GFS Valhalla The GFS Valhalla will require a lot of running around before you can explore it fully. The sections of the ship that you can explore will feature unpowered generators which need to be powered before you can move on; you need to power them by finding Energy Cells that are scattered around the galaxy. Terminals here will give you very vague hints about the locations of the cells if you scan them. (You can find this information in your Inventory section if you press the 1 button.) You don't need all of the energy cells to fully explore the ship, but getting them all is the only way to access all of the pickups in the ship, which is the only way to get the 100% complete ending. Energy Cell Locations (Needed for GFS Valhalla) Energy Cell 1: Lying on the ground by the ship that's crashed on the Valhalla's docking bay. Just walk over it to pick it up. Energy Cell 2: Obtained automatically when you first load up your ship with missiles on Bryyo. Apparently impossible not to obtain. Energy Cell 3: Generator B, Norion. This one will require you to have progressed at least up to where you've obtained the Seeker Missiles. Use the plasma beam to fuse together the circuit board in the cargo hub, then head down to the Cargo Dock B. Destroy the Hopping Metroids there with cold missiles and your beam fire, then use seeker missiles on the door that's revealed. Head through to defeat the Metroid Hatcher, which you may have already seen on the Pirate Homeworld. If you haven't, then the process involves shooting the ends of the tentacles, then shooting the mouth before it can spit out metroids, then grappling the tentacles and pulling them away from the body. When the Hatcher is dead, roll through the ball tube to nab the energy cell. Energy Cell 4: Hidden Court, Bryyo. In order to obtain this energy cell, you have to have extended the bridge in the Machineworks Bridge section of the area that connects the Thorn Jungle to the Federation Hangar Bay areas. To do so, first you need to use your Ship Grapple to grab the head of the statue in the Fuel Gel Pool and drop it on the statue in the Colossus Vista area. That'll open one side of the bridge area; use your boost ball in the spinner to extend that side of the bridge. Next, land your ship at the Thorn Jungle landing side and head to the North Jungle Court, where you can use your Ship Grapple on a large structure in one of the alcoves. Do so, then follow the path that's revealed under it to reach the other side of the bridge. Extend it and walk back across. Head through the Hall of the Golems and get to the Hidden Court. Drop the battery onto the fuel gel pump here to extend the energy cell. Jump to the top of the room and use the halfpipe to access the energy cell. Energy Cell 5: Connected to research station in Skytown Xenoresearch system. Required to get the Swarm Missiles. Energy Cell 6: Command Courtyard, Pirate Command. Required to move on. Energy Cell 7: Metroid Processing, Pirate Homeworld. Optional, but easy to spot under the floor when you charge up the core generator. Energy Cell 8: Ballista Storage, Elysia. Where you originally found the boost ball. Drop down, defeat the Steamlord, charge the turbines, and remove the Energy Cell. Requires Energy Grapple. Energy Cell 9: Phazon Quarry, Pirate Homeworld. After obtaining the Nova Beam, unlock the phazite door in the Main Cavern and follow it through to Drill Site 2. Use x-ray vision and blast the drill's interior red ball, then head back to the quarry and find the energy cell. First Trip If you want to explore the Valhalla early in the game, we'll tell you roughly what to expect. (You can skip it now and simply come back when you have all of the energy cells that you need.) The door in front of you is out of power. Luckily for you, you should still have an energy cell from when you loaded your ship up with missiles in the docking bay on Bryyo way back when. Insert it into the receptacle and power up the door, then open it and move on. You can also pick up Energy Cell 1 from the ground by the ship that's crashed on the floor of the docking bay. You can expect to encounter a few metroids on board the Valhalla. In the Hangar A Access corridor, scan the terminal on your right to gain access about an energy cell, then swing across the gap to reach the next door. (You'll want to scan any of these terminals that you see, as finding all of the energy cells will be the only way to fully explore the Valhalla.) You'll have to melt the bodies of the troopers here to open it. You'll enter the Repair Bay. There's a door hidden behind a crate here; feel free to head through to the Stairwell, but you won't be able to get far. Instead, jump up atop the crashed vehicle here and avoid the electrical arcs as you jump. Head through the security station, using charged blasts to fracture the shattered glass. When you reach the far hallway, take a right and enter MedLab Alpha. Missile away the detritus here, destroy the phazon hoppers, then grapple the covering on the ball tube and head in. You'll pick up a Missile Expansion. You can move a bit further in by using Energy Cell 1, but it's not really necessary to do so now. We'll come back later when we have more tools to use and all the energy cells needed to explore the ship. Second Trip To thoroughly explore the Valhalla, you'll need energy cells two through nine; the first cell is on the Valhalla itself, as well as the nova beam weapon. We'll write this walkthrough based on the assumption that you've found all of the cells and don't need to leave the Valhalla after entering. (Check the beginning of this chapter for a list of energy cell locations.) Head into the Valhalla and proceed to the Repair Bay, which should be swarming with metroids. Find the door behind the large crate at the northwestern corner of the room. That'll lead you to the Stairwell. Power up the two energy cell locations here to move on up to the Weapons Cache, where you can find a Missile Expansion. You can also scan for the location of the first energy cell here; it's apparently near a docking bay somewhere. Hmm… Go back to the Repair Bay and jump up to the top to move on. Find the Auxiliary Lift to the left in the next hallway and power it up. There's another Missile Expansion here. Ride the lift to the top and find the balltrack between the cracks of the lift's wall. If you ride one of the ball lifts downwards, it'll come to the missiles. The Upper Level Head out of the lift and use your ball form to reach the Port Observation Deck. Power up the door here directly to your right as you enter. That'll lead to Junction A. The blue door here will lead to the Munitions Locker, where you can find an Energy Tank. Ignore the green door here for now. Return to the Observation Deck and unlock the door here with seeker missiles. That'll lead you to the Xenoresearch Lab, where there's scanning a-plenty to be done. Blast through the research shutter with a missile, then drop down to the floor and rip the two coverings off the lower energy generator with your grapple. Power both of them up to recharge the generator, which will pop out of the ground and reveal a Ship Missile Expansion. Drop into the hole behind it and follow it directly through until you grab the ship missiles. This will be the second or third time you've seen the Metroid Hatcher, so you should know what to do by now. Now, return to the green door near the energy tank and head through. You'll eventually come to the Aurora Chamber. If you've collected all the energy tanks, then you should have at least two available to you. You'll need to climb the first ramp here, turn around, and fire a missile into the wall where the clamp is. That'll free up the last two energy cell receptacles. Insert the cells, fight the Metroid Hatcher (if you want to; you can apparently just move up and leave the room if you want), and move on. Control Room When you reach the control room, scan around until you find a soldier's PDA with a code on it: 78356. That'll be what you need to enter into the security terminal here. That'll net you the AU unit's last transmission. You can then power up the grapple point across the room to obtain the Pirate Code. It'll come in handy pretty soon. Opening the Wormhole In order to complete your mission (or the game, at least), you now have to open a wormhole to Phaaze, the planet made of pure phazon that Dark Samus has established her dominion over. To do so, you'll need to return to the Pirate Homeworld and force one of the ships in orbit to open the hole in space. Sounds like fun. Tip: If you don't have all 100 pickups at this point, now would be the perfect time to go back and nab all of them. You won't be able to return from Phaaze when you open the wormhole. Land on the Command Center's Landing Site Bravo and return to the Command Station room. There's an overgrowth of phazon plant here. Enter hypermode and grapple it, then overload it with energy to destroy it. That'll lead to a transit station. It's time to take the fight to the enemy. When you reach Pirate Command, head into the teleport room and find the ballpipe on the upper level. Smash the covering and roll down to the switch below you to depower the shield leading to the teleport, then move on up to the Leviathan. All you need to do is use the terminal here to take control of the Leviathan, which will then allow the GSF fleet to warp to Phaaze. Return to your ship via the warp portal and save your game. Again, if you want the best ending, go ahead and track down the remaining pickups that you have left.