Metroid Prime 4: Beyond – Complete Walkthrough (Step-by-Step Strategy Guide) – PART 02

Metroid Prime 4: Beyond – Complete Walkthrough (Step-by-Step Strategy Guide) – PART 02

January 29, 2026 Off By Markus Norat
Metroid Prime 4: Beyond Walkthrough – Part 1
Metroid Prime 4: Beyond Walkthrough – Part 2
Metroid Prime 4: Beyond Walkthrough – Part 3

Fury Green

On your second visit to Fury Green, the main objective is to return to Base Camp, deliver the Fire Chip to Myles, and take advantage of your significantly improved skill set to clear out upgrades that were previously out of reach. In Sol Valley, the entrance to Fury Green is west of the Chrono Tower and is easily recognizable by two statues in the passageway. Go through this portal, follow the path to the temple building, and enter to reach the transition zone. As soon as you appear in the first interior room, notice the cargo launcher that can propel Samus to the Temple of Memory—the same type of device you used before—and there’s also a nearby door that leads back to the beginning of Fury Green. Use the launcher first, as it allows you to grab a quick item without deviating too much from the route.

When you land on the other side, turn left and jump over the nearby ruins. You’ll notice some hazy purple formations in the air, which become much more obvious with the Psychic Visor. Read them and use the Psychic Glove to convert them into solid platforms. Climb from platform to platform until you reach the top and pick up a Missile Expansion. With that in hand, return via the short path to the interior of the temple and look for Myles. When you talk to him, Samus gives you the Fire Chip and, as a result, receives the Fire Shot, which is the missing upgrade to deal with heat locks and some environmental barriers.

Fire Shot functions as an alternative type of shot linked to your missile system. To switch to it, select the option using the down directional pad and fire with R. The difference is that it consumes its own ammunition, “Shot Ammo,” and you can increase this maximum limit by finding Shot Expansions, which add more capacity with each collection. In practice, this heat shot is used to open doors with Heat Locks (those with a thermal seal), to burn insect webs blocking passages, and later on, even to melt ice in certain areas of the environment. With Fire Shot unlocked, you can create a very efficient circuit through Fury Green to collect important upgrades, also using Psychic Boots, Psychic Bombs, and Morphosphere resources.

Start by heading back towards the cargo launcher. On the way, in the “cleared path” area near the first routes on the map, look for a door with a thermal lock. Use the Fire Shot on it to activate the mechanism and enter. Inside, there are several signs and inscriptions to observe, but none of them add direct entry to the Logbook, and you will also notice a cold lock and an electric lock that cannot yet be resolved. Even so, don’t leave. In the center of the room, there is a pressure plate. Step on it and use the Psychic Glove to pull a small pedestal that has a stone ring. The idea is to make this pedestal stop in front of a pointed structure, like a small obelisk, so that it opens. When it opens, fire a Fire Shot through the ring of the pedestal, as if the ring were a “shaper” of the shot, and this will ignite the receiving plant. Then, drag the pedestal to another inner ring and repeat the process with the second obelisk, then do the same with the third. When the three dots are lit, the gate at the back of the room unlocks. Inside, there’s a statue that’s part of a larger puzzle requiring ice and electricity abilities, so you can’t complete everything yet, but as an immediate reward you get a Shot Expansion, which is totally worth the visit.

Back at Base Camp, head to the corridor known as Broken Hall and go through the Morphosphere tunnel. Midway through, look to the side of the path for a hard “chestnut” embedded in the wall. You can now destroy it with a bomb while inside the Morphosphere, opening a compartment containing a Missile Expansion. After exiting this section, proceed to the Altar of Legacy room. Interact with the altar to deposit any Green Crystals you collected in Sol Valley, as this is their drop-off point and they will be important for full upgrades later on. From here, continue to the Ceremonial Chamber.

In the Ceremonial Chamber, take the opportunity to check the room to the left, the Sanctum of the Guardians. If you enter, you’ll notice motes near the base of two statues. Collect these motes and take them back to the disc or display near the entrance of the room, then use the Psychic Glove to reposition the ambient crystal to the indicated location. This doesn’t yield a combat item now, but it unlocks extra information and context about bosses you’ve already faced, such as Carvex and Xelios, which is very helpful if you like to follow the lore and understand what’s happening behind the scenes.

Returning to the Ceremonial Chamber, cross to the opposite side and enter the Morphosphere hole in the wall. Follow the tunnel until you reach the Jungle Path. Here, there’s a barrier of insect webs blocking a corner of the path. Use the Fire Shot to burn the web and clear a passage; you’ll find a Shot Expansion behind it. After that, cross the long bridge that connects this part of the jungle to other sections, because now you’ll be doing a series of gatherings.

Before reaching the Sinkhole, enter the Morphosphere tunnel leading to the Isopod Lair. Inside or just outside, you’ll find more webs, which can be removed with a Fire Shot to reveal another Shot Expansion. Next, go through the Resin Creek area, located between the Sinkhole and the area near the rescue station. Look for another of these hard “chestnuts” and explode it with a bomb in the Morphosphere, then enter the opening to get a Missile Expansion. Continuing the route, go to the Cliffside Gate area. There are purple clouds there that only become a path when you use the Psychic Visor and Psychic Glove to materialize them as platforms. Climb them to the top and get another Missile Expansion. Then, visit the Ravine Overlook and look next to the larger waterfall for a set of webs. Burn them with a Fire Shot and collect another Shot Expansion.

To conclude this playthrough, return to the beginning of Fury Green, exactly where you arrived the first time. Traverse the ruins area to reach the cargo launcher room near the exit to Sol Valley. Once inside, follow the left side to the end, where there are layers upon layers of stacked webs. Use the Fire Shot repeatedly to remove all the layers and clear the path to the final Shot Expansion of this playthrough. With this, you’ve already collected practically everything you can get using the Psychic Boots, Psychic Bombs, and Fire Shot, but there are still secrets that require other technologies, so you’ll need to return again in the future.

When you leave Fury Green and head towards Sol Valley, a cutscene shows a greenish rain hitting the environment and affecting the local life. In practice, when you encounter creatures from the region again, they don’t look visually different, but you’ll notice they’re more resilient and fight better, so go into any new exploration from here on out expecting tougher enemies than before. Now, with the Fire Shot unlocked and several expansions collected, return to Sol Valley and continue your search for the next Teleport Keys.

Sol Valley

On this third pass through Sol Valley, the idea is to spend little time in the valley, make two very profitable detours to pick up upgrades, and then make your way to the icy region where the third Teleport Key is located. As soon as you leave Fury Green and return to the open world, take advantage of the fact that you now have the Fire Shot and double jump again, because this completely changes what you can achieve.

As soon as you arrive in Sol Valley, follow the trail south towards the Volt Forge. About halfway between the exit of Fury Green and the forge entrance, you’ll find two stone ramps leading to a raised plateau, like a guided jump. Climb up there and look for a mechanism embedded in the platform with a kind of thermal seal; it’s a lock that reacts to fire. Use the Fire Shot to remove this lock. A quick cutscene confirms the system has been unlocked, and then the upgrade you came for appears. Pick up the Vi O La Boost Tank, which increases the vehicle’s boost reserve, allowing you to store an extra boost charge. In practice, you’ll have two charges stored, making exploring Sol Valley much smoother and facilitating long jumps, course corrections, and escaping enemies.

With that done, return to the entrance of Fury Green as a point of reference and head straight north. Soon you’ll find a Lamorn Shrine called the Ladder of Thought Shrine. It has the air of an important place, with a statue and a crystal that usually serves as the “key” to the shrine itself. Activate the Psychic Visor, grab the crystal with the Psychic Glove and pull it down. Doing so activates an elevator and allows you to descend into the shrine.

Down below, the first barrier is simple: a door covered in insect webs. Burn the webs with the Fire Shot to clear the passage. In the second room, some Web Crawlers appear and try to harass you as a group. If you haven’t registered this creature yet, take the opportunity to scan one of them before exterminating the swarm, because it’s the type of enemy that often goes unnoticed. Next, make a complete circuit of the room looking for deposits of Green Crystals. Many are visible, but some are hidden, so use missiles to break the clusters and be sure to check the area just below one of the upper platforms, behind more webs, where there is a hidden “stockpile” of crystals that is easy to miss if you just walk straight ahead.

To continue, notice that there are two glowing pillars and a high ledge above them, like an elevated exit. The pillar on the right is wrapped in webbing, so first burn that with the Fire Shot to release the piece. Now comes the sanctuary trick: using the Psychic Glove, you can pull these pillars upwards and adjust their height. Make one taller than the other, creating an improvised staircase. With the two at different heights, use them as steps to reach the top ledge.

Upstairs there’s another webbed door right in front of you. Before going through, look to your right, because there’s an additional web tangle hiding a smaller passage. Burn that web and you’ll reveal a Morphosphere hole. Go inside, follow the duct to the end and you’ll find an Energy Tank, increasing your maximum health and making you much more comfortable for the next, more dangerous area.

After retrieving the tank, return through the same duct and go back to the main door covered in webs. Burn the blockage and enter. In this final room, there is an altar and, prominently floating, a red, spiky-looking upgrade. Pick up this item to unlock the Charged Fire Shot. This upgrade improves the Fire Shot without changing its primary function; it still works for heat locks and burning webs, but now you can charge the shot to release multiple charges at once, greatly increasing the damage and efficiency of the fire shot when the game allows the use of this ammunition in combat or against more resistant targets. As soon as you collect the upgrade, a glowing orb appears in its place. Interact with it to be transported outside, immediately returning to the outer area of ​​the sanctuary in Sol Valley.

Back in the valley, your next destination is the Ice Belt, in the northwest corner of the map. Head north, following the terrain until you find a huge metal door marking the entrance to the icy region. Passing through this door, you’ll reach a more open area. Instead of going straight ahead without looking, turn right as soon as the space opens up and look for a cluster of purplish clouds. With the Psychic Visor active, they become visible and can be solidified into platforms with the Psychic Glove. Transform these clouds into steps, climb to the top, and you’ll reach a door that can’t be accessed from the ground. Go through it, use the elevator inside, and then board the sky tram to finally reach the Ice Belt, where the hunt for the third Teleport Key truly begins.

Ice Belt

As soon as you arrive in Ice Belt, the game alerts you that the next Teleport Key is “nearby,” but here, “nearby” means a considerable walk. It’s worth opening the map just to keep the direction in mind, because the marker is very clear, and from there the focus is on advancing calmly, picking up easy upgrades and unlocking what’s necessary to reach the key. In the initial room, you’ll notice a door at ground level and another one high up, to the left, going up the stairs. Before committing to exploration, enter the upper door and use the save station to recover energy and ammunition, as this area has annoying encounters and several narrow corridors.

Back on the main floor, look to the right of the ground floor door for some stacked boxes. Break them all to reveal a bomb socket. Enter Morphosphere, plant a bomb in the socket, and the grate next to it will open, releasing a compartment containing a Missile Expansion. With that secured, go through the main door and follow the corridor. Here you’ll encounter low, fast, ice-based crawling enemies. Before eliminating them, scan one to log it in your Logbook. At the end of the corridor, the next door is literally sealed by a block of ice, and this is where the Fire Shot shows why retrieving the chip from the Flare Pool was so important. Use the thermal blast to melt the ice and go through.

On the other side, you emerge onto an outdoor section. Proceed a few steps and, before entering the larger open area, move to the right to examine a pile of debris. There lies a small, fallen reconnaissance robot, ideal for scanning and completing the Logbook. Next, cross the field towards the building in the background. Midway, a cutscene triggers an ambush, and you find yourself surrounded by a pack of ice wolves. This encounter is unique and unique, so the most important thing is to scan one of them immediately before the fight turns chaotic.

Fighting these wolves can seem unfair because they run in circles around you, preventing escape, and attack in quick bursts. The rule here is simple: don’t try to keep up by frantically rotating the camera. Instead, use the minimap as a radar. When a wolf stops running to prepare to pounce, it becomes “marked” as a stationary red dot. Turn to that side and hold a charged shot to intercept the attack, or use Fire Shot to take it down faster. If you realize the attack is about to reach you, dodge to the side at the last instant, because taking a series of bites can melt your energy. At first, only one or two stop to attack at a time, but as the seconds pass, more wolves begin to attack almost in unison. When it becomes difficult to keep up, a turret on the building fires, startling the pack and opening your breathing window. Take advantage immediately and run inside the building.

In the lobby, you’ll find a collapsed corridor to the right and a large elevator ahead without power. Since neither is usable, take the left-hand path of the elevator to reach the upper floor. Here, there are locked doors, including one with an electrical lock that you haven’t yet been able to resolve, so go through whichever door is unlocked. As you approach a spherical object covered in symbols on the opposite wall, it opens to reveal a survivor, Reger Tokabi. Watch his introduction, then scan Reger for the Logbook and also the console he’s using to obtain the building’s internal map. In the conversation, he explains that the power needs to be restored to reactivate the elevator and allow further progress.

Leaving Reger’s room, turn left. The previously unresponsive door can now be opened. Enter and look for a flimsy grate on the floor. Destroy this grate with a missile or a Morphosphere bomb and fall through the gap to the lower level. From there, you enter frozen tunnels where the Fire Shot serves as a tool for progress, as some ice walls block the path and need to be melted. As you advance, take the opportunity to scan two types of local creatures: an insect that runs and zigzags across the floor and small “bats” trapped in cryogenic capsules on the ceiling. The latter are especially annoying because they dive at high speed and explode on contact, so either you shoot them down before they touch you, or you use a well-timed side dodge to avoid collision.

At the end of the tunnel, you reach a laboratory area with several locked side rooms. The main path, however, is blocked by a seal that looks like a snowflake, a PS Lock. Upon reaching the Ice Belt, the game already warns you that the next Teleport Key is in the region and marks the point on the map, but, as always, it’s quite far from where you disembark. Before getting excited and running off, enter the next room and notice that there’s a door at ground level and another one above, going up the stairs to the left. The one above leads to a Save Room, so it’s worth using now to secure a checkpoint, recharge energy, and avoid wasting time if something goes wrong further ahead.

After saving, go downstairs and examine the right side of the main door on the ground floor. There are stacked boxes there; destroy them to reveal a bomb socket. Enter Morphosphere, plant a bomb in the socket, and the grate next to it will open, giving access to a hidden Missile Expansion. With that, go through the door to the cold corridor. You’ll find small enemies crawling on the ice, the Ice Crawlers. Scan one of them to log it in the Logbook and eliminate the rest with quick shots, preferably keeping your distance, because in tight spaces it’s easy to take silly damage. At the end of the corridor, the next door will be completely covered by a thick block of ice. This is where the Fire Shot pays off: select the fire shot and melt the layer until you release access, then proceed to the next area.

Outside, proceed cautiously. Before entering the larger open area, look to your right and search for a pile of scrap metal near the wall. There’s a Scout Bot hidden there; scan it to add it to your Logbook. Then, head towards the building in the background, crossing the open field. A cutscene will trigger, and you’ll be surrounded by snow wolves. This encounter is unique, so scan a Snow Wolf immediately, without delay, because the chance won’t come again. The fight is tedious because the group runs in circles, preventing escape, and only a few stop to actually attack. The pattern is simple: one or more wolves lock onto you and lunge directly at you. When you notice one coming straight at you, respond with a charged shot or a Fire Shot to take it down quickly, or use a side dash at the last instant to avoid impact and turn around firing. If you frantically rotate the camera looking for where the next attack is coming from, you’ll waste time. A trick that helps a lot is to look at the minimap and find the red dots that have remained stationary; then turn in the right direction before the lunge. At first, attacks come in pairs, then the number increases until it becomes difficult to keep up. When that happens, an automatic cannon in the building opens fire and disperses the pack. As soon as the wolves retreat, run to the entrance and go inside.

In the lobby, you’ll see a collapse blocking a passage to the right and a large, deactivated elevator directly ahead. Since neither of these is usable yet, go up the path to the left of the elevator to reach the upper floor. Here, there are two locked doors, one with a kind of electric lock; ignore it for now and enter through whichever door is unlocked. Approaching the spherical object with glyphs on the wall, it opens and reveals an NPC, Reger Tokabi, who begins an introduction. When control returns, scan Reger himself into the Logbook and also scan the console he’s looking at to unlock the building’s internal map. He will then guide you on what needs to be done to restore power and get the main elevator working.

Leave Reger’s room and turn left. The previously unusable door can now be opened, but the small door next to it, with the Morphosphere symbol, cannot yet be opened. Enter and look for a floor with a fragile grate. You can destroy this grate with a missile or a Morphosphere bomb. Open the hole and descend through the shaft to the lower level. From here begins a sequence of frozen tunnels where several ice walls block the path. Use Fire Shot whenever you encounter solid ice blocking the way. Along this route, take the opportunity to scan two types of local creatures: Snow Roaches, fast insects that cross the floor, and Dartwings, which hang from cryogenic capsules on the ceiling and dive at high speed, exploding on contact. For Dartwings, the best strategy is to knock them down in mid-air when they engage their dive, or simply dash to the side at the moment of the attack and finish them off immediately afterward.

At the end of the tunnel, you reach a laboratory wing with several doors. The main path is blocked by a snowflake-shaped seal, which is a Psychic Lock. This type of lock doesn’t open with a shot; you need to enter a combination using the Psychic Glove, but first you have to find the code fragments, the TK Codes. Also note that, to the right of this Psychic Lock, there is a door locked by a different type of lock, so for now, choose the door on the left.

Inside, besides a record called “Endeavor” to scan, there’s a block of ice near the entrance. Melt it with the Fire Shot and you’ll reveal a bomb slot. Place a bomb there to power up the room’s console. Go to the console and activate it. This unlocks access to some lab rooms in the previous corridor. Exit, follow the indicated turn in the corridor, and enter the now unlocked door, remembering that there may be another unlocked door but physically inaccessible due to a structural blockage.

In this lab, look for a fragile ventilation opening in the wall. Break it with a missile and follow the Morphosphere through the duct. It leads you to a lab that appeared to be blocked from the outside. Inside, scan the special container to register “Psychic Container” and also scan the “Gifts” entry. The main objective is to open the container: interact with it and follow the process guided by the game until you unlock the Psychic Lasso upgrade. This new feature is essential because it allows you to remove Lasso Lock-type locks and specific obstructions from the environment.

With the Lasso in hand, you can open the nearby door by pulling the lock. If you prefer a more interesting alternative route, look for a bomb slot on the wall covered by a lid. Pull the lid with the Lasso; this activates a Morphosphere elevator. Ride it to the upper track and head left to drop back into a previous room, saving yourself the trouble of returning.

Now begins the part of collecting the TK Codes to unlock the Psychic Lock in the corridor. In one of the accessible laboratory rooms, you can use the Lasso to remove the locks from containers and open capsules. Inside one of them is a sample vial that reveals a TK Code fragment. Upon finding it, the game prompts you to manipulate the purple symbol with the Psychic Glove, rotating it until it forms the correct silhouette, as if you were “fitting” the shape to the required pattern. This confirms the fragment. Next, explore the next two rooms in the corridor to the right: one contains the “Security” log to scan; the other contains three capsules, and the middle one holds the second TK Code Fragment, so scan the central capsule to obtain it.

With the two initial fragments collected, don’t rush straight to the Psychic Lock just yet. First, take advantage of a detour that yields an item. Follow the rightmost corridor, enter the door at the end, and inside, pull debris to the left to open a passage. Melt the ice wall just ahead with the Fire Shot and pick up a hidden Missile Expansion. Return to the corridor and enter the room opposite. Scan the central monitor to obtain a copy of the area map, useful for locating yourself within the complex.

Now, return to the Psychic Lock and enter the code using the Psychic Glove. The shape reference is in the corner of the screen, so you just need to rotate and combine the pieces until you reproduce the indicated shape. With the lock removed, proceed and watch out for a new enemy that appears here, a lighter version of the Maintenance Tanks. Scan a Light Maintenance Tank into the Logbook and destroy them, as they tend to move quickly and are a nuisance in groups.

Going down the ramp, you enter a room with another Psychic Lock. Clear the Light Maintenance Tanks first to avoid being interrupted, and take advantage of the fact that there’s a Save Room on the other side of the room, behind the door opposite the lock. Save here, because the next sequence involves collecting four fragments and navigating through several rooms. Exiting the save room, enter the small booth on the right and scan the “Anxiety” log. There’s a cracked window in that booth. Blast it with a missile to go through and continue.

Follow the corridor and enter the open room on the right. Break the grate on the wall and pass through the Morphosphere to reach the adjacent area. On the counter, examine the experimental capsules: one of them contains the first TK Code Fragment of this set of four. Take it and return to the corridor. Now go to the door at the end to reach the Medical Hub, a larger room. Clear all the Light Maintenance Tanks here, as they are quite cumbersome while you’re trying to open doors. You’ll notice three exit doors, all locked with Lasso Locks. The logic is simple: each one hides a fragment of the TK Code, so you need to open all three. To keep things organized, do it from left to right starting from where you enter.

Start by the left door. Down the corridor, scan the “Attempt” log. In the next larger room, notice a sealed Morphosphere hatch on the right (ignore it for now) and a large window with a circular path around it. Go left first to retrieve and scan the “Limit” log, then circle around to the right and use the Psychic Lasso to remove the lock from the door ahead. Continue, dealing with more light tanks along the way, until you reach a central room with several cryogenic capsules. Look for the capsule above that is stuck in the ice. Use repeated Fire Shots to free it; it descends to a main platform. Interact with the panel opposite to open the capsule and then scan it to receive a TK Code Fragment.

Return to the Medical Hub and now enter through the middle door. Once inside, look at a table on the left to scan the “Breakthrough” log. Before going through the back door, check the right side: there’s an ice wall you can melt. Inside this niche, remove the cover from a duct with the Lasso and enter the Morphosphere to find another Missile Expansion. Return through the duct, go through the next door, and you’ll reach an autopsy room. Climb onto the platform at the far end and interact with the console. This causes a floating machine to open and expand. Scan the unit again after it fully reveals itself to obtain another TK Code Fragment.

Back at the Medical Hub, now enter through the third and final locked door, the missing one of the trio of exits with removable locks. Once inside, look at a table on the right to find a diary that will add another entry to the Logbook, then proceed down the corridor filled with cryogenic capsules until you reach a large window. Go around to the right and you’ll see a closed door and, next to it, a broken ventilation duct. Instead of insisting on the door, destroy the fragile section of the duct and go through it in Morphosphere to access the adjacent area from the inside.

Upon exiting the duct, eliminate the Light Maintenance Tanks patrolling the room, as they significantly hinder your observation of the area. Grab another journal from the environment to add another entry to the Logbook. Next, pay attention to the high area above the window: there’s a monitor partially covered in ice. Use the Fire Shot to melt this layer, and once the monitor is clear, use the Psychic Lasso to pull it down. Now you can scan and obtain the fourth and final fragment of the TK Code. With all four fragments gathered, return to the psychic lock that was blocking your progress and enter the code using the Psychic Glove, aligning the displayed shape until it matches the requested pattern. Once the barrier disappears, advance a few steps and grab the nearby journal before the next door, securing another story entry.

Continue forward, passing through a few more rooms along the way, melting an ice wall when necessary, and dealing with corridor enemies like Ice Crawlers and Dartwings. These Dartwings remain dangerous because they dive quickly and explode, so avoid standing still in narrow doorways. Soon you’ll emerge into an outdoor area, and as soon as you step outside, take advantage of the first moment of calm to scan the flying creatures hovering above and log the Blue Krauk in your Logbook.

This outdoor section requires patience. You need to cross a frozen canyon using walkways made of links and chains that sway in the wind, and gusts appear intermittently, pushing Samus aside and messing up jumps. Always advance at a controlled pace, waiting for the wind to die down before jumping to the next section, and keep your double jump ready for emergency corrections. After crossing the first chain, you can see a platform with an Energy Tank in the distance, but it’s not yet possible to reach it. Mark it on the map so you don’t forget, because this is one of those rewards that’s easy to miss forever if you don’t write it down. Continue along the linear path and watch out for two threats: Ice Crawlers emerging from the ice and snow patches that crack and collapse as you approach. If the ground starts to give way, retreat and reposition yourself instead of trying to force your way forward.

At the end of the path, you’ll find a chain attached to a cliff by an anchor point. Aim a missile at the fitting that secures the chain and release the structure. The platform will stabilize, and now you can run across. Run fast, without hesitation, because the wind can be a problem mid-course. When you reach the building on the other side, don’t look for a formal entrance; fire a missile at the window to break the glass and go through the gap. A quick cutscene will play upon arrival, and when control returns, you may notice a gondola to the left, but it’s not yet operational, so go through the only available door.

In the following internal corridors, melt ice walls as they appear and continue dealing with Dartwings. A little further on, there’s a journal on the left that also goes into the Logbook. Follow the single path through consecutive rooms until you encounter Light Maintenance Tanks again. In that same wing, there’s a side room with a Save Station; use it now to save and replenish ammunition, as the following sequence is long and the next important part isn’t near another safe point. Exiting the Save Station, go through the door at the end of the corridor and pick up a journal on the right for another entry. Go down the ramp to the back, avoid or eliminate the Dartwings in the area, and enter through the door.

In the next corridor, with two ice barriers to melt, you finally reach the Power Generator room. As soon as you enter, before touching anything, go down the ramp to the left to find another journal and log it in. Now it’s time to actually turn the generator back on. Below the platform where the generator’s main control panel is located, there’s a block of ice hiding a Bomb Slot. Melt it with a Fire Shot to reveal the socket. Unlike other sockets, this one can be pulled and repositioned with the Psychic Lasso. Pull it a few times until you align the Bomb Slot with the giant fans in the room. Then, use the Lasso to bring down the device above it, connecting the pieces.

Enter Morphosphere, fit into the Bomb Slot and detonate a bomb to power up the upper panel. Return to the generator panel and interact to initiate the fan activation sequence. From here, the game requires you to use the Control Beam in stages. A hatch opens on the face of the first fan, so fire a Control Beam and guide the projectile into the opening, being careful not to touch the blades. The first fan activates and releases a similar opening near the second; repeat the process. With the second fan activated, a third compartment opens; again, fire the Control Beam into the opening and finish. When the third fan is activated, the sector’s power returns and the building changes state, releasing routes and panels that were previously inactive.

Before leaving this room, take advantage of an important upgrade. Go back to the lower level and face the wall opposite where you found the diary. A previously inactive panel is now accessible. Interact with it to open a ramp in the floor. Go down, break the grate, and enter a short section of Morphosphere with electrical hazards. Go slowly, wait for the arc cycle, and pass through when it’s safe. At the end of the path, you’ll find an Energy Tank; pick it up and return the same way.

With the generator running, begin your return through the complex. In a room with large, plate-like metal structures scattered across the floor, there’s a Bomb Slot that can now be used to activate a nearby console. Interact with it to gain more context about what happened in the facility. This activation also unlocks a nearby Morphosphere duct; enter it. Upon exiting at the end of the tunnel, you reach the Lower Airlock. Notice there’s a Bomb Slot above a door on the left, but it’s not at a good angle for a regular bomb. Perform the combination: create a Morphosphere Psychic Bomb, then return to normal mode, activate the Psychic Visor, and use the Psychic Glove to grab the bomb and throw it into the slot. The door opens, and inside you’ll find several capsules that can be opened by shooting. The capsule on the left, just after the entrance, contains a Shot Expansion; collect it to increase your Shot ammo capacity.

Continue back through the corridors until you find the gondola you saw earlier. It’s now active, so use it to return to the icy canyon area, near the start of the outer section. From here, continue backtracking along the familiar path. At a certain point, an alarm sounds and the facility goes into lockdown. The good news is that, during this protocol, several sealed Morphosphere passages open, offering alternative routes to continue advancing even with the main doors blocked. Enter the first unlocked duct to reach Storage Bay. A cutscene introduces a more dangerous variant of enemy, the Frostburn Grievers. They behave like regular Grievers, but are more resistant and aggressive, and their main advantage is that they are vulnerable to fire, so use Fire Shot frequently to speed up the fights. You’ll encounter some in the initial corridor and then more in a larger area. Scan one of them as soon as possible, because they appear repeatedly in this section and it’s easy to forget to register them.

The normal exit tends to be locked in these rooms, so always proceed through the Morphosphere duct after clearing the area. In one of the tunnels, there’s a side section with a scroll where you see a Shot Expansion high up, but you can’t reach it yet; mark it on the map to return later. You’ll exit into Surgery Bay; repeat the pattern, eliminate Frostburn Grievers, and use the duct. Next, you reach the Recovery Corridor and, going through the doors ahead, return to the Medical Hub, again encountering fights along the way and upon arrival. After clearing everything, examine the door the enemies were attacking and blast it with a missile to open it.

In the Staging Corridor, the second door on the right, which was previously sealed, will now be open, and a Griever will emerge. Enter, use the internal Morphosphere duct to access an adjacent room that was locked, and retrieve a Missile Expansion. Return to the corridor, go through a broken window, and you will reappear near the point where a psychic lock previously existed. Now the threat is different: more Frostburn Grievers. If needed, use the Save Station on the opposite side to retrieve everything and proceed safely.

Climb the ramp towards the Bio Labs and continue back to the beginning of the area, near where you fell down the shaft at the start of the building. You can’t climb up the vertical shaft, but there’s a nearby Morphosphere tunnel that solves the problem. Inside, there’s a side section where you’ll see a stretch of wall with yellow stripes above it. Use the “bomb jump” mechanic in the Morphosphere: plant a bomb at the base to be launched upwards, repeat three times to gain enough height to reach the upper exit of the tunnel.

Upon exiting, you return to the main elevator room, outside the area where you encountered Tokabi. He will also be there, and a horde of Frostburn Grievers will appear in waves. Here, survival by volume is key: keep eliminating them until the waves stop. Tokabi helps with his rifle and can take down some, but he can also be taken down. Prioritize enemies approaching him. If he falls, use the Psychic Visor and scan to revive him and prevent the fight from escalating. When the last wave ends, a cutscene plays, and the main elevator finally becomes usable again.

Now, with everything connected, use the main elevator to descend to the Quarantine level. As soon as you exit, enter the first door on the left to find a Save Station and save, because a boss is coming up soon. Then, go through the larger door and follow the main path. Near a vehicle or large structure in the environment, look for a different glass panel on the left wall. Break it with a missile and enter Morphosphere through the opening to find a Shot Expansion.

Back on the main path, approach the large gate and use the Psychic Lasso to remove two clamps holding the structure in place. With the clamps removed, Tokabi can open the passage. Enter and jump into the wide area below, where the battle against Keratos begins. As soon as the boss appears, scan immediately; it’s a unique enemy and the scan won’t be reset. Keratos looks like a giant insect covered in a shell of ice and stone, full of spikes, and its real weak point is on its abdomen, though it’s not exposed at first. The flow of combat is more defensive than offensive: you need to survive its patterns, hit its eye when it opens, and force the boss to use a specific attack that puts it in a vulnerable position.

During the fight, whenever the eye becomes accessible, shoot it. This doesn’t directly drain life like a normal weak point, but it builds up the boss’s reaction until he performs his ball-shaped charge attack, spinning and firing in your direction. What you want is to dodge to the side at the last instant, so that he hits the wall and gets stuck for a moment, with his abdomen exposed. As soon as this happens, unload everything on the weak point—charged shots, missiles, Fire Shot if you’re comfortable with the ammo—until he breaks free. Then, he goes back to cover, and you repeat the process.

Pay close attention to two attacks that change the rhythm of the combat. One is the vortex spin, where Keratos spins in place and creates a circular barrier of spiky ice that, in addition to causing damage, slowly pulls you inside. Here, don’t try to run backward; break the ice with Fire Shot as quickly as possible to create space and avoid being sucked in. The second risk is attacks that freeze Samus, such as guided ice projectiles and a continuous beam that the boss sweeps across the arena. If you are frozen, press the command indicated on the screen to break free, but ideally, avoid getting frozen, as he continues attacking while you are frozen.

In addition to these, he mixes shockwaves on the ground, straight ricochets, sprays of shrapnel, and variations of charges as he loses health. If he starts using a larger shockwave that seems higher, use the double jump to get over it, because the single jump doesn’t clear the height. By maintaining the discipline of dodging, forcing a charge, hitting the abdomen, and repeating, you win. At the end, pick up the Psychic Boost Ball ability that floats where the boss fell. This power allows you to charge speed in the Morphosphere and fire at high speed, it serves to energize spinners, cross half pipes, and later, use psychic boost rails.

With the Psychic Boost Ball, an exit path appears. Use the half-pipe below the edge where you fell to gain altitude: charge the boost in the Morphosphere, go back and forth in the half-pipe increasing your altitude until you reach the upper platform. On your way back towards the elevator, use your Boost Ball on a spinner to the right to open the hatch above the elevator and then climb back up to the lobby. After a short cutscene, you can exit the building. Once outside, look to your right to see a spinner installed on the grounds. Energize it with the Boost Ball and it will launch you over the icy area directly to the tram station, saving you time.

Upon entering the station, the camera usually highlights a tall, shiny object that you may have seen before but couldn’t reach. Now you can. Climb the side ramp to the top. Up there is a sealed door and, next to it, a weakened window. Break the window with a missile. Then, fire a Control Beam through the hole and pilot the projectile to the back of the door next to it to power it up and unlock it. Go through, use the spinner there to power up the nearby console and interact with it to activate a mechanical claw that releases the shiny item. Go down and pick up the Ice Chip.

With the Ice Chip in hand, this Ice Belt stage is complete for now. Return to Sol Valley via the tram and head straight to Fury Green, because you’ll need to deliver the chip to Myles to transform this component into a new usable ability and unlock the next routes in the hunt for the Teleport Keys.

Fury Green

On your third visit to Fury Green, the objective is quite straightforward: return to Base Camp, deliver the Ice Chip to Myles to unlock a new type of shot, and use this new ability to retrieve a previously locked collectible. In Sol Valley, the entrance to Fury Green is west of the Chrono Tower and is easily recognizable by two statues marking the access corridor. Pass them, continue to the temple building, and enter to reach the inner area that serves as a connection between regions.

As soon as you arrive, the first room becomes the cargo launcher room again. It can launch you to the Temple of Memory, but on this visit, the priority is to talk to Myles, so advance only a little into the temple until you find him. Upon interacting, Samus gives you the Ice Chip and, in exchange, receives the Ice Shot. This new shot functions as an alternative mode of the missile system: you switch to it by pressing up on the directional pad and fire with R. It consumes the same special “Shot Ammo” ammo reserve used by other alternative shots, so don’t waste it. In exploration, the Ice Shot is mainly used to unlock doors with Ice Locks and to temporarily freeze elements of the scenery, such as water and lava, creating temporary platforms, as well as freezing enemies for a few moments to create maneuvering space. If you are meticulously collecting upgrades, keep an eye out for Shot Expansions, because each one increases your maximum limit of this special ammo and makes using the Ice Shot much more comfortable.

With Ice Shot unlocked, it’s worth taking a quick tour of the temple to take care of two things without wasting time. First, if you collected Green Crystals in Sol Valley, go to the Altar of Legacy room and deposit them all on the altar. This delivery is important for upgrade progression, and the sooner you do it, the fewer “pending tasks” will accumulate for later. Leaving there, proceed to the Ceremonial Chamber and, if you want to take advantage of the moment for extra content, enter the Sanctum of the Guardians, which is on the left. Inside, look for a mote near the base of one of the statues, pick up this mote and take it to the circular display near the entrance of the room. Then, use the Psychic Glove to reposition the crystal in the environment to the location indicated by the sanctuary’s mechanics. This doesn’t give you a combat item now, but it unlocks additional information related to Keratos, so it’s a nice bonus for those who follow the lore.

Now go back to Myles and follow the door that leads to the part of the temple connected to the launcher. What you want to visit is the Sacred Flame Ceremony room, the one that was behind the door with the Heat Lock that you opened on a previous visit using fire. Inside this room there is an Ice Lock that can finally be unlocked with the Ice Shot, so select the ice shot, shoot the lock and enter.

Inside, you’ll find a small challenge that yields a reward. At the back of the room are two elevated platforms, each with a water fountain below, and reaching the center of the room depends on freezing these fountains in the correct order. Start by aiming at the left fountain and use the Ice Shot to freeze it, forming a solid base for a limited time. Once it’s frozen, remove the mote associated with the first structure and take it to the second fountain, fitting it into the correct spot to activate the mechanism on the other side. With the second fountain “activated,” freeze it with Ice Shot as well, and now perform the quick sequence of jumps: climb onto the structure created by the first fountain, jump to the second, and without hesitation, complete the jump towards the central structure of the room before the ice melts and you lose the time window. At the top of the central structure is the reward, a Shot Expansion, excellent for increasing your special ammunition capacity and making the Ice Shot, and other alternative shots, much more usable in the future.

After acquiring this upgrade, there’s nothing else essential to collect on this visit. It’s short, but extremely valuable, because the Ice Shot unlocks new locks and creates platforming possibilities that the game will require later on. To continue the search for the Teleport Keys, the next step involves the Flare Pool region again, but before attempting to truly progress there, you’ll need a suit upgrade to handle the extreme heat. So, upon leaving Fury Green and returning to Sol Valley, your focus should now be on returning to the Volt Forge and resolving this heat resistance limitation before tackling progression in the volcano.

Volt Forge

Back in Volt Forge, the main objective is to get the suit upgrade for Vi-O-La that allows you to safely traverse lava areas. But since you’ve returned with a much more complete arsenal, you can take advantage of the journey and grab some quick upgrades that were previously out of reach. As soon as you enter the complex and are passing through the Loading Airlock, just before reaching the Tower 1 lobby, carefully look for a spinner hidden in a corner of the room. It’s usually easy to miss because the area has a lot of suspended metal structures. Enter Morphosphere, use the Psychic Boost Ball to charge speed, and energize the spinner by spinning it. With each activation, the containers hanging above will start to move, bumping into each other. Keep spinning and forcing the mechanism until one of the boxes comes loose and falls to the ground. As soon as this happens, two Maintenance Tanks will emerge from the container and rush towards you. They roll quickly, try to gain angles from the sides, and fire beams, so ideally you shouldn’t get cornered. Maintain a circular movement around the room and finish them off with charged shots or missiles when they line up. With both destroyed, loot the fallen container to get a Missile Expansion.

Once you’ve done that, enter Tower 1 and use the elevator to go down just one floor to the Irradiation Floor. When you exit the elevator, look to the opposite side of the door leading to the next elevator and look for a Morphosphere hole covered by a lid. In some routes, this cover won’t come off with a regular shot, so use some missiles until you release the plate and open the entrance. Inside this duct, the area is set up like a half-pipe training exercise. You’ll see three half-pipes in sequence. The idea is to gain altitude by accumulating speed with the Boost Ball: enter the Morphosphere, charge the boost, fire, and go from side to side in the first half-pipe until you reach the edge and fall into the second; repeat in the second to gain angle in the third, and in the third, use the boost to fly high enough to reach the upper platform. Up there is another Missile Expansion. After collecting it, look for a spinner at the very top to open the gate and exit this area without having to backtrack.

Now return to the top of Tower 1, summon Vi-O-La, and cross over to Tower 2. Once inside, use the Save Station to recover resources, as the next room tends to have more tedious combat. Go down one level via the elevator to reach the Processing Room. Here, what usually hinders your progress is the combination of enemies, so clear the area with priority. If the Psybot Teleporter appears, focus first on the targets it drops on the ground, and then use your Psychic Visor with Control Shot to hit it the instant it materializes; this disrupts its rhythm and creates an opening for direct damage. The Lamorn Beam Turrets require respect; they fire quickly and punish anyone who crosses a straight corridor. Use Control Beam to hit from safe angles or fire missiles as soon as you have an open line, always avoiding standing still in the center of the room.

With the battle resolved, go to the center of the Processing Room and look for another spinner. Enter Morphosphere and use the Psychic Boost Ball to energize it. The effect here isn’t to open a door, but rather to raise the platform where the spinner is mounted. When it rises, a small niche is exposed, hiding a new Missile Expansion. Take it and return to the elevator to go back to the top, because the suit upgrade is in Tower 3.

Follow the Vi-O-La to Tower 3 and go up to the top floor. Near the window there is another spinner; this one activates a nearby terminal. Enter Morphosphere, charge the boost, and activate the spinner until the terminal lights up. Once it’s operational, interact with the panel to receive the Vi-O-La IC Suit. This is the upgrade you came for, because from now on your Vi-O-La changes behavior when it gets close to lava, transforming into a kind of hovercraft that floats above the hot surface, allowing you to traverse sections that were previously impossible without melting the vehicle.

After acquiring the suit, you can leave the Volt Forge, but don’t relax along the way. It’s common for an MCU Flight Drone to appear as a final threat. This enemy is resilient and comes protected by smaller drones orbiting around it, so it’s no use just firing indiscriminately. Wait for the moment it attacks, because that’s when the escort drones move away slightly, leaving the three energy cores exposed. At that moment, activate the Psychic Visor, fire a Control Beam, and pilot the projectile to hit the three cores, which stuns the unit for a few seconds. Take advantage of the window to inflict as much damage as possible and repeat the cycle until you finally take it down. As soon as it falls, the exit spinner will work again. Use it to return to Sol Valley and continue your journey, now with Vi O La ready to tackle the lava routes that blocked progress in the Flare Pool.

Sol Valley

On this fourth visit to Sol Valley, your real objective is to return to the Flare Pool in the southeast corner of the map, now with the Vi O La ready to handle the lava. However, before descending into the volcanic area, you can create a very efficient circuit through the valley to collect important upgrades, log new enemies in the Logbook, and emerge much stronger for what comes next. Since Sol Valley is open and full of dunes, the Vi O La will be your best shortcut, so get in the vehicle and treat this stage as a “collection drive,” stopping only where it’s truly worthwhile.

As you traverse the sandy roads, keep an eye out for two new entries that tend to appear more frequently from this point onward. The first is the Aeronaut, a flying creature reminiscent of the threats seen during the Vi O La na Volt Forge test circuits, and which often appears alongside larger enemies patrolling the desert. The second is the Sand Griever, a more “desert-like” variation of the Grievers, which usually shows up near Lamorn Shrines. As soon as you see either of these for the first time, prioritize scanning them before initiating combat, because in desert battles it’s common to miss opportunities amidst the chaos.

Now that you have the Psychic Lasso, there are new Missile Expansions hidden in a very specific way: look for a yellow glow on the sandy ground, usually accompanied by small scattered debris, as if something had been buried there. Upon approaching, use the Lasso to pull out a buried box or piece, then break the object to reveal the upgrade. Three of these points are accessible on this visit and are easy to fit into the route. One is on top of a dune northeast of the Volt Forge entrance, another is on a dune outside the large metal door leading to the Ice Belt, and the third appears on dunes along the path between the Chrono Tower and the entrance to the Great Mines, further northeast. The trick here is not to stay stuck on flat ground; whenever you see a series of high dunes, it’s worth climbing them to get an angle and look for that characteristic yellow glow.

With these items in hand, the next focus is on two Lamorn Shrines that can now be completed thanks to fire and ice shots. The first is the Rings of Stone Shrine, north of the Chrono Tower. Upon reaching the entrance, you’ll notice an ice lock preventing activation. Select the Ice Shot and destroy the Ice Lock. Once the entrance is clear, use the Psychic Visor and Psychic Glove to pull the shrine’s crystal down, activating the elevator that descends to the interior.

Inside, go through the first door and quickly scan the area, destroying the scattered piles of Green Crystals, as this type of resource accumulates gradually and then yields important upgrades in large quantities. In the center of the room, there are circular structures on the floor, like stone rings. Scan these rings to activate them, and they will rise and begin to rotate around a central glyph. The symbol in the middle is the same one related to the Control Beam, so the solution is to use the Control Beam to hit the glyph, but with an important detail: the rotating rings become obstacles, so you need to pilot the projectile carefully, passing through the gaps without touching the moving stones. When the Control Beam hits the symbol, the mechanism resets and the central platform transforms into an elevator. Climb onto it and descend to the lower level.

Downstairs, break more stacks of Green Crystals and go through the next door. Soon you’ll find an altar with a clear and straightforward upgrade. Take it to unlock the Super Fire Shot. From here, the Fire Shot becomes a more powerful version: select Fire Shot normally and hold the fire button until it’s fully charged. When you release it, you expend a large amount of Shot Ammo at once to unleash a brutal sequence of incendiary projectiles, great for damage and for taking down resistant targets when the game starts demanding more power.

Before leaving this sanctuary, there’s still a hidden bonus. Look above the door you entered through and find a small opening near the ceiling. Fire a Control Beam into this crack and pilot it until you hit the symbol inside, which unlocks a secret passage behind the altar. Enter Morphosphere and traverse the narrow path to retrieve a Shot Expansion. Once you’ve done that, return to the altar and interact with the glowing white orb to be teleported out, returning to Sol Valley.

The second important shrine on this visit is the Source of Spring Shrine, north of the Flare Pool entrance. If you haven’t already picked up a simple item here on a previous visit, take advantage now: upon descending into the shrine, go to the second room and observe the water to the left. There are Green Crystals blocking an opening; destroy them and enter the Morphosphere to reach a hidden Missile Expansion. Then return to the main room, the one with the large space of water and three waterfalls in the background. The logic of the puzzle here depends on ice. Use the Ice Shot to freeze the two side waterfalls first. This alters the flow of the environment and causes the platform in front of the central waterfall to gradually descend. When it is completely submerged, freeze the middle waterfall as well. The freeze doesn’t last forever, so as soon as the passage appears, descend quickly and go through the newly revealed door before the ice melts.

On the other side, you’ll find an altar with a new upgrade. Pick it up to unlock the Charged Ice Shot. It works like the normal Ice Shot, but now, if you hold the shot to charge it, it releases a stronger version that can ricochet in certain situations, helping to hit multiple targets or enemies at odd angles. This charged shot consumes more Shot Ammo, so use it intentionally, especially in combat or lock-ons where you want to guarantee the effect on the first hit. After collecting the upgrade, an orb appears in its place. Interact with it to be teleported back outside the sanctuary in Sol Valley.

Still in this southeastern region, you can get another boost for Vi O La. Leaving the Source of Spring and heading north, staying as close as possible to the eastern wall of the map, you’ll find a stone ramp leading to a plateau with a mechanism locked by ice. Climb up there and use the Ice Shot to remove the Ice Lock. A quick cutscene confirms the activation, and then an upgrade appears. Pick it up to get another Vi O La Boost Tank, increasing your boost reserves and making dune crossings and long jumps much more consistent.

With the shrines completed and the boosts upgraded, it’s finally time to head for the Flare Pool. Head to the entrance marked by the large pillars in the southeast corner. Before descending inside, look for a Spinner installed on the ground nearby. Enter Morphosphere and use the Psychic Boost Ball to gain speed, then spin through the circular path below the Spinner counter-clockwise, maintaining momentum to power the mechanism. When the system is fully charged, a cannon is activated and launches Samus to a series of high platforms on the other side of the entrance, an area you can’t reach with a regular jump.

Up there, grab a Large Shot Expansion, which is a larger expansion than the normal ones and increases your Shot Ammo capacity significantly, perfectly complementing the Super Fire Shot and Charged Ice Shot you just acquired. Also, take the opportunity to scan the statue there, as it triggers a short scene explaining the context of what’s below, preparing you for volcanic exploration. With all that taken care of, go down and move forward to enter the Flare Pool, now equipped with enough tools to truly progress through the area.

Flare Pool

Upon returning to Flare Pool for the second time, you now finally have the tools to advance where the region previously blocked you, primarily the Ice Shot and Vi O La with the lava-crossing suit. Once you enter the area, head to the large lava flow that was blocking the main road. Look up and locate the pipe feeding this cascade. Use the Ice Shot on the pipe to freeze the flow, then fire a missile at the frozen lava “plug” to break it and open a passage. Before proceeding, use the spinner on the left. Enter Morphosphere, charge the Boost Ball, and activate the spinner to seal the pipe; this prevents the lava from reforming and saves you rework if you need to return.

With the path clear, cross the access section along the edge (the corridor that leads to the “edge” of the lava lake). Nearby, you’ll see another smaller lavafall. Freeze this fall with the Ice Shot and take the opportunity to grab the Missile Expansion hidden behind it. Then continue to the Lava Lake Bridge. This time, don’t do what you did on your first visit. Go down the side ramps and take the Vi O La to the lava level. When it touches the hot area, it automatically transforms into a kind of hovercraft, allowing you to cross over the lake without taking damage. Cross to the opposite side and climb up at the exit.

On the other side, you’ll notice a huge access gate ahead. That’s where the path to the area boss and the Teleport Key is located, but you can’t open it right now, so the focus is on unlocking what you need around it. First, look to the right side of the lava lake and look for a purple cloud that can be manifested as a psychic boost rail. Activate the Psychic Visor, materialize the rail, and enter Morphosphere to use the Boost Ball on the rail. This jump takes you to a Shot Expansion. Still in the same area, behind a small gate near the rail, there’s a Scout Bot that’s worth scanning for the Logbook before proceeding.

Now go back to the lake and look for the door on the left; it leads to an internal sequence with an elevator. Go up, and when you reach the top, Samus receives a distress signal alert from the Federation. This beacon will guide part of the route, so from here you are, in practice, investigating the call while advancing towards the final objective. Follow the walkway to the end, and you’ll find a sealed door. Near it, there’s a maintenance duct with a cover that won’t open by force. Use the Fire Shot to melt this cover and enter Morphosphere. Inside the duct, use the Boost Ball on a spinner to open a maintenance hatch.

Upon exiting, pay immediate attention to the ceiling on your right; there’s a Lamorn turret positioned at a treacherous angle. Take it down first to avoid getting hit by gunfire while exploring the room. Next, look to your left and find a panel near a door. Scan and interact with it to unlock the door; it becomes a direct shortcut back to the external walkway and elevator, which is very helpful if you need to retreat later. Still in this room, break the cracked window and go through. You enter a half-pipe area. Here there’s no mystery: enter the Morphosphere and use the Boost Ball to gain speed by going back and forth on the half-pipe until you reach enough height to jump out. Then, go through the next door and use the elevator.

You reach another outdoor area. Before entering through the most obvious door, use the Psychic Lasso to remove the clamp from a nearby side gate; this unlocks access to an extra elevator. Go up there and, at the top, look for a weakened metal grate. A missile will take care of it and reveal a Shot Expansion. The door on this platform also opens a shortcut back to a previous area, so it’s worth activating it now.

Go back down the elevator and enter through the main door. After a short tunnel, you’ll reach a larger room where a cutscene introduces a new, much more robust enemy: the Heavy Maintenance Tank. Scan this enemy immediately to log it in your Logbook, as it will become a recurring presence, and it’s best to get rid of it now. In combat, treat this tank as a reinforced version of previous models: it can withstand much more damage, uses laser bursts, can sweep a beam from side to side, and also perform a complete sweep around, like a 360-degree spin. Furthermore, it can curl up and roll like a ball, firing side lasers while spinning, so if it comes rolling towards you, the safest response is usually to jump over the burst of shots and reposition yourself, rather than trying to run in a straight line. Once you take down the Heavy Tank, examine the room carefully. There are four doors, but two are inaccessible for now: the largest one, right in front of the entrance, remains inaccessible at this time, and a door with an electric lock also cannot yet be opened. Near the right corner, just as you enter, there is a data pad to scan and add another entry to the Logbook.

To proceed, ignore the door on the right that leads to a corridor with a turret and a Save Station (remember the location, but you don’t need to save here if you’re already okay), and go through the door on the left. After the tunnel, you enter the Boiler Room. The door on the right has an electric lock and the door ahead is sealed, so your path is through the Morphosphere slot on the left. Go through the first tunnel and, at the end, find a second Morphosphere tunnel and continue. On the other side, you’ll find a Federation survivor, Ezra Duke. Approach him for the introductory scene. When it’s over, scan Ezra into the Logbook and scan the console next to him; this will unlock an important spinner back in the Boiler Room.

Return through the tunnels to the core room and use the spinner to lower the shield around the core. The core will begin to spin and release jets of fire through open windows, and your task is to “cool down” each of these openings with Ice Shot. Aim at the incandescent windows and freeze them one by one. At times, the mechanism accelerates and spins too fast, so don’t try to stand near it. Enter Morphosphere to reduce risk and traverse this speed spike until the rotation returns to normal. After freezing all the windows, a cutscene will occur, and Ezra will be able to exit to join you. Return to the previous larger room, being careful of Light Maintenance Tanks on your way back.

As soon as you arrive, another scene signals a second distress beacon. The good news is that it’s in the path of the main objective, so you’re not unnecessarily detouring. With Ezra accompanying you, the large door to that room can now be opened, as it requires two people to operate the mechanism. Go through and follow the fog-filled corridor, where some Psy-bots appear inactive. You’ll also notice double electric locks on the right wall, still unused for now. Continue to the double doors at the end and enter the Energy Extraction room.

Upon entering, find a log to scan and add to the Logbook. Ezra will stop in front of a sealed door and remain there, asking you to find a way to unlock it from the other side. Go to the right and use the elevator. At the top, destroy the Lamorn turret, then scan and use the console. Next to this console is a weak grate. Break it with a missile and fire a Control Beam through the opening. Now pilot the guided projectile around the central structure until you reach a hatch that has opened on the opposite side. Inside is the symbol you need to hit with the Control Beam to unlock Ezra’s door. Once you hit it, go back and go through the unlocked door.

The tunnel splits. If you go left, you’ll find another turret on the ceiling and a small room with a map of the area, which is worth picking up for better orientation. There’s another electric lock nearby, but it’s not the right time yet. Return to the main corridor and follow the right path to reach the area called Energy Injection. The route is linear, but before going up in the first elevator, pick up a nearby datapad to scan and add another entry to the Logbook.

Use the elevator to ascend to the upper walkways. A cutscene will trigger, and from this point, the dormant Psy-bots will begin to activate in waves. Prepare for a combat sequence with multiple waves of Psy-bot Soldiers, including reinforcements emerging from capsules high above the environment. The key here is consistency: clear out those already on the field, keep moving to avoid direct laser fire, and use missiles to shorten the fight when needed. Ezra is helpful, but he can be knocked down. Try to keep enemies away from him, and if he falls, activate the Psychic Visor and scan to revive him, so you’re not alone against the next wave. After stabilizing the first section, ascend another elevator and repeat the process until you reach the exit.

In the next room, enter through the left door first. There’s an electric lock inside that isn’t useful yet, but if you go around to the back of the room, you’ll find a Psychic Container. Use the Psychic Visor and Psychic Glove to open it and retrieve an Energy Tank. Take the opportunity to scan a datapad there, adding another important record. Then go back and follow the main route, passing through the large two-person door that leads to an external bridge. On this bridge, there will be more Psy-bots to fight, and after the first ones, a new variant will appear. Scan it as soon as possible to register the Psy-bot Gunner. It’s more focused on ranged combat and usually launches guided projectiles. The good news is that these shots can be destroyed in mid-air, so don’t panic, just maintain your firing rhythm and move laterally.

When you’re almost at the end of the bridge, a door opens and a more dangerous group emerges: a Gunner along with two Psy-bot Shields. Here the Psychic Lasso shines: instead of insisting on shooting the shield, use the Lasso to rip the shield from the enemy’s hands, leaving them exposed and much less threatening. Clear out the group and enter the building to reach the Control Room.

Inside the Control Room, the biggest danger is a Heavy Lamorn Turret positioned in the center. Scan this turret into the Logbook and then take it down with priority, because it’s more durable and hits harder than the regular versions. After destroying it, some Psy-bot Soldiers may appear to reinforce you, so finish everything off before messing with the consoles. With the room clear, go to the console near the window, scan it, and interact with it to get the area map. Ezra will also explain, through dialogue, what the next steps are within the complex, which helps to understand why the path is pushing you towards the docks.

With the map in hand, you’ll notice there are two main exits: one to the North Tram Dock and another to the South Tram Dock. There are no trams available at the North Dock, but there’s a small room with a Save Station, great for saving before the next section. To truly proceed, go to the South Tram Dock and use the tram to reach the next area. Upon disembarking, go through the two-person door ahead and enter to meet another Federation survivor, Nora Armstrong. After the introduction, scan Nora to register her in the Logbook and follow the objective updates, because from here the path to the fourth Teleport Key begins to take shape within the volcanic zone.

The next step is to unlock the complex’s main cannon, which is held in place by safety clamps. In the room where you just met Nora and received the new objective, go to the far end and look for a maintenance hatch attached to a central structure. Use the Psychic Lasso to remove this cover, enter the Morphosphere, and once inside, charge the Psychic Boost Ball and rotate the mechanism clockwise to power the system. As soon as the power stabilizes, a cutscene will confirm that the cannon’s first clamp has been released.

With that done, return to the tram and proceed to the next station. Upon disembarking, you enter a room very similar to the previous one, except this time the main machine is switched off, with no power connection. Before tampering with the front console, go straight to the back and observe another maintenance hatch. The key detail here is that it requires combined power, so your allies open it for you, revealing an elevator to the Morphosphere. Enter, descend, and you reach a lower level with another central structure accessible from the inside.

On this lower floor, the objective is to power up the upper system by detonating two Bomb Slots in sequence within a short time window. The first slot is very close to the entrance, and the second is higher up. Plant the first bomb, immediately accelerate along the inner track following the path of the Morphosphere, and detonate the second before the timer runs out. If you take too long, the circuit resets, and you need to repeat the process. When you do it correctly, the system upstairs starts responding again. Go back up, use the Lasso to remove the mechanism’s cover, and repeat the process from the first room: enter the Morphosphere and use the Boost Ball clockwise to charge it. Another scene confirms that the second cannon clamp has finally come loose.

Shortly after, you receive confirmation that the gate to the “lava road” at the beginning of the complex has been unlocked. This signals that the route to the Teleport Key is finally open. Return to the tram and travel to the next station. You will eventually return to the Control Room sector, which serves as the central point. If you wish, take advantage of the Save Station to ensure progress and recover ammunition, because the path to the gate includes a rather tedious fight. Afterwards, go through the door that requires two people and return to the outer bridge.

Midway through the crossing, a hostile aircraft reappears and a mini-boss confrontation begins. As soon as it enters your field of vision, log the scan of this vehicle in the Logbook, because it doesn’t return. The fight works in two layers: first, the ship drops Psy-bots onto the bridge, and while you deal with them, it positions itself outside the bridge to fire. The most dangerous attack is a continuous beam that sweeps the area and also breaks supporting pillars on the sides, reducing cover points over time. It also launches tracking projectiles that can be destroyed in the air, so don’t hold back, shoot down these missiles as soon as they appear. The safest way to win this fight is to clear the Psy-bots quickly so you’re not pressured by them all at once, using cover whenever the beam starts sweeping, and only then focusing on the aircraft. When the sky is “clear” of smaller enemies, you can aim more easily and finish off the transport. Upon shooting it down, a cutscene ends the confrontation and unlocks your progress.

Immediately afterward, enter the maintenance hatch on the bridge and descend the Morphosphere rail, using bombs when needed to remove obstacles. At the end of the path under the bridge, there’s a Bomb Socket that allows you to re-enter the complex. You return to an internal entrance area and, almost immediately, a new enemy appears that’s worth scanning right away to log in your Logbook. It moves aggressively and uses shockwaves. The smaller, bluish wave passes low and can be jumped over normally. The larger, reddish wave requires a double jump, so don’t skimp on your Psychic Boots here. Eliminate this enemy and advance.

Exit through the main door and use one of the elevators to make your way back out of the facility, descending to the “road” level over lava. Here you already know what to do: mount Vi O La and ride across the lava. Thanks to the suit, it transforms into a hovercraft and can cross safely. Go through the now-open gate and continue through the short tunnel. A cutscene will begin, and then you’ll be thrown directly into a boss fight.

The boss of this part is Phenoros, and it’s essential to scan him right at the beginning, because it’s also a unique encounter. The battle is different from the previous ones because it takes place in two very distinct phases. The first is fought on top of Vi O La floating on lava, with you circling the edge of the lake, and the second takes place “on land,” but in a tiny area with almost no room for error.

In the first phase, Phenoros swims around the lake, and the objective is to destroy the bluish weak points that glow on the underside of his body. Maintain the lock-on and fire the vehicle’s projectiles whenever you have line of sight. At the same time, the environment tries to throw you off control: fireballs appear in the lava when the boss dives and reappears, and some enemies jump out of the magma, shoot, and then sink again. Don’t try to stop to “duel” these jumpers; take down anything in your path, but keep your top priority on the boss’s weak points. As you destroy the targets, Phenoros accelerates, and the dangers become more frequent, so your best defense is to drive smoothly, avoiding sudden movements, and only use boost when necessary to reposition or escape a cluster of fire.

When the last blue weak point is destroyed, a cutscene changes the fight’s setting and phase two begins, now with a health bar and everything. Here’s where the strangest and easiest to understand part happens: you’re stuck on a narrow platform, fighting the dragon’s head, practically “on top” of the creature. The main weak point is its tongue. You can hit it between attacks, but the most efficient way to open a long window of damage is to break the four glowing weak points that appear on its face. When you destroy these four targets, the boss is stunned, crawls slowly, and leaves its tongue exposed for longer; that’s when you should unleash real damage. After this first round, it dives and returns with a new set of four weak points on its face, so repeat the process: break the four, take advantage of the stun, punish the tongue. If you do this consistently, at some point it will collapse into the lava with its mouth open. Here comes the final blow: fire a Control Beam and pilot the projectile into the mouth, following it down the throat until it hits a glowing point inside. Hit it, and the fight is over instantly.

During this second phase, there are some attacks you need to recognize to avoid taking unnecessary damage. He can sweep the entire platform with a continuous jet of fire. The safest response is to enter Morphosphere so the fire passes above you. Later, he can repeat the sweep twice in a row, so don’t exit Morphosphere early. He can also spit fire directly at your position; in that case, move to the side and use dash to avoid being caught on the edge of the flame. There’s a lunging bite that requires dodging at the last instant, and if he grabs you, you need to press the indicated command to escape, or your life will be gone quickly. Another common attack is a sequence of fireballs that slowly chase you; here, it’s worth shooting them in the air to clear the area. Later on, he starts releasing greenish energy projectiles from openings in his face; it’s not impossible, but it requires you not to stand still.

When Phenoros falls, grab the new ability that appears floating in the center. You receive the Psychic Grapple, which allows you to latch onto hook points and swing between them. Next, a platform appears above, and two hook “nodes” also appear on smaller objects. Use the Grapple to switch between these points and reach the top edge. At the top, step onto the undulating platform to be sent to the alternate dimension, and once there, retrieve the fourth Master Teleporter Key.

Upon returning to the normal world, a timer appears, indicating that you need to escape the area before time runs out. Don’t waste seconds. Immediately look for the cannon elevator; it’s a cylindrical metal structure hanging from the ceiling. Use the Grapple to grab onto it and gain height, reaching the upper floor. Break the nearby debris with a missile to open the route and follow the “standard” escape path, using the grappling hooks and Grapple nodes to advance. At one point, you’ll find a cover on the ceiling that needs to be scanned before it becomes a grappling hook. Do so, use the Grapple to reveal the hook, and swing to cross the gap. Next, you alternate between Morphosphere rail sequences and jumps between grappling hooks. In one of the corridors, destroy debris on the right to reveal another Morphosphere route. This part includes a side segment with flames, so advance at the right time, waiting for the fire cycle to clear the gap.

After that, there’s one last large pit that mixes Grapple nodes and hook points in series. Go slowly, but without stopping, because the clock is ticking. At the end, enter the Morphosphere slot that leads to an elevator, and it takes you back to the Control Room. Run to Ezra and Nora for a cutscene. When it ends, scan the nearby terminal to activate another narrative sequence, and upon regaining control, your visit to the Flare Pool ends, with Samus returning to Sol Valley.

From here, only one Teleport Key remains to be found, located in the Great Mines, but you still lack the equipment to complete this region. So the next logical step is to head straight to the Volt Forge to find the next necessary upgrade before tackling the final key.

Volt Forge

After clearing the Flare Pool and securing the fourth Teleporter Master Key, the next step to advance towards the Great Mines is to return to the Volt Forge to retrieve one of the two mandatory components for this stage: the Thunder Chip. On this visit, you’ll already have tools that completely change how you explore the complex, especially the Psychic Grapple, the Psychic Lasso, and the Boost Ball in the Morphosphere. Therefore, the idea is to enter with a clear objective: get the chip and, along the way, take advantage of some upgrades that are now much easier to obtain.

As soon as you enter Tower 1, head to the first elevator in the lobby. Before going down in the main elevator, look at the wall next to you and find a maintenance hatch attached to the panel. Use the Psychic Lasso to remove this cover and enter Morphosphere. This access is a shortcut that takes you directly to the lower part of the tower and puts you outside. When you exit the small internal elevator, break the nearby boxes, because there’s a Shot Expansion hidden there. Grab it before continuing.

From this external platform, use the Grapple points to traverse to the edge where the generator you previously reactivated is located. Robotic Psy-bot enemies may appear in this area, so clear everything first to avoid being interrupted mid-jump or traversal. Then, find the Morphosphere socket that provides access to the building and enter through it.

Upon exiting the tunnel, locate an open door nearby. This area used to be problematic because it required reach and safety to cross, but now you have the Psychic Grapple. Use the Grapple nodes on the surrounding structures to advance to the distant platform, but do so carefully because the floor below is electrified and touching it causes constant damage. The goal is to avoid falling. Passing through the door, you’ll find an elevator that takes you even further down; use it to descend.

On the lower floor, proceed carefully as you exit, because there’s usually a Maintenance Tank hidden among the boxes, waiting to hit you if you walk past it. Eliminate it and continue to the large Power Core room. Here, the environment is full of pillars and electrical columns, like distribution poles. Among these, there’s one in poor condition, “failing,” and the game allows you to identify which one it is using the scan. Look for the faulty pillar on the left side of the room, using your entry point as a reference. When you find it, use the Psychic Lasso to remove the maintenance cover from this pillar and retrieve the Thunder Chip stored inside.

The moment you collect the chip, the area goes on alert and a fight against Sylux begins. There’s no specific scan for this battle, and it’s generally similar to the previous encounter, but with a new mechanic that completely changes positioning. He remains Samus’s size, moves with similar agility, and alternates between mid-range attacks and short dashes. In the “normal” phase, he uses rapid shots from his arm cannon, energy blade strikes, shockwave-generating jumps, and also creates spike-shaped projectiles that remain in the air for a few moments before being launched. Your rule here is always the same: don’t stay in the center. Dash sideways to dodge shots and spikes at the last second, jump over lower shockwaves, and respond with charged shots and missiles when he’s coming out of an attack animation.

The big surprise comes when he starts floating and his arm crackles with electricity. After charging for a moment, he descends and punches the ground, electrifying the entire arena floor. From then on, the floor becomes a constant danger, and you need to “live” high up. Use the Grapple points on the ceiling and the Grapple nodes on the walls to stay away from the floor until the electricity passes. A detail that helps a lot is that when you are attached to a Grapple node on the wall, you can continue shooting at him more safely. If you can maintain consistent damage during this phase, the electrification effect tends to last less time, so it’s well worth taking advantage of this to attack instead of just running away. As the fight progresses, he also starts mixing variations, such as disappearing and reappearing near you, firing three explosive bursts while cutting through the air in a straight line, and releasing larger shockwaves, too high for a simple jump, requiring you to hide behind the room’s columns. The combat alternates between normal mode and “electrified ground” mode until you deplete his health bar. Winning rewards you with an Energy Tank, so grab it as soon as it appears.

After the fight, go up the elevator. At the top, you’ll notice that the floor of the previous area is no longer electrified, so now you can go down and explore calmly. Look for a new maintenance hatch on the wall, activate it with the Psychic Lasso and enter the Morphosphere. Inside, there’s a short path with a Maintenance Tank guarding a Shot Expansion. Eliminate the enemy, pick up the upgrade, and return.

Now you’re going to make an important transition to continue collecting upgrades while leaving the Volt Forge. Return through the Morphosphere tunnel to the outside, to the generator area. Once you exit, turn right and look for a purple cloud. With the Psychic Visor active, convert this cloud into a Psychic Boost Rail and use the Morphosphere with Boost Ball to slide along the rail and reach the base of Tower 2. Upon arrival, clear the enemies in the outer area before entering, as it’s common to take damage while trying to attach the Morphosphere to the access point.

Inside Tower 2, you’ll drop into the Archives room, where one of the major confrontations took place earlier. Here, a variant of Psy-bot that works with shockwaves may appear, so eliminate it first to have time to solve the puzzle. Then, observe the cargo containers held by mechanical arms high above. At each point where the arm “grips” the container, there’s a latch you can remove with the Psychic Grapple, as if you were pulling the lid off a fitting. Do this container by container to drop them on the ground. After the first two fall, use them as makeshift steps to climb to the top of the third, reach the last latch, and release the final container. When it falls, it reveals a Shot Expansion inside. Pick it up and continue.

Use the nearby elevator to reach the Storage room. Once inside, eliminate the Psy-bots in the area. Now look up, above the door leading to the elevator. There’s a high ledge that you can’t reach with a normal jump. In the center of the room, slightly above your field of vision, there’s another purple cloud that can become a Psychic Grapple point. Activate the Psychic Visor, transform the cloud into a Grapple point, and use the Psychic Grapple to swing to the upper platform. Up there you’ll find another Shot Expansion, so grab it before leaving.

With the Thunder Chip secured and those expansions collected, you’ve accomplished what you needed to on this visit. Return to the top of the towers via the fastest route, exit the Volt Forge, and go back to Sol Valley. The next step in your progression is to head straight to Fury Green and speak with Myles again, as he’s the one who transforms those chips into usable upgrades to unlock the remaining routes to the Great Mines and the final Teleport Key.

Fury Green

On your fourth visit to Fury Green, you should do the following: return to Base Camp, give the Thunder Chip to Myles to transform it into a new alternative weapon, and, as a bonus, use this newly acquired power to retrieve some collectibles that have been locked until now. In Sol Valley, head west again from Chrono Tower and enter the corridor marked by the statues, crossing the temple to the initial room of the cargo launcher. Use the launcher to go to the Temple of Memory and, once you land, advance a little further inside until you reach Base Camp, where Myles usually stays.

This time, the camp is much more “alive.” The survivors you helped along the way have also returned, so you’ll see Duke, Nora, and Tokabi around. Myles will be busy talking to Tokabi, so approach them for a short scene. After they part ways, Myles becomes available to talk to. Speak to him and give him the Thunder Chip. In return, you receive the Thunder Shot, an alternate fire weapon that belongs to the same family as the Fire Shot and Ice Shot.

The Thunder Shot functions as an alternate weapon mode; you select it by pressing left on the directional pad and fire with R. It consumes Shot Ammo, so ammunition is limited and increases as you find Shot Expansions. Its practical use is twofold: first, it activates certain electrical devices in the environment that simply don’t react to fire or ice; second, it’s especially effective against mechanical enemies, so when facing Psy-bots, turrets, and tanks, it’s a very strong option for shortening combat.

With Thunder Shot unlocked, it’s worth taking a short walk around the temple to collect what’s right in front of you. If you’ve been collecting Green Crystals in Sol Valley, stop by the Altar of Legacy first and deposit the crystals there. This is a habit that pays off, as it prevents you from accumulating resources and forgetting to deliver them later. Next, if you want to take advantage of extra content, re-enter the Sanctum of the Guardians. Look for a mote near the base of one of the statues, pick it up and return it to the disc at the entrance of the room, then use the Psychic Glove to move the crystal from the environment to the indicated point. This unlocks more story information related to Phenoros, great for those following the plot and the Logbook entries.

Now go back to Myles and follow the door leading to the launcher sector, because the next items are in the first few rooms along the way. The initial room in this sequence is the Cargo Staging Area. Here there is a machine with two glowing side panels, one on each side. The secret is simple, but requires the right element: fire a Thunder Shot at each of the panels. When both are energized, one side of the machine opens, revealing a Shot Expansion. Pick up this expansion, because increasing Shot Ammo capacity makes the Thunder Shot much more comfortable to use for the rest of the campaign.

With that done, your next destination within Fury Green is the Sacred Flame Ceremony, the room you access by going through the door that had a Heat Lock and which you unlocked on a previous visit. Enter and look for the new barrier in the area, this time it’s a Thunder Lock. Use the Thunder Shot on the lock to open it and proceed.

Inside this room, you can read several tablets scattered around the edge, but what matters for progress is the central puzzle. In the middle of the room is a spiral-shaped statue, and around it are three objects suspended from the ceiling. You need to interact with each of them, pulling them down as far as they can, as if stretching a mechanism, and then rotating each piece until the small metal rod of the object is aligned, pointing directly towards the central statue. The important part here is not to do it halfway. Leave each one as low as possible and adjust the rotation carefully, because the statue only recognizes when all three are correctly facing the center.

Once the three objects are in the correct position, use the Thunder Shot to energize the metal rod of each one. You’ll notice that the set “closes” the circuit, and then the central spiral opens, revealing a Shot Expansion hidden inside. Claim the reward and don’t run off yet, because there’s now an extra bonus that only appears after you solve all the elemental challenges in this sector.

With the three puzzles in the area completed, return to the main statue. It will then display three orbs, one for each element you have mastered: fire, ice, and thunder. Once it recognizes all three, a compartment in its base opens and gives you an Energy Tank, increasing your maximum health. This is an excellent reward for the next stage of the game, which tends to have more consecutive battles and less room for error.

After that, there’s nothing else essential to pick up on this visit. The next big objective is to head towards the Great Mines to retrieve the last Teleport Key, but you’re still missing a necessary upgrade to progress there. So, when you finish in Fury Green and return to Sol Valley, the correct path is to go back to the Ice Belt to get this upgrade and only then head to the mines.

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