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Pirate Homeworld

When you're ready, return to your ship and head to the Pirate Planet. Samus will stealthily land on an abandoned docking platform. Time to explore a bit.

Head out from your ship and down the hallway in front of you. Note that most of the enemies that you face will be Phazon-enhanced; time for some tough fights to come! Anyway, head into the Lift Hub and activate the lift by pressing the buttons on the panel within. You're on the bottom floor now, and the second floor won't be accessible for the moment, so head all the way up to the third floor. Find the fire-locked door and head through it.

Pre-Pirate Planet Plundering

Now that you've taken out the two Leviathan Seeds, the Federation is ready to launch an all-out assault on the Pirate homeworld.

You probably have noticed plenty of areas back on the other planets where you might be able to use the seeker missiles or the ship grapple (or, rarely, the Hyper Missiles) to solve puzzles. Most of these locations are involved in the GFS Valhalla sidequest, which you don't have to pursue if you don't want to. (We'll cover it in a separate chapter.) For now, you may want to just head to the Pirate Planet and get some more items before making a full sweep for the energy cells that you're still missing. Feel free to explore all you like (the map data from the Chozo Observatory will make most of the missing items on Bryyo and Norion pretty easy to find, although some may still be inaccessible until you find the magnetic rail attachment and some other items.

Here's a quick list of the stuff that you can find on Norion and Bryyo at this point, if you're interested. You may see dots on your map that we don't cover here; in that case, we've probably already mentioned them at some point previously.

Norion

Missile Expansion: Land at Docking Bay Alpha and turn around behind your ship. There's a grapple point there; swing across to find the missiles.

Missile Expansion: Head up into the main Cargo Hub here; you'll see a frayed circuit board from the previous fighting. Repair it and head into Substation West, where you can find another set of missiles by rolling up into a ball and avoiding the plates as they pop out of the walls. (Note that you can proceed along this unexplored path to find a boss fight; we'll cover it in the GFS Valhalla section of the guide.)

Bryyo

Missile Expansion: Land at the Cliffside docking site and head through the Crash Site until you reach the Falls of Fire. Use the statue to get down, then use the wall panels to Screw Attack to the missiles.

Ship Missile Expansion: Proceed down from the Falls of Fire to the Fuel Gel Pool. (If you can't figure out how to get there, return to the section of the walkthrough where we listed all of the expansions that you could obtain just before you obtained the Screw Attack; the method you need to follow is listed there.) Attach the large statue head in the pool to your ship's grappling point. Head from there to the Colossus Vista, which is found on the other side of the Hall of the Golems. Drop the head of the statue onto the statue in the distance, and the Ship Missiles will become available.

Energy Tank: If you put the head of the statue onto the statue in the Colossus Vista, then a new door should've opened to the Machineworks Bridge, which will connect this section of the map with the Thorn Jungle and the North Jungle Court. Go into that area, use the spinner device on the floor, then run out onto the ledge and jump onto the wall panels when they're close enough to reach. That'll let you jump up to the energy tank.

Onto The Pirate Homeworld

Command Courtyard

The Courtyard here has a gate that blocks your access to the Seed. You'll need to find a way around it, but first, you need to find a way to not die from the massive amounts of acid rain that are going to be falling on your head. Move down the path directly in front of you to avoid the rain, and move off to the right. Jump up to the grab ledge to turn into a ball and start rolling.

Eventually your path will fork; head to the left to find a Missile Expansion, then return and go to the right to find Energy Cell 6. Pull it from the wall to power down the fans below, then drop through the rollerball hole to move on.

Flux Control

Start descending through Flux Control, blasting the enemies as they approach you. When you reach the bottom of the path, use your grapple to pull the cover off of the ball panel in front of you and move on to the Command Station, which has your first green door in it. From where you land, move to the right to find a Missile Expansion, then return and find another elevator station that'll take you to the Command Vault. It's here that you'll obtain the X-Ray Visor. Use it on the lock nearby to match the symbols that you can only see with x-ray vision, then blast the phazon containers that roll through your room when they're atop the hardened phazite hatch below.

Roll through the hatch to reach Defense Access. You can open the door here with your x-ray visor to reach an upper viewport that oversees the planetary defense shield, but you won't be able to reach it yet. Instead, head back to the Security Airlock and grab the Missile Expansion there. In order to unlock the airlock, switch to the x-ray visor and hit the red dots as they appear on your hud, then roll up into a ball to return to the Lift Hub.

When you reach the Lift, return to the first floor and use the X-Ray visor to open up the Map Room there. Getting the Map will let you access the landing pad near the stranded GFS soldier who recently messaged you, so get back to your ship and fly that way.

Pirate Planet Research Facility

Head into the Scrapvault Lift nearby and start heading up. Blast the rollpipe hatch with a charged shot to unlock it, then roll through and shoot the target from the pillbox to unlock the door leading to the Scrapvault. Head through the lower level here, scanning as you go. Eventually you'll come to a series of platforms that will lead you to a rollpipe through which you can reach the Scrapworks. (You can screw attack your way from jump before the pipe to reach a platform that will let you reach a grab ledge that will lead to the Missile Expansion here.)

The Scrapworks is another all-rolling room, so drop down and begin heading to your left. You'll see a bomb slot near the beginning; activate it to open a hatch nearby. Then move off to the left and jump onto the elevators to move up to an upper section of the room. There's an Energy Tank up here that you can reach if you can double-jump a bit. Regardless, if you can move off to the right a bit, you'll come to another bomb slot. Activate it to open the path to the hatch you previously opened. That'll lead you back to the Scrapvault, where you can repair a circuitboard to open the doorway leading on. If you return to the Works, you can keep heading to the right to find another bombslot and hatch which will return you to the lower part of the Scrapvault. Use Hypermode to blast the pirates here and move on.

Processing Access

Use the x-ray visor to detect the security beams here and roll under them. You'll soon reach the Metroid Processing room. Again, Hypermode the pirates and start scanning around before unlocking the door with your x-ray visor to reach a lift leading to the basement of the room. Use the circuitboard to the right to reconnect power to the central lift here, allowing you to move on. If you're interested in exploring the Valhalla, or want another set of missiles, then nab Energy Cell 7 from the opposite wall. If you do, you can return to the upper level and kill the metroids to nab the Missile Expansion in one of the cells.

Lock yourself into the small hole that lifts up and down alongside the central core here; it'll act as an elevator bringing you up to the Airshaft. Hit the four targets here with the seeker missiles to unlock the second wall panel here, then jump up and above to the upper level of the room. (You can find a Missile Expansion by heading through the door with the icelock on it here.) That'll lead you to the Craneyard, which in turn will lead you to the room where the GFS Marine is holed up. Kill the Pirates here to talk to him, then move around and use the switch on the terminal in time with his instructions. That'll open up the passage to the Proving Grounds above you.



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