placement here and there. When you reach the top of the area,
  use a Power Bomb to blow away the grating in front of a computer panel, then 
  scan the console to unlock a gate on the lower level, backtrack down to grab 
  the [FLAMETHROWER CHARGE COMBO] upgrade, then return to the door in the
  ceiling at the top, and head on through. Inside Elite Research, take out any
  enemies if you run into them, and then set a Power Bomb off by the main tank 
  in the center to trigger another mini-boss battle.

    The Phazon Elite is a more powerful version of the Elite Pirates you faced
    earlier, but it has many of the same attacks. Read below for Normal and
    Hard Mode strategies for eliminating this mini-boss.

    His strength lies in his Wave Quake attack as he possesses no Plasma Art-
    illery Cannons like the standard Elites. Try not to get hung up in the 
    machinery around the room, and strafe around while launching Super Missiles
    at his head. Don't fire anything while the Phazon Elite is holding out his 
    palm, since anything Beam-based will be absorbed. This battle is what the 
    normal Elite Pirates will be like on Hard, so if you want to take the time 
    to familiarize yourself with advanced tactics, go ahead. Approximately 4
    Super Missiles will put him out of his misery.

    This time around, the Phazon Elite is a bit less sluggish and makes up for 
    his patheticness from Normal Mode with intensified attacks. About 8 or 9 
    Super Missiles will bring this version down, but you'll spend a lot of time
    dodging the Wave Quakes and waiting out the beam-absorption phases before 
    getting your chance to attack. Just keep hitting him when he's vulnerable 
    and he'll fall.

  Defeating this mini-boss reveals the [ARTIFACT OF WARRIOR (05/12)]. Grab it
  and begin making your way up the staggered ledges around the room. On the 
  second level, you'll face off with two Wave Troopers - defeat them, climb up 
  the second level to face a Power Trooper (and, I think, an Auto Defense Turr-
  et). Once he's gone, use the Spinner to rotate the pulse cannon in the ceil-
  ing so it's facing the left-hand wall, then bomb yourself out and scan the
  firing controls to blast the wall away, revealing a [MISSILE EXPANSION (130/
  250)]. Return to the Spinner and point the cannon at the wall right in front 
  of you, and scan the firing controls once more to blast this wall away and 
  reveal the exit. Just inside lies Ore Processing, which usually has some Pow-
  er Troopers, but due to how you've broken sequence, you may again encounter
  Metroids in here. Dispatch whatever enemies you find, and roll up the yellow 
  Magnetic Rail all the way to the top, then simply drop down one level to 
  return to Elevator A Access. Drop down the long shaft and return to Level 2 
  of the Phazon Mines.
  Exit the transport and into Elite Control Access. At the top is a grate that
  is spewing toxic gas. Manually aim at the explosive crate on the ledge and 
  launch a Missile at it to blow it up, kill two Power Troopers that would've 
  otherwise ambushed you, as well as reveal a [MISSILE EXPANSION (135/250)], 
  then head on into Elite Control. Activate the Thermal Visor as you'll be 
  attacked by a lot of Shadow Pirates as you make your way through, and toast 
  them with the Plasma Beam. As you make your way up, head back into the Vent-
  ilation Shaft, and back into Omega Research. More Shadow Pirates await here,
  though you can skip them and drop back into the Dynamo Access. Head back into
  the Central Dynamo to run into some friendly Ice Troopers. Eliminate them and
  stop at the save station to save your game. Exit back out, take out the Ice
  Troopers since they will likely have respawned, and use a Power Bomb to clear
  the Bendezium away from the other door, then head into Quarantine Access A. 
  As you enter the door, immediately Morph and roll to the right because there 
  are four Mega Turrets just waiting to blast you to oblivion. As you head to 
  the right, you can drop into a small tunnel that allows you to pass under the
  Turrets and pop up on the other side. As you exit, scan the console in front 
  of you to silence the offending Turrets, and proceed into Metroid Quarantine 
  A. In here, you'll find a rather nasty combination of captive Metroids and 
  Space Pirates. Scan the console to deactivate the forcefield, and sit back 
  and watch as the Pirates wig out as the wicked Metroids attack them en-masse.
  This sequence takes a little while, so make the most of it and head down to
  the lower area and Space Jump to the large mushroom-like Saturnines. Use the
  X-Ray Visor to spot invisible platforms, then hop to each one and arm your
  Plasma Beam because you will probably have a few Metroids on your tail at
  this point. Keep using the X-Ray Visor to ascend the Saturnines and ledges,
  then cross another invisible one to reach a ledge with a Magnetic Rail. Space
  Jump to the ledge, then use Power Bombs on the rear wall to reveal a passage 
  to another side of the room. Roll along the Magnetic Rail to yet another 
  rocky ledge where you can use the X-Ray Visor once more to find a vertically 
  moving invisible platform that leads straight up to another [MISSILE EXPAN-
  SION (140/250)]. From your position, Space Jump to the thin metal walkway in 
  front of you, then lock your view down so you ensure your safe landing on the
  ledge with the first set of Magnetic Rails. Ride them to the white door and 
  scan the console to activate the transport leading down to the third level of
  the Phazon Mines.
  The third level of this area is quite a bit tougher, and you'll be alternat-
  ing quite a bit between all of your Visors. The next room you'll enter is the
  Fungal Hall Access. There's a normal Space Pirate a little ways down; take it
  out and drop down to the bottom of the area, morphing along the way. You'll 
  land and roll down a slight incline into a patch of searing Phazon, so quick-
  ly roll and grab the [MISSILE EXPANSION (145/250)] from under the Saturnine, 
  then get out of the damaging radiation and head back up to reach Fungal Hall
  A. You'll deal with a whole family of Hunter Metroids here, so keep your 
  distance to avoid their siphon tentacles while using the Ice Beam + Missile 
  attack, then use the flying Glider to Grapple across to the far ledge. Set 
  off a Power Bomb to reveal the entry to the Phazon Mining Tunnel, then roll 
  down the narrow passages to the bottom.
  Once at the lowest point, quickly use the Boost Ball to rocket across the 
  collapsing floor or else risk a painful encounter with the Phazon lake below.
  Exit through the left (you can't reach the area to the right just yet) of the
  tunnel to reach Fungal Hall B, where the lights go out. There are multiple
  Metroids lurking in here, so switch to the Thermal Visor to see them easier.
  Take them out as you come across them, then head across the bottom area with
  the X-Ray Visor enabled so you can see a hidden compartment in the floor. Use
  a Power Bomb to blast the rock away so you can grab the [MISSILE EXPANSION
  (150/250)], then return to the top Saturnines and grapple off to the left 
  using the Glider to reach a Missile Station. Restock and exit out to the 
  large Saturnine once more, then grapple straight ahead to reach another Sat-
  urnine. A helpful trick to land on this Saturnine is to swing until you're 
  literally flying over it, then swinging back a little ways and letting go. 
  Once on there, Space Jump to the next one and head on into a short area 
  containing some invisible Pulse Bombus. Use the X-Ray Visor to track them as 
  you jump from Saturnine to Saturnine, and once on the other side, head on 
  into Metroid Quarantine B.
  Once you make it into the next Quarantine, you'll finally come face-to-face 
  with a room full of Plasma Troopers. These are honestly weaker than the Ice 
  Troopers if you really lay into them - blast them with a charged Plasma Beam
  and they'll catch on fire, which is really funny to watch (especially if you
  knock them off a perch and into the Phazon...). Deal with them from afar, 
  using your own Plasma Beam to toast them while dodging their powerful shots. 
  Once they've been eliminated, use the spiraling Magnetic Rail to reach a 
  small platform, then Space Jump to another ledge off to your left (if you're 
  facing the back of the room where you can see the forcefield). Aim up and 
  locate the Grapple Point, then jump at it until it glows blue. Latch onto it 
  and swing over the Phazon pit to solid ground. Scan the console to deactivate
  the Quarantine forcefield, and engage the Plasma Trooper that rushes out at 
  you. Head inside and kill the Wave Troopers that try to snipe you, destroy 
  the Cordite tank to get another [MISSILE EXPANSION (155/250)], then head up 
  the ramps to reach Elite Quarters Access. Deal with another Plasma Trooper in
  here, then use the Plasma Beam to melt the ice covering the lock device on 
  the door. Head on in to the next room for the next boss encounter.

    Like Thardus, the Omega Pirate is a large Phazon-powered freak of nature
    that puts the Elite Pirates and the Phazon Elite to shame. It has a number
    of potent attacks that can ruin your day. Read below for Normal and Hard
    Mode strategies for easily eliminating this boss.

    You'll primarily be playing defense during this battle. Offensively, the
    Omega Pirate has a number of potent attacks that you need to avoid. Its
    first is a larger version of the Wave Quake. Space Jump over it to avoid 
    the wave and make sure you stay far away enough so that the boss can't 
    reach you, but close enough so that you're still looking up at the Omega 
    Pirate. The reason for this is that your position in relation to the Pirate
    will trigger its second or third attacks. Its second one is a giant punch
    that knocks you quite a ways back, and the third one is to fire a number of
    homing bombs at you. Its fourth attack comes in the form of Beam Troopers,
    but you don't have to deal with those just yet.
    Start the battle by locking on to one of the four Phazon deposits on its 
    armor and destroy each with a Super Missile or rapid-firing your Plasma 
    Beam. Destroying all four forces the Omega Pirate into its healing phase.
    The Omega Pirate will fall and turn invisible at this point. Look around
    for any Beam Troopers that show up during this part and quickly take them
    out, then switch to the X-Ray Visor and look for the Omega Pirate. It will
    appear over one of the three patches of pure Phazon so it can regenerate 
    its armor. Quickly Boost over to its location and stop right in front of
    the Phazon patch. Now, the Omega Pirate can only take damage if you are
    looking at it with the X-Ray Visor; otherwise your fire will just go into
    thin air. Use a Bomb Jump and set a Power Bomb at the apex of your jump, 
    then quickly unmorph and switch to the X-Ray Visor as you fall. Look up
    towards the Omega Pirate as the Power Bomb detonates - if done correctly,
    you should wipe out about half of its LE. If not, this means you just have
    to go another round. At this point, the Omega Pirate will either reappear 
    in the visible spectrum if you gave it enough time to regenerate its armor
    or reappear at another Phazon patch. Stand so that you're by the first 
    patch of Phazon, and activate the X-Ray Visor so that you can see the other
    two - the Omega Pirate will never appear at the same patch twice in a row,
    and this gives you a perfect vantage point to see where it will go next.
    When it does, again quickly Boost over and repeat the same Power Bomb move
    to drain the rest of its energy. This trick is sometimes hit or miss, but
    if you have to go a second round, the Omega Pirate should only have enough
    energy left that you can finish it off with a Super Missile. For the second
    round, eliminate whatever Beam Troopers show up, and take this boss down.

    The Omega Pirate is capable of taking a real beating in this go-round; it
    will take about 8 Super Missiles (or 4 well-timed Power Bomb blasts) to the
    weakened form to defeat it, but this is easier said than done.
    Each Phazon deposit will take two Super Missiles or a lot of Plasma Beam
    fire to destroy this time, and the time spent in its regeneration phase is
    a bit shorter. Therefore you should plan on this battle going at least 3
    rounds. Take out the deposits like before, eliminate the Beam Troopers, 
    find the Omega Pirate and use a Power Bomb to eliminate a chunk of his LE,
    then do it again if possible. You should spend more time defending against
    the Beam Troopers since it is impossible to finish this fight in a single
    round. Once the Plasma and Power Troopers show up, try and hop around to
    keep their shots from hitting you if you're busy trying to damage the Omega
    Pirate. Unless the Beam Troopers are flaying you alive, it's often best to 
    ignore them and let the sniveling cretins get wasted by the Omega Pirate's 
    Wave Quake attack. This particular fight is tough, but with patience, you
    will persevere.

  The saying goes, the bigger they are, the harder they fall, right? And fall
  the Omega Pirate does, right on top of you! The Omega Pirate's body dissolves
  into pure Phazon, and what should rightfully kill you right then and there
  instead corrupts your entire Power Suit, changing it into the super-powered
  [PHAZON SUIT]. You will now be immune to the effects of blue Phazon, you have
  radically-increased defensive abilities, and you can channel pure Phazon via
  your Arm Cannon for the [PHAZON BEAM]. Immediately take your new suit and re-
  turn to Metroid Quarantine B, backtracking through Fungal Hall B into the
  Phazon Mining Tunnel. As you enter from this way, you'll see a glowing object
  at the end; drop into the Phazon-laced tunnel that you can now survive and
  use Bombs to blast away all of the rocks to reach the bottom where the [ART-
  IFACT OF NEWBORN (06/12)] sits.
  Now return to Omega Quarters via the same route you took to get here, and 
  scan the panel on the right-hand side of the cave to activate an elevator.
  Ride it up to the top level, then go on through the door at the back into 
  Processing Center Access, where you'll find another [ENERGY TANK (13/14)] as 
  a reward for defeating the Omega Pirate. Continue back into the Phazon Proc-
  essing Center; this time you'll face the "standard" set of enemies - two
  Power Troopers, two Wave Troopers, two Plasma Troopers, and two Mega Turrets.
  Eliminate them as you ascend the platforms until you can go no farther. Use
  the X-Ray Visor to get to the second level, then head to the far wall and 
  Space Jump to a ledge where you can detonate a Power Bomb to reveal a hidden
  [MISSILE EXPANSION (160/250)]. Now continue your ascent, rolling along the 
  left-hand spiraling Magnetic Rail, then take out the Power Trooper hiding up 
  top. Head across the ledges here, activating the X-Ray Visor to keep track of
  the invisible ones. At the top, ride the moving platform back to solid ground
  and you'll reach the transport leading back to Magmoor Caverns.

  As you Power Bomb your way back out into Magmoor Workstation, quickly dash 
  past all the Flying Pirates and head up the ledges at the back to return to 
  the Transport room. Head to the rear and save your game, then head up back to
  Phendrana Drifts.

  This section details the ninth part of this speed run, which consists of
  quick runthroughs of all of Tallon IV's regions to collect all of the remain-
  ing items and expansions you didn't get on your first few passes. This is
  designed to be a quick run with no saving involved, so a good amount of prac-
  tice is recommended.

  From the transport room, head back into Quarantine Cave, ignoring the Shee-
  goth that now resides there. Look to your right and swing across the grapple 
  points to reach a tunnel leading to the Quarantine Monitor where a [MISSILE 
  EXPANSION (165/250)] is hidden. Leave here and race back to the other side of
  the Phendrana Drifts and navigate back through Frozen Pike all the way to the
  Gravity Chamber where you got the Gravity Suit. Here, head up the ledges un-
  til you're above the waterline and take out the Flying Pirates. Look above
  for an ice formation and melt it with the Plasma Beam, then use the newly-
  revealed grapple point to swing to another [MISSILE EXPANSION (170/250)], 
  then take the door to exit and head all the way back to Frozen Pike. As you 
  make your ascent, head back into the Hydra Research Labs to grab the last two
  items you need here. As you head through, you'll encounter Shadow Pirates as 
  well as Metroids. Eliminate them and head back to the Control Tower. Take out
  the Flying Pirates again if you find them, then hop up to the entrance above 
  the East Tower. Destroy the crates, then use the Plasma Beam to melt the ice 
  on the window. Look out and fire a Missile at the tower in the distance to 
  collapse it; as it falls, you need to get inside and roll to grab the [ARTI-
  FACT OF ELDER (07/12)], then use the Morph Ball again to navigate some tight 
  passages to exit. Now backtrack to Research Lab Hydra and use a Super Missile
  on the Cordite tank to reveal another [MISSILE EXPANSION (175/250)], then 
  finally head through the Research Entrance, not stopping for anything as you
  leave and head back out into the Ruined Courtyard.
  In the Ruined Courtyard, ignore the Flying Pirates as you streak down to the
  left towards the exit. Make your way back to Ice Ruins West and hop across 
  the ledges near the door to reach the end, then use the Plasma Beam to melt 
  through some ice and collect a [POWER BOMB EXPANSION (6/8)]. Leave Ice Ruins
  West and you'll find yourself back in the Phendrana Shorelines. Leap to the 
  bottom and start making your way back to the Chozo Ice Temple, stopping near 
  the door. Head to the left and use a Super Missile on the Cordite wall decor-
  ation, then scan the revealed symbol to access a panel. Bomb Jump into the 
  newly-revealed tunnel and use the Spider Ball to reach the [MISSILE EXPANSION
  (180/250)], then drop out and head into the Ice Temple. Head up all the plat-
  forms to reach the door leading to the Chapel of the Elders. Use the Plasma 
  Beam to melt the ice river on the large Chozo statue. As it melts, jump into 
  its palm and morph to activate the unlocking sequence, then roll into the 
  tunnel at the bottom to collect the [ARTIFACT OF SUN (08/12). Leave the Tem-
  ple and return to Ice Ruins East via the door a little ways down. Again, 
  ignore the Sheegoth here as you ascend the ledges lining the room. As you 
  reach the halfway point, you can look to your left and see two Crystallites 
  on a ledge. Head instead to your right and use the Magnetic Rail to grab the 
  [MISSILE EXPANSION (185/250)], then roll out and head to the door near the
  end. Drop directly beneath the door and use the Plasma Beam to melt the ice 
  formation in the wall to grab the [MISSILE EXPANSION (190/250)], then run as 
  fast as you can back to the door leading back out to Phendrana Shorelines. 
  Return to the area near the Save Station and locate the pillar with another 
  iced wall, and melt it with the Plasma Beam for another [MISSILE EXPANSION 
  (195/250)]. Finally, head back across towards the entrance to return down to
  Magmoor Caverns.

  Head through Transport Tunnel A, and once back in Monitor Station, dispatch 
  any offending Flying Pirates, then Space Jump to the ledge above you. At the
  top, stand on top of the computer terminals and look at the door across the
  way from you. Inch out as far as you can, then make a long L-Lock Space Jump
  towards the rock cliff. You should land on this right in front of the door.
  NOTE: This is the quicker version; if you can't do this, then from the top
  where the computers are, follow the catwalk to a Spinner that you'll use to 
  raise a bridge, then Space Jump over to the rock face and use the Boost Ball
  to race along the rocky path. Enter the door at the end to reach the Warrior
  Shrine and grab the [ARTIFACT OF STRENGTH (09/12)] from the Chozo Statue, 
  then immediately set a Power Bomb on the small covering by the statue's feet 
  to drop into a room containing another [POWER BOMB EXPANSION (7/8)]. Head out
  of here and simply drop off the rock face, then turn around and head into 
  Shore Tunnel. Set a Power Bomb in the middle of the tunnel to crack the walls
  and drop down to the cave below and grab the [ICE SPREADER CHARGE COMBO] up-
  grade. Now continue on through here into the large area with the Magmoor and 
  use the Boost Ball to rocket through the lava to save time. Reach the door 
  and head into the Transport to return to Tallon Overworld.

  You'll reenter this area via the Root Cave. Start ascending up the platforms
  on the sides of the room. Once you reach the top (or at least as high as you 
  can go) you'll have to use the Grapple Beam to swing to the opposite side of 
  the cave. Use the X-Ray Visor to locate invisible platforms that lead upward
  to higher ground. Stop at the fourth one up and scan around to find another 
  [MISSILE EXPANSION (200/250)] hidden in an alcove behind some vegetation. 
  Space Jump up and grab it, then hop back to the invisible platforms. Ascend 
  the platforms to the top to reach a door leading to Arbor Chamber, and head
  inside to grab another [MISSILE EXPANSION (205/250)], then drop down and make
  your way back through the Landing Site towards the Chozo Ruins.

  As you reenter the Main Plaza, you'll probably find a Plated Beetle. Ignore 
  it (or vaporize it from behind with the Plasma Beam), then head into the 
  Ruined Shrine. By this point, Chozo Ghosts should be occupying this area, so 
  quickly move to the half-pipe and Boost up the right-hand side of the struc-
  ture and into the small Morph Ball tunnel to claim the [MISSILE EXPANSION 
  (210/250)], then pause for about five seconds. If you immediately roll out,
  you stand a good chance of a Chozo Ghost hanging around and pounding you. 
  Once you've waited a bit, roll out and return to the half-pipe, using the 
  Boost Ball to rocket up the other side of the tunnel. Here, ride along the 
  Magnetic Rail as past as possible while trying not to get shot down to reach
  a purple door hidden in the ceiling area. Provided you don't get shot down, 
  you can easily cut off about two minutes by skipping this battle.
  Enter the purple door to reach a tunnel that leads to the Tower of Light. As
  you enter, you'll have to start climbing the ledges lining the walls. When 
  you get to the top, you'll then have to start firing Missiles at the weakened
  portions of the walls. Manually aim at each of the cracked areas and fire 
  three Missiles apiece to destroy each part before moving on. There are four
  sections like this on each of the three levels, so you'll be using a total of
  36 Missiles to get to the top. After destroying each of the four sections on
  a level, the tower will rumble and collapse a bit. Space Jump up to the next
  set of platforms and repeat the firing sequence while avoiding the Plated 
  Puffers that start floating about. Getting hit by these almost guarantees a
  plunge into the water below, and it takes a bit of time to climb back up. Try 
  to collapse the Tower as quickly as possible so as to expedite your trip up.
  Collapse the three levels to reach the central structure, where you can Space
  Jump up to the  top platform to claim the [WAVEBUSTER CHARGE COMBO] upgrade. 
  From the top, take a long dive into the water below and head into the Medit-
  ation Chamber to pick up the [ARTIFACT OF LIFEGIVER (10/12), then return to 
  the Ruined Shrine and quickly bomb the weak block on the left-hand side of 
  the room to roll to another [MISSILE EXPANSION (215/250)], then get out as 
  quickly as you can to avoid the Chozo Ghosts.
  Head back to the Main Plaza, ignoring the Plated Beetle/Beetle swarm, and 
  head back to the Hive Totem room, making sure to Space Jump your way to the
  door so as to not trigger the Hive Mecha fight (if you do, however, it's rat-
  her amusing how quickly it ends with the Super Missiles or the Plasma Beam).
  Take the door behind where the Mecha sits and head up the passage to reach
  Sun Tower Access. From here, head into the Sun Tower and quickly eliminate 
  the War Wasps, then look for the four runic symbols on the walls. Two of them
  are easy to spot, the other two are hidden behind Cordite panels on the pill-
  ars, so expose them with a Super Missile. Once all four have been scanned,
  a blockage on the Magnetic Rail is removed. Use the Spider Ball to roll up
  the tracks - midway up, the track starts to break, and you'll have to use
  Bombs to jump in between the sections. Be careful of the Oculuses as they
  circle the tracks because they can knock you to the bottom. Your Bombs can
  also blow up parts of the track, and you'll have to wait a few seconds for
  them to reappear if this happens.
  Once at the top, you'll just barely catch sight of a Chozo Ghost fly off, so 
  follow it and you'll reenter the Sunchamber, where you fought Flaahgra earl-
  ier. Three Chozo Ghosts will attack as you enter; stay near the entrance and 
  pick them off with the X-Ray Visor and your Super Missiles. Once they've been
  defeated, you can climb up the flower petals where Flaahgra once was to reach
  the [ARTIFACT OF WILD (11/12). Collecting the Artifact causes the vines that
  were covering the lowest door to vanish, but you don't need to worry about
  this route. Return to the Sun Tower, back through the Vault to reach the Main
  Plaza and head across the ledges along the top. Stop when you get to the 
  giant tree with the large knot-like structure in its truck. Fire a Super 
  Missile to crack it, then Space Jump to the [MISSILE EXPANSION (220/250)]. 
  Run across the bridge and towards the Ruined Fountain. In here, morph into
  a ball and let to fountain spit you up towards the ceiling. Hold R to cling t
  to the Magnetic Rail and roll along it to reach another [MISSILE EXPANSION 
  (225/250)], then continue on into the Gathering Hall. Make your back back to
  the Watery Hall (where you got the Charge Beam), and drop into the water at
  the back of the room to reach another [MISSILE EXPANSION (230/250)]. Climb
  back up to where the Eyons are in the walls where you actually picked up the
  Charge Beam, and set Bombs by the sandstone on the right to clear a path to
  the Dynamo area. In here, fire a Missile at the metallic grate to expose a
  [MISSILE EXPANSION (235/250)], then use the Magnetic Rail to roll up and 
  reach a second [MISSILE EXPANSION (240/250)]. Now backtrack to the Ruined 
  Fountain and take that door near the back-left that you've never gone into to
  reach the Magma Pool. Since you have all of the items, you can simply use the
  Grapple Beam to cross the pit, but there is also a way to Double Bomb Jump-
  Morph to get up to the end if you feel like a challenge - Space Jump into the
  lava, find a small outcropping at the end, and execute a DBJ-M to reach the
  ledge. This is pretty hard, and is useful only if you don't have the Grapple
  Beam, though. Make it fast and easy and just swing across, then detonate a 
  Power Bomb on the wall to reveal the final [POWER BOMB EXPANSION (8/8)], then
  exit out and take the nearby passageway into Training Chamber Access, where 
  you can roll to another hidden [MISSILE EXPANSION (245/250)] through a tunnel
  near the back. Enter the Training Chamber, defeat a few Chozo Ghosts, then 
  use the Morph Ball slots that appear to reach the final [ENERGY TANK (14/14)]
  of the game. Continue out of Piston Tunnel to return to a much higher area of
  the Main Plaza, where you can use the Grapple Beam to swing across the Plaza
  to reach the final [MISSILE EXPANSION (250/250)]. You're finished with your
  item-gathering quest now, so return via the Transport nearby to Tallon Over-

  This section details the tenth and final part of this speed run, where you
  finish your item collection and return all of the Chozo Artifacts to their
  Artifact Temple to reach the evil that lurks below the surface.

  Return via the short passages to the Landing Site and save your game at your
  Gunship. You will now have 98% of the items, even though you're only missing
  one - for an explanation, refer to the next section of this guide). Exit the
  ship and look directly across the Landing Site to see a door high above you
  on the other side. Head across towards the waterfall and use the ledges on
  the left-hand side to reach where the door is. Space Jump up to reach the
  ledges, and follow the path around to the blue door that leads to the Temple
  Hallway. Boost past the Tangle Weed and the three Seedlings in here and head
  through into the Temple Security Station. Follow this enemy-free path into 
  the Artifact Temple, and Boost your way through the winding tunnels to reach
  the outer area of the Temple. Right ahead of you in your path is the game's
  final item, the [ARTIFACT OF TRUTH (12/12)]. Collecting it will automatically
  begin the next sequence where the Artifacts are used to unlock the Cipher of
  the Temple. But before you can finish, Meta Ridley finally arrives to mess
  with your day.

    Were you wondering when this fight was going to happen? Not one to let you
    down, Meta Ridley swoops in and starts destroying the Chozo Towers that
    are in the process of removing the Cipher. Read below for Normal and Hard 
    Mode strategies for eliminating this boss.

    Meta Ridley is heavily armored and at this point only has a single weak
    spot on his body - his chest - and he spends most of the battle protecting
    it. However, you can easily get at it when he's in the air. Once he's on
    the ground, you can take advantage of an easy trick to end this fight in
    a fairly expeditious fashion. This battle goes in a series of phases, and
    Meta Ridley will use different attacks at different times. Below is a brief
    list of these phases and what to do during each one.
       Meta Ridley generally hovers in front of you or slightly to the left or
       the right. He uses his flamestrike projector a lot during this part, but
       also leaves his weak spot wide open. Dash to the left or the right to 
       get away from his beams, then target his chest and fire away with charg-
       ed Plasma Beams.
       This phase starts when Meta Ridley flies off into the distance. You will
       not be able to hurt him here, so just back up into the entrance to the
       Temple and wait for him to fire his spread of Meson Bombs. These will
       destroy the remaining Chozo Towers, so collect the refills they leave
       behind. Once he finishes dive-bombing, he'll hover again, so target his
       chest and fire Super Missiles.
       This phase begins after you damage him during Phase 2, and he will fly
       over the temple and begin to settle over the area. Watch his shadow and
       wait for him to land, and begin charging your Boost Ball. Rocket direct-
       ly into him as he starts to settle on the ground, and you *should* cause
       his wings to burn away. There's some quirky mechanic about how you can
       cause infinite damage with the Boost Ball in certain situations. What-
       ever the reason, this move singlehandedly eliminates an entire phase of
       his trying to claw at you. If this doesn't work, you will have to deal
       with a few melee clawing attacks while firing at his chest with the
       charged Plasma Beam.
       Once his wings are gone, he should have approximately a quarter of his
       life remaining. This phase gets extremely personal, as Meta Ridley will
       use multiple charging, ramming, and clawing attacks. Lock onto his
       head and keep circling the area; when you see him rear his head back,
       strafe and dash out of the way with the Space Jump to avoid his charging
       attack, then rotate and reacquire your lock quickly. What you want to
       watch for here is Meta Ridley opening his mouth and craning his neck
       around - this is when you can damage him, so move in close and pound him
       in the mouth with a regular Missile. This will stun him and he'll fall 
       back, revealing his weak point. Lock onto his chest now and fire a Super
       Missile directly at his chest, then get ready to dash out of the way 
       because Meta Ridley will most likely charge at you again. If you keep 
       your distance, you probably won't even have to deal with his clawing 
       attack. Keep locking on and stunning him, then attacking his chest to 
       defeat him.

    This is a more typical Hard Mode fight, in which Meta Ridley inflicts twice
    as much damage to you, while you can only inflict half as much. His attacks
    and phases stay exactly the same, although he uses his attacks more in com-
    bination during this round. Attack him the same until you get him into his
    landing phase, then Boost Ball into him to force him out of phase 3 and in-
    to his melee mode. This time, he won't telegraph his charge attack as much,
    so you need to watch him for any kind of sudden movements so you can still
    dash out of the way. In this one, for some peculiar reason, you may cause
    Meta Ridley to get "stuck" in pattern of simply opening his mouth, letting
    you attack, and then opening his mouth again. If this happens, then the
    fight is just that much easier for you. He takes a lot more damage in this
    mode, so just be prepared.

  Defeating Meta Ridley causes him to stumble backwards towards the edge of the
  Artifact Temple. At once, the twelve Chozo Chosts reanimate and concentrate
  a singular laser attack on Meta Ridley's chest. This powerful blast forces
  him further backwards and over the edge to his death. These twelve Ghosts 
  then take your Artifacts and proceed to finish unlocking the Great Seal over
  the Impact Crater. Just ahead lies some powerful Metroids and of course, the
  battle against Metroid Prime.

  This is it, the final area of the game. As you leave the transport, head to
  the Save Station to your left. This will be your final opportunity to save,
  and you probably don't want to re-fight Meta Ridley should things not go your
  way here. Exit the save room and head through the adjacent red door to reach
  Crater Tunnel A. Shoot the Lumigeks that cover the floors and walls and Space
  Jump over the red Phazon - your Phazon Suit isn't powerful enough to protect 
  you from this stuff, and you will lose energy very rapidly should you make 
  contact with it. Proceed into the Phazon Core to take one of three paths.
  - The first path is to go balls to the wall and start racing up the teeth-
    shaped ledges at the back and the floating ledges to hopefully reach the
    middle bridge before any of the Fission Metroids catch you. This is more a 
    gamble of luck, really, but it can work.
  - The second path is a more cautious route, and has you advancing into the 
    Core and eliminating the Fission Metroids as you see them, then heading up
    the teeth-shaped ledges at the back to reach the floating ledges leading to
    the middle bridge.
  - The third path is to head into the Core and hang a hard right, Space Jump-
    ing to small indentations in the rock wall here, and continuing to jump up 
    until you reach the middle bridge. With practice this becomes easy, but is 
    difficult the first few go-rounds. 
  Whichever method you choose is entirely up to you, but either way, you'll
  have to tackle some Fission Metroids at some point on your ascent, either
  after the middle or on the way up the first half. To defeat them, you can
  either (a) Power Bomb them into oblivion, but honestly I would save these for
  the final battle, or (b) shoot them with whatever you have until they split
  into two separate beam-based Metroids. At this point, they can only be hurt
  with their corresponding beam (Yellow=Power, White=Ice, Purple=Wave, and Red=
  Plasma). There is no end to these Metroids as they spawn from the Phazon it-
  self, so you need to be fast through this area. Once you make it to the mid-
  point, head into the red door to reach a Missile Station so you can recharge 
  your Missiles and generally take a quick breather. Exit this room when you're
  ready and destroy any Fission Metroids hanging around outside, then start 
  running to the left, where you'll see another one bobbing in the distance. 
  Let this one grab you and set a Power Bomb quickly to take it out; with luck 
  you'll eliminate the one hanging out above you, too. Once they're dead, spin 
  around to the right and Space Jump up and around the remaining ledges leading 
  to the top. At the end is a red door leading to Crater Tunnel B and your 
  temporary salvation from the Fission Metroids. Advance to the edge of the 
  rock here and ignore the Magnetic Rails; instead, just Space Jump across the 
  Phazon pit to reach the other side and the final red door. Waiting for you on
  the other side is the much-discussed Metroid Prime.

    As you enter the room, you'll see a massive black head hanging from the
    ceiling. Metroid Prime unfolds into a large spidery-looking creature, and
    upon seeing you, blast through a wall and runs away. Chase after her to
    begin the fight. Read below for Normal and Hard Mode strategies for taking
    down her first form.

    Metroid Prime's only weak point is her eyes - attacks that land anywhere
    else will simply reflect off and often come right back at you. The good 
    news is that it is pretty easy to lock on. The catch in this battle is that
    Metroid Prime can alternate what weapons she is weak to, although like the
    Beam Troopers and Fission Metroids, you can tell by what color the lines in
    her armor are.
    Like the battle with Meta Ridley, this one takes place in four distinct 
    phases, and what attacks she uses depend on what phase you're currently in.
    She uses beam-based attacks and multi-missiles in the first round, adds a
    charging attack and beam-based homing bombs in the second round, adds a 
    snare beam in the third round (which if you get too close also comes with
    a claw slashing attack), and uses all of them in the fourth round. The beam
    attacks and multi-missiles can be dodged by strafing from side to side, the
    homing bombs can be shot down, and the snare beam attack can be stopped 
    with a hard shot to her face or a Power Bomb by her mouth. The only way to
    dodge her charge attack is to find a groove in the floor, morph, and Boost
    out of the way. During these phases, she will alter her colors, so attack
    her with the corresponding beam weapon to inflict damage. Below is a list
    of her colors and how best to handle each one.
       Yellow means use the Power Beam or Super Missiles, but you'll want to
       wait until she launches an attack before you fire your own. Her homing
       bomb scrambles your Visor like the Chozo Ghosts' electrical attacks.
       Purple means use the Wave Beam, or the Wavebuster if you want to end the
       phase quickly. Her beam attacks disable your targeting system, keeping
       you from maintaining a lock, while her homing bombs will scramble your 
       Visor for five seconds or so.
    3. ICE ARMOR
       White means use the Ice Beam or the Ice Spreader if you want to end the
       phase quickly. Her beam attack is an Ice Wave that freezes you in place,
       and her bomb attacks pretty much do the same except with more damage.
       Use the Ice Spreader + a Missile to end this quickly.
       Red means use the Plasma Beam, NOT the Flamethrower. This armor is diff-
       icult to defend against, because her beam attacks and her homing bombs
       both set you on fire and constantly drain energy from you. Rapid-firing
       the Plasma Beam seems to work better than charged shots.
    Don't be hesitant to use your Beam Charge Combos here; you won't need your
    Missiles for the next phase of the battle too much, and you want to take
    out Metroid Prime as quickly as possible to conserve your own energy reser-
    ves. Read below for descriptions for each of the subchamber phases, so you
    know what to expect in each area.
       Metroid Prime changes color once during the part and uses beam attacks
       and multi-missiles. She begins the battle in yellow, so use your Super 
       Missiles and the charged Power Beam to inflict damage. After scoring 
       enough hits, she'll screech and change to purple. Activate the Wavebus-
       ter and lay on a steady stream until she screeches again and burrows 
       through the wall.
       Metroid Prime changes color twice during this part and adds her charging
       attack and her homing bombs. She begins the battle in yellow, changes to
       white, then changes to purple. Remember that she uses her charge attack
       after each color phase, so dodge and resume your attack. Once these
       phases are over, she'll burrow again through the wall.
       Metroid Prime changes color three times during this part, uses three
       charge attacks, and adds her snare beam attack in addition to all of
       her previous moves. She begins the battle in yellow, changes to purple,
       then changes to red, and finally changes to white. Dodge the charge 
       attack after each phase and shoot down the homing bombs for refills. 
       Once these phases are complete, she will burrow one more time into the
       next room.
       Metroid Prime changes color eleven times during this part, has about
       seven charge attacks, and uses all of her attacks interchangeably. She 
       will no longer alternate colors only when damaged; she will switch and
       charge you at random. Pay close attention, adjust your weapons to match, 
       and keep your distance so you can shoot the homing bombs down and avoid 
       her snare attack. After you deplete her life meter, she'll stumble and
       fall backwards through a wall into the last area.

    The same strategy listed above applies here, but you need to watch out more
    for her attacks and be effective at dodging them. She inflicts a lot more
    damage on you, and doesn't really follow the same patterns listed for the
    Normal Mode encounter. Plan on relying more on looking at her color pattern
    than a simple "Yellow->Purple->White" variation, as she tends to randomize
    a bit more. Everything else in the Subchambers remains the same in regards
    to when she gains particular attacks and how many phases she has. Metroid
    Prime's attacks are a bit harder to dodge, and you must be able to take out
    the homing bombs, as a single Plasma Bomb can easily eat 5 Energy Tanks, if
    not more. Aside from these notes, the battle is more or less the same, she
    does double damage to you, you do half as much to her, and so on. Grit your
    teeth and press on to beat her.

  Defeating Metroid Prime causes her to tumble down through a cave into the
  final Subchamber. Follow her down and she'll shed her armored carapace and
  expose herself for the gigantic mutated Metroid you already knew she was. The
  final battle will now commence and be either excessively easy or ridiculously
  difficult, depending on, it seems, her mood at the time. *shrug*

    This final battle can be pretty predictable, but like the Omega Pirate, she
    likes to summon helpers in the form of varying Metroids during the fight.
    Read below for Normal and Hard Mode strategies for defeating this final
    version of Metroid Prime.    

    Instead of a strategic battle where you have to dodge multiple attacks as
    you inflict damage of your own, this fight is relatively straightforward in
    its approach. Prime will hover around the room, following you around, and
    occasionally launch either a Phazon Wave Quake (Space Jump to avoid this),
    lash out at you with her tentacles (stay away), create Metroids (Ugh...
    take them out however you see fit; Power Bomb the Fission variety), or
    create small pools of pure Phazon (hint hint). For the majority of this
    battle, you should face Prime and always maintain a lock while circling the
    perimeter of the room. Dodge her first few Phazon Wave Quakes and charge
    up so you can draw any refills in that she leaves behind. Once she creates
    a pool of Phazon, she'll turn invisible, and this is where the real battle
    begins. During these phases, Prime cycles through the visible spectra, but
    you can track her by switching from your Combat Visor to your X-Ray Visor
    to your Thermal Visor, and then back to the Combat Visor. Pick whichever
    Visor you can see her in, maneuever over to the pool and stand directly in
    it. The words "HYPER MODE" will flash across your HUD and your Phazon Beam
    will engage. Don't hold down the fire button as this drains the pool too
    quickly. Lock on and fire off quick bursts while continuously tracking her
    to inflict the most damage. Swap Visors when appropriate and keep damaging
    her until you've used up all of the Phazon. Once she starts creating Met-
    roids, you will face regular ones first, Hunters second, and Fissions on
    the third go-round. Afterwards she will create random groups, so take them
    out if they're bothering you, but you should keep your eyes on Prime so you
    know when she's invisible and when she's creating more Phazon Pools for you
    to use. Beware of getting too close to Prime if you're not damaging her;
    she'll smack you with her tentacles and throw you across the room. About
    halfway through the battle, it will get a bit easier as Prime starts creat-
    ing more than one pool at a time - when this happens, move from pool to
    pool and keep firing to waste her energy away to nothing.

    Honestly, not much has changed. Prime is a little more aggressive and she
    tends to stay closer to you, but attacking her is the same as in Normal
    Mode. While the same basic strategy applies here, Prime is a bit more diff-
    icult to track and lock on to this time around. She spends less time in
    each spectral phase and launches constant attacks while in her invisible 
    mode. Multi-task by watching for Prime, locating available Phazon pools, 
    and dodging the ramming and Phazon Wave Quake attacks. Once you've locked 
    onto her, waste away with the Phazon Beam and continue to dodge attacks in 
    a careful manner until you claim victory over Hard Mode (it won't take much
    longer than Normal Mode - about six rounds should do the trick).

  Defeating Prime's Essence is the end for this mutant, and will restore tran-
  quility to Tallon IV as the Phazon poison is destroyed. Depending on your
  item percentage at the end, you'll see one of three endings (but this WAS a
  guide for 100%):
  1. ENDING 1 (1% - 74% ITEMS COLLECTED)
     Prime starts to die, but shoots out tentacles that latch onto Samus Aran.
     She fights to break free, but the tentacles manage to rip her Phazon Suit
     directly from her armor, leaving her with the Gravity Suit. Prime's re-
     mains expand and contract wildly, and Samus runs to escape the collapsing
     Impact Crater. She stands atop her ship watching as the Artifact Temple
     crumbles and burns, then starts to remove her helmet as she descends into
     her Gunship.
  2. ENDING 2 (75% - 99% ITEMS COLLECTED)
     Prime starts to die, but shoots out tentacles that latch onto Samus Aran.
     She fights to break free, but the tentacles manage to rip her Phazon Suit
     directly from her armor, leaving her with the Gravity Suit. Prime's re-
     mains expand and contract wildly, and Samus runs to escape the collapsing
     Impact Crater. She stands atop her ship watching as the Artifact Temple
     crumbles and burns, then descends into her Gunship. After the credits,
     Samus removes her helmet and she is shown in a victory pose with the 
     "MISSION FINAL" screen.
     Prime starts to die, but shoots out tentacles that latch onto Samus Aran.
     She fights to break free, but the tentacles manage to rip her Phazon Suit
     directly from her armor, leaving her with the Gravity Suit. Prime's re-
     mains expand and contract wildly, and Samus runs to escape the collapsing
     Impact Crater. She stands atop her ship watching as the Artifact Temple
     crumbles and burns, then removes her helmet before descending into her
     Gunship. She is shown in a victory pose with the "MISSION FINAL" screen,
     but afterwards, the scene shows a dark cave on Tallon IV, where a bubbling
     and pulsating patch of Phazon is shown. As the shot zooms in, a black and
     red metallic hand emerges from the Phazon, and an eyeball twitches around
     in its palm. Of course, this is foreshadowing for Dark Samus' appearance
     in the next game, METROID PRIME 2: ECHOES.

  After all of these endings are completed, I like to believe Samus takes a
  relaxing ride in her Gunship as its on autopilot, and heads into the back to
  make a hot pot of coffee. But that's just me. Anyway, congratulations! If you
  followed the objectives in this speed guide, you should have a final time of
  somewhere in the neighborhood of two hours, give or take a little bit depen-
  ding on your actual skill level. Now I guess I *could* go and finish the
  METROID PRIME 2 guides...

The walkthrough itself covers the location of each individual item in the game,
but a section is provided here in case you are missing particular Expansions,
Energy Tanks, or other items. It is broken down by Item Category, then further 
subdivided into the regions of Tallon IV. But first, here is a quick explanat-
ion of how items are recorded in your completion total.

  Every Metroid game has always had 100 items to collect, spread across Energy
  Tanks, Suit Upgrades, and Weapon Expansions. This is a rather easy system to
  follow, as each item accounts for 1% of the total. Therefore, 100 items =
  100%. But in METROID PRIME, you'll find that there are in fact only 99 items,
  and if you miss one, you'll somehow be stuck at 98% - until the end of the
  game, that is. To explain this, first refer to the breakdown below:

     100 ITEMS TOTAL

  Where this 98% issue comes into play is even if you collect every single
  item, you can look at the game's percentage totals and you will find that it
  says 98% before you collect the Artifact of Lifegiver (or whatever your final
  item happens to be), but when you do, you suddenly get 100%. The explanation
  behind this is that for some reason, the game doesn't count your Phazon Suit
  as an upgrade until you go to the final boss battles. An item-by-item analy-
  sis was conducted and this was the end result - getting the Phazon Suit in no
  way increases your item percentage until you reach the Artifact Temple. So in
  a manner of speaking, there are only 99 items in this game - you lose the
  Phazon Suit at the end anyway. *shrug*

  Read below for a comprehensive listing of each item in the game, broken down
  by type and then by planetary region.

    You have a maximum total of 14 Energy Tanks. Each Tank you acquire adds 100
    units of energy to your meter (and of course, another percentage point to 
    your item totals).

          You need the Gravity Suit and the Charge Beam to get this during your 
          trek through the Crashed Frigate. Blast the door of the broken lift 
          inside this area to claim this Tank.
          While heading through here, execute an underwater Double Bomb Jump to 
          reach the Tank far in the ceiling.

          You don't need to do anything special if you get this via the back
          entrance, so grab this one as you're coming down from the Sun Tower.
      04. PLAZA ACCESS
          Use the Morph Ball and grab this Tank via the Plaza Access Tunnel (by
          way of the Vault).
          You'll need the Boost Ball, the Spider Ball, and the Bombs. Use the 
          half-pipe to reach the Morph Ball slot on the right, then use the
          lift at the bottom near the door to reach the Tank.
      06. FURNACE
          Use the Bombs to solve the puzzle in the Energy Core.
          You need the Ice Beam. Activate the White Slot and have the Elder 
          Statue roll you into the room containing the Tank.

          You need the Morph Ball and Bombs to do three separate Double Bomb 
          Jumps to reach the Tank.
          Use the Wave Beam to activate three power conduits, then use your 
          Morph Ball and Scan Visor to solve the puzzle leading to the Tank.

          Use Bombs to activate a Morph Ball slot that raises a series of plat-
          forms, giving you access to a Morph Ball tunnel that leads to the 
          Use a Missile to break the glass container on the lower level.
          You need the Plasma Beam. This one is frozen behind an ice wall.

          Use a Power Bomb to reach the fan controls, then roll through the ex-
          posed grate to the Tank.
          After defeating the Omega Pirate, this is right in your path as you
          move through the tunnel towards the Phazon Processing Center.

    You have a maximum total of 49 Missile Expansions in addition to the start-
    ing Launcher that gives you 5 Missiles, resulting in a net total of 250
    Missiles. Each additional Expansion is another 5 Missiles (and of course, 
    another percentage point to your item totals).

      01. LANDING SITE
          Behind your ship is a small Morph Ball tunnel; roll into it and go
          through the Tangle Weed to find the Expansion.
          As you cross the narrow bridge leading towards the Root Cave, you can
          find this Expansion under the bridge. Drop down to grab it.
          This one is stuck amongst some Venom Weed. Charge up the Boost Ball 
          and rocket through the poisonous plants to pick up the Expansion 
          along the way.
          Head underwater and trek to the center of the lake (where the roots 
          are). Stand on the roots and Space Jump to the small alcove contain-
          ing the Expansion.
          You need the Boost Ball to boost to the top of an oval-shaped rock 
          structure, then break the rock in the middle with a Bomb.
          Use the X-Ray Visor to spot hidden ledges inside the Great Tree Hall 
          to find this Expansion.
      07. ROOT CAVE
          Use the X-Ray Visor to see the hidden ledges leading up this vertical
          area. Scan around for the Expansion behind some plants.
          Ascend to the very top of the Root Cave, then enter the red door at
          the top to get this Expansion.

          Use a Super Missile to break through one of the containment capsules 
          to find the hidden Expansion.

      10. MAIN PLAZA
          Look up in the half-pipe structure until you can see the small alcove
          where this is, and Space Jump up until you can reach the Expansion.
      11. MAIN PLAZA
          Climb up to the bridge, then drop onto an ledge to the right. Use a
          Super Missile to destroy the root knot on the tree, then Space Jump 
          to the Expansion.
      12. MAIN PLAZA
          Use the pathway through the Magma Pool, exit out via Piston Tunnel 
          and use the Grapple Beam to swing across the Plaza to this Expansion.
          Break the sandstone near the bottom with a Bomb and roll to this Ex-
          pansion. Be wary of Beetles following you into the tunnel.
          Use the half-pipe to roll up the right side and Bomb through to the
          tunnel where the Expansion is hidden.
      15. HIVE TOTEM
          This one sits in front of the Hive Mecha. To avoid triggering this
          mini-boss battle, get it when you grab the Energy Tank from Transport
          Access North, then Space Jump across the room to exit instead of
          crossing the bridge.
          Destroy the sandstone in the lower back-left wall with a Missile to 
          reveal the Expansion.
          Bomb Jump into a small Morph Ball tunnel on the lower floor, then
          roll through the tunnel to the Expansion.
          Use a Missile to crack the wall on the left by the water.
      19. WATERY HALL
          Use the Gravity Suit to go underwater, then Space Jump up the short 
          cliff to reach the Expansion.
      20. DYNAMO
          Use a Missile on the metallic decoration to uncover this Expansion.
      21. DYNAMO
          Use the nearby Magnetic Rail to roll up to the Expansion.
      22. BURN DOME
          Immediately after beating the Incinerator Drone, use a Bomb on the 
          stone blocking the entrance to a Morph Ball tunnel. Roll inside to
          grab the Expansion.
          You need to use Bombs in two separate places to clear some sandstone
          blocks from the wall maze. Complete the puzzle to reach the Expan-
      24. VAULT
          Bomb Jump into each of three Morph Ball slots to deactivate the gates
          blocking this Expansion.
          Use the Space Jump to get to the ledge above the door leading to the 
	  Energy Core, then use a Morph Ball Bomb to blow up the grating cover-
	  ing the Expansion.
      26. CROSSWAY
	  Use the half-pipe to activate a Morph Ball slot, then use a piston to
          reach a ledge with the Expansion.
	  Hop into the center of the Fountain, in Morph Ball form, and hold R 
          to stick to a Magnetic Rail. Follow the rail around into a tunnel 
          that holds this Expansion.
          Near the exit is a small Morph Ball tunnel obscured by foliage. Roll 
          on through to collect the Expansion.
      29. FURNACE
          Use a Power Bomb at the back to reveal a half-pipe, then Boost in the
          half pipe to cling to a Magnetic Rail, and navigate a narrow walkway
          to reach this Expansion.

          Roll under the Triclops Pit and into the Morph Ball slot to the right
          to find a new room. Enter the door at the top and make your way to 
          the back to find this Expansion.
      31. FIERY SHORES
	  Jump to the ledge with the Triclops, then Bomb Jump into the tunnel.
          Take it, then bomb your way up the small maze to the right. Lastly,
          slowly roll along a narrow track to reach the Expansion at the end.
      32. TRICLOPS PIT
          From solid ground, Space Jump out to an invisible ledge, then use 45
          degree angled leaps onto two more invisible platforms, then fire a
          Missile at the pillar in front of you to reveal this Expansion.

	  This one is hidden in some ice in a pillar near the first Save Stat-
          ion. Melt the ice with the Plasma Beam to grab this Expansion.
	  Climb to the Chozo Ice Temple, destroy the Cordite with a Super Miss-
          ile, scan the wall, then take the Magnetic Rail up to the Expansion.
      35. ICE RUINS EAST
	  Use the Magnetic Rail in the building directly across from the entr-
          ance to roll up to the Expansion.
      36. ICE RUINS EAST
	  Beneath the door leading to Plaza Walkway, use the Plasma Beam to
          melt the ice to get this Expansion.
	  Use a Super Missile to break the Cordite wall on a stasis tank that
          holds this hidden Expansion.
	  Space Jump up to a small ledge, then roll along a convoluted narrow 
          track to reach the Expansion at the end.
          Use the Grapple Beam in Quarantine Cave to swing across to the ledge 
          leading to this room. The Expansion is just inside the Morph Ball 
	  Use the ledges to climb above the water, then use the Plasma Beam to 
	  melt some icicles in the ceiling. Use a newly-revealed Grapple Point 
          to swing over to the Expansion.
      41. FROST CAVE
          While making your way through, you can Space Jump over to the far
          side and shoot a third stalactite down. This will crash through the
          ice; drop down into the water to get this Expansion.

      42. MAIN QUARRY
	  Activate the crane and let it crash into a wall, then use the Magnet-
          ic Rail on the crane to roll over to the Expansion.
	  Near the entryway, face the rear wall and set a Power Bomb to destroy
	  the grating, giving access to the Expansion.
	  On the top level, use the Spinner to rotate the Pulse Cannon so that 
	  it faces the left wall. Fire the Cannon to reveal the Expansion.
	  Destroy the explosives on the ledge, then Space Jump up to the ledge 
          and roll inside to find the Expansion.
	  Once you get to the ledge on the far side, use two Power Bombs to 
          destroy walls leading to a new set of Magnetic Rails. Follow these 
          rails to a platform on the others side, then use another invisible
          moving platform to find the tricky Expansion.
	  Drop to the very bottom and roll under the giant Saturnine. Make it 
          quick so you can get out of the Phazon patch.
      48. FUNGAL HALL B
          At the very end, use the X-Ray Visor to spy this Expansion hidden 
          underneath the floor by the patch of Saturnines. Use a Power Bomb to 
          clear the rock out of the way, then drop and collect it.
          Get through the Quarantine area and cross the Phazon pit, then use a
          Super Missile on the Cordite pillar to reach this Expansion.
	  As you make your way up the first set of invisible platforms, you can
          see the Expansion hidden behind a wall on a ledge. Space Jump to the
          ledge from the second invisible platform and use a Power Bomb to open
          a path to it.

    You have a maximum total of 4 Power Bomb Expansions in addition to the ini-
    tial upgrade which would give you 4 Power Bombs, resulting in a net total 
    of 8 Power Bombs. Each additional Expansion is one more Power Bomb (and of
    course, another percentage point to your item totals).

      01. MAGMA POOL
          You need the Grapple Beam and Power Bombs. Enter the area from the
          Ruined Fountain and swing across the lava pool, then detonate a Power
          Bomb on the back wall for the Expansion.

          This is in the same area as the Artifact of Strength. Detonate a
          Power Bomb on the floor by the Chozo's feet to drop into a room that
          holds this Expansion.

          Climb to the top of Phendrana's Edge using L-Lock Space Jumps, then
          enter the Morph Ball tunnel at the far end to find this Expansion.
      04. ICE RUINS WEST
          From the Ruined Courtyard, hop across the rooftop ledges and use the
          Plasma Beam to melt the ice on the last roof to drop into a room that
          holds this Expansion.

    There are a total of 12 Chozo Artifacts needed to complete the game; you
    cannot access the Impact Crater without them. Each Artifact adds another 
    percentage point to your item totals.

          Area: ARTIFACT TEMPLE
          Head up to the Temple; it'll be sitting in plain sight in the center.
          Area: LIFE GROVE
          You need to detonate Power Bombs to destroy the walls, then go in the 
          lake and Bomb the drain to reveal a bridge containing the Artifact.

          Area: SUNCHAMBER
          Return to where you fought Flaahgra and battle three Chozo Ghosts for 
          this Artifact.
          After getting the Wavebuster, drop into the water below and grab this 
          Artifact from the adjoining chamber.
          Area: ELDER CHAMBER
          Activate the red Morph Ball slot in the Hall of the Elders, then use 
          the Elder Statue to be thrown into a room containing this Artifact.   
          Area: WARRIOR SHRINE
          Space Jump up to the uppermost section of Monitor Station and jump 
          atop the computers, then make a huge Space Jump across the gap to 
          land on a ledge leading to Warrior Shrine to get this Artifact.
          Area: LAVA LAKE
          In the first part of this room, look at the pillar nearest the door,
          and use 2 Missiles to break part of the rock, then Space Jump to the
          hole to reach the Artifact.

          Area: STORAGE CAVE
          While in Phendrana's Edge, ascend to the top to collect a Power Bomb
          Expansion, then drop to the ledge above the root tree and set your 
          Power Bomb to blast apart the wall and reveal the entrance to the 
          room where this Artifact is.
          Area: CONTROL TOWER
          After you have the Plasma Beam, return to the Control Tower and jump
          up to the area above the East Tower. Shoot down the leaning tower in
          the distance with a Missile, then enter the tower after it crashes to
          find this Artifact.
          Area: CHOZO ICE TEMPLE
          Use the Plasma Beam to melt the ice river off of the Chozo statue 
          near the Chapel of the Elders. A Morph Ball tunnel leading to this 
          Artifact will be revealed at the bottom.
          Area: ELITE RESEARCH
          You'll get this one for defeating the Phazon Elite mini-boss.
          While it is possible to get this without the Phazon Suit, it isn't 
          exactly recommended. Once you have it, backtrack to this area, roll 
          into the right-hand side of the tunnel and make your way down past 
          the Phazon and Brinstone to reach the Artifact at the very bottom.

    You have four Beam Weapons in the game, plus an additional four Charge Com-
    bo Enhancements for each Beam Weapon. Each additional weapon adds another
    percentage point to your item totals.

        Region: CHOZO RUINS
        Area:   WATERY HALL
        Solve the runic symbol puzzle with the Scan Visor to unlock the gate
        that leads to this item.
    02. WAVE BEAM
        Region: PHENDRANA DRIFTS
        Area:   CHAPEL OF THE ELDERS
        You get this for defeating the Sheegoth mini-boss.
    03. ICE BEAM
        Region: CHOZO RUINS
        Area:   ANTECHAMBER
        Enter the Hall of the Elders and use the Wave Beam to activate a pur-
        ple Morph Ball slot. Use it and activate the Elder Statue to reach the
        Reflecting Pool. Use a Bomb on the drain at the bottom to create a 
        half-pipe, then use the Boost Ball to reach the upper ledges to reach
        this room.
        Region: MAGMOOR CAVERNS
        Use Space Jumps from the door to land on a metal box, then a small rock
        spire, and then leap to the spinning platforms. Space Jump up to the
        top and use another Space Jump against a Magnetic Rail to push up onto
        another platform. Use a Bomb Slot to raise the ceiling, then L-Lock
        Space Jump out to a thin metallic rail along the wall. Trace along the
        path to find three Magnetic Rail cubes. Face up at one, and "Ghetto
        Jump" towards the wall, then back off to gain a bit of height and land
        on top of the peg sticking out. Space Jump to the other two cubes, and
        then to the white door leading to this item.
        Region: PHENDRANA DRIFTS
        Area:   OBSERVATORY
        Activate the Observatory's holo sequencer, and use the platforms on
        the walls to ascend to the top of the area. This item sits on a ledge
        in the middle of the room.
        Region: CHOZO RUINS
        Area:   TOWER OF LIGHT
        Crack the weakened blocks on all three levels to collapse the tower,
        then use the Space Jump to reach a high ledge with this item.
        Region: MAGMOOR CAVERNS
        Area:   SHORE TUNNEL
        Detonate a Power Bomb in the middle of the tunnel to destroy it, then
        drop down into the cave for this item.
        Region: PHAZON MINES
        You have to reach the top of the Mine Security Area and detonate a Pow-
        er Bomb to clear some wreckage away. Scan the console to activate the
        door on the lower level, then go back down and enter the room for this

    You have five enhancements for your Morph Ball mode in the game, each of
    which gives you increased mobility or offensive capability. Each additional
    item adds another percentage point to your item totals.

    01. MORPH BALL
        Region: CHOZO RUINS
        Area:   RUINED SHRINE
        This is behind a wall that retracts once the Plated Beetle has been de-
        feated. Skip it by Space Jumping over the wall.
        Region: CHOZO RUINS
        Area:   BURN DOME
        You get this for defeating the Incinerator Drone.
    03. BOOST BALL
        Region: PHENDRANA DRIFTS
        Area:   PHENDRANA CANYON
        Scan a console here to align a set of platforms leading to a tower and
        then leap across the platforms and grab this item at the end.
        Region: PHENDRANA DRIFTS
        Area:   QUARANTINE CAVE
        You get this for defeating Thardus.
    05. POWER BOMB
        Region: PHAZON MINES
        Area:   CENTRAL DYNAMO
        Your main upgrade is in an electrical maze on the floor. Defeat the
        Shadow Drone and use the Morph Ball and Bombs to navigate the maze
        to reach this in the center of the room.

    There are three upgrades to your Power Suit in the game, each of which will
    increase your defensive capabilities. Each additional armor enhancement 
    also adds another percentage point to your item totals.

    01. VARIA SUIT
        Region: CHOZO RUINS
        Area:   SUNCHAMBER
        You get this for defeating Flaahgra.
        Region: PHENDRANA DRIFTS
        Area:   GRAVITY CHAMBER
        While making your way through the other side of Phendrana Drifts, you
        will enter the underwater Gravity Chamber. Switch to the Scan Visor to
        lock onto the item far in the distance, then thread your way through
        the Aqua Reapers and Jelzaps to reach the Suit.
        Region: PHAZON MINES
        Area:   OMEGA QUARTERS
        You get this for defeating the Omega Pirate.

    You have two extra Visors besides the Combat and Scan Visors. Each one in-
    creases what you can see and track (and of course, adds another percentage
    point to your item totals).

        Region: PHENDRANA DRIFTS
        Area: RESEARCH CORE
        Scan the consoles on the way down through the Core to unlock the field
        protecting this item.
    02. X-RAY VISOR
        Region: TALLON OVERWORLD
        Area:   LIFE GROVE
        Access this area and you'll find the item in plain sight.

    You have two additional upgrades that increase the mobility of your Power
    Suit. Each one adds another percentage point to your item totals.
    01. SPACE JUMP
        Region: TALLON OVERWORLD
        Area:   Alcove
        Start on the back-right engine of your Gunship, and use a L-Lock Dash
        Jump to reach a cliff to your right. Turn and jump over the small gaps
        to reach the room where this item is.
        Region: PHAZON MINES
        Area:   STORAGE DEPOT B
        Align the Magnetic Rail tracks in the room so you can travel all the 
        way up the yellow rail to reach this room.

METROID PRIME has a few interesting things here and there besides what's been
already covered in the walkthrough. Here are some of the other things the game 
has to offer.

     If you have a Game Boy Advance and METROID FUSION, you can use a Game Link
     Cable to connect these two games together and download exclusive in-game
     extras. Connect the cable from your GBA to the GameCube, and go to the
     option on the menu that says "Metroid Fusion Connection Bonuses". If you
     have beaten METROID PRIME, you will be able to download the Fusion Suit 
     for use in the game. If you have beaten METROID FUSION, then you can also
     download a copy of the original METROID game. The Fusion Suit must be
     manually selected from here each time you wish to use it, and uses the
     same color palette from METROID FUSION for the Varia and Gravity Suits,
     and turns you bright red and orange for the Phazon Suit. With the original
     METROID, the controls are a bit different, but the Password system is pre-
     served in its original form. You can use all of the old Passwords, includ-
     ing the JUSTIN BAILEY and the NARPAS SWORD ones, or you can opt to save
     your game data to the Memory Card. The controls for the original game are 
     listed below:
     - CONTROL STICK/PAD:   Move around, Aim Up, and use Morph Ball.
     - START/PAUSE:         Pause game.
     - L BUTTON:            Quit and return to menu.
     - Z BUTTON:	    Switch from Beams to Missiles, or Option select.
     - A/Y BUTTON:          Fire Beam/Missiles, set Bombs as Morph Ball.
     - B/X BUTTON:          Jump.

     There are a few creatures you'll encounter throughout the game that will 
     be quite familiar to fans of the Metroid series. While a few like the Gee-
     mer are only minor, there are a few rarer "easter eggs" of sorts. I'll
     detail the ones I know about.
       There are two of these in the Hydra Research Labs. One is a dead Metroid
       that you can scan as an "Alpha Class Metroid", but it is actually just a
       regular one. The second is actually an Alpha Metroid, found in Research
       Lab Aether in the central stasis tube. However, you can't scan this one.
       You can find this in Biohazard Containment on the Space Pirate Frigate
       (the first time around). It's fairly easy to find; just look or listen 
       for the thing beating up one of the containment doors. Scan it and you
       will get clear readings of a Zebesian Sidehopper.

     Anyone familiar with the first METROID game knows about the prolific and
     expansive "Secret Worlds" that can be accessed by scrolling Samus off of
     the map. METROID PRIME has these in abundance as well, although they don't
     seem to be intentional as they're usually found by forcing yourself out of
     the standard confines of a room. The first one was discovered in Transport
     Tunnel C, and you can squeeze yourself out from a hole in a tree. There
     are others - some are difficult to find, some are easy, like the one in
     the Gathering Hall - just climb to the top of the room and leap out. When
     you're in one, it's often very difficult to move around, and sometimes
     even harder to get back into the map! Don't use the Morph Ball if you get
     into one as you'll get stuck in an endless fall, and if you want to jump
     around, you have to manually aim and lock your view towards whatever you
     are trying to reach. In some instances, these can be used to bypass entire
     sections of the game, but this is for much more advanced players. For more
     info on secret worlds, visit Metroid2002 ( or
     SCU (

     This stuff really falls into a category of things that don't necessarily
     help the game along, but it's interesting to do if you're bored. Check the
     list below.
       This works best for Hunter Metroids, particularly the first one you find
       in Frost Cave. Fire Power Beam shots at it until it sizzles, then the
       Metroid will mutate into a huge version of its former self. Just keep in
       mind that this usually puts the Metroid you're toying with into a pretty
       agitated mood, and the energy its absorbing makes it more powerful.
       Still, it's fun to see a gigantic Metroid every now and then.
       These are pretty interesting, actually. One of them occurs if you rapid-
       fire the Power Beam - it causes the barrel to start smoking like an old
       pistol. Another one occurs if you simply stand still - Samus will begin
       auto-looking around a bit, and she'll fiddle with the controls on her
       Arm Cannon. A third one is even more interesting - switch to the X-Ray
       Visor and switch Beams. Watch Samus' arm as you do, she clearly makes
       hand gestures as the new beam is activated, correponding to the icon
       of the Beam in your Combat Visor. Interesting little bit of light shed
       on some advanced Chozo technology, I suppose.

== 11. LEGAL:
This guide is released under a Creative Commons License, and is available for
non-commercial display and/or redistribution. The title for this deed can be 
found at (, along with the 
legal code: ( Any-
one has permission to use this guide for personal use or to host or display it
online provided credit to the author is given and no alterations are made to 
the existing content.
Copyright (C) 2012 Timothy Jones (NeoChozo). Some rights reserved.
All rights, including the copyrights of game, scenario, music and program are 
Copyright (C) Nintendo.