Metroid Prime 4: Beyond – Complete Walkthrough (Step-by-Step Strategy Guide) – PART 01
January 29, 2026| Metroid Prime 4: Beyond Walkthrough – Part 1 Metroid Prime 4: Beyond Walkthrough – Part 2 Metroid Prime 4: Beyond Walkthrough – Part 3 |
UTO Research Centre
Upon starting, you’ll advance through the initial corridor and immediately encounter an already wounded Space Pirate trying to stop you. Don’t waste time and use the arm cannon to defeat him, firing with ZR or A. It’s also worth practicing the charged shot, holding down the button to inflict considerably more damage on subsequent enemies. If you prefer easier aiming, use target lock-on with ZL, which fixes the view on the opponent. Before proceeding, remember to scan one of these Space Pirates, as they only appear during the prologue and this is the only chance to log this entry in the Logbook.
After dealing with the initial group, cross the barricades and proceed towards the illuminated entrance ahead. Once you find the fallen Galactic Federation soldiers there, scan them as well, since, like the Pirates, they won’t reappear. Shoot the nearby door to open it and enter the next room, where Samus receives the mission objective. Shortly after the cutscene, you’ll have access to the region map: press the Minus button to view previously explored paths and future routes. The door with the yellow light next to it can be opened by scanning the panel, so do so to continue.
In the control room ahead, some Troopers will be trying to contain a new wave of Space Pirates. Help defend them and stay alert because more enemies will fall from capsules on the ceiling from time to time. The charged shot helps to finish off the Pirates faster, and the game takes advantage of this to introduce the use of homing missiles by pressing R, an excellent option for eliminating more resistant targets or those that move too much.
As you proceed to the next door, you’ll notice that the path is almost entirely blocked, except for a narrow opening near the floor. Transform Samus into Morph Ball with Y and roll through the hole. In the corridor just after the passage, open another door to exit the building and reach an outdoor area overtaken by combat. Help the Troopers and the support robot repel the Pirates who continue to descend in groups. Once the area is safe, use the Space Jump to reach the platform with the door on the opposite side.
Inside this new room, eliminate the two wounded Pirates and examine the wall with a metal grate. Shoot it to break the panel and enter the duct. Transformed into a Morph Ball, follow the entire path, using A-type Bombs to destroy small blockages along the way. During this journey you will find an Energy Tank, which permanently increases your maximum energy by one hundred points, so be sure to pick it up. At the end of the duct, Samus falls into a room where more Troopers need help against another group of Pirates. Clear the area and proceed to the door with the locking mechanism.
These doors require a special procedure to unlock. Aim at the central point with the target lock, and as you do so, four additional lights will appear around you. Aim and shoot at each one while keeping the lock active. Do the same with the next door until you can advance. As soon as you cross the next threshold, a cutscene will begin, and when you regain control, the first boss will be waiting.
The boss Aberax should be scanned immediately, as he’s another enemy that only appears here. The fight isn’t extremely difficult, but it can cause significant damage if you don’t get used to his attack patterns. The game teaches the side dash quickly in this part, which is performed by pressing B or L twice while maintaining the desired direction. This dodge is essential for survival.
Initially, Aberax has two weak points on its chest, indicated by glowing green cores. Shoot them whenever they are exposed. However, the boss uses energy shields on its arms to block your shots, and as the fight progresses, each core can gain its own golden protection, requiring even more attention to the right moment to attack. Destroy the chest cores and a larger weak point will open in the stomach area. Shoot continuously until you destroy it to advance to the next phase of the battle.
Each time you hit the core of the stomach, Aberax creates new weak points in the chest, increasing the total number of targets needed to clear the stomach area again. First there are three cores, then four, and so on. The further the fight progresses, the greater the frequency and variety of the boss’s attacks, although all are variations of techniques he has already used.
Aberax has four main types of offense. The bouncing sphere attack involves three green projectiles that bounce around the environment. Maintain constant lateral movement or use momentum to avoid them. In the burst attack, the boss fires a rapid sequence of green projectiles directly at your position or concentrates energy to launch a single, stronger shot. In both cases, move sideways and dodge constantly. The ground slam attack occurs when the boss’s hands glow and he jumps, causing a wide shockwave upon landing. After the first time you destroy the stomach core, the jump height increases, so use Space Jump to pass over the wave without taking damage. Finally, Aberax can raise a wall of energy that travels along the ground to a certain height. To pass through this attack without taking damage, quickly transform into Morph Ball and roll underneath.
Continue repeating the cycle of destroying the chest cores and then the stomach core. After breaching the stomach for the third time, the boss will finally be defeated. The next scene marks the transition to a new region, the Chrono Tower.
Chrono Tower
Upon arriving at Chrono Tower, Samus experiences an interference that disables much of her equipment, a classic glitch in the series! Proceed through the initial hall and step on the vibrating illuminated panel on the floor to trigger a cutscene. A floating sphere will appear and guide your way, opening automatic doors and extending bridges across the tower. Follow it slowly, observing the architectural details as it leads you to a central chamber dominated by a huge suspended crystal.
As the sphere fits into the crystal, it lowers the walkways around the pedestal. Don’t climb up yet! Look for a hidden external ramp below the main platform. Stepping on the pulsating panel there will cause a second sphere to appear. The core door will remain locked, but note an opposite entrance: cross it and wait for the sphere to form an energy bridge. At the end of it, activate another vibrating panel; this will awaken a purple glow in a nearby statue, transporting you to a dreamlike dimensional plane.
In this surreal universe, the sphere floats among fractal holograms. Chase it through gravity-defying corridors, avoiding illusory chasms, until you reach a pulsating violet crystal. By interacting with it, Samus obtains the Psychic Crystal, replacing her standard cannon and scanning visor with the Psychic Gun and Psychic Visor. These tools unlock essential mental abilities for progression.
Immediately activate the Psychic Visor (press X) and scan the shimmering sphere on the other side of the precipice. The energy bridge will rematerialize, allowing you to return to the main chamber. Now, use the Psychic Weapon (fire with ZR) to destroy the emblems on the two locked doors. In the central room, scan the suspended crystal: it will descend to the floor, activating a luminous circle. Step on it to reveal a hidden elevator.
Upon ascending, examine the robotic statue on the upper floor with the Psychic Visor. It will reveal your new primary objective: to retrieve five Teleport Keys scattered across the planet. After the cutscene, interact with the glowing orb that appears; it will teleport Samus to the next region, Fury Green, beginning the hunt for the keys.
Fury Green
As soon as Samus arrives in Fury Green, the game indicates the presence of one of the Teleport Keys hidden somewhere in the region. The marker on the map indicates the destination, but the journey there is long and full of important detours, so it’s best to explore everything carefully from the very first steps. Right on the initial trail, it’s worth observing the fallen stone tablet on the right side, which contains ancient records of the area. Then, advance to the next clearing, where there are no enemies, but several small native creatures can be observed. They usually appear in the water, hanging from roots, floating in trees, or emerging from the walls of hollow logs. Each of these organisms contributes to understanding the local ecology, so explore slowly. A colorful bird may occasionally appear flying higher up, but it usually flies away quickly. Don’t worry if you can’t see it now, because this region will be visited again.
Near the exit there’s a cracked statue that can’t yet be destroyed. It’s a good point to remember later, as returning to the area will be inevitable. After going through the next door, notice a glowing insect on the vines and continue along the path until you encounter the first hostile creatures, spores that chase Samus floating through the air. They explode on contact, so eliminate each one before they get too close. Moving forward, a cutscene shows a flooded area with flying amphibians that attack by jumping and launching projectiles. Some are in the water and others are closer to the exit. The best strategy is to use the environment’s mobility, constantly dodging while shooting to avoid being surrounded.
Before moving on to the next area, look for a new stone block near a cliff, with inscriptions about a sacred tree. Upon entering the next room, a creature made of roots emerges from the ground, attacking with lunges and wide blows. Keep your distance and wait for openings to counterattack. Further ahead, another creature appears guarding the exit. Beyond them begins an area filled with ruins overgrown with vegetation. There, an organic structure attached to the wall releases those previously seen, relentless spores. This sac can only be attacked when it opens to expel a new enemy. Destroy the inner core and stop the spore production. There is also another tablet on the ground containing records of an ancient ritual.
At this same point, there is a large, blocked gate that cannot yet be opened. The symbols around it indicate that some kind of psychic energy will be needed in the future. A purple orb floats nearby, but its platforms can only be manipulated later. With the main path blocked, continue to the other available door. In the next room, a small, broken drone rests on the floor, and just ahead, armored creeping plants move across the floor. They only open to release spinning thorns, exposing their vulnerable area for a few seconds. Wait for this opening and eliminate them one at a time. Since the door is sealed, follow the wall until you find a narrow gap where Samus’s spherical form can pass through. On the other side, destroy another of those plants and observe the crystal above the door, which reacts when activated and opens the passage.
The next room holds a group of luminous butterflies flying above a circular hall. In the center, a glowing orb rests on a pedestal. Approaching it grants Samus the Psychic Glove, a tool that allows her to manipulate mental energy condensed into small cores called motes. A new tablet rests on the side of the room, reinforcing the importance of these artifacts. Immediately after obtaining it, you can test the ability: remove the mote from the statue and throw it into the receptacle above the door, opening the passage. The next corridor leads back to a previous area, exactly where there was a sealed gate. Now, with the Psychic Glove, it’s possible to unlock it. Remove the motes from the side statues and fit both into the receptacles on the gate. Inside the chamber, there is an orb that reacts to psychic reading. Concentrate on the pattern that emerges and follow the trace with precision. The orb dissolves, revealing a very useful Energy Tank.
Proceed to the next door and prepare to face a swarm of aggressive insects that rapidly move around the area and attack both up close and from a distance. Since they emerge from nests attached to the walls and cannot be destroyed for now, the best option is to run through the area without stopping, eliminating only what is necessary to reach the exit on the other side. As you advance, Samus picks up a distress signal coming from a point further on the map. Access to that point, however, is partially blocked.
Immediately afterward, there’s a locked door and two walls made of amber. The material is resistant and requires a type of explosive that Samus doesn’t yet possess. After defeating some crawling creatures, look for a low opening that leads to a narrow tunnel. Inside, a nest of beetles blocks the way and only yields to a charged shot. Continue through the tunnel until you reach a large chamber covered in spikes that can be removed with simple shots. Further ahead, a drop leads to a corridor that ends in an abandoned hangar where a small vehicle is suspended in the air by enormous vines. A cutscene introduces Myles McKenzie, a survivor of the Galactic Federation who needs to be rescued.
To free it, observe the hangar ceiling and look for weak points in the vines holding the ship. Destroy two of them, and a cutscene will interrupt the process. Upon regaining control, a pack of wild creatures invades the area. These predators are fast, attack in groups, and alternate between poisonous projectiles and direct attacks. By maintaining constant movement around the room, it’s possible to avoid being cornered and safely eliminate each one. After clearing the area, destroy the last two weak points. Another cutscene shows Myles trying to access the interior of the ship. Help by aiming at the mechanism holding the upper door, freeing the compartment. Inside, Samus recovers the Missile Launcher, a powerful piece of equipment for both combat and exploration, as it can destroy weak walls and open up alternative routes.
With Myles accompanying Samus, climb onto the ship and reach the upper platform. A large amber wall blocks the passage and can now be destroyed with a missile. Proceed to the door. After breaking through another amber block a few meters ahead, two root-like enemies guard the path and must be defeated. Further ahead, a third amber obstacle appears, followed by a rescue station to the left. To reach it, use the Psychic Glove to move the floating mote along the surface of the door, opening the way. The station fully restores energy and ammunition and records your progress, ensuring safety for the next stage.
With the Missile Launcher in hand and all the paths explored so far, Samus is finally ready to head towards the Teleport Key hidden deep within Fury Green.
Upon exiting the Save Room, go through the door next to it to return to a familiar area. The armored plants crawling on the ground will likely have reappeared, so eliminate them all before proceeding. Just ahead are two amber blocks. The one on the left hides a missile expansion that increases your maximum capacity by five units, something valuable throughout the campaign. Destroy the block on the right as well to reveal a door leading to the next segment.
After passing through the passage, you enter a clearing where a group of winged amphibious creatures patrol the area. They leap, fire projectiles, and move quickly, so keep your distance and use charged shots or missiles to take them down. To the left of the next door, an ancient tablet holds information about a sacred crossing, so observe it before proceeding. Above the door, a purple crystal floats, trapped by a wall. Use the psychic visor to identify it, then pull with the Psychic Glove to unlock it. The door opens to reveal a massive bridge built upon stone roots.
As soon as you cross the bridge, a cutscene warns of an ambush. Predatory insects leap from the walls and side edges, attacking with venom or charges. The path to the other side of the bridge will be marked by multiple confrontations, and the best thing to do is never stop in a straight line. Run in circles, shoot while retreating, and use missiles to eliminate groups faster. A second attack occurs on the central circular platform, and a third when you advance towards the exit. After passing through the last door of the bridge, take a breather, as the next area is calmer.
In the center of the room is a large statue with two receptacles for psychic motes. The first mote is stuck high up and is only released when you analyze the object above it. Place it in its respective slot. The second mote is behind a fallen statue on the other side of the room and can be reached after destroying the debris with a missile. Complete both slots to make the large statue disappear, and in its place, the upgrade that grants Control Shot appears. This new ability works in conjunction with the psychic visor and allows you to manually guide the projectile for a few seconds while charging a shot.
Just above the door is a narrow opening and a carved symbol. Load the Control Shot, aim at the opening, and direct the shot towards the symbol to release the door mechanism. The following areas lead to a corridor where Myles finds a large mech similar to the one used by the Federation at their starting base. Continue until you reach Base Camp, an intersection with three doors. The one on the right leads to a Rescue Room. Use it if necessary.
Return to the main hall and approach the terminal Myles is working on. A cutscene will activate and the power to the front door will be restored, but it remains locked. The trick is to spot a high opening in the left corner. Send a Control Shot through there and guide the shot to the door’s inner panel to fully power it up. Now you can go through it. In the next room, destroy another amber block and proceed through the Morphosphere tunnel. Once you enter the next room, examine the large statue. It displays the Green Stones, items that need to be retrieved later and brought back to the altar that will appear there. Remember the location.
Climb the stairs and activate the undulating plate on the ground. Three sigils emerge from the lake just ahead. To open the next gate, fire a Control Shot and guide the projectile through the three symbols. This clears the passage leading to an outer garden guarded by ancient sculptures. Here you can observe four statues with inscriptions that speak of figures called Vahkuun, Lekhash, Shei, and Thesarh. The door ahead will only open if you pull the crystal attached to the top using the Psychic Glove. Cross the opening to find the boss Carvex.
Carvex is a massive plant covered in thick petals that conceal its inner core. Before beginning the battle, examine Carvex itself, one of its tentacles, and one of its pollen capsules, as this is a unique enemy that does not respawn. The combat is divided into phases. Initially, the boss’s core is fully protected, and it attacks with vines that can strike the ground, spin in circles, or sweep the floor. Each vine has two important points: a spiny nodule and a glowing area below. Destroy the nodule first, then the glowing area. With a vine downed, Carvex opens its petals, revealing the vulnerable area inside. Attack quickly, but watch out for the roots that emerge from the ground in waves throughout the arena.
When Carvex closes in again, two vines appear simultaneously. This time you must weaken both, breaking only the spiky nodes, then use the Control Shot to hit both weak zones at the same time. Carvex then repeats the strategy, but now with three vines. The difficulty increases even more in the final stage, when branches appear across the arena to hinder the trajectory of your projectile. Guide the shot carefully, dodging through the narrow spaces, until you hit all three vines in a single launch. Repeat the process of damaging the central core until Carvex finally collapses.
At the end of the confrontation, a flower opens in the center of the arena, revealing a new power: the Psychic Bomb. This ability allows the Morphosphere to unleash special explosions, useful for opening passages and dealing with threats in confined spaces. After obtaining the ability, a platform appears on the other side of the arena. Roll to the circular slot and plant a Psychic Bomb to activate the sanctuary. Examine the altar and, upon stepping onto the undulating platform, Samus is transported back to the alternate plane where she can finally acquire the Teleporter Master Key.
The previously used door remains locked, but there is a small statue on the wall with a rigid core at its base. Use a Psychic Bomb to break it and proceed through the opening. The tunnel leads to the exterior of the temple, where numerous insect nests surround the area. Now, equipped with missiles, you can destroy the nests and disrupt the constant flow of enemies. After clearing the area, enter through the door next to it, assume your spherical form, and follow the narrow path back to the large initial temple, near where Myles was waiting.
After a new cutscene, Myles declares that he will coordinate communications while Samus continues alone in search of the remaining keys. Before proceeding to the next objective, examine the door behind the console. It can be opened with a combination of the Morphosphere and a Psychic Bomb. The next room contains more homing spores and a large Lamorn vault that will only be useful later. Continue to the next room, destroy the core that produces the spores, and note that one of the doors has a thermal lock, currently inaccessible. The unlocked door leads to an outdoor courtyard with a cylindrical capsule and a tall pillar with a slot for a Psychic Bomb.
Here, Samus can combine her abilities in a more elaborate way. Enter Morphosphere and prepare a long-lasting Psychic Bomb. Before it explodes, revert to normal form, activate the psychic visor, and use the Psychic Glove to grab the lit bomb. Aim at the socket atop the pillar and throw. The explosion energizes the capsule next to it. Interact with it to trigger a quick cutscene where Samus is launched as a projectile towards a new region. Once the flight ends, she lands in Sol Valley, the area that houses the next Teleport Key.
Sol Valley
Upon being launched by the cargo device at the end of Fury Green, Samus lands in Sol Valley, a vast region connecting various areas where the Teleport Keys are hidden. Despite being a large area, this passage will be quick, as the next key is close to the arrival point. Just ahead, a structure marked by metal towers rising around its walls can be identified. This complex is the so-called Thunder Forge, the immediate destination of the mission.
Before entering, observe a statue positioned beside the main path. Upon examining it, a brief scene presents the entity called Vi O La, which will play a significant role in the mechanisms of this place. There are also energy crystals scattered on the ground that can be studied to record additional information. After superficially exploring the external area, approach the main entrance and go through the door to enter the structure.
As soon as Samus steps into the inner hall, a cutscene begins and the tranquility is shattered. Several Psy Bot soldiers emerge from the ceiling and launch a coordinated attack. These robotic units are fast, move in arcs through the air, and fire continuous beams of energy. Three appear initially, but as you destroy each one, new units descend to reinforce the group. Maintain steady movement and use charged shots to disrupt their sudden advances. Once all are eliminated, examine the large circular device in the center of the arena, an important piece of the complex containing information about the Forge’s workings.
To proceed, observe the enormous structure located opposite the entrance. To its right, there is an open hatch in the wall, low enough for the Morphosphere to pass through. Enter it and you will reach a narrow corridor with a glass window to the left. Part of this window is more fragile and can be destroyed with a missile. By breaking it, cross the newly opened gap and reach another interior area. Just ahead there is a slot for the Morphosphere, protected by a metal grate. Use a Psychic Bomb to break the grate and follow the duct.
The path leads through a long metal tunnel. If you look behind you, there’s a hatch that leads back to the hall where the battle against the Psy Bots took place, but that’s not the desired route right now. Continue following the path to the end. During the journey, a brief scene shows Samus naturally quickening her pace, as if she senses something important in the opposite direction. At the end of the tunnel, climb up the ledge on the left and destroy some stacked boxes, revealing another narrow entrance to the Morphosphere. Enter without hesitation.
After traversing this last duct, Samus plunges into a vast space marked by a glow of orange energy and colossal structures. It is here that the true exploration of the Thunder Forge begins, the technological core of Sol Valley and the next step towards obtaining the second Teleport Key.
Volt Forge
Tower 1
After launching from the capsule in Fury Green, Samus arrives at Sol Valley, an open region connecting various areas with Teleport Keys. The next objective is nearby: the Volt Forge, recognizable by the pinnacles integrated into its walls. Following the main path, observe the statue near the entrance. Scanning it triggers a scene about the Vi-O-La, essential vehicles for rapid movement in this region. The green crystals around it can also be logged in the Logbook before entering the complex.
Inside the structure, a cutscene initiates a confrontation against flying robotic soldiers. They move at high speed and fire precise lasers. Scan one to log “Psychic Soldier” in the Logbook, as they are unique to this area. Initially, three appear, but reinforcements arrive as you eliminate them. Maintain constant mobility, using side dodges (double tap B/L) to avoid shots while counter-attacking with missiles or charged shots.
After the battle, examine the circular mechanism in the center of the hall to register the “Vi-O-La Spinner”. To progress, head to the right side of the structure opposite the entrance. An open hatch allows access as a Morphosphere. Inside the duct, locate the fragile glass panel on the left and destroy it with a missile. Go through the opening and find another Morphosphere slot. Use a Psychic Bomb to break through the metal grate and advance through the tunnel ahead.
A cutscene speeds up the journey. At the end of the corridor, climb onto the platform on the left and eliminate the stacked boxes with gunfire, revealing a narrow passage. Enter as Morphosphere and descend to the main area of the Volt Forge, where lightning and energy dominate the scene.
Restoring Power in Tower 1:
After crossing the entrance bridge, scan the small mechanical lizards (“Denzard”) in the first hall. In the next room, Myles informs you via radio that the tower is out of power. Interact with the console in front of the window to obtain the area map. Two doors are accessible: one leads to a Save Room (use if necessary), the other begins the descent through the tower.
In the elevator, scan the panel to make a logogram appear. Step on it to descend. Upon exiting, ignore the locked gate with the missile expansion and the blocked door to the right. Jump across the small platforms to the lower floor, noting the “Mechanical Rats” scurrying around. At the far end of the room, stand on the metal platform and fire a Control Shot at the power socket. This briefly restores power, raising the platform. Quickly jump to the upper level.
A metal cover blocks a Morphosphere duct here. Destroy it with multiple missiles, but leave the exploration for later. Through the opposite door, another elevator leads further down. Upon exiting, turn left and use a missile on the red door latch. Follow the corridor to a room with a swarm of Mechanical Rats. Eliminate them and find a third elevator. Caution: the surrounding water is electrified by periodic lightning strikes. Wait for a safe moment to activate it.
Go down and follow the corridor to the right. A door with a red lock (destructible by missile) leads to a dead end for now. Instead, enter the visible Morphosphere tunnel. Use Psychic Bombs to eliminate Denzards along the way. This leads to an outdoor area with two small ledges, each with a bomb slot. Roll to each one and detonate a bomb to activate them. This moves an antenna to the far end of the platform, revealing another slot.
Enter as Morphosphere and proceed to the base of the antenna. At the rear, detonate a bomb in the socket to activate it. Now, return through the tunnel, but be careful: electrical discharges periodically travel along the path. Use the side areas for shelter during the energy pulses. After escaping, Myles confirms the power has been restored. Scan the flying drones (“Flight Drone”) before returning inside.
Acquiring the Vi-O-La:
With your energy restored, retrace your steps through the Morphosphere tunnel, now avoiding electrical obstacles. In the first room, scan and interact with the panel to start the Vi-O-La assembly line. Mechanical arms move components along conveyor belts. Transform into the Morphosphere and position yourself in the socket below the wheeled hologram arm. It will take you to a higher level.
Follow the Morphosphere tunnel, avoiding the electrified pillars. Upon exiting, ignore the door on the right and scan the internal elevator to activate it as a future shortcut. Through the opposite door, take the elevator, avoiding the electrified water at the exit. In the next room, after a cutscene, face Maintenance Tanks. They roll quickly, climb walls, and fire energy beams. Eliminate them and look for a pump socket high on the wall. Create a Psychic Bomb as a Morphosphere, switch to psychic visor/glove, and throw it at the socket. This opens a passage.
Roll to the central structure. A robotic arm will launch you into a scrap room. Activate the nearby elevator for easier returns. Follow the assembly line, avoiding the laser grates on the doors. Use moving components as cover: go left of the first, right of the second, roll under the third as a Morphosphere, and jump over the fourth. After the door, eliminate more Maintenance Tanks and interact with the panel at the end of the corridor to open a trapdoor.
In the main room, climb the platforms around the central core. They electrify before rising. Jump when they are secure and ride them. They will stop at three points. At each pause, jump to a safe ledge, wait for reactivation, and return to continue climbing. On the third level, reach the top platform. Open the trapdoor to the left, eliminate a Maintenance Tank, and activate another internal elevator. Take the main elevator to the top of the tower.
Scan the floating drone (“Scanning Drone”) before interacting with the capsule-like structure in front of the Vi-O-La. This grants the Vi-O-La Suit, allowing you to pilot the vehicles. Sit on the Vi-O-La pedestal and accelerate by holding ZR/R. The door will open, granting access to Volt Forge Tower 2, where the second Teleport Key awaits.
Tower 2
Upon reaching Tower 2 of the Volt Forge, dismantle Vi O La and approach the panel near the window to acquire the area map. Two doors are accessible: to the right is a Save Room (I recommend using it to recharge energy and missiles), while the one at the back leads into the tower proper. After securing your progress, go through the second door, scan the elevator to activate it, and descend to the lower level.
In the next room, an audible alert echoes as you approach the exit. A cutscene reveals three robotic Psychic soldiers emerging. Eliminate them, but be prepared: three more units descend as reinforcements immediately afterward. With the area secure, go through the door leading to a dangerous elevator. Beware of the magnetic ceiling: heavy containers rise and fall randomly, causing massive damage if they hit Samus. Wait for safe intervals to activate and enter the elevator.
Below, a new type of enemy awaits. Scan the Psychic Teleporter as soon as it appears, as it releases Maintenance Tanks from containers around the room while teleporting. First, eliminate the crawling tanks, then focus on the teleporter. It alternates between firing cross-shaped projectiles and bladed charges. Use the Psychic Visor with Control Shot: upon hearing the teleportation sound, fire immediately and guide the projectile to hit it during its brief appearance. This stuns it, allowing for direct attacks. Alternatively, dodge its charges with a side dash and quickly counter-attack.
After neutralizing the threats, observe an elevated platform with an inaccessible power-up. Mark the location on the map to return later. Proceed through the next elevator and enter a large circular room. Cross it until you find a Morphosphere tunnel leading to the outside.
Outside, scan a Recon Drone on the left. To the right, currently unusable psychic rails await future equipment. The power restoration process is similar to that of Tower 1: activate two bomb slots on the ledges ahead. Roll to the right slot and detonate a bomb normally. To the higher left slot, use the Psychic Glove: create a Psychic Bomb as a Morphosphere, switch to psychic visor, and throw it at the socket. This moves an antenna, revealing an access point.
Enter as Morphosphere and proceed to the base of the antenna. Detonate a bomb in the rear socket to activate it. On the way back, periodic electrical discharges will travel through the tunnel. Take cover in the only safe side area during the pulses. Upon exiting, a cutscene will initiate a confrontation against the Drone Control Unit: a luminous core protected by flying drones. As it prepares to attack (central laser or rotating cores), the drones will move away. Use this moment to fire a Control Shot that simultaneously hits all three energy cores, stunning it. Attack vigorously until the unit is destroyed.
Return through the tunnel, now filled with new electrical hazards, to the previously empty circular room. There, the Space Pirate leader Sylux initiates a surprise battle.
Strategy against Sylux:
- Normal phase: He uses arm cannon (side dash dodge), energy blades (back dash), spiked projectiles (side dash at launch), and shockwaves (jump over them). Counterattack during his pauses.
- Tornado Phase: While spinning with a green shield, he chases Samus. Transform into Morphosphere and place three Psychic Bombs in his path. Each explosion slows him down until he returns to his normal form.
- Advanced stages: Adds air bursts (position yourself between the rings of projectiles) and a scanning laser (jump or use Morphosphere to pass under it).
After defeating him, Samus receives an Energy Tank. Take the elevator up and face a Psychic Shield (an enemy with an energy barrier). Scan it, then dash past it and attack from behind. Two regular soldiers accompany you. In the next room, a soldier tries to lure you into traps; ignore them and destroy the Lamorn Towers with Control Shot (scan one). Take another elevator up and return to the upper room via the electrical tunnel, eliminating Maintenance Tanks along the way.
Use the Save Room. Outside, solve the floor circuit: interact with the panel to open a Morphosphere trapdoor. Navigate underground, dodging electrical pillars, until you reach a Missile Expansion in the center. With Towers 1 and 2 powered up, mount the Vi-O-La and head to Tower 3 in search of the final key.
Tower 3
Upon reaching Tower 3 of the Volt Forge, your first step is to scan the terminal opposite the Vi O La upgrade system (that shiny device near the glass that can’t be used yet). This unlocks the area map and opens a descending ramp. Don’t forget to bring your Vi O La: attach it to the circular spinner on the floor to power the elevator and descend to the lower level, where three test circuits await. These tests serve as advanced training for the vehicle and are essential to reaching the forge’s basement, where the second Teleport Key is kept.
Circuit 1: Mastering Speed
Upon entering the first oval track, the initial challenge is to complete a lap in under 50 seconds. Stay in the inside lane of the turns and accelerate continuously (hold ZR) to finish in about 40 seconds. The second test requires you to destroy three floating targets with the Vi O La boost (press B). Recharge the boost bar by collecting purple deposits along the track. The final challenge teaches controlled drifting: after activating the boost (B), hold the button again to make the Vi O La drift sideways, destroying up to three targets per maneuver. Repeat this three times to eliminate nine targets and complete the circuit. Take the elevator at the bottom to descend to the next level.
Circuit 2: Mobile Combat
On the winding track, the first challenge asks you to scan a flying drone. Press X to activate the Psychic Visor and then ZL to lock onto the target. Next, destroy two moving targets: press A to fire and hold the button to lock onto the target. If the targets are far away, use boost (B) to reach them. The third test introduces multi-shot: enemies will appear with highlighted weak points; hold A to lock onto three targets simultaneously before releasing the button. Repeat the process three times to advance. Go down again by elevator.
Circuit 3: Defense Under Pressure
This straight track with obstacles tests your dynamic combat. In the first wave, eliminate three Maintenance Tanks rolling at high speed. They fire concentrated bursts; dodge in a zigzag pattern while counter-attacking with locked shots (hold A). The second wave brings aerial drones that drop bombs on the track. Dodging is crucial: weave between the explosions and eliminate the two drones with precise shots. In the final wave, face two ground tanks and two drones simultaneously. Prioritize the drones with rapid fire and then focus on the tanks, using momentum for strategic repositioning. After completing all three waves, descend to the “Certification Floor”.
Final Preparation and Boss:
Upon exiting the elevator, save your progress in the Save Room on the left to restore health and missiles. Follow the main corridor, eliminating Maintenance Tanks, until you reach a well. Go down and, on the way to the next door, destroy debris on the right with a missile to reveal a psychic orb. Use the Psychic Glove to manipulate it and gain a Missile Expansion. Enter the large room and descend to begin the confrontation with Xelios.
Strategy Against Xelios:
Scan this unique boss immediately. Xelios protects itself with metallic plates that glow green before attacking; this is the moment to shoot and break them. Each destroyed plate exposes its central core, its true weak point. Beware of its attacks:
- Green/Pink Projectiles: Slow-moving orbs that chase you (destroy them with quick shots) and fast-dispersing pink projectiles (dodge them with a side dash).
- Danger Zone: If Xelios approaches and creates an orange field around you, run out immediately or you will suffer a devastating explosion.
- Giant Projectile: A massive green sphere launched at you, dash at the last second to avoid it (running won’t work).
- Stun: A smaller green orb paralyzes Samus. Transform into Morphosphere and drop a bomb to break free, then escape the orange field that follows.
- Laser Blades: When the boss creates luminous tentacles, reduce their size by transforming into Morphosphere to make it harder to hit.
Keep the cycle going: destroy green plates, attack the exposed core, and repeat. After defeating it, acquire the Psychic Boots floating in the center of the arena; they restore your double jump and allow you to interact with previously inaccessible psychic platforms.
Retrieving the Key:
With the boots equipped, a path appears: double jump on the high heel to the right of the central platform and step on the vibrating panel. This transports you to an alternate dimension, where the second Teleport Key shines on a pedestal. Grab it and return to the real world. Activate the Psychic Visor to transform purple clouds into solid platforms, jump across them to the elevator. Use Vi O La’s spinner to return to the top of the tower.
Return to Sol Valley.
Grab your Vi-O-La and follow the road to a crevice. After jumping, dismount and look at the pipe above the track. Fire a Control Shot at the nearest opening to activate an internal panel, revealing a Missile Expansion inside the pipe (reach it with a double jump). At Tower 1, note that the spinner is raised. Jump twice to the upper right opening, enter as a Morphosphere, and detonate a bomb in the socket to reactivate the mechanism. Now just speed through the return tunnel to Sol Valley.
Sol Valley
Once you recover Vi O La and return to Sol Valley with complete freedom to roam its fields, it feels like the world has finally opened up. This gigantic region functions as the game’s main hub and can now be traversed quickly, making exploration and reaching the next objectives much easier. It’s worthwhile to explore the valley to reveal the entire map, but this is entirely optional. Still, as you progress, various points of interest automatically appear on the map, and the sooner you know where everything is, the easier it will be to return later.
During your exploration, several structures catch your attention. Among them are the Lamorn Shrines, always accompanied by mysterious statues. These locations often hold important challenges or upgrades, but some cannot yet be solved with Samus’ current abilities. Even so, having them marked already helps a lot for future visits. In addition, debris from the Galactic Federation is scattered throughout the valley. These are parts of ships, destroyed equipment, and even mech arms that were brought here by some kind of distortion. Nothing is functional in them yet, but each of these locations may hide surprises later on.
Other items are scattered throughout the Sol Valley terrain. Missile Expansions can be found above jump ramps, hidden inside rock formations, or in narrow spaces that the Morphosphere can reach. There are also piles of Green Crystals, which are essential for upgrading weapons and equipment. These crystals can only be collected with Vi O La, by running over them at high speed. Since they constantly reappear and exist in large quantities, get into the habit of running over any pile of crystals you find. The game even displays the amount needed for each upgrade in the missions tab, so it’s worth collecting them little by little.
The local fauna also stands out. Flocks of birds known as Gullbat eventually begin to circle around Samus, and you can take advantage of these encounters to scan them. In areas near the Chrono Tower, it’s common to see aquatic creatures called Varmis swimming in large puddles. Among the Federation wreckage emerge Sand Shrens, small subterranean creatures accompanied by hives that produce more enemies. The Marauders are quite similar to the mechanical tanks found in the Volt Forge, except they fire a barrage of side missiles. Complete the Logbook by scanning everything that appears, as Sol Valley contains many unique entries.
Some small bluish sprouts called Kyuveria can also be documented, and if you haven’t yet logged the Green Crystals in your Logbook, Sol Valley is the best place to do so. With a clearer map in mind and most of the elements known, it’s time to focus on the next big objective: obtaining the third Teleport Key.
The game automatically marks the regions where the remaining keys are located on the map. One is in the Ice Belt, the frozen area to the northwest. Another is in the Great Mines, to the northeast. The third is in the Flare Pool, a volcanic region located in the far southeast of the valley. None of them can be fully completed at this time because they require skills you don’t yet possess. The most efficient route is to visit the Flare Pool first, where you can acquire the Fire Chip. With it, you can then complete the Ice Belt, securing the third key.
Before heading southeast, there are a couple of items worth picking up along the way. Starting from the Volt Forge entrance, head east to the southern edge of the map. At a certain point, you’ll find a ramp leading to a rock formation with a central hole. Use the Vi O La boost to climb and launch the vehicle through the opening. A Missile Expansion will be there, at the exact point of impact. Continue exploring in that direction and, just north of the Flare Pool entrance, you’ll find the Spring Fountain Shrine. Most of the internal puzzles are still unsolvable, but there is one accessible item. After descending into the shrine, proceed to the second room. On the left side of the water reservoir, destroy some Green Crystals to reveal a narrow tunnel. Enter in Morphosphere form to reach another Missile Expansion.
With these additional items obtained, leave the sanctuary and proceed to the Flare Pool entrance. Two tall pillars mark the entrance to the main trail leading to the volcanic region. At the end of the path, there is a spinner specifically for Vi O La, responsible for opening the gate to the interior. From here, everything indicates that the next stage of the journey lies in the scorching depths of this new area. It’s time to advance to the Flare Pool and continue the search for the third Teleport Key.
Flare Pool
Upon arriving at Flare Pool, the intense heat makes it clear that this area requires extra caution. Right at the entrance, observe the lava pool to the right. Above it, small purplish clouds float in the air and can only be clearly seen by activating the Psychic Visor. Use the Psychic Glove on these clouds to solidify them into temporary platforms and climb to the top. There you will find a hidden Missile Expansion, a good reward right at the start.
Returning to the main area, take the opportunity to record some of the local organisms. The heat attracts creatures that have adapted in curious ways, such as the Heatstraps clinging to the walls, the Swarm Flyers flying in small swarms, and the Vaernan that roam closer to the ground. Scanning all of this adds new information to the Logbook and helps to better understand the local ecosystem.
Follow the only possible path until it splits. The right route is currently inactive, so continue to the left. As you traverse the tunnel, notice a lava flow running down the wall. Behind it is another Missile Expansion, but the extreme temperature prevents any attempt to reach it for now. Remember the location because you will be able to return later with the appropriate ability.
At the end of the passage, you reach the bridge that crosses the Lava Lake. Activate the Vi O La’s spinner and try to move forward, but a cutscene makes it clear that the crossing won’t be so simple. Even with the Vi O La, the heat of the lake is too intense, and the vehicle isn’t yet equipped to withstand the environment. Since it’s not possible to continue, return through the same tunnel towards the entrance of the area.
As you approach the point where the path splits, the previously blocked door suddenly opens and three Psy Bot Soldiers emerge. They use quick movements and fire constant lasers, so always dodge while moving and eliminate them one at a time until you clear the area. With the room secure, enter through the same door they used. Immediately to the left is a Save Room, a good time to recover energy and ammunition before proceeding. After saving, advance to the large scrapyard known as Scrapyard.
Upon entering the warehouse, you’ll see a massive mechanical structure with a suspended crane arm and a bright red core at the end. That’s exactly what you need to investigate. Before reaching it, however, beware of the creatures emerging from the ground: the Pyremites. They behave like the Bristleworts found in Fury Green, but with a dangerous difference. Instead of firing spikes, they charge directly at Samus and explode on contact. If one of them latches onto you, the damage can be significant. The ideal strategy is to attack them from a distance and back away at the slightest sign of approach. Scan one to log it in the Logbook, as this is the only area where they appear.
After eliminating all the Pyremites, search for the metal columns scattered around the area. Use them as platforms to reach the top of the crane. There, you’ll find a narrow opening to the Morphosphere, obstructed by scrap metal. Use bombs to clear the path and proceed to the end of the crane arm. At the end, you’ll find the red core mentioned earlier. Use another bomb to detach it from the structure and watch as it falls to the floor of the warehouse.
Descend to the crash site and interact with the object to finally obtain the Fire Chip. As soon as you pick up the item, a lava barrier forms behind Samus, blocking the way back and making it clear that exploration of this area ends for now. This reinforces that the visit to the Flare Pool was short, but absolutely necessary, because this thermal module will be crucial for progressing in other regions of the map.
With the Fire Chip in hand, return to Sol Valley using the indicated exit route and prepare to leave the volcanic valley. The next destination is Fury Green, where Myles is waiting. He will be the key to using this new upgrade and opening the way to the next stage of the search for the Teleport Keys.
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