Metroid Prime/Walkthrough

Suits
This is Samus' basic suit. Perhaps the most notable feature of this suit is the lack of the large shoulder ornaments present in all of her other suits. (These shoulder ornaments have sometimes been hypothesized to be part of the Varia Suit's ability to survive extreme temperatures, perhaps being cooling units of some sort.) An upgrade to the Power Suit, this upgrades the suit's shielding and allows Samus to survive in extreme temperatures. Collecting this also returns the large shoulder ornaments seen in other games. Further reduces damage taken from enemies, and allows Samus to move in liquid environments unhindered. Modifications to the visor allow her to see properly underwater. Gives Samus' suit a purplish color. Reduces damage taken from enemies even more, and renders Samus immune to damage from blue /Phazon/. This upgrade comes coupled with the Phazon Beam which can only be used on the last boss (Metroid prime) by standing in the pools of phazon spilled by it. Changes Samus' suit to a black and grey color.
 * Power Suit:
 * Varia Suit:
 * Gravity Suit:
 * Phazon Suit:

Visors
This is the default visor. The major things that this visor has that the others lack are a crude radar system that allows her to see where enemies are around her and a map of the room she is in. Samus has this visor from the start. Allows Samus to scan certain creatures and objects and get information on them. This is the only visor that Samus cannot fight in; pressing the attack button will cause her to revert back to the Combat Visor. Samus also has this visor from the start. The scan visor is often used solving puzzles, and it can be used to activate certain machines. It allows Samus to see in the infra-red spectrum, letting her see enemies and power conduits that she cannot see in normal human vision. This is extremely useful on invisible enemies, or in areas of exeptionally poor light. It gives Samus the ability to see in the X-ray spectrum, allowing her to see otherwise invisible creatures and platforms. It should be noted that not all invisible enemies can be detected with this visor.
 * Combat Visor:
 * Scan Visor:
 * Thermal Visor:
 * X-Ray Visor:

Weapons
Unlike Super Metroid, Metroid Prime does not allow the player to combine separate beams into one, due to the fact that each of the four main beams has a unique use. Also, each beam has a Charge Combo that can be acquired that utilizes Missiles to perform a more powerful attack. The charge beam is an add-on for all of Samus' primary beams; holding down the A button causes Samus to build up energy which is fired when the button is released, creating a much more powerful attack than would normally result. It also allows access to the various Charge Combos. This is the default beam that Samus begins the game with. It has the highest rate of fire of all the beams. While notably weaker than any other weapon, it is the only beam which can damage certain enemies. Its Charge Combo, Super Missile, fires more powerful Missiles. This beam fires three blasts of electricity that can home in on enemies to a certain extent. Its charged shot usually stuns stronger enemies for a short period of time. It can also re-energize power conduits (required to open many doors) and open purple doors. Its Charge Combo, Wave Buster, automatically locks on to enemies but requires the largest number of Missiles to activate and continue using. This beam fires slow-moving blasts of ice that can freeze enemies. Its individual blasts are notably more powerful than the Wave Beam's, but its slow rate of fire makes it somewhat unwieldy. Frozen enemies can be shattered with a single Missile. It also opens white doors. The Ice Beam's Charge Combo, the Ice Spreader, spreads ice over a wide area where it hits and is somewhat limited against aerial and fast targets. This is the most powerful beam in terms of raw offensive power. It fires blasts of intense heat, which either kill instantly or set enemies aflame until they die. It cannot home in on targets and it has a short range. It can also open red doors and melt thick ice. Its Charge Combo, Flamethrower, shoots a stream of flame, but uses Missiles quickly. This beam can only be used during the final boss battle. When standing in pools of liquid Phazon, Samus can fire a powerful Phazon-based stream at Metroid Prime. Samus receives this item along with the Phazon Suit. A Metroid series mainstay, Missiles fire homing concussive blasts that cause more damage than most beam attacks. Missiles can break certain door locks and other obstacles. Each Missile expansion increases Samus' carrying capacity by five.
 * Charge Beam:
 * Power Beam:
 * Wave Beam:
 * Ice Beam:
 * Plasma Beam:
 * Phazon Beam:
 * Missiles:

Morph Ball
The Morph Ball is another Metroid trademark. After finding this item Samus can roll into a ball and access narrow passages that she could not otherwise access. There are a number of upgrades Samus finds for the Morph Ball. Allows Samus to break certain objects, activate some devices, like Morph Ball Sockets, and damage enemies. The force from the bomb can also catapult her up a short distance in Morph Ball form. Samus has an infinite number of these, but can only use three every few seconds. Replacing Super Metroid ' s Speed Booster to a certain extent, this item allows Samus to build up energy and release it in Morph Ball form, resulting in a burst of speed that can, when applied correctly, allow her to travel up half-pipe structures and activate certain machines, such as Spinner devices. Metroid Prime is the second game to use this item (the first being Metroid II: Return of Samus); however, where Metroid II ' s spider ball allowed Samus to go up any wall, Prime ' s spider ball can only travel up designated magnetic rails. These are a more powerful version of Samus' normal Bombs. While she only gets a finite number of these and must replace them as she does with Missiles, Power Bombs have a much greater destructive ability and the ability to destroy bendezium.
 * Morph Ball:
 * Bomb:
 * Boost Ball:
 * Spider Ball:
 * Power Bomb:

Other items
The Space Jump is another returning item with a different purpose. As opposed to allowing Samus to jump infinitely, this item allows Samus to double-jump. Its function is closer to the missing High Jump Boots, present in all the 2-D Metroid games, than to the Space Jump appearing in the 3-D games. Allows Samus to latch on to certain objects and swing on them as if the beam were a rope. Increases Samus's shield energy (health) capacity by 100 units. Increases Samus's maximum missile ammo by 5. Increases the number of power bombs Samus can carry by 1. The Artifacts of Truth, Strength, Elder, Wild, Lifegiver, Warrior, Chozo, Nature, Sun, World, Spirit, and Newborn are spread throughout Tallon IV, and must be collected in order for Samus to gain entry to the final area.
 * Space Jump:
 * Grapple Beam:
 * Energy Tank:
 * Missile Tank:
 * Power Bomb:
 * 12 Artifacts:

Locations
Orbiting the planet Tallon IV, this is where Samus begins the game. The frigate's name is Orpheon. Later this crashes into Tallon IV and Samus then explores in it after acquiring the Gravity Suit. A rainforest-like area, this is where Samus initially makes planetfall and is where /Samus's Gunship/ stays for the duration of the game. Tallon Overworld also encompasses the sunken Orpheon. This ancient structure was once a center of the thriving Chozo civilization on Tallon IV that was brought to an end by the meteor that hit many years ago. A kind of subway system for the game – its magma-filled tunnels connect all the areas together with the exception of the Impact Crater. The Space Pirates use the caverns as a source of geothermal power. This cold, mountainous location consists of three main parts: an ancient Chozo ruin, some Space Pirate research labs (since the subzero temperatures make specimen containment easier), and the ice caves and valleys at the edge aptly called Phendrana's Edge. It is home to many creatures of electrical origins (Pulse Bombu, Scatter Bombu) and ice based creatures (Sheegoth, Ice Shriekbats). The Phazon Mines are the center of the Space Pirates' Tallon IV operations. The scenery here alternates between the Space Pirates' mining and research facilities and dark caves illuminated only by the glowing Phazon. Also home to the different beam troopers and omega pirate, elite pirate and phazon elite as well. This is the final area of the game. This location is completely corrupted by Phazon radiation. Samus finds Fission Metroids, and Phazon strong enough to damage her even through the Phazon Suit.
 * Space Pirate Frigate, Orpheon:
 * Tallon Overworld:
 * Chozo Ruins:
 * Magmoor Caverns:
 * Phendrana Drifts:
 * Phazon Mines:
 * Impact Crater:

Parasite Queen
The first boss in Metroid Prime, the Parasite Queen is located on the Space Pirate Frigate in the main reactor. It is surrounded by rotating shields and fires acid from its mouth. Plug missiles and beam shots into its mouth to defeat it.

Flaahgra
Flaahgra is a large mutated plant that is the source of the poisonous waters in the Chozo Ruins. It is surrounded by four dishes that reflect sunlight and needs constant solar energy. Its roots are its weak spot. Flaahgra gives up the Varia Suit when it's defeated, which protects Samus from super-heated areas in Magmoor Caverns.

Thardus
Thardus is an experiment created by the Space Pirates who used Phazon on a group of rocks, but the Pirates gave up trying to pacify it since it became too dangerous. Thardus has the ability to control the weather, roll into a ball, hurl large rocks, and encase enemies in ice. It resides in a Quarantine Cave in the Phendrana Drifts. Defeating Thardus gives you the Spider Ball.

Omega Pirate
The Omega Pirate resides in the Phazon Mines. It is an extremely large Elite Pirate which is able to become invisible and regenerate health. It is considered by many fans to be one of the game's toughest bosses. It attacks with its powerful hands, a Wave Quake Generator, and a Missle Launcher. Defeating the Omega Pirate gives Samus the Phazon Suit, which protects her from Phazon damage.

Meta Ridley
The fight with Meta-Ridley occurs above the crater in the Tallon Overworld. Meta-Ridley has two forms: a flying form and ground form, who uses a number of weapons and melee attacks. His weak spot is the gem on his chest.

Metroid Prime
The final boss of the game. It exists in two forms: the first being a spider-like creature with mainly projectile attacks. This form is weak against Power Beam if yellow, Wave Beam if blue/purple, Ice Beam if white, and Plasma Beam if red. The second form being a hovering, ethereal tentacled entity. Stand in the pools of Phazon it creates and blast it with your new Phazon Beam.

Infestation
A second plague has come upon the land, dousing the last flickering hopes of our race. Drawn by the very force we Chozo hoped to contain, a host of maruding creatures descended from space and invaded our temple, the Cradle. They try in vain to destroy it, but its power remains beyond them for now. They possess some of the twelve Artifacts we call the Cipher, yet do not comprehend their function. Ignorant creatures, they are blinded by delusions of harnessing the Great Poison for their own designs. They walk about as masters of the planet, assimilating the ruins of our sanctuary into their experiments. We can but watch and wait for our doom.

Binding
The congregation of Artifacts that hold the Great Poison at bay still hold strong. Fearful of the potential within the Artifact Temple, the invaders known as Space Pirates tried to destroy it, only to fail in every attempt. We scattered the Artifacts across the planet for their protection, and only a few have fallen into invader hands. Failing to understand them, they now seek to unmake them. Again, they fail. They are right to fear these things. Great power sleeps inside them. Prophecy calls for their union, come the day that the unholy Worm is met by the great Defender. We can only hope the Artifacts are not destroyed by the invader, for then all will be lost. So, we do what we can to preserve the Artifacts, and to guide the Newborn to them. Time wanes with our souls, yet hope remains.

Cradle
The cries of this dying land pulled us from our dreaming state, and now we Chozo walk as ghosts while the Great Poison sinks into the trees and waters, devouring all life. Some creatures survive, but their forms grow as twisted and evil as the force that fell from the sky. The heart of the planet will succumb soon, and so will we, even in our ghostly states. Already many Chozo have faded and passed into the unknown. The Great Poison is unlike anything we have glimpsed in this or any dimension. It eats relentlessly, worming out life wherever it blooms and corrupting what it cannot kill. It will be our undoing. Our last hope lies in the Cradle, the temple we hope might contain this abomination. It is almost complete, hovering over the impact site, the dark heart of the spreading evil. If we can finish before the last of our kind drifts into madness or death, there is a chance for this world. If we fail, we are doomed with it.

Beginnings
Our sanctuary grows by the day. We Chozo know much of technology, but we have chosen to leave it behind on this journey. Our home here on Tallon IV will be a place of simplicity: structures hewn from the stone, bridges woven with branches, hallways caressed by pure waters. We build around the ancient and noble trees, drawing from their strength and giving them our own in return. All that is wild will flow around us here: our race will be just one more group of creatures in the knit of nature. It is our hope that such a state will bring with it greater wisdom, a greater understanding of the nature of the universe. Once our city here is complete, we will peer inward and discover the truth.

Cipher
None know if our temple, the Cradle, will prove powerful enough to contain this evil forever. How can we Chozo hope for it to remain intact when that which it guards writhes in the darkness, growing always stronger? The fate of this world rests with the gathering of Artifacts we call Cipher, but even it is not all-powerful. It is strong, yes: an enchanted whole made of twelve links. Still, it is finite in its reach, and we who guard it are slowly succumbing. When our vigilance crumbles away into madness, the Cipher will be exposed and the fate of Tallon IV will be beyond our influence.

Worm
The prophecies tell of the coming of the Worm. Born from parasites, nurtured in a poisoned womb, the Worm grows, devouring from within, until the world begins to rot. The words of the seers have come to pass, for there, in the depths of the world, the ravenous Worm lurks and feeds. From the stars it came, blighting Tallon with it's Great Poison. We can but watch as the Worm grows, watch and wait. For the prophecies also speak of a great Defender, the one who delivers the world from evil. The final days draw near. Is the Newborn the Defender of which the seers spoke? We shall do all that we can to aid her, for she bears our legacy as she bears the ancient armor and weapons of our people.

Fountain
At the highest point of our city lies the fountain, a wellspring of pure water that flows throughout our civilization. It is the jewel of the Chozo, the life-giver, and yet its waters speak of a clouded future. As we come to understand the paths of time and space more clearly, we have begun to glimpse rough tatters of past and future, glittering behind reality like soft lights behind a curtain. We have seen the fountain in these glimpses, pouring darkness instead of water, and we cannot guess what the visions mean.

Exodus
We Chozo are departing now, after so many years in peaceful seclusion here on Tallon IV. When we came, this place was a refuge for our spirits, a civilization built from native materials, bereft of the trappings of our technology. We were linked to the land here, kindred to the plants and animals, far away from the machines we had become so dependent on. And so we leave it now, pristine, a testament to the mortal forms we no longer need. We have drawn the veils of time and space aside, and are withdrawing beyond the illusion. But we will never forget this, the most sacred of our homes. And we will remain ever watchful.

Hatchling's Shell
The hatchling walks among us. Are these dreams? Memories? Foretellings? Time and reality swirl together like estuary waters, and we Chozo know not what to believe. She appears as ghostlike as the Chozo, but at times the mists clear. We see her wounded eyes, and remember the child we found so long ago. What has she become, this Newborn? Clad in Chozo armor, wielding weapons our hands once held, does she dream of the Chozo as we once were? Does she long for her parents, lost to the same creatures that even now defile our sacred home? Does she still live?

Hatchling
As we struggle with the Great Poison, something stirs at the edges of our vision. It is the Hatchling Samus. We feel her, across the void, as she hunts the corrupted. Will our fates again be one? As our pride shatters, will prophecy become real? When all strength wanes from the Chozo, will it be the Hatchling who fulfills our legacy? True sight eludes us, for the Poison gnaws at all vision, leaving seers blind and filled with despair. Truth's blessing may come too late.

Meteor Strike
We have returned to Tallon IV, borne here against our will by a great cataclysm from the reaches of space. A meteor came, casting a dark shadow of debris over the land with the violence of its impact. Though we perceived this from beyond space and time, it was but a curiosity: a brief flare in the universe. But the meteor brought with it corruption. A Great Poison burst forth into the land, clawing at life with such violence that we were ripped from our peaceful state and find ourselves wandering as shadows of the mortal forms we left behind, searching for why we are here.

Contain
The world of living things feels strange to us, we who have existed so long on the edges of time and space. It is clear now that we Chozo can never return to our dimension, not while the Great Poison reaches ever furthur into the planet. It is so powerful, this creeping evil, that our wills are crumbling and our minds beginning to fail. And so, before it is too late, we now make our last stand. We have begun to build a temple to contain this darkness: at its heart we will place a Cipher, a mystical lock powered by twelve Artifacts and filled with as much power as we Chozo can harness in our ethereal states. Even when we are done, it may be too late.

The Turned
Many Chozo have gone beyond now, and this is a mercy. Those of us who remain suffer in dimensional flux, drifting helplessly across time and space, guided by unseen and inexorable currents. The Chozo who cling to sanity fight the tide, but our minds are weakening. Soon we will all be like the Turned, Chozo who have been corrupted by the Great Poison. The Turned still hold to their Chozo forms, but their minds are black with fell intentions. Gone is their respect for life. They honor only destcruction, and seek to disrupt the Artifacts holding the Great Poison at bay. All life taunts them, and they do not rest. Before long, they will be all that remain of the Chozo here.

Hope
More and more, our tormented minds turn to the Newborn. As the world continues to shift into brutal, disconnected images, she remains inarguably real: a fearless figure delving deeper into this blighted world, unmindful of the terrors that await her. Was she this way before? When we Chozo found her, a fledgling orphaned on a savaged planet, did a warriors pulse already beat in her veins, filling her with righteous fury? Our hopes lie with her. We leave these messages for her, that she may find our Artifacts and deliver the world from its evils. Wraiths we may be, but our reach is still long indeed. We shall fight these invaders, and the Poison they would master, until the end.

Statuary
As we have done for millenia, we Chozo work constantly on our statuary. The statues are our sentinels: blind but ever watchful, they are and have always been, repositories for our most precious secrets and strongest powers. The crafting of each is a long and sacred process, performed only by those Chozo who have lifetimes of experience in such things. We have left these relics on planets across the solar system. Some are merely reminders: silent emblems of the Chozo that serve as icons of peace in lands that know only war. Others wield subtle strength, exerting their influence in ways beyond the understanding of mortal creatures. Still others are guardians of our secret ways, and these can be as terrile as they are beautiful. Those who respect and honor these relics will know the friendship of the Chozo. Those who deface or destroy them will know our wrath, unfettered and raw.

Newborn
The power of our temple has been enough to halt the spread of the poison on Tallon IV, but that which remains thrives and grows more concentrated, gnawing on itself in the dark passages beneath the planet's surface. Whether it can ever be truly destroyed is not for our eyes to see. But there is something else. We Chozo are drifting, tumbling through space and time as the Great Poison eats away at our sanity. We wake in dreams. As the veil of lunacy descends, as past and future blend and shuffle, one image appears and flickers through the landscape, wraithlike. It is the Hatchling, the Newborn, walking the path of corruption, a lone figure shining in the toxic shadows. She comes dressed for war, and her wrath is terrible. Do our eyes look backward, seeing the Hatchling as she once was? Or does she approach even now, arriving in our race's last hour, a savior clothed in machines crafted long ago by Chozo hands? Poisonous clouds drift across our vision.