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Metroid Prime 4: Beyond: How To Beat The Final Boss
Welcome to the final section in our Metroid Prime 4: Beyond boss guides. This is it, folks, the final boss. The big cheese, as Leon Kennedy would say. Naturally, we'll be going up against Sylux, the bounty hunter harboring an intense hatred for Samus and the Galactic Federation. This fight comprises three phases, the first of which sees you fight alongside your Federation companions. It's a difficult one, we won't lie. So let's dive right into it. Metroid Prime 4: Beyond - How to Beat the Final BossPhase One Image: Nintendo You'll be fighting side-by-side with your companions for this first phase. Sylux will be sporting a bunch of tentacles for some reason, so they'll be your primary focus here. Shoot the green orbs at the end of each tentacle. When you've dealt enough damage, you can use the lasso to pull the tentacle off Sylux. Images: Nintendo When all tentacles have been removed, you can damage Sylux, so we recommend fully charging your Thunder Shot and locking on to take full advantage of the short time provided. While you're shooting the tentacles, Sylux will swing them about and shoot projectiles at you, so watch out. All attacks from him will take off a huge chunk of your health if you're hit. Images: Nintendo After damaging Sylux, more tentacles will emerge, but initially, they'll be shaped like dragon heads and have elemental powers, just like your Power Beam. You can either shoot these heads to gain health or ammo, or simply wait it out until they turn back into the green orbs. It's likely your companions will also need healing at various points during this fight. This is almost guaranteed when Sylux breaks out the Thunder dragon heads. They'll use these to unleash a flurry of lightning strikes across the entire arena, downing one or two companions in one go. Approach your companion, press 'X' to enter psychic mode, and hold 'L' to heal Repeat this process until a cutscene triggers. Phase Two Image: Nintendo The next phase of the fight sees Samus and Sylux hurtling through hyperspace. Here, you simply need to try and keep him in your sights and keep firing with your Power Beam. Images: Nintendo Crucial health drops will emerge from Sylux, so try and grab them by moving through the hyperspace arena. You'll also need to stay on the move to avoid his attacks. These comprise of various projectiles, some shaped like circles and others like spinning batons. Sylux will also occasionally shoot at you with its standard weapon. Just keep on the move and keep firing. Eventually, the fight will move into phase three. Image: Nintendo Phase Three Image: Nintendo The final phase takes place on a basic platform in the dark reaches of space. The best way to damage Sylux here is to keep charging up your Thunder Shot. Images: Nintendo Sylux will have lots of devastating attacks here. Watch out for the LockJaw, Sylux's equivalent to the morph ball. Sylux will slam into Samus, knocking one of her Energy Tanks to the ground. When this happens, you'll have a split second to grab it before he does. If this does happen, you can boost into Sylux to steal it back. Occasionally, Sylux will also power up, suspended in mid-air. Your normal weapons won't work here, since they'll be absorbed into his weapon. Instead, use the Control Beam and guide the shot into Sylux. Images: Nintendo Sylux will also have standard attacks like shockwaves, melee attacks, and a beam of energy that will lock Samus in place while sapping her health. The aim of the game here is to dodge, dodge, dodge. Dash to the sides whenever you can. Keep firing with your Charged Thunder Shot when Sylux is in view and you'll eventually emerge triumphant. Image: Nintendo Ha, serves Sylux right, huh? If you need any more help with Metroid Prime 4: Beyond, then do check out our full walkthrough when you have a chance.
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Metroid Prime 4: Beyond: How To Beat The Final Boss
Welcome to the final section in our Metroid Prime 4: Beyond boss guides. This is it, folks, the final boss. The big cheese, as Leon Kennedy would say. Naturally, we'll be going up against Sylux, the bounty hunter harboring an intense hatred for Samus and the Galactic Federation. This fight comprises three phases, the first of which sees you fight alongside your Federation companions. It's a difficult one, we won't lie. So let's dive right into it. Metroid Prime 4: Beyond - How to Beat the Final BossPhase One Image: Nintendo You'll be fighting side-by-side with your companions for this first phase. Sylux will be sporting a bunch of tentacles for some reason, so they'll be your primary focus here. Shoot the green orbs at the end of each tentacle. When you've dealt enough damage, you can use the lasso to pull the tentacle off Sylux. Images: Nintendo When all tentacles have been removed, you can damage Sylux, so we recommend fully charging your Thunder Shot and locking on to take full advantage of the short time provided. While you're shooting the tentacles, Sylux will swing them about and shoot projectiles at you, so watch out. All attacks from him will take off a huge chunk of your health if you're hit. Images: Nintendo After damaging Sylux, more tentacles will emerge, but initially, they'll be shaped like dragon heads and have elemental powers, just like your Power Beam. You can either shoot these heads to gain health or ammo, or simply wait it out until they turn back into the green orbs. It's likely your companions will also need healing at various points during this fight. This is almost guaranteed when Sylux breaks out the Thunder dragon heads. They'll use these to unleash a flurry of lightning strikes across the entire arena, downing one or two companions in one go. Approach your companion, press 'X' to enter psychic mode, and hold 'L' to heal Repeat this process until a cutscene triggers. Phase Two Image: Nintendo The next phase of the fight sees Samus and Sylux hurtling through hyperspace. Here, you simply need to try and keep him in your sights and keep firing with your Power Beam. Images: Nintendo Crucial health drops will emerge from Sylux, so try and grab them by moving through the hyperspace arena. You'll also need to stay on the move to avoid his attacks. These comprise of various projectiles, some shaped like circles and others like spinning batons. Sylux will also occasionally shoot at you with its standard weapon. Just keep on the move and keep firing. Eventually, the fight will move into phase three. Image: Nintendo Phase Three Image: Nintendo The final phase takes place on a basic platform in the dark reaches of space. The best way to damage Sylux here is to keep charging up your Thunder Shot. Images: Nintendo Sylux will have lots of devastating attacks here. Watch out for the LockJaw, Sylux's equivalent to the morph ball. Sylux will slam into Samus, knocking one of her Energy Tanks to the ground. When this happens, you'll have a split second to grab it before he does. If this does happen, you can boost into Sylux to steal it back. Occasionally, Sylux will also power up, suspended in mid-air. Your normal weapons won't work here, since they'll be absorbed into his weapon. Instead, use the Control Beam and guide the shot into Sylux. Images: Nintendo Sylux will also have standard attacks like shockwaves, melee attacks, and a beam of energy that will lock Samus in place while sapping her health. The aim of the game here is to dodge, dodge, dodge. Dash to the sides whenever you can. Keep firing with your Charged Thunder Shot when Sylux is in view and you'll eventually emerge triumphant. Image: Nintendo Ha, serves Sylux right, huh? If you need any more help with Metroid Prime 4: Beyond, then do check out our full walkthrough when you have a chance. View full article
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Metroid Prime 4: Beyond: Chrono Tower Guide
Hello, and welcome to the final walkthrough section for Metroid Prime 4: Beyond! Here, we'll cover any remaining items and scans needed to obtain that 100% completion rating. In the meantime, we'll be looking for Galactic Federation Mech Parts in order to gain entry to Chrono Tower and use the Master Teleporter Keys. Chrono Tower WalkthroughFirst, there are a couple of items in Fury Green we need to pick up. Missile Expansion #36 Image: Nintendo Head over to Reflection Chamber near the Base Camp, where the remains of the mech 'Betsy' are located. Behind the mech's leg is a large container. Shoot this with a Super Missile to reveal the Missile Expansion. Power Bomb Expansion #2 Image: Nintendo Work your way back to the Quiet Clearing area. There will be a Lamorn statue on the right side. Use a Power Bomb to destroy it and reveal a Power Bomb Expansion. Okay, now let's go back out into Sol Valley and head on over to Flare Pool. Scan Entry: Leaping Spitter Image: Nintendo Start making your way over the Lave Lake Bridge. As you do, a new enemy will burst out of the lava: the Leaping Spitter. Scan it! Use the Scout Bot at the end of Lava Lake Bridge to reveal the exact locations of the remaining items in Flare Pool. Shot Expansion #35 Image: Nintendo [/image} The first item is right next to the Scout Bot. Use the Tether Nodes in morph ball mode to shoot up to the Shot Expansion suspended above. Now take Vi-O-La and head through the large door and into Volcano Heart. Scan Entry: Blow Hopper Image: Nintendo You'll see a new creature hovering above the lava. This is the Blow Hopper. It won't pose much of a threat, so go ahead and scan it, then drive off. Shot Expansion #36 Image: Nintendo Down to the left as you enter Volcano Heart is a large ramp. Behind it is a Shot Expansion. Drive into it to grab it. Missile Expansion #37 Image: Nintendo On the other side of Volcano Heart is a Missile Expansion, tucked away behind a huge piece of debris – you can't miss it. Finally, there's an Energy Tank in the centre of Volcano Heart, but before you can grab it, it'll be snatched away by... Scan Entry: Swim Snatcher Image: Nintendo Be aware, if you miss scanning the Swim Snatcher, you won't see it again! Energy Tank #14 Image: Nintendo Chase the Swim Snatcher around Volcano Heart, using 'A' to fire a projectile when you're able to get close enough to lock on. Hit it about five or six times, and it'll die and drop the Energy Tank. Missile Expansion #38 Image: Nintendo Head on over to Ventilation Works. Use the half-pipe to reach the Spider Track on the left. Take this over to the Missile Expansion. Shot Expansion #37 Image: Nintendo Go up the elevator by the Ventilation Works and move into Inspection Station. At the end, use the Fire Shot on the grating to the right and morph ball into the underground tunnel. Follow it up to grab the next Shot Expansion. From the Entry Bay, take the left corridor into the Boiler Room. You'll see a large machine at the back. Use the lasso to pull the hatch off, then fire your Thunder Shot several times to power up the machine. Two doors will open, revealing both a Shot Expansion and a Missile Expansion. Shot Expansion #38 Image: Nintendo Missile Expansion #39 Image: Nintendo Missile Expansion #40 Image: Nintendo In the Entry Bay, use the Thunder Shot to open the door next to the large hangar door. Head through to the Cooling Room, then deal with the Lamorn Beam Turret. The Missile Expansion is waiting behind it. Missile Expansion #41 Image: Nintendo From the Cooling Room, go into the Energy Extraction room. There's a Spider Track right in front of you. Take it up and press 'A' to use a bomb and leap over the small gaps when the electricity has died down. You'll eventually come to the Missile Expansion. Now head to the Map Station and use the Thunder Shot on the locked door. Move through the corridor until you come to the Subobservation Room (what a name!). Missile Expansion #42 Image: Nintendo You'll be attacked by a range of Psy-Bots, so focus on destroying these first. Then blow the hatch off the back wall with a missile, and use the lasso to pull the platforms down. Morph ball in, and work your way up to the Missile Expansion. Move into the Energy Injection room. Shot Expansion #39 Image: Nintendo Move to the centre of the room where you'll fall into a small half-pipe. Use the spinner at the end to reveal electrical circuits. Shoot these with the Thunder Shot to open the hatch in the middle. Inside is your next Shot Expansion. Shot Expansion #40 Image: Nintendo Work your way up to the top of Energy Injection using the grapple nodes. At the top, use the grapple points to swing over to the topmost platform and grab the Shot Expansion. Missile Expansion #43 Image: Nintendo Now go into the Overseer Room. Use your lasso to pull open a hatch up above. Drop a psychic bomb and throw it into the newly-revealed slot. Then, use your Control Beam to hit the three nodes as they pop out of the device. When you're done, the Missile Expansion will reveal itself. Now head back to Lava Lake Bridge. Disembark from Vi-O-La on the side closest to Sol Valley. Use your Super Missile on the large rock blocking the way into the entrance opposite the Volcano Heart. Head on through. Get off Vi-O-La when you come to a small bit of land. Fire a missile at the morph ball tunnel, then roll on through. Make your way around the short maze, waiting for any lava falling from above to stop. You'll notice a Power Bomb Expansion up above, but you can't get it thanks to the lava. Head to the end of the maze, then use the grapple points and nodes to swing over to an island where you can turn off the flow of lava. Power Bomb Expansion #3 Image: Nintendo When the lava has turned off, head back into the morph ball maze and work your way up to the Power Bomb Expansion. Shot Expansion #41 Image: Nintendo Now head to the Scrapyard area near the entrance to Flare Pool. Use a Power Bomb on the rubble to the left, then head up the Spider Track to get your Shot Expansion. Okay, we're done in Flare Pool... For now. Our goal now is to locate the Galactic Federation Mech Parts, but we'll need a Transporter Chip to obtain them. Exit Flare Pool and make your way back into Sol Valley. Near the entrance, you'll see some smoke rising up from a group of large rocks. Head over there. Images: Nintendo You'll come across Reger Tokabi, who's decided to set up camp here. Watch the cutscene – Tokabi will gift Samus with the Teleporter Chip, allowing you to send the Mech Parts back to Base Camp. Take the Chip back to Base Camp and give it to Myles in exchange for the Teleporter Patches. Image: Nintendo Now let's go search for the Mech Parts. Most of them are located at the Galactic Federation Debris Sites scattered around Sol Valley, so let's go to those first. Mech Part #1 Images: Nintendo The first Mech Part is located near the entrance to Fury Green. You'll see a vehicle lodged into the building. Use the lasso to pull it out, and the Mech Part is waiting behind. Press 'A' next to it to send it to Base Camp. Missile Expansion #44 Image: Nintendo While we're here, use a Control Beam to hit the target within the antenna located way up high at the Debris Site. This will cause the antenna to fall over, revealing a grapple point. Take the grapple point over to the roof of the building and grab the Missile Expansion. Missile Expansion #45 Images: Nintendo From the Debris Site, you should be able to see another column of smoke coming from some rocks. Head on over there and you'll meet Tokabi again. He'll gift you with a Missile Expansion. Now head southeast to reach the next Debris Site. Mech Part #2 Images: Nintendo At the Debris Site in the south, jump up onto the building using the boxes scattered around. You'll find the part on top. Simple. Missile Expansion #46 Image: Nintendo There's another Missile Expansion to grab while we're here. Walk around the building and you'll eventually find a hatch that you can open with a simple burst of electricity from your Thunder Shot. Morph ball through the opening and roll through to find the Expansion. Now head north-east to find the next Debris Site. Power Bomb Expansion #4 Image: Nintendo Before we head for the next mech part, let's grab our next Power Bomb Expansion. Use the grapple node on the Debris building and then make your way around until you can climb up to the top. Use a Power Bomb on the durable box to reveal the Power Bomb Expansion. Mech Part #3 Image: Nintendo Just to the west of the Debris Site – as indicated on the map above – is a large box. This is the mech part you need. Unfortunately, as you approach it, a giant Varmis creature will come and snatch it. What the heck! Follow the Varmis over to a large clearing. You'll need to fight it to retrieve the mech part. This fight isn't too difficult at all, but if you need help, check out our guide on How to Beat Varmis. Related Articles Guide Metroid Prime 4: Beyond: How To Beat VarmisEasy, girl When you're done, you can send the Mech Part back to Base Camp. Now let's head to the Debris Site at the north of the map. Mech Part #4 Images: Nintendo On the western side of the Debris Site, you'll see a Mech arm dangling down. Shoot it with your Thunder Shot to cause the fingers to articulate. The arm will fall to the ground, allowing you to approach it and send it back to Base Camp. Mech Part #5 Images: Nintendo Now head to the entrance for Ice Belt. Go inside the first door leading to Ice Belt, then straight through to the other side of the elevator to the other exit – basically, you want to wind up where we found the Psychic Boost Rail earlier. Now we need to head back to Flare Pool. When you get to the Lava Lake Bridge, go through the entrance to Lava Works, where we found the Power Bomb Expansion earlier. Scan Entry: Behemoth Image: Nintendo Make your way through to the Lava Works room. Scan the Behemoth when it makes its entrance. Warning: if you miss scanning this enemy, you won't get another chance! Defeat the Behemoth by targeting its red eyes. The Super Thunder Shot will work wonders in this fight, so don't be afraid to use it. Mech Part #6 Images: Nintendo When the Behemoth is down, you can approach the Mech Part and send it back to Base Camp. That's it! You've got them all. Well done. Shot Expansion #42 Images: Nintendo Head back to the Galactic Federation Debris Site where we picked up the Mech arm. Tokabi will be waiting for you. Watch the cutscene and he'll gift you with a Shot Expansion. Now you'll need to meet up with Tokabi one last time to gain your final item. To make him spawn in the last location, just head into any major region, then make your way back out into Sol Valley. Power Bomb Expansion #5 Images: Nintendo Tokabi's last location is just north of the entrance to Fury Green. Speak with him, and he'll gift you with a Power Bomb Expansion. You've now obtained 100% of items. Nice! Okay, time to head back to Base Camp and begin the final jaunt to Chrono Tower. Make sure you've collected all items and all available scans by this point. You should be on 100% items and 98% scans, with the last remaining scans being in the Sylux Forces category. Speak with your team at Base Camp. You'll be warned that you can't turn back if you choose to proceed. So if you're definitely ready, let's head to Chrono Tower. Watch the following cutscenes as Samus and her Galactic Federation companions approach Chrono Tower and blast through the force field with the Mech. When you finally regain control, you'll be inside the tower. Head forward into the net room and watch the next cutscene. The Guardian robots will awaken and guide you through the next room. When you reach the Lamorn statue, scan it to reveal a final message from the Lamorn. Head through to the next room, then scan the object suspended in the air. The elevator will activate, so take it up. Feel free to chat with your companions along the way. When you reach the top, scan the purple haze to the left of the Lamorn statue to reveal a Spider Track. Take it up in morph ball mode. Image: Nintendo When you reach the top and you're back in the tower, scan the terminal around the back. Enjoy the following cutscene, but get ready for your final fight. Scan Entry: Sylux Image: Nintendo Scan Entry: LockJaw Image: Nintendo Yes, your final fight is with Sylux, that dastardly fiend. Make your you scan Sylux as soon as you can, you won't get another chance! Similarly, in the third phase of the fight, Sylux will drop down into LockJaw mode. Scan this too!
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Metroid Prime 4: Beyond: Chrono Tower Guide
Hello, and welcome to the final walkthrough section for Metroid Prime 4: Beyond! Here, we'll cover any remaining items and scans needed to obtain that 100% completion rating. In the meantime, we'll be looking for Galactic Federation Mech Parts in order to gain entry to Chrono Tower and use the Master Teleporter Keys. Chrono Tower WalkthroughFirst, there are a couple of items in Fury Green we need to pick up. Missile Expansion #36 Image: Nintendo Head over to Reflection Chamber near the Base Camp, where the remains of the mech 'Betsy' are located. Behind the mech's leg is a large container. Shoot this with a Super Missile to reveal the Missile Expansion. Power Bomb Expansion #2 Image: Nintendo Work your way back to the Quiet Clearing area. There will be a Lamorn statue on the right side. Use a Power Bomb to destroy it and reveal a Power Bomb Expansion. Okay, now let's go back out into Sol Valley and head on over to Flare Pool. Scan Entry: Leaping Spitter Image: Nintendo Start making your way over the Lave Lake Bridge. As you do, a new enemy will burst out of the lava: the Leaping Spitter. Scan it! Use the Scout Bot at the end of Lava Lake Bridge to reveal the exact locations of the remaining items in Flare Pool. Shot Expansion #35 Image: Nintendo [/image} The first item is right next to the Scout Bot. Use the Tether Nodes in morph ball mode to shoot up to the Shot Expansion suspended above. Now take Vi-O-La and head through the large door and into Volcano Heart. Scan Entry: Blow Hopper Image: Nintendo You'll see a new creature hovering above the lava. This is the Blow Hopper. It won't pose much of a threat, so go ahead and scan it, then drive off. Shot Expansion #36 Image: Nintendo Down to the left as you enter Volcano Heart is a large ramp. Behind it is a Shot Expansion. Drive into it to grab it. Missile Expansion #37 Image: Nintendo On the other side of Volcano Heart is a Missile Expansion, tucked away behind a huge piece of debris – you can't miss it. Finally, there's an Energy Tank in the centre of Volcano Heart, but before you can grab it, it'll be snatched away by... Scan Entry: Swim Snatcher Image: Nintendo Be aware, if you miss scanning the Swim Snatcher, you won't see it again! Energy Tank #14 Image: Nintendo Chase the Swim Snatcher around Volcano Heart, using 'A' to fire a projectile when you're able to get close enough to lock on. Hit it about five or six times, and it'll die and drop the Energy Tank. Missile Expansion #38 Image: Nintendo Head on over to Ventilation Works. Use the half-pipe to reach the Spider Track on the left. Take this over to the Missile Expansion. Shot Expansion #37 Image: Nintendo Go up the elevator by the Ventilation Works and move into Inspection Station. At the end, use the Fire Shot on the grating to the right and morph ball into the underground tunnel. Follow it up to grab the next Shot Expansion. From the Entry Bay, take the left corridor into the Boiler Room. You'll see a large machine at the back. Use the lasso to pull the hatch off, then fire your Thunder Shot several times to power up the machine. Two doors will open, revealing both a Shot Expansion and a Missile Expansion. Shot Expansion #38 Image: Nintendo Missile Expansion #39 Image: Nintendo Missile Expansion #40 Image: Nintendo In the Entry Bay, use the Thunder Shot to open the door next to the large hangar door. Head through to the Cooling Room, then deal with the Lamorn Beam Turret. The Missile Expansion is waiting behind it. Missile Expansion #41 Image: Nintendo From the Cooling Room, go into the Energy Extraction room. There's a Spider Track right in front of you. Take it up and press 'A' to use a bomb and leap over the small gaps when the electricity has died down. You'll eventually come to the Missile Expansion. Now head to the Map Station and use the Thunder Shot on the locked door. Move through the corridor until you come to the Subobservation Room (what a name!). Missile Expansion #42 Image: Nintendo You'll be attacked by a range of Psy-Bots, so focus on destroying these first. Then blow the hatch off the back wall with a missile, and use the lasso to pull the platforms down. Morph ball in, and work your way up to the Missile Expansion. Move into the Energy Injection room. Shot Expansion #39 Image: Nintendo Move to the centre of the room where you'll fall into a small half-pipe. Use the spinner at the end to reveal electrical circuits. Shoot these with the Thunder Shot to open the hatch in the middle. Inside is your next Shot Expansion. Shot Expansion #40 Image: Nintendo Work your way up to the top of Energy Injection using the grapple nodes. At the top, use the grapple points to swing over to the topmost platform and grab the Shot Expansion. Missile Expansion #43 Image: Nintendo Now go into the Overseer Room. Use your lasso to pull open a hatch up above. Drop a psychic bomb and throw it into the newly-revealed slot. Then, use your Control Beam to hit the three nodes as they pop out of the device. When you're done, the Missile Expansion will reveal itself. Now head back to Lava Lake Bridge. Disembark from Vi-O-La on the side closest to Sol Valley. Use your Super Missile on the large rock blocking the way into the entrance opposite the Volcano Heart. Head on through. Get off Vi-O-La when you come to a small bit of land. Fire a missile at the morph ball tunnel, then roll on through. Make your way around the short maze, waiting for any lava falling from above to stop. You'll notice a Power Bomb Expansion up above, but you can't get it thanks to the lava. Head to the end of the maze, then use the grapple points and nodes to swing over to an island where you can turn off the flow of lava. Power Bomb Expansion #3 Image: Nintendo When the lava has turned off, head back into the morph ball maze and work your way up to the Power Bomb Expansion. Shot Expansion #41 Image: Nintendo Now head to the Scrapyard area near the entrance to Flare Pool. Use a Power Bomb on the rubble to the left, then head up the Spider Track to get your Shot Expansion. Okay, we're done in Flare Pool... For now. Our goal now is to locate the Galactic Federation Mech Parts, but we'll need a Transporter Chip to obtain them. Exit Flare Pool and make your way back into Sol Valley. Near the entrance, you'll see some smoke rising up from a group of large rocks. Head over there. Images: Nintendo You'll come across Reger Tokabi, who's decided to set up camp here. Watch the cutscene – Tokabi will gift Samus with the Teleporter Chip, allowing you to send the Mech Parts back to Base Camp. Take the Chip back to Base Camp and give it to Myles in exchange for the Teleporter Patches. Image: Nintendo Now let's go search for the Mech Parts. Most of them are located at the Galactic Federation Debris Sites scattered around Sol Valley, so let's go to those first. Mech Part #1 Images: Nintendo The first Mech Part is located near the entrance to Fury Green. You'll see a vehicle lodged into the building. Use the lasso to pull it out, and the Mech Part is waiting behind. Press 'A' next to it to send it to Base Camp. Missile Expansion #44 Image: Nintendo While we're here, use a Control Beam to hit the target within the antenna located way up high at the Debris Site. This will cause the antenna to fall over, revealing a grapple point. Take the grapple point over to the roof of the building and grab the Missile Expansion. Missile Expansion #45 Images: Nintendo From the Debris Site, you should be able to see another column of smoke coming from some rocks. Head on over there and you'll meet Tokabi again. He'll gift you with a Missile Expansion. Now head southeast to reach the next Debris Site. Mech Part #2 Images: Nintendo At the Debris Site in the south, jump up onto the building using the boxes scattered around. You'll find the part on top. Simple. Missile Expansion #46 Image: Nintendo There's another Missile Expansion to grab while we're here. Walk around the building and you'll eventually find a hatch that you can open with a simple burst of electricity from your Thunder Shot. Morph ball through the opening and roll through to find the Expansion. Now head north-east to find the next Debris Site. Power Bomb Expansion #4 Image: Nintendo Before we head for the next mech part, let's grab our next Power Bomb Expansion. Use the grapple node on the Debris building and then make your way around until you can climb up to the top. Use a Power Bomb on the durable box to reveal the Power Bomb Expansion. Mech Part #3 Image: Nintendo Just to the west of the Debris Site – as indicated on the map above – is a large box. This is the mech part you need. Unfortunately, as you approach it, a giant Varmis creature will come and snatch it. What the heck! Follow the Varmis over to a large clearing. You'll need to fight it to retrieve the mech part. This fight isn't too difficult at all, but if you need help, check out our guide on How to Beat Varmis. Related Articles Guide Metroid Prime 4: Beyond: How To Beat VarmisEasy, girl When you're done, you can send the Mech Part back to Base Camp. Now let's head to the Debris Site at the north of the map. Mech Part #4 Images: Nintendo On the western side of the Debris Site, you'll see a Mech arm dangling down. Shoot it with your Thunder Shot to cause the fingers to articulate. The arm will fall to the ground, allowing you to approach it and send it back to Base Camp. Mech Part #5 Images: Nintendo Now head to the entrance for Ice Belt. Go inside the first door leading to Ice Belt, then straight through to the other side of the elevator to the other exit – basically, you want to wind up where we found the Psychic Boost Rail earlier. Now we need to head back to Flare Pool. When you get to the Lava Lake Bridge, go through the entrance to Lava Works, where we found the Power Bomb Expansion earlier. Scan Entry: Behemoth Image: Nintendo Make your way through to the Lava Works room. Scan the Behemoth when it makes its entrance. Warning: if you miss scanning this enemy, you won't get another chance! Defeat the Behemoth by targeting its red eyes. The Super Thunder Shot will work wonders in this fight, so don't be afraid to use it. Mech Part #6 Images: Nintendo When the Behemoth is down, you can approach the Mech Part and send it back to Base Camp. That's it! You've got them all. Well done. Shot Expansion #42 Images: Nintendo Head back to the Galactic Federation Debris Site where we picked up the Mech arm. Tokabi will be waiting for you. Watch the cutscene and he'll gift you with a Shot Expansion. Now you'll need to meet up with Tokabi one last time to gain your final item. To make him spawn in the last location, just head into any major region, then make your way back out into Sol Valley. Power Bomb Expansion #5 Images: Nintendo Tokabi's last location is just north of the entrance to Fury Green. Speak with him, and he'll gift you with a Power Bomb Expansion. You've now obtained 100% of items. Nice! Okay, time to head back to Base Camp and begin the final jaunt to Chrono Tower. Make sure you've collected all items and all available scans by this point. You should be on 100% items and 98% scans, with the last remaining scans being in the Sylux Forces category. Speak with your team at Base Camp. You'll be warned that you can't turn back if you choose to proceed. So if you're definitely ready, let's head to Chrono Tower. Watch the following cutscenes as Samus and her Galactic Federation companions approach Chrono Tower and blast through the force field with the Mech. When you finally regain control, you'll be inside the tower. Head forward into the net room and watch the next cutscene. The Guardian robots will awaken and guide you through the next room. When you reach the Lamorn statue, scan it to reveal a final message from the Lamorn. Head through to the next room, then scan the object suspended in the air. The elevator will activate, so take it up. Feel free to chat with your companions along the way. When you reach the top, scan the purple haze to the left of the Lamorn statue to reveal a Spider Track. Take it up in morph ball mode. Image: Nintendo When you reach the top and you're back in the tower, scan the terminal around the back. Enjoy the following cutscene, but get ready for your final fight. Scan Entry: Sylux Image: Nintendo Scan Entry: LockJaw Image: Nintendo Yes, your final fight is with Sylux, that dastardly fiend. Make your you scan Sylux as soon as you can, you won't get another chance! Similarly, in the third phase of the fight, Sylux will drop down into LockJaw mode. Scan this too! View full article
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Metroid Prime 4: Beyond: Great Mines Guide
Hello, welcome back to our full walkthrough for Metroid Prime 4: Beyond. This time, we're heading into The Great Mines to obtain our fourth and final Master Teleporter Key. This is it, folks. The end is (kind of) in sight. The Great Mines is a dangerous place, full of nasty enemies along with what might be the most ferocious boss of the entire game. Be ready. The Great Mines WalkthroughIn Sol Valley, head to The Great Mines; it'll be marked on your map in the north-east corner. When you reach the mines, a cutscene will trigger. You'll need to use the Spider Track to get across the gap, but don't go over just yet. Instead, jump off the side. Trust us! Shot Expansion #21 Image: Nintendo Underneath the bridge, you'll see a bunch of grapple points. Use the grapple to swing across and grab the Shot Expansion. Okay, now head back up and go across the Spider Track. Press the terminal on the other side to extend the bridge. Use the next terminal to activate the terminal, then take it down. When you reach the bottom, activate the terminal to open the door to The Great Mines. Scan Entry: Winged Lizard Image: Nintendo You'll see some creatures flying around the area; these are Winged Lizards. Scan one! Missile Expansion #25 Image: Nintendo Walk around to the right and jump over the gap. Take the Spider Track up. Jump over the next two gaps and jump down the next Spider Track. Hop over the next gap and you'll see a third Spider Track going up. Take this up to grab the Missile Expansion. Work your way back around until you see a Spider Track leading across the huge gap. Take this across, then use the spinner at the end to extend the bridge. Allow Armstrong and Duke to pull the Energy Lock apart, then shoot its centre with the Thunder Shot. Head through the door into the Entry Tunnel. Take the door on the left, then go straight ahead for the Save Station. Now exit and take the door on the left into the Command Center. Scan the terminal in the middle to gain the Area Map. Now use the bomb slot to open the door on the right. Scan Entry: Spin Dartwing Image: Nintendo Immediately drop out of morph ball mode, then scan the Spin Dartwings hanging from the ceiling before they dash at you. Head through the door into Transit Tunnel A, then keep going into the Drilling Site. Scan and activate the terminal over on the right. Head around to the back of the large drill and morph ball into the end. Boost around clockwise to power it up. After the cutscene, jump up the platforms and use the lasso to pull the drill into a vertical position. Now get ready for a fight. Scan Entry: Maul Griever Image: Nintendo Two Griever variants will attack, so scan them both. The first and more populous is the Maul Griever. Scan Entry: Griever Bomber Image: Nintendo The Griever Bombers are easy to spot thanks to their green glow. Watch out, though - if they get too close, they'll explode. During the fight, if either Duke or Armstrong gets downed, go into psychic mode and hold 'L' next to them to heal them back to full health. When the drill successfully burrows through the floor, jump down. Scan Entry: Metareetta Image: Nintendo Move through the cave until you see the Metareetta. Scan one of them. Head through the door and use missiles on the blockage in front of you. More Maul Grievers and Griever Bombers will attack, so fend them off. Scan Entry: Pop Crawler Image: Nintendo Head through the next door and you'll see a curious creature pop out of the ground. Scan it, then shoot it a few times to dispatch it. Shoot the small bulbs at the end, then the larger one when it opens up. Jump down the hole. Shoot the bulb in front, then use the Control Beam to guide a shot up through the hole in the left of the ceiling. Aim it towards the second bulb inside. Do the same for the hole on the right, then blast the main bulb when it opens up. Jump down again. Scan Entry: Snare Weed Image: Nintendo You'll see some purple weeds ahead. Scan this, then shoot to cause them to shrink back into the ground. Use the lasso on the blockage ahead. Continue through, shooting the Snare Weeds in your way. Clear the next blockage, then jump down. Scan Entry: Cave Shren Image: Nintendo After the brief cutscene, scan the Cave Shrens that appear in front of you. Head through the door and fire missiles at the next blockage. Fight the Grievers that descend upon you. Jump across the short gap and turn around. Scan Entry: Crystal Crawler Image: Nintendo You'll see a couple of Crystal Crawlers on the walls opposite, so scan one of them. You can now also use them to grapple across the gap. Missile Expansion #26 Image: Nintendo When you successfully cross the gap using the Crystal Crawlers, you'll come to your next Missile Expansion. Grab it, then grapple your way back. Use the lasso on the next blockage, then head through the door and into Construction Site. Scan Entry: Cave Roach Image: Nintendo Work your way around the Construction Site and you'll see some cute little Cave Roaches at the end. Scan one of them! Now use a Fire Shot on the webbing above. Drop a morph ball bomb and psychically throw it into the slot above. Move through the door and the following corridor until you reach the Cave Eater, a very useful vehicle. Get rid of the webbing on its controls, then scan it. You'll now need to provide cover for Armstrong while she uses the Cave Eater to get through to the next area. Just keep moving and shooting, and those Grievers will be toast. When Armstrong gets through, head through the door and say your goodbyes. In Transit Junction, there's a Save Station on the right, so use it if you wish. Now head through to Main Shaft - Level 2 by removing the webbing covering the door and moving through the morph ball tunnel. Jump over the gaps, then go left at the large elevator shaft. Turn left again and scan the purple haze to reveal a Psychic Boost Rail. Shot Expansion #22 Image: Nintendo Use the Boost Rail to hurtle around the environment and grab your next Shot Expansion. Now use the combination of Tether Nodes and Spider Tracks to reach the other side of the Main Shaft room. Grapple over the gap, then use the spinner to extend the bridge. Energy Tank #12 Image: Nintendo You'll see some Psychic Platforms by the bridge. Scan these to materialise them, and jump across to grab the Energy Tank. Head through the door and go straight through Transit Tunnel D to reach the Quarry. Move forwards to trigger a cutscene. Scan Entry: Maul Griever Brute Image: Nintendo He's a big boy! Scan the Brute, then defeat it with combinations of your Charge Shot, Thunder Shot, and more. VUE-995 will join you partway through the fight, so that's nice! When you're done, let VUE-995 clear the blockage, then head through the door into Easing Tunnel. Boost up the half-pipe to reach the Spider Track. Work your way around and use boost on the large screws to remove the structure from the ceiling. When it drops, a bunch of Grievers will attack, so get rid of them. Scan the structure to allow VUE-995 to remove the blockage. Power Suit Upgrade - Super Missile Image: Nintendo Fire a missile at the glass, then go into the structure and grab the Super Missile. Missile Expansion #27 Image: Nintendo Use the Super Missile on the blue crystals on the wall to destroy them. Inside is your next Missile Expansion. Head back into the Quarry and use the Super Missile on the blue crystal wall at the back. Head through and work your way through the corridor. You'll wind up in Crystal Crevice. Shot Expansion #23 Image: Nintendo Before you use the Crystal Crawlers in front of you, turn around and target the one directly above. Now hp over the platforms to get your next Shot Expansion. When you're done, you can just jump down to reach the other side. Turn around and use a Super Missile on the broken platform to your left. This will fall down and allow VUE-995 to follow you. Scan the blockage at the end to command VUE-995 to remove it. Remove the next blockage with your grapple, then jump down the hole. Scan Entry: Goura Ghaspore Image: Nintendo Move through the door and follow the corridor around. You'll eventually find a Goura Ghaspore, a powered-up version of an early enemy from Fury Green. Scan it. Keep moving through the tunnels until you come to the Main Nest. Move forwards and scan the blockage ahead. Before VUE-995 can get to it, you're both attacked by another Maul Griever Brute. Get rid of it just like you did with the earlier one. Now quickly move through the next few tunnels, fending off Grievers along the way. Eventually, you'll reach the Chasm. After an intense fight with the Grievers, you and VUE-995 will go your separate ways. When you're on the other side of the Chasm, pull the hatch with the lasso and morph ball through the tunnel ahead. Move through Main Shaft - Level 3 and touch the hologram on the large door. On the other side, you'll see a massive Griever cocoon. Uh oh... If you turn left immediately at this point, you'll spot the Scout Bot for The Great Mines. Since you have the Thunder Shot, you might as well activate it there and then. Related Articles Guide Metroid Prime 4: Beyond: All Scout Bot LocationsWake up, bots! Missile Expansion #28 Image: Nintendo Go through into Transit Tunnel E. On the right, you'll see a hatch that you can rip open with the lasso. Drop down into morph ball mode and work your way left to grab the next Missile Expansion. Go back out, then take the opposite door to save your game. Head straight through Transit Tunnel F and into the Crystal Extraction room. You'll see a Sacred Shrine ahead, but you're going to have to fight something big to get to it... Scan Entry: Omega Griever Image: Nintendo Yes, it's the Omega Griever! Get ready for a pretty nasty fight, but first, make sure to scan it. Now, if you need help with this one, then do check out our guide on How to Beat Omega Griever. Related Articles Guide Metroid Prime 4: Beyond: How To Beat Omega GrieverThe alpha and the... Power Suit Upgrade: Psychic Power Bomb Image: Nintendo When you're done, you can go ahead and grab the next Power Suit Upgrade: the exceedingly destructive Psychic Power Bomb. When the Sacred Shrine reappears, drop into morph ball mode and lay down a power bomb in the middle of the four lights. Look up into the light as usual, then move forward to grab the Master Teleporter Key. Use a power bomb on the door to leave the Crystal Extraction room. Head to the Save Station and save your game. We'll make our way out of The Great Mines for the time being, but we'll be coming back for some more items shortly. Use a Super Missile on the Enhanced Lock Unit in the elevator shaft, then power it up with a Power Bomb. Touch the terminal and watch the following cutscene. Shot Expansion #24 Image: Nintendo When you're back out in Sol Valley, you'll see an Enhanced Lock unit above the elevator for The Great Mines that you can blast off with a Super Missile. Grapple up, blast off the panel, then morph ball through the tunnel to find the Shot Expansion. Now head back into The Great Mines. We know, we know, we just left. But we want 100% completion, right? We'll whip through these quickly, so pay attention to the rooms listed in each entry. Shot Expansion #25 Image: Nintendo Head to the Command Center first of all. You'll see a container suspended from the ceiling. Use your lasso to pull the cover off and reveal a Shot Expansion inside. Missile Expansion #29 Image: Nintendo Move through to Transit Tunnel A. You'll see an Enhanced Lock Unit on the right, so use your Super Missile to blast it open, then go through and grab the Missile Expansion. Shot Expansion #26 Image: Nintendo Go down to the next floor and head to Garnbocask Site B. Use a Power Bomb on the hardened blockage to the right, then jump through and pick up the Shot Expansion. Missile Expansion #30 Image: Nintendo Go down to the next floor and make your way to Transit Tunnel B. You'll see another Enhanced Lock Unit amongst the debris. Get rid of it with a Super Missile, then get the Missile Expansion. Shot Expansion #27 Image: Nintendo Work your way back to the Quarry, where we first met the Maul Griever Brute. Use a Super Missile on the Enhanced Lock Unit to the right. Pull the hatch off the morph ball tunnel inside, then work your way around. You'll need to bomb the slots to change the direction of the tunnels, eventually working your way around to the Shot Expansion. Missile Expansion #31 Image: Nintendo Next to the Quarry is the Easing Tunnel. Use the Power Bomb on the slot to the right. A vehicle will rise up from underground. So jump onto it and get rid of the crystals with a Super Missile. Now grab the Missile Expansion. Power Bomb Expansion #1 Image: Nintendo Go down to the next level. In the first room, the Power Pit, turn around and shoot the webbing with your Fire Shot. Morph ball through, then use a Power Bomb on the blockage. Grab the Power Bomb Expansion. Now head to the Main Next Tunnel and use a Power Bomb on the hardened wall. Work your way into the Chasm Tunnel. Energy Tank #13 Image: Nintendo Use Fire Shot on the webbing. Drop into morph ball mode and work your way around the maze in Chasm Tunnel, using a combination of boost ball, the Tether Nodes, and bombs. You'll find the Energy Tank at the top. Shot Expansion #28 Image: Nintendo Head to Main Shaft - Level 3. Before you get to the elevator, head right and you'll see a target on the wall. Shoot it to reveal a Spider Track. This won't be active for long, so head up and onto the roof before it deactivates. From there, use the Control Beam to hit the target again. Quickly work your way up the Spider Track to gain your next Shot Expansion. That's it for The Great Mines! And as luck would have it, we're right by the elevator. Take it back up into Sol Valley. Now let's head to Volt Forge and mop up the remaining items there. Shot Expansion #29 Image: Nintendo First, head to the Tower 2 Generator and hit the Scout Bot with a Thunder Shot for a proper look at the item locations on your map. Related Articles Guide Metroid Prime 4: Beyond: All Scout Bot LocationsWake up, bots! While you're there, you'll see a Spider Track on the wall. Use the psychic abilities to reveal the Tether Nodes, then make your way across to the platform on the far side. The Shot Expansion will be in a box. Missile Expansion #32 Image: Nintendo Head up to the top of Tower 2 via the morph ball elevator, then head down to Processing. There's a spinner in the centre of the room. Use it to reveal a Missile Expansion. Shot Expansion #30 Image: Nintendo Head further down and into Storage. Jump on top of one of the containers around the outer edge of the room. Use this to reach the grapple point in the middle, then swing over to the Shot Expansion on the platform. Shot Expansion #31 Image: Nintendo Just over the corridor in Tower 2: Elevator 3, you'll see a Shot Expansion hidden in the ceiling above the elevator. Pull the cover with your lasso, then use the morph ball to squeeze in and grab it. Shot Expansion #32 Image: Nintendo Down in Archives, pull the latches on the suspended containers to cause them to drop to the floor. Jump up and pull the latch off the highest container to open its door and reveal the Shot Expansion. Now head straight down to Certification in Tower 3. Missile Expansion #33 Image: Nintendo Use the lasso on the hatch to your immediate right when you enter Certification. When it's open, hit the target with several Thunder Shots. This will open the hatch and reveal the Missile Expansion. Missile Expansion #34 Image: Nintendo Walk down to the door leading to Facility Core. On your right is a weakened wall, so use your missile to destroy it. Open the psychic container inside and grab the Missile Expansion. Head on over to the bottom of Tower 1. From there, go to the Collapsed Catwalk. Shot Expansion #33 Image: Nintendo At the bottom of the Collapsed Catwalk, use the lasso to pull the cover off a small, morph ball-sized vent. Work your way through, dealing with the Maintenance Tank on the way with bombs. Eventually, you'll roll into the Shot Expansion. Shot Expansion #34 Image: Nintendo Make your way to the Manufacturing Floor. Let the machines take you up a floor by dropping into morph ball mode and rolling into the relevant slot. As you roll around the edge, you'll come across a Spider Track. Take this into the centre of the room. You'll enter a cylindrical chamber. Roll up the sides in Spider Ball mode, avoiding the electricity as you go. The Shot Expansion will be at the top Missile Expansion #35 Image: Nintendo For the last remaining item in Volt Forge, head back to Facility Approach. The Missile Expansion can be found in a container toward the Vi-O-La tunnel. Just walk around to its backside and you'll see it. Easy, huh? That'll about do it for this section. Next time, we'll collect our last remaining items from Fury Green, Sol Valley, and Flare Pool. Then, we'll collect the Galactic Federation Mech Parts necessary to gain access to Chrono Tower.
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Metroid Prime 4: Beyond: Great Mines Guide
Hello, welcome back to our full walkthrough for Metroid Prime 4: Beyond. This time, we're heading into The Great Mines to obtain our fourth and final Master Teleporter Key. This is it, folks. The end is (kind of) in sight. The Great Mines is a dangerous place, full of nasty enemies along with what might be the most ferocious boss of the entire game. Be ready. The Great Mines WalkthroughIn Sol Valley, head to The Great Mines; it'll be marked on your map in the north-east corner. When you reach the mines, a cutscene will trigger. You'll need to use the Spider Track to get across the gap, but don't go over just yet. Instead, jump off the side. Trust us! Shot Expansion #21 Image: Nintendo Underneath the bridge, you'll see a bunch of grapple points. Use the grapple to swing across and grab the Shot Expansion. Okay, now head back up and go across the Spider Track. Press the terminal on the other side to extend the bridge. Use the next terminal to activate the terminal, then take it down. When you reach the bottom, activate the terminal to open the door to The Great Mines. Scan Entry: Winged Lizard Image: Nintendo You'll see some creatures flying around the area; these are Winged Lizards. Scan one! Missile Expansion #25 Image: Nintendo Walk around to the right and jump over the gap. Take the Spider Track up. Jump over the next two gaps and jump down the next Spider Track. Hop over the next gap and you'll see a third Spider Track going up. Take this up to grab the Missile Expansion. Work your way back around until you see a Spider Track leading across the huge gap. Take this across, then use the spinner at the end to extend the bridge. Allow Armstrong and Duke to pull the Energy Lock apart, then shoot its centre with the Thunder Shot. Head through the door into the Entry Tunnel. Take the door on the left, then go straight ahead for the Save Station. Now exit and take the door on the left into the Command Center. Scan the terminal in the middle to gain the Area Map. Now use the bomb slot to open the door on the right. Scan Entry: Spin Dartwing Image: Nintendo Immediately drop out of morph ball mode, then scan the Spin Dartwings hanging from the ceiling before they dash at you. Head through the door into Transit Tunnel A, then keep going into the Drilling Site. Scan and activate the terminal over on the right. Head around to the back of the large drill and morph ball into the end. Boost around clockwise to power it up. After the cutscene, jump up the platforms and use the lasso to pull the drill into a vertical position. Now get ready for a fight. Scan Entry: Maul Griever Image: Nintendo Two Griever variants will attack, so scan them both. The first and more populous is the Maul Griever. Scan Entry: Griever Bomber Image: Nintendo The Griever Bombers are easy to spot thanks to their green glow. Watch out, though - if they get too close, they'll explode. During the fight, if either Duke or Armstrong gets downed, go into psychic mode and hold 'L' next to them to heal them back to full health. When the drill successfully burrows through the floor, jump down. Scan Entry: Metareetta Image: Nintendo Move through the cave until you see the Metareetta. Scan one of them. Head through the door and use missiles on the blockage in front of you. More Maul Grievers and Griever Bombers will attack, so fend them off. Scan Entry: Pop Crawler Image: Nintendo Head through the next door and you'll see a curious creature pop out of the ground. Scan it, then shoot it a few times to dispatch it. Shoot the small bulbs at the end, then the larger one when it opens up. Jump down the hole. Shoot the bulb in front, then use the Control Beam to guide a shot up through the hole in the left of the ceiling. Aim it towards the second bulb inside. Do the same for the hole on the right, then blast the main bulb when it opens up. Jump down again. Scan Entry: Snare Weed Image: Nintendo You'll see some purple weeds ahead. Scan this, then shoot to cause them to shrink back into the ground. Use the lasso on the blockage ahead. Continue through, shooting the Snare Weeds in your way. Clear the next blockage, then jump down. Scan Entry: Cave Shren Image: Nintendo After the brief cutscene, scan the Cave Shrens that appear in front of you. Head through the door and fire missiles at the next blockage. Fight the Grievers that descend upon you. Jump across the short gap and turn around. Scan Entry: Crystal Crawler Image: Nintendo You'll see a couple of Crystal Crawlers on the walls opposite, so scan one of them. You can now also use them to grapple across the gap. Missile Expansion #26 Image: Nintendo When you successfully cross the gap using the Crystal Crawlers, you'll come to your next Missile Expansion. Grab it, then grapple your way back. Use the lasso on the next blockage, then head through the door and into Construction Site. Scan Entry: Cave Roach Image: Nintendo Work your way around the Construction Site and you'll see some cute little Cave Roaches at the end. Scan one of them! Now use a Fire Shot on the webbing above. Drop a morph ball bomb and psychically throw it into the slot above. Move through the door and the following corridor until you reach the Cave Eater, a very useful vehicle. Get rid of the webbing on its controls, then scan it. You'll now need to provide cover for Armstrong while she uses the Cave Eater to get through to the next area. Just keep moving and shooting, and those Grievers will be toast. When Armstrong gets through, head through the door and say your goodbyes. In Transit Junction, there's a Save Station on the right, so use it if you wish. Now head through to Main Shaft - Level 2 by removing the webbing covering the door and moving through the morph ball tunnel. Jump over the gaps, then go left at the large elevator shaft. Turn left again and scan the purple haze to reveal a Psychic Boost Rail. Shot Expansion #22 Image: Nintendo Use the Boost Rail to hurtle around the environment and grab your next Shot Expansion. Now use the combination of Tether Nodes and Spider Tracks to reach the other side of the Main Shaft room. Grapple over the gap, then use the spinner to extend the bridge. Energy Tank #12 Image: Nintendo You'll see some Psychic Platforms by the bridge. Scan these to materialise them, and jump across to grab the Energy Tank. Head through the door and go straight through Transit Tunnel D to reach the Quarry. Move forwards to trigger a cutscene. Scan Entry: Maul Griever Brute Image: Nintendo He's a big boy! Scan the Brute, then defeat it with combinations of your Charge Shot, Thunder Shot, and more. VUE-995 will join you partway through the fight, so that's nice! When you're done, let VUE-995 clear the blockage, then head through the door into Easing Tunnel. Boost up the half-pipe to reach the Spider Track. Work your way around and use boost on the large screws to remove the structure from the ceiling. When it drops, a bunch of Grievers will attack, so get rid of them. Scan the structure to allow VUE-995 to remove the blockage. Power Suit Upgrade - Super Missile Image: Nintendo Fire a missile at the glass, then go into the structure and grab the Super Missile. Missile Expansion #27 Image: Nintendo Use the Super Missile on the blue crystals on the wall to destroy them. Inside is your next Missile Expansion. Head back into the Quarry and use the Super Missile on the blue crystal wall at the back. Head through and work your way through the corridor. You'll wind up in Crystal Crevice. Shot Expansion #23 Image: Nintendo Before you use the Crystal Crawlers in front of you, turn around and target the one directly above. Now hp over the platforms to get your next Shot Expansion. When you're done, you can just jump down to reach the other side. Turn around and use a Super Missile on the broken platform to your left. This will fall down and allow VUE-995 to follow you. Scan the blockage at the end to command VUE-995 to remove it. Remove the next blockage with your grapple, then jump down the hole. Scan Entry: Goura Ghaspore Image: Nintendo Move through the door and follow the corridor around. You'll eventually find a Goura Ghaspore, a powered-up version of an early enemy from Fury Green. Scan it. Keep moving through the tunnels until you come to the Main Nest. Move forwards and scan the blockage ahead. Before VUE-995 can get to it, you're both attacked by another Maul Griever Brute. Get rid of it just like you did with the earlier one. Now quickly move through the next few tunnels, fending off Grievers along the way. Eventually, you'll reach the Chasm. After an intense fight with the Grievers, you and VUE-995 will go your separate ways. When you're on the other side of the Chasm, pull the hatch with the lasso and morph ball through the tunnel ahead. Move through Main Shaft - Level 3 and touch the hologram on the large door. On the other side, you'll see a massive Griever cocoon. Uh oh... If you turn left immediately at this point, you'll spot the Scout Bot for The Great Mines. Since you have the Thunder Shot, you might as well activate it there and then. Related Articles Guide Metroid Prime 4: Beyond: All Scout Bot LocationsWake up, bots! Missile Expansion #28 Image: Nintendo Go through into Transit Tunnel E. On the right, you'll see a hatch that you can rip open with the lasso. Drop down into morph ball mode and work your way left to grab the next Missile Expansion. Go back out, then take the opposite door to save your game. Head straight through Transit Tunnel F and into the Crystal Extraction room. You'll see a Sacred Shrine ahead, but you're going to have to fight something big to get to it... Scan Entry: Omega Griever Image: Nintendo Yes, it's the Omega Griever! Get ready for a pretty nasty fight, but first, make sure to scan it. Now, if you need help with this one, then do check out our guide on How to Beat Omega Griever. Related Articles Guide Metroid Prime 4: Beyond: How To Beat Omega GrieverThe alpha and the... Power Suit Upgrade: Psychic Power Bomb Image: Nintendo When you're done, you can go ahead and grab the next Power Suit Upgrade: the exceedingly destructive Psychic Power Bomb. When the Sacred Shrine reappears, drop into morph ball mode and lay down a power bomb in the middle of the four lights. Look up into the light as usual, then move forward to grab the Master Teleporter Key. Use a power bomb on the door to leave the Crystal Extraction room. Head to the Save Station and save your game. We'll make our way out of The Great Mines for the time being, but we'll be coming back for some more items shortly. Use a Super Missile on the Enhanced Lock Unit in the elevator shaft, then power it up with a Power Bomb. Touch the terminal and watch the following cutscene. Shot Expansion #24 Image: Nintendo When you're back out in Sol Valley, you'll see an Enhanced Lock unit above the elevator for The Great Mines that you can blast off with a Super Missile. Grapple up, blast off the panel, then morph ball through the tunnel to find the Shot Expansion. Now head back into The Great Mines. We know, we know, we just left. But we want 100% completion, right? We'll whip through these quickly, so pay attention to the rooms listed in each entry. Shot Expansion #25 Image: Nintendo Head to the Command Center first of all. You'll see a container suspended from the ceiling. Use your lasso to pull the cover off and reveal a Shot Expansion inside. Missile Expansion #29 Image: Nintendo Move through to Transit Tunnel A. You'll see an Enhanced Lock Unit on the right, so use your Super Missile to blast it open, then go through and grab the Missile Expansion. Shot Expansion #26 Image: Nintendo Go down to the next floor and head to Garnbocask Site B. Use a Power Bomb on the hardened blockage to the right, then jump through and pick up the Shot Expansion. Missile Expansion #30 Image: Nintendo Go down to the next floor and make your way to Transit Tunnel B. You'll see another Enhanced Lock Unit amongst the debris. Get rid of it with a Super Missile, then get the Missile Expansion. Shot Expansion #27 Image: Nintendo Work your way back to the Quarry, where we first met the Maul Griever Brute. Use a Super Missile on the Enhanced Lock Unit to the right. Pull the hatch off the morph ball tunnel inside, then work your way around. You'll need to bomb the slots to change the direction of the tunnels, eventually working your way around to the Shot Expansion. Missile Expansion #31 Image: Nintendo Next to the Quarry is the Easing Tunnel. Use the Power Bomb on the slot to the right. A vehicle will rise up from underground. So jump onto it and get rid of the crystals with a Super Missile. Now grab the Missile Expansion. Power Bomb Expansion #1 Image: Nintendo Go down to the next level. In the first room, the Power Pit, turn around and shoot the webbing with your Fire Shot. Morph ball through, then use a Power Bomb on the blockage. Grab the Power Bomb Expansion. Now head to the Main Next Tunnel and use a Power Bomb on the hardened wall. Work your way into the Chasm Tunnel. Energy Tank #13 Image: Nintendo Use Fire Shot on the webbing. Drop into morph ball mode and work your way around the maze in Chasm Tunnel, using a combination of boost ball, the Tether Nodes, and bombs. You'll find the Energy Tank at the top. Shot Expansion #28 Image: Nintendo Head to Main Shaft - Level 3. Before you get to the elevator, head right and you'll see a target on the wall. Shoot it to reveal a Spider Track. This won't be active for long, so head up and onto the roof before it deactivates. From there, use the Control Beam to hit the target again. Quickly work your way up the Spider Track to gain your next Shot Expansion. That's it for The Great Mines! And as luck would have it, we're right by the elevator. Take it back up into Sol Valley. Now let's head to Volt Forge and mop up the remaining items there. Shot Expansion #29 Image: Nintendo First, head to the Tower 2 Generator and hit the Scout Bot with a Thunder Shot for a proper look at the item locations on your map. Related Articles Guide Metroid Prime 4: Beyond: All Scout Bot LocationsWake up, bots! While you're there, you'll see a Spider Track on the wall. Use the psychic abilities to reveal the Tether Nodes, then make your way across to the platform on the far side. The Shot Expansion will be in a box. Missile Expansion #32 Image: Nintendo Head up to the top of Tower 2 via the morph ball elevator, then head down to Processing. There's a spinner in the centre of the room. Use it to reveal a Missile Expansion. Shot Expansion #30 Image: Nintendo Head further down and into Storage. Jump on top of one of the containers around the outer edge of the room. Use this to reach the grapple point in the middle, then swing over to the Shot Expansion on the platform. Shot Expansion #31 Image: Nintendo Just over the corridor in Tower 2: Elevator 3, you'll see a Shot Expansion hidden in the ceiling above the elevator. Pull the cover with your lasso, then use the morph ball to squeeze in and grab it. Shot Expansion #32 Image: Nintendo Down in Archives, pull the latches on the suspended containers to cause them to drop to the floor. Jump up and pull the latch off the highest container to open its door and reveal the Shot Expansion. Now head straight down to Certification in Tower 3. Missile Expansion #33 Image: Nintendo Use the lasso on the hatch to your immediate right when you enter Certification. When it's open, hit the target with several Thunder Shots. This will open the hatch and reveal the Missile Expansion. Missile Expansion #34 Image: Nintendo Walk down to the door leading to Facility Core. On your right is a weakened wall, so use your missile to destroy it. Open the psychic container inside and grab the Missile Expansion. Head on over to the bottom of Tower 1. From there, go to the Collapsed Catwalk. Shot Expansion #33 Image: Nintendo At the bottom of the Collapsed Catwalk, use the lasso to pull the cover off a small, morph ball-sized vent. Work your way through, dealing with the Maintenance Tank on the way with bombs. Eventually, you'll roll into the Shot Expansion. Shot Expansion #34 Image: Nintendo Make your way to the Manufacturing Floor. Let the machines take you up a floor by dropping into morph ball mode and rolling into the relevant slot. As you roll around the edge, you'll come across a Spider Track. Take this into the centre of the room. You'll enter a cylindrical chamber. Roll up the sides in Spider Ball mode, avoiding the electricity as you go. The Shot Expansion will be at the top Missile Expansion #35 Image: Nintendo For the last remaining item in Volt Forge, head back to Facility Approach. The Missile Expansion can be found in a container toward the Vi-O-La tunnel. Just walk around to its backside and you'll see it. Easy, huh? That'll about do it for this section. Next time, we'll collect our last remaining items from Fury Green, Sol Valley, and Flare Pool. Then, we'll collect the Galactic Federation Mech Parts necessary to gain access to Chrono Tower. View full article
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Metroid Prime 4: Beyond: Flare Pool Guide
Hello, and welcome back to our full walkthrough for Metroid Prime 4: Beyond. In this section, we'll be going through Flare Pool to grab our third of four Master Teleporter Keys. This place is dangerous; full of machines that are simply itching to take you down. Don't worry, though, we'll guide you through as best we can. And if you're after 100% of items and scans, we'll have all of that covered too. So let's get cracking. Flare Pool WalkthroughWhen you've made your way to the wall of lava blocking your path, use the Ice Shot to freeze it, then fire a missile to destroy the blockage. Head on through, then use the morph ball spinner to stop any further lava from flowing down from the ceiling. Head on through to Shoreline Access. Missile Expansion #19 Image: Nintendo Before you go through to the Lava Lake Bridge, you'll see lava flowing down over on the left. Freeze it, destroy it, then jump on through to grab your next Missile Expansion. In Lava Lake Bridge, head down to the lava atop Vi-O-La and drive over it. Vi-O-La will automatically enter 'IC Mode' and float over the lava. Disembark on the right side of the lava when you reach the back of the room. Take note of the Scout Bot lurking on the ground toward the back of the area. Scan Entry: Tether Node Image: Nintendo On the wall at the back, you'll see a spherical ball of energy. Scan it to reveal the Tether Node. You'll need to use these when you obtain the Spider Ball ability later on. Scan the purple haze next to the lava to reveal a Psychic Boost Rail. Shot Expansion #10 Image: Nintendo Boost into the Psychic Boost Rail while in morph ball mode. It will send you hurtling around the Lava Lake Bridge until you hit your next Shot Expansion. Head on over to the left side of the room and go through the door into Service Elevator. Scan the terminal to activate the elevator, then go up. Go around the Undercarriage and you'll receive a Galactic Federation Distress Signal. Use the Fire Shot on the grating to your right and morph ball through. In Ventilation Works, use the Spinner to open the passageway and head on through. Deal with the Lamorn Beam Turret, and fire a missile at the broken window. Jump through and back into Ventilation Works. Use the boost ball to reach the other side, then go through the door. Scan the terminal to activate the next elevator and go up. Take the door on the right into Inspection Station, then move on through to Entry Bay. Scan Entry: Heavy Maintenance Tank Image: Nintendo A short cutscene will trigger to introduce you to the Heavy Maintenance Tank. Scan it, then defeat it. Scan Entry: Lamorn Data Log 'Delivery Status' Image: Nintendo There's a cheeky Lamorn Data Log hidden in the Entry Day. Just as you enter, turn right. Just to the right of a delivery truck is a small counter. The Data Log can be found there. When you're done, take the door on the right and follow the corridor around to locate a Save Station. Save your game. Now take the door on the left in Entry Bay and follow the corridor around. In the Boiler Room, you'll see a morph ball tunnel on the left, so go on through and you'll emerge by the Lamorn Lava Heat Boiler. Take the next morph ball tunnel on the other side. Scan Entry: Ezra Duke Image: Nintendo Enjoy the cutscene introducing Ezra Duke. When it's done, make sure to scan him. Scan the terminal beside him, then press 'A' next to it. A morph ball spinner will activate over by the Heat Boiler. Go back through the tunnel and use the morph ball boost in the spinner. You'll now need to use the Ice Shot on the blocks of fire in the boiler. When the boiler starts spinning, drop down into morph ball mode to avoid the fire. When you're done, head back out into the Entry Bay with Duke in tow. A cutscene will trigger to reveal that another Trooper, Nora Armstrong, needs assistance. Take a left in the Entry Bay and head to the large circular door. Press 'A' on the left terminal, and Duke will take the right. Head through the corridor and use the next dual door. Scan Entry: Lamorn Data Log 'Extraction Process' Image: Nintendo When you enter Energy Extraction, look to your left and you'll see your next Lamorn Data Log on the counter. Scan it. Now walk to the right and scan the terminal to activate the small elevator. Take it up. Deal with the Lamorn Beam Turret, then scan and activate the terminal to open up a vent in the room. Fire a missile at the grating next to you, then guide your Control Beam through to hit the target in the vent. A shutter will open by Duke, so go back down and head through the door. Head through the door on the left into the Map Station and scan the terminal to get the Area Map. Now go back and turn left. Take the door into Energy Injection. Scan Entry: Lamorn Data Log 'Injection Process' Image: Nintendo Work your way up and around the Energy Injection room. On the other side, you'll find a Lamorn Data Log on the counter to your left. Now scan the terminal to activate the elevator and take it up. After the short cutscene, the Psy-Bots littered around the area will awaken. You've already scanned these ones, so just focus on defeating them. More will show up as you head up the ramps, so just keep dispatching them before activating the elevator at the top. Head through the door at the top to enter the Overseer Room. Now take the door on the left into the Storage Room. Scan Entry: Lamorn Data Log 'Facility Shutdown' Image: Nintendo Work your way around the central structure and you'll see a Lamorn Data Log on the counter. Congrats, this is the last Lamorn Data Log of the game! Energy Tank #6 Image: Nintendo Next to the Data Log is a Psychic Container, so follow the pattern with your psychic powers to unlock it. Now grab the Energy Tank. Go back into the Overseer Room and through the door on the left to access the Control Room Bridge. Defeat the two Psy-Bot Soldiers. Scan Entry: Psy-Bot Gunner Image: Nintendo A Psy-Bot Gunner will now enter the fray. Scan it, then unleash Ice Shots to freeze it in place and keep firing your standard Power Beam to defeat it. Another will emerge flanked by two Psy-Bot Shields. Befeat the Shield variants first, then focus your firepower on the Gunner. When you're done, head through the door. Scan Entry: Heavy Lamorn Beam Turret Image: Nintendo Upon entering the Control Room, a Heavy Lamorn Beam Turret will pop out of the ceiling ahead. Scan it, then use a combination of Ice Shots and Charge Shots to take it down. More Psy-Bot Soldiers will emerge, so defeat these too. Scan the console at the front to trigger a cutscene. You'll gain an Area Map. Head through to the North Tram Dock, then take a left to save your game. Now take the opposite door in the Control Room to the South Tram Dock. Hop into the tram, then scan and activate the terminal. After the next cutscene, exit the tram and head through the door at the end of the corridor. Scan Entry: Nora Armstrong Image: Nintendo You've reached Nora Armstrong! After she's done fawning over Samus in the cutscene, make sure to scan her. Drop down to the floor below in the South Clamp, then scan the hatch in the central structure. Use the lasso to pull off the cover, then morph ball into the opening. Use boost in a clockwise direction to power up the structure. Head back into the tram from here. After the cutscene, head through the next door into the North Clamp. Here, scan the Maintenance Elevator Hatch at the back of the room, then Armstrong and Duke will open it up. Take it down via the morph ball. Then roll into the central structure. Bomb the lower slot to activate platforms on which you can reach the upper bomb slot. You're on a timer here, so be quick and bomb the upper slot ASAP. Now head back up the hatch. Repeat the process from the South Clamp. Pull the cover off the opening, morph ball into the structure, then boost in a clockwise direction. Hop back into the tram again. On your journey, a mysterious flying machine will attack. After a crash landing, you'll want to save your game again. Now head back out onto the Control Room Bridge. Scan Entry: Hover Shuttle Transport Image: Nintendo Make sure to scan the Hover Shuttle Transport! If you miss this, that's it, you won't see it again. This is a mini-boss of sorts, so you'll have plenty of time to scan it. In the meantime, focus your firepower on the obvious weak spot on the front of the Shuttle. Use a combination of quick Power Beam shots and missiles. When you damage the Shuttle enough, it'll swap to the other side of the bridge. Keep dashing to avoid its attacks, and dispatch any Psy-Bot Soldiers that enter the fight. When you're done, morph ball down into the tunnel and follow it around until you're able to bomb a slot. This will send you hurtling back to the Entry Bay. Scan Entry: Psy-Bot Shocker Image: Nintendo A Psy-Bot Shocker will appear as you move forward. Scan it, then defeat it with a combination of Ice Shots and Charged Shots. When you're done, head through to Undercarriage. Use the lasso to open the gate on the right, then take the elevator down. Shot Expansion #11 Image: Nintendo At the bottom of the elevator, you'll see some grating covering a Shot Expansion. Hit it with a missile, then grab the expansion. Scan the terminal to open the shutter and head through. Do the same with the next one and keep working your way back until you reach the Lava Lake Bridge. When you're there, hop into Vi-O-La and move into the new opening to reach Volano Heart. Scan Entry: Phenoros Image: Nintendo It's boss time, baby! Phenoros is a menacing beast, huh? Make sure you scan it, then if you need any help defeating it, check out our guide on How to Beat Phenoros. Related Articles Guide Metroid Prime 4: Beyond: How To Beat PhenorosCutting the head off the snake Power Suit Upgrade: Psychic Grapple Image: Nintendo When you're done with Phenoros, go ahead and grab the Psychic Grapple upgrade. A Sacred Shrine will appear, so you'll need to use your grapple to reach it. Press 'L' to shoot up to the Grapple Nodes and reach the Shrine. Now look into the light as usual, and move forwards to get the Master Teleporter Key. Now grapple onto the column to your left to head back up and into Cannon Exhaust. You're on a timer now, so make your way through the environment, utilising a combination of your grapple and morph ball to weave through the obstacles. When you emerge in the Control Room, approach Armstrong and Duke to initiate a cutscene. Scan and activate the terminal to your left when the cutscene concludes. After the next cutscene, you'll emerge back out into Sol Valley, safe and sound. Shot Expansion #12 Image: Nintendo Before you leave, drop into the spinner ahead of you and shoot on up to the ledge over on the left. A Shot Expansion will be just below. Meanwhile, you can hop over the gap to scan the Lamorn statue and watch a short cutscene. While you're out in Sol Valley, be sure to crash into any new Green Energy Crystals that have popped up since your jaunt in Flare Pool. Related Articles Guide Metroid Prime 4: Beyond: Green Energy Crystals - How To Find, All RewardsSmash 'em all When you're done, we'll want to head back to Volt Forge again and make our way to the Collapsed Catwalk. So when you get to Volt Forge, head to the elevator in Tower 1, then bomb the slot next to the elevator. This will take you straight down to the Tower 1 Generator. Shot Expansion #13 Image: Nintendo When you emerge, shoot the boxes right next to you to reveal a Shot Expansion. Now grapple across to the other side. Morph ball through the tunnel to the Manufacturing Floor, then head through the door on the opposite side to reach the Collapsed Catwalk. Grapple over to the other side with your new ability. Scan the terminal and take the elevator down. Go down the corridor (and deal with the Maintenance Tank) and through the door into the Power Core. One of the beams of electricity over on the left is malfunctioning. Use your lasso to pull the cover off the central unit and grab the Thunder Chip. Uh oh! A cutscene will commence to show Sylux emerging again to take you on. Much like before, you can't scan Sylux, so instead you'll just have to engage in the boss fight. For help on how to do so, check out our guide on How to Beat Sylux (02). Related Articles Guide Metroid Prime 4: Beyond: How To Beat Sylux (02)We meet again Energy Tank #7 Image: Nintendo When you're done, go ahead and grab the Energy Tank. Now start making your way back up to the top of Tower 1. On your way, stop off at the Irradiation Floor. Hit the morph ball tunnel access in the centre of the room three times. Missile Expansion #20 Image: Nintendo Roll into the structure and use your boost ability to hurl yourself up the half-pipes and up the next couple of floors. At the top, you'll find your next Missile Expansion. Now use the spinner to unlock the gate. Head back up and out into Sol Valley once again. Head back to Base Camp in Fury Green to give your Thunder Chip to Myles. When you get there, enjoy a brief reunion with Armstrong and Duke. Similarly, approach Myles and Tokabi for a brief catch-up. Power Suit Upgrade: Thunder Shot Image: Nintendo Give the Thunder Chip to Myles and he'll gift you with the Thunder Shot – nice! You can now activate any Scout Bots you've found if you need an extra hand locating undiscovered items. Related Articles Guide Metroid Prime 4: Beyond: All Scout Bot LocationsWake up, bots! Our goal now is The Great Mines, but we'll need another upgrade before we can get there. Before we do anything else, deposit your Green Energy Crystals in the Altar of Legacy. By this point, you should have collected enough to gain the Control Beam Boost, which lets you increase the speed of your Control Beam shots. Shot Expansion #14 Image: Nintendo Head into the Cargo Staging Area next to Base Camp. See the Lamorn storage crate? Shoot both ends of it with your Thunder Shot. It'll open up and reveal a Shot Expansion. Now head into Sacred Flame Ceremony and shoot the door on the right with the Thunder Shot. Go into the Rods of Transference room. Shot Expansion #15 Image: Nintendo Use your psychic powers to manipulate the three structures hanging down from the ceiling. You'll want to pull them all down to their lowest points while ensuring they're all pointing towards the main structure in the middle. When you've done that, shoot all three with the Thunder Shot to open the main structure, revealing a Shot Expansion. Head back out into Sacred Flame Ceremony. Energy Tank #8 Image: Nintendo The statue on the right will now activate, revealing another Energy Tank. Grab it! We've almost gathered all available items in Fury Green, but we need to leave for the time being. Head to the Cargo Launcher and back into Sol Valley. Vi-O-La Boost Tank #3 Images: Nintendo Ride towards Chrono Tower in the centre of the map. Just south is another Vi-O-La Boost Tank, so shoot the target with the Thunder Shot to reveal it. Ride directly south until you reach the Floating Path Shrine. Use the Thunder Shot to open it up. Images: Nintendo Shot Expansion #16 Image: Nintendo You'll need to use your psychic powers to move the motes into the relevant sockets, allowing for makeshift platforms to move out and allow traversal across the gap. Before you do this, drop down to the lower level and walk to the back of the room. Don't worry about scanning the Neo Rootspurs – they just count as normal Rootspurs in the logbook, and we scanned those way back. Insert a mote into the pillar at the back of the room to reveal a Shot Expansion. Power Suit Upgrade: Super Ice Shot Image: Nintendo Now use the motes on the platforms to reach the other side of the upper floor. Take one of the motes from the platforms and throw it into the door. Head on through to grab the Super Ice Shot. Now touch the teleporter to exit the Shrine. Now head in a slight north-easterly direction to reach the Ring of Thunder Shrine. Enter! Images: Nintendo To activate the elevator in the centre, use your psychic powers to raise the two small pillars glowing purple. Then, fire at one of the pillars with your Thunder Shot. The electricity will travel around the ring and activate the elevator. Power Suit Upgrade - Charged Thunder Shot Image: Nintendo Head through the door down below and move forwards to grab the Charged Thunder Shot. Use the teleporter to exit. Energy Tank #9 Image: Nintendo When you exit the Ring of Thunder Shrine, walk around the back and use your psychic abilities to lower the hatch and reveal your next Energy Tank. Now travel north. Just north-east of Chrono Tower is another Shrine – the Falling Labyrinth Shrine. Enter. Images: Nintendo Scan Entry: Sand Crawler Image: Nintendo When you enter the main room, you'll see a few creatures crawling along the walls: these are Sand Crawlers. Scan one of them. Shot Expansion #17 Image: Nintendo Drop down to the lower level. Destroy the Green Energy Crystals. One of the clusters will be blocking a morph ball tunnel. Roll on through to grab the Shot Expansion. Now go back to the upper floor and use the spinner in the centre of the room. Grab the mote with your psychic powers and throw it into the socket in the ceiling, revealing an elaborate Spider Track maze. We can't go any further for now without the Spider Ball, so let's go back out into Sol Valley. Now head north-west toward Ice Belt. On the way, you'll come across the Rings of Stone Shrine. Go inside. Images: Nintendo Scan the rings in the centre of the room. They'll rise up into the air and spin rapidly. Use your Control Beam to hit the target in the centre. This will activate the elevator. Take it down. Power Suit Upgrade: Super Fire Shot Image: Nintendo Move forwards and grab the Super Fire Shot upgrade. Now take the teleporter back out. Energy Tank #10 Image: Nintendo Before we go to Ice Belt again, let's grab one more Energy Tank. Head south to Volt Forge. If you remember our first visit, we highlighted a column containing an Energy Tank. Now that you have the Thunder Shot, you can open it up and grab it. Okay, now drive straight over to Ice Belt. When you reach the region, you'll want to use the Thunder Shot on the door to the right in the Lobby area. Follow the corridor around and enter Equipment Storage. Roll into the morph ball tunnel until you reach the main room. Shoot the robot creature atop the platform with your Thunder Shot. Say hello to VUE-995! Scan Entry: VUE-995 Image: Nintendo When the cutscene concludes, be sure to scan your new companion. Now scan the door and VUE-995 will punch it into oblivion, letting you back through into the corridor. Scan the Barricade Clamp on the door at the end. VUE-995 will let you through and out into the Cliffside. Scan the window on the right and VUE-995 will weaken it with a punch. Fire a missile to destroy it, then jump out. Use the Psychic Grapple Points to cross the gap, but mind the icy blasts of wind. Melt the ice blocking the way and head through the door. Morph ball through the tunnel, then scan the statue to view a cutscene. In the Ancient Lift, melt the ice on the ground, then jump down. Scan Entry: Lamorn Lore 'Sacred Testament' Image: Nintendo When you reach the bottom after melting a couple more walls of ice, you'll see a Lamorn Lore block at the bottom. Scan it! Well done, this is your last Lamorn Lore of the game. Go through the door and into the Ancient Temple. Melt the ice on the surrounding statues, then use your psychic powers to grab the two motes and throw them into the central statue. Power Suit Upgrade: Psychic Spider Ball Image: Nintendo The statue will move to the side, revealing the Psychic Spider Ball. Grab it! Missile Expansion #21 Image: Nintendo Before we leave, circle around the collapsed walkway to find a Missile Expansion. Scan the purple haze and use the newly formed Spider Track to exit the room. Do the same again in Ancient Lift, using the Tether Nodes to fling your morph ball up high. There was a Spider Track in Equipment Storage, so let's quickly head back there. Shot Expansion #18 Image: Nintendo Follow the Spider Track around until you get the Shot Expansion. There are a few more items in Ice Belt before we leave. First, head into the Lobby Conduit and take a left at the bottom. You'll see some Tether Nodes. Missile Expansion #22 Image: Nintendo Use the Tether Nodes to propel yourself up the vent. Bomb the two red nodes to reveal the Missile Expansion, then use a Tether Node to fling yourself into it. Now head to the Storage Bay. Where you found those frozen Grievers in the cryopods earlier, take the morph ball elevator down. Missile Expansion #23 Image: Nintendo Use the Spider Track around the circular platform. You'll see a Missile Expansion above you. Use bombs to reach it. From the Storage Bay, take the morph ball tunnel into the Surgery Conduit. Shot Expansion #18 Image: Nintendo In Surgery Conduit, follow the path round until you see a Spider Track. Take it up, then use your boost ability to dash through to the Shot Expansion before the electricity gets you. Energy Tank #11 Image: Nintendo Head over to the Ice Canyon. You'll remember we saw some grapple points here earlier, so now's the time to use them. Swing on over to the Energy Tank and grab it. Now head back down to the main Power Generator from earlier. When you reach Deep Archive, shoot the hatch on the wall with the Thunder Shot to reveal a morph ball elevator. This will take you right back up to the Control Room – very handy. Now proceed to the Power Generator. Shot Expansion #19 Image: Nintendo In the Power Generator, there's a Spider Track on the lower level. Take this up and use the Tether Nodes to fling yourself up onto the second Spider Track on the ceiling. Follow this around to the Shot Expansion. Take the morph ball elevator in Deep Archives back up to the Control Room. Now take the big elevator in the Lobby down to Elevator Landing. Missile Expansion #24 Image: Nintendo Shoot the huge hangar door to the right with your Thunder Shot. Deal with the Grievers inside, then grab the Missile Expansion on the right. Shot Expansion #20 Image: Nintendo Proceed into Security Gates. Down on the left is an opening you can blast with a missile. When it's open, morph ball through and grab the Shot Expansion. That's it! No more items or scans in the Ice Belt region. We don't have to come back here again. Make your way out. When you take the large elevator back up into Sol Valley, don't go forward. Instead, go back and use the grapple on the node ahead. Take this exit back out into Sol Valley. Missile Expansion #25 Image: Nintendo You'll exit Ice Belt on the opposite side to normal. By the edge of the platform, you'll see a Psychic Boost Rail. Boost into it, and it'll take you around to get your next Missile Expansion. Now that we're back in Sol Valley, head back to the Falling Labyrinth Shrine. Remember the elaborate Spider Track we unveiled earlier? We can now use it. Observe the track first from the upper platform and plan your route to the top. Bomb any Sand Crawlers in your way. Power Suit Upgrade: Super Thunder Shot Image: Nintendo When you reach the top of the Shrine, head through the door and grab the Super Thunder Shot. Teleport out and back into Sol Valley. That just about does it for this section. Next time, we'll be conquering the oppressive region of The Great Mines. See you there, bounty hunter.
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Metroid Prime 4: Beyond: Flare Pool Guide
Hello, and welcome back to our full walkthrough for Metroid Prime 4: Beyond. In this section, we'll be going through Flare Pool to grab our third of four Master Teleporter Keys. This place is dangerous; full of machines that are simply itching to take you down. Don't worry, though, we'll guide you through as best we can. And if you're after 100% of items and scans, we'll have all of that covered too. So let's get cracking. Flare Pool WalkthroughWhen you've made your way to the wall of lava blocking your path, use the Ice Shot to freeze it, then fire a missile to destroy the blockage. Head on through, then use the morph ball spinner to stop any further lava from flowing down from the ceiling. Head on through to Shoreline Access. Missile Expansion #19 Image: Nintendo Before you go through to the Lava Lake Bridge, you'll see lava flowing down over on the left. Freeze it, destroy it, then jump on through to grab your next Missile Expansion. In Lava Lake Bridge, head down to the lava atop Vi-O-La and drive over it. Vi-O-La will automatically enter 'IC Mode' and float over the lava. Disembark on the right side of the lava when you reach the back of the room. Take note of the Scout Bot lurking on the ground toward the back of the area. Scan Entry: Tether Node Image: Nintendo On the wall at the back, you'll see a spherical ball of energy. Scan it to reveal the Tether Node. You'll need to use these when you obtain the Spider Ball ability later on. Scan the purple haze next to the lava to reveal a Psychic Boost Rail. Shot Expansion #10 Image: Nintendo Boost into the Psychic Boost Rail while in morph ball mode. It will send you hurtling around the Lava Lake Bridge until you hit your next Shot Expansion. Head on over to the left side of the room and go through the door into Service Elevator. Scan the terminal to activate the elevator, then go up. Go around the Undercarriage and you'll receive a Galactic Federation Distress Signal. Use the Fire Shot on the grating to your right and morph ball through. In Ventilation Works, use the Spinner to open the passageway and head on through. Deal with the Lamorn Beam Turret, and fire a missile at the broken window. Jump through and back into Ventilation Works. Use the boost ball to reach the other side, then go through the door. Scan the terminal to activate the next elevator and go up. Take the door on the right into Inspection Station, then move on through to Entry Bay. Scan Entry: Heavy Maintenance Tank Image: Nintendo A short cutscene will trigger to introduce you to the Heavy Maintenance Tank. Scan it, then defeat it. Scan Entry: Lamorn Data Log 'Delivery Status' Image: Nintendo There's a cheeky Lamorn Data Log hidden in the Entry Day. Just as you enter, turn right. Just to the right of a delivery truck is a small counter. The Data Log can be found there. When you're done, take the door on the right and follow the corridor around to locate a Save Station. Save your game. Now take the door on the left in Entry Bay and follow the corridor around. In the Boiler Room, you'll see a morph ball tunnel on the left, so go on through and you'll emerge by the Lamorn Lava Heat Boiler. Take the next morph ball tunnel on the other side. Scan Entry: Ezra Duke Image: Nintendo Enjoy the cutscene introducing Ezra Duke. When it's done, make sure to scan him. Scan the terminal beside him, then press 'A' next to it. A morph ball spinner will activate over by the Heat Boiler. Go back through the tunnel and use the morph ball boost in the spinner. You'll now need to use the Ice Shot on the blocks of fire in the boiler. When the boiler starts spinning, drop down into morph ball mode to avoid the fire. When you're done, head back out into the Entry Bay with Duke in tow. A cutscene will trigger to reveal that another Trooper, Nora Armstrong, needs assistance. Take a left in the Entry Bay and head to the large circular door. Press 'A' on the left terminal, and Duke will take the right. Head through the corridor and use the next dual door. Scan Entry: Lamorn Data Log 'Extraction Process' Image: Nintendo When you enter Energy Extraction, look to your left and you'll see your next Lamorn Data Log on the counter. Scan it. Now walk to the right and scan the terminal to activate the small elevator. Take it up. Deal with the Lamorn Beam Turret, then scan and activate the terminal to open up a vent in the room. Fire a missile at the grating next to you, then guide your Control Beam through to hit the target in the vent. A shutter will open by Duke, so go back down and head through the door. Head through the door on the left into the Map Station and scan the terminal to get the Area Map. Now go back and turn left. Take the door into Energy Injection. Scan Entry: Lamorn Data Log 'Injection Process' Image: Nintendo Work your way up and around the Energy Injection room. On the other side, you'll find a Lamorn Data Log on the counter to your left. Now scan the terminal to activate the elevator and take it up. After the short cutscene, the Psy-Bots littered around the area will awaken. You've already scanned these ones, so just focus on defeating them. More will show up as you head up the ramps, so just keep dispatching them before activating the elevator at the top. Head through the door at the top to enter the Overseer Room. Now take the door on the left into the Storage Room. Scan Entry: Lamorn Data Log 'Facility Shutdown' Image: Nintendo Work your way around the central structure and you'll see a Lamorn Data Log on the counter. Congrats, this is the last Lamorn Data Log of the game! Energy Tank #6 Image: Nintendo Next to the Data Log is a Psychic Container, so follow the pattern with your psychic powers to unlock it. Now grab the Energy Tank. Go back into the Overseer Room and through the door on the left to access the Control Room Bridge. Defeat the two Psy-Bot Soldiers. Scan Entry: Psy-Bot Gunner Image: Nintendo A Psy-Bot Gunner will now enter the fray. Scan it, then unleash Ice Shots to freeze it in place and keep firing your standard Power Beam to defeat it. Another will emerge flanked by two Psy-Bot Shields. Befeat the Shield variants first, then focus your firepower on the Gunner. When you're done, head through the door. Scan Entry: Heavy Lamorn Beam Turret Image: Nintendo Upon entering the Control Room, a Heavy Lamorn Beam Turret will pop out of the ceiling ahead. Scan it, then use a combination of Ice Shots and Charge Shots to take it down. More Psy-Bot Soldiers will emerge, so defeat these too. Scan the console at the front to trigger a cutscene. You'll gain an Area Map. Head through to the North Tram Dock, then take a left to save your game. Now take the opposite door in the Control Room to the South Tram Dock. Hop into the tram, then scan and activate the terminal. After the next cutscene, exit the tram and head through the door at the end of the corridor. Scan Entry: Nora Armstrong Image: Nintendo You've reached Nora Armstrong! After she's done fawning over Samus in the cutscene, make sure to scan her. Drop down to the floor below in the South Clamp, then scan the hatch in the central structure. Use the lasso to pull off the cover, then morph ball into the opening. Use boost in a clockwise direction to power up the structure. Head back into the tram from here. After the cutscene, head through the next door into the North Clamp. Here, scan the Maintenance Elevator Hatch at the back of the room, then Armstrong and Duke will open it up. Take it down via the morph ball. Then roll into the central structure. Bomb the lower slot to activate platforms on which you can reach the upper bomb slot. You're on a timer here, so be quick and bomb the upper slot ASAP. Now head back up the hatch. Repeat the process from the South Clamp. Pull the cover off the opening, morph ball into the structure, then boost in a clockwise direction. Hop back into the tram again. On your journey, a mysterious flying machine will attack. After a crash landing, you'll want to save your game again. Now head back out onto the Control Room Bridge. Scan Entry: Hover Shuttle Transport Image: Nintendo Make sure to scan the Hover Shuttle Transport! If you miss this, that's it, you won't see it again. This is a mini-boss of sorts, so you'll have plenty of time to scan it. In the meantime, focus your firepower on the obvious weak spot on the front of the Shuttle. Use a combination of quick Power Beam shots and missiles. When you damage the Shuttle enough, it'll swap to the other side of the bridge. Keep dashing to avoid its attacks, and dispatch any Psy-Bot Soldiers that enter the fight. When you're done, morph ball down into the tunnel and follow it around until you're able to bomb a slot. This will send you hurtling back to the Entry Bay. Scan Entry: Psy-Bot Shocker Image: Nintendo A Psy-Bot Shocker will appear as you move forward. Scan it, then defeat it with a combination of Ice Shots and Charged Shots. When you're done, head through to Undercarriage. Use the lasso to open the gate on the right, then take the elevator down. Shot Expansion #11 Image: Nintendo At the bottom of the elevator, you'll see some grating covering a Shot Expansion. Hit it with a missile, then grab the expansion. Scan the terminal to open the shutter and head through. Do the same with the next one and keep working your way back until you reach the Lava Lake Bridge. When you're there, hop into Vi-O-La and move into the new opening to reach Volano Heart. Scan Entry: Phenoros Image: Nintendo It's boss time, baby! Phenoros is a menacing beast, huh? Make sure you scan it, then if you need any help defeating it, check out our guide on How to Beat Phenoros. Related Articles Guide Metroid Prime 4: Beyond: How To Beat PhenorosCutting the head off the snake Power Suit Upgrade: Psychic Grapple Image: Nintendo When you're done with Phenoros, go ahead and grab the Psychic Grapple upgrade. A Sacred Shrine will appear, so you'll need to use your grapple to reach it. Press 'L' to shoot up to the Grapple Nodes and reach the Shrine. Now look into the light as usual, and move forwards to get the Master Teleporter Key. Now grapple onto the column to your left to head back up and into Cannon Exhaust. You're on a timer now, so make your way through the environment, utilising a combination of your grapple and morph ball to weave through the obstacles. When you emerge in the Control Room, approach Armstrong and Duke to initiate a cutscene. Scan and activate the terminal to your left when the cutscene concludes. After the next cutscene, you'll emerge back out into Sol Valley, safe and sound. Shot Expansion #12 Image: Nintendo Before you leave, drop into the spinner ahead of you and shoot on up to the ledge over on the left. A Shot Expansion will be just below. Meanwhile, you can hop over the gap to scan the Lamorn statue and watch a short cutscene. While you're out in Sol Valley, be sure to crash into any new Green Energy Crystals that have popped up since your jaunt in Flare Pool. Related Articles Guide Metroid Prime 4: Beyond: Green Energy Crystals - How To Find, All RewardsSmash 'em all When you're done, we'll want to head back to Volt Forge again and make our way to the Collapsed Catwalk. So when you get to Volt Forge, head to the elevator in Tower 1, then bomb the slot next to the elevator. This will take you straight down to the Tower 1 Generator. Shot Expansion #13 Image: Nintendo When you emerge, shoot the boxes right next to you to reveal a Shot Expansion. Now grapple across to the other side. Morph ball through the tunnel to the Manufacturing Floor, then head through the door on the opposite side to reach the Collapsed Catwalk. Grapple over to the other side with your new ability. Scan the terminal and take the elevator down. Go down the corridor (and deal with the Maintenance Tank) and through the door into the Power Core. One of the beams of electricity over on the left is malfunctioning. Use your lasso to pull the cover off the central unit and grab the Thunder Chip. Uh oh! A cutscene will commence to show Sylux emerging again to take you on. Much like before, you can't scan Sylux, so instead you'll just have to engage in the boss fight. For help on how to do so, check out our guide on How to Beat Sylux (02). Related Articles Guide Metroid Prime 4: Beyond: How To Beat Sylux (02)We meet again Energy Tank #7 Image: Nintendo When you're done, go ahead and grab the Energy Tank. Now start making your way back up to the top of Tower 1. On your way, stop off at the Irradiation Floor. Hit the morph ball tunnel access in the centre of the room three times. Missile Expansion #20 Image: Nintendo Roll into the structure and use your boost ability to hurl yourself up the half-pipes and up the next couple of floors. At the top, you'll find your next Missile Expansion. Now use the spinner to unlock the gate. Head back up and out into Sol Valley once again. Head back to Base Camp in Fury Green to give your Thunder Chip to Myles. When you get there, enjoy a brief reunion with Armstrong and Duke. Similarly, approach Myles and Tokabi for a brief catch-up. Power Suit Upgrade: Thunder Shot Image: Nintendo Give the Thunder Chip to Myles and he'll gift you with the Thunder Shot – nice! You can now activate any Scout Bots you've found if you need an extra hand locating undiscovered items. Related Articles Guide Metroid Prime 4: Beyond: All Scout Bot LocationsWake up, bots! Our goal now is The Great Mines, but we'll need another upgrade before we can get there. Before we do anything else, deposit your Green Energy Crystals in the Altar of Legacy. By this point, you should have collected enough to gain the Control Beam Boost, which lets you increase the speed of your Control Beam shots. Shot Expansion #14 Image: Nintendo Head into the Cargo Staging Area next to Base Camp. See the Lamorn storage crate? Shoot both ends of it with your Thunder Shot. It'll open up and reveal a Shot Expansion. Now head into Sacred Flame Ceremony and shoot the door on the right with the Thunder Shot. Go into the Rods of Transference room. Shot Expansion #15 Image: Nintendo Use your psychic powers to manipulate the three structures hanging down from the ceiling. You'll want to pull them all down to their lowest points while ensuring they're all pointing towards the main structure in the middle. When you've done that, shoot all three with the Thunder Shot to open the main structure, revealing a Shot Expansion. Head back out into Sacred Flame Ceremony. Energy Tank #8 Image: Nintendo The statue on the right will now activate, revealing another Energy Tank. Grab it! We've almost gathered all available items in Fury Green, but we need to leave for the time being. Head to the Cargo Launcher and back into Sol Valley. Vi-O-La Boost Tank #3 Images: Nintendo Ride towards Chrono Tower in the centre of the map. Just south is another Vi-O-La Boost Tank, so shoot the target with the Thunder Shot to reveal it. Ride directly south until you reach the Floating Path Shrine. Use the Thunder Shot to open it up. Images: Nintendo Shot Expansion #16 Image: Nintendo You'll need to use your psychic powers to move the motes into the relevant sockets, allowing for makeshift platforms to move out and allow traversal across the gap. Before you do this, drop down to the lower level and walk to the back of the room. Don't worry about scanning the Neo Rootspurs – they just count as normal Rootspurs in the logbook, and we scanned those way back. Insert a mote into the pillar at the back of the room to reveal a Shot Expansion. Power Suit Upgrade: Super Ice Shot Image: Nintendo Now use the motes on the platforms to reach the other side of the upper floor. Take one of the motes from the platforms and throw it into the door. Head on through to grab the Super Ice Shot. Now touch the teleporter to exit the Shrine. Now head in a slight north-easterly direction to reach the Ring of Thunder Shrine. Enter! Images: Nintendo To activate the elevator in the centre, use your psychic powers to raise the two small pillars glowing purple. Then, fire at one of the pillars with your Thunder Shot. The electricity will travel around the ring and activate the elevator. Power Suit Upgrade - Charged Thunder Shot Image: Nintendo Head through the door down below and move forwards to grab the Charged Thunder Shot. Use the teleporter to exit. Energy Tank #9 Image: Nintendo When you exit the Ring of Thunder Shrine, walk around the back and use your psychic abilities to lower the hatch and reveal your next Energy Tank. Now travel north. Just north-east of Chrono Tower is another Shrine – the Falling Labyrinth Shrine. Enter. Images: Nintendo Scan Entry: Sand Crawler Image: Nintendo When you enter the main room, you'll see a few creatures crawling along the walls: these are Sand Crawlers. Scan one of them. Shot Expansion #17 Image: Nintendo Drop down to the lower level. Destroy the Green Energy Crystals. One of the clusters will be blocking a morph ball tunnel. Roll on through to grab the Shot Expansion. Now go back to the upper floor and use the spinner in the centre of the room. Grab the mote with your psychic powers and throw it into the socket in the ceiling, revealing an elaborate Spider Track maze. We can't go any further for now without the Spider Ball, so let's go back out into Sol Valley. Now head north-west toward Ice Belt. On the way, you'll come across the Rings of Stone Shrine. Go inside. Images: Nintendo Scan the rings in the centre of the room. They'll rise up into the air and spin rapidly. Use your Control Beam to hit the target in the centre. This will activate the elevator. Take it down. Power Suit Upgrade: Super Fire Shot Image: Nintendo Move forwards and grab the Super Fire Shot upgrade. Now take the teleporter back out. Energy Tank #10 Image: Nintendo Before we go to Ice Belt again, let's grab one more Energy Tank. Head south to Volt Forge. If you remember our first visit, we highlighted a column containing an Energy Tank. Now that you have the Thunder Shot, you can open it up and grab it. Okay, now drive straight over to Ice Belt. When you reach the region, you'll want to use the Thunder Shot on the door to the right in the Lobby area. Follow the corridor around and enter Equipment Storage. Roll into the morph ball tunnel until you reach the main room. Shoot the robot creature atop the platform with your Thunder Shot. Say hello to VUE-995! Scan Entry: VUE-995 Image: Nintendo When the cutscene concludes, be sure to scan your new companion. Now scan the door and VUE-995 will punch it into oblivion, letting you back through into the corridor. Scan the Barricade Clamp on the door at the end. VUE-995 will let you through and out into the Cliffside. Scan the window on the right and VUE-995 will weaken it with a punch. Fire a missile to destroy it, then jump out. Use the Psychic Grapple Points to cross the gap, but mind the icy blasts of wind. Melt the ice blocking the way and head through the door. Morph ball through the tunnel, then scan the statue to view a cutscene. In the Ancient Lift, melt the ice on the ground, then jump down. Scan Entry: Lamorn Lore 'Sacred Testament' Image: Nintendo When you reach the bottom after melting a couple more walls of ice, you'll see a Lamorn Lore block at the bottom. Scan it! Well done, this is your last Lamorn Lore of the game. Go through the door and into the Ancient Temple. Melt the ice on the surrounding statues, then use your psychic powers to grab the two motes and throw them into the central statue. Power Suit Upgrade: Psychic Spider Ball Image: Nintendo The statue will move to the side, revealing the Psychic Spider Ball. Grab it! Missile Expansion #21 Image: Nintendo Before we leave, circle around the collapsed walkway to find a Missile Expansion. Scan the purple haze and use the newly formed Spider Track to exit the room. Do the same again in Ancient Lift, using the Tether Nodes to fling your morph ball up high. There was a Spider Track in Equipment Storage, so let's quickly head back there. Shot Expansion #18 Image: Nintendo Follow the Spider Track around until you get the Shot Expansion. There are a few more items in Ice Belt before we leave. First, head into the Lobby Conduit and take a left at the bottom. You'll see some Tether Nodes. Missile Expansion #22 Image: Nintendo Use the Tether Nodes to propel yourself up the vent. Bomb the two red nodes to reveal the Missile Expansion, then use a Tether Node to fling yourself into it. Now head to the Storage Bay. Where you found those frozen Grievers in the cryopods earlier, take the morph ball elevator down. Missile Expansion #23 Image: Nintendo Use the Spider Track around the circular platform. You'll see a Missile Expansion above you. Use bombs to reach it. From the Storage Bay, take the morph ball tunnel into the Surgery Conduit. Shot Expansion #18 Image: Nintendo In Surgery Conduit, follow the path round until you see a Spider Track. Take it up, then use your boost ability to dash through to the Shot Expansion before the electricity gets you. Energy Tank #11 Image: Nintendo Head over to the Ice Canyon. You'll remember we saw some grapple points here earlier, so now's the time to use them. Swing on over to the Energy Tank and grab it. Now head back down to the main Power Generator from earlier. When you reach Deep Archive, shoot the hatch on the wall with the Thunder Shot to reveal a morph ball elevator. This will take you right back up to the Control Room – very handy. Now proceed to the Power Generator. Shot Expansion #19 Image: Nintendo In the Power Generator, there's a Spider Track on the lower level. Take this up and use the Tether Nodes to fling yourself up onto the second Spider Track on the ceiling. Follow this around to the Shot Expansion. Take the morph ball elevator in Deep Archives back up to the Control Room. Now take the big elevator in the Lobby down to Elevator Landing. Missile Expansion #24 Image: Nintendo Shoot the huge hangar door to the right with your Thunder Shot. Deal with the Grievers inside, then grab the Missile Expansion on the right. Shot Expansion #20 Image: Nintendo Proceed into Security Gates. Down on the left is an opening you can blast with a missile. When it's open, morph ball through and grab the Shot Expansion. That's it! No more items or scans in the Ice Belt region. We don't have to come back here again. Make your way out. When you take the large elevator back up into Sol Valley, don't go forward. Instead, go back and use the grapple on the node ahead. Take this exit back out into Sol Valley. Missile Expansion #25 Image: Nintendo You'll exit Ice Belt on the opposite side to normal. By the edge of the platform, you'll see a Psychic Boost Rail. Boost into it, and it'll take you around to get your next Missile Expansion. Now that we're back in Sol Valley, head back to the Falling Labyrinth Shrine. Remember the elaborate Spider Track we unveiled earlier? We can now use it. Observe the track first from the upper platform and plan your route to the top. Bomb any Sand Crawlers in your way. Power Suit Upgrade: Super Thunder Shot Image: Nintendo When you reach the top of the Shrine, head through the door and grab the Super Thunder Shot. Teleport out and back into Sol Valley. That just about does it for this section. Next time, we'll be conquering the oppressive region of The Great Mines. See you there, bounty hunter. View full article
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Metroid Prime 4: Beyond: Ice Belt Guide
Hello, fellow bounty hunters! We're back with our next section of the Metroid Prime 4: Beyond walkthrough, this time exploring the cold, oppressing region of Ice Belt. There are lots more items and scans to collect here, so if you're looking to achieve that coveted 100% completion rating, then look no further – we've got 'em all right here. Let's dive right in. Ice Belt WalkthroughUpon exiting the Sky Shuttle, head into the Loading Crane area. Missile Expansion #9 Image: Nintendo The door on your left is a Save Room, so make use of it. Circle around to the right and you'll find a bomb slot behind some breakable boxes. Bomb it to open the door nearby and grab your next Missile Expansion. Now move through the door to the Snowfield Accessway. Scan Entry: Ice Crawler Image: Nintendo Immediately ahead is your first scan from Ice Belt: the Ice Crawler. Kinda looks like the Crystallite from Phendrana Drifts in Prime 1, right? The end of this room is blocked with ice, so use your Fire Shot to get rid of it, then proceed through to the Snowfield Scan Entry: Snow Wolf Image: Nintendo Work your way around the Snowfield until you come to a large clearing. Fog will enshroud the area and a bunch of Snow Wolves will attack. Scan one of them, then fend them off. A single Fire Shot should be enough to defeat a single Wolf, and if you've been following this walkthrough so far, the Shot Expansions you've picked up should ensure you have just enough bullets to survive; pick up any ammo drops to be sure, and keep moving to avoid attacks. Just as the wolves start to overwhelm Samus, gunfire from afar will cause them to dissipate, so you're now free to proceed. Before you do so, however, take note of the Scout Bot located on the edge of the Snowfield, near the wreckage of a delivery truck as you walk down from the Accessway. Shot Expansion #5 Image: Nintendo Near the Scout Bot, a Shot Expansion can be seen behind some ice underneath the delivery truck wreckage. Shoot this with your Fire Shot, then morph ball into the opening to grab the expansion. Now walk to the end of the Snowfield, through the door into Facility Entrance, then again into the Lobby. The opening to the left will take you up to the next floor. Then take the door at the back into the Control Room. Here, you'll meet Galactic Federation Sniper: Reger Tokabi. Scan Entry: Reger Tokabi Image: Nintendo When the cutscene ends, be sure to scan Tokabi to add him to your logbook. Then scan the terminal to proceed with the next cutscene. When it finishes, you'll have the Area Map and you'll need to reach the Power Generator. Outside the Control Room, take the door to your left, then shoot the opening in the floor. Drop down. Now whip out your scan visor. There are two creatures to scan in the Cryopod Conveyor. Scan Entry: Snow Roach Image: Nintendo Scan Entry: Dartwing Image: Nintendo Be careful not to get too close to the Dartwings. They will, as the name implies, dart towards Samus and likely prevent you from scanning one. Keep your distance and scan from afar. Follow the corridor around and melt the ice blockage with the Fire Shot. Melt a smaller opening with the Fire Shot and morph ball through, then get rid of the Dartwings on the other side. In the Biolabs area, scan the Psychic Lock Unit at the far end. You'll need to locate TK Codes found in the immediate vicinity. Scan Entry: Lamorn Data Log 'Endeavor' Image: Nintendo Go through the door to the left of the Lock Unit to reach Bio-Labs Security. Immediately, you'll see a data pad on the right. This is your first Lamorn Data Log scan of the game, so scan it. Next to the Data Log, you'll see some ice just begging to be melted, so oblige it with your Fire Shot. Now use the newly-revealed Bomb Slot, and then press 'A' against the powered-up terminal. Head back out and around to the newly-unlocked doors. First, go into Cryopod Prep. Scan Entry: Lamorn Data Log 'Security' Image: Nintendo On the right is another Lamorn Data Log on the table – scan it. Now go back out and take the opposite door into Specimen Lab. Scan the pod in the middle to reveal your first TK Code of two. You'll need to use your psychic powers to move the fragments into place to form a complete object. Go back out and head down the corridor to the room leading to DNA Sequencing. Over on the right is a blocked bomb tunnel. Fire a missile to uncover it, then head on through. You'll emerge in the room opposite called Tracking Operations. Scan Entry: Lamorn Data Log 'Gift' Image: Nintendo As you exit the morph ball tunnel, another Lamorn Data Log can be found on the floor nearby. Scan it. There's a Psychic Container in the middle of the room, so use your powers to unlock it. Power Suit Upgrade: Lasso Image: Nintendo Woohoo, you got the Lasso. Now scan the lock on the door behind you. Click the left analogue stick in to launch your lasso, then pull backwards to yank the lock off the door. Shot Expansion #6 Image: Nintendo Before you leave, use the lasso to pull the cover off the Bomb Slot on the right. Meanwhile, you'll see two morph ball tracks that you can yank down using the lasso, so do this on both. Now head up the morph ball tunnel and weave your way around it to eventually reach your next Shot Expansion. Now go back into DNA Sequencing. Use the lasso on the containers. One of them will contain a green vial, so scan this to reveal your second TK Code. Head to the room on the right of the Lock Unit – you'll need to use your lasso to unlock it. Now move around to the right and scan the terminal to get the Area Map. Go back out. Missile Expansion #10 Image: Nintendo Opposite, you'll see two crates blocking the way, so use your lasso to remove them. Follow the corridor around, get rid of any Snow Roaches along the way, then melt the ice to find a Missile Expansion. Okay, now you can use your two TK Codes on the Lock Unit. Use your psychic powers to follow the same pattern indicated on the right of the screen to unlock the way. Scan Entry: Light Maintenance Tank Image: Nintendo Go through the Medical Bays Access. Just around the corner is a Light Maintenance Tank, so scan it, then kill it. When you get into the Staging Corridor, you'll see another Psychic Lock Unit on your left. You'll need four TK Codes for this one, so let's go search for them. The only door available right now leads to a Save Room, so use it. Turn right upon exiting. Scan Entry: Lamorn Data Log 'Anxiety' Image: Nintendo On the counter, you'll see another Lamorn Data Log, so scan it. To the right of this is a broken window, so use a missile to shatter it and jump through. As you head down the corridor, one door on the right will be open. Walk through, then morph ball through the tunnel into the next room across. Scan the capsule on the side to reveal a TK Code. Head through the door at the end of the corridor to reach Medical Hub. There are three doors here with lasso locks. Let's take the one on the left first to reach Storage Corridor. Scan Entry: Lamorn Data Log 'Attempt' Image: Nintendo Move forward and turn left to see your next Lamorn Data Log on the far wall. Now go through the next door into the Storage Bay. Move right and use the lasso on the door lock. Dispatch the Light Maintenance Tanks on the other side, then take the door on your left. Touch the two terminals to open the cryopods, then use the Fire Shot on the block of ice above to lower a third cryopod. Touch the terminal to open the cryopod, then scan the Griever specimen to reveal your second TK Code. Scan Entry: Lamorn Data Log 'Limit' Image: Nintendo Before we leave, there's another Lamorn Data Log to get. Go back out the room containing the Griever specimens and head all the way around to the other side. The Log will be waiting in the corner. Go back into Medical Hub and take the next lasso-locked door to your left into Surgery Corridor. Scan Entry: Lamorn Data Log 'Breakthrough' Image: Nintendo On the counter to the left is your next Lamorn Data Log – scan it. Missile Expansion #11 Image: Nintendo Before we go into the next room, melt the block of ice on the wall in Surgery Corridor. Use the lasso to pull the lock off the morph ball tunnel and roll on through. Bomb the gate blocking access to the Missile Expansion, then roll through to grab it. Now move through into Surgery Bay. Walk to the back of the room and scan the terminal to activate the Balsallae System. Scan this to reveal your third TK Code. Go back to Medical Hub and take the third lasso-locked door to your left. Scan Entry: Lamorn Data Log 'Awakening' Image: Nintendo Immediately on your right is the next Lamorn Data Log on the counter, so scan it. Move on through to Recovery Bay. Work your way to the back of the room and fire a missile at the grating on the wall. Jump through in morph ball mode. Scan Entry: Lamorn Data Log 'Analysis' Image: Nintendo On the table opposite is another Lamorn Data Log. Scan it, then defeat the Light Maintenance Tank. On the wall by the window is a block of ice. Melt it, then use your lasso to pull the monitor down from the wall. Scan this monitor for your fourth and final TK Code. Unlock the door with your lasso, then make your way back to Staging Corridor and the Psychic Lock Unit. Save your progress upon your return, if you wish. Use the Lock Unit in the same way as before – follow the pattern on the right with your psychic powers. Scan Entry: Lamorn Data Log 'Resignation' Image: Nintendo Move down the corridor and you'll see a Lamorn Data Log in front of you. You know what to do. Move through the next room and into Upper Airlock. Melt the ice blocking the way, and head through into Ravine Monitoring. Now move left and through the next room until you reach Ice Canyon. Scan Entry: Blue Krauk Image: Nintendo When you emerge outside, you'll see some creatures fly by. These are Blue Krauks, so scan one of them. Now work your way across the walkways, being careful not to let the icy blasts of wind knock you off the edge. Take note of the Energy Tank on the island to the right – we'll come back for that later. Move around the mountain and use your missile to destroy a walkway over on your left. This will allow you to jump to the platform in the middle, but again, watch that wind. Walk across the last walkway and fire a missile at the window. Jump through. Open the door and melt the ice to access Lower Airlock. Melt the next block of ice to morph ball through the opening. Scan Entry: Lamorn Data Log 'Records' Image: Nintendo Over on your left is another Lamorn Data Log, so scan it. Take the door on the left and move through the corridor into Deep Archive. Go right into Maintenance Access and use the Save Room on the left. Now take the door on the left into Heat Exchange Column. Scan Entry: Lamorn Data Log 'Query' Image: Nintendo You'll see your next Lamorn Data Log on the counter to your right, so scan it. Work your way down the corridor and through the door into Energy Regulator. Melt the blocks of ice in your path and continue through to the Power Generator. Scan Entry: Lamorn Data Log 'Prayer' Image: Nintendo Look down to your left and you'll see another Lamorn Data Log. Scan it! Scan Entry: Psychic Ball Track Image: Nintendo On the lower level directly underneath the floor above, you'll see some purple haze. Scan it to reveal the Psychic Ball Track, then scan again to add it to your logbook. Okay, now melt the block of ice on the lower level to reveal a Bomb Slot. Before you use a bomb, lasso the slot around the track to the other side. Then, lasso the Slot Connector above to connect the Bomb Slot to the Generator. Once it's connected, drop into morph ball mode and bomb it. You can now interact with the terminal on the upper floor, so head on up and press 'A' next to it. The turbines will start, and then abruptly stall. You'll need to use your Control Beam to hit the targets on each turbine. The first is directly in the middle, the second on the lower left, and the third on the upper right. You'll see the latter two easily thanks to the light that they emit from the sides of the walls. The turbines will kick into high gear and the room will fill with light (the proper Ice Belt theme tune will kick in now, too – it's another banger). Before you head back to Tokabi, use the terminal on the lower right to activate a ramp leading further down. Energy Tank #4 Image: Nintendo Use a missile to uncover the morph ball tunnel, then work your way through, avoiding the columns of electricity as they move toward the screen. Bomb the opening on the right, then head through to grab your next Energy Tank. Head back up to the Deep Archive, saving your game along the way. A newly-activated Bomb Slot will be available, so use it. Watch the cutscene to learn more about the Lamorn and the Grievers. A morph ball tunnel will also now be open to the right, so head on through until you emerge back in the Lower Airlock. Shot Expansion #7 Image: Nintendo You'll see a bomb slot above a large gate, so use your psychic abilities to throw a bomb and activate it. The gate will open, revealing three cryopods: three directly ahead, and one to your immediate left. Open the pod on the left to get your next Shot Expansion. When you get back into the Ice Canyon, you can head left and activate the shuttle to move back up to the other side, In the Upper Airlock, an alarm will trigger and lock the doors. Take the morph ball tunnel to your left into the Storage Conduit. Scan Entry: Frostburn Griever Image: Nintendo When you emerge in the Storage Bay, the cryopods will open, revealing the Frostburn Grievers. Scan them, then focus on using your Fire Shot primarily to beat them. Another morph ball tunnel will be open near the exit to Storage Corridor, so go through there and into Surgery Conduit. You'll see a Shot Expansion as you go through, but we'll have to come back for it later. Exit into the Surgery Bay, then use the next morph ball tunnel opposite. Roll on through the Recovery Conduit until you reach Recovery Bay. Head through into the Recovery corridor and kill the Grievers that emerge. Go into the Medical Hub and dispatch the Grievers there, then use a missile to unblock the door leading back into Staging Corridor. Missile Expansion #12 Image: Nintendo A Griever will burst out of a previously locked-off door on the right. Defeat it, then go through the door and into the morph ball tunnel inside. In the adjacent room, you'll find your next Missile Expansion. Use the Save Room next to the Staging Corridor, if you wish. Otherwise, head back up the Medical Bays Access, straight through the Bio-Labs, and up the cryopod conveyor. You'll need to use the morph ball tunnel here to access Lobby Conduit, then bomb the vents to shoot you back up to the top. When you reach the lobby, help Tokabi fend off the Grievers. Keep an eye on his health, and prioritise any Grievers that might be targeting him. Watch the cutscene, then take the large elevator in the middle of the Lobby. Use the Save Room to the left when you enter Elevator Landing – you'll likely need it. When you reach Security Gates, scan the clamps on the large door, then use the lasso to pull them both off. Tokabi will remotely open the door. Get ready for a big fight... Jump down into the middle of the Quarantine Chamber. Scan Entry: Keratos Image: Nintendo Keratos is a big boy, huh? Scan it, then consult our full guide on How to Beat Keratos if you're struggling with this one. Related Articles Guide Metroid Prime 4: Beyond: How To Beat KeratosRock 'n' Roll Power Suit Upgrade: Psychic Boost Ball Image: Nintendo When Keratos is down, you can go ahead and grab the Psychic Boost Ball. A Sacred Shrine will appear, so drop into morph ball and boost around the circular opening with 'B' to power it up. Now step onto the platform and look up to the light. Move forwards to grab your next Master Teleporter Key. Use the boost ball on the small half-pipe to exit the Quarantine Chamber. Back in Elevator Landing, use the morph ball spinner to open up the ceiling and allow access to the elevator. Take it up. Head back to the Loading Crane entrance to Ice Belt. Move to the upper floor and use a missile on the broken glass. Now fire a Control Bream around the corner until you hit the malfunctioning door on the other side. When it's open, head through and use the morph ball spinner. Now press 'A' to activate the powered-up console. Jump down and approach the cryopod. Press 'A' to obtain the Ice Chip. Okay, so we'll want to head back to Myles again in Fury Green to exchange the Ice Chip for a new weapon upgrade. Take the Sky Shuttle from Ice Belt back to Sol Valley, then take the elevator back up. When you're back in Sol Valley, there are a few items we can grab now that we have the lasso. We'll mark the locations on the map as we go, but each will be visible by a gold glow in the distance. When you approach each small debris site, use the lasso to pull the item up from underground. Missile Expansion #13 Images: Nintendo Missile Expansion #14 Images: Nintendo Missile Expansion #15 Images: Nintendo While you're seeking out the above items, it's also worth driving around the whole of Sol Valley and crashing into any Green Energy Crystals that have materialised since your stint in Ice Belt. Related Articles Guide Metroid Prime 4: Beyond: Green Energy Crystals - How To Find, All RewardsSmash 'em all Scan Entry: Aeronaut Image: Nintendo There's a chance you might have seen one of these already, but this is where the Aeronaut first cropped up for us. These will pop up out of the sand at random points on the map and fly around Samus, dropping bombs in your path as you ride around on Vi-O-La. Simply shoot at it once with 'A', then when it's grounding, boost and slide into it to destroy it. But scan it first, of course. Missile Expansion #16 Images: Nintendo Now head up to the Galactic Federation Debris Site in the north. Inside the small building, you'll see two boxes on a ledge. Shoot these to reveal a Missile Expansion. Scan Entry: Sand Griever Image: Nintendo After you've grabbed the Missile Expansion, Sand Grievers will pop up out of the ground and attack you. Scan one of them! Now let's make our way back to Myles. Head to the Cargo Launcher to Memory Temple. Shot Expansion #8 Image: Nintendo Before you use the Launcher, head through the corridor to the left and work your way around. Use the Fire Shot on the webbing until you eventually come to your next Shot Expansion. Okay, now go back and use the launcher. Power Suit Upgrade: Ice Shot Image: Nintendo Make your way back to Base Camp and hand the Ice Chip to Myles. He'll give you the Ice Shot in return. Nice! Now go through to the Altar of Legacy and drop off any Green Energy Crystals you've collected. By this point, you should have gathered enough to gain the Psychic Beam Upgrade, adding more power to your standard shots. Now make your way to the Sacred Flame Ceremony near Base Camp. Use your newly acquired Ice Shot on the door to the left. Shot Expansion #9 Image: Nintendo In Fountain of Tranquility, you'll want to freeze the water underneath the left platform with the Ice Shot. Use your psychic abilities to swap the node over to the right column, then freeze the water again. Use these newly created platforms to reach the Shot Expansion. Now let's head back out into Sol Valley via the Cargo Launcher. We need to go back to Volt Forge, but first, go north until you reach the Ladder of Thought Shrine. Images: Nintendo Use your psychic powers to enter the shrine, then use your Fire Shot to destroy the webbing and proceed through into the main room. Scan Entry: Web Crawler Image: Nintendo No, this isn't Spiderman, but rather a bunch of spider-like creatures scuttling across the ground. Scan one of them. While you're here, use your missile on any clusters of Green Energy Crystals, as destroying any found within the Shrines will count toward your total. Destroy all of the webbing in the room with your Fire Shot. Now use your psychic powers to raise the two platforms enough so you can jump on them and reach the ledge above. Before you go through the door, destroy the webbing on the right with a Fire Shot. Energy Tank #5 Image: Nintendo Use a combination of your morph ball jump and bomb to reach the small slot. Proceed through the tunnel and you'll reach an Energy Tank. Okay, now go through the door. Power Suit Upgrade - Charged Fire Shot Image: Nintendo Move forward and pick up the Charged Fire Shot upgrade. Leave the Shrine via the teleporter. Now head on over to the far east of Sol Valley. Vi-O-La Boost Tank #2 Images: Nintendo Along the edge of the map north of Flare Pool, you'll find your next Vi-O-La Boost Tank, but you'll need to use your Ice Shot to reveal it. From there, drive directly south until you reach the Source of Spring Shrine. Images: Nintendo Missile Expansion #17 Image: Nintendo Enter the Shrine. On the lower level, destroy some debris over on the left to reveal a short morph ball tunnel. Follow it around to reach the Missile Expansion. Don't forget the destroy any Green Energy Crystals you happen to see. Okay, now head back up to the upper level. You'll see three small streams of water cascading down the wall ahead. Freeze the streams on the left and right to focus the flow into the middle. This will cause the platform to drop and allow you to proceed through the door. Power Suit Upgrade: Charged Ice Shot Image: Nintendo Go ahead and pick up the Charged Ice Shot. Now leave the Shrine via the teleporter. Now we need to go to Volt Forge and upgrade our suit so we can cross the Lava Lake into Flare Pool. Drive over to Volt Forge and enter the facility through the usual means. Head over to Test Circuit Security in Tower 3 via Vi-O-La. Use the morph ball spinner in front of the monitor by the window. Power Suit Upgrade: Vi-O-La IC Suit Image: Nintendo Okay, you've upgraded your suit! Nice. You now have expanded heat-resistance and Vi-O-La can now transform to traverse lava with ease. Take Transport Tunnel C back to Tower 1, but hop out just after you jump over the gap. Missile Expansion #17 Image: Nintendo You see a conduit above you with an opening at the end. Use the Control Beam to weave through the conduit, avoiding the Maintenance Tanks along the way, until you hit the target at the end. You can now jump up and grab a Missile Expansion. Missile Expansion #18 Image: Nintendo Time to make our way back out. In the Loading Airlock, however, you'll see another morph ball spinner. Keep using it to cause the two Transportation Containers above to hit each other. Keep going until one of them falls. The door will open to reveal a Missile Expansion. Now leave Volt Forge and make your way to Flare Pool in the south-east corner of Sol Valley. Make your way into the area until you reach the wall of fire blocking your way.
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Metroid Prime 4: Beyond: Ice Belt Guide
Hello, fellow bounty hunters! We're back with our next section of the Metroid Prime 4: Beyond walkthrough, this time exploring the cold, oppressing region of Ice Belt. There are lots more items and scans to collect here, so if you're looking to achieve that coveted 100% completion rating, then look no further – we've got 'em all right here. Let's dive right in. Ice Belt WalkthroughUpon exiting the Sky Shuttle, head into the Loading Crane area. Missile Expansion #9 Image: Nintendo The door on your left is a Save Room, so make use of it. Circle around to the right and you'll find a bomb slot behind some breakable boxes. Bomb it to open the door nearby and grab your next Missile Expansion. Now move through the door to the Snowfield Accessway. Scan Entry: Ice Crawler Image: Nintendo Immediately ahead is your first scan from Ice Belt: the Ice Crawler. Kinda looks like the Crystallite from Phendrana Drifts in Prime 1, right? The end of this room is blocked with ice, so use your Fire Shot to get rid of it, then proceed through to the Snowfield Scan Entry: Snow Wolf Image: Nintendo Work your way around the Snowfield until you come to a large clearing. Fog will enshroud the area and a bunch of Snow Wolves will attack. Scan one of them, then fend them off. A single Fire Shot should be enough to defeat a single Wolf, and if you've been following this walkthrough so far, the Shot Expansions you've picked up should ensure you have just enough bullets to survive; pick up any ammo drops to be sure, and keep moving to avoid attacks. Just as the wolves start to overwhelm Samus, gunfire from afar will cause them to dissipate, so you're now free to proceed. Before you do so, however, take note of the Scout Bot located on the edge of the Snowfield, near the wreckage of a delivery truck as you walk down from the Accessway. Shot Expansion #5 Image: Nintendo Near the Scout Bot, a Shot Expansion can be seen behind some ice underneath the delivery truck wreckage. Shoot this with your Fire Shot, then morph ball into the opening to grab the expansion. Now walk to the end of the Snowfield, through the door into Facility Entrance, then again into the Lobby. The opening to the left will take you up to the next floor. Then take the door at the back into the Control Room. Here, you'll meet Galactic Federation Sniper: Reger Tokabi. Scan Entry: Reger Tokabi Image: Nintendo When the cutscene ends, be sure to scan Tokabi to add him to your logbook. Then scan the terminal to proceed with the next cutscene. When it finishes, you'll have the Area Map and you'll need to reach the Power Generator. Outside the Control Room, take the door to your left, then shoot the opening in the floor. Drop down. Now whip out your scan visor. There are two creatures to scan in the Cryopod Conveyor. Scan Entry: Snow Roach Image: Nintendo Scan Entry: Dartwing Image: Nintendo Be careful not to get too close to the Dartwings. They will, as the name implies, dart towards Samus and likely prevent you from scanning one. Keep your distance and scan from afar. Follow the corridor around and melt the ice blockage with the Fire Shot. Melt a smaller opening with the Fire Shot and morph ball through, then get rid of the Dartwings on the other side. In the Biolabs area, scan the Psychic Lock Unit at the far end. You'll need to locate TK Codes found in the immediate vicinity. Scan Entry: Lamorn Data Log 'Endeavor' Image: Nintendo Go through the door to the left of the Lock Unit to reach Bio-Labs Security. Immediately, you'll see a data pad on the right. This is your first Lamorn Data Log scan of the game, so scan it. Next to the Data Log, you'll see some ice just begging to be melted, so oblige it with your Fire Shot. Now use the newly-revealed Bomb Slot, and then press 'A' against the powered-up terminal. Head back out and around to the newly-unlocked doors. First, go into Cryopod Prep. Scan Entry: Lamorn Data Log 'Security' Image: Nintendo On the right is another Lamorn Data Log on the table – scan it. Now go back out and take the opposite door into Specimen Lab. Scan the pod in the middle to reveal your first TK Code of two. You'll need to use your psychic powers to move the fragments into place to form a complete object. Go back out and head down the corridor to the room leading to DNA Sequencing. Over on the right is a blocked bomb tunnel. Fire a missile to uncover it, then head on through. You'll emerge in the room opposite called Tracking Operations. Scan Entry: Lamorn Data Log 'Gift' Image: Nintendo As you exit the morph ball tunnel, another Lamorn Data Log can be found on the floor nearby. Scan it. There's a Psychic Container in the middle of the room, so use your powers to unlock it. Power Suit Upgrade: Lasso Image: Nintendo Woohoo, you got the Lasso. Now scan the lock on the door behind you. Click the left analogue stick in to launch your lasso, then pull backwards to yank the lock off the door. Shot Expansion #6 Image: Nintendo Before you leave, use the lasso to pull the cover off the Bomb Slot on the right. Meanwhile, you'll see two morph ball tracks that you can yank down using the lasso, so do this on both. Now head up the morph ball tunnel and weave your way around it to eventually reach your next Shot Expansion. Now go back into DNA Sequencing. Use the lasso on the containers. One of them will contain a green vial, so scan this to reveal your second TK Code. Head to the room on the right of the Lock Unit – you'll need to use your lasso to unlock it. Now move around to the right and scan the terminal to get the Area Map. Go back out. Missile Expansion #10 Image: Nintendo Opposite, you'll see two crates blocking the way, so use your lasso to remove them. Follow the corridor around, get rid of any Snow Roaches along the way, then melt the ice to find a Missile Expansion. Okay, now you can use your two TK Codes on the Lock Unit. Use your psychic powers to follow the same pattern indicated on the right of the screen to unlock the way. Scan Entry: Light Maintenance Tank Image: Nintendo Go through the Medical Bays Access. Just around the corner is a Light Maintenance Tank, so scan it, then kill it. When you get into the Staging Corridor, you'll see another Psychic Lock Unit on your left. You'll need four TK Codes for this one, so let's go search for them. The only door available right now leads to a Save Room, so use it. Turn right upon exiting. Scan Entry: Lamorn Data Log 'Anxiety' Image: Nintendo On the counter, you'll see another Lamorn Data Log, so scan it. To the right of this is a broken window, so use a missile to shatter it and jump through. As you head down the corridor, one door on the right will be open. Walk through, then morph ball through the tunnel into the next room across. Scan the capsule on the side to reveal a TK Code. Head through the door at the end of the corridor to reach Medical Hub. There are three doors here with lasso locks. Let's take the one on the left first to reach Storage Corridor. Scan Entry: Lamorn Data Log 'Attempt' Image: Nintendo Move forward and turn left to see your next Lamorn Data Log on the far wall. Now go through the next door into the Storage Bay. Move right and use the lasso on the door lock. Dispatch the Light Maintenance Tanks on the other side, then take the door on your left. Touch the two terminals to open the cryopods, then use the Fire Shot on the block of ice above to lower a third cryopod. Touch the terminal to open the cryopod, then scan the Griever specimen to reveal your second TK Code. Scan Entry: Lamorn Data Log 'Limit' Image: Nintendo Before we leave, there's another Lamorn Data Log to get. Go back out the room containing the Griever specimens and head all the way around to the other side. The Log will be waiting in the corner. Go back into Medical Hub and take the next lasso-locked door to your left into Surgery Corridor. Scan Entry: Lamorn Data Log 'Breakthrough' Image: Nintendo On the counter to the left is your next Lamorn Data Log – scan it. Missile Expansion #11 Image: Nintendo Before we go into the next room, melt the block of ice on the wall in Surgery Corridor. Use the lasso to pull the lock off the morph ball tunnel and roll on through. Bomb the gate blocking access to the Missile Expansion, then roll through to grab it. Now move through into Surgery Bay. Walk to the back of the room and scan the terminal to activate the Balsallae System. Scan this to reveal your third TK Code. Go back to Medical Hub and take the third lasso-locked door to your left. Scan Entry: Lamorn Data Log 'Awakening' Image: Nintendo Immediately on your right is the next Lamorn Data Log on the counter, so scan it. Move on through to Recovery Bay. Work your way to the back of the room and fire a missile at the grating on the wall. Jump through in morph ball mode. Scan Entry: Lamorn Data Log 'Analysis' Image: Nintendo On the table opposite is another Lamorn Data Log. Scan it, then defeat the Light Maintenance Tank. On the wall by the window is a block of ice. Melt it, then use your lasso to pull the monitor down from the wall. Scan this monitor for your fourth and final TK Code. Unlock the door with your lasso, then make your way back to Staging Corridor and the Psychic Lock Unit. Save your progress upon your return, if you wish. Use the Lock Unit in the same way as before – follow the pattern on the right with your psychic powers. Scan Entry: Lamorn Data Log 'Resignation' Image: Nintendo Move down the corridor and you'll see a Lamorn Data Log in front of you. You know what to do. Move through the next room and into Upper Airlock. Melt the ice blocking the way, and head through into Ravine Monitoring. Now move left and through the next room until you reach Ice Canyon. Scan Entry: Blue Krauk Image: Nintendo When you emerge outside, you'll see some creatures fly by. These are Blue Krauks, so scan one of them. Now work your way across the walkways, being careful not to let the icy blasts of wind knock you off the edge. Take note of the Energy Tank on the island to the right – we'll come back for that later. Move around the mountain and use your missile to destroy a walkway over on your left. This will allow you to jump to the platform in the middle, but again, watch that wind. Walk across the last walkway and fire a missile at the window. Jump through. Open the door and melt the ice to access Lower Airlock. Melt the next block of ice to morph ball through the opening. Scan Entry: Lamorn Data Log 'Records' Image: Nintendo Over on your left is another Lamorn Data Log, so scan it. Take the door on the left and move through the corridor into Deep Archive. Go right into Maintenance Access and use the Save Room on the left. Now take the door on the left into Heat Exchange Column. Scan Entry: Lamorn Data Log 'Query' Image: Nintendo You'll see your next Lamorn Data Log on the counter to your right, so scan it. Work your way down the corridor and through the door into Energy Regulator. Melt the blocks of ice in your path and continue through to the Power Generator. Scan Entry: Lamorn Data Log 'Prayer' Image: Nintendo Look down to your left and you'll see another Lamorn Data Log. Scan it! Scan Entry: Psychic Ball Track Image: Nintendo On the lower level directly underneath the floor above, you'll see some purple haze. Scan it to reveal the Psychic Ball Track, then scan again to add it to your logbook. Okay, now melt the block of ice on the lower level to reveal a Bomb Slot. Before you use a bomb, lasso the slot around the track to the other side. Then, lasso the Slot Connector above to connect the Bomb Slot to the Generator. Once it's connected, drop into morph ball mode and bomb it. You can now interact with the terminal on the upper floor, so head on up and press 'A' next to it. The turbines will start, and then abruptly stall. You'll need to use your Control Beam to hit the targets on each turbine. The first is directly in the middle, the second on the lower left, and the third on the upper right. You'll see the latter two easily thanks to the light that they emit from the sides of the walls. The turbines will kick into high gear and the room will fill with light (the proper Ice Belt theme tune will kick in now, too – it's another banger). Before you head back to Tokabi, use the terminal on the lower right to activate a ramp leading further down. Energy Tank #4 Image: Nintendo Use a missile to uncover the morph ball tunnel, then work your way through, avoiding the columns of electricity as they move toward the screen. Bomb the opening on the right, then head through to grab your next Energy Tank. Head back up to the Deep Archive, saving your game along the way. A newly-activated Bomb Slot will be available, so use it. Watch the cutscene to learn more about the Lamorn and the Grievers. A morph ball tunnel will also now be open to the right, so head on through until you emerge back in the Lower Airlock. Shot Expansion #7 Image: Nintendo You'll see a bomb slot above a large gate, so use your psychic abilities to throw a bomb and activate it. The gate will open, revealing three cryopods: three directly ahead, and one to your immediate left. Open the pod on the left to get your next Shot Expansion. When you get back into the Ice Canyon, you can head left and activate the shuttle to move back up to the other side, In the Upper Airlock, an alarm will trigger and lock the doors. Take the morph ball tunnel to your left into the Storage Conduit. Scan Entry: Frostburn Griever Image: Nintendo When you emerge in the Storage Bay, the cryopods will open, revealing the Frostburn Grievers. Scan them, then focus on using your Fire Shot primarily to beat them. Another morph ball tunnel will be open near the exit to Storage Corridor, so go through there and into Surgery Conduit. You'll see a Shot Expansion as you go through, but we'll have to come back for it later. Exit into the Surgery Bay, then use the next morph ball tunnel opposite. Roll on through the Recovery Conduit until you reach Recovery Bay. Head through into the Recovery corridor and kill the Grievers that emerge. Go into the Medical Hub and dispatch the Grievers there, then use a missile to unblock the door leading back into Staging Corridor. Missile Expansion #12 Image: Nintendo A Griever will burst out of a previously locked-off door on the right. Defeat it, then go through the door and into the morph ball tunnel inside. In the adjacent room, you'll find your next Missile Expansion. Use the Save Room next to the Staging Corridor, if you wish. Otherwise, head back up the Medical Bays Access, straight through the Bio-Labs, and up the cryopod conveyor. You'll need to use the morph ball tunnel here to access Lobby Conduit, then bomb the vents to shoot you back up to the top. When you reach the lobby, help Tokabi fend off the Grievers. Keep an eye on his health, and prioritise any Grievers that might be targeting him. Watch the cutscene, then take the large elevator in the middle of the Lobby. Use the Save Room to the left when you enter Elevator Landing – you'll likely need it. When you reach Security Gates, scan the clamps on the large door, then use the lasso to pull them both off. Tokabi will remotely open the door. Get ready for a big fight... Jump down into the middle of the Quarantine Chamber. Scan Entry: Keratos Image: Nintendo Keratos is a big boy, huh? Scan it, then consult our full guide on How to Beat Keratos if you're struggling with this one. Related Articles Guide Metroid Prime 4: Beyond: How To Beat KeratosRock 'n' Roll Power Suit Upgrade: Psychic Boost Ball Image: Nintendo When Keratos is down, you can go ahead and grab the Psychic Boost Ball. A Sacred Shrine will appear, so drop into morph ball and boost around the circular opening with 'B' to power it up. Now step onto the platform and look up to the light. Move forwards to grab your next Master Teleporter Key. Use the boost ball on the small half-pipe to exit the Quarantine Chamber. Back in Elevator Landing, use the morph ball spinner to open up the ceiling and allow access to the elevator. Take it up. Head back to the Loading Crane entrance to Ice Belt. Move to the upper floor and use a missile on the broken glass. Now fire a Control Bream around the corner until you hit the malfunctioning door on the other side. When it's open, head through and use the morph ball spinner. Now press 'A' to activate the powered-up console. Jump down and approach the cryopod. Press 'A' to obtain the Ice Chip. Okay, so we'll want to head back to Myles again in Fury Green to exchange the Ice Chip for a new weapon upgrade. Take the Sky Shuttle from Ice Belt back to Sol Valley, then take the elevator back up. When you're back in Sol Valley, there are a few items we can grab now that we have the lasso. We'll mark the locations on the map as we go, but each will be visible by a gold glow in the distance. When you approach each small debris site, use the lasso to pull the item up from underground. Missile Expansion #13 Images: Nintendo Missile Expansion #14 Images: Nintendo Missile Expansion #15 Images: Nintendo While you're seeking out the above items, it's also worth driving around the whole of Sol Valley and crashing into any Green Energy Crystals that have materialised since your stint in Ice Belt. Related Articles Guide Metroid Prime 4: Beyond: Green Energy Crystals - How To Find, All RewardsSmash 'em all Scan Entry: Aeronaut Image: Nintendo There's a chance you might have seen one of these already, but this is where the Aeronaut first cropped up for us. These will pop up out of the sand at random points on the map and fly around Samus, dropping bombs in your path as you ride around on Vi-O-La. Simply shoot at it once with 'A', then when it's grounding, boost and slide into it to destroy it. But scan it first, of course. Missile Expansion #16 Images: Nintendo Now head up to the Galactic Federation Debris Site in the north. Inside the small building, you'll see two boxes on a ledge. Shoot these to reveal a Missile Expansion. Scan Entry: Sand Griever Image: Nintendo After you've grabbed the Missile Expansion, Sand Grievers will pop up out of the ground and attack you. Scan one of them! Now let's make our way back to Myles. Head to the Cargo Launcher to Memory Temple. Shot Expansion #8 Image: Nintendo Before you use the Launcher, head through the corridor to the left and work your way around. Use the Fire Shot on the webbing until you eventually come to your next Shot Expansion. Okay, now go back and use the launcher. Power Suit Upgrade: Ice Shot Image: Nintendo Make your way back to Base Camp and hand the Ice Chip to Myles. He'll give you the Ice Shot in return. Nice! Now go through to the Altar of Legacy and drop off any Green Energy Crystals you've collected. By this point, you should have gathered enough to gain the Psychic Beam Upgrade, adding more power to your standard shots. Now make your way to the Sacred Flame Ceremony near Base Camp. Use your newly acquired Ice Shot on the door to the left. Shot Expansion #9 Image: Nintendo In Fountain of Tranquility, you'll want to freeze the water underneath the left platform with the Ice Shot. Use your psychic abilities to swap the node over to the right column, then freeze the water again. Use these newly created platforms to reach the Shot Expansion. Now let's head back out into Sol Valley via the Cargo Launcher. We need to go back to Volt Forge, but first, go north until you reach the Ladder of Thought Shrine. Images: Nintendo Use your psychic powers to enter the shrine, then use your Fire Shot to destroy the webbing and proceed through into the main room. Scan Entry: Web Crawler Image: Nintendo No, this isn't Spiderman, but rather a bunch of spider-like creatures scuttling across the ground. Scan one of them. While you're here, use your missile on any clusters of Green Energy Crystals, as destroying any found within the Shrines will count toward your total. Destroy all of the webbing in the room with your Fire Shot. Now use your psychic powers to raise the two platforms enough so you can jump on them and reach the ledge above. Before you go through the door, destroy the webbing on the right with a Fire Shot. Energy Tank #5 Image: Nintendo Use a combination of your morph ball jump and bomb to reach the small slot. Proceed through the tunnel and you'll reach an Energy Tank. Okay, now go through the door. Power Suit Upgrade - Charged Fire Shot Image: Nintendo Move forward and pick up the Charged Fire Shot upgrade. Leave the Shrine via the teleporter. Now head on over to the far east of Sol Valley. Vi-O-La Boost Tank #2 Images: Nintendo Along the edge of the map north of Flare Pool, you'll find your next Vi-O-La Boost Tank, but you'll need to use your Ice Shot to reveal it. From there, drive directly south until you reach the Source of Spring Shrine. Images: Nintendo Missile Expansion #17 Image: Nintendo Enter the Shrine. On the lower level, destroy some debris over on the left to reveal a short morph ball tunnel. Follow it around to reach the Missile Expansion. Don't forget the destroy any Green Energy Crystals you happen to see. Okay, now head back up to the upper level. You'll see three small streams of water cascading down the wall ahead. Freeze the streams on the left and right to focus the flow into the middle. This will cause the platform to drop and allow you to proceed through the door. Power Suit Upgrade: Charged Ice Shot Image: Nintendo Go ahead and pick up the Charged Ice Shot. Now leave the Shrine via the teleporter. Now we need to go to Volt Forge and upgrade our suit so we can cross the Lava Lake into Flare Pool. Drive over to Volt Forge and enter the facility through the usual means. Head over to Test Circuit Security in Tower 3 via Vi-O-La. Use the morph ball spinner in front of the monitor by the window. Power Suit Upgrade: Vi-O-La IC Suit Image: Nintendo Okay, you've upgraded your suit! Nice. You now have expanded heat-resistance and Vi-O-La can now transform to traverse lava with ease. Take Transport Tunnel C back to Tower 1, but hop out just after you jump over the gap. Missile Expansion #17 Image: Nintendo You see a conduit above you with an opening at the end. Use the Control Beam to weave through the conduit, avoiding the Maintenance Tanks along the way, until you hit the target at the end. You can now jump up and grab a Missile Expansion. Missile Expansion #18 Image: Nintendo Time to make our way back out. In the Loading Airlock, however, you'll see another morph ball spinner. Keep using it to cause the two Transportation Containers above to hit each other. Keep going until one of them falls. The door will open to reveal a Missile Expansion. Now leave Volt Forge and make your way to Flare Pool in the south-east corner of Sol Valley. Make your way into the area until you reach the wall of fire blocking your way. View full article
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Metroid Prime 4: Beyond: Volt Forge Guide
Hello! Welcome to the next part in our Metroid Prime 4: Beyond walkthrough, in which we'll be diving headfirst into Volt Forge, the electrically-charged fortress housing a boatload of mechs and, more importantly, the motorbike Vi-O-La. Lots more scans and items to get through again here, so if you're looking to achieve 100% completion, then you've come to the right place. Volt Forge WalkthroughUpon entering Volt Forge via the morph ball slot detailed in our Fury Green guide, you need to walk down a short corridor, then fire a missile at a window to burst it open and jump through. From here, you'll see another morph ball slot, so head down. Now, walk down the corridor again and you see another morph ball slot to the left. Get down there. You'll exit at the end of the Tunnel Entrance, at which point you can head into the Facility Approach and enjoy a brief cutscene introducing you to Volt Forge. Scan Entry: DenzardMove into the Loading Airlock. Here, you'll see little creatures scurrying around call Denzards. Scan one of them, but don't worry about shooting them; they won't both you. Image: Nintendo Now move through into the Showroom. Scan Entry: Vi-O-LaStraight ahead, you'll see Vi-O-La taking pride a place atop a podium. Scan it to add it to your logbook. Image: Nintendo Now scan the terminal at the end of the room by the large window to trigger a cutscene. You'll gain the Area Map in doing so. Two doors are available to you from here: to the right is the Save Room, and to the left is your critical path. Save if you wish, then head to the left. Move into Tower 1: Elevator 1 and scan the terminal to activate the elevator. Head down. As you enter the Irradiation Floor, you'll see a Missile Expansion in the centre; don't worry, we'll come back for it later. Instead, jump on the platforms protruding from the centre. They'll each drop slightly as you land on them. Scan Entry: Mecha RatAt the bottom, you'll see a bunch of small rat-like mechs moving across the ground, appropriately called Mecha Rats. Scan one of them. Image: Nintendo Shooting a switch on the wall will cause the platforms to rise slightly and allow for access to the upper floor, but they'll almost immediately fall back down. So, head onto the platform right next to the upper floor, then use your Control Beam to guide your shot to the switch. Immediately jump from the platform after it rises up. Head through to Tower 1: Elevator 2 and scan the terminal. Take the elevator down. On your left, blow the lock off the door with a missile and move through. Walk around the corridor; you'll see more Mecha Rats if you happened to miss these earlier. Jump down into the main Assembly Floor and clear out some of the rats to allow access to the door. Scan the terminal in Tower 1: Elevator 3 and take it down. Watch the floor here; it'll periodically burst with electricity, so just run into the elevator when it's all clear. Move down into the main chamber of the Manufacturing Floor. Scan Entry: Lamorn Magnetic RailUp above, you'll see what looks like a familiar Spider Rail from the rest of the Metroid series. Scan it! Image: Nintendo Now blow the lock off the door with a missile and head into the Collapsed Catwalk. Scan Entry: Grapple NodeYou'll see three lights on the walls; two on the left and one on the right. These are Grapple Nodes, and we'll be coming back later to use these. For now, scan the closest one. Image: Nintendo For now, go back into the Manufacturing Floor and drop down into the morph ball hatch on the opposite side. Move through until you reach Tower 1 Generator. Before you do anything else, head to the left. Scan Entry: Grapple PointYou can't use them yet, but you'll see Grapple Points dangling from the lightning rods above. Scan one of them. Image: Nintendo Now go back and jump into the bomb slots either side of the lightning antenna. Drop bombs to activate them. Now drop into the morph ball hologram to start making your way up the antenna. At the end, circle around and drop a bomb into the slot. Well done, you've now powered up Tower 1. Move back up the antenna, but slot yourself into the platforms on either side to temporarily avoid the lightning strikes. Move back into the morph ball slot to start heading back up to the Showroom. Watch the electricity in Maintenance Shaft 1. In the Manufacturing Floor, touch the central terminal with 'A' to activate the assembly line. To reach the upper floor, you'll need to drop into morph ball mode and fool one of the machines into thinking you're the wheel of a Vi-O-La. The machine will pick you up and place you onto the upper floor. Move through the space and avoid the cylinders of electricity. Move into the door on the right and back up the elevator. Scan Entry: Maintenance TankIn the Assembly Floor, reawakened Maintenance Tanks will attack you. Scan them, then dispatch them with charged shots and missiles. Image: Nintendo There's a bomb slot up high here, so you'll need to drop a bomb, then psychically throw it into the slot. Now morph ball into the central mechanism. The machine will designate you as 'trash' and throw you into the upper floor. Move around the corridor, using the machines on the assembly line as cover from the laser beams. More Maintenance Tanks will greet you in the next room, so get rid of them. Before moving back into the elevator, touch the panel on the wall with 'A' to release the gate. Now head back up the elevator. In the Irradiation floor, use the platforms in the middle to work your way up the room, but watch out, as they'll periodically get electrified. At the top, touch another panel to release a gate, then go back up the final elevator. Scan Entry: Scanner DroneAt the top of the elevator, you'll immediately see a Scanner Drone. Scan it back. Image: Nintendo Now that you're back in the Showroom, head to the terminal in front of Vi-O-La and touch it with 'A'. Power Suit Upgrade - Vi-O-La SuitBoom! You've got the Vi-O-La Suit. Looks cool, huh? Image: Nintendo You can now ride the Vi-O-La bike, so hop onto it and use the Vi-O-La Spinner to launch yourself through the door and across the access tunnel. As an aside, if you thought Volt Forge's theme tune was a bit lacking up to this point, this is where the real theme kicks in, and it's a banger. Scan Entry: Flight DroneDid you think there was nothing to scan across this tunnel? Think again. You'll see a bunch of Flight Drones zooming through the sky, so break out your scan visor whilst on Vi-O-La and you can scan them. Image: Nintendo When you reach the Receiving Lobby, hop off Vi-O-La and scan the terminal by the window to get the next Area Map. Now head to the back of the room. To the right is another Save Room, so stop by there if you wish. Scan the terminal and head down the elevator. Scan Entry: SpinnerScan the Spinner in the centre of Processing. It's offline for now, but it'll still count toward your logbook. Image: Nintendo You'll be stopped from going any further by a few Psy-Bot Soldiers. Once you've defeated two waves of three bots, head through the next door and take the elevator down. In the Storage room, you'll be stopped again, but this time by a different type of Psy-Bot... Scan Entry: Psy-Bot TeleporterYes, the Psy-Bot Teleporter is a tricky little fiend. You might need to lock on a few times to complete the scan, as it'll teleport away before you finish. Image: Nintendo As for defeating this thing, just hit it with a charge shot as soon as it reappears. Missiles are also valid, but they're a little slower, so you might lose the Psy-Bot before you land a hit. Maintenance Tanks will also show up, so get rid of these things first to make life a bit easier. When you're done, take the next elevator down. Head through the Morph Ball slot at the end of the Archives room. After a bit of zig-zagging around, you'll emerge in the Tower 2 Generator. Head left immediately and you'll spot another Scout Bot on the floor. You don't need to scan this if you've already got the one from Fury Green, but take note of its location regardless. Now use the two bomb slots like you did in Tower 1. You can use the one on the right like normal, but the left slot is inaccessible. Throw a bomb in there using your psychic powers. Head down the morph ball slot and drop a bomb at the end. Head on back and avoid the lightning strikes by moving into the side platforms. When you get back, you'll be greeted by a new enemy. Scan Entry: Flight Drone MCU Image: Nintendo Scan the Flight Drone MCU. Now get ready to fight. You'll want to use the Control Beam to hit the three nodes surrounding the MCU. Ideally, get rid of a few of the smaller Flight Drones flying about to make this easier. Once these are gone, the MCU's shield will drop, so shoot it to deal damage. You'll need to repeat this process one more time to beat it. Head back through Maintenance Shaft 2, being careful to avoid the electricity as you go. When you emerge back into Archives, you'll be greeted by a familiar face. You can't scan Sylux at this time, so you'll just need to beat him instead. If you need assistance with this, then check out our guide on How to Beat Sylux (01). Related Articles Guide Metroid Prime 4: Beyond: How To Beat Sylux (01)Arch nemesis Energy Tank #3 When you beat Sylux, you'll notice that he wasn't quite what he seemed. Oh well, no time to dwell. Let's grab that sweet Energy Tank and press on, shall we? Image: Nintendo Head back up the elevator to Storage. This one's a bit iffy, so it won't quite reach the top – just jump out when it stops. Scan Entry: Psychic Grapple PointWhen you get into Storage, look straight up. You'll see a purple haze, but this isn't a Psychic Platform, oh no. Scan it to reveal a Psychic Grapple Point. We'll be coming back here later to use it. Image: Nintendo Walk forwards until a cutscene triggers. Scan Entry: Psy-Bot ShieldGosh, yet another Psy-Bot enters the fray for a scrap. This one has a fancy shield. Scan it. Image: Nintendo The best way to beat this thing right now is to wait until it charges toward you. Dash to the side and quickly shoot at the Psy-Bot while it's facing away. Rinse and repeat. When it's gone, two standard Psy-Bot Soldiers will show up, so just beat these as you normally would. Head back up the elevator into Processing. Scan Entry: Lamorn Beam TurretAnother Psy-Bot Soldier will attack, so get rid of it. Toward the back of the room, two Lamorn Beam Turrets attached to the walls will shoot at you. Scan one of them, then destroy them. A single charged shot should do the trick. Image: Nintendo Take the elevator back up to the Receiving Lobby. Save your game in the Save Room. When you exit, turn left and touch the terminal with 'A'. Missile Expansion #3Touching the terminal opens up the maintenance hatch in the centre of the room. Morph ball into it and follow the short maze around, avoiding the electricity as you go. Reach the middle and you'll nab a Missile Expansion. Image: Nintendo Now hop on Vi-O-La and ride over to Tower 3 and into Test Circuit Security. At the back of the room is another terminal to scan. This gives yet another area map and allows access to the floors below. You'll need Vi-O-La to do this, so ride on down and then hold accelerate to take the elevator down. You'll now commence three trials with Vi-O-La, which essentially act as tutorials to explain how Vi-O-La's weapons and boost abilities function. You don't need our help with this, so complete the trials until you reach Certification at the bottom of the tower. Image: Nintendo There's another Save Room to your left, so go ahead and savey-wavey. Make your way down Certification, taking out any pesky Maintenance Tanks along the way. Eventually, you'll reach Facility Core and your next boss battle. Scan Entry: Xelios Image: Nintendo Make sure you scan Xelios before you fight it. If you need help with this one, check out our full guide on How to Beat Xelios. We've got you covered. Related Articles Guide Metroid Prime 4: Beyond: How To Beat XeliosOnions have layers, robots have layers Power Suit Upgrade - Psychic BootsBeating Xelios will grant you the fancy Psychic Boots. Remember those psychic platforms from earlier? Yeah, you can step on them now. Oh, and you've got your double-jump back! Winner. Image: Nintendo When you've grabbed the Psychic Boots, use double-jump to hop onto the Sacred Shrine and look into the light. Move forwards to grab the next Master Teleporter Key. Use the Psychic Platforms to make your way out of the Facility Core. Make your way back up to Test Circuit Security and ride Vi-O-La back around to Tower 1. You can save your game now, if you wish. We're going to head out of Volt Forge altogether and go for our first proper ride around Sol Valley atop Vi-O-La. Head back into Facility Approach. Dispatch the Maintenance Tanks, then double-jump up the Transportation Containers and morph ball through the gap on the left-hand wall. Bomb the slot to power up the Vi-O-La Spinner. Hop onto Vi-O-La, power up the Spinner, and get outta here. Now that we're in Sol Valley, now's as good a time as any to collect as many Green Energy Crystals as you can. If you'd prefer to just explore the area organically at this point, that's fine too, since not all Green Crystal clusters will be available at this point in the game. For advice on how to obtain all of them along with the rewards for doing so, check out our full guide on How to Get All Green Energy Crystals. Related Articles Guide Metroid Prime 4: Beyond: Green Energy Crystals - How To Find, All RewardsSmash 'em all For now, turn left immediately after exiting Volt Forge. You'll see an island separate from the main environment, accessed via Psychic Platforms. Activate these to reach the island and take note of the Scout Bot located here. This one will be especially useful, as it'll reveal all undiscovered items in the entirety of Sol Valley While we're in Sol Valley, let's box off a few more scans. You'll find the following creatures throughout the environment, so let's take a look at each in turn. Scan Entry: Gullbat Image: Nintendo The Gullbats can be found in groups across Sol Valley and are generally very easy to spot. Scan Entry: Kyuveria Image: Nintendo The Kyuveria are the pod-like plants found on the ground across Sol Valley. Driving into them will grant a very brief burst of speed while replenishing your boost meter. Scan Entry: Sand Shren Image: Nintendo Sand Shrens are generally found at the Galactic Federation Debris Sites, which are very easy to spot from a distance. Scan Entry: Polaleisoarala Image: Nintendo What a name, huh? The Polaleisoarala can be found near the centre of Sol Valley, hovering around Chrono Tower. Scan Entry: Varmis Image: Nintendo These whale-like creatures dive in and out of the sand and can be located toward the southeast segment of the map. Missile Expansion #4 Images: Nintendo Whilst we're here, there's an easy Missile Expansion not too far from the exit from Volt Forge. Head east and stick close to the edge of the environment. Eventually, you'll find a large rock with a Missile Expansion in its hole. You can boost up a ramp in Vi-O-La to jump through the hole and grab the Expansion. Okay, that about does it for now. To progress the story, head toward Flare Pool in the south-east corner of the map. When you reach the entrance, use the Vi-O-La Spinner to access Flare Pool. We won't be staying here for long. Scan Entry: Swarm Flyer Image: Nintendo Upon entering Flare Pool, you'll see a swarm of flying creatures hovering about. Scan them. Scan Entry: Heatstrap Image: Nintendo Meanwhile, up on the wall is a Heatstrap. Scan that too. Scan Entry: Vaernan Image: Nintendo Crawling on the ground is a Vaernan, and it looks a little similar to the Denzard from Volt Forge. Scan it. Missile Expansion #5 Image: Nintendo Next to the Heatstrap on the right, you'll see some Psychic Platforms. Scan to activate, then jump up to locate your next Missile Expansion. From Volcano Entrance, head straight through to Magma Overflow, then through the next door into Shoreline Access, and again into Lava Lake Bridge. Move forward and watch as the bridge collapses thanks to a bit of tinkering from what looks to be Sylux. You can't get this way yet. Go back into Shoreline Access and three Psy-Bot Soldiers will exit the door on the left. Get rid of them. Move through the door into Scrapyard Access. There's a Save Room on the right, so make use of it. Now go through into the Scrapyard. There's an intriguing glow coming from the machine in front of you. But before you head toward it... Scan Entry: Pyremite Image: Nintendo As you drop to the lower level, Pyremite's will rise from the ground. So scan one of them, but don't get too close. These things will cause huge explosions at close distances. Okay, now jump on the cylindrical platforms at the back of the room. Now jump forward onto the Demolition Crane. Roll through to the end and drop a bomb. Walk to the debris and press 'A' to collect the Fire Chip. You'll now need to take this back to Myles in Fury Green to obtain a new weapon upgrade. So let's head over there now. Upon leaving Flare Pool, a giant wall of fire will rain down the entrance, so you can't come back here for now. Back in Sol Valley, you'll want to head to the west side of the map to get back to Fury Green (focus on the big tree). Before we get there, however, a new enemy will make itself known. Scan Entry: Marauder Image: Nintendo The Marauders will roll on the ground like giant wheels and attack Samus. Scan one, then just use your basic Vi-O-La projectiles to take any out. Now head into the entrance to Fury Green. You'll want to use the Cargo Launcher to take you back. Missile Expansion #6 Image: Nintendo Remember those Psychic Platforms next to the Cargo Launcher in Fury Green? You can use them now to reach your next Missile Expansion. Yes. Now head back to Base Camp. Talk to Myles and he'll gift you with the Fire Shot. Power Suit Upgrade: Fire Shot Image: Nintendo The Fire Shot will consume a different type of ammo to your missiles, so we'll be on the lookout for Shot Expansions from here on out. Whilst we're here, let's explore Fury Green again and mop up a few upgrades. First, drop off any Green Energy Crystals you've collected in Altar of Legacy, then head to Jungle Path. Shot Expansion #1 Image: Nintendo In Jungle Path, you can now use your Fire Shot against the webbing on the wall. Get rid of this, then morph ball up to the Shot Expansion. From Base Camp, head to Cleared Path and use your Fire Shot on the door to the right. Go into Sacred Flame Ceremony. Shot Expansion #2 Image: Nintendo Use your psychic powers to move the object in the middle of the room. Line it up with the three torch wicks and shoot with your Fire Shot to light them. This will open up the doors and reveal your next Shot Expansion. There's nothing else to do here for now, so let's move on. Shot Expansion #3 Image: Nintendo Go back to the Isopod Lair, near where you rescued Myles. In the middle is a pillar covered with webbing. Hit this with your Fire Shot, then grab your next Shot Expansion. From the Isopod Lair, go back to Resin Creek. Missile Expansion #7 Image: Nintendo On the left-hand wall, you'll see a pod ripe for bombing. Drop into morph ball mode and bomb it, then jump up to grab the Missile Expansion. Now work your way back to Cliffside Gate. Missile Expansion #8 Image: Nintendo The very first Psychic Platforms are now scalable. Jump up them to grab the Missile Expansion. Finally, go back to Ravine Overlook. Shot Expansion #4 Image: Nintendo Hug the wall to the left until you find some webbing. Use your Fire Shot to clear it and the Shot Expansion will be inside. You don't need to go all the way back to the Cargo Launcher to exit Fury Green from here. Instead, go back to Quiet Clearing and use the exit there. When you're back in Sol Valley, feel free to explore some more and grab more Green Energy Crystals. Vi-O-La Boost Tank #1 Images: Nintendo From the entrance to Fury Green, go directly south. You'll eventually see a raised platform, which you can access by boosting up a ramp. Here, a small structure will have sparks coming from the centre. Shoot at this with your Fire Shot to reveal your first Boost Tank for Vi-O-La. Okay, now let's head to the northwest corner of the map to the Ice Belt region. Scan Entry: Psychic Boost Rail Image: Nintendo Ride through a small opening to find yourself in the Ice Belt entrance area. Over on the right, you'll see some Psychic Platforms needed to reach the upper ledge. On the left, meanwhile, is a Psychic Boost Rail. You can't use it yet, but scan it now to add it to your logbook. Now jump up the Psychic Platforms and head through the door at the end. Shoot the next door, go around the corridor and onto the giant elevator in the middle. At the bottom, go through the next door and into the hologram for the Sky Shuttle. That's where we'll end this meaty section of the walkthrough. Next time, we'll be exploring Ice Belt and grabbing a lot more scans and items as we go. See you there.
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Metroid Prime 4: Beyond: Volt Forge Guide
Hello! Welcome to the next part in our Metroid Prime 4: Beyond walkthrough, in which we'll be diving headfirst into Volt Forge, the electrically-charged fortress housing a boatload of mechs and, more importantly, the motorbike Vi-O-La. Lots more scans and items to get through again here, so if you're looking to achieve 100% completion, then you've come to the right place. Volt Forge WalkthroughUpon entering Volt Forge via the morph ball slot detailed in our Fury Green guide, you need to walk down a short corridor, then fire a missile at a window to burst it open and jump through. From here, you'll see another morph ball slot, so head down. Now, walk down the corridor again and you see another morph ball slot to the left. Get down there. You'll exit at the end of the Tunnel Entrance, at which point you can head into the Facility Approach and enjoy a brief cutscene introducing you to Volt Forge. Scan Entry: DenzardMove into the Loading Airlock. Here, you'll see little creatures scurrying around call Denzards. Scan one of them, but don't worry about shooting them; they won't both you. Image: Nintendo Now move through into the Showroom. Scan Entry: Vi-O-LaStraight ahead, you'll see Vi-O-La taking pride a place atop a podium. Scan it to add it to your logbook. Image: Nintendo Now scan the terminal at the end of the room by the large window to trigger a cutscene. You'll gain the Area Map in doing so. Two doors are available to you from here: to the right is the Save Room, and to the left is your critical path. Save if you wish, then head to the left. Move into Tower 1: Elevator 1 and scan the terminal to activate the elevator. Head down. As you enter the Irradiation Floor, you'll see a Missile Expansion in the centre; don't worry, we'll come back for it later. Instead, jump on the platforms protruding from the centre. They'll each drop slightly as you land on them. Scan Entry: Mecha RatAt the bottom, you'll see a bunch of small rat-like mechs moving across the ground, appropriately called Mecha Rats. Scan one of them. Image: Nintendo Shooting a switch on the wall will cause the platforms to rise slightly and allow for access to the upper floor, but they'll almost immediately fall back down. So, head onto the platform right next to the upper floor, then use your Control Beam to guide your shot to the switch. Immediately jump from the platform after it rises up. Head through to Tower 1: Elevator 2 and scan the terminal. Take the elevator down. On your left, blow the lock off the door with a missile and move through. Walk around the corridor; you'll see more Mecha Rats if you happened to miss these earlier. Jump down into the main Assembly Floor and clear out some of the rats to allow access to the door. Scan the terminal in Tower 1: Elevator 3 and take it down. Watch the floor here; it'll periodically burst with electricity, so just run into the elevator when it's all clear. Move down into the main chamber of the Manufacturing Floor. Scan Entry: Lamorn Magnetic RailUp above, you'll see what looks like a familiar Spider Rail from the rest of the Metroid series. Scan it! Image: Nintendo Now blow the lock off the door with a missile and head into the Collapsed Catwalk. Scan Entry: Grapple NodeYou'll see three lights on the walls; two on the left and one on the right. These are Grapple Nodes, and we'll be coming back later to use these. For now, scan the closest one. Image: Nintendo For now, go back into the Manufacturing Floor and drop down into the morph ball hatch on the opposite side. Move through until you reach Tower 1 Generator. Before you do anything else, head to the left. Scan Entry: Grapple PointYou can't use them yet, but you'll see Grapple Points dangling from the lightning rods above. Scan one of them. Image: Nintendo Now go back and jump into the bomb slots either side of the lightning antenna. Drop bombs to activate them. Now drop into the morph ball hologram to start making your way up the antenna. At the end, circle around and drop a bomb into the slot. Well done, you've now powered up Tower 1. Move back up the antenna, but slot yourself into the platforms on either side to temporarily avoid the lightning strikes. Move back into the morph ball slot to start heading back up to the Showroom. Watch the electricity in Maintenance Shaft 1. In the Manufacturing Floor, touch the central terminal with 'A' to activate the assembly line. To reach the upper floor, you'll need to drop into morph ball mode and fool one of the machines into thinking you're the wheel of a Vi-O-La. The machine will pick you up and place you onto the upper floor. Move through the space and avoid the cylinders of electricity. Move into the door on the right and back up the elevator. Scan Entry: Maintenance TankIn the Assembly Floor, reawakened Maintenance Tanks will attack you. Scan them, then dispatch them with charged shots and missiles. Image: Nintendo There's a bomb slot up high here, so you'll need to drop a bomb, then psychically throw it into the slot. Now morph ball into the central mechanism. The machine will designate you as 'trash' and throw you into the upper floor. Move around the corridor, using the machines on the assembly line as cover from the laser beams. More Maintenance Tanks will greet you in the next room, so get rid of them. Before moving back into the elevator, touch the panel on the wall with 'A' to release the gate. Now head back up the elevator. In the Irradiation floor, use the platforms in the middle to work your way up the room, but watch out, as they'll periodically get electrified. At the top, touch another panel to release a gate, then go back up the final elevator. Scan Entry: Scanner DroneAt the top of the elevator, you'll immediately see a Scanner Drone. Scan it back. Image: Nintendo Now that you're back in the Showroom, head to the terminal in front of Vi-O-La and touch it with 'A'. Power Suit Upgrade - Vi-O-La SuitBoom! You've got the Vi-O-La Suit. Looks cool, huh? Image: Nintendo You can now ride the Vi-O-La bike, so hop onto it and use the Vi-O-La Spinner to launch yourself through the door and across the access tunnel. As an aside, if you thought Volt Forge's theme tune was a bit lacking up to this point, this is where the real theme kicks in, and it's a banger. Scan Entry: Flight DroneDid you think there was nothing to scan across this tunnel? Think again. You'll see a bunch of Flight Drones zooming through the sky, so break out your scan visor whilst on Vi-O-La and you can scan them. Image: Nintendo When you reach the Receiving Lobby, hop off Vi-O-La and scan the terminal by the window to get the next Area Map. Now head to the back of the room. To the right is another Save Room, so stop by there if you wish. Scan the terminal and head down the elevator. Scan Entry: SpinnerScan the Spinner in the centre of Processing. It's offline for now, but it'll still count toward your logbook. Image: Nintendo You'll be stopped from going any further by a few Psy-Bot Soldiers. Once you've defeated two waves of three bots, head through the next door and take the elevator down. In the Storage room, you'll be stopped again, but this time by a different type of Psy-Bot... Scan Entry: Psy-Bot TeleporterYes, the Psy-Bot Teleporter is a tricky little fiend. You might need to lock on a few times to complete the scan, as it'll teleport away before you finish. Image: Nintendo As for defeating this thing, just hit it with a charge shot as soon as it reappears. Missiles are also valid, but they're a little slower, so you might lose the Psy-Bot before you land a hit. Maintenance Tanks will also show up, so get rid of these things first to make life a bit easier. When you're done, take the next elevator down. Head through the Morph Ball slot at the end of the Archives room. After a bit of zig-zagging around, you'll emerge in the Tower 2 Generator. Head left immediately and you'll spot another Scout Bot on the floor. You don't need to scan this if you've already got the one from Fury Green, but take note of its location regardless. Now use the two bomb slots like you did in Tower 1. You can use the one on the right like normal, but the left slot is inaccessible. Throw a bomb in there using your psychic powers. Head down the morph ball slot and drop a bomb at the end. Head on back and avoid the lightning strikes by moving into the side platforms. When you get back, you'll be greeted by a new enemy. Scan Entry: Flight Drone MCU Image: Nintendo Scan the Flight Drone MCU. Now get ready to fight. You'll want to use the Control Beam to hit the three nodes surrounding the MCU. Ideally, get rid of a few of the smaller Flight Drones flying about to make this easier. Once these are gone, the MCU's shield will drop, so shoot it to deal damage. You'll need to repeat this process one more time to beat it. Head back through Maintenance Shaft 2, being careful to avoid the electricity as you go. When you emerge back into Archives, you'll be greeted by a familiar face. You can't scan Sylux at this time, so you'll just need to beat him instead. If you need assistance with this, then check out our guide on How to Beat Sylux (01). Related Articles Guide Metroid Prime 4: Beyond: How To Beat Sylux (01)Arch nemesis Energy Tank #3 When you beat Sylux, you'll notice that he wasn't quite what he seemed. Oh well, no time to dwell. Let's grab that sweet Energy Tank and press on, shall we? Image: Nintendo Head back up the elevator to Storage. This one's a bit iffy, so it won't quite reach the top – just jump out when it stops. Scan Entry: Psychic Grapple PointWhen you get into Storage, look straight up. You'll see a purple haze, but this isn't a Psychic Platform, oh no. Scan it to reveal a Psychic Grapple Point. We'll be coming back here later to use it. Image: Nintendo Walk forwards until a cutscene triggers. Scan Entry: Psy-Bot ShieldGosh, yet another Psy-Bot enters the fray for a scrap. This one has a fancy shield. Scan it. Image: Nintendo The best way to beat this thing right now is to wait until it charges toward you. Dash to the side and quickly shoot at the Psy-Bot while it's facing away. Rinse and repeat. When it's gone, two standard Psy-Bot Soldiers will show up, so just beat these as you normally would. Head back up the elevator into Processing. Scan Entry: Lamorn Beam TurretAnother Psy-Bot Soldier will attack, so get rid of it. Toward the back of the room, two Lamorn Beam Turrets attached to the walls will shoot at you. Scan one of them, then destroy them. A single charged shot should do the trick. Image: Nintendo Take the elevator back up to the Receiving Lobby. Save your game in the Save Room. When you exit, turn left and touch the terminal with 'A'. Missile Expansion #3Touching the terminal opens up the maintenance hatch in the centre of the room. Morph ball into it and follow the short maze around, avoiding the electricity as you go. Reach the middle and you'll nab a Missile Expansion. Image: Nintendo Now hop on Vi-O-La and ride over to Tower 3 and into Test Circuit Security. At the back of the room is another terminal to scan. This gives yet another area map and allows access to the floors below. You'll need Vi-O-La to do this, so ride on down and then hold accelerate to take the elevator down. You'll now commence three trials with Vi-O-La, which essentially act as tutorials to explain how Vi-O-La's weapons and boost abilities function. You don't need our help with this, so complete the trials until you reach Certification at the bottom of the tower. Image: Nintendo There's another Save Room to your left, so go ahead and savey-wavey. Make your way down Certification, taking out any pesky Maintenance Tanks along the way. Eventually, you'll reach Facility Core and your next boss battle. Scan Entry: Xelios Image: Nintendo Make sure you scan Xelios before you fight it. If you need help with this one, check out our full guide on How to Beat Xelios. We've got you covered. Related Articles Guide Metroid Prime 4: Beyond: How To Beat XeliosOnions have layers, robots have layers Power Suit Upgrade - Psychic BootsBeating Xelios will grant you the fancy Psychic Boots. Remember those psychic platforms from earlier? Yeah, you can step on them now. Oh, and you've got your double-jump back! Winner. Image: Nintendo When you've grabbed the Psychic Boots, use double-jump to hop onto the Sacred Shrine and look into the light. Move forwards to grab the next Master Teleporter Key. Use the Psychic Platforms to make your way out of the Facility Core. Make your way back up to Test Circuit Security and ride Vi-O-La back around to Tower 1. You can save your game now, if you wish. We're going to head out of Volt Forge altogether and go for our first proper ride around Sol Valley atop Vi-O-La. Head back into Facility Approach. Dispatch the Maintenance Tanks, then double-jump up the Transportation Containers and morph ball through the gap on the left-hand wall. Bomb the slot to power up the Vi-O-La Spinner. Hop onto Vi-O-La, power up the Spinner, and get outta here. Now that we're in Sol Valley, now's as good a time as any to collect as many Green Energy Crystals as you can. If you'd prefer to just explore the area organically at this point, that's fine too, since not all Green Crystal clusters will be available at this point in the game. For advice on how to obtain all of them along with the rewards for doing so, check out our full guide on How to Get All Green Energy Crystals. Related Articles Guide Metroid Prime 4: Beyond: Green Energy Crystals - How To Find, All RewardsSmash 'em all For now, turn left immediately after exiting Volt Forge. You'll see an island separate from the main environment, accessed via Psychic Platforms. Activate these to reach the island and take note of the Scout Bot located here. This one will be especially useful, as it'll reveal all undiscovered items in the entirety of Sol Valley While we're in Sol Valley, let's box off a few more scans. You'll find the following creatures throughout the environment, so let's take a look at each in turn. Scan Entry: Gullbat Image: Nintendo The Gullbats can be found in groups across Sol Valley and are generally very easy to spot. Scan Entry: Kyuveria Image: Nintendo The Kyuveria are the pod-like plants found on the ground across Sol Valley. Driving into them will grant a very brief burst of speed while replenishing your boost meter. Scan Entry: Sand Shren Image: Nintendo Sand Shrens are generally found at the Galactic Federation Debris Sites, which are very easy to spot from a distance. Scan Entry: Polaleisoarala Image: Nintendo What a name, huh? The Polaleisoarala can be found near the centre of Sol Valley, hovering around Chrono Tower. Scan Entry: Varmis Image: Nintendo These whale-like creatures dive in and out of the sand and can be located toward the southeast segment of the map. Missile Expansion #4 Images: Nintendo Whilst we're here, there's an easy Missile Expansion not too far from the exit from Volt Forge. Head east and stick close to the edge of the environment. Eventually, you'll find a large rock with a Missile Expansion in its hole. You can boost up a ramp in Vi-O-La to jump through the hole and grab the Expansion. Okay, that about does it for now. To progress the story, head toward Flare Pool in the south-east corner of the map. When you reach the entrance, use the Vi-O-La Spinner to access Flare Pool. We won't be staying here for long. Scan Entry: Swarm Flyer Image: Nintendo Upon entering Flare Pool, you'll see a swarm of flying creatures hovering about. Scan them. Scan Entry: Heatstrap Image: Nintendo Meanwhile, up on the wall is a Heatstrap. Scan that too. Scan Entry: Vaernan Image: Nintendo Crawling on the ground is a Vaernan, and it looks a little similar to the Denzard from Volt Forge. Scan it. Missile Expansion #5 Image: Nintendo Next to the Heatstrap on the right, you'll see some Psychic Platforms. Scan to activate, then jump up to locate your next Missile Expansion. From Volcano Entrance, head straight through to Magma Overflow, then through the next door into Shoreline Access, and again into Lava Lake Bridge. Move forward and watch as the bridge collapses thanks to a bit of tinkering from what looks to be Sylux. You can't get this way yet. Go back into Shoreline Access and three Psy-Bot Soldiers will exit the door on the left. Get rid of them. Move through the door into Scrapyard Access. There's a Save Room on the right, so make use of it. Now go through into the Scrapyard. There's an intriguing glow coming from the machine in front of you. But before you head toward it... Scan Entry: Pyremite Image: Nintendo As you drop to the lower level, Pyremite's will rise from the ground. So scan one of them, but don't get too close. These things will cause huge explosions at close distances. Okay, now jump on the cylindrical platforms at the back of the room. Now jump forward onto the Demolition Crane. Roll through to the end and drop a bomb. Walk to the debris and press 'A' to collect the Fire Chip. You'll now need to take this back to Myles in Fury Green to obtain a new weapon upgrade. So let's head over there now. Upon leaving Flare Pool, a giant wall of fire will rain down the entrance, so you can't come back here for now. Back in Sol Valley, you'll want to head to the west side of the map to get back to Fury Green (focus on the big tree). Before we get there, however, a new enemy will make itself known. Scan Entry: Marauder Image: Nintendo The Marauders will roll on the ground like giant wheels and attack Samus. Scan one, then just use your basic Vi-O-La projectiles to take any out. Now head into the entrance to Fury Green. You'll want to use the Cargo Launcher to take you back. Missile Expansion #6 Image: Nintendo Remember those Psychic Platforms next to the Cargo Launcher in Fury Green? You can use them now to reach your next Missile Expansion. Yes. Now head back to Base Camp. Talk to Myles and he'll gift you with the Fire Shot. Power Suit Upgrade: Fire Shot Image: Nintendo The Fire Shot will consume a different type of ammo to your missiles, so we'll be on the lookout for Shot Expansions from here on out. Whilst we're here, let's explore Fury Green again and mop up a few upgrades. First, drop off any Green Energy Crystals you've collected in Altar of Legacy, then head to Jungle Path. Shot Expansion #1 Image: Nintendo In Jungle Path, you can now use your Fire Shot against the webbing on the wall. Get rid of this, then morph ball up to the Shot Expansion. From Base Camp, head to Cleared Path and use your Fire Shot on the door to the right. Go into Sacred Flame Ceremony. Shot Expansion #2 Image: Nintendo Use your psychic powers to move the object in the middle of the room. Line it up with the three torch wicks and shoot with your Fire Shot to light them. This will open up the doors and reveal your next Shot Expansion. There's nothing else to do here for now, so let's move on. Shot Expansion #3 Image: Nintendo Go back to the Isopod Lair, near where you rescued Myles. In the middle is a pillar covered with webbing. Hit this with your Fire Shot, then grab your next Shot Expansion. From the Isopod Lair, go back to Resin Creek. Missile Expansion #7 Image: Nintendo On the left-hand wall, you'll see a pod ripe for bombing. Drop into morph ball mode and bomb it, then jump up to grab the Missile Expansion. Now work your way back to Cliffside Gate. Missile Expansion #8 Image: Nintendo The very first Psychic Platforms are now scalable. Jump up them to grab the Missile Expansion. Finally, go back to Ravine Overlook. Shot Expansion #4 Image: Nintendo Hug the wall to the left until you find some webbing. Use your Fire Shot to clear it and the Shot Expansion will be inside. You don't need to go all the way back to the Cargo Launcher to exit Fury Green from here. Instead, go back to Quiet Clearing and use the exit there. When you're back in Sol Valley, feel free to explore some more and grab more Green Energy Crystals. Vi-O-La Boost Tank #1 Images: Nintendo From the entrance to Fury Green, go directly south. You'll eventually see a raised platform, which you can access by boosting up a ramp. Here, a small structure will have sparks coming from the centre. Shoot at this with your Fire Shot to reveal your first Boost Tank for Vi-O-La. Okay, now let's head to the northwest corner of the map to the Ice Belt region. Scan Entry: Psychic Boost Rail Image: Nintendo Ride through a small opening to find yourself in the Ice Belt entrance area. Over on the right, you'll see some Psychic Platforms needed to reach the upper ledge. On the left, meanwhile, is a Psychic Boost Rail. You can't use it yet, but scan it now to add it to your logbook. Now jump up the Psychic Platforms and head through the door at the end. Shoot the next door, go around the corridor and onto the giant elevator in the middle. At the bottom, go through the next door and into the hologram for the Sky Shuttle. That's where we'll end this meaty section of the walkthrough. Next time, we'll be exploring Ice Belt and grabbing a lot more scans and items as we go. See you there. View full article
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Manall's FF1 v3.5+ Release
This one’s for all you Black Mages out there. A number of Black Mage weapons (and stats!) have received well-earned love, along with something new - a major overhaul to boss magic resistance. Black Mage/Blue Rose will finally be able to play a greater role beyond buffing their colleagues during boss fights! Also, there are a few Dryad buffs…just to make sure she’s as spritely as can be. “Another release so soon,” you ask? Well yes, but this one is special. It marks a major turning point for the project - the ending. It is time to move on. While new ideas and minor fixes will transition to being collected over time, please note - bug reports AND feedback will still be read and considered! With any luck, the best is for last - let this mark the dawn of a new project. In fact, that’s exactly what’s next. To anyone who has ever loved this first installment in the franchise; to all who have played, loved and/or complained about this tougher, more tactical rendition, from 2016 to 2025; THANK YOU! Manalls FF1 v3.5+.zip
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Suda51’s Romeo is a Dead Man launches for PC and consoles in February
Fans of Suda51’s development studio, Grasshopper Manufacture, is known for games like No More Heroes and the Silver Case series. Up next on the studio’s docket is blood-soaked action game Romeo is a Dead Man. It promises a unique combination of ultra-violent science fiction and super sleek action gameplay, wrapped up in an original (and bonkers) story. This is the first Grasshopper Manufacture title to be published in-house; it will be released in February 2026. It is the studio’s first new IP in five years. Here is a description of the game, via Grasshopper Manufacture: Snatched from the brink of death by his donning of the rad mask “DeadGear”, FBI Space-Time special agent, Romeo Stargazer, sets out to hunt the most wanted fugitives in existence across the multiverse, armed with a heady arsenal of guns and close-combat weapons. And as if being stuck in a strange limbo between life and death as DeadMan and tasked with navigating a shattered space-time continuum isn’t enough, Romeo also has to contend with the sudden disappearance of his mysterious girlfriend, Juliet. Here are some new screenshots: “Now we’ve won our game of chicken against cough a certain twice-delayed 2026 release, we can reveal our cards and confirm we never intended to launch in May in the first place,” said Goichi ‘Suda51’ Suda, Executive Director/Scenario Writer/Producer at Grasshopper Manufacture, in a press release. “We’re warping space-time to put the finishing touches to Romeo is a Dead Man ahead of its launch next February.” Developed and published by Grasshopper Manufacture, Romeo is a Dead Man will be released for PC via Steam, PlayStation 5, and Xbox Series on February 11.
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Suda51’s Romeo is a Dead Man launches for PC and consoles in February
Fans of Suda51’s development studio, Grasshopper Manufacture, is known for games like No More Heroes and the Silver Case series. Up next on the studio’s docket is blood-soaked action game Romeo is a Dead Man. It promises a unique combination of ultra-violent science fiction and super sleek action gameplay, wrapped up in an original (and bonkers) story. This is the first Grasshopper Manufacture title to be published in-house; it will be released in February 2026. It is the studio’s first new IP in five years. Here is a description of the game, via Grasshopper Manufacture: Snatched from the brink of death by his donning of the rad mask “DeadGear”, FBI Space-Time special agent, Romeo Stargazer, sets out to hunt the most wanted fugitives in existence across the multiverse, armed with a heady arsenal of guns and close-combat weapons. And as if being stuck in a strange limbo between life and death as DeadMan and tasked with navigating a shattered space-time continuum isn’t enough, Romeo also has to contend with the sudden disappearance of his mysterious girlfriend, Juliet. Here are some new screenshots: “Now we’ve won our game of chicken against cough a certain twice-delayed 2026 release, we can reveal our cards and confirm we never intended to launch in May in the first place,” said Goichi ‘Suda51’ Suda, Executive Director/Scenario Writer/Producer at Grasshopper Manufacture, in a press release. “We’re warping space-time to put the finishing touches to Romeo is a Dead Man ahead of its launch next February.” Developed and published by Grasshopper Manufacture, Romeo is a Dead Man will be released for PC via Steam, PlayStation 5, and Xbox Series on February 11. View full article
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Simogo Legacy Collection - Nintendo Switch 2 Edition Review
I had a moment of realisation while flipping my Switch 2 around in my hand and tapping at the screen in an effort to solve yet another clever-but-abstract puzzle. I realised that the Simogo Legacy Collection was one of the most unabashedly original sets of experiences I had encountered in a long time. The funny thing was that I had already played every game in this collection years before. It had been so long that the zenith of mobile gaming had slipped into the realm of half-forgotten memories. Simogo Games is perhaps better known for two stylised and mechanically unique titles from recent years: Sayonara Wild Hearts (2019) and Lorelei and the Laser Eyes (2024). It may surprise some that it is actually a storied studio with 15 years of history, recognised for fiercely original titles built for mobile devices. Those are the games that the Simogo Legacy Collection brings together. It features seven titles that both exemplify the early heyday of mobile games and manage to transcend that format. Captured on Nintendo Switch 2 (Docked) This is as lovingly curated a collection as you are likely to get, rivalling Digital Eclipse’s Gold Master Series for presentation and additional extras. The stylish menu is fashioned as a mobile phone screen, with tiles that take you to games, settings, and a wealth of bonus material. You are free to cycle between a vast collection of music as you wander the digital halls of this studio's archives. The games themselves range from fun time sinks to rich artistic endeavours. All of them need equal attention, so it is best to tackle them one by one. First up is Kosmo Spin, which is perhaps the most mobile-game-like experience here and a sign of a studio taking its first steps in the industry. It is a cute collectathon that plays with perspective by having you rotate the screen to guide a robot around a planetoid. You rescue robot buddies and avoid an enemy UFO that hurls projectiles and tries to hoover you up. Next is Bumpy Road, a deceptively simple exercise in hand-eye coordination. Your task is to guide a car across the screen, although the hook is that you move the vehicle by deforming the road underneath it with your finger. I had a lot of fun with this one, mostly failing. Beat Sneak Bandit is an odd but addictive combination of stealth and rhythm action. You control a thief who sneaks through Donkey Kong-style multi-level areas, and you can only move by tapping the screen to the beat. Year Walk is perhaps the developer's most beloved mobile title and much more of a purely artistic experience than the previous three. Previously available on the Wii U eShop until Nintendo shut up shop in March 2023, it explores Scandinavian folklore with an atmospheric walking (swiping?) simulator of sorts, in which you transition through screens, interact with the environment and uncover mysteries. It remains richly atmospheric to this day. Device 6 and The Sailor’s Dream are mechanically similar puzzle mysteries that rely on your exploration skills. Device 6 has you traverse prose and interact with images in a book to help protagonist Anna figure out where she is. The Sailor’s Dream expands the concept of exploration by having you sail across the ocean and visit experiential locations. Captured on Nintendo Switch 2 (Handheld/Undocked) Finally, there is SPL-T, an ostensibly simple puzzle game where you tap on a wireframe grid to create ever smaller divisions. This one is a compulsive experience that hides neat little easter eggs tied to screen interaction. All of these games are sharply updated to look great on the Switch display. Since they were developed for small touchscreens, they feel most comfortable when played undocked. Simogo has added all kinds of quality-of-life features to make the games more playable on both screens, including open orientation switching and simultaneous touch and stick controls. The one caveat is that most of the games feel a bit clunky on a large display. Even with accessible controls, these titles were made specifically for a small screen. That said, the Switch 2 version fully supports mouse controls, which helps a great deal when playing docked. Being able to move the screen and control the game with smooth mouse movement is a real boon. Captured on Nintendo Switch 2 (Docked) Simogo Legacy Collection feels like the developer has considered everything in translating these games to consoles. It adapts mobile-first experiences into versatile ports that account for the player's needs. Outside of the porting work, these games offer seven distinct and captivating experiences that still feel fresh years after their release. Simogo plays around with the form and function of well-worn templates to create something surprising and new. Even Year Walk, the most purely narrative experience here, is a unique take on the storytelling style of classics like Myst or The Room. SPL-T, on the other hand, is so subtle in its execution that you might spend hours tapping the screen before realising you are playing a postmodern twist on endless arcade puzzlers. If you enjoy puzzle-driven narratives and experimental design, this bundle is nothing less than essential. ConclusionPolishing and repackaging its mobile output, Simogo have created an essential collection of classics, where every game is worth your time. Despite their mobile origins, these titles feel tailor-made for Switch and the devs have fully embraced the console's feature set.
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Pikmin 4 Fans Hoping For Switch 2 Upgrade After Odd Listing Spotted On The eShop
Pikmin 4 received a free update in November adding new content, but it wasn't a Switch 2 upgrade and didn't include any enhancements for the game on the new hybrid platform. With this in mind, the same Switch title has now reportedly popped up in a section on the eShop, which focuses on first-party Nintendo "games with free updates" and also notes how select titles are enhanced when played on the Switch 2. This discovery was originally shared on the Pikmin subreddit (via My Nintendo News) and has also surfaced in other regions, as highlighted by Universo Nintendo editor Felipe Lima. Here's the attached description along with a look: As you can see, the game featured alongside Pikmin 4 is The Legend of Zelda: Echoes of Wisdom, which did receive a free Switch 2 upgrade in June – optimising the game's visuals and adding HDR support. We've taken a look at the page, and it appears Pikmin 4 has now been removed from this section. The other titles listed here are based on the 12 free upgrades released alongside the launch of the Switch 2, and Splatoon 3 (which also got a Switch 2 update in June). So, what might all this mean? As mentioned in the post above, it could just be a "mistake" on Nintendo's end, so it's probably best not to get too excited. And now that it's been removed, it seems this might be the case. Of course, this hasn't stopped some Pikmin 4 enthusiasts from getting their hopes up – suggesting it could be a sign of a future update. For now, Pikmin 4 hasn't received a dedicated Switch 2 update. If we do hear any significant developments, we'll let you know.
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Pikmin 4 Fans Hoping For Switch 2 Upgrade After Odd Listing Spotted On The eShop
Pikmin 4 received a free update in November adding new content, but it wasn't a Switch 2 upgrade and didn't include any enhancements for the game on the new hybrid platform. With this in mind, the same Switch title has now reportedly popped up in a section on the eShop, which focuses on first-party Nintendo "games with free updates" and also notes how select titles are enhanced when played on the Switch 2. This discovery was originally shared on the Pikmin subreddit (via My Nintendo News) and has also surfaced in other regions, as highlighted by Universo Nintendo editor Felipe Lima. Here's the attached description along with a look: As you can see, the game featured alongside Pikmin 4 is The Legend of Zelda: Echoes of Wisdom, which did receive a free Switch 2 upgrade in June – optimising the game's visuals and adding HDR support. We've taken a look at the page, and it appears Pikmin 4 has now been removed from this section. The other titles listed here are based on the 12 free upgrades released alongside the launch of the Switch 2, and Splatoon 3 (which also got a Switch 2 update in June). So, what might all this mean? As mentioned in the post above, it could just be a "mistake" on Nintendo's end, so it's probably best not to get too excited. And now that it's been removed, it seems this might be the case. Of course, this hasn't stopped some Pikmin 4 enthusiasts from getting their hopes up – suggesting it could be a sign of a future update. For now, Pikmin 4 hasn't received a dedicated Switch 2 update. If we do hear any significant developments, we'll let you know. View full article
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Switch Online Holiday Icons, Super Mario Ornament And 2026 Calendar Now Available (US)
To celebrate the holiday season this year, Nintendo has released special Super Mario icons you can redeem right now with My Nintendo Platinum Points. This is a "limited time" offer, and the first wave is available from now until 11th December 2025. As you can see, there are icons for Mario and the rest of the gang, along with a few other themed designs. These icons are 10 Platinum Points each, and the borders and banners will set you back five Platinum Points each. Along with this, Nintendo has also released a new Super Mario Yoshi Holiday Ornament on its US storefront. This will set you back 400 Platinum Points. Here's the official description, along with a look: Image: Nintendo The Switch Online Calendar for 2026 is now also available to Switch Online members in the US. It's available for the 400 Platinum Points.
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Switch Online Holiday Icons, Super Mario Ornament And 2026 Calendar Now Available (US)
To celebrate the holiday season this year, Nintendo has released special Super Mario icons you can redeem right now with My Nintendo Platinum Points. This is a "limited time" offer, and the first wave is available from now until 11th December 2025. As you can see, there are icons for Mario and the rest of the gang, along with a few other themed designs. These icons are 10 Platinum Points each, and the borders and banners will set you back five Platinum Points each. Along with this, Nintendo has also released a new Super Mario Yoshi Holiday Ornament on its US storefront. This will set you back 400 Platinum Points. Here's the official description, along with a look: Image: Nintendo The Switch Online Calendar for 2026 is now also available to Switch Online members in the US. It's available for the 400 Platinum Points. View full article
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Splitgate 2 Is Being Renamed as Well as Relaunched, Arrives Later This Month on PS5, PS4
Splitgate 2 is coming back to PS5 and PS4 very soon, and not only has it been given a total overhaul, it's also got a new name. Now called Splitgate: Arena Reloaded, the free-to-play multiplayer FPS relaunches on 17th December 2025: The above trailer showcases some gameplay before design director Josh Watson gives an overview of exactly what's changed since Splitgate 2 was reverted back to beta. Here's a quick rundown of the major changes: Removal of factions and character-based abilities Overhauled progression and ranking systems Five brand new maps and six "fully-reworked" maps Four new weapons New modes Reduction in store prices and a simplified Battle Pass In a nutshell, developer 1047 Games has seriously streamlined the game, leaning on feedback from the community to get it back in a good place. The game didn't go down all that well when it first launched in June, so hopefully it's able to find its footing with this new iteration. Are you going to give Splitgate: Arena Reloaded a look when it arrives later this month? Tell us in the comments section below.
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Splitgate 2 Is Being Renamed as Well as Relaunched, Arrives Later This Month on PS5, PS4
Splitgate 2 is coming back to PS5 and PS4 very soon, and not only has it been given a total overhaul, it's also got a new name. Now called Splitgate: Arena Reloaded, the free-to-play multiplayer FPS relaunches on 17th December 2025: The above trailer showcases some gameplay before design director Josh Watson gives an overview of exactly what's changed since Splitgate 2 was reverted back to beta. Here's a quick rundown of the major changes: Removal of factions and character-based abilities Overhauled progression and ranking systems Five brand new maps and six "fully-reworked" maps Four new weapons New modes Reduction in store prices and a simplified Battle Pass In a nutshell, developer 1047 Games has seriously streamlined the game, leaning on feedback from the community to get it back in a good place. The game didn't go down all that well when it first launched in June, so hopefully it's able to find its footing with this new iteration. Are you going to give Splitgate: Arena Reloaded a look when it arrives later this month? Tell us in the comments section below. View full article
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PS5 Metroidvania MIO: Memories in Orbit Launches in a Post-Silksong World in 2026
You may have forgotten about MIO: Memories in Orbit, a Metroidvania action platformer announced earlier this year. Well, publisher Focus Entertainment has finally announced a release date; it comes to PS5 very soon, on 20th January 2026. MIO is the name of the little robot you play as. They've lost their memories, and you'll have to navigate a vast, maze-like spaceship in order to solve its mysteries. It looks to contain your typical Metroidvania fare, with a mix of combat and traversal as you slowly explore every corner of the map. In a sci-fi setting and with a stylish look, it's certainly doing something a little different from the competition, but said competition now includes Hollow Knight: Silksong — one of the most hotly anticipated games of the last few years, and now one of 2025's highest rated titles. It'll be interesting to see whether MIO can stand out and resonate with fans of the genre, or if the appetite for games like this has waned in the months since Silksong's arrival. Whatever the case, the game has promise — now we just need to play it and see how it feels. If it has nice, responsive gameplay and an engaging story, it should be golden. Are you excited for MIO: Memories in Orbit on PS5? Tell us in the comments section below.
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PS5 Metroidvania MIO: Memories in Orbit Launches in a Post-Silksong World in 2026
You may have forgotten about MIO: Memories in Orbit, a Metroidvania action platformer announced earlier this year. Well, publisher Focus Entertainment has finally announced a release date; it comes to PS5 very soon, on 20th January 2026. MIO is the name of the little robot you play as. They've lost their memories, and you'll have to navigate a vast, maze-like spaceship in order to solve its mysteries. It looks to contain your typical Metroidvania fare, with a mix of combat and traversal as you slowly explore every corner of the map. In a sci-fi setting and with a stylish look, it's certainly doing something a little different from the competition, but said competition now includes Hollow Knight: Silksong — one of the most hotly anticipated games of the last few years, and now one of 2025's highest rated titles. It'll be interesting to see whether MIO can stand out and resonate with fans of the genre, or if the appetite for games like this has waned in the months since Silksong's arrival. Whatever the case, the game has promise — now we just need to play it and see how it feels. If it has nice, responsive gameplay and an engaging story, it should be golden. Are you excited for MIO: Memories in Orbit on PS5? Tell us in the comments section below. View full article
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Xbox Studio Rare Is Getting Inundated With Requests For A New Banjo-Kazooie Game
Alright, so you probably saw the news about this "Banjo-Kazooie: Mumbomania" project that was cross-posted to Pure Xbox by our friends at Push Square yesterday - a game made in Dreams for PS5 that's gone viral this week. The gist is that someone made their own version of Banjo-Kazooie inside of the PS5 creation tool, and it's so impressive that even the Xbox Studio "Rare" (the original developer of Banjo-Kazooie) highlighted it as some "incredible work". The big problem with this is that it's reminding everyone how Xbox still hasn't done anything significant with the Banjo-Kazooie IP in years, and Rare in particular seems to be getting inundated with requests to make a new game. Here's just a small example of the bombardment of comments being sent their way on Twitter: From a faraway vantage point, it does make a lot of sense. Sea Of Thieves obviously continues to be a success for Rare, but Everwild unfortunately ended up getting cancelled earlier this year following a long development period. A new Banjo-Kazooie game feels like it would print money no matter what, and even though Rare has changed substantially over the years, it's always been a supremely talented studio - we have faith they could pull something special off. The creator of this Dreams project is interested in getting involved as well! Again though, we're looking at this from a very faraway vantage point in which we don't know the inner workings of Rare and Xbox Game Studios. Perhaps Xbox already has a studio on a Banjo game? Perhaps Rare is that studio? Maybe there are very good reasons why Xbox and/or Rare still don't want to touch the IP after all these years? Whatever the case may be, the demand for a new Banjo-Kazooie game isn't going to go away, and it just seems like a matter of time until Xbox finally delivers something new for the series. It just remains to be seen what form that'll take, and which studio will be behind it.