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Metroid Prime™ - Space Station

Space Station - Walkthrough

Metroid Prime™

Space Station

Samus lands to explore a derelict space station. This is basically a tutorial level in disguise. Be sure to read all the text that appears on your visor, which instructs you how to use the controls. Take the time after the introducing cut scene to familiarize yourself with the controls since there is no customization available.

Begin by shooting the first four red targets to deactivate the force field. Move on and learn to use your scan visor. There is a pillar with an icon on it. Scan it to activate the next set of red targets. Look for these icons frequently over the course of the entire game, as they activate many things.

ote that on this second force field there are not four, but six targets. As the screen indicates, use the R-button to manually look up above you and locate the higher targets. Beyond this gate there is a wide-open area. Press the X-button and roll into Morph Ball form. This is a perfect area to become accustomed to how it controls. Be sure to note that you can adjust the camera in ball form with the use of the L-trigger and lay bombs with the A-button. It is not only fun, but looks cool so take your time with it

As soon as you enter the first hallway of the space station, flip on your scan visor again. you will note there are a ton of items to scan. Only the red icons count towards your 100% completion goal, but the orange ones offer up numerous important details about the story and hints about other things. If you have the patience, take the time to read what's going on.

Move into the next hallway and scan another one of those icons. It will depressurize the area so you can continue. In the next room there is a giant beast that has fallen out of captivity. Dead on the floor, it poses no harm, but look around and you will find a few Space Pirates to lock on to with the L-trigger — perfect target practice for the trials that lie ahead. In the next corridor there is a pile or rubble blocking your way. Charge your beam by holding down the A-button and blast it into smithereens. As you move forward you will find the next area displays a brief cut-scene where two critters run down a small tunnel.

Change into Morph Ball form and follow them. Move slowly and stand upright as soon as you get into the room. This is your first chance to enter something into your log book. The Map Station ahead can be scanned, but do so before you enter the hologram. Press the Start button and use the L and R triggers to surf left and right between options and your log book. you will find a description of the map station and some cool art awaits you — now yours to keep. This is where the data from many red scans goes. Step into the hologram and download the map data. It will automatically bring you to the map screen, normally activated by tapping the Z-button. Take a moment and familiarize yourself with the map controls; zooming in, out, and rotating the map are tricky at first, but vital to being successful in this massive exploration game. Note: The areas you have visited before are labled. You are the large green cursor, which denotes the direction you are facing. You should be in the Map Facility. It will be important that you use these functions later.

Continue forward into the next section, scan the icon and gain approval to the Deck Beta. Step into the hologram and take the elevator downward. Now you should be in the Deck Beta Conduit Hall. Roll into a Morph Ball to avoid the electricity and push forward. In the Biotech Research Area there are a few space pirates to kill. If any Small Energy or Missiles appear, scan them and enter them into your log book. As you round the corner in the Deck Beta Security Hall a Auto Turret will spot you and open fire. Before you lock onto it and kill it, scan it. It will be the first creature entry in your log book. In the Biohazard Containment center, all you need to do is activate the elevator to gain access to the next floor, but have a look around for your first piece of Pirate Data, which should enter as the "Fall of Zebes" in your log book. Get rid of the space pirates and keep moving. Continue doing these same types of things and move through the Deck Beta Transit Hall and Cargo Freight Lift to Deck Gamma.After transporting down the elevator you will activate a hologram that looks just like your Morph Ball form. Roll into it to open the door. It is the same process in the Reactor Core Entrance, but be sure to exit to the left and save your progress before you move into the next room to fight the boss.

Boss #1 : Parasite Queen

Boss: Parasite Queen: scan the beast, download the information to your log book and learn of its weak spot in its mouth. If you do not do this, killing it will take much longer. Lock on to its mouth and get to work. Stay locked and use the B-button (jump) in conjunction with pressing left or right on the analog to side step. You can avoid the huge green beams of energy that she spits at you. You can also use missiles (Y-button) to speed up the process. The trick is that you have you position yourself so you can shoot through the gaps in the cylindrical blue shield that surrounds her. She should not be too difficult to beat.

Once defeated, you will have to evacuate the space station, which decides to go to pieces after the Queen falls. Our best advice: run forward. It is a linear path, so you should not get lost. You have to take a few elevators, but this should not be a problem for you by now. Eventually you will enter the Subventilation Shaft Section A. Roll into Morph Ball and take a ride downhill form to speed up your escape. However, when you first spot a horde of insect-like creatures spiraling down the tunnels at you. Scan the critters to enter them into your creature log as Parasites; you will also learn that ball form is a nice defense against their large numbers.

In the Biotech Research Area 2 you will get your first glimpse of Ridley. do not even bother trying to scan him. It is not possible, but once you use your Grappling Hook to cross the deep water-filled gap, you can scan the orange panels on the side for a little information.

As you move through the Connection Elevator to Deck Alpha you will get blasted by a shockwave that runs through the station. Your Power Suit will come to pieces and you will lose all of your functionality; Morph Ball, charge blast, missiles, the Varia Suit, and everything but your Power Beam malfunction. do not worry, this is normal and precisely what makes Metroid Prime so enjoyable. Continue escaping the ship. Eventually you will exit and the whole thing will explode as Ridley flies to the nearby planet of Tallon IV.

Levels