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{{Header Nav|game=Metroid Prime}}
{{Header Nav|game=Metroid Prime}}
Following the explanation as to why Samus is touring the space around Tallon IV, Samus descends onto the deck of a desolate and abandoned frigate.
{{Control selector|GameCube, Wii}}
This area serves as tutorial stage designed to familiarize the player with the controls and the basics of gameplay in the Metroid world. Frequent messages pop up to explain what needs to be done, you should also take the liberty to mess around and explore. Many of the enemies here are easy to defeat. This doesn't mean the area is trivial though; there is a boss to fight, a long timed section to get through, and only one save point on the way.


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.
==Exporation==
Samus, responding to a distress beacon, descends onto the deck of a desolate and abandoned frigate.


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.
===Exterior Docking Hangar===
[[File:Mp1 Docking Hanger shield.png|thumb|right|Fire on the red switches]]
First get used to moving around and firing your weapon. Force fields prevent you from falling off the platform. For a bit of extra target practice you might try shooting the asteroids flying overhead.


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 Defense 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 are CPUs nearby to deactivate turrets. Keep this in mind for later.
The way forward is blocked by a force field. Shoot the four red switches on its corners to deactivate it; this introduces you to the basics of L-targeting.


== Exterior Docking Hangar ==
The next section has another force field with six switches, however these are offline. Follow the instructions on screen to switch to Scan mode and scan the nearby terminal to turn them on. The lower four switches are similar to the ones you've already done, but the upper two are too high to hit with L-targeting alone. Instructions appear to tell you how to target them if you haven't figured it out already.


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.
Hop up the ledge; the game tells you how if it seems like you're having trouble. Follow the ramp to your first beam door. Shoot the door to unlock it, then approach and it will open, so go through. Follow the tunnel to another beam door and go through to the next room.


== 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.
There is currently no atmosphere here and the far door cannot be opened until the air lock is repressurized. There is debris, including a couple of dead alien creatures, floating around so it appears that the artificial gravity is off as well.


== Emergency Evacuation Area ==
Scan the terminal to fill the room with air and turn the gravity back on. Then proceed through the next door.
Scan: Parasite


An area in shambles and partly on fire. The reason, a Parasite Queen, lies dead along with a number of Pirates. Parts of the room are on fire and all escape pods have been jettisoned. One wounded pirate sits in the end of the room, and you'll have to kill him. Proceed to Deck Alpha Umbilical Hall.
===Deck Alpha Access Hall===
There is some structural damage to this hallway and several small fires have broken out. Continue to the next room.


== Deck Alpha Umbilical Hall ==
===Emergency Evacuation Area===
{{sidebar
|float=right
|width=250px
|title=Log Book
|contents=
:Creatures: Parasite (Missable)
:Research: Small Energy
}}


Blast through the rubble blocking your way with the charge beam. Using the Morph Ball, take a side route to the Map Facility.
The area is in shambles and partly on fire. Look around and do some scans to discover the reason; apparently there was a battle between Space Pirates and a large monster. Several Parasites are in the room feeding on Pirate corpses, however they can be killed with a single shot from the Power Beam. There are also crates of hazardous Phazon stacked against the walls. All escape pods have been jettisoned.  


== Map Facility ==
Go around the monster's corpse to find a Space Pirate still barely alive. It uses its last bit of strength to try to shoot you so finish it off; it will often yield a Small Energy. The door to the next room is just to the right of it.
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.
===Deck Alpha Umbilical Hall===
Follow the directions on screen to blast through the rubble blocking your way with the Charge Beam and proceed to the other end.


== Elevator to Deck Beta ==
===Map Facility===
Scan the terminal to activate the elevator.  Step into the Hologram.  Proceed to Deck Beta Conduit Hall.
{{sidebar
|float=right
|width=250px
|title=Log Book
|contents=
:Research: Map Station
}}
When you enter you see some parasites scurry into a ventilation tunnel on the right. There are no instructions on screen to tell you how to follow them, but later on you're told how to activate Morph Ball mode. You can get instructions from the Inventory section of the Log Book though.


== Deck Beta Conduit Hall ==
Using the Morph Ball, follow the Parasites to find a Map Station. Scan it for the Research entry then step into it to download the map for the frigate. Scan the panels here for other information; the Pirates call the monster in the Evacuation Area a Parasite Queen and there seems to be a second one still at large. Go back and continue to the end of the hall.


A malfunctioning energy conductor unit is sending out arcs of electricity. Avoid them and proceed to Biotech Research Area 1, via Morph Ball through the rubble.
===Connection Elevator to Deck Beta===
Scan the terminal to activate the elevator then step into the Hologram to be taken to a lower deck.


== Biotech Research Area 1 ==
===Deck Beta Conduit Hall===
Kill two wounded Pirates and proceed to Deck Beta Security Hall.
Rubble blocks the way but there is a narrow passage open; follow the directions on screen and switch to Morph Ball mode to get through. Avoid the arcs of electricity sent out by a malfunctioning energy conductor.  


== Deck Beta Security Hall ==
===Biotech Research Area 1===
Scan: Auto Defense Turret
There are two wounded Space Pirates in this room and they attack on sight. You get an on screen tip about strafing which will be useful to defeat them. Scan the walls for more information on what the Pirates were up to. They were injecting parasites with Phazon to increase their offensive capabilities. You can see two broken canisters at ground level confirming that the two of the monsters escaped control. There is a third monster in suspended animation in a third canister. Follow the balcony to the next room.


An Auto Defense Turret starts firing at you. Take it out with a missile. Proceed through the door.
===Deck Beta Security Hall===
{{sidebar
|float=right
|width=250px
|title=Log Book
|contents=
:Creatures: Auto Defense Turret
:Research: Missile Ammunition
}}


== Biohazard Containment ==
You now encounter the first real enemy in the game, an Auto Defense Turret. You can often, but not this time, deactivate these by scanning a nearby security panel. It's located around the corner in this room and, if you can, scan it for its Log Book entry then destroy it from a distance with a Missile (two on Hard Mode/Hyper Mode) or the Charge Beam before it wakes up and starts shooting. If you do get close enough to wake it up then retreat back behind corner. Timing your movements to avoid fire, strafe around the corner to get an L-target lock on the turret and strafe back. Strafe around the corner again but this time let a missile fly.
Scan: Space Pirate Log 09.992.3


A two-story room holding numerous monitors and a dead Parasite Queen in a tube. Hermetically sealed lockers line the walls.
Destroying the turret often leaves Missile Ammunition, so scan it and pick it up to replace the missile(s) you fired. The turret was guarding the door to the next room.
Blast the Auto Defense Turret, activate the elevator, and ascend. Kill four Pirates, and proceed to the Cargo Freight Lift to Deck Gamma via the Deck Beta Transit Hall.


== Cargo Freight Lift to Deck Gamma ==
===Biohazard Containment===
Kill the Auto Defense Turret while still behind the door in Deck Beta Transit Hall. Scan the terminal to activate the lift, then enter the hologram to descend. Once you reach the bottom, an unharmed Space Pirate jumps down in front of you and attacks.
{{sidebar
|float=right
|width=250px
|title=Log Book
|contents=
:Pirate Data: Fall of Zebes (Only chance)
}}
[[File:Mp1 Zebes Falls location.png|thumb|right|The terminal with the "Fall of Zebes" log entry]]
This is a two-story room holding numerous monitors on the right and a dead Parasite Queen in a canister behind them. The monitor showing a red scan icon instead of the usual orange has the first Pirate Data log entry. Other monitors display the progress the Pirates were making in turning the parasites into weapons. Hermetically sealed lockers with specimens taken from Talon IV line the walls and you can scan them for extra info. One of the lockers has a Xenotropic life form which seems about to break out.


To proceed to the Reactor Core Entrance, you must first activate the door lock by scanning its terminal, then enter the lock clamp in Morph Ball form.  The door opens.
There is an Auto Defense Turret in the far corner but this time you can deactivate it by scanning a security panel. Scan the panel on the other side of the room to activate the elevator and ascend.  


== Reactor Core Entrance ==
This next level has four Space Pirates, most are already injured, however there is one in perfect health that you will have to face. There are more lockers with specimens from Tallon IV. The door to the next room is at the end of the balcony.
Scan: Save Station


Blast the defense turrets in this room. Proceed left to the Save Station.  Save, return to the Reactor Core Entrance, and unlock the door via Morph Ball. The hall to the Reactor Core is lined with more Pirate corpses than usual and green blood is splattered all over. Take the elevator down.
===Deck Beta Transit Hall===
There is a schematic map with some tidbits of info on the right.


== Reactor Core ==
===Cargo Freight Lift to Deck Gamma===
Scan: Parasite Queen.
An Auto Defense Turret activates and starts shooting as you enter the room; use the same strafing maneuvers as before to take it out before taking too much damage.


As you approach the reactor, a live Parasite Queen climbs down from the shaft, roars at you and climbs into the reactor.
Scan the terminal to activate the lift, then enter the cab and step into the hologram to descend diagonally to the next deck. Once you reach the bottom, an unharmed Space Pirate jumps down in front of you and attacks. There is a parasite here if you missed the scan the first time.


=== Boss Battle: The Parasite Queen ===
To open the Reactor Core Entrance, you must first activate the door lock by scanning its terminal, then enter the lock clamp in Morph Ball form.


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.
===Reactor Core Entrance===
{{sidebar
|float=right
|width=250px
|title=Log Book
|contents=
:Research: Save Station
}}


The Parasite Queen attacks by firing a stream of acid at you, which, if she scores a direct hit, can do between 10 and 20 units of damage. Her main defense is the two-layered reactor shield with only a small opening 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.  Maintain your aim, charge your beam, and continually dash to the opening in the shield to fire.
There are turrets near the ceiling here but they don't activate until you actually enter the room, so blast them before going in.


After beating the parasite queen, she loses her grip and falls into the reactor, critically damaging it. Now you have 8 minutes to get out before the frigate blows up. Proceed to the Elevator to Deck Beta via Deck Gamma Monitor Hall.
Go through the door on the left to the Save Station. Get the scan, save and return, then unlock the door with the Morph Ball as before.  


== Elevator to Deck Beta ==
===Reactor Core===
There are turrets at the top of the elevator. A monitor allows you to turn them off to avoid trouble. Proceed to Deck Beta.
{{sidebar
|float=right
|width=250px
|title=Log Book
|contents=
:Creatures: Parasite Queen (Only chance)
}}


== Deck Beta ==
The hall to the Reactor Core is lined with more Pirate corpses than usual and green blood is splattered all over. Step forward to be taken down to the lower level. A live Parasite Queen climbs down from the shaft, roars at you and climbs into the reactor.


A Queen has woken up in it's tube, and two pirates are taking care of it until the tube explodes, killing them all. Climb up the broken stairs, kill three Pirates, and proceed.
{{Bossbar|title=Parasite Queen|contents=
[[File:Mp1 Parasite Queen.png|thumb|right|Parasite Queen, the first boss of Metroid Prime]]


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.)
Scan the Parasite Queen immediately and you will be able to aim for her weak point, the mouth. The creature will attack by firing streams of acid, however this only inflicts a small amount of damage. Her main defense is the two-layered reactor shield which stops all attacks unless you fire through an opening on one side. At times the shield will spin rapidly and block almost all incoming shots but an occasional Power Beam blast may still get through.


Path: Subventilation Shaft Section A, Subventilation Shaft Section B, Cargo Freight Lift to Dedck Gamma, Main Ventilation Shaft Section A, Main Ventilation Shaft Section B (2 Turrets), Main Ventilation Shaft Section C, Main Ventilation Shaft Section D, Main Ventilation Shaft Section E, Main Ventilation Shaft Section F, Biotech Research Area 2.
Keep strafing to avoid the acid and keep in front of the gap in the shield. The Charge Beam and Missiles are the most effective weapons; just keep blasting her mouth and she should be defeated in no time at all.  


== Biotech Research Area 2 ==
'''Advanced strategy (WII):''' Rapidly firing your Missiles can take out the Parasite Queen in a matter of seconds. This is done by pressing {{control|{{gc|y}} followed by {{gc|a}}|{{wii|Down|Dpad}} followed by {{wii|a}}(on default settings)}} as fast as you can. Note that only three Missile can be active at a single time so use this strategy when you are as close to the Parasite Queen as possible.
Upon entering the room, Samus sees Ridley, now revived as Meta-Ridley, awake and fly out of the ship, to Samus's
}}
anger. The bridge over the gap is out, so use the grapple to cross. Proceed to the Connection Elevator to Deck Alpha.


== Connection Elevator to Deck Alpha ==
When she's defeated the queen falls into the reactor causing an overload and leaving you with seven minutes to escape before the frigate's destruction. Quickly locate the exit using the map; it's not the same you you came in.
Activate the elevator by scanning the elevator. But then, the hallway behind you explodes, sending Samus flying against the wall and bringing her Varia Suit and most other functions offline. Looks like you once again have to track down those power-ups once you get down to the planet. Now enter that elevator.


Path: Deck Alpha Mech Shaft, Air Lock, Exterior Docking Hangar.
==Escape==
===Deck Gamma Monitor Hall===
Follow the steps up to the end of the passage.


As you exit to the hangar, Samus sees Ridley making his escape and runs to her ship, pursuing him to the same planet the frigate is about to crash-land in: Tallon IV.
===Connection Elevator to Deck Beta===
Activate the elevator and step into the hologram to be taken to deck Beta. Scan the security panel when you reach the top deactivate an Auto Defense Turret and avoid trouble. You may hear the sounds of battle in the next room but go in anyway.


== Available Scans ==
===Biotech Research Area 1===
[[File:Mp1 Biotech Research Area passage.png|thumb|right|Your passage of escape]]


*Creatures Scan - Parasite: These first appear in Emergency Evacuation Area (They are a one time only scan)
That third Parasite Queen from the last time you were here is now awake and fighting some Pirates. It's not really a problem for you though because an explosion kills all of them. Climb the rubble leading to the second deck where three more Pirates await. The way you came in when you were here before isn't accessible now, so you need to turn right at the top of the rubble. A large round tunnel is open to the right of door you took before (now blocked by rubble). Depending on how fast you get through the room, you may see the door to the tunnel blow open and kill the last Pirate.


*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.
===Subventilation Shaft Section A===
This is a large round tunnel and you can make good time by switching to Morph Ball mode. There are swarms of Parasites roaming around but clearing them isn't necessary and wastes time, so just run/roll through them. Shoot the large door at the end to open it.


*Research Scan - Map Station: Located in Map Facility.
===Subventilation Shaft Section B===
This is similar to Section A. The door at the end opens automatically.


*Crestures Scan - Auto Defence Turret: First seen in Deck Beta Security Hall
===Cargo Freight Lift to Deck Gamma===
This is a short tunnel that the left cab went under the last time you were here. Again, the door opens for you.


*Research Scan - Small Missile Ammo: Destroy the first Auto Defence Turret with a missile. It will then leave behind this pick-up.
===Main Ventilation Shaft Section A===
Similar to the previous ventilation shafts but the uphill slope means that you'll make better time on foot than in Morph Ball mode.


*Space Pirate Data - Fall of Zebes (NTSC/PAL): Located in Boihazard Containment
===Main Ventilation Shaft Section B===
Continue to a large cylindrical room and take out the turrets guarding it. Shoot the door on the far side to open it.


*Research Scan - Save Station: Located through a small door in the East wall of Reactor Core Entrance.
===Main Ventilation Shaft Section C===
This is downhill again so switch back to Morph Ball mode. There is another cylindrical room at the end but no turrets this time. This is your last chance to get a scan of a Parasite it you want one.  


*Creatures Scan - Parasite Queen (also explained above): Located in Reactor Core.
===Main Ventilation Shaft Section D===
Another uphill section so go on foot again.  


{{Footer Nav|game=Metroid Prime|prevpage=Walkthrough|nextpage=Welcome to Tallon IV|nextname=Missile Launcher}}
===Main Ventilation Shaft Section E===
There is a large metal cylinder pushing through this tunnel, as it begins moving back follow it left until you reach Main Ventilation Shaft Section F.
 
===Biotech Research Area 2===
Upon entering the room, you see Ridley, now revived as Meta Ridley, awaken and fly out of the ship. (If this is your first time playing a Metroid Game, Ridley is a recurring boss that first appeared in the original ''Metroid'' game and has appeared since in different variations and incarnations.) You learn more about how Ridley was brought back to life from Pirate Data scans later in the game.
 
The ledge on the far side of the gap is too high so follow the directions on screen to use the Grapple Beam. You need to get the second grapple point while since in the air from the first one, so you need to time when to let go and when to grapple again. Time when to let go the second time so you land on the ledge.
 
===Connection Elevator to Deck Alpha===
Scan the security panel at the corner to deactivate the room's turret, then continue on until you find another terminal to activate the elevator. As soon as you scan this, an explosion will blast you into the wall damaging most of your equipment. The only items that remain functional are the Power Beam, Power Suit, Combat Visor, and Scan Visor.
 
Step into the hologram to ride the elevator to Deck Alpha.
 
===Deck Alpha Mech Shaft===
This is a short passage but there are some confusing turns so keep an eye on the map.
 
===Air Lock===
The room depressurizes automatically when you go in, you then have to wait for the air to be evacuated so you can open the door out. There is a raging fire blocking the way back to deck Alpha in case you were thinking of trying to get back into the ship.
 
===Exterior Docking Hangar===
Follow the tunnel to the outer door and go through.
As you exit, you see Ridley making its escape and you run to your ship and take off in hot pursuit. But you lose Ridley in a storm so you land on the planet (Tallon IV) to continue the search.
 
{{Footer Nav|game=Metroid Prime|prevpage=Walkthrough|nextpage=Missile Launcher}}

Latest revision as of 22:41, 11 July 2021

Control selector Select controller:
GameCube, Wii

This area serves as tutorial stage designed to familiarize the player with the controls and the basics of gameplay in the Metroid world. Frequent messages pop up to explain what needs to be done, you should also take the liberty to mess around and explore. Many of the enemies here are easy to defeat. This doesn't mean the area is trivial though; there is a boss to fight, a long timed section to get through, and only one save point on the way.

Exporation[edit]

Samus, responding to a distress beacon, descends onto the deck of a desolate and abandoned frigate.

Exterior Docking Hangar[edit]

Fire on the red switches

First get used to moving around and firing your weapon. Force fields prevent you from falling off the platform. For a bit of extra target practice you might try shooting the asteroids flying overhead.

The way forward is blocked by a force field. Shoot the four red switches on its corners to deactivate it; this introduces you to the basics of L-targeting.

The next section has another force field with six switches, however these are offline. Follow the instructions on screen to switch to Scan mode and scan the nearby terminal to turn them on. The lower four switches are similar to the ones you've already done, but the upper two are too high to hit with L-targeting alone. Instructions appear to tell you how to target them if you haven't figured it out already.

Hop up the ledge; the game tells you how if it seems like you're having trouble. Follow the ramp to your first beam door. Shoot the door to unlock it, then approach and it will open, so go through. Follow the tunnel to another beam door and go through to the next room.

Air Lock[edit]

There is currently no atmosphere here and the far door cannot be opened until the air lock is repressurized. There is debris, including a couple of dead alien creatures, floating around so it appears that the artificial gravity is off as well.

Scan the terminal to fill the room with air and turn the gravity back on. Then proceed through the next door.

Deck Alpha Access Hall[edit]

There is some structural damage to this hallway and several small fires have broken out. Continue to the next room.

Emergency Evacuation Area[edit]

Log Book
Creatures: Parasite (Missable)
Research: Small Energy

The area is in shambles and partly on fire. Look around and do some scans to discover the reason; apparently there was a battle between Space Pirates and a large monster. Several Parasites are in the room feeding on Pirate corpses, however they can be killed with a single shot from the Power Beam. There are also crates of hazardous Phazon stacked against the walls. All escape pods have been jettisoned.

Go around the monster's corpse to find a Space Pirate still barely alive. It uses its last bit of strength to try to shoot you so finish it off; it will often yield a Small Energy. The door to the next room is just to the right of it.

Deck Alpha Umbilical Hall[edit]

Follow the directions on screen to blast through the rubble blocking your way with the Charge Beam and proceed to the other end.

Map Facility[edit]

Log Book
Research: Map Station

When you enter you see some parasites scurry into a ventilation tunnel on the right. There are no instructions on screen to tell you how to follow them, but later on you're told how to activate Morph Ball mode. You can get instructions from the Inventory section of the Log Book though.

Using the Morph Ball, follow the Parasites to find a Map Station. Scan it for the Research entry then step into it to download the map for the frigate. Scan the panels here for other information; the Pirates call the monster in the Evacuation Area a Parasite Queen and there seems to be a second one still at large. Go back and continue to the end of the hall.

Connection Elevator to Deck Beta[edit]

Scan the terminal to activate the elevator then step into the Hologram to be taken to a lower deck.

Deck Beta Conduit Hall[edit]

Rubble blocks the way but there is a narrow passage open; follow the directions on screen and switch to Morph Ball mode to get through. Avoid the arcs of electricity sent out by a malfunctioning energy conductor.

Biotech Research Area 1[edit]

There are two wounded Space Pirates in this room and they attack on sight. You get an on screen tip about strafing which will be useful to defeat them. Scan the walls for more information on what the Pirates were up to. They were injecting parasites with Phazon to increase their offensive capabilities. You can see two broken canisters at ground level confirming that the two of the monsters escaped control. There is a third monster in suspended animation in a third canister. Follow the balcony to the next room.

Deck Beta Security Hall[edit]

Log Book
Creatures: Auto Defense Turret
Research: Missile Ammunition

You now encounter the first real enemy in the game, an Auto Defense Turret. You can often, but not this time, deactivate these by scanning a nearby security panel. It's located around the corner in this room and, if you can, scan it for its Log Book entry then destroy it from a distance with a Missile (two on Hard Mode/Hyper Mode) or the Charge Beam before it wakes up and starts shooting. If you do get close enough to wake it up then retreat back behind corner. Timing your movements to avoid fire, strafe around the corner to get an L-target lock on the turret and strafe back. Strafe around the corner again but this time let a missile fly.

Destroying the turret often leaves Missile Ammunition, so scan it and pick it up to replace the missile(s) you fired. The turret was guarding the door to the next room.

Biohazard Containment[edit]

Log Book
Pirate Data: Fall of Zebes (Only chance)
The terminal with the "Fall of Zebes" log entry

This is a two-story room holding numerous monitors on the right and a dead Parasite Queen in a canister behind them. The monitor showing a red scan icon instead of the usual orange has the first Pirate Data log entry. Other monitors display the progress the Pirates were making in turning the parasites into weapons. Hermetically sealed lockers with specimens taken from Talon IV line the walls and you can scan them for extra info. One of the lockers has a Xenotropic life form which seems about to break out.

There is an Auto Defense Turret in the far corner but this time you can deactivate it by scanning a security panel. Scan the panel on the other side of the room to activate the elevator and ascend.

This next level has four Space Pirates, most are already injured, however there is one in perfect health that you will have to face. There are more lockers with specimens from Tallon IV. The door to the next room is at the end of the balcony.

Deck Beta Transit Hall[edit]

There is a schematic map with some tidbits of info on the right.

Cargo Freight Lift to Deck Gamma[edit]

An Auto Defense Turret activates and starts shooting as you enter the room; use the same strafing maneuvers as before to take it out before taking too much damage.

Scan the terminal to activate the lift, then enter the cab and step into the hologram to descend diagonally to the next deck. Once you reach the bottom, an unharmed Space Pirate jumps down in front of you and attacks. There is a parasite here if you missed the scan the first time.

To open the Reactor Core Entrance, you must first activate the door lock by scanning its terminal, then enter the lock clamp in Morph Ball form.

Reactor Core Entrance[edit]

Log Book
Research: Save Station

There are turrets near the ceiling here but they don't activate until you actually enter the room, so blast them before going in.

Go through the door on the left to the Save Station. Get the scan, save and return, then unlock the door with the Morph Ball as before.

Reactor Core[edit]

Log Book
Creatures: Parasite Queen (Only chance)

The hall to the Reactor Core is lined with more Pirate corpses than usual and green blood is splattered all over. Step forward to be taken down to the lower level. A live Parasite Queen climbs down from the shaft, roars at you and climbs into the reactor.

Parasite Queen
Parasite Queen, the first boss of Metroid Prime

Scan the Parasite Queen immediately and you will be able to aim for her weak point, the mouth. The creature will attack by firing streams of acid, however this only inflicts a small amount of damage. Her main defense is the two-layered reactor shield which stops all attacks unless you fire through an opening on one side. At times the shield will spin rapidly and block almost all incoming shots but an occasional Power Beam blast may still get through.

Keep strafing to avoid the acid and keep in front of the gap in the shield. The Charge Beam and Missiles are the most effective weapons; just keep blasting her mouth and she should be defeated in no time at all.

Advanced strategy (WII): Rapidly firing your Missiles can take out the Parasite Queen in a matter of seconds. This is done by pressing Y button followed by A button as fast as you can. Note that only three Missile can be active at a single time so use this strategy when you are as close to the Parasite Queen as possible.

When she's defeated the queen falls into the reactor causing an overload and leaving you with seven minutes to escape before the frigate's destruction. Quickly locate the exit using the map; it's not the same you you came in.

Escape[edit]

Deck Gamma Monitor Hall[edit]

Follow the steps up to the end of the passage.

Connection Elevator to Deck Beta[edit]

Activate the elevator and step into the hologram to be taken to deck Beta. Scan the security panel when you reach the top deactivate an Auto Defense Turret and avoid trouble. You may hear the sounds of battle in the next room but go in anyway.

Biotech Research Area 1[edit]

Your passage of escape

That third Parasite Queen from the last time you were here is now awake and fighting some Pirates. It's not really a problem for you though because an explosion kills all of them. Climb the rubble leading to the second deck where three more Pirates await. The way you came in when you were here before isn't accessible now, so you need to turn right at the top of the rubble. A large round tunnel is open to the right of door you took before (now blocked by rubble). Depending on how fast you get through the room, you may see the door to the tunnel blow open and kill the last Pirate.

Subventilation Shaft Section A[edit]

This is a large round tunnel and you can make good time by switching to Morph Ball mode. There are swarms of Parasites roaming around but clearing them isn't necessary and wastes time, so just run/roll through them. Shoot the large door at the end to open it.

Subventilation Shaft Section B[edit]

This is similar to Section A. The door at the end opens automatically.

Cargo Freight Lift to Deck Gamma[edit]

This is a short tunnel that the left cab went under the last time you were here. Again, the door opens for you.

Main Ventilation Shaft Section A[edit]

Similar to the previous ventilation shafts but the uphill slope means that you'll make better time on foot than in Morph Ball mode.

Main Ventilation Shaft Section B[edit]

Continue to a large cylindrical room and take out the turrets guarding it. Shoot the door on the far side to open it.

Main Ventilation Shaft Section C[edit]

This is downhill again so switch back to Morph Ball mode. There is another cylindrical room at the end but no turrets this time. This is your last chance to get a scan of a Parasite it you want one.

Main Ventilation Shaft Section D[edit]

Another uphill section so go on foot again.

Main Ventilation Shaft Section E[edit]

There is a large metal cylinder pushing through this tunnel, as it begins moving back follow it left until you reach Main Ventilation Shaft Section F.

Biotech Research Area 2[edit]

Upon entering the room, you see Ridley, now revived as Meta Ridley, awaken and fly out of the ship. (If this is your first time playing a Metroid Game, Ridley is a recurring boss that first appeared in the original Metroid game and has appeared since in different variations and incarnations.) You learn more about how Ridley was brought back to life from Pirate Data scans later in the game.

The ledge on the far side of the gap is too high so follow the directions on screen to use the Grapple Beam. You need to get the second grapple point while since in the air from the first one, so you need to time when to let go and when to grapple again. Time when to let go the second time so you land on the ledge.

Connection Elevator to Deck Alpha[edit]

Scan the security panel at the corner to deactivate the room's turret, then continue on until you find another terminal to activate the elevator. As soon as you scan this, an explosion will blast you into the wall damaging most of your equipment. The only items that remain functional are the Power Beam, Power Suit, Combat Visor, and Scan Visor.

Step into the hologram to ride the elevator to Deck Alpha.

Deck Alpha Mech Shaft[edit]

This is a short passage but there are some confusing turns so keep an eye on the map.

Air Lock[edit]

The room depressurizes automatically when you go in, you then have to wait for the air to be evacuated so you can open the door out. There is a raging fire blocking the way back to deck Alpha in case you were thinking of trying to get back into the ship.

Exterior Docking Hangar[edit]

Follow the tunnel to the outer door and go through. As you exit, you see Ridley making its escape and you run to your ship and take off in hot pursuit. But you lose Ridley in a storm so you land on the planet (Tallon IV) to continue the search.