Metroid Prime 4: Beyond Guide - All Bosses, Areas & Secret Ending
Complete Metroid Prime 4: Beyond guide for Switch 2. All boss strategies, energy tank locations, psychic abilities walkthrough, and secret ending requirements.
Eighteen years. That is how long fans waited between Metroid Prime 3: Corruption and the release of Metroid Prime 4: Beyond on December 4, 2025. After an infamous development restart in 2019 that brought Retro Studios back to helm the project, the wait finally ended with what stands as one of the most ambitious entries in the franchise. Whether you are a returning veteran or experiencing Samus Aran's visor-view adventures for the first time on Nintendo Switch 2, this comprehensive guide covers everything you need to conquer the mysterious planet Viewros.
The Story So Far
Metroid Prime 4: Beyond takes place between the events of Super Metroid and Metroid Fusion in the series timeline. The Galactic Federation dispatches Samus to defend a research facility on the planet Tanamaar from an attack led by the rogue bounty hunter Sylux. The Space Pirates under his command wield a terrifying new weapon: Metroids capable of possessing and controlling other organisms.

During the confrontation, Sylux damages an ancient artifact housed at the facility. The resulting energy discharge teleports everyone in the vicinity to the unknown planet Viewros, a world once inhabited by an advanced civilization called the Lamorn. Stranded and stripped of many of her abilities, Samus must explore this alien world, acquire new powers, and find a way home while uncovering the secrets the Lamorn left behind.
The Lamorn civilization possessed remarkable technology, including the Master Teleporter at Chrono Tower capable of traversing dimensions. Before their extinction, the Lamorn priests created five keys and scattered them across Viewros, ensuring only a worthy successor could access their greatest achievement. Samus must collect all five keys while contending with Sylux, who seeks to claim Viewros's power for himself.
Switch 2 Technical Excellence
Playing on Nintendo Switch 2 delivers the definitive experience. The game offers two display modes that cater to different preferences. Quality Mode runs at 4K resolution with 60 frames per second and HDR support, showcasing environments with stunning detail. Performance Mode drops to 1080p but delivers a buttery smooth 120 frames per second, ideal for players who prioritize responsive controls during intense combat.
Digital Foundry praised the HDR implementation as the best on Nintendo Switch 2, noting that it stands toe-to-toe with the finest examples on any console. The dynamic range brings Viewros to life, from the bioluminescent fungi of Fury Green to the molten rivers of Flare Pool. Retro Studios built the game on their in-house RUDE engine, and their deep understanding of Switch 2 hardware shows in every frame.
The Joy-Con 2 controllers introduce optional mouse-style aiming, allowing for precision shooting that Metroid Prime fans have requested for years. This control scheme particularly shines during boss encounters where hitting specific weak points determines victory or defeat. If you own the original Switch version, an upgrade pack lets you access all Switch 2 enhancements without purchasing the full game again, similar to the upgrade path offered for Animal Crossing: New Horizons Switch 2 Edition.
Complete Area Walkthrough
Viewros contains six main regions connected by the sprawling Sol Valley hub. Each area guards one of five Master Teleportation Keys needed to activate the Chrono Tower and escape the planet.

Prologue: UTO Research Center
The game opens at the Federation facility on Tanamaar under attack by Sylux and his forces. This section serves as a tutorial introducing core mechanics, but do not rush through it. Three critical logbook scans exist only here and missing them permanently locks you out of 100% completion. Scan every Space Pirate variant and Federation Trooper you encounter. The boss Aberax awaits at the end of this sequence.
Fury Green
After the teleportation incident deposits Samus in Viewros, she awakens in the jungle region of Fury Green. Here you rescue Myles MacKenzie, a Federation technician who establishes a base camp that serves as your central hub throughout the game. MacKenzie can upgrade your elemental shots once you bring him the necessary chips from other regions.
Fury Green contains six Missile Expansions, seven Elemental Shot Expansions, and your first Energy Tank. The guardian boss Carvex is a massive creature with multiple targets you must hit simultaneously. Scan its vines and Pollen Sac during the fight as these entries become unavailable afterward.
Volt Forge
This multi-tower industrial complex houses the Thunder Chip needed for your Thunder Shot upgrade. The area features verticality-focused exploration across three towers connected by power conduits. The boss Xelios is an armored machine guarding the second Master Key. Focus on destroying its armor plating before targeting the exposed core.
After acquiring the Thunder Shot, return to earlier areas to reactivate downed Scout Bots. These helpful machines reveal the locations of all remaining collectibles in their respective regions, making 100% completion far more achievable.
Ice Belt
The frozen wastes of Ice Belt introduce the soldier Reger Tokabi as a companion character. This area emphasizes traversal puzzles involving frozen surfaces and temperature-sensitive mechanisms. The Ice Chip awaits here, enabling the Ice Shot that can freeze enemies and create temporary platforms on water.
Boss Keratos uses roll attacks that can be turned against him. Dodge his charges so he crashes into ice walls, then blast his exposed underbelly while he is stunned. This fight rewards patience and positioning over aggressive offense.
Flare Pool
The volcanic Flare Pool region features some of the most visually impressive environments in the game. Here you meet Federation soldiers Ezra Duke and Nora Armstrong, whose contrasting personalities provide memorable exchanges. The area contains nine Missile Expansions and the Fire Chip for your Fire Shot.

The boss Phenoros stands as arguably the most epic encounter in the game. This two-phase battle takes place in a lava-filled arena and tests every skill you have developed. The first phase has you pursuing Phenoros on the Vi-O-La cycle while targeting its exposed membranes. The second phase takes place on land where you must dodge its fire breath and tail swipes while targeting weak points.
A unique sequence in this region involves a Swim Snatcher creature that steals an Energy Tank. You must chase it down using the Vi-O-La cycle in one of the game's more memorable setpieces. Scan the Swim Snatcher before defeating it.
Great Mines
The penultimate region introduces VUE-995, a combat android whose name references Nintendo's Virtual Boy console from 1995. The mines feature industrial environments and complex machinery puzzles. The Psychic Power Bomb ability found here allows you to destroy heavy rubble blocking access to previously unreachable areas throughout Viewros.
Sol Valley
This open-world hub connects all regions and contains numerous optional activities including shrines, outposts, and crystal collection. Most Sol Valley content requires late-game upgrades, particularly the Grapple Beam. Do not waste time trying to complete everything on your first visit. Return after acquiring more abilities.
Chrono Tower
The final area becomes accessible once you possess all five Master Keys. Sylux awaits at the pinnacle, having gained additional powers during his time on Viewros. The confrontation transports both hunters to a separate dimension for the climactic final duel.
Boss Battle Strategies
Every boss in Metroid Prime 4: Beyond can only be scanned once. Make scanning your first priority in every encounter before focusing on damage. The scan visor not only logs entries but often reveals critical weaknesses that make fights significantly easier.
Aberax: The tutorial boss at the UTO Research Center teaches basic combat rhythm. Circle strafe while charging shots and learn to read attack telegraphs. Aberax telegraphs its slam attacks with a raised appendage and its projectile volleys with a charging animation. Use these windows to position yourself and return fire.
Carvex: The guardian of Fury Green is a massive creature with multiple glowing weak points you must hit simultaneously. The Charge Beam with area damage helps hit multiple targets at once. When Carvex raises its root barriers, switch to missiles to break through quickly. Remember to scan its vines and the Pollen Sac it releases mid-fight.
Xelios: This armored machine guards Volt Forge with devastating electrical attacks. Destroy armor segments systematically, starting with the leg plates to limit its mobility. The exposed core takes massive damage from charged shots. When Xelios charges its area lightning attack, use the Morph Ball to slip under nearby cover.
Keratos: The Ice Belt guardian uses devastating roll attacks that can be turned against him. Bait his charges toward ice walls, causing him to become stunned when he crashes. The stunned window is your only opportunity for significant damage, so position yourself to immediately target his exposed underbelly.
Phenoros: The two-phase dragon boss stands as the most cinematic encounter in the game. Phase one has you riding the Vi-O-La cycle to pursue Phenoros through lava, targeting its blue membranes. Phase two takes place on land where you face its full arsenal of fire breath and tail attacks.
Sylux: The rival bounty hunter uses equipment similar to yours, including his signature Shock Coil for draining energy and Lock Jaw tripwire bombs. Stay mobile, use pillars for cover, and punish him during his weapon cooldowns.
Psychic Abilities Guide
The psychic powers represent the most significant gameplay addition to the Prime formula. Samus gains these abilities from a mysterious crystal found early on Viewros. Unlike traditional upgrades, psychic abilities often provide creative solutions to both combat and exploration challenges.

Psychic Glove: Your first ability lets you pull Motes from nearby statues and trace patterns on Psychic Containers to reveal hidden items. Many early collectibles require this ability. Master the pattern-tracing mechanic early, as later puzzles demand quick and precise inputs.
Psychic Bomb: Creates a floating explosive you can position with the right stick. Use it to activate distant switches and damage enemies from unexpected angles. The bomb hovers in place until detonated, enabling creative trap setups during combat.
Psychic Spider Ball: Transforms the Morph Ball into a form capable of latching onto tether points. This dramatically expands vertical exploration options and makes previously impossible shortcuts accessible.
Psychic Power Bomb: An enhanced explosive that destroys heavy rubble. Found in the Great Mines, this ability opens shortcuts throughout the game world. Unlike regular bombs, the psychic variant damages all enemies in a wide radius.
Psychic Boost Ball: Lets the Morph Ball charge circular mechanisms to launch yourself to elevated areas. Essential for late-game traversal and several collectibles in earlier regions.
Psychic Grapple: Acquired in Flare Pool, this ability allows swinging across chasms. Combined with the Psychic Spider Ball, few areas remain inaccessible.
Collectibles and 100% Completion
Achieving 100% completion requires collecting every item and scanning every logbook entry. The game tracks your progress through each region, displayed on the map screen.
Energy Tanks: Fourteen Energy Tanks exist throughout Viewros, each adding 100 points to your maximum health. The first is unmissable in the prologue. Others require creative use of abilities to reach.
Missile Expansions: Fury Green alone contains six expansions. Flare Pool holds nine. Use Scout Bots to locate remaining missiles in each region.
Elemental Shot Expansions: Scattered throughout all regions. These increase the ammunition capacity for your Fire, Ice, and Thunder shots.
Scout Bots: Downed robots that reactivate when hit with the Thunder Shot. Each one reveals collectible locations for its home region on your map.
Green Energy Crystals: Collected to cultivate the Memory Fruit, which ties into understanding the Lamorn civilization and unlocking lore entries.

Amiibo Features
Metroid Prime 4: Beyond supports several amiibo figures for bonus content. The Samus amiibo grants a one-time shield each day that blocks up to 99 damage and fully restores health when activated. The Sylux amiibo unlocks the secret ending flashback movie in the Gallery without requiring 100% completion.
Essential Tips and Tricks
Remap Your Jump: Most players default to B for jumping, but this prevents simultaneous right-stick aiming. Remap jump to L for dramatically improved combat effectiveness, especially during boss fights demanding precision and movement.
Master Lock-On Adjustments: While locked onto an enemy with ZL, you can still adjust aim with the right stick. This proves essential when bosses have weak points away from their center mass.
Use the Charge Beam Magnet: Holding a charged shot without firing creates a magnet effect that pulls in nearby health orbs and ammunition. Invaluable when low on resources during tough fights.
Mark Your Map: The game includes map markers for different collectible types. When you spot an inaccessible item, mark its location. This saves enormous time during cleanup runs.
Practice Dodging Early: Boss battles punish players who neglect defensive movement. The dash, jump, and Morph Ball transformation all provide invincibility frames. Learn which option works best against different attack types.
Scan Everything in the Prologue: Three permanently missable scans exist only in the opening Tanamaar sequence. Scan all enemy types and NPCs before progressing.
Return to Sol Valley Late: The open hub area tempts exploration, but most activities require abilities found in the final regions. Complete the main areas first.
Secret Ending Guide
Metroid Prime 4: Beyond features multiple endings based on your completion percentage and choices regarding the Federation companions.

The secret ending requires 100% item collection and a complete logbook. This means every scan entry must be obtained, including the permanently missable ones from the prologue and boss fights. When you achieve this, the ending shows Samus removing her helmet in a callback to the original Metroid Prime's secret ending. An extended cutscene in the Gallery also unlocks, revealing Sylux's origin as a former Federation field captain whose squad was wiped out during a mission.
Permanently Missable Scans: - Space Pirate variants in the prologue - Federation Troopers in the prologue - Carvex's vines and Pollen Sac - Swim Snatcher in Flare Pool - Behemoth boss in Flare Pool - Hover Transport in Flare Pool - Sylux and Sylux Ball forms at the final battle
Save all five Federation companions (MacKenzie, Tokabi, Duke, Armstrong, and VUE-995) by responding to their distress signals when prompted. Failing to rescue enough allies results in a bad ending where Sylux destroys the teleporter, stranding everyone on Viewros.
Final Thoughts
Metroid Prime 4: Beyond delivers an experience worth the eighteen-year wait. The psychic abilities add fresh depth to the established formula, Viewros presents a fascinating world to explore, and the boss encounters rank among the series' finest. Whether you aim for a quick completion or the elusive 100% ending, this guide provides the foundation for conquering everything the game offers. Now suit up, hunter. Viewros awaits.
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