Metroid Prime 4: Beyond – Complete Walkthrough (Step-by-Step Strategy Guide) – PART 03
January 29, 2026| Metroid Prime 4: Beyond Walkthrough – Part 1 Metroid Prime 4: Beyond Walkthrough – Part 2 Metroid Prime 4: Beyond Walkthrough – Part 3 |
Ice Belt
It’s time to return to the Ice Belt for a second visit, this time with the goal of finding a crucial upgrade that will open the path to the final Teleport Key. Upon arrival, traverse the outer area, where you can now find Frostburn Grievers, so be prepared for combat. Proceed inside the main building and, on the upper floor of the initial lobby, look for a door with an electric lock. Use the Thunder Shot to remove the Electric Lock and enter.
Inside, the left door is currently locked, so go to the right. Go through the next door and you’ll see another locked door ahead. Follow the corridor to the right and, at the end, break some boxes to reveal an opening. Enter Morphosphere and climb up the tunnel to the next room. Here, you’ll find an inactive robot atop an ice pillar in the center of the room. Use Thunder Shot twice to hit and awaken it.
A cutscene begins, introducing a new character, VUE-995. After the cutscene, scan VUE-995 into the Logbook. Now, to exit the room, look at the door and scan it. Your new robot friend will approach it and force open the door, clearing the way. Follow the corridor and scan the locked door you saw earlier. VUE-995 will remove the lock, allowing you to pass. In the next room, scan the window on the right. Again, VUE-995 will hit it, damaging it. Finish with a missile to break the glass and jump through the opening to exit.
You will be in an outdoor area. Here, you will need to manifest and use Grapple points to cross the chasm. Remember that the wind may blow periodically, so when this happens, simply hold onto your current Grapple point until the wind subsides and you can proceed safely.
Enter the temple building on the other side of the chasm. You’ll need to destroy an ice wall with the Fire Shot to gain access. In the first main room, you’ll see a Lamorn statue ahead. Scan it for a scene that reveals more about what happened there. Continue through the next door and you’ll find yourself in a dead end, but not quite. You’ll need to shoot the ice on the floor. There are three ice floors that can be broken with the Fire Shot to drop into a chamber below. There, you’ll find a tablet to scan, adding an entry to the Logbook.
Proceed through the door. You will enter a room with a large Lamorn statue in the center. Looking around the base of the statue, you will find two mote slots. Around the room, several ice walls block more statues. Melt them all with the Fire Shot. Two of these statues contain the motes you seek. Take them and insert them into the central statue. Solving this puzzle will unlock a new upgrade. Pick it up to unlock the Psychic Spider Ball.
The Psychic Spider Ball allows you to use the magnetic rails you’ve seen scattered around the environment. Approach them in Morphosphere mode and hold the indicated button to climb walls and roll along the ceiling using these rails. Additionally, this upgrade allows you to use Morph Ball Tethers, which are anchor points that allow you to attach yourself and launch the Morphosphere in the opposite direction. Before doing anything else, look below the entry point to find a hidden Missile Expansion.
Now that you have the upgrade, you’ll see some pink clouds around the room. Scan them to create magnetic rails. Use the Spider Ball to climb up them and find the path near the ceiling that leads back to the entrance. In the large room where you fell through the ice floors, there will again be some pink clouds to scan. Once scanned, a series of tethers and magnetic rails will appear. With these, you can maneuver to the top of the room to escape.
Once back outside, use the Grapple to cross the chasm back to where you left your robot friend. He won’t be there anymore. However, if you return to the room where you initially found him, there’s a magnetic rail on the wall that can be used to retrieve a Shot Expansion.
Now that you’re in familiar territory, you have everything you need to continue your journey. If you wish, you can skip ahead to the next trip to Sol Valley. Before that, however, you can spend a little more time here in the Ice Belt to collect some extra items.
To explore the Ice Belt with your new abilities, return to the Lobby area and take the elevator down to the Quarantine floor. On this level, opposite the Save Station door, there is an electric lock. Use the Thunder Shot to open it, defeat the Frostburn Grievers lurking inside, and retrieve the Missile Expansion they were guarding.
From the upper level of the Lobby, enter the Lobby Conduit, which is a Morphosphere tunnel. If you continue to the left, you will reach some tether nodes that can be used with the Spider Ball. You will need to use them to reach and detonate two red switches in quick succession. Doing so will open the middle capsule, allowing you to pick up a Missile Expansion.
Go down to the Medical Bays level and enter the Storage Bay. Locate a Morphosphere tunnel below where you found the TK Code fragment earlier. This leads to a lower area where you can use a magnetic rail to reach a Missile Expansion, but watch out for the Ice Crawler. You’ll need to time two bomb jumps to reach it.
Still in Storage Bay, locate the Morphosphere pathway called Surgery Conduit. Along it, you’ll find a magnetic rail leading upwards. Climb up it. At the top, there’s an electrical hazard moving from right to left. Wait for it to pass and use a Morph Ball Boost to traverse the area. Detonate the weak platform behind it to drop into a Shot Expansion.
In the Ice Canyon area, the outer location with the currents and wind, you can find a set of Psychic Grapple Points. Swing across them to a distant ledge where there is an Energy Tank.
Now, proceed to the Power Generator room. In this area, you can find a psychic magnetic rail that can be climbed. At the top, you need to go to the end of the rail and then charge a Morph Ball Boost, but without pressing any direction. Release the boost and Samus will perform a large jump. Quickly grab the nearby tether node as you approach. Jump to the next tether and then to the magnetic rail on the ceiling. This will lead you to a Large Shot Expansion.
To get back to the entrance faster, return to the Deep Archive, the room with the purple “plates” before the Power Generator. On the wall, you’ll find a Morphosphere elevator. Use the Thunder Shot to remove the electric lock and then use it to reach the room where you met Tokabi earlier.
With all that done, your exploration of the Ice Belt is complete. Return to the entrance and exit back into Sol Valley. The next step is to head to the Great Mines, where the last Teleport Key awaits.
Sol Valley
On this fifth and final visit to Sol Valley, the objective is clear: head to the Great Mines area in the northeast corner of the map to find the fifth and final Teleport Key. However, before diving into the mines, you have the opportunity to do a final sweep of the valley, collecting important upgrades at Lamorn Shrines and finding hidden expansions, which will leave you with your arsenal at its peak for the final challenge.
As soon as you arrive in Sol Valley from the Ice Belt, you’ll be at the top of an elevator. Look at the door opposite the entrance you used to get here and you’ll see a collapsed walkway. There’s a Grapple knot there that allows you to attach yourself and climb to a walkway above. At the end of that walkway, go through the door. Outside, you’ll find a Mech Part (more on that later) and a purple cloud. Scan the cloud to manifest a Psychic Boost Rail. Use the Morph Ball Boost on that rail to reach a nearby Missile Expansion. With that picked up, return to the main section of Sol Valley.
Now, go around the barrier surrounding the Chrono Tower, heading southwest. You’ll find a series of progressively taller stone columns. Jump across them until you reach a ledge with a mechanism housing a thunder lock. Use the Thunder Shot to remove the Electric Lock. A quick cutscene will begin, followed by an upgrade. Pick it up to obtain another Vi O La Boost Tank, which further increases your vehicle’s boost capacity and makes quick crossings of the valley easier.
With the Thunder Shot in hand, you can finally complete the three remaining Lamorn Shrines, also taking advantage of the Ice Shot and Fire Shot. These are the Floating Path Shrine, south of the Chrono Tower; the Ring of Thunder Shrine, between the Chrono Tower and the Flare Pool; and the Falling Labyrinth Shrine, northeast of the Chrono Tower and south of the Great Mines. Let’s solve them all.
Floating Path Shrine:
Approach the shrine and use Thunder Shot on the thunder lock to remove it. Then, use Psychic Visor and Psychic Glove on the crystal to pull it down, activating an elevator that takes you inside. Go through the door and you’ll reach a larger room with a distant ledge, where the door to the final shrine upgrade is located, and a pool of water below. There are two pedestals with motes and a second door to the right.
Enter through the right door first. It leads to a staircase that descends to the area below the upper platforms, with the pool of water in the middle. Break the Green Crystals here and cross the water. Be careful, as the area is occupied by Neo Rootspurs, which are more resistant versions of the common Rootspurs. After eliminating them, go up the stairs. Pick up one of the motes, go down into the water and proceed to the lower area on the other side of the room. Look behind the central pillar for a recess where you can plant the mote. Doing so will open a small cavity, revealing a Shot Expansion.
Retrieve the mote and throw it into one of the recesses in the walls above. This will create a ledge. Go back up the stairs and pick up the second mote. Use it in another recess to create another ledge. Use both motes to create steps that allow you to cross the pit and reach the upper ledge on the other side. Once across, pick up the nearest mote and place it in the opening above the door. This will unlock it, allowing you to continue. Through the door, you will find an altar with a new upgrade, the Super Ice Shot.
The Super Ice Shot functions like the regular Ice Shot, but by holding down the fire button and charging it, the charged shot can fire multiple projectiles, each dealing more damage than a standard shot and capable of ricocheting. It consumes 10 Shot Ammo units. After picking up the upgrade, a glowing orb will appear in its place. Interact with it to be teleported back to the statue outside the entrance to Sol Valley.
Ring of Thunder Shrine:
Approach the shrine and use the Psychic Visor and Psychic Glove on the crystal to pull it down, activating an elevator that takes you inside. Go through the first door, making sure to collect the large volume of Green Crystals in the area. In the main room of this shrine, there is a circular stone platform in the center, surrounded by a ring of stone pillars. Two of them are lower than the others and can be raised using the Psychic Visor and Psychic Glove. Once both are in position, fire a Thunder Shot at the metal section in the middle of one of the pillars. The electricity should move in a circle, hitting all the pillars.
With all pillars active simultaneously, a cutscene will begin, and the central stone block will become an active elevator. Descend it and continue through the next door to find an altar with a new upgrade, the Charged Thunder Shot. The Charged Thunder Shot functions like the normal Thunder Shot, but by holding down the fire button and charging it, it can fire a larger, more powerful projectile that often curves towards other nearby targets. It consumes 5 Shot Ammo units. As usual, after picking up the upgrade, a glowing orb will appear in its place. Interact with it to be teleported back to the statue outside the entrance in Sol Valley.
Falling Labyrinth Shrine:
Approach the shrine and use Thunder Shot on the thunder lock to remove it. Then, use Psychic Visor and Psychic Glove on the crystal to pull it down, activating an elevator that takes you inside. This first room has the main door ahead, but this time there’s a second door to the left. It leads to some stairs that descend to the lower area. Go down here first to find a bunch of Green Crystals. One of these clusters hides an opening in the central structure. Enter Morphosphere to find a Shot Expansion.
Go back up the stairs and through the other door. Observe the insects on the walls and scan them for a log entry in your Logbook. Use the Spinner with Morph Ball Boost to reveal a mote on the pillar above. Pick it up and look at the ceiling to find an opening where you can attach it. Doing so will reveal a large, maze-like series of magnetic tracks.
Here’s the tricky part: you need to get to the top of the dome. Since the path is inside the dome, you can’t jump between the rails. This means you need to find a rail that leads to the top and can be followed from the ground. There are many options, but only one that will take you there. The rail that can take you to the top is located on the southeast side of the room. Use the images to help. You want to go from A to B in the first image, and then from B to C in the second.
Once at the top, enter through the door ahead to find an altar. Floating ahead is a bright yellow upgrade. Pick it up to unlock the Super Thunder Shot. The Super Thunder Shot functions like the regular Thunder Shot, but by holding down the fire button and charging it, you can fire a sustained beam of electrical energy for a short period. This will consume 20 Shot Ammo units. After picking up the upgrade, a glowing orb will appear in its place. Interact with it to be teleported back to the statue outside the entrance in Sol Valley.
With all the shrines completed and the elemental upgrades maxed out, it’s time to continue. To find the fifth and final Teleport Key, you need to go to the Great Mines area, located in the northeastern part of the map. Look for a large building in the center of a large chasm. Approach from the south to find a bridge leading to it.
Before using the bridge, you’ll want to go underneath it. Here, you’ll find a series of Psychic Grapple Points that can be used to reach a hidden Large Shot Expansion. Now, climb up and go to the bridge, where all your allies, except Myles, will be waiting for you. A cutscene will begin at this point.
When you regain control, use the nearby magnetic rail and cross the chasm with the Spider Ball. On the other side, go down and interact with the nearby panel to extend the bridge. Once all your allies have crossed the bridge, interact with the panel next to the central elevator platform. A long cutscene will unfold here. When you regain control, you will be in the next area, the Great Mines.
Great Mines
Upon starting in the Great Mines, you, Duke, and Nora will be in an elevator that collapses midway to the fifth Teleport Key. From here, the presence of your companions indicates that combat will occur, so be prepared. To begin, touch the panel on the nearby door to open it and proceed inside the mines.
Open your map and the Teleport Key’s location will be marked for you. It’s on Level 3, and you’re on Level 1. You’ll need to go down two levels to reach it, which, as usual, will be a much longer journey than the original elevator would. The bridge ahead is currently inoperative, so you need to find another way. Turn right and jump across the gap in the walkway. In this area, you should see a flock of flying creatures that can be scanned into the Logbook.
Continue along the magnetic rail to reach the upper level. Head back towards the bridge. There’s a magnetic rail here that can be followed to the opposite side of the bridge. Before doing so, however, there’s an upgrade nearby. Continue past the bridge and jump across the gap to find a second magnetic rail. Climb down it to the platform below. Then you can jump to another section of the walkway for a final magnetic rail. Note that part of it switches on and off, so you’ll need to time your ascent. At the top, you can drop into a Missile Expansion.
Return to the end of the bridge and use the rail to cross it. When you need to transition to the opposite side of the bridge, charge a Morph Ball Boost and release it (without pressing a direction), and the Morphosphere should jump across the gap. Upon reaching the other side of the bridge, use the Spinner and the Morph Ball Boost to extend it, allowing your teammates to cross as well.
Check the door at the end of the bridge. It requires your two companions to pull segments so you can shoot the central light to open it. Proceed through the tunnel and enter the next corridor. There will be a door ahead leading to a Save Station (visit it first) and a door to the right leading to a room where you can pick up the Area Map.
Use a Morph Ball Bomb to open the nearby door. Before entering, look at the ceiling to spot a new creature for the Logbook. These are essentially the same standard Dartwings, but they live in the mines. Upon entering this next tunnel, look for a cargo container suspended from the ceiling. Scan the latch on the bottom to open it. Then, you can pull the latch with a Lasso and retrieve a Shot Expansion inside. There’s another one of those 3-person doors at the end of this tunnel. Continue through it.
In this next corridor, you’ll see a large locking unit on the right wall. You can’t do anything with them yet, but you’ll have the equipment to open them before you reach the end of the Great Mines, so mark them for future exploration. Fight off a few more Dartwings and continue to the next room. Here you’ll find a large drilling machine in the center of the room. Scan and interact with the panel on the nearby platform to activate the drill. Then, approach the end of it and enter the small opening. Use the Morph Ball Boost in a clockwise circular path to power it up.
After a brief cutscene, jump across the nearby platforms and scan the open hatch on the side of the drill. Then, you can use the Lasso to pull it open. This will reorient the drill correctly. Another cutscene will begin. Once you regain control, you’ll need to fight and survive an endless wave of Maul Grievers. They are practically identical to standard Grievers, melee attacks with claws and ranged acid spit projectiles. The difference is that they are slightly more resilient and appear in much larger groups. You’ll also encounter Griever Bombers, which glow green, run towards you, and explode when they get close. Always, always prioritize eliminating these!
While fighting, be sure to scan the Maul Griever and the Griever Bomber into the Logbook. If you can’t do it now, don’t worry, you’ll have plenty of opportunities before the end of the mines. Essentially, you just need to keep fighting the enemies until a cutscene shows the drill breaking through the tunnels below. Then, jump through the new opening in the ground. Another cutscene will start and you’ll end up in the tunnels below.
Follow the tunnel and you can check the large insects ahead for the Logbook. Soon, you’ll find a green ore blocking the tunnel. Hitting it with some missiles will remove it. This, of course, will summon some Grievers, so fight them off. From here on, when traveling through the Great Mines, whenever you cause a large explosion (usually with missiles), a small group of Maul Grievers will be summoned. So, save your missiles unless they’re needed for exploration, unless you want to fight more Grievers, of course.
Once the Grievers stop appearing, you can continue. Doing so will introduce a new creature to scan for the Logbook. These things jump out of the ground, shoot sharp projectiles, and quickly return to the ground. Shoot them when they appear. At the end of this tunnel, you’ll find a Garnbocask. This is a plant with one large bulb and two smaller bulbs nearby. You need to destroy the two smaller bulbs (Fire Shot works well) so that the larger one opens, revealing its weak interior. Then you can destroy it to remove the tunnel obstruction. Go down to the area below and continue through the next door.
There’s another Garnbocask in this room; this one has three bulbs, one on the back wall and two located through openings on either side of the cave. You’ll need to use a Control Beam to get through each opening and hit the bulb. Note that there are blue sacks here. If you attack one of them, they will make a loud noise, attracting Grievers. So, try to avoid that! After breaking all three smaller bulbs, the largest one will open, allowing you to destroy it. Go down through the opening it was blocking.
In the area below, scan the patch of plant ahead for the Logbook. Walking through it will cause damage. Shooting it will cause it to temporarily retract into the ground, but shooting it with a Fire Shot will burn it and it won’t reappear. Continue following the main path, using your Lasso to pull the next two obstructions and past another patch of Snare Weed. Eventually, you will drop into Level 2 of the mines.
Now that you’ve reached Level 2, your goal is to advance deeper into the mines and to Level 3 below. The first room you reach is occupied by Cave Shren. Nothing particularly noteworthy about these Shren variants, other than that you can scan them for a new entry in the Logbook. Through the first door, you can also find the Cave Roach here. Use a missile on the green crystal wall to remove the obstruction and defeat the Maul Grievers/Griever Bombers that appear as a result. Jump across the first gap, then look back and to the left to spot a creature near the ceiling that can be scanned into the Logbook.
You can use the Grapple on these Crystal Crawlers. Follow the Grapple path through them to the end to find a small ledge with a Missile Expansion. Return to the main path and use your Lasso to pull the obstruction. Continue through the next door. Proceed through the larger room until you reach the second section of the tunnel, where the ceiling has collapsed in two different places. Take the side tunnel next to the second collapse.
The door here is initially locked, but look at the wall to the left to spot a section of insect webbing. Burn it with a Fire Shot, then throw a Morph Ball Bomb at the socket it was hiding to power the door. Inside, you’ll find a vehicle. Burn the webbing on the back, then scan and interact with the panel to get it working.
After a brief cutscene, the machine will begin clearing the first collapsed ceiling. And, of course, the noise alerted the nearby Grievers. You need to contain them as they converge on your location. After defeating enough, Nora will move the vehicle through the tunnel and begin clearing the other collapsed ceiling. The same story repeats itself here, except this time you’ll have Grievers coming from two sides. Keep them away long enough, and eventually, a cutscene will begin. Proceed through a new opening for another brief cutscene.
At this point, you will be alone. Follow the next two doors until you see a door on the right. Here you will find a Save Station. Go ahead and heal yourself and replenish your ammunition. Exit the Save Station and clear the insect web from the door before proceeding. In this next room, you will find another collapse. Go up the ramp to the right and break the crates to find a Morphosphere opening. Follow this tunnel to the end and continue through the door to reach another bridge area.
Cross the first section of the bridge, eliminating the Cave Shrens. You will reach the elevator shaft again. Jump across the gap to the right to reach a second bridge. This one hasn’t been extended yet. Follow the path to the left and you should see some Morph Ball Tethers on the left wall. Ignore them for now. At the end of the platform, there’s a pink cloud that can be scanned to make a Psychic Boost Rail appear. Use the Boost on it for a Shot Expansion.
Now you’ll use the tethers you saw earlier. There’s a path here made of tethers and magnetic rails that can be used to cross over to a distant platform. Once there, use the Grapple to cross the nearby gap and reach the end of the bridge. Use the Spinner here to extend it. With the bridge extended, you can find a collection of pink clouds in the middle. Scan them to create some platforms, then jump across them to reach an Energy Tank.
Go through the door and subsequent tunnels until you reach a larger room called the Quarry. Upon entering this area, a cutscene will begin, and you will find yourself in a mini-boss situation. Here you will face a Maul Griever Brute. Be sure to scan it into the Logbook, as there are only limited encounters against this type of enemy. These things are large, very fast, and have a lot of health. In terms of attack, they perform lunges with end strikes, an aerial strike that will deal area damage at the point of impact, and spit projectiles. The projectiles are sticky and can briefly paralyze Samus. If you are hit, press the on-screen command to break free.
As the fight progresses, a cutscene will begin and he will summon a swarm of Maul Grievers and Griever Bombers to aid him. Fortunately, VUE-995 will also appear at this point and help him. Continue fighting the Brute and the smaller Grievers until they are all dead.
Once the fight is over, have VUE-995 break through the sticky yellow wall. Go through the Easing Corridor, but watch out for the Bomb Slot on the right. It requires a larger bomb than the one you currently have to activate, so you’ll need to come back to it later. Mark it on your map so you don’t forget!
In the next room, drop down to the ledge below, then use the Morph Ball Boost on the halfpipe to reach the magnetic rail above. Follow this path until you reach a fork where you can either continue around the room or climb up. Climb up first to reach the central structure hanging from the ceiling. Enter the Spinner on the side and use the Boost until you unscrew it.
Return to the fork in the magnetic rail and this time follow it to the other side of the hanging central structure. There’s another Spinner here that can be used to unscrew it. This will cause it to fall to the ground. And again, the noise will alert the nearby Grievers. Fight them all off and then scan the central container. This will cause the VUE-995 to strike it to weaken it. Then you can use a missile to open it. Inside, you can pick up a new upgrade: Super Missiles.
Super Missiles function similarly to regular missiles, but by holding down the fire button and charging it, you’ll combine five missiles into a single projectile, dealing increased damage. This can be used to destroy tougher objects that are too strong for regular missiles. Once you have your new weapon, look for a section of hard crystals on the wall. Break them with a Super Missile to find a Missile Expansion inside. Of course, this will cause more Grievers to appear, but this time it’s worth it!
Return to the Quarry area where you fought the Maul Griever Brute. There’s another collection of crystals on the wall that you need to blow up to continue. Before you do that, however, there are a few items to pick up. In this room, there’s a large armored hatch that can be opened with the Super Missile. Inside, you can pull a hatch from the back wall. Enter here using the Morphosphere and go through the tunnel at the top.
You will be in a series of pipes above the Quarry room. There are two switches here that can be activated to rotate sections of the pipes ahead. First, you must rotate them to reach the opposite side of the room, and once there, rotate them again to reach the Shot Expansion. To do this, follow these steps: Activate the right switch three times. Activate the left switch three times. This will allow you to reach the other side of the room. There are two more switches here. Activate the left switch twice. Activate the right switch three times. Doing the above will allow you to reach the Shot Expansion.
Next, you’ll go back even further, crossing the bridge and heading to Transit Tunnel B. At this location, search the pile of debris near the collapsed tunnel. Among it, you can find another object that can be blown up with a Super Missile. There’s another Missile Expansion here.
Return to the Quarry room, and this time you can blow up the crystal wall to continue. Proceed through the next tunnel. Upon entering this room, you will see a pit ahead with several large crystals protruding from the walls and Grapple points below them. Instead of using them, turn around and look above the door you came from to find a higher Grapple node on the wall. From the upper ledge, you can jump over the crystals to grab a Shot Expansion.
Drop down to the ledge below on the opposite side of the crevice. From here, turn around and look to the left of the crevice. There’s a crystal here with a large crack. Hit it with a Super Missile to knock the crystal down, creating a platform for VUE-995 to jump onto and join you. Defeat the inevitable group of Grievers that appear, then have VUE-995 open the tunnel for you. Continue through the next tunnel, burn the Snare Weed, and then pull the obstruction. Jump through the hole it was guarding. This will take you to Level 3, the lowest layer of the Great Mines.
Upon reaching Level 3, there’s an insect web behind you. There’s a Morphosphere tunnel behind it leading to an upgrade, but you can’t access it yet. So, mark it on your map. Continue through the tunnel ahead. You’ll soon encounter a new enemy, a Goura Ghaspore. You can scan it into the Logbook. These plant-like formations will block your path and shoot spores that will chase you. You won’t be able to damage them directly, but if you use a charged shot to deflect the spore back at the plant, you’ll destroy it.
Defeating the first one will allow you to proceed through the tunnel. The next room you encounter will have three of these Goura Ghaspore. Again, eliminate them all to continue. Proceed through the next tunnel. You will enter a larger room with another sticky yellow door at the end. Scan it to trigger a cutscene.
After the cutscene, the VUE-995 will be out of action and you’ll face a Maul Griever Brute, but this time alone. Midway through the fight, the Brute will summon Maul Grievers and Griever Bombers to attack as well. Try to eliminate the smaller enemies first when they appear before returning to the main target. Once the area is clear, you can approach and scan the VUE-995. It will then break free. Ask it to open the door.
Upon entering the tunnel, you’ll see a giant swarm of Grievers appear behind you. Proceed through the tunnel until you reach another pair of sticky doors. Each time, you must scan them so that the VUE-995 removes the lock, but hold off the Grievers approaching from behind. After the second door, you’ll reach a cliff. Here you’ll need to fight off the incoming Grievers for a short period (though longer than you’d like). After killing enough, the VUE-995 will prompt you to enter Morphosphere mode. Do so, and it will launch you through the chasm.
Once on the other side, you can use your Lasso to open the tunnel ahead. Go down into the tunnel below and follow the Morphosphere tunnel to the end. You’ll reach a larger room outside the main elevator shaft. Before reaching the elevator, look for a switch on the right wall. You can shoot it to activate the nearby magnetic rail. Use it to reach the ledge above. It will then deactivate. Use a Control Beam to hit the switch again, then climb the rail to the top to find a Shot Expansion.
Proceed through the elevator shaft and the exit on the right. Upon exiting, look to your left for a Scout Bot. Go through the next door. This tunnel has a door on the left with a Save Station (go ahead and use it if needed, a boss is coming) and a path leading forward. Before continuing, check the wall opposite the Save Station door. There’s a glass tube here. Pull the hatch in front with the Lasso, then navigate inside to find a Missile Expansion.
Now continue through the next series of doors to see a Lamorn platform ahead. Approach it and it will disappear. A cutscene will begin and you will end up in a boss fight.
Boss Fight: Omega Griever
Be sure to scan the boss into the Logbook, as this is a unique enemy and very important to log now, since you won’t have another chance. The Omega Griever is by far the most difficult boss you’ve faced so far. He is incredibly fast and possesses a variety of different attacks. He will transition between climbing and attacking from the walls and descending to ground level, where he has a different collection of attacks to torment you.
The boss will start on the walls and run up them at high speed, where he will continue to launch projectiles at your position. He can jump from one side of the room to the other to break your line of sight, which can be difficult to deal with if he immediately starts sending projectiles your way, so try to find him again immediately if you lose sight of him. Your goal, when he is climbing the walls, is to shoot his arms and legs (or anywhere unarmored). Once you have dealt enough damage, he will be briefly stunned and hanging from the walls with the weak point on his chest exposed. Shoot him to make him fall to the ground.
At ground level, he will have more attacks at his disposal. Again, he will have his projectiles and shockwaves like many other bosses, but this one also possesses some melee attacks. He will run towards you and perform jump attacks and use melee attacks when he gets close enough. These melee attacks have a considerable range, so be careful to dodge or run backward and get out of range.
When on the ground, his most unique attack causes the boss to recoil his head and then shoot his tongue forward. If this touches you, he will grab you and pull you close. This will damage you, but if you shoot the boss in the face with a Super Missile, you can stun him. This is risky, especially if you are low on health, so it’s best to just dodge to the side to avoid it. At ground level, again your goal is to damage the boss’s arms and legs enough to temporarily stun him. When this happens, you can enter Morphosphere mode and plant Morph Ball Bombs under his chest to hit his weak point. This will cause him to slightly rearrange upwards while remaining stunned, leaving his chest fully exposed. Use this opportunity to unleash your most powerful attacks (Super Missile and charged shots are recommended) to drain as much health as possible before he recovers.
Once he has taken enough damage at ground level, he will jump and burst through a section of the wall, where he will then survey the arena. This noise will summon a wave of Maul Grievers and Griever Bombers. You must defeat this group as quickly as possible (prioritize the Griever Bombers) before the boss recovers and returns to the walls; otherwise, you will be fighting smaller enemies while also needing to avoid the boss’s projectiles. Not a recipe for a good time.
He will then transition between the floor and the walls (with summons in between) each time he takes enough damage. Each time he returns to the ground, his attacks become more dangerous, incorporating extra strikes, shockwaves, or projectiles. As the fight progresses, he also acquires some notable additional attacks. He will start spitting green goo from his hands and then roll it up to create a large green projectile that he will then launch at you. Dodge to the side at the last moment and keep moving to avoid the blow. He can also use a nasty-looking green energy beam. He will fire it forward and then spin. This inflicts damage but will also create a residual acidic puddle around the perimeter of the room that will damage you if you step in it. Jump over the beam to avoid it and then stay away from the deadly fluid on the floor near the walls until it dissipates.
Once you’ve dealt enough damage, he’ll fall to the ground with his tongue hanging out and an upgrade on the ground in front of him. Approach it and he’ll jump and grab you with his tongue. Immediately unload your most damaging shots/missiles into his face until he lets go. After that, he’ll return to his ground antics. After another round of this, you should be able to deal enough damage to his chest to end the fight.
The boss’s attacks include: Sticky Projectiles: From atop the walls, the boss will spit a series of green projectiles. They will briefly paralyze you if they hit you. Press the on-screen command to break free. Jump: The boss will jump and attempt to land on you. He will repeat this attack several times in a row. Dodge backward and move away from him to avoid it. Claw Strikes: The boss will use his large, clawed arms to perform a sweeping melee attack forward. He will repeat it twice initially, but will incorporate more strikes (up to four) as the battle progresses. Dodge backward if he is close, otherwise just back away from his reach. Shockwave: The Omega Griever will punch the ground, creating a shockwave that moves outward from the point of impact. As he takes damage, he will perform two shockwaves one after the other, and eventually four. Jump to avoid them. Tongue Grab: The boss will recoil its head and then shoot its tongue forward. If it touches you, it will grab you and pull you close. This will damage you, but if you shoot the boss in the face with a Super Missile, you can stun it. Acid Spit: The boss spits a cone-shaped wave of green goo ahead of its location. Dodge to the side to avoid it. Large Projectile: The boss will spit into its hands and roll them up to create a large green projectile that it will then launch at you. Dodge to the side at the last moment and keep moving to avoid the hit. Energy Beam: The boss fires a sustained beam of energy forward and then spins. This inflicts damage, but will also create a residual acidic puddle around the perimeter of the room that will damage you if you step in it. Jump over the beam to avoid it, and then stay away from the walls until the poison dissipates. Summoning: When the boss transitions from the ground to the walls, it usually summons a wave of Maul Grievers and Griever Bombers.
After the fight, a cutscene will begin, and when you regain control, check the new ability floating where the boss was. This will give you the Psychic Power Bomb ability. The Psychic Power Bomb allows you to unleash a Power Bomb in Morphosphere mode. These Power Bombs will release a much larger explosion than the small Morph Ball Bombs and can be used to destroy particularly resistant materials.
Now that you have your new ability, the Lamorn platform will magically reappear nearby. In front of it, there’s a socket in the ground with four blue switches around it. You need to activate them all simultaneously. The good news is that your new Power Bomb will allow you to do just that. Sit in the central recess in Morphosphere mode and use the Power Bomb. Once you’ve done that, step onto the undulating platform. As usual, the statue will glow purple, sending you to the alternate dimension. Here you can pick up your fifth and final Master Teleporter Key.
After returning to the real world, you’ll need to use a Power Bomb to blow up the armored door that closed behind you for the boss fight. Now you can go back to the elevator shaft you saw earlier. Go down to the bottom of the shaft and use a Super Missile to remove the door with the red lights. Behind it, you’ll find a Power Bomb Slot in the wall. These require a Power Bomb to be activated.
Use the nearby magnetic rail to climb the ledges above. At this location, activate the panel to call the elevator and trigger a cutscene. After the cutscene, you will be back outside. And with that, your journey in the Great Mines is complete for now. To continue, head back to Sol Valley.
Sol Valley
On your sixth and final visit to Sol Valley, the objective is quite specific: find the Teleporter Chip, a crucial item for progressing in the game. Although you already have all the Teleport Keys, the journey isn’t over yet. Before moving on to the next big challenge, you need to collect some Mech Parts, and for that, an additional upgrade in Sol Valley is necessary. This will be a quick but essential stop, and you’ll return for a more in-depth exploration soon.
Initially, the game doesn’t offer many clues about what to do, but soon Myles will contact you by radio, informing you that you need Mech Parts and Green Crystals. He also suggests looking for Tokabi in the desert, as he may have more information about Sol Valley. The Green Crystals are self-explanatory, and by this point in the game, you should already be in the habit of smashing them whenever you find them. The Mech Parts are scattered throughout Sol Valley, but you won’t be able to do anything with them until you find Tokabi. So, the first step is to locate him.
To find Tokabi, you must look for a plume of smoke on the horizon and, if you are close enough, listen for the sound of his harmonica. Luckily, you don’t need to spend hours scouring the desert, as we’ve already located him for you. Tokabi is near a rock formation northwest of the entrance to the Flare Pool area. Talk to him and he will give you the Teleporter Chip, the exact item you need to continue.
With the Teleporter Chip in hand, your exploration of Sol Valley is complete for now. Now, you must leave Sol Valley and head straight to Fury Green once more to find Myles. He will be the key to transforming this chip into a new functionality and opening the way to the next mission in Fury Green.
Fury Green
Back in Fury Green, the main objective is to deliver the Teleporter Chip to Myles and then use your newfound abilities to collect some previously inaccessible items. Once you arrive from Sol Valley, use the cargo launcher to head straight to the Temple of Memory. From there, venture a little further into the temple until you find the Base Camp area, where Myles will be waiting.
Approach and speak with Myles. Samus will give you the Teleporter Chip, and in return, you’ll receive a new gadget: the Teleporter Patches. These patches are essential tools that allow you to teleport missing Mech Parts back to the temple, making collection and progress easier.
With the Teleporter Patches in hand, you can begin your search for the Mech Parts, but before that, it’s worth grabbing some nearby collectibles using your newly acquired Super Missiles and Psychic Power Bombs. First, head to the Altar of Legacy room to deposit any Green Crystals you’ve collected. If you’ve already reached the 75% mark of the collection, the game will start displaying the remaining Green Crystals on the Sol Valley minimap, which is extremely helpful for the final collection.
You can also revisit the Sanctum of the Guardians room. There, you’ll find a mote at the base of one of the statues. Return it to the dial at the entrance of the room, and then use your Psychic Glove to move the crystal to the indicated location. This will reveal additional information about the boss Omega Griever, enriching the game’s lore.
Next, go to the Reflection Chamber room, which is right next to the Base Camp and contains a mech. Behind the mech, you’ll find a large container. Use a Psychic Power Bomb to destroy it, and inside you’ll find a Missile Expansion.
Finally, head to the first room in the area, the Quiet Clearing. You can use the charge launcher to get there faster. In this location, there is a statue that can be destroyed with a Power Bomb. Behind it, you will find a Psychic Power Bomb Expansion. These expansions are very useful, as each one you find increases your Psychic Power Bomb capacity by one unit.
With these items collected, your visit to Fury Green is complete for now. The next step is to return to Sol Valley.
Sol Valley
Back in Sol Valley, you’ll collect the six Mech Parts needed for the next major story advancement. Five of these parts are scattered throughout Sol Valley, and the last one, in the Flare Pool, will be your next destination. The good news is that by this point, you already have all of Samus’s major upgrades, meaning you can explore Sol Valley from end to end and collect any remaining items that were previously out of reach.
In addition to the Mech Parts, remember that you can now use your Psychic Power Bombs to destroy the large green crystal cubes you may have seen around. These cubes contain a huge amount of Green Crystals, so breaking some of them will significantly increase your total. It’s crucial to fill your crystal bar to 100% before finishing the game, so break all the crystals and blow up the cubes you find while exploring!
The first Mech Part can be found at the GF wreckage site on the west side of the map, slightly southeast of the Fury Green entrance. At this location, you will see a crane-like structure on one side of the building. Fire a Control Beam at the opening near the crane to lower it, then use the Grapple to traverse to a nearby rooftop where you will find a Missile Expansion. In the same location, there is a vehicle that has crashed into one of the building’s walls. Use your Lasso to pull it out. Behind it, you will find the first Mech Part [1/6]. Apply a Teleporter Patch to send it back to Base Camp.
Next, head to the GF wreckage site in the south of the map. It’s near the southern edge of the map and roughly halfway between the Volt Forge and Flare Pool entrances. On the northwest side of this building, you’ll find a small hatch in the wall. Use the Thunder Shot to open it. Continue in Morphosphere mode inside and you’ll find a Missile Expansion. Climb to the roof of this building to find the second Mech Part [2/6]. Place a Teleporter Patch on it to send it to Myles.
Next, travel to the GF wreckage site on the east side of the map, directly north of the Flare Pool entrance. At this location, if you check the central building, you’ll find a Grapple Point. Use it to go around the outside of the building until you reach the roof. There, you’ll find a crate that can be destroyed with a Power Bomb. Inside, you’ll find a Psychic Power Bomb Expansion.
Back on ground level, check the flashing box west of the building. As you approach, a cutscene will begin and a monster will appear, swallow the box, and flee. Follow the monster east to the large open area resembling a “sea” east of the Chrono Tower. You’ll catch up with it there for a boss fight.
Boss Fight: Varmis.
Be sure to scan the boss into the Logbook if you haven’t already. The Varmis is a large, sandworm-like creature that lives east of the Chrono Tower in Sol Valley. You need to hunt and defeat it to retrieve the Mech Part it swallowed. As a sandworm, you probably already have a good idea of the abilities it might have!
Most of the time, the Varmis will burrow, reappear at a distance, and then charge towards you with its mouth open, trying to hit you. You need to pilot the Vi O La diagonally towards it as it moves towards you to avoid the mouth, and then quickly turn to attack its rear, where there is a weak point at the tip of its tail. Besides the charge attack, it may also try to emerge by jumping and then attempt to drop on you, but this is a much less common attack than the direct charge. Your goal is to damage it by driving the Vi O La into its weak point. The projectiles you can launch don’t seem to affect it, but driving the vehicle to its rear takes a good chunk of its health. It will move faster and a bit more erratically as the fight progresses, but the same tactic applies throughout the combat. Once you have reduced its health enough, a cutscene will start to end the fight.
When the fight ends, the boss will be lying on the arena floor. At this point, you need to use the Morphosphere to enter its mouth. Inside, you will find the container it swallowed. Use a Power Bomb to destroy it and find the Mech Part [3/6], sending it back to Base Camp.
The next Mech Part can be found at the GF wreckage site in the north, halfway between the Ice Belt entrance and the Great Mines. In this area, check the main building. There’s an opening in the wall on one side. Break the crates there to find a Missile Expansion. In the same location, outside the building, you’ll see a Mech Part [4/6], a hand in this case, hanging from a metal beam above. You need to shoot it with a Thunder Shot to make it detach and fall to the ground. Then you can attach a Teleporter Patch to send it to Fury Green with the rest.
The last Mech Part in Sol Valley is located near the entrance to the Ice Belt. From the top of the elevator leading to the Ice Belt, check the door opposite the main entrance to spot a collapsed walkway. There’s a Grapple node there that allows you to climb to a walkway above. At the end of the walkway, go through the door. There, you’ll find the Mech Part [5/6]. Go ahead and apply the Teleporter Patch to it.
If you’re in a hurry to continue the story, you can head to the Flare Pool to retrieve the last Mech Part. Alternatively, you can collect the remaining items in Sol Valley first.
Explore Sol Valley with its New Upgrades
After finding the last Mech Part in Sol Valley, you can hunt down the remaining collectibles. The most useful thing you can do in this regard is to locate the area’s Scout Bot. It’s located on some Psychic Platforms, just outside the Volt Forge. Once you’ve found and scanned a Scout Bot, you can hit it with a Thunder Shot to activate it. Scan it again and it will mark all undiscovered collectibles on the map. You should already have most of them, as you’ve collected some along the way, but there are still a few you might have missed, so let’s grab them.
Near the entrance to the Volt Forge, you can find a spiral with an Energy Tank inside. You need to hit the metal section of this pillar, located just below the collectible, with a Thunder Shot to open the pillar and claim your prize. Proceed to the Ring of Thunder Shrine. Look around the back of the statue on the surface for a purple crystal that can be grabbed with the Psychic Glove. Pull it down to reveal an opening where you can find another Energy Tank.
Near the entrance to the Great Mines, look above the bridge you extended for your allies. You should see a Grapple point. Once up there, use a Super Missile to destroy the hatch, then enter Morphosphere through the opening for a Shot Expansion.
The remaining collectibles will be in the possession of Tokabi, who can be found at camps in three locations (four, but we’re excluding the first) scattered throughout Sol Valley. Each time you find him at one of these new camps, he will drop a collectible: first a Missile Expansion, then a Shot Expansion, and finally a Psychic Power Bomb Expansion. He will only be in one location each time you arrive in Sol Valley, so you may need to travel to another region and then return to make him move. The camps are in the following locations: halfway between the Volt Forge entrance and Fury Green, in the southwestern part of the map; just north of the Fury Green entrance; and in the smaller building located at the GF wreckage site in the north.
And while it’s not a collectible, you can find a Lamorn statue that you can interact with for a scene that offers a bit more backstory. It’s located east of the Great Mines. Along the cliffs at the far end of the map, you can find a series of ledges that can be climbed. Use a Power Bomb to destroy the large block of green crystals here. Beyond it is the statue.
Finally, if you still have a pending scan in the desert at this point, it’s very likely to be Polaleisoarala. It can be found by scanning the red birds flying around the west side of Chrono Tower.
With all that gathering complete, you can go and track down the sixth and final Mech Part. It’s located in the Flare Pool.
Flare Pool
The main objective here is to find the last Mech Part, essential for the next step in your adventure. Upon arrival, make a quick detour to the Scrapyard, where you previously found the Fire Chip. In this area, you’ll find a collection of cracked crates that can be destroyed with a Super Missile. Break them to reveal a magnetic rail. Climb it to the top to find a Shot Expansion. As you exit this area, some new Psy-bot Soldiers will appear, so either deal with them or avoid them.
Now, you need to make your way back through the area to the large Lava Lake Bridge room. Along the way, you’ll notice that some areas have been covered in lava since your last visit, so use your Vi O La IC to safely traverse them. Upon reaching the Lava Lake Bridge room, descend the ramps on either side of the bridge. At the bottom, turn around and look between the two ramps for some sturdy rocks. You must hit these rocks with a Super Missile to blow them up. Continue inside.
The inner door will be broken, so you need to find another way. Climb onto the solid ground to the right. There’s a small pile of rocks near the wall. Blow them up to reveal a Morphosphere tunnel. Proceed through it, avoiding the lava flows. Note that there’s a Psychic Power Bomb Expansion in this tunnel, but you won’t be able to access it yet.
Upon exiting the tunnel, enter the nearby door. Proceed to the large open area for a cutscene, followed by a boss fight.
Boss Fight: Behemoth.
Be sure to scan the boss into the Logbook, as this is a unique enemy and very important to log now, since you won’t have another chance. The Behemoth is a large, insect-like creature covered in rock plates. It has three mouths which it will use to perform most of its attacks, and its bright red eyes are its weak points.
This boss loves projectiles and will fire rapid bursts of fire from each of his mouths, which he can sweep across the area. This can come as concentrated fire in a straight line or as a spread that covers everything in front of the boss. You must stay between the lines of fire on the first attack and use the Morphosphere to become a smaller target on the second. His other attacks are charges where he runs towards you. These charges need to be dodged at the last moment.
Although the projectiles may seem overwhelming, if you manage to hit their mouths with an Ice Shot (or Super Ice Shot or Charged Ice Shot), you can temporarily freeze them, preventing that mouth from firing projectiles for a short period. This makes it much easier to aim and destroy their eyes, as it can be difficult to do so with projectiles everywhere. You need to keep aiming at the red eyes because once you’ve destroyed all four, the Behemoth will be lifeless and the fight will end.
The boss’s attacks include: Fire Sweep: The boss launches numerous fire projectiles from its three mouths in a rapid spread and sweeps its head across the room. You should enter Morphosphere to make dodging easier. Fire Zones: The boss uses its three mouths to fire rapid fire projectiles in a straight line from each mouth. Stay between the lines of fire and move with them to avoid damage. Charge: The boss will charge across the room towards you at high speed, attempting to run you over. Dodge to the side at the last moment to avoid being hit. Shockwave: The boss will spin and slam its glowing rear into the ground, generating a shockwave of fire. Jump over it.
After the fight, go ahead and claim your prize, the last Mech Part [6/6].
Return through the previous door and, if you look up, you’ll see some nodes and Grapple points above. Follow them to the other side of the room, where there’s a Spinner next to the malfunctioning door. Use it and it will shut off the lava in the Morphosphere path you used to get here. Return along the Morphosphere path and use the tether to reach the Psychic Power Bomb Expansion that was previously inaccessible. Continue back through the area until you reach the Lava Lake Bridge again.
Now that you have the last Mech Part, your work here is done. If you’re in a hurry, you can travel to Fury Green to continue the story. However, there are many other collectibles still hidden in this area, and since you have all of Samus’s upgrades, you can get everything right now. Let’s do this!
Explore Flare Pool with its New Upgrades.
In the Lava Lake Bridge area, head to the opposite side of the lava lake, and by doing so, you should encounter a new type of enemy that wasn’t here before (at least I’ve never seen it!) that can be scanned into the Logbook. Head to the opposite side of the lava lake at Lava Lake Bridge. On the right side, you can find a Scout Bot. Go ahead and hit it with a Thunder Shot, then scan it so that all remaining collectibles are marked on your map.
Right next to the Scout Bot, you can find some Morph Ball Tethers. Use them to reach the area above, making sure to time your throws to avoid the steam. There’s a Shot Expansion up there. Now, go through the gate at the end of the lava lake. This will take you to the Volcano Heart area, where you fought the Phenoros boss earlier. You’ll find that the lava level here has dropped quite a bit, and you can move around the area in your Vi O La IC. In this area, you can find a new enemy to scan for the Logbook.
There’s a Shot Expansion near the perimeter walls, close to some debris to the left of the entrance. There’s a Missile Expansion on the opposite side of the Shot Expansion area. Finally, there’s a glowing crate on a rock above the lava here as well. Shoot it to break it, and it will drop an Energy Tank. However, when you try to pick it up, a creature will appear and run away with it. You need to chase it while shooting at it. Be sure to scan this into the Logbook. This is a unique enemy, so it’s very important to scan it now, as you won’t have another chance.
Return to Lava Lake Bridge and now enter the main facility. Your first stop is the Ventilation Works room. Here you can use the Morph Ball Boost on the halfpipe to reach a magnetic rail above. Follow it to the end to reach a Missile Expansion. In the Inspection Station room, next to the door, you can find a hatch with a damaged grate on it. Burn it with a Fire Shot and continue inside. Navigate through the tunnel to the end to find a Shot Expansion.
Next, head to the Boiler Room (where you rescued Duke earlier). There are two thunder locks here. Hit one with a Thunder Shot and continue to the Pressure Monitoring area. Here, defeat the Maintenance Tanks and then use your Lasso to pull the clamp off the machine. Fire 5-6 Thunder Shots at the glowing area to power up the machine. Doing so will earn you a Missile Expansion and a Shot Expansion.
In the Entry Bay, you won’t be able to re-enter the facility the same way as before, as it has a two-person door. However, if you look to the right from here, there’s a door with a thunder lock. Use the Thunder Shot to enter. Inside this first room, there’s a Lamorn Heavy Turret. Defeat it and retrieve the Missile Expansion it was guarding.
Proceed through the next thunderlock door to reach the Energy Extraction room. On the wall ahead, you can see a magnetic rail. Climb it to the top, avoiding the electrical hazards (it’s a bit of a maze), to find a Missile Expansion. Continue through the next door and then turn left to reach the Map Station room. There’s another thunderlock door here. Through this door, you’ll find a Lamorn Heavy Turret and a pair of Psy-Bot Soldiers. After this initial group, continue down the corridor, dealing with another Lamorn Heavy Turret and some Maintenance Tanks.
Upon reaching the Subobservation Room at the end of the corridor, you will need to fight off waves of enemies. These include: Psy-bot Soldier + Psy-Bot Shield, Psy-bot Teleporter + Psy-bot Shocker, and again Psy-bot Soldier + Psy-Bot Shield. Once the enemies stop appearing, check the east wall of the room. Destroy the panel with a missile, then pull the clamp with the Lasso. You can then enter the area behind the fence using the Morphosphere. Time a few Morphosphere bomb jumps to reach the Missile Expansion above.
Proceed to the Energy Injection room. You will find a recess in the floor that wasn’t there on your previous visit. At one end, there is a Spinner that can be activated by shooting the metal switch on the adjacent wall. Using the spinner will cause a series of switches to emerge from the walls. The one closest to your location and the one furthest away on the right wall need to be hit with a Thunder Shot within a short period. Doing so will open a hatch in the center of the recess with a Large Shot Expansion.
Still in the Energy Injection room, climb to the top of the area. Before heading out, look for some nearby Grapple points/nodes. You can use them to reach a ledge on the opposite side of the room. There’s a Shot Expansion here. Next, proceed to the Overseer Room. In this area, look for a hatch above the central hologram platform. Pull it with the Lasso so that three claws appear holding purple energy orbs. They will emerge and recede periodically. You must wait for them to emerge and fire a Control Beam so that it flies through all three. Successfully doing this will cause a Missile Expansion to appear.
If you followed all the instructions, this should be the last collectible in the Flare Pool. Your work here is complete! Now that you have all the Mech Parts, you must return to Fury Green.
Fury Green
Now that you’ve gathered all the Mech Parts, the path is straightforward: use the cargo launcher to reach the Temple of Memory, and from there, head a little further in to the Base Camp, where Myles will be waiting. Upon meeting him, he will confirm that all the Mech Parts have been delivered and that the equipment is fully operational. This is the first of two conditions to access the final area of the game; the other is obtaining the Memory Fruit.
To obtain the Memory Fruit, you need to go to the Altar of Legacy and deposit all the Green Crystals you have collected. Once the crystal meter in your inventory reaches 100%, you will receive the Memory Fruit from the altar, along with a new outfit for Samus, the Legacy Suit. This suit has a special ability that generates an energy barrier to protect you for a short period. You can activate it by switching to the Psychic Visor and holding the ZR button.
If you haven’t yet reached 100% of your Green Crystals, you’ll need to return to Sol Valley and break more crystals until you reach the required amount. An important tip is that, upon delivering 75% of the crystals, the remaining Green Crystals in Sol Valley will appear on your minimap, making them easier to find. Additionally, now that you have the Psychic Power Bombs, you can explode the large cubes of green crystals you found. They contain a ton of crystals, which can significantly increase your total.
Once you have delivered all the Mech Parts and obtained enough Green Crystals for the Memory Fruit, return to Base Camp and speak with your allies. At this point, you will have the option to proceed to the Memory Tower. However, before doing so, it is crucial to understand that there will be no return.
This is the point of no return in the game. If you decide to advance to the Chrono Tower, you will be trapped in this area for the remainder of the campaign. Your own autosaves will be recorded at this location. Therefore, make sure you have completed all the exploration you wish to do BEFORE proceeding.
Since this is your last chance, it’s highly recommended that you collect all remaining items first. If you’ve followed this guide, you should have already completed Fury Green, Flare Pool, and Sol Valley, leaving only a few regions to check. Even in these remaining regions, you should be very close to having everything. Visit the following areas to collect the missing upgrades: Volt Forge, Ice Belt, and Great Mines.
If, even after checking these areas, you still haven’t reached 100% completion, be sure to check the specific collectible pages to find what you might be missing: Scout Bots, Energy Tanks, Missile Expansions, Shot Expansions, Psychic Power Bomb Expansions, and Vi-O-La Boost Tanks.
When you’re ready to move on, talk to your allies in Fury Green again and choose to begin the journey. After a series of cutscenes, you’ll find yourself back at Chrono Tower, ready for the game’s final stretch.
ATTENTION: Now that you’re in the final stretch and “cleaning up” phase of collectibles, it’s time to revisit previous areas with all your new abilities to ensure no upgrades have been missed. We’ll start with the Volt Forge, then the Ice Belt, and finally the Great Mines; after that, we’ll go to Chrono Tower to finish the game.
Volt Forge
Upon arriving at the Volt Forge, you will be in the Facility Approach room. Look behind one of the cargo containers and you will discover that it is hollow. Inside, you will find a Missile Expansion.
Continue to Tower 1. In this tower, you need to descend to the Manufacturing Floor. Upon exiting the elevator, enter the Morphosphere door on the left. As you traverse the small tunnel, look for a section of magnetic rail on the ceiling. This path leads to a hollow cylindrical structure. The walls are magnetic, so you can climb up them in Morphosphere. Your upgrade is at the top of this room. There is an electrical current that runs through the tower periodically. You can go left or right from the starting point. Ideally, go left, as there are sections that protrude from the main wall, and if you position yourself above them, the electrical current will pass harmlessly. Once at the top of the area, you need to perform a Boost jump to the opposite wall and then climb up to the ledge with a Shot Expansion.
Continue to the Power Generator at the bottom of the tower and use the Psychic Boost Rail to reach the Tower 2 Generator at the base of Tower 2. At the Tower 2 Generator location, you will find the region’s Scout Bot. Hit it with a Thunder Shot and then scan it so that all remaining Volt Forge upgrades are marked on your map.
One of these upgrades is nearby. Still in Tower 2 Generator, from the Scout Bot’s location, look away from the main tower to spot some pink clouds in the distance. Use your Psychic Visor to transform them into Morph Ball Tethers. Use the magnetic rail to roll towards them, then use them to cross the gap and reach another magnetic rail. At the end of this one, destroy the nearby box to find a Shot Expansion.
There’s also a thunderbolt on the wall here. You can shoot it to create a Morphosphere elevator to the top of Tower 2. This is a very useful shortcut! Still in Tower 2, head to the room Tower 2: Elevator 3. This elevator stops before reaching the top, requiring you to jump off it. If you look above this elevator, you’ll see a hatch in the ceiling that can be removed with the Lasso. Climb up and enter the opening with the Morphosphere for a Large Shot Expansion.
Return to the top of Tower 2 and proceed to Tower 3. Use the elevator here to descend to the lowest level, Certification. After exiting the elevator, you should see a hatch that can be removed with the Lasso. Pull it open and then fire Thunder Shots at the opening behind it. After 3-4 shots, the locker next to it will open, allowing you to retrieve the Missile Expansion inside. If you followed this guide, this should be the last collectible in the Volt Forge. Your work here is complete!
Ice Belt
Upon reaching the Ice Belt, head to the outer area, the Snowfield, where you encountered the Snow Wolves on your first visit. If you look to your right upon reaching this area, you’ll see the region’s Scout Bot lying in the snow. Hit it with a Thunder Shot, then scan it so that all remaining Ice Belt upgrades are marked on your map. There should only be two, and both should have been picked up on a previous visit, as they aren’t too difficult to obtain. Let’s get them now!
Check the back of the pile of debris behind the Scout Bot in the Snowfield. There’s a small opening sealed with a block of ice. Melt it using a Fire Shot, then enter the Morphosphere for a Shot Expansion. The other pending upgrade in the Ice Field can be found on the Bio-Labs level of the facility, in the Tracking Operations room where you obtained the Lasso on your first visit. In this room, you’ll find a pair of Morphosphere rail sections near the ceiling that can be pulled with the Lasso. After doing so, use the Morphosphere elevator to reach these rails at the top of the room and follow them to the end for a Shot Expansion. If you followed this guide, this should be the last collectible in the Ice Belt. Your work here is complete!
Great Mines
While exploring the Great Mines, you’ll have a few things left to discover, now that you have the Psychic Power Bombs and Super Missiles, and with fewer enemies chasing you. The first thing you’ll want to do is take the elevator down to Level 3. Exit the elevator towards the area boss and you’ll find the Scout Bot on the left. Hit it with a Thunder Shot and then scan it so that all the remaining Great Mines upgrades are marked on your map.
Now you will go through the mines again, starting from the top and following the same route you initially descended. This will allow you to collect all the items along the way. Take the elevator back to Level 1 to continue. On Level 1, proceed to Transit Tunnel A. In this area, you will see a large red latch on a wall that can be blown up with a Super Missile. There is a Missile Expansion behind it.
Continue through Level 1 until you reach the Garnbocask Site B room. Instead of falling into the central hole, look for a section of hard rock along one of the walls. Use a Psychic Power Bomb to remove it. Behind it, you will find a Large Shot Expansion. Continue through the holes here to reach Level 2.
On Level 2, you’ll want to head to the Easing Tunnel. This is the corridor just before the Blast Mining area, where you obtained the Super Missile ability. In this room, there’s a Bomb Socket on the wall that requires a Psychic Power Bomb to activate. Doing so will cause a minecart to rise from the ground. Inside, destroy the rocks with a Super Missile to find a Missile Expansion.
Continue until you drop to Level 3. As soon as you land, turn around and look at the wall. There’s a patch of insect web here that can be burned with a Fire Shot. Follow the Morphosphere tunnel and then use a Psychic Power Bomb to remove the rocks. You’ll find a Psychic Power Bomb Expansion here.
Continue through Level 3 until you reach the Main Nest Tunnel, where you were previously with VUE-995 and being chased by Maul Grievers. At the end of this tunnel, you can find a rocky obstruction that can be removed using a Psychic Power Bomb. Behind it, there’s a web of insects hiding a Morphosphere tunnel. Proceed through it using Morph Ball Bombs, Boosts, and Tethers as needed. Midway through, you’ll reach a halfpipe with some rocks above on its left side. Climb up here and plant some bombs to remove them, revealing a tether. Use it to reach a ledge above, where you’ll find a Power Tank.
Chrono Tower
Upon arrival, proceed until a cutscene begins and some small flying robots appear. Continue through the doors behind them until you reach a small room with a Lamorn statue. Scan it to access another cutscene.
Once you regain control, proceed to the next room. There’s a large spherical object in the center of the room. Above it, you’ll find a flying object that can be scanned. Once you do, it will transform into an elevator. Climb aboard and use it to reach the top of the tower.
Upon exiting the elevator, you will see another Lamorn statue. On either side of it, there is a pink cloud. Scan them to transform them into psychic Morphosphere rails. Use one of these rails to ascend and enter the structure above. Inside, you will find a panel you can interact with. Doing so will trigger a cutscene. When you regain control, you will be back at the top of the tower with your allies. Move towards the teleporter.
A cutscene will begin before the final boss fight. This battle takes place in three distinct segments, so let’s detail each one.
Boss Fight: Sylux.
Be sure to scan the boss into the Logbook. At the start of the fight, Sylux will be surrounded by a green energy shield and will sprout three large tentacles. These tentacles are his main weapons. As the battle progresses, he will sprout additional tentacles, which can also acquire elemental properties, expanding his moveset and the types of damage he can inflict.
During this first part of the confrontation, all your NPC allies will be present and can help by dealing damage and distracting the boss. However, you need to keep them alive. When they fall (and they will), make sure to revive them in a timely manner. If one of them dies during this phase, it’s game over.
The objective of this fight is to attack the tips of Sylux’s tentacles. After one of them takes enough damage, the tentacle will fall towards the ground. In this position, you can use the Lasso to rip it off the shield. Removing all the tentacles will cause Sylux’s shield to fall completely, giving you a short window to attack him directly and reduce his health before he recovers and restores his shield.
Initially, Sylux uses his standard green tentacles. Each time you remove them and then damage his health bar, he will reform his shield. At the same time, the tentacles will transform into dragon heads with elemental powers. These phases occur in a set order (at least in our experience): first Fire, then Ice, and finally Thunder. Each elemental form introduces unique attacks to counter. However, dealing enough damage to the dragon heads will cause Sylux to revert to his standard green tentacles.
The green tentacles perform basic slam and sweep attacks and act as Sylux’s standard form between elemental phases. After the first return to this form, Sylux gains a fourth tentacle, unlocking a new attack where he merges them and spins them around the arena. You’ll need a double jump to get over the spinning tentacles as they circle the room multiple times. After the second return to the green phase, he gains a fifth tentacle and a new ability: Sylux will extend all five arms outward, spin rapidly like a helicopter, and then dash forward twice. Dodge sideways at the last moment to avoid damage.
When Sylux uses the fire element, the tentacles take the form of dragon heads that expel continuous jets of flame, which can track you or sweep the area, and can also spit fire projectiles. These projectiles are especially dangerous as they leave small pools of lava that remain briefly on the ground and will damage you if you step in them. This can be tricky as they will appear all over the field and reduce your available space, so stay vigilant and avoid them! The fire heads can also lunge forward and try to bite and grab you. If caught, press the on-screen command to break free.
In the Ice Head Tentacles phase, the dragon heads fire a large number of sharp ice projectiles at your location. They can also perform a dangerous suction attack where all the heads inhale at once, pulling you towards them. If you get too close, they will charge at you to deal a large amount of damage. To stop this, focus your fire on the heads and deal as much damage as possible (Fire Shot can be particularly effective here).
Finally, during the Thunder phase, Sylux frequently summons powerful lightning bolts. Tentacles charge above his head before multiple bolts strike the platform, dealing heavy damage over a wide area. Watch for the purple warning markers on the ground (they indicate where the lightning is about to strike) and move quickly to a safe, unaffected location. Additionally, the thunder heads can fire bursts of bouncing energy projectiles, which can be difficult to avoid if you are not carefully positioned.
This phase is by far the most difficult because your allies aren’t the smartest. The boss’s beam’s area of effect can cover large parts of the battlefield, but your companions occasionally have the insight to move to safe zones and will frequently fall. It might be worth using your Legacy Suit’s shield to simply withstand the beams and rush to heal your allies, although you might get lucky and they’ll do the right thing!
Continue fighting through the elemental stages to reach the green stage, then remove the tentacles so you can attack the boss. Once you reduce his health to about 60%, the fight ends and a second one begins.
The boss’s attacks include: Tentacle Strike: The boss will strike with one of his tentacles, attempting to hit you. Run to the side or dodge to avoid. He can also perform this attack using all of his tentacles at once. Tentacle Sweep: The boss places a tentacle on the ground and sweeps it sideways, attempting to hit you. Jump over it to avoid damage. Tentacle Thrust: The boss holds one of his tentacles in the air, which forms a sharp point before being quickly launched downwards. Run to the side or dodge to avoid. Giant Tentacle: Once he gains a fourth tentacle, he can join them together and spin. They form a giant tentacle that spins around the room. You will need a double jump to get over it and avoid damage. He will make several circuits before stopping. Whirlwind: After gaining the fifth tentacle, the boss will keep them all stretched out and then spin at high speed like a helicopter. He will then advance in his position twice. You’ll need to dodge sideways at the last moment to avoid this. Fire Breath: The firehead tentacles can shoot jets of flame in front of them, which they can sweep across the arena. Fireballs: The firehead tentacles can also launch fire projectiles that will create pools of lava on the arena floor that persist briefly. Stepping in them will damage you, so you’ll need to move away from both the initial projectile and watch out for the lava afterward. Bite: The dragonhead tentacles can lunge forward and bite you. This will damage you over time. You can dodge sideways to avoid them, or if caught, press the on-screen command to break free. Ice Vortex: The icehead tentacles will all inhale at once, sucking you into them. If you get too close, they will lunge forward and hit you. You should shoot and damage the heads as much as possible (the Fire Shot can help) to make them stop attacking. Ice Shards: The Ice Head tentacles can fire a spray of ice projectiles directly in front of your location. Run to the side or enter Morphosphere to avoid it. Lightning: The Thunder Head tentacles will charge above the boss’s head and summon multiple rounds of lightning. Watch out for the purple warning markers on the platform and move to a safe location. Electric Projectiles: The Thunder Head tentacles will fire a barrage of bouncing projectiles in front of your position.
Once you’ve reduced Sylux’s health to approximately 60%, a cutscene will begin where he takes you through a portal, leaving your friends behind. From here, you’ll need to fight him alone. When you regain control, you can attempt the second phase of the fight. Note that you’ll receive a checkpoint here, so you won’t need to repeat the first phase if you die.
Boss Fight: Sylux, Part 2
During this phase of the fight, you’ll be flying through a wormhole with Sylux in front of you. He, of course, turns to face you and attacks as you advance. The controls switch to free-aiming mode here, which may feel a little strange at first, and you’ll need to pilot carefully to avoid his attacks.
There are many attacks that will occupy large portions of the wormhole, so focus on evasive movement to get past them. The phase itself is relatively short and straightforward, making it a good opportunity to recover. Hitting Sylux frequently will cause him to drop healing orbs or missile and shot ammunition, so take advantage of this to replenish your resources. Keep shooting to steadily reduce his health. Sylux has no shield in this section, but he moves erratically, and if you’re not used to free aiming, landing consistent hits can be challenging. Reduce his health to about 50% here to complete this phase of the fight.
During this phase, Sylux uses the following attacks: Green Portals: The boss creates a large circular portal that will damage you if you fly into it. He will usually do this 3-4 times in a row in different positions within the wormhole. Maneuver around them as best you can. Arm Cannon: The boss fires several rapid shots from his arm cannon. You can move to the side or dodge to avoid them. Sustained Laser: Sylux fires a pair of thick, sustained, intertwined lasers that will follow you. They deal a ton of damage, so keep moving away from them to avoid damage. Spinning Laser Bars: The boss creates a pair of spinning lasers that occupy a large portion of the wormhole. Move as far away from the center of the spinning bars as possible. He will perform three of these attacks in a row.
After flying through the portal for long enough, Sylux will take you to a platform in the void where you can fight him one-on-one without distractions. This is the third and final stage of the fight.
Boss Fight: Sylux, Part 3
Be sure to scan the boss when he’s in Lockjaw form for the Logbook. This is the final phase of the game’s final fight. Exciting! During this phase, you’ll fight Sylux one-on-one, and he’ll be using a collection of old and newly acquired abilities. During this stage of the fight, note that Sylux has two different forms, which he will alternate between as the fight progresses. The first is his standard form, and the second is Lockjaw, a Morphosphere-like transformation that grants him increased speed and some unique abilities.
When standing, he will use some fairly straightforward abilities: shockwaves, charge attacks, and scanning laser attacks, which have been a mainstay of many bosses throughout the game, so you should already be a master at avoiding them! He does, however, have some abilities that you should be aware of.
The first attack to watch out for is the singularity attack. Here, he will teleport to the other side of the arena and create a singularity above his head. This will slowly charge and also absorb any projectiles or weapon shots you fire at him. After a short period, he will launch this singularity at you. To stop this attack, you can use a Control Beam to hit Sylux and stun him; this will cancel the attack and allow you to land a few hits on him before he recovers. If he finishes charging the singularity and launches it at you, dodge to the side at the last moment to avoid it.
The other attack we want to highlight is Energy Tether. He will use this at the end of the fight. With this attack, Sylux can charge a sustained laser that he can use to grab you. This will slowly drag you towards him while dealing a ridiculous amount of damage. You need to dodge to the side immediately when he releases the attack. This is very difficult to avoid, so if he manages to grab you, hit him with a Super Missile, or try launching a Super Missile just before he finishes charging and starts using it. This should knock him out of the attack.
The other important thing about this fight that makes it unique is that Sylux can transform into a Lockjaw, a form similar to the Morphosphere. Be sure to scan him in this form for the final (and very easy to miss) Logbook scan.
This form allows him to be immune to most attacks and move around the arena at high speed. If he hits you in this mode, he can steal Energy Tanks, so make sure that when you see him charging a boost attack, you are ready to take evasive action. If he manages to drop an Energy Tank, you can quickly retrieve it if you reach him before he does. If he catches it first, you can enter Morphosphere mode and hit him with Boost attacks until he drops it.
And that’s pretty much all you need to know. There are no more battles after this one, so you can give it your all: use your best skills, shots, and Super Missiles to deplete his health bar as quickly as possible to end the fight.
During this phase, Sylux uses the following attacks: Shockwave: Sylux raises his arm in the air, charges, and punches the ground, releasing a large shockwave. You will need a double jump to get over it. At the end of the fight, he will do this twice in a row. Upper Shockwave: Occasionally, after taking enough damage, he will crouch before jumping into the air and generating a shockwave at head level. You can quickly switch to Morphosphere mode to avoid it. Sweeping Laser: The boss retreats to one side of the arena and fires a sustained laser. He will then sweep you across the arena from left to right. At the end of the fight, he will sweep you back in the other direction as well. Electric Discharge: The boss charges his arm and drags it upwards, sending a wave of electricity forward from his location. Jump over it or dodge to the side to avoid it. Charge: The boss charges his weapon above his head before pointing it forward, generating a semicircular energy blade, and then charges at you. You will need a double jump over the boss to avoid damage here. Lockjaw Charge: The boss enters Lockjaw mode (like a Morphosphere) and then charges at you at high speed. If he hits you, he will steal one of your Energy Tanks. Trap Wires: In Lockjaw mode, the boss can fire three projectiles that will spread across the arena. Each will split in two and create an electrical wire. They will persist for a short period and damage you if you touch them. Portal Shot: Occasionally, Sylux will disappear, reappear nearby using a portal to shoot at you before disappearing again. Singularity: The boss will create a singularity above his head that accumulates and sucks in any projectiles or weapon shots you fire at him. After a short period, he will launch it at you. To stop this attack, you can use a Control Beam to hit Sylux and stun him. If he finishes charging and launches it at you, dodge to the side at the last moment to avoid it. Power Cable: At the end of the fight, Sylux can charge a sustained laser that he can use to grab you. This will slowly drag you towards him while dealing a ridiculous amount of damage. If he manages to grab you, hit him with a Super Missile, or try launching a Super Missile just before he finishes charging and starts using it.
After the fight, a series of cutscenes will begin. When you regain control of Samus, interact with the panel on the teleporter for a final scene that concludes the game and triggers the credits. Be sure to stay for the post-credits scene!
Congratulations, you’ve finished Metroid Prime 4: Beyond and unlocked the game’s hard mode!
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