Flare Pool 100% All Collectibles in Metroid Prime 4
Flare Pool is the fourth main dungeon in Metroid Prime 4: Beyond. This magma-filled level presents Samus with several challenges, including the need to upgrade Vi-O-La with the ability to cross the massive lava flows. You will technically be required to visit Flare Pool at least twice, as you’ll need to quickly unlock the Fire Shot before completing MP4‘s third dungeon, Ice Belt. To collect every item in Flare Pool, you will need to visit at least three times. In this guide, we’ll show you how to complete Flare Pool, and where to find every item in Metroid Prime 4’s fire-based dungeon.
How to Get All Energy Tanks in Metroid Prime 4
Players who want to have maximum health in Metroid Prime 4, can find the location of every Energy Tank detailed in this guide.
Where to Find the Flare Pool Dungeon in Metroid Prime 4: Beyond
Head Southeast Across the Desert:
After completing the Fury Green and Volt Forge dungeons, you will likely wonder where you should go next. While the game appears to offer several options, there is only one true path forward. Technically, the next full dungeon will be Ice Belt, which is located in northwest Sol Valley. However, if you try to go there immediately following Volt Forge, you’ll discover you will not make it far without the Fire Shot. This makes Flare Pool the only real option.
To reach Flare Pool, head to the southeast corner of Sol Valley. Since you will not yet have any elemental weapons, there is not much use in exploring. This will be your first of at least two required visits, so don’t worry too much about missing anything along the way,
Remember, the one thing you can begin to collect this early in the game is Green Crystals. You’ll need a huge amount of them by the end of the game, so start early, and collect all you can while traveling from Volt Forge to Flare Pool.
Flare Pool First Visit – Metroid Prime 4: Beyond
To fully complete the Flare Pool dungeon, make sure you not only collect all items and upgrades, but also scan everything you can. We’ll provide the enemies and items in each region that are required to successfully acquire the 100% completion rating for the Flare Pool dungeon.
Fire Chip & Missile Expansion 1:
As we mentioned above, your first visit to Flare Pool will actually come after completing Fury Green and Volt Forge. This will be a short trip, but it is absolutely required in order to progress through the third full dungeon: the Ice Belt. This fact centers around the Fire Shot weapon, which can be unlocked after your first visit to Flare Pool. The goal of your first visit will be to collect the Fire Chip. There will not be much else you can do on your first visit.
Where to Find the Missile Expansion 1:
After using the Vi-O-La spinner to enter the dungeon’s main tunnel entrance, you’ll arrive in the Volcano Entrance chamber. Here, you’ll find the first few creatures that you can scan:
- Vaernan: A small reptile that crawls around the floors of this chamber, and many others in the dungeon.
- Swarm Flyer: A flock of small floating creatures that circle around near the chamber’s ceiling.
- Heatstrap: A small crustacean that clings to the walls of the chamber.
In the same chamber, if you look to the right immediately after entering the chamber, you’ll see the familiar purple glow of a psychic object. Scan the glow with your visor to reveal three Psychic Platforms. Using your Psychic Boots, jump along the platforms and into the small alcove cut out of the rocks.
Where to Get the Fire Chip:
You can now move into the next chamber, which is called Magma Overflow.
Near the end of the Magma Overflow chamber, you’ll see the Lava Pressure Control Terminal, but don’t worry about this just yet. The Boost Ball is required to operate this machine, and the reason for operating it won’t become clear until you leave the facility.
You’ll next move from the Magma Overflow chamber into the Shoreline Access chamber. As you progress through this chamber, you’ll see a door on the right, but you’ll not yet be able to enter. Your only option will be to enter the Lava Lake Bridge chamber. There’s nothing you can do below the bridge. Your only option right now will be to use Vi-O-La to extend the bridge.
Once the bridge is complete, use Vi-O-La to make your way across. As you are crossing, a cutscene will begin in which the bridge is destroyed. You’ll have to turn around and head out the same way you entered.
When you enter the Shoreline Access chamber again, you’ll get a brief cutscene in which several Psy-Bot Soldiers will now appear. Once they are dealt with, you can enter the door into the Scrapyard Access section. There is a Save Station on the right shortly after entering this new section. Once you save, you’ll want to head through the access chamber into the Scrapyard.
As soon as you enter the Scrapyard, you’ll notice a large crane in the center of the chamber.
There are platforms in the southwest corner of the chamber that allow you to reach the deck of the crane. Once you are on top, use the Morph Ball to roll towards the tip of the crane arm, using bombs to clear any blockages.
Once you reach the tip, use another bomb to cause the plasma cutter to fall to the ground. Make your way down to the glowing red object and interact with it to collect the Fire Chip.
This will be all Samus can collect from Flare Pool at the moment, but before you leave, take note of the Shot Expansion on the magnetic track directly above the crane. You’ll need to wait until you clear the Great Mines dungeon and collect the Psychic Power Bomb before you can clear the wreckage that blocks the entrance to the track.
What to Do After Flare Pool First Visit in Metorid Prime 4?
Unlock the Fire Shot at Base Camp:
Once you leave the Fire Chip, make your way out of the dungeon. You’ll notice just before you leave, a massive lava flow will come crashing down, blocking you off from re-entering the dungeon. This should tell you that you’ll need to collect some upgrades before you return.
After leaving Flare Pool, you’ll need to complete the following tasks in order:
- Return to Fury Green Base Camp and speak to Myles MacKenzie. He will take the Fire Chip and turn it into the Fire Shot upgrade. Optional: There are a few expansion items around Fury Green that can now be collected by using the Fire Shot to clear webbing. You don’t have to collect them now, but the increased ammo may come in handy.
- Complete the Ice Belt dungeon. Here, you will unlock the Boost and Ice Shot upgrades. The boost is required to enter Flare Pool, so you don’t have a choice here.
- Once you’ve collected the Boost upgrade, return to Volt Forge Tower 3 to collect the Varia Suit upgrade that allows you and Vi-O-La to withstand high heat. This is required to cross the Lava Lake and progress through the dungeon. Once these are complete, you can return to Flare Pool.
Flare Pool Second Visit Main Path Walkthrough – Metroid Prime 4: Beyond
Entrance to Flare Pool Large Shot Expansion:
Before you enter the dungeon for the second time, you’ll first be able to quickly collect the Shot Expansion located on the cliffs near the outside entrance.
As you come down the ramp into the Flare Pool dungeon entrance area, you’ll see a Small-Sized Cargo Launcher. Now that you have the Psychic Boost Ball, you can turn it on by using the Morph Ball slot, then using the Boost ability to spin counter-clockwise around the ring. Once the device powers on, enter the second Morph Ball slot that appears. It will then launch you up onto the cliffs, where the Large Shot Expansion can be found on a small ledge near the cliff wall that extends higher.
You can also just across to the next platform to scan a Lamorn Sculpture that houses a lore-filled Psychic Recording. Once you’ve completed both these
Enter Lava Lake:
After entering the Flare Pool dungeon for the second time, you’ll have to clear the wall of lava that was released when you left the dungeon after your first visit. To do this, simply shoot the lava with an Ice Shot, then shoot the rock wall that appears with a Missile. This will temporarily open a path into the next portion of the Magma Overflow chamber.
Once you are past the wall, you’ll want to interact with the Lava Pressure Control Terminal. It is found to the left after passing the lava wall. Use the Boost ability to close the pipe, permanently stopping the lava from flowing out.
Continue through the Shoreline Access chamber into the Lava Lake Bridge chamber. You should have scanned the few enemies in this area during your first visit, but keep your scanner active and check for any green.
Make your way down to the edge of the lava below the bridge. You’ll likely notice there is a chamber that is currently blocked by a large rock. You will not be able to access this area until you unlock the Super Missile upgrade in the Great Mines.
Lava Lake Bridge Psychic Rail Shot Expansion & Scout Bot Location:
Use Vi-O-La to cross the lava lake. If you look down at the opposite end of the lake, you’ll see there is a patch of land on the left and right. The main path is entered on the left, but you can collect a Shot Expansion if you visit the right side first. You’ll also find the Scout Bot, which you can return to later to reveal any missing items.
On the right side, look for the purple glow of a psychic object. If you scan it, a Psychic Boost Rail will become visible. Use the Boost ability to enter the rails, and it will take you to a Shot Expansion floating out over the lava lake.
The Scout Bot is located right on the other side of the security pylons that stop you from passing with Vi-O-La. There is also a second shot expansion at the top of the large structure here, but you’ll need the Psychic Spider Ball upgrade to collect it. Take note of its location, and return later. After collecting the first Shot Expansion, head to the exit on the left side and use the elevator to reach the next level.
GF Distress Beacon:
Take the elevator up and begin crossing the pathway over the lava. While you are walking, you’ll receive a Galactic Federation Distress beacon, revealing the presence of an NPC in the Boiler Room.
Continue along the path, which is part of the Undercarriage section. At the end, you’ll see the door is blocked, so look down near the base of the wall on the right, and you’ll see a grate covering a Morph Ball slot. Use the Fire Shot to burn the grate, then enter the slot.
You will be dropped into the Ventilation Works section, and you’ll immediately see a Boost Spinner that you can use to lift a shutter that reveals a short tunnel into the next chamber.
After passing through the tunnel, turn right and you’ll encounter a Lamorn Beam Turret. Make sure you scan it before destroying it, as it is part of the Viewros Machines log. Use an Ice Shot to quickly freeze it, giving you time to shoot without taking damage.
After taking out the turret, turn around and scan the switch near the door to remove the security gate and unlock a shortcut for the future.
Now, head back and take a right where the turret was located. You’ll see a small tunnel that is blocked by a window. Use a charged shot to destroy the window, then go through and drop back into the ventilation tunnel.
This time you’ll need to turn into a Morph Ball and use Boost to gain enough speed to reach the platform at the top.
One side of the half-pipe has a magnetic track that leads to a Missile Expansion. Remember to return once you get the Psychic Spider Ball.
Head through the exit at the top of the half-pipe and use the next elevator.
Undercarriage Shortcut 2 & Shot Expansion:
After exiting the elevator at the next level of the Undercarriage, you’ll see two options for moving forward. First, a normal beam gate on the right that continues the main path, and second, a gate that leads to a shortcut and Shot Expansion, which is locked with two latches that can be removed with the Psychic Lasso.
Before continuing on the main path, it is worth taking a quick diversion. Use the Lasso to remove the latches on the gate, then take the elevator to the lower level.
After exiting the elevator, you’ll see a small chamber with a broken grate directly ahead. Use a missile to destroy the grate and collect the Shot Expansion. Before heading back up, look for the switch on the wall next to the security door. Scan this to open a shortcut to the lower Undercarriage. Now you can return to the upper level.
Inspection Station Shot Expansion:
After taking the elevator back up, enter the door that leads to the Inspection Station chamber. Make your way over the ruined truck and just before the exit, you’ll encounter another Morph Ball slot to the right.
It is partially blocked by a small container, so keep a look-out. You’ll need to burn away the grate before you can enter the slot.
The slot will take you beneath the floor of the chamber. You’ll need to use a Psychic Bomb to clear some debris, then it’s a straight shot to the Shot Expansion. Return the way you came, exit the slot, then make your way to the next chamber.
Entry Bay – Heavy Maintenance Tank, Data Log 1 & Save Station:
From the Inspection Station, you’ll move onto the Entry Bay, a large chamber with branching paths. Before you can do much, however, you’ll be attacked by the Heavy Maintenance Tank miniboss.
This enemy has a laser beam that can do a huge amount of damage. It is possible to use the Morph Ball to sometimes go under it, but this does not always work. The safer bet is to jump over it and plug away with missiles.
The first Data Log is located to the right after entering the Entry Bay. It is titled “Delivery Status,” and is found on a desk behind the ruined Light Delivery Truck.
Once you have the data log collected, you can look for the exit with the sign over the door that leads to the save station. If you are looking the same way you were when you entered the Inspection Station, this path will be on the right. Be careful after going through the door, however, as the path is not completely clear. There is a Lamorn Beam Turret after the first corner.
Recruit Ezra Duke:
After heading back to the Entry Bay from the Save Station, you’ll have to make your way across to the smaller door directly across from the save station door. The main exit to the right will require you to have the Flare Pool GF companions. So make your way straight across the Entry Bay after leaving the station.
This leads to the Thermal Siphon path, which takes you to the Boiler Room. The first chamber of the Boiler Room will have a door with a Thunder Blocker on the right, which cannot be opened until you return with the Thunder Shot.
On the left side of the chamber, you’ll see a Conduit Access Hatch, which you can enter in Morph Ball mode. This leads to the chamber with the Lava Heat Boiler. There’s nothing you can do yet, so use the next hatch to exit. This leads to the chamber where the first NPC Companion, Ezra Duke, is found. There will be a cutscene before moving on.
Make sure to scan Ezra Duke – and all human NPCs – after they introduce themselves. This will not be added to the log if you scan them early.
Freeze the Boiler:
The next step would be to scan the hologram stand at the station Ezra was working at. Once scanned, Samus can interact with it to reveal a spinner in the spoiler room.
Use the hatch to make your way back into the boiler room. There is another Thunder Blocker door in this chamber, but once again, you’ll have to wait until you return with Thunder Shot.
In the boiler room, use the spinner to reveal the core. Shoot the core with Ice Shot to cool it down. Watch out for the plumes of fire that come out of the boiler once you begin to shoot it. Once all four sides of the core are frozen, it will shut down.
Armstrong Distress Signal:
After exiting the Boiler Room, head down the Thermal Siphon corridor back to the Entry Bay. You’ll encounter two Maintenance Tank enemies along the way.
Once you reach the Entry Bay, you’ll receive a distress call from Armstrong, another member of the Galactic Federation forces. The next major goal will be locating her.
With Duke as your companion, you can now open the large security doors that lead out of the Entry Bay and subsequent Cooling Room.
After moving past the security door at the end of the Cooling Room, you’ll enter the Energy Extraction chamber. There will be several more Psy-Bots that appear to be powered down. Along the left wall, you’ll find the second Data Log, “Extraction Process,” on a desk in a small alcove.
Psychic Charge Beam Section:
After you get the second Data Log, Duke will wait at a door that you cannot yet enter. If you move past him, you’ll see an elevator that will take you to the second floor of Energy Extraction.
As you exit the elevator, watch out for the Lamorn Beam Turret you encounter. You’ll then see a console you can interact with near the window. Doing so will open a panel on the other side of the chamber, revealing a Psychic Charge Beam target.
Destroy the broken section of the window, then use the guided beam to hit the target, which will unlock the door where Duke is waiting.
If you look up in the corner of Energy Extraction, you’ll see a large magnetic track that leads to a Missile Expansion. You’ll have to wait until you unlock the Psychic Spider Ball to return to this point and collect the item.
Unlock Area Map:
Make your way back down to Ezra, and head through the door marked with Energy Injection. If you check the map, you can go left or right. Stick to the left and head down the hall. Watch out for the turret after the first turn.
At the end of the hall, you’ll find a chamber with the Area Map device. Scan the console to unlock the map. There is an exit from this chamber, but it is locked by a Thunder Blocker. Head back out down the hall and take the other corridor into Energy Injection. There, you’ll get a brief cutscene.
Energy Injection – Data Log 3:
In the Energy Injection chamber, head up the ramp, then around the curved path, and back down the ramp on the opposite side of the large machine. You’ll find the third Data Log on a desk across from the elevator.
Energy Injection Upper Levels:
Enter the elevator after collecting the Data Log. After exiting on the second floor, Samus will have some type of psychic attack, causing all the Psy-Bots in the area to wake up. Make your way up the winding ramp while fighting the floating Psy-Bots. You can use Ice Shot to great effect here, causing the bots to fall from a great height when they are floating over the central chamber.
At the top of the ramp, take the next elevator to continue on the main path towards Armstrong.
Overseer Storage Room — Final Data Log, Missile Expansion & Energy Tank
At the top of the Energy Injection chamber, you’ll face one more attack from Psy-Bots, then you’ll enter the Overseer’s Chamber. Before moving on, enter the small room to the side — there is a Psychic Container containing an Energy Tank behind the Thunder Blocked fast-travel tunnel. The final Data Log, titled “Facility Shutdown,” is sitting on a desk across from the container.
The Missile Expansion in the Overseer Room is hidden in the chamber over the center of the room. Use the Psychic Lasso to remove the cover from the bomb slot on one side, then float a bomb into the slot. Next, wait for the three nodes to emerge from the side, then use the Psychic Charge Beam to hit all three at once. This will reveal the Missile Expansion.
Control Room Bridge – Psy-Bot Gunner:
After exiting the Overseer Room, you’ll head out to the Control Room Bridge. Here, you’ll face two Psy-Bot Soldiers. Once they are dealt with, the new Psy-Bot Gunner will be revealed. Make sure to scan them into the log.
Once that first gunner is dealt with, the final group will come out of the chamber at the end of the bridge. There will be two Shield-bearing Psy-Bots and another Psy-Bot Gunner. Use the Psychic Lasso to pry the shield from the enemies’ hands, then take them out.
Control Room Save Station:
Once you enter the Control Room, you’ll face a new Lamorn Heavy Turret. Make sure to scan this before you take it out. Once that is done, you’ll have to face a few more Psy-Bot soldiers.
Scan the console near the window once the enemies are dealt with. This will reveal the next steps you’ll have to take. Before you take the tram out of there, head through the newly unlocked door on the north side of the control room, which will lead to a Save Station. The tram station on this side is not where you’ll need to catch your ride.
Head across the Control Room and take the tram you can find through the southern door. This will lead to a brief cutscene.
Rescue Armstrong & Release the Clamps:
After the tram stops, you’ll find yourself at the small South Clamp section. You’ll meet up with Nora Armstrong. Watch the brief cutscene, then make sure to scan her once it is through.
There is a large circular device in the middle of the South Clamp chamber. Use the Psychic Lasso to pull the lid off, then use Morph Ball to enter the chamber, then spin around it in the same direction the light is moving. Once it charges up, return to the tram and go to the next destination.
The next stop is the North Clamp. This time, the machine isn’t powered up. Go around to the back and scan the gate in the wall. Duke and Armstrong will open it, allowing Samus to enter a Morph Ball slot.
This leads below the machine, to a device with two Bomb Slots. Samus will need to plant a bomb in Morph Ball form, then make it to the top of the structure to plant the second before time runs out. Doing so will return power to the machine.
Once it is powered, the machine will work just like the South Clamp. With this done, both clamps have been released. This will lead to a notice telling you to return to Access Gate all the way back at Lava Lake Bridge. The next step now is to take the tram.
Hover Shuttle Transport:
Be careful! If you do not scan the Hover Shuttle Transport at this point, you will not get another chance! This is important if you wish to see the 100% completion ending.
While traveling back, the tram will come under attack from the Hover Shuttle Transport. You’ll temporarily escape by crashing into the Control Room tram station. Take this time to use the Control Room Save Station before moving on.
Make your way out through the Control Room. When you reach the Control Room Bridge, the Hover Shuttle Transport will attack. There are three things you’ll need to look out for:
- Psy-Bot Drop: When it first arrives, the ship will drop several Psy-Bots
- Projectiles:The ship shoots fast-moving explosive projectiles at Samus. You can destroy them and collect items.
- Laser: The ship has an extremely deadly laser that will track Samus. Hide behind the pillars when you can. The laser will destroy them, but you can still get some protection if you hide at the right angle and distance.
The ship is only vulnerable from the front, so take every opportunity to shoot rockets and basic attacks. Other attacks don’t fare as well. Once the ship is downed, it will create a shortcut for Samus to reach the boss.
The shortcut technically drops you off back at Entry Bay, just before the Lava Lake Bridge. You’ll have to face yet another new enemy: the Psy-Bot Shocker. Make sure to scan it, then defeat it by using the Ice Shot to keep it frozen while blasting it. Once that is done, use the Save Station off the Entry Bay, then make your way to Lava Lake Bridge.
Path to Flare Pool Boss:
Back at Lava Lake, make sure you take the time to scan the Leaping Spitter, which is now found jumping from the lake. You’ll likely need to ride Vi-O-La out onto the lake to complete the scan.
Once that is done, enter the tunnel that was previously blocked off.
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How to Beat Phenoros in Metroid Prime 4
Phenoros Phase 1:
The fight with Phenoros is split into two phases. The first phase is fairly simple. Phenoros is a massive snake-like creature that has rows of targets on its underside. You can see their light-blue color as they emerge from the lava.
To end the first phase, you simply need to destroy all of these targets. The best way to do this is to use Vi-O-La’s multi-targeting ability by holding down A when the targets are in range. Look for the red boxes that alert you to a lock-on. It is also possible to take each target out one at a time.
If you find yourself unable to catch up with Phenoros, make sure to use the bike’s boost ability.
You’ll also want to make sure you scan the Blow Hopper
Phenoros Phase 2:
In Phase 2, Samus fights Phenoros on foot. The main goal in this phase is to destroy the targets on Phenoros’ head, which will create a moment of vulnerability. During that moment, you will want to attack Phenoros’ mouth.
When attacking the targets, we used the basic attack, as they have the highest rate of fire, and seemed the easiest to aim while Phenoros is moving. When attacking the mouth, it appeared that using Ice Shot resulted in the most damage. This is the basic process you will repeat over the course of the fight.
After each cycle, the orbs on Phenoros’ head may change. Phenoros has large flaps that he can extend, that are down during the first cycle, so the targets are mostly on the side of his face. Later, the orbs appear on the flaps.
Phenoros has multiple attacks. Here’s the basic outline for each, and how to avoid them:
- Sweeping Flame: When Phenoros creates a sweeping horizontal beam of fire over the whole arena, you’ll simply need to use the Morph Ball ability to duck under it. Later, Phenoros will do two passes, so you may want to wait a moment before changing out of Morph Ball.
- Fireballs: Phenoros will stick his head back and launch slow-moving fireballs. These can be destroyed and will often drop health and ammo.
- Snapping Lunge: Phenoros will open his jaw wide, then lunge forward, hoping to trap Samus in his jaws. You can dodge left or right to move out of the way. This will expose the targets on the side of Phenoros’ head when done correctly. If you are caught, press A repeatedly to escape.
- Flame Laser: Later in the fight, Phenoros will fire a devastating beam of flame directly at Samus. Dodge as quickly as you can to the right or left.
Once you make it through all the cycles, Phenoros will go down with a small amount of life left. Make sure to scan them at this point. Then you’ll want to use the Psychic Charge Beam to put a guided shot down Phenoros’ throat. Inside, you’ll see the final target.
Once that is destroyed, Phenoros is defeated.
After Phenoros is defeated, collect the Grapple Ability, then follow the main path out of the dungeon. The escape sequence is actually very straightforward.
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Flare Pool Final Visit Walkthrough – Metroid Prime 4
What to Do Before Returning for the Final Visit:
Before you return to Flare Pool, make sure you’ve collected all ability upgrades, including the Thunder Shot, Psychic Spider Ball, Psychic Power Bomb, and Super Missiles.
This will require completing the Great Mines dungeon, and returning to Volt Forge and Ice Belt. With these abilities, you’ll be able to collect any remaining items.
Scrapyard – Shot Expansion:
You saw this expansion item when you were collecting the Fire Chip in the Scrapyard, but couldn’t get it until you unlocked the Psychic Power Bomb and Psychic Spider Ball. Before you enter the main part of the dungeon and reach the Scout Bot, make your way here first.
Use the Power Bomb to remove the rocks that reveal the track that leads up to the Shot Expansion.
Return to the Scout Bot:
The first thing you should do upon returning to Flare Pool is visit the Scout Bot and reveal all the items you’ve missed. Below, we’ll list any items you can only get on your final visit, and any we missed in our main playthrough.
Simply shoot the downed Scout Bot with a single Thunder Shot, then scan it when it stands. This look for the orange markers on your map that mark unacquired items.
Lava Lake Bridge Shot Expansion – Psychic Spider Ball:
The first item you can get is right next to the Scout Bot. Use Psychic Spider Ball tethers to reach this Shot Expansion, floating near the large structure near the bot.
Expansion Site & Lava Works – Mech Arm, Power Bomb Expansion, & Behemoth:
Make your way to the other end of the lava lake and destroy the large rock blocking the door to Lava Works. You can only do this by using a Super Missile.
Make your way through the door and over to the small patch of land on the right. Look for another small rock that is blocking a Morph Ball slot. Destroy the rock with a missile and use the slot. Do not worry about the Power Bomb Expansion yet, as we won’t collect it until after we fight the Behemoth.
After exiting the slot, enter the nearby door. This leads to the Expansion Site. Once you enter, the fight with the Behemoth will begin. This enemy only takes damage when you hit the eyes, so focus your fire there. Once it dies, the Mech Arm will fall from a nearby ledge. Approach the Mech Part and teleport it back to Base Camp.
Be Careful! If you do not scan the Behemoth now, you will not get another chance!
Head out the door, and you’ll see several grapple points you can use to cross the lava, all of which lead to a spinner that shuts off the lava in the Morph Ball tunnel. Use the spinner, then head back into the tunnel.
You can now use the Psychic Tethers to launch up to the Psychic Power Bomb Expansion.
Ventilation Works – Spider Ball Track Missile Expansion:
As noted earlier during our second visit coverage, there is a magnetic track in the Ventilation Works half pipe that leads to a Missile Expansion.
First Thunder Blocker Chambers – Shot Expansion & Missile Expansion:
The first set of Thunder Blocker doors in Flare Pool are found off the Boiler Room chamber. They lead to a large device that also requires the Thunder Shot to work.
Once you get into the room, use the Lasso to rip the cover off the machine, then root the center with Thunder Shot several times. This will open two chambers, revealing both expansion items.
Second Thunder Blocker Chamber – MIssile Expansion & Shortcut:
The next Thunder Blocker door is just before the security door that leads out of the Entry Bay. Not only does it provide access to a Missile Expansion, but it also acts as a shortcut around the security door, leading you into the Energy Extraction chamber.
Inside the chamber, which is labeled as the Cooling Room, there is a turret on the ground. After destroying the turret with the Lasso, look in the pod behind it to find the Missile Expansion.
There is a magnetic track that lines the corner of the Energy Extraction chamber. Make your way to the top to collect the Missile Expansion item. We spoke about this item during our first visit. If you need a refresher on the location in image form, check there.
Energy Injection – Shot Expansion & Large Shot Expansion
The first of these two expansions can be found at the very top of the Energy Injector chamber. Use the grapple to reach the top level, then swing across to the opposite platform. It’s sitting out in the open & impossible to miss.
The lower level Large Shot Expansion is a bit harder to unlock. There is a trench that runs along the lower level of the chamber. At one end is a spinner with its top covering it. Look on the wall nearby for a yellow rod to shoot with Thunder Shot. This will open the cover for the Spinner.
The Large Shot Expansion is down in the center of the trench, but it is locked by two latches. When you use boost in the spinner, there are rods that come out of the side of the trench that you must shoot with Thunder Shot to lift the lock. There is one rod on both sides. You must find the rod with the base exposed, then shoot the base. This will grant access to the Large Shot Expansion.
Thunder Blocker/Subobservation Room – Missile Expansion
To reach the Subobservation Room, make your way to the Map Station chamber between Energy Injection and Energy Extraction. There is a Thunder Blocked door leading out from the Map Station. Go through, and follow the corridor to the final room. Make this your last stop, as it has a fast-travel system that will return you to Entry Bay.
In the Subobservation Room, you’ll see a large hatch on the wall that can be pulled off. Once it is off, you can enter the wall from the side in Morph ball form. Make your way to the top, then use the Bomb double jump to reach the Missile Expansion.
Volcano Heart – Energy Tank, Missile Expansion, Shot Expansion:
The final items are located in the Volcano Heart, which is the same chamber where you fought Phenoros. You can enter this area the same way you did before, through the lower Lava Lake Bridge gate. Once you enter, you’ll find three items. The Missile Expansion and Shot Expansion are simply sitting out in the open.
The Energy Tank is slightly different. When you approach the location, there will be a small container sitting on a piece of ruined rock. Shoot the container with Vi-O-La’s weapon. The Energy Tank will pop out into the lava. Before you can get it, it is swallowed by a new enemy.
To get the Energy Tank, you’ll need to chase this enemy down several times and shoot it. Once you’ve shot it enough times, you can get the Energy Tank after the body disappears. This enemy is called the Swim Snatcher.
The Swim Snatcher is the final missable enemy scan in Flare Pool. If you do not scan it now, and proceed to kill it, you will not be able to achieve 100% completion. Make sure you scan it before killing it!
This marks the completion of Flare Pool 100%.