Metroid Prime Remastered drops you into a single interconnected world on Tallon IV with almost no direction beyond the words “scan everything.” That freedom is the point, but it is also why a thorough metroid prime remastered walkthrough helps: the game gives you upgrades out of order with no map markers, and a single missed scan or skipped beam can lock you out of an area for an entire session. This guide treats the campaign as one continuous sequence you can follow from the opening frigate crash to the final Metroid hive, while still flagging the alternative routes that experienced players use for backtracking and collectible cleanup.
The remaster itself runs on the same structure as the 2002 GameCube original. The level layout, room connections, item placements, and enemy placements were not redesigned for the Switch release; what changed is the control scheme, the visual presentation, and the quality-of-life features such as the modern dual-stick layout, the in-game hint system, and the way missile and lock-on modes behave. If you are used to sequence-breaking routes or detailed geometry exploits from the original, the remaster handles most of them the same way, and this walkthrough notes where that matters.
You will get a full area-by-area route, the order in which major upgrades become available, the boss strategies that depend on a specific visor or beam, the missile expansion and energy tank totals you should track, and a set of troubleshooting notes for the most common soft-locks and progression bugs. The guide also separates “what the game tells you” from “what you actually need to do,” which is often two different things in this title.
Metroid Prime Remastered walkthrough: the full route at a glance
The full path through the game is shorter than it feels because the map is one continuous surface rather than separate levels. You move between the surface ruins, the Chozo ruins, the mines, the Phendrana Drifts, the Phazon Mines, and the Impact Crater in a loop, returning to earlier rooms whenever a new ability unlocks a previously locked door. A clean first playthrough typically takes around 13 to 16 hours if you stop for most scan logs, and closer to 9 to 11 if you are familiar with the routes. Any solid metroid prime remastered walkthrough should treat the ability gates as the spine of the campaign, not the room numbers.
| Upgrade | Typical pickup area | Doors / paths it opens | Best next stop after pickup |
|---|---|---|---|
| Power Beam (default) | Frigate Orpheon | Standard blast doors | Tallon Overworld landing site |
| Charge Beam | Chozo Ruins – Main Plaza | Charge-compatible doors, faster kills | Ruined Shrine (Bomb) |
| Missile Launcher | Chozo Ruins – Sunchamber | Blue missile hatches | Magmoor Caverns access |
| Varia Suit | Chozo Ruins – Hive Totem path | Magma pools, high heat | Magmoor Caverns (Phazon Mines key) |
| Morph Ball | Chozo Ruins – Ruined Shrine | Tunnels, half-pipes, bomb slots | Chozo Ruins deeper halls |
| Bombs | Chozo Ruins – Ruined Shrine | Bomb slots, cracked walls | Chozo Ruins map station |
| Boost Ball | Phendrana Drifts – Research Lab | Half-pipe jumps, ball cannons | Phendrana surface tunnels |
| Wave Beam | Phendrana Drifts – Observatory | Pink door, circuit puzzles | Phendrana underground |
| Ice Beam | Phendrana Drifts – Phendrana Shorelines | Ice-only damage, frozen platforms | Research Core |
| Thermal Visor | Phendrana Drifts – Quarantine Cave | Heat-tracking, Ice Trooper fights | Research Lab Aether fight |
| Space Jump Boots | Phendrana Drifts – Observatory upper | Double jump, long gaps | Magmoor Caverns (lava routes) |
| Power Bomb | Phendrana Drifts – Gravity Chamber | Large blue hatches, mass breaks | Phazon Mines access |
| Plasma Beam | Magmoor Caverns – Plasma Chamber | Purple door, beam combos | Phazon Mines |
| Gravity Suit | Phazon Mines – Storage Depot | Underwater areas, no water damage | Phazon Mines mid-level |
| Phazon Suit | Phazon Mines – Elite Research | Phazon exposure, late-game content | Impact Crater |
| X-Ray Visor | Impact Crater – Crater Entry Point | Invisible platforms, Metroid scans | Final descent |
The order above matches the game’s natural gating. If you pick up a later item out of sequence, the game will not stop you, but a number of doors will simply remain locked and a small number of rooms will become more difficult because you are missing the visor that reveals their hazards. A good metroid prime remastered walkthrough keeps the order flexible but lists the items in the order that produces the smoothest first run.
Choosing the right control scheme before you start
The single most important decision you make before the first real combat encounter is the control scheme. The remaster ships with two layouts. The “original” layout keeps the lock-on and free-look on the right shoulder buttons and uses single-stick aiming, which is faithful to the 2002 game but feels stiff for many players. The “modern” layout splits movement to the left stick and aim to the right stick, with lock-on on the left trigger, missile on the right trigger, and morph ball on a face button. Almost every player who is new to the series should pick modern. If you are replaying for nostalgia, the original layout remains faithful enough that sequence breaks that depended on it still work.
You can switch the scheme from the main menu or from the in-game pause at any time, and the change applies immediately. If you plan to use a walkthrough heavily, also turn on the hint system, which surfaces short text pop-ups from the ship’s computer when you enter new rooms. They do not solve puzzles for you, but they identify the room name and the nearest map station, which is useful when you need to cross-reference a guide.
- Use modern controls for your first run unless you have a specific reason not to.
- Bind visor select to the d-pad and switch with quick taps while keeping the right trigger reserved for missiles.
- Set lock-on to the left trigger so your right thumb stays free to aim.
- Keep the map and inventory on the minus and plus buttons, where they are reachable without leaving first-person view.
- Enable the aim sensitivity slider to a level where 180-degree turns feel instant; lower it only if you are over-shooting close enemies.
Frigate Orpheon: opening sequence and crash landing
You begin in the cargo hold of the Space Pirate frigate Orpheon. The very first combat encounter is scripted: Parasites crawl out of crates and a large Parasite Queen appears once you have cleared the room. The strategy is simple. Switch to the Power Beam, hold the trigger to charge, release at close range, repeat. The door to the next room opens automatically. From there, work forward through the airlock to a series of corridors where you fight boarder Pirates and dodge searchlights. The Paralyzer is the Pirate-only weapon you can use here, but the Power Beam is sufficient to clear the section.
The crash cutscene leaves you on the surface of Tallon IV. The opening of any metroid prime remastered walkthrough is the same: scan every new object with the combat visor to fill log entries, register the map station as soon as you reach it, and pick up the first Missile Expansion in the Landing Site before heading north into the Overworld. The Overworld is mostly an open hub; you can reach the Chozo Ruins, Phendrana Drifts access, and Magmoor Caverns in almost any order once you have the Varia Suit, but the only “correct” first destination is the Chozo Ruins because the Charged Beam is gated there.
Chozo Ruins: Charge Beam, Morph Ball, and the first Missile Launcher
The Chozo Ruins are where the game teaches its core movement vocabulary. The early rooms walk you through the Power Beam, then the Charge Beam, then the Morph Ball and Bombs, then the Missile Launcher. Once you have those, you can start moving between regions in earnest. The Chozo Ruins are also where the first real puzzle room appears, the Ruined Shrine, which tests the difference between a regular blast and a charged shot on a specific symbol.
| Room | What you do here | Important pickups | Notes for the walkthrough |
|---|---|---|---|
| Main Plaza | Fight the first real ranged enemies and clear the plaza | Charge Beam | The Charge Beam is the first major combat upgrade |
| Sunchamber | Use the Morph Ball to trigger the chozo statue sequence | Missile Launcher, 5 starting missiles | You cannot leave the room with more than 5 missiles until the next expansion |
| Ruined Shrine | Solve the symbol puzzle to lower the water | Morph Ball, Bombs | Charged shots on the right symbol open the next path |
| Map Station | Register the map, save the game | None | Use the map to backtrack without confusion |
| Arboretum | Clear flying Pirana Plants and unlock water access | Missile Expansion | After this you can re-enter half of the Ruins freely |
| Save Station 1 | Save and restock | None | Use this as a checkpoint before Hive Totem |
| Hive Totem | Fight the Hive Totem boss, clear the swarm | Varia Suit | You need the Varia Suit for the Magmoor Caverns lava |
The Hive Totem fight is a tutorial in how the game expects you to use lock-on and visor switching. Wait for the central node to be exposed, fire missiles into the opening, and switch to the thermal visor if the visual clutter from the parasites makes targeting difficult. The fight is short if you keep moving and avoid standing directly under the falling debris. Once you have the Varia Suit, the game telegraphs that you can now reach Magmoor Caverns by entering the hot room north of the Ruins. That is your next stop on the route.
Magmoor Caverns: lava routes, the first major boss, and Phendrana access
Magmoor is the heat-check area. With the Varia Suit you no longer take damage from the magma, but the enemies here hit hard, and the path between Magmoor and Phendrana is gated by a power conduit that the game expects you to repair in two pieces. The first piece of the conduit is found inside the caverns, the second in the Phendrana Drifts, which is why the game funnels you there next.
Use the morph ball tunnels liberally. The morph ball in this game is fast, has good air control, and can survive long drops that would damage Samus on foot. A simple metroid prime remastered walkthrough habit is to enter any tunnel you can see, even if you are not sure where it goes, because the tunnels are the most efficient way to cross Magmoor. The most important pickups here are the Wave Beam, which is technically inside Phendrana, the Ice Beam, also inside Phendrana, and the Space Jump Boots, which transform how you explore the rest of the game.
Combat in Magmoor relies on the Ice Beam more than anything else. Most flying and burrowing enemies have a short freeze window when hit by a charged Ice Beam shot, and that window is the cleanest time to land a missile or a Super Missile. If you are running out of missiles, the Magmoor Caverns have several Energy Tanks and Missile Expansions placed in mid-air ball-cannon jumps, which become much easier once you have the Boost Ball from Phendrana.
Phendrana Drifts: thermal visor, frozen puzzles, and the Space Jump
Phendrana is the snow region and the longest single area in the first half of the game. The two important items here are the Thermal Visor and the Space Jump Boots. The Thermal Visor is found inside the Quarantine Cave, and you will need it to track a large flying boss later, the Ice Trooper, that becomes invisible without it. The Space Jump Boots are found by climbing the upper platforms of the Observatory after the Wave Beam has unlocked the pink door.
The puzzles in Phendrana lean on a mix of morph ball paths, beam-typed switches, and platforming. A useful walkthrough trick is that the boost ball lets you ride half-pipes for much longer jumps than the original game allowed, so if you have already done the original on GameCube, expect a few originally-difficult jumps to feel much easier in the remaster.
| Pickup | Where to find it | Door / path it unlocks | Why it matters |
|---|---|---|---|
| Wave Beam | Observatory lower level | Pink wave-beam doors | Required for the upper observatory and a side path to the Gravity Suit area |
| Ice Beam | Shorelines behind a closed hatch | Ice-only puzzle rooms | Required for the elite research door in Phendrana and for the Research Lab Aether boss |
| Thermal Visor | Quarantine Cave after a short fight | Invisible heat-tracking | Required for the Ice Trooper and several hidden scan targets |
| Boost Ball | Research Lab main hall | Half-pipe energy charges | Unlocks fast ball-cannon jumps |
| Space Jump Boots | Observatory upper, behind a wave-beam puzzle | Longer jumps across the surface | Transforms late-game traversal |
| Power Bomb | Gravity Chamber (after the Thardus fight) | Large blue hatches | Unlocks the Phazon Mines and several Phendrana backtracking hatches |
The Thardus fight is the main boss of Phendrana and the moment when most of the major movement upgrades click together. Thardus is a rock-based creature that becomes vulnerable only when a specific limb is exposed. The standard strategy is to wait for the rock wall to fall into a quarter-circle formation, shoot the exposed shoulder with a charged plasma shot, and follow with missiles. The fight is much easier with the Plasma Beam, which is why the game guides you back into Magmoor right after Thardus to grab it before continuing.
Back to Magmoor for the Plasma Beam and the Wavebuster puzzle
The Plasma Beam is in the Plasma Chamber, deep inside Magmoor. Once you have the Power Bomb, you can break the large blue hatches that gate the chamber. The Plasma Beam opens the purple doors and is the only beam that deals extra damage to several late-game enemies, including the elite Pirate Troopers in the Phazon Mines. After the Plasma Beam, the next stop is the Phazon Mines. The Phendrana side of the path opens only after the gravity chamber is restored, so the game funnels you directly into the mines from this point.
Phazon Mines: Gravity Suit, Omega Pirate, and the Phazon Suit path
The Phazon Mines are the most combat-heavy area in the game. The Gravity Suit is found in the Storage Depot and removes the underwater damage that was previously slowing you down. After the Gravity Suit, the path opens into a series of mine shafts with the first serious Pirate Trooper fights, and a few rooms with grapple-swing puzzles. The grapple beam, which you picked up much earlier in the Chozo Ruins, becomes essential here. Use the lock-on to lock onto a grapple point and the visor will keep the line taut for you.
The Omega Pirate is the main boss of the mines. It is fast, it has a ground-slam attack, and it can fire a continuous beam that drains energy if you are caught in it. The recommended strategy is to keep moving in a wide circle, fire charged plasma at its chest when its visor opens, and finish it with a Super Missile combo. After the Omega Pirate, the Phazon Suit is available in the Elite Research area. The Phazon Suit is mandatory for the final sequence and unlocks the last few rooms in the mines.
| Step | Area | Key item or event | What it unlocks |
|---|---|---|---|
| 1 | Storage Depot | Gravity Suit | Underwater movement, no damage from liquid Phazon |
| 2 | Elite Control | Grapple-only shaft | Access to the upper mining platforms |
| 3 | Quarry | Mine-carts puzzle | Bridge access to the Elite Research wing |
| 4 | Elite Research | Phazon Suit | Final area gating and last few rooms |
| 5 | Phazon Processing Center | Omega Pirate boss | Path to the Impact Crater |
| 6 | Mine Security Station | Missile Expansion, save point | Last chance to top up before the final sequence |
Impact Crater: the final descent
The Impact Crater is short but intense. The X-Ray Visor is here, and it is what lets you see the platforms leading down to the Metroid Prime boss fight. The X-Ray Visor also reveals the few remaining invisible scan targets that the original game did not have. Use the visor to find the hidden platforms, descend slowly, and keep your energy high. The final boss is a multi-phase fight, and the walkthrough below assumes you already have the Phazon Suit, the Plasma Beam, and a full complement of missiles.
The first phase of the final fight is the core of Metroid Prime itself. The boss is invulnerable from most angles and exposes its core only when you land a specific combination of beam shots. The recommended combo is a charged plasma shot followed by a missile, repeated. When the core is exposed, fire everything you have. The second phase drops you into a dark area with platforming; the X-Ray visor is essential here. The third phase is a fast-moving shell with a frontal laser. The For additional context, general strategy for any metroid prime remastered walkthrough is the same: lock on, fire charged plasma at the weak point, missile when the lock is steady, and dodge the large beam with a quick double jump once Space Jump is online.
After the boss, the cutscene plays, the credits roll, and the percentage completion screen shows how many of the 100% collectibles you picked up. If you missed missile expansions, energy tanks, or scan logs, the post-game is identical to the pre-final area, so you can use the same routes to backtrack. The save file becomes a post-completion file at that point, which lets you keep playing in the same world for cleanup.
Collectibles: 100% completion checklist
The original game had 100% completion tracked through a combination of items, scan logs, and bonus unlocks. The remaster keeps the same numbers. If you are following a walkthrough, the easiest way to hit 100% is to scan every new object you see on your first visit and to backtrack with a checklist once the ability gates are open. The most commonly missed collectibles are the missile expansions inside the morph ball tunnels, the energy tanks locked behind grapple-swing puzzles, and the pirate data scan logs in the Phazon Mines.
- 12 Energy Tanks, including one in the Impact Crater
- 49 Missile Expansions across all regions
- Power Beam upgrades, including the Charge Beam, Ice Beam, Wave Beam, and Plasma Beam
- All four visor upgrades: Combat, Thermal, X-Ray, and Scan
- All four suits: Power, Varia, Gravity, and Phazon
- Morph Ball, Bombs, Boost Ball, Spider Ball, Power Bomb, and Space Jump Boots
- Grapple Beam and the Voltage Conduits that restore power in the Drifts
- All chozo lore entries, pirate data entries, and creature scans
Most walkthroughs recommend saving the game’s completion percentage in a separate file if you want to keep multiple playthroughs. The Switch system handles save slots per user, so the in-game save is independent from any other profile. Backups via the system’s own save-data-management menu work for cloud saves, but most players keep the file local to avoid accidental overwrite.
Boss strategies you will use more than once
The boss design in this game is built around teaching the player how to use a specific weapon. A walkthrough benefits from listing them together because the strategy is the same, and because the later bosses reuse the early tactics at higher difficulty. The table below covers the major bosses and the upgrade you need to be effective against them.
| Boss | Region | Required upgrades | Recommended strategy |
|---|---|---|---|
| Parasite Queen | Frigate Orpheon | Power Beam, missiles optional | Charge and release at the mouth, dodge the swipe |
| Hive Totem | Chozo Ruins | Missiles, Combat Visor | Wait for the center node, fire into the opening, dodge the falling debris |
| Plated Beetle | Chozo Ruins (optional) | Bombs | Use bombs under the shell, hit the exposed belly |
| Incinerator Drone | Magmoor Caverns | Missiles, Varia Suit | Stay in lava, lock-on, missile the joints |
| Thardus | Phendrana Drifts | Plasma Beam, Super Missiles | Hit the exposed shoulder after the rock wall drops, missile the weak point |
| Ice Trooper | Phendrana Drifts | Thermal Visor, Missiles | Use the thermal visor to track the body, missile during freeze windows |
| Research Lab Aether mini-boss | Phendrana Drifts | Ice Beam, Super Missiles | Freeze first, missile during the freeze |
| Omega Pirate | Phazon Mines | Plasma Beam, Super Missiles | Circle, fire charged plasma at the visor, dodge the slam |
| Ridley (scripted) | Phendrana Drifts (early) | None, scripted sequence | Survive, do not attack |
| Metroid Prime | Impact Crater | Plasma Beam, X-Ray Visor | Use the beam combo on the weak point, missile the exposed core |
Troubleshooting common walkthrough blocks
Even with a careful walkthrough, the game has a handful of soft-locks and progression traps that can waste an hour. The most common is missing a scan log that triggers a hint pop-up. The game uses certain scan logs as soft progression markers, especially in Phendrana. If a door is locked and you cannot figure out why, scanning every visible object in the current room usually surfaces the hint.
Another common block is the morph ball tunnel system. Some tunnels can only be entered from a specific side, and a few have a one-way drop. The trick is to enter from the side that has a slightly higher entrance, because the design is consistent: if the entrance is too low, the ball cannot get enough height to clear a lip further down. The map station in the area usually has a visual indicator showing which morph ball tunnels connect to which rooms.
Performance in the remaster is generally stable, but a few players report frame drops in the Phazon Mines during the Omega Pirate fight and in the Impact Crater during the final descent. Lowering the brightness in the Switch system settings and ensuring the dock or device is well ventilated helps in handheld mode. None of these are blockers, and a walkthrough can keep moving even if the frame rate drops during a long combat sequence.
- Soft lock at the Hive Totem: wait for the central node to retract fully before firing the next missile.
- Missile expansion appears missing: scan the room to register the Missile+ data, the expansion only spawns after the scan.
- Locked door with no visible reason: check whether a pirate data scan in the same region is required first.
- Boost ball fails to climb a half-pipe: enter the half-pipe from the lower side, not the upper side, and release the trigger at the peak.
- Thermal visor flickers in a boss fight: switch to combat visor briefly to reorient, then back to thermal.
How the remaster changes the original walkthrough
The original 2002 release was a GameCube title with a single-stick control scheme and a target resolution of 480p. The remaster runs on Nintendo Switch with a modern control layout, an in-game hint system, a reworked texture and lighting pass, and the same audio design as the original. None of these changes affect progression, but they affect how long the walkthrough takes and how often you need to consult it.
For most players, the modern controls are the single biggest improvement. The original control scheme was a common cause of motion sickness for new players because the camera and aim shared one stick. The remaster’s split-stick design is the default for most new players, and the game never forces you back to the original layout. If you are replaying the game, the original control scheme is faithful enough that sequence breaks that depended on it still work, but most speedrunners using a walkthrough prefer modern controls because of the precision boost in combat.
The hint system is the other major change. The original game expected you to read the scan logs and follow the ship’s computer advice, which is fine for a careful player but a barrier for casual ones. The remaster adds a series of short hint pop-ups that surface when you enter a new room, and a map indicator that highlights the nearest map station. None of these hints are required, but they cut down on the number of times you have to consult a walkthrough to figure out what to do next.
What a metroid prime remastered walkthrough cannot tell you
A walkthrough gives you the route, the pickups, and the strategies, but the game is also a sound and lighting design exercise. The atmosphere in the Phendrana Drifts, the audio cue when a Metroid spawns, the way the thermal visor makes a quiet room feel loud; these are part of the experience, and they are why the game rewards a careful playthrough rather than a speedrun. If you are following a walkthrough, slow down in the rooms that look like dead ends. Several of them are not.
The final point is that the game is a single interconnected world, not a sequence of separate levels. Most walkthroughs treat it as a sequence for clarity, but the map does not change. The connections between rooms are fixed from the moment you crash-land on Tallon IV, and the abilities you pick up simply change which doors you can open. If you are lost, the map is the most reliable way back, not the room names. The map stations in each region let you mark the room you are in, and the area map highlights the doors that you have not yet opened, which is a clean visual cue for what is left.
For a deeper look at the original game, including the design decisions that shaped the level layout, the Metroid Prime entry in Wikipedia covers the production history, the team’s relationship with the GameCube hardware, and the way the original game is structured as a single continuous surface rather than a sequence of separate stages. For the official Switch product page, the Nintendo UK Metroid Prime Remastered page is the authoritative source for the regional release dates, the in-game languages, and the file size of the digital version.
Frequently asked questions
How long is a typical Metroid Prime Remastered walkthrough run?
A first run focused on the main path takes 9 to 11 hours for experienced players and 13 to 16 hours for players new to the game. A 100% completion run with every missile expansion, energy tank, and scan log typically runs 18 to 22 hours, depending on how many trips the walkthrough requires you to make for backtracking.
Does the modern control scheme break the original sequence breaks?
No. The sequence breaks in the original game depend on movement geometry, not on the control scheme. The remaster keeps the same geometry, and the modern controls actually make the most common sequence breaks easier because the aim precision is higher. If you are replaying the game for a challenge, the original control scheme is faithful enough to attempt the speedrun routes that the original game used.
What is the recommended first boss upgrade to chase?
Most walkthroughs recommend the Charge Beam first because it is the first real damage increase against standard enemies. The Charge Beam also opens the first batch of charge-beam doors, which is what lets you reach the Morph Ball, the Missile Launcher, and the first set of missile expansions. Picking up the Charge Beam first turns the rest of the Chozo Ruins into a more forgiving sequence.
Do I need the Scan Visor for the walkthrough?
You do not strictly need it to finish the game, but the Scan Visor is the only way to fill the lore logs and the only way to get a few of the in-game hint pop-ups that point you at the next objective. If you are doing a completion run, the Scan Visor is essential. If you are doing a casual run, the Combat Visor is enough to finish the game, and the Scan Visor becomes a post-game cleanup tool.
Is there a New Game Plus in the remaster?
There is no explicit New Game Plus mode in the original or in the remaster, but a completed save file can be reloaded and the same world remains accessible. The post-game is identical to the pre-final area, so you can use the same walkthrough routes to backtrack and collect anything you missed. A second playthrough requires starting a new save file from the title screen.
What happens if I miss a Missile Expansion during the walkthrough?
Most missile expansions can be reached later once the right ability is unlocked. A small number of missile expansions, especially those in the Chozo Ruins and the Phendrana Drifts, are gated by an ability that becomes available later in the run. The walkthrough’s collectibles section tracks the location of every expansion so you can pick them up on a single backtrack pass once the gates are open.
Are there any boss fights I should skip on a first run?
No. The only optional boss is the Plated Beetle in the Chozo Ruins, and even that is worth a quick fight because the reward is a small amount of energy. Every other boss is part of the main path or unlocks an area required for the main path. Skipping any of them will block the walkthrough at the next locked door.
How does the remaster handle scan log tracking?
The remaster uses the same scan log counter as the original, with a target of 100% completion. The hint pop-ups, when enabled, are triggered by specific scan logs, not by progress points. If a door is locked and you cannot figure out why, scanning every visible object in the current room usually surfaces the relevant hint. The map station in the area also tracks the percentage of scan logs you have completed.
Is the walkthrough different in handheld vs. docked mode?
No. The game’s logic is the same in both modes, and the only practical difference is performance. Handheld mode can show a slight frame drop during the Omega Pirate fight and during the Impact Crater descent, but the gameplay itself is identical. The walkthrough is the same regardless of the display mode.
What is the cleanest way to backtrack for collectibles?
The map station in each region is the cleanest backtrack tool. The map highlights the doors that you have not yet opened, and the area map shows the rooms you have not yet fully explored. Mark the rooms with a known collectible on the map, then run the route in a single pass. The Phendrana and Phazon Mines regions are the most backtrack-heavy, and most walkthroughs recommend a single dedicated backtrack pass per region rather than splitting it into multiple runs.


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