Official instruction manual for Metriod Prime.
Use the link below to download a PDF of scans of the Metroid Prime manual.
- Official Metroid Prime Instruction Booklet - (PDF, 5.41MB)
Metroid Prime by Retro Studios and Nintendo for Nintendo Gamecube US Instruction Manual (c) 2002 Nintendo of America, Inc. Typed by Infinity's End for the Metroid Database [front cover] Metroid Prime Instruction Booklet 1-4 -IMPORTANT SAFETY INFORMATION [text omitted] -NINTENDO SEAL OF QUALITY [text omitted] This game supports game play using one player and controller. This game requires a memory card for saving game progress, settings, or statistics. This game is compatible with progressive scan mode TVs. This game is compatible with the Game Boy Advance portable video game system. Rated T for Teen (for Violence) All rights, including the copyrights of game, scenario, music and program, reserved by Nintendo. (c) 2002 Nintendo. TM, (r) and the Nintendo GameCube logo are trademarks of Nintendo. Dolby, Pro Logic and the Double-D Symbol are trademarks of Dolby Laboratories, (c) 2002 Nintendo. All rights reserved. 5 CONTENTS ----------------------- THE CHOZO..............................6 THE SPACE PIRATES......................8 THE ADVENTURE BEGINS...................10 CONTROLS...............................12 POWER SUIT INTERFACE...................14 ARMOR & ARMAMENTS......................16 BEHIND THE VISORS......................18 THE MORPH BALL.........................20 POWER-UPS & POWER MOVES................22 SAMUS'S DATABANKS......................24 A LINK TO METROID FUSION...............26 WARRANTY & SERVICE INFORMATION.........31 6-7 THE CHOZO ----------------------- The Chozo... Over millennia, this bird-like race of creatures made incredible technological and scientific leaps. Traveling at will through space, they built many marvels across the universe-technologi- cal wonders of unfathomable complexity and cities unmatched in beauty. They shared their knowledge freely with more primitive cultures and learned to respect and care for the life in all its forms. Even as their society reached its technological peak, however, the Chozo felt their spirituality wane. Their culture was steeped in prophecy and lore, and they foresaw the decline of the Chozo coinciding with the rise of evil. Horrified by the increasing violence in the universe, they began to withdraw into themselves, forgoing technology in favor of simplicity. Tallon IV was one of the several refuges they built - a colony bereft of technology, built of natural materials and wedded to the land and its creatures. The years passed, and in time a great meteor crashed into Tallon IV, sending a massive spume of matter into the atmosphere and impregnating the land with a cancerous element known as Phazon. This element immediately sank into the earth and water, poisoning life wher- ever it bloomed. Most plants and animals died, while others mutated into hideous forms. The Chozo called upon all of their knowledge and technology to control the power of the Phazon, but their efforts were doomed to fail. All they could do was build a temple over the crater at the impact site, sepa- rate the Phazon core, and seal it away. Believing that someday a savior would return to the planet, the Chozo left for an unknown destination, leaving behind nothing but engraved accounts of their time on Tallon IV. 8-9 THE SPACE PIRATES ----------------------- The Space Pirates were interstellar nomads, technologically advanced in both space travel and weaponry. When they plundered the Metroid population that had been discovered by the Galactic Federation on SR388, they recognized in them massive military and energy resource potential. They immediately invaded the nearby planet of Zebes, wiping out all life (including most of the indigenous Chozo) and building a mas- sive network of research facilities below the planet's surface. Deep below the surface of Zebes, the Space Pirates researched Metroids for many years, even as a young girl orphaned by their raid on the neighboring planet K-2 was growing up among the Chozo. Trained as a warrior and infused with Chozo blood, Samus Aran donned a Chozo- made Power Suit and cut a swath through the Space Pirates' operation, destroying everything in her path, including the gargantuan manstays of the Space Pirate army, Ridley and Kraid. She eventually made it to the core of their base, destroyed all the Metroids she saw, and seemingly blew up the Mother Brain. But the Space Pirates were far from finished. They immediately split their survivors into two main camps. One headed to Zebes to begin rebuilding their ravaged facility and resuscitating Mother Brain, Ridley, and Kraid. The second set out in search of a planet with powerful energy resources. They didn't search far before they discovered Tallon IV, which was still emanating huge pulses of energy from the Phazon contained beneath the Chozo temple. Entranced by the massive potential of the strange mutagen, they immediately moved in, retrofitting their laborato- ries, transporters, and life-support systems into the Chozo Ruins. As the Space Pirates mined the Phazon and experimented with it, they found that its capacity to mutate was unlike anything they'd ever seen, and they promptly started combining it with indigenous life-forms. They refined their operation; powering their machinery with thermal- powered engines sunk in the molten depths of Tallon IV, they drove deep mineshafts and mined more and more PHazon, shipping it to their two main labs in the Phendrana Drifts, where sub-zero temperatures made specimen containment safer. Research leaped forward: by harnessing Phazon's power, they were able to create untold horrors that soon patrolled the dark caverns below Tallon IV's crust. The Space Pirates also transported many species to their orbiting ship for zero-G Phazon experiments, unaware that Samus Aran had finally tracked their ship to its low orbit. As they continued with their unnatural experiments, Samus sped toward Tallon IV, preparing to wipe them out once and for all... 10-11 THE ADVENTURE BEGINS ----------------------- Set your Metroid Prime Game Disc in the Nintendo GameCube and close the Disc Cover, then turn on the POWER Button. When the title screen appears, press start to continue to the Main Menu. GETTING STARTED Before Playing, you must first create a Metroid Prime save file. You need to have a Memory Card inserted in slot A with at least 2 blocks of free space on it in order to create a file for Metroid Prime. Please refer to the Nintendo GameCube instructions on how to format, copy, and erase Memory Card files. If this is your first time playing, select one of the NEW GAME files and press the A Button to begin. If you have a previously saved game file, simply choose that file to continue from your last save point. In order to save your progress through Metroid Prime, you must find Save Rooms located throughout Tallon IV's many regions. When you find one of these rooms, enter the saving apparatus. When asked if you want to save, choose YES and press the A Button. All of your progress up to that point will then be saved to the Memory Card in Slot A. ERASING FILES If you want to erase a file, select Erase from the bottom of the screen, choose the file you want to erase, then press the A Button. Remember: once you erase a file, you can never recover it, so be careful! OPTIONS From the pause screen, press the L Button to customize many features of your game- play experience. You can also acces the Options screen from the Main Menu before you start your game. VISOR DISPLAY Adjust Samus's Visor opacity Adjust the brightness and her helmet opacity, and the dimensions of the game play HUD lag time. screen. SOUND CONTROLLER Adjust the volume of the music Choose to play with standard and sound effects, or select control or a reversed Y-axis. You between Mono, Stereo, and can also turn the Rumble feature Dolby Surround modes. on or off and reverse the visor/beam configuration. PROGRESSIVE SCAN MODE This game can be set to display a higher resolution image on TVs that support progressive scan mode (EDTV, HDTV). In order to use the progressive scan mode, you need a TV that can accept this type of input (see your TV operation manual) and a Nintendo GameCube Component Video cable (available only through Nintendo. Visit www.nintendo.com or call 1-800-255- 3700). To activate the progressive scan mode, press and hold the B Button while the Nintendo GameCube logo is being displayed until the message "Display in Progressive Scan mode?" appears. Select YES to activate the mode. Please note that on some TVs, activating the progressive scan mode will set the format of the image to a wide-screen (16:9) format. 12-13 CONTROLS ----------------------- L BUTTON -Lock onto enemies -Scan objects in Scan Mode (see page 18) -Use Grapple Beam (see page 23) START/PAUSE -Pause the game and view Samus's databanks (see page 24) CONTROL PAD -Switch visors (see page 18) CONTROL STICK -Move Samus -Look around -Aim (with the R button) Z BUTTON -Call up map (see page 24) R BUTTON -Look around -Aim (with Control Stick) -Activate Spider Ball in Morph Ball mode (see page 21) Y BUTTON -Fire Missiles -Lay Power Bombs in Morph Ball mode (see page 21) X BUTTON -Switch between standard and Morph Ball modes A BUTTON -Fire beam weapon -Lay Bombs in Morph Ball mode (see page 21) B BUTTON -Jump -Activate Boost Ball in Morph Ball mode (see page 21) -Dash Sideways while locked-on (see page 23) C STICK -Select beam weapons (see page 17) 14-15 POWER SUIT INTERFACE ----------------------- Samus's Power Suit Suit is technologically complex, but all of its diagnostic functions are projected on the inside of the visor for easy access. Knowiong the status of the suit at all times may make the difference between survival and failure, so it's important to understand every part of the readout. RADAR The wedge at the top of the circular radar display is Samus's field of vision. Enemies within the radar's range appear as orange dots. TARGETING RETICULE This reticule will automatically track enemies or scan points. By pressing the L Button, you will lock onto whatever point is currently highlighted. Bear in mind that the reticule will change in appearance depending on which visor Samus is currently using (see page 18). THREAT ASSESSMENT This gague warns Samus of nearby environmental dangers. It rises in accordance with the proximity of the threat--when the threat is extremely neaer, the word "Warning" will appear. If Samus is actually being injured by the hazard, the word "Damage" will appear. VISORS The symbols here correspond to Samus's different visors. Each one is mapped to a direction on the + Control Pad--simply press the + Control Pad in the appropriate direction to select that visor (see page 18). MAP This area shows a small section of the current map. If you press the Z Button, you'll call up the full-screen map (see page 24). ENERGY RESERVES The numeric display and horizontal gauge track the amount of energy in Samus's Energy Tank. The highlighted squares above the main energy gauge indicate Energy Tanks that Samus has in reserve. MISSILE RESERVES The vertical gauge and numeric display track the number of Missiles Samus has in reserve. When Samus's Missiles are armed, this display glows more brightly. BEAM WEAPONS The symbols here represent Samus's different beam weapons. Each one corresponds to a direction on the C Stick--press the C Stick in the appropriate direction to select that weapon (see page 17). 16-17 ARMOR & ARMAMENTS ----------------------- As Samus delves depper into the Space Pirates' operation, she'll find power-ups that improve both her arsenal and her suit. Every power-up she finds will help her access something new in vast regions of Tallon IV, so remember areas where she can't progress and return once she's gained new abilities. Pay special attention to the colors of closed doors, as they should help you determine what weapons you need to use to open them. POWER SUIT Samus's standard Power Suit was built specifically for her by the Chozo people. It is integrated with her body, acting as a sort of second skin--not only does it provide shielding in battle and augmented physical strength, but its life-support systems allow her to survive in water and even space without additional equipment. VARIA SUIT Once Samus finds the Varia Suit, she will be able to survive extremely high temperatures like those found in the fiery depths of Magmoor Caverns. GRAVITY SUIT The Gravity Suit upgrades Samus's suit even more. It negates the effects of water, allowing Samus to move and jump normally even while submerged. POWER BEAM This is Samus's standard beam, which you can fire continuously by rapidly tapping the A Button. As with all beam weapons, the Power Beam becomes much stronger once Samus finds the Charge Beam power-up. Once Samus has found the Charge Beam, press and hold the A Button to charge up her shot, then release the A Button to fire a powerful blast. WAVE BEAM The Wave Beam fires three oscillating waves of energy. As with the other beam weapons, the Wave Beam is especially effective against certain enemies and can be powered up once Samus finds the Charge Beam. The Wave Beam also features a limited homing effect. ICE BEAM The Ice Beam has a slower rate of fire than the Power Beam, but it makes up for this flaw with its ability to immobilize enemies briefly with a layer of ice. Some enemies are particularly vulnerable to this weapon, so experiment with it. The Ice Beam may destroy weak enemies rather than freezing them. PLASMA BEAM The most powerful beam weapon in Samus's arsenal, the short-range Plasma Beam launches streams of molten energy that can ignite some enemies and melt ice. Like all beam weapons, the Plasma Beam can combine wih Missiles for a high-powered combo attack once Samus finds its combo power-up (see page 22.) 18-19 BEHIND THE VISORS ----------------------- Samus's most important tool is her suit, and it can provide her with a wealth of information by interfacing with various visors. Samus will start the game with two--the standard Combat Visor and the Scan Visor--but eventually she'll use four, each of which can be accessed easily by pressing different directions on the + Control Pad. COMBAT VISOR This default visor is standard for battle and provides Samus with all the general information she needs (see pages 14-15). SCAN VISOR When Samus uses the Scan Visor, a magnifying reticule will appear in the center of her visor. This reticule picks out anything that can be scanned--from creatures to computer terminals--and shows it as an orange or red symbol. If you press and hold the L Button while locked onto one of these symbols, the Scan Visor will download information. Once it's done downloading, the visor will display a message. Besides using the Scan Visor to solve puzzles, find enemies' weak spots, and unlock various areas in the game, Samus will also frequently download pieces of information that can be stored in her Log Book. These can be accessed by pressing START/PAUSE during game play (see page 25) and include creature morphologies, Space Pirate logs, Chozo literature, and much more. THERMAL VISOR Once Samus finds the Thermal Visor, she can track enemies using their heat signatures. Not only does this visor help locate enemies hidden in dark areas, but it can also be used for acquiring alternate targets on enemies. A thermal scan can often find a hidden weak spot on an otherwise difficult enemy. Not only that, but thermal scans show other clues that the naked eye can't discern; if you run into a dead end, try scanning the entire area with the Thermal Visor equipped. X-RAY VISOR After Samus tracks down the X-Ray Visor, she'll be able to peer through walls to find hidden passages and even see invisible objects. This visor also helps track any enemies that use optical camouflage to render themselves invisible to the naked eye. As with the Thermal Visor, the X-Ray Visor can often identify alternate means of attacking foes. 20-21 THE MORPH BALL ----------------------- As Samus explores, she'll run into many areas that are too small for her to navigate. Once she finds the Morph Ball, however, she'll gain the power to roll herself up into an armored ball that can fit in small tunnels and drains. As she finds additional power-ups, she'll expand on the abilities at her disposal while in Morph Ball mode. GETTING ROLLING When Samus rolls into the Morph Ball, the camera will pull back out of the visor view and display a third-person perspective. Using the Control Stick, you can roll the Morph Ball in whichever direction you choose. Bear in mind that gravity will affect the Morph Ball-- you'll need to tilt the Control Stick farther while rolling up inclines. BOMBS Samus will be vulnerable when she first gets the Morph Ball, but she'll soon find Bombs to arm herself. Samus has an unlimited number of these energy-based explosives, but she can only drop three at a time. Bombs can be used to destroy weak walls as well as enemies. By positioning the Morph Ball directly over a Bomb, you can propel the Morph Ball up into the air, effectively jumping short distances. Try varying the timing as you drop Bombs to reach even greater heights. THE BOOST BALL The Boost Ball accelerates the Morph Ball. Once Samus findds this power-up, press and hold the B Button to build up a speed boost. When you release the B Button, Samus will accelerate in the direction she is rolling. This is especially useful for boosting up the sides of half-pipe areas. POWER BOMBS Power Bombs are super-powered bombs that will affect everything within a certain distance of their explosions. Unlike ordinary Bombs, these are limited in number, and Samus will have to replenish them herself by defeating enemies and collecting Power Bomb capsules. Some structures can be destroyed only by Power Bombs. THE SPIDER BALL Once Samus finds the Spider Ball, she can magnetically attach herself in Morph Ball mode to specific magnetic tracks that run throughout Tallon IV's environments. To activate the magnet, simply press and hold the R Button. The Morph Ball will stay fixed to the track as long as you hold the R Button -- til the Control Stick to move along the track and release the R Button when you wish to drop off the track. You can propel yourself upward by laying Bombs while attached to a track. 22-23 POWER-UPS & POWER MOVES ----------------------- There are many other power-ups strewn across the world of Metroid Prime, and all of them will play vital roles in Samus's quest. Scan every room for possible power-ups--very often, you'll need to solve a puzzle to reach a specific power-up. You'll also want to practice some advanced moves that will help you progress through the game. ENERGY TANKS Samus starts her adventure with minimal energy reserves. For every Energy Tank she tracks down, however, her maximum energy reserve will grow by 100 units. The number of highlighted squares above the energy gauge at the top of Samus's Combat Visor display indicates how many full tanks she has in reserve. MISSILES & MISSILE COMBOS Once Samus arms herself with Missiles, fire them by pressing the Y Button. Keep an eye out for Missile Expansions, for every one of these Samus finds, her Missile arsenal will grow by five. Missiles will home in on whatever Samus locks on, and they can also be used to blow up hatch locks and destroy specific types of impediments. To replenish Samus's Missiles, collect Missile capsules from fallen enemies and crates. Every beam weapon can be combined with Missile to perform a super combo once Samus has found that beam weapon's combo power-up . To use a combo, charge up your beam weapon all the way by pressing and holding the A Button. Then, without releasing the A button, press the Y Button. Bear in mind that combos drain your Missile reserves. Some obstructions can be destroyed only by specific combo attacks. THE SPACE JUMP The Space Jump upgrade will activate boosters on Samus's suit, enabling her to jump a second time while airborne. Once she's found the upgrade, make Samus jump once by pressing the B Button, then press it a second time while she is in the air to jump a second time and get to previously unreachable areas. THE GRAPPLE BEAM After she tracks down the Grapple Beam, Samus will be able to latch onto specific energy nodes with an energy beam from her left arm. The icon above a node will brighten when it is in range, simply press and hold the L Button to latch onto it with the Grapple Beam. Tilt the Control Stick to vary your swinging angle, then release the L button at the top of Samus's swing to launch into the air. ADVANCED BATTLE TACTICS Samus has a wealth of weapons and moves at her disposal, and you'll have to practice with all of them if you hope to keep her alive. Once of the most important battle tactics is using the L Button to lock onto targets. If you press and hold the L Button without targeting anything, you will be able to strafe side- to-side by tilting the Control Stick. However, if you press and hold the L Button while targeting an enemy, you will then circle around your lock-on point by tilting the Control Stick. Additionally, you can perform a quick dash move while orbiting a target-simply tap the B Button while locked-on to leap sideways. Once Samus finds the Space Jump Boots, she can perform a double-dash by tapping the B Button twice. Using these moves will be key to surviving battles with the many enemies Samus has to face. 24-25 SAMUS'S DATABANKS ----------------------- Samus's suit can store a huge quantit of data that will help her along her journey. Most information, with the exception of the map, can be accessed by pressing START/PAUSE during game play. Once the Inventory screen appears, you can use the L and R Buttons to view the Options screen or the Log Book screen. MAP By pressing the Z Button during game play, you can call up a three-dimensional map display of the region Samus is currently in. Unless Samus has downloaded the full map for that particular region by finding a Map Rom, the only areas that will appear will be ones that she has explored already. Once she downlodas the map, however, rooms she has explored will glow orange while those yet to be explored will appear without color. The colored dots on the map are exits-the colors indicate which wapons will open the doors. Samus herself will appear as an arrow pointing in the direction she currently faces. You can zoom in or out with the L and R Buttons, move around with the C Stick, ore rotate the 3-D display with the Control Stick. To view the World Map, press the A Button. To toggle the map key on and off, press the Y Button. INVENTORY From this screen, you can view Samus and read additional invormation about Samus's current state, from the detailis of her power-ups to the abilities of her weapons. Simply select what you want to learn about and press the A Button to bring up an informational display. THE LOG BOOK ----------------------- As you play through the game, be sure to scan anything and everything. Very often you'll learn a crucial bit of information by scanning an enemy or downlading one of the many research logs located around the Space Pirates' operation. To view information that you have downloaded to your Log Book, press START/PAUSE and access the Log Book by pressing the R Button. From there, select the data you want to view and press the A Button to access your databanks. PIRATE DATA CHOZO LORE The Space Pirates have document- Fragments of Chozo lore are ed their research on Tallon IV, and spread around the ruins of their Samus will frequently find entire civilization, waiting to be translated log entries that offer glimpses into by Samus. Their insights may shed the insiduous operation. light on the mystery of the Phazon... CREATURES RESEARCH Whenever Samus scans and enemy, Many items will help Samus in her she will download valuable infor- quest, and scanning them will pro- mation regarding weak points and vide brief informational data for behavioral patterns, as well as later study. visual diagnostics of the creature's form. ARTIFACTS This section of the Log Book tracks twelve Artifacts left behind by the Chozo. Without all twelve of these Artifacts, Samus cannot succeed in her mission. A LINK TO METROID FUSION ----------------------- CONNECT YOUR GAME BOY ADVANCE! If you use a Nintendo GameCube Game Boy Advance cable to connect Metroid Prime with a complete Metroid Fusion Game Pak, you'll unlock something special. If you connect a Metroid Fusion Game Pak to a complete Metroid Prime game, you'll unlock a second secret. Follow the instructions below to link the two games together and refer to the CONFIDENTIAL insert included with your Game Disc for further instructions. WHAT YOU NEED: 1 Nintendo GameCube system 1 Game Boy Advance system 1 Metroid Prime Game Disc 1 Metroid Fusion Game Pak 1 Nintendo GameCube Game Boy Advance cable 1 Memory Card HOW TO CONNECT 1. Follow the instructions on page 10 to start the game. 2. When the title screen appears, select "Metroid Fusion Connection Bonuses" and press the A Button. 3. Select which feature you with to access and press the A Button. 4. Insert your Metroid Fusion Game Pak into the Game Boy Advance then connect it to Socket 2, 3 or 4 on the Nintendo GameCube using a Nintendo GameCube Game Boy Advance cable. 5. On the Game Boy Advance, press and hold START and SELECT and turn the power ON. 6. You are now ready to begin the data link. NOTES ON LINKING The following circumstances might cause a communication error or erase the data you saved on your Game Boy Advance: 1. A cable other than the Nintendo GameCube Game Boy Advance cable is used. 2. There's a Game Pak other than Metroid Fusion in the Game Boy Advance. 3. There is a loose connection. 4. The Nintendo GameCube Game Boy Advance cable, Game Boy Advance, and Nintendo GameCube are not connected properly. 5. The Nintendo GameCube Game Boy Advance cable is pulled out while exchanging information. 6. The power on the Nintendo GameCube or Game Boy Advance is turned off while exchanging information or the GameCube's RESET Button is pressed. Do not connect a Game Boy Advance cable or a Game Boy Advance you won't be using. The Nintendo GameCube Game Boy Advance cable will operate as long as it is connected to Socket 2, 3, or 4. 28-29 CREDITS ----------------------- RETRO STUDIOS [text omitted] NCL [text omitted] NOA [text omitted] 30-31 Important [text omitted] Warranty & Service Information [text omitted] [back cover]