August 30, 2026 / Studio Practice
Metroid Prime walkthrough: a clean route through Tallon IV
Metroid Prime walkthrough: a clean route through Tallon IV
Players returning to Samus Aran’s first 3D adventure usually want more than a list of room names. A working Metroid Prime walkthrough has to respect the lock-and-key structure, the scan-driven progression, and the 100% item tracking that turns a five-hour rush into a fifteen-hour investigation. This guide treats the game as a connected system of regions, abilities, and backtracking loops, and shows the order that opens the world without missing collectibles. It also pays attention to the design decisions behind that structure, because the same lock-and-key logic is what makes the game useful study material for level designers working on ability gating, non-linear routing, and environmental storytelling.
The route below is written against the original GameCube release, the Wii backwards-compatible version, and the Switch remaster. Mechanics are identical across those versions, so the same walkthrough order applies. Difficulty is set to Normal, which is the canonical design target for encounter balance and item placement. Hard mode does not change the route; it only tightens timing windows and removes some recovery options, so the order stays valid for completionists and casual players alike.
What this walkthrough actually covers
- A region-by-region route that opens every door in a single playthrough.
- The exact upgrade acquisition order and the room where each ability unlocks.
- Boss strategies that depend on items the route has already placed in the kit.
- Missile, Energy Tank, Power Bomb, and Chozo Lore tracking tied to each step.
- Notes on the 100% split, including the Missile Launcher plus expansion counts.
- Speedrun-friendly shortcuts that do not require glitches.
How to read this guide
Each section uses the same rhythm: a short framing paragraph that explains the design intent of the area, a routing table or pickup list, and a paragraph that ties the routing decision back to a specific fight or traversal puzzle further down the line. The tables are written to be scanned quickly, so the prose around them is meant for players who want to understand why a given order is preferred over a simpler one. Designers reading the same article will find that the route is essentially a worked example of ability gating: every pickup opens at least one new room in the region where it is found, and at least one new room in the next region on the list.
Pre-flight checklist before leaving the Frigate Orpheon
The opening frigate is a controlled tutorial, but several items inside it cannot be reached after the hull breach. Players who want a clean run should sweep the frigate thoroughly before the countdown forces Samus into the escape pod. The pickups below are the only one-shot opportunities on the ship, so missing them costs real time later, since the frigate is not reloadable after the crash landing on Tallon IV.
Frigate Orpheon essential pickups
- Missile Expansion in the Main Ventilation Shaft, reachable only before the airlock sequence.
- Power Bomb Expansion in the Reactor Core, hidden behind a Grapple Point wall in the original GameCube version and moved slightly in the Switch remaster.
- Charge Beam in the Cargo Freight Lift, dropped by the first major Space Pirate encounter.
- Thermal Visor in the Biotech Research Area 2 sub-room, after the first cloaked pirate ambush.
- Scan Visor in the same corridor branch as the Thermal Visor; both are required for the rest of the game.
- Missile Expansion in the Connection Elevator to Deck Beta, behind a cracked wall only visible from a specific camera angle.
Save before the escape pod. The autosave after crash-landing on Tallon IV is the first hard save boundary, and reloading the frigate is not possible. The walkthrough treats everything before Tallon IV as prologue because the actual design language of the regions begins only when Samus steps into the Landing Site and the save beacon powers up.
Why the frigate matters for 100% tracking
The frigate is short, but its pickup list is unusually dense for a tutorial area. The Charge Beam is the first weapon that can break a red door, the Thermal Visor is the first visor that sees cloaked enemies, and the Scan Visor is the first tool that turns the game’s environment into a readable document. Missing any of those three items means the rest of the game becomes a guessing exercise, because every later region depends on all three. The walkthrough treats the frigate as a one-room-per-item checklist rather than a cinematic, which is also how the designers at Retro treated it when they built the early-game tutorial flow.
Region order: how Samus opens Tallon IV
The non-linear structure of Metroid Prime is a useful reference point for designers studying ability gating. The game never sends the player to a specific region; it gives the player abilities and lets the route emerge from which doors those abilities can open. The recommended order below is one of several valid sequences, chosen because each region’s signature ability is required to make meaningful progress in the next, and because the route keeps the Plasma Beam pickup inside Magmoor rather than forcing a late Magmoor return.
| Step | Region | Signature items acquired | What it unlocks |
|---|---|---|---|
| 1 | Phendrana Drifts | Wave Beam, Varia Suit, Ice Beam | Chozo Ruins west entrance, Thardus fight, and the upper Phendrana thermal rooms |
| 2 | Chozo Ruins | Gravity Suit, Morph Ball Bomb, Grapple Beam | Phazon Mines elevator, Magmoor Caverns deep route, and the Spider Ball tracks |
| 3 | Magmoor Caverns | Plasma Beam, Space Jump Boots, Wavebuster | Phazon Mines access, upper Phendrana thermal rooms, and the Ridley boss gate |
| 4 | Phazon Mines | Power Bomb, Phazon Suit, X-Ray Visor | Impact Crater finale and the final Metroid Prime encounter |
| 5 | Impact Crater | Final story resolution | Endgame state and final completion percentage |
Players who want an alternate route can swap Phendrana and Chozo Ruins, because the two regions share few item dependencies. The order above keeps the Plasma Beam pickup inside Magmoor, which avoids the common mistake of fighting Meta Ridley with only the Power Beam and Wave Beam combination, and which keeps the upper thermal rooms in Phendrana reachable without a second Phendrana pass after the Magmoor visit.
Why the order is not strictly linear
Every region in the table above can be entered before the items listed under it are collected, but doing so removes a useful shortcut. Phendrana can be entered from the Landing Site without any item, but the upper thermal rooms require the Varia Suit, so a player who rushes in without it ends up reloading the region later. Chozo Ruins can be entered from the Landing Site through a separate door, but the Heat Door at the Sunchamber requires Ice Beam timing, so a player who arrives without Ice Beam has to leave and return. Magmoor can be entered from either Phendrana or Chozo Ruins, but the elevator to Phazon Mines requires the Gravity Suit, which only the Chozo Ruins route produces. The walkthrough keeps the order linear because that is the cleanest expression of the gating graph, even though the game itself is happy to let players wander.
Phendrana Drifts: the first real region
Phendrana is the first region that gives Samus long-term mobility. The thermal regulator system makes the upper half of the region too cold without the Varia Suit, so visiting the Observatory before picking up the Varia Suit means backtracking across half the map. The walkthrough treats Phendrana as three sub-areas with their own gating logic, and the route below respects the order in which each sub-area’s thermal threshold is met.
Phendrana Drifts routing table
| Sub-area | Entry prerequisite | Key pickup | Common miss |
|---|---|---|---|
| Phendrana Shorelines | None | Missile Expansion near the boat dock | The dock Missile is hidden under a Wave Beam-coverable panel on the original release |
| Temple Entry / Chapels | Wave Beam | Varia Suit behind the Wave Beam panel | Players skip the East Tower detour and miss the Ice Beam upgrade |
| Research Core / Aether Lab | Varia Suit | Ice Beam and Thermal Visor in the Control Tower | The Ice Beam sits on a high ledge that requires the Wave Beam to reach a Grapple Point |
| Quarantine Cave / Gravity Chamber | Ice Beam | Gravity Suit preview puzzle and Missile Expansion | Players forget the Ice Spreader is required to freeze the moving platform |
The Thardus boss fight sits at the end of the Chapels and serves as the first real skill test. A reliable approach is to keep distance and circle-strafe while charging the Wave Beam. Thardus’s rock shield only breaks when hit by a charged shot, so a slow but steady rhythm beats rapid Power Beam spam. The fight also teaches the charged-shot timing that returns against Meta Ridley and against several Elite Pirate phases later in the run.
Thermal rooms and the Varia Suit
The upper thermal rooms in Phendrana are a textbook example of an environment that punishes the player for missing an item. Without the Varia Suit, the screen fills with frost, the energy bar drains in seconds, and most pickups inside the thermal rooms are unreachable because the doors to them are blocked by ice walls that only melt after the room is warm. With the Varia Suit, the same rooms are a relaxed traversal, and the Ice Beam pickup becomes a free detour. The walkthrough enforces the Varia Suit pickup before any thermal room entry, because the cost of entering cold is high and the cost of waiting is zero.
Chozo Ruins: where the Metroid DNA route starts
Chozo Ruins is the densest scan-driven area in the game and the most useful region for designers studying environmental storytelling. Every locked door has a visible mechanism, and the lore is delivered through scanning rather than dialog. The walkthrough treats the ruins as two connected halves separated by the Main Plaza elevator, and the route crosses that elevator only once to keep the path tight.
Chozo Ruins priority pickups
- Grapple Beam in the Ruined Shrine, after the first Elite Pirate fight.
- Morph Ball Bomb in the Furnace, behind a heat panel that requires Ice Beam timing.
- Gravity Suit in the Hall of the Elders, after the Hive Mecha fight.
- Missile Launcher expansion in the Sunchamber, on the way to the Flaahgra boss arena.
- Power Bomb expansion in the Watery Hall access, behind a Morph Ball tunnel.
- Energy Tank in the Ruined Nursery, accessible only after the Bomb pickup.
Flaahgra is the boss that teaches players how to read sunlight mechanics, and the same logic returns in Phazon Mines. The fight requires the Morph Ball and Bomb to damage the root, so the walkthrough makes sure those items are picked up before the Sunchamber. Skipping the Furnace detour and rushing into Flaahgra with only the Power Beam leaves the player stuck in a soft-lock for the rest of the run, because the root cannot be damaged without a Bomb and the arena exits are gated by the same root state.
Scan density and lore gating
Chozo Ruins holds a disproportionate share of the game’s Chozo Lore entries, and a 100% run is not complete until every entry is scanned. The lore is split between Chozo Ruins, Phendrana, and the Magmoor-Phazon transition, but the Ruined Shrine, Hall of the Elders, and Sunchamber contain the densest clusters. The walkthrough treats scanning as a parallel task rather than a cleanup step: every region exit includes a scan checkpoint, and the route backtracks through rooms with new visors specifically to pick up lore that was invisible on the first pass. The X-Ray Visor, in particular, reveals a set of lore panels in the Hall of the Elders that are not readable with the Combat Visor, so a player who skips the X-Ray pickup also skips a chunk of the lore counter.
Magmoor Caverns: transit hub and the Plasma Beam
Magmoor is built as a transit hub between regions rather than a destination. The walkthrough uses the upper tunnels to reach Phazon Mines from Chozo Ruins without crossing Phendrana, which saves around fifteen minutes on a clean run. The lower tunnels contain the Plasma Beam and Space Jump Boots, both of which are required before the Metroid DNA finale and the Meta Ridley fight.
Magmoor routing shortcuts
- Use the Warrior Shrine elevator to skip the lengthy lava floor segment on subsequent visits.
- The Geothermal Core door is one-way for the rest of the run, so pick up both Missile Expansions before crossing it.
- The Plasma Beam is inside a Morph Ball tunnel that requires Bombs and a precise jump, which is the only place in the game that combines those two constraints.
- Space Jump Boots sit on a platform above the Monitor Station, reachable only by double-jumping off a frozen waterfall.
- Save at the Storage Depot before crossing into Phazon Mines; the elevator descent is a one-way trip.
The first Meta Ridley encounter happens during the descent to Phazon Mines, not inside the mines themselves. Players who enter the mines without the Plasma Beam and Space Jump Boots will not be able to reach the upper save room, so the walkthrough routes them through Magmoor’s lower section before opening the elevator. The fight itself is a pattern recognition test: charge the Wave Beam and fire when Ridley hovers in front of a pillar, then strafe to break line of sight before the next charge.
Lava damage and the Gravity Suit
Magmoor is also the region that teaches players the rhythm of lava damage. Without the Gravity Suit, the player can stand on small platforms above lava but cannot enter the deep pools, and the energy drain from heat is constant. The Gravity Suit removes the heat drain and opens the underwater tunnels that connect Magmoor to Phazon Mines, so the suit functions as both a survival tool and a transit key. The walkthrough routes the Gravity Suit through Chozo Ruins rather than through a hidden Magmoor pickup, because the Chozo Ruins version is on the main path and the Magmoor version requires a backtrack through Pirate filaments.
Phazon Mines: late-game backtracking and the final suit
Phazon Mines is the only region that requires Power Bombs to leave as well as to enter. The walkthrough treats the mines as three vertical layers, each gated by a different combination of visor, beam, and bomb. The Phazon Suit and X-Ray Visor sit on the top layer, and the final Power Bomb expansion sits on the bottom layer. Missing the bottom layer means re-entering the mines after the Meta Ridley fight, which costs more time than picking it up during the first pass because the elevator state resets on every entry.
Phazon Mines item map
| Layer | Entry condition | Key pickup | Exit condition |
|---|---|---|---|
| Upper Mining Level | Power Bomb | Phazon Suit | Elite Pirate fight cleared |
| Central Dynamo Works | X-Ray Visor | Missile Expansion behind the locked bulkhead | Power Bomb destructible wall |
| Elite Quarters / Omega Research | Space Jump Boots | Power Bomb expansion and Missile Launcher upgrade | Elevator to Impact Crater |
The Elite Pirate pair fight in the Elite Quarters is the test of full loadout competence. Phase 1 uses the Combat Visor, phase 2 uses the Thermal Visor, and phase 3 uses the X-Ray Visor. Players who skipped a visor earlier in the run will be soft-stuck on a specific phase, so the walkthrough enforces the visor pickup order before the mines entry. The same gating logic is what makes the Elite Quarters feel like a final exam for the run: the arena punishes missing items rather than rewarding extra ones.
Why Phazon Mines resets on every entry
Most rooms in the game reset their enemy spawns when the player leaves the region, but Phazon Mines is unusual because the elevator state also resets the Phazon contamination level. Re-entering the mines after a soft-lock starts the contamination counter from zero, which means the Elite Pirate pair fight becomes harder to read on the second entry. The walkthrough treats the mines as a one-pass region and saves at the Storage Depot right before the elevator descent, because that is the only reliable rollback point that preserves the contamination state.
Boss strategies by region
Bosses in Metroid Prime follow a consistent design rule: each one introduces a mechanic that returns in a later encounter, and each one requires an item that was just added to the player’s kit. The table below maps that relationship so designers can study the escalation curve and so players can plan energy reserves before each fight.
| Boss | Region | Damage window | Item required | Mechanic it teaches |
|---|---|---|---|---|
| Thardus | Phendrana | Charge shot breaks the rock shield, then a strafed Power Beam | Wave Beam | Charged shot timing |
| Flaahgra | Chozo Ruins | Bomb the root, then shoot the exposed head | Morph Ball Bomb | Environmental object interaction |
| Meta Ridley | Phazon Mines approach | Charge the Wave Beam when Ridley hovers, then strafe | Plasma Beam, Space Jump Boots | Vertical combat with double jump |
| Metroid Prime (Essence form) | Impact Crater | Match beam colors, switch visors per phase | All beams, all visors, Phazon Suit | Full kit synthesis |
The Essence form of Metroid Prime is the only encounter that uses every collected beam and visor in a single fight. Players who reach it with missing items are sent back to the region of origin rather than to a soft-lock, which is why the walkthrough enforces a 100% checklist before entering the Impact Crater elevator. The fight also resets the player’s energy if the suit is not the Phazon Suit, so the walkthrough treats the Phazon Suit as a hard requirement rather than a recommended one.
How boss gating mirrors region gating
The boss table above is not a separate design system; it is the region gating system expressed in a single room. Thardus tests the Wave Beam pickup that opens the Varia Suit door, Flaahgra tests the Morph Ball Bomb that opens the Watery Hall access, Meta Ridley tests the Plasma Beam and Space Jump Boots that open the upper Phazon Mines save room, and the Essence form tests the full loadout that opens the ending. Designers studying the game can read the boss list as a compressed summary of the walkthrough order, which is useful when prototyping non-linear bosses in their own projects.
100% completion: missile, energy, and lore tracking
100% completion is the cleanest way to verify that no routing mistakes were made. The final percentage screen in the original release shows Missile Launcher upgrades, Missile Expansions, Energy Tanks, Power Bomb Expansions, and Chozo Lore entries. A clean run requires all of those in addition to the suit and beam items, and the walkthrough distributes the pickups so none of them depend on a late-game revisit that breaks pacing.
Completion targets
- Missile Launcher plus 49 Missile Expansions for a maximum of 250 missiles.
- Power Bomb plus 14 Power Bomb Expansions for a maximum of 15 power bombs.
- 14 Energy Tanks in addition to the starting 99 energy.
- All Chozo Lore entries in every region, including the pirate data and scan entries tied to the scan visor.
- All Artifact of Truth variants, which are gated by boss clears and the X-Ray Visor pickup.
- All map data and research entries, since the original release counts them toward the percentage.
The hardest items to find are usually the Power Bomb Expansions in Phendrana and the Missile Expansion inside the Chozo Ruins Sunchamber. Both are gated by a beam combination that the walkthrough picks up in a specific order, so following the route above removes the need for a second pass through those areas. A second pass is technically possible, but it usually costs more time than the original detour because the room loaders reset and the scan triggers do not re-spawn without a region reload.
Counter breakdown for the final screen
The final percentage screen is built from several independent counters, and a 100% run has to clear every one of them. The Missile counter is the most visible, but the Energy counter and the Power Bomb counter are just as strict. The Chozo Lore counter is split into a separate block on the original GameCube release, while the Switch remaster merges it into the main percentage. The walkthrough is written against the original screen layout, but the routing is identical on the remaster because the counters reset on the same room boundaries.
Common routing mistakes and how to avoid them
Most soft-locks in a first-time run come from visiting a region in the wrong order rather than from missing a single item. The walkthrough fixes each of these by aligning pickup order with door gating, and by saving at region boundaries so any mistake can be rolled back without losing more than one region of progress.
Frequent soft-lock conditions
- Entering Phendrana Research Core before picking up the Varia Suit, which prevents the upper thermal rooms from loading.
- Crossing into Magmoor Caverns deep route without the Gravity Suit, which removes a critical lava shortcut.
- Fighting Meta Ridley without the Space Jump Boots, which makes the upper pillar ungrappleable.
- Entering the Impact Crater without the X-Ray Visor, which is required to read the final lore entry and unlock the final cutscene.
- Saving inside a one-way room after a soft-lock without checking the autosave timestamp.
- Skipping the Chozo Ruins Watery Hall Power Bomb expansion, which forces a second Chozo Ruins pass after Phazon Mines.
For a clean run, save at the end of each region before crossing into the next. The autosave boundary inside elevators is a one-way trip, so a saved state at the start of a region is the only rollback point that always works. The walkthrough also recommends reloading from the last save beacon after any Elite Pirate soft-lock, because the arena state is not always recoverable from the autosave.
How the route maps onto modern design practice
Metroid Prime’s region structure is a textbook case of ability gating with environmental loaders. Each region’s upper bounds are defined by what the player can carry, and the game never has to script a hard sequence. The walkthrough’s region order is not the only valid sequence, but every valid sequence produces the same set of door openings, which is the property modern designers aim for when building non-linear worlds. Studying the order in which abilities are distributed is more useful for level design than memorizing a specific path, because the goal is to learn the gating pattern rather than to copy a list of room names.
For developers prototyping non-linear levels, the Metroid Prime walkthrough order is a reference for three specific design decisions: how to keep a region’s signature item feel like a reward rather than a key, how to backtrack without breaking pacing, and how to gate late-game areas through visors and items that are useful in earlier encounters. The same logic appears in modern designs such as Metroid Dread, Hollow Knight, and Outer Wilds, all of which use the same gating principle with different item types. The release history, mechanics, and reception of the original game are documented in detail on the Metroid Prime Wikipedia page, which is the cleanest canonical reference for designers who need a stable source to cite.
The most underappreciated detail is that the gating is not symmetric: every ability is useful in the region where it is found, even before it becomes a key for another region. The Wave Beam opens new combat windows in Phendrana before it opens the Varia Suit door; the Gravity Suit shortens lava detours in Magmoor before it opens Phazon Mines; the X-Ray Visor reveals hidden scan panels in the Mines before it reads the final lore entry. That property is what keeps the route from feeling like a key hunt, and it is what most modern designers fail to replicate when they copy the lock-and-key structure without the local-use property.
Speedrun notes for the same route
The route above is also the foundation for the Any% and 100% speedrun categories. Any% uses a damage-boost glitch to skip the Gravity Suit in Chozo Ruins, while 100% follows the order above without glitches. The most common optimization on the 100% path is to skip the Thermal Visor scan detour in Phendrana by using a Morph Ball jump to reach the Control Tower balcony, which is a useful technique to know for any completionist attempt. For readers who want a sense of how the sequel extended the same gating model into a dual-world structure, the Metroid Prime 2 Echoes review at IGN walks through the design changes in detail and is a good companion reference for designers comparing the two systems.
Quick optimization checklist
- Skip the Research Lab sub-room after the Wave Beam pickup, since its only item is a scan entry that can be filled later.
- Use the Warrior Shrine elevator twice in Magmoor to skip the lava floor segment on the return trip.
- Cross the Phendrana Shorelines on the ice rather than on the dock, which removes two camera cuts and saves around thirty seconds.
- Save the Missile Expansion in the Sunchamber for the descent rather than the ascent, which avoids a forced backtrack.
- Enter the Impact Crater with full Phazon Suit energy to skip the regeneration delay on the final cutscene.
- Use the Space Jump Boots’ double jump to skip the long Morph Ball tunnel in the Mines’ central layer on a 100% route.
How glitch routes differ from the clean route
Any% speedrun routes are not a substitute for a clean walkthrough, because the glitch routes depend on specific frame counts, jump arcs, and damage-boost windows that do not survive a casual playthrough. The clean route above is what a first-time player should follow, and the speedrun notes are included only because they make the gating graph more legible. Once the gating graph is legible, the clean route and the glitch route both make sense, and the difference between them is just a question of how many constraints the player is willing to break.
Frequently asked questions
What is the best region order for a first-time Metroid Prime walkthrough?
The cleanest order is Phendrana Drifts, then Chozo Ruins, then Magmoor Caverns, then Phazon Mines, then the Impact Crater. This order gives Samus the abilities needed to enter each region without backtracking and produces the shortest total travel distance on a clean playthrough. The only safe swap is Chozo Ruins and Phendrana, but that order requires a different entry into Magmoor and tends to push the Varia Suit pickup later than the route above.
How many Missile Expansions are in a 100% run?
A 100% run includes the Missile Launcher plus 49 Missile Expansions, which together raise the maximum missile count to 250. The expansion count is fixed across the original GameCube version, the Wii version, and the Switch remaster, so any walkthrough that promises more than 49 expansions is incorrect.
Do I need the Thermal Visor to finish the game?
Yes. The Thermal Visor is required to read the pirate data in Phendrana and to clear the Elite Pirate fight in Phazon Mines. The walkthrough picks it up in the Phendrana Control Tower because that is the only location where it unlocks doors in the same region, so skipping the detour means a soft-lock later.
Is the Gravity Suit required to enter Phazon Mines?
Yes. The lower level of Magmoor Caverns floods the moment the elevator descends, and only the Gravity Suit allows Samus to survive the descent. Players who try to enter without it are sent back to the Magmoor save room by the room’s death boundary.
What happens if I fight Meta Ridley without the Plasma Beam?
Meta Ridley’s damage window is short, and the Plasma Beam is the only weapon that can keep the player within combo range during the strafing phase. Without the Plasma Beam, the fight is technically winnable but the run time increases by around twenty minutes because the player has to leave and re-enter the boss room several times to recover energy.
Can the same walkthrough be used for the Switch remaster?
Yes. The Switch remaster keeps the same region structure, the same item placement, and the same boss gating. The only changes are control sensitivity and a small resolution bump, neither of which affects routing. The walkthrough order above is valid on every release of the game.
How long does a 100% run take on a first attempt?
A first-attempt 100% run usually takes between twelve and fifteen hours, depending on how thoroughly the player scans Chozo Lore and how often they backtrack. Speedrunners clear the same content in under two hours using the same route, which gives a sense of how much of the time on a first attempt comes from exploration rather than travel.
Is it safe to skip Chozo Lore entries on a 100% run?
No. Chozo Lore entries are part of the completion percentage, and the original release shows a separate counter for them. Skipping entries drops the final percentage below 100 even if every other item is collected, so the walkthrough includes scan checkpoints at the end of each region.
What is the hardest item to find on a 100% run?
The hardest items are the Power Bomb Expansion in Phendrana Shorelines and the Missile Expansion in the Chozo Ruins Sunchamber. Both are hidden behind environmental puzzles that are easy to walk past, and neither is marked on the in-game map. The walkthrough calls them out because they are the two pickups that most often break a 100% attempt.
Do I need to fight all bosses twice for 100%?
No. Each boss is fought once, and the items they drop are part of the same pickup. The walkthrough’s boss table lists each encounter with the items it rewards, and the same boss is not revisited in a 100% run.
Practical next step
Start a fresh save on Normal difficulty, sweep the Frigate Orpheon for the one-shot pickups, then follow the Phendrana, Chozo Ruins, Magmoor, Phazon Mines, Impact Crater order above. Save at the end of every region. When the final percentage screen shows 100% across every counter, the run is complete and the route is verified.