Metroid Prime/Space Pirate Frigate

Following the explanation as to why Samus is touring the space around Tallon IV, Samus descends onto the deck of a desolate and abandoned cruiser.

As with all Metroid games, the initial level is actually an introductory stage, designed to familiarise the player with the controls, the methods, and basics of gameplay in the Metroid world.

Although self-explanatory, frequent messages pop up to explain what needs to be done, you should also take the liberty to mess around and explore.

The enemies you face are reasonably simple to dispatch and should not challenge even a new player. Parasites make up the bulk of the foes, and these can be killed with one or two shots from the power beam. Injured space pirates are also common, but most are already heavily injured so are not very tough and their aim is impaired. There are several which are uninjured and hence much more dangerous but these can be identified by the commando roll they use to get into combat. Auto Defence Turrets are also positioned in some rooms and the best method to kill these is to dash out from round a corner and fire a missile to kill them in one shot (a charged Beam will also work). Sometimes there is a CPU nearby to deactivate the turrets. Keep this in mind for later.

Exterior Docking Hangar
The way is immediately faced with a force field. Turn it off by firing on the four red switches at each of its corners. The next force field has six switches, which are turned off. Turn them on by scanning the terminal directly in front of the field. Fire. Proceed to the Air Lock.

Air Lock
The door cannot be opened until the air lock is repressurized. Scan the terminal and proceed to Deck Alpha Access Hall, then Emergency Evacuation Area.

Emergency Evacuation Area
Scan: Parasite

There is one wounded Pirate to kill. Proceed to Deck Alpha Umbilical Hall.

Deck Alpha Umbilical Hall
Blast through the rubble blocking your way with the charge beam. Using the Morph Ball, Proceed to the Map Facility.

Map Facility
Scan: Map Station

Enter the Map Station. This will give you a map of the entire Frigate. Exit to Deck Alpha Umbilical Hall, then proceed to the Connection Elevator to Deck Beta.

Elevator to Deck Beta
Scan the terminal to activate the elevator. Step into the Hologram. Proceed to Deck Beta Conduit Hall.

Deck Beta Conduit Hall
Avoiding the energy conductor unit, proceed to Biotech Research Area 1, via Morph Ball.

Biotech Research Area 1
Kill two wounded Pirates and proceed to Deck Beta Security Hall.

Deck Beta Security Hall
Scan: Auto Defense Turret

Kill the Auto Defense Turret (1 Missile!) and proceed to Biohazard Containment.

Boss Battle: The Parasite Queen
Don't forget to save in the Reactor Core Entrance

Towards the end of the mission you face the first boss: The Parasite Queen, a giant mutated parasite. Upon beginning the fight, you should scan the queen straight away. This reveals that the parasite queen has a weakness in the mouth and as such your auto aim readjusts to target from the belly to the mouth, and increases the amount of damage you deal. To kill her you must simply shoot her enough, with charged shots being the most effective method of harming her. You should only use missiles when you have a clean shot.

The Parasite Queen attacks by firing a stream of green energy at you, which,-if she scores a direct hit-can do between 10 and 20 units of damage. Her main defense is a blue shield which covers two sides of the boss and stops all attacks. Occasionally, the shield will suddenly spin rapidly and block almost all incoming shots but single power beam blasts can still get through, or you can simply run round avoiding the incoming attacks which you can do by dashing as the shield quickly settles.

After beating the parasite queen, you are informed that the auto destruct sequence has been started and you have 8 minutes to get out. This part of the frigate is very linear so there is no difficulty in simply following the path to your ship. Clearing the halls of the vast swarms of parasites is not necessary and simply wastes time, so just run through them (or roll using your Morph Ball if the tunnel is mostly downhill.)

Available Scans

 * Creatures Scan - Parasite: These first appear in Emergency Evacuation Area (They are a one time only scan)


 * Research Scan - Small Energy: Intentionally lose some health before you kill the first Space Pirate. When it is killed it will leave behind this pick-up.


 * Research Scan - Map Station: Located in Map Facility.


 * Crestures Scan - Auto Defence Turret: First seen in Deck Beta Security Hall


 * Research Scan - Small Missile Ammo: Destroy the first Auto Defence Turret with a missile. It will then leave behind this pick-up.


 * Space Pirate Data - Fall of Zebes (NTSC/PAL): Located in Boihazard Containment


 * Research Scan - Save Station: Located through a small door in the East wall of Reactor Core Entrance.


 * Creatures Scan - Parasite Queen (also explained above): Located in Reactor Core.